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#dex 120×120
a10ttion · 7 months
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Oi!!! Vou fazer um pedido muito aleatório e vou entender caso não faça: poderia fazer icons do Kim Dex, por favor!!!! Icons aleatórios dele e + alguns na entrevista que ele fez com a Sana! (Se puder fazer alguns icons dele juntinho da Sana em momentos da entrevista, me fará muuuuito feliz! 😫💕) Obrigada desde já!! ♡
olá, meu bem!! 🫶 espero que goste dos seus icons <3 preciso comentar aqui que esse moço parece um fofo 🥺 eu só consegui achar uma fotinho dele com a sana, mas espero que não tenha problema
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💫﹐kim dex icons! ★ lιkᥱ, rᥱbᥣ᥆g and give credits, please. 𖹭
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beatcroc · 2 years
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Yeah, Egg nests are a gameplay feature. Monsters that have juvenile forms come out fully mature (Dromes, Greats, Gravios, Zamtrios) as well as monsters that attain a certain state through experiences/circumstances (black diablos is a female diablos in heat, most deviants are normal monsters that survived hunter attacks and developed new abilities or just regular monsters who mutated due to enviromental reasons).
Also, seeing Dogs, Bears, Monkeys and Elephants come out of an egg is definetely puzzling.
Nonetheless, the game is a bop and the idea of riders is great. I just wish we could have Tetsucabra as A rideable monster.
LITERALLY THEY DID TETSU SO DIRTY. I ALSO WANT HIM SO BAD.... HOW DID THEY GO OUT OF THEIR WAY TO LET YOU RIDE NERSCYILLA BUT NOT TETSU.... i also wish those giant fuckin sauropod guys were rideable. not viable, i just think it would be funny to plod through the fields at like 2mph. also gargwa just bc im obsessed w them. congala and kecha wacha also strike me as weird choices for being rideable, just 'cause their Shapes don't seem conducive to it
anyway on the topic of Weird Specific Instance of monsters, i was doing some wiki hopping and it looks like for some reason all yian garuga in stories2 are deadeye deviant??? all the wild and hatched ones are missing an eye and an ear which is like. huh?? don't get me wring i love my edgy purple parrot but its like. this seems detrimental on a large scale.
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dirt-juice · 6 months
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pisswizard420 · 7 months
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Act 3 of bg3 is just tenderly kissing monk players on the lips
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celestialholz · 1 year
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Today in Gay People: Hassel.
There's something I've noticed about our resident art teacher, and that's... well, Flapple. I mean, we all know how gay the whole Applin deal is, but... well, it's where it is that's particularly interesting.
This is Steven Stone's team.
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This is Cynthia's team...
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This is Wallace's team...
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I could go on. (And yes, I'm using champions because, like Hassel, they're important, powerful NPCs with a proper team, and let's be real here, Hassel is five minutes, that Tournament Dragonite and a fuck to give away from kicking Geeta out of his office.)
But the point here is... well, that penultimate slot. The fifth slot in a champion's team - or fourth, in Hassel's case - is reserved for the vice-captain role. It's the Pokemon hardest to take down before the ace, meant to weaken you up - the secondary signature mon. We see here with Milotic - defence for days, Marvel Scale, offensive too. And we see it with Armaldo - excellent attack, difficult type. And then we see it with Gyrados - Dragon Dance, Earthquake, power. Utility. That second-to-last slot is designed to weaken you up for the finale, the real powerhouse of the squad. Leon does it too - his fifth slot is the starter strong against yours, the one you may not have a counter to if your team-building isn't on point.
... And then we have Hassel.
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... Now, there's a few things to note here.
Flapple shares the same quad weakness as Noivern, which leads. That's, er... different.
Flapple, statistically, is the weakest Pokemon here. Not by a lot - Dragalge is only ten points or so better, but it's a defensive Pokemon. It's meant to fill that role, as well as being a counter to Fairies.
Flapple isn't the utility mon most penultimate-slot mons are.
... And yet, here it is. Now, I could draw upon Hassel's six-mon Tournament team here, which adds Dragonite into this slot instead, but the Tournament is Hassel fucking about. He's been chilling in the staffroom and someone's gone "oh, that champion-rank kid's up, get out here." The Elite Test line-up is him at work. He's specifically chosen to leave a pseudo-legendary at home... for Flapple.
And why would he do that? @edgeanescence pointed out on the EphemeralArt Discord that the penultimate slot is meant to represent the trainer; the personality and the heart of them, as well as acting as vice-captain. And, well...
Cynthia's is a Milotic. Grace, beauty, the defence of Sinnoh against Cyrus.
Steven's is an Armaldo. A fossil, a Rock-type, the strongest of all fossils at the time - perfect sentiments for him.
Wallace's is a Gyrados. Power, controlled by a former eighth gym slot; ferocity in water.
... And Hassel's is a Flapple. Like him, she has power, but what she represents as a Grass/Dragon is much more important to him than raw offence or defence. She is his softness; she is his tears, and pride in his students; she is part-Brassius. Whether Brassius gave him the Flapple or not is irrelevant, though it's pretty compelling that he did - this man takes a representation of his heart and of his love into battle over the Dragonite, who has 120 more points of stats. By rights, even if he's leaving the Dragonite at home, Haxorus should be here if this is about power, not Flapple.
And you can tell me that it's about game balance as much as you like, but oh look:
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Brassius's rematch team, everyone, and look at that penultimate slot.
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Look at that Arboliva sculpture, with Brass's own spikiness and Dragon-type purple-tinged blue.
Brassius is not like Appletun, the obvious counterpoint here. Brassius is drama; Brassius is a man formerly weak, much like Smoliv; Brassius is not home comforts, apple pies, yet he's surprisingly kind and encouraging. Reminding you of anything?
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... Ah, yes. Arboliva, depending on mood. And, if you're not already convinced...
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That's Flapple, in the Violet dex. Strong, and covered in clay. Like a fucking artist, or a man who loves a sculptor.
When the chips are down, when they show up to work, when they have important, key battles, Hassel and Brassius don't just take their Pokemon to the arena.
They take themselves, and they take each other.
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thirdtofifth · 1 year
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Cerebrilith Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft. Str 21, Dex 13, Con 23, Int 15, Wis 18, Cha 21 Saving Throws Int +6, Wis +8 Damage Immunities lightning, poison Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 10 (5900 XP) Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The cerebrilith's spellcasting ability is Charisma (spell save DC 17). The cerebrilith can innately cast the following spells, requiring no material components: At will: detect thoughts, confusion, dissonant whispers 3/day each: darkness, dominate person, gaseous form
Actions Multiattack. The cerebrilith uses Mind Lash if it is able to. It then makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Teleport. The cerebrilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Mind Lash (Recharge 4-6). Up to three creatures the cerebrilith can see that are within 60 feet of it each must succeed on a DC 17 Intelligence saving throw or take 17 (5d6) psychic damage. A creature that fails its save by 5 or more is also stunned until the end of its next turn.
Cerebriliths are psionic demons who seek to kill, and then consume the brains of, moral creatures. They also use their powers of mental domination to control communities of mortals to serve them, or simply to manipulate them according to the whims of their Abyssal masters. When not serving other demons, they are found in groups of up to four. They stand around 8 feet tall.
Originally from the Expanded Psionics Handbook
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thecreaturecodex · 5 months
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Lloigor
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"Monster Concept" © devinatArt user CobraVenom, accessed at her gallery here
[Sponsored by @tar-baphon. The name "Lloigor" is related to multiple traditions in the Cthulhu Mythos and Mythos-adjacent works. It initially appears as a proper noun, one of "Lloigor and Zhar", in August Derleth's elaborate family tree of Great Old Ones. It's used as a synonym for "Great Old One" in the Illuminatus! Trilogy, and from there has trickled into the works of Alan Moore. And, in Colin Wilson's "The Return of the Lloigor", it appears as a species of incorporeal psychic dragons. This is an interpretation of that third version.
"The Return of the Lloigor" can be thought of something as a remake of "The Call of Cthulhu", in that the story takes the form of a journal chronicling the narrator's conversion from skepticism to paranoia about a world-spanning cult serving horrors from human prehistory. Only the main action is in Wales, rather than Louisiana and the South Pacific, and the lloigor have a rather more direct hand than Cthulhu. The CR was by the request of the sponsor, which is in keeping with Call of Cthulhu making lloigor top-tier threats, but in the story proper their power is usually limited to causing malaise and pushing old people down the stairs. They can cause explosions, but this seems to be deeply draining for them. In CoC, their ability to drain the mental energy of victims is an area of effect, but I made it a touch attack. Both in order to have a lloigor actually be something a party can encounter and fight, and because I think it's much creepier to catch a glimpse of a tendril-tail actually dipping into your room as your bunk-mate thrashes in their sleep]
Lloigor CR 18 CE Dragon This thing resembles a malformed embryonic dragon with oily, pallid skin. It has two long limbs, each of which terminates in a hooked claw, and a long thin tail that lashes and drips behind it. Its face is something like that of a deep sea fish, all staring eyes and long thin teeth.
The lloigor are the creations of the Great Old One Ghanathoa, created in a fit of pique over the physical perfection of dragons. When the world was young, lloigors ruled openly as masters of humanoid creatures, but as humanoid civilizations grew stronger, they went into decline. Lloigors are the ultimate pessimists—they are literally incapable of feeling joy or hope, and feed by draining these emotions from the minds of others and leaving despair in their stead.
A lloigor is intangible, more a pattern of energy than a physical being, and they move effortlessly through soil and stone. Lloigors slip through the ground into people’s homes while they sleep, draining their joy with a touch of their ribbon-like tails. Doing so grants them access to more psychic power, and if a lloigor is expecting a fight, or intends to punish someone, it typically goes on a feeding frenzy to charge its psychic energy. They prefer to fight in incorporeal form for its defensive benefits, but if enemies are capable of injuring it, or if it runs out of psychic magic, it can temporarily assume corporeality and fight with claw and fang.
A lloigor radiates malaise in a wide area, and many benighted towns and areas with unusually high crime rates are under the lloigor’s influence. Those that succumb to a lloigor’s touch too often may have their personalities warped and become evil, and lloigors use their telepathy and ability to shape dreams to encourage people to rob and murder one another. As such, a lloigor’s influence can be subtle and felt throughout an adventurer’s career, long before they are powerful enough to confront a lloigor themselves, or even know what they are. Lloigors keep themselves secret, and have a habit of killing people who speak openly about them.
Lloigor    CR 18 XP 153,600 CE Huge dragon (incorporeal) Init +12; Senses darkvision 120 ft., Perception +31, thoughtsense 120 ft. Aura malaise (1 mile)
Defense AC 28, touch 28, flat-footed 15(-2 size, +1 dodge, +12 Dex, +7 deflection) hp 324 (24d10+168) Fort +20, Ref +26, Will +21 Immune ability damage, ability drain, death effects, fear, paralysis, sleep SR 29 Defensive Abilities incorporeal traits, negative energy affinity; Weakness hopeless
Offense Speed 40 ft., fly 60 ft. (perfect), burrow 40 ft. (earth glide) Melee touch +22 (drain hope) Space 15 ft.; Reach 20 ft. Psychic Magic CL 18th, concentration +25 (+29 casting defensively) 15 PE—crushing despair (4 PE, DC 21), dream (4 PE), fear (4 PE, DC 21), greater invisibility (4 PE), invisibility (2 PE), nightmare (5 PE, DC 22), telekinesis (5 PE, DC 22), telekinetic storm (9 PE, DC 26), utter contempt (6 PE, DC 23)
Statistics Str -, Dex 35, Con 23, Int 25, Wis24, Cha 24 Base Atk +24; CMB -; CMD 56 (cannot be tripped) Feats Alertness, Combat Casting, Combat Expertise, Combat Reflexes,Dodge, Flyby Attack, Mobility, Multiattack, Skill Focus (Stealth), Spring Attack, Toughness, Whirlwind Attack Skills Acrobatics +29, Bluff +27, Diplomacy +27, Fly +25, Intimidate +27, Knowledge (arcana, dungeoneering, engineering, geography, history, local, nature, nobility, planes, religion) +31, Perception +31, Sense Motive +31, Spellcraft +27, Stealth +30; Racial Modifiers +4 Knowledge (all) Languages Aklo, Draconic, Terran, Undercommon, telepathy 120 ft. SQ assume flesh, compression
Ecology Environment underground Organization solitary Treasure none Special Abilities Assume Flesh (Su) A lloigor can, as a move action, become corporeal. It loses its deflection bonus to AC and incorporeal traits, but gains a natural armor bonus equal to its Dexterity modifier, a Strength score equal to its Dexterity score, and natural attacks. It has a bite, two claws and a tail slap, gains powerful blows with the tail slap and rend with the claws. While corporeal, its statistics are as follows: AC 33, touch (-2 size, +1 dodge, +12 Dex, +12 natural); Melee bite +34 (2d6+12), 2 claws +34 (1d8+12), tail slap +32 (2d8+18 plus drain hope); Space 15 ft.; Reach 15 ft. (20 ft. with tail slap); Special Attacks powerful blows (tail slap),rend (2 claws, 1d8+18). A lloigor can resume its incorporeal form as a move action. A lloigor can remain corporeal for a number of rounds/day equal to its Hit Dice (24 rounds for an ordinary specimen). Aura of Malaise (Su) All creatures within 1 mile of a lloigor suffer a -2 penalty on all saves against emotion, fear and madness effects. This does not function in a consecrated or hallowed area. Drain Hope (Su) The touch of a lloigor’s tail deals 1d6 points of Wisdom damage. A creature that takes this damage must succeed a DC 29 Will save or be affected by the pessimism spell for the next 24 hours. This is an emotion effect and the save DC is Charisma based. A creature that succeeds this save cannot be affected by the pessimism effect for the next 24 hours, and takes minimum damage from that lloigor’s drain hope attack during that duration. If the creature fails this save, the lloigor gains 3 PE. A lloigor can gain PE above its maximum in this way, capping at twice its normal value. A creature that has its Wisdom reduced to 3 or fewer with this ability must succeed a DC 23 Will save or be afflicted with the moral insanity madness. This is a madness effect with a flat DC. Hopeless (Ex) A lloigor can never gain morale bonuses, and suffers an additional -1 penalty whenever it would suffer from a morale penalty.
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pathfinderunlocked · 2 months
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Gargantuan Linkserpent - CR11 Kyton
If you hear a chain rattling and feel the ground rumbling, it’s too late to run.
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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.
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soylent-crocodile · 1 month
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Negator (Monster)
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(Phyrexian Negator by John Zeleznik)
CR16 NE Medium Aberration (Phyrexian)
(The negator is another iconic creature, although one whose card is simply not up to snuff nowadays- the balance of power has tipped so that its astronomical drawback is not worth the creature you get. Still, the obliterator is clearly a riff on it- and got its own, incredibly aesthetically boring riff later- and even then it's simply too fabulous a design not to use. Can you say "xenomorph"?
Lorewise, these explicitly saw most usage in the leadup to full invasion- perhaps, in a hypothetical Phyrexia campaign, this could be the final boss of the second act, before the REAL invasion force finally arrives.)
Negators are perfected assassins of Phyrexia, designed to eliminate key targets with compleat efficiency. They are singleminded in this pursuit- one infamous document stated simply "It exists to cease." Indeed, a negator's heart is terribly stilled- they are not known to experience any emotion but the satisfaction of a job well done and the desire to achieve so.
Negators, being stealth operatives and assassins, are rarely used once a full-scale invasion begins, although they are often deployed just in the leadup to it. Each negator is given all Phyrexia knows of its target, and is simply placed as close as Phyrexia can get it without garnering attention and sent to kill. Negators are surprisingly skilled at stealth and disguise, able to walk as a hunched figure through whatever streets it may need to to reach its target, and are surprisingly eloquent and skilled actors when they need to lie. Once it makes its kill, however, a negator rarely makes time for stealth. Such negators will begin a return to Phyrexia (such that they might possibly be reset, reprogrammed, and reused), but generally lack the precautions of one who has yet to make a kill. These assassinations are its purpose; it seems some higher part of it shuts off once it is done.
This wicked creature stands humanoid, with razor sharp claws and a smooth nubby head lined with tiny triangular teeth. Its body is dotted with glasslike hemispheres and wires arcing between body parts.
Misc- CR16 NE Medium Aberration (Phyrexian) HD24 Init:+11 Senses: Blindsight 120ft Perception: +26, Detect Magic, Detect Good Stats- Str:27(+8) Dex:33(+11) Con:20(+5) Int:30(+10) Wis:8(-1) Cha:24(+6) BAB:+18/+13/+8/+3 Space:5ft Reach:5ft Defense- HP:228(24d8+120) AC:30(+11 Dex, +4 Armor, +5 Natural) Fort:+14 Ref:+19 Will:+15 (+4 Racial bonus vs Emotion) CMD:47 Resist: Cold 20, Fire 20, Electricity 20 Immunity: Acid, Fear, Curse, Polymorph, Petrification, Death effects, Disease, Poison Weakness: Special Defenses: Evasion, Negative Energy Affinity, DR10/Adamantine, SR27, Uncanny Dodge, Mycosynth Flesh Offense- Bite +24(1d6+8), 2 Claw +25(2d6+8/19-20x2) or Negation +29(90ft ranged, 10d8 plus Negation) CMB:+26 Speed:40ft Special Attacks: Coronous Ambush, Sneak Attack +5d6 Feats- Iron Will, Multiattack, Power Attack (-5/+10), Dodge, Mobility, Spring Attack, Wind Stance, Vital Strike, Improved Vital Strike, Improved Iron Will, Quicken Spell-Like Ability (Bestow Curse), Weapon Focus (Claw) Skills- Acrobatics +38, Bluff +31, Climb +29, Disable Device +35, Disguise +31, Escape Artist +38, Knowledge (Arcana, Planes, Religion) +34, Knowledge (Dungeoneering)* +37, Linguistics +15, Perception +26, Sense Motive +23, Spellcraft +17, Stealth +38, Survival +26, Swim +29, Use Magic Device +31 Spell-like Abilities-  Detect Magic, Detect Good, Mage Armor, Deathwatch /constant Bestow Curse (DC19), Fog Cloud, Silence (DC18) /at-will Quickened Bestow Curse (DC19) 3/day Special Qualities- Compression Ecology- Environment- Any Languages- Necril, Draconic, Elven, Aklo, Abyssal, Infernal Organization- Solitary Treasure- Incidental Special Abilities- Coronous Ambush (Ex)- A negator’s erratic, jerky movements and mastery of anatomy give it the opening to strike at its enemies weakest points. A negator may make a sneak attack against any creature vulnerable to precision damage as long as it has moved at least 10ft since the end of its last turn. Negation (Su)- As a standard action, a negator can fire a beam of oblivion energy. This is a 90ft ranged attack that deals 10d8 untyped damage. Additionally, a negator may immediately make a dispel check as with the spell Greater Dispel Magic at +18 against all magical effects the target is under.
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voca-song-a-day · 5 months
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Hey everyone! So recently I've been going back through my posts in order to make a better ordered list for myself of what songs I've already featured, and because of that, I also started putting together some information about what Vocaloids and Producers have been featured on this blog the most so far! It was fun putting this together, so I figured I'd post the information as a little end-of-the year style thing!
Some of the exact numbers may be sliiiightly off, but they should be pretty close. And the numbers here are up to date through the song posted today (December 31st).
I'm hoping to start doing this as an annual thing, with updates to the rankings at the end of the year.
Also: as a quick secondary update- I have decided that this blog will start to feature songs using vocal synths of any kind, not just Vocaloid-specific songs. I still intend for Vocaloid characters to make up the majority of songs featured here (and I currently have a long queue lined up that still has only Vocaloids in it), but I will start to add other synths into the mix, and song suggestions are now open for solos featuring non-Vocaloid synths!
Anyway, without further ado: the rankings!
VOCALOIDS
By Vocaloid Name: # of songs they're featured in
(note that this isn't just counting number of solos- it also includes duets, trios, and group songs that that Vocaloid shares with others)
The 15 most featured are in bold!
Hatsune Miku: 388
Kagamine Rin: 145
GUMI: 136
Kagamine Len: 120
KAITO: 69
Megurine Luka: 67
Flower: 64
IA: 61
Meiko: 34
Kamui Gakupo: 22
Yuzuki Yukari: 21
MAYU: 19
Luo Tianyi: 18
Fukase: 16
Otomachi Una: 14
Lily: 13
VY2: 12
Meika Hime, MAIKA: 11
Nekomura Iroha, SeeU: 10
Kaai Yuki, Xin Hua, Oliver: 9 
Meika Mikoto, UNI, VY1, Xingchen/Stardust: 8 
DEX, YANHE, Yuezheng Ling: 7
Aoki Lapis, Rana, Sonika, Yohioloid: 6
Utatane Piko, Merli, Avanna, Kizuna Akari, Miriam, SF-A2 Miki: 5
Tone Rion, CUL, Cyber Diva, DAINA, Galaco, Kokone, Lumi, Kyo, Yuezheng Longya: 4
Haruno Sora, Anon, Kanon, Clara, Macne Nana, Mew, Mo Qingxian, Prima, Ruby, Sweet Ann, Wil, Yuu, Yumemi Nemu, Zhiyu Moke: 3
Hiyama Kiyoteru, ARSLOID, Leon, Lola, Chika, Mirai Komachi, Sachiko, Tohoku Zunko: 2
Azuki, Bruno, Cyber Songman, Gachapoid, Tonio: 1
PRODUCERS
Also by name: # of songs by them featured
(there's a LOT of producers with only one or two songs featured, so I've shorted this list to just the top 15, including ties)
PinocchioP: 27
CircusP: 25
DECO*27: 21
40meterP: 20
GigaP: 18
Neru: 17
Hitoshizuku & Yama: 16
Rerulili: 15
MikitoP: 14
Niki: 13
Nayutalien, Re:nG: 12
JesusP, GHOST, *Luna, KIRA, MARETU, KurageP, HoneyWorks: 10
Kairiki Bear, Jin, HachiojiP, MachigeritaP, OSTER Project: 9
Sasakureuk, UtsuP, PeperonP, EmpathP, EZFG, Reol, Mitchie M, Hachi, Mothy: 8
Hiiragi Kirai, Tohma, q*left, UtataP & Tory Hitsuji, Kikuo, WhiteFlame, Kanaria, Kemu: 7
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homebrewsno1asked4 · 1 year
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Lloigor
Another Call of Cthulhu monster!
~
Lloigor
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 Art by Christopher Burdett!
Your foe –unseen until now – warps space and bends light as a horrible form appears. At a glance, you could mistake it for a dragon. But it has too many eyes and limbs, and its mouth distends like its body is a sheath of reptilian skin. 
In its most common form, a lloigor is invisible to conventional senses. Lloigors must alter their geometry to manipulate physical objects; in our visual spectrum, this condensed form resembles a grotesque pastiche of a dragon. Besides a similar shape, comparable strength, and humanoid-enslaving tendencies, these interstellar horrors have nothing in common with dragons.
Upon outgrowing (read: dominating and desiccating) their distant home sphere, the lloigors’ creator-god (also named Lloigor) taught its children the secrets of space travel. Since leaving home, the lloigors spread violent atrocities, empires based on fear and sacrifice, and countless people reshaped as wretched works of flesh-based art. A few great mages – of races that far predate modern humanoids – managed to craft symbols that drive away the lloigor scourge, symbols transmuted and cheapened over time into common glyph-based spells.
However, the lloigors did not realize their folly until they enjoyed several millennia of colonizing other planets. A connection to their deity and homeland was the source of their terrifying psychic prowess; ever since spreading across the universe, the lloigors’ powers were weakening. Only by consuming intelligent minds can lloigors recapture a fraction of their terrible power. After numerous rebellions, the humiliated lloigors retreated to the shadows and caverns of various worlds.
Lloigor
Small (vortex form)/large (reptilian form) Aberration, Lawful Evil
Armor Class 16 (many-angled)
Hit Points 161 (17d10 + 68)
Speed 30 ft. (reptilian form only), hover 30 ft. (vortex form only)
Vortex Form: STR 1(-5) DEX 16(+3) CON 19(+4) INT 21(+5) WIS 18(+4) CHA 18(+4)
Reptilian Form: STR 23(+6) DEX 16(+3) CON 19(+4) INT 21(+5) WIS 18(+4) CHA 18(+4)
Saving Throws Cha +8, Con +8
Skills Deception +8, Intimidation +8, Perception +8
Damage Resistances fire, nonmagic (Reptilian form), psychic (Reptilian form)
Damage Vulnerabilities radiant
Damage Immunities cold, force (Vortex form), nonmagic (Vortex form), psychic (Vortex form)
Condition Immunities charmed, frightened, frozen
Additional Immunities for Vortex Form blinded, deafened, grappled, poisoned, prone, restrained
Senses Darkvision 150 ft., passive Perception 18, truesight 120 ft.
Languages Common, Deep Speech, Draconic, Infernal, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
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Innate Spellcasting. The lloigor's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components. However, it does need to expend Leeched Mental Energy (LME, from here on). Assume any lloigor has 4d6 stored LME at the start of an encounter.
Free Spells: gust, mage hand (hand is invisible), mind sliver (3d6) 2-point Spells: catapult 3-point Spells: detect thoughts, dissonant whispers (level 2), gust of wind, mind spike, misty step 5-point Spells: fireball, sending, slow, wind wall 6-point Spells: confusion, dimension door, polymorph, Raulothim's psychic lance 7-point Spells: Bigby’s hand (hand is invisible), control winds, create spelljamming helm, telekinesis
Bound by the Signs. Certain timeless sigils can repel the lloigor and its depraved magicks.
If a lloigor damages any creature protected by warding bond, the lloigor takes the caster’s share of the damage.
The lloigor takes maximum damage from glyph of warding.
Death ward heals all effects (except damage) from the lloigor’s fleshwarping – even regenerating severed limbs.
A lloigor can’t even attempt to enter any area protected by guards and wards, even by teleportation.
Deadly Pessimism. Lloigors’ minds are endless wells of hatred and pessimism – too much for even the most spiteful mortal mind-reader to bear. Any creature that tries to read a lloigor’s thoughts is subject to a DC 17 Wisdom saving throw.
Success: The mind-reader escapes the abyss of the lloigor’s thoughts with nothing but a searing headache. For 1 minute, the mind-reader rolls Intelligence, Wisdom, and Charisma checks with disadvantage since it hurts to concentrate.
Failure: The mind-reader is afflicted with short-term madness.
Failure by 10 or More: The mind-reader is afflicted with long-term madness.
Critical Failure: The mind-reader dies.
Legendary Resistance (3/Day). If the lloigor fails a saving throw, it can choose to succeed instead.
Star-Treader. The lloigor doesn’t need to breathe, and it can shrug off extreme cold (included in stat block). 
Actions
Multiattack. In its reptilian form, the lloigor makes one Bite attack and two Claw attacks. The lloigor has no physical attack options in vortex form.
Bite (Reptilian Form only). Melee Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 6) piercing damage. 
Claw (Reptilian Form only). Melee Attack: +10 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) slashing damage.
Fleshwarp (Recharge 5-6). In reptilian form, the lloigor must touch its target. A lloigor in vortex form can attempt to warp any target within 60 ft. Targets make a DC 16 Constitution save as their own bodies twist and rebel. On a failure, the target takes 8d10 necrotic damage, and one of their features are bent to the lloigor’s whims – a limb, torso, neck, head shape, or facial feature. On a success, the target takes half damage, and no transformation occurs. On a critical failure, the lloigor gains enough control over the flesh to exact one of their favorite punishments: shriveling limbs. The target loses the use of an arm or leg (DM’s choice).
Reversing the lloigor’s fleshwarping requires casting remove curse or greater restoration at level 6 – or, curiously, a regular 4th-level casting of death ward. 
Bonus Actions
Condense/Refract. The lloigor changes between Vortex and Reptilian form. If a lloigor changes into its reptilian form thirty feet or more off the ground, it is subject to fall damage.
Reactions
Feed on Anguish. When a lloigor deals damage to another creature, the lloigor can use its reaction to regain 1d4 LME.
Legendary Actions
The lloigor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lloigor regains spent legendary actions at the start of its turn.
Attack. The lloigor makes one Bite or two Claw attacks.
Cast a Spell (Costs 3 Actions). The lloigor casts one of its spells, using the normal amount of LME. 
Recalculate. The lloigor attempts to recharge its Fleshwarp ability.
Lair Actions
On initiative count 20 (losing initiative ties), the lloigor can take one of the following lair actions; the lloigor can't take the same lair action two rounds in a row:
Psychic Vampirism. The lloigor targets a random sleeping humanoid within 6 miles of its lair. The target loses 1d4 Intelligence, Wisdom, or Charisma (lloigor’s choice), and the lloigor gains an equal amount of LME. The target suffers a level of exhaustion all the next day, but another long rest will cure both the exhaustion and the ability loss. The target only dies if the ability damage reduces that ability to 0.
Summon Prey. The lloigor chooses any living mortal creature in the universe. The target makes a DC 16 Wisdom saving throw. On a success, the target is summoned to a random point within 1 mile of the lloigor. On a failure, the prey is teleported within 100 feet of the lloigor. 
Warp Time. The lloigor must also spend the rest of its stored LME to use this lair action. Every creature in the lair must reroll initiative. The lloigor can choose not to reroll.
Regional Effects
The region surrounding a lloigor's lair is altered by the lloigor's magic, creating one or more of the following effects:
For 6 miles around the lloigor’s lair, people tend to act uncharacteristically dour and negative.
Long-term exposure to the lloigor’s presence stains water and stone a jade tint. This jade stain is only visible if the lloigor’s been around for over a year, and the unnatural color is more noticeable as you approach the lair. Although a gorgeous color, looking at these lloigor-changed features instills nausea, as if the earth itself is warning you to turn back.
The lloigor practices its fleshwarping on local wildlife. Many beasts within 6 miles of the lair bear grotesque mutations. 
If the lloigor dies, the mood-altering effect vanishes immediately. The other effects are, unfortunately, permanent. 
~
DESIGN NOTES        
I know in RAW you can’t cast remove curse or greater restoration at higher levels – but why not? I don’t think you should be able to remove a high-level monster’s debilitating curse with a level 3 spell in every healer’s back pocket.
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paperanddice · 4 months
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A massive pile of bodies the size of a wagon, lurching and crawling across the ground from the effort of dozens of limbs, a corpse mound is a charnel pit brought back to disgusting false life. Driven to kill in order to add to its bodies, each corpse mound will hunt down the nearest living creature it sees larger than a dog, throwing great shards of bone to impale and pin creatures from a distance before closing in and crushing them inside the mass of bodies that make it up. Corpses constantly fall loose from the mount, infused with some of the power that animates the pile and working with it to hem in and capture prey. These empowered zombies carry a touch of the void with them from the core of the mound, using it to siphon off life if they can bite down on a living foe, feeding a portion of the target's life back to the corpse mound that created it.
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
Corpse Mound Creature 11 Huge Undead Perception +17; darkvision Skills Athletics +24 Str +7, Dex +0, Con +5, Int -1, Wis +0, Cha -1 AC 27; Fort +24, Ref +17, Will +17 HP 242 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious Absorb Dead [reaction] Trigger A Small or larger living creature dies within 20 feet of the corpse mound; Effect The corpse mound absorbs the body and regains 10 hit points. The dead creature can't be raised from the dead in any way unless the corpse mound is destroyed. Stench (aura, olfactory) 20 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become sickened 1 as long as it remains in the aura. A creature that succeeds at its save is temporarily immune for 1 minute. Speed 25 feet Melee slam +24 (magical), Damage 2d12+13 bludgeoning plus Grab Ranged bone shard +24 (magical, range increment 30 feet), Damage 2d8+11 piercing plus Critical Impale Critical Impale When the corpse mound scores a critical hit with bone shard against a target adjacent to a surface, the target is stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 20 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. Engulf [2 actions] DC 27, 4d6 negative, Escape DC 27, Rupture 18 Zombie Drop [free action] Trigger The corpse mound's turn starts and it has less than 10 empowered zombies; Effect The corpse mound drops one empowered zombie. The corpse mound can issue orders to all empowered zombies within 120 feet of it as a single action with the concentrate trait.
Empowered ZombieCreature 6 Medium Mindless Minion Undead Zombie Perception +12; darkvision Skills Athletics +15 Str +5, Dex +1, Con +4, Int -5, Wis +0, Cha -4 Slow The empowered zombie is permanently slowed 1 and can't use reactions. AC 20; Fort +18, Ref +9, Will +10 HP 128 (negative healing); Immunities death effects, disease, fire, mental, paralyzed, poison, unconscious; Weaknesses positive 5, slashing 5 Speed 25 feet Melee fist +15, Damage 2d6+7 bludgeoning and Grab Draining Bite [1 action] Requirement A grabbed, paralyzed, restrained, unconscious, or willing creature is within the empowered zombie's reach; Effect The empowered zombie bites into that creature. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The creature takes 1d4+7 piercing damage and 2d8 void damage, and if the corpse mound that created the empowered zombie is within 120 feet, the corpse mound regains 5 hit points.
13th Age
Corpse Mound Large 6th level wrecker [undead] Initiative: +7 Vulnerability: Holy Many Grasping Arms +11 vs. PD (1d4 attacks) - 14 damage. Natural Even Hit: The corpse mound can grab the target. When the corpse mound starts its turn grabbing an enemy, it can make an engulf attack as a standard action. [Special Trigger]Engulf +15 vs. PD (all grabbed enemies; includes +4 grab bonus) - The target is hampered and takes 10 ongoing negative energy damage until it escapes the corpse mound’s grab. This ongoing damage can’t stack with additional engulf attacks. R: Bone Shard +11 vs. AC (two attacks, each against a nearby enemy, or a far away enemy at -2 atk) - 16 damage. Natural Even Hit: The target is also stuck (save ends). Natural 18 or 20: The target is stuck and weakened (save ends both). Absorb the Dead: Whenever a non-undead, non-mook creature dies nearby the corpse mound, the body merges with the corpse mound and it regains 10 hit points. Noxious Aura: While engaged with the corpse mound, enemies that have 30 hp or fewer are dazed. Each time a creature ends its turn dazed by this effect, it can roll a save; on a success, it becomes immune to this effect. Zombie Drop: At the start of the corpse mound’s turns, it drops a number of empowered zombie mooks equal to half the escalation die (round up). These mooks join any empowered zombie mob already in the battle, or create a new mob that acts 4 points of initiative after the corpse mound. AC 21 PD 21 MD 14 HP 220
Empowered Zombie 6th level mook [undead] Initiative: +5 Vulnerability: Holy Infused Fist +10 vs. AC - 10 damage. Natural 16+: Both the zombie and its target take 1d6 damage. Headshot: A critical hit against the empowered zombie deals triple damage instead of the normal double damage for crits. AC 19 PD 17 MD 13 HP 30 (mook) Mook: Kill one empowered zombie mook for every 30 damage dealt to t
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doctorslippery · 29 days
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boldredsgrandadventures2wTreasure Golem for tonight's encounter (model by Reaper Miniatures)! Stats (helpfully generated by Chatgpt): Large construct, unaligned Armor Class: 16 Hit Points: 147 Speed: 30 ft. STR 22 (+6) DEX 9 (-1) CON 20 (+5) INT 3 (-4) WIS 10 (+0) CHA 1 (-5) Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses: Darkvision 120 ft., passive Perception 10 Languages: Understands the languages of its creator but can't speak Challenge: 11 (7,200 XP) Magic Resistance: The golem has advantage on saving throws against spells and other magical effects. Reflective Surface: Ranged weapon attacks made against the golem have disadvantage if the attacker can see their reflection, as the surface of the golem's body is reflective. Actions Multiattack: The golem makes two slam attacks. Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 6) bludgeoning damage. Treasure Burst (Recharge 5-6): The golem releases a burst of magical energy. Each creature within 10 feet of the golem must make a DC 16 Dexterity saving throw, taking 24 (4d10) force damage on a failed save, or half as much damage on a successful one. bluemafia30002s How much is he worth when he falls? I imagine his component parts either fall in a heap when defeated or a mystical portal opens and sucks all his treasure back into another plane or his component parts all fall to the earth and transform into unremarkable rocks. bluemafia30002s Further I would make it so that if it crits when it hits and the target fails a saving throw, target's wound becomes a jewel encrusted form similar to the golems, unless a saving throw is made. Targets felled by the Treasure Golem become jewel encrusted statues. Unrevivable, but with extreme effort, cost, and use of mystical power can be reanimated into an awakened form with the personality of the victim and all the powers of the Treasure Golem. Though I would make that so that it rarely worked.
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freeusemuses · 7 months
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Also, for some fun—make a muse~
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Name: Emerald Verdell
Age: 120
Race: High Elf
Class: Ranger
STR: 14 DEX: 17 CON: 14
INT: 12 WIS: 18 CHA: 10
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nkukubean · 6 months
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Deimanté Evergreen
Species: Shadow Genasi (Frost-Tainted) -homebrew below- Class: Barbarian (Ancestral Guardian) Pronouns/Gender: he/him Age: late 30s, but he's not sure anymore Height: 6'1"
STATS:  Lvl 7 Caravan Specialist AC: 17 STR: 18 DEX: 17 CON: 18 INT: 13 WIS: 13 CHA: 8
NOTES:
Vessel for the Goddess of Life, Death, and Prophecy
Backstory:
Deimanté's clan was frozen by the "Ice Queen" and the "Ice Prince" during the transition of a new pantheon. The two new gods wished to obliterate any trace of the previous era. With Deimanté's previous god, the Frost Giant, now dead, he prayed to any god willing to answer as his family fled the north. Right before the "flash freeze", the new Goddess of Life & Death & Prophecy (Onera) promised him that he and his son would live. Aaaand he got frozen anyway... but he woke up 500 years later alive. His son is still frozen. He is now apart of a group called the Unseen. They seek to kill the corrupt gods vigilante style, and so far, they've succeeded.
Other Notes: The first image was created before his reference sheet, so the colors may not be accurate.
Homebrew:
Frost-Tainted Shadow Genasi
One with the Darkness
You're body has an affinity for smoke and shadow, and they stay with you when they can. You have advantage on Stealth checks in dark or smoky areas.
Superior Darkvision
You can see in dim light within 120 feet of you as if it were bright light, and darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Cryo Stasis
Instead of sleeping, your body enters a stasis for 4 hours a day, in which all bodily functions are diverted to repair. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Cold Resistance
You have resistance to cold damage.
Howl of the Blizzard
You know the Ray of Frost cantrip. Starting at 3rd level, you can cast the Armor of Agathys spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Rime's Binding Ice spell with this trait, without requiring a material component. Once you cast Armor of Agathys or Rime's Binding Ice with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. As a Genasi, Constitution is your spellcasting ability for these spells when you cast them with this trait.
NOTES:
Deimanté has lost the abilities of a normal Shadow Genasi due to his magic being altered—or "tainted".
Shadow Genasi, similar to other genasi, embody their element. Extreme emotion can cause their elements to act erratically (ex. fire genasi's hair or veins burning hotter or brighter). As such, Shadow Genasi bodies can involuntarily cast a magical darkness around them, shadows and smoke might flicker from their body, or their shadow/shadows around them might become distorted and move in unnatural ways.
Dreams of Lurus (result of being a god's vessel)
While you are unconscious, you sometimes have visions of the future. When you are asleep, you can choose to roll a 1d100. If the total is equal to 5x your level or lower, you have a vision of the future. The DM may choose to reveal a piece of information that you wouldn’t know at the current time like: “An army is invading the city you are in in the next 5 days”, or, “You will eat a nice meal at the local restaurant today”. If you roll a 100, you have a nightmare, that may effect you in some way the next day, at DM's discretion
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thirdtofifth · 11 months
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Quarut Medium construct (inevitable), lawful neutral Armor Class 18 (plate) Hit Points 189 (18d8 + 108) Speed 50 ft. Str 20, Dex 13, Con 23, Int 14, Wis 17, Cha 20 Saving Throws Dex +7, Int +8, Wis +9 Skills Perception +9 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses truesight 120 ft., passive Perception 19 Languages all Challenge 17 (18000 XP) Magic Resistance. The quarut has advantage on saving throws against spells and other magical effects. Rapid Reconstruction. At the beginning of each of the quarut's turns, if it has at least 1 hit point, it regains 15 hit points. Immutable Form. The quarut is immune to any spell or effect that would alter its form. Innate Spellcasting. The quarut's spellcasting ability is Charisma (spell save DC 19). The quarut can innately cast the following spells, requiring no material components: At will: dimension door, dispel magic, dominate person, haste, hold monster, locate creature 1/day each: forcecage, teleport, time stop Actions Multiattack. The quarut makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 31 (7d8) force damage.
Quaruts are inevitables tasked with preserving the integrity of time and space. They usually target wizards who make excessive use of time stop and wish spells; however, the quaruts have no qualms about using such spells themselves. Their bodies are covered in finely-etched plates, beneath which are various intricate mechanical time pieces. Their head contains an hourglass whose glowing sands constantly flow upward for some inexplicable reason. Quaruts mercilessly hunt down spellcasters who flagrantly violate the laws of time and space, always working alone to bring down their quarry.
Originally from the Fiend Folio.
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