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#draconic resilience
nabesthetics · 2 years
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List of things Alastor has to process immediately after Lucio’s route:
The world nearly ending
Fool powers and body?? who is he now even what the f—
Knowing that he died
Realizing that it was Asra who brought him back and that they love him
Seeing his own twisted “ghost”?? How and why is it there? Why does it look like an ash ghost–
Seeing Lucio getting a sword right into his chest and being 100% sure he's about to die. That smell of blood will haunt him for a while.
Almost being killed on a few occasions
Including Valdemar Fungeon incident
Seeing Valdemar’s true form
Yo btw why are the courtiers the only ones with somewhat similar eyes to his? Well he's sure that he's not a demon & his eyes don't disturb him so he's more confused about it than disturbed
The person he loves is Lucio and, well, there's baggage
Can Alastor even really accept Lucio as he is, or will the relationship be filled with judgement and this would be unfair on either of them?
Self-image/self-worth issues are still there but that's nothing new. He doesn't think himself worthy of romantic or sexual attraction and still avoids mirrors because his body Feels Wrong.
Speaking of: lack of sexual experience just creates more doubts
So are his somewhat lacking social skills
Judgement of the relationship by almost literally everyone around them
TL;DR is "SHIT'S FUCKED"
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cannibalcaprine · 10 months
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subspecies below the cut:
Human:
Sapiens: Bog-standard human.
Neanderthalis: Stockier and more resilient to the cold.
Erectus: More archaic, may have been covered in hair.
Dwarf:
Mountain: Classic miners and brewers.
Cave: Deeper-living, may have chitinous shells or fly-like wings.
Abyss: Very similar to the maggots that one ate Ymir, may have additional limbs and lack eyes.
Elf:
High: Long-limbed and graceful, your usual depiction of elves.
Ork: Green-skinned and strong, with impressive tusks.
Wood: As beautiful as the High Elves, but more mysterious. Probably forest-dwellers.
Gnome:
House: Regular gnome, lives in a hole.
Hill: Less magical and more lucky.
Goblin: Bat-like and green-skinned, with poor eyesight and flat, leaf-like noses.
Reptilian:
Lizard: Scaley and swamp-living, your typical lizard persin.
Draconic: Small and mischievous, they appear similar to the dragons they worship.
Carnal: Quick-footed and carnivorous, they usually have feathers and claws.
Felinid:
Felis: Typical anthropomorphic cat.
Panthera: Larger, stealthier, akin to Orks compared to High Elves.
Homo: Less cat-like, more like a human with cat-like features such as ears and a tail.
Automaton:
Steam: Clockwork mechanics and steam-driven pistons, your good ol' robot man.
Ushabti: Former servants, these men of clay are animated not by machines, but by magic.
Marionette: A puppet brought to life, whether that be internal mechanisms in your wooden hull or through a fairy's gift.
Undead:
Putrid: Whether skeletal or zombified, this is a resurrected corpse.
Patchwork: Formed of many pieces, these promethean creations search for their long-lost creator.
Vampire: Blood-starved, sunlight-loathing, you know what this is.
Star-Spawn:
Cthonic: Squid-faced aliens from beyond the stars, they best exemplify the Star Spawn.
Rural: More humanoid than others, you can blend in with others as long as your full body is not revealed.
Amoeba: The most shapeless of all, you're more or less a sentient mass of protoplasmic jelly.
Elemental:
Solid: A being of animate Earth, sand, stone, glass, ice, and steel.
Liquid: A being of animate Water, Mercury, magma, and other juices.
Gas: A being of animate Air, Fire, hydrogen, steam, and dust.
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darkstar225 · 5 months
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Dragonoid-Girl is saved by the Avengers ft Wanda Maximoff
Wanda Maximoff stood alone in the desolate ruins of what was once a Hydra base. Smoke rose from the remnants of the nefarious organization's last attempt at playing God. She had come here for a specific reason... A reason that had nothing to do with vengeance and everything to do with protecting a young life that had been twisted and manipulated.
In the midst of the wreckage, Wanda's sharp eyes caught sight of a figure emerging from the shadows. Y/N Kuso, a name that was both a reminder of her humanity and a testament to the pain she had endured. Y/N wasn't like the others. Hydra had experimented with her, using a concoction of lizard and bird DNA, morphing her into a dragonoid. The wings and horns that had sprouted from her body were not marks of power but scars of a tormented past.
Wanda's heart ached for the girl who, despite her monstrous appearance, held a soul that craved love and acceptance. The Avengers had found Y/N when she was just thirteen, a lost creature in a world that had betrayed her from the start. It had taken time, patience, and a motherly touch to help her heal.
The memories of Y/N's painful transformation haunted Wanda. The girl had been a mere child when Hydra injected the dragon DNA into her, the sudden growth of wings and horns causing unimaginable agony. It was Wanda who had held her hand through those dark times, whispering words of comfort as Y/N cried out in pain. The Scarlet Witch had become a motherly figure, a source of warmth in Y/N's icy existence.
As Wanda turned to face the approaching figure, she saw not a monster, but a young woman with eyes that reflected both the pain of the past and the hope of a better future. Y/N approached cautiously, the remnants of her draconic form still visible beneath her human facade.
Y/N - Wanda... 
The teenager greeted with her voice soft, as an echo of her gratitude.
Wanda had a motherly smile on, a tender expression that spoke volumes. 
Wanda - Y/N, my dear, are you alright?
Y/N - I am, thanks to you. 
Y/N replied as her gaze flickered to the destruction around them. 
Y/N - This was the last of them, right?
Wanda - Hydra won't hurt anyone else. You're safe now. *nodding*
The two walked away from the ruins, leaving the echoes of the past behind. The road to recovery hadn't been easy for Y/N, but Wanda had been a constant presence, guiding her through the ups and downs of adjusting to a world that had once rejected her. The Avengers had become her new family, and Wanda, in particular, had assumed a maternal role in Y/N's life.
________________________________________________________________________________
As time passed, it was revealed that Y/N had truly transformed. No longer the scared experiment of Hydra, she stood tall and proud, a resilient young woman with a strength that transcended her physical form. Wanda had been there through it all, helping Y/N rediscover her humanity amid the remnants of her dragonoid past.
Their apartment was filled with warmth, the aroma of paprikash wafting through the air. Wanda, standing by the stove, glanced over at Y/N, who was setting the table. The clinking of utensils and the laughter that echoed in the room was a testament to the bond that had grown between them.
Wanda watched Y/N with a sense of pride. The girl had blossomed into a remarkable individual, her past a distant memory. The auburn-haired Avenger couldn't help but marvel at the resilience of the human spirit, especially when nurtured with love.
Y/N - Smells delicious, Wanda! 
Y/N called out, her eyes sparkling with gratitude.
Wanda smiled, the lines on her face telling tales of battles fought and won. 
Wanda - It's the secret ingredient: love. And maybe a bit more paprika.
As they sat down to eat, Y/N couldn't help but reflect on the unlikely family that had formed. The Avengers, once a group of strangers, had become her sanctuary. Wanda, in particular, had filled a void she hadn't known existed.
Y/N - Thank you, mama. For everything.
Wanda reached across the table, her hand resting on Y/N's as she kissed her forehead. 
Wanda - You're not alone anymore, my dear. You're home.
And in that moment, as they shared a meal in the warmth of their makeshift family, Y/N realized that the scars of the past had faded, replaced by the love and acceptance that surrounded her. The Dragonoid experiment had become a woman, and Wanda Maximoff had become the mother she never knew she needed.
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dartagnantt · 16 days
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Otherworldly Patron: The Bound Demon | Let's be honest, 'the fiend' patron is just 'the devil'
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PDFs of this and more can be found over on at my Patreon here!
Anyone else dislike how the patron in the core rule book is called "The Fiend" when its totally 100% a devil? I did, but since we're all about sealing things this week, let's be a bit anime about this and bind demons inside of children and grant them unfathomable power. This would be different from a part demon which is more of a sorcerer situation.
This was slightly tricky considering canonically, each demon is different (even though mechanically there's only like 5 of them) and that of the few demons there actually are, they share very few properties. Originally I was going to make this subclass customisable, but considering this is customisation: the class, I chose against that. But considering that the high level demons are: demon lords, which are way too specific, and the balor, goristro, and marilith which are melee beat sticks, I needed to go for a more generic form of the sort of 'power' a demonic entity would give.
Demonic Endurance
A little something from our friend, the draconic sorcerer. A consistent throughline of demons is their resilience, considering they need to survive the abyss, so hit points!
Unnatural Presence
This is fun, I like the idea that animals are more innately aware of demons. I extended this to humanoids because while we may not understand it, we generally can feel something is off. But for extra flavour, there is some demon (literally, not in a my great great great great grandpappy was a demon way) in you therefore you should ping as a demon.
Envenomed Blood
Not an ability demons really have, but I felt like I needed to give more than just poison resistance since immunity to poison is the demons' thing, and devils too for some reason, but I'm just going to ignore them, so make the poison resistance from the fact that the blood is literal poison :)
Magic Resistance
I hesitated in giving a form of magic resistance, because not even the devil patron gives it while definitely having it, and I avoided telepathy for the same reason (and because it's the GOO's thing) but here we are. That said, most enemies still like to beat you to a pulp rather than to use spells even at high levels, so it's not that powerful
Abyssal Transformation
And this is me giving in and giving your the big smash, but trying my best not to invalidate any path but bladelock. But all high level demons are big and smashy, so I give you the big hurt.
And now to plug my stuff. I release homebrews weekly over on my Patreon. Anyone who pledges $1 or more per post don't have to wait a month to see them, and also help fund my being alive habit.
At the moment, they have exclusive access to the following:
It's a Trap!
Judgement Domain
The Greatwyrm Patron
Breaking and Exiting
I also have three classes, and a splatbook over on DriveThrueRPG to check out:
The Rift Binder. A class specialising in summoning monsters and controlling the battlefield.
The Witch Knight. A class that combines swords and sorcery in the most literal way.
The Werebeast. A class that turns you into a half beast to destroy your foes.
d'Artagnan's Adventurer Almanac. A compendium of races, subclasses, feats, spells, monsters and more!
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raeynbowboi · 1 year
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Creating a Thematic Bard
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Through Bardic Magical Secrets, any Bard can pick up any 6-8 spells of their choosing depending on their subclass. I thought I’d go through some thematic options for a Bard to choose from to cater to different themes and archetypes the Bard aspires to do. For each, I will offer the 8 spells I would recommend if you were to play as a Lore Bard, and if you pick a different subclass, just elimate two of the options.
HEAVENLY CHOIR 6th Spiritual Weapon, Spirit Guardians 10th Flame Strike, Destructive Wave 14th Holy Weapon, Summon Celestial 18th Divine Word, Holy Aura
THAT INFERNAL BARD 6th Hellish Rebuke, Summon Lesser Demons 10th Summon Greater Demon, Planar Binding 14th Summon Fiend, Tasha’s Otherworldly Guise 18th Planar Ally, Shapechange
WOODLAND WOODWINDS 6th Spike Growth, Plant Growth 10th Grasping Vine, Wrath of Nature 14th Transport Via Plants, Wall of Thorns 18th Tree Stride, Guardian of Nature
NECRODANCER 6th Animate Dead, Summon Undead 10th Spirit of Death, Danse Macabre 14th Create Undead, Finger of Death 18th Negative Energy Flood, Antilife Shell
PYRODANCER 6th Scorching Ray, Fireball 10th Ashardalon’s Stride, Flame Strike 14th Immolation, Investiture of Flame 18th Fire Storm, Meteor Swarm
CRYODANCER 6th Ice Knife, Rime’s Binding Ice 10th Ice Storm, Cone of Cold 14th Investiture of Ice, Otiluke’s Freezing Sphere 18th Wall of Ice, Control Weather
WET T-SHIRT CONTEST 6th Tidal Wave, Wall of Water 10th Control Water, Maelstrom 14th Watery Sphere, Summon Elemental 18th Tsunami, Water Breathing
TAKE THE WORLD BY STORM 6th Thunder Step, Lightning Bolt 10th Control Winds, Storm Sphere 14th Chain Lightning, Investiture of Wind 18th Whirlwind, Storm of Vengeance
DOWN TO EARTH 6th Max’s Earthen Grasp, Erupting Earth 10th Stone Shape, Wall of Stone 14th Bones of the Earth, Move Earth 18th Investiture of Stone, Earthquake
A DANCE OF DRAGONS 6th Chromatic Orb, Dragon’s Breath 10th Elemental Bane, Summon Draconic Spirit 14th Fizban’s Platinum Shield, Draconic Transformation 18th Illusory Dragon, Shapechange
BARDS GONE FEYWILD VOL VII 6th Summon Fey, Spirit Guardians 10th Conjure Woodland Beings, Healing Spirit 14th Heal, Conjure Fey 18th Mass Heal, Wish
FIND ME SUMMON TO LOVE 6th Conjure Animals, Summon Undead 10th Summon Aberration, Summon Draconic Spirit 14th Summon Fiend, Summon Celestial 18th Summon Construct, Summon Elemental
ROCKY HORROR NIGHTMARE SHOW 6th Dissonant Whispers, Fear 10th Phantasmal Killer, Dream 14th Mental Prison, Feeblemind 18th Maddening Darkness, Weird
CLOAK AND DAGGER 6th  Counterspell, Pass Without Trace 10th Death Ward, Steel Wind Strike 14th Contingency, Simulacrum 18th Feeblemind, Foresight
NECROSIS 6th Inflict Wounds, Wither and Bloom 10th Blight, Enervation 14th Harm, Finger of Death 18th Abi’s Horrid Wilting, Destructive Wave
STEP THREE: PROPHET 6th Augury, Clairvoyance 10th Divination, Commune  14th True Seeing, Detect Thoughts 18th Astral Projection, Foresight
GLOWING REVIEWS 6th Blinding Smite, Spirit Guardians 10th Destructive Wave, Wall of Light 14th Sunbeam, Crown of Stars 18th Guiding Bolt, Sunburst
SIMPLY PSIONIC 6th Mind Spike, Tasha’s Mind Whip 10th Raulothim’s Psychic Lance, Telekinesis 14th Rary’s Telepathic Bond, Synaptic Static 18th Telepathy, Psychic Scream
SONG OF WAR 6th Hunter’s Mark, Spiritual Weapon  10th Staggering Smite, Steel Wind Strike (or) Swift Quiver 14th Holy Weapon, Blade Barrier 18th Conjure Volley, Blade of Disaster
SHIELD MASTER 6th Armor of Agathys, Shield 10th Otiluke’s Resilient Sphere, Wall of Force 14th Fizban’s Platinum Shield, Globe of Invulnerability 18th Forecage, Invulnerability
MAGIC MIKE 6th Magic Missile, Glyph of Warding 10th Arcane Eye, Bigby’s Hand 14th Arcane Gate, Symbol 18th Demiplane, True Polymorph
SPELLBREAKER 6th Absorb Elements, Counterspell 10th Circle of Power, Synaptic static 14th Fizban’s Platinum Shield, Forecage 18th Feeblemind, Antimagic Field
SOME ASSEMBLY REQUIRED 6th Spiritual Weapon, Spirit Guardians 10th Guardian of Faith, Bigby’s Hand 14th Mordenkainen’s Sword, Blade Barrier 18th Max’s Earthen Grasp, Blade of Disaster
TWO-FACED 6th Alter Self, Water Breathing 10th Guardian of Nature, Stoneskin 14th Tasha’s Otherworldly Guise, Draconic Transformation 18th Animal Shapes, Shapechange MASTER OF ILLUSIONS 6th Blur, Pass Without Trace 10th Phantom Steed, Creation 14th Mental Prison, Nystul’s Magic Aura 18th Illusory Dragon, Weird
A DANCE WITH DEATH 6th Wither and Bloom, Vampiric Touch 10th Blight, Enervation 14th Contingency, Soul Cage 18th Clone, Invulnerability
MERCY MAIN 6th Aura of Vitality, Beacon of Hope 10th Aura of Purity, Aura of Life 14th Heal, Regenerate 18th Mass Heal, True Resurrection
PLAGUED BY GUILT 6th Hex, Bestow Curse 10th Vitriolic Sphere, Contagion 14th Eyebite, Harm 18th Feeblemind, Weird
BLUE EXORCIST 6th Counterspell, Remove Curse 10th Dispel Evil and Good, Banishing Smite 14th Forbiddance, Plane Shift 18th Forecage, Imprisonment
BARD EX MACHINA 6th Elemental Weapon, Tiny Servant 10th Fabricate, Creation 14th Animate Objects, Summon Construct 18th Mighty Fortress, Blade of Disaster
CONCLAVE OF THE HOUND DOG 6th Hunter’s Mark, Conjure Animals 10th Swift Quiver, Conjure Volley 14th Guardian of Nature, Dominate Beast 18th Animal Shapes, Insect Plague
OATH OF MERRIMENT 6th Blinding Smite, Crusader’s Mantle 10th Find Greater Steed, Destructive Wave 14th Staggering Smite, Banishing Smite 18th Circle of Power, Holy Weapon
 And of course, you can always mix and match. Going for a Fire Dragon theme? Mix the Pyrodancer and A Dance of Dragons spell lists. As an example:
LOVE AMONG THE DRAGONS 6th Dragon’s Breath, Fireball 10th Flame Strike, Summon Draconic Spirit 14th Investiture of Flame, Draconic Transformation 18th Illusory Dragon, Meteor Swarm
These are all the bard themes I could think of, but if you can think of some more that I missed, or have better suggestions for some of my choices, let me know your own thematic magical secrets builds. Obviously, these were made with the Lore Bard in mind, since it gets the most magical secrets, but I’m sure some synergize better with other bard types, such as Song of War with the College of Valor. I just used Lore as the default. How well do these magical secrets builds work for you?
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st-highwind · 7 days
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Ramble, Bahamut Knight edition!
In my own little ffiv offshoot/au/whatever you wanna call it, I have different ideas for Kain. Ofc.
I politely and respectfully (against my will) dislike the Holy Dragoon getup. This idea initially stemmed from my dislike of the armor alone. However, the more I thought about it and as I actually played (and again, respectfully disliked) The After Years, the more the idea/concept developed.
Kain becoming a Holy Dragoon, to me, takes away from his whole spiel of “I didn’t kill off the dark parts of me, I just accepted them as part of me”. The gist of becoming a “Holy” anything is that the dark is completely purged, removed, eradicated— Kain explicitly does not “kill” his Dark Side, rather he absorbs it. The dark is there, but honed and harmonized. Of course, I don’t want this alteration or Bahamut’s involvement to detract from Kluya’s spirit recognizing Kain’s strength. I feel that that detail fiercely emphasized the bond Cecil and Kain share, for Cecil’s dead father to share power he’d once granted to his son to what I can only assume is another son figure for him. I do feel Kluya’s spirit’s involvement is a testimony to their brotherhood and devotion to one another.
I want to connect Kain to Bahamut, first and foremost. As the dragon god of the eidolons, Bahamut’s gotta know something or another about dragoons or, if we’re feeling pretentious, Mr. Highwind himself. Kain fights Lunar Bahamut during his Lunar Trial, and I want to build on that. A lot. Bahamut likely would’ve also known about the slaughter of dragoons and wyverns in the ffii storyline.
In my mind’s eye, I picture Kain defeating Dark Kain during his trial, Lunar Bahamut appearing and, upon its defeat, its scales flake off and the real Bahamut emerges like something of an odd cocoon. Hatching out of an egg, maybe. For symbolism.
(Alternatively, it would be neat for Bahamut to hatch out of an egg and parallel the last wyvern in ffii that baby Kain bonded with…but I digress)
Anyways, the real Bahamut appears in Kain’s trial. Ideally, Kain will have done a bit better in accepting the darker facets of his persona within my au given Thrush’s presence and therefore doesn’t feel the need to fuck off to Mt. Ordeals for ten years. Instead, Bahamut would appear at the end of Kain’s trial and, with Kluya’s lunarian spirit shrouding the room in some sort of magical aura, Bahamut commends Kain for his strength, resilience, and willpower. He offers to boost his strength and bestow upon him the capacity for black magic.
Kain, knowing the regality of the lunar dragon, kneels and accepts. Bahamut then inhales and unleashes a plume of flame onto the dragoon, enveloping him in a biblical cleansing flame. Once Bahamut’s breath flickers out, Kain stands in a brand new suit of armor with a new weapon fitting nicely in his hand.
“Now,” Bahamut begins, his draconic voice emanating from every corner of the room. “I declare you the Lance of Bahamut.”
Kain, as a Bahamut Knight, now possesses the ability to use black magic. He may not bolster tier 3 attack spells, and as a matter of fact, he might utilize black magic in the same way that Cecil uses white. They may lack the most useful spells that Rosa and Rydia harbor, but they make great backups and can still wail out physical damage. Kain, now with Abel’s Trident, finds that his Jump ability has been replaced with Dive Bomb, a skill that when used, adds a selected elemental charge to Kain’s jump while also increasing the damage output. He withstands magic attacks a bit better and is still a deadly quick fighter.
The development of Kain into a Bahamut Knight rather than the Holy Dragoon makes more sense in my mind as it truly does encapsulate the acceptance and control of his inner darks. It is the honing of the very facets of his persona and channeled into carving a path to his future and fully restoring his honor and dignity.
Idk. Thoughts?
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the-mic-drop · 2 months
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Building Zelda in BG3- Sorcerer
@benilos asked for it, and I'm delivering!
So, we've got two options for Zelda; a Sorcerer and a Wizard. A cleric might also work, but I haven't really settled on the specifics yet. The Sorcerer build is below the cut. I'll do the Wizard build next
We'll start with the version I use in the Isekai series I've been posting. I call this one...
The Dragon Queen
Background
Race: Elf (High Elf)
Background: Noble
High Elf Cantrip: Ray of Frost
Now High Elf I feel is self-explanatory, and Ray of Frost is the cantrip because she's more aligned with Naydra and her ice powers. As for the Noble background, I choose that over Sage because this Zelda is when she's really stepping into her role as Hyrule's regent. She's building a rapport with her people and is comfortable using her status as "Princess of Hyrule." Though if you disagree and think Sage is more appropriate, I can't really argue with you.
Abilities
Strength: 8 (-1)
Dexterity: 10 (0)
Constitution: 10 (0)
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 17 (+3)
Charisma is the main stat because that's a Sorcerer's spellcasting modifier, and even though Zelda is the Wisdom part of the Triforce, this version of her is much more of an intellectual than a philosopher. I felt the need to give her a tiny boost to Dex and Con becuase she's bound to be good with precision tasks and she's been through quite a bit.
Class & Levels
Class: Sorcerer
Sub-Class: Draconic Bloodline
Draconic Ancestry: White (Cold)
Sorcerer is a natural choice due to the inherited nature of her divine powers, and Draconic Bloodline fits perfectly since this is post-TotK Zelda, who deserves to keep some of her Draconic aspects. (Note that Draconic Bloodline gives you Draconic Resilience, making Mage Armor unnecessary.)
Proficiencies: Arcana, Religion
Cantrips: Shocking Grasp, Light, Friends, Blade Ward
Spells: Thunderwave, Witch Bolt
Arcana and Religion just fit way better than your other options. Shocking Grasp from Urbosa, Light because duh, Friends because her high Cha makes her a natural choice as the party's face, and Blade Ward because of her desire to protect those around her. Thunderwave and Witch Bolt are also thanks to Urbosa.
Level 2
Spell: Feather Fall (She floats sometimes)
Metamagic: Careful Spell, Extended Spell
Level 3
Spell: Gust of Wind (Revali)
Metamagic: Subtle Spell
Level 4
Spell: Hold Person (Calamity Wrangler/Stasis)
Cantrip: Mage Hand
Feat: Ability Improvement (Cha +2)
Mage Hand because she'd love it for efficient research. When you up your Charisma to 19, you'll likely be near the point where you're facing Auntie Ethel and you'll probably be able to get her boon easy enough to top Zelda up at 20 Cha.
Level 5
Spell: Slow (Sage of Time)
Level 6
Spell: Lightning Bolt (Urbosa)
Level 7
Spell: Ice Storm (Naydra)
Level 8
Spell: Banishment/Daylight
Feat: War Caster
Banishment because that's what Zeldas tend to do to Ganon in the series and Daylight because of the divine light she tends to generate. War Caster is just a necessary choice for any spellcaster.
Level 9
Spell: Hold Monster (Calamity Wrangler/Stasis)
Level 10
Spell: Telekinesis (Shiekah Tablets)
Cantrip: Dancing Lights (Divine Light)
Metamagic: Distant Spell
Level 11
Spell: Sunbeam (Divine Light)
Level 12
Spell: Chain Lightning/Cone of Cold/Globe of Invulnerability/Dimension Door
Feat: Mobile/Resilient- Wisdom/Spell Sniper
So, once I get to level 12, I find my main issue with Sorcerer; the lack of spells. You're plenty powerful, but not as utilitarian as you might like. Anyway, by the time you get to your max level, you'll have a Zelda that is as much a force of personality as a force of nature.
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furinabakery · 5 months
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The Dragon's Soul (Neuvifuri) rated E / ongoing / Fairy Tale Elements
Princess Furina was born without a soul. Emperor Neuvillette had a draconic one— the strongest, most resilient of all.
of course i'm predictable and i'm using this illustration for my promo post. read it on AO3!
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athingofvikings · 1 month
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A Thing Of Vikings Chapter 65: Knives In The Night
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Chapter 65: Knives In The Night
Dragon biology is specific enough to be given its own distinct sub-classification within the realm of herpetology, for a variety of reasons.  First and foremost, unlike most reptiles, dragons are endotherms, with the corresponding higher need for caloric intake and higher ability to maintain activity in a variety of temperature conditions.  Secondarily, the draconic clade is home to a variety of unique anatomical and genetic adaptations, including the definitional petrochemical organ system and all of its myriad variations; the high silica content of their hides, tissues, and bones; and, in some breeds, the addition of a third set of limbs in the form of wings.  The third reason is strictly pragmatic: due to the omnipresence of dragons within our society, the field of dragon medicine and biological research is in high demand and warrants specialization—which is probably why you are reading this textbook in the first place.
[…] Like all doctors, regardless of patient type, physicians who specialize in the treatment of dragons most often find themselves dealing with prosaic injuries, and we must remember to avoid the allure of the fascinoma and other zebras; a dragon shedding its scales out of season likely has mites, not skin necrosis, and a dragon whose flame is weak likely has swelling of the throat valves, not Flame Dousing Disorder (as the FDD virus, which ravages the dragon's symbiotic bacteria, can only be transmitted under specific circumstances and there hasn't been a recorded case in over eighty years).  More common are simple injuries.  While dragons are hardy and resilient creatures, they can still be tremendously fragile under certain circumstances.  The wings, in particular, while sharing the fireproof nature of the rest of the dragon's hide, are simply skin with minimal scale cover, if any.  Wing injuries are extremely common simply due to this vulnerability... 
—An Introduction To Dragon Biology, 17th Edition, Oxford University Press, 1793
AO3 Chapter Link
~~~
My Original Fiction | Original Fiction Patreon
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earthl-poet · 3 months
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A Symphony Of Resilience
In the hallowed grounds despair reigns,
In the City of Hearts where death sings,
Cruel orchestra of oppressing might,
River blooded by the trampled plights,
Draconic destruction razed the City of Faith,
Tore out its heart set it ablaze,
It burned with an inferno so bright,
Anguish rained down in its daring might,
The devils that play, disguised with angel’s faces,
Savoring the hopeless look on children’s faces,
When the prey becomes the predator,
When the tyrant tastes its own medicine,
It's burned heart will gleam again,
In this deprecate state, hope still shines,
Brings people together, holds them tight,
They walk the path of self determination,
Towards freedom of regeneration,
From river to the sea,
This land will be free,
City of faith will be whole again,
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bigfatlesbian · 2 months
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saving isobel in honour mode
a (tested and tried) strategy guide in case larian 'fixes' the option to ignore the fight for her good outcome or anyone else who can't miss out on her dialogue in a single playthrough
preface: while i have prepared for the fight by running it several times on tactician (with a slightly different party composition) i obviously can't guarantee it will work every single time (although there are several failsafes you can prep beforehand)
it goes without saying that you should long rest before the fight
you will need:
an abjuration wizard with (preferably) level 9 (you will need at least 1 level 4 spell slot, but it's better if you have several)
spells the wizard needs prepared: arcane lock, greater invisibility, otiluke's resilient sphere
a way to hasten multiple characters (bow and scrolls -> careful with concentration saves + potions of speed -> remember to retake them in turn 3)
4 × elixir of vigilance (and anything else that ups your initiative, you'll want everyone going before marcus)
i also recommend:
potions of invisibility (to throw at isobel)
summons (we took a fire elemental and scratch but didn't need either in the end)
party composition:
my durge had 3 levels in rogue (thief) and 6 in monk (way of the open hand) -> a battle master fighter would most likely have a similar effect
my gf's tav had 9 levels sorcerer (draconic) -> anything that can deal a lot of damage in one turn is good here
we brought a lvl 9 cleric as well but depending on your style you can also bring a paladin and bet on ending the fight faster (that's what i did on my trial runs)
now to the actual fight:
have one character (not the wizard!) talk to isobel and let the dialogue run until the very last choice before marcus attacks
swap characters and start preparing in turn based
hasten your wizard (and others, preferably by tossing a speed potion to the ground)
have the wizard cast arcane lock on the two doors that isobel didn't(!) walk through (the cutscene will open that one even if it's locked)
swap back into dialogue and select the attacking option, skip the cutscene
with your wizard (at the top of initiative) cast arcane lock on the door marcus came through AND cast otiluke's resilient sphere (it doesn't have a 90% + chance so this isn't a given)
in case the sphere doesn't work, throw a potion of invisibility (or even better cast greater invisibility) on isobel
once isobel is safe from at least one round of attacks start attacking marcus with your melee character (disarm/stun him, knock him prone, hasten, action surge, etc, go all out)
marcus should be dead within one round but if he isn't he shouldn't be a threat anymore
once marcus is dead open up a single door (unless the winged horror broke it already, which happened to me in my trial runs about twice)
kill the winged horrors one by one in order of their proximity to isobel
you should be all set!
i hope i didn't forget anything (if i did i will add to this post)
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zhongrin · 10 months
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hmm tempting offer well here it is uwu hope u enjoy it: In the mystical land of Teyvat, a peculiar tale unfolded involving the enigmatic character known as Zhongli and a brave adventurer named Y/n. Zhongli, usually known for his calm and collected demeanor, possessed a secret: he could transform into a magnificent dragon.
One day, while exploring the peaks of Liyue, Y/n stumbled upon an ancient artifact that emitted an otherworldly energy. Not knowing its true nature, Y/n decided to take it back to Zhongli for analysis. However, upon reaching Liyue Harbor, an unforeseen quarrel erupted between the two.
Y/n had been plagued by doubts and concerns that Zhongli had been keeping too many secrets, failing to communicate openly. Their frustration reached a boiling point, and harsh words were exchanged. The argument escalated until Y/n accused Zhongli of being distant and untrustworthy.
Hurt by Y/n's accusations, Zhongli's emotions surged, and in a fit of anger, he involuntarily transformed into his dragon form. His once human body now adorned with shimmering scales and wings that stretched out magnificently. The ground shook beneath them as Zhongli let out a powerful roar, a physical manifestation of his inner turmoil.
Y/n, stunned by the sudden transformation, realized the gravity of their words. The anger faded, replaced by remorse and concern for their friend. They stepped forward, trying to reach out to Zhongli, but the dragon was wary, keeping a cautious distance.
Realizing that words alone wouldn't be enough, Y/n searched deep within themselves for a way to bridge the gap between them. They remembered the moments of camaraderie, the shared experiences, and the undeniable bond they had formed. With a newfound determination, Y/n began to sing a heartfelt melody, pouring all their emotions into the song.
The hauntingly beautiful tune reached Zhongli's ears, penetrating the walls he had erected around his wounded heart. As Y/n's voice resonated with the magic of the land, the dragon's gaze softened. His draconic eyes locked onto Y/n, a mixture of longing and remorse evident within them.
Moved by the sincerity of Y/n's song and the unconditional love shining through their eyes, Zhongli slowly transformed back into his human form. The immense dragon vanished, replaced by the stoic and gentle man Y/n had come to know.
The air was heavy with unspoken apologies as Y/n and Zhongli stood face to face. Without a word, they closed the distance between them, embracing tightly. Their hearts beat in unison, mending the fractures caused by their argument.
In that moment, words became unnecessary. Y/n and Zhongli found solace and forgiveness in each other's arms. Their bodies spoke a language of desire and longing as they surrendered to their mutual passion, their connection renewed with newfound intensity.
Their lovemaking was a testament to their shared vulnerability and a celebration of their reunion. It was a profound act of love and understanding, each touch and caress mending the wounds that words had caused.
As they lay intertwined, breathless and sated, Y/n and Zhongli knew that their bond had grown stronger. The path ahead might still be filled with challenges, but they had learned the importance of open communication and the healing power of their love.
From that day forth, Y/n and Zhongli treasured their relationship, cherishing every moment and vowing to never let misunderstandings come between them again. They embraced the complexity of their emotions, for in their unity, they discovered the true strength of their connection and the resilience of their love.
how was it? hehe
-scart-t
THAT'S A LONG DREAM OH WOW i envy yall who can remember your dream vividly and have such long ones too??? incredible.
well, i promised a sneak peek so here ya go-
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skboba-stars · 8 months
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Magical/Musical Girls AU : Raya
(inspired by @writing-heiress's AU)
Value/Virtue : Resilience
Gem : Diamond
Jewelry : Armbands
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BACKSTORY :
Raya was a Heart royal from Kumandra and descended from a long line of beast tamers and weaponsmasters. Her family still upheld the tradition of draconic languages before it had been lost 500 years ago. She initially carried the weapon of the Maiden of Resilience in the form of a dragon pendant which she gave to her enery, former friend, and future Royal Consort. She was tasked with bringing the dragons back.
This was necessary in order to stop the Druun, former animal companions of Kumandra who'd been corrupted, from wrecking havoc. Namaari, her rival, had somehow gotten her hands on the gem of the dragons and almost broke it, in which Raya revealed her abilities and with Namaari's help, healed the jewel.
She also learnt of Namaari's queendom's traditions as Namaari was not a magic wielder nor had the capacity for using magical items. The queen of Fang, Virana, teaches Raya how to harness such abilities.
POWERS/ABILITIES :
Enhanced regeneration and senses - Sahil can regrow limbs and recover more quickly from attacks. She also has more muscle growth and increased height.
General weapons/martial arts mastery - This allows the Maidens of Resilience to not only hone and enhance their fighting abilities, but increase the success of their attacks.
Shapeshifting - Mind reading
Metal-crystal manipulation - This enhances Sahil's UM. This ability differs with each Maide and adjusts to their skill levels.
FAIRY GUARDIAN | FAMILIAR :
Vedadian is the guardian and jinn connected to the Maiden of Resilience. Vedadian often takes the form of a cross between a panther and a dragon - a chimera of sorts. They look similar to a druk and black panther combined with hints of indigo and teal in their fur and scales.
They are known for being boisterous and sharp-witted, but incredibly secrettive and calm. They are fiercely protective over their maidens.
KNOWN MAIDENS :
Raya (initial maiden)
Hawi (former maiden - was actually chosen by the Maiden of Perseverance)
Sahil (current maiden)
Hawi and Sahil are my own original characters, but the AU belongs to @writing-heiress
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grailfinders · 7 months
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Grailfinders #321: Kama (Avenger)
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yep, we’re finally getting the second half of the summer done. Avenger Kama is an odd duck… er, parrot… but still, she’s the biggest departure from the original build we’ve done all Summer, going from a cleric/fighter to a Draconic Sorcerer and Genie Warlock- the former to give her some water manipulation tactics (or… ice, I guess. both of them are screwed over by WotC’s fire bias, but water even moreso), and the latter for a parrot you can stuff a person into. yes this is an important part of the build.
check out her build breakdown below the cut, or her character sheet over here!
next up: I sea serpent, I ride it
Ancestry & Background
incinerated gods still aren’t typical pcs in D&D, so I guess we’re going with Custom Lineage again. some things never change. this does a little though, since this time you get +2 Charisma instead of wisdom, and the Elemental Adept feat to bump up your cold damage- now your cold spells get at least a 2 on every damage die, and you ignore resistance to cold damage! water is a great insulator, so you really gotta give your spells some juice to punch through that. you still get Darkvision though, that’s not changing either.
speaking of not changing, as a Haunted One you have proficiency in Arcana and Survival. trauma is still trauma, even in the summer.
Ability Scores
this summer we’re going entirely on the offensive, so your Charisma has to be as high as possible. after that, your Dexterity- I’m not sure if you still do archery, but you can. plus you’re fighting in a bikini, so every little bit helps. third up, your Constitution. your bodily existence was already kind of weird, but now you’re an avenger, so your spirit origin is constantly repairing itself on top of being ash in the first place. makes it hard to stamp out your flames, y’know? after that, your Wisdom- it’s not great, but you’re generally good at spotting stuff, even if your insight’s crap. that means our Strength neutral, and we’re dumping Intelligence. it’s the traditional summer writing treatment, please understand.
Class Levels
1. Sorcerer 1: starting off as a sorcerer gives you proficiency in Constitution and Charisma saves, as well as Persuasion and Religion (that last one against your will). for the summer, not only are you half demon and half god, thanks to your Draconic Bloodline you’re also half dragon! you’re more chuuni than Jalter!
we’re picking either a white or silver dragon for your Draconic Ancestor. the color doesn’t quite matter, but either way it matches your hair! this also teaches you draconic (it’s a language), and your dragon-based charisma checks have doubled proficiency.
the more important feature this level is your Draconic Resilience- you get an extra 1 hp per sorcerer level, and while you’re not wearing armor your AC gets a +3 bonus. it’s free mage armor! it doesn’t quite make you a knight class, but you’re definitely better off than assassin you.
speaking of, we still have to talk spells! you cast them with charisma as you’d probably expect from the stat layout. we’ve still got some of your old tricks- Friends and Charm Person, but for summer we’re also grabbing Frostbite and Shape Water for some water Authority, as well as Message to chat with master via parrot, and Disguise Self for your constant outfit swaps at the end of the event.
2. sorcerer 2: at level two you become a font of magic! that means you get sorcery points every day equal to your sorcerer level. right now you can spend points to make new spell slots, and spend slots to make more points. it gets better later on, don’t worry.
you can also shoot birds at people thanks to maaagic missile. it makes missiles, but magic! they instantly hit any target, and though they don’t do a lotta damage, it’s guaranteed damage, which feels very avengery.
3. Sorcerer 3: at third level you can make jokes about how crap the writing in your universe is thanks to Metamagic! it also lets you alter spells you cast by spending sorcery points but w/e. Heightened spells force disadvantage on one target’s save for three points, while seeking spells let you re-roll an attack for two. hey, we’re going all out on the offensive, remember?
speaking of magic though, you learn second level spells this level like Tasha’s Mind Whip, which not only deals psychic damage to your enemy but also stuns them with your beauty if they fail an intelligence save- they can only move, make an action, or make a bonus action the turn after you hit them.
4. Sorcerer 4: there’s not really any other sorcerer cantrips we need, so this level grab Create Bonfire, I guess. despite the water and floaty theming, you do still pack some heat. you can also Alter Self now to go from smol kama to tol kama.
also your first Ability Score Improvement should go towards evening out your Constitution for more health and Charisma for stronger spells.
5. Sorcerer 5: fifth level sorcerers can use Magical Guidance to be even better at everything by spending sorcery points to reroll skill checks. you should probably stick to using this on stuff you’re good at- two insight checks are still more than likely to end up as two failures.
you also get third level spells, and Freedom of the Waves might be third party but it’s also on D&D Beyond? so… whatever, it’s here. it takes one action to cast and makes a 15’ radius 10’ tall cylinder of violent seawater somewhere within 120’ feat of you. each creature in the area makes a strength save or takes 2d8 bludgeoning damage and falls prone. you can even choose a couple creatures in the area to automatically make their saves against the spell, if you’re feeling generous. also, if you’re in the spell’s area, you can teleport to another spot in its area as you cast it. if you’re made of ash it just makes sense you’d be hard to pin down.
6. Sorcerer 6: sixth level white or silver draconic sorcerers have an Elemental Affinity for cold damage, adding their charisma modifier to spells that deal it. plus, whenever you splash someone with a cold spell, you can spend a sorcery point to gain resistance to cold damage.
speaking of spells, we’re grabbing the Haste spell this level. it’s mostly for your floaty later, but being able to run twice as fast is never a bad thing. unless you get stuck somewhere bad when the spell ends and lose a turn recuperating. honestly that kind of feels like your usual luck, huh?
7. Warlock 1: okay, we’re all set on water stuff for now, let’s get ourselves that parrot. to do that, we need to strike up a deal with a Genie, specifically a Marid for that extra watery flavor. kind of like a lacroix.
you get an expanded spell list based on your genie’s type, but we’ll only bring that up when its relevant. the big draw here is the Genie’s Vessel, a random tiny object that acts as your spellcasting focus. while touching the vessel, you can enter your Bottled Respite for a few hours once per long rest. right now it can only fit you, but eventually you can trap- I mean let- master into it as well.
you can also unleash the Genie’s Wrath once a turn, adding some cold damage to any attack roll you make, so now any spell with an attack roll technically deals cold damage as well, so you can add your affinity bonus too! loopholes are fun!
oh, speaking of, we still need spells (which also use your charisma but have a different kind of spell slot that recharges on short rests). Eldritch Blast is another bunch of birds to throw at people, but this one requires an attack roll to hit. hey, we just got something that requires attack rolls to add a ton of damage to a spell, what are the odds?
Green-Flame Blade isn’t as helpful since you need to make the attack yourself, but it can hit two creatures with it. I guess just slap someone upside the head with a chakram if you want to deal fire and cold damage at the same time.
to continue this duality of a fiery god in water, pick up Armor of Agathys and Hellish Rebuke to double down on retaliatory attacks- the former automatically deals cold damage every time you lose its temporary hp, and the latter uses your reaction to blast fire in someone’s face if they hit you with a melee attack. even your defense is offense now!
8. Warlock 2: second level warlocks get two Eldritch Invocations to personalize their summer memories, and for once we’re using both of them right away! Mask of Many Faces lets you cast Disguise Self for free for an unlimited wardrobe, while Devil’s Sight lets your darkvision see through magical darkness so your target cannot escape you.
you can also Distort Value, doubling or halving the effective worth of an item for a short while. you’re the demon of desire, it makes sense you can make stuff more or less desirable.
9. Warlock 3: at third level you finally land on a deal with your Marid buddy, sealing you into the Pact of the Chain. with it, you now get access to the Find Familiar spell, allowing you to summon a parrot to carry your vessel around for you.
you can also cast second level spells like Invisibility to completely let go of your corporeal form for a short while. (obv you can still get hit while invisible, but it’ll be a lot harder.)
10. Sorcerer 7: okay, that’s enough birding up for now, let’s get cooler. you know what’s cooler than being cool? Ice Storm! it makes a stormcloud that hails on people and deals bludgeoning and cold damage, plus it turns the area it hits into difficult terrain for a round. all of those are already things water does, so it’s not hard to reflavor it.
11. Sorcerer 8: Use this ASI to bump up your Dexterity, both for the higher AC and to hopefully hit something with your green-flame blade more often. you can also make a Watery Sphere now that can trap enemies inside of it on a failed strength save. then you can swing the ball around like a big yoyo. there technically isn’t any drawback to being in the sphere aside from the usual drowning, but that’s kind of up to the DM. it’s fun though!
12. Sorcerer 9: ninth level sorcerers get fifth level spells, our main pick here is Animate Objects. for once, your inflatable crocodile can actually be an inflatable crocodile! Unfortunately this uses your concentration, so we can’t haste it to jetski speeds just yet.
13. Warlock 4: use this ASI to max out your Charisma for the strongest spells possible- spells like your new ones this level, Minor Illusion and Enthrall. you’re very lou-I mean distracting, so this spell will give creatures disadvantage on perception checks to notice anyone else for the duration.
14. Warlock 5: fifth level warlocks get third level spells, usually, but instead we’re going for another 2nd level one. Blur from the Marid spell list is just relaxing your ashy body instead of letting it go completely, giving creatures attacking you disadvantage to hit.
you also get another invocation, and the Gift of the Depths is great for the summer- you can now breathe underwater for free, and you get a swim speed to boot! on top of that, you can help out the party and cast water breathing once a day for free.
15. Warlock 6: sixth level genielocks get an upgrade to the draconic elemental buffs, an Elemental Gift if you will, that gives you permanent resistance to cold damage. on top of that, you can give yourself ten minutes of flight speed as a bonus action proficiency times a day. now we don’t have to worry about making you actually ride on a parrot!
you also get more waterpower thanks to a Spirit Shroud. this causes water to swirl around your feet, slowing down nearby enemies and adding cold damage to your short-ranged attacks. you could also make it radiant or necrotic, but that’s not on theme dangit.
16. Warlock 7: seventh level warlocks get fourth level spells, and since you’re buddy-buddy with a Marid you can Control Water to control water. you can make it flood, part the water, splash it around, or even make a whirlpool! it lasts up to ten minutes and you can pick a different option every turn.
you also get another invocation- Bewitching Whispers is pretty old-school Kama, letting you cast Compulsion once a day for free. if the target of your affections fails their wisdom save, you can use your bonus action each turn to tell it which way to move. this might be taking the whole “puppets on strings” metaphor a little too literally, but it’s fun!
17. Warlock 8: use this ASI to bump up your Dexterity once more time for more graceful swimming, and also to get away from your new pool floaty. with Summon Greater Demon, you can bring a CR 5 or lower demon into the material plane for up to an hour. you can command it for free, but it has a chance to break out if it makes a charisma save. that being said, your charisma is maxed out, so the chances of that happening is low. as a plus, they linger around for a few rounds if you’re not concentrating on them while still having to obey your commands, so you can pop that balloon animal for a bit of haste in a pinch!
18. Warlock 9: Ninth level warlocks get fifth level spells, like your last Marid goody, Cone of Cold. it’s a cone of damage, it’s cold. you also have an Eldritch Mind now, so you have advantage on concentration saves. that’s very useful, given how many of your spells can be the only thing between you and a fight breaking out.
19. Warlock 10: tenth level genies have a Sanctuary Vessel, so you can finally drag master back to your parrot with you! unfortunately you can’t leave them in there, but that’s just a good excuse for some alone time. speaking of, you can get a short rest by spending ten minutes in there, with an additional amount of HP added if they spend that rest healing up.
you also get one last cantrip, so… Mage Hand? it’s basically another bird, why not.
20. Warlock 11: our final level of warlock finally nets you a whole new spell level thanks to the Mystic Arcanum letting you cast Tasha’s Otherworldly Guise once a day. and for once, we have a build that works just as well in either direction! if you let your Kama side show, you become immune to radiant and necrotic damage, as well as the charmed condition, while Mara will make you immune to fire and poison damage and the poisoned condition. either way, you also get a flying speed, and boost to your ac. you can make more weapon attacks too- all your weapon attacks now use your charisma, and you can attack twice an action! so, boom! godtier mode for the final fight achieved!
Pros & Cons
Pros:
water-based casters are great at crowd control, and it’s super easy for you to lock down or push away enemies and make fights easier for the rest of your party.
turning invisible already makes you plenty sneaky, but you can also listen in on conversations by hiding in your own vessel and having your familiar fly you around places. a bird carrying a lantern around would be weird, but most people wouldn’t think it’s a spy camera.
your elemental bonuses from your feats and both classes stack up very nicely, adding 11 points of irresistible damage to your magical attacks each turn, plus it works best on Eldritch Blast, which gives you multiple chances to hit with a maxed-out spellcasting modifier. you’ve got a ton of flashier options, but if you ever get tired of those, you’ve got a really solid plan to fall back on. (also secret fourth pro: you should never run out of flashy stuff to do bc you’re a sorcerer/warlock. turn your warlock slots into sorcery points, then turn the points into sorcerer slots. take a short rest to recharge, and you’ve got free spell slots!)
Cons:
those elemental bonuses I just talked about work together only on spells with attack rolls, which you have exactly one of. everything else is either an aoe spell, some kind of support spell, or one that relies on you making attack rolls. the combo’s nice, but you’re probably only going to see it when pushed to your limit anyway.
we really had to stretch to make that fast floaty happen, and I don’t think I need to tell most of you that playing with demons is a bad idea. or maybe I do, you’re reading a kama build after all. still, even with your maxed out charisma they always have a chance to turn on you, plus just trying to summon one requires you to kill a person beforehand, which comes with its own risks.
quite a few of your abilities are just plain redundant. Mask of Many faces is Disguise Self but over and over, blur and invisibility serve about the same purpose, half of your Elemental Gift is something we could already do with your Elemental Affinity, and so on. it’s not terrible, and it definitely gives the build a more cohesive feeling of getting better at a few particular things, but it’ll suck if you get stuck in a campaign with a bunch of cold-immune monsters.
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thecreaturecodex · 2 years
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Lambton Worm
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“The Serpent” © Rasmus Poulsen, accessed at his ArtStation here
[The Lambton Worm is a monster I have been considering off and on for literally a decade or more, and I’ve finally figured out how to do it mechanically. The legend of the Lambton Worm is one of the better known regional dragons in England, and one that I think is conventionally misinterpreted. A number of authors see it as a representation of the struggle between Christianity and paganism. I blame Bram Stoker for this take, as it appears in his atrocious The Lair of the White Worm. Yes, snakes and dragons do often represent the Devil, but the overarching theme in the story of the Lambton Worm is how much John Lambton sucks. He discovers the Worm when skipping church, throws it into a well, leaves his land for seven years, allowing the monster to grow up and start killing people, and finally fails in the sacrificial obligation to prevent his family line from being cursed for nine generations. So I interpret the Lambton Worm as more of a Fisher King style representation of the link between a lord and his land, and run with that interpretation in my flavor text below.]
Lambton Worm CR 17 LE Dragon This serpent is longer than a castle wall, with a horned head and bleary red eyes. It drools a foul liquid.
The Lambton Worm is a draconic serpent that punishes dereliction of duty. It emerges in lands where the local lords are callow and slothful, and ravages the land to make it represent its lord’s moral character. They eat livestock and children, damage farms and pollute water supplies, never enough to completely destroy a fiefdom but enough to make those living there miserable and sick. It then establishes itself as a surrogate lord, holding the people hostage in exchange for milk, meat and treasure. There is only one Lambton Worm, but it has said to have been born and reborn a dozen times in a dozen realms.
The Lambton Worm is large enough to level forests and buildings but can and does squeeze itself to fit into wells and caves. It enjoys drawing battles out in order to showcase its power, tearing a tree from the ground and wielding it like an enormous club in its prehensile tail. The beast’s jaws drip acidic venom, and it can vomit this out in lethal torrents. The worst quality of the Lambton Worm is its supernatural resilience; not only do they heal rapidly from wounds, they can even return to life once slain. Only by destroying or scattering the Worm’s body quickly can this rejuvenation be prevented.
The Lambton Worm is intelligent, but it rarely speaks—just enough to set the terms of its extortion. They may also boast that only those of noble heart and pure blood can slay them. This is a trap, as they delight in nothing else than to shatter social structures and delight in the death of kings and princes. Some scholars believe that the Lambton Worm owes its fealty to an archdevil, but the monster does not discuss its own origins.
Lambton Worm                                CR 17 XP 102,400 LE Colossal dragon (aquatic) Init +5; Senses blindsense 120 ft., darkvision 60 ft., low-light vision, Perception +24, scent Aura frightful presence (150 ft., Will DC 23) Defense AC 31, touch 3, flat-footed 30 (-8 size, +1 Dex, +2 natural) hp 280 (17d12+170); fast healing 17 Fort +20, Ref +13, Will +17 DR 15/magic; Immune acid, curses, disease, poison; Resist cold 10, electricity 10, fire 10; SR 28 Defensive Abilities ferocity, rejuvenation Offense Speed 40 ft., swim 60 ft. Melee greatclub +25/+20/+15/+10 (6d8+24), bite +23 (3d8+8 plus 2d8 acid plus poison) or bite +25 (3d8+16 plus 2d8 acid plus poison), tail slap +23 (4d6+24 plus grab) Space 30 ft.; Reach 30 ft.              Special Attacks breath weapon (17d8 acid plus poison, 70 foot cone, Ref DC 28 half, 1d4 rounds), constrict (4d6+26), powerful blows (tail), smite nobility (6/day, +5 attack and AC, +17 damage) Statistics Str 42, Dex 13, Con 30, Int 10, Wis 25, Cha 21 Base Atk +17; CMB +41 (+45 grapple); CMD 52 (cannot be tripped) Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack (B), Power Attack, Stand Still Skills Climb +32, Diplomacy +22, Intimidate +22, Knowledge (nobility) +17, Perception +24, Sense Motive +24, Survival +24, Swim +32 Languages Common, Draconic, Infernal SQ amphibious, compression Ecology Environment any hills or aquatic Organization unique Treasure standard Special Abilities Breath Weapon (Su) Any creature that fails its save against the Lambton Worm’s breath weapon is exposed to the creature’s poison. Poison (Ex) Contact—bite or breath weapon; save Fort DC 28; duration 1/round for 4 rounds; effect 2d4 Con damage; cure 2 consecutive saves. The save DC is Constitution based. Rejuvenation (Su) When the Lambton Worm is slain, it gains the effects of a breath of life spell (CL 17th) 1 round later. This effect does not occur if the Lambton Worm’s body has been scattered apart. The Lambton Worm can only use this ability once per day. Smite Nobility (Su) This ability functions as a paladin’s smite evil class ability, except that it gains its benefits only for creatures that possess a noble title. The Lambton Worm’s class level is equal to its Hit Dice for this effect.
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aimlessarchery · 7 months
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19. A memory of someone they don’t see anymore
// this one got away from me a little tbh lmao?? anyway the inspiration for this one is the description of the Deliverance Hideout in SOV which reads as follows:
"A vast underground cemetery carved out of the earth. Within, commoner's graves lie next to those of nobles and even Zofian royalty."
Clouds hung heavy and gray in the sky on the day that the Deliverance lost Zofia Castle. Rain drenched their clothes and turned the ground to mud beneath their boots as they fled into the woods, down into the damp crypt that was meant to serve select teams of scouts as a hiding place—now meant to shelter the entirety of their forces. Clive took the lead in the march, ushering them all to safety with his head bent low. He works beside his men to prepare the space for the night—counting supplies, stashing weaponry, clearing out ancient stones to make room for weapon racks and bedrolls. Now he stands beside Python, the two of them brushing cobwebs and dust out of empty loculi. (Python tries not to think too hard about whether these shelves had occupants before, or where those hypothetical occupants may be if they aren't here, where they were supposed to be laid to rest.) In the flickering light of torches and lanterns, the golden sun at the head of the Deliverance looks…sallow. For the first time since Python has joined the force, he sees doubt openly tarnish the face of the shining noble knight. "Was real nice of 'em to clear out and leave space here for our rations," Python says dryly, wiping a hand against his pants in a fruitless effort to clean it. "Our new neighbors might stink to high heaven, but at least they're polite." Clive offers him a small chuckle. "Your optimism is admirable. And a bit surprising, coming from you." Python's responding laugh echoes sharply off the catacomb's stone walls. "Oh, no. Lemme be clear: this is miserable, uh, Sir." The honorific is tacked on as an afterthought at the end, as always. "I'm pretty sure I wrenched my shoulder sticking an arrow in one of Slayde's little friends, this whole place stinks of death, and I've got mud crusted in some unmentionable places. I'm just looking forward to finally getting some rest." "Your resilience, then." Another chuckle. And there it is, that overly polite smile that makes Python want to squirm away. "Thank you for standing with us, Python. Truly." The air is stifling suddenly, filled with dust and noble intent. Python grimaces, returning his attention to the loculi in front of him. Names are embossed along the lower edge of the shelf, the lettering somewhat obscured by age. Around the edges, draconic hands cradle them together—holding them in the Mother's arms. He runs a gloved finger along the raised edges, tracing what remains there.
An--- F-r---us, Duke of Lu--n- R--v-, Sh-p--d's Son No matter the circumstances of our birth, Mila's blessed soil reclaims all of us in the end.
---
The catacombs lack the luxury of space required for any segregation of sleeping quarters. Bedrolls are laid practically from end-to-end of the inner sanctuary. Laid on his side, Python gets a distant view of the entrance. Clive leans against his lance—a pale, fixed figure in the dim light, staring out into the hall beyond. Python rolls over, turning his back to watch the rise and fall of Forsyth's breaths beside him in the darkness. Despite his complaints of exhaustion, he sleeps fitfully. The air is too stagnant. The stone is too cold beneath his side. When he closes his eyes, he dreams of the ceiling collapsing and burying them all as one.
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