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apple8ees · 4 months
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life it never die dainix are my favourite guy [@comicaurora]
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jewishdainix · 2 years
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Ohj god i need a new blog theme
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powdermelonkeg · 4 months
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Archwizard Gale lore???
Okay, SO! My personal headcanons for Gale's powers, both as archwizard and Chosen of Mystra, are based upon the following:
D&D makes a distinction between "archmage" and "archwizard," with the former being a spellcaster dedicated to the arcane arts and either: the counsel of royalty, a lich tyrant, or a reclusive hermit, all with multiple apprentices, and the latter being "an arcane spellcaster of extremely high power who successfully claimed a floating enclave," that specification coming from the time of Netheril.
Gale is NOT royal counsel, NOT pursuing lichdom, NOT a hermit (willingly), does NOT have apprentices when he first makes the claim, and does NOT have a floating enclave.
Despite these, he still claims "archwizard" as a title. This is significant, especially from Waterdeep, where the most powerful wizards in the world gather, including Laeral Silverhand (another of Mystra's Chosen, immortal to a degree, and Open Lord of Waterdeep) and Vajra Safahr (current Blackstaff and Archmage of Waterdeep).
Bonus points for his significance, he is Gale of Waterdeep. His personally chosen moniker marks him as outstanding among Waterdhavians. There might be a handful of people named Gale in Waterdeep, but there is only one Gale of Waterdeep. This is further backed up by Lorroakan recognizing him, with his only reason for Gale being lesser than someone who supposedly figured out immortality being that Gale was Mystra's discarded lapdog.
Gale is skilled in all manner of magic. This is confirmed directly in his epilogue, where you can question him about his choice teaching the School of Illusion, and he says that he wanted to teach ALL the classes there, but the staff told him no. That includes schools you wouldn't normally associate with him, like Divination and Necromancy.
Based on all of that, I've decided that "archwizard," as Gale means it, is a term referring to a wizard who's multiclassed into all their subclasses.
Does this make him overpowered? Yes. But he's an archwizard, prodigy, and Chosen, he's MEANT to be within the bounds of his own lore.
In addition, I also believe him to be an untrained Storm Sorcerer, based upon the following:
Sorcerers and wizards differ in that sorcerers know magic intrinsically, while wizards study it to use it.
When talking to Halsin as Origin Gale, you can tell him that as a baby, you summoned a whole pack of rabbits. Presumably, baby Gale was NOT reading and comprehending arcane textbooks.
Gale has an intrinsic understanding of the Weave, by his own admission, saying he could compose it rather than just control it. He was also casting third level spells like Fireball at eight years old.
Gale's theme is all about storms: his name is Gale, he occasionally says "A rough tempest I will raise" in combat, almost all his official art has him controlling lightning, and his robe is thunder purple. This continues into God!Gale's design, where he has literal glowing lightning bolts framing his eyes, and his outfit is lightning blue.
K'ha'ssji'trach'ash: On his own, the mephit is pretty self-contained; it's a magma mephit capable of revealing the true form of a True Ressurection scroll. However, the key to getting him to do this is to respond to the question "what is my name" in Ignan with the correct answer. After which, K'ha'ssji'trach'ash says "T'i n'uthrantha m'ahthra Gale." We don't know what this means, but it's clear that he's talking to us, about Gale, possibly thanking us or asking us to pass a message along. This implies that he doesn't speak Common, or else he would, because we answered correctly. Why do I bring this up? Storm Sorcerers have an innate ability called Wind Speaker, which allows them to speak Primordial (including Aquan, Auran, Ignan, and Terran). Thus, Gale can speak to/understand K'ha'ssji'trach'ash, despite his known/studied languages being Common, Celestial, Giant, and Draconic.
Because he's untrained, and rather than Storm Sorcery being just a Lv1 flavor bit that does little, I've decided that Gale has access to the class features of Storm Sorcery without access to its spell slots or Metamagic, that way it's reflective of his power without training.
With both of these conclusions, both archwizard and sorcerer, I've decided to pick and choose which class features are from which iteration of both classes, because BG3 and official D&D have a few key differences that were mostly changed for gameplay reasons. I've then taken those and added more flavor to them, based on the already-given flavor of D&D and effects of BG3, doing away with the mechanical side of things for storytelling reasons.
On top of this, because the maximum level you can reach in BG3 is Lv12, and we know that the Orb consumes "the greatest of [his] talents," I've decided that the Orb consumes any ability beyond Lv12 until its removal.
That being said, beyond whatever spells and slots you care to give him, the powers I think Gale has pre-tadpole are:
Abjuration
Arcane Ward: When Gale casts Abjuration spells, residual magic shields him from the worst of incoming hits
Projected Ward: Gale can extend Arcane Ward to someone nearby instead of himself
Improved Abjuration: On short rest, Gale can strengthen Arcane Ward to sustain itself beyond a single hit
Evocation
Sculpt Spells: Gale can control his Evocation spells and keep them from harming allies
Potent Cantrip: Gale can force enemies that resist his cantrips to take half damage from them anyways
Empowered Evocation: Gale's Evocation spells are particularly deadly (based on +INT modifier to damage rolls)
Necromancy
Grim Harvest: Gale can harness the power released when a spell kills a creature to heal himself, UNLESS it's undead or a construct
Undead Thralls: Animate Dead: Gale can reanimate a corpse
UT: Additional Undead: Gale can efficiently harness the power it would take to reanimate one corpse to reanimate two corpses with Animate Dead
UT: Better Summons: Gale's reanimated dead can take more of a beating than others' dead
Inured to Undeath: Gale's been exposed to necromancy enough that he's resistant to necrotic damage, and his life force capacity can't be reduced (this one in particular helps with the "Netherese bile" flowing through his veins)
Conjuration
Create Water: Gale can call forth rain at will (BG3's feature over D&D's to align more with storm sorcery)
Benign Transposition: Teleport: Gale can teleport up to 30ft, and can use that to swap places with an ally
Focused Conjuration: Gale's concentration on conjuration spells can't break due to pain
Enchantment
Hypnotic Gaze: So long as Gale holds eye contact with someone, he can charm them into stopping everything they're doing and staring at him in a daze
Instinctive Charm: Reflexively, Gale can make a split-second charm attempt to redirect an attack at someone directly nearby
Split Enchantment: Gale can efficiently harness the power it would take to enchant one person and instead enchant two targets at once
Divination
Portent: Gale can focus and gain split-second glimpses into the immediate future (such as the next blow about to be thrown in a fight)
Expert Divination: Casting divination comes naturally enough to Gale that he can cast divination spells using a lower spell slot
Third Eye: Gale can increase his powers of perception and gain a very limited Darkvision/Ethereal vision at will, as well as read any language
Illusion
Improved Minor Illusion: Gale can cast illusory effects with incredible ease
See Invisibility: Gale's experience with illusions lets him detect invisibility spells at work, focus on them, and see through them
Illusory Self: Gale can create an identical double of himself reflexively to confuse opponents
Transmutation
Experimental Alchemy: Using transmutation magic, Gale can more efficiently refine potion ingredients, occasionally enough to create a second potion
Transmuter's Stone: Gale can lock some of his transmutation magic into a stone, granting whoever holds it an effect of his choice from the following: Constitution proficiency, Darkvision, extra speed, resistance to acid/cold/fire/lightning/thunder damage
Shapechanger: Gale can polymorph himself once a day without consuming a spell slot (only into beasts with a CR of 1 or less)
Storm Sorcery
Wind Speaker: Gale can speak, read, and write Primordial (Aquan, Auran, Ignan, and Terran)
Tempestuous Magic: Gale can summon gusts of wind around him immediately after casting a spell greater than a cantrip. These winds are strong enough to propel him in flight for ten feet
Heart of the Storm: Gale has resistance to lightning and thunder damage. In addition, whenever he casts a spell that deals lightning or thunder damage, the magic that erupts is stormy and more powerful than other kinds of magic at equal level
Storm Guide: Gale can subtly control the weather around him, causing rain to stop falling in a 20 foot sphere centered on him, or wind to blow in a different direction in a 100 foot sphere centered on him
Feats
These are based on what I, personally, think make the most sense for him pre-tadpole:
Ability Increase: +2 to INT score
Elemental Adept: Thunder: Spells/attacks ignore resistance to thunder, and when a spell he casts causes thunder damage, it can't critically fail
Elemental Adept: Lightning: Spells/attacks ignore resistance to lightning, and when a spell he casts causes lightning damage, it can't critically fail
Okay, so Gale's crazy powerful, right? What could he have possibly lost that's greater than all this?
Well...
Abjuration: Spell Resistance: Gale was in tune enough with the Weave that he could resist spells (as well as gaining advantage on saving throws against them)
Evocation: Overchannel: Gale could deal maximum damage on a 1-5 level spell without ill effect on first cast, but suffered unresisted necrotic damage when using it again
Necromancy: Command Undead: Gale could bring undead made by other wizards under his control
Conjuration: Durable Summons: Gale could give anything he summoned a temporary shield against damage (30 temp HP)
Enchantment: Alter Memories: Gale could make someone unaware they were charmed by him, as well as make them forget something that happened during that charmed period
Divination: Greater Portent: Gale used to be able to predict more split second decisions ahead with ease
Illusion: Illusory Reality: Gale used to be able to pull shadow magic together into illusions and make them, temporarily, real. He can still do a limited version of this, but only via concentration to keep the threads together (hence the "anatomically correct" illusory wizard in the Drow twins scene; shadow magic is NOT the same as the Shadow Weave)
Transmutation: Master Transmuter: Gale could consume magic stored in his transmuter's stone in one go, using it to transmute one object into another, remove curses, diseases, and poisons, raise the dead, or reduce a creature's apparent age by up to 30 years
Storm Sorcery: Storm's Fury: Gale could react with lightning damage when struck physically Wind Soul: Gale was immune to lightning and thunder damage, could fly at a speed of 60 feet, and could reduce his flying speed to 30 feet for 1 hour to make four additional people fly
Yeah. Ouch. And that's not even including his former Chosen abilities.
Gale's Chosen abilities
Silver Fire: Gale could command pure energy of the Weave in the form of silver-white flame, which, at his command, could destroy anything in its path, banish dead magic areas, restore torn Weave, purge external magic and psionic effects from his own body, teleport without error to the last location he used the ability at, or cast spells without verbal, somatic, or material components
Mantle: Gale could cast the dangerous Mantle spell without suffering any ill effects, while other wizards casting the spell would suffer a drain of life force as long as it persisted
Weave Detection: Gale could detect magic's presence without the use of a spell
Weave Tapping: Gale could cast high level spells repeatedly without losing a spell slot, although this was discouraged by Mystra
On the page for Mystra's Chosen abilities, it says that sometimes her Chosen gained an immunity to magic, as well as disease and poison. I don't think Gale was so lucky, however; in the House of Healing, he mentions that he once turned himself in to a hospice in Waterdeep for a "bout of ruddy pox." Him having turned himself in implies he was an adult at the time, and should, therefore, already be Mystra's Chosen.
All that to say: behold, Gale of Waterdeep, in his original splendor. How the mighty have fallen.
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comicaurora · 1 month
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You've mentioned before about how Dainix growing up in a society of all magic-users was difficult for him, is there anything you think is interesting about him adapting to that surrounding? Like, does he carry around means of manually creating fire with him (like flint); and is creating fire via anything other than magic something most other ignans would even know? What kind of things can most of his peers do that he has to ask for help for or find other ways of making it work, aside from general fire-blasts?
(Also, as a disabled writer, I think fantasy/sci-fi disabilities are an underutilized goldmine of worldbuilding & characterizarion, and I really like the way you integrate it into Aurora.)
I asked myself that when I was choreographing the Zombie Dungeon Funtime Adventure! When they lost the light source I knew Dainix would need to replace it in order to navigate in the dark without Falst, but I concluded he actually wouldn't be carrying firestrikers. Even if he personally couldn't magically create fire, he'd always been part of a team of people who could. Instead, he had to strike sparks off the wall using his metal knife. Something he'll definitely prepare for in the future! (Falst always carries firestrikers, but Dainix doesn't know that and wasn't about to go digging in his pockets)
Fire magic the way most Ignans use it is fairly utilitarian, but some people specialize in useful ways - some Ignans can gain bursts of speed or altitude by kicking out fire jets from their feet, or manipulate fire's brightness and color in precise ways to create simple illusions. And even without the expectation of specialization, being unable to do even basic fire magic basically means Dainix always has one fewer weapon than his peers - no emergency last-ditch flashbang moves, no covering fire, no way to do field repairs on damaged metal or glass tools. It's part of why he's always so careful with his equipment, and why he's such a precise and observant fighter - he has no room for error and has to work harder to feel like he's measuring up.
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Hi there! I love your writing and I was wondering if I could get a request? Just something fluffy between Astarion and a Tav who's body runs HOT. Gets hot super easily and finds it hard to sleep on humid nights. I feel like Astarion would LOOOVE their warmth and could help cool them off when they're too hot.
Hmmm... Do you know what DnD race really runs hot? Fire Genasi!
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.
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Astarion x Fire Genasi
Your skin is hell hot and you have fire resistance.
You feel warm in winter but humid summer days are torture.
Let's say, Astarion is obsessed with your body heat.
Your blood runs so hot, that it feels boiling.
And your skin feels warm as if it was enchanted with fire magic.
Early in your relationship, Astarion would always find a way to sneak longer around you.
Once he ended dining, he would find every possible reason to stay close.
Until you permitted him to stay.
Now, he wraps himself around you like a weighted blanket and you finally get some pleasant coldness.
As your relationship progresses, you get more and more comfortable with each other.
Sometimes when you feel too hot, you run up to Astarion to wrap yourself around him.
He does the same when he can't stand the coldness of his own body.
There are also some other tricks you know - you can create fire sparkles with your fingers and you do that to calm Astarion down when the darkness takes a grip on him.
When he screams in pain caused by invisible claws, and every touch feels acid, you create flame and let Astarion watch it.
It mesmerizes him and as he watches you start speaking in Ignan, a primordial language of your ancestors, the language full of sharp clicks and hisses.
Astarion slowly relaxes and allows you to touch him. You can sit like that for hours, his cheek placed on your chest, his eyes on the flame as you talk about things he can't understand.
He finally starts meditating, and you tug him closer so he can take all the warmth he needs.
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galedekarios · 2 months
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HI!
About the gifset I just reblogged--is the little winged guy telling you to take care of Gale the mephit he mentions? I haven't encountered him yet in game.
Thanks for your wonderful gifsets.
yes, he does! the magma mephit is tied to gale's resurrection protocol. part of it is handing over a letter to him so he can breathe on it and turn the letter into a scroll of true resurrection:
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i've written a longer meta on them here and how they are both connected.
the translated ignan itself is from a devnote in the files:
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Magma Mephit: T'i n'uthrantha m'ahthra Gale.
which the devnote tells us means this in ignan:
devnote: Take good care of Gale.
and it makes sense, too, that the mephit cares for gale so, having known him since he was a child and because gale kept in touch with him because he think the mephit is a "nice fellow". gale warns tav quite fondly of him too with "stay clear because the little camp can melt metal". it's very sweet:
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the-bitter-ocean · 4 months
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Hi Aurora and In stars and time fandom I’m back on my bullshit this time with yet another au… In stars and time Aurora au doodle time (explanation of the au/ ramble notes under the cut):
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Premise of the au is basically The stars squad (Siffrin, Isabeau, Mirabelle, Odile and Bonnie) and call the other ISAT characters but they’re in the world of Aurora (the webcomic).
I have a different/ separate au where the Aurora characters like the floof squad ( Kendal, Alinua, Erin, Tess, Falst and Dainix ) are in the world of ISAT that I’ve drawn and posted on tumblr a while back. I’ll make a way more extensive post on the intricacies of that au later.
The general details I have so far is that Siffrin is a cat ferin, Isabeau is a stone Mage, Odile is an elemental magus, Bonnie is an ignan fire Mage amd Mirabelle is a life Mage who is also a light Paladin.
The King ( who plays a similar role to the Collector in Aurora) is a seemingly immortal life Mage gone completely rogue whose trying to preserve the entire world to be frozen forever in stagnation, believing that all life would be better/ perfect in that state and that’s what the universe/ primordials want. ) Rather than capturing gods solely for the purpose of dismantling them/ picking them apart he focuses on keeping them essentially cryogenically frozen forever.
Mirabelle ( who plays functionally a similar role to Kendal) was blessed by Euphrasie (also a light Paladin) with the power to stop the king from dooming the world and along the way she meets the rest of the party to aid her in her journey.
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tav-marcio-leles · 4 months
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I'll be storing all of my glacio headcanon/info dumps here
post will consistently update
Ship: Gale Dekarios x Marcio Leles (Tav) Ship Name: Glacio Name Origin:
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Headcanons
[1]
Gale will read aloud or info dump to Marcio to help him fall sleep (or if he notices Marcio is having a fit in his sleep). Sometimes, Gale does this without even realizing it, because he sleep talks. It makes Marcio feel safe <3
Reasoning:
Tav has been shown to consistently get little good sleep—if they get any, that is—thanks to bad dreams or restlessness.
Gale canonically talks in his sleep.
[2]
In the chronicles timeline, Gale is around 26. Marcio is 30. The reasonings below were presented when I was doing some Sword Coast research.
Reasoning:
Tw/ implied grooming for this one
Gale was scouted out at 8 by Elminster.
There was a lot of weird timeline stuff regarding when Mystra was reformed—leaving Gale anywhere between 25-35 years old. Some theorize he’s a similar age to Elminster, but Morena is still alive, so I highly doubt it.
Gale mentioned that he was a child prodigy when Mystra. The word revealed was the biggest red flag, and I immediately looked up if Gale was implied to be groomed.
I found this post and it made me disgusted in Mystra forever:
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On a more light-hearted note, I saw a headcanon that looks older than his 20s due to the orb draining his life force. I liked that! So, it's canon in the Tav Marcio Chronicles.
[3] Tieflings sometimes have animal-like behavior due to their devil bloodline. I'll make a guide to how I interpret tielfing tail language in the future.
I mostly associate Marcio with cat behavior thanks to my roommate's comments when I told her tielfings are implied to have no control over their tail movement. Marcio's tail might lift or wag when happy, he purrs or chirps, he has a tendency to curl up when sleeping, etc.
[4] Gale was born a sorcerer.
Reasoning:
His charisma starts off decently high.
Gale says he's been able to do magic for as long as he can remember.
I've seen some compare his fireball at age 8 to a Storm Sorcerer, which checks. He knew how to speak Ignan (Primordial), an ability a Lvl 1 sorcerer gets.
I found this book in the Goblin Camp, Magic of the Weave - An Introduction:
So, this means that Gale probably just prefers to call himself Wizard based off of this standard.
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Mystra says all of his power was taken from him by the Karsite Weave. She also compares the power to a storm right before hand. Interesting...
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Info Dumping
[1]
Tiefling’s tail movement is implied to be involuntary (you aren’t allowed to try and stop moving it when your tail movement scares the wolf in the Druid Grove).
My friend compared it to a cat’s tail movement, and now that’s canon in my mind—tielfings having shared behavior with cats. This includes purring, which I think is fitting for Gale—to fall in love with a Marcio who can purr.
Marcio is also a Mephistopheles Tiefling, meaning he has an affinity to magic. I think it would be funny for that to be a sense of “love at first sight” for Gale, possibly just sensing the magic radiating off of Marcio.
For Marcio, it was just that Clone High meme: “I like your funny works magic man.” 💕
[2]
It’s a little poetic that Marcio is a Mephistopheles tielfing trying to keep Gale away from the Crown’s corruption, and Mephistopheles is the devil that kept the Crown from Raphael.
[3]
I broadcast my gameplay on the living room TV for my roommates to watch. Recently, one of them saw that Marcio carried a little bag of magical items—his reasoning being, “just in case Mystra takes away his ability to control the orb”. My friend said it was Marcio carrying period products for his boyfriend, just in case.
So, trans Gale valid and you might see it from time to time! 🏳️‍⚧️
✨ I've decided that Gale, in the Tav Marcio Chronicles, is cis, though. Marcio, on the other hand, is trans.
[4]
Marcio’s eyes remind Gale of the weave sometimes. They also glow in the dark, which is terrifying to wake up to sometimes.
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the-mountain-flower · 4 months
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Spoiler Warning for the webcomic Aurora (@comicaurora)
I haven't seen anyone point this out yet so I will bc I love it:
The details of Dainix's ignan markings on his right eye!
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He's got some flame patterns specifically downward from his eyes (now that I think of it, they kinda remind me of Rayla's face markings from TDP, which is cool & I think the two would be friends for many reasons, but back on topic). The one on his right specifically, underneath his eyepatch, has irregular edges that don't show up on the left side. While this could've just been the markings not being symmetrical, this isn't the case for Dainix.
It's directly underneath his eyepatch, which we know is the result of a scarring injury,
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Most importantly, it's shown to be even with the other in the one panel where his uninjured right eye is shown,
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And the pattern matches the area of the wound, you can even see how the skin was altered by the upward movement.
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This isn't regular markings, it's part of the scar left by the attack. Of course the majority is underneath the patch, but this shows that there is some of it shown underneath.
Which is fucking AMAZING attention to detail!!!
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thirdtofifth · 11 months
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Ember Guard Huge elemental, lawful evil Armor Class 20 (natural armor) Hit Points 188 (13d12 + 104) Speed 30 ft. Str 25, Dex 15, Con 26, Int 3, Wis 18, Cha 9 Damage Immunities fire, poison Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities cold Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft. passive Perception 14 Languages Infernal, Ignan Challenge 13 (10000 XP) Aura Of Fire Bleeding. At the start of each of the ember guard's turns, if it has fewer hit points than half its hit point maximum, each creature within 30 feet of it takes 3 (1d6) fire damage. Death Throes. When the ember guard dies, it explodes, and each creature within 60 feet of it must make a DC 21 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. Magic Resistance. The ember guard has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ember guard can use its Fire Breath. It then makes two slam attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage plus 7 (2d6) fire damage. Fire Breath (Recharge 6). The ember guard breathes fire in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a success. A creature that fails its save also has its speed halved and has disadvantage on attack rolls and ability checks until the end of its next turn.
These cruel creatures are gifts from Imix, the fire Prince of Elemental Evil. They often serve efreets and other fire-associated evil creatures. They are slow and dim-witted, and in combat they mostly breathe fire on their foes to hamper them before wading in with their rocky flaming fists. They are thoroughly loyal to whoever Imix created them to serve, raised from a lake of fire by the evil Prince himself, serving as bodyguards or soldiers in elemental armies. Sometimes, efreet or salamanders hire out these creatures as mercenaries, and some spellcasters on the material plane have learned to bind these as well, sometimes reclaiming ember guards whose original masters had died long ago.
Originally from the Monster Manual V.
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thecreaturecodex · 2 days
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Div, Apaush
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Image © @chimeride
[Sponsored by @crazytrain48, based on the "sun demon" from Arduin. Why these are sun demons is somewhat obscure to me; their scales and boluses suggest they should be iron demons, right? The art does an excellent job making it more sunny, with the solar disk head, which I love. I leaned into it by giving them the name of one of the Zoroastrian daevas of drought, and some of their spell-like abilities.]
Div, Apaush CR 9 NE Outsider (extraplanar) This creature is a vaguely avian humanoid, with a beaked head ringed by a structure halfway between a sunburst and an owl’s facial disc. It has fan-like wings, metal talons on its hands and feet and a long whip-like tail. Its body and wings are covered with overlapping metal scales that screech horribly as the creature moves.
The apaush are sometimes known as “sun divs” or “sun fiends”, as they are devotees of drought. They are native to the hottest, driest parts of Abaddon. An apaush on the Material Plane makes sure to use its weather controlling abilities to keep things sunny and hot, and the droughts they provoke lead to widespread starvation and thirst. The head of an apaush resembles a solar disk and some apaush work with clerics of evil sun gods and archfiends. An apaush constantly emits a rasping, screeching noise from the metal scales on its body and wings. Like all divs, the apaush have a psychological weakness; in their case, apaush hate silence. They make noise almost compulsively in quiet places, and in the area of a silence spell are edgy and uncomfortable.
Apaush are incredibly fast fliers, and prefer to attack from the sky. They make hit and run attacks while airborne, spitting boluses of molten iron that entangle and scorch enemies, casting destructive spells, or merely tearing into foes with their claws. An apaush’s metal scales provide it with supernaturally powerful protection against ranged attacks, and the screeching of its metal body is so loud as to be painfully distracting up close.  If forced to land, they usually cast defensive spells like fire shield and wall of fire, to punish melee combatants as much as possible.
An apaush is tall for a Medium creature, being taller than seven feet tall on average. Their whip-like tails are often that length again, but too weak to be used in combat.
Apaush               CR 9 XP 6,400 NE Medium outsider (div, evil, extraplanar) Init +6; Senses darkvision 60 ft., Perception +15, see in darkness Aura screeching (30 ft., Will DC 19)
Defense AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural) hp 114 (12d10+48) Fort +10, Ref +10, Will +8 DR 10/good and melee; Immune fire, petrifaction, poison, sonic; Resist acid 10, electricity 10; SR 20 Defensive Abilities fiery body,healing petrifaction
Offense Speed 30 ft., fly 120 ft. (average) Melee 2 claws +15 (1d10+3 plus 1d6 fire), bite +15 (1d6+3 plus 1d6 fire), 2 wings +13 (1d6+1 plus 1d6 fire) Ranged molten bolus +14 touch (3d10 fire) Spell-like Abilities CL 12th, concentration +15 At will—detect good, dimension door, heat metal (DC 15) 3/day—cup of dust (DC 16), empowered searing light, stinking cloud (DC 16) 1/day—control weather (cannot cause precipitation), fire snake (DC 18), wall of fire
Statistics Str 16, Dex 15, Con 18, Int 13, Wis 10, Cha 17 Base Atk +12; CMB +16; CMD 28 Feats Empower SLA (searing light),Flyby Attack, Great Fortitude, Improved Initiative, Multiattack, Power Attack Skills Bluff +18,Fly +17, Intimidate +18, Knowledge (geography, planes) +16, Perception +15, Stealth +9; Racial Modifiers -8 Stealth Languages Abyssal, Celestial, Ignan, Infernal, telepathy 100 ft.
Ecology Environment any land and underground (Abaddon) Organization solitary or flock (2-6) Treasure incidental
Special Abilities Fiery Body (Ex) An apaush is so hot that it deals 1d6 points of fire damage to any creature touching it or striking it with a melee touch attack, natural weapon or unarmed strike. It deals an extra 1d6 points of fire damage with all of its natural weapons. Healing Petrifaction (Ex) Any attempt to petrify an apaush heals it of 1d10 points of damage, plus 1 per HD of the creature for supernatural petrifaction effects, or caster level of the effect for spells and spell-like abilities. Molten Bolus (Su) As a standard action, an apaush can vomit up a blob of molten metal. Treat this as a ranged touch attack made with a thrown weapon with a range increment of 15 feet. A creature struck is entangled for three rounds, takes 3d10 points of fire damage, then takes 2d10 points of fire damage the next round and 1d10 fire damage on the third round. The blob can be scraped off by dealing 10 points of damage to it with a slashing weapon, or cooled down with a chill metal or quench effect (but the entangling still lasts the full duration). An apaush can use this ability once every 1d4 rounds. Screeching Aura (Su) Whenever an apaush moves more than 5 feet in a round, it produces an awful noise. All creatures within 30 feet of the apaush must succeed a DC 19 Will save or take a -4 penalty to attack rolls for 1 round from distraction. This is a sonic mind-influencing effect, and the save DC is Charisma based. Wings (Su) The wings of an apaush are lined with razor sharp scales and deal slashing and bludgeoning damage on a successful hit.
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falst · 29 days
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had a dream where dainix kept having to correct falst on how to pronounce an ignan word that roughly translated to “deeply in love with” after saying it for something while falst didn’t know the meaning. erin did tho and kept looking at them like 👁👁
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alecramart · 4 months
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Man oh man, this was a vibe. I do think stained glass is kind of a perfect fit for Dainix! He's from a desert settlement of mostly fire mages, who use a lot of glass in their construction. On top of that, his stripes are pretty easily incorporated into the triangle structure of the panels, and turns out flames are stupid fun to build out of these glass spikes.
On that note, the subtle flame–patterning of the Ignans' skin is totally stellar design for fire–adapted humans like WOW. It's very pretty.
I don't actually know how to craft stained glass beyond the basic technical details, but I still think this looks pretty nice! I got the idea from accidentally clicking a 3D effect onto my line-art while drawing my new profile pic.
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soylent-crocodile · 9 months
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Magura (Monster)
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(Realistic Magmar by Namh on Deviantart)
(I mentioned these earlier in @thecreaturecodex's ask box before we started actually talking, and here they are, published to tumblr! Magura started as a servitor race for the Great Old One Cthugha, who is relevant to a character from my Strange Aeons game, and was inspired by the pokemon Magmar, even if it quickly spiraled in its own direction.)
CR9 NE Medium Aberration (Fire)
Magura are a race of intelligent, omnicidal beings who seek to cleanse the universe of life through the detonation of stars. They travel through space on massive fiery skiffs powered by solar sails on a search for stellar systems to annihilate. An average magura citizen is a scholar of these astral detonations and of alien technology, being well-versed in arcane secrets and occult philosophies about destruction, the planes, and fire. Despite this, many magura are spiritual, and the worship of fiends and outer gods (particularly daemons) is a common part of magura societies. 
Magura philosophy understands the material plane, if not creation itself, as a mistake on the part of the gods- a material existence can only lead to suffering, as interpersonal connections and material goods are lost, destroyed, or simply fade to the sands of time. Their answer to this philosophical quandary is to destroy the material plane by snuffing out stars one by one. True to their beliefs, magura do not collect material possessions for any purpose other than practical use, and even then, many destroy or dispose of tools even if there’s a potential future use, much like other mortals have the opposite affinity. 
Magura bodies subsist on solar energy in a process not unlike photosynthesis, though with different chemical pathways. Magura appreciate the irony that they rely on the stars they destroy to move and survive, and acknowledge that the completion of their goal will cause the extinction of their race- this is a sacrifice they are comfortable making, especially as it’s rather far into the future.
Magura leaders are called Magura Guides. Magura Guides can cast spells as an 8th level wizard, and often advance their levels in Wizard or Rogue.
This man-sized creature resembles an upright reptile, but its head has a pointed beak and is covered in large, bulbous growths. Misc- CR9 NE Medium Aberration (Fire) HD14 Init:+7 Senses: Perception:+15 Aura: Flamestoke 60ft Stats- Str:21(+5) Dex:17(+3) Con:17(+4) Int:22(+6) Wis:16(+3) Cha:18(+4) BAB:+10/+5 Space:5ft Reach:5ft Defense- HP:119(14d8+28) AC:22(+3 Dexterity, +13 Natural, +6 Deflection) Fort:+10 Ref:+7 Will:+12 CMD:28 Resist: Acid 5, Electricity 5 Immunity: Fire, Disease Weakness: Vulnerable to Cold Special Defenses: Heat Shimmer Offense- 2 Claw +16(1d6+5 plus Burn) CMB:+15 Speed:30ft Special Attacks: Burn (2d6, DC19) Feats- Great Fortitude, Improved Initiative, Power Attack (-3/+6), Combat Expertise (-3/+6), Improved Dirty Trick, Greater Dirty Trick, Improved Feint, Weapon Focus (Claw) Skills- Acrobatics +15, Bluff +12, Escape Artist +9. Fly +15, Heal +6. Knowledge (Arcana) +10, Knowledge (Planes) +14, Linguistics +10, Perception +15, Sense Motive +12, Spellcraft +18, Stealth +15, Use Magic Device +13 Spell-like Abilities- (Caster Level 10, Concentration +14) Burning Gaze (DC15) /constant Fireball (DC17), Major Image 3/day Special Qualities- No breath Ecology- Environment- Space (Hot) Languages- Ignan Organization- Solitary, Wave (4-6 Magura, 1 Magura Guide) Treasure- None Special Abilities- Convection Flight (Ex)- In areas of intense heat, magura are particularly buoyant; they gain a fly speed of 40ft and a maneuverability of average. Flamestoke Aura (Su)- Mundane fires around a magura are empowered by a magura’s internal heat. The Reflex DC to avoid or put out a mundane fire within a flamestoke aura increases to 18, and the damage dealt increases to 2d6.  Heat Shimmer (Su)- A magura’s internal heat warps the air around it, causing a visual distortion. Magura have concealment (50% miss chance) against ranged attacks and a deflection bonus to AC equal to its intelligence modifier. Creatures with the fire subtype can see through this effect.
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comicaurora · 5 months
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I know the Glassfolk are an entirely separate thing, but do the ignans have any history of glasswork, being fire people surrounded by sand?
Most of their buildings are made of glass!
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diescm · 2 months
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I LOVE MT BOYFRIENDS CHARACTERS
@jaybird-trolls
I especially love u Ignan DND
Doing this to him 👇
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