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justicegundam82 · 21 hours
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Orihime isn't exactly an high bar to clear...
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EXACTLY what do these Sakura stans want?!
They just can’t get it through their thick heads that Sakura is literally the most useless female lead out of the main Shounen girls.
She’s NOT useful like Nami who basically drives the plot by not getting the straw hats lost.
She doesn’t even heal as well as Orihime who can literally bring characters back from the dead! SHE WOULD’VE SAVED NEJI!
Like stop setting yourselves up if you can’t handle the truth 😆
Sakura can NEVER compete with my orange princesses 🥰💕
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justicegundam82 · 2 days
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DON’T Stand With Them: Part 3
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Name: Paul (Jp: Shinji)
Series: Pokemon Diamond/Pearl
Description: A stone-faced, cold-hearted young Pokemon trainer who seeks power at all costs, is utterly ruthless in his training and battle methods, and will abuse or throw away any “weak” Pokemon that fails to meet his standards.
So why do people “stand with him”?
Continua a leggere
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justicegundam82 · 2 days
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Sounds like major claptrap to me. What are they going to do, ask everyone if they are Sakura fans, and forbid them from partecipating if they are? XD
Do you know what all the discord is about Sakura fans being possibly banned from Kishimotos interview in France? Is it just a rumour or is it true the hosts spoke about how problematic the fandom is?
I haven’t heard that
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justicegundam82 · 3 days
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Pathfinder 2E to 1E Conversion: Karina
Here I am, back with a new conversion.
The Karina is a creature that comes from the book The Mwangi Expanse. I thought it was a fairly cool and rather uncomplicated creature, so I decided to try my hand at converting it. As always, please let me know what I can do to get better at this! XD
KARINA
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Image (c) Paizo Publishing. Accessible at the Archives of Nethys here
This odd creature looks like an oversized owl with reddish-brown feathers, but its face has an intense, malevolent look to it. It has a pair of human-like arms, ending in taloned fingers.
KARINA CR 5
XP 1’600
NE Large Outsider (native)
Init +5; Senses darkvision 120 ft., low-light vision; Perception +14
DEFENSE
AC 19, touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +6
Damage Reduction 5 / good; Spell Resistance 16
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee bite +9 (1d8+4 plus disease), 2 claws +9 (1d6+4 plus disease); or 2 talons +10 (1d6+4 plus grab)
Special Attacks grab, grave blight, mocking cry
STATISTICS
Str 19, Dex 20, Con 16, Int 7, Wis 12, Cha 19
Base Atk +6; CMB +11 (+15 grapple); CMD 26
Feats Deceitful, Flyby Attack, Weapon Focus (talon)
Skills Acrobatics +14, Bluff +12 (+20 to mimic voices), Fly +9, Perception +14, Stealth +10; Racial Modifiers +4 Perception
Languages Abyssal, Common, Infernal (cannot speak)
Special Qualities sound mimicry
ECOLOGY
Environment warm forests
Organization solitary, pair or trio
Treasure standard
SPECIAL ABILITIES
Grave Blight (Ex): Disease, bite or claw – injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con damage and 1d3 Wis damage plus confused for 1 day; cure 2 consecutive saves. Grave blight manifests itself through fever, gray patches on the skin, disorientation and, at later stages, an innate urge to attack others and spread the disease. Anyone who touches a victim sufffering from grave blight must make a Fortitude save (DC 14) or contract the disease as well. The save DC is Constitution-based
Mocking Cry (Su): As a swift action once per round, a karina can choose to demoralize a single creature who failed to see through its sound mimicry (see below). The creature is affected as though by a crushing despair spell (-2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls) for the duration of 1 minute. Whether or not the creature succeeds at their saving throw, they cannot be affected by the same karina’s docking cry again for 24 hours.
Sound Mimicry (Ex): As general monster rules; a karina can mimic any voice they have heard.
A karina, also known as a plague bird, is a sinister creature whose goal is to spread pestilence and cause communities to collapse. A deeply sadistic creature, a karina lurks in the wilderness surrounding small cities and villages, waiting for a potential victim to attack and infect with the foul disease carried by their beaks and claws. They usually attract their victims by mimicrying the voices of the victim’s friends or loved ones, infect the victim and then retreat. They repeat this process a few times, enjoying themselves as the newly diseased fall to madness and spread their pestilence further, potentially destroying entire cities unless something is done to halt the progress of the malady.
The karina’s malevolence and unnatural behavior suggests an extraplanar origin for them. The most popular hypotesis posits them as creations of either Urgathoa or Apollyon, but other theories counter that karinas were born from the souls of the first mortals that murdered and cannibalized one of their kind. The fact that karinas have a habit of stealing corpses from graveyards in order to feed on them gives credence to this theory, but nothing is known for certain, and the karinas are not interested in clarifying.
A karina is usually about 10 feet tall, but is relatively light for its size. They are usually solitary creatures, but they sometimes join forces with a few more of their kind in order to better terrorize a town.
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justicegundam82 · 14 days
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Pathfinder 2E to 1E conversion: Raw Nerve
Here's a new conversion from me! The Book of the Dead contains some pretty interesting critters, but this one was particularly fun and appealing to me. I tried to convert it as faithfully as possible, while at the same time trying to inject some of my own ideas into it. Not sure how well that turned out... but I still hope you will like it! Enjoy!
RAW NERVE
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Image (c) Paizo Publishing. Accessed at theARchives of Nethys here
RAW NERVE
A disembodied brain floats eerily towards you, with a network of nerves trailing behind it, crackling with electricity and morbidly parodying a humanoid form.
RAW NERVE CR 8
XP 4’800
NE Medium Undead
Init +4; Senses darkvision 60 ft., thoughtsense; Perception +18
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 90 (12d8+36)
Fort +6, Ref +8, Will +11
Damage Reduction 10 / slashing; Immune electricity, undead traits
Weakness vulnerable to sonic
OFFENSE
Speed 30 ft., float
Melee 2 nerve lashes +12 (1d8+1 plus 1d6 electricity and involuntary reaction) or 2 nerve strokes +12 contact (2d6 electricity and involuntary reaction)
Special Attacks accelerating inquest, involuntary reaction, synaptic overload
STATISTICS
Str 12, Dex 19, Con -, Int 20, Wis 16, Cha 15
Base Atk +8; CMB +9; CMD 23
Feats Combat Reflexes, Dodge, Lunge, Piranha Strike, Toughness, Weapon Finesse
Skills Climb +16, Heal +15, Intimidate +17, Knowledge (any one) +20, Knowledge (religion) +20, Perception +18, Sense Motive +18, Spellcraft +20, Stealth +19
Languages Common, Necril (cannot speak); telepathy 100 ft.
Special Qualities float
ECOLOGY
Environment any underground
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Accelerating Inquest (Su) As a swift action once per round, a raw nerve can mentally probe a single creature within 100 feet. The creature must make a Will saving throw (DC 21). On a failure, its superficial thoughts are revealed to the raw nerve, which gains a +2 circumstance bonus to its AC and its attack rolls against that particular creature for the duration of 1 round. A creature immune to or warded against mind-reading (for example, with spells such as enshroud thoughts or thought shield) is immune to this ability. The save DC is Intelligence-based.
Float (Ex) A raw nerve floats a few inches off the ground. It ignores difficult terrain.
Involuntary Reaction (Su) A creature that takes electricity damage from a raw nerve must make a Fortitude save (DC 18) or become staggered with muscle spasms and unable to make attacks of opportunity for 1d4 rounds. Multiple failed saving throws prolong the duration of this effect. The save DC is Charisma-based.
Synaptic Overload (Su) Once every 1d4+1 rounds, a raw nerve may release a burst of mental energy in a 30-foot cone, dealing 4d8 damage to each creature in the cone. Each target may halve the damage taken with a successful Will saving throw (DC 18), but if the saving throw is failed by 5 or more, the creature is also stunned for 1 round in addition to taking damage. A creature immune to or warded against mind-reading gains a +4 circumstance bonus on this saving throw and cannot be stunned by this ability. The save DC is Charisma-based.
Thoughtsense (Su) A raw nerve is constantly under the effects of athoughtsense spell. This ability cannot be dispelled.
A raw nerve is a peculiar kind of undead that is sometimes birthed when a humanoid creature is killed by electricity and subsequently exposed to a large amount of negative energy. Usually, this means that the victim is killed by a powerful electricity-based spell or by a freak lightning, but in some technologically advanced regions, a raw nerve may also result out of an electrocuting accident – though such cases are exceedingly rare. In any event, a combination of electricity and negative energy takes possession of the victim’s nerve system and cause sit to wrench free of the body, creating a furious, tormented undead horror.
A raw nerve is irretrievably insane. Although these creatures possess superhuman intelligence, their psychic senses are overstimulated by the mere presence of sapient creatures. While a raw nerve does not go out of its way to hunt and kill the living, it perceives other living creatures’ thoughts as a chaotic jumble that causes it pain and discomfort, and it seeks to regain its peace and quiet by destroying the source of its torment. Once a raw nerve has destroyed all living beings in its proximities, it resumes its quiescence, sitting in midair in a meditating pose, but any similar disturbance will rile it up and turn it murderous once again. Constructs and other undead do not irritate a raw nerve in the same way – only living creatures trigger a raw nerve’s rage.
A raw nerve stands between 5 and 6 feet tall, but weighs very little compared to similarly sized creatures. Though it can communicate via telepathy, it rarely chooses to do so, making most attempts at diplomacy pointless.
ENHANCED RAW NERVE
A more powerful version of a raw nerve can be created when a creature is struck multiple times by lightning in a short period of time before dying. Raw nerves “born” in this way seem to appear and disappear at random intervals, like a flash of lightning during a storm. An enhanced raw nerve has the advanced simple template and the following special ability in addition to the ones standard to a raw nerve.
Shock to the System (Ex) At the end of an enhanced raw nerve’s turn, roll 1d6: on a 1, 2 or 3, the raw nerve is visible, glowing with bright light that makes sighted creatures dazzled while within 10 ft. of it. On a 4, 5 or 6, the raw nerve is invisible (as with an invisibility spell)
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justicegundam82 · 24 days
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Except that Vegeta is like, a hundred times better written than Sasuke. Sorry not sorry
It’s funny to contrast for magical girl animes the rival is just like kinda rude and tsundere-ish and sometimes not even consistently to everyone and just only towards the protagonist specifically but overall a good person
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while in shonen animes the rival regularly is like a genocidal war criminal but he’s chill now OKAY lmao
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I just think it’s a REALLY funny contrast🤣
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justicegundam82 · 1 month
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ISIS assault in Russia
After more than a hundred innocent civilians were killed in a barbaric ISIS attack in a theater near Moscow, and after ISIS claimed responsibility for it, Putin still has the unmitigated gall to point fingers at Ukraine for this atrocity and use the death and suffering of so many of his countrymen to further his own agenda.
The man is FILTH.
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justicegundam82 · 1 month
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Reblogging this because I thought it'd be ideal to present my next conversion. I hope @thecreaturecodex won't mind.
Anyway, since we're talking about old D&D glories, here is a conversion for the Mind Flayer Vampire! Hope you guys enjoy! ^^
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MIND FLAYER VAMPIRE
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Image (c) Jim Nelson from Lords of Madness: The Book of Aberrations
MIND FLAYER VAMPIRE CR 9 CE Undead
This nightmarish thing is a hunched, grey-skinned humanoid wearing nothing but tattered rags. Its bloated head features four overlong tentacles where its mouth should be, and its blank eyes burn with feral hunger.
Mind Flayer Vampire         CR 9 XP 6’400 CE Medium Undead Init +9; Senses darkvision 60 ft., see in darkness; Perception +18
Defense AC 23, touch 16, flat-footed 17 (+5 Dex, +1 dodge, +7 natural) hp 13d8+39 plus 13 (115 hp) Fort +7, Ref +9, Will +11; +4 vs. emotion Damage Reduction 10/silver; Resist cold 10, electricity 10; Immune undead traits; Spell Resistance 24 Defensive Abilities affectless, channel resistance +2 Weakness light blindness, sunlight vulnerability
Offense Speed 30 ft., climb 20 ft. Melee slam +16 (1d6+7 plus energy drain), tentacles +14 (4d4+3 plus grab) Special Attacks energy drain (slam, 2 levels, DC 19), mind blast, pith (tentacle)
Statistics Str 24, Dex 21, Con -, Int 6, Wis 17, Cha 16 Base Atk +9; CMB +16; CMD 31 Feats Combat Reflexes, Dodge, Improved Initiative, Multiattack, Power Attack, Stealthy, Toughness Skills Acrobatics +18, Climb +15, Escape Artist +8, Perception +18, Stealth +20; Racial Modifiers +4 Perception, +4 Stealth Languages Aklo, Qualith, Undercommon (cannot speak); telepathy 100 ft.
Ecology Environment any underground Organization solitary Treasure none
Special Abilities Affectless (Ex): A vampiric mind flayer gains a +4 racial bonus on all saving throws against emotion effects
Mind Blast (Su): As a standard action, a vampiric mind flayer can create a 60 foot cone of mental energy. All creatures in the area must succeed a DC 19 Will save or be stunned for 3d4 rounds. A creature that is stunned may attempt to recover from this condition as a full-round action with an additional DC 19 Will save. Mind flayers are immune to the effects of a mind blast. A vampiric mind flayer can use a mind blast three times per day, and must wait 1d4 rounds between uses. This is a mind-influencing effect, and the save DC is Charisma based.
Pith (Ex): A vampiric mind flayer can make a coup de grace attempt as a full round action without provoking attacks of opportunity against a helpless or pinned opponent. The coup de grace must be made with its tentacles. This coup de grace does not function against creatures that have no head or no brain, and creatures with multiple heads are not killed if they fail the save (although that head is no longer functional).
Sunlight Vulnerability (Ex): A vampiric mind flayer exposed to direct sunlight is staggered on the first round of exposure as well as suffering the effects of its light blindness weakness. It is utterly destroyed on the second consecutive round of exposure unless it manages to escape.
The existence of vampiric mind flayers is an enigma that baffles and frustrates most students of the arcane as well as the mind flayers themselves. Nothing is known about the circumstances that lead to their creation, though it is known that they are not derived from vampires feeding on mind flayers. It is therefore assumed that these undead mind flayers constitute a unique form of undead. For their part, living mind flayers consider their vampiric kin an abomination and will go out of their way to destroy them by any means necessary.
A vampiric mind flayer is mostly a feral, unthinking beast. The process that turns them into undead wreaks havoc on their intellects, reducing their towering geniuses to little more than the instinct to hunt and kill. Though, as an undead, the vampiric mind flayer doesn't need to feed, it is nonetheless possessed by an inescapable craving for brains, which it tries to slake upon any kind of creature it comes across. Fortunately, vampiric mind flayers are solitary, as they usually see their undead kin as competition and try to drive them away or destroy them anytime they meet.
Vampiric mind flayers are patient and tireless hunters, willing to stalk their prey for days on end in order to feed on their grey matter. In combat, they rely on their mind blast to lock enemies in place, and weave in and out of battle to keep the opposition on the defensive. They will attempt to separate a group of enemies and pick them off one by one, but once the battle is joined, they will fight ferociously, and almost always until destroyed.
Mind Flayer, General Information
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"Elder Brain Variant" © Wizards of the Coast, by Nino Is. Accessed at Art of MtG here
[While the OGL 1.1 debacle was going on, I said that I was going to keep my distance with Wizards' IP for a while. Why the change? Well, Wizards accidentally (on purpose?) released a bunch of previously Product Identity monsters into the Creative Commons, including the mind flayers. And I had been contemplating the illithidae as my next D&D monster project for a while, since I was commissioning art for the modron hierarchs.
My take on the mind flayers is going to be, like many of my versions of D&D monsters, somewhat iconoclastic. Namely, I don't like the elder brain very much. At least, not as they are typically interpreted, as the masters of a hivemind of unquestioningly obeying illithids. That makes the basic illithid into a minion and a drone. The combination of controlled by elder brains and the ever-increasing emphasis on ceremorphosis makes the mind flayers feel like the Borg. Which is less interesting than the original 70s and 80s version, where it was a species made up entirely of evil masterminds. I want to re-inject some of the respect for the normal illithids into this version.
My flavor text draws inspiration from all of the various mind flayer interpretations that have come before. A major source of inspiration was "The Sunset World", an article from Dragon 150. The various creeds were a big deal in 2e, as illithids played major roles in both Planescape and Spelljammer, but have been all but forgotten since them. I'm ignoring the time travel element from 3.5's Lords of Madness, but I am using their interpretation of mind flayer emotions. I am also finally giving them a mechanical weakness to bright lights, which somehow has been flavor only for the last 47 years.]
Mind Flayer The mind flayers are a species of hyper-intelligent, imperialist aliens that view other creatures as slaves and cattle. Their empire spans over dozens of planets, but is currently in something of a declining period due to slave revolts, conflict with the Dominion of the Black and other misfortune. Mind flayers are known for their decentralized organization and various means of travel and conquest. Some use spaceships, but most travel from planet to planet using the Astral and Shadow Planes as corridors. The mind flayers hate bright light, and the late stages of their planetary conquests include changing the atmosphere or stars of planets in order to reduce their illumination to a comforting red hue. The hub of their empire, although it is likely not their home world, is Ssirik-Akuar, the Sunset World.
As the name suggests, mind flayers use mind-influencing magic to control their enemies and allies alike. But they are also avid consumers of brains. A mind flayer can survive on an omnivorous diet of meat, fungi and plants, but grows listless and unhealthy if it does not regularly consume the brains of sapient creatures. A mind flayer can inject its tentacles straight into the brains of its victims, pithing them. Most of the time, this brain-dead individual’s brain is consumed by that mind flayer, but pithed victims are required for the mind flayer’s bizarre reproductive cycle.
What are thought by some to be different species of mind flayers are in fact different stages in a complex life cycle. The most commonly encountered mind flayers, illithids, are the equivalent of males. The elder brains that illithid colonies gather around are the equivalent of females. Illithids periodically fertilize the elder brain’s eggs, and the elder brain lives in a pool of slime crawling with mind flayer tadpoles. Illithids insert these tadpoles into the pithed body of a Medium-sized, mammalian humanoid in order to allow their young to reach maturity. Inside a host body, the tadpole insinuates into the remaining nervous system and eventually replaces its tissues like a cancer, transforming the body into an illithid. A few tadpoles, fed special enzymes by the elder brain, grow into ulitharids instead. An ulitharid is essentially an immature elder brain that spends decades learning as much as it can and coordinating the efforts of illithids before metamorphosing into a new elder brain. Most mind flayers do not concern themselves with matters of gender, and most of their bodies have lost the secondary sexual characteristics of their former lives.
Mind flayers are supremely arrogant, and their interactions with other species are usually exploitative and predatory. They present themselves as being without emotion, but in truth they are capable of regulating their emotions more directly than other creatures by consciously releasing chemicals. An illithid’s emotions are typically disdain, spite, arrogance and a lust for power. They rationalize their fears as concern and self-preservation. Almost all mind flayers consider themselves part of one or more “creeds”, which are philosophical callings that influence how mind flayers pursue their goals of conquest and consumption. Mind flayers do not discriminate between sources of power, and arcane, divine and occult magic, as well as alchemy, are common pursuits.
Mind Flayer Deities The primary god of the mind flayers is Ilsensine, the God Brain. Mind flayers consider Ilsensine to have been the first elder brain. According to the Venerator Creed, Ilsensine’s priesthood, when an elder brain dies, its knowledge passes to Ilsensine. Ilsensine’s unholy symbol is a green brain with two tentacles, and its favored weapon is the tentacle. Those few worshipers of Ilsensine that aren’t mind flayers treat unarmed strikes as their favored weapon. Ilsensine is lawful evil, and their domains are Charm, Evil, Knowledge, Law and Magic. Ilsensine’s subdomains are Hatred, Memory, Slavery, Thought and Tyranny. A cleric of Ilsensine can use the Hatred subdomain to modify the Evil domain.
A recent emergence in mind flayer culture is the rise of the Creed of Thoon. Thoon is a mysterious entity associated with the Plateau of Leng. Thoon’s followers are devoted to violent expansion, extracting vital essences from their victims along with brains and harnessing them into strange constructs that blur the line between living and non-living. Thoon’s unholy symbol is a complex rune made of tentacles, and its favored weapon is a heavy flail. Thoon is neutral evil, and its domains are Artifice, Evil, Madness and War. Thoon’s subdomains are Alchemy, Construct, Nightmare and Tactics.
Mind Flayer Mechanics “Mind flayer” is a subtype of the aberration type, with the following characteristics:
Spell resistance equal to 15 + the mind flayer’s CR
Affectless (Ex) A mind flayer gains a +4 racial bonus on all saving throws against emotion effects
Light blindness
Sunlight Sickness (Ex) A mind flayer in direct sunlight is sickened, as well as suffering penalties from its light blindness
Pith (Ex) A mind flayer can make a coup de grace attempt as a full round action without provoking attacks of opportunity against a helpless or pinned opponent. The coup de grace must be made with a specific natural weapon, listed in the mind flayer’s entry. This coup de grace does not function against creatures that have no head or no brain, and creatures with multiple heads are not killed if they fail the save (although that head is no longer functional).
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justicegundam82 · 1 month
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I LOVE YOU FOR THIS! :D
Oh, and also thank @tar-baphon on my part!
Demon Lord, Orcus
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Image © TSR Inc, by Todd Lockwood.
[Sponsored by @tar-baphon. Orcus is one of the iconic D&D villains, and through the SRD and plausible deniability (he's a Roman god!), he's in Pathfinder as well. In Pathfinder, he is deliberately not a power player, and my flavor text takes that already metatextual decision and runs hog wild with it.
A note on the art: I feel like Orcus is emblematic of when D&D was seen as dangerous, and this piece absolutely feels like it should be the cover of a Black Sabbath album. It's no surprise that I was fascinated with the anti-D&D strain of the Satanic Panic when I was a kid. Also, although there has been some course correction in the 5e era, there's a trend with Orcus in a lot of art, including his official Pathfinder depiction, of making Orcus buff. Let Orcus be fat!]
Demon Lord, Orcus CR 28 CE Outsider (extraplanar) This humanoid is a corpulent giant with skin mottled like a decaying corpse. He has great black bat-wings growing from his shoulders, hooves for feet, and the head of a goat. He clutches a short staff, tipped with an oversized human skull.
Orcus, Prince of Undeath CE male demon lord of death, necromancy and wrath Domains  Chaos, Death, Evil, Magic Subdomains Demon, Divine, Murder, Undead Favored Weapon heavy mace Unholy Symbol a goat’s head with curving horns Worshipers liches, necromancers, sapient undead Minions boneclaws, deathdrinkers, demons, other undead For information on his Obedience and boons for his worshipers, see Book of the Damned
Orcus is one of the most powerful demon lords in the Universe. But not on Golarion. On that world, his is one of a number of undead cults, and not nearly the most popular. Orcus has a clear hierarchy to what undead he considers truly worthy, with those created from contagion seen as inferior to accident, and those inferior to those who intentionally seek out undeath. His most dedicated worshippers on Golarion are liches, some of whom have learned the secret of crafting a phylactery by teasing apart the Prince of Undeath’s wisdom from his threats. The followers of many other undead-focused religions, particularly vampires and ghouls, see Orcus as pretentious and unworthy of dedication, although few are foolish enough to directly oppose him.
Orcus himself knows that his star has fallen. In his extensive research into planar lore, Orcus has learned that he was once the most feared being in another universe, who went on a killing spree that left several gods dead and an entire race of lawful outsiders duped into being his pawns. That Orcus cannot accomplish this level of power in this version of reality vexes and frustrates him, and he takes his rage out on his minions as much as he does his foes.
Orcus is a genius tactician, although his temper sometimes gets the better of him. He enjoys combat as a distraction from his cosmic-level sulk, and as a way of expressing his power over others. He typically opens combat with a time stop to summon allies and cast defensive spells on himself, and then unleashes a potent death effect as soon as the duration expires. Against creatures that can resist his negative energy and poison, he uses dispelling magic. On more than one occasion, Orcus has beaten a cocky archmage to a pulp by centering an antimagic field on himself and wading into combat.
Orcus in the Great Game Orcus’ response to the brewing theomachy between Mormo and Lamashtu is cautious optimism. He desires more power in the Abyss, and Lamashtu could open the door for him to seize it. Kabriri and Zura are at the top of Orcus’ hit list, but views a direct assault on them as currently too risky to be worth the effort. If one of them were to make a move against Lamashtu and be punished for it, or if they were struck down in the scramble for power following Lamashtu’s (theoretical) demotion or demise, Orcus would happily swoop in to finish them off.  And if Mormo is capable of legitimately slaying a god, Orcus will be very keen to study her techniques.
Wand of Orcus (major artifact) The Wand of Orcus is the Prince of Undeath’s scepter of office, and it never leaves his side. Lesser versions have appeared in the Material Plane, often created by Orcus or one of his high-level clerics. The real Wand of Orcus is a Huge +5 anarchic, unholy heavy mace. In the hands of a demon, it grants a +4 profane bonus to Armor Class. The first time the Wand of Orcus strikes a living creature in a round, that creature is subject to a slay living spell (DC 30). Weight 24 lbs.; CL 25th
Demon Lord, Orcus        CR 28 XP 4,915,200 CE Huge outsider (chaos, demon, evil, extraplanar) Init +11; Senses arcane sight, darkvision 120 ft., detect good, detect law, Perception +48, true seeing Aura frightful presence (120 ft., DC 36), undead obedience (120 ft., Will DC 36), unholy (DC 28)
Defense AC 47, touch 23, flat-footed 40(-2 size, +7 Dex, +4 deflection, +4 profane, +24 natural) hp 709(33d10+528); regeneration 30 (deific or mythic) Fort +31, Ref +29, Will +34 DR 20/cold iron, epic and good; Immune ability damage, ability drain, charm, compulsion, death effects, electricity, energy drain, petrification and poison; Resist acid 30, cold 30, fire 30; SR 39 Defensive Abilities Abyssal resurrection, freedom of movement, negative energy affinity
Offense Speed 40 ft., fly 60 ft. (average) Melee Wand of Orcus +51/+46/+41/+36 (3d6+20 plus 2d6 chaos and 2d6 evil/19-20), claw +44 (1d8+7), sting (2d4+7 plus poison), gore (2d6+7) or 2 claws +46 (1d8+15), sting +46 (2d4+15 plus poison), gore +46 (2d6+15) Space 15 ft.; Reach 15 ft. Special Attacks epic spellcasting, powerful charge (gore, 4d6+22) Spell-like Abilities CL 28th, concentration +38 (+42 casting defensively) Constant—arcane sight, detect good, detect law, freedom of movement, true seeing, unholy aura (DC 28, self only) At will—animate dead*, astral projection, blasphemy* (DC 27), circle of death* (DC 28), create undead, enervation*, greater dispel magic, greater teleport, plane shift* (DC 25), telekinesis* (DC 25), unholy blight* (DC 24) 3/day—control undead (DC 29), create greater undead, energy drain (DC 31), finger of death* (DC 29), quickened greater dispel magic, quickened harm*, summon demons or undead, symbol of death (DC 30) 1/day—power word kill*, time stop*, true resurrection, wail of the banshee (DC 31) * Orcus can use the mythic version of this spell-like ability in his domain Spells Prepared CL 20th, concentration +32 (+36 casting defensively) 9th—energy drain (DC 33), etherealness, mage’s disjunction* (D, DC 31), overwhelming presence (DC 31), soul bind (DC 33), wail of the banshee (DC 33) 8th —cloak of chaos (DC 30), fire storm* (DC 30), greater spell immunity, horrid wilting (DC 32), orb of the void* (DC 32), protection from spells (D), unholy aura (DC 30) 7th —control weather, destruction (DC 31), greater scrying (DC 29, x2), repulsion, spell turning (D), waves of exhaustion 6th —antilife shell, antimagic field (D), banshee blast (DC 30), blade barrier* (DC 28), geas/quest, harm* (DC 30), mass bull’s strength 5th —dispel good (DC 27), flame strike (DC 27), greater command (DC 27), mass ghostbane dirge (DC 27), righteous might, suffocation (D, DC 29), vampiric shadow shield 4th —contagion (DC 28), death ward (D), divine power (x2), rest eternal, sending (x2)*, tongues 3rd —bestow curse (x2, DC 27), prayer*, protection from energy, rage (D, DC 25), ray of exhaustion, vampiric touch*, water breathing 2nd —bear’s endurance (x2), death knell (D, DC 26), desecrate, owl’s wisdom (x2), resist energy, spiritual weapon* 1st —bane (DC 25), divine favor (x2), entropic shield, identify (D), ray of enfeeblement* (DC 25), sanctuary (DC 23), shield of faith* 0th—bleed (DC 24), detect magic, light, read magic *—Orcus may use the mythic version of this spell in his Abyssal domain
Statistics Str 40, Dex 25, Con 42, Int 30, Wis 35, Cha 31 Base Atk +33; CMB +50; CMD 71 Feats Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Flyby Attack, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Critical (heavy mace), Improved Initiative, Hover, Multiattack, Mythic Spell Lore (B), Power Attack, Quicken SLA (greater dispel magic, harm), Spell Focus (necromancy), Spell Penetration Skills Bluff +46, Craft (alchemy, weaponsmithing) +46, Fly +36, Intimidate +43, Knowledge (arcana, planes, religion) +46, Knowledge (dungeoneering, history) +43, Perception +48, Sense Motive +48, Spellcraft +46, Stealth +35, Survival +45, Use Magic Device +46 Languages Abyssal, Common, Draconic, Infernal, Necril, telepathy 300 ft. SQ demon lord traits, master of death
Ecology Environment any land or underground (Abyss) Organization unique Treasure triple standard (Wand of Orcus, other treasure)
Special Abilities Aura of Undead Obedience (Su) Any undead creature within 120 feet that attempts to make a hostile action against Orcus must succeed a DC 36 Will save or be unable to take that action, wasting it. The save DC is Charisma based. Epic Spellcasting (Ex) Orcus gains Mythic Spell Lore as a bonus feat. Once per day, he can use one of his spell-like abilities or spells as if it was a mythic spell without spending a use of mythic power. This allows him to use a mythic spell or spell-like ability outside of his Abyssal domain, but he cannot augment that spell or spell-like ability by spending additional uses of mythic power. Master of Death (Ex) Orcus applies his Spell Focus and Greater Spell Focus (necromancy) feats to his spell-like abilities. Death effects created by Orcus, including the Wand of Orcus in his hands, ignore immunity to death effects except for those granted by creature type, or from deific or mythic sources. Poison (Ex) Sting—injury; save Fort DC 42; duration 1/round for 4 rounds; damage 1d6 Str and 1d6 Con; cure 2 consecutive saves. A creature reduced to 0 Str by Orcus’ poison cannot breathe and begins to suffocate. The save DC is Constitution based. Spells Orcus can cast spells as a 20th level cleric, and can prepare necromancy spells from the sorcerer/wizard list as if they were cleric spells. He gets access to domain slots, and can fill them with spells from any of his domains or subdomains. He can also spontaneously cast inflict spells as an evil cleric can. Summon Demons and Undead (Sp) When Orcus summons demons, he can also summon undead creatures.
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justicegundam82 · 1 month
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You are most welcome. :)
State of the Codex March 2024
It is not a secret that I have had a bad year.
I am a school teacher. And a trans woman. This is my first year using she/her pronouns full time in the classroom, after a multi-year period of social transitioning. It has put a target on my back.
Over the course of this year, one period in particular has been a wellspring of hate. Homophobia, transphobia, racism and sexism. Not all of it directed at me personally, but a barrage of students showing over and over again that they are hateful and that they want me to know it.
Administration has gotten involved. Multiple students have been transferred out, but it feels like playing Bigot Whack-a-Mole. And now that the students know that they're under scrutiny, they've gotten subtler. Today someone left me a message. Subtle enough that it has plausible deniability, targeted enough that I know that someone intended for me to find it, and to know that they think of me as a man. I have my suspicions, but I don't know who did it. I feel gaslit, emotionally abused. I don't feel safe.
Someone else is going to be teaching that period for the rest of the year. They succeeded in chasing me out. I am exhausted and relieved.
And would like to know that I am loved.
Please, reblog and comment on monsters you like. Leave nice things in the tags. Send a friendly ask. If you want to make a material contribution, go to the support page. I want to feel like I'm valued and supported right now, because I have spent the last six months feeling like the wrong kind of monster.
Thank you
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justicegundam82 · 2 months
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“Why are so many trans girls into werewolves and robots and slime and monsters?”
Because society views us as monsters. And when you’re viewed that way you have two options.
The first, you can break yourself. You can take a knife and carve off all the corners, take sandpaper and smooth all your rough edges, you can take everything remotely variant about you and you can try and obliterate it in order to make yourself acceptable to people who do not know you and never will.
The second option is that you can say “okay, if I’m a monster I’m going to enjoy being a monster. I’m going to take those rough edges and rough them up some more. I’m going to take all my sharp corners and make them knife edged. I’m going to embrace how weird and broken and fucked up I am and I’m going to make it a part of me. I’m going to love, fight, live, and die as a freak, but I’m going to do it on my terms and no one else’s”
I’m never going to be cis. I’m never going to be straight. In fact I’d rather die than be either of those. So I’m going to take what I am and make it my power instead of my shame.
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justicegundam82 · 2 months
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Know that you have my utmost support, and that I will always appreciate you and root for you. There is nothing wrong with you, there is something wrong with those who don't accept you.
State of the Codex March 2024
It is not a secret that I have had a bad year.
I am a school teacher. And a trans woman. This is my first year using she/her pronouns full time in the classroom, after a multi-year period of social transitioning. It has put a target on my back.
Over the course of this year, one period in particular has been a wellspring of hate. Homophobia, transphobia, racism and sexism. Not all of it directed at me personally, but a barrage of students showing over and over again that they are hateful and that they want me to know it.
Administration has gotten involved. Multiple students have been transferred out, but it feels like playing Bigot Whack-a-Mole. And now that the students know that they're under scrutiny, they've gotten subtler. Today someone left me a message. Subtle enough that it has plausible deniability, targeted enough that I know that someone intended for me to find it, and to know that they think of me as a man. I have my suspicions, but I don't know who did it. I feel gaslit, emotionally abused. I don't feel safe.
Someone else is going to be teaching that period for the rest of the year. They succeeded in chasing me out. I am exhausted and relieved.
And would like to know that I am loved.
Please, reblog and comment on monsters you like. Leave nice things in the tags. Send a friendly ask. If you want to make a material contribution, go to the support page. I want to feel like I'm valued and supported right now, because I have spent the last six months feeling like the wrong kind of monster.
Thank you
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justicegundam82 · 2 months
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5E D&D to Pathfinder 1E Conversion: Golden Goose
I'm back with a new creature for all those who might be interested. This time, after taking a look at the 5E expansion book "Bigby Presents: Glory Of The Giants", I was intrigued by several of the new critters, especially by the Giant Goose. So I decided I might as well try to convert it to Pathfinder First Edition, and this is the result. I changed the name somewhat because "Giant Goose" sounded a little unoriginal to me...
Again, if anyone wants to point out mistakes or imbalances I've made, I would be very grateful, since I'm still kind of inexperienced at writing new monsters.
That said, I hope you will enjoy this conversion.
GOLDEN GOOSE
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Image (c) Cynthia Sheppard, for Wizards of the Coast
This goose is large enough that a person could ride comfortably on its back, and has a pleasant golden sheen to its plumage.
GOLDEN GOOSE CR 3
XP 800
N Large Magical Beast
Init+3; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE
AC 15, touch 13, flat-footed 11 (+3 Dex, +1 dodge, +2 natural, -1 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +2
ATTACK
Speed 30 ft., fly 90 ft. (average)
Melee bite +6 (1d6+3), 2 wings +1 (1d4+1)
Special Attacks thunderous honk
STATISTICS
Str 17, Dex 16, Con 14, Int 7, Wis 13, Cha 6
Base Atk +4; CMB +8; CMD 21
Feats Dodge, Skill Focus (Perception)
Skills Fly +7, Perception +13, Swim +7; Racial Modifiers +4 Perception
Languages Giant, Sylvan (cannot speak)
Special Qualities golden egg
ECOLOGY
Environment temperate or cold lakes and rivers
Organization solitary, pair, gaggle (3-8) or plump (9-16)
Treasure incidental plus golden egg (see below)
SPECIAL ABILITIES
Golden Egg (Ex): Once per month, as a full-round action and only when commanded by its keeper, a golden goose can lay a golden egg, an hollow shell of gold, 1 foot long and weighing about 2 pounds. The shell is worth 100-400 (1d4 x 100) gp. Sometimes, the egg inexplicably contains some kind of small trinket or minor magic item. The GM can determine the contents of a golden egg by rolling 1d12 and confronting the result with the table below.
1-6 : The egg is empty.
7: The egg is empty, but the inside of the shell is inscribed with a poem or an intricate illustration.
8: A candy egg.
9: A small toy goose that makes a loud honking noise when squeezed.
10: A potion of cure light wounds
11: A scroll of bless
12: An elixir of love
At the GM’s discretion, a golden goose’s egg can be also used to give characters an item that’s important to the story of an adventure or a campaign.
Thunderous Honk (Sp): Once every 1d4+1 rounds, a golden goose can honk with ear-splitting volume. Each creature within 20 feet of the goose (other than the goose itself) takes 2d6 points of sonic damage and is deafened for 1 round. A successful Fortitude save (DC 14) halves the damage and negates the deafened condition. The save DC is Constitution-based.
A magical, oversized version of common, harmless waterfowl, golden geese are rumored to have originated in lands ruled by the faerie. They are often kept by giants as livestock, both for their eggs and because they make for excellent sentries. A golden goose has keen sight and hearing, which allows them to locate unfamiliar creatures with ease, and are capable of emitting loud warning honks that are easily heard in a wide radius. Making them even more valuable is the golden geese’s ability to lay eggs made of pure gold. While the creature is unable to produce more than a single golden egg in a month’s time, gaggles of golden geese kept in captivity can produce a remarkable amount of gold, sometimes even accompanied by a minor magic item or two. However, a golden goose is sapient and will only produce a golden egg if ordered to by a creature it recognizes as its master – at the GM’s discretion, a series of Bluff, Intimidate or Diplomacy checks might be needed in order to be accepted as such by the strong-willed and often unruly creature.
Despite their heightened intelligence, the behavior of golden geese is not much different from that of mundane waterfowl, being gregarious birds that form flocks for mutual protection. They are mostly herbivores, feeding on aquatic plants, weed, roots and grains, but may occasionally integrate their diet with small animals like mice or snakes. Particularly caring masters, usually cloud or storm giants, have been known to share their meals with their favorite golden goose. They tend to pair-bond in long-term monogamous relationships, involving elaborate courtship and displays of affection, and homosexual pairs are not unheard of. A fertile female lays an average of four to six eggs at a time, but fewer eggs or larger numbers are not unusual. Both parents are involved in parental care.
In combat, a golden goose is aggressive and straightforward, opening up with a supernaturally loud honk that will weaken and disorient its victims. Then, it will usually close in on the least-armored opponent and batter it with its beak and wings, honking again as soon as it is able to. Golden geese are not immune to each other’s thunderous honks, and they are smart enough to know that. When more than a single golden goose is met at a time, they will try to position out of their companions’ range and catch opponents in the radius of multiple thunderous honks.
A golden goose is about 9 feet tall, with a wingspan for 16 feet from tip to tip. Their plumage varies in coloration just as much as that of regular geese, but their feathers are always tipped with gold.
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justicegundam82 · 2 months
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RIP Toriyama Sensei. You will never be forgotten.
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justicegundam82 · 2 months
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Starfinder to PF1 Conversion: Despondaemon
Another conversion from me, and this time, I'll be looking to Starfinder in order to convert a creature from there. I was quite impressed by the Despondaemon (from the Starfinder AP #45, "The Culling Shadow"), and I thought it could have been an interesting challenge to convert. Besides, it kinda represents a very vexing real-world evil...
Please tell me what you think. I think I might have botched the feats...
DAEMON, DESPONDAEMON
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Image © Paizo Publishing, taken from "Starfinder #55: The Culling Shadow", page 55
What just a second ago looked like a huge mound of sand surges to life, as two gem-like eyes blink open and a cavernous mouth opens in a terrifying yawn.
DESPONDAEMON CR 8
XP 4’800
NE Huge Outsider (daemon, evil, extraplanar)
Init -1; Senses blindsight 60 ft., darkvision 60 ft., emotional empathy; Perception +15
DEFENSE
AC 20, touch 7, flat-footed 20 (-1 Dex, +13 natural, -2 size)
hp 104 (11d10+44)
Fort +11, Ref +2, Will +9
Damage Reduction 10/good;
Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; Spell Resistance 19
Defensive Abilities amorphous, harden exterior
OFFENSE
Speed 20 ft., burrow 10 ft.
Melee slam +16 melee (3d6+10 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks psychic warfare, swallow whole (3d6+10 bludgeoning, AC 17, 10 hp)
Spell-like Abilities (CL 11th, concentration +14)
At will – greater teleport (self plus 50 lbs. of objects only)
3/day – crushing despair (DC 14), death knell (DC 15), vampiric touch
1/day – confusion (DC 16), summon (level 3, 1 despondaemon or 1d3 lacridaemon, 35%)
STATISTICS
Str 24, Dex 9, Con 18, Int 5, Wis 15, Cha 14
Base Atk +11; CMB +20 (+22 overrun); CMD 29 (31 vs. overrun, cannot be tripped)
Feats Cleave, Great Cleave, Improved Overrun, Lunge, Power Attack, Skill Focus (Stealth)
Skills Intimidate +11, Perception +15, Sense Motive +13, Stealth +6 (+14 in deserts), Survival +10; Racial Modifiers +4 Sense Motive, +8 Stealth in deserts;
Languages Abyssal, Common, Infernal, telepathy 100 ft.
Special Qualities compression, emotional empathy
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Emotional Empathy (Su) A despondaemon can intuitively read the emotions of those it senses with its blindsight, knowing what emotion the target is experiencing at any given moment. As a result, a despondaemon has a +4 racial bonus on any Sense Motive check.
Harden Exterior (Ex) As a swift action, a despondaemon can harden its exterior, granting it a +2 circumstance bonus on its AC but halving its speed. The despondaemon can end this effect as a swift action.
Psychic Warfare (Su) A creature swallowed by a despondaemon is telepathically assaulted by the daemon, constantly hearing voices that urge her to surrender so that it can feed on her. A creature inside the despondaemon’s gizzard must make a Will save (DC 17) at the start of each turn or become shaken for that round. The save DC is Charisma-based.
A despondaemon is a particularly loathsome kind of daemon that, rather than representing a specific kind of death, is created from the souls of obstructive bureaucrats and incompetent pencil-pushers who prioritized bureaucracy and useless, time-consuming formalities over the well-being of people. In life, they drove well-meaning people to ruination and caused avoidable deaths and suffering with their insistence in following obtuse protocol; now, in their afterlife, they have been transformed in unreasoning beasts, since they refused to use reason and common sense to reach an easier and more compassionate solution to otherwise simple matters. And much like they suffocated people with endless paperwork and pointless consistency, they now literally suffocate their prey in their semisolid bodies.
A despondaemon is a direct combatant. It slowly approaches prey or simply waits for its victims to get close, before surging out of the sand and try to gulp down its prey. Victims swallowed by a despondaemon constantly hear the monster’s telepathic voice, urging them to surrender and let themselves die so that it can feed on them and that “the proper order is kept”. In the dismal wastes and deserts of Abaddon, these creatures mostly feed on petitioners, but they much prefer living and sentient prey. They consider people suffering from depression to be particularly delicious morsels and target them whenever possible, using their strange empathetic senses to single them out.
Despondaemons are made of living sand, and as such don’t have a fixed form, but they usually resemble mounds of sand about 10 feet in diameter and weighing several tons.
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justicegundam82 · 2 months
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PF1: GRAVE HAG
Hello! Here's another of my attempts at retro-converting a 2E critter to 1E stats. After the Rust Hag, I surely couldn't pass up the Grave Hag, especially since I think Hags are kinda underrated and can be just as terrifying and versatile as vampires and liches when it comes to being evil masterminds.
Again I've tried to be as close as possible to the original version, though I had to drop a few special abilities in the process, since I was afraid they would have made the conversion overpowered. I'm still wondering if my conversion here might be a bit much... but I'll let you guys be the judges of that.
Hope you enjoy it!
GRAVE HAG
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Image © Paizo Publishing. Accessed at Archives of Nethys here
This woman has a cadaverous appearence, with greying flesh, filthy black hair and bloody sores all over her body. Her nails are long, ragged claws, and her clothes are soiled with grave dirt.
GRAVE HAG CR 9
XP 6’400
CE Medium Monstrous Humanoid
Init +3; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 23 (+3 Dex, +1 dodge, +9 natural), touch 14, flat-footed 19
hp 104 (11d10+44)
Fort +8, Ref +10, Will +11; +4 vs. disease, fear and paralysis
Defensive Abilities negative healing
Damage Reduction 5 / cold iron; Immune energy drain, poison; Spell Resistance 20
ATTACK
Speed 30 ft.
Melee improvised weapon +17 / +12 / +7 (1d8+7) or 2 claws +17 (1d6+5 plus grab)
Ranged grave ray +15 touch (4d6)
Special Attacks curse of the grave, grave ray
Spell-Like Abilities (CL 12th, concentration +15)
1/day – cloudkill (DC 18)
3/day – animate dead, contagion (DC 18), enervation (DC 18), vampiric touch
At will – bleed (DC 14), cause fear (DC 15), command undead (DC 16), death knell (DC 15), speak with dead (DC 17)
STATISTICS
Str 20, Dex 17, Con 16, Int 19, Wis 18, Cha 17
Base Atk +12; CMB +17 (+21 grapple); CMD 30
Feats Catch Off-Guard (B), Dodge, Great Fortitude, Power Attack, Spell Focus (necromancy), Toughness, Undead Master
Skills Bluff +14, Climb +10, Craft (any one) +10, Heal +11, Intimidate +15, Knowledge (arcana) +14, Knowledge (religion) +16, Perception +18, Sense Motive +12, Spellcraft +12, Stealth +14, Survival +10
Languages Aklo, Common, Giant, Necril
Special Qualities undead mien
ECOLOGY
Environment any
Organization solitary or coven (3 hags of any type)
Treasure standard
SPECIAL ABILITIES
Curse of the Grave (Sup): Three times per day, a grave hag can put a curse on a creature, rendering it more enticing to the ravenous undead. A target can avoid this effect by making a successful Will save (DC 18). If the save is failed, the target starts drawing the undead’s attention, granting them a +4 bonus on Perception checks to notice the affected creature and on saving throws to resist spells that hide or disguise the affected creature from undead (such as hide from undead). Once an undead notices the affected creature, it feels compelled to kill and devour the affected creature, and gains a +2 profane bonus on attack rolls made against the affected creature and a +2 profane bonus on saving throws against the affected creature’s spells and special abilities. The undead also ignores any concealment less than total concealment that an affected creature has. A curse of the grave lasts for 24 hours or until removed with a successful remove curse, dispel magic, break enchantment or similar magic (against a casting level of 12). The save DC is Charisma-based.
Grave Ray (Sup): Once every 1d4+1 rounds, a grave hag can fire a black beam of bone-chilling negative energy to a maximum range of 60 feet. If the grave hag succeeds at a ranged touch attack, the beam inflicts 4d6 point of negative energy damage, which can be halved on a successful Fortitude save (DC 18). A grave ray can be used to heal undead creatures, or the grave hag herself, in this way. The save DC is Charisma-based.
Negative Healing (Sup): A grave hag is healed by negative energy and harmed by positive energy as if she were an undead creature.
Undead Mien (Ex): A grave hag counts as an undead creature for the purpose of spells, spell-like abilities or special abilities that detect undead. She also gains a +4 racial bonus on saving throws vs. disease, fear and paralysis effects.
Grave hags are a particularly powerful breed of hags with an affinity for undead and negative energy, who make their liars in cemetaries, mausoleums or other burial sites, where they surround themselves with undead servitors and form a kind of twisted mockery of a court. Unlike most hags, grave hags do not have the ability to alter their appearence into a more reassuring shape, and are forced to hide where few people would want to seek them out. However, grave hags are grieviously arrogant and self-centered, and believe that this kind of life is beneath them, so they spend most of their time concocting plans to expand their territory and set themselves up as petty rulers of undead-infested regions.
Even for the standards of hags, grave hags are extremely smug and self-important, seeing themselves as the most powerful, cunning and strongest of all hags, and demanding respect and unconditional obedience from any “lesser” kind of hag. They tend to mock other hags’ abilities that they don’t possess (such as the ability to alter self) as pointless parlor tricks who have no inherent use to them. The exception to this are night hags, whom are seen by grave hags as role models, and to whom a grave hag will gladly submit.
In combat, grave hags tend to hold back and harass opponents with spells and withering blasts of negative energy while their undead minions tear their victims apart. They often open up combat by casting cloudkill and then letting their minions, unaffected by the poison, have their way with the opposition. Grave hags can put a curse on their victims, making them more enticing for the undead to attack. However, if forced to hand-to-hand combat, a grave hag can give as good as she gets, often using digging tools like shovels or mattocks as improvised weapons with surprising skill.
A grave hag usually stands between 5 and 6 feet tall and weighs between 120 and 180 pounds. The bloody sores she naturally sports on her body can make her look crippled and weak, but are merely cosmetical and do not hinder the grave hag in any way other than giving her an unsightly appearence. When a grave hag joins a coven, the coven adds harm to its spell-like abilities and shares the grave hag’s negative healing ability, but a grave hag will rarely join a coven that doesn’t have either herself or a night hag as leader.
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justicegundam82 · 2 months
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Wow, excellent job there! I agree that the mechanics can make this thing a real nightmare... I can picture a tumblak triggering his suffocating aura right in the midst of a party, and then sink in the floor, walls or ceiling, and let a bunch of undead minions have their way with the team...
Sahkil, Tumblak
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Image © Wenard Gunadi
[Sponsored by @justicegundam82. The tumblak is one of several high CR sahkils that appears in the Pathfinder 2e module Night of the Gray Death, which does not have any art for the creature. Appropriately for an outsider of fear, it's mechanically terrifying, with a 100 foot radius aura of suffocation. Bring a tumblak to the table, and characters will die if it's not taken care of quickly.]
Sahkil, Tumblak CR 18 NE Outsider (extraplanar) This horrific creature appears as a floating, translucent mass of bodies, their limbs interlocked and necks bent in unnatural angles. They are forced into a vaguely rectangular shape, as if molded together in a coffin. The eyes of each form are blank and white, and their mouths are contorted into silent screams.
A tumblak is a powerful type of sahkil that represents the fear of enclosure. Although they are happy to bask in claustrophobia, they prefer to add the spice of suffocation when possible, and are patrons of everything from constriction to being buried alive. As such, they lurk in mausoleums, graveyards and other monuments to death while on the Material Plane. Although a tumblak is not undead, they often act as though they are subject to effects that calm or ward off evil spirits. Part of this is out of a sense of sportsmanship—tumblaks enjoy inflicting their horrific attacks on the weak, and then letting them live to spread the story and revisit the fear. Part of this is to bait undead slayers into wasting their time and energy, and seeing them switch from confidence to panic.
Tumblaks prefer to fight in enclosed spaces, using their incorporeality to drift through narrow hallways and locked doors easily. When on the hunt, they activate their gasping auras, which magically draws the breath from the lungs of their victims. Once it has at least one creature gasping for air, the tumblak closes the gap in order to use its look of fear, freezing the suffocating victim in place while they struggle to breathe. Tumblaks like to draw out their kills, and so use their slam attacks to batter enemies that resist their gaze and try to fight back.
Tumblak      CR 18 XP 153,600 NE Medium outsider (evil, extraplanar, incorporeal, sahkil) Init +5; Senses all-around vision, darkvision 60 ft., Perception +30, true seeing Aura gasping (100 ft., Fort DC 29)
Defense AC 32, touch 32, flat-footed 26(+5 Dex, +9 deflection, +1 dodge, +7 profane) hp 262 (21d10+147) Fort +13, Ref +19, Will +19 DR 15/good; Immune death effects, disease, fear, incorporeal traits, poison; Resist cold 10, electricity 10, sonic 10; SR 29 Defensive Abilities nightmarish ward
Offense Speed fly 40 ft. (perfect) Melee 4 slams +30 (2d12+9/19-20) Special Attacks claustrophobic nightmares, emotional focus, look of fear (30 ft., DC 31) Spell-like Abilities CL 18th, concentration +27 Constant—true seeing At will—arcane sight, fear (DC 25), nightmare (DC 26), telekinesis (DC 24) 1/day—greater dispel magic, mass hold monster (DC 27)
Statistics Str -, Dex 21, Con 22, Int 15, Wis21, Cha 28 Base Atk +21; CMB +30 (+32 disarm or trip); CMD 46 (48 disarm or trip) Feats Alertness, Combat Expertise,Dodge, Improved Critical (slam), Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Toughness Skills Acrobatics +24, Bluff +28, Fly +32, Intimidate +28, Knowledge (local, planes) +23, Knowledge (religion) +18, Perception +30, Sense Motive +28, Stealth +28; Racial Modifiers +2 Perception Languages Abyssal, Celestial, Infernal, Requian, telepathy 100 ft. SQ easy to call, ghostly grasp, no breath, skip between
Ecology Environment any land or underground (Ethereal Plane) Organization solitary or crush (2-4) Treasure incidental
Special Abilities Claustrophobic Nightmares (Su) A tumblak’s nightmare spell-like ability is especially pernicious. Any creature that is fatigued by its nightmares cannot have that fatigue removed magically unless the caster succeeds a caster level check against the tumblak’s spell resistance. Whenever a creature fatigued by a tumblak’s nightmares enters a stressful situation (such as combat or high-stakes negotiations), it must succeed a DC 31 Will save as if exposed to a tumblak’s look of fear. This is a mind-influencing curse, fear effect; the save DC is Charisma based and includes a +2 racial bonus from the sahkil’s emotional focus. Gasping Aura (Su) All creatures within 100 ft. of a tumblak must succeed a DC 29 Fortitude save or be unable to breathe. Creatures that succumb to the gasping aura must hold their breath until they leave the tumblak’s aura or begin to suffocate. A creature that succeeds this save is immune to the gasping aura of that tumblak for the next 24 hours. A tumblak can suppress or resume this effect as a free action. The save DC is Charisma based. Ghostly Grasp (Su) A tumblak is incorporeal, but can make Strength checks and interact with objects as if it had a Strength score equal to its Charisma score. As such, its melee attacks are not melee touch attacks, but their attack and damage rolls are modified by its Charisma bonus. Look of Fear (Su) A creature affected by a tumblak’s gaze is considered to be shaken and pinned. This lasts until it escapes by making a combat maneuver check or Escape Artist check against the tumblak’s CMD. This is a mind influencing fear effect; the save DC is Charisma based and includes a +2 racial bonus for the sahkil’s emotional focus. Nightmarish Ward (Ex) A tumblak gains a profane bonus to Armor Class equal to 1/3 its HD.
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