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#The Sylvan Horn
siriuslygrimm · 1 year
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Poisoned Power Pursuit
#BOOKREVIEW - Poisoned Power Pursuit - #TheSylvanHorn #blog
Within a world being corrupted and poisoned by sorcery, a young elf lord embarks on a journey to restore harmony in The Sylvan Horn: Book One of the Sylvan Chord by Robert Redinger. Elves have long lived in the world, dealing in light, music, and some magic, but the world begins to drastically change from the dark sorcery used by the men of Mor from Runes carved long ago, with the earth becoming…
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jolieeason · 1 year
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The Sylvan Horn: Book One of The Sylvan Chord by Robert Redinger
The Sylvan Horn: Book One of The Sylvan Chord by Robert Redinger
Publisher: iUniverse Date of publication: February 23rd, 2009 Genre: Fantasy Purchase Links: Kindle | B&N | AbeBooks | Alibris | Powells | IndieBound | Indigo | BetterWorldBooks Goodreads Synopsis: Before the days of men, there were elves. In a time they were great and powerful, the first dwellers, the brightest ray of dawn upon the earth. They brought light and music to the world and every…
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sege-h · 5 months
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Superstars once again got me in the mood to draw a classic version of an OC but this time I went with the unicorn
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yamslander · 5 months
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@meowtavish
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spacebarbarianweird · 5 months
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My Tav is a tiefling, but I rarely see any tiefling!Tav headcanons or fics 😔 would you have any thoughts about what Astarion would think about the whole tail & horns sitch? 🤭 Also, do you think tieflings wag their tails like some animals do when they're excited??
Hi! Sorry for not responding to your last request; I just had no idea what to do with that prompt. I hope this one will compensate!
Thanks, @astariongf, for your insights on Tieflings!
Astarion x Tiefling!Tav Headcanons
Click for the NSFW version
Masterlist
Headcanons
You and Astarion have a lot in common – people perceive both of you as fiends, making them cautious around you.
Your fangs are even sharper than Astarion's, leading to playful biting sessions where he affectionately calls you his "little devil."
Astarion admits that your spicy blood, though burning his throat, is something he rather enjoys.
He can't taste things; even the finest wine tastes like vinegar, and food resembles paper.
But your spicy blood is an exception, offering him a taste that makes him feel alive.
To attract Astarion's attention, you often wrap your tail around his leg like a rope.
You do the same when you are afraid.
Astarion can easily decipher your emotions by simply sensing your grip.
When danger looms, or Astarion is about to do something reckless, your tail catches his ankle, compelling him to stop.
When happy or aroused, you wag your tail like a dog.
It betrays your true feelings; even if you're angry or giving Astarion the silent treatment, it moves uncontrollably when he smiles or speaks sweetly.
Horns are equally fascinating.
Astarion pays special attention to the sensitive skin where bone meets flesh when massaging your horns, another unique feature.
He jokingly crafts "horn-socks" for you.
"Are you aware that horns don't get cold?"
He isn't,
But you find the "horn socks" cute and cozy, leading you to wear them throughout the winter.
The following winter, he crochets an extra-long sleeve for your tail, which you absolutely love wearing. Along with useless "horn-socks".
Despite initial hesitations due to the language's association with pain, you teach Astarion Infernal language.
It's your mother tongue, after all.
And he feels it's ok to torture you with Sylvan Elven. You have a right to make him speak Infernal.
When seeking attention, you softly bump him with your horns.
Your almost claw-like, sharp, and deadly nails are adored by Astarion.
Tieflings, especially those born into human families, face hate and fear, often hearing curses and insults.
Astarion takes a stand against offenders, pulling out his dagger, forcing apologies, and making them kneel before you.
You were embarrassed by a scared man kneeling before you the first time it happened.
However, you can't deny that you like seeing people who hate Tieflings forced to apologize and beg for mercy.
Damn I rather like writing Astarion with custom race \ class Tav. I will be happy to write headcanons with other character options.
My inbox is open for requests so you can ask for specific headcanons, especially, if you feel like your Tav is ignored by the fandom.
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Tag list
@tragedybunny @caitlincat-95 @tallymonster @astarionsbeloved @lumienyx @fayeriess @aoirohi @elora-the-slutty-songstress @veillsar @astarion-imagine-archive @micropoe10 @starlight-ipomoea @herstxrgirl @theearthsfinalconfession @ashrio20 @not-so-lost-after-all @vixstarria @wintersire
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vyssims · 8 months
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Download from the Gallery #Vys-sims
Base Sim Credit
Sebastian base sim by #ScarfyLove on the Gallery
Ciel base sim by #kreyola001 on the Gallery
The Undertaker base sim by #gamgus on the Gallery
Custom Content List
Sebastian
Hair by @studio-k-creation
Outfit by @studio-k-creation
Hand Tattoo by @pralinesims
Skin by @ennetkasm
3D Lashes by @kijiko-sims
Eyeliner by @pralinesims
Nails by S-Club
Demon Form Horns by @pralinesims
Demon Form Wings by @zaneida-and-sims4
Demon Eyes by @remussirion
Note: Vampires pack is required for Sebastian’s demon form
Ciel
Hair by @barudotan
Top by @studio-k-creation
Eyepatch by @pralinesims
Boots by @astya96cc
Formal Outfit & Hat by @strangestorytellersims
Boots by @strangestorytellersims
Winter Outfit by Sylvanes
PJ Shirt by @belaloallure3
PJ Bottoms by @regina-raven
Disguised Formal Outfit, Hat & Choker Recolor* by me Outfit, Hat & Choker by @simsonico *MESH is required Note: The set has been removed, but you can DM simsonico for the files
Disguised Hair Recolor* by me Hair by S-Club *MESH is required
Skin by @simandy
3D Lashes by @kijiko-sims
Eyeliner by Shojoangel
The Undertaker
Hair by @raccoonium
Outfit by @studio-k-creation
Face Scar by dx8seraph
Neck Scar by @katrina-y
Scythe by @natalia-auditore
Eyes by @eirflower
3D Lashes by @kijiko-sims
Stiletto Nails by @pralinesims
Skin Overlay 13 by @remussirion
Ear Piercings by @pralinesims
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mossymeep · 2 months
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I haven't seen anyone talk about it on here (if they have I must have missed it), but I think the idea that tieflings wear matching horn jewelry with their partners instead of rings is Cute I think I've still got brainworms from the sylvans in dragalia lost
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lailoken · 1 month
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Cernunnos Devotional Beads (SOLD)
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This set of unique devotional beads was ritually crafted and consecrated in the name of Cernunnos—Horned God of Celtic antiquity.
It was constructed from beads of Moss Agate (a stone strongly associated with the Wilderness), along with counter beads of scavenged Serpent Vertebrae (serpents being a greatly sacred animal to Cernunnos), which are bracketed with small beads of Jasperized Wood (beautifully embodying an amalgam of botanical and chthonic virtues.) On one end of the garland is secured an Arrowhead Pendant, hand-carved from Stag Antler (a potent token of his roles as Horned Lord and Master of the Wild Hunt). On the other end is secured a hand-forged Steel Pendant (chosen for the magical potency of/ancient reverence for Iron, as well as the piece's resemblance to both a coiled serpent and the coiled germ of a seedling preparing to sprout.) Once the Garland was constructed, the piece was hallowed in a sylvan ritual beneath the light of a Penumbral Lunar Eclipse.
This piece measures approximately 23.5 inches/60 centimeters long, and all connecting rings and pins are made from stainless steel. If interested in acquiring it or inquiring about it, please feel free to reach out here. It can also be purchased directly through my shop, Wending Wares.
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thecreaturecodex · 1 year
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Harmona
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Image © Paizo Publishing, accessed at Archives of Nethys here
[I like the harmona. I enjoy it when fey aren't just pretty humanoids with pointy ears or horns, and a hummingbird that deals sonic damage is a cool mechanical niche. I could see these being excellent as allied NPCs as well as being a cool fight, and they would slot very well into the Kingmaker or Ironfang Invasion APs. A harmona with the blighted fey template would probably be terrifying.]
Harmona CR 11 CN Fey This creature appears as a glimmering blue hummingbird, moving so quickly that they eye has a hard time following it. A faint, high pitched whine surrounds it as it buzzes by, and its eyes have a canny look about them.
Harmonas are tiny fey creatures easily mistaken for hummingbirds to the untrained eye. They are found primarily in the First World, where they serve fey nobility as entertainers, scouts and spies. A harmona is constantly on the move, flitting from place to place. They fuel this constant rapid activity with sugar. Nectar is their traditional diet, and most harmonas live in places with ample flowering plants. They readily eat candy, pastries and sweet drinks as well.
Harmonas would rather talk or flee than fight, but they are dangerous if provoked. A harmona’s beak strikes with the force of a shortsword, and worse, carries a powerful sonic charge. The fey can beat its wings in patterns that create sonic vibrations, capable of pushing enemies away or knocking them to the ground. Few harmonas are willing to fight to the death, and so they typically make a break for it once foes are suitably battered and disoriented.
A harmona will happily converse with creatures that it comes across, as long as they are treated with respect. Harmonas have genius level intellects, and find being seen as a mere bird to be a grave insult. Attempting to capture or cage a harmona is a sure invitation to a lesson delivered with sonic damage. Mortals seeking to gain a harmona’s favor can often do so by allowing it to taste some exotic dessert or other sweet it has never tried before. Relying on that bribe can be risky, however; the fey creatures have been occasionally known to bankrupt indulgent mortals with demands for ever more elaborate comestibles.
Harmona            CR 11 XP 12,800 CN Tiny fey (extraplanar) Init +10; Senses arcane sight, low-light vision, Perception +27 Defenses AC 26, touch 26, flat-footed 19 (+2 size, +6 Dex, +1 dodge, +7 insight) hp 127 (17d6+68) Fort +10; Ref +16, Will +17 DR 10/cold iron Defensive Abilities blur, flit back, insightful defense Offense Speed 10 ft., fly 60 ft. (good) Melee gore +15 (1d6 plus 3d6 sonic plus stun) Space 2 ½ ft.; Reach 0 ft. Special Attacks subsonic hum, ultrasonic thrust Spell-like Abilities CL 11th, concentration +16 Constant—arcane sight, blur 3/day—deafening song bolt Statistics Str 10, Dex 23, Con 16, Int 21, Wis 24, Cha 21 Base Atk +8; CMB +6; CMD 32 Feats Combat Expertise, Defensive Combat Training, Dodge, Great Fortitude, Mobility, Spring Attack, Stealthy, Toughness, Weapon Finesse Skills Acrobatics +26, Diplomacy +25, Fly +34, Escape Artist +30, Knowledge (arcana) +22, Knowledge (nature) +25, Perform (dance) +25, Perception +27, Sense Motive +27, Spellcraft +22, Stealth +38 Languages Aklo, Auran, Common, Gnome, Sylvan Ecology Environment warm and temperate land (First World) Organization solitary Treasure incidental Special Abilities Flit Back (Ex) As an immediate action once per round, a harmona can fly 10 feet without provoking an attack of opportunity. It may use this ability in response to another creature entering its square or entering an adjacent square. Insightful Defense (Ex) A harmona adds its Wisdom modifier to its Armor Class as an insight bonus. It retains the bonus when flat-footed, but not when it is stunned or unconscious. Stun (Su) A creature that takes sonic damage from a harmona’s gore attack must succeed a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution based. Subsonic Hum (Su) As a standard action, a harmona can beat its wings to create a 15 ft. radius burst centered on itself. All creatures in the area take 6d6 points of sonic damage and are knocked prone. A DC 23 Fortitude save halves the damage and negates the prone effect. The save DC is Charisma based. Ultrasonic Thrust (Su) As a standard action, a harmona can create a 30 foot cone of sonic energy. All creatures in the area take 6d6 points of sonic damage and are pushed backwards 15 feet. A successful DC 21 Reflex save halves the damage and negates the push effect. The save DC is Constitution based.
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soylent-crocodile · 9 months
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Wolf Dragon (Monster)
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(Pride by Nimphradora on FurAffinity)
(Although I didn't use it for art, this is another dragon inspired by Safari's line of dragons. The hook of a wolf dragon is very interesting, and I used it to create a rare social dragon, as well as to provide DMs with access to a culture like that of the Alpha-Beta-Omega hierarchy we once thought wolves had. Feel free to use other Alpha-Beta-Omega tropes, by the way. I also tied them with werewolves, because they are magic Wolves and I love monster ecology.)
CR8 LN Large Dragon (Earth)
Also known as lycanodrachs, or d’rrowg among themselves, wolf dragons are a rarity among dragonkind, as they live and hunt in social groups. These groups follow a strict hierarchy, one resembling that of wolves, but involving regular battles for dominance. These fights are typically ritualized, and it is considered taboo for one wolf dragon to kill another who has surrendered, but they are still loud, violent events. 
Wolf dragons are also highly territorial, and do not accept other large predators- or parties of humanoids- in their air space. Such intruders will, typically, be first approached by a flying wolf dragon who attempts to shout them down. Any who continue their flight afterwards will be attacked by the group with lethal intent. Despite this, those who obey the rules of a wolf dragon pack will find them courteous and wise hosts. Wolf dragon culture heavily values oral tradition, and they consider sharing their stories with guests to be an important aspect of hospitality. 
D’rrowg frequently cohabitate with stag dragons, although stag dragons typically choose not to integrate into wolf dragon packs, finding their violent power struggles and strict code of honor distasteful. Lycanthropes, most often werewolves, will sometimes enter a wolf dragon pack. Such beings are treated as a second class within the pack, but are still welcomed on the hunt and feasts. The real benefit, however, is maintaining their old personality when surrounded by wolf dragons. Wolf dragons hate green dragons, and will gladly sacrifice their life to take one down.
This large wolflike creature has a pair of backwards-facing horns and batlike wings complimenting its lupine features. Misc- CR8 LN Large Dragon (Earth) HD9 Init:+3 Senses: Perception:+21 Scent, Darkvision 60ft, Low-Light Vision Aura: Lycanthropy 60ft Stats- Str:24(+7) Dex:17(+3) Con:20(+5) Int:13(+1) Wis:25(+7) Cha:19(+4) BAB:+9/+3 Space:10ft Reach:5ft Defense- HP:104(9d12+45) AC:22(+3 Dex, -1 Size, +10 Natural) Fort:+11 Ref:+9 Will:+13 CMD:29 Resist: Immunity: Dragon Resistances, Cold Weakness: Special Defenses:  Offense- Bite +15(2d8+11 plus Trip) CMB:+17 (+2 bonus to Trip) Speed:50ft, Fly 60ft (Average) Special Attacks: Breath Weapon (9d6 Cold damage, 60ft Line, Reflex DC for half, useable once every 1d4 rounds) Feats- Combat Casting, Power Attack (-3/+6), Tandem Trip, Flyby Attack, Alertness Skills- Diplomacy +16, Fly +15, Knowledge (Geography) +5, Knowledge (Nature, Religion) +8, Perception +21, Sense Motive +21, Stealth +15, Survival +19 (+4 Racial bonus to Survival checks to track) Spell-like Abilities- (CL9, Concentration +11, +15 for defensive casting and when grappled) Calm Air, Cure Serious Wounds, Moonstruck (DC16) 1/day Special Qualities- Wolf Empathy +13, Tactician Ecology- Environment- Forests, Mountains (Cold) Languages- Draconic, Sylvan Organization- Hunting Party (2-4), Pack (6-8, 1d4 Dire Wolves, 0-1 Werewolf) Treasure- Half Special Abilities- Aura of Lycanthropy (Su)- A lycanthrope within a wolf dragon’s aura of lycanthropy retains its memories and personality when transformed. Additionally, a wolf dragon may issue a psychic command to any lycanthrope within the aura, as with the spell Command or Murderous Command. The lycanthrope gets a DC15 Will save to ignore the command. Tactician (Ex)- As a swift action, a wolf dragon may grant one teamwork feat its possesses to an ally with 30ft who can see or hear it. They benefit from this ability for 10 rounds, and can only be granted one teamwork feat this way from any wolf dragon at a time. Wolf Empathy (Ex)- This ability functions as a druid’s wild empathy, using a wolf dragon's racial HD, but only for wolves.
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pathfinderunlocked · 2 months
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Traptrix Allomerus - CR7 Monstrous Humanoid
A creature based on a Yu-Gi-Oh! card of the same name.
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Artwork is official art from Yugioh, copyright Konami.
Traptrix creatures in Yugioh are vicious predatory insects or plants that take the form of attractive young humanoids to lure in humanoid prey as a trick, and trap them. This particular one, the traptrix allomerus, is based on a type of South American ant.
Allomerus ants in real life are microscopic. They burrow inside of plant stems and leaves, then work as a hive colony to move the plant's leaves and grab much larger insects that land on the plant to feed. After trapping and crushing these much larger insects, the ant colony feasts on them.
Adapting this concept to a humanoid monster that can lure adventurers instead of insects, and meld with plants supernaturally, seems perfect for a random encounter the players run into while traveling in some kind of wilderness adventure, whether that's in the feywild or just a fantasy jungle.
I previously released the Traptrix Myrmeleo, which is also from Yugioh.
Traptrix Allomerus - CR 7
The attractive humanoid creature is draped in fine clothing and wearing a large amount of jewelry made of black stone, with precious metals and gems. Tattoos cover the backs of the person's arms and legs. On closer inspection, hidden among the hair ornaments, barbed pincers like those of an ant are coming out of the top of the creature's head like horns.
XP 3,200 NE Medium monstrous humanoid Init +7 Senses darkvision 60 ft.; Perception +15 (+20 vs. traps)
DEFENSE
AC 20, touch 14, flat-footed 16 (+2 armor, +3 Dex, +1 dodge, +4 natural) hp 82 (11d10+22) Fort +5, Ref +10, Will +11 Defensive Abilities weed warded
OFFENSE
Speed 30 ft. Melee unarmed +11/+6/+1 (1d3 nonlethal) Melee (while melded) 2 vines +11 (1d6 damage) Space 5 ft.; Reach 5 ft. (20 ft. with vines while melded) Special Attacks constrict (1d8; with vines only) countertrap, infest plant, plant meld, plant-melded vines, sneak attack 2d6, sneak constrict
Spell-like Abilities (CL 4rd; concentration +6)     3/day—sickening entanglement (DC 17)     1/day—speak with plants, summon (level 4; giant ant queen, great assassin bug, or 2 giant wasps; 100%)
STATISTICS
Str 10, Dex 16, Con 14, Int 12, Wis 18, Cha 18 Base Atk +11; CMB +14 (+16 grapple); CMD 25 (27 vs. grapple) Feats Agile Maneuvers, Armor Focus (haramaki), Dodge, Improved Grapple, Improved Initiative, Spell Focus (conjuration) Skills Bluff +22, Disguise +10, Disable Device +14, Knowledge (nature) +8, Perception +15 (+20 vs. traps), Sleight of Hand +5, Survival +13, Stealth +15; Racial Bonus +8 Bluff, +4 Perception Languages Common, Sylvan Gear haramaki SQ trapfinding
SPECIAL ABILITIES
Infest Plant (Su) Twice per day, as an immediate action when a traptrix allomerus reduces a the hit points of a plant creature within its reach to 0 or lower, or as a standard action while the traptrix allomerus is within reach of a living plant creature with 0 or fewer hit points or a slain plant creature that died within the last round, the traptrix allomerus can infest that plant creature. If the plant creature is still alive, it gains a Fortitude saving throw to negate this effect; if it's dead, it returns to life and gets no save.
A plant creature infested in this way is healed to 50% HP, and its max HP is reduced to that number. It becomes permanently sickened and staggered. It gains a telepathic link with the traptrix allomerus, and is placed under the complete telepathic control of the traptrix allomerus, following the traptrix allomerus's telepathic commands to the best of its ability. This control lasts for 1 day per hit die of the traptrix allomerus (usually 11 days), after which the plant creature dies.
Countertrap (Su) Once per day, as a standard action, a traptrix allomerus can attempt to disable a trap using Disable Device.  If this attempt is successful, the traptrix allomerus can choose to either refill one of its daily uses of the sickening entanglement spell-like ability (if it’s spent), or cast sickening entanglement as a spell-like ability as an immediate action without expending its daily use.
Plant Meld (Su) A traptrix allomerus can meld with any plant large enough for it to fit inside, similar to how the spell meld into stone functions, except that it can see out of the plant and can attack with its vine attacks (see the Plant-Melded Vines ability below). It can remain melded with a plant as long as it wishes.
Plant-Melded Vines (Su) While melded with a plant, a traptrix allomerus gains 2 vine attacks with a 20 ft. reach, and gains the constrict universal monster ability, dealing 1d8 damage on a successful grapple attempt. These vine attacks deal 1d6 damage and can be used to make grapple attempts. As a full-round action, while melded into a plant, the traptrix allomerus can make two grapple attempts against a creature within its reach, one with each vine that isn't already in use.
If the traptrix allomerus succeeds on a grapple attempt with one of its vines against a creature that is already grappled by its other vine, that creature becomes entangled in place and cannot move, and remains so even if the traptrix allomerus releases the grapple and exits the plant. A target entangled in this way can make a CMB or Escape Artist check as a standard action to attempt to free itself on its turn, with a DC equal to the traptrix allomerus's grapple CMB +10 (typically +26).
If the traptrix allomerus entangles a creature with these vine attacks, then releases the grapple and exits the plant it was melded with, thereafter, as a swift action, the traptrix allomerus can command the plant to deal 1d8 constrict damage to the entangled target as if it were still grappled, for as long as the target remains entangled and the traptrix allomerus is within 30 ft. of both the target and the plant.
Sneak Constrict (Ex) When a traptrix allomerus deals constrict damage with its Plant-Melded Vines ability against an opponent that is denied its dexterity bonus to AC or is flanked, including being flanked by the traptrix allomerus on one side and the plant that is entangling and constricting the target with its Plant-Melded Vines on the other side, it can add its sneak attack dice to the constrict damage.
Trapfinding (Ex) A traptrix allomerus adds ½ its hit dice to Perception checks to locate traps and to Disable Device checks.  It can use Disable Device to disarm magic traps.  These bonuses are already included in its statistics.
Weed Warded (Ex) A traptrix allomerus is immune to the effects of its own sickening entanglement spell, as well as to the harmful effects of any plant-based spell or effect cast by itself or its allies, and to the harmful effects of natural plants. It ignores all plant-based difficult terrain, even if supernaturally created by an enemy.
Against other plant-based effects caused by enemies, and against attacks by plant creatures, it gains the effect of sanctuary (DC 15). Unless the attacker is a plant creature, this sanctuary effect only wards against plant-based effects; affected enemies may still attack the traptrix allomerus with other attacks even after failing their saving throw against sanctuary.
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paperanddice · 7 months
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Bukavac are hulking, toad-like monsters with six legs, wicked claws, and gnarled horns on its head. They do not leap like frogs, instead thundering along like a rampaging hippo. Due to its size it is a ravenous hunter, ambushing creatures from deep ponds or lake, and often hunting intelligent prey without hesitation, despite their own intelligence. When pushed against large groups or a truly threatening foe, it will unleash a thunderous croak, shattering bones and bursting eardrums.
Mostly solitary by nature, they only pair up during their mating season in spring. Males will show off their voice, croaking loud enough to shatter trees and be heard up to ten miles away. Young live together in clutches, splitting off when they reach maturity around 5 years old.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Pathfinder 2e
Bukavac Creature 9 Large Beast Perception +17 Languages Sylvan Skills Athletics +20, Stealth +16 Str +5, Dex +3, Con +4, Int -2, Wis +2, Cha +1 AC 25; Fort +19, Ref +16, Will +15 HP 195; Immunities sonic Speed 35 feet, swim 20 feet Melee jaws +20, Damage 2d10+13 piercing Melee claw +20 (agile), Damage 2d6+9 slashing plus Grab Melee horn +20, Damage 2d8+11 piercing Claw Flurry [2 actions] The bukavac makes four claw Strikes, each against a different target. These attacks count toward the bukavac's multiple attack penalty, but the multiple attack penalty doesn't increase until it makes all its attacks. Croaking Blast [2 actions] (sonic) The bukavac emits a howling thunderclap in a 15 foot emanation that deals 8d8 sonic damage to any creature in the area (DC 28 basic Fortitude). A creature is also deafened for 1 hour on a failed save, or deafened permanently on a critical failure. The bukavac can't use Croaking Blast again for 1d6 rounds. Deep Breath The bukavac can hold its breath for 20 minutes. Powerful Charge [2 actions] The bukavac Strides up to twice its speed in a straight line and then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d8+13 and it gains Push 10 feet.
13th Age
Bukavac  Large 7th level wrecker [beast]  Initiative: +8 Horns +10 vs. AC - 52 damage. Miss: 15 damage. Furious Charge: This attack instead deals 75 damage on a hit and 45 damage on a miss if the bukavac first moves before attacking an enemy it was not engaged with at the start of its turn. Claws +10 vs. AC (4 attacks) - 22 damage. C: Croaking Blast +10 vs. PD (1d4 nearby enemies) - 35 thunder damage. Natural 16+: The target is also stunned until the end of the bukavac’s next turn. Miss: 16 thunder damage. Limited Use: 1/battle, when the escalation die is 2+. Swim. Resist Thunder 18+. AC 22 PD 21 MD 17 HP 232
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jolieeason · 1 year
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WWW Wednesday: November 16th, 2022
WWW Wednesday: November 16th, 2022
WWW Wednesday is a weekly meme hosted by Sam at Taking on a World of Words. The Three Ws are: What are you currently reading?What did you recently finish reading?What do you think you’ll read next? Personal: Wednesday (after last week’s post went live): I took Tony (my youngest cat) to the vet. I noticed that his pupils were two different sizes, and the eye with the smaller pupil was cloudy…
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anneapocalypse · 11 months
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WIP Wednesday
@v-arbellanaris tagged me this week and @nirikeehan tagged me uhhh three weeks ago 😂 so thank you both! I've been on a writing hiatus but I'm working back up to it so here's a snippet.
Tagging @chocochipbiscuit @rosella-writes @delicatefade @ammoniteflesh @ziskandra @dreadfutures @inquisimer @ell-vellan @kiastirling @skyeventide @crackinglamb @ir0n-angel and anyone else who'd like to share!
~~~
"How… does this work, exactly?" Briala asked, with curiosity as well as some trepidation. They had retired early and arisen before dawn, eating quickly and packing up their things into the wagon for the journey. Lanaya's aravel was one of the larger ones Briala had seen, all painted wood with intricate carvings and designs. It appeared much too wide to pass through even much of the outskirts, never mind the dense forest into which they ventured. The back, which featured long covered benches that could function as seats or as beds, was entirely covered. The front was open to the air; a wooden frame allowed draperies to be hung over this part as well, but Lanaya had pulled them down so they could see all around them as they traveled. "I have heard about Dalish magic, but…"
"It's simple, really." Lanaya had taken the front seat in the wagon, with Briala and Talith seated behind her. "You've seen that the trees often move of their own accord. The forest lives and breathes, and as Keepers we learn its rhythms, until it moves for us as well."
"But the trees are possessed by spirits. Is that how…"
"We do not use spirits, no. Spirits have a will of their own, and can present a danger to us even if they do not intend to. Keepers study the natural world as well as the power of the Beyond, and the how the one can be reshaped by the other. It is the manipulation of primal forces, not possession or blood magic."
Gheyna and Cammen had finished hitching up the halla, now and they tossed their elegantly-horned heads, eager to get on the move. There were only three, which seemed insufficient to Briala; a carriage of this size in Val Royeaux would have been drawn by at least two large draft horses, and the halla were considerably smaller. Perhaps this too involved magic. Briala climbed into the open front, and Talith sat beside her. Still feeling a bit nervous, Briala welcomed the comfort of her wife's hand in hers. She wondered if Talith felt the same.
Lanaya stood before them at the head of the aravel, and spoke some words in Elvish to the halla. Briala could not make them out, but the creatures seemed to understand, quieting their restless movements and standing ready and attentive.
Gheyna and Cammen, having finished tending to the halla, stood aside, hand in hand, and Gheyna waved. "Dareth shiral, Keeper. Talith, Briala, dareth shiral. Sylaise ma ghilana vhenas."
Cammen added solemnly, "Dareth shiral, Talith. Elgar'nan ma ghilana, lasa mala enasalin."
At that, Talith's expression grew solemn as well. "Ma serannas, lethallen. Dareth shiral."
Briala recognized a few words. Dareth shiral, "Safe journey." Vhenas, enasalin. And the names of the elven gods. Gheyna had bid the Hearthkeeper guide them safely home. Cammen had wished them victory—in the name of Elgar’nan, the god of vengeance.
She was still unsure whether she believed in the elven gods—if she believed in any gods at all—but Briala sent up a silent prayer of her own anyway.
Lanaya raised her staff only slightly. Her back was to Briala and Talith as she began to weave the magic that would aid their journey, and Briala could see only a soft green glow emanating from the crystal set unto her wooden staff. With her off hand, she seemed to weave the magic into form; the glow grew before her, and then dispersed like a cloud, sinking low to the ground and seeming to disappear into the earth.
The halla moved, and the wagon with them, and where they ventured east into the trees… the trees parted.
They did not walk, as the angry sylvans had. Their roots did not tear from the ground, not did their branches take the form of reaching arms. They hardly seemed to move at all—Briala truly could not tell whether the trees were sliding aside, or the ground itself had swelled beneath them, forming a path between them.
Lanaya took a set on the bench in front of them, though it was clear she was maintaining the spell through concentration, and Briala kept quiet to avoid disturbing her, instead looking in wonder as the trees slipped past on either side. The halla picked up speed, and the aravel glided smoothly through the forest where it parted for them. Its movement was incredibly, impossibly smooth, smoother than a carriage over packed dirt.
She was awestruck. It was the closest thing to her childhood dreams of a magical elven paradise that she had ever experienced in real life. From in front of them came Lanaya's voice, gently amused. "What do you think, my friends?"
"I've never seen anything like this," Briala said, finding her voice. "I've never… in truth I had thought much of the legend of Dalish magic to be just that."
~~~
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dungeonmastertyrant · 3 months
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Fairy
Mordenkainen Presents: Monsters of the Multiverse
The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You’re also free to come up with your own characteristic if none of the suggestions below fit your character.
d8 Characteristic
1 Your wings are like those of a bird.
2 You have shimmering, multicolored skin.
3 You have exceptionally large ears.
4 A glittering mist constantly surrounds you.
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your legs are insectile.
7 You smell like fresh brownies.
8 A noticeable, harmless chill surrounds you.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Fey.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Fairy Magic. You know the Cantrip Druidcraft.
Starting at level 3, you can cast the Spell Faerie Fire with this trait. Starting at level 5, you can also cast the Spell Enlarge/Reduce with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Wild Beyond the Witchlight
The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.
d8 Characteristic
1 Your wings are like those of a bird.
2 You have shimmering, multicolored skin.
3 You have exceptionally large ears.
4 A glittering mist constantly surrounds you.
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your legs are insectile.
7 You smell like fresh brownies.
8 A noticeable, harmless chill surrounds you.
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Creature Type. You are a Fey.
Life Span. Fairies have a life span of about a century.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Fairy Magic. You know the Cantrip Druidcraft. Starting at 3rd level, you can cast the Spell Faerie Fire with this trait. Starting at 5th level, you can also cast the Spell Enlarge/Reduce with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Unearthed Arcana 77 - Folk of the Feywild
The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. For your fairy, roll on the Fey Characteristics table or choose an option from it. You're also free to come up with your own characteristic if none of the suggestions below fit your character.
1 You have small wings like those of an insect.
2 You have shimmering, multicolored skin.
3 You have exceptionally large ears.
4 A constant, glittering mist surrounds you.
5 You have a small spectral horn on your forehead, like a little unicorn horn.
6 Your hands never look dirty.
7 You smell like fresh brownies.
8 A noticeable, harmless chill surrounds you.
Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.
Type. You are a Fey.
Size. Your size is Small.
Speed. Your walking speed is 30 feet.
Fairy Flight. You have a flying speed equal to your walking speed and can hover. This flight is magical and does not require the use of your wings (if you have them).
Fairy Magic. You know the Spells Druidcraft and Faerie Fire. You can cast Faerie Fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spell slots you have. Your spellcasting ability for these spells is your choice of Intelligence, Wisdom, or Charisma.
Fey Passage. You can squeeze through a space as narrow as 1 inch wide.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
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tiefling-anarchy · 1 year
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About
Name: Siofra "Fray" Leiptera pronounciation: "Sho-fra" "Ley-pt-erah"
Age: 24
Race: Papiliara (homebrew)
Gender: Genderfluid
Pronouns: any/all (he/she/they/it + neos)
Sexuality/orientations: unlabelled
Relationship Status: single
Partner: n/a
Class: Paladin
Birthday: Feb 06th
BASIC DESCRIPTION;
a very pale and soft looking person, comes off and gentle, quiet and cold or shy, maybe distant at times but is quite a bit agressive when they want to be.
wings flat against their back almost
looking like shes got a cape or cloak on.
he tends to blurt out whats on his mind otherwise fae stay quiet.
likes to stare at the moon and eat sweets.
PERSONALITY;
quiet, soft spoken normally but does have a temper. they are loyal, a bit brash, insightful and tend to be a closed off kind of person.
ABOUT;
--
STATS;
D&D style, out of 20 for greater variation.
-
STRENGTH
18/20
-
DEXTERITY
13/20
-
CONSTITUTION
17/20
-
INTELLIGENCE
11/20
-
WISDOM
14/20
-
CHARISMA
8/20
SKILLS;
also dnd style- choose 4-6 from the following list:
Acrobatics / Athletics / Insight / Intimidation / Slight of Hand / Survival
EQUIPMENT;
leather armor, glaive, two handaxes, dungeoneer's pack.
OTHER PROFICIENCIES/LANGUAGE;
-
melee weapons, specifically polearm style. their fighting style is similar to Naginatajutsu. they know common, sylvan/elvish, and papial.
ALIGNMENT;
neutral/neutral
BACKSTORY;
years ago, Siofra was separated from their people after everyone fled from the current settlement due to an attack, they've been trying to find where their people had migrated to. during the attack they, along with other young papiliara, were taken. they'd grown up as a weapon, killing and hunting people down until, upon learning her people were hunted and had their wings(if they had any) ripped from them, they finally had enough, snapped, and used their glaive against their captors. Fray's time working for them earned him names such as "The White Death" or "the Ghost". she's been trying to avoid this large part of her past and find what remained of her people and where they'd fled to but with the fact that her people migrate during season's changing its been difficult for them.
RELATIONSHIPS;
vox: friends/acquaintances with the group, travels with them but isnt particularly close with any of them at first.
APPEARANCE;
hair: white/grey
eyes: black
skin: tan
height: 5'8
fray has white, near-translucent wings that rest against their back almost resembling a cloak without the hood and is often mistaken for such, at least at first glance. they have a natural sort of fluff around their collar/lower neck and small "fuzzy" antennae-looking things growing from the top of their forehead similar to where horns might be for other races. Siofra's ears are pointed rather than rounded like a human's however they arent long like an elf's. his eyes are completely black similar to a Tiefling's eyes. fae keep faer hair in a braided style, the sides partially shaved, the colour is naturally white with grey undertones. unbraided the length nearly reaches their waist, braided it reaches the small of their back. their skin is a very light tan, a contrast against the rest of their white colour palette. they have an athletic and androgynous build.
outfits: colour palette is typically white, grey, brown/tan. following images resemble their style
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