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#cr9
anxiousartist101 · 3 days
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Sorry for being MIA I’ve been busy with school 🥲
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scorpmarine · 11 months
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my eyes never lie…
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dndcreaturesinfo · 7 months
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Protector Tree by Fifi Game Designs
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dev-the-dm · 2 years
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Collection: Purple Dragons
“Born from amaranthine, great form uncoiled, ivory claws extended to the smoke-storming sky, pale eyes blinded by immense hands, yet no less daunting than if they would pierce each mind.” - Excerpt from “Song of the Dragon”, a mythological account of an encounter with the Great Blind Serpent, Rilzriaduss (author unknown)
Scourge of the Underdark. Where some are lucky enough to see - and survive - an encounter with a red, blue or green dragon, those who have encountered their purple cousins are fewer and far between. Purple dragons are difficult to learn about, both because they are extremely solitary creatures, preferring the company of none in their caves and underground burrows, and because any unfortunate soul that meets one rarely escapes with their life. Purple dragons burrow out their lairs, digging it out of stone and earth, and are most often found in the Underdark, where they prey on unsuspecting passersby, which are most often drow or svirfneblin. On rare occasions, purple dragons have dealt with humanoid races through mutual agreements - purple dragons are, in fact, smart enough to manipulate, and wise enough to understand when they have been outnumbered or when escape is unlikely. They are powerful though disloyal allies, although their pure strength is often enough to make up for their rapidly-shifting alliances.
Mental masters. Purple dragons are, just moments after hatching, notoriously difficult to control, whether through mind magic or through deception. Their nature allows them a strong defense against magical effects, and influencing their minds is nearly impossible. They are well-spoken beings, capable of such mental gymnastics that they can change other creatures’ minds without revealing their intentions. However, as cousins to the chromatic dragons, purple dragons are also greatly manipulative, evil, and cruel.
For better, full-page high quality imagery, take a look at the Purple Dragons Collection at the Homebrewery here!
Under the Read More, you’ll find the purple dragon’s lair actions and regional effects.
Lair actions. Purple dragons lair underground, preferring darkness or minor fluorescence over the brightness of day. Their adaptation to their subterranean surroundings has made their lairs dangerous to any that venture within. Purple dragons enjoy hiding in loose earth or amongst crystalline rock, to camouflage themselves, and are masters of stealth, especially within their own lairs.
On initiative count 20 (losing initiative ties), the purple dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Thick magical fog billows around the dragon in a 20-foot radius that spreads around corners. The area is heavily obscured and creatures within it are blind. A creature with darkvision can’t see through the darkness, and light (nonmagical or not) cannot illuminate it. After 1d4 rounds, the fog becomes slightly transparent and the area is lightly obscured. The next round, the fog vanishes.
One creature of the dragon’s choice within 120 feet of the dragon is set upon by illusory imagery of attackers. That creature must succeed on a DC 15 Wisdom saving throw or be frightened of these imaginary creatures for 1 minute. While frightened, the creature attempts to fight these creatures off, which appear to approach it from any area in dim light or darkness. At the end of each of its turns, the affected creature can repeat its saving throw, ending the effect on a success. A creature can’t be affected by this lair action twice within 24 hours.
The dragon’s shadow appears to start moving on its own. Until the start of the dragon’s next turn, it gains a +3 bonus to AC, and attack rolls against it have disadvantage.
Regional effects. The region containing a legendary purple dragon’s lair is warped by the dragon’s presence, which creates one or more of the following effects:
Caves and narrow passages underground begin winding in a labyrinthine, nonsensical way. Corridors connect in non-Euclidian manners, dead ends appear where a connection to another space was expected, and previously crossed spaces suddenly seem to be cut off by steep rock walls or unexpected cave-ins that were unnoticed before.
Nonmagical and magical illumination is immediately snuffed out within 1 mile of the lair, and can’t be lit again.
Twisted crystalline constructions or dimly phosphorescent mushrooms grow in great numbers within 5 miles of the lair. Areas with large concentrations of crystals or mushrooms are considered difficult terrain. A mushroom that is disrupted (such as stepped upon or destroyed) releases a cloud of poisonous gas. A creature that inhales the gas must succeed on a DC 14 Constitution saving throw or take 3d6 poison damage and be poisoned for 1 hour.
If the purple dragon dies, the mushrooms wither and die after 1d10 days, but the crystals remain indefinitely. Immediately after its death, routes within the caves no longer change randomly, and lanterns can be lit once again.
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Cristiano Ronaldo
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marimoreh · 2 years
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Arte en el techo 🙂😉😍🤩😊😜😁 . . . #cr9 #xavi #badalona #realestatetraining #realestatedubai #شقق #casemiro #brokerage #madridmadrid #cr700 #cr7jr #sergioramos4 #halamadrid❤ #ronaldonazario #hazardeden_10 #usera #real_estate_turkey #real_estates #realliferealestate #real_estate_rob #هومز_العقارية #james10 #estaterealtor #palmademallorca #football #marbella #málaga #igersspain #zaragoza #igersmadrid (en Madrid, Spain) https://www.instagram.com/p/CfCwsuQsV9L/?igshid=NGJjMDIxMWI=
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soylent-crocodile · 2 months
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Faller (Monster)
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(ISOPOD by Anastasia Berseneva)
CR9 TN Medium Monstrous Humanoid HD12
(As the name may suggest, these were built from the ground up as an terrestrial whalefall specialists, with the various giant beasties of pathfinder substituting for whales. I actually used fallers as a placeholder name but got attached to it, so here they are! They're up there in CR so that a caravan of five of them puts up a genuine threat for someone who might fight an Adult Red Dragon.
Also I don't love this art for fallers, but it was the most buggy of the bipedal isopods i could find.)
Fallers are wandering nomads who specialize in feeding on the carcasses of great beasts, such as giants, dragons, and large dinosaurs. They live in family groups of up to a dozen individuals and have no leader, employing an anarchic decision making process that may see these groups splitting and reforming as different individuals take different paths. A faller caravan’s lifestyle consists of divining the location to various monster falls and then traveling, possibly hundreds of miles, to such a banquet. Upon reaching such a corpse, they will claim it, defend it, and slowly harvest and feed off it until such a time as it grows thin and they must move on to fresher falls. It’s noteworthy that, due to their powerful innate divination magic, a group of fallers may set camp for a death before it occurs. Generally, these divinations hold true, and fallers find a warm corpse at their destination, but twists of fate are not unheard of, and fallers are generally prepared for battle if need be. Fallers are frequently seen ushering giant flies, which serve as a combination of pet and mount, enabling them to engage flying enemies and scout high-up or hard to reach places. These flys are surprisingly docile and loyal in a faller’s hands. 
Fallers are known to come into conflict with adventuring parties over the spoils of the latter’s conflicts; adventurers regularly stake claim to the loot and parts of a particularly dangerous foe, but fallers consider themselves owed the rewards of such a struggle, and practically speaking, are often unable to relocate to a new corpse before the threat of starvation looms. Unfortunately for many adventurers, fallers are trained combatants, and a particularly undiplomatic group of them may spell doom for an adventuring party soon after a proud triumph. Finally, fallers have been known to come into conflict with the cultures dragons and similar great beings surround themselves with; claiming the corpse of a lone dinosaur is one thing, but disassembling and eating a corpse may be less welcome when it’s the corpse of an important leader or respected member of a community. For this reason, cultures led by dragons frequently adopt a kill-on-sight principle for fallers, and kobolds in particular are known to litter a faller’s anticipated path with the most lethal and cruel traps they can manage. 
Despite this, faller’s oracular abilities are also known to a few peoples, and some cultures seek out such beings to ask questions, sometimes deliberately luring them by killing a large animal. Fallers are a practical and isolationist type, however, and must be provided some benefit to expend their divining abilities; especially since such abilities are necessary for their way of life.
Fallers' endonym is a series of rasps and hisses unpronounceable to the average mammal or reptile.
This hunched over biped has a hard, segmented shell on its back, a number of segmented limbs, and large black eyes.
Misc- CR9 TN Medium Monstrous Humanoid HD12 Init:+4 Senses: Perception:+22 Scent, Darkvision 60ft Stats- Str:22(+6) Dex:19(+4) Con:23(+6) Int:15(+2) Wis:24(+7) Cha:16(+3) BAB:+12/+7/+2 Space:5ft Reach:5ft Defense- HP:138(12d10+54) AC:24(+4 Dex, +2 Armor, +8 Natural) Fort:+12 Ref:+12 Will:+15 CMD:38 Resist: Acid 10, Cold 10 Immunity: Disease Special Defenses: DR2/Bludgeoning Offense- mwk Glaive +19/+14/+9(1d10+9/x3) or Net +18(Entangle, 10ft) or 2 Claw +16(1d6+6 plus trip) CMB:+18 (+2 Racial bonus to trip) Speed:30ft Special Attacks: Studied Target +3 (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival; Move or Swift Action) Feats- Great Fortitude, Endurance, Point-Blank Shot, Vital Strike, Power Attack (-4/+8), Quick Draw Skills- Climb +15, Knowledge (Dungeoneering) +14, Knowledge (Geography) +14, Knowledge (Nature) +14, Perception +22, Ride +13, Survival +22 Spell-like Abilities- (Caster Level 11, Concentration +14) Augury, Invisibility Purge, Sanctify Corpse 3/day Dispel Magic, Find the Path 1/day Divination 1/week Special Qualities- Ferocity Ecology- Environment- Any Languages- Faller Organization- Pair (2), Caravan (4-6 Fallers, 0-3 Giant Horseflies) Treasure- Standard Special Abilities- Studied Target (Ex)- A faller may use the Studied Target ability as a 10th level Slayer.
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pathfinderunlocked · 2 months
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Girl in the Red Dress - CR9 Undead
Painful memories, you see…they're the funniest of them all…
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Artwork by Fennuo0V0 on Pixiv.
Many undead live out an existence of unending misery as their tragic deaths replay over and over. Not so for the girl in the red dress, who despite being a victim of murder by an overly excited culprit, seems to be extremely pleased spending her eternity inflicting the suffering on others that she felt herself. She turns her ballet of death and gore into a bright red party, and everyone is invited.
This creature was inspired by Sachiko Shinozaki, the main villain of Corpse Party.
See also the lower-level Young Girl in the Red Dress, a CR 6 monster.
Girl in the Red Dress - CR 9
Dancing barefoot on blood-slicked floors, the young girl in the tattered red dress laughs hauntingly.
XP 6,400 CE Medium undead Init +11 Senses darkvision 60 ft.; Perception +13 Aura stench (DC 21, 5 rounds)
DEFENSE
AC 18, touch 18, flat-footed 10 (+7 Dex, +1 dodge); +2 vs. good hp 114 (12d8+60) Fort +9, Ref +11, Will +10; +2 vs. good Defensive Abilities bloodspattered dress, channel resistance +4 Immune undead traits
OFFENSE
Speed 30 ft., slide (see text) Melee scissors +16/+11 (1d3-1 plus 4d8 bleed plus blood skate) Special Attacks blood skate, terrifying laughter (60 ft.; DC 21)
Spell-like Abilities (CL 12th; concentration +17)     Constant—protection from good
STATISTICS
Str 8, Dex 24, Con —, Int 10, Wis 15, Cha 21 Base Atk +9; CMB +8; CMD 26 Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse Skills Acrobatics +19, Intimidate +16, Knowledge (religion) +7, Perception +13, Spellcraft +7, Stealth +21 Languages Common, Necril
SPECIAL ABILITIES
Blood Skate (Ex) When the girl in the red dress damages an enemy with her scissors attack, the target immediately takes the listed bleed damage (typically 4d8), and the blood begins to swirl around the girl in the red dress's feet. Until the end of the girl in the red dress's next turn, any 5-ft. spaces she steps on and any adjacent spaces become slick with blood, acting as the grease spell (DC 21), except that girls in the red dresses are immune to this effect. The save DC is Charisma-based.
Bloodspattered Dress (Su) Once per round, whenever a creature within 10 ft. of the girl in the red dress takes bleed damage, the girl in the red dress restores an equal amount of hit points and gains a +1 enhancement bonus to her armor bonus to AC, treating her dress as armor that grants no AC bonus and enhancing it with the blood. This bonus lasts for 10 minutes and stacks with itself, but not with other enhancement bonuses, to a maximum of +5.
Slide (Ex) The girl in the red dress can move without penalty across areas of grease, ice, and similar effects, and her movement speed is doubled on such areas. As her Blood Skate ability creates such areas adjacent to any space she steps, including in front of her, this typically doubles her movement speed when using Blood Skate.
Terrifying Laughter (Su) Once per minute, the girl in the red dress can unleash a terrifying laugh as a move action. The laughter lasts until the beginning of the girl in the red dress's next turn. All creatures within 60 feet of the girl in the red dress when she begins to laugh, as well as all creatures that end their turn within that radius, must succeed at a DC 21 Will save or be terrified for 1 minute.
Terrified creatures drop their held items, are shaken, cannot willingly approach the girl in the red dress, and must use their move actions to flee from it. They can only use their voice to scream in terror, and thus cannot perform any action that has a verbal component. Effects that prevent or removed the panicked condition also prevent or remove the terrified condition.
The save is required only once per laugh. Those who succeed at their saving throws need not save against the same girl in the red dress's terrifying laughter for 24 hours. This is a mind-affecting sonic fear emotion effect. The save DC is Charisma-based.
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casdeans-pie · 2 months
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Well I'm definitely not going to CR9 now no matter who goes - I just spent the money for that whole con (including accommodation and travel costs) on one meet and greet with Jensen in Wales asdfhjkljgdkl
I feel like next year I'm going to have so much more spare money after I've got all the cons out of my system this year lmaoooo
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anxiousartist101 · 5 months
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Alright, who offended him with their boring (aka non illegal or otherwise trouble making) decisions this time?
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dndcreaturesinfo · 8 months
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Echo of Black Stars by Rudok's Tavern
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sunglassesmish · 2 months
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What dates are cr9? Can't find info👀
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27th - 29th september 2024.
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casanovasarmada · 4 months
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hi cr9 9n9n9
hihihhihtihihihihihih i wvavwes at you :3
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selective-yellow · 5 months
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there's a running joke(?) in our campaign where my beloved cr9 assassin NPC will insist she's falling behind the PCs and can't keep up in fights, to which I'll usually insist she absolutely isnt but doesn't have to come on missions if she doesn't want to. I woke up this morning wondering if that was still true now that we hit lv 11, and started to do the math on the amount of damage a turn she vs every PC could hypothetically do on every turn - and then immediately stopped. There isn't a single PC in our game that could do 2d10 + 6 + 18d6 every turn. EIGHTEEN D6. she is a powerhouse and I will not accept slander on her name!!
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the-whatcherof-89 · 2 years
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Ravager - Large Magical Beast LE XP4800 CR9
Ini+2 Senses: Low light vision, Darkvision 60ft, Perception+8
AC 20(+2Dex, +9Nat, -1Size) Touch11 Flat Footed18
HP85(9d10+27)
Fort+8 Refl+8 Will+3 Speed 30ft
Melee: Gore+13 2d6+11 Trample 3d8+11 DC24
Str23 Dex14 Con15 Int2 Wis11 Cha4 BaB+9 CMB+14 DMC+16
Feats: Diehard, Endure, Improved natural attack, Power attack, Toughness.
Skills: Perception+8 Swim+16
Shockwave(ex): Once per round as standard action the Ravager can create a cone of 60ft that pushes all the items creatures from him. Those that become involved, must surpass a combat maneuver check or receive a push maneuver without attack of opportunity. The Ravager is considered possessing the Improved bull rush feat.
War mount: Any villager attempting a Animal handle or Ride check while interacting with the Ravager always gets a minimum of 10 regardless of the situation.
Siege creature: The Ravager deals triple damage to structures and non-held objects.
Master brand: The Ravager has a +4 bonus agains any effect made to make him fight other Illagers.
The infamous Ravager is a creature bred for war, made for siege and absolutely loyal to their master: the Illagers. Little is known about these creatures origin and why they are never seen inside their mansion. One of the most grisly theory is that the unfortunate prisoners of the Illagers are subjected to a terrifying alchemical experiment and are transformed into the quadruped. Others think that the Illagers themselves willingly drink a concoction created by a witch to become the beast. Others instead think that the ravager is a cow modified by using a ritual. As of toady, no one has discovered the answer and probably no one cares as the beast is mainly used to tank the Villager’s golem and to demolish protective walls.
Link for the image: https://www.deviantart.com/birbmonsta/art/Minecraft-ravager-844893472
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