Imagine you are planting a flower, your rising sign is the seed you put on the ground/soil and the way you manifest that flower to grow, your moon sign is the water, air and the energy you give to the flower, and your sun sign is the light and the love that flower needs, that flower is within your birth chart and it needs all these 3 things to work together! There is no placement superior to the other and every placement matters and grows overtime!! 🌷💚🌷 That's when you understand, your birth chart is the little flower that you plant from the day you were born, until the end.
Planting the flower in your own birth chart!!🌷🌱
H a r m o o n i x
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Zap Kraken
Image © Turtle Rock Studios
[Sponsored by Soluman Blevins. The second of the Evolve monsters I've done, other than the warpwraith. Mechanically, the Kraken is interesting, but design wise, it's a little drab. Because it's just a Cthulhu. The lightning bolt wings are a cool touch, but otherwise, it's very much a Cthulhu. And in a game that already has Cthulhu and his star-spawn, I wanted to differentiate it a bit. So I tied it to one of my favorite one-shot weirdo monsters from the 3e era.]
Zap Kraken
CR 16 CE Aberration
This immense creature has a roughly dinosaur-like body and the head of a colossal cephalopod. A vertical maw stretches between its beard of tentacles, and two large jointed appendages grow from its back and crackle with electricity. Its long tail is segmented like the vertebral column of a great beast.
Zap krakens are rare aberrant creatures that use electrical energy for both offense and mobility. Although they are enormous, they fly with surprising grace by manipulating electricity, essentially creating wings of lightning that hold them aloft. They are remarkably stealthy for their size, and can sneak up on prey from above before dropping to melee or merely blasting away with channeled lightning bolts.
Zap krakens are territorial, and maintain their territory by creating banshee mines, so called for the shriek of their explosions. These mines home in on creatures that get too close, and the zap kraken can also visit them to see what it has seen, similar to a prying eyes spell. Although zap krakens typically view other creatures as prey first and foremost, they have a mutual fondness for zeugalaks. Both species have tentacled maws and an affinity for electricity, and sages speculate that they are related to each other. A zap kraken often views zeugalaks the way a nobleman views their prized hunting hounds, using them to flush out prey or occupy melee combatants.
Zap Kraken CR 16
XP 76,800
CE Gargantuan aberration
Init +7; Senses blindsense 120 ft., darkvision 60 ft., Perception +17
Defense
AC 30, touch 14, flat-footed 22 (-4 size, +7 Dex, +1 dodge, +16 natural)
hp 225 (18d8+144)
Fort +14, Ref +13, Will +15
DR 10/magic; Immune cold, electricity; SR 26
Offense
Speed 50 ft., fly 100 ft. (good)
Melee 2 claws +18 (2d6+8), tentacles +17 (4d4+8), 2 wings +16 (2d6+4 plus 1d6 electricity)
Space 20 ft.; Reach 20 ft. (30 ft. with tentacles)
Special Attacks banshee mines, lightning strike, shock pulse
Statistics
Str 26, Dex 24, Con 28, Int 11, Wis 19, Cha 19
Base Atk +16; CMB +28; CMD 46
Feats Blind-fight, Combat Reflexes, Dodge, Flyby Attack, Hover (B), Mobility, Multiattack, Stand Still, Weapon Focus (claw)
Skills Acrobatics +20 (+28 when jumping), Fly +21, Intimidate +17, Perception +17, Stealth +16, Survival +17; Racial Modifiers +8 Stealth
Languages Aklo
Ecology
Environment warm hills
Organization solitary or band (1 plus 1-4 zeugalaks)
Treasure standard
Special Abilities
Banshee Mines (Su) As a standard action, a zap kraken can create up to three animated mines. Treat these as the eyes generated by the prying eyes spell, only when a creature approaches within 30 feet of them (all creatures or of a type set by the zap kraken on creation), they fly towards that creature and explode. Treat this as a ranged touch attack using the zap kraken’s modifiers (+19 for a typical specimen). If it hits, the creature struck takes 4d6 points of electricity damage and 4d6 points of sonic damage. Whether the mine hits or not, it explodes, dealing this damage in a 5 foot radius (Reflex DC 23 halves). A zap kraken knows when one of its mines has detonated as long as it is within 1 mile of the mine. A zap kraken can create up to nine mines a day, but can have a maximum of three in existence at a time. The save DC is Charisma based.
Lightning Strike (Su) As a standard action, a zap kraken can call down a bolt of lightning within 160 feet. It fills a column 60 feet high with a 20 foot radius, dealing 16d8 points of electricity damage to all creatures in the area (Reflex DC 23 halves). A zap kraken can use this ability once every 1d4 rounds. The save DC is Charisma based.
Shock Wave (Su) As a standard action, a zap kraken can release an electrical pulse in a 60 foot radius centered on its body. All creatures in the area take 16d4 points of electricity damage and are pushed back 10 feet. A successful DC 27 Reflex save halves the damage and resists the knockback effect. A zap kraken can use this ability every other round. The save DC is Constitution based.
Tentacles (Ex) The tentacles of a zap kraken are treated as a single primary natural weapon
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