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#monster spotlight
monstersdownthepath · 20 hours
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Monster Spotlight: Katroome
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CR 1
Chaotic Neutral Small Magical Beast
Module: Gallows of Madness, pg. 62
These massive, colorful caterpillars spend their entire lives as such, seemingly never pupating into anything no matter how much (or what) they eat. They don't seem to particularly mind, though, and in fact revel in their adorably pudgy form with alarmingly human eyes, seeing it as a perfect state of being for their life's mission: Being the imperious guards of the forest.
Katroome, for whatever reason, ALL believe themselves to be powerful authorities in the natural world. They are not kings or monarchs (since they never pupate into butterflies, you see), but they have the same opinion of themselves an influential captain of the guard or perhaps a particularly combative mayor would hold: they are a figure worth listening to and obeying, one which protects and defends its small slice of a greater kingdom ruled by powerful nature spirits and Fey. Such beings are the only creatures a Katroome bows to, all others are expected to bow to the pudgy bug instead. The book doesn't really explain how actual, powerful forest guardians see these pompous and confident creatures, but their noted extreme rarity has some unfortunate implications.
Do not view their confidence as fully suicidal, though; Katroome aren't particularly wise (11 Wis), but they ARE smarter than the average human (14 Int) and thus smart enough to know they're squishy-squishy and delicious to a good 90% of life on the planet. Much like a guard captain in a town that hasn't seen real conflict or danger for several years, Katroome investigate any potential malfeasance in their territory with the utmost of caution, and if there IS danger present, they take pains to remain hidden from it and hinder it from afar... all while rallying other guards or getting into contact with higher authorities as needed. They have no DR, no resistances or immunities, and no special defensive abilities, relying entirely on their 20ft climb speed, Small size, and +14 to Stealth to keep out of sight of anything that might be particularly hostile, their 1/day Invisibility acting as an emergency escape option if they're under threat of physical harm.
Katroome being pursued by a hostile force will typically lead that force into areas where it's strung up its web traps and its sticky sheets, slowing attackers down if not neutralizing them entirely and leaving them helpless to other forest guardians. They can also spit their webs from afar up to eight times a day, and though their webbing isn't particularly strong (with a whopping 2 hitpoints), it can at least stick many creatures in place for a round or two. These webs also allow the Katroome to glue weapons or items to the ground or snatch them away, and cocoon troublesome invaders inside their tents or sleeping bags as they rest, both pranks the caterpillars are noted to do.
When webs are too overt, Katroome can use Command 3/day or Suggestion 1/day to sow chaos among a party of invaders, disarming them or causing them to split up... but they're just as likely to use these spells for casual mischief and greed. It is only fitting, of course, that a noble guardian like the Katroome be gifted that expensive-looking hat your Wizard is wearing, you see. Katroome lairs are often decorated with minor magic items they've managed to pilfer from passers-by, either as 'payment' for 'allowing' the creatures passage, or because the Katroome simply stole it with its webbing or its convincing magic.
A caster which particularly impresses or befriends a Katroome may earn the questionable blessing of the creature's trust and a vow of assistance, the big bugs allowing themselves to leave their forested environs to join the quest of a party as Familiars... of course, in this particular relationship, the caterpillars tend to believe it's the casters which are their Familiars, a delusion their new bond is encouraged not to challenge if they wish to keep the bugs on their side. Who knows, perhaps the bond of a Katroome is worth something when going to speak to powerful Fey...?
You can read more about them here.
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dertherck · 8 months
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Repost of an old favorite...
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velvetjune · 25 days
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the chapter songs in Alan Wake 2,, flawless
#they deserve more love and discussion#saying this while also not knowing what to say other than they’re so fucking good#alan wake 2#i think it’s partially because poets of the fall’s tracks are iconic so of course they’re in the spotlight (as deserved)#but also the CHAPTER SONGS. them being made for a given chatacter(s) with the help of Sam lakes poetry#the changes with ‘this road’ by Poe with every Alan chapter. becoming more distorted and revealing lyrics and the spiral#the scratch song being 1) hilarious and 2) similar to Zane’s poetry in the aw1 arg#the emotion in superhero when saga feels lost at the story making it so Logan was gone#the lines of her feeling like a ghost in this story forming around her.. how she feels guilty and absent for both what the story’s doing#and being away from Logan because of her job. ashdhhhhjhh my heart#AND. follow you into the dark HAS to be alice. which kills me because at for at I thought of Alan#but no. Alice jumped in the dark place after him. it’s so !!!!!!!!!!!#the rabbit hole line. Alice spiraling deeper and deeper into a dream—into wonderland#the Lost at Sea one is also good. intrigues me. the Bowie and Lynch references are blatantly aw2 Zane#but it’s so similar to diver Zane and the ‘originals’ death. being lost in the dark place with illusions of escape#and losing any sense of identity. whether he’s real at all or the monster of this sea or just a lost soul.#the soft and calm vocals / instrumental really makes the whole thing#NEED to stop typing more tags because this is a Lot. however.#‘no one left to love’ is also a phenomenal song and one of my favorites from the album. GORGEOUS vocals and how it all flows together.#such a powerful and beautiful way to end a chapter#anyway that’s all I had to say :)#god. I’ve started to watch a few playthroughs of the game and 90% of people have skipped the chapter songs and every time im#that’s fair but my brain and soul might implode if I don’t see anyone else talking about how good these songs are
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foundry-fabrications · 2 months
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System Spotlight: Monster of the Week
Hello everyone, and welcome to another System Spotlight! Today I've got a pulpy game full of mysteries and monsters, so let's split up, gang, and Investigate a Mystery on Monster of the Week by Evil Hat Productions!
MotW is a mystery solving and monster hunting RPG inspired by shows like Scooby-Doo, Supernatural, The X-Files, and Buffy the Vampire Slayer. You play as a team of investigators out to solve mysteries and fight evil, usually in short, self-contained or “episodic” adventures strung together into a larger campaign, each surrounding a new mystery or monster, hence the name.
Character Creation
You start by picking one of several “playbooks”, each based on a popular archetype or trope from the genre, such as The Chosen, The Spell-Slinger, The Mundane, The Wronged, or The Monstrous. Think of them like classes in other RPGs. Each playbook has everything you need to make and play that character until their inevitable death or retirement, including character advancement.
Then you pick one from five attribute arrays. There are five attributes (Charm, Cool, Sharp, Tough, and Weird) and each array has some strong attributes and some weaker attributes, with the others being in between.
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From there, we can start getting into the real meat of the playbooks by picking moves and other details specific to each playbook. Every playbook has their own set of moves in addition to all the basic moves, which we’ll talk about those later. For example, the Expert has things like “I’ve Read About This Sort Of Thing”, which lets you roll using Sharp instead of Cool when you act under pressure, or the Spell-Slinger has “Shield Spell”, which lets you reduce the damage of an attack when you protect someone. Each playbook has a lot of options so you have a lot to play with.
In addition to the moves, many of the playbook have other special features that are unique to them. For example, the Professional works for an agency that gives you resources in missions, but you have to deal with some kind of restrictions on what you can do, while the Wronged has a background that gives them benefits as well as a connection to the supernatural underworld. Again, there are a lot of fun options.
Finally, you pick from a list of special gear that you can use on missions such as weapons or equipment, then you establish your history with the other characters in your group. This is a fun little activity that really helps to get the group dynamic going. Each playbook has a list of prompts for what each other character could be to you. For example, they could a blood relation, saved you from a monster, act as your moral compass, or maybe you’re really attracted to them. Lots of fun options.
Resolution Mechanic & Moves
MotW is a Powered by the Apocalypse game (huh, two in a row) that uses 3d6 and a few basic moves for pretty much everything. There are 8 moves, each pretty self-explanatory: Act Under Pressure, Help Out, Investigate a Mystery, Kick Some Ass, Manipulate Someone, Protect Someone, Read a Bad Situation, and Use Magic. Whenever you want to do one of those things, roll 3d6 and add any relevant rating bonus or situational modifiers. On a 10+ you do exactly what you set out to do. 7-9 whatever you’re doing is less effective and usually has some kind of downside. But anything under a 7 is a failure and nothing happens. Each move tells you exactly what happens at each threshold, but that's the gist of it.
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Each move also has an Advanced effect that can trigger if you roll 12+, but you have to have taken one of the Advanced Move options as part of character advancement, which we’ll talk about in a bit.
Harm & Luck
Running around fighting monsters and thwarting evil is dangerous, so sooner or later you’re bound to get hurt. Whenever you take damage, you subtract it from any armor you have and mark the remainder as points of Harm. Once you mark 4 harm, you’re Unstable, and at 7 Harm, you’re Dying! If you take any more Harm, that’s the end for you and your character is dead. Thankfully, there are plenty of ways to heal in MotW through downtime and certain moves across various playbooks.
But what if you REALLY need to avoid taking a hit, or you just fumbled an important roll, that's where Luck comes in. Each character begins with 7 points of Luck. You can spend luck to reduce the harm taken from an attack to 0 or retroactively change the result of a roll to a 12. Here’s the kicker. Your luck is finite and does NOT come back (except in EXTREMELY specific circumstances that shouldn’t be relied on), and once it runs out, you’re Doomed! A Doomed character is at the end of the line and Fate isn’t happy with your existence. The GM, or Keeper, is allowed to make more and more bad stuff happen to you. Results of failure will be worse, monsters will target you more often, any bad, fate-related things in your playbook will begin to happen, and past decision will come back to bite you at the worst time. Doomed characters don’t last long, so don’t let it get to that point if you can help it.
Character Advancement
Ok, so character creation and actual play are pretty straightforward, and that trend continues with your advancement. You gain experience whenever you fail a roll, and once you have 5 experience, you can pick an Improvement from a list in your playbook. These are things like increasing a rating by one, gaining a new move, or taking a move from another playbook entirely. Once you have 5 Improvements, you qualify to take Advanced Improvements. These are even stronger things like gaining 2 Advanced Moves, changing your entire playbook, retiring your character while they still live, or even regaining one of your spent Luck!
Other Stuff
That’s pretty much everything as far as player-facing content goes, but there’s a good bit more for the GM to dig in to. There is advice for creating your own mysteries, stringing mysteries together in arcs, and running downtime and one-shots, an introductory mystery, suggestions for how to customize your game, and a big ol’ list of inspirational material.
Tome of Mysteries and Codex of Worlds
But if you’re looking for more MotW content (official, anyway), Evil Hat published the Tome of Mysteries and, just this last year, the Codex of Worlds. The Tome of Mysteries is just that, a collection of new pre-made mysteries you can run, while the Codex of Worlds is a full-blown expansion with all kinds of fun additions to spice up your game. There are new rules, special team playbooks that the whole group can use, and entire settings to shake up the game, each with their own rules and mysteries! It’s like a 400-page book and a delight to read.
My Thoughts
So, it took me a while to get into playing MotW. It was my first encounter with an RPG that was more narrative focused in its mechanics than D&D and I struggled to wrap my head around it. My friend was running a long-term campaign in it, so I heard a lot of what went on and the kinds of shenanigans the group got up to, and I was curious. Over the years, he ran a couple one-shots, and frankly I didn’t get much out of either. Something about it just didn’t click with me. But this last Halloween, he ran an SCP-themed game using some of the stuff from Codex of Worlds, and that one finally got me. I don’t know if it's because of my love for the SCP universe or that our one-shot quickly became a four-shot, giving us more time together and less pressure to finish in a timely manner, but that game really made me understand it and appreciate it for what it is. And I like what it is.
So, what do I like? Well for starters it's dummy simple, something that has become increasingly important for me over the years. The basic resolution mechanic is clean, the moves are clearly defined, but open-ended enough for creative uses, and because you’re mostly going to be rolling 7-9s it keeps the game interesting. And I could just gush about the playbooks! I think they’re my favorite part of the games, easy. They’re stupid simple to use, are completely self-contained, and have enough options to make a wide variety of characters but not so many options as to be overwhelming. You can hand a brand-new player a playbook, and they can be ready to play in 5 minutes, maybe 10. I wish more RPGs had their classes laid out like this (if you know any, let me know!).
Another great thing about the playbooks is that because they’re so well-structured, it makes it easy for people to make their own custom playbooks. There are quite a few custom playbooks made by fans online, and several of them are actually available on the Evil Hat website!
So yeah, I love this game and if you’re into things like Scooby-Doo, Supernatural, Buffy, The X-Files, or The Dresden Files, I think you’ll have a good time too. Anyway, that's all for now. As always, stay safe, don't forget to love each other, and I'll see you again soon.
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dual-csgo · 2 months
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knife.swords Scandinavian-gun culture post ⚔️ 🛡️
Sharp kit ⚔️ ☺️
A princely Sword of course of the Karolinska type with a solid scabbard⚔️🛡️
Juicy Scramassax with a Damascus blade, embossed etching and individual pyrography on the handle ⚔️🛡️
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bachisagizine · 9 months
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🎨Guest Artist Spotlight: Niansue🎨
"I draw whatever I fancy and today that is fictional boys kissing"
💙Why do you love Bachisagi?💛 "They are so chaotic yet wholesome"
⚽You can find Niansue on Twitter and Instagram.
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mxwhore · 1 year
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sister piece from yesterday's ref sheet! it's all about the journey
tipjar
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snowzing1 · 7 months
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BAM!
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DONE. FINISHED. GOOD GOD DAMM NIGHT.
Like mother, like daughter. Or. Adopted daughter. Ballet and Waltz. Toriel would totally dance with the monsters around the Ruins, same with Frisk. So much dancing
Seriously that took me way too long to finish. It hurt and annoyed me
And I almost had a heart attack when that message popped up. Never had it before. Guess who finally has to clean out their phone gallery... *yaaaaay*
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mari-lair · 6 months
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Hii OP, recently went back to see your other AU’s and just want to ask if you still have stuff for the Nursery AU? Genuinely my favourite tbhk AU that you made and I have a soft spot for it, thank you kindly!!
( Monster Nursery AU: Part 1)
Thank you! The story is done, but it's been a while, so I can share a tiny bit of extra info.
Akane moves to Teru's nest, because the dragon is extremely attached to his home and Akane's apartment isn't suited for a dragon. He does drag all his belongings into the nest, so it becomes a bit cramped. A lot of things in Teru home is not made for humans either, so Akane has to deal with his wardrobe being put six meters above ground and such.
Akane's hand/wrist never fully heals, some of his fingers are slow to obey his command or unable to fully bend, making holding things challenging, or plain impossible.
They are usually able to chill and get work done, but Teru gets extremely clingy twice a year, the two do not get any work done when it happens. Akane is forced to use his working hand to pet Teru, and inevitably gets dragged to their nest.
Teru accidentally hurts Akane when he gets too excited, is never ever to the level of his crushed wrist, at most a cut since the dragon is hyperaware of how fragile humans are, especially when they get older, but it makes Teru feel guilty regardless.
Teru is more distant after Akane dies, fearing to get attached to something temporary and inevitably grieving again, but he tries to be logical and keep treating humans with respectful professionalism. Unfortunately, despite his best efforts, Teru can't fully hide his animalistic anger when he interacts with the poor guy assigned to replace Akane's position as a supervisor.
Since Teru's lifespan is far longer than that of a human, his wedding ring slowly becomes a rumor in the nursery, for no one knows where it comes from: After 100 years no human that was familiar with Akane will be alive to carry his memory, and Teru doesn't talk about it either. People don't know if this 'Akane' they occasionally hear Teru mention is a monster or a human, it takes a while to even realize Akane is a guy.
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victorfrankiestein · 2 years
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the one thing i desperately desperately need from g3 is the return of jackson and holt. i love them SO much and i feel like you could do a lot with them, especially since g3 seems to be leaning more heavily on the normie/monster division as a plot
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monstersdownthepath · 3 months
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Empyreal Lord: Andoletta, Grandmother Crow
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CR 28
Lawful Good Medium Outsider
Heaven Unleashed, pg. 16~18
Surprise! A special capstone for this month devoted to all that's good in the world.
Andoletta here has the same unenviable position as Furcas, in that she doesn't exist on the internet beyond some vague numbers on the wiki. No presence in the Archives of Nethys, no copyright-free version on d20pfsrd, nothing. Much like Furcas, the most we have are the stats of her weapon of choice, a +5 Anchoring Ghost Touch Holy Quarterstaff that's often masquerading as simple walking stick, the Artifact known as Helicyon. When I first found her in Heaven Unleashed as I was seeking more information on Divine Heralds, I was gobsmacked to see her at all! What other secrets are hiding in books I've never read?!
Grandmother Crow also has the actual enviable position of being the ONLY Archon Empyreal Lord with stats. Yes, even the shining paladin Ragathiel is an Angel, not an Archon, and Andoletta puts all future potential archons to shame by being one their best. The ultimate grandmother to all beings, Andoletta takes pains to remind her peers that winning a war means nothing if there's nothing left back home worth protecting, and as such, she watches over the most peaceful of Heaven's many kingdoms, caring for the souls within who have no desire or ability to fight in the crusades against Evil and even venturing into the mortal world at the edges of war-torn kingdoms to shepherd the lost, lonely, grieving, and innocent to better lives, masquerading as... Well, nothing. As one of the most human-looking celestials, she really has no need or desire to change herself (though she can take on the shape of a crow, raven, or tengu when needed), so her most common "disguise" is just walking around as herself, a stern old woman with a cloak of crow feathers who seeks those needing her advice.
It should come as no surprise to those even passingly familiar with fantasy stories that you should never question the advice of an elder with an eccentric accessory. When she speaks, it is of the utmost importance that you listen, for what she has to say will always be what you needed to hear, no matter what that may be. If you are grieving, you'll be consoled. If you are hopeless, you'll be encouraged. If you're questioning, she'll have the answer. If you're an idiot, she'll say it to your face, and then give you advice on how to smarten up. For the majority of her existence, Andoletta eschews the idea of conflict and instead focuses on offering little comforts to those in need, especially children; a kind word, needed advice, a basket of food, or even just something as simple as a reassuring hand on the shoulder or a glass of milk on the nightstand to help someone troubled go back to sleep. It's these small acts of kindness that she specializes in, the tiny comforts she feels build people into being better overall, giving them the tiny push they need to keep going.
Of course, that CR 28 isn't just for show. Andoletta is never the first to join a fight, preferring life on the homestead, but any fiend attacking what they believe to be a harmless old woman or threatening the lives of children in her care is in for a hell of a reality check.
Let's begin with her aforementioned weapon of choice: Helicyon. It's said that Grandmother Crow's divine power erupted into existence once she gained an understanding the secrets of an ancient willow tree which whispered the truth of the past to her. It was reduced to a single branch when a jealous archon attempted the same, only to find that pathway to enlightenment allowed only one creature to pass, forcing Andoletta to take that branch and turn it into a walking stick she can call to her hand from across any distance.
she presumably did that after giving the idiotic soldier of Heaven a solid whacking for such an egregious show of short-sighted envy.
Beyond just being a reminder of Andoletta's journey to divinity, Helicyon is her primary whackin' stick, and it's deadly enough to give pause to whatever Balor or Pit Fiend thought it'd be funny to swing on an old lady. This +5 Anchoring Ghost Touch Holy Quarterstaff can be swung up to seven times a round for 1d6+14 (+2d6 vs Evil) damage, with the Anchoring ability giving her the amusing option to slam it down into someone's foot or pushing them against a wall with its end in their chest and pinning them in place while she lectures them on how stupid they are to make her resort to such measures. And her lecture would work, too, because anyone struck by Helicyon must make a DC 25 Will save or be filled with Overwhelming Grief at every tragedy that's occurred in the entirety of creation since their existence started, unable to take any actions for up to 28 rounds unless they succeed the save again at some point during the effect. This crushing remorse is so potent it penetrates all defenses, including Mythic and deific protection, and no creature is immune to it, even if they don't have emotions. The only way to avoid the grief is to succeed the saving throw (any of the saves it offers will do), at which point there's a 24-hour immunity clause to prevent Grandma from stun-locking someone for minutes at a time.
While her melee may not seem intimidating at first, she's got a large pick of spells from the Inquisitor spell list she can invoke as swift actions, including Forceful Strike (+10d4 damage Force damage plus a free Bull Rush on a melee attack), Burst of Speed (+20 movement speed, movement doesn't trigger AoOs, can move through enemy spaces), and perhaps most dangerously for her foes: Litany of Righteousness, which causes the target to take double damage from the attacks of creatures with a Good alignment aura, including herself and her own attacks, for one round. 1d6+14 isn't impressive, but 2d6+28 up to seven times? There's an appropriate trope for this.
She has more than just a handful of Inquisitor spells, of course; among a handful of charming and helpful spells (such as Daylight, Plant Growth, and Calm Emotions), her combat options include a 3/day Dictum and Greater Dispel Magic, and the oxymoronic Quickened Slow to mire her foes with a lengthy stagger, making it much harder for them to harm her in a meaningful way... which is good, because she kind of needs it.
Unlike most demigods, Andoletta has comparatively fewer defenses. Her DR 15 is much harder to pierce than many other Good-aligned demigods, requiring a weapon that's Evil-aligned and Epic, but her low 10 Regeneration is suppressed by ANY exposure to Evil. She's got most of the Demigod Suite of immunities including proof against charm/compulsion, energy drain, ability score damage, poison, death, and petrification... but because grandma needs her naps and has arthritis, she's not immune to sleep or paralysis. In addition, her ONLY elemental resistance is immunity to Electricity when most creatures at her level are swinging around Fire and Cold with incredible ferocity. She doesn't even have Freedom of Movement available to her, leaving her terribly vulnerable to entangling effects, paralysis, or even just difficult terrain, which can prevent her from initiating with her otherwise-intimidating Spring Attack.
Thankfully, her lack of in-built defenses is somewhat mollified by her other unique abilities. She has the Primal Aura of all Empyreal Lords, her unique aura stretching to create a 30ft Circle of Protection From Evil, shielding everything inside from the attacks, spells, and effects of any Evil creature while also preventing any summoned Evil creature from setting a single toe inside. Anyone with 10 or less Hit Dice that's inside the aura is also shielded by an empowered Sanctuary effect that requires a DC 39 Will save to attack through... unless the fight takes place in Heaven, at which point the Sanctuary effect is completely unbreakable, resetting every round even if the protected creature attacks. The primary use of this power is, obviously, shielding civilians, as any attacker quickly finds out they can't bring their weapon against any innocent, costing them their action for the round and often allowing Andoletta to punish them for the attempt.
This isn't her only means of protecting her wards and allies, either; several of her lord and Inquisitor spells are for the benefit of others, like Litany of Escape and Litany of Warding, but she can also cause a mass-Sanctuary by standing tall and using Wing Snap. This 1/day thunderous crack of her hidden crow wings dispels fear effects from any number of creatures of her choosing within 30ft and shields them with Sanctuary, while any Evil creature within the radius must succeed a DC 39 Fortitude save or take 5d6 Sonic damage and be struck deaf for 2d6 rounds. This power can only be used when she has her Crow Feather Cape, but the indestructible artifact returns to her every 24 hours even if she's gifted it to someone, so she more or less always has it on her anyway.
Why would she give her cape away, though? Typically as a test. Anyone bearing her Crow Feather Cape is shielded by the immensely powerful Winds of Vengeance spell for 24 entire hours, a spell that's potent offensively and defensively. A creature shrouded by the cape can thus fly at 60ft/round through any environment and gains immunity to ALL projectile-based ranged attacks, 90% of existing breath weapons, and all gas/vapor-based attacks, spells, and effects. Anything striking a shrouded creature in melee has to make a DC 39 Fortitude save or take 5d6 damage and be knocked prone (or knocked from the sky, if it was flying), potentially ending a Full-Attack and allowing a retaliatory Full-Attack from the wielder with extra accuracy bonuses thanks to the victim being knocked prone.
Any creature that violates a just law while blessed with the cape not only immediately loses its power over winds, but has their voice stolen and replaced with the helpless squawking of a crow until they get the curse broken or until Andoletta removes it with a thought, typically followed by a stern lecture. It's an unbelievably powerful tool she can hand out to someone she thinks may use it correctly... but in my readings of this ability, there seems to be absolutely no restrictions in place which prevent Grandmother Crow from using the ability on herself as a move action, giving her insurmountable defenses against anyone trying to hit her from a range and blasting anyone hitting her in melee off their feet, letting her either lay into them with her staff... or use its Anchoring ability to pin them to the ground so she can advise them against going any further.
In the end, that's all she really wants. She is the least warlike of all the Archons; she's not made to fight, and in fact abhors actually doing so, battling only when innocent lives are on the line and even then only until her wards have fled the fight before she teleports, Time Stops, or Plane Shifts away herself. She's more likely to trip up, disable, debuff, and humiliate her foes than actually kill them, humbling them so that they may listen to her words and, eventually, internalize them. With age comes wisdom, with wisdom comes patience, and Andoletta is patient enough to watch for every minute crack and fracture in even the most staunchly evil soul in the hopes that she can jam it wide enough to plant a seed of good.
And if that fails, she tends to just hold off her attacker long enough for a finisher to come along, because Heaven knows there are plenty of them around, ready to jump to Grandma's defense.
Andoletta's stats are not available via official channels, but I did find them here. The stats for her staff, however, are on the Archives here.
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aashiyancha · 1 year
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Am i making a buddy cop duo outta Alice and Cecil? Yeah sorta
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heidismagblog · 8 months
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quietsouvenir · 5 months
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what was found in bitterblack isle (chromatic abberation / normal)
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yearningaces · 4 months
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In light of my feeling like a wet paper bag on a highway that keeps getting run over
Discussion time!
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bachisagizine · 8 months
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🎨Guest Artist Spotlight: c7arisse🎨
"I'm taking part in this zine to make my sister want to read Blue Lock (she doesn't know it's a ship zine)"
💙Why do you love Bachisagi?💛 "Honestly they have the best phrases!! :) "I fought all alone... I believed I didn't need anyone else but you came here into my lonely world Isagi" "I've learned how to fight without you but it's way more fun with you around.""
⚽You can find c7arisse on Twitter, Tumblr, and Instagram.
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