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#8d8 psychic damage
wingsoverlagos · 3 months
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"When John and Yoko were photographed in the nude for the Two Virgins cover, they showed Sir Joe the photograph. He refused to allow EMI to distribute the record. John asked him if he were shocked. He told him that he wasn't, that they should have had better bodies on the cover. 'They're not very attractive,' he said, referring to the figures of John and Yoko, 'Paul McCartney would look better than you.'"
The Beatles Encyclopedia by Bill Harry (2000 ed.)
Not Sir Joseph Lockwood, Chairman of EMI, telling John that he'd rather publish Paul's nudes than John and Yoko's, I--
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jetmanjay · 1 year
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I can no longer hurt myself mentally by going onto Twitter and looking at dumb, bad shit.
*however*
I can go hunt down the cybersmith's (human pet guy) blog and want the sweet release of death within seconds of opening it.
Thank u hellsite
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rooolt · 1 year
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She’s like 850 words and four paragraphs and yet I’m too scared to post her
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m1ssunderstanding · 2 months
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Understanding Lennon McCartney Rewatch Part 2.1
Cynthia and John are worse and crazier for admitting what they admitted in the bio. But Jane and Paul are not exempt.
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Will forever love this pic of Paul and Julian. He does not look like the fun uncle. He looks tired and dependable. Just stepped out of the womb as a father, didn't he? The sperm that fertilized his egg probably passed some fatherly advice and hair tussles to the other sperm as it passed them. 
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They should've bought the fucking island.
They never look more like a couple than when the women they're actually dating are right next to them. 
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The India footage actually looks so beautiful. Obviously it's a beautiful place, but they all genuinely look so free and at peace there. It really could've been so good for them. Getting enlightened, getting soberish, growing closer as a band, taking a much-needed rest. It should've been good. 
The music choices in this documentary! The drastic shift from, “all you need is love” and “the dream I had was true” and “I don't need much to set me free.” to Paul leaving to “yes I'm lonely. Wanna die.” “I'm going insane.” “Look at me. Who am I supposed to be?” 8d8 psychic damage. And the thing is it's real. John really did flip a switch, just like that.
Smashing my head into a wall. It's the same as Yoko's quote about how ‘nobody hurt John more than Paul.’ Really Pete? Worse than after his mum died? Really Yoko? More than that drunk cop? Paul, what the fuck did you do to him in India, seriously, because at this point in the doc I can't accept the theory that it was just some lack of communication, I just can't. 
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It's also telling to me that when John's losing it, everyone's solution is some time alone with Paul. Nobody panic. Paul can fix him. Little do they know Paul's the one that broke him. Or maybe they do know and that's only another reason they know Paul's the only man for the job?
Old-fashioned ad voice: You liked Protective Jesus Scandal Paul? You'll love Protective LSD Scandal John! Really. Before the question is even out, he's making fun of it. I think he cuts off the interviewer at least three times with jokes before he can get the sentence out, and by the time he is, Paul's giggling too hard to feel bad about his little PR fuck-up.
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Then he lets Paul talk a bit before jumping back in, this time with his Hard Man suit on. It's just so good. A testament to their unconditional love, really. Because, clearly, Paul's just hurt John pretty bad. And yet, here John is. Using every trick he's got to defend his friend. 
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But actually, though John is supposedly the one everyone's worried about, Paul's doing a pretty shit job of being the “stable” one. This entire press tour he's either fucking blazed and laughing at everything or disassociated and not contributing.
(((except during that political discussion – again! Paul secretly has actual thoughts on actual things?!)))
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But for the most part, John's absolutely holding down the fort. I wonder if this is another case of everyone – all their friends and business associates, just like we as a fandom still do now – assuming John is the problem child, and Paul's the strong one, but actually they're both both. 
Back to the political interview. They're just so in sync. Finishing each other's sentences when you're talking about the weather or your shared work is one thing. Finishing each other's sentences on complex topics like why poor whites often vote bigots in or the cause of rampant misinformation is quite another. 
“Letting his dad cut his hair at sixteen, seventeen.” You all know that John hates Jim quote. 
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John: so there's war, and vegetables. There's relativity and absolute.  Paul (absolutely smitten): that's great Johnny. Int: that's rather hard for people to interpret. John: well if they can't interpret it now, maybe they will later..... 1. John really was extremely intelligent. 2. That last statement sums up Beatles historiography.
Paul really just Won't be alone with John, will he? Well, two can play at that game, Paul, and John's going to win, let me tell you. 
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But he's going to do one last panic grab for attention first.
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I really do think if John had done something like that *before* Paul would've given him that attention. Told him he's being insane and taken him home to splash some cold water on him or something and then given him whatever softness Paul was capable of. But not anymore. 
I wonder if Paul could go back to 1966 if he just wouldn't have taken John to that Indica show where he met Yoko. If he would've just said “okay John, sure, let's just stay home and trip on the couch tonight.” I don't know.
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Anyway, Yoko gets an A+ for persistence. Imagine being Paul, George, or Ringo, though, and John is suddenly madly in love with this woman whose been begging you all (and then him specifically) for a platform for over a year? It would be weird to say the least. 
John: don't you hate me? I'm crazy, you know. Paul: no I don't hate you. John: aren't you pissed at me now, Paul? Even a little bit? Paul: I'm very proud of you. It's the unstoppable force (“Don't ‘nore me, Mimi!”) vs the immovable object (“I learned to put a shell around me”.) Someone get them some professional help before they nuke the whole world. 
“There is, however, a desire to get power in order to use it for good.” One of those quotes that just really lets you see a person, you know? Benevolent dictator Paul. 
Yoko, why are you talking about how bad your boy doesn't want to fuck you right in front of all his closest friends and on record for posterity? If you have to be talking about your sex life, shouldn't you be lying about how insanely horny he is for you? Oh, right, she will think of that, just not yet. 
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And then she waxes poetic about how turned on John is when he's working on music with Paul. Cool. Smart. Thanks for that, though, genuinely.
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And Then (gosh, Yoko is such an asset to Beatles history when she's not actively spreading misinformation. Everyone give her a hand) she goes on about how Paul goes out of his way to make her feel respected and even valued. Compare that to John and Linda, anyone? And I want to be clear, I'm not saying this means John cares too much and Paul doesn't care at all, which might be the surface read. I just think John's reaction was to scream in everyone's face that he was in pain and Paul's was to insist ad nauseam that he was fine. You know?
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thecreaturecodex · 1 year
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Mind Flayer, Illithid
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"Mindflayer" © Steven Bellshaw, accessed at his ArtStation here
[In designing a mind flayer, I wanted to avoid some of the pitfalls of the past. The 3.x mind flayer was very fragile, and the mind blast very disruptive, so that fights with them either resulted in the mind flayer getting pulped before it could do anything, or the entire party stunned long enough for the mind flayer to get halfway to a TPK. So I wanted to give them a bit more bulk. 5e gives them full on breastplate, but I wanted to keep the slick leather look from the 3e era. I did take the save every turn and limited uses for the mind blast from 5e. Although I'm not using the psychic magic ability for my mind flayer (because it sacrifices uses/day for versatility), I did use a couple of occult spells so they have some way to deal damage.]
Mind Flayer, Illithid CR 7 LE Aberration This lean humanoid has slick lilac skin and a head like that of an octopus. Multiple tentacles surround a lamprey-like maw. It wears leather robes decorated with skulls and other macabre accessories.
Illithids are the most common and most widespread of the mind flayers. Although some of them live in colonies close to an elder brain, the better to both share its knowledge and fertilize its eggs, many of them live solitary lives or in small communities more similar to a monastic cell. Every illithid desires power and knowledge, and they all go about obtaining these in different ways. Illithids with the same creed may come together in a circle, or illithids of several creeds may travel together in what is called an inquisition, similar to an adventuring party of humanoids. Many illithids keep multiple charmed or dominated slaves to serve them as physical labor and emergency rations.
Most illithids avoid direct physical confrontation if they can help it, instead sending their slaves to the front lines and fighting with their magical abilities. Illithids are masters of mind-influencing magic, and are capable of turning allies against each other or forcing their enemies into hazardous situations. Their most feared ability is the mind blast, which can incapacitate an entire party long enough for the illithid to close in and bore its tentacles into the brains of a victim or two. Illithids usually flee if combat turns against them, as they value their lives above all else.
Illithids are usually tall and imposing, averaging six feet tall but lean. Their skin is usually in shades of pinks and purples, although green and blue hues are not uncommon. They dress in a fashion suggestive of aristocracy—high collars, fancy robes and jewelry are typical. Their unique language, Qualith, is written only and similar to cuneiform; they speak in hissing, rasping tones when they use their mouths, but usually rely on telepathic communication. 
Illithid    CR 7 XP 3,200 LE Medium aberration (mind flayer) Init +3; Senses darkvision 60 ft., low-light vision, Perception +12 Defense AC 19, touch 13, flat-footed 16 (+3 Dex, +2 armor, +4 shield) hp 68 (8d8+32) Fort +6, Ref +5, Will +9; +4 vs. emotion effects SR 22 Defensive Abilities affectless; Weakness light blindness, sunlight sickness Offense Speed 30 ft. Melee masterwork light mace +10/+5 (1d6+1), tentacles +4 (4d4 plus grab) or tentacles +9 (4d4+1 plus grab) Special Attacks mind blast, pith (tentacles) Spell-like Abilities CL 8th, concentration +12 (+16 casting defensively) Constant—mental barrier I At will—detect thoughts (DC 16), levitate, mind thrust II (DC 16), suggestion (DC 17) 3/day—charm monster (DC 18), dimension door, dominate person (DC 19) 1/day—fly, plane shift (DC 19) Statistics Str 12, Dex 16, Con 18, Int 19, Wis17, Cha 19 Base Atk +6; CMB +9 (+12 grappling); CMD 20 Feats Agile Maneuvers, Combat Casting, Magical Aptitude, Weapon Finesse Skills Bluff +10, Fly +10, Intimidate +13, Knowledge (arcana) +17, Knowledge (dungeoneering, planes) +14, Perception +12, Sense Motive +9, Spellcraft +15, Stealth +12, Use Magic Device +12; Racial Modifiers +4 Knowledge Languages Aklo, Qualith, Undercommon, telepathy 100 ft. Ecology Environment underground Organization solitary, inquisition (2-4), circle (5-12 plus 0-1 ulitharids) or colony (20-200 plus 1 ulitharid per 10 individuals and 1 elder brain) Treasure double standard (masterwork light mace, masterwork leather armor, other treasure) Special Abilities Mind Blast (Su) As a standard action, an illithid can create a 60 foot cone of mental energy. All creatures in the area must succeed a DC 18 Will save or be stunned for 3d4 rounds. A creature that is stunned may attempt to recover from this condition as a full-round action with an additional DC 18 Will save. Mind flayers are immune to the effects of a mind blast. An illithid can use a mind blast three times per day, and must wait 1d4 rounds between uses. This is a mind-influencing effect, and the save DC is Charisma based. Tentacles (Ex) An illithid attacks simultaneously with all its tentacles, treating them as a primary natural weapon.
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paperanddice · 10 months
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Powerfully imaginative minds can draw closer to other realms in their sleep, dreams pulling forth energy and possibly even active minds. When interacting with powerful magic, these otherworldly dreams can occasionally manifest fully, becoming the creatures known as animate dreams. Incomplete, imperfect beings, they feed upon the imagination and emotion of living beings, with sapient creatures providing far more nourishment than mere beasts.
As such, the animate dream can draw forth these powerful emotions for its food. Its touch causes mental anguish and horror that sustains it, but it gains even more sustenance by putting a creature into a state of horror. They prefer infecting creatures with nightmares, whether waking or sleeping, and even just by staying in close proximity to a sleeping creature they can prompt bad dreams. These proximity dreams are enough to keep it healthy, but are weaker than magically caused nightmares and so few animate dreams are satisfied with such feeding for long, nearly always escalating to more delicious terrors sparked by magic. Starvation doesn't kill animate dreams however, just causing ever increasing pain and distress that results in them becoming more aggressive and hostile.
While animate dreams can choose not to cause true harm in their feeding, few bother with such trouble. Creations of pure id and the erratic nature of dreams, they rarely feel proper sympathy or connection with the victims of their feeding, seeing them as nothing more than easily harvested thoughts. Perhaps the transient nature of dreams means they are never meant to take permanent form like this, and that paradox leads to the horrors an animate dream leaves behind.
While animate dreams are around the size of the average humanoid, their exact appearance is flexible and changes as they feed to take on a form similar to the fears and thoughts of the creature they're gaining sustenance from. The more an animate dream feeds off of a single creature, the more stable its form appears, but there's always some variation in what others see as their own emotions and fears influence how the animate dream appears to them.
Originally from the Pathfinder Bestiary 2. 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!
5th Edition
Animate Dream Medium aberration, neutral evil Armor Class 19 Hit Points 104 (16d8 + 32) Speed 0 ft., fly 40 ft. (hover) Str 2 (-4) Dex 18 (+4) Con 15 (+2) Int 10 (+0) Wis 15 (+2) Cha 21 (+5) Saving Throws Wis +5, Cha +8 Skills Deception +8, Intimidation +8, Stealth +7 Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing damage from nonmagical attacks Condition Immunities frightened, grappled, paralyzed, prone, restrained Senses darkvision 60 ft. passive Perception 12 Languages telepathy 100 ft. Challenge 8 (3900 XP) Force Of Personality. The AC of the animate dream includes its Charisma bonus. Incorporeal Movement. The animate dream can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Nightmare Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 40 (8d8+4) psychic damage and the target must succeed on a DC 16 Charisma saving throw or become cursed with nightmares. The cursed target gains no benefits from Long Rests, and it must repeat the saving throw every 24 hours, gaining a level of exhaustion on a failure. Exhaustion gained this way cannot be removed as long as the creature is cursed. The curse lasts until the target succeeds on three saving throws in a row, or its removed by remove curse or similar magic. Spellcasting. The animate dream casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 3/day each: dimension door, fear, sleep (as a 5th level spell) 1/day each: confusion, dream, phantasmal killer
13th Age
Animate Dream  Double-strength 5th level spoiler [aberration]  Initiative: +10 Cursed Nightmare Touch +10 vs. PD - 30 psychic damage and the target is dazed (save ends). Natural 14+: The save is a hard save (16+). Natural 18+: The target takes 10 ongoing psychic damage and is helpless as it falls asleep (save ends both). R: Waking Nightmare +10 vs. MD (one nearby enemy) - 15 ongoing psychic damage and the target is weakened (save ends both). First Failed Save: The ongoing damage increases by 5 and the target is confused instead of weakened. Miss: 10 psychic damage and the target is dazed until the end of its next turn. Limited Use: The animate dream can only use this attack when the escalation die is even. Fear: Enemies engaged with the animate dream that have 24 hit points or fewer are dazed and do not add the escalation die to their attacks. Feed on Nightmares: The animate dream regains 2d6 hit points if it starts its turn engaged with a creature that is asleep, affected by its waking nightmare attack, or affected by its fear aura. Flight. Ghostly: The animate dream has resist 16+ to all damage except force damage. It can move through solid objects, but can’t end its movement inside of them. AC 19 PD 15 MD 19 HP 104
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mintmatcha · 1 year
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requesting a rundown of the Yagami Yago blm situation at the cost of 8d8 psychic damage please
so yato made an audio during the BLM protests where an au version of todoroki compares being a demon to the struggles of poc in America. she referred to it as an "ode to BLM"
its. a lot.
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honourablejester · 1 year
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Homebrew Cleric Spell: Divine Rebuke
Divine Rebuke
5th level evocation
Casting Time: 1 Action
Range: 120ft
Components: V, S
Duration: Instantaneous
Classes: Cleric
You call upon the wrath of the heavens to rebuke creatures that you can see within range. Choose a point within range, and a burst of divine wrath explodes outwards from that point in a 30ft radius sphere. Each creature within the sphere must make a Wisdom saving throw. On a failed save, a creature takes 8d8 radiant damage, or half as much damage on a successful save. Additionally, on a failed save, creatures become frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As a reflection of the wrath of your particular deity, you can choose to replace the damage type of this spell with a type determined by your cleric domain, as follows: Arcana (force), Death (necrotic), Forge (fire), Grave (necrotic), Knowledge (psychic), Life (force), Light (fire), Nature (lightning), Order (psychic), Peace (cold), Tempest (thunder), Trickery (psychic), Twilight (cold), War (bludgeoning).
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Notes: Not gonna lie, the rider regarding damage types was most of the impetus behind this spell, as otherwise it’s a fairly basic AOE. But cleric domains are so cool and varied, it feels a little disappointing that the cleric spell list doesn’t have a better range of damage types.
Granted, this feels more like something that should be an optional class ability, rather than something grafted onto a spell. It will cause problems when the spell has to keep up with new subclasses coming out. But the ability to swap damage types on any spell would possibly be a bit strong as a class ability, even if you only get one other type option? So, you know. Maybe just this one spell, and DMs can use their best judgement for the damage type of new domains?
It will also cause problems for non-clerics with access to the cleric spell list (aka Divine Soul Sorcerers), but a general fix for that would be: if you don’t have a cleric domain, you can’t change the damage type.
As for my reasonings for the domains and their damage types, I think most of them are rather self-evident. Peace/Twilight being cold is possibly less intuitive, but I figured wrath from deities of those domains would be of the cold, patient sort. Life being force was also tricky, because they’re the quintessential radiant subclass, but I figured raw magical energy would be a decent back-up. War was going to have one of the physical types, and I figured since the mace was the iconic cleric weapon, we’d go with bludgeoning.
And yes, I realise that this does give certain subclasses a bit more fun with this spell than others. Tempest, particularly, given Destructive Wrath, and possibly high-level Death clerics given they can ignore necrotic resistance. But, you know. Sometimes you just want your stormy peeps to have fun?
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hawkogurl · 9 months
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Opened the Harry Osborn tag and immediately took 8d8 psychic damage upon seeing a certain person’s hideous face and in an effort to remedy that I will be harryposting
Harry Osborn.
Send post.
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cancerstanople · 1 year
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wake up, go to school, take 8d8 psychic damage, go home, rinse and repeat
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thelibraryofthacey · 2 years
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[I love animation in Elden Ring, especially the way they animated the big, clunky constructs like these and the watchdogs. They're awkward, yes, but they look right to how the machine would move, and it comes off as very unnerving. 10 outta 10. Anyway screw these things.]
Abductor Virgin (CR 9)
Large construct, unaligned
Space 10 ft. Reach 10 ft.
Initiative +0
HP 142 (15d10 +60 Con)
AC 17 (Natural armor)
Proficiency Bonus +4
Str 21 (+5) Dex 10 (+0) Con 18 (+4) Int 4 (-3) Wis 12 (+1) Cha 8 (-1)
Skills Athletics +9
Condition Immunities charmed, frightened, poisoned, stunned
Damage Resistances piercing and slashing; necrotic, psychic
Damage Immunities poison
Damage Vulnerabilities lightning
Senses darkvision 60 ft.; Passive Perception 11
Languages None
Speed 40 ft.
================================================
Tracks: If the abductor virgin moves only in a single direction on its turn, its speed is doubled. Additionally, difficult terrain slows the abductor virgin’s movement twice as much as normal.
Variable Weaponry: A given abductor Virgin may be outfitted with one of two sets of weapons: rotary sawblades, or scythes attached to chains. The choice of weapon determines whether it can use the Saw Sweep or Scythe Shot action.
Weak Point: When subjected to a critical hit, the abductor virgin’s resistance to piercing and slashing damage does not apply, and it takes double damage from the attack. This stacks with damage vulnerability. Damage from critical hits counts as damage from a grappled creature for the purposes of its Abduct action.
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Actions
Multiattack: The abductor virgin makes two slice attacks.
Slice +9 melee weapon attack, reach 10 ft., 15 (3d6+5) slashing damage
Abduct: The abductor virgin opens the doors on the front of its torso, and fleshy tentacles reach out to grab at its targets. The abductor virgin attempts to grapple one Medium or smaller creature within 5 ft. of it. On a success, the target takes 18 (3d8+5) bludgeoning damage and is dragged into the abductor virgin’s body. While grappled in this way, the target is blinded and restrained, it has total cover from attacks, and the abductor virgin can deal 18 (3d8+5) bludgeoning damage to it at the start of each of the abductor virgin’s turns. A creature reduced to 0 HP by this attack is stable.
    If the abductor virgin takes 25 damage in a single turn from the grappled creature, it must make a DC 15 Constitution saving throw or release the grappled creature into an adjacent space. A creature grappled by the abductor virgin ignores its resistance to piercing and slashing damage.
    The abductor virgin cannot use this action if it already has a creature grappled.
Saw Sweep (Recharge 5-6) (Sawblades only): The sawblade virgin swings its saws wildly around itself as it rolls around the battlefield. The sawblade virgin moves up to twice its speed. Any creature that it comes within 10 ft. of must make a DC 17 Dexterity saving throw or take 36 (8d8) slashing damage. 
Scythe Shot (Recharge 5-6) (Scythes only): The scythe virgin throws its blades in a straight line up to 50 feet long and 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw or take 22 (5d8) slashing damage. It then retracts the blades, repeating the attack.
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Tactics
An abductor virgin’s typical strategy is to charge at a group of targets, use Saw Sweep or Scythe Shot to slash them up, then grab a weakened target and run away with them. They occasionally come in pairs, though almost never more than that, as friendly fire becomes a significant issue when multiple abductor virgins are involved. 
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Lore The abductor virgin is designed to capture people, though not in a particularly subtle way. It is typically employed by religious organizations who want people to know exactly who is snatching the accused heretic. They are often fitted with a stylized head depicting an important figure to the faith.
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voidbornmenace · 7 months
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The Shepard of Corruption (CR18)
Medium Fiend (Devil), Lawful Evil
Armor Class17 natural armortINIT
Hit Points170 20d8+80
Speed 30 ft., fly 30 ft.
STR14, DEX14, CON18, INT12, WIS20, CHA18
Saving Throws Dex +8, Con +10, Wis +11, Cha +10
Skills Animal Handling +11, Athletics +8, Deception +10, Insight +17, Medicine +11, Nature +13, Persuasion +10, Religion +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered; necrotic
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive perception 15
Languages Infernal, telepathy 120 ft.
Traits
Devil Sight Magical darkness doesn't impede the devil's darkvision.
Mighty Summoner Any beast or fiend summoned or created by a shepard gains the following benefits: The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Actions
The shepard makes two feral weapons attacks.
Feral Weapons
Melee Weapon Attack:+11, Reach 5 ft., one target
Hit: 5 (1d6+2) slashing damage plus 18 (4d8) fire damage
Summon Infernal Flock (Recharges after a Short or Long Rest)
The shepard conjures beasts of the wild, corrupted by Hellish influences. Choose one of the following options for what appears:
One Elephant, Two Giant Elk, Four Dire Wolves, or Eight Apes
Each beast is also considered a fiend, and it disappears when it drops to 0 hit points or after 1 hour. The fiends have resistance to fire damage and can receive infernal mutations. The summoned creatures are friendly to the shepard and its companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that the shepard or its companions issue to them (no action required). If they don't receive any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Bonus Actions
Infernal Mutation
The shepard targets a beast or a creature summoned by Summon Infernal Flock within 60 feet to receive an infernal mutation, gaining one of the following benefits:
Breath Weapon: The shepard infuses the creature's heart with a surging flame, the creature can use its reaction to immediately use a breath weapon that deals 27 (6d8) fire damage (DC 19, save for half).
Jutting Roots: The shepard forces roots to grow out of the creature. Creatures within 10 feet of it must make a DC19 Strength saving throw or be restrained until they break free. A creature restrained by the roots can use its action to make a Strength check (DC 19). On a success, it frees itself.
Obsidian Carapace: The shepard hardens the creature's exterior, granting it +1 AC and resistance to bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered. These effects last for 1 minute or until the creature has another Infernal Mutation.
Rending Blows: The shepard causes the creature's limbs to become weaponized, the creature can use its reaction to immediately make a Rending Blow using the shepard's spell attack modifier. On hit it deals an additional 36 (8d8) damage and the creature must make a DC 19 Strength save or be knocked prone.
Unearthly Wail: The shepard mutates the creatures, giving them the ability to mimic a disconcerting cry. The creature can immediately use its reaction to release an unearthly wail. Each creature within 15 feet must make a DC 19 Wisdom saving throw or take 27 (6d8) psychic damage and become frightened until the end of the mutated creature's next turn.
Reactions
Explosive Exit
When a beast friendly to the shepard or a creature summoned by Summon Infernal Flock drops to 0 hit points it can immediately use its reaction to cause the creature to blow up. Each creature within 20 feet must make a DC 19 Dexterity saving throw. On a failed save it takes 27 (6d8) necrotic damage, or half as much on a successful one.
Spellcasting
The shepard is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, fire bolt, guidance, thorn whip
1st level (4 slots): absorb elements, burning hands, cure wounds, faerie fire, healing word, thunderwave
2nd level (3 slots): darkness, enhance ability, heat metal, hold person, pass without trace, scorching ray
3rd level (3 slots): dispel magic, plant growth, sleet storm, slow
4th level (3 slots): blight, confusion, dominate beast, fire shield, freedom of movement, wall of fire
5th level (3 slots): awaken, flame strike, insect plague, mass cure wounds, tree stride
6th level (1 slot): flesh to stone, heal, wall of thorns
7th level (1 slot): reverse gravity
8th level (1 slot): sunburst
9th level (1 slot): foresight
Legendary Actions
The Shepard of Corruption can take 1 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Shepard of Corruption regains spent legendary actions at the start of its turn.
Rapid Mutation
The shepard uses Infernal Mutation, but it cannot use the same one it used on its turn (if any).
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orderofthecube · 1 year
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Digitize Person
7th-level transmutation, twilight (Cleric, Sorcerer, Wizard)
Casting Time: 1 hour Range: Touch Components: S, M (a chunk of silicon and a chunk of carbon) Duration: Instantaneous
You touch a willing creature and a computer, place the creature under a light hypnosis, convert that creature’s mind and soul into a digital format, and upload it to the computer. Upon completion of the casting, the creature’s body drops to 0 hit points, becomes unconscious, and stabilizes. After 24 hours, the creature’s body dies.
The creature’s mind and soul construct a digital body of its choice in the computer’s databanks or network, typically in a virtual reality setting. The creature retains digital facsimiles of equipment it was wearing or carrying when it was digitized, digital equivalents of its abilities, and its memories, personality, and alignment. While digitized, the creature is immune to all damage except psychic.
Once you have begun the casting process, interruptions can be perilous. If your concentration is broken or if the creature or computer takes damage during the casting time, roll a 1d4 and consult the list.
The creature’s soul is shattered and torn in two. It takes 8d8 psychic damage and half of its personality and abilities (selected at random) are lost. The remnants of the creature’s soul returns to its body and the spell ends.
The creature’s soul is damaged but snaps back into its body in its entirety as the spell ends. The creature takes 6d8 psychic damage and takes a  – 2 penalty to all Strength-, Dexterity-, and Constitution-based attack rolls, ability checks, and saving throws for 1d4 days.
The disruption in the spell rebounds on you instead of the creature, dealing you 6d8 psychic damage, destroying the material components or focus used in the casting, and snapping the creature’s soul entirely back into its body. The spell ends, and you cannot cast this spell again until after a long rest.
The spell is safely halted, leaving both the creature and computer in stasis. If you recast this spell within 12 hours and maintain concentration for the remaining casting time, the spell completes. If the spell is not recast within 12 hours, the creature dies.
Get the book for free/PWYW on DM’s Guild.
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ddlcpoly · 1 month
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Day 13: Fantasy
MC: While the 20ft barbarian holds the dragon tightly in place the rogue throws her psychic dagger from the darkness and the paladin smites it with glowing holy energy, now all it takes is a good hit from the sorceress. What will you do?
Monika: Guys, this is my last spell slot, so let’s hope this goes well. I CAST BLIGHT.
Sayori: WAIT!
Monika: What’s wrong, Sayori?
Sayori: Shouldn’t you cast Fireball. Isn’t it like the best spell in the game?
Natsuki: Dummy, I’m in the same space as the dragon, I’ll also get hit!
Yuri: Besides, we already know that fire damage doesn’t work on it. You used a fire smite on it and it did nothing.
Sayori: Oh, yeah, I forgot. Go ahead then.
Monika: Ok, as I was saying, I cast blight on the dragon.
MC: CON save, right?
Monika: Yes
*MC rolls some dice behind his dm screen, looks at a book*
MC: He succeeds.
Natsuki: FUCK!
Yuri: I don’t know how long we can go on.
Monika: Wait. I still do half damage, it’s 8d8 damage, minimum of 4 damage and maximum of 32.
MC: Roll damage.
*She grabs the only 4 eight sided dice that she has, a 4, a 6, a 3 and a 7. 20 in total. She sweats a little, she rolls them again, anticipation filling the room, the first one to stop shows an 8! The next two soon stop rolling, displaying another 8, the last one spinning longer than they all wanted, another 8!*
Monika: 52 damage, but since it’s halved, 36.
*It all goes quiet for a bit*
MC: The dragon shrivels up and dies.
*The girls scream in triumph as soon as those words came out of his mouth.*
Natsuki: Holy fuck, I so thought that we were dead.
Yuri: It seemed hopeless.
Sayori: I’m just glad we saved the town.
MC: I think that’s going to wrap it up for this session.
*After Sayori, Natsuki and Yuri leave, MC seeing them off, Monika before leaving as well asks Mc something*
Monika: I didn’t actually kill the dragon did, I?
*MC stares at her*
MC: What makes you say that?
Monika: Wellllll, I counted around 98 hp that we took away from the dragon, and I’m pretty sure that they have more hp than that, am I wrong?
MC: Yeah… but it was because you guys were missing your hits a lot, and well, it was an epic moment, so it just felt right to say you killed it.
*Monika, smiles at him.*
Monika: Thanks sweety.
*She kisses his cheeks*
Monika: It was fun and it felt nice to end it like that, I’m sure the other would agree.
*They stare at each other, happy*
Monika: Well, thanks for having me, see you later! Love you.
*She turns around and starts walking away*
MC: I love you too!
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sntechsupport · 2 years
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Are you dead
I wish, pal, I wish...
Gear out.
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uni416 · 4 years
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Feeling cultish... might delete later uwu 💙🐙💖
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