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#CR 13
tabletopresources · 2 months
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[reddit]
Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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5ecardaday · 1 year
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Commanders of New Capenna
Another weekend, another brand-new release from me. This time it’s back to the schedule as normal, with the results of last month’s Monster Popularity Contest (a monthly patreon poll where supporters vote to see their favorite monsters, NPCs, and other enemies come to life.) These five friendly mugs are the face commanders from the commander decks released alongside Streets of New Cappena. Each one serves a different family, and plays a different role in the glamorous politics of this 30′s-themed fantasy setting.
If you’d like early access to more content like this, the ability to vote in polls like the one mentioned above, and other patron-exclusive releases like monthly subclasses and more, you can sign up to support me for as little as $2/month!
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justavulcan · 5 months
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Airmark's Guide to Planar Vegetables: Ichordeep Emissary
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The Ichordeep Entity is an algae of vast size and apparently at least rudimentary intelligence located on Shedaklah, the 222nd layer of the Abyss. While it is largely immobile in the sense that it has never moved from its current location, the Entity has demonstrated the ability to reach out with pseudopods to grasp prey flying above it, and the ability to calve off 'emissaries' to travel beyond its main mass.
Ichordeep emissaries' shape is difficult to categorize. Aside from uniformly being quite large, they have been seen in shapes humanoid, arthropod, bestial, and otherwise. They uniformly have some appendage capable of fine manipulation like a humanoid hand, and have the capability to slip through impossibly thin gaps, demonstrating a lack of internal stalk or trunk.
Like most forms of life originating in the Abyss, emissaries are carnivorous, hunting and trapping prey to dissolve with digestive enzymes they secrete from their surface. They have telepathic abilities they use in conjunction with their grappling attacks, and appear to have the capability to magically conjure a section of the Ichordeep Entity itself, with an effect not unlike a conventional Black Tentacles spell. This all conspires to make them challenging to escape once in their grasp, but fortunately they are quite slow-moving and not tenacious when it comes to pursuing faster prey.
As their name suggests, ichordeep emissaries are adept communicators, telepathically making contact with planar travelers to demand sustenance and, occasionally, magical items or spellcasters. The purpose of these demands is quite opaque, but given the environment from which the parent plant sprung, little good can come of acceding except as needed to survive the encounter.
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finncakes · 1 year
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so glad about this reveal from yesterday's 4-sided dive
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marvelousbelladonna · 11 months
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How is Fearne feeling about Imogen and her lightning marks, as well as her dreams? Fearne waking up Imogen from her nightmare is the most scared we've ever seen ner.
Fearne didn’t want to lose Imogen and then have to tell Laudna 😭😖
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maluspumilaa · 1 year
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happy 4/13 have a pate banging out the tunes
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pocketgalaxies · 14 days
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ashley planning to specifically say that yasha wasn't going to put down any roots in her bedroom and she'd leave it completely bare and undecorated but being so moved by jester's wildflower mural that it gave the entire room meaning.
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villadiodatis · 10 days
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also massive props to all the crown keepers for jumping right back into these characters two years later 7 levels stronger immediately in conflict and nailing the relationships and subtle off-screen development. The flashbacks are a great way to remind people who the characters are on their own and in relation to each other, but even without them I feel like I know exactly what’s going on
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r-h-e-t · 1 year
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You see what he did there?
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towards-toramunda · 5 days
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I love Aabria being like “so after kymal you’ve all just been meandering about not doing much” and the crown keepers are somehow now level 13 I love that for them so much
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chaosgenasi · 1 year
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You look up to the full, glowing, red moon Ruidus above you… You let it wash away the sadness and you give into the beast, tearing your skin away. | A friend? Oh. You have a friend, right? Like a group of friends? I do now.
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ttrpgeewhiz · 6 months
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oh my god
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oh my god look at him he--!
WAIT
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AT MOST HE'S 13??
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justavulcan · 2 months
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Airmark's Guide to Planar Vegetables: Krigalan Praying Orchid
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Native to the forever-sunlit forests and savannahs of Krigala, the Krigalan Praying Orchid is a fascinating case of animal mimicry in plants. While some flowers are shaped like pollinating insects to draw in unwitting pollinators in turn, the praying orchid is, in fact, a plant exhibiting predator mimicry to dissuade herbivores.
Shaped like a massive praying mantis in a rich emerald or jade hue, with brightly-colored pink and purple mottled flowers kept sheltered safe beneath large leafy "wing cases", the praying orchid's mimicry is impeccable- but one must wonder what it intended to dissuade by appearance, as this plant is also more than capable of defending itself by force. Gifted at harnessing Krigala's eternal sunshine both for mobility and offense, the praying orchid's only predators are the ignorant or the challenge-intent.
Despite resembling a predatory insect, the praying orchid is content to collect its nutrients from sun, water, and soil like most plants. It mostly makes use of its sunlit jaunt ability to teleport to and from areas with better soil nutrition, lighting conditions, or pollinator access.
For those who go to the beastlands to hunt, however, there are few greater choices for prey. The orchid is both rare and beautiful if collected and pressed, and its petals have euphoric effects that make it highly sought-after; however, between razor-edged 'forelimb' leaves and the ability to weaponize sunlight both at close and long range, would-be hunters have much to overcome, and the utmost levels of caution are both warranted and recommended.
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thirdtofifth · 11 months
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Ember Guard Huge elemental, lawful evil Armor Class 20 (natural armor) Hit Points 188 (13d12 + 104) Speed 30 ft. Str 25, Dex 15, Con 26, Int 3, Wis 18, Cha 9 Damage Immunities fire, poison Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities cold Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft. passive Perception 14 Languages Infernal, Ignan Challenge 13 (10000 XP) Aura Of Fire Bleeding. At the start of each of the ember guard's turns, if it has fewer hit points than half its hit point maximum, each creature within 30 feet of it takes 3 (1d6) fire damage. Death Throes. When the ember guard dies, it explodes, and each creature within 60 feet of it must make a DC 21 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. Magic Resistance. The ember guard has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ember guard can use its Fire Breath. It then makes two slam attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage plus 7 (2d6) fire damage. Fire Breath (Recharge 6). The ember guard breathes fire in a 30-foot cone. Each creature in that area must make a DC 21 Dexterity save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a success. A creature that fails its save also has its speed halved and has disadvantage on attack rolls and ability checks until the end of its next turn.
These cruel creatures are gifts from Imix, the fire Prince of Elemental Evil. They often serve efreets and other fire-associated evil creatures. They are slow and dim-witted, and in combat they mostly breathe fire on their foes to hamper them before wading in with their rocky flaming fists. They are thoroughly loyal to whoever Imix created them to serve, raised from a lake of fire by the evil Prince himself, serving as bodyguards or soldiers in elemental armies. Sometimes, efreet or salamanders hire out these creatures as mercenaries, and some spellcasters on the material plane have learned to bind these as well, sometimes reclaiming ember guards whose original masters had died long ago.
Originally from the Monster Manual V.
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marvelousbelladonna · 11 months
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What is your favorite part of each of your characters?
Marisha: Imogen’s lightning titties
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Level 13!! : DD
While on Rudius, Bell’s Hells has once again leveled up!!! This level up is much more condensed the previous, as we primarily know what we’re getting.
First, the very easy stuff.
- Everyone’s proficiency bonus went up, rising from +4 to +5. This affects basically everything. Spell Save DCs, Skill Proficiencies and Saving throws, with some additional stuff that I’ll get into.
- Ashton is very simple. He gets an additional Brutal Critical dice for attacks when they land a critical hit.
- Fearne took her 10th level in Druid (finally), granting her a new Druid Circle feature, that being Cauterizing Flames. Basically, whenever a creature dies within 30 ft of Fearne, see can use her reaction to create a flame from that corpse. For the next minute, she can either use the magic to deal 2d8 fire damage or heal a creature with that same amount. She also gets her first 6th level spell slot (normally a 10th level druid would not have access to this spell slot, but to her multiclass into arcane trickster, she gets it early). Additionally, her Spell Save DC increases to 18.
- Imogen and FCG are basically in the same boat. They both get their first 7th level and their Spell Save DCS increase to 19 and 17 respectively. Additionally, Imogen gets a new spell and 13th sorcery point.
- Laudna took her 10th level in Sorcerer, giving her a new type of metamagic and another 5th level spell slot. She also gets a new spell and her spell save DC is now 18.
- Orym can now use his Infomitable feature twice before a long rest and his Battle Master Maneuver Save is now a DC 18. Additionally, his passive perception has increased from 31 to 33.
- Last but not least is Chetney. Now a level 12 Bloodhunter, he got the choice between a ASI or Feat. We don’t know which one he took yet but I’m guessing he picked a feat. If I had to guess, it would be Sentinel, but there are other options, like Mage Slayer or Great Weapon Master, but we’ll just have to see.
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