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paperanddice · 1 year
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The difference between the bloodcut dreams and other humanoid animals is a matter of much internal debate. Association is the strongest qualifier, as is weapon wielding. Several of the anthropomorphic beasts fight with claws and teeth alone, but those that have been suspected as bloodcut tend to be armed with manufactured weapons. The raging tusker is one such creature, a boar creature armed with a razor sharp hook attached to the chains that wrap around its body. In battle it launches into a furious rage, shrieking and squealing as it charges the closest creature and catches it with its hook. Escaping from the tusker is a challenge, as the hook digs into its target's skin and can only be removed in combat by ripping it free. If you don't do so however, the tusker pulls you in close and tears you up with its tusks. A terrible proposition either way.
The tusker stands with dwarf-like proportions. Shorter than the average human, but powerful and stocky. Outside of Dreamblade the tusker might be a form of humanoid, with the rager simply being a berserker example. Alternately, if you want to put in a little more work, like some of the more recent examples it could be another lycanthrope, a wereboar with different weapons and tactics. Originally from the Dreamblade base set. 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
Raging Tusker Medium aberration (bloodcut), unaligned Armor Class 13 (natural armor) Hit Points 68 (8d8 + 32) Speed 30 ft. Str 16 (+3) Dex 13 (+1) Con 18 (+4) Int 7 (-2) Wis 9 (-1) Cha 7 (-2) Skills Athletics +5 Senses passive Perception 9 Languages any one language Challenge 4 (1100 XP) Charge. If the tusker moves at least 15 feet directly toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage and must succeed on a DC 13 Strength saving throw or be knocked prone. Rage (1/Short Or Long Rest). As a bonus action the tusker can enter a rage for one minute. While raging, it has resistance to bludgeoning, slashing, and piercing damage, deals an additional 2 points of damage with melee weapon attacks, has advantage on Strength ability checks and saving throws and can make a Hook attack as a bonus action on each of its turns. The rage ends early if the tusker has taken no damage since its last turn and doesn't attack a creature on its turn. Relentless (Recharges After A Short Or Long Rest). If the raging tusker takes 20 damage or less that would reduce it to 0 hit poitns, it is reduced to 1 hit point instead. Actions Multiattack. The raging tusker makes two attacks: one with its Hook and one with its Tusk. Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage or 8 (1d6+5) piercing damage while raging, and the raging tusker grapples the target (escape DC 13). Until this grapple ends, the tusker has advantage on attack rolls against the grappled target and can't make Hook attacks against another target. Whenever a grappled creature attempts an ability check to escape the grapple, it takes 3 (1d6) slashing damage. Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage or 8 (1d6+5) slashing damage while raging.
13th Age
Raging Tusker  3rd level blocker [aberration]  Initiative: +5 Hook and Tusk +9 vs. AC - 9 damage. Natural 14+: The tusker grabs the target if it isn’t already grabbing an enemy. Any time a grabbed enemy tries to disengage from the tusker, it takes 1d6 damage. Last Stand: The tusker doesn’t die until it reaches -22 hp. While at 0 hp or below it must roll a normal save at the end of each of its turns; on a failure it does. It automatically fails this save if it didn’t attack an enemy during its turn and ends its turn not engaged with any enemy. Resist Weapon Attacks 14+: If the raging tusker doesn’t attack an enemy on its turn, it loses this resistance until it hits an enemy with an attack. AC 16 PD 17 MD 10 HP 66
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Catching up on Crit Role and finally witnessed the grace of the Shoebill.
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Just when I thought I couldn't love her more
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octy-in-boots · 6 months
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Southern Gothic in Baldur's Gate 3
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Part 2 here!
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willowbirds · 28 days
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Oooooo so Opal is the Exandrian equivalent of a Kalashtar!
Neato!
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5ecardaday · 8 months
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Yokaitober, Days 9-12
Helping to shorten the gap between the current date and how many yokai I've actually posted, here's Days 9-12 of my Yokaitober project. This set includes the kamakiri, a goblin cosplaying Edward Scissorhands who's obsessed with cutting hair; the shirime, a spooky faceless ghost that's desperate to flash you its eye; the tenjoname, a naked monster covered in paper strips who licks the grim off your ceilings; and the maikubi, the severed heads of three samurai who just couldn't stop fighting.
If you're unfamiliar with Japanese folklore, this assemblage of creatures probably reads like a demonic fever-dream. If you have even a passing knowledge of yokai, then you know these are really just par for the course. Okay, so maybe the shirime is pretty out there, but it's also not the strangest example of Japanese humor.
Regardless of whether you find these yokai creepy, funny, or unexplainably cute, they're all here for you to use in your own games of 5e. If you're interested in more yokai like these, as well as other 5th edition homebrew including subclasses, magic items, other monsters, and more, be sure to check out my Patreon. You can choose to support me there for as little as $2/month, or even just sign up to follow me and get alerts about when I release new stuff.
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piratespencil · 1 year
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Liam "my wizard was in a codependent bisexual throuple as a teenager" O'Brien being the one to ask Ashley about the Fearne/Chet/Deanna threesome feels right.
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neondvcks · 1 month
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can you believe that this saturday our dnd group is finally going to fight strahd? this an almost three year going campaign that i found on lfg after someone on here told me about it because watching cr campaign 2 made me want to play dnd. absolutely WILD to me that the first campaign i found on fucking reddit of all places not only turned into a 3 year long one we will get to fully finish; i also met friends for life??? sometimes dnd is pretty great actually
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morrigan-sims · 1 year
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Tusk Love
they/them
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beedreamscape · 5 months
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YAY for having a host (permanent? temporary? Idk) but WHY somebody who hasn't watched the 80 episodes long game?
This is just from external knowledge, I'm yet to watch the episode, maybe I'll change my mind, but like what's the difference from no host then? Just invite whoever I guess.
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rumiraclemi · 1 year
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telling my sister about random jrwi stuff, eventually start talking about convergence, strangle comes up. and she can't take his name seriously at all. just his first name. "yeah his name is strangle. he arrived in their fantasy world in a car called the strangler wrangler. also has a space station called the stranglehold. has like a million leather jackets and is also a part of this other dude's weird gay thing. all very normal things in this campaign"
and than i hit her with the last name. she fully just collapsed into the couch trying to keep it together
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paperanddice · 1 year
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Being infiltrated and fooled is a common fear, and many dreams reflect that terror. The treacherous concubine was a dream that infiltrated a prince's court, getting closer and closer to him in a guise created specifically to draw his attention. Those who challenged her position disappeared, or were driven away after being confronted by a horrific figure. The prince eventually fell for the mysterious woman, letting her into his closes proximity, only to be driven to the breaking point with terror when she revealed her true form. The concubine then disappeared, but others have taken her place, repeating the process. Any mysterious person who seeks to get close to an authority figure may be this dream, getting close for the sole purpose of invoking terror in someone drawn to their beauty.
The creature can take the form of any person, customizing the appearance to the likes of the target after several rounds of investigation. When it reveals its true form, either for battle or to bring terror to its prey, the only great distinction is the mass of semi-transparent tendrils that sprout from its back. These tendrils can assault the mind as easily as the body, and while in its true form it sparks intense fear in those around it. It rarely stays around for a fair fight, taking pleasure in the fear it causes then retreating to survive and repeat the process on a new victim.
This is obviously just a variant succubus, only built around fear rather than charm. You could make it a proper fiend and supplement your succubi with them, perhaps finding a more appropriate name for a general fiend. Perhaps cautimor, if you want to use some mangled Latin. Originally from the Dreamblade base set. 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
Trecherous Concubine Medium aberration (hellbred, shapechanger), unaligned Armor Class 13 Hit Points 82 (11d8 + 33) Speed 30 ft. Str 8 (-1) Dex 17 (+3) Con 16 (+3) Int 12 (+1) Wis 10 (+0) Cha 17 (+3) Saving Throws Dex +5, Cha +5 Skills Deception +5, Insight +2, Persuasion +5 Damage Resistances psychic Condition Immunities charmed, frightened Senses passive Perception 10 Languages any two languages Challenge 4 (1100 XP) Hellbred. The trecherous concubine is treated as a fiend as well as an aberration. Actions Multiattack. The trecherous concubine can use its Frightful Presence. It then makes two attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Unnerving Tendril (True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 7 (2d6) psychic damage. A frightened creature must make a DC 13 Wisdom saving throw. On a failure, the target must use its reaction (if it is available) to move its speed away from the concubine. The creature doesn't move into obviously dangerous ground, such as fire or a pit. Frightful Presence (True Form Only). Each creature of the treacherous concubine's choice that is within 60 feet of the concubine and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, attacks made against the target have advantage, and the target has disadvantage on Strength, Dexterity, and Constitution saving throws. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the concubine's Frightful Presence for the next 24 hours. Shapechange. The concubine polymorphs into a Small or Medium humanoid, or back to its true form. Its statistics, other than its size, are the same in each form Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
13th Age
Treacherous Concubine  4th level caster [aberration]  Initiative: +9 Unnerving Tendril +10 vs. AC - 10 damage. Natural Even Hit: The target also takes 4 ongoing psychic damage. Natural Odd Hit: The target pops free from the concubine. R: Induce Panic +10 vs. MD (one nearby or far away enemy) - 8 psychic damage and the target can’t move to engage the concubine, and takes a -2 penalty to all defenses (save ends). Fear: While engaged with this creature, enemies with 18 hp or fewer are dazed and do not add the escalation die to their attacks. AC 19 PD 14 MD 18 HP 50
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sea-buns · 2 months
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the things my mind will do to NOT have to face the consequences of a traumatic story arc
"oh so and so died last week? and the new episode is tonight? hmm sounds like it'll be a good one...
.....y'know i've really been meaning to get into [absolute rabbit hole of a fandom]"
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vivi-the-goblin · 2 years
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The hitmons. Got all the fighters here. You got a gladitorial boxer, you got stretchy fried chicken with eyeliner, you got bayblades with a bowl cut. And then thier scrappy little brother, because gen 2 really did insist on making baby versions of everything. At least this one doesn't need a special item to get, and is actually fairly clever in how it evolves. I decided to reflect this in thier natures. Hitmonlee is recklessly, violent, and weaponized disjointing his limbs like it's JoJo's Bizarre Adventure. So Chaotic Evil seemed appropriate, might makes right and constantly fighting others for personal development, pretty standard. They're as straightforward in combat as it gets, blind rage and attacking. Hitmonchan is defensive, essentially forming thier own boxing associations. A conflict with the party actually might not end with death, and thier loose regulation lands them in neutral. Hitmontop are free spirits, the curious ones always trying new things and never focusing. You can make some basic encounters just from this. - Tyrogue are always looking for a way to improve themselves, and after moving into the fields by town they've started attacking villagers. Not lethally, they're more an annoyance than anything. The party is asked to deal with them. Rather than kill them, the party does have the option to train them. A particularly rousing speech or series of sparring matches could influence how they train. Hitmontop would spin themselves away, and hitmonchan wouldn't bother the town. Careful though, too aggressive and hitmonlee might spawn in droves. -Hitmonlee settled its territory on top of an entrance to a clan of giants' lair. The giants do not know or care about the differences between smaller creatures, and are preparing to launch an attack on the nearest settlement they can find in retribution. Either the giants or the Hitmonlee must be stopped, fast! -Hitmonchan are always looking to improve. A local tribe claims they're offering a prize for anyone who can beat thier champion in nonlethal- a pile of gems, valuable to the party if not to the hitmonchan -Hunters are struggling, the wildlife in the area is suddenly on constant alert. Farmers wake to find strange symbols gouged into thier field. Houses and trees have chunks ripped out of them, about eye level, and the whole village is on edge. The culprit? A hitmontop has wandered in; it got stuck in the wooded area and is bouncing around like a pinball. It needs to be tracked down and guided out of the woods before it accidentally wrecks the town!
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was googling the time warp dance from just dance 4 for reasons and omg
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laudna and ashton I didn’t know you guys were on just dance!!!
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enkelimagnus · 2 years
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Hey Beauyasha fans, what are your headcanons of where Beau and Yasha are post-canon of C2, more exactly 4 years later?
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