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#ft. tiefling form :)
eldrxtch · 1 year
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true form/demon form of my tiefling boy lokee!
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b4ldurians-archive · 8 months
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𝐒𝐇𝐀𝐏𝐄𝐑 𝐎𝐅 𝐃𝐄𝐀𝐓𝐇 𝐌𝐀𝐒𝐊𝐒 ; 𝐈 𝐀𝐌 𝐓𝐇𝐄 𝐒𝐍𝐀𝐊𝐄 ; 𝐈 𝐀𝐌 𝐓𝐇𝐄 𝐂𝐑𝐎𝐍𝐄
misc. baba yaga edits
writing partners only may reblog
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tavshortfortavern · 5 months
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NPCs with a Drow Tav
Ft. Kar'niss
The drow are typically either evil or neutral aligned. No one is born with a specific morality but drow culture and history have heavily influenced one's principles, views and priorities. There's probably other drows more good aligned but just not well known as a certain famous one. Still, surface people commonly view drow to be dangerous or untrustworthy. Here comes Tav: your typical hero (altruistic, kind, compassionate, friendly)- just a drow one.
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Zevlor: Was the one to inform you that tieflings were raised to fear drow. He was surprised a drow had arrived to save them. But he still thanked you and expressed admiration for not hiding your origins. At that point he knew better than to judge someone based on race, having experienced prejudice for the same reason. Upon first meeting he found himself appreciating your form, a surprise since its been a long time he's ever bothered to look at someone like that. He'll excuse it as drow were known to have alluring appearances. But he saw your real character the longer he knew you. You were brilliant, admirable. Lovely, even. You never failed to bring this presence of safety wherever you went, it made him relax.
Rolan: Did not trust a drow, especially near his siblings. Still he was convinced to stay and help the refugees. He doesn't know why a drow cares this much. He's read enough to know the difference between seldarine and lolth-sworn are but it remains an oddity how you treated everyone with courtesy. Its made more apparent during Act 2 where he went off on you for being the reason his family was gone, you never lashed back, just stood there with an understanding expression that made him angrier. Then you brought them back wordlessly, waving away thanks. He's always tried to achieve superiority, behaving as such, but you had all the more reason to be so after rescuing him AGAIN in the city yet never stopped being humble. He hopes they visit the tower again soon...
Dammon: Also knows not to judge someone on their race but he was still raised to fear drow and old ways of thought are hard to leave. But he eased up a lot when you showed up with another tiefling who needed help and was eager to provide. It said a lot when you decided to aid Karlach without a fuss. He was a good judge of character but he didn't need to be when you kept treating everyone with respect and lending a hand to whoever needed it. He was absolutely sure when you offered that hug to Karlach after her engine was upgraded. Something she's needed for a long time. He's always happy to see you swing by the forge, tail moving energetically.
Kar'niss: If you're a fem drow he will automatically begin to fear them, terrified of upsetting her. It takes a long time for him to trust them. Non binary and male tavs get an easier time befriending him. You spared him during the ambush and even tended to his injuries later on. Hasn't stopped following you around but from a distance. You didn't have the heart to shoo him away. Soon he was another one of your misfit gang. Albeit he took a more room than anyone. There's enough trust built that he lets you wash and brush his hair, getting all the dirt and grime that was left there for a long time. Will often speak to you in the drow tongue and have sweet talks.
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thecreaturecodex · 11 months
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General Abdalla Aulorian
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“Fay“ © Ivana Abbate, accessed at her gallery here
[Unlike the other characters I’ve been posting for Monster Girl Summer, this one is Mine. Abdalla Aulorian is my character in a long form, freeform Pathfinder game run by @strawberry-crocodile​. Her main NPC, who I have an enemies-to-lovers relationship with, will be posted in a couple of days. This is Abdalla immediately before the campaign started.]
Abdalla Aulorian CR 7 LE Outsider (native) This woman has pale mauve skin, shoulder length black hair with red streaks, and ridged horns growing from her brow. Her left leg is differently shaped from her right, with an elongated ankle and a horse-like hoof.
Life is cruel to Abdalla Aulorian, and she has learned how to be cruel in return. Born as the sixth child in a particularly ambitious branch of the Aulorian family, her mother made a deal with the contract devil Jebelat to have her turned into a tiefling. She was treated as a whipping boy and basically a servant by her parents and most of her siblings, and she lashed out violently. To teach her some discipline and make her useful, she was shipped off to the Sisters of Eiseth. On the plus side, the Sisters did accept her as a trans woman, and helped her transition. On the other hand, they did so with humiliating rituals and beat what little independence she had out of her thoroughly. At the end of her training, Abdalla signed her soul over to Eiseth and bears her unholy symbol as a brand on her breast. If my soul was to be owned by hell, she rationalized, I might as well choose who my master will be.
From the nunnery, Abdalla went into the Chelish military as an officer. Although a few of her fellow cadets thought that as a tiefling she should be kept to non-commissioned status, those that complained too loudly had a nasty habit of turning up dead. Her assistance in crushing a halfling slave revolt near Laekastel won her a title, Demibaroness, and she was successful enough in the war against the Glorious Reclamation to claw her way up to the rank of general. She has some regrets, and plenty of nightmares, but is proud of her ability to survive in as hostile a system as she has. She hasn’t spoken to her parents in years—they fled their manor in Corentyn to a summer estate in Vyre, just in time for Ravounel to declare independence. Whether her family are keeping their heads down, fought back against the Silver Ravens and were captured or killed, or just used this opportunity to cut Abdalla out of her life… she doesn’t know and doesn’t particularly care. Now that she is a general, Abdalla regularly volunteers to lead troops into enemy territory, hoping either to win a plot of land to retire to or to be put out of her misery in combat.
General Abdalla Aulorian has survived as long as she has by being able to control her own emotions. She lies habitually, presenting herself as a loyal workhorse for the military and dutiful supplicant to Eiseth. In truth, she deeply resents Eiseth, Cheliax, her family, and herself for her very existence. Abdalla’s rage and self-loathing has been channeled into infernal power. She uses her few spells to augment her own physical abilities and for a modicum of protection. Abdalla never had much patience for ranged weapons, and relies on her soldiers to provide artillery support. Although she is fleet of foot, Abdalla’s gait is awkward due to her mismatched legs, and she finds both running and riding to be difficult. 
Abdalla Aulorian          CR 7 XP 3,200 LE Medium outsider (native) Tiefling bloodrager 8 Init +4; Senses darkvision 60 ft., Perception +11, scent Defense AC 17, touch 10, flat-footed 17 (+7 armor) hp 64 (8d10+16) Fort +7, Ref +2, Will +3; +4 vs. enchantment, fear, poison DR 1/-; Resist cold 5, electricity 5, fire 10 Defensive Abilities blood sanctuary, diabolical arrogance, improved uncanny dodge, infernal resistance Offense Speed 30 ft. (40 ft. unarmored) Melee +1 halberd +12/+7 (1d10+5/x3) Ranged javelin +7 (1d6+3) Special Attacks bloodrage (19 rounds/day, +4 Str, +4 Con, +2 Will, -2 AC) Spells CL 5th, concentration +7 2nd (2/day)—bear’s strength, bull’s endurance, mirror image 1st (2/day)—expeditious retreat, magic missile, phantom blood, protection from good, shield Statistics Str 16, Dex 10, Con 13, Int 12, Wis 12, Cha 12 Base Atk +8; CMB +11; CMD 21 Feats Blind-fight (B), Eschew Materials (B), Improved Initiative, Power Attack, Skill Focus (Bluff), Skilled Rager (Bluff) Skills Bluff +13, Climb +5, Handle Animal +6, Intimidate +6, Knowledge (arcana) +6, Perception +11, Perform (dance) +2, Spellcraft +6, Stealth +15, Survival +12; Racial Modifiers +2 Bluff, +2 Stealth Languages Common, Halfling, Infernal SQ blood casting, bloodline (infernal), fast movement, fiendish sorcery, variant tiefling Gear +1 halberd, +1 breastplate, cloak of elvenkind, silversheen (x2), feather token bird (x2), potion of cure moderate wounds, scroll of spider climb, 3 javelins, dress uniform worth 30 gp, jasper earrings worth 50 gp, 40 sp Special Abilities Variant Tiefling Abdalla has the scent special ability instead of darkness as a spell-like ability.
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pathfinderunlocked · 8 months
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Vulcadaemon - CR17 Daemon
Burn, miserable little worms!
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Artwork by Daniele Mendes on ArtStation.
Daemons in my setting are each associated with a negative emotion that they both create and feed upon. The vulcadaemon is a fiend of arrogance, feeding on those who believe themselves superior to others, and influencing the emotions of those it interacts with to make them look down on lesser beings.
A vulcadaemon's high intelligence is a major source of its sense of superiority, and it studies alchemy and uses it in combat. Vulcadaemons continuously study to find alchemical ways to increase their power and perfect their bodies, and make deals with arrogant mortals who wish to share their knowledge to gain immortality. Rather than taking a mortal's soul in exchange, a vulcadaemon is more likely to ask for a mortal's offspring, infusing the child with magic at a young age or siring a child with the mortal, and taking them as slaves when they reach a useful age. Vulcadaemons have been known to use their magic jar spell to take over a mortal's body in order to sire or bear a child as part of a deal, resulting in a tiefling child with the Pass For Human trait.
Its bombs function like alchemists' bombs but are made from its own fiery feathers, which it plucks from its body, turns into explosive projectiles, and launches at its opponents. Picture Gambit from the X-Men but with feathers instead of playing cards.
This is a multi-phase boss fight. A vulcadaemon starts as a land-based medium creature and can transform into a colossal aerial form, but doing so exacts a significant toll on its body when the effect ends, and also lowers its DR, so it waits to do this until it's in danger and believes flying would be beneficial. I would recommend doing so when it reaches about 150 HP remaining, or when it's suffered some kind of serious debilitating condition.
Sorry for the gigantic text of the Extracts ability. This creature's extracts do actually work somewhat differently than an alchemist's extracts. Notably, it can use extracts of offensive spells, but the range is changed to the ground underneath its reach, instead of the spell's normal range.
It has two things it can do with its swift actions - poison a bomb, or cast wall of fire. Make sure to do one or the other each round.
Vulcadaemon - CR 17
The hunchbacked bird-person has skin that looks like magma. Where its eyes should be are instead pits of dripping liquid flame.
XP 102,400 NE Medium outsider (daemon, evil, extraplanar, fire) Init +11 Senses darkvision 60 ft., detect magic, detect poison, see invisibility; Perception +30
DEFENSE
AC 29, touch 19, flat-footed 20 (+8 Dex, +1 dodge, +10 natural) hp 262 (21d10+147); regeneration 10 (cold) Fort +18, Ref +20, Will +15 DR 15/good or ice Immune acid, death effects, fire, poison Resist electricity 10 Weaknesses vulnerable to cold SR 28
OFFENSE
Speed 30 ft. Melee 2 talons +27 (1d6+5/19–20 plus 1d6 fire) Ranged bomb +29/+24/+19/+14 ranged touch (7d6+9 plus 16 splash) (DC 26 Reflex halves splash) (20 ft. range increment) (24/day) Space 5 ft.; Reach 5 ft. Special Attacks bombs, emerge into flame, smoke form, smoke talons
Spell-Like Abilities (CL 20th; concentration +26)    Constant—detect magic, detect poison, read magic, see invisibility    1/day—summon (level 6, 1 fiendish greater fire elemental 100%)
Extracts Prepared (CL 20th)    1/day—fire storm (x4) (DC 27), magic jar (DC 24), true seeing, quickened wall of fire x3
STATISTICS
Str 21, Dex 26, Con 22, Int 29, Wis 22, Cha 23 Base Atk +21; CMB +27; CMD 45 Feats Blinding Critical (DC 31), Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon), Improved Initiative, Iron Will, Mobility, Skill Focus (craft alchemy), Toughness Skills Acrobatics +29, Craft (alchemy) +53, Fly +32, Intimidate +30, Knowledge (arcana, history, local, nature, planes) +33, Knowledge (dungeoneering, engineering, religion) +30, Perception +30, Sense Motive +20, Spellcraft +30, Stealth +21; Racial Modifiers +14 Craft (alchemy) Languages Abyssal, Draconic, Common, Ignan, Infernal, 5 others; telepathy 100 ft. Gear formula book (fire storm, magic jar, true seeing, wall of fire), spell component pouch
SPECIAL ABILITIES
Bombs (Su) A vulcadaemon can throw bombs as a 14th level alchemist with the Fast Bombs discovery. These bombs are typically created from its feathers. It can use a number of bombs per day equal to 15 plus its Intelligence modifier (typically 24 bombs per day). A bomb counts as a thrown splash weapon, and throwing a bomb is a ranged touch attack with a 20 ft. range increment. Each bomb does 7d6 fire damage plus the vulcadaemon's Intelligence modifier (typically +9), increasing to 8d6 plus twice its Intelligence modifier on a critical hit (typically +18). A bomb deals splash damage to adjacent targets equal to the minimum damage of the bomb (typically 16 damage, or 26 damage on a critical hit). A DC 26 Reflex save halves the splash damage. The save DC is Intelligence-based.
A vulcadaemon can prepare and throw multiple bombs as a full-round action, which functions just like a full-attack with a ranged weapon.
Emerge Into Flame (Su) Once per day, a vulcadaemon can transform into a Colossal flying form made of liquid fire for 2 minutes. This does not require an action, and can be done even while helpless. When a vulcadaemon transforms into this form, it heals 80 hit points, and can remove harmful effects on itself as if it had successfully cast both cleanse and greater dispel magic (targeted dispel) at caster level 20, with a natural result of 20 on the d20 for the dispel check.
While in its emerged form, a vulcadaemon has a 30-ft. space and a 20-ft. reach. It gains a 120 ft. fly speed with good maneuverability (typically giving it a total bonus of +28 Fly) while in this form. It takes the standard -4 penalty to attack rolls and AC, and +4 bonus to CMB and CMD, along with the other typical effects of being Colossal-sized. Its damage reduction is reduced from 15 to 10.
After this effect ends, a vulcadaemon is sickened for 8 hours.
Extracts A vulcadaemon can use a number of extracts, which in many ways function similarly to spells in potion or oil form, and as such their effects can be dispelled by effects like dispel magic. It uses Intelligence as its spellcasting ability score with extracts. An extract immediately becomes inert if it leaves the vulcadaemon’s possession, reactivating as soon as it returns to the vulcadaemon's keeping. An extract, once created, remains potent for 1 day before becoming inert, so a vulcadaemon must re-prepare its extracts every day, which takes 1 minute per extract.
A vulcadaemon possesses a formula book, functioning like an alchemist's formula book, although note that several of its spells are not on the alchemist spell list and are therefore not learnable by alchemists.
A vulcadaemon can only prepare a limited number of extracts per day. Its typical extracts are listed in its statistics above, though when preparing extracts in the morning, it can choose to instead prepare any combination of 9 extracts that are in its formula book. Unlike an alchemist, a vulcadaemon's extracts are not tied to different spell levels - it can simply prepare any 9 extracts per day. This amount is based on its Intelligence modifier.
Unlike an alchemist's extracts, a vulcadaemon's extracts are "cast" by picking up an object (usually one of its feathers, which is treated as always being in hand, similar to a material component), infusing it with magic, and dissolving the object into a burning liquid. The liquid casts the spell upon touching a creature or the ground, so a vulcadaemon's spells can only target itself, a creature within its reach, or the ground underneath itself or underneath a space within its reach, instead of the normal range of the spell. A spell with an area of effect (such as fire storm or wall of fire) emanates out from the targeted ground to its normal area.
Using an extract has the same casting time as the spell, except for quickened wall of fire, which a vulcadaemon can use as a swift action.
Quickened Wall of Fire A vulcadaemon can prepare a wall of fire extract as if with the quickened spell metamagic, reducing its casting time to a swift action.
Smoke Form (Su) A vulcadaemon’s form is typically solid. As a free action it can change to a smoky form or back to solid form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. In smoke form, a vulcadaemon can fly at a speed of 50 feet (perfect). This ability is otherwise similar to a gaseous form spell (caster level 20th), except that the vulcadaemon can use its Smoke Talons ability while in this form.
Smoke Talons (Ex) A vulcadaemon using its smoke form ability can enter a target’s square as a standard action that does not provoke attacks of opportunity. The target must make a DC 26 Fortitude save or inhale part of the creature. Creatures that do not need to breathe are immune to this attack. The save DC is Constitution-based.
As a swift action while a target has inhaled this smoke, the vulcadaemon can cause the smoke inside the victim to solidify into a talon and attacks the target from within, automatically dealing 3d8 points of damage. If the target moves, the vulcadaemon may automatically move with the target; this movement does not count toward the vulcadaemon's movement, and does not provoke attacks of opportunity against or from the vulcadaemon. Each round, the target can attempt another DC 26 Fortitude save to cough out the vulcadaemon's smoke, which ends the smoke claws attack and forces the vulcadaemon into an adjacent square.
Swift Poisoning (Ex) A vulcadaemon can apply vulcadaemon poison to one of its bombs per round as a swift action, causing that bomb to poison a target struck with a direct hit. This poison becomes inert if the bomb is not thrown immediately. The poison is not applied to the splash damage.
Vulcadaemon Poison (Ex) Type poison (injury); Save Fortitude DC 21; Frequency 1/round for 6 rounds; Cure 2 consecutive saves; Effect 1d4 Con and 1d2 Dex
And I have a second image for phase 2 of this fight.
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Artwork by John Pomeroy, from Fantasia 2000, copyright Disney.
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kiiwipops · 27 days
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My DMPC changeling's third form he's taken so far in the campaign. My PCs put this man in a MAID dress. Minnie is enjoying his domestic servant roleplay very much...
ft. the maine coon tabaxi form he adapted to help a player rob a general adventuring store
Tiefling and Leonin forms
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blorbologist · 1 year
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Maggie I'm having thoughts about nothing but your vampire bashter au, I'm just so obsessed! can my hcs you want to share with with class? 😭🙏
I had wanted to wait until I wrote another snippet before answering, but!! Vibes :D
Beau and Yasha get together at a similar point in canon, and Fjord and Jester are also a thing. Beau AND Jester have two hands, though, so when learning the ropes of her new existence (ft. munching on Beau a little and Yasha's awkward vampire tips), it becomes a polycule. Not quite Polynein (Veth and Yeza are their own thing, as are Caleb and Essek, and Cad n Kingsley watch all this a little bemused) but! Complicated vjvkbkb.
Essek and Jester are even closer friends due to sunlight sensitivity, and he likewise gets along better with Yasha, on top of their common ground being from Xhorhas.
Not sure how Jester being on the sea with Fjord is gonna work out - I initially started this AU before the M9 reunion and I loved their dynamic with Kingsley. She might turn into a fruit bat (diurnal species) instead of a nocturnal bat and hang out on the masts during the day because I say so and it's cute. Who needs a parrot when you have a flying fox? But the sunlight thing does mean she spends more time on land with Beau and Yasha.
Beau will find her bat girlfriends in the weirdest places. They'll just conk out in bat form in a pile of laundry, or on a book, or clinging to a painting. As a librarian who dealt with bats often its the weirdest game of hide and seek.
Jestee abuses vampire powers to draw dicks in the weirdest places.
Yasha really, really wants to use her charm powers because she's so awkward. She might use them on some bastards harassing her gfs though. If she doesn't tear them apart first.
Given Yasha is an aasimar, her healing and wings both sting like boiling water when she uses them. Which is actually great for keeping her rage going, to the distress of everyone else. Jester's powers come from Artagan and aren't inhereny holy so she has no trouble.
(Artagan thinks this is the coolest shit.)
(So does Kingsley. No one wants a SECOND vampire tiefling though so they convince him that he can't be a full time pirate and a vampire, which is p sensible. )
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dantenyhpmir · 1 year
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Descent into Avernus Fan Fic
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EXT. FIRST LAYER OF THE 9 HELLS
Maula walking through one of the forests of the 9 hells. The ground is black and fades from maroon to a fiery heat at the very top of the trees. Maula blends in here, more than she'd like. She'd excused herself from the rest of the group. Her armor and dress had ripped during the last battle when her barbarian rage took over and was feeling embarrassed of it. She had kept the cloak Aithur gave her from years ago and had worn it after most of her outfit ripped until she could find something else to wear. 
The newly found tiefling had asked everyone int he party if she could go search for new clothes alone and take some time to herself. There had to be a village near by with some kind of stores. Everyone had agreed but Aithur didn't like the idea of her going alone. He knew she'd be too stubborn to let him go with her though. The two weren't on the same page the way they used to be, Maula was different. Almost fed up with him or expecting him to trick her. It was impossible to miss the new found contempt in the air that she had for him and the undead hobgoblin wasn't sure what to even say anymore. Even with all that, old habits die hard and he had to have her back in case something came to attack. At least that's what he was telling himself.
Maula walked somberly through the woods, it was dark. Luckily for Aithur. The shadow sorcerer always felt at home is the pitch black but she always knew when he was close by. She could feel it in her spine though didn't call attention to it. She missed this, knowing he had her back but couldn't bring herself to say it. She would be comforted by it and then the thoughts would creep back in, 
"He doesn't care for you like that."
"His favourite thing is mind games." 
"You already fell for this."
Her eyes started flickering, she could feel herself getting more and more angry as she thought about it. The rage had started to light but she'd been through this before. She could put it out herself but this time wouldn't have, too. A perfect distraction was emerging as a black and navy blue fog emerged from the ground and started forming in front of her.
 It wasn't Aithur, she always knew his shadowy entrance and this one was much bigger. A real threat to her. The fog formed into a large demon lord towering over her. Standing 9 ft tall was Graz'zt. Maula recognized him right away. It would be hard to mistake him, his skin was a dark navy blue, horns formed all around his head like a crown, pointed ears and fangs hang sharply off his face. His eye glowed the same yellow as hers, his feet were similar too. More upright and animalistic with large talons. Like hers. Three sharp scars along the bottom of his chin. Like hers. He had an extra finger on each hand and worn lower armor only, the same kind Greek soldiers would wear but all in black. His chest was covered in scars which he seemed to want to show off just as much as his form. 
Her natural instinct was to grab her mace and fight immediately but she knew she couldn't beat him. Not that way.
She changed her stance away from amount to pounce to more casual, like she was about to approach a friend. One leg holding her weight, hips for extenuated. Chin down to make her eyes doe eyed. As the fog faded away, his voice bellowed
GRAZZ'ZT: Maula ...
MAULA: Grazz'zt
GRAZZ'ZT: You know of me?
MAULA: I was called every demon lord and devils name under the sun when I would rage as a kid. Of course I know who you are. There's no lore around my name though, how do you know me?
Grazz'zt leans down and snaps his fingers. A repaired dress appears over Maula's body. It fits perfectly 
GRAZZ'ZT: I've been watching you for some time... 
Maula stretches out her arms and twists. The dress moves perfectly with her body. The hole for her tail is exactly the range it needed to be. Like it was designed for her. 
MAULA: Apparently very closely... 
Grazz'zt leans down, tilting his head towards her. Looking down at her lips and then back at her eyes when he says
GRAZZ'ZT: Not close enough for my liking
Maula breaks his gaze, looks down and then back up towards him, much more nervous of how to get out of this situation. Men never had taken her up on wanting to be with her. They usually got scared off after she'd rage.
MAULA: Heh, I think my phase of smooth talking men is over 
She says with a chuckle as she starts to walk around him to continue on her way. As she does she turns. She doesn't actually let him out of her sight. He readjusts himself and stands up straight. 
GRAZZ'ZT: Oh yes, that hobgoblin you're obsessed with 
Maula freezes
MAULA: I'm not obsessed with him
He closes the gab with one step that took her at least three. Standing side by side to her. 
GRAZZ'ZT: Defensive are we?
Maula facing the way she came. She knows Aithur is following behind her, somewhere in the darkness but doesn't know exactly where. She doesn't realize she ends up making direct eye contact with him. Aithur tries to read her face if she wants back up but knows she's usually quick to a fight. If she wasn't brawling yet there was reason to hold back. He knew she could handle it and stayed within the shadows. 
MAULA: Because it's just not true
She says as she turns back to Grazz'zt. He leans down and holds her chin with one of his hands squishing her cheeks slightly. His eye lids half shut, unimpressed. 
GRAZZ'ZT: Prove it 
Maula looks him up and down. Her expression of concern turns to a smirk and she lunges her face towards his with a kiss. She grabs onto his face and leans in tight, she kisses him with her entire body, pulling herself against his body with one long breath.
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Beat.
Grazz'zt wasn't the only one caught back by this. Aithur didn't know how to feel. The Maula he knew before wasn't this confident. A little blood rushed back through his veins, he hadn't felt that in a long time and attempted to ignore it. Whatever that feeling was. Jealously, anger, lust, anything more. It didn't matter. But why did it have to last so long? Why was she not, done yet... 
As she exhales, her lips let go of his. She tilts her head slowly, looking down at his lips and then her eye lids catch up to her eyes as she gives him a look and pulling her body away. Being diligent to not breaking his gaze before turning to walk away again. 
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MAULA: You don't know me. 
Aithur knew she wasn't talking to him but it felt like she was. He wasn't even sure if she knew he was there. 
Maula walking with her back to Grazz'zt now, trying to get some more space between them. He's a bit taken back by her. Holding his jaw while licking the inside of his mouth and pulling it down before smirking and following her. 
GRAZZ'ZT: So if I were looking for him, you'd be able to help your new ... friend
Maula freezes again. How long has Grazz'zt been listening? Does he know Aithur would barely even call her a friend? No, if that were the case he wouldn't be asking her about Aithur's where abouts at all. It's a coincidence. A common word.... A common triggering word. 
MAULA: What do you need with Aithur?
She says sternly. 
GRAZZ'ZT: He's in a bit of debt to a friend of mine, I'd like to help her out 
Maula turning back to Grazz'zt. This time with more concern. 
MAULA: How much does he owe?
GRAZZ'ZT: What do you care? 
MAULA: He paid off my debt, I'd do the same for him 
GRAZZ'ZT: I thought you didn't care for him
Maula's body oozes with fury. Her eyes twitch yellow again but she stops her rage. Grazz'zt can feel it, though it doesn't take a detective to tell. 
MAULA: Fair is fair. 
Aithur in the shadows, still listening intently. He hadn't talked about his world view much though when he had, it was with Maula. He always thought everyone deserved a chance, he just wanted to be the one to win.
MAULA: How much, does he owe?
GRAZZ'ZT: It's not really money, more of him owing his soul. 
Maula turning and walking away 
MAULA: Well we both know that's not mine to give away
GRAZZ'ZT: You wouldn't bring him to me?
Maula looks back at Grazz'zt. She takes a minute before taking off the dress, never breaking eye contact until going for the cloak and covering herself. She gestures for him to take back the dress. Grazz'zt looks at it and back to her. 
Beat. 
GRAZZ'ZT: What if I gave you something you wanted
Maula drops the dress on the ground and keeps walking. 
MAULA: Not interested 
Aithur feels more blood pump through his veins. She hadn't even hesitated. 
GRAZZ'ZT: Not even if it was your human body
Maula stops walking. Grazz'zt catches up to her. Walking very slowly. 
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Beat.
He puts his hands on her shoulders and leans down to talk softly into her ear. 
GRAZZ'ZT: I can give you everything back 
GRAZZ'ZT: Just bring him to me. 
Maula turns back to him. She grins and shuts part of her eye lids. Snapping back into her "role"
MAULA: If you could find me, I'm sure you could find him. 
Grazz'zt smirks at the flattery and snaps his fingers. The dress Maula left reappears on her. 
GRAZZ'ZT: Just think about it. 
He stands up over her. 
GRAZZ'ZT: Bring him to the material plane if you change your mind. 
He tilts his head, his eyes look her up and down. Nothing coy, the intent is clear and bombarding before smiling again
GRAZZ'ZT: I'd be happy to reward you. 
MAULA: Something tells me it would pain you to turn my body human
The dark navy blue fog creeps back in, slowly consuming Grazz'zt. 
GRAZZ'ZT It would be heartbreaking. 
Grazz'zt disappears into the fog as it disbatches. Maula turns around, looking to see if she can sense if he's really left. She looks forward, stretches her arms out then goes to scratch her back. She gestures a sign facing the darkness behind her. Aithur recognizes the sign right away. Even with 2 years apart from each other, he wouldn't forget their secret language they made in case she was in trouble. 
"She knew" He thought before sending the message she had been signing for. 
Inside Maula's head, Aithurs voice appeared. 
AITHUR: Maula?
Internally she responded. She could only use 24 words now. 
MAULA: Turn back, I'll keep going incase he's still watching. I can't have him finding you. 
Beat. 
Aithur swallows.
AITHUR: Thank you. 
He had three words left but couldn't bring himself to say it. Maula couldn't either. She composed herself and kept walking forward. Leaving him in the shadows.
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punkyblooze · 2 years
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A commission for Torekdva on Twitter ft. their Tiefling character: Darien! He's about to take out an evil wizard after chasing him around on his flying bed.
Commissions are open, check out details here:
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baldursgoons · 14 days
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basics.
NAME. circe jazerin. AGE. 50 (immortal). GENDER. genderfluid. she/he/they. SEXUALITY. pansexual. potentially polyam.
physical.
EYES. black sclera and bright green eyes. COMPLEXION. red. RACE. shapeshifting demon. posing as a tiefling. FACE CLAIM. sofia boutella DISTINGUISHED FEATURES. her sharp eyes. her half blonde and half black hair. HEIGHT. 7 ft.
personality.
LIKES. freedom, stealing, maiming, flirting, violence, causing problems, red meat, sex, a good fight, pretty gems, fire. DISLIKES. avernus, her ex, goody two shoes, her wild magic surges, talking about her past, making connections, relationships, taking things too seriously, being ignored. POSITIVE TRAITS. strong, inventive, adaptable, alert, adventurous, charismatic, independent, loyal, passionate. NEGATIVE TRAITS. rash, strongheaded, impulsive, chaotic, unpredictable, violent, ambition, selfish.
more.
CLASS. wild magic sorcerer. with added elements of the curselinger homebrew class. ABILITIES. magical powers, spellcasting, shapeshifting abilities...she can change her body and face from a library of bodies and faces she has created for herself. ranging from her true form to other presentations. there is always a streak of blonde hair and her eyes are always green. she can learn to shapeshift into other people, but they are not perfect copies and not for an extended period of time. BACKGROUND. she comes from the hells, an escapee of sorts.
bio.
circe was born into the hells, created from fire and lust, she worked as a sort of call girl for higher status demons, there was a magic hidden within her. and there was someone who saw promise in her. zelroth blight. she was swept off her feet, and although she gave everything to gain more and more power, she was forced to be zelroth's side piece. this greatly upset her and in a moment of fury she planned her escape. sadly her escape involve the killing of her only friend, whose body and skull were used in the creation of her staff. which ended up being the key to her plan. after a final confrontation and a pretty bad and official break up circe reached her goal and was free. she started a life in faerun, now tasked with being a runaway in hopes her past would not catch up with her, she revels in her freedom. with her best friend always at hand there wasn't something she could not resolve. until she was taken and tadpoled...
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amor-est-potestas · 1 year
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Library DnD Session 2
The Party:
Alex, the Human Wizard
Melody, the Elf Sorcerer-Hexadin
Kim, the DM-piloted Lightborn Cleric
And me - Lester, the Tiefling Warlock
We roll initiative at the top of the session.
Black Dragonborn start crawling out of the woodwork, previously hidden from us. They are becoming increasingly hostile and we are forced to leap into battle with them.
We're doing okay, but are very much helped out by the arrival of two unexpected allies!
Galadin, the Elf Barbarian
Locke, the Human(-ish???) Hexblade Warlock
Turns out we weren't the only ones heading to the Capitol along this road, and this pair want to get through as badly as we do.
The fight goes badly for our enemies and one of them makes a break for it, desperately trying to flee. Lester is so infuriated at having to deal with another runner that he Misty Steps over and murders him with a Chill Touch to the throat.
After all of the Dragonborn are dispatched, Galadin's rage ends and her glazed over eyes return to a normal state. Locke's form seems to change, too. Something about him looks different but we aren't sure what, yet.
Since we are all headed to the same place, we decide to unite as one, larger party and continue along the road to the Capitol.
We have to make camp before much longer. As the sun sets and most of the party get some rest, Galadin spies a Raven nearby. She can still see it by the time she swaps watch-shifts with Melody.
Entirely in-character, Melody sends an Eldritch Blast at the Raven... but it barely flinches! She tries again, and it survives again! It flies off while some members of the party wake from the noise and tell Melody to shut up.
We briefly discuss the strange bird at the beginning of our journey in the morning, but are rudely interrupted by a Young Black Dragon attacking our moving cart!
Just as the session is about to end, Locke and Lester form a plan to make the best of Locke's Pact Weapon. They link hands and each cast Misty Step in succession to teleport 60 ft. in the air - right onto the back of the Dragon!
[End of Session]
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thelibraryofthacey · 3 years
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[Okay this one got away from me a little bit but whatever. I could have cut the Lashing Tail mutation from the tiefling to keep it to one page, but I really wanted 6 of them to fill out a d6. Anyway that's the end of this little elemental theme.]
Heart-Chime Amulet
Wondrous Item, very rare, requires attunement by an aasimar, genasi, or tiefling
This amulet takes the form of a tiny brass bell on a string. It was created by a scholar while researching the unusual processes of reincarnation that lead to birth of planetouched and genasi. The amulet’s intended purpose is unknown, but it unlocks hidden potential in planetouched and genasi wearers.
The amulet’s effects differ depending on your ancestry.
Aasimar
You are immune to radiant damage, instead of resistant.
Heavenly Grace: Whenever you make a saving throw to end a spell or condition affecting you, you make that saving throw with advantage. In addition, you may use the transformation granted by your subrace as a bonus action instead of an action.
Eiremian (negative energy genasi)
You are immune to necrotic damage, instead of resistant.
Calming Presence: Creatures of your choice within 30 ft. of you have advantage on saving throws against being charmed or frightened. In addition, you know the Calm Emotions spell, and can cast it once without expending a spell slot. If you do not already have the ability to cast spells, you use Wisdom as your spellcasting ability modifier for this spell.
Ethumion (positive energy genasi)
You are immune to radiant damage, instead of resistant.
Resilience: Whenever you regain hit points from magic (such as a spell, a potion, or your Wellspring of Life action) roll 1d6. You gain that many temporary hit points. Whenever you restore hit points to another creature using magic, that creature also gains 1d4 temporary hit points.
Ifrit (fire genasi)
You are immune to fire damage, instead of resistant.
Battle Forged: Your inner fire surges outward when you are injured. While you have ½ your maximum hit points or fewer, creatures within 5 ft. of you that hit you with an attack take fire damage equal to your Con bonus, your weapon attacks deal bonus fire damage equal to your Con bonus, and all spells you cast that deal fire damage deal additional fire damage equal to your Con bonus.
Oread (earth genasi)
You gain resistance to acid and poison damage
Petrifying Touch: As an action, you may make a melee spell attack using your Con bonus. On a hit, the target must make a Constitution saving throw, with a DC equal to 8 + your proficiency bonus + your Constitution bonus or become petrified for 1 minute. The target may make a new save at the end of each of its turns, ending the petrification on a success. You can use this ability once, regaining your use of it after completing a short rest.
Sylph (air genasi)
You gain resistance to lightning and thunder damage
Wind Walker: You gain a flying speed equal to your walking speed with the ability to hover.
Tiefling
You are immune to fire damage, instead of resistant.
Fiendish Mutation: When you first attune to the Heart-Chime Amulet, roll 1d6 twice to randomly select two of the following mutations. If you roll the same result twice, you only gain that mutation. Your body alters itself and you gain the listed benefits of your mutations. Whenever you finish a short or long rest, you may either choose one mutation you do not currently have to manifest, or randomly select two mutations to manifest, as described above.
1: Aquatic Adaptation: You gain a swimming speed of 30 ft., and you can breathe both air and water.
2: Claws: You gain retractable claws that are natural melee weapons with the finesse quality. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
3: Fiendish Sprinter: Your feet and legs become powerful and bestial, like those of a satyr or a deinonychus. You may take the Dash action as a bonus action on each of your turns.
4: Lashing Tail: You grow a long, powerful, prehensile tail, or your existing tail elongates and strengthens. The tail can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks as a bonus action: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Depending on the form of the tail, an unarmed strike using it may deal piercing or slashing damage instead of bludgeoning damage. Your DM might allow other simple tasks to be added to that list of options. The tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
5: Natural Armor: Your skin becomes as sturdy as a suit of armor, whether it be a leathery hide, scales, an insectile carapace, or whatever other physicality you choose. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use this natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use this natural armor.
6: Winged: Bat-like wings sprout from your shoulder blades. You gain a flying speed equal to your walking speed while you aren't wearing heavy armor.
Undine (water genasi)
You gain resistance to cold and fire damage.
High Tide: When you take damage that leaves you at ½ your maximum hit points or lower, you may use your reaction to generate a rush of water out from your body. All creatures within 15 ft. of you must make Strength saving throws, with a DC equal to 8 + your proficiency bonus + your Constitution bonus, or take bludgeoning damage equal to 3d8 + your Constitution bonus and be pushed 15 ft. away from you. Creatures that save take half damage and are not pushed. Creatures that are Huge or larger are never pushed, though they may still take damage. Until the end of your next turn, water flows out from you in a 15 ft. radius, creating difficult terrain for creatures on the ground while moving towards you. You can use this ability once, regaining your use of it after completing a short rest.
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Worldbuilding Journal 1: part 5
Baphon Playable Ancestry
 The symbology of Baphomet, the goat-headed, hermaphroditic demon, has always been something that fascinated me. Originally the name was used to accuse the Knight Templars of blasphemy and devil-worship, but the image of Baphomet, and indeed the sabbatical goat, were later adapted by Eliphas Levi into a symbol of balance in all things. Human and beast, man and woman, and so on.
The history of being something the inquisition literally made up to have a reason to arrest and kill all the knight templars has all but been forgotten in the modern era, of course, and many lay-persons believe that the figure is a form of the capital-D Devil, or at the very least one of his minions. To those more knowledgeable, it has become something of a symbol of the occult in it’s various forms, with several different interpretations.
Like many such figures, the name was borrowed for D&D and later Pathfinder, though the D&D version is more of a brutal demigod of minotaurs, with little goat symbolism at all. The pathfinder version attempted to rectify this, citing a story of Baphomet being imprisoned by Asmodeus, wasting away and taking on a more goat-like form before escaping and taking the pentagram and the very maze he was imprisoned in as his own. Still lacking in the occult symbolism of the real-world version, but at least the aesthetics are closer, though he does gain a secretive, conspiratorial edge in this version too, no doubt a reference to occult secret societies.
 In any case, I told you all that so I could then tell you this: fiendish-goat-headed beings are definitely cool enough to be playable. As such, I have set out to make a playable ancestry (just first edition rules for now) out of them. Admittedly, one could use a tiefling or even an aasimar, but I wanted to try my hand at creating a unique species and integrating them into my world.
Originally an isolationist folk from the mountains of the island of High Myran off the western coast of Dothmund, the people that would come to be known as the Baphon were targeted by a bestial demon lord, who believed they could be raised into an army to help conquer the world of Lagun. As such, he sent his cult to corrupt them to his worship.
While they did make excellent soldiers, the baphon were much more interested in the body of mystical knowledge that the cult brought with them, which the cult permitted them access to in the hopes that such dark knowledge would corrupt them further. However, while some did become wicked servants of the cult, others simply absorbed their knowledge, and in the dark of night, set upon the cultists, killing most and driving away the rest.
The baphon did not come out of this unscathed, for while they were free and not bound to the will of a demon lord, occult energies from the rituals they had practiced had seeped into their bones, making them something more, and less, than mortal. However, they also could see that the time of isolation was at an end, for in their ignorance they had nearly become slaves. So while the elders and leaders of their kind still remain on High Myran and other settlements they have established, the young are often struck by wanderlust, seeking to explore and learn from the world, bringing back worldly and otherworldly knowledge to their kin.
 Appearance-wise, baphons resemble humanoid goat people with shaggy fur, though some baphon living in warmer climes have shorter or nonexistent fur on their torso. They also tend to have towering, outward-pointing horns, though some have short or curling horns. Many also possess birthmarks in the shape of occult symbols, or manifest tiny motes of flame or other supernatural phenomena when feeling intense emotions.
 Understanding is key to baphon culture as they collect and absorb information, however, their appearance and mild demonic taint makes establishing bonds with other races difficult sometimes, though they share a special kinship with changelings and tieflings, and to a lesser extend other planar scions and half-blooded peoples.
Though they share a connection with demons, only a small but significant fraction of baphons actually revere the dark powers, with most others instead turning specifically to divinities that rule over knowledge, magic, and the occult. That being said, they are unafraid to delve into forbidden knowledge when the need arises.
 Given the large number of their kind that feel the need to go out and seek new knowledge, it only makes sense that there are many baphon that become adventurers, but not all do so. Baphon tend to favor classes with at least some amount of spellcasting or mystical secrets, but exceptions do exist.
 Baphon Racial Traits:
+2 Dex, +2 Int, -2 Con. Baphon are agile and cunning, but the corruption in their blood has an effect on their health.
Type: Outsider (native)
Size: Medium
Normal Speed: Baphon have a speed of 30 ft.
Darkvision 60ft.
Fiendish Resistance: Baphon gain resistance 5 to cold, electricity, and fire
Mountain-Born: Baphon gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Occult Focus: Baphon gain a +2 bonus to concentration checks to cast psychic spells defensively, and to skill checks to cast occult rituals.
Spell-Like Ability: Baphon gain the ability to cast greater detect magic once per day.
Languages: Bapon begin play speaking Baphon and Common. Baphon with high intelligence score can choose from the following languages: Abyssal, Aklo, Draconic, Infernal, Protean, and Sylvan.
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paperanddice · 2 years
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Dythan is not the only one seeking to reestablish a fallen empire. There's actually at least three active within the Vale alone. Being the inheritor of people from multiple fallen empires while outside the technical control of any modern power means that those who wish to establish themselves see it as open territory. Whether any of them will actually succeed in conquering it remains to be seen.
The empire of Bael Turath is infamous for its ruling class having gained their power through deals with powerful devils. These fiends became the attack force of the nobility and bolstered the nation's armies, but in exchange these nobility were marked with devilish bloodlines. They transformed into tieflings, cambions, or other part-fiends, and through powerful magic that has extended down to their descendants. The Fell Court is the attempt by one such descendant to unit the tieflings of the Vale under one banner and focus their attention on reviving Bael Turath.
Out of the three major empire builders though, the Fell Court is lowest in numbers and weakest in martial power. Its leader is little more than a well connected black marketeer for the moment, running an ever more organized and powerful crime ring under the guise of gathering tieflings in mutual support. Not all members of the Fell Court are tieflings, but tieflings are the only ones who have any real chance of rising to leadership positions, or learning the Bael Turath magic that has been recovered. Blackhearts are one such group, enforcers who carry on the legacy of Bael Turath in the magical abilities they've learned.
Originally from the 4e Monster Vault: Threats to the Nentir Vale. 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 a copy of my premade adventure Rampage of the Map Backed Spider, consider backing me there!
5th Edition
Fell Court Blackheart Medium humanoid (tiefling), any alignment Armor Class 17 (studded leather) Hit Points 51 (6d8 + 24) Speed 30 ft. Str 16 (+3) Dex 20 (+5) Con 19 (+4) Int 13 (+1) Wis 15 (+2) Cha 17 (+3) Skills Acrobatics +9, Deception +5, Perception +4, Stealth +9 Damage Resistances fire Senses darkvision 60 ft., passive Perception 14 Languages Common, Infernal Challenge 3 (700 XP) Blackhearted Scoundrel (1/Turn). The blackheart deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll. Additionally, the target must succeed on a DC 13 Constitution saving throw, or it is magically unable to regain hit points for one minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. Blood Curse. When the blackheart is reduced to 0 hit points while conscious, it can target one creature it can see within 60 feet of it. The target must succeed on a DC 13 Charisma saving throw or be cursed. One of the cursed target's hit dice is expended, and that hit die is not regained when the creature finishes a long rest. Each time the cursed target completes a long rest, it can repeat the saving throw, ending the effect on itself on a success. Actions Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage. Smoke Form. The blackheart can cast gaseous form, targeting itself. Reactions Hellish Rebuke (1/Day). When the blackheart is damaged by a creature within 60 feet of it that it can see, it can cast Hellish rebuke on that creature.
13th Age
Fell Court Blackheart 2nd level spoiler [humanoid] Initiative: +8 Deadly Sickle +7 vs. AC - 4 damage, or 10 damage if the blackheart started its turn in smoke form. Miss: Half damage if the blackheart started its turn in smoke form. Blackhearted Scoundrel: Whenever the blackheart hits a staggered, incapacitated, or weakened enemy, that enemy can’t heal using recoveries (save ends). Blood Curse: When the blackheart drops to 0 hit points, one nearby enemy it can see loses a recovery. Smoke Form: As an action, the blackheart turns itself into smoke until it reverts to its normal form as a quick action or it is reduced to 0 hit points. While in smoke form, the blackheart cannot attack or regain hit points, and it gains resist damage 18+. In addition, missed attacks deal no damage to the blackheart. AC 19 PD 17 MD 14 HP 28
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thecreaturecodex · 2 years
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Tanarukk
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Image © Wizards of the Coast
[The tanarukk originated in the Forgotten Realms, as part of the lore surrounding Hellgate Keep and Myth Drannor. In 4th edition, they emerged into the wider D&D canon in Monster Manual 3, which made them an actively engineered species, as opposed to a more naturally occurring hybrid of orc and demon. 5e doubles down on the “actively engineered” part, but moves them back into orc society. My statistics are mostly based on the 5e version, but I gave them a few spell-like abilities to reflect the “affect normal fires” power of the originals.]
Tanarukk CR 5 CE Outsider (native) This humanoid creature resembles an oversized orc, with sharp teeth and an impressive set of horns. His body is covered in gray scales, matted hair and irregular bony spurs.
A tanarukk is an orc with a fiendish bloodline, transformed into a true monster through maledictions made to a demon lord. Not all orc tieflings become tanarukks. Only by bathing the infant in the blood of a humanoid sacrifice while chanting prayers to a demon lord or similar power can a tanarukk be created. The tanarukk’s body warps in order to reflect the patronage to whom they are dedicated—curving, bull-like horns are common, as many tanarukks are made in the name of Baphomet.
A tanarukk is an overwhelming physical combatant, using sheer strength and endurance to crush opponents. They can move in the blink of an eye, closing the gap to hammer archers or spellcasters, and when injured, they only become more lethal. Tanarukks can manipulate flame, and they use these powers on the rare occasions they cannot reach an enemy to tear them apart with weapons or teeth.
Because of their physical strength and raw charisma, many orc chieftains view tanarukks as dangerous tools. They are kept on a short leash, sometimes literally, and may be locked away or otherwise imprisoned when not on the battlefield. A tanarukk can certainly rise to power, and those that do typically form coalitions with others of their kind, creating a caste system of tanarukks on top, “ordinary” orc tieflings with some privileges, and orcs without fiendish bloodlines as chattel.
Tanarukks advance via class levels. Most are fighters and barbarians. Some with more patience become spellcasters, particularly sorcerers or oracles. Spellcasting tanarukks are often referred to as “fire speakers”, and keep regular orcs in line with fiery magic.
Tanarukk                 CR 5 XP 1,600 CE Medium outsider (native, orc) Init +1; Senses darkvision 60 ft., Perception +7 Defense AC 17, touch 11, flat-footed 16 (+1 Dex, +4 natural, +2 armor) hp 52 (5d10+25) Fort +6, Ref +5, Will +5 DR 5/magic; Immune poison; Resist fire 10; SR 16 Defensive Abilities ferocity Statistics Speed 30 ft. Melee masterwork greataxe +10 (1d12+6/x3), bite +4 (1d8+2) or bite +9 (1d8+6) Special Attacks unbridled fury Spell-like Abilities CL 5th, concentration +7 3/day—produce flame 1/day—pyrotechnics (DC 14) Str 18, Dex 13, Con 20, Int 9, Wis 9, Cha 14 Base Atk +5; CMB +9; CMD 20 Feats Cleave, Iron Will, Power Attack Skills Climb +12, Intimidate +10, Knowledge (planes) +7, Perception +7, Swim +12 Languages Abyssal, Orc SQ aggressive movement Ecology Environment any land or underground Organization solitary, pair, patrol (3-6) or tribe (3-12 plus 20-200 orcs plus 50% noncombatants) Treasure standard (leather armor, masterwork greataxe, other treasure) Special Abilities Aggressive Movement (Ex) A tanarukk can moves up to its speed as an immediate action once per day. Unbridled Fury (Ex) A tanarukk gains a +2 morale bonus on attack rolls and melee damage rolls against opponents that have dealt damage to that tanarukk in the last round.
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pathfinderunlocked · 5 months
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Shadeflesh Assailant - CR17 Shifter/Shadowdancer
An NPC based on Meliodas from the Seven Deadly Sins anime.
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Artwork by SonimBlenim on DeviantArt.
There's something compelling to me about anime-style combatants that don't wear armor. I'm always trying to do that with my own player characters, and this time I did it with an NPC.
This character is a fiendflesh shifter, an unusual shifter archetype. There are almost no published shifter NPCs in the first place, so a regular shifter probably would have been a useful stat block for me to publish already, without giving it an edgy archetype and multiclassing into shadowdancer. Oh well!
It has a custom magic item that gives it 1/3 spellcasting, the shadespell earrings. I also gave it a third-party spell, shadow mage armor, published by The Knotty Works. Its powerful and expensive equipment, plus its unusually high ability scores, increase its CR by 1. However, because so much of its equipment is in the form of magic tattoos, it still only gives slightly more treasure than a typical CR17 humanoid enemy.
It only casts Shadow Weapon if an ally needs a weapon, and only casts Umbral Gear if it needs something other than a weapon. If it gets disarmed, it can just use its claws or spells.
The tiefling version of Smite Good interacts interestingly with the defile armor spell. Because the smite effect ends as soon as a tiefling makes a successful attack, a shadeflesh assailant prefers to smite at the end of its turn and then attack at the start of its next turn, instead of smiting right before the attack. Defile armor is mostly just useful for the AC, though.
Sorry for the one billion class features. This is what happens when I try to follow the rules for PC character creation when making an enemy NPC. I even left out some of the shifter abilities that it'll never use, like track and wild empathy.
When running this creature in combat, you probably want to start off the fight with Fiendish Aspect and shadowform, using the weaker buff spells only if you have rounds to spare. Illusions, darkness, and Shadow Jump might give you those rounds to spare, though. Shadow evocation is probably best used to cast controlled fireball, or maybe wall of fire if you need to separate creatures from each other. Don't use it to cast wall of ice unless you want to spend the rest of your session trying to wrap your brain around how walls that are 20% real work when something hits them.
Shadeflesh Assailant - CR 17
Garbed in swirling shadows of physically manifested darkness which have formed themselves into claws and wings, this swordsman stares intently. A dark sigil is branded into his forehead.
XP 102,400 Tiefling, fiendflesh shifter 9 / shadowdancer 8 NE Medium outsider (native) Init +8 Senses see in darkness; Perception +21
DEFENSE
AC 31, touch 25, flat-footed 26 (+4 defensive instinct, +4 Dex, +1 dodge, +4 mage armor, +2 natural, +6 Wis); +4 vs. AoO hp 217 (17d10+119) plus 28 temp hp Fort +18, Ref +16, Will +15; +1 vs. illusion spells Defensive Abilities defensive instinct, defensive roll, evasion, improved uncanny dodge, shadow duplicate (4/day), slippery mind Resist cold 5, electricity 10, fire 10
OFFENSE
Speed 30 ft. Melee +3 falchion +24/+19/+14 (2d4+12/18–20) or 2 claws +23 (1d6+6) Special Attacks fiendish aspect, shadow jump, smite good
Shadowdancer Spell-like Abilities (CL 8th; concentration +11) 4/day—silent image (DC 15, see Shadow's Embrace text) 3/day—shadow conjuration (DC 18) 1/day—shadow evocation (DC 19)
Runeward Tattoo Spell-like Abilities (CL 17th; concentration +20) At will—detect magic (illusion auras only)
Spells Prepared (CL 6th; concentration +12) 4th (2/day)—greater false life (already cast), shadowform (DC 21) 3rd (3/day)—communal protection from good, defile armor, unholy ward 2nd (5/day)—corpse lanterns, desecrate, false life (x2), shadow mage armor (already cast, see text) 1st (6/day)—dark whispers, darting duplicate (x4), shadow weapon
BASE STATISTICS
Without shadow mage armor, the shadeflesh assailant's statistics are: AC 24, touch 20, ff 24; Skills Stealth +26
STATISTICS
Str 23, Dex 18, Con 22, Int 10, Wis 23, Cha 16 Base Atk +15; CMB +21; CMD 42 Feats Combat Expertise, Dodge, Inscribe Magical Tattoo, Iron Will, Mobility, Power Attack, Shadow's Embrace, Spell Focus (illusion), Toughness Skills Acrobatics +17, Bluff +18, Climb +8, Craft (calligraphy) +8, Disguise +11, Fly +14, Knowledge (planes) +14, Linguistics +4, Perception +21, Perform (dance) +8, Stealth +30, Swim +12; Racial Bonuses +2 Bluff, +2 Stealth Languages Abyssal, Common, Druidic, Infernal, Necril SQ hide in plain sight, rogue talents (shadow duplicate, umbral gear), shifter claws Combat Gear +3 falchion, aquatic ring of resistance +2, runeward tattoo (illusion), swirling smoke tattoo, weapon tattoo, shadespell earrings
SPECIAL ABILITIES
Defensive Instinct (Ex) When unarmored, not using a shield, unencumbered, and conscious, a shadeflesh assailant adds its Wisdom bonus (typically +6) to its AC and CMD. If it is wearing nonmetal armor or using a nonmetal shield, it instead adds half its Wisdom bonus to her AC (typically +3). In addition, the shifter gains a +4 bonus to her AC and CMD regardless of armor. These bonuses are already included in its statistics above.
These bonuses to AC apply even against touch attacks and when the shadeflesh assailant is flat-footed. It loses these bonuses when it is immobilized or helpless.
Defensive Roll (Ex) Once per day, a shadeflesh assailant can attempt to avoid a lethal blow. When it would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the shadeflesh assailant can attempt to roll with the damage by attempting a Reflex saving throw (DC = damage dealt). If the save succeeds, the shadeflesh assailant takes only half damage from the blow; if the save fails, it takes full damage.
The shadeflesh assailant must be aware of the attack and able to react to it in order to execute its defensive roll—if it is denied its Dexterity bonus to AC, it can’t use this ability. The shadeflesh assailant's evasion ability does not apply to the defensive roll.
Fiendish Aspect (Su) A shadeflesh assailant can temporarily transform its body into an amalgam of otherworldly evil creatures as a swift action. While in this form, it gains a gore natural attack that deals 1d6 points of damage, shadowy wings that grant a fly speed of 30 feet (average maneuverability), and DR 2/good.
Additionally, each time a shadeflesh assailant uses Fiendish Aspect, it can choose to gain one of the following benefits:
Acid resistance 10 and a +4 profane bonus on saves against disease
Its electricity resistance doubles to 20
Its fire resistance doubles to 20
A shadeflesh assailant can maintain this form for 12 minutes per day. The duration does not need to be consecutive but must be spent in 1-minute increments.
Hide in Plain Sight (Su) A shadeflesh assailant can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, it can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
Shadow Duplicate (Su) Four times per day as an immediate action when the shadeflesh assailant is hit, it can create a single shadow duplicate of itself, as per mirror image (caster level 17). The GM randomly determines whether the attack hit the shadeflesh assailant or the shadow duplicate. The shadow duplicate lasts for 17 rounds, or until the shadow duplicate is dispelled or destroyed. This ability does not stack with the mirror image spell.
Shadow's Embrace (Sp) By spending a use of its silent image shadowdancer spell-like ability, a shadeflesh assailant can instead cast darkness centered on itself. As a standard action, it can raise or lower the illumination level of the effect, from darkness up to normal light.
Shadow Jump (Su) A shadeflash assailant can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadeflesh assailant can jump up to a total of 160 feet each day in this way; this may be a single jump of 160 feet or multiple smaller jumps. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Shifter Claws (Su) A shadeflesh assailant's claws count as magic, evil, cold iron, and silver for the purposes of overcoming damage reduction.
Slippery Mind (Ex) If a shadeflesh assailant is affected by an enchantment spell or effect and fails its saving throw, it can attempt it again 1 round later at the same DC. It gets only this one extra chance to succeed on its saving throw.
Smite Good (Su) Once per day, a tiefling with this racial trait can smite a good-aligned creature. As a swift action, the tiefling chooses one target within sight to smite. If this target is good, the tiefling adds its Charisma bonus (typically +2) to attack rolls against the target and gains a bonus on damage rolls against the target equal to the tiefling's number of Hit Dice (typically +17). This effect lasts until the first time the tiefling successfully hits its designated target.
Spellcasting Thanks to its shadespell earrings, a shadeflesh assailant is considered a prepared divine spellcaster, gaining spell slots at the same rate as a ranger. Like a ranger, it uses Wisdom for spellcasting, and its caster level is 3 lower than its actual level.
A shadeflesh assailant draws its spells from the antipaladin spell list, as well as any illusion and necromancy spells on the witch spell list. If a spell appears on both spell lists at different spell levels, a shadeflesh assailant uses the lower spell level.
The shadespell earrings count as a holy symbol when casting spells with a divine focus component.
Summon Shadow (Su) A shadeflesh assailant can summon a shadow, an undead shade. Its statistics are described below. This shadow serves as a companion to the shadeflesh assailant and can communicate intelligibly with the shadeflesh assailant.
If a shadow companion is destroyed, or the shadeflesh assailant chooses to dismiss it, the shadeflesh assailant must make a DC 15 Fortitude save or gain one permanent negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Swirling Smoke Tattoo A shadeflesh assailant wears a swirling smoke tattoo. If the tattoo is visible when the shadeflesh assailant is hit by a melee or ranged attack or when the bearer fails a Reflex save, the shadeflesh assailant can activate the tattoo to shroud itself in mist as an immediate action. This imposes a 20% miss chance on attacks made against the bearer. On a failed Reflex save, it grants the ability to reroll the Reflex save and gain a +4 bonus.
The shadeflesh assailant can use the tattoo's ability three times per day.
Umbral Gear (Su) As a standard action while in an area of dim light or darkness, a shaeflesh assailant can coalesce wisps of shadow into a quasi-real, functional item. It can choose whether to make a crowbar, 50 feet of silk rope, a glass cutter, a light melee weapon with which she is proficient, a reversible cloak, thieves’ tools, or a wire saw; the GM may allow other similar items. The shadeflesh assailant can use such items for 27 minutes per day. This duration does not need to be consecutive, but it must be used in 1-minute increments.
An item created with this ability remains until the shadeflesh assailant is no longer touching it, or until it runs out of duration for this talent, at which time it dissolves.
Weapon Tattoo A shadeflesh assailant wears a weapon tattoo. This tattoo can store one medium weapon, typically its +3 falchion. Storing a weapon in the tattoo is a full-round action, but removing a weapon from the tattoo is only a swift action.
Shadow Companion
NE Medium undead (incorporeal) Init +2 Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) hp 108 (half of master's hp; 3 HD) Fort +12, Ref +12, Will +6; +4 vs. positive energy Defensive Abilities incorporeal, channel resistance +2 Immune undead traits, turn undead, command undead
OFFENSE
Speed fly 40 ft. (good) Melee incorporeal touch +17 (1d6 Strength damage) Special Attacks create spawn
STATISTICS
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15 Base Atk +15; CMB +17; CMD 30 Feats Dodge, Skill Focus (Perception) Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light) Languages Common, Necril
SPECIAL ABILITIES
Strength Damage (Su) A shadow companion’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
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