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#str 8 dex 14 con 12 int 16 wis 12 cha 16
xiewho · 1 month
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i am not immune to the temptation of making a fhsona. template made by @cloudmancy n can be found here !!
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metafoldmaze · 3 days
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Day 29: Hypno
behold the god of knowledge! been enjoying watching him play Elden Ring lately :]
@hermitadaymay
edit: my brother built him in 4th edition D&D for today! i've placed the character sheet under the cut.
Hypno, Level 9 Githzerai Avenger
Str 11 AC 24
Con 12 Fort 18
Dex 20 Ref 22
Int 11 Will 22
Wis 20 Initiative: +15
Cha 8
Hp: 66 Bloodied: 33 HSV: 16
Healing Surges: 8/8 Speed: 6
Weapons: Falchion: +15 vs. AC, 2d4+7 damage.
Languages: Common, Deep Speech
Skills: Acrobatics +16, Athletics +6, Heal +14, Religion +9, Stealth +14
Githzerai:
Danger Sense: You gain a +2 bonus to Initiative checks.
Defended Mind: You gain +2 to saving throws against effects that daze, dominate, or stun.
Shifting Fortunes: When you use your Second Wind, you can shift 3 squares as a free action.
Iron Mind (1/1 per encounter): Immediate Interrupt, when you are hit by an attack, you gain a +2 bonus to all defenses until the end of your next turn.
Avenger:
Armor of Faith: When you are neither wearing heavy armor nor using a shield, gain +3 AC.
Censure of Pursuit: If your Oath of Enmity target moves away from you willingly, you gain a +7 (2+Dex) bonus to damage rolls against them. (4+Dex at 11, 6+Dex at 21).
Channel Divinity: Once per encounter, you can use a Channel Divinity power. You have the Abjure Undead and Divine Guidance powers.
Oath of Enmity: You have the Oath of Enmity power.
Oath of Enmity (1/1 per encounter):
Minor, Close Burst 10, targets one enemy in the burst that you can see.
Effect: When you make a melee attack against the target and they are the only enemy adjacent to you, make two attack rolls and use the better result. This effect lasts until the end of the encounter or until the target drops to 0 Hp, at which point you regain the use of this power. If another effect lets you roll twice and take the higher result, this power has no effect on that attack. If another effect forces you to roll twice and take the lower result, this power has no effect on that either. If another power lets you reroll an attack roll and you rolled twice because of this power, reroll both dice.
Channel Divinity (1/1 per encounter):
Abjure Undead:
Close Burst 5, One undead creature in burst, +12 vs. Will, 4d10+7 Radiant damage, and you pull the target 6 (1+Wis) squares. The target is also Immobilized until the end of your next turn.
Miss: Half damage, and you pull the target 1 square.
Divine Guidance:
Immediate Interrupt, Close Burst 10: When an ally within 10 squares of you makes an attack roll against your Oath of Enmity target, they can roll twice and use either result.
Equipment: +2 Vicious Falchion, +2 Ghostphase Cloth Armor, +2 Holy Symbol, +2 Amulet of Protection, Standard Adventurer’s Kit
Magic Items:
Vicious Falchion: +2d12 damage on crit
Ghostphase Armor: Daily, Minor: Become Insubstantial until the end of your next turn.
Feats: Versatile Expertise: +1 to attack rolls with Heavy Blades and Holy Symbols (+2 at 11, +3 at 21).
Melee Training: Use Wisdom instead of Strength for Melee Basic Attacks.
Improved Initiative: Gain +4 to Initiative checks.
Miryath’s First Strike: The first time you hit a creature that has not acted yet during the encounter, that creature takes 6 (1+Wis) extra Psychic damage. (2+Wis at 11, 3+Wis at 21).
Rapid Assault: On your first turn during an encounter, you gain a +2 bonus to damage rolls with melee attacks. (+4 at 11, +6 at 21).
Powers:
Bond of Pursuit:
+15 vs. AC, 2d4+7 damage, and if the target doesn’t end its next turn adjacent to you, you can shift 6 (1+Dex) squares as a free action, and must end that shift adjacent to the target.
Radiant Vengeance:
Ranged 10, +12 vs. Reflex, 1d8+7 Radiant damage, and you gain 5 (Wis) Temporary Hp.
Whirlwind Charge (1/1 per encounter):
+15 vs. AC, 4d4+7 damage.
Special: You can use this in place of a melee basic attack when charging. If you do, you gain +4 to AC against Opportunity Attacks you provoke during the charge.
Sequestering Strike (1/1 per encounter):
+15 vs. AC, 4d4+7 damage, and you teleport the target 6 (1+Dex) squares. You then teleport to a space adjacent to the target.
Blade Step (1/1 per encounter): +15 vs. AC, 4d4+7 damage, and you teleport 10 squares to a space that must be adjacent to an enemy.
Resonant Escape (1/1 per encounter):
Immediate Reaction, when you are hit or missed by a melee attack, you can teleport 3 squares.
Aspect of Might (1/1 per day):
+15 vs. AC, 6d4+7 damage.
Miss: Half damage.
Effect: Until the end of the encounter, you gain a +5 bonus to Athletics checks, a +2 bonus to Speed, and a +2 bonus to the damage rolls of melee attacks.
Bond of Foresight (1/1 per day):
+15 vs. AC, 4d4+7 damage.
Miss: Half damage.
Effect: When the target hits or misses you or shifts, the target provokes an opportunity attack from you (Save ends).
Aspect of Speed (1/1 per day):
Effect: Before and after the attack, you shift 5 squares. +15 vs. AC, 4d4+7 damage.
Miss: Half damage.
Wrath of the Divine (1/1 per day):
Immediate Reaction, Close Burst 10. When an enemy scores a critical hit against you, your Oath of Enmity target takes Radiant damage equal to the critical hit’s damage if they are in the burst.
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soylent-crocodile · 2 months
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Faller (Monster)
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(ISOPOD by Anastasia Berseneva)
CR9 TN Medium Monstrous Humanoid HD12
(As the name may suggest, these were built from the ground up as an terrestrial whalefall specialists, with the various giant beasties of pathfinder substituting for whales. I actually used fallers as a placeholder name but got attached to it, so here they are! They're up there in CR so that a caravan of five of them puts up a genuine threat for someone who might fight an Adult Red Dragon.
Also I don't love this art for fallers, but it was the most buggy of the bipedal isopods i could find.)
Fallers are wandering nomads who specialize in feeding on the carcasses of great beasts, such as giants, dragons, and large dinosaurs. They live in family groups of up to a dozen individuals and have no leader, employing an anarchic decision making process that may see these groups splitting and reforming as different individuals take different paths. A faller caravan’s lifestyle consists of divining the location to various monster falls and then traveling, possibly hundreds of miles, to such a banquet. Upon reaching such a corpse, they will claim it, defend it, and slowly harvest and feed off it until such a time as it grows thin and they must move on to fresher falls. It’s noteworthy that, due to their powerful innate divination magic, a group of fallers may set camp for a death before it occurs. Generally, these divinations hold true, and fallers find a warm corpse at their destination, but twists of fate are not unheard of, and fallers are generally prepared for battle if need be. Fallers are frequently seen ushering giant flies, which serve as a combination of pet and mount, enabling them to engage flying enemies and scout high-up or hard to reach places. These flys are surprisingly docile and loyal in a faller’s hands. 
Fallers are known to come into conflict with adventuring parties over the spoils of the latter’s conflicts; adventurers regularly stake claim to the loot and parts of a particularly dangerous foe, but fallers consider themselves owed the rewards of such a struggle, and practically speaking, are often unable to relocate to a new corpse before the threat of starvation looms. Unfortunately for many adventurers, fallers are trained combatants, and a particularly undiplomatic group of them may spell doom for an adventuring party soon after a proud triumph. Finally, fallers have been known to come into conflict with the cultures dragons and similar great beings surround themselves with; claiming the corpse of a lone dinosaur is one thing, but disassembling and eating a corpse may be less welcome when it’s the corpse of an important leader or respected member of a community. For this reason, cultures led by dragons frequently adopt a kill-on-sight principle for fallers, and kobolds in particular are known to litter a faller’s anticipated path with the most lethal and cruel traps they can manage. 
Despite this, faller’s oracular abilities are also known to a few peoples, and some cultures seek out such beings to ask questions, sometimes deliberately luring them by killing a large animal. Fallers are a practical and isolationist type, however, and must be provided some benefit to expend their divining abilities; especially since such abilities are necessary for their way of life.
Fallers' endonym is a series of rasps and hisses unpronounceable to the average mammal or reptile.
This hunched over biped has a hard, segmented shell on its back, a number of segmented limbs, and large black eyes.
Misc- CR9 TN Medium Monstrous Humanoid HD12 Init:+4 Senses: Perception:+22 Scent, Darkvision 60ft Stats- Str:22(+6) Dex:19(+4) Con:23(+6) Int:15(+2) Wis:24(+7) Cha:16(+3) BAB:+12/+7/+2 Space:5ft Reach:5ft Defense- HP:138(12d10+54) AC:24(+4 Dex, +2 Armor, +8 Natural) Fort:+12 Ref:+12 Will:+15 CMD:38 Resist: Acid 10, Cold 10 Immunity: Disease Special Defenses: DR2/Bludgeoning Offense- mwk Glaive +19/+14/+9(1d10+9/x3) or Net +18(Entangle, 10ft) or 2 Claw +16(1d6+6 plus trip) CMB:+18 (+2 Racial bonus to trip) Speed:30ft Special Attacks: Studied Target +3 (Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, Survival; Move or Swift Action) Feats- Great Fortitude, Endurance, Point-Blank Shot, Vital Strike, Power Attack (-4/+8), Quick Draw Skills- Climb +15, Knowledge (Dungeoneering) +14, Knowledge (Geography) +14, Knowledge (Nature) +14, Perception +22, Ride +13, Survival +22 Spell-like Abilities- (Caster Level 11, Concentration +14) Augury, Invisibility Purge, Sanctify Corpse 3/day Dispel Magic, Find the Path 1/day Divination 1/week Special Qualities- Ferocity Ecology- Environment- Any Languages- Faller Organization- Pair (2), Caravan (4-6 Fallers, 0-3 Giant Horseflies) Treasure- Standard Special Abilities- Studied Target (Ex)- A faller may use the Studied Target ability as a 10th level Slayer.
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thecreaturecodex · 19 days
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Skelm, Palace
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Image © Paizo Publishing, accessed at Archives of Nethys here
[Talking with me during the development of her red hag, @soylent-crocodile referred to it as "a species of Starscreams". Which is a great description, and also an accurate assessment of the palace skelm. Although it's obvious that Grima Wormtongue is also a major influence on this PF2e monster. The fact that palace skelms and red hags are the same CR and would absolutely hate each other is the icing on the cake for me.]
Palace Skelm CR 8 LE Monstrous Humanoid This humanoid figure is almost human, except for the pair of gleaming antlers growing from his skull. He is dressed in fine noble’s clothing.
Palace skelms are creatures that delight in the corruption of power. They often are found among military officers and politicians, some of whom transformed into skelms in that position. Palace skelms spend their time either jockeying for power or abusing the power that they do have, treating their subordinates with casual cruelty. A palace skelm is an excellent liar, and they can even insert their words into the mouths of others. They encourage competition, jealousy and paranoia in any court they find themselves in, turning functioning governments into a den of vipers to exploit. They are ostentatious by nature, and frequently flaunt their wealth and status with finery.
Most palace skelms prefer to exert power from behind the throne, ingratiating himself to a ruler and warping their perceptions so that they only trust the skelm. Coups and political upheavals are dangerous for palace skelms, as they simultaneously allow for more opportunities to inflict suffering while increasing the risk of the skelm’s true nature being exposed, or of the skelm losing their grasp on what power they have. Palace skelms have a tendency to self-sabotage, as their interlocking schemes can spiral out of their control, and their answer to being caught in the act is usually murder.
Palace Skelm     CR 8 XP 4,800 LE Medium monstrous humanoid Init +4; Senses Perception +16, scent
Defense AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) hp 102 (12d10+36) Fort +7, Ref +12, Will +11; -2 vs. emotion effects DR 10/cold iron
Offense Speed 30 ft. Melee gore +18 (1d12+6 plus trip), slam +18 (1d6+6) Special Attacks incite violence Spell-like Abilities CL 8th, concentration +13 (+17 casting defensively) Constant—tongues At will—message, paranoia (DC 17) 3/day—clairaudience/clairvoyance, enthrall (DC 17), invisibility, suggestion (DC 18) 1/day—charm monster (DC 19), curse of the outcast (DC 21), private sanctum
Statistics Str 23, Dex 18, Con 17, Int 18, Wis 17, Cha 20 Base Atk +12; CMB +18 (+20 trip); CMD 32 (34 vs. trip) Feats Combat Casting,Combat Expertise, Deceitful, Improved Trip, Improved Vital Strike, Vital Strike Skills Bluff +21, Disguise +21, Diplomacy +14, Intimidate +21, Knowledge (local, nobility) +14, Perception +16, Sense Motive +13, Sleight of Hand +13, Stealth +16; Racial Modifiers +4 Intimidate Languages Aklo, Common, tongues SQ change shape (Small or Medium humanoid, alter self), corrupt speech, skelm traits
Ecology Environment urban Organization solitary Treasure standard
Special Abilities Corrupt Speech (Su) As an immediate action, a palace skelm can corrupt the speech of a creature within 30 feet. The skelm can say up to twelve words and makes a Bluff check as opposed to the Perception of other creatures that can hear the original speech. If the skelm succeeds, the perceiving creatures hear the palace skelm’s words come out of the speaker’s mouth. If the skelm fails, they hear the original speech. If the Perception check succeeds by more than 5, the perceiving creature hears both phrases, and knows that the skelm spoke the words. If the skelm’s Bluff check against a target succeeds by 5 or more, the skelm can cast suggestion or paranoia on that target as part of the same action. A skelm cannot use a spell-like ability on multiple targets in this way at a time, even if it successfully deceives multiple creatures. Incite Violence (Su) As a standard action once per day, a palace skelm can incite violence in all creatures that can hear it within 30 feet. If a creature fails a DC 21 Will save, it makes a melee attack against an adjacent creature of the skelm’s choosing, choosing its most powerful weapon or natural attack if it has multiple. If a skelm uses this ability and an affected creature has no creatures adjacent to it, the creature is instead stunned for 1 round. This is a mind-influencing, compulsion, sonic effect, and the save DC is Charisma based.  Skelm Traits (Ex) A skelm gains a +4 racial bonus on Intimidate checks and a -2 penalty on saving throws against emotion effects.
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thirdtofifth · 11 months
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Protean Scourge Medium monstrosity (shapechanger), neutral evil Armor Class 17 (natural armor) Hit Points 161 (19d8 + 76) Speed 40 ft., climb 10 ft. Str 20, Dex 17, Con 19, Int 14, Wis 14, Cha 19 Damage Immunities poison Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Condition Immunities petrified, poisoned Senses darkvision 60 ft. passive Perception 12 Languages Abyssal, Common, Infernal Challenge 12 (8400 XP) Magic Resistance. The protean scourge has advantage on saving throws against spells and other magical effects. Shapechanger. The protean scourge can use its action to polymorph into a Small or Medium humanoid, or back into 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. Spellcasting. The protean scourge is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The protean scourge has the following sorcerer spells prepared: Cantrips (at will): dancing lights, mage hand, prestidigitation 1st level (4 slots): charm person, color spray, mage armor 2nd level (3 slots): mirror image, scorching ray, spider climb 3rd level (3 slots): blink, haste 4th level (2 slots): greater invisibility Actions Multiattack. The protean scourge makes either two attacks with its claws and one attack with its gore; or three attacks with its scythe and one attack with its gore. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Scythe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Reactions Split. When the protean scourge is subjected to damage, it splits into two new protean scourges if it has at least 10 hit points. Each new protean scourge has hit points equal to half the original protean scourge's, rounded down. Each new protean scourge can cast spells, but they share a pool of spells per day as if they were one creature. The two protean scourges can recombine in a process that takes one minute and requires both protean scourges to be within 5 feet of each other. The separate protean scourges are incapacitated while recombining, and only two protean scourges who were originally separated from each other can recombine.
These deadly shapechanging assassins are often mistaken for denizens of the Abyss. With abnormally-long legs and pebbly red skin, the confusion is understandable. They love killing above all else, and seek out opportunities to do so, happily submitting to the service of evil warlords and the like to sate their bloodlust. These thoroughly-cruel creatures stand around 7 feet tall and weigh 200 pounds.
Originally from the Monster Manual III
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commander-yinello · 6 months
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Rangerlock Wyll Build
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Theorycrafted how I'd make Ranger/Warlock Wyll in game. The idea is that once he knows he will be released from the pact at some point (at the end of act 2), which allows him to get acquainted with the ranger class while still using his warlock powers.
TL;DR: Fighter 2, Beast Master Ranger 5, Pact of the Blade Warlock 5. Hits nice and hard.
Light spoilers for the epilogue and my build under the cut.
We know from the epilogue from the Blade!Wyll ending that:
He became a ranger and has a wolf named Lily, which means he took the Beast Master subclass
He uses shortswords which means he is a Two Weapon Fighter
And he had to unlearn using his warlock powers, which means he kept using them till it was over.
With that in mind, the optimal build I think for Rangerlock Wyll is Beast Master Ranger 5, Fiend Pact of the Blade Warlock 5, Fighter 2. Here's how I would level him. (Note: Everything here is purely my opinion, you should definitely pick and rearrange whatever you like more.)
Level 1: Start with Fighter so you get access to heavy armor.
8 Str, 16 Dex, 14 Con, 8 Int, 10 Wis, 17 Cha.
Take Two Weapon Fighting Style (or Dueling or Great Weapon Fighting if you prefer that more. Dueling allows Wyll to hold a shield) and whatever skills you fancy.
Level 2: Continue with Warlock.
Patron: The Fiend.
Cantrips: Eldritch Blast + Friends if you're the party leader, or Mage Hand if no one else has it.
Spells: Hellish Rebuke and Hex. Use Hex: Strength at the beginning of every fight. Use Eldritch Blast when you can't reach the enemy.
Level 3: Warlock 2.
Eldritch Invocations: Agonising Blast and Beguiling Influence if you're the party leader, or Devil's Sight.
Spell: Armor of Agathys.
Level 4: Warlock 3. Pact Boon: Pact of the Blade. From now on, always bind your weapon after every Long Rest (important!).
Spell: Darkness. From now on, use Darkness at the beginning of a fight, try to only cover enemies. (Darkness is stupidly powerful against enemies, and having Devil's Sight means you don't get blinded. You are now a force to be reckoned with. Give your allies anti-blind items and they can join you.)
Level 5: Warlock 4.
Cantrip: Blade Ward.
Spell: Misty Step or Hold Person.
Feat: War Caster so enemies don't smack you out of dropping darkness.
Level 6: Warlock 5.
Eldritch Invocation: Beast Speech or Repelling Blast if you like to knock things off ledges.
Spell: Counterspell (so good).
You now have Deepened Pact, which gives you an extra attack. Unlike other extra attacks from other classes, this stacks! (except on Honour Mode)
Level 7: Finally on to Ranger. (You can also get Fighter 2 here if you want, it's up to you.)
Get any proficiency you like.
Favored Enemy: Bounty Hunter.
Natural Explorer: Wasteland Wanderer Fire (other options are fine too).
Level 8: Ranger 2.
Fighting Style: Defence.
Spells: Ensnaring Strike and Longstrider.
Level 9: Ranger 3.
Subclass: Beast Master (Lily, finally!)
Spell: Enhance Leap or Cure Wounds.
Level 10: Ranger 4.
Feat: Dual Wielder or Ability Improvement (+2 Cha)
Level 12: Finally, Fighter 2.
Level 11: Ranger 5. We get an extra attack (which stacks with Deepend Pact which is soooo sexy) and Lily gets stronger.
Spell: Lesser Restoration.
All together, you should be a melee monster. You can hit 3 times in 1 turn, Darkness and high AC from heavy armor and your bonuses means enemies can't hit you but you can hit them quite well. Even without Darkness, Wyll and Lily can make mincemeat of monsters.
Other multiclasses you can try for Wyll are Paladinlock or Bardlock because of their matching stats, or Beast Master Ranger 11 Fighter 1 for a very strong wolf.
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Making a DnD 3.5 character: race selection
We have our ability scores (generated here):
Str: 8
Dex: 14
Con: 16
Int: 10
Wis: 12
Cha: 18
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justicegundam82 · 3 months
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PF1: GRAVE HAG
Hello! Here's another of my attempts at retro-converting a 2E critter to 1E stats. After the Rust Hag, I surely couldn't pass up the Grave Hag, especially since I think Hags are kinda underrated and can be just as terrifying and versatile as vampires and liches when it comes to being evil masterminds.
Again I've tried to be as close as possible to the original version, though I had to drop a few special abilities in the process, since I was afraid they would have made the conversion overpowered. I'm still wondering if my conversion here might be a bit much... but I'll let you guys be the judges of that.
Hope you enjoy it!
GRAVE HAG
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Image © Paizo Publishing. Accessed at Archives of Nethys here
This woman has a cadaverous appearence, with greying flesh, filthy black hair and bloody sores all over her body. Her nails are long, ragged claws, and her clothes are soiled with grave dirt.
GRAVE HAG CR 9
XP 6’400
CE Medium Monstrous Humanoid
Init +3; Senses darkvision 60 ft.; Perception +18
DEFENSE
AC 23 (+3 Dex, +1 dodge, +9 natural), touch 14, flat-footed 19
hp 104 (11d10+44)
Fort +8, Ref +10, Will +11; +4 vs. disease, fear and paralysis
Defensive Abilities negative healing
Damage Reduction 5 / cold iron; Immune energy drain, poison; Spell Resistance 20
ATTACK
Speed 30 ft.
Melee improvised weapon +17 / +12 / +7 (1d8+7) or 2 claws +17 (1d6+5 plus grab)
Ranged grave ray +15 touch (4d6)
Special Attacks curse of the grave, grave ray
Spell-Like Abilities (CL 12th, concentration +15)
1/day – cloudkill (DC 18)
3/day – animate dead, contagion (DC 18), enervation (DC 18), vampiric touch
At will – bleed (DC 14), cause fear (DC 15), command undead (DC 16), death knell (DC 15), speak with dead (DC 17)
STATISTICS
Str 20, Dex 17, Con 16, Int 19, Wis 18, Cha 17
Base Atk +12; CMB +17 (+21 grapple); CMD 30
Feats Catch Off-Guard (B), Dodge, Great Fortitude, Power Attack, Spell Focus (necromancy), Toughness, Undead Master
Skills Bluff +14, Climb +10, Craft (any one) +10, Heal +11, Intimidate +15, Knowledge (arcana) +14, Knowledge (religion) +16, Perception +18, Sense Motive +12, Spellcraft +12, Stealth +14, Survival +10
Languages Aklo, Common, Giant, Necril
Special Qualities undead mien
ECOLOGY
Environment any
Organization solitary or coven (3 hags of any type)
Treasure standard
SPECIAL ABILITIES
Curse of the Grave (Sup): Three times per day, a grave hag can put a curse on a creature, rendering it more enticing to the ravenous undead. A target can avoid this effect by making a successful Will save (DC 18). If the save is failed, the target starts drawing the undead’s attention, granting them a +4 bonus on Perception checks to notice the affected creature and on saving throws to resist spells that hide or disguise the affected creature from undead (such as hide from undead). Once an undead notices the affected creature, it feels compelled to kill and devour the affected creature, and gains a +2 profane bonus on attack rolls made against the affected creature and a +2 profane bonus on saving throws against the affected creature’s spells and special abilities. The undead also ignores any concealment less than total concealment that an affected creature has. A curse of the grave lasts for 24 hours or until removed with a successful remove curse, dispel magic, break enchantment or similar magic (against a casting level of 12). The save DC is Charisma-based.
Grave Ray (Sup): Once every 1d4+1 rounds, a grave hag can fire a black beam of bone-chilling negative energy to a maximum range of 60 feet. If the grave hag succeeds at a ranged touch attack, the beam inflicts 4d6 point of negative energy damage, which can be halved on a successful Fortitude save (DC 18). A grave ray can be used to heal undead creatures, or the grave hag herself, in this way. The save DC is Charisma-based.
Negative Healing (Sup): A grave hag is healed by negative energy and harmed by positive energy as if she were an undead creature.
Undead Mien (Ex): A grave hag counts as an undead creature for the purpose of spells, spell-like abilities or special abilities that detect undead. She also gains a +4 racial bonus on saving throws vs. disease, fear and paralysis effects.
Grave hags are a particularly powerful breed of hags with an affinity for undead and negative energy, who make their liars in cemetaries, mausoleums or other burial sites, where they surround themselves with undead servitors and form a kind of twisted mockery of a court. Unlike most hags, grave hags do not have the ability to alter their appearence into a more reassuring shape, and are forced to hide where few people would want to seek them out. However, grave hags are grieviously arrogant and self-centered, and believe that this kind of life is beneath them, so they spend most of their time concocting plans to expand their territory and set themselves up as petty rulers of undead-infested regions.
Even for the standards of hags, grave hags are extremely smug and self-important, seeing themselves as the most powerful, cunning and strongest of all hags, and demanding respect and unconditional obedience from any “lesser” kind of hag. They tend to mock other hags’ abilities that they don’t possess (such as the ability to alter self) as pointless parlor tricks who have no inherent use to them. The exception to this are night hags, whom are seen by grave hags as role models, and to whom a grave hag will gladly submit.
In combat, grave hags tend to hold back and harass opponents with spells and withering blasts of negative energy while their undead minions tear their victims apart. They often open up combat by casting cloudkill and then letting their minions, unaffected by the poison, have their way with the opposition. Grave hags can put a curse on their victims, making them more enticing for the undead to attack. However, if forced to hand-to-hand combat, a grave hag can give as good as she gets, often using digging tools like shovels or mattocks as improvised weapons with surprising skill.
A grave hag usually stands between 5 and 6 feet tall and weighs between 120 and 180 pounds. The bloody sores she naturally sports on her body can make her look crippled and weak, but are merely cosmetical and do not hinder the grave hag in any way other than giving her an unsightly appearence. When a grave hag joins a coven, the coven adds harm to its spell-like abilities and shares the grave hag’s negative healing ability, but a grave hag will rarely join a coven that doesn’t have either herself or a night hag as leader.
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pathfinderunlocked · 2 months
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Gargantuan Linkserpent - CR11 Kyton
If you hear a chain rattling and feel the ground rumbling, it’s too late to run.
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Image generated on Artflow.ai.
I normally do my best to find an artist to showcase with each post.  For this one, though, I had an idea and couldn’t find any real artwork that was even remotely close, sorry.  It bothers me enough that I don’t think I’ll do it again.   It kind of makes sense, though, considering that the monster creates illusionary terrain that you could very easily flavor as looking like an AI-generated image.
This is a lower level version of a CR14 creature I made some time back, the Colossal Linkserpent. As the name implies, this weaker version is one size category smaller. If your adventure is a few levels lower, it might be more appropriate.
In the Shadow Plane, it’s perhaps fortunate at times that distances between location are fluid and long distance travel is somewhat dreamlike, because that leaves an infinite amount of space for the Gargantuan and Colossal Linkserpents to roam.  They never seem to reach settlements, but in the bleak and lifeless wilderness, Linkserpents hunt down travelers and torment them.  They are capable of causing a traveler’s journey in the Shadow Plane to stretch out endlessly by circling around them beneath the ground.
A relatively small number of these creatures are believed to exist - maybe a hundred or fewer in the world, although it’s impossible to tell for sure.  The animal-like intelligence of a Gargantuan Linkserpent is unusual among kytons, but this creature enjoys inflicting pain and torment just as much as the more intelligent kytons with humanoid appearances.
Unlike many kytons which wear the chains that were used to bind or torture them, a Garguantuan Linkserpent’s entire body except for its head is made of a great number of living metallic chains, which were given life and melded together by other kytons after being used to bind or torture other creatures. The difference between a Gargantuan Linkserpent and a Colossal Linkserpent is simply how many chains the kytons are able to gather when creating it.
Gargantuan Linkserpent - CR 11
Made of interwoven metallic chains stretching more than 30 feet long, this enormous serpent-like creature bursts from the ground with a rattling sound.
XP 12,800 LE Gargantuan outsider (evil, extraplanar, kyton, lawful) Init +3 Senses darkvision 60 ft., tremorsense 1 mile; Perception +15 Aura stretch terrain (120 ft.)
DEFENSE
AC 23, touch 9, flat-footed 20 (+3 Dex, +14 natural, -4 size) hp 138 (12d10+72); regeneration 5 (good weapons and spells, silver weapons) Fort +14, Ref +11, Will +8 DR 10/silver or good Immune cold SR 21
OFFENSE
Speed 40 ft., burrow 40 ft. Melee bite +18 (3d6+15) Ranged molten steel spit +11 touch (4d8 fire plus hardened steel, 30 ft. range increment, see text) Space 30 ft.; Reach 30 ft. Special Attacks constrict (4d6+21), enwrap, unnerving gaze (30 ft.; DC 16)
STATISTICS
Str 31, Dex 16, Con 22, Int 1, Wis 18, Cha 8 Base Atk +12; CMB +26; CMD 39 (cannot be tripped) Feats All-Consuming Swing, Cleave, Great Cleave, Improved Vital Strike, Power Attack, Vital Strike Skills Climb +20, Perception +15 Languages None
SPECIAL ABILITIES
Enwrap (Ex) As a standard action, a gargantuan linkserpent can coil its body around a creature at least two size categories smaller than itself, attempting to hold it in place.  This functions as a grapple combat maneuever, and provokes an attack of opportunity, except that if successful, the gargantuan linkserpent can maintain the grapple as a move action each round and can continue to make bite attacks.  A creature grappled in this way is moved into the center of the gargantuan linkserpent’s space, instead of adjacent to it as normal for a grapple.
Molten Steel Spit (Ex) As a standard action, a gargantuan linkserpent can spit a glob of molten steel.  This is a ranged touch attack with a range increment of 30 feet which deals 4d8 fire damage.  A target struck by this attack is entangled, and its weight increases by 120 lbs.  Both the entangled condition and the additional weight last until the target removes the steel, which immediately hardens around the target.
A flying target struck by this attack must succeed on a DC 25 Fly check or immediately plummet, and takes an additional -10 penalty on Fly checks on top of any penalty it takes from the added weight.
The hardened steel has 10 hardness and 30 hit points, and can be removed by dealing enough slashing, piercing, bludgeoning, acid, fire, or force damage to break it apart or melt it.  Acid or fire attacks against the hardened steel also damage the entangled creature.
Stretch Terrain (Su) As a free action, while in an area of natural terrain on the Shadow Plane, a gargantuan linkserpent can cause creatures within 120 feet to be unable to escape a 120 foot radius around the gargantuan linkserpent.  Creatures and objects which attempt to move further than this distance away seem to be moving, but their distance from the gargantuan linkserpent never increases to further than 120 feet.  Even teleportation effects are unable to move further than this distance, although plane shifting works normally.
A gargantuan linkserpent must be able to take a free action each round to maintain this aura.  The aura ends at the end of the gargantuan linkserpent’s turn if it is helpless or otherwise unable to act.
Unnerving Gaze (Ex) A creature that succumbs to an gargantuan linkserpent’s unnerving gaze has all of its movement speeds reduced to 0 for 1 round as it imagines being strangled in the coiled chains of the linkserpent’s body.  This gaze effect has a range of 30 feet and is negated by a DC 16 Will save.  The save DC is Charisma-based.
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Tavern Regular: The Golden Champion
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NAME: Galatea the Golden-Scaled RACE: Human CLASS: Fighter (Champion)
STR 16 (+3) INT 8 (-1) DEX 18 (+4) WIS 12 (+1) CON 14 (+2) CHA 14 (+2)
GENDER: Female (She/Her) AGE: 21 HEIGHT: 5'3" BACKGROUND: Gladiator
BACKSTORY: Born Gabriella Wess, Galatea turned to gladiatorial performances at a young age to help provide for her struggling family. She quickly showed a natural knack for combat and showmanship, rising through the ranks and claiming the title "the Golden-Scaled" for her arena persona. Her days in the arena came to an end when she saved a stranger from wandering bandits, and she realized she could put her skills to better use out in the wider world.
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Ok, Dungeons and Dragons au because I can. And because a mutual asked for their main stats and now im thinking thoughts. They've all got the pirate background unless stated otherwise. I'm also only going to give Buttons a race but I imagine that porting them into D&D would make them elves and halflings and the like.
So there's like a few parties going on here. There's Ed's original Adventuring party which has since split up:
Ed: Warlock, fathomless pact, pirate background, Level 17, Str: 11 Dex: 14 Con: 15 Int: 20 Wis: 19 Cha: 20; strong focus in illusion spells, his patron, the Kraken has protected him at pivotal moments but overall their relationship is antagonistic.
Jack: Rogue, Swashbuckler archetype, level 17, Str: 13 Dex: 17 Con: 18 Int: 8 Wis: 15 Cha: 20, Whip is his main weapon and he's not like other swashbucklers tm
Anne: Rogue, Assassin archetype, Noble background (fight me about it), level 17, Str: 8; Dex: 20; Con: 14; Int: 14; Wis: 12; Cha: 17
Mary: Fighter, Champion because it's the best one, Level 17, Str: 20, Dex: 13, Con: 16, Int: 12, Wis: 15, Cha: 9
Fang: Ranger, Beastmaster archetype (I'm sorry from the perspective that it is the worst ranger subclass but yay puppy), Level 17, Str: 20, Dex: 11, Con: 15, Int: 13, Wis: 20, Cha: 13, used to have a dog but it died and it was Eds fault that it died. Now his animal companion is a goat. The goat drinks rum.
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And then there's the revenge crew who is yet another group, they used standard array and get a racial +2/+1 for my convenience:
Jim: Rogue, Assassin archetype, probably some homebrew raised in a cult background that I can't believe they haven't put out yet, or maybe haunted one but that seems wrong, Level 5, Str: 8; Dex: 17; Con: 14; Int: 13; Wis: 13; Cha: 10.
Olu: Paladin, oath of devotion, pirate also seems wrong for him but idk; Level 5: Str: 14; Dex: 10; Con: 13; Int: 11; Wis: 12; Cha: 15, the oath is of devotion to his family which is Jim xoxo.
Lucius: Eloquence Bard, guild artisan background which lists scribes; Level 5; Str: 8; Dex: 12; Con: 10; Int: 15; Wis: 13; Cha: 17
Pete: Fighter, not sure what subclass open to suggestions, Level 5; Str: 16; Dex: 13; Con: 16; Int: 12; Wis: 10; Cha: 8
Frenchie: Artificer (I feel like a homebrew subclass or alchemist), Entertainer background, Level 5; Str: 8; Dex: 10; Con: 12; Int: 17; Wis: 13; Cha: 15
Wee John: Eldritch Knight fighter, level 5; Str: 17; Dex: 8; Con: 12; Int: 14; Wis: 10; Cha: 14; The DM is letting him take a bunch of evocation spells because the base rules for this subclass are dumb as fuck (i know the spells are school locked i just dont remember to which two schools) he will be able to cast fire ball by 13th level. Let Eldritch Knight and Arcane trickster take whatever spells they want 2k24 rogues don't need to be more invisible they do need to be able to cast identify.
Roach: life cleric, level 5; Str: 8; Dex: 13; Con: 15; Int: 12; Wis: 17; Cha: 10; his god is a homebrew deity who is the patron of all things that refuse to die and its holiest creature is the humble cockroach and once they entered the temple and the dm pulled up a gospel cover of I'm a Survivor by destiny's child for background music.
Buttons: Druid, Circle of the Moon, Hermit Background, Hexblood lineage, level 5; Str: 12; Dex: 11; Con: 14; Int: 13; Wis: 17; Cha: 8
Swede: Bard, College of Glamor (mostly because I'm still not convinced his name wasn't stolen by the fey), level 5; Str: 13; Dex: 12; Con: 16; Int: 8; Wis: 10; Cha: 16
Archie: Barbarian, zealot, same background as Jim but a different cult, level (whatever they're at by season 2); Str: 14; Dex: 13; Con: 17; Int: 8; Wis: 10; Cha: 13 (plus an ASI presumably which would go into strength); Archie and Ivan have the same Player that's why Ivan died. Very sad. Oh well there's other fighters.
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Miscellaneous
Zheng: Bard, College of Eloquence or College of swords, Level 17; Str: 9; Dex: 20; Con: 14; Int: 17; Wis: 12; Cha: 20; alternatively? Hexblade Warlock (to parallel Ed) and Auntie is the sword. Same stats if true
Spanish Jackie: Mastermind Rogue, criminal background (it's like a pirate background but less boat oriented), Level 15; Str: 10; Dex: 18; Con: 13; Int: 20; Wis: 15; Cha: 18; retired adventurer who owns a bar that the party doesn't find out has levels until they fuck around and find out in her bar
Ivan: Fighter, Champion, Level 10; Str: 19; Dex: 10; Con: 16; Int: 10; Wis: 12; Cha: 13; player got board of playing a fighter and didn't really flesh him out :(
Izzy: Fighter, Champion, Soldier background (no water vehicle proficiency), Level 3 (he has not leveled up in 8 years, very sad); Str: 15 ; Dex: 14 ; Con: 6; Int: 8; Wis: 5; Cha: 6; I actually rolled this one up. 3d6 no rerolls, no dice box, and if it falls on the floor it's a one. Believe it or not this is after the +2/+1 to any stat. Anyway I'm an Izzy apologist now. Yes he did awful things but truly how can we blame the little guy when his charisma modifier is a -2 and his wisdom modifier is a -3. He had no idea what was going on and he couldn't talk his way out of a wet paper bag.
Stede: Barbarian, path of wild magic, Noble background, level 2 (wow, he's only been adventuring for a few weeks and he's already leveled up!); Str: 17; Dex: 8; Con: 15; Int: 16; Wis: 11; Cha: 10; I also rolled this stat array but this time 4d6 drop lowest. Also he's taking the lucky feat as his first feat. Whether that's at level one because he's human or at level 4 because he's something else is up to interpretation.
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soylent-crocodile · 3 months
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Red Hag (Monster)
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(art by @soylent-crocodile)
(Behold! A hag! The red hag exists because nearly every hag outside of core are, like, Leader Only types, someone who always takes control of their coven and makes it follow THEIR rules. That's all fine and dandy, but it means that filling out a coven can be hard, and filling out a high-level coven without the annis hag (CR6), the green hag (CR5), or the sea hag (CR4) is harder. The red hag is designed as a follower-type hag and more martially inclined than her sisters- in particular, she's designed to be paired with the CR9 night hag. I personally would round the coven out with an ame-onna from @thecreaturecodex, whose temperment and spellcast-y nature provide a nice balance.
Also, the trend of hag being supernaturally "ugly" runs into difficulties when you're critical of conflating disability with evil, so i gave this one the high cheekbones, sharp chin, and wiry eyelashes that are intentionally cultivated by certain fitness communities, as that's more a choice someone makes than just the state of their body.)
CR8 NE Large Monstrous Humanoid
Red hags are the towering physical apex of hagkind; great cunning brutes who use their physical might and tactical skills to live out their brutal destructive fantasies. A red hag relishes the sensation of overpowering her opponents, particularly enjoying the experience of bludgeoning them to death. In battle, this is achieved using her deadly tools, but a red hag may execute a captured victim by dropping heavy objects on them, pelting them with stones, or simply slamming their head against a wall or floor. Red hags in particular enjoy brutalizing men in this way, taking immense joy in the reversal of gender roles.
Indeed, red hags often grow up among farmland and secluded, rural areas where misogyny is rampant and a woman’s work is simultaneously demanded and devalued. Such a place can justifiably produce incredible rage in a changeling, and it’s that rage that often leads these daughters back into the clutches of hagkind. 
Red hags frequently join covens; they find value in the company of other hags and have naturally weak spellcasting themselves. Red hags rarely lead covens, as they lack the charisma to assemble a coven or maneuver their way to the top. This doesn’t mean that a red hag is without ambition; the typical specimen dreams of leading her own coven, and intends to achieve this through treachery and force. One trick passed between red hags- who are usually used as frontline vanguards for the rest of their coven- is to let a single enemy combatant through, in hopes that that combatant will kill the hag’s leader for her, only for the red hag to corner and kill that very assassin. Covens led by red hags tend to self-destruct quickly, however; red hags have little interest in subtlety or sustainability once they gain power.
Covens with a red hag lose Baleful Polymorph and gain Telekinesis, Greater Heroism, and Flesh to Stone (DC19)
This woman towers over the tallest human, her skin pulsing with glowing blood vessels just under the surface.
Misc- CR8 NE Large Monstrous Humanoid HD11 Init:+3 Senses: Perception:+19 Darkvision 60ft 
Stats- Str:27(+8) Dex:16(+3) Con:20(+5) Int:17(+3) Wis:20(+5) Cha:12(+1) BAB:+11/+6/+1 Space:10ft Reach:10ft
Defense- HP:116(11d10+55) AC:20(+3 Dex, +4 Armor, +4 Natural, -1 Size) Fort:+9 Ref:+6 Will:+12 (-4 vs Emotion) CMD:33
Offense- Deadly Tools +19/+14/+9(1d10+13 19-20/x2 plus trip or disarm) or 2 Claws +16(1d8+8) CMB:+20 Speed:40ft, Climb 40ft Special Attacks: Deadly Tools
Feats- Combat Reflexes, Standstill, Combat Expertise (-3/+6), Improved Trip, Greater Trip, Power Attack (-3/+6), Feral Grapple
Skills- Climb +30, Escape Artist +14, Knowledge (Local) +14, Perception +19, Sense Motive +16, Survival +19, Swim +22
Spell-like Abilities- (CL11, Concentration +12) Break (DC12), Magic Weapon, Remove Paralysis /at-will Fog Cloud 3/day
Special Qualities- Martial Flexibility (6/day), Shapechange (A single humanoid form, Alter Self)
Ecology- Environment- Grasslands, Urban (Any) Languages- Common, Giant, Goblin, Abyssal Organization- Coven (Three Hags) Treasure- Standard
Special Abilities-Deadly Tools (Su)- Any sufficiently large item used for housekeeping or farm labor- such as a broom, a rake, or a farming scythe sized for a medium creature- is deals damage as a medium sized +1 Heavy Flail in the hands of a red hag. The red hag does not receive any penalties for wielding an undersized weapon. Martial Flexibility (Ex)- A red hag has martial flexibility as a 6th level brawler. The stat block provided has not used any of her uses of this ability and thus does not have any bonus feats listed.
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thecreaturecodex · 1 month
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Shrine Skelm
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Image © Paizo Publishing, accessed at Archives of Nethys here
[The shrine skelm, like all of the skelms, rules, but I didn't like how it doesn't have any ability to magically conceal its alignment. Considering that spells like misdirection and nondetection exist in 2e (although now they have non SRD names like "veil of privacy"), it seems a bit of an oversight to have a monster whose whole deal is deceiving religious figures whose cover can be blown by any 1st level paladin. So I gave it the "feign faith" ability, and some spell-like abilities to synergize with it.]
Shrine Skelm CR 5 LE Monstrous Humanoid This gray-skinned figure is nearly human, except for his yellow eyes and rack of antlers. He wears priestly vestments and expensive-looking holy symbols.
Shrine skelms are skelms that specialize in abusing religious authority. Regardless of what faith they feign, they are skilled at interpreting its doctrines and stories in the most restrictive and cruel lights, using them as excuses for the abuse they heap onto their followers. All of their parishioners are at risk, of course, but shrine skelms focus their ire on those who question their authority, or those who have something that they envy. Exorbitant tithing is often the first sign that a shrine skelm has infiltrated a church. Shrine skelms are skilled at seeming like a wise counselor one minute and a cruel adjutant the next, listening to their followers at prayer and probing their minds to learn their hopes and fears. Worshipers or clergy especially prone to hatred, rage or anger may find themselves groomed to become a skelm themselves, and a church can rapidly be converted into a front for a synod of shrine skelms.
Shrine skelms prefer not to fight themselves, instead letting their minions get their hands dirty while supporting them with spells. A shrine skelm’s most formidable ability is the ability to steal divine spells cast by real clerics, paladins, inquisitors, etc., which can both be used as a combat tactic and to denigrate anyone who tries to display the truth of their faith versus the skelm’s disguises and lies. Once the chips are down and their true nature revealed, however, a shrine skelm is just as hateful and violent as any skelm, using their antlers and fists to gore and bash enemies.
Shrine Skelm CR 5 XP 1,600 LE Medium monstrous humanoid Init +3; Senses Perception +11, scent
Defense AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) hp 57 (6d10+24) Fort +6, Ref +8, Will +7; -2 vs. emotion effects DR 5/cold iron
Offense Speed 30 ft. Melee gore +11 (1d8+5 plus trip), slam +11 (1d4+5) Special Attacks feign faith,seize prayer Spell-like Abilities CL 6th, concentration +11 3/day—aid, castigate (DC 17), command (DC 16), detect thoughts (DC 17) 1/day—enthrall (DC 17), retribution (DC 18)
Statistics Str 20, Dex 16, Con 18, Int 19, Wis 15, Cha 21 Base Atk +6; CMB +11; CMD 25 Feats Deceitful,Dodge, Magical Aptitude Skills Bluff +13, Disguise +13, Intimidate +18, Knowledge (religion) +10, Perception +11, Spellcraft +12, Stealth +12, Use Magic Device +13; Racial Modifiers +4 Intimidate Languages Aklo, Common, telepathy 30 ft. SQ change shape (Small or Medium humanoid, alter self),skelm traits
Ecology Environment any land and urban Organization solitary or synod (2-7) Treasure standard (holy symbols, other treasure)
Special Abilities Feign Faith (Su) When a shrine skelm wears a holy symbol, its alignment detects as the alignment of that god, and its castigate and retribution spell-like abilities treat the shrine skelm as a worshipper of that god. A creature attempting to detect the skelm’s true alignment must succeed a DC 18 Will save to do so. The save DC is Charisma based. Seize Prayer (Su) As an immediate action, a shrine skelm can attempt an opposed caster level check to steal a divine spell cast within 30 feet of it. This spell must have a verbal component. If the shrine skelm succeeds this check, both the skelm and the caster take 1d8 points of damage per level of the spell, but the shrine skelm becomes the spell’s sole target. Skelm Traits (Ex) A shrine skelm gains a +4 racial bonus on Intimidate checks and a -2 racial penalty on saving throws against emotion effects.
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aftermathfanfic · 5 months
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DnDucks 2
Did this again, this time for Lena, Violet, Della and Magica de Spell! Information is under the Read More thing.
I feel like I should do something with these.
Lena Sabrewing
Floating above you is a duck with a luminescent white and blue costume, her eyes and the tips of her front head-feathers gleaming with magical power.
Age: 18 (mentally) Alignment: Chaotic Good Class/Level: Sorcerer 6 (arcane bloodline) Ability Scores: STR 10, DEX 15, CON 14, INT 13, WIS 8, CHA 18
Once the unwilling shadowy servant of Magica de Spell, Lena Sabrewing is an accomplished sorceress and one of the most powerful allies of House McDuck. Specifically, her loyalty is to Webby Vanderquack, with whom she is practically an older sister to. She has eschewed most of the formal titles offered to her, content with having a normal life – or as normal as one’s life can be in Duckland.
Unlike the other characters I’ve discussed, Lena is not a duck – technically, she is what is known as a “fetchling”, a being crafted entirely from shadowstuff. As a fetchling, she has slight resistance to cold and electricity, and she can blend into darkness to become harder to see and hit. She can use her innate shadow magic to weave illusory disguises, though she is loathe to use these abilities, preferring to use magic unrelated to shadow.
As a sorcerer, Lena can use her magic much more often than a wizard or cleric at the cost of a much more limited spellbook. She only has a handful of spells in her repertoire, which she uses in creative and efficient ways, such as flying invisibly in the sky, unnoticed until she rains a shower of magic missiles down on her opponents. She also uses her magic to mess with people when she’s bored – causing object to levitate, turning your house keys invisible, that sort of thing.
Violet Sabrewing
This indigo-feathered warrioress points her crossbow at you from afar, her eyes cold, calculating, yet curious.
Age: 16 Alignment: Neutral Class/Level: Ranger 3/Wizard 1 Ability Scores: STR 12, DEX 17, CON 14, INT 14, WIS 14, CHA 8
Another friend of Webby, Violet is one of the Woodchuck rangers of Duckland, tasked with protecting the natural world from monsters, magic, and all manner of unnatural creations. They eschew the divine magics employed by rangers in other parts of the world, instead relying on their weapon skills, traps, and their allies.
That, however, changed for Violet when she discovered an enchanted amulet, once wielded by the shadow witch Magica de Spell. Through that amulet, she discovered a world of untapped power, and she began fervently researching the arcane, the eldritch, and the unknown. She even discovered a talent for arcane spellcasting, studying as a novice wizard alongside training as a ranger.
Crossbows are Violet’s weapon of choice, and she has learned to use them with incredible efficiency. She can shoot, reload, and shoot a crossbow again faster than most people can blink, and she specialises in taking down the undead. Her magical focus, in fact, is the art of necromancy, which she can use to weaken her foes and control wandering undead.
Della Duck
This dishevelled duck wears a blue scarf and a pilot’s outfit, with a pair of goggles resting on her forehead. Her left leg is a metallic, roughshod contraption.
Age: 42 Alignment: Chaotic Good Class/Level: Fighter 8/Artificer 4 Ability Scores: STR 15, DEX 15, CON 13, INT 15, WIS 8, CHA 15
Della Duck is the twin sister of Donald, mother of the Duck triplets, and a ferociously ambitious adventurer. She was thought dead for many years after an experiment gone awry stranded her on the Astral Plane for ten years. She isn’t quite as reckless as she used to be, having learned from her mistakes, but she hasn’t lost her adventurous edge.
Della is primarily a fighter, accustomed to fighting blade to blade. She no longer fights with her magic sword Asteria, which is now in Dewey’s hands, but with a longspear built from a meteoric metal, gifted to her by a friend she met in the stars. She also has a few levels in artificer – stranded in the Astral Sea, she had to build a rocket to get back home herself, with very little help, and she picked up a few tools of the trade in the process.
Della is not afraid to leap head-first into combat. She eschews the shield in favour of two-handing her spear, using it to knock aside enemy blows and skewer her foes. Her artificer magic allows her to quickly construct magic items or enhance her gear with power, making her a force to be reckoned with on the battlefield.
Magica de Spell
Cackling above you, this mad witch sports a midnight black dress and has sickly green feathers. In her hands is a black sceptre, with a glowing violet gem at its tip.
Age: ??? Alignment: Chaotic Evil Class/Level: Sorcerer 18 (shadow bloodline) Ability Scores: STR 8, DEX 14, CON 14, INT 14, WIS 10, CHA 20
One of the most feared enemies of House McDuck, Magica de Spell is an accomplished and deadly sorceress whose speciality is in shadow magic. She can bring shadows to life, conjure impenetrable darkness, step into one shadow and reappear from another… her powers are almost limitless. And there is rumour that she now tries to push the limits of her magic even further, in an attempt to cheat death itself.
Like most arcane spellcasters, Magica relies heavily on her magical abilities to get through combat. She has no martial prowess to speak of, but neither does she need it – few have the opportunity to get close to her before being blasted by shadowy lightning, accosted by shadow monsters, or just simply disintegrated by her magics. Her arrogance is almost always her downfall, underestimating her enemies or lacking the foresight to come up with escape plans beyond just teleporting away.
Her retinue of servants consists primarily of shadowy undead that sap the strength from their victims. Very rarely does she enlist the help of more intelligent or powerful servants, and she never makes an alliance with a fellow sorcerer. She knows full well that, like herself, her peers rarely honour sworn oaths when limitless power is on the line.
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wyllzel · 3 months
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A Brief Honor Mode Reflection 🎆
Hello!! Now that I've beaten BG3's HM (on Patch 6, Hotfix 19), I am here to share my builds (and a mini retrospective). 🥳👋
My team relied on stealth, a few instances of barrelmancy, and some amoral choices... 😔 But we did not use any illithid powers!
I did not have a main party and instead swapped characters out depending on the situation. I did my best to remember how combat encounters played out, and prepared accordingly! If I was really worried about an encounter, I tried to follow these awesome guide videos from YouTuber neek. 😁
(Possible spoilers ahead!)
Party Builds
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The party that I brought to the final battle against the Netherbrain! A lot of white hair, lol.
Unfortunately, I don't remember my party's exact stats and I can't go into an old save to find them (haha) so I'll do my best to remember their key traits/items here.
All of my party members took the Alert Feat at Level 8! I consider this feat key, if not necessary, to winning Honor Mode.
Tav (Asa): 12 Monk, Way of the Open Hand (Drow)
20 STR / 14 DEX / 23 CON / 8 INT / 16 WIS / 10 CHA
Tavern Brawler Feat
Helldusk Armor
Gloves of Soul Catching
Amulet of Greater Health
Haste Helm
Boots of Uninhibited Kushigo
I got Asa to 20 STR by starting her off with 17 STR, using her Level 4 feat to take Tavern Brawler (+1), then pressuring Astarion for Araj Oblodra's potion (+2). (😭)
A Way of the Open Hand Monk is a superb DPR hitter that can also apply handy conditions to bosses, such as Stunned or Prone. It's a popular class with powergamers, and for good reason!! Personally, I really like it because I can pretend to be a wuxia heroine, haha.
Gale: 12 Wizard, Abjuration School
I don't remember his exact stats unfortunately, but I prioritized INT (20), DEX, and CON.
Robe of the Weave
Markoheshkir
Viconia's Walking Fortress
Gloves of Belligerent Skies
Boots of Stormy Clamor
Psychic Spark
Abjuration Wizard can hugely increase your chances at survival with Arcane Ward. My party was basically invincible by the time we reached Level 10, thanks to Gale's Arcane Ward and Shadowheart's Warding Flare!
I had Gale carry the Spellsparkler staff for basically all of Acts 1 and 2. I'm a huge fan, especially when combo-ing it with Magic Missile. 😁
Astarion (Vampire Ascendant): 4 Rogue (Thief) / 6 Ranger (Gloom Stalker) / 2 Fighter
See my build guide for Ascended Astarion! I followed that, but took his last two levels in Fighter rather than sticking with Ranger. Fighter's Action Surge came in handy a few times.
I forewent the Alert Feat on Astarion in favor of an ASI (+2 to DEX). His Initiative was already very high due to Gloom Stalker Ranger's Dread Ambusher.
Alongside my Tav (Asa), Astarion was easily doing the most DPR.
Shadowheart: 12 Cleric, Light Domain
I have a proper build guide in the works 😁 but I highly recommend prioritizing WIS, CON, and DEX if you can!
Amulet of the Devout
Luminous Armor
Luminous Gloves
Boots of Striding
Selûne's Spear of Night
Ketheric's Shield
Callous Glow Ring
Coruscation Ring
This build does highly rely on Radiant Damage, and there are a few enemies who punish you for using Radiant Damage (ie. the Undead Justiciars, Raphael, Viconia) - so be careful about where you're using her and how!
In most cases (especially with Invisible enemies), I had Shadowheart start by dropping a Radiance of the Dawn among clustered enemies. Thanks to her gear, this delivered a mass output of Radiant Damage and Radiating Orbs.
EDIT: Guide completed and posted on March 2, 2024!
Wyll: 12 Warlock, The Fiend, Pact of the Blade
See my build guide for Fiend Bladelock Wyll!
Unfortunately, the gear in the above guide ended up overlapping with other characters :') So instead of being a frontliner in this run, he was largely Eldritch Blasting and acting as the Party Face. As such, I had him in the following:
Potent Robe
Hat of the Sharp Caster
Daredevil Gloves
Envoy's Amulet
Band of the Mystic Scoundrel
Ring of Arcane Synergy
Lae'zel: 12 Paladin, Oath of Vengeance
Lae'zel was sadly kidnapped and killed by Orin. 😞 So her build isn't as complete, but I had her in the following for most of Acts 1 and 2:
Adamantine Splint Armor
Sussur Greatsword ➡️ Soulbreaker Greatsword
Crusher's Ring
Gloves of the Growling Underdog
Like my Tav (Asa) and Astarion, I would bring in Lae'zel when I needed an extra heavy DPR hitter! Paladins are a very powerful class if you don't mind Long Resting often, especially in the early game before you get Extra Attack on martials at Level 5.
Retrospective
To be honest, I'd already beaten the game five times (oops! 🥲) before completing my Honor Run. 😆 So I had a huge leg up just by virtue of remembering which encounters were where, and what was the best way to beat them! IMO, Foreknowledge, Initiative, and Stealth/Surprise are king in Honor Mode.
I also followed some tips that I normally find overly tedious:
Donate gold to traders to get better prices when buying + more gold when selling.
Meticulously collect camp supplies and barrels, especially smokepowder barrels.
Stock up on Invisibility Potions in case you need to Flee a combat.
Stock up on Strength Potions (Hill Giant, Cloud Giant) for your Strength-based builds, so you can prioritize other Ability Scores - particularly in the early game.
Always try to initiate combat with Surprise if you can.
Make good use of Shadowheart's buff spells!! I don't know why I never used Enhance Ability and Calm Emotions before this, haha!
Get two Hirelings through Withers: one Transmutation Wizard and one Cleric. The wizard was our camp alchemist, and the cleric was our camp buffer (Heroes' Feast, Freedom of Movement, upcasted Aid).
I even cut a deal with Philomeen for her Runepowder Vial then entered turn-based mode to kill her before she could flee the scene, thus securing the Runepowder Barrel as well. 😭
Sadly, I very much set aside my moral code for this run. :') Astarion got the extremely, extremely short end of the stick 😞 - and unfortunately, so did Wyll. 😭 I broke his pact with Mizora, but instead of rescuing his father and properly closing out Wyll's companion quest, I skipped the Iron Throne and Wyrmway quests... (I did not like my chances against the Steelwatch and Ansur...)
So, after fully building my party, we ended up briefly allying with Gortash (IYKYK haha) and heading straight for the Brain. Orpheus was our team's Mind Flayer.
The items I brought with me to the final Brain fight include:
4 Elixirs of Psychic Resistance
8 Potions of Flying (though I only ended up using 4)
10 Potions of Invisibility (though I only ended up using 5)
5 scrolls of Globe of Invulnerability (I only used 1, LOL)
10 Potions of Speed (I only used 2)
8 scrolls of Disintegrate ⭐
I will let you figure out what I did with those. 😁 (Unless you'd like to see my full strat, in which case I may post that later!)
Hope this helped anyone who's planning to attempt Honor Mode!! YOU'VE GOT THIS! 👏 Panic is the mindkiller in this version of the game, so just keep a level head, check your inventory before ending your turn, and read the BG3 Wiki (especially when facing bosses), haha - and you'll be a-okay 🥳🎆 !
Best of luck! 🍀✨
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all-pacas · 18 days
Text
ok og fellows dnd stats:
foreman:
str 10 | dex 10 | con 14 | int 20 | wis 14 | cha 7
his dump stat is charisma but he doesn't realize it. his first ASI is to bump up his con, since he'll need it to become The Boss
cameron:
str 10 | dex 10 | con 12 | int 16 | wis 16 | cha 12
moral certainty is a wisdom stat, but she doesn't truly master anything. s4 she gets an ASI to bump wis up to 18
chase:
str 8 | dex 16 | con 10 | int 18 | wis 7 | cha 18
low str and con because he sure gets punched a lot. high dex for surgery. charisma is high only to better kiss ass. he took the observant feat but he never uses it
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