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Showing posts with label CR 10. Show all posts
Showing posts with label CR 10. Show all posts

Monday, 19 November 2018

Storm Elemental


Storm elementals are pretty much perky air elementals. They may be slower, but they pack quite a bit of zap, especially when you get to the bigger ones of the bunch. The little fellas can be pretty useful as a summoned ally, since their attacks actually deal sonic and electric damage at the same time. If one bit of hurt can't get through, the other one probably will.

They may well be the reason why airplanes and such never quite took off in fantasy worlds. Magical airships maybe have some kinda magical protection against storm elementals coming along and puncturing their balloons.

I like to think of these guys hanging around blue dragons, thunderbirds and the other big electric beasties of the sky, just hanging around them like remora on a shark.



Sunday, 8 July 2018

Shedu



The shedim are a group of chimeric beasts somewhat related to sphinxes and the lamassu. Though not holy in the planar sense, shedim will often work with clerics and help them with their questions. Some suspect that shedim were kings in the past, which the creatures neither confirm nor deny. These days they spend a good deal of time hopping between the Ethereal and Material planes, guarding the world from Chaos.

So shedu/lamassu are kinda interchangeable folklorically, though some people will argue that lammasu are leonine, that shedu are bovine, that lammasu are female... But they exist more as artwork than in stories. You'll see them as these absolutely massive reliefs and statues from Mesopotamia. These statues are really neat because they have a little bit of trickery going on. The shedu is carved with five legs, but not in a way that implies that it actually has five legs. Looking at it from the front, you only see the two front-most legs, showing that the shedu is standing there, guarding. From the side, you see four legs, showing the creature walking instead of standing (one of the front legs is hidden by the profile).

(The shedu in the Fiend Folio is supposed to have five legs, but I couldn't make it look good, so the drawing only has four).

Like I said, there aren't that many stories about them that I've found. Apparently they show up in The Epic of Gilgamesh, but I've only been able to find mentions of bulls without specifying whether they have wings and human heads. But they seem to be associated with celestial bodies. So I made the shedu out of space.

Blanca’s Tumblr

Monday, 4 June 2018

Totem Giant



Totem giants are a particular race who are especially good at manipulating incarnum, the magical force that powers everything. Avid worshippers (and hunters) of magical beasts, totem giants tattoo themselves with symbols of their favourites. These same tattoos are clues as to what kind of powers they are likely to manifest in combat. Totem giants can be found anywhere in the world, since they often use their incarnum powers to be able to survive in environments that would otherwise be deadly.

Okay, so D&D has soooo many different kinds of magic in it. Most people just stick to the ol' arcane-divine group because magic is already complicated enough and there's twelve bajillion spells without adding an oh but my magic works THIS way and bluhhhhhhh. I haven't that much into how incarnum works, but it honestly sounds kinda cool? The amount of spells you have to choose from (and are able to cast) is limited compared to the rest of the stuff, but it's kinda nice that way.

Basically you shape incarnum (this blue Force stuff) into this quasi-physical stuff called soulmelds. They're kinda like spells but also kinda like magic items you wear. But you can still use non-spell magic items you're wearing. Unless you super-bind them to you then you can't use magic items, but the incarnum spell is extra strong and give your a lot of cool stuff. And you can have a bunch of them active at the same time. It's complicated.

Okay. For example. The totem giant in the book has the Frost Helm spell. If they just manifest the Frost Helm normally, it basically allows them to live in super-cold environments and get resistance to cold. If you were wearing some magic item on your head (ex: circlet that grants you telepathy) you'd still be able to use the telepathy. But if you super-bind the Frost Helm spell you can get a buncha cool abilities (a cold breath weapon or a stunning sonic shriek), but the power of the spell overrides the power of whatever magic item you have at the time.

Like I said, it's complicated.

But I kinda wanna play this system and use this giant chick? I probably wouldn't be able to use her since she's a giant and that's not a playable race. I guess I could use a half-orc or a goliath but it's not the saaaaame. I wanna be huuuuuge.

Blanca’s Tumblr

Sunday, 5 February 2017

Astral Construct (Agile Loper)


Psionics users (a.k.a. psychics) use a different type of power from traditional magic. Their powers are based on affecting their surroundings by exerting their mental powers to affect physical objects or other minds surrounding them. Generally, psionicists don't deal with the plethora of other planes that make up the universe. If they do, it'll be the Astral Plane, mind dimensions and dreams, and, on extremely rare instances, siphoning energy from the evil and good, and positive and negative planes.

Your tradional arcane and divine magic user is able to summon allies from other dimensions from other planes, pulling a physical creature out of their home plane onto the Material Plane. Psionicists can't do that.

But some psionicists achieve a close second. They can bring in ectoplasm from the astral plane and condense it to take on a solid, quasi-alive form for a few seconds or minutes. These are called astral constructs.

Some especially talented psionicists are able to make their astral constructs take on forms suited for specific tasks. The agile loper type of astral construct is made for speed and charges. The ectoplasm around the "head" is under great pressure, forming ultra-dense, very hard horns to knock down opponents so the construct can trample them underfoot.

Back to constructs!

This isn't a conscious choice, mind you. When I can't think of a creature I particularly feel like drawing, I use a system to randomly select one out of the monster manuals. I just happens that that same system sometimes gives me similar types several times in a row.

I really want to try out a game with psionics, but I've heard that they're notoriously unbalanced. Maybe if you run a game that only has psionics and no arcane / divine magic? I don't know.


Blanca’s Tumblr

Sunday, 17 November 2013

Bluespawn Godslayer

The blasphemous children of the dark goddess Tiamat are more in number and form than man can count. The true chromatic dragons (Red, Blue, White, Green and Black) make up only a portion of their ranks - the rest are lesser monsters, dwarf hybrids of creatures horribly twisted by Tiamat's unholy power.

The godslayers are some of the most feared of these. Mutated from the stock of blue dragons into hideous bipeds, they dedicate their lives to the slaughter of Tiamat's enemies. Godslayers take a barbaric delight in the use of melee weapons, which become charged with electricity by their innate draconic energies. Typically godslayers guard the lairs of venerable blue dragons, but are sometimes encountered abroad, roaming for good metallic dragons to torture and kill.

I tried out a more stark shading on this one, because I couldn't get anything more subtle to look right. It's not something I do too much if I can because it feels like a bit of a cop-out but there are some animations I love like Redline that make it work really nicely.

I tried to really push the "mutant" angle here, which is the one element that I like about dragonspawn - mostly they feel kind of mary-sueish (it's part dragon, part spider, part rhinoceros! super strong, no weaknesses! original character, do not steal!) and also they quite often look a bit silly. So I thought, well, the influence of an evil deity like Tiamat isn't going to produce some perfect man-dragon specimen - it's going to be this weird hybrid creature, something like the pasty human-alien thing in Alien: Resurrection, albeit insanely strong and tough. So I've given the guy two heads (two and a half if you count the little half-formed head poking out in the top right) and a little vestigial wing that isn't going to be flying anyone anywhere.

Alert readers will note that bluespawn godslayers do not, in fact, have a breath weapon but I thought the fire looked cool in the composition. And yay, we're back to no backgrounds again! Lazy art is best art.

- Joe

Tuesday, 29 October 2013

Sybillic Guardian


The Sybillic Guaridan is a psychic archon, being allies (and occasionally summoned servants) of psionic heroes. Like other archons, they dwell in Celestia, training in the arts of battle to do war with the infernal and abyssal hordes. However, these particular archons and other psionic creatures believe that a different war is coming, though magical divination can't actually confirm this. Perhaps their war will be one with the creatures of the Far Realm, or whatever horrifying races live beyond that.

You know what I always find difficult? Any aspect of graphic design. I'm fine with illustration, laying an image, character design, colour... But when it comes to setting up fonts and similar bits of text, it really gives me a headache. This also applies to things like runes and glyphs, since they're an infuriating combination of illustration and graphic design. It'd difficult to make magical writing look legit.

But I think I finally hit on something, since I'm actually fairly happy with the glyphs in this image, which I generated using a magic square. Each glyph means something, so if anybody wants to figure out what they mean, look to Saturn.

Sunday, 13 January 2013

Red Dragon


Happy 200 images!

We mostly keep away from dragons and such to do some of the more obscure creatures in the D&D bestiaries. Those ones are usually a bit weirder and a bit what, but they're sometimes pretty cool and need more love. But in special occasions like these, you need to go back to the classics. Specifically, the classic final boss of the campaign and proof of your heroicness.

Among all the dragons, the Red Dragon is the one you really have to watch out for. They are the classic dragon: fire breather, gold hoarder, maiden eater, town razer. They are cruel, vindictive, greedy creatures and amongst the most powerful of dragons (only a fully grown gold dragon is stonger than a fully grown red). Even straight out of the egg, they're already the size of a human and are capable of taking down bears and similar dangerous animals. When they reach the Great Wyrm stage of their life, they're the only chromatic dragon to reach Colossal size, about 70ft in length. Even the main head of Tiamat, the chromatic dragon goddess, is that of a red dragon.

The first famous red dragon was Tolkein's Smaug from The Hobbit, who is the template on which all modern dragons come from. Which is a shame in some ways, because it feels like it limits them to a flying crocodile-dinosaur kind of form. I tried going in a more medieval direction with the Red Dragon, giving it some more leonine features, though he's still quite scaly and bat-winged.

Wednesday, 12 December 2012

Salamander


Salamanders are serpentine creatures from the Elemental Plane of Fire. Like a lot of fiery creatures, they're the sort of monster that you don't want to touch unless you've got your fire resistance spells up. Or like blisters. They can also transfer heat through their weapons so there's that too.

They're not especially strong creatures, though they're quite intelligent and difficult to damage unless you've got some magic weapons (which you should probably have if you were doing the planar travel shenanigans). They make pretty good guardians if you need your temple guarded by something that can probably subsit on coal and wood. They also have a tendency to get summoned by people who want them some finely crafted metalworks, since these guys are also very skilled blacksmiths.

There are different levels of salamander too. You've got your average salamander, which is pretty dangerous. There's also smaller guys called flamebrothers, which tend to get pushed around by their larger bretheren. Then you have salamander nobles, which can get pretty big, are master smiths and have all sorts of nasty fire-based spells that include summoning Huge fire elementals.

Bring some oven gloves and some cold spells is what I'm saying.

Tuesday, 11 December 2012

Shrieking Terror

Shrieking Terrors are bizarre hybrids between the many-headed Hydra and the bat-like Vargouille. Their simple, starfish-shaped bodies support a head at the end of each arm with only a pair of leathery wings to hoist the creature aloft for movement. The heads themselves posses many of the same capabilities as an ordinary Vargouille, including a poisonous bite attack and the horrible "Vargouille's Kiss" - a perversely tender gesture by which the Shrieking Terror marks its victim with a curse that causes them to rapidly undergo a monstrous transformation into a Vargouille themselves!

Foes of the Shrieking Terror attack it with caution - its body restores itself quickly in the manner of a hydra, and each head, if severed, will quickly regrow twofold.

Apologies to those who aren't as keen on the more graphic style - it's a little quicker for me to work in and I wanted to catch up so Blanca and I are in sync again (Blanca's currently technically a week ahead!).  I've been reading a book I was bought recently containing Miyazaki's watercolour sketches for Nausicaä (both the movie and the comic), and I guess this is inspired by the tapestries at the start of the movie, the ones depicting the war and the God Warrior in this nice primitive style. I actually quite like the picture of the Shrieking Terror in the MM3, so check it out!

Monday, 15 October 2012

Kelpie


The Kelpie is one of those dangerous creatures of murky water. Like the nixie and kappa, they're creatures based on actual myth, a warning to others to avoid certain trecharous ponds, rivers and swamps. This creature is from Celtic mythology and, unlike the other two spirits, is wholly malicious. Its normal form is that of a pale horse, dirty with pond scum. It charms people with magic or with an attrative humanoid form to go into the water with it, then drowns them. They might even pose as someone pretending to drown, taking advantage of the good will of others.

A favourite creature of mine, not just of D&D, but of mythology in general. I read a story about a Scottish that put a bridle on a kelpie, which bound it to his will, and forced it to build a castle for him. When it was done, he let the kelpie go. Which was a dumb idea, because the second it was let go, the kelpie cursed him his land to have bad luck. There's a campaign in that story.

D&D doesn't give the creature a bestow curse spell, but it can drive people crazy with feelings of overwhelming sadness, so that's kind of a curse.

Balhannoth

The ambassador shifted uneasily from one foot to the other as the crooked smile worn by His Eminence, the Drow Underking Xun-yl, continued to widen. He inwardly reassured himself - he was on a diplomatic mission (although who knew if the dark elves would respect such civilities?). And, besides, he was flanked by a squad of the finest mage-warriors the Bright Isles could muster; all of them prepared with high-level magics of brightness and blinding to repel all but the most stalwart of Drow. So why did something feel so... wrong? "It is our... custom, that the diplomats of men shall not leave our lands with blood in their veins," spoke the Underking with a sneer. The ambassador stiffened nervously with shock. "You shall harm no-one this day, elf! We of the Bright Isles are well versed in the ways of the light that you fear. Raise your weapons against us and you will suffer our magics!" To the ambassador's horror, the Drow's smile did not lessen. "You say you know our fears, human? You say we fear the light?" The Underking, almost without effort, lifted a finger in signal to the shadows beside him. "There are things in the darkness far more worthy of our fear. And yours." A stony rumble announced the ground beneath the ambassador's feet splitting open like a trapdoor into a pitch-black chamber below. "They are ancient, and care little for magic." But the ambassador was already falling, and he screamed at what he saw.

Composition is clustered as hell. Look at all the hoots I give!

Sunday, 15 January 2012

Knell Beetle


The Knell Beetle is yet another creature you can add to the list of the products of bored wizards. Because sometimes you have to merge a bug with a bell.

Only the description in the Monster Manual is a creature with ten legs, claws and a red carapace. That's a crab, dawg, not a beetle. I couldn't decide on what shape to give them, as you can see, because I quickly found out that it's silly. Because knell beetles are tooting lobsters.

Oh and these things are CR 10, as big as cars and move in colonies. So if you feel like finding one to laugh at, you should probably wait a few levels.

Monday, 26 December 2011

Gaspar by Adam Vian


You come across a huge deer on your travels through the Beastlands. It stands four times taller than a normal human being and antlers sprout not only from its head, but down its neck to its haunches, giving it a coat of grand bony spears. You're confident in the strength and tactics of your party as you charge through the bushes, where you surround the surprised Gaspar. It can't run anywhere without being met by fences of spears and swords. As you raise your weapons to pierce its comparatively soft underbelly, the Gaspar rears up and slams down.

There's a golden light and you can't see your quarry anymore, nor the eternal afternoon sun of Kirgala, nor the ancient trees of the Beastlands. The Gaspar didn't leave, but you did.

--

Drawing by Adam Vian of Super Flash Bros, since I'm currently trying to get my old laptop to cooperate with me and Photoshop.

Happy Holidays, folks.

Sunday, 19 December 2010

Fire Giant




The Fire Giants are the second smallest of the true giants, next to the oafish Hill Giant, but they don't share their cousin's low intellect. They're a highly organized people, merciless, militaristic, and almost always at war with their neighbours. Their invulnerability to fire leads them to make lairs in volcanoes and use flaming weaponry.


Special treat! A (kinda) animated post!

This was animated in After Effects, which is something I sometimes have trouble coming to grips with. I'm more used to using more traditional methods or Flash. Hopefully there'll be more animated posts in the future. Hopefully they'll be GIFs because this whole having to upload a video thing is pretty tiresome.

Edit:

Also an image, because the quality of that video isn't what it could be.

Sunday, 5 December 2010

Couatl


The Couatl is a legendary winged snake native to warm forests. They are highly magical and innately good, making them excellent creatures to run into in most situations (unless you happen to be evil). High-level spellcasters have Summon Couatl available to them as a spell, which, if learnt, can be used to greatly bolster the magical power of any band of adventurers.

Couatl, is, of course, a reference to the mesoamerican deity Quetzalcoatl, who (typical of aztec gods) has some really cool primitive artwork of him. I took inspiration from the colours commonly used to depict him (green/blue) but otherwise tried to do something a little more abstract. Also drawing lots of feathers takes a long time D: This weeks' monsters were both requests, this one being the request of giantitp.com forum user Serpentine.

Sunday, 31 October 2010

Spell Weaver


Spell weavers are enigmatic creatures, encountered alone if encountered at all. Gaunt, six-armed humanoids with owl-like features, they neither speak nor express any visible emotion, whether to humans or (apparently) their own kind. They are known to collect and steal magical artefacts, "raiding" bands of adventurers for a particular magical trinket. Physically weak, they are as dextrous as they appear, having the uncommon ability to cast six spells at once, one with each arm.

Two interesting characteristics are shared by all Spell Weavers: firstly they all carry a small disc, about a handspan across, which pulses with a variety of colours. As far as non-Spell Weavers have been able to discern, this is some sort of spell-casting device, further boosting the creature's already formidable magical ability.

Secondly, Spell Weavers have a bizarre tendency to leave notes behind for their victims to read - more often than not these are rambling streams of gibberish, and answer no questions about the creatures' motives.

Spell Weavers are some of my favourite creatures ever! I have a fascination with owls' faces and a soft spot for spellcasters. With hindsight the robe here reminds me more than a little of this... uh-oh...

Wednesday, 29 September 2010

Bronze Serpent




These are ancient guardians of temples dedicated to snake gods, though the secrets of their construction has since spread. Over 20 feet long, capable of climbing and burrrowing and having no need to worry about breathing, a Bronze Serpent can take on most intruders. Its best strategy is to trap its opponent in its coils and bite it with its electrified fangs. Opponents in metal armor or carrying a large amount of metallic objects don't fare well against its attacks.


I'm a sucker for anything with electrical attacks.

Sorry about being late this week. We were busy with other duties and both of us were having trouble with coming up with a drawing we liked.

Special thanks to Joe for helping me out with the background on this one. I swear it just wouldn't come out right.

Runic Guardian


Golems and other constructed mechanical warriors are commonly employed by those smart and wealthy enough to build them. Constructs follow orders unquestioningly and are difficult to kill, making them excellend guards. A Runic Guardian is an inventive variation on perhaps the most typical type of construct, the Shield Guardian. Its creator covers its torso and limbs with spells in the form of carved runes, which can be activated later by the Guardian to fight off attackers or defend its charge. What spells are inscribed on the Guardian is up to the creator.

I like constructs in general, but the Runic Guardian is one of my favourites. I tried for a more painterly look in photoshop, which I think I'd like to try again. at least it has a background this time!

Tuesday, 24 August 2010

Rakshasa

rakshasa

Rakshasa are a malicious breed of sorcerous shapeshifters. Their natural form is that of a bipedal tiger, but they can take on the appearance of any humanoid creature. They like to place themselves in positions which lets them rule over others. Their one downfall is their hands, which are reversed no matter what form they're in.

Rakshasas are one of my favourite monsters. I like tigers, I like shapeshifters, and I like mythical creatures that have a tell when they're in different forms (like a vampire's lack of reflection, kitsune's fox shadow or the Devil's horns or hooves). The monster originally comes from Indian mythology, which can open up some interesting story paths. Plus there was always something that seemed strangely honorable about rakshasas, like they might not kill you if you genuinely impress them.

Sunday, 25 July 2010

Razor Boar



The Razor Boar is an especially mangled and cruel-looking animal covered in dark fur. It's thick, scarred hide protects it from most attacks, including magical attacks. Large as a horse, the razor boar can trample its enemies and sever their heads using his large tusks.

Doing the wrinkles on his face was probably the most fun part.