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Showing posts with label book: epic level handbook. Show all posts
Showing posts with label book: epic level handbook. Show all posts
Sunday, 1 April 2018
LeShay
The LeShay are to elves what elves are to humans. Which is what this game needed: a more hoity-toity elf. It's possible that LeShay are even the true ancestors of elves, having seeded the Material Plane with their progeny. They're adept shapeshifters, able to appear as any humanoid, but their true form is that of a white elf-like creature with deep black eyes. And despite the unsettling appearance, looking at them give one a strange sense of longing and camraderie.
LeShay are not put off by locked doors. They will get in.
LeShay cannot be stopped by armour. They will get through.
I've been a little ehhhhhh about drawing lately. Artist's block. It happens somethings. Nothing I've drawn recently I've especially liked in anything beyond the thumbnail stage. The Halite animation I did was pretty much because I just couldn't make myself design and draw something new, so just animate something that somebody else has designed. Sometimes this loosens up my brain, sometimes it doesn't. I'm still kinda stuck, but it'll stop eventually.
I've been using Manga Studio for a while but mostly stuck to the same pen (the turnip pen does really nice crispy lines). After several attempts attempts on this I accepted that no matter what I did I wasn't going to be happy with it as a proper illustration. So experiment a bit with other styles of colouring. The colouring in this is mostly done with the flat marker tool for a more smudgy look. It's probably not something that I'm gonna add to my usual drawing style probably, but at least it looks kinda interesting.
Also I treated the LeShay like a little bit as a fairy fantasy version of what the Engineers were in the Prometheus movie. The illustration in the Epic Level Handbook is a little bit boring. Just a grey elf in some brown clothes. But I liked how the description had a bit of that alien-y fairy feeling.
(Not included in the image, but these dudes can manifest +10 keen brilliant energy weapons out of their own life force.)
Blanca's Tumblr
Sunday, 26 November 2017
Hecatoncheires
The Hecatoncheires -- the hundred-handed ones-- are one of those creatures from the dawn of the universe, when the gods were birthing freakish horrors all willy-nilly. There aren't that many of these creatures out there, which is fortunate, since the Hecatoncheires has one of the highest CRs in the game (57!) They don't have much in the way of magic, the way a lot of the creatures at that level of play tend to have.
It just has a heck of a lot of arms.
Good for you if you're a human-sized creature, because this fella'll only be able to get its arms in order to hit you twenty times in a turn (and it probably won't miss).
Okay, so I said they don't have much in the way of magic, but that doesn't mean they're completely non-magical. For one, on the very small chance that it feels it needs help, the Hecatoncheires can summon another one of its kind. So now you're dealing with 200 sword-wielding arms wanting to chop you into hamburger meat. Also, they can make themselves fly.
An average intelligence combined with the madness of 50 arguing heads means that they have little in the way of ambition outside smashing stuff. Probably the best way to get rid of a rampaging Hecatoncheires is to get yourself a really really powerful wizard to teleport it to an empty spot in the universe every couple of centuries.
In Greek mythology, the Hecatoncheires (there are three of them) weren't benevolent per se, but they were definitely less evil than the version in D&D. They got locked up in Tartarus by their father Uranus when he feared that they would usurp him. Later on, Zeus busted them out to get their help in his war against the Titans. As a reward, the Hecantoncheires now guard Tartarus, where the Titans are imprisoned. There's probably some poetic justice there.
Blanca’s Tumblr
Labels:
abomination,
artist: blanca,
book: epic level handbook,
chaotic,
cr 57,
evil,
type: outsider
Friday, 13 January 2017
Iron Colossus
The forbidden palace-city of the Dread King Irek is an alluring quarry for treasure-hunters. Abruptly and mysteriously abandoned by both its master and its thousands of apparent denizens for hundreds of years, its halls remain a trove of wealth, technology and magical artifacts that few thieves could resist. As many have discovered, however, the city is not unattended.
It is assumed that the six building-sized iron golems, known affectionately as the Daughters of Irek, act as caretakers of the Dread King's earthly remnants in his absence. Nobody can be sure, of course, for they do not speak. The slow, relentless beat of their unimaginably heavy paces can be heard for miles around as they patrol the great streets, tricking some into thinking that they are docile, or even mindless. Despite appearing to lack any great sensory faculties, however, the moment any intruder crosses the threshold of the great city, the Daughters wordlessly break from their patrol and converge on the offending creature. Seeming to simply "sense" its presence, they continue to pursue it until they have the opportunity to destroy it, which they do invariably and without hesitation. Only once the intruder has been slain do they ponderously return once more to their mysterious pattern.
Happy 2017! Insert my usual platitudes about not posting enough here, etc etc. Here's an Iron Colossus! Predictably, all the Colossi listed in the Epic Level Handbook are of the colossal size category which is essentially the largest meaningful size category that is statted within the D&D system (everything larger is simply lumped under "colossal plus"), so they are some truly big boys. I probably should have put some stuff in there to show scale (a la my oversized Cadaver Collector from a couple of years ago) but honestly I just kind of went in guns blazing on this one and didn't think about it too much. I guess the stomps kind of suggest a very large size? I don't know. It's always a struggle for me to work out the amount of detail/effort/attention to put into large drawings (which I know sounds weirdly lazy - of course I should put effort into everything I do), but I find it very easy to overthink things, so sometimes I have to try and work against that and just do something that's a bit more relaxed. I'm mostly saying this to justify to myself why this drawing looks a bit crude compared to the Cadaver Collector despite that drawing being two years old. But it's ok.
One of the reasons I was trying to stay quite relaxed about this drawing was because I made a time-lapse video of me making it! This is something I've wanted to do for quite a while (people often ask me about my process and I'm wayy too shy an artist to livestream myself drawing or whatever so this seemed like the next best thing). I usually do a few more design ideas at the beginning and there are usually a lot of false starts - sometimes i'll literally get halfway through cleaning up an illustration and then abruptly decide I hate it and start again - with this one I tried to just start drawing and keep going until I got done. I'll definitely try and do this again in future - if only because I really enjoyed picking the music (which, if you're interested, is from Undertale).
Joe's Tumblr
Joe's Store
It is assumed that the six building-sized iron golems, known affectionately as the Daughters of Irek, act as caretakers of the Dread King's earthly remnants in his absence. Nobody can be sure, of course, for they do not speak. The slow, relentless beat of their unimaginably heavy paces can be heard for miles around as they patrol the great streets, tricking some into thinking that they are docile, or even mindless. Despite appearing to lack any great sensory faculties, however, the moment any intruder crosses the threshold of the great city, the Daughters wordlessly break from their patrol and converge on the offending creature. Seeming to simply "sense" its presence, they continue to pursue it until they have the opportunity to destroy it, which they do invariably and without hesitation. Only once the intruder has been slain do they ponderously return once more to their mysterious pattern.
Happy 2017! Insert my usual platitudes about not posting enough here, etc etc. Here's an Iron Colossus! Predictably, all the Colossi listed in the Epic Level Handbook are of the colossal size category which is essentially the largest meaningful size category that is statted within the D&D system (everything larger is simply lumped under "colossal plus"), so they are some truly big boys. I probably should have put some stuff in there to show scale (a la my oversized Cadaver Collector from a couple of years ago) but honestly I just kind of went in guns blazing on this one and didn't think about it too much. I guess the stomps kind of suggest a very large size? I don't know. It's always a struggle for me to work out the amount of detail/effort/attention to put into large drawings (which I know sounds weirdly lazy - of course I should put effort into everything I do), but I find it very easy to overthink things, so sometimes I have to try and work against that and just do something that's a bit more relaxed. I'm mostly saying this to justify to myself why this drawing looks a bit crude compared to the Cadaver Collector despite that drawing being two years old. But it's ok.
One of the reasons I was trying to stay quite relaxed about this drawing was because I made a time-lapse video of me making it! This is something I've wanted to do for quite a while (people often ask me about my process and I'm wayy too shy an artist to livestream myself drawing or whatever so this seemed like the next best thing). I usually do a few more design ideas at the beginning and there are usually a lot of false starts - sometimes i'll literally get halfway through cleaning up an illustration and then abruptly decide I hate it and start again - with this one I tried to just start drawing and keep going until I got done. I'll definitely try and do this again in future - if only because I really enjoyed picking the music (which, if you're interested, is from Undertale).
Joe's Tumblr
Joe's Store
Labels:
artist: joe,
book: epic level handbook,
CR 33,
neutral,
type: construct
Friday, 5 September 2014
EPIC MONTH: White Slaad
The Death Slaad isn't the final evolution of the slaad species. Neither is the White Slaad; it's merely the next step.
But first lets go over the many many steps needed to get to a white slaad. First a Blue or Red slaad needs to infect a spellcaster in order to create a Green Slaad. After a century, it becomes a Grey Slaad, and it can use a Ritual to become a Death Slaad. Then after yet another century, a Death Slaad becomes a White Slaad. And like I said, this isn't even it's final form.
But for now, the Slaad comes closer to the primordial chaos that originally birthed them as creatures. As well as having destructive chaos-themed magical abilities, the White Slaad is able to belch up chaotic goo which corrodes away the laws that hold matter together like acid. Even those who would normally have protection from chaos aren't a match for it, as it burns through the shielding magic.
I've kept going with the whole fungal thing that Joe did with his Death Slaad, since I was pretty disappointed with my original Green Slaad. The fungus thing adds a little something visually weird to what are otherwise yet another lizard/frog creature. The 3.0 edition of the Monster Manual actually had a nice table to slightly randomize the appearance and abilities of the Slaad. They still kept the basic giant toad-man thing, but you could sometimes get ones with snake hair, wings, petrification gaze, breath weapons or exploding poisonous boils.
Labels:
artist: blanca,
book: epic level handbook,
chaotic,
CR 21,
neutral,
slaad,
type: outsider
Sunday, 24 August 2014
EPIC MONTH: Abomination, Phane
Abominations have been covered before here. They're unholy unions between deities and something else, whatever that may be, and however it may be done. The higher divine creatures, being in that strange state of physical being, it may not be a birth or hatching as feeble mortals understand it. Regardless, this merging of god-stuff happens, and Abominations are formed, being which should not be, are aware of this, and destroy everything around them through their mere presence. Even stillbirths can regain horrible unlife. When divinities become aware of an Abomination, they attempt to destroy it or seal it away. It doesn't always work.
Most Abomination's destruction is limited to the present time. Not so much with the Phane, the union between the other thing and a god of time and fate. As such, their destruction can potentially extend through time (only backwards, though), requiring the use of Quaruts to take them down. The Phane is an incorporeal creature of dusty shadow with glowing green eyes. The air around it seems unnaturally still, and that's because it is; the Phane emits an aura of temporal stasis around them. The good news: you do not naturally age or suffer damage while in this stasis. The bad news: this doesn't apply to the Phane's abilities. Being in control of the stasis field, the Phane can choose to accelerator it for you, and feeds as you age.
Among it's temporal abilities include the manipulation its opponent's temporal presence. It can reach to some alternate time stream, and retrieve a past version of the person it's looking for. You will fight yourself, only a yourself that's completely under the dominion of the Phane.
Labels:
abomination,
artist: blanca,
book: epic level handbook,
chaotic,
CR 25,
evil,
type: outsider
Wednesday, 23 January 2013
Worm That Walks
So while being a Lich is the classic way to live forever: magically binding your soul to a corpse while keeping a piece of it soul in a seperate object for protection. The other way doesn't keep the soul attached to a corpse or jewel; it binds it to a million squirming maggots.
Becoming a Worm That Walks is a much more obscure spell and ritual that sometimes requires the assistance of another similarly high-leveled wizard. The grave site must be tended for over a year before the death of the person to be transformed by watering it with blood and sowing it with meat. This focuses the magic and guarantees a healthy population of vermin. The dead spellcaster is placed in the grave, and his companion finishes the ritual by casting a spell that attracts all sorts of beetles and worms to feed on the body. After a week, the flesh, organs and bones of the deceased are consumed by the vermin, and they become a hivemind controlled by the spellcaster's soul. Assuming the ritual is performed correctly, there's still only a small chance that it will work. The spell requires a massive amount of magical energy to be in the recently deceased, which means that it's primarily epic level spellcasters that successfully become Worm That Walks.
So why become something as icky as a Worm That Walks rather than the comparatively less icky Lich? Potential increase in survivability. Yes, a Lich with a well-hidden phylactery will survive dying, but a savvy adventurer will destroy the phylactery before doing to fight the Lich (see the Harry Potter franchise). A Worm That Walks contains its lifeforce in its squirming mass. If it feels threatened, it will take the risky but potentially rewarding course of breaking its body apart, sending its bugs squirming everywhere. Since its body is made up of so many of these little critters, there's a good chance that at least one will survive and reproduce to create enough worms to form a new body.
Also, its attacks are pretty horrifying, especially the one where you get wrapped up and eaten alive by its body (100 points of damage per round). It's smart enough to disguise itself too, either preparing several extended disguise self spells or purchasing a hat of disguise.
Good against players with Scoleciphobia.
Labels:
artist: blanca,
book: epic level handbook,
CR 26,
evil,
template,
type: aberration
Sunday, 25 November 2012
Prismasaurus
The Prismasaurus is one of those creatures that sounds funny at first. It may be a big dinosaur, taller than a man at the shoulder, but it's still a big dumb animal with a rainbow on its back. Then you're blinded, set on fire, driven insane and sent into another dimension. It's less funny after that.
The Prismasaurus is an epic-level creature, which means that it's the kind of thing you need a +5 vorpal sword to hope to penetrate its ridiculous diamond-hard skin. Its back has a crystalline ridge that reflects all light back as a rainbow of the prismatic spray variety. This rainbow is also blinding, helps neutralize spells and surrounds in a confusing swirl of colours and light that make it difficult to take aim. Fortunately, this only affects creatures within a certain range of it, so maybe you should exchange the vorpal sword for a really really strong ballista.
Or dig a hole that it can fall into and starve to death. Bam, level 1 party defeats CR 28 creature with shovels, a lot of time and some camouflaging twigs.
The actual illustration of the Prismasaurus in the Epic Level Handbook is a little bit ehhhh in my opinion. The idea of a rainbow dinosaur is pretty ludicrous to begin with, but the illustration in the book is a bit dull. It's literally a brown iguanodontian dinosaur with a little streak of color going down its back. The miniature of this creature actually looks better than the illustration, though it keeps quite close to the drawing, if only by putting some emphasis on the colour of its back.
Wednesday, 21 December 2011
Demilich
In the darkness you make out a pile of treasure. Seated atop all this is a dessicated severed head, dusty, parchment-like skin pulled tight against the skull. The treasure gleams green in the arcane glow of the emeralds that line its mouth and stare out at you from its head. It does not move. Roll for Fortitude.
A lich is what happens when a wizard thinks living is for squares and makes itself into a skele-zombie to continue studying magic throughout eternity.
A demilich is what happens when a lich decides that plain ol' having a body's for squares and decides to encase its soul into a gem-studded bone. Normally a skull. They can be an evil sentient bejewelled rib if they feel like it.
So a demilich is even more dangerous than a regular lich, created by Gary Gygax in the infamous Tomb of Horrors adventure for the purpose of killing any player who thought D&D is just a game. In addition to all the spells that a normal lich would have, the demilich has a signature ability: trap the soul. It basically sucks the spirit out of your body (which instantly crumbles to ash) and traps it in one of its gems. It can wipe out a whole party in just over 20 seconds, combat time.
Don't worry, your soul won't be trapped inside the skull forever. The demilich will slowly eat you over the course of 24 hours.
Labels:
artist: blanca,
book: epic level handbook,
chaotic,
CR 29,
evil,
type: undead
Sunday, 3 July 2011
Gloom
The saying goes: "If you want someone dead, you hire a killer... if you want someone dead, you hire a Gloom".Monstrous assassins of the highest caliber, Glooms silently do the bidding of whomever happens to command them. Never armed with more than a cruel dagger, these faceless creatures demonstrate cold-blooded murder with such a clarity of form that it could be called artful. Nothing is known of a Gloom's expected payment (they certainly have no use for gold, or trinkets, or power) but once the transaction is carried out the demise of the victim is certain.
Again, the more observant of our viewers will have noticed my conspicuous abscence from these pages for the last few weeks (to which a number of contributants could be named) but rest assured, I'll be trying my hardest again. This one was obviously a little rushed, but hopefully I'll be able to make more time in the future.
Glooms are from the Epic Level Handbook, which at first seems a little weird given that they don't have much in the way of lore or other bells and whistles - they're literally just an incredibly scary CR 25 creature armed with a knife and some rudimentary (for ELH monsters) special abilites. But (as with a lot of my favourites) it's their simplicity that makes them interesting. Where do they come from? Why do they do what they do? I imagine them as this forbidden "last resort" for when royals or high-level spellcasters who absolutely, positively, have to have someone dead. Like, the kind of deal you wouldn't want to admit to.
Monday, 16 May 2011
Primal Air Elemental
These are the kings of air elementals and one of the more powerful monsters. Their amorphous soft bodies make them largely immune to many spells and damage from all but the most powerful weapons. As neutral creatures, they have no destructive urges, but their low intelligence means that they can easily be tricked.Oh elementals. You're so difficult to make interesting because you're literally piles of stuff.
Edit: Modelling a goblin in three-dee, y'all.
Labels:
3d,
artist: blanca,
book: epic level handbook,
CR 35,
neutral,
type: elemental
Sunday, 6 March 2011
Atropal

Of the many deities and demigods across the planes, only a fraction of real knowledge is held. These beings, unknowably powerful, defy rational thought; they live indefinitely, apparently drawing some power from the faithful acts of their followers.
Knowledge of the creation and destruction of godly beings is thus incredibly hard to come by. One story, however, is sometimes whispered of by the eldest and most knowledgeable archmages: it is said that sometimes, when a god comes into being, some fault or flaw corrupts its manifestation and the god perishes in the instant it is born. These stillborn gods, still powerful in their own right, instantly rise as gigantic undead beings called Atropals. An abomination in the truest sense of the word, the rise of an Atropal dooms worlds.
This is the first creature we've done from the Epic Level Handbook, a fun volume that contains everything you need to make an adventure for characters at 20th level or higher (at level 20 characters pretty much become demigod superheroes). All the creatures in the ELH are really imaginative and cool, and most of them stats that would make a 5th level paladin cringe. The above creature is surrounded by a 30-foot aura that kills most creatures outright then resurrects them as undead minions a few turns later. Yipes!
and yes, it's pretty much an aborted god-fetus. sorry!
Labels:
abomination,
artist: joe,
book: epic level handbook,
CR 30,
evil,
lawful,
type: undead
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