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Showing posts with label type: outsider. Show all posts
Showing posts with label type: outsider. Show all posts
Monday, 11 February 2019
Saint
The path to sainthood is a difficult one, requiring years of sacrifice, self-reflection and utter dedication to your holy path. Though sainthood is not the same as godhood, it does grant abilities to the saint that allow them to stay alive for longer to spread the word of their god.
"Saint" isn't a creature, really, but a template that can be added onto any PC after level 6. Feels like that's kinda early to get the holiness required to be a saint but whatever. It's kinda up to the DM's discretion whether you qualify for the template anyway, and it does essentially require you to sacrifice two levels of progression for the sake of power balance. But you do get a lot of abilities that are essentially free that make you really hard to kill, so there's that.
Blanca’s Tumblr
Labels:
artist: blanca,
book: book of exalted deeds,
chaotic,
CR +2,
good,
lawful,
neutral,
template,
type: outsider
Monday, 4 February 2019
Logokron Devil
Much like certain angelic beings use truename magic, so do some devils. As one might imagine, the logokron devil's use of truemagic is meant to cause pain. Their long tongues are marked all over with magic symbols which are painful to look at, causing one to seize up and shake with insurmountable agony. Other devils are unaffected by this symbol, allowing the logokron to incapacitate enemies whilst bolstering the other soldiers in its army.
The know the true words of agony and wounding, and blending them with a person's name can cause that person to be forever tormented, long after the devil has left their sight.
Blanca’s Tumblr
Labels:
artist: blanca,
book: tome of magic,
CR 14,
evil,
lawful,
type: outsider
Monday, 6 August 2018
Hell Hound
Hell hounds are the canine companions of the servants of the denizens of Hell. Bred for size, viciousness and trainability, hell hounds can grow large enough to be used as mounts in the eternal wars between Hell and the Abyss. Wild hell hounds can also be found in wandering in packs throughout this evil plane, and while they're scrawnier than their tamed bretheren, they're also much more cunning.
Evil wizards and warlords will often summon or otherwise procure a hellhound for their own destructive needs. However, the hound's fiery breath and sulphurous smell makes them extremely hazardous to the very flammable Material Plane. Summoning, though only short-term, is probably the more sensible option if you have the means. Otherwise be ready to build stone pens. And make sure that you use good lucks; though beastly, hell hounds are smart enough to work out simpler locks.
Other wizards, fervent seekers of higher truths, also summon hell hounds in an attempt to answer a frustrating question:
Can this hound be a Good Boy when they are, by definition, a Very Bad Dog?
Blanca’s Tumblr
Labels:
artist: blanca,
book: monster manual,
CR 3,
CR 9,
evil,
lawful,
type: outsider
Wednesday, 14 February 2018
Succubus
Of all the demonic denizens of the Abyss, the succubus is admired by mortals because it usually appears in the shape of someone especially desirable. Of course those mortals are very, very stupid if they think they're going to get a good time from this demon without having to give anything in return. The succubus is, after all, a soul-sucking monstrosity. They feel like ice. You will not have fun. Then you'll die.
Every culture has its version of the succubus, that is to say the seductive, disease-bringing, man-eating demon that serves as a warning against getting yourself some strange. The male equivalent, the incubus, isn't quite as common and usually extra rapey.
Some Christian texts claim that the incubus and succubus are the same demon shape-shifting between male and female forms. Angelic and demonic beings are supposedly unable to procreate the biological way. To get around this, the succubus steals semen from her victim, then shapeshifts into an incubus to impregnate a female victim. Despite the human source, the demonic transportation ensures that any child born of this union isn't completely human. Merlin is said to be the result of a union between an incubus and a human woman.
Something I really resent with depiction of succubi/incubi, especially modern depictions, is the focus on the sexiness of the demon. It's very much an "ooooh nooo, I'm getting seduced by this hot chick/dude with horns oh wellllll..." with none of the "btw this is sexual assault it hurts i'm literally wasting away please call a priest" part of the legends. These sex demons were associated with nightly emissions, sleep paralysis, sexual anxiety, rape... There's a reason these guys go after you in your sleep. So I really wanted so create a really repugnant image. Something that really showed the predatory sexual horror that this demon is supposed to represent.
Happy Valentine's Day!
Blanca's Tumblr
Every culture has its version of the succubus, that is to say the seductive, disease-bringing, man-eating demon that serves as a warning against getting yourself some strange. The male equivalent, the incubus, isn't quite as common and usually extra rapey.
Some Christian texts claim that the incubus and succubus are the same demon shape-shifting between male and female forms. Angelic and demonic beings are supposedly unable to procreate the biological way. To get around this, the succubus steals semen from her victim, then shapeshifts into an incubus to impregnate a female victim. Despite the human source, the demonic transportation ensures that any child born of this union isn't completely human. Merlin is said to be the result of a union between an incubus and a human woman.
Something I really resent with depiction of succubi/incubi, especially modern depictions, is the focus on the sexiness of the demon. It's very much an "ooooh nooo, I'm getting seduced by this hot chick/dude with horns oh wellllll..." with none of the "btw this is sexual assault it hurts i'm literally wasting away please call a priest" part of the legends. These sex demons were associated with nightly emissions, sleep paralysis, sexual anxiety, rape... There's a reason these guys go after you in your sleep. So I really wanted so create a really repugnant image. Something that really showed the predatory sexual horror that this demon is supposed to represent.
Happy Valentine's Day!
Blanca's Tumblr
Labels:
artist: blanca,
book: monster manual,
chaotic,
CR 7,
demon,
evil,
type: outsider
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
Wednesday, 8 November 2017
Hollyphant
The hollyphant is a celestial creature primarily associated with Chaav and Lastai, two gods of joy, acting primarily as their messengers. Most of the time a hollyphant is seen, it will appear as a petite flying elephant, about the size of a small dog. But if it needs to attack, it will shift into a giant, more threatening shape.
While small, the hollyphant is immune from all spells. It loses this protection when it shifts into its larger form, trading defense for offense. Despite the size change, it remains just as nimble both on ground and in the air. It has as many magical spells, but it's main attack is it's trunk. As well as knock enemies about in it, the hollyphant can either release a shattering bellow or spray a shower of light (deadly to evil).
Note that both forms of the hollyphant are it's true form. If viewed through a true seeing spell, both its large and smaller selves will be seen at the same time.
This is one of those creatures that I always kinda rolled my eyes at when I saw it. The illustration of the big winged elephant thing is not that good. But then I noticed there was a CUTE TINY GOLDEN FLYING ELEPHANT hiding next to it and I was like yesssssss.
I chose to do this as two illustrations instead of one because the CUTE TINY GOLDEN FLYING ELEPHANT deserved to be more noticeable than it is in the book. Some liberties were taken with the design of the big form. It's supposed to have wings, but I like to think it can still fly with its ears. Just a huge bulk kept aloft by vigorously flapping tiny ears.
Blanca’s Tumblr
While small, the hollyphant is immune from all spells. It loses this protection when it shifts into its larger form, trading defense for offense. Despite the size change, it remains just as nimble both on ground and in the air. It has as many magical spells, but it's main attack is it's trunk. As well as knock enemies about in it, the hollyphant can either release a shattering bellow or spray a shower of light (deadly to evil).
Note that both forms of the hollyphant are it's true form. If viewed through a true seeing spell, both its large and smaller selves will be seen at the same time.
This is one of those creatures that I always kinda rolled my eyes at when I saw it. The illustration of the big winged elephant thing is not that good. But then I noticed there was a CUTE TINY GOLDEN FLYING ELEPHANT hiding next to it and I was like yesssssss.
I chose to do this as two illustrations instead of one because the CUTE TINY GOLDEN FLYING ELEPHANT deserved to be more noticeable than it is in the book. Some liberties were taken with the design of the big form. It's supposed to have wings, but I like to think it can still fly with its ears. Just a huge bulk kept aloft by vigorously flapping tiny ears.
Blanca’s Tumblr
Labels:
artist: blanca,
book: book of exalted deeds,
CR 8,
good,
neutral,
type: outsider
Tuesday, 3 October 2017
Bearded Devil (Barbazu)
Bearded devils, called barbazu in Infernal, are on the lower end of the mid-level hierarchy of Hell. As such, they get to be squad leaders. However, since their squads tend to be made up entirely of lemures, it's more like herding and goading irritable sheep. Their short tempers make them ill-suited for greater command. The barbazu itself is quite dangerous, however. Their primary weapon is a serrated glaive which causes persistent bleeding, requiring especially powerful healing magic or skilled surgery. If somehow deprived of their glaive, the barbazu has a not-so-secret weapon: it's eponymous beard.
The barbazu's beard is covered in disease-bearing toothy tendrils. Despite its wormy appearance, the tendrils are not prehensile. Still, the devil's use of them is suitably horrifying; it gets a good grip on a target with its claws and forces them face-first into its gruesome beard, forcing them to endure hundreds of little scrapes and bites. Should said target survive an encounter with the barbazu, they develop a fever which slowly saps them of their strength. The victim becomes too weak to even breathe and suffocates.
A creature we've encountered in our current campaign, as part of Vecna's troops. I've used on myself in a previous campaign, where a character was eviscerated by its claws (no chance for a beard attack). The glaive is a neat weapon, obviously, but nowhere near as colourful as the claw-beard combo. Even though the potential maximum damage of the glaive and claw-beard attacks are essentially the same, I guess the subsequent bleed damage of the glaive puts it over the top. Still, it's kind of a shame.
Notes on the design here. In the books I have (3.5 and 5th edition), the barbazu's beard is described as being snakey. In most illustrations I've seen, this has been interpreted as thick tendrils with pointy ends, like a barbed snake's tail. I decided to go more for the head end of the snake because it's so much more gruesome to have lots of little mouth nibble-nibble-nibbling at you. They turned out a little wormy though. Originally the design had a big mouth as well, but I took that away too. Now instead of having one big mouth, the barbazu has dozens of itty ones. They came out looking more like earthworms than snakes but shhh.
Maybe I should've forgone the single eye too and made it just a blank face, with the beard having his eyes. Lots of little eyes and teeth. Nibble nibble nibble.
Blanca’s Tumblr
Labels:
artist: blanca,
book: monster manual,
CR 7,
devil,
evil,
lawful,
type: outsider
Sunday, 16 July 2017
Illurien
Illurien of the Myriad Glimpses is a mysterious creature living in a secret location in the Outlands known as the Atheneum Nefarious. Little is known about her or where she came from. Some theorize that she was created by the lich god Vecna, but this is unconfirmed. Those who have seen her describe Illurien as a silvery woman dressed in simple robes which seems to be made out of water. Her face is blank save for two penetrating blue eyes. She does not speak, but her voice patters like raindrops inside her head.
She is also one of the most knowledgeable creatures in the multiverse and her secret library is only second in size to Boccob's own. Each drop that makes up her body and floats around her represents a piece of knowledge that she's gathered over an indeterminate amount of years. The fine mist that surrounds her can daze nearby creatures by bombarding them with thousands of factoids at once. She can extend her body in a strike that sucks out the memories and thoughts of an opponent, leaving them a brain dead husk. Illurien's knowledge of combat techniques and psychology make her especially adept at dodging attacks simply by calculating the location of greatest advantage.
Ilurien of the Myriad Glimpses can be summoned to answer questions, but she must be treated with the same level of caution one would treat a demon. She cannot be trusted.
It was very very hard not to design Illurien in such a way to make her look like Blue Diamond from Steven Universe. Robed watery (blue) lady? Come on now. Eventually I came upon a design that made her look a little bit more alien and possibly ghostly, but I'm happy.
Blanca’s Tumblr
Labels:
artist: blanca,
book: monster manual 5,
CR 15,
evil,
neutral,
type: outsider
Sunday, 2 July 2017
Barghest
The barghest is the particular flavour of hellhound that stalks the ashen slops of the Bleak Eternity of Gehenna. The barghest is especially ugly, looking like a bulky mangy wolf with goblinoid facial features. This beast is capable of shifting between a fully lupine and fully goblinoid form, but primarily stays in its hybrid body.
What makes the barghest a challenging opponent is its stealth capabilities. While it can't fly, it can surpass obstacles by levitating. It naturally leaves no marks of its passage and high-level spells are needed to detect nearby individuals. Larger barghests can also render themselves and members of their pack invisible. A barghest grows by consuming the corpses of humanoid victims, eating flesh and bone so nothing is left. The scant availability of puny mortals in their volcanic dimension means that any unfortunate interloper will find themselves greedily sought after.
The Barghest is one of the many names that the ghostly black dogs of British Isles. This particular name originating from Yorkshire. Other national variants include the yeth hound (Devon and Cornwall), Gwyllgi (Wales), Moddey Dhoo (Isle of Man), Grim (Lanchashire) and just so many spelling variations of Black Shuck. Black Shuck may be the most famous of these names, but I can't be sure. All of them are large ghostly dogs, black-furred with glowing red eyes, and death omens. The Hound of the Baskervilles was inspired by these legends. The name "barghest" is the one I was most familiar with because it was in a book of mythical creatures I had as a kid. I can't remember the title though. I had a lot of these books.
I'm not sure where the whole shapeshifting into a goblin thing exactly comes from; I've only found once instance of a legend that claims that black hounds can shapeshift. My closest guess is that somebody read the term goblin-dog ("goblin" meaning "monster" rather than your contemporary fantasy Tolkein goblin) and went with that.
Blanca's Tumblr
Labels:
artist: blanca,
book: monster manual,
CR 4,
CR 5,
evil,
lawful,
type: outsider
Sunday, 18 June 2017
Azer
The azers are one of the most prominent races on the Plane of Fire, a distinction they share with efreet and salamanders. However, of these three races, the azer are the weakest and their lives are a constant struggle to avoid becoming slaves to the efreet.
The concept of Elemental Planes is always a little bit difficult to wrap my head around. Like, shouldn't the Elemental Plane of Fire be exclusively fire? Should the Water one be just Water, Earth solid Earth? Isn't magma just liquid earth? Isn't smoke and ash hot air and dirt flecks? These dimensions always have a sky and ground and so on.
It's overthinking it, I know. It's magic and fantasy and stop dragging in real world logic into this, everybody knows Fire, Earth, Air and Water aren't real scientific elements anyway jeez. I guess these planes are just supposed to be most the -iness of the element than the element in its purest form. A mirror to our world, only the mirror's set on fire. Maybe there's a core of pure flames, but the rest of it's more of a Plane of Fieriness, fiery landscape, fiery creatures, fiery personalities, what Fire represents rather than just was Fire is.
Welp, worked that out for myself while writing. Good talk, guys, the next round of molten sulfur is on me.
Blanca’s Tumblr
Labels:
artist: blanca,
book: monster manual,
CR 2,
lawful,
neutral,
type: outsider
Sunday, 26 February 2017
Word Archon
There are many types of magic in the world. Amongst one of the purest forms of magic is truename magic. Everything in the world has a true name, a word that encapsulates the whole of their being. Ordinary arcane magic relies on a combination of spoken word, magic ingredient and/or mystic gesture. With truename magic, one only has to vocalize, using the true words which make up the fabric of the universe. However, the truename magic is very precise, relying heavily on intonation. Pronouncing a word wrong usually means the words fizzle, but certain higher powers of the multiverse have names which are able to twist back and damage those who use them incorrectly.
Word archons are the heavenly beings tasked with holding up the sanctity of truename magic. Flying on wings of paper, these archons strike down those who pervert true names to fulfil evil purposes. They are especially studious archons and will make sure to know the true name of their hated target so that their magic will land more effectively.
Name magic is something I always found quite fascinating. It's a fairly common fantasy trope, with magic generally being treated as using the original words of the universe. Knowing an entity's real name is definitely one that gets used and gets mentioned a lot in occult texts. I think Ursula LeGuin's Earthsea series is probably one of the better known examples. Voldemort from Harry Potter kinda has a similar thing going on, but that's less that his name is inherently magic and more that he's put charms on his own name.
I like to call word archons librariangels.
Shamefully channeling Shenanimation's style for this. Look at their stuff, it's neat.
Blanca’s Tumblr
Word archons are the heavenly beings tasked with holding up the sanctity of truename magic. Flying on wings of paper, these archons strike down those who pervert true names to fulfil evil purposes. They are especially studious archons and will make sure to know the true name of their hated target so that their magic will land more effectively.
Name magic is something I always found quite fascinating. It's a fairly common fantasy trope, with magic generally being treated as using the original words of the universe. Knowing an entity's real name is definitely one that gets used and gets mentioned a lot in occult texts. I think Ursula LeGuin's Earthsea series is probably one of the better known examples. Voldemort from Harry Potter kinda has a similar thing going on, but that's less that his name is inherently magic and more that he's put charms on his own name.
I like to call word archons librariangels.
Shamefully channeling Shenanimation's style for this. Look at their stuff, it's neat.
Blanca’s Tumblr
Labels:
artist: blanca,
book: tome of magic,
CR 9,
good,
lawful,
type: outsider
Sunday, 1 May 2016
Angel, Planetar
Planetar are but one facet of the many-sided jewel that is the angelic hierarchy. As a manifestation of goodness and law, angelic beings function as wardens against the spread of evil and chaos throughout the planes, and Planetar serve as elite soldiers in that battle.
While angels are without exception good-natured and compassionate beings, Planetar see it as their primary purpose to destroy evil wherever they find it - often with a violent fervour that other good beings find shocking. It is worth remembering, however, that as interplanar beings, Planetar have seen and experienced much that mere mortals never have or will. It is not inconceivable, therefore, that they are acquainted with far more powerful and malicious beings than will ever trouble the material plane, and that while their dogmatic attitude may seem unreasonable to us, their presence in the multiverse guards against many far greater evils.
---
Considering how much of a stereotype they are, I'm weirdly fond of both angels and their demonic counterparts in fantasy. These days it's rather common to put the whole "both bad but for different reasons" spin on it, where neither the angelic nor demonic powers are shown to be fully in the right, and some shade-of-grey via media is (perhaps somewhat patronisingly) offered as the "correct" choice.
While the allegory serves to demonstrate that dogmatic adherence to a way of being can be toxic - for example, the angels and devils in the Sandman series, or in Spawn, or even Bayonetta* (angels are beaurocratic pedants, devils debauched sadists) - it's fun to look at how and why each "side" justifies their actions. I quite like it when, as in settings like the Warhammer 40K universe, the "good guys" (the human Emperor and his minions) are capable of some truly horrible stuff - but the threat of Chaos is so much worse that you can kind of see how they justify it to themselves.
In D&D this kind of relates to the alignment system, too. Angels are Good, devils & demons are Evil. A lot of debate comes up around what is even meant by either descriptor; for what it's worth, I'm most comfortable completely separating Good and Evil as D&D concepts from good and evil as ethical ideas. Good, in the context of alignments, I take to simply mean "selfless". They do stuff for others more than for themselves. Evil means "selfish". Under this definition, a Lawful Good character can still be unpleasant, can still be horribly violent, can still be an utterly horrible addition to a party. Granted, in many instances this won't be the case, but I think the possibility for a nasty Good-aligned character (and, by extension, a nice Evil-aligned character) makes for interesting characterisation.
When I was colouring this I realised it reminded me a bit of Undyne from Undertale, which I was prepared to chalk up to unconscious plagiarism but then I checked and the first sketch of it was from March 2015 - before the game released!! In related news: this one took me a long while to get comfortable with. I gave up on it for a while, then happened upon the sketch again recently and decided to try finishing it. I think it's ok, although I still don't feel like I've quite zeroed in on the correct amount of detail for these things.
Joe's Tumblr
*NB: I have been playing a lot of Bayonetta recently and I'm super fond of its concept art can you tell????
Labels:
artist: joe,
book: monster manual,
CR 16,
good,
lawful,
type: outsider
Sunday, 17 April 2016
Avoral
Avorals are one of the many Celestials who fight against evil. The avoral is strong (it has to be to flap those wings), yet light and swift. Its touch can heal the worthy, and it can telepathically communicate with all animals. However, the avoral is best known for its amazing sense of sight. It can see through all disguises, even invisibility, and can make out details from miles away. They make excellent scouts for the forces of good, is what I'm saying.
Sorry about how slow Dungeons & Drawings has been lately, by the way. It's been a busy few weeks job-wise and social-wise, not leaving that much time for personal drawings. The last couple of images were a bit of a headache to do, what with the necrophidius having all those dang little bones and the legs on the avoral just not being quite right for the longest time.
Anyway, I should hopefully have some time to get a few images done in advance.
Special news for you Canadians out there. Dungeons & Drawings and Joe Sparrow Comics will be at TCAF next May! Huzzah! We haven't done a con outside of England before, so we're quite keen to see how they compare. Hope to see some of you guys there.
Blanca's Tumblr
Sorry about how slow Dungeons & Drawings has been lately, by the way. It's been a busy few weeks job-wise and social-wise, not leaving that much time for personal drawings. The last couple of images were a bit of a headache to do, what with the necrophidius having all those dang little bones and the legs on the avoral just not being quite right for the longest time.
Anyway, I should hopefully have some time to get a few images done in advance.
Special news for you Canadians out there. Dungeons & Drawings and Joe Sparrow Comics will be at TCAF next May! Huzzah! We haven't done a con outside of England before, so we're quite keen to see how they compare. Hope to see some of you guys there.
Blanca's Tumblr
Labels:
artist: blanca,
book: monster manual,
CR 9,
good,
neutral,
type: outsider
Saturday, 13 February 2016
Ahp, Undine Waterdancer
Flagella is no more. Driven into a blood frenzy by a cursed sword, Flagella was surrounded by endless waves of undead. Her companions were unable to break her from the sword's enchantment, and the necropolis' fail-safe engulfed everything outside the safety zone in cleansing flame. Flagella's corpse was left in such a crispy state that only potent divine magic would be able to ressurect her. Divine magic beyond the party's reach. After some traumatizing attempts to communicate with her soul, the party decides that the best thing would be to let her rest. They placed her remains on a pyre at dawn, and her ashes were scattered by the desert wind.
Meanwhile, Ahp has entered the city of Ninazu. She's been sent by her masters from Plane of Water to see into the deathly magic that's seeping through the portals that feed water into the desert city's aqueducts. If the source of contamination isn't stopped, the portals may be closed as a defense. Ahp was eager to volunteer to explore the other side, but she hadn't expected the Material Plane to so dry. So very, very dry.
Flagella is my first character to die in a very long time. Normally I'm the DM that kills other people's characters, so it's nice to be on the other side of things for a change. Flagella died a glorious, amazing death, so it ain't so bad. The cursed sword was a Berserking Sword, a sword that gives you rage and won't let you stop fighting until everything around you (enemy or ally) is dead. It wasn't that noticeable on Flagella, honestly, since she was already pretty keen to destroy all enemies and would often end up getting knocked out. After her death, the party kicked the sword down a bottomless pit. Randomly generated loot for the next unfortunate souls that explore the necropolis!
Ahp is actually the original character I wanted to play for this campaign (The Cerulean Throne) before deciding to go with Flagella. Going with fighter / bard for her. Originally she was inspired by Morphling of DOTA 2, and I wanted to make a water elemental character that whooshed about a lot. Her appearance is
Sunday, 22 March 2015
Hammer Archon
I suppose agents of heavenly interventions technically aren't supposed to have preferences over who they ally themselves with (other than the ally also being good). But dwarves and gnomes and such just have a greater appreciation for the Hammer Archon's physical makeup and direct approach to problem-solving.
The Hammer Archon is essentially what you get when you get yourself an Earth Elemental and give it a sense of righteous purpose. And a hammer (non-negotiable, comes with the job). As you can tell from those images, I like me some banded gemstones, the Archon being inspired by purple agate. Malachite is still the prettiest stone, yo.
Have been finding it a little difficult lately to pick a creature from the books lately. The Ghosteater was selected by Joe, who got rid of all mentions of the name and the illustration. That makes us rely only on the description of the creature without being influenced by other artwork. But I can't make him do that every week, so this creature was randomly selected using the dice-roller at Rolz. Most other rollers are a bit limited, sticking to the more common dice types (d4, d6, d8, d10, d12, d100, so on), but Rolz lets you input d-whatever, which is plenty useful. First a d77 for a random books, then another d-whatever depending on how many creatures the book has.
Labels:
artist: blanca,
book: races of stone,
CR 9,
good,
lawful,
type: outsider
Sunday, 7 December 2014
Ravid
The Ravid is one of those jolly extradimensional creatures that are fairly harmless on their own plane but a good deal more chaotic when they cross over into ours. This particular creature comes from the Positive Energy plane, which you think would be good seeing as how positive energy is the kind of healing, undead-slaying magic you generally want on your side. Well too much positive energy is a negative thing it seems. Think of positive energy as air in a balloon; enough of it and you eventually go pop.
But that's not the best weapon in the Ravid's arsenal. The best weapon would be that it can animate objects around it once every few seconds through the sheer force of the positive energy it exudes. The object chosen is completely at random, but it will still mess with your day. The fork is animated. Your sword is animated. Your clothes. The carpet, the table, the house you're in is animated. And all those objects are on the Ravid's side.
This creature was a tricky one to redesign. The whole pale glowing serpent thing was easy to do, but for some goofy reason it's described of having a claw that comes out from near its head. LOOK AT HOW GOOFY IT LOOKS. But while I guess giving it a long flowing tendril hair doodad with a hand-looking thing at the end looks less goofy, in a way it isn't as immediately memorable at the original Ravid's grumpy face and dorky little arm.
Labels:
artist: blanca,
book: monster manual,
CR 5,
neutral,
type: outsider
Sunday, 5 October 2014
Nightmare
The Nightmare is literally a horse from hell. But if you want to be more specific, it comes from the Gray Wastes of Hades, the battleground dimension between Hell and the Abyss. These solitary smokey horses hide among the stunted black trees, waiting put to work (willingly or unwillingly) into the evil armies. But they are still difficult to catch. Nightmares breathe blinding smoke and are able to transform their bodies into ethereal substance that travels between dimensions. Their flinty hooves give out sparks when they strike the ground, setting anything flammable alight. Most coveted are the Cauchemars, massive Nightmares fit for giants to ride upon.
Went for a more smoke-based nightmare rather than the traditional flaming mane one. Found when reading the description that there were no allusions to flame except for some around the hooves, eyes and nostrils. And they don't deal fire damage, though yes their hooves can set things on fire. Don't ride a Nightmare on wooden floors, kids.
Some interesting history behind the concept of the Nightmare. The original Nightmare (the mare of German folklore) was a goblin that sat on the chests of sleepers, paralyzing them and causing bad dreams. The modern scientific explanation for things along these lines are sleep paralysis. Your body becomes paralyzed during sleep, to prevent you from moving around to much as you dream. But sometimes you wake up in a half-asleep state and can't move. And in this half-asleep state you might still be dreaming, and imagine something sitting on your chest. Lots of countries have their own versions of monsters that cause sleep paralysis. I had a similar experience, only in this case my monster was a walrus holding a small shelf asking me to give back the books I borrowed. Dreams, man.
The whole horse thing came about as a pun. You know, mare = female horse, nightmares = bad dream, Nightmare = evil horse. Though the first time you can see this pun is in Henry Fuseli's The Nightmare. But similar horses again appear in mythology and folklore. The ones most similar to the D&D Nightmare are prominent in Russian folklore (and probably surrounding countries), where a character (good or evil) rides on a giant ferocious steed with sparking hooves and smoke-filled breath.
Labels:
artist: blanca,
book: monster manual,
CR 5,
evil,
neutral,
type: outsider
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
Thursday, 13 March 2014
Shirokinukatsukami
The shirokinukatsukami (shiro-kinu-katsu-kami) are weird protective spirits from the world of sleep. It's a colourful combination of animals, as large as a tiger. Its long trunk and sharp claws are meant to catch and rend evil spirits and bad dreams.The creature's bizarre appearance may be a result of it being born of a surreal jumble of dreams. The shirokinukatsukami is a powerful guardian, possessing many protective and healing spells, and is capable of minor resurrections.
Even when invoked as a guardian, a shirokinu katsukami may not choose to fully reveal itself. It may appear riding on or in the form of dream mist, or simply appear to their ward as they sleep.
The shirokinukatsukami is D&D's version of the baku, a chinese and japanese folkloric creature. The creature's weird appearance may have been inspired by the tapir. Regardless of whether it's inspired by this animal or not, the actual Japanese word for tapir is baku and some modern representations of the baku show it as a tapir instead of a elephant-tiger hybrid.
The name shirokinukatsukami is a bit weird, when I don't really find any evidence of it being used as a name for the baku. But a little research into the name revealed that while not the true name of the creature, it actually has a kind of sweet poetry to it. People who speak Japanese may feel free to correct me on this, but I think that they name roughly translates to Victorious Spirit of the White Silk (the white silk probably being bedsheets.)
Labels:
artist: blanca,
book: oriental adventures,
CR 14,
good,
lawful,
type: outsider
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