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Sunday, 24 April 2016
Ki-Rin
Should you see a ki-rin in your vicinity know that somebody is about to have either a very good or very bad day. It is an agent of truth and order and spies into the minds of those around them to find evil thoughts. To those it finds worthy, it gifts clothing and items, or otherwise appears as an omen of good fortune. The ki-rin is a horse-like creatures that, despite their massive size, have such a light footsteps that they won't bend a blade of grass beneath their hooves.
Doing research on this was interesting. I'd been aware of the kirin/qilin creature for a while, and was well aware of how weird it is that it's called "the unicorn of the east" when most depictions of this dude show him with two. It's more common in Japan to see a kirin with one horn, but most other Asian cultures with a version of this creature go for the two-horn thing. Like a deer. Or a giraffe. Which is actually what the creature is based on, actually. Some Chinese bigwig centuries ago got a giraffe as a gift and was all like, this means I'm super important, and lots of weird iterations later we get the horse-deer-dragon-cloud thing that the qilin appears as. "Kirin" is actually the Japanese word for giraffe, kinda how "baku" is the word for tapir.
Ki-rin's horn is inspired by this funky little mutant deer skull thing. Oh nature, you goof up sometimes.
Blanca’s Tumblr
Correction: While giraffes and kirin/qilin are closely associated, the mythological creature is likely not based on the other. The earliest mention of a qilin is in 5th century BC China, while a real giraffe was brought to China in the 15th century (i.e. about 2000 years later) by the explorer Zheng He. While it’s possible that the original qilin was based on an ancient giraffe sighting by some other explorer or visitor to China, there is no actual record of this being the case. The Yellow Emperor (from the 2500s BC) supposedly had some qilins, but since he’s more of a King Arthur type legendary figure, we should take that with a grain of salt.
Special thanks to @unikirin for spotting my mistake.
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
Monday, 28 March 2016
Necrophidius
Though literally called a death-snake, the necrophidius is not an undead creature. It's actually a construct, made up of snake and human bones (most notably the skull), created as a guardian. The serpentine form is possible the second most popular shape for constructs (the first being humanoid). Like other snakey constructs, the necrophidius' main tasks are guardianship and assassination. Despite the lack of visible venom sacks, this creature's bite injects paralytic poison. Should it be spotted before it gets within biting distance, the necrophidius is able to perform an undulating dance which hypnotizes its target.
So this one was a tricky one to draw. If I'd been smart, I'd have gone for the much more simplified and bendy vertebrae that Joe used in his devourer image. Silly me, I decided to go with less flexible, much more numerous vertebrae (with disks!). That's my excuse for this late image, at any rate.
Labels:
artist: blanca,
book: fiend folio,
CR 2,
neutral,
type: construct
Sunday, 13 March 2016
Yellow Musk Creeper
The yellow musk creeper is a parasitic plant that feeds on brain matter. The large yellow flowers of the creeper produce a spray of pollen when they sense the vibrations of nearby creatures. This pollen has mind-controlling properties which compel creatures to come within the grasp of the creeper's vines, which latch onto the victim and tunnel into the brain.
Those who have their brain destroyed by a creeper become a part of the plant's reproductive cycle. While seeds gestate within them, the host is compelled to stay close to the parental creeper to protect it against harm. When the host eventually dies through trauma or natural decay, a new creeper grows from the body at an accelerated rate.
The creeper is extremely resilient, able to heal damage deal to it quickly. Fortunately, it's as weak to fire and corrosive materials as one would expect from a plant. The plant is capable of movement, but is extremely slow.
One of my favourite creatures from D&D, though it feels a bit more of a natural hazard than a true enemy. It has an Intelligence score of 2 though, which puts it on par with dogs and other smarter animals so I suppose that distinguishes it from being a plant that just sits there.
Parasitic plants obviously exist in the real world, but they're parasitic because they latch onto the roots, stems and what-have-you of nearby plants to steal their nutrients. The yellow musk creeper is possibly inspired by the members of the infamous Cordyceps genus, a parasitic fungus. Some of these fungi essentially turn insects into zombies, forcing them to climb to high places and starve to death to ensure better distribution of their spores.
Labels:
artist: blanca,
book: fiend folio,
CR 4,
neutral,
type: plant
Sunday, 6 March 2016
Yurian
Yurians are a species of man-sized intelligent crustaceans that move about precariously atop a pair of spindly insectile legs. Found mostly in coastal caves, they are a simple folk, primitive hunter-gatherers who subsist on fish-flesh.
Although the craftsmanship (craftscrabship?) of the common Yurian is meagre, they are known to hoard the seabound detritus they find - driftwood, scraps of gemstone and metal - and fashion small trinkets from them that, despite their simplicity and fragility, are quite beautiful. Yurian caves can be strikingly pretty dwellings.
Hey! So it's been a little while again... a gap mostly to do with house-moving and a pretty harsh art block kinda thing. Anyway, hope an adorable crab-man goes some ways towards an apology. How can you stay mad at those eyes!!!?
Although the craftsmanship (craftscrabship?) of the common Yurian is meagre, they are known to hoard the seabound detritus they find - driftwood, scraps of gemstone and metal - and fashion small trinkets from them that, despite their simplicity and fragility, are quite beautiful. Yurian caves can be strikingly pretty dwellings.
Hey! So it's been a little while again... a gap mostly to do with house-moving and a pretty harsh art block kinda thing. Anyway, hope an adorable crab-man goes some ways towards an apology. How can you stay mad at those eyes!!!?
Labels:
artist: joe,
book: fiend folio,
CR 1,
neutral,
type: monstrous humanoid
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
Monday, 28 December 2015
Frostwind Virago
This year's Winter-themed creature and the last image of 2015.
The frostwind virago is one of those high-end fey that you really really don't want to run into. She is the anthropomorphic representation of the beauty, danger and caprice of winter. They live in cold mountains, though will travel is the cold weather permits it. Their favourite passtime is enthralling warm-blooded creatures to torture with their frost magic until the unfortunate victim freezes to death. Even those who aren't charmed by the virago's magic or are immune to the ice she summons, she can exert a strange mental torture on them. Those near enough to the virago feel their minds seize up and slow as if that is freezing over.
Ah, the return to the frosty woman. This is a theme I've visited a few times before, namely the snow weird and ice weird. For those images I focused pretty much entirely on snowflakes, frost and ice as my visual themes. And it's still present in the frostwind virago, but this time I permitted myself to look outside that for inspiration. The main inspiration behind this image is actually the snowy owl (Hedgewig, for those of you who remember Harry Potter). I went a little bit off script with the virago too. The description makes a big deal out of her having blue eyes, but she's already so blue and I wanted to give her yellow owl eyes. She also doesn't have horns, but I wanted her to be kind of a companion piece to the verdant prince.
Interesting etymology behind the word "virago". It's one of those words whose name has gotten twisted over time. It used to mean "strong-spirited woman", but now it means "loud-mouthed, stubborn bitch". Kinda like how the word "hussy" used to mean "good housewife who takes care of her man and her kids" became "filthy slut who wrecks marriages for fun". Funny how history finds a way to turn positive words into negative ones, isn't it.
Labels:
artist: blanca,
book: monster manual 5,
CR 16,
evil,
neutral,
type: fey
Sunday, 13 December 2015
Shadow Giant
The shadow giant is the second most powerful of the true giants (the most powerful being the mountain giant). While these creatures are in possession of the strength common to their kind, the source of their power comes both from the uncanny way they just know how to kill and the close relationship they have with darkness. Shadow giants are assassins, the kind you may send to take out a dragon or demon with a death attack when the crash and bang of ordinary adventurers just won't do. These giants are also masters of shadow, being able to weave them into all sorts of creatures and weapon and dark imitations of incredibly powerful of spells. If a shadow giant can't kill you, it may imprison you in a gem for all eternity.
Honestly, when I read the entry for the shadow giant I found it a bit silly. A giant with a death attack? Seems a bit overkill when a single punch will probably kill smaller creatures. Sneak attack, weakness to light, so on. Let's see what the spell-like abilities are. Deeper darkness and blur are pretty okay, shadow walk fits with the theme. It's got shadow evocation and... shades? Wait, it has shades as an at-will ability? As in able to cast an 8th level or lower conjuration (summoning or creation) spell every turn for free? At will?
So it's that last bit that I think makes the shadow giant hardcore. Granted, shades may not work on those who realize that whatever spell it's copying isn't the actual real spell, but even then it has an 80% success rate.
So if I were a DM using a shadow giant I would just have it copy the trap the soul spell ad nauseum until the whole party is trapped in gems. Then I would make a tasteful necklace out of their trapped souls.
Honestly, when I read the entry for the shadow giant I found it a bit silly. A giant with a death attack? Seems a bit overkill when a single punch will probably kill smaller creatures. Sneak attack, weakness to light, so on. Let's see what the spell-like abilities are. Deeper darkness and blur are pretty okay, shadow walk fits with the theme. It's got shadow evocation and... shades? Wait, it has shades as an at-will ability? As in able to cast an 8th level or lower conjuration (summoning or creation) spell every turn for free? At will?
So it's that last bit that I think makes the shadow giant hardcore. Granted, shades may not work on those who realize that whatever spell it's copying isn't the actual real spell, but even then it has an 80% success rate.
So if I were a DM using a shadow giant I would just have it copy the trap the soul spell ad nauseum until the whole party is trapped in gems. Then I would make a tasteful necklace out of their trapped souls.
Labels:
artist: blanca,
book: fiend folio,
CR 18,
evil,
lawful,
type: giant
Tuesday, 1 December 2015
Rhek
The rhek are a race of rhino-men who help maintain order in the plane of the Peaceable Kingdoms of Arcadia. They're one of the races that make up the Harmonium, a militant sect that enforces lawful goodness through violence. Seems a bit of a contradiction, but that's what paladins do, really. The Harmonium seeks to create a dictatorship of goodness, where those who adhere to their ideals are guaranteed peaceful, prosperous lives. It's supposed to be of those philosophical questions about order and goodness at the cost of freedom. Can we truly call ourselves good if we don't have the option to be evil? At what point does governing and eforcing cross over into tyranny?
Honestly, the idea of the Harmonium (who also served as the police force in the inter-dimensional city of Sigil) is a bit more interesting that the rhek themselves. Though you can see how they would make good enforcers of the law, since they have abilities that let them detect and smite chaotic creatures. They also seem to share one trait with the krogan from the Mass Effect games: redundant organs. This translates into rhek basically continuing to fight until they are stone dead.
Honestly, the idea of the Harmonium (who also served as the police force in the inter-dimensional city of Sigil) is a bit more interesting that the rhek themselves. Though you can see how they would make good enforcers of the law, since they have abilities that let them detect and smite chaotic creatures. They also seem to share one trait with the krogan from the Mass Effect games: redundant organs. This translates into rhek basically continuing to fight until they are stone dead.
Monday, 23 November 2015
Dungeons & Drawings Book 2!
We made another book!
Back in 2013 we put out the first Dungeons & Drawings book. We’d been selling postcards at expos for a while and decided to experiment with something a bit more ambitious. 40 of our favourite images went into the book, accompanied by simple stats, descriptions, and the folkloric history of the creature and scientific trivia surrounding its possible origins.
Book #1 went down well, so now we’ve decided to continue with the series with a second!
Dungeons & Drawings #2 debuted at Thought Bubble in Leeds this year. Thanks to all the people that bought it, and to those that bought the first one and rushed excitedly for the second one.
And now we have an Etsy store. Both books are available for sale now! Go git ‘em!
(Comes with cat’s sniff of approval.)
Sunday, 15 November 2015
Bheur Hag
The bheur hag is a relative of the marzanna, another evil winter witch. At first the bheur seems the less physically imposing of the two, a little old lady leaning on a stick. Then it turns out that she's considerably more dangerous.
One illustration can't show the full scope of the bheur hag's dangerousness. For one, they can fly and are content to pelt their enemies from above with snow and ice. One of the spells she can cast whenever she pleases is Snilloc's snowball swarm (it's pretty much what you think it is). Her staff is the focus of her magical power, but she's not helpless without it, just magically weakened. If the hag decides that she must enter physical combat, she makes herself double in size. And when she defeats a victim, the bheur strips the flesh away from the bones so quickly that any unlucky observers and literally stuck blind with horror.
And I do mean literally. It's a Will save where if you fail you're either permanently blind or go insane for 2d6 days on a 75-25 chance ratio. Don't look at her when she's eating, is what I'm saying.
The bheur hag is another creature I've come across in some of my reading. In Otta Swire's Skye, the Island and its Legends she appears as the winter goddess/spirit Cailleach Bheur, partially responsible for the creation of the Cuillin Hills. She appears in some other Scottish and Irish folklore, but the Skye one's the only one I've read in a book. Like the aforementioned marzanna, she also has a little bit of a ritual attached to her. But instead of being destroyed in effigy, whoever is last to bring in the harvest has to house a Cailleach effigy for a year.
One illustration can't show the full scope of the bheur hag's dangerousness. For one, they can fly and are content to pelt their enemies from above with snow and ice. One of the spells she can cast whenever she pleases is Snilloc's snowball swarm (it's pretty much what you think it is). Her staff is the focus of her magical power, but she's not helpless without it, just magically weakened. If the hag decides that she must enter physical combat, she makes herself double in size. And when she defeats a victim, the bheur strips the flesh away from the bones so quickly that any unlucky observers and literally stuck blind with horror.
And I do mean literally. It's a Will save where if you fail you're either permanently blind or go insane for 2d6 days on a 75-25 chance ratio. Don't look at her when she's eating, is what I'm saying.
The bheur hag is another creature I've come across in some of my reading. In Otta Swire's Skye, the Island and its Legends she appears as the winter goddess/spirit Cailleach Bheur, partially responsible for the creation of the Cuillin Hills. She appears in some other Scottish and Irish folklore, but the Skye one's the only one I've read in a book. Like the aforementioned marzanna, she also has a little bit of a ritual attached to her. But instead of being destroyed in effigy, whoever is last to bring in the harvest has to house a Cailleach effigy for a year.
Saturday, 31 October 2015
Happy Halloween! Brain in a Jar
The brain in a jar is considered an undead creature. I guess the process that involves yanking a brain out of someone's noggin and sticking it in a goopy container will kill the brain at some point. Temporarily at least. The brain is a good deal more potent in the jar than in the head, since the alchemical whatsits gives it some psychic juju to mess around with. It can communicate telepathically, implant suggestions, squeeze minds and float itself and its container around. It isn't that happy about its situation though, and anybody who tries to read the brain's mind will share its madness (Wisdom drain, yo).
Honestly, I find the fact that it has a fly speed a little disappointing. I really dig the idea of this seemingly inanimate object hidden somewhere in the room that's dealing damage. Or what if you have a whole room filled with these fellas, all dealing 2d10 damage in one go. I think that sounds neat.
This seems like a considerably less powerful version of the elder brain and the demilich, to make things accessible to low-level characters.
My favourite "brain in a jar" story is a certain Lovecraft tale. Roald Dahl also wrote a short story ("William and Mary") with an extracted sentient brain that was also quite unpleasant.
Happy Halloween, peeps.
Labels:
artist: blanca,
book: libris mortis,
CR 4,
evil,
neutral,
type: undead
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