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WAKE UP DEAD MAN + sunlight

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blood under fingernails
"THE DEVIL DOES NOT KNEEL BEFORE FALSE ANGELS. LET THE DEVIL OUT!!!"
MARVEL RIVALS: S4 'THE HEART OF THE DRAGON' TRAILER
Untitled (It's Our Pleasure to Disgust You), Barbara Kruger, 1989
photographic silk screen on vinyl
DAREDEVIL 🌲❄️ 'Not Daredevil' Costume Marvel Rivals — Season 5.5

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inspo : various.
FRANKENSTEIN (2025) — dir. Guillermo del Toro
5e CHARACTER SHEET.
NAME: matthew. CLASS: 10 levels monk of the way of the open hand, 2 levels fighter. RACE: dispater half-tiefling. BACKGROUND: folk hero. ALIGNMENT: chaotic good.
DISPATER TIEFLING.
the great city of dis occupies most of hell’s second layer. it is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to dispater excellent spies and infiltrators.
ABILITY SCORE INCREASE. your charisma score increases by 2, and your dexterity score increases by 1.
LEGACY OF DIS. you know the thaumaturgy cantrip. when you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. when you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. charisma is your spellcasting ability for these spells.
HELLISH RESISTANCE. you have resistance to fire damage.
INFERNAL LEGACY. you know the thaumaturgy cantrip. when you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. when you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. charisma is your spellcasting ability for these spells.
MONK.
LVL 10 STATS.
STRENGTH. 12 DEXTERITY. 20 ( 16 + 1 RACIAL ASI + 2 ASI + 1 ASI ) CONSTITUTION. 11 INTELLIGENCE. 11 WISDOM. 16 ( 15 + 1 ASI ) CHARISMA. 16 ( 14 + 2 RACIAL ASI )
PROFICIENCIES.
ARMOR: none. WEAPONS: simple weapons, shortswords. TOOLS: artisan's tools. SAVING THROWS: strength, dexterity. SKILLS: acrobatics, stealth, insight, perception. LANGUAGES: common, elvish, celestial.
ARMOR CLASS: 22. your armor class equals 10 + your dexterity modifier + your wisdom modifier. bracers of defense : you gain a +2 bonus to AC as long as you are not wearing armor or holding a shield. vest of soul rejuvenation : adds a +2 bonus to AC. whenever the wearer succeeds on a saving throw against a spell, they regain 1d4 hp. the wearer can use a reaction to make an unarmed strike against any attacker that misses.
SPEED: 60 feet ( 30 feet base speed + 20 feet from class feats + 10 from the crusher's ring. )
EQUPMENT: vest of soul rejuvenation, bracers of defense, a quarterstaff of thunderous smite, a mourning frost quarterstaff, 10 darts, an explorer's pack, a pendant bearing tyr's symbol, a pair of red lensed glasses, a braille slate and stylus and parchment, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10gp.
SAVING THROWS.
STRENGTH: 4 ( strength mod + 3 from proficiency bonus ) DEXTERITY: 8 ( dexterity mod + 3 from proficiency bonus ) CONSTITUTION: 0 ( constitution mod ) INTELLIGENCE: 0 ( intelligence mod ) WISDOM: 3 ( wisdom mod ) CHARISMA: 3 ( charisma mod )
WEAPONS.
MOURNING FROST: a +1 quarterstaff that deals additional cold damage. 1d6 + 6 bludgeoning damage +1d4 cold damage one-handed, 1d8 + 6 bludgeoning damage +1d4 cold damage two-handed. CACOPHONY: a +1 quarterstaff that deals additional thunder damage. 1d6 + 6 bludgeoning damage +1d4 thunder damage one-handed, 1d8 + 6 bludgeoning damage +1d4 thunder damage two-handed.
CURRENT UTILITY BUFFS.
vest of soul rejuvenation. adds +2 bonus to AC. whenever the wearer succeeds on a saving throw against a spell, they regain 1d4 HP. the wearer can use a reaction to make an unarmed strike against any attacker that misses.
bracers of defense. you gain +2 bonus to AC as long as you are not wearing armor or holding a shield.
crusher's ring. increases movement speed by 10 feet.
CLASS ACTIONS.
MARTIAL ARTS. your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
you gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
you can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and monk weapons.
you can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. this die changes as you gain monk levels, as shown in the martial arts column of the monk table.
when you use the attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. for example, if you take the attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
KI. your training allows you to harness the mystic energy of ki. your access to this energy is represented by a number of ki points. your monk level determines the number of points you have, as shown in the ki points column of the monk table.
you can spend these points to fuel various ki features.
when you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. you must spend at least 30 minutes of the rest meditating to regain your ki points.
Flurry of Blows. immediately after you take the attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. you can spend 1 ki point to take the dodge action as a bonus action on your turn.
Step of the Wind. you can spend 1 ki point to take the disengage or dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
UNARMORED MOVEMENT. your speed increases by 10 feet while you are not wearing armor or wielding a shield. this bonus increases when you reach certain monk levels.
DEFLECT MISSILES. you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. when you do so, the damage you take from the attack is reduced by 1d10 + your dexterity modifier + your monk level.
if you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. if you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. you make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
KI-FUELED ATTACK. if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
SLOW FALL. you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
QUICKENED HEALING. you can spend 2 ki points and roll a martial arts die. you regain a number of hit points equal to the number rolled plus your proficiency bonus.
STUNNING STRIKE. you can interfere with the flow of ki in an opponent's body. when you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. the target must succeed on a constitution saving throw or be stunned until the end of your next turn.
EVASION. your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. when you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
STILLNESS OF MIND. you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
PURITY OF BODY. your mastery of the ki flowing through you makes you immune to disease and poison.
WAY OF THE OPEN HAND.
OPEN HAND TECHNIQUE. you can manipulate your enemy's ki when you harness your own. whenever you hit a creature with one of the attacks granted by your flurry of blows, you can impose one of the following effects on that target:
it must succeed on a dexterity saving throw or be knocked prone.
it must make a strength saving throw. if it fails, you can push it up to 15 feet away from you.
it can't take reactions until the end of your next turn.
WHOLENESS OF BODY. you gain the ability to heal yourself. as an action, you can regain hit points equal to three times your monk level. you must finish a long rest before you can use this feature again.
MANIFESTATION.
OF BODY. your hands sap the ki from your enemies' bodies. your unarmed attacks deal an additional 1d4 + wisdom modifier of necrotic damage.
OF MIND. your hands sap the ki from your enemies' bodies. your unarmed attacks deal an additional 1d4 + wisdom modifier of psychic damage.
OF SOUL. your hands sap the ki from your enemies' bodies. your unarmed attacks deal an additional 1d4 + wisdom modifier of radiant damage.
RESONATING KI. hit a creature with your bare fists, making the ki in its body resonate with yours. you can then make this ki explode with KI RESONATION: BLAST.
FIGHTER.
LVL 2 STATS.
SKILL PROFICIENCIES: athletics, intimidation.
BLIND FIGHTING. you have blindsight with a range of 10 feet. within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
SECOND WIND. you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE. you can push yourself beyond your normal limits for a moment. on your turn, you can take one additional action.
Some matt and foggy stuff from these past weekssss
felipe castañeda, "untitled," n.d., marble

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Robert Mapplethorpe - Charles, 1985.
- slut, daphne gottlieb
Oh to be a loyal knight and serve my lord (we are fucking)
Cain and Abel — Adolf von Hildebrand
So I finally finished all these pages,,, now I need to figure out how to print them in zine format to sell in the future!!
Btw the pages r right to left

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Murderdock doodle from last night