Kevin lives in the forest. Ā Kevin is a special tree system that feeds on people who wander near, and uses its branches and words to lure people in.. He's your friend. He has other friends, and they're all called Kevin, too. He shares roots with them. He likes that they're all called Kevin. He doesn't like that you aren't. He'd like you to be called Kevin, too. He wants you to join the Kevins of the Forest.
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Just as we dare not speak the bear's true name for fear of summoning its wrath, there is a turn of phrase of equal power and danger that would be best avoided. It comes up innocently enough in casual conversation, when a point has been previously made and is reiterated for emphasis, but this simple statement is enough to draw the ire of a terrifying ursine threat from outside of time and space.
At first glance, the summoned bear appears similar to a normal brown bear, which would already be sufficiently alarming given its sudden appearance and immediate aggression. But its true nature is revealed to anyone foolish enough to engage it in combat without finishing it off. Similar to a hydra, slaying this particular bear will only cause one's problems to double, as two bears appear in its place to continue its rage and destruction. Each new bear shares the same magical properties of the original bear, and the threat is further compounded the more the bears are threatened.
Plainly put, this abomination poses significant a threat to all of existence. Bears ad infinitum will ravage the natural order, fell entire kingdoms, and clog the oceans with ever-replicating bear carcasses. Any attempt at countering this onslaught only further empowers it.
The dangers cannot be overstated. It certainly bears repeating thatā oh no. What have I done? I've condemned us all! I hear it now! The heavy thuds of its feet shake the earth as it walks, its fangs gnash at the air as if preparing to clamp down on its prey, the terrible roars echo down the halls... it's already in the house... it's too late for me. Go! Release your damnable notes to the world, let the people know how I doomed us to destruction!
It's bears repeating!
It's bears repeating!
IT'S BEARS REPEATING!
Attributes
Large aberration, chaotic evil
Armor Class: 11 (natural armor)
Hit Points: 34 (4d10 + 12)
Speed: 40 ft., climb 30 ft.
STR: 19 (+4)
DEX: 10 (+0)
CON: 16 (+3)
INT: 2 (-4)
WIS: 13 (+1)
CHA: 7 (-2)
Skills: Perception +8
Senses: passive Perception 18
Languages: none
Challenge: 24 (62,000 XP)
Proficiency Bonus: +7
Special Traits
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Magic Weapons. The bear's weapon attacks are magical.
Pack Tactics. The bear has advantage on an attack roll against a creature if at least one of the bearās allies is within 5 feet of the creature and the ally isnāt incapacitated.
Bears Repeating. Once per world, when the barriers between planes are at their weakest, if someone speaks aloud the phrase "it bears repeating" in normal conversation, the bear is summoned from its slumber in a pocket dimension and appears in a random space within 20 feet of the speaker. This bear is identical in appearance to a brown bear. Upon being summoned, it viciously attacks all non-bear creatures it can see and will not stop fighting until it or the original summoner dies.
Additionally, if the bear takes damage but isn't reduced to 0 hit points, it splits into two new bears repeating with full hit points that share the original bear's aggression.
Actions
Multiattack. The bear makes a number of attacks equal to the total number of bears within 120 feet (including itself), alternating between its bite and its claws for each attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Reactions
Endure (1/Bear). When the bear is reduced to 0 hit points, it drops to 1 hit point instead, after which it splits as per its Bears Repeating trait.
[id: monster stat block for bears repeating, depicting a row of identical bears repeating into infinity]
A Bone Spider, as you may guess, is not a skeleton of a giant spider animated to unlife. Mainly because spiders, being arachnids, do not have internal skeletons. No, the Bone Spider is a horrific unliving predator found within the Shadowfell, and is the result of a normal skeleton being twisted by the horrific energies of the shadowfell. These creatures also exist in the underdark, and are a favored sentry and pet of Drow necromancers.
Unlike normal spiders, Bone Spiders do not spin webs, instead preferring to ambush their prey, either by leaping down from above, or laying in wait buried just under the ground. They possess a fearsome bit, which brings with it a horrific necrotic effect which causes flesh to quickly liquefy and slough off bones. Once a victim has been slain, their remaining skin quickly rots off, and their skeleton animates, serving the Bone Spider loyally. Occasionally, a victim's skeleton will transform into a new Bone Spider, it is through this means that Bone Spiders can quickly multiply and overrun an area if left unchecked.
CR 3: This Is Not a Place of Honour - Radiant Waste Repository
Following arcane conflict, former battlefields sometimes hold onto the fallout of arcane energy. Over time, such sites leak radiant energy into the environment that cause disease in the nearby plants, animals, and people. Worse still, mutation gives rise to dangerous new monstrosities whilst other creatures - such as the terrifying kaiju - seem to be born from the radiant energy itself.
The atomic priesthood was established to create so-called radiant waste repositories, guarding such sites until the danger passes. So the atomic priesthood began their watch, and the sites were shunned, left uninhabited, and eventually forgotten, except by folk story.
Creatures native to a radiant waste repository have an intimate connection to their territory. When at least six such creatures defend their territory together, they can call on the environment to aid them. The group must include at least one atomic priest or kaiju. When determining the difficulty of such an encounter, consider the radiant waste repository to be one additional creature of challenge rating 3.
Repositories In Other Worlds
Radiant waste repositories can be found throughtout the D&D multiverse. In Eberron, for example, the Last War left many scars across Khorvaire. A radiant waste repository might represent the testing grounds of a House Cannith weapon, an area of the Mournland, or a manifest zone into the plane of Irian. In the world of Exandria, repositories might be found in the lands of Eiselcross and Blightshore, or in the wastes of Xhorhas as a remnant of the Calamity. In the world-city of Ravnica, the Izzet League's experiments could give rise to a radiant waste repository.
Lair Actions
On initiative count 20 (losing all ties), the group takes a lair action, causing one of the following effects; the group canāt use the same effect two rounds in a row:
Emanation of Energy. Radiant waste erupts in a 20-foot-radius sphere centred on a point on the ground. Each creature in the area must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage and 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
Landscape of Thorns. A mass of many irregularly-sized spikes protrude from the ground in all directions in a 20-foot square. The square becomes difficult terrain for 1 minute or until this action is used again. Each creature in the square when it first appears must make a DC 15 Dexterity saving throw, taking 5 (1d10) piercing damage on a failed save, or half as much damage on a successful one.
Menacing Earthworks. Mounds of earth shaped like lightning bolts emanate from the ground in an unoccupied space. The earthwork lasts for 1 minute or until this action is used again, after which it crumbles to dust. Each creature within 5 feet of the earthwork must succeed on a DC 15 Wisdom saving throw or be frightened of the earthwork until initiative count 20 on the following round. Any creature that starts its turn within 5 feet of the earthwork must also make the saving throw.
Regional Effects
The region containing a radiant waste repository is uninhabitable and unfarmable. A network of enormous slabs of black basalt are arranged in an irregular square grid, through which a series of extremely large spikes emerge from the ground at different angles. These long-time warnings account for the one or more of the following effects in the surrounding region:
Black Hole. Food, including living edible plants, are supernaturally fouled within a mile of the lair. Creatures that eat such food vomit it within minutes.
Forbidding Blocks. Slabs of black basalt render the land within a mile of the lair uninhabitable. Creatures that rest in the region cannot gain the benefits of a long rest.
Rubble Landscape. A network of house-sized stone blocks suggest a network of āstreetsā which feel ominous and lead nowhere. Large square-shaped piles of blasted rock give a sense of something having been destroyed. Creatures within a mile of the lair sometimes feel ill at ease, lost, or hopeless.
The effects that deter intrusion at radiant waste repositories are designed to last into the far future. Even if all creatures in the lair die, the regional effects do not fade for 10,000 years.
Other Inhabitants of Repositories
Not many creatures can survive in a region containing a radiant waste repository. Native creatures such as atomic priests and kaiju are sustained by the ambient arcane energy, though the latter also preys on other creatures. Wild ray cats typically range in and out of such regions, acquiring food outside of the region but returning for protection from larger predators that are unwilling to follow.
Creatures that donāt need to eat or sleep, such as undead and constructs, find they are well adapted to radiant waste repositories. Some are born of the ambient arcane energy itself, such as living spells, whilst others are born of the despair or distress caused by the rubble landscape and other such features, such as sorrowsworn.
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What a convenient way to tie both my Fragged Empire webcomic stuff with some October art challenges : ) . I didnāt get to do a lot of creative stuff when I was younger so Iām always really stoked to see people continue on with their passions or pick them up once theyāre able to do so.
This prompt was for a homebrew monster. While still grounded in the Fragged Empire setting, this monster is specifically a variant of the Zhou, a people that started out as grey goo bio weapons, but gained sentience in the centuries following the aftermath of the warās end. Rather than succumb to the curse of Endless Hunger, they seek to achieve balance between their fantastical abilities to morph nod meld their bodies, consuming biomass and crafting bodies for themselves to fit with the strange and often inhospitable environments of exoplanets. While they do not need oxygen to survive, they are vulnerable to heat and fire.
The Zhou often come across as plant-like peoples, although their bodies can be adjusted to match whatever materials are available with their environments like plastic and metal. They can consume all forms of biomass, so the galaxy is rightfully suspicious and afraid of them. This particular one has grown to a large size after consuming too much biomass, likely succumbing to the Hunger soon. Whoever was holding that transponder was right to scurry off
Iāve been sitting on this sense October. Forgot to post it now itās mid-December.
This was forĀ Halloween Zero-to-Thirty Challenge Rating Challenge but as you can see I never posted/finished it. Well Iāll be posting what I did do.
Day 1 - CR0 - Pumpkin SpiceĀ
Pumpkin Spice Elixir & Drink Powder Mixer
Elixir is just a fancy way of saying soda in my modern fantasy dnd world.Ā
They look like potions cause branding, however aren't magical in any way. Pumpkin Spice Elixir is a pumpkin flavored soda and pumpkin spice drink powder mixer is like those powder packets that would be placed into water to make it taste different but for fake pumpkin flavoring, nutmeg, and cinnamon.
The world has drink vending machines that give out elixirs, bottled coffees or teas, andor other drinks found in those types of machines. None of these have any stats to go with, they are merely the equivalent to "what type of mead where we given" kinda stuff.Ā
Keep Reading is for Lore
~~~
Summary: Pumpkin soda with a lot of spices mixed in sold around the time autumn happens in the Feywild. It's sold year round in elven cities surrounding where pumpkins are grown in Nov, but extremely expensive outside of harvesting season.Ā
Eatability: Fey, Kuo-toa, illithids, Myconids, Stoneling, Thri-kreen - can't consume it, mostly cause of the carbonation or inability to consume any elixir.
~~~
Description:Ā A carbonated drink of pumpkin puree. Tastes more like pumpkin soup that is fizzy with cinnamon, unless you get a coffee variant then its most fizzy black coffee with a hint of pumpkin flavoring and a butt load of cinnamon.
Most come in simple cylinder glass bottles, however some manufacturers will make pumpkin shaped bottles and tint the glass orange. Autumn soda competition will often make extremely detailed containers for prize winners.
~~~
Vague Recipe - this is a generic recipe; elixir bars, MAM variants, and personal recipes may differ drastically. This is the closest to what you'd probably get from a vending machine.
Late af, but here I am! Bringing a cursed fly to buzz in your ears and an ethically dubious spell!
I'll try to make today's monster in time - wish me luck, 'cause I'll need it.
The Fly
Cursed by an enemy warlock, this poor creature had their body swapped with the one of a fly and was turned into a familiar. The tiny monster is now compelled to follow it's master until one of them die. But what happens when the creation outlives it's creator?
A cursed existence
Once freed from the chains that bind it to it's master The Fly doesn't turn back into a humanoid: the curse holds still, as the only way to trully break it is passing it on. To free itself the monster must swap it's body with another creature. This is done through the Create Minor Monstrosity spell, that can also be learned by warlocks willing to create Flies.
Under the cut is the transcription of the stats block and the Create Minor Monstrosity spell.
Create Minor Monstrosity
3rd-level transmutation (ritual)
Casters: warlock (pact of the chain)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a fly, bone ashes, two silver rings worth at least 200 GP)
Duration: 3 days or permanent
You put a ring on your own finger and one on your target's, springing them with bone ashes while chanting the spell's words. The target must succeed on a Constitution saving throw. If they fail, they are turned into a fly (see The Fly). They can do the test again after a long rest, but if they fail two more times the transmutation becomes permanent. After that, you can use the spell Find Familiar to turn the creature in your familiar.
The Fly
Tiny monstrosity, any alignment
Armor Class 13
Hit Points 5 (2d4)
Speed 15 ft, fly 40 ft.
STR 03 (-4) || DEX 17 (+3) || CON 10 (+0)
INT 16 (+3) || WIS 12 (+1) || CHAR 0 (-5)
Skills Arcana +5, Perception +3, Stealth +6
Senses passive Perception 11
Languages Any language known before transformation
Challenge 1 (200 XP)
Fly By. The Fly doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Innate Spellcsting. The Fly's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: prestidigitation, poison spray, acid splash.
1/day: create minor monstrosity.
Magic Resistance. The Fly has advantage on saving throws against spells and other magical effects.
Spider Climb. The Fly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Toxic Spit. Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: 7 (1d8 + 3) acid damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage.