I've got quite a few things to finish at the moment, and I've also been busy watching a playthrough of a game I'm really enjoying, so my posts will probably be a little less frequent for a while ðŸ˜
I'm still drawing though, and I'll definitely keep working on my projects whenever I can. Thanks for sticking around! 💜
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[The con rit is a Vietmanese sea serpent reported on by Bernard Heuvelmans in his foundational and deeply flawed In the Wake of the Sea Serpents. I was delighted to find it as a Pathfinder monster as of the 2e Remastered Monster Core 1. As a CR 7 monster that looks like a weirdo centipede found in a hazardous environment, I suspect that the con rit is intended as a "replacement" for the remorhaz, which as an OGL creature was left behind in the Remaster. This is a pretty straightforward conversion, which means that I maintained its ability to deal hit point damage with poison (although, like a lot of PF2e monsters, it deals damage and imposes a penalty to certain rolls). I announced that I'd be using poison as a damage type a few years ago to a bit of uproar, but haven't actually applied it very frequently. If you're dramatically opposed to poison dealing hit point damage, just increase the amount of Dex damage dealt by con rit venom.
Edit: Both @glarnboudin and @abominationimperatrix asked why I didn't make it a remipede. And the answer is, I was doing the monster pretty quickly because I was tired and wanted to write something low-effort. I literally didn't think of it. But it's an excellent suggestion, and I am making it so.
If you'd like to support what I do, check out the Creature Codex Patreon here!]
Con Rit
CR 7 N Vermin
This undulating creature appears to be some manner of aquatic centipede. Instead of scuttling legs, each of its segments bears a pair of broad fins. Its mandibles and antennae sit at the front of an elongated head.
A con rit is a giant remipede with a strong territorial instinct and a strange life cycle. Unlike their smaller kin, con rits have fully functional eyes, and hunt via sight. Their bodies move with smooth undulations, and are counter-shaded so as to be harder to spot from above or below in the water column. As they swim, the plates of their exoskeleton rub together, creating an metallic ringing sound feared by sailors. Con rits are often mistaken for sea serpents or even aquatic dragons due to their serpentine movements and their ability to spray water and venom in a jet from their mouths. Con rits use this ability to pick low-flying birds out of the air, and to knock sailors overboard so they can be consumed.
Legend has it that a con rit is effectively immortal, dying and being reborn like a phoenix. This is a magical interpretation of the unusual con rit life cycle. A con rit is parthenogenetic, capable of fertilizing its own eggs. Con rits lay hundreds of eggs in a secluded spot in their territory but never allow them to develop, culling the oldest eggs by eating them. When a con rit dies, the eggs are left alone, and their development is accelerated by pheromones excreted by their dying parent. The juveniles born first eat the remaining eggs, then turn on each other in a feeding frenzy. Only a single con rit is typically left alive to inherit its parent’s territory. On occasion, young con rits will be carried to another location through water currents or the intervention of other species, but otherwise a con rit remains in its home territory for life. This life cycle is so specific and so limiting of con rit populations that some sages have argued that it is artificial, designed by a sapient species to use con rits as guardians, but no direct evidence of this claim exists.
Con Rit CR 7
XP 3,200
N Huge vermin (aquatic)
Init +3; Senses darkvision 60 ft., Perception +1
Defense
AC 20, touch 11, flat-footed 17 (-2 size, +3 Dex, +9 natural)
hp 102 (12d8+48)
Fort +12, Ref +7, Will +5
DR 5/bludgeoning
Defensive Abilities mindless
Offense
Speed 10 ft., swim 60 ft.
Melee bite +13 (2d10+9 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks spit venom
Statistics
Str 23, Dex 17, Con 18, Int -, Wis 12, Cha 2
Base Atk +9; CMB +17; CMD 30 (cannot be tripped)
Skills Stealth -5 (+7 underwater); Racial Modifiers +12 Stealth underwater
SQ compression
Ecology
Environment warm and temperate aquatic
Organization solitary or frenzy (2-12)
Treasure none
Special Abilities
Poison (Ex) Injury—bite; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d10 poison damage and 2 Dex damage; cure 1 save. The save DC is Constitution based.
Spit Poison (Ex) As a standard action once every 1d4 rounds, a con rit can spit poison in a 30 foot line. All creatures in the area take 2d10 poison damage and 2d10 bludgeoning damage (Ref DC 20 half). Any creature that takes damage from this effect is subject to a bull rush maneuver using the con rit’s CMB. A con rit can use this ability above or below the water’s surface.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Since Sunny, Worms, Bees, and Vryms all use billboarded orb sprites, it's actually pretty trivial to use matcaps to create different looks for these guys, especially if you use matcaps directly from Godot.
The boids are fun to me because of their simplicity. I have to find different ways to evoke styles that simply are harder to express in smaller ways because I have less to work with