After a brief allergic hiatus, The Dark Talon Wasp Riders!
After a brief allergic hiatus, The Dark Talon Wasp Riders!
After a brief allergic hiatus, The Dark Talon Wasp Riders!
After a brief allergic hiatus, The Dark Talon Wasp Riders!
After a brief allergic hiatus, The Dark Talon Wasp Riders!
Ebonfang Face-eater
Ebonfang Face-eater
Eight legs, a man’s face, and a pile of skulls.
The face-eater is reluctant to engage in combat unless it can isolate it’s prey. It has no damaging attacks, focusing instead on subduing, and then ripping the tasty face off of it’s victims. It lays it’s eggs in it’s victims skulls, which it carries around on it’s back.
HP: 18
Armor: 1
-Pin them down
-Drag them off
-Disappear into the shadows
-Numb them with poison
-Bite their face off
Count Strahd Von Zarovich of Ravenloft (Tracy & Laura Hickman)
Count Strahd Von Zarovich of Ravenloft (Tracy & Laura Hickman)
I continue converting the Dark Talon Tribe with today’s conversion, the Dark Talon Champion!
I continue converting the Dark Talon Tribe with today’s conversion, the Dark Talon Champion!
Rixloo
Rixloo
Tiny, Solitary, Intelligent, Unique
“Rixloo tricks you! Rixloo tricks you!” This annoying taunt can be heard by anyone who’s fallen prey to one of Rixloo’s “pranks”. Beehive in the tent? Hilarious! Spell book replace with a cow pie? Great fun! Nothing he (it?) does will overtly get a person killed,because where’s the fun in that, but he might throw a fish at your face at the worst time possible. Rumor has it that if caught he must reveal the location of a fantastic treasure. His one weakness….being ignored makes him furious.
Instinct: Prank & pester, tease & taunt
Special qualities: Invisible unless enraged
Moves
– create chaos
– replace a valuable object with garbage
– answer honestly when captured
Title
Mewlip (Group, Small, Stealthy, Intelligent, Hoarder)
Claws (d8 damage) 6 HP 0 armor
Close, Near
The Mewlips are a strange and secretive race, known only from a reference in a poem of the Hobbits of the Shire. They were said to be dangerous creatures, dwelling in the dark and feasting on unwary travellers who sought them out.
Instinct: Lures with gold
Devours unwary
Backstab
Gibbelin Horde Solitary, Hoarder
Gibbelin Horde Solitary, Hoarder
A flurry of blows (d8x2 damage) 20 HP
Close, Reach, Far
Special Qualities: 3x normal health. Every health lost kills a gibbelin. -1 dmg for every gibbelin lost.
“The Gibbelins eat, as is well known, nothing less good than man. Their evil tower is joined to Terra Cognita, to the lands we know, by a bridge. Their hoard is beyond reason; avarice has no use for it; they have a separate cellar for emeralds and a separate cellar for sapphires; they have filled a hole with gold and dig it up when they need it. And the only use that is known for their ridiculous wealth is to attract to their larder a continual supply of food. In times of famine they have even been known to scatter rubies abroad, a little trail of them to some city of Man, and sure enough their larders would soon be full again.”
“Their tower stands on the other side of that river known to Homer—ho rhoos okeanoio, as he called it—which surrounds the world. And where the river is narrow and fordable the tower was built by the Gibbelins’ gluttonous sires, for they liked to see burglars rowing easily to their steps. Some nourishment that common soil has not the huge trees drained there with their colossal roots from both banks of the river.”
“There the Gibbelins live and are discreditably fed.”
–Lord Dunsany
• Ambush with abandon and much gusto
• Lures with gems, jewels and semiprecious stones
• Inhabits the “Gibbelin Tower”
Special Rules: Fighting a Gibbelin Horde
When you fight the Horde, roll 2d6+STR:
10+ choose 2
7-9 choose 1
You avoid being caught by the horde
You land a meaningful hit, roll damage against the horde
You maintain your position in the face of the horde
You help another person escape the gibbelins
When you’re caught by Gibbelins, roll 2d6+STR:
10+ You escape their grasp
7-9 You aren’t mauled or eviscerated, but they worsen your position – pin you down, take a weapon away, etc.
6- The horde tears you to shreds and feasts upon your bits (roll Last Breath).
Dessimen (Intelligent, Horde) 3 HP, 2d4 channeling of fire
Dessimen (Intelligent, Horde) 3 HP, 2d4 channeling of fire
Dessimen, all thirty six of them, hold roughly the shape of people and all stand four foot two inches (127 cm) tall. They are composed of magically bound silica dioxide. Their species was created by a great but mad wizard who sought to use them for research. He imbued them with great intellect and magical affinity, the better to serve his purposes, but left them dangerously vulnerable to the smallest exposure to moisture, to better enslave them. Getting wet, or even damp, rapidly hardens their dermis into a crust until they become dry again. Their magical awareness is bound to their body, and becoming ‘crusted’ alters that, like being trapped in a narcotic high. Usually a harsh one. They remain aware, trapped in this state, and it terrifies them to the point that they react to any perceived threat of hydration with immediate violence or some sort of expulsion technique.
They’ve killed their maker, and their entire culture now resides in a single wide tunnel they’ve created around a magma flow deep in the mountains. It is unbearably hot in there, allowing them to remain dry, but making most races break into an immediate sweat. Their location is known to be near the Nature Smelter station of the Dwarven Outpost of Dregglengerd. Every time someone tunnels over, however, they magically seal the tunnel after dealing with their visitors (peacefully or otherwise)
Dessimen have no concept of privacy. This comes from living in what most visitors describe as a “communal hallway” and being masters of astral projection.
They need not eat, drink (obviously), sleep, or age, and are generally trapped in their custom made habitat. Their culture values art above all things, and have individually and collectively agreed to end their existence once the perfect piece of art is created. To this end they spend most of their time scouring the world with their awareness, studying art in every form, and working on the sculptures they craft from the silica in their torso cavities. Those sculptures, the ongoing results of centuries of work by superhumanly devoted master craftsmen, are individually worth thousands upon thousands pieces of gold to the right buyer if retrieved unbroken.
If all the silica of a fallen Dessiman is gathered, the group can recraft it and re-establish it’s awareness. They know how to make new Dessimen, but know they live an imprisoned existence and do not seek to trap any new beings in it.
The closest things they have to worship is The One, a Dessiman who is voluntarily crusted. He maintains a spell which allows the moisture on his crust to remain despite the incredible heat of their dwelling, and mentally travels who-knows-where to protect the safety of the group. When making decisions, lots are cast before him, which he is believed to influence. In this way, he is their leader…. sort of.
Their technological level is as advanced as the races they monitor from afar, but they are limited to things craftable by the metal they smelt in the magma, the obsidian and other stone of their mountain, via magic, or craftable out of objects brought to them for trade.
Instincts :
* Do whatever it takes to avoid being locked-in
* Understand art
* Summon fire fiends when threatened
* Earn their extinction
Part 1 of the Dark Talon Tribe conversion!
Part 1 of the Dark Talon Tribe conversion!
Eldritch Bagpipe
Eldritch Bagpipe
Unhappy with their lot in life, they joined the Church of Endless Unions and sought to barter with the Dark. But when the time came, and the gate was opened, their god’s children poured forth like a tidal wave of leeches, and devoured the congregation.
Now, helpless and fused with the Children, they exist in torment. Their vocal cords plied by the foul vapours the Children blow into their lungs; a maddening chorus to the unnameable Dark.
—
Eldritch Bagpipe.
group , terrifying , planar , medium
Tentacle lash (D10+2 damage)
Piercing screech (D6 damage, ignores armor )
Noxious vapour (D6 damage, ignores armor , poison )
Special qualities: Induces insanity
—
Instinct:
To play forever the song of their master
Moves:
– Shuffle mindlessly
– Vomit forth a giant cloud of horrible vapours
– Strangle and constrict with tentacles
– Play a mind-shattering song of unspeakable madness
(I was a tad bored at work, so I scribbled this little nasty into my notebook. Sorry for the potato quality picture)
EDIT: Cleaned it up, you can find the clean one here: http://i.imgur.com/rPFyXiB.jpg