Art still owed...
Posted 5 years agoI've been patient and waited a long time now to get all art I've paid for and now I need to keep a public record to show what I'm still waiting for.
BrokenVocaloid bought 2 YCHs Nov 2nd, 2019, 12:41 AM (At this point I just want my $70 back)(STILL NO REFUND)
Ship-Wreck 1 YCH Jun 28, 2019 08:37 PM (Delivered)
wyebird 1 YCH Mar 5, 2019 01:04 AM
Evil-Rick 1 YCH Mar 14, 2019 12:34 PM
Corganda 1 YCH Oct 19th, 2019, 01:03 AM
Maziqueen 1 YCH Apr 2nd, 2020, 11:30 PM(Delivered)
Jecsh 1 YCH Apr 10, 2020 09:32 PM(Delivered)
Nell-chan 1 YCH Apr 14, 2020 06:50 AM(Delivered)
VoidKhat Posted: Apr 16, 2020 07:32 PM (delivered)
LindseySnowSprinkles Posted: May 4, 2020 07:04 PM (Delivered and more ordered)
Kokujin_Enki May 7th, 2020, 08:29 PM (Delivered)
Kairiyu Posted: Apr 24, 2020 04:37 PM(delivered)
ZoeLycan Apr 16th, 2020, 06:55 AM (canceled)
zana6 May 25th, 2020, 11:21 PM
Just curious if you can or are willing to try to do a super realistic picture of this creature of mine. And, if so how much?
And, when I say realistic I mean as in the creature's head is actually like a combo of a Hammerhead Shark, a Sawfish, and a Catfish!
BrokenVocaloid bought 2 YCHs Nov 2nd, 2019, 12:41 AM (At this point I just want my $70 back)(STILL NO REFUND)
Ship-Wreck 1 YCH Jun 28, 2019 08:37 PM (Delivered)
wyebird 1 YCH Mar 5, 2019 01:04 AM
Evil-Rick 1 YCH Mar 14, 2019 12:34 PM
Corganda 1 YCH Oct 19th, 2019, 01:03 AM
Maziqueen 1 YCH Apr 2nd, 2020, 11:30 PM(Delivered)
Jecsh 1 YCH Apr 10, 2020 09:32 PM(Delivered)
Nell-chan 1 YCH Apr 14, 2020 06:50 AM(Delivered)
VoidKhat Posted: Apr 16, 2020 07:32 PM (delivered)
LindseySnowSprinkles Posted: May 4, 2020 07:04 PM (Delivered and more ordered)
Kokujin_Enki May 7th, 2020, 08:29 PM (Delivered)
Kairiyu Posted: Apr 24, 2020 04:37 PM(delivered)
ZoeLycan Apr 16th, 2020, 06:55 AM (canceled)
zana6 May 25th, 2020, 11:21 PMJust curious if you can or are willing to try to do a super realistic picture of this creature of mine. And, if so how much?
And, when I say realistic I mean as in the creature's head is actually like a combo of a Hammerhead Shark, a Sawfish, and a Catfish!
Alright lesson learned.
Posted 6 years agoI won't try to be friendly or social with anyone anymore since 2 artist I liked the work of have shit on me in the past few days when I have approached them online. Wasn't trying to get free art or anything was actually trying to get a commission on one and the other was just trying to start a conversation. And, all I got was insult and blocked!
The Monomyth, or the Hero's Journey; My Story Idea.
Posted 6 years agoThe Monomyth, or the Hero's Journey; My Story Idea.
The Call to Adventure
The hero begins in a situation of normality from which some information is received that acts as a call to head off into the unknown.
Refusal of the Call
Often when the call is given, the future hero first refuses to heed it. This may be from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that work to hold the person in his current circumstances.
Meeting the Mentor
Once the hero has committed to the quest, consciously or unconsciously, his guide and magical helper appears or becomes known. More often than not, this supernatural mentor will present the hero with one or more talismans or artifacts that will aid him later in his quest. Meeting the person that can help them in their journey.
Crossing the First Threshold
This is the point where the hero actually crosses into the field of adventure, leaving the known limits of his world and venturing into an unknown and dangerous realm where the rules and limits are unknown.
Belly of the Whale
The belly of the whale represents the final separation from the hero's known world and self. By entering this stage, the person shows willingness to undergo a metamorphosis. When first entering the stage the hero may encounter a minor danger or set back.
The Road of Trials
The road of trials is a series of tests that the hero must undergo to begin the transformation. Often the hero fails one or more of these tests, which often occur in threes. Eventually the hero will overcome these trials and move on to the next step.
The Meeting with the Goddess
This is where the hero gains items given to him that will help him in the future.
The Woman As Temptress
In this step, the hero faces those temptations, often of a physical or pleasurable nature, that may lead him to abandon or stray from his quest, which does not necessarily have to be represented by a woman. Woman is a metaphor for the physical or material temptations of life, since the hero-knight was often tempted by lust from his spiritual journey.
Atonement with the Father/Abyss
In this step the hero must confront and be initiated by whatever holds the ultimate power in his life. In many myths and stories this is the father, or a father figure who has life and death power. This is the center point of the journey. All the previous steps have been moving into this place, all that follow will move out from it. Although this step is most frequently symbolized by an encounter with a male entity, it does not have to be a male; just someone or thing with incredible power.
Apotheosis
Further information: Apotheosis
This is the point of realization in which a greater understanding is achieved. Armed with this new knowledge and perception, the hero is resolved and ready for the more difficult part of the adventure.
The Ultimate Boon
The ultimate boon is the achievement of the goal of the quest. It is what the hero went on the journey to get. All the previous steps serve to prepare and purify the hero for this step, since in many myths the boon is something transcendent like the elixir of life itself, or a plant that supplies immortality, or the holy grail.
Refusal of the Return
Having found bliss and enlightenment in the other world, the hero may not want to return to the ordinary world to bestow the boon onto his fellow man.
The Magic Flight
Sometimes the hero must escape with the boon, if it is something that the gods have been jealously guarding. It can be just as adventurous and dangerous returning from the journey as it was to go on it.
Rescue from Without
Just as the hero may need guides and assistants to set out on the quest, often he must have powerful guides and rescuers to bring them back to everyday life, especially if the person has been wounded or weakened by the experience.
The Crossing of the Return Threshold
The trick in returning is to retain the wisdom gained on the quest, to integrate that wisdom into a human life, and then maybe figure out how to share the wisdom with the rest of the world.
Master of Two Worlds
This step is usually represented by a transcendental hero like Jesus or Gautama Buddha. For a human hero, it may mean achieving a balance between the material and spiritual. The person has become comfortable and competent in both the inner and outer worlds.
Freedom to Live
Mastery leads to freedom from the fear of death, which in turn is the freedom to live.[citation needed] This is sometimes referred to as living in the moment, neither anticipating the future nor regretting the past.
ACT 1 Departure:The Call to Adventure
The hero begins in a situation of normality from which some information is received that acts as a call to head off into the unknown.
Refusal of the Call
Often when the call is given, the future hero first refuses to heed it. This may be from a sense of duty or obligation, fear, insecurity, a sense of inadequacy, or any of a range of reasons that work to hold the person in his current circumstances.
Meeting the Mentor
Once the hero has committed to the quest, consciously or unconsciously, his guide and magical helper appears or becomes known. More often than not, this supernatural mentor will present the hero with one or more talismans or artifacts that will aid him later in his quest. Meeting the person that can help them in their journey.
Crossing the First Threshold
This is the point where the hero actually crosses into the field of adventure, leaving the known limits of his world and venturing into an unknown and dangerous realm where the rules and limits are unknown.
Belly of the Whale
The belly of the whale represents the final separation from the hero's known world and self. By entering this stage, the person shows willingness to undergo a metamorphosis. When first entering the stage the hero may encounter a minor danger or set back.
ACT 2 Initiation:The Road of Trials
The road of trials is a series of tests that the hero must undergo to begin the transformation. Often the hero fails one or more of these tests, which often occur in threes. Eventually the hero will overcome these trials and move on to the next step.
The Meeting with the Goddess
This is where the hero gains items given to him that will help him in the future.
The Woman As Temptress
In this step, the hero faces those temptations, often of a physical or pleasurable nature, that may lead him to abandon or stray from his quest, which does not necessarily have to be represented by a woman. Woman is a metaphor for the physical or material temptations of life, since the hero-knight was often tempted by lust from his spiritual journey.
Atonement with the Father/Abyss
In this step the hero must confront and be initiated by whatever holds the ultimate power in his life. In many myths and stories this is the father, or a father figure who has life and death power. This is the center point of the journey. All the previous steps have been moving into this place, all that follow will move out from it. Although this step is most frequently symbolized by an encounter with a male entity, it does not have to be a male; just someone or thing with incredible power.
Apotheosis
Further information: Apotheosis
This is the point of realization in which a greater understanding is achieved. Armed with this new knowledge and perception, the hero is resolved and ready for the more difficult part of the adventure.
The Ultimate Boon
The ultimate boon is the achievement of the goal of the quest. It is what the hero went on the journey to get. All the previous steps serve to prepare and purify the hero for this step, since in many myths the boon is something transcendent like the elixir of life itself, or a plant that supplies immortality, or the holy grail.
ACT 3 Return:Refusal of the Return
Having found bliss and enlightenment in the other world, the hero may not want to return to the ordinary world to bestow the boon onto his fellow man.
The Magic Flight
Sometimes the hero must escape with the boon, if it is something that the gods have been jealously guarding. It can be just as adventurous and dangerous returning from the journey as it was to go on it.
Rescue from Without
Just as the hero may need guides and assistants to set out on the quest, often he must have powerful guides and rescuers to bring them back to everyday life, especially if the person has been wounded or weakened by the experience.
The Crossing of the Return Threshold
The trick in returning is to retain the wisdom gained on the quest, to integrate that wisdom into a human life, and then maybe figure out how to share the wisdom with the rest of the world.
Master of Two Worlds
This step is usually represented by a transcendental hero like Jesus or Gautama Buddha. For a human hero, it may mean achieving a balance between the material and spiritual. The person has become comfortable and competent in both the inner and outer worlds.
Freedom to Live
Mastery leads to freedom from the fear of death, which in turn is the freedom to live.[citation needed] This is sometimes referred to as living in the moment, neither anticipating the future nor regretting the past.
Rat Bastard and Ace of Clay!
Posted 6 years ago
Star Wars: DruScylla /Charlie's Bio!
Posted 6 years agoSpecies: With some new revelations of the new EU might be a super hybrid of many different species! Melodie
Height: 12 ft. (365.76 cm.)
Skin color: Aqua/Teal scales, and flesh-tone to golden soft underbelly.
Distinctions: Reptomammal, High psychic abilities
Hair color: Reddish/orange
Eye color: Yellow/Red
Biological classification Designation: Sentient
Classification: Aquatic Reptile/Mammal Hybrid
Habitat: Swamps, Oceans, Rivers, Lakes.
Description: A genetic combination of several different alien species like the work of Cylo. The head is where all the more obvious crossbreed species features are going to be seen with an Ithorian or Rakata (also known as the Builders)-like head shape, with a Vurk's sloping bony head crests but lined with sharp transverse teeth, arranged in a way that resembles a saw, the mouth is similar to a Karkarodon's, long catfish-like whiskers of Mon Calamari or more like a Twi'lek's Lekku, and finally Haillus the finn-like ears of a Gungan.
Its got four large muscular arms like those of a Besalisks with fused fingers like Penguin in Batman Returns.
Its got wing-like fins on its upper shoulders that resemble those of a Stenax, S'kytri, or Diathim.
They possess a hard tortoise-like shell of the Krieks.
They got a secondary humanoid torso sicking out of their lower back they use as a lure to attract prey they looks like Blubreen or a Melodie, but with features of other species such as Nautolan's extrasensory head tendrils, Rodian's pointed ears, twin saucer-like antennae atop [its] heads, and a ridge of spines cresting [its] skull, Anguilla long arms, powerful hands, and long, muscular eel tail, the tail is tipped with near a full replica body of a Brith.
Its notable for its impressive height, strength, and agility, with its muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile webbed toes assisted them in swimming.
Apparel: The creature itself wears a bikini-style costume consisted of a brass brassiere fastened over the neck and behind the back with string, MM9 mini concussion rocket launcher, Retractable wrist blades, a brass thong g-string panty, whipcord thrower, ZX miniature flame projector, and red flowing veils attached to the front and back of the panty. Within the Star Wars-universe, the veils were made of the luxury cloth Lashaa silk and the leather boots were made from jerbas hide, a Tatooine beast of burden. On her ankles are Mitrinomon jetpack thrusters.
The lure torso is wearing a female Mandalorian breastplate, Dur-24 wrist laser, Gauntlet Knives, and a cape.
Weaponry: She carries 2 collapsible double-bladed lightsabers and uses the same style as Pong Krell.
Basically, my OC of Dru-Scylla translated into the Star Wars universe! I'd actually like to create both a 100% accurate to what can exist in the SWU and just her in cosplay with all her normal features intact.
Name: Caligularybdis aka Charlie
Owned/© by:
BooRat aka me!!
Height + Build: 8 ft. (243.84 cm.) Ectomorph: Known as a “Hardgainer”.
*Fast metabolism
*Difficulty gaining weight
*Lean muscle mass
*Very low body fat index
*Very thin, often lanky
*A small frame and delicate bone structure
*Narrow or small shoulders
*Underdeveloped chest
*Any height, but is often seen in tall men
The greatest challenge ectomorphs have is gaining weight, hence the term” hardgainer”. Regardless of the reason, most have a fast metabolism that burns calories quicker than normal; making weight and muscle gain difficult. As a result, high caloric intake and customized workouts that focus on large muscle groups are needed, in order for the hardgainer to increase and maintain weight and muscle mass. Success is possible, but the process is often slow. Finding a suitable workout and diet is key. For more detailed information, see my article, Hardgainer.
Physical Gender: Male.
# Fingers + Thumb: Per-hand 3 in total 12.
# Toes: Per-foot 5 in total 10.
Tail length/style: 8 ft. (243.84 cm. same as his standing height.) Eel-like tipped with a nearly full replica of a manta/sting ray.
Breast Relative Size: US Cup Size; AA <1 in. (10-11 cm.)
Shaft length+width, style: Has 2 like a shark with one being half the size of the other.
Knot: N/A
Sheath: N/A
Misc Information: Likes; swimming, sailing, fishing, eating, mating, reading, ect.
Kinks: Anasteemaphilia, Teratophilia, Stigmatophilia, Morphophilia, Anthropophagolagnia, Piquerism, sthenolagnia, Macrophilia, Maschalagnia, Thalassophilia, Vorarephilia, Autassassinophilia, Gynandromorphophilia, Pygophilia, and Gynemimetophilia.
Restrictions: Males have less fat reserves than the females meaning it's incredibly hard for them to become obese.
================================================================
Name: Caligularybdis aka Charlie
© info:
BooRat aka me!!
Gender: Physically Male, but appears ☿
Species Appearance: Sea creatures with a vaguely humanoid body.
They have the head of a hammerhead shark with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones.
The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface.
Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles.
The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins.
The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish.
Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females.
Actual Species: Mockman of the Mockfolk. Fake merfolk that use an attractive humanoid lure on their backs to entice and distract prey for a sneak attack.
Body Build: (Body builder, Chubby, skinny, etc) Ectomorph: Known as a “Hardgainer”. Effeminately skinny. The lure torso on the other hand is a Mesomorph also known as somatotonic, mesomorphs have muscular bodies with strong arms, and very little body fat.
Height: 8 ft. (243.84 cm.)
Sexual Preference: (Straight/Gay for males OR females only. Others please specify which genders you prefer manually from the Gender list) Bisexuality
Dom/Sub level: (Dom = You like to be the one in control in the bed. Sub = the opposite) Submissive.
Wing size: 12 ft. (365.76 cm.) wingspan.
Wing Style: Flying-fish-fin-like.
Horn size: 2.5 ft. (76.2 cm.)
Horn style: Mixture of Sawfish and Narwhal tusk.
Breast size: (Most dont know how to measure breasts, so you can do "twice size of head", "big as a beachball", "half of a VW Bug", what have you :p ) US Cup Size; AA <1 in. (10-11 cm.)
Penis style: (Horse, canid, feline, human, a mix of species, etc) Has 2 like a shark, but 2 different sizes.
Penis length: The smaller one is 6 in. (15.24 cm.) and the largest one is 30 in. (76.2 cm.).
Penis girth/width: (How wide across or how far around) The smaller one is 4.6 in. (11.68 cm.) in circumference while the large one is 6.5 in. (16.51 cm.).
Knot size (if any): Doesn't have one.
Sheath style (if any): Doesn't have one.
Testicle size (if any): (How big, per orb, are the eggs in your character's tube sock) Has 3 of them and are ovoids 3.1 to 4.7 in. (8 to 12 cm.) long, 2.4 to 2.8 in. (6 to 7 cm.) high by 2.0 in. (5 cm.) wide.
Vagina location (if any): (To many vagina's are located in different spots now-a-days, so this is a must apparently o_o ) In his butt-hole!
Tail length: 8 ft. (243.84 cm.) same as his standing height.
Tail Style: Eel-like tipped with a nearly full replica of a manta/sting ray.
Hair length: Shoulder length.
Hair style: (Please include details like Bangs, how it's worn, if there's any accessories always in it, etc) A Bob haircut. The lure more or less has a mullet.
# of Fingers + thumb per hand: (You have 4 fingers and a thumb, if you have a normal humanoid hand irl. You'd be surprised at the number of confused responses I get on this.) Per-hand 3 in total 12. They have 4 arms with fairly human like hands with fused fingers giving them flipper-like hands like the Dany DeVito Penguin from Batman Returns.
# of toes per foot: (You should, irl, have 5 toes normally. Your character might have more or less. If they have some in strange places, like on the heel, ankle, whatever, please note that as well as the overall design) Per-foot 5 in total 10. They got hybrid frog-like legs and feet with webbed toes and tree frog-like toe pads.
Standing Stance: (Bipedal*walks on 2*/Quadruped*walks on 4* and Digigrade*dog like*/Plantigrade*human like*) Anguilliform, Rajiform, Oscillatory, Dynamic lift, Monoplane body plan, Gliding/parachuting, a gait that alternates between legs is hopping or saltation, Sliding, and Wallcrawling.
Piercings: (What type are they, and where are they located) Bridge piercing, nipple piercings (on lure only), and Reverse Prince Albert piercing on the largest penis.
Tattoos: A lower-back tattoo (also known as a tramp stamp) of a Mockmaid pixel art tribal tattoo.
Markings: Similar to an Orca whale's but with teal instead of black and gold/flesh-tone instead of white.
Misc Info: (Random info here. Magic powers, doesnt age, can shape shift, lives in a zoo, has an extra limb, bodily fluids taste like pepsi, whatever! Interesting stuff goes here) Can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe). Mostly female dominated as they're the larger stronger of the species. They are prone to sometimes eat their mates after long mating sessions. But, there are exceptions to everything and the rare male mutations known as Alphas do sometimes occur, but they don't tend to become thinking leaders but more of bloodthirsty warlords. They have mating periods every month. With the females selecting a new mate each time normally because after hours long mating sessions the females will eat their mates. Once pregnant the females can either lay several (12-52) eggs within 4-5 months or if they've grown large enough some female will withhold their eggs inside their wombs where they will hatch internally and the pups will stay in there for another 3-4 months where they will devour one another until their mother gives live birth. The young the are hatched from eggs are guarded by their mothers who will feed them breast-milk and predigested meats. But, even with this nurturing they will still kill and eat each other until there's only a handful left.
The ones that are live births are usually self-subsistent by the time they leave the womb and are left to fend for themselves. The difference between the 2 birthing styles is the hatching(s) act more like a school of piranhas and the live births are more like sharks. They keep growing as they age getting bigger and stronger, and their mental powers grow over their descendants.
Kinks/Fetishes: (What get's your character's motor running?) Anasteemaphilia, Teratophilia, Stigmatophilia, Morphophilia, Anthropophagolagnia, Piquerism, sthenolagnia, Macrophilia, Maschalagnia, Thalassophilia, Vorarephilia, Autassassinophilia, Gynandromorphophilia, Pygophilia, and Gynemimetophilia.
Restrictions: (What stalls the engine, so to speak) Coprophilia, Scatophilia or Fecophilia, Abasiophilia, Mysophilia, Urolagnia, Attraction to disability, Emetophilia, Auto-haemofetishism, Eproctophilia, Mucophilia, autonepiophilia/Autopedophilia/Diaper fetishism/Infantophilia/Pedophilia, Mechanophilia, Necrophilia, Salirophilia, Wet and messy fetishism.
Physical CharacteristicsHeight: 12 ft. (365.76 cm.)
Skin color: Aqua/Teal scales, and flesh-tone to golden soft underbelly.
Distinctions: Reptomammal, High psychic abilities
Hair color: Reddish/orange
Eye color: Yellow/Red
Biological classification Designation: Sentient
Classification: Aquatic Reptile/Mammal Hybrid
Habitat: Swamps, Oceans, Rivers, Lakes.
Description: A genetic combination of several different alien species like the work of Cylo. The head is where all the more obvious crossbreed species features are going to be seen with an Ithorian or Rakata (also known as the Builders)-like head shape, with a Vurk's sloping bony head crests but lined with sharp transverse teeth, arranged in a way that resembles a saw, the mouth is similar to a Karkarodon's, long catfish-like whiskers of Mon Calamari or more like a Twi'lek's Lekku, and finally Haillus the finn-like ears of a Gungan.
Its got four large muscular arms like those of a Besalisks with fused fingers like Penguin in Batman Returns.
Its got wing-like fins on its upper shoulders that resemble those of a Stenax, S'kytri, or Diathim.
They possess a hard tortoise-like shell of the Krieks.
They got a secondary humanoid torso sicking out of their lower back they use as a lure to attract prey they looks like Blubreen or a Melodie, but with features of other species such as Nautolan's extrasensory head tendrils, Rodian's pointed ears, twin saucer-like antennae atop [its] heads, and a ridge of spines cresting [its] skull, Anguilla long arms, powerful hands, and long, muscular eel tail, the tail is tipped with near a full replica body of a Brith.
Its notable for its impressive height, strength, and agility, with its muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile webbed toes assisted them in swimming.
Apparel: The creature itself wears a bikini-style costume consisted of a brass brassiere fastened over the neck and behind the back with string, MM9 mini concussion rocket launcher, Retractable wrist blades, a brass thong g-string panty, whipcord thrower, ZX miniature flame projector, and red flowing veils attached to the front and back of the panty. Within the Star Wars-universe, the veils were made of the luxury cloth Lashaa silk and the leather boots were made from jerbas hide, a Tatooine beast of burden. On her ankles are Mitrinomon jetpack thrusters.
The lure torso is wearing a female Mandalorian breastplate, Dur-24 wrist laser, Gauntlet Knives, and a cape.
Weaponry: She carries 2 collapsible double-bladed lightsabers and uses the same style as Pong Krell.
Basically, my OC of Dru-Scylla translated into the Star Wars universe! I'd actually like to create both a 100% accurate to what can exist in the SWU and just her in cosplay with all her normal features intact.
Name: Caligularybdis aka Charlie
Owned/© by:
BooRat aka me!!Height + Build: 8 ft. (243.84 cm.) Ectomorph: Known as a “Hardgainer”.
*Fast metabolism
*Difficulty gaining weight
*Lean muscle mass
*Very low body fat index
*Very thin, often lanky
*A small frame and delicate bone structure
*Narrow or small shoulders
*Underdeveloped chest
*Any height, but is often seen in tall men
The greatest challenge ectomorphs have is gaining weight, hence the term” hardgainer”. Regardless of the reason, most have a fast metabolism that burns calories quicker than normal; making weight and muscle gain difficult. As a result, high caloric intake and customized workouts that focus on large muscle groups are needed, in order for the hardgainer to increase and maintain weight and muscle mass. Success is possible, but the process is often slow. Finding a suitable workout and diet is key. For more detailed information, see my article, Hardgainer.
Physical Gender: Male.
# Fingers + Thumb: Per-hand 3 in total 12.
# Toes: Per-foot 5 in total 10.
Tail length/style: 8 ft. (243.84 cm. same as his standing height.) Eel-like tipped with a nearly full replica of a manta/sting ray.
Breast Relative Size: US Cup Size; AA <1 in. (10-11 cm.)
Shaft length+width, style: Has 2 like a shark with one being half the size of the other.
Knot: N/A
Sheath: N/A
Misc Information: Likes; swimming, sailing, fishing, eating, mating, reading, ect.
Kinks: Anasteemaphilia, Teratophilia, Stigmatophilia, Morphophilia, Anthropophagolagnia, Piquerism, sthenolagnia, Macrophilia, Maschalagnia, Thalassophilia, Vorarephilia, Autassassinophilia, Gynandromorphophilia, Pygophilia, and Gynemimetophilia.
Restrictions: Males have less fat reserves than the females meaning it's incredibly hard for them to become obese.
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THIS ISN'T A SCRAP! It's supposed to look like this. This is the format that I do for reference sheets.
I've added some details to explain some things. Some people kept asking what certain things meant, so after a billion times of explaining to people how many fingers they have, I figured I'd just write it down here for the C+P. Name: Caligularybdis aka Charlie
© info:
BooRat aka me!!Gender: Physically Male, but appears ☿
Species Appearance: Sea creatures with a vaguely humanoid body.
They have the head of a hammerhead shark with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones.
The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface.
Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles.
The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins.
The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish.
Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females.
Actual Species: Mockman of the Mockfolk. Fake merfolk that use an attractive humanoid lure on their backs to entice and distract prey for a sneak attack.
Body Build: (Body builder, Chubby, skinny, etc) Ectomorph: Known as a “Hardgainer”. Effeminately skinny. The lure torso on the other hand is a Mesomorph also known as somatotonic, mesomorphs have muscular bodies with strong arms, and very little body fat.
Height: 8 ft. (243.84 cm.)
Sexual Preference: (Straight/Gay for males OR females only. Others please specify which genders you prefer manually from the Gender list) Bisexuality
Dom/Sub level: (Dom = You like to be the one in control in the bed. Sub = the opposite) Submissive.
Wing size: 12 ft. (365.76 cm.) wingspan.
Wing Style: Flying-fish-fin-like.
Horn size: 2.5 ft. (76.2 cm.)
Horn style: Mixture of Sawfish and Narwhal tusk.
Breast size: (Most dont know how to measure breasts, so you can do "twice size of head", "big as a beachball", "half of a VW Bug", what have you :p ) US Cup Size; AA <1 in. (10-11 cm.)
Penis style: (Horse, canid, feline, human, a mix of species, etc) Has 2 like a shark, but 2 different sizes.
Penis length: The smaller one is 6 in. (15.24 cm.) and the largest one is 30 in. (76.2 cm.).
Penis girth/width: (How wide across or how far around) The smaller one is 4.6 in. (11.68 cm.) in circumference while the large one is 6.5 in. (16.51 cm.).
Knot size (if any): Doesn't have one.
Sheath style (if any): Doesn't have one.
Testicle size (if any): (How big, per orb, are the eggs in your character's tube sock) Has 3 of them and are ovoids 3.1 to 4.7 in. (8 to 12 cm.) long, 2.4 to 2.8 in. (6 to 7 cm.) high by 2.0 in. (5 cm.) wide.
Vagina location (if any): (To many vagina's are located in different spots now-a-days, so this is a must apparently o_o ) In his butt-hole!
Tail length: 8 ft. (243.84 cm.) same as his standing height.
Tail Style: Eel-like tipped with a nearly full replica of a manta/sting ray.
Hair length: Shoulder length.
Hair style: (Please include details like Bangs, how it's worn, if there's any accessories always in it, etc) A Bob haircut. The lure more or less has a mullet.
# of Fingers + thumb per hand: (You have 4 fingers and a thumb, if you have a normal humanoid hand irl. You'd be surprised at the number of confused responses I get on this.) Per-hand 3 in total 12. They have 4 arms with fairly human like hands with fused fingers giving them flipper-like hands like the Dany DeVito Penguin from Batman Returns.
# of toes per foot: (You should, irl, have 5 toes normally. Your character might have more or less. If they have some in strange places, like on the heel, ankle, whatever, please note that as well as the overall design) Per-foot 5 in total 10. They got hybrid frog-like legs and feet with webbed toes and tree frog-like toe pads.
Standing Stance: (Bipedal*walks on 2*/Quadruped*walks on 4* and Digigrade*dog like*/Plantigrade*human like*) Anguilliform, Rajiform, Oscillatory, Dynamic lift, Monoplane body plan, Gliding/parachuting, a gait that alternates between legs is hopping or saltation, Sliding, and Wallcrawling.
Piercings: (What type are they, and where are they located) Bridge piercing, nipple piercings (on lure only), and Reverse Prince Albert piercing on the largest penis.
Tattoos: A lower-back tattoo (also known as a tramp stamp) of a Mockmaid pixel art tribal tattoo.
Markings: Similar to an Orca whale's but with teal instead of black and gold/flesh-tone instead of white.
Misc Info: (Random info here. Magic powers, doesnt age, can shape shift, lives in a zoo, has an extra limb, bodily fluids taste like pepsi, whatever! Interesting stuff goes here) Can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe). Mostly female dominated as they're the larger stronger of the species. They are prone to sometimes eat their mates after long mating sessions. But, there are exceptions to everything and the rare male mutations known as Alphas do sometimes occur, but they don't tend to become thinking leaders but more of bloodthirsty warlords. They have mating periods every month. With the females selecting a new mate each time normally because after hours long mating sessions the females will eat their mates. Once pregnant the females can either lay several (12-52) eggs within 4-5 months or if they've grown large enough some female will withhold their eggs inside their wombs where they will hatch internally and the pups will stay in there for another 3-4 months where they will devour one another until their mother gives live birth. The young the are hatched from eggs are guarded by their mothers who will feed them breast-milk and predigested meats. But, even with this nurturing they will still kill and eat each other until there's only a handful left.
The ones that are live births are usually self-subsistent by the time they leave the womb and are left to fend for themselves. The difference between the 2 birthing styles is the hatching(s) act more like a school of piranhas and the live births are more like sharks. They keep growing as they age getting bigger and stronger, and their mental powers grow over their descendants.
Kinks/Fetishes: (What get's your character's motor running?) Anasteemaphilia, Teratophilia, Stigmatophilia, Morphophilia, Anthropophagolagnia, Piquerism, sthenolagnia, Macrophilia, Maschalagnia, Thalassophilia, Vorarephilia, Autassassinophilia, Gynandromorphophilia, Pygophilia, and Gynemimetophilia.
Restrictions: (What stalls the engine, so to speak) Coprophilia, Scatophilia or Fecophilia, Abasiophilia, Mysophilia, Urolagnia, Attraction to disability, Emetophilia, Auto-haemofetishism, Eproctophilia, Mucophilia, autonepiophilia/Autopedophilia/Diaper fetishism/Infantophilia/Pedophilia, Mechanophilia, Necrophilia, Salirophilia, Wet and messy fetishism.
rat bastard
Posted 6 years agoDnD mounts and taur races
Posted 6 years ago1.) Pegasus
Large celestial, chaotic good
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws DEX +4, WIS +4, CHA +3
Skills Perception +6
Senses Passive Perception 16
Languages Celestial, Common, Elvish and Sylvan but can't speak
Challenge 2 (450 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Description
The white winged horses known as pegasi soar through the skies, a vision of grace and majesty.
2.) Draft Horse
Large beast, unaligned
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Senses Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
3.) Giant Sea Horse
Large beast, unaligned
Armor Class 13 (Natural Armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
4.) Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Senses Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
5.) Warhorse
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
6.) Warhorse Skeleton
Large undead, lawful evil
Armor Class 13 (Barding Scraps)
Hit Points 22 (3d10 + 6)
Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages --
Challenge 1/2 (100 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
7.) Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
Skills Athletics +6, Perception +3, Survival +3
Senses Passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Actions
Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed.
8.) Minotaur
Large monstrosity, chaotic evil
Armor Class 14 (Natural Armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Description
Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.
9.) Minotaur Skeleton
Large undead, lawful evil
Armor Class 12 (Natural Armor)
Hit Points 67 (9d10 + 18)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands Abyssal but can't speak it
Challenge 2 (450 XP)
Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
10.) Giant Elk
Huge beast, unaligned
Armor Class 14 (Natural Armor)
Hit Points 42 (5d12 + 10)
Speed 60 ft.
STR
19 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
7 (-2)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +4
Senses Passive Perception 14
Languages Giant Elk , understands Common, Elvish, and Sylvan but can't speak them
Challenge 2 (450 XP)
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Description
The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
11.) Deer
Medium beast, unaligned
Armor Class 13
Hit Points 4 (1d8)
Speed 50 ft.
STR
11 (+0)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
14 (+2)
CHA
5 (-3)
Senses Passive Perception 12
Languages --
Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
12.) Axe Beak
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Senses Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Description
An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
13.) Unicorn
Large celestial, lawful good
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
Actions
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
A Unicorn’s Lair
A unicorn’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.
Regional Effects
Transformed by the creature’s celestial presence, the domain of a unicorn might include any of the following magical effects:
Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
Curses affecting any good-aligned creature are suppressed.
If the unicorn dies, these effects end immediately.
14.) Drider
Large monstrosity, chaotic evil
Armor Class 19 (Natural Armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills Perception +5, Stealth +9
Senses Darkvision 120 ft., Passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The drider ignores movement restrictions caused by webbing.
Actions
Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
15.) Griffon
Large monstrosity, unaligned
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
8 (-1)
Skills Perception +5
Senses Darkvision 60 ft., Passive Perception 15
Languages --
Challenge 2 (450 XP)
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Description
A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle.
16.) Hippogriff
Large monstrosity, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +5
Senses Passive Perception 15
Languages --
Challenge 1 (200 XP)
Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Description
A hippogriff is a magical creature possessing the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.
17.) Lamia
Large monstrosity, chaotic evil
Armor Class 13 (Natural Armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: disguise self (any humanoid form), major image
3/day each: charm person, mirror image, scrying, suggestion
1/day: geas
Actions
Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
18.) Mammoth
Huge beast, unaligned
Armor Class 13 (Natural Armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.
STR
24 (+7)
DEX
9 (-1)
CON
21 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
Senses Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Description
A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.
19.) Giant Goat
Large beast, unaligned
Armor Class 11 (Natural Armor)
Hit Points 19 (3d10 + 3)
Speed 40 ft.
STR
17 (+3)
DEX
11 (+0)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
20.) Roc
Gargantuan monstrosity, unaligned
Armor Class 15 (Natural Armor)
Hit Points 248 (16d20 + 80)
Speed 20 ft., fly 120 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws DEX +4, CON +9, WIS +4, CHA +3
Skills Perception +4
Senses Passive Perception 14
Languages --
Challenge 11 (7,200 XP)
Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The roc makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
21.) Harpy
Medium monstrosity, chaotic evil
Armor Class 11
Hit Points 38 (7d8 + 7)
Speed 20 ft., fly 40 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
13 (+1)
Senses Passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Description
A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths.
22.) Satyr
Medium fey, chaotic neutral
Armor Class 14 (Leather Armor)
Hit Points 31 (7d8)
Speed 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
Satyrs are raucous fey that resemble stout male humans with the furry lower bodies and cloven hooves of goats. They frolic in wild forests, driven by curiosity and hedonism in equal measure.
23.) Ettin
Large giant, chaotic evil
Armor Class 12 (Natural Armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
17 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Skills Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Giant, Orc
Challenge 4 (1,100 XP)
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is awake.
Actions
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
24.) Nightmare
Large fiend, neutral evil
Armor Class 13 (Natural Armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Damage Immunities Fire
Senses Passive Perception 11
Languages Common and Infernal but can't speak
Challenge 3 (700 XP)
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
25.) Knight
Medium humanoid (any race), any alignment
Armor Class 18 (Plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Brave. The knight has advantage on saving throws against being frightened.
Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
Actions
Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Multiattack. The knight makes two melee attacks.
Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Multiattack. The roc makes two attacks: one with its beak and one with its talons.
Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is awake.
Brave. The knight has advantage on saving throws against being frightened.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: dancing lights
1/day each: darkness, faerie fire
1/day: geas
3/day each: charm person, mirror image, scrying, suggestion.
At will: disguise self (any humanoid form), major image.
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Hooves. The unicorn makes one attack with its hooves.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Magic Weapons. The unicorn's weapon attacks are magical.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Large celestial, chaotic good
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws DEX +4, WIS +4, CHA +3
Skills Perception +6
Senses Passive Perception 16
Languages Celestial, Common, Elvish and Sylvan but can't speak
Challenge 2 (450 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Description
The white winged horses known as pegasi soar through the skies, a vision of grace and majesty.
2.) Draft Horse
Large beast, unaligned
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Senses Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
3.) Giant Sea Horse
Large beast, unaligned
Armor Class 13 (Natural Armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
4.) Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Senses Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
5.) Warhorse
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
6.) Warhorse Skeleton
Large undead, lawful evil
Armor Class 13 (Barding Scraps)
Hit Points 22 (3d10 + 6)
Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages --
Challenge 1/2 (100 XP)
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
7.) Centaur
Large monstrosity, neutral good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
Skills Athletics +6, Perception +3, Survival +3
Senses Passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Actions
Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Description
A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed.
8.) Minotaur
Large monstrosity, chaotic evil
Armor Class 14 (Natural Armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Description
Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear.
9.) Minotaur Skeleton
Large undead, lawful evil
Armor Class 12 (Natural Armor)
Hit Points 67 (9d10 + 18)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands Abyssal but can't speak it
Challenge 2 (450 XP)
Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
10.) Giant Elk
Huge beast, unaligned
Armor Class 14 (Natural Armor)
Hit Points 42 (5d12 + 10)
Speed 60 ft.
STR
19 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
7 (-2)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +4
Senses Passive Perception 14
Languages Giant Elk , understands Common, Elvish, and Sylvan but can't speak them
Challenge 2 (450 XP)
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Description
The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
11.) Deer
Medium beast, unaligned
Armor Class 13
Hit Points 4 (1d8)
Speed 50 ft.
STR
11 (+0)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
14 (+2)
CHA
5 (-3)
Senses Passive Perception 12
Languages --
Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
12.) Axe Beak
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Senses Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Description
An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
13.) Unicorn
Large celestial, lawful good
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Celestial, Elvish, Sylvan, Telepathy 60 ft.
Challenge 5 (1,800 XP)
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
Actions
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
A Unicorn’s Lair
A unicorn’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.
Regional Effects
Transformed by the creature’s celestial presence, the domain of a unicorn might include any of the following magical effects:
Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
Curses affecting any good-aligned creature are suppressed.
If the unicorn dies, these effects end immediately.
14.) Drider
Large monstrosity, chaotic evil
Armor Class 19 (Natural Armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
Skills Perception +5, Stealth +9
Senses Darkvision 120 ft., Passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker. The drider ignores movement restrictions caused by webbing.
Actions
Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
15.) Griffon
Large monstrosity, unaligned
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
8 (-1)
Skills Perception +5
Senses Darkvision 60 ft., Passive Perception 15
Languages --
Challenge 2 (450 XP)
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Description
A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle.
16.) Hippogriff
Large monstrosity, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +5
Senses Passive Perception 15
Languages --
Challenge 1 (200 XP)
Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Description
A hippogriff is a magical creature possessing the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.
17.) Lamia
Large monstrosity, chaotic evil
Armor Class 13 (Natural Armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: disguise self (any humanoid form), major image
3/day each: charm person, mirror image, scrying, suggestion
1/day: geas
Actions
Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
18.) Mammoth
Huge beast, unaligned
Armor Class 13 (Natural Armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.
STR
24 (+7)
DEX
9 (-1)
CON
21 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
Senses Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Description
A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.
19.) Giant Goat
Large beast, unaligned
Armor Class 11 (Natural Armor)
Hit Points 19 (3d10 + 3)
Speed 40 ft.
STR
17 (+3)
DEX
11 (+0)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
20.) Roc
Gargantuan monstrosity, unaligned
Armor Class 15 (Natural Armor)
Hit Points 248 (16d20 + 80)
Speed 20 ft., fly 120 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws DEX +4, CON +9, WIS +4, CHA +3
Skills Perception +4
Senses Passive Perception 14
Languages --
Challenge 11 (7,200 XP)
Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The roc makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
21.) Harpy
Medium monstrosity, chaotic evil
Armor Class 11
Hit Points 38 (7d8 + 7)
Speed 20 ft., fly 40 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
13 (+1)
Senses Passive Perception 10
Languages Common
Challenge 1 (200 XP)
Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Description
A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths.
22.) Satyr
Medium fey, chaotic neutral
Armor Class 14 (Leather Armor)
Hit Points 31 (7d8)
Speed 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 1/2 (100 XP)
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
Satyrs are raucous fey that resemble stout male humans with the furry lower bodies and cloven hooves of goats. They frolic in wild forests, driven by curiosity and hedonism in equal measure.
23.) Ettin
Large giant, chaotic evil
Armor Class 12 (Natural Armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
17 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Skills Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Giant, Orc
Challenge 4 (1,100 XP)
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is awake.
Actions
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
24.) Nightmare
Large fiend, neutral evil
Armor Class 13 (Natural Armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Damage Immunities Fire
Senses Passive Perception 11
Languages Common and Infernal but can't speak
Challenge 3 (700 XP)
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
25.) Knight
Medium humanoid (any race), any alignment
Armor Class 18 (Plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws CON +4, WIS +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Brave. The knight has advantage on saving throws against being frightened.
Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
Actions
Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Multiattack. The knight makes two melee attacks.
Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Multiattack. The roc makes two attacks: one with its beak and one with its talons.
Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the ettin's heads is asleep, its other head is awake.
Brave. The knight has advantage on saving throws against being frightened.
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: dancing lights
1/day each: darkness, faerie fire
1/day: geas
3/day each: charm person, mirror image, scrying, suggestion.
At will: disguise self (any humanoid form), major image.
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Hooves. The unicorn makes one attack with its hooves.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Magic Weapons. The unicorn's weapon attacks are magical.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy's song for the next 24 hours.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
art piece i want
Posted 6 years agocharacters/refs: http://www.furaffinity.net/gallery/.....8909/Cheshire/ with the male http://www.furaffinity.net/full/31692951/ of this species.
Pose: http://www.furaffinity.net/full/8960219/ Cheshire in the bottom pose and the mockman in the top pose.
Clothing: whatever these are called http://www.shadbase.com/twitch-stream/
setting: beach
BooRat
[ Hide Comment ] #link Posted: 2 days ago
willing to pay: $50-65
ideas: https://www.furaffinity.net/view/31692951/ https://www.furaffinity.net/view/31563531/ This male creature in the same pose as my catgirl in this pose: https://www.furaffinity.net/view/8960219/ with this character: http://www.furaffinity.net/gallery/.....8909/Cheshire/ in the place of my rat guy in the reference pose picture...
interests of character: BDSM
outfit ( if one ): whatever this is called: http://www.shadbase.com/twitch-stream/
Pose: http://www.furaffinity.net/full/8960219/ Cheshire in the bottom pose and the mockman in the top pose.
Clothing: whatever these are called http://www.shadbase.com/twitch-stream/
setting: beach
BooRat
[ Hide Comment ] #link Posted: 2 days ago
willing to pay: $50-65
ideas: https://www.furaffinity.net/view/31692951/ https://www.furaffinity.net/view/31563531/ This male creature in the same pose as my catgirl in this pose: https://www.furaffinity.net/view/8960219/ with this character: http://www.furaffinity.net/gallery/.....8909/Cheshire/ in the place of my rat guy in the reference pose picture...
interests of character: BDSM
outfit ( if one ): whatever this is called: http://www.shadbase.com/twitch-stream/
Mockfolks D&D Monster/Creature sheet
Posted 6 years agohttps://orcpub2.com/pages/dnd/5e/mo.....s-of-mockfolk-
Name: Mockmaid/Mockmaidens (females of Mockfolk)
Option Source Name(e.g. Player's Manual, Hodor's Guide to Hodors): Natura Bestiam ex Gurgite membra
Challenge 15
Size Large
Type Monstrosity
Alignment Lawful Neutral
Armor Class 17
Speed: 30 ft., fly 40 ft., swim 50 ft., climb 10 ft.
Hit Points:
Die Count 16
Die 10
Modifier 73
Abilities:
Strength 18
Constitution 19
Dexterity 13
Intelligence 10
Wisdom 13
Charisma 18
Saving Throws:
Strength 6
Constitution 4
Dexterity 0
Intelligence 0
Wisdom 2
Charisma 1
Skills:
Acrobatics 1
Animal Handling 2
Arcana -
Athletics 6
Deception 8
History -
Insight -
Intimidation 10
Investigation 2
Medicine -
Nature 1
Perception 5
Performance 13
Persuasion 11
Religion -
Sleight of Hand -
Stealth 10
Survival 5
Languages: Abyssal, Common, Deep Speech, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Primordial, Sylvan, and Undercommon.
Mockmaid/Mockmaidens (females of Mockfolk)
Large monstrosity, lawful neutral
Armor Class:17
Hit Points:16d10 + 73 (158)
Speed:30 ft., fly 40 ft., swim 50 ft., climb 10 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
10 (0)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws:Str +6, Con +4, Dex 0, Int 0, Wis +2, Cha +1
Skills:Persuasion +11, Investigation +2, Acrobatics +1, Performance +13, Perception +5, Survival +5, Animal-handling +2, Nature +1, Deception +8, Intimidation +10, Athletics +6, Insight NaN, Stealth +10
Damage Vulnerabilities:acid, cold, fire, lightning, necrotic, radiant
Damage Resistances:acid, cold, fire, lightning, necrotic, radiant
Damage Immunities:slashing, poison, piercing, bludgeoning
Condition Immunities:blinded, deafened, stunned, unconscious, invisible
Languages:deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin
Challenge:15 (13000 XP)
False Appearance.:While the Mockmaid remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, aquatic/sea elf, ect.
Amphibious.:The monster can breathe air and water.
Keen Hearing. :The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Blood Frenzy. :The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
Actions
Bite. :Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Tail Swipe/Sting.:The Mockmaid makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam. :Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Multiattack/Fist.:The mockmaiden makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. :Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends.
Tentacles/slam.:One creature grappled by the Mockmaiden must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Mockmaid slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Tendril/Whiskers. :Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockmaid can't use the same tendril on another target.
Ink Cloud:(Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockmaiden's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action.
Legendary Actions
Saw Tusk Attack/Gore.:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Swallow. :The mockmaid makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Amphibian Climb. :The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Creature must keep at least 3 point of contact with a surface to maintain the climb.
Limited Telepathy. :The Mockmaid can magically transmit messages and images to any member of their own species as long as they are related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other races/species.
Regeneration. :The creature regains 10(-1 DEX each subsequent turn) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockmaiden's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.
Name: Mockmaid/Mockmaidens (females of Mockfolk)
Option Source Name(e.g. Player's Manual, Hodor's Guide to Hodors): Natura Bestiam ex Gurgite membra
Challenge 15
Size Large
Type Monstrosity
Alignment Lawful Neutral
Armor Class 17
Speed: 30 ft., fly 40 ft., swim 50 ft., climb 10 ft.
Hit Points:
Die Count 16
Die 10
Modifier 73
Abilities:
Strength 18
Constitution 19
Dexterity 13
Intelligence 10
Wisdom 13
Charisma 18
Saving Throws:
Strength 6
Constitution 4
Dexterity 0
Intelligence 0
Wisdom 2
Charisma 1
Skills:
Acrobatics 1
Animal Handling 2
Arcana -
Athletics 6
Deception 8
History -
Insight -
Intimidation 10
Investigation 2
Medicine -
Nature 1
Perception 5
Performance 13
Persuasion 11
Religion -
Sleight of Hand -
Stealth 10
Survival 5
Languages: Abyssal, Common, Deep Speech, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Primordial, Sylvan, and Undercommon.
Mockmaid/Mockmaidens (females of Mockfolk)
Large monstrosity, lawful neutral
Armor Class:17
Hit Points:16d10 + 73 (158)
Speed:30 ft., fly 40 ft., swim 50 ft., climb 10 ft.
STR
18 (+4)
DEX
13 (+1)
CON
19 (+4)
INT
10 (0)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws:Str +6, Con +4, Dex 0, Int 0, Wis +2, Cha +1
Skills:Persuasion +11, Investigation +2, Acrobatics +1, Performance +13, Perception +5, Survival +5, Animal-handling +2, Nature +1, Deception +8, Intimidation +10, Athletics +6, Insight NaN, Stealth +10
Damage Vulnerabilities:acid, cold, fire, lightning, necrotic, radiant
Damage Resistances:acid, cold, fire, lightning, necrotic, radiant
Damage Immunities:slashing, poison, piercing, bludgeoning
Condition Immunities:blinded, deafened, stunned, unconscious, invisible
Languages:deep speech, orc, dwarvish, gnomish, sylvan, elvish, abyssal, common, undercommon, primordial, giant, halfling, goblin
Challenge:15 (13000 XP)
False Appearance.:While the Mockmaid remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, aquatic/sea elf, ect.
Amphibious.:The monster can breathe air and water.
Keen Hearing. :The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Blood Frenzy. :The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
Actions
Bite. :Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Tail Swipe/Sting.:The Mockmaid makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam. :Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Multiattack/Fist.:The mockmaiden makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. :Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the mockmaid isn't already constricting a creature, and the target is restrained until this grapple ends.
Tentacles/slam.:One creature grappled by the Mockmaiden must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Mockmaid slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Tendril/Whiskers. :Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockmaid can't use the same tendril on another target.
Ink Cloud:(Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockmaiden's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the creature can use the Dash action as a bonus action.
Legendary Actions
Saw Tusk Attack/Gore.:Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Swallow. :The mockmaid makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockmaiden, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Amphibian Climb. :The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Creature must keep at least 3 point of contact with a surface to maintain the climb.
Limited Telepathy. :The Mockmaid can magically transmit messages and images to any member of their own species as long as they are related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other races/species.
Regeneration. :The creature regains 10(-1 DEX each subsequent turn) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockmaiden's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.
Mockfolks D&D Monster/Creature stats
Posted 6 years agoSaw/Tusk Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Multiattack. The mockfolk makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Swallow. The mockperson makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockfolk, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Deadly Leap. If the mockperson jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 8 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 7(3d6 + 2) bludgeoning damage plus 7(3d6 + 2) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the mockfolk's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the mockman's space.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Slam. The Mockman slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Keen Hearing. The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Tendril/Whiskers. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockperson can't use the same tendril on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockfolk creature's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Amphibian Climb. The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Limited Telepathy. The Mockfolk can magically transmit simple messages and images to any member of their own species as long as they are familiarly related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other species.
False Appearance. While the Mockfolk remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, AQUATIC ELF / SEA ELF, ect.
Regeneration. The creature regains 10(-1 each turn onward) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockman's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Amphibious. The monster can breathe air and water.
Tail Swipe. The Mockfolk makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Saw/Tusk Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Multiattack. The mockfolk makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Swallow. The mockperson makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockfolk, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Deadly Leap. If the mockperson jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 8 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 7(3d6 + 2) bludgeoning damage plus 7(3d6 + 2) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the mockfolk's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the mockman's space.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Slam. The Mockman slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Keen Hearing. The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Tendril/Whiskers. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockperson can't use the same tendril on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockfolk creature's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
Amphibian Climb. The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Limited Telepathy. The Mockfolk can magically transmit simple messages and images to any member of their own species as long as they are familiarly related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other species.
False Appearance. While the Mockfolk remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, AQUATIC ELF / SEA ELF, ect.
Regeneration. The creature regains 10(-1 each turn onward) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockman's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Multiattack. The mockfolk makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Swallow. The mockperson makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockfolk, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Deadly Leap. If the mockperson jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 8 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 7(3d6 + 2) bludgeoning damage plus 7(3d6 + 2) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the mockfolk's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the mockman's space.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Slam. The Mockman slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Keen Hearing. The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Tendril/Whiskers. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockperson can't use the same tendril on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockfolk creature's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Amphibian Climb. The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Limited Telepathy. The Mockfolk can magically transmit simple messages and images to any member of their own species as long as they are familiarly related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other species.
False Appearance. While the Mockfolk remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, AQUATIC ELF / SEA ELF, ect.
Regeneration. The creature regains 10(-1 each turn onward) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockman's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Amphibious. The monster can breathe air and water.
Tail Swipe. The Mockfolk makes one tail attack. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Saw/Tusk Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Multiattack. The mockfolk makes 2-4 attacks: one each with its four arms and/or two with a 2 two-handed weapons.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Swallow. The mockperson makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mockfolk, and it takes 21 (6d6) acid damage at the start of each of the mockmaid's turns. A mockman can have only one creature swallowed at a time.
Deadly Leap. If the mockperson jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 8 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 7(3d6 + 2) bludgeoning damage plus 7(3d6 + 2) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the mockfolk's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the mockman's space.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle Slam. The Mockman slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the mockmaid's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Keen Hearing. The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Tendril/Whiskers. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the Mockperson can't use the same tendril on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus(on the back of the Mockfolk creature's lure head) if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points but only underwater.
Amphibian Climb. The Mockmaid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Limited Telepathy. The Mockfolk can magically transmit simple messages and images to any member of their own species as long as they are familiarly related and within 250 feet of it. This form of telepathy doesn't allow the creature to telepathically communicate to other species.
False Appearance. While the Mockfolk remains submerged in water or mud/sand, it is indistinguishable from a normal humanoid, such as a member of the merfolk, sirens, skum, AQUATIC ELF / SEA ELF, ect.
Regeneration. The creature regains 10(-1 each turn onward) hit points at the start of its turn. If the creature takes acid, fire, cold, or lightening damage, this trait doesn't function at the start of the Mockman's next turn. The monster dies only if it starts its turn with 0 hit points and doesn't regenerate
Trying to use this article to make this but I need help stil
Posted 6 years agoTrying to use this article to make this but I need help still...
https://worldbuilderblog.me/2018/05.....-a-dd-monster/
Designing Monsters
The Dungeon Master’s Guide provides guidelines for monster creation, which are great. I’ll expand on what’s provided and the steps in my process will vary a bit to give an even more in-depth look. All monsters have the following components you need to design:
https://www.deviantart.com/boorat/j.....need-802681783
Story
Size, type, and alignment
Challenge rating
Ability scores and modifiers
Armor Class
Hit points
Speed
Saving Throws
Skills
Damage resistances, immunities, and vulnerabilities
Condition immunities
Senses
Languages
Traits
Actions
Reactions
Legendary Actions
Lair Actions
Step 1. Story
Let your imagination run wild! What makes your creature different from all others. Open with a paragraph that gives a general overview of the monster. This paragraph describes where the monster lives, what the monster looks like, and how they fit into the larger world. Subsequent paragraphs should dive deep into specific story aspects of your monster. Start each new story aspect section with a bold and italic phrase that sums up that detail of your monster, so a DM skimming the passage can say, “Ah yes! I remember that the blood marmalade is an intelligent ooze that devours knowledge!” Each aspect of your monster should include a good story hook that helps GMs work the monster into their stories. In addition, you’ll want to include a little information on your monster’s physiology if they don’t require food, water, or sleep.
125,000+ years ago the primitive un-evolved form of the Mockfolk 1st appeared out of nowhere as a new type of aquatic predator that pacifically hunted and preyed on humanoid races. They rapidly evolved into more intelligent creatures over a few 100 generations and evolved more humanoid appearances. Most that have tried to study them believe they are a designed species most likely not natural born of the worlds they live on.
They have the head of a hammerhead shark with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones.
The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface.
Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles, and in the females only a fleshy growth from the lure's head (the esca or illicium) acts as a false-lure.
The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins.
The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish.
Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females.
They are semi-Immortal, living for an infinite length of time presumably in a perpetual healthy state, unless suffering a violent death.
The tips of all their fins are needle sharp and are coated in bacteria. The bard on the tip of their tails secretes a neural toxin that can paralyzed its victims for several hours or permanently depending on the size of the creature and victim. Some older larger specimens gain an electrical discharge that can stun prey up to a 100 meters. Their turtle-like shell effectively makes their chest and backs bulletproof up to anything but a straight shot. And, again they got a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. Females have additional spikes on their shells as well. The suction-cups on the 2 tentacles on the lure's head are lined with hooked teeth.
Can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe).
Locomotion (how do they move? Eg. humans walk, snakes slither): Anguilliform, Rajiform, Oscillatory, Dynamic lift, Monoplane body plan, Gliding/parachuting, a gait that alternates between legs is hopping or saltation, Sliding, and Wallcrawling.
They're omnivore leaning more to Carnivore.
Step 2. Size, Type, and Alignment
How big is your monster? What’s its type? What’s its alignment? Keep in mind a creature’s size affects its hit points (more on that later) and creatures, unlike player characters, can be unaligned. With those caveats, the choices are yours. What makes sense for your creature?
1. Newly Hatched-Baby: Tiny, Aberrations, Chaotic neutral
2. Child-Preteen: Medium, Monstrosities, unaligned
3. Teen-Adult-Fully Mature: Large, Monstrosities, lawful neutral
3.5. Alpha Male(mutation): Huge, Monstrosities, Chaotic evil
4. Accent-Elder: Gargantuan, Fiends, neutral evil
Step 3. Challenge Rating
Before you start getting into the numbers of your monster, you need other monsters to balance it against. Choose the challenge rating you want for your monster first and then design to that challenge rating rather than trying to figure out the number after you’ve designed the rest of the creature. You will be able to compare your beast to other creatures of similar challenge ratings and charts in the Dungeon Master’s Guide if you settle on a challenge rating at the start.
1. Closest to a Newly Hatched-Baby:
Homunculus
Tiny construct, neutral
Hit Points:
5 (2d4) Armor Class:
13 (Natural Armor) Speed:
20 ft., fly 40 ft. Challenge Rating:
0 (10 XP)
2. Closest to a preteen Mockfolk:
Basilisk
Medium monstrosity, unaligned
Hit Points:
52 (8d8+16) Armor Class:
15 (Natural Armor) Speed:
20 ft. Challenge Rating:
3 (700 XP)
3. Closest to a mature Mockfolk:
Androsphinx
Large monstrosity, lawful neutral
Hit Points:
199 (19d10+95) Armor Class:
17 (Natural Armor) Speed:
40 ft., fly 60 ft. Challenge Rating:
17 (18,000 XP)
3.5. Closest to the Alpha Male Mutation:
Behir
Huge monstrosity, neutral evil
Hit Points:
168 (16d12+64) Armor Class:
17 (Natural Armor) Speed:
50 ft., climb 40 ft. Challenge Rating:
11 (7,200 XP)
4. Closest to an elder Mockmaiden:
Kraken
Gargantuan monstrosity (titan), chaotic evil
Hit Points:
472 (27d20+189) Armor Class:
18 (Natural Armor) Speed:
20 ft., swim 60 ft. Challenge Rating:
23 (50,000 XP)
Step 4. Ability Scores and Modifiers
Your monster needs ability scores just like a player character. Remember 10 represents the score of an average human and 20 is the peak of human achievement. Use those as a baseline, and look at other monsters of the same challenge rating, size, and type in the Monster Manual to get an idea of your creature’s statistics.
1.
2.
3.
3.5.
4.
Step 5. Armor Class
A monster’s Armor Class is calculated the same way a player character’s is, by adding 10 to the creature’s Dexterity modifier. Compare this number to other creatures of the same challenge rating and type. You should also refer to the Monster Statistics by Challenge Rating table in chapter 9, “Dungeon Master’s Workshop,” of the Dungeon Master’s Guide.The table is a solid guideline, but not gospel. You can find outliers for all statistics throughout the Monster Manual that don’t come close to the table’s numbers like the demilich, mind flayer, and pixie (all of which have lower hit points for their challenge ratings offset their powerful spellcasting abilities among other strengths).
If you want to increase your creature’s AC, you can add as much to it as you like to make it balanced by giving the creature natural armor or a suit of armor from chapter 5, “Equipment,” in the Player’s Handbook or Basic Rules. If you raise your creature’s AC, keep in mind that the tarrasque and Tiamat, fifth edition D&D’s toughest and most-difficult-to-hit official creatures, have an AC of 25.
If your creature’s AC is too high, give the creature a lower Dexterity score or leave its AC as is and balance for it being harder to hit by giving it less than average hit points (or another weakness somewhere down the line).
Step 6. Hit Points
For hit points, you’ll want to check the Monster Statistics by Challenge Rating table as well as other monsters of the same challenge rating and type as your original creature as you did with AC. Once you have a good range of hit points, figure out how many Hit Dice your creature needs to get to your desired total. As the Dungeon Master’s Guide points out, creature Hit Dice are based on size. To figure out a creature’s hit point total, use this equation: hit points = Y x (Hit Dice average + Constitution modifier). Y equals the number of Hit Dice used.
For the blood marmalade, I looked at many other CR 10 creatures published by Wizards of the Coast. White Maw (an ooze) from Dead in Thay in Tales from the Yawning Portal had the most hit points at 217 and Madam Eva from Curse of Strahd has the fewest hit points at 88. Most of the monsters from other sourcebooks fell between 135 and 184 hit points (fewer than what the Monster Statistics by Challenge Rating table recommends). I want the blood marmalade to be a bit tougher than average because of its low AC. I first figured out its Hit Die size, which is d8 given its Medium size. The average of a d8 is 4.5 and the blood marmalade’s Constitution modifier is +5, so the blood marmalade gets 9.5 hit points for every Hit Die it has. If I give the ooze 20 Hit Dice, that brings its total to 190, which seems perfect. Its hit points are expressed as 190 (20d8 + 100).
Step 7. Speed
Compare your monster’s speed to others of its challenge rating, type, and size. Give it any special movements speeds, like climbing, that you want it to have. Some special movement speeds, like burrowing or flying, can affect a creature’s challenge rating at lower levels, but at higher levels, most player characters have powerful enough spells or magic items to make those speeds less of a problem.
Most oozes are slow and can climb. The blood marmalade is a special kind of powerful (there aren’t many official oozes with CR greater than 4), so I’m going to give it a fast-for-an-ooze movement speed of 30 and a climbing speed to match.
Step 8. Saving Throws
You don’t need to add saving throw proficiencies if it doesn’t seem right for your creature or if the monster already has many powerful ability scores. Leave at least one save weaker than the others to give your creature a little realism and not frustrate your spellcasting players as the creature succeeds on save after save. Even the tarrasque and Tiamat aren’t as good with Dexterity saving throws as they are with others. (Note that the monster’s proficiency bonus is based on its CR and can be found on the Monster Statistics by Challenge Rating table in the Dungeon Master’s Guide.)
The blood marmalade is already set with most of its ability scores, but given the fact that it absorbs memories, I’m going to boost its Wisdom saving throw as a reflection of that.
Step 9. Skills
Like saving throws, your monster doesn’t need to be proficient in any skills, only the ones that make sense. Don’t be too worried about balance here. A few skill bonuses don’t make or break a creature, unless they have a feature tied to one of the skills (like Sneak Attack and Stealth) and even then, it’s likely the skill boost is warranted to make the ability work.
For the blood marmalade, I’ve given it proficiency in Deception so it can pretend to be something it’s not.
Step 10. Damage Resistances, Immunities, and Vulnerabilities
Your monster does not need any damage resistances, immunities, or vulnerabilities. Do whatever makes sense for the story. To get some ideas, look at other creatures of the same type. One to three resistances or immunities don’t change a monster’s challenge rating, but four or more should make you think twice about adjusting another aspect of the monster (like its hit points) to compensate. The exception to this rule is resistance or immunity from bludgeoning, piercing, and slashing damage from nonmagical weapons. At lower levels such a strength is difficult to overcome no matter what other resistances a creature the creature has, but by a party of level 5 characters can cast a spell or two to overcome the resistance.
Unlike previous editions of D&D, vulnerabilities make few appearances in monster stat blocks in the game’s current iteration. Use vulnerabilities with caution, since double damage makes some (or all depending on the party and damage type) player characters twice as strong.
The blood marmalade is a super strong ooze, and as such, I gave it acid damage immunity.
Step 11. Condition Immunities
Your monster does not need condition immunities. Stick to what makes sense and look at other creatures of the same type. Some creature types (like oozes) have many condition immunities because they make sense with the creature’s story. Something that’s formless is never prone, something that’s mindless can’t be charmed or frightened, and something that can’t see or hear (but uses other senses) can’t be blinded or deafened. Those all make sense for an unintelligent ooze. Figure out what conditions should not apply to your creature and only add more condition immunities beyond what makes sense to compensate for the creature lacking in another area, like AC, hit points, etc.
Since the blood marmalade is an intelligent ooze that can see and hear things, it has far fewer condition immunities than other oozes. (Such is the price of sapience.) It is still immune to the prone condition and exhaustion, because it still has the physiology of an ooze.
Step 12. Senses
Your creature should at least have a passive Perception score (calculated the same way it is for player characters). If your creature has any extra senses like blindsight or darkvision add them as well. Most senses won’t break the game. Add whatever makes sense for your creature’s story.
Unlike other oozes, the blood marmalade does not have blindsight, but it can see and lives in the Underdark, so I gave it 120-foot darkvision.
Step 13. Languages
What languages, if any, does your creature read, speak, and understand? You can’t break the game here so add as many or as few languages as you like. Feel free to put any restrictions or story elements into this description. For instance, the blood marmalade speaks “Common, Elvish, Undercommon, and the languages of any creatures it has consumed.”
Step 14. Traits
What makes your monster special? Some creatures, like tyrannosaurus rex, have no special traits. Others, like the vampire, have many. From spellcasting to walking on webs, anything special your creature can do that is not an action or reaction should be here.
If you want to use a feature that another monster has, use the same name and just tweak the feature’s wording to apply to your monster. This helps DMs everywhere because when I see the Pack Tactics feature in a stat block, I know what it does without having to read the rest of the description because I’ve seen the feature on other creatures before. That’s what I did for the blood marmalade’s Amorphous feature taken from the ochre jelly and the Legendary Resistance feature taken from the ancient gold dragon.
I did have to create the Knowledge Consumed feature from scratch. I used the Wizards of the Coast style to make sure this feature plays nice with other rules in the game:
Knowledge Consumed. When the marmalade kills a creature with its slam attack or when it consumes a corpse that has been dead for less than 24 hours, it gains all of that creature’s memories and learns everything the creature knew, including any languages. If the creature is a Medium or smaller humanoid, the marmalade can also take on that creature’s appearance using Change Shape.
These three features together don’t change the ooze’s power level beyond CR 10, since they don’t increase its raw power much. Legendary Resistance is the blood marmalade’s most powerful mechanical feature and has a limited use.
If you add a lot of features to your creature, consider how they change the creature’s power level. The power to cast spells like a level 14 wizard or a big boost to damage mean you probably should increase your creature’s challenge rating or reduce its hit points, AC, or damage output. There’s a reason wizards don’t have as many hit points as a fighter.
Step 15. Actions
Your creature’s attacks and other actions should go under this heading. List them in this order:
Multiattack (if the creature has it)
Melee and ranged attacks in alphabetical order
Other actions in alphabetical order
The Dungeon Master’s Guide shares how to calculate the exact attack bonuses and DCs for monster actions. Once again, follow the guidelines on the Monster Statistics by Challenge Rating table and look at monsters of a similar challenge rating to get an idea of what a monster’s average damage output should look like. If a monster is able to cast big damage-dealing spells, do extra damage under specific circumstances (like Sneak Attack), or can dish out a lot of non-damaging but debilitating effects (like petrification), consider give it a lower than average damage output for its regular attacks. Use creatures of a similar challenge rating that cast a lot of spells or those that deal out strange effects as your guide for this.
It seems many challenge rating 10 creatures deal between 2 damage (Madam Eva’sdagger) to 60 (the froghemoth’s two tentacles and a bite). Note the damage range is below that of the Monster Statistics by Challenge Rating table, because all challenge rating 10 monsters have some crazy features beyond damage. The blood marmalade is all about that damage from its slam attacks, so those are on the higher end of the spectrum. Then I also gave it a special acid spray action with a recharge (similar to a dragon’s breath weapon), to give it a ranged attack option and make the creature extra terrifying! Here are all of its actions:
Multiattack. The marmalade makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage and 22 (4d10) acid damage.
Acid Spray (Recharge 5-6). The marmalade squirts acid in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.
Change Shape. The marmalade takes on the appearance of a Medium or smaller humanoid that has consumed (see Knowledge Consumed) or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is borne by the new form.
In a new form, the marmalade retains all of its statistics. It merely takes on the appearance of the humanoid.
Step 16. Reactions
Does your creature have a special reactions outside of opportunity attacks (like the noble’sParry)? For the most part, reactions should not be as powerful as full actions. They’re usually defensive, like providing a quick boost to AC on a hit or a free movement when missed with a melee attack. If a creature’s reaction allows them to do more damage than a normal opportunity attack, there better be a good reason for it and balance somewhere else within the creature.
The blood marmalade has no special reactions for two reasons. First, I want to leave its reactions free to take opportunity attacks with their damaging slam. Second, the ooze also gets legendary actions and adding reactions in on top of everything else is just going to make the creature difficult to run at the table.
Step 17. Legendary Actions
Legendary actions are reserved for D&D’s scariest and most iconic monsters: dragons, beholders, liches, and unicorns to name a few. The blood marmalade joins these ranks!
When you design legendary actions, take a look at other creatures of similar challenge rating’s legendary actions to get an idea of how much damage and the effects these actions have. Like reactions, a single legendary action should not be more powerful than an opportunity attack, but many creatures can spend multiple legendary actions to gain a unique action that’s more powerful. Not all legendary actions need be attacks either, they could be movement-related or grant the creature a skill check, like the aboleth’s Detect.
The blood marmalade’s slam attack is a little too damaging to grant it as a legendary action, but I have some other ideas that I think are well-balanced.
Acid Spit. The marmalade chooses one creature it can see within 20 feet of it. That creature must succeed on a DC 16 Dexterity saving throw or take 16 (3d10) acid damage.
Command Ooze. The marmalade targets one ooze with a challenge rating of 4 or less it can see within 30 feet of it. The ooze can make one weapon attack as a reaction and gains advantage on the attack roll.
Absorb Ooze (Costs 2 Actions). The marmalade targets one ooze with less than 20 hit points remaining within 20 feet of it. The marmalade absorbs the ooze, destroying that creature and regaining a number of hit points equal to the number of remaining hit points the destroyed ooze had.
Step 18. Lair Actions
While many creatures have a lair, only a few are powerful enough to have lair actions (these creatures usually also have legendary actions). Include an opening paragraph or three that describes the environment where your creature makes its lair and the defense they have in place.
When it comes time to make lair actions, look at creatures of a similar challenge rating that have them (as you did with legendary actions). Lair actions are no more powerful than an opportunity attack. Use that guideline to help you create two or three lair actions.
Each lair also has at least three regional effects that occur within 1 to 6 miles outside of the creature’s lair. Have fun with these effects! These can be mechanically light and flavorful. If you do give a regional effect a hard mechanic, make sure it doesn’t add to the creature’s power rating and stays regional, like the Ki-rin’s ability to cast control weather.
Here’s the description of the blood marmalade’s lair:
Blood marmalades lair in the towers of wizards they murder and caves in the Underdark. They surround themselves with mindless ooze guardians they can control and make a point of being close enough to a busy road or city so that they can slip out into the night and hunt intelligent prey.
The walls, floors, and ceilings of a blood marmalade’s lair drip with a slippery mucus that begins to magically appear in the place after the ooze claims it as a home. The thicker this mucus, the longer the blood marmalade has lived in the lair.
Lair Actions
On initiative count 20 (losing initiative ties), the marmalade takes a lair action to cause one of the following effects; the marmalade can’t use the same effect two rounds in a row:
A 20-foot-square glob of mucus erupts from the floor within 90 feet of the marmalade. Each non-ooze creature that moves into or is in contact with that area of the floor when the mucus appears must make a DC 15 Dexterity saving throw. Creatures that fail are restrained. The mucus last until initiative count 20 of the next round.
The marmalade picks one creature it can see within 60 feet of it. A glob of thick mucus magically appear and fly at the creature’s head. That creature must succeed on a DC 15 Dexterity saving throw or it is blinded until initiative count 20 of the next round.
Regional Effects
The region containing a legendary marmalade’s lair is warped by the ooze’s unnatural presence, which creates one or more of the following effects:
Small lakes of red mud appear within 1 mile of the lair.
A thick red mist surrounds the area within 1 mile of the lair, making the area lightly obscured.
Oozes within 3 miles of the lair tremble with excitement and hunt in packs.
If the marmalade dies, any ooze packs immediately disperse and the other effects fade over the course of 3d10 days.
Step 19. Edit and Playtest
Now that you’ve created your monster, give it a once over. Read it out loud and edit. Even the most experienced designers need to edit their work. Then send your work to a friend to make comments. A second pair of eyes helps you understand if the design intent of your creature is coming through.
If you have the opportunity to playtest your new creature, take it! Nothing is a better test of your design work than actually seeing it in action. Plus it’s a great excuse to get friends together for a game of D&D! Change anything you think needs it after playtesting.
Step 20. Make Your Work Public
It’s time to make your work public! That means sharing the monster with your group, posting it to a blog, putting it up for sale on the DMs Guild, or on D&D Beyond.
https://worldbuilderblog.me/2018/05.....-a-dd-monster/
Designing Monsters
The Dungeon Master’s Guide provides guidelines for monster creation, which are great. I’ll expand on what’s provided and the steps in my process will vary a bit to give an even more in-depth look. All monsters have the following components you need to design:
https://www.deviantart.com/boorat/j.....need-802681783
Story
Size, type, and alignment
Challenge rating
Ability scores and modifiers
Armor Class
Hit points
Speed
Saving Throws
Skills
Damage resistances, immunities, and vulnerabilities
Condition immunities
Senses
Languages
Traits
Actions
Reactions
Legendary Actions
Lair Actions
Step 1. Story
Let your imagination run wild! What makes your creature different from all others. Open with a paragraph that gives a general overview of the monster. This paragraph describes where the monster lives, what the monster looks like, and how they fit into the larger world. Subsequent paragraphs should dive deep into specific story aspects of your monster. Start each new story aspect section with a bold and italic phrase that sums up that detail of your monster, so a DM skimming the passage can say, “Ah yes! I remember that the blood marmalade is an intelligent ooze that devours knowledge!” Each aspect of your monster should include a good story hook that helps GMs work the monster into their stories. In addition, you’ll want to include a little information on your monster’s physiology if they don’t require food, water, or sleep.
125,000+ years ago the primitive un-evolved form of the Mockfolk 1st appeared out of nowhere as a new type of aquatic predator that pacifically hunted and preyed on humanoid races. They rapidly evolved into more intelligent creatures over a few 100 generations and evolved more humanoid appearances. Most that have tried to study them believe they are a designed species most likely not natural born of the worlds they live on.
They have the head of a hammerhead shark with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones.
The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface.
Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles, and in the females only a fleshy growth from the lure's head (the esca or illicium) acts as a false-lure.
The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins.
The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish.
Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females.
They are semi-Immortal, living for an infinite length of time presumably in a perpetual healthy state, unless suffering a violent death.
The tips of all their fins are needle sharp and are coated in bacteria. The bard on the tip of their tails secretes a neural toxin that can paralyzed its victims for several hours or permanently depending on the size of the creature and victim. Some older larger specimens gain an electrical discharge that can stun prey up to a 100 meters. Their turtle-like shell effectively makes their chest and backs bulletproof up to anything but a straight shot. And, again they got a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. Females have additional spikes on their shells as well. The suction-cups on the 2 tentacles on the lure's head are lined with hooked teeth.
Can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe).
Locomotion (how do they move? Eg. humans walk, snakes slither): Anguilliform, Rajiform, Oscillatory, Dynamic lift, Monoplane body plan, Gliding/parachuting, a gait that alternates between legs is hopping or saltation, Sliding, and Wallcrawling.
They're omnivore leaning more to Carnivore.
Step 2. Size, Type, and Alignment
How big is your monster? What’s its type? What’s its alignment? Keep in mind a creature’s size affects its hit points (more on that later) and creatures, unlike player characters, can be unaligned. With those caveats, the choices are yours. What makes sense for your creature?
1. Newly Hatched-Baby: Tiny, Aberrations, Chaotic neutral
2. Child-Preteen: Medium, Monstrosities, unaligned
3. Teen-Adult-Fully Mature: Large, Monstrosities, lawful neutral
3.5. Alpha Male(mutation): Huge, Monstrosities, Chaotic evil
4. Accent-Elder: Gargantuan, Fiends, neutral evil
Step 3. Challenge Rating
Before you start getting into the numbers of your monster, you need other monsters to balance it against. Choose the challenge rating you want for your monster first and then design to that challenge rating rather than trying to figure out the number after you’ve designed the rest of the creature. You will be able to compare your beast to other creatures of similar challenge ratings and charts in the Dungeon Master’s Guide if you settle on a challenge rating at the start.
1. Closest to a Newly Hatched-Baby:
Homunculus
Tiny construct, neutral
Hit Points:
5 (2d4) Armor Class:
13 (Natural Armor) Speed:
20 ft., fly 40 ft. Challenge Rating:
0 (10 XP)
2. Closest to a preteen Mockfolk:
Basilisk
Medium monstrosity, unaligned
Hit Points:
52 (8d8+16) Armor Class:
15 (Natural Armor) Speed:
20 ft. Challenge Rating:
3 (700 XP)
3. Closest to a mature Mockfolk:
Androsphinx
Large monstrosity, lawful neutral
Hit Points:
199 (19d10+95) Armor Class:
17 (Natural Armor) Speed:
40 ft., fly 60 ft. Challenge Rating:
17 (18,000 XP)
3.5. Closest to the Alpha Male Mutation:
Behir
Huge monstrosity, neutral evil
Hit Points:
168 (16d12+64) Armor Class:
17 (Natural Armor) Speed:
50 ft., climb 40 ft. Challenge Rating:
11 (7,200 XP)
4. Closest to an elder Mockmaiden:
Kraken
Gargantuan monstrosity (titan), chaotic evil
Hit Points:
472 (27d20+189) Armor Class:
18 (Natural Armor) Speed:
20 ft., swim 60 ft. Challenge Rating:
23 (50,000 XP)
Step 4. Ability Scores and Modifiers
Your monster needs ability scores just like a player character. Remember 10 represents the score of an average human and 20 is the peak of human achievement. Use those as a baseline, and look at other monsters of the same challenge rating, size, and type in the Monster Manual to get an idea of your creature’s statistics.
1.
2.
3.
3.5.
4.
Step 5. Armor Class
A monster’s Armor Class is calculated the same way a player character’s is, by adding 10 to the creature’s Dexterity modifier. Compare this number to other creatures of the same challenge rating and type. You should also refer to the Monster Statistics by Challenge Rating table in chapter 9, “Dungeon Master’s Workshop,” of the Dungeon Master’s Guide.The table is a solid guideline, but not gospel. You can find outliers for all statistics throughout the Monster Manual that don’t come close to the table’s numbers like the demilich, mind flayer, and pixie (all of which have lower hit points for their challenge ratings offset their powerful spellcasting abilities among other strengths).
If you want to increase your creature’s AC, you can add as much to it as you like to make it balanced by giving the creature natural armor or a suit of armor from chapter 5, “Equipment,” in the Player’s Handbook or Basic Rules. If you raise your creature’s AC, keep in mind that the tarrasque and Tiamat, fifth edition D&D’s toughest and most-difficult-to-hit official creatures, have an AC of 25.
If your creature’s AC is too high, give the creature a lower Dexterity score or leave its AC as is and balance for it being harder to hit by giving it less than average hit points (or another weakness somewhere down the line).
Step 6. Hit Points
For hit points, you’ll want to check the Monster Statistics by Challenge Rating table as well as other monsters of the same challenge rating and type as your original creature as you did with AC. Once you have a good range of hit points, figure out how many Hit Dice your creature needs to get to your desired total. As the Dungeon Master’s Guide points out, creature Hit Dice are based on size. To figure out a creature’s hit point total, use this equation: hit points = Y x (Hit Dice average + Constitution modifier). Y equals the number of Hit Dice used.
For the blood marmalade, I looked at many other CR 10 creatures published by Wizards of the Coast. White Maw (an ooze) from Dead in Thay in Tales from the Yawning Portal had the most hit points at 217 and Madam Eva from Curse of Strahd has the fewest hit points at 88. Most of the monsters from other sourcebooks fell between 135 and 184 hit points (fewer than what the Monster Statistics by Challenge Rating table recommends). I want the blood marmalade to be a bit tougher than average because of its low AC. I first figured out its Hit Die size, which is d8 given its Medium size. The average of a d8 is 4.5 and the blood marmalade’s Constitution modifier is +5, so the blood marmalade gets 9.5 hit points for every Hit Die it has. If I give the ooze 20 Hit Dice, that brings its total to 190, which seems perfect. Its hit points are expressed as 190 (20d8 + 100).
Step 7. Speed
Compare your monster’s speed to others of its challenge rating, type, and size. Give it any special movements speeds, like climbing, that you want it to have. Some special movement speeds, like burrowing or flying, can affect a creature’s challenge rating at lower levels, but at higher levels, most player characters have powerful enough spells or magic items to make those speeds less of a problem.
Most oozes are slow and can climb. The blood marmalade is a special kind of powerful (there aren’t many official oozes with CR greater than 4), so I’m going to give it a fast-for-an-ooze movement speed of 30 and a climbing speed to match.
Step 8. Saving Throws
You don’t need to add saving throw proficiencies if it doesn’t seem right for your creature or if the monster already has many powerful ability scores. Leave at least one save weaker than the others to give your creature a little realism and not frustrate your spellcasting players as the creature succeeds on save after save. Even the tarrasque and Tiamat aren’t as good with Dexterity saving throws as they are with others. (Note that the monster’s proficiency bonus is based on its CR and can be found on the Monster Statistics by Challenge Rating table in the Dungeon Master’s Guide.)
The blood marmalade is already set with most of its ability scores, but given the fact that it absorbs memories, I’m going to boost its Wisdom saving throw as a reflection of that.
Step 9. Skills
Like saving throws, your monster doesn’t need to be proficient in any skills, only the ones that make sense. Don’t be too worried about balance here. A few skill bonuses don’t make or break a creature, unless they have a feature tied to one of the skills (like Sneak Attack and Stealth) and even then, it’s likely the skill boost is warranted to make the ability work.
For the blood marmalade, I’ve given it proficiency in Deception so it can pretend to be something it’s not.
Step 10. Damage Resistances, Immunities, and Vulnerabilities
Your monster does not need any damage resistances, immunities, or vulnerabilities. Do whatever makes sense for the story. To get some ideas, look at other creatures of the same type. One to three resistances or immunities don’t change a monster’s challenge rating, but four or more should make you think twice about adjusting another aspect of the monster (like its hit points) to compensate. The exception to this rule is resistance or immunity from bludgeoning, piercing, and slashing damage from nonmagical weapons. At lower levels such a strength is difficult to overcome no matter what other resistances a creature the creature has, but by a party of level 5 characters can cast a spell or two to overcome the resistance.
Unlike previous editions of D&D, vulnerabilities make few appearances in monster stat blocks in the game’s current iteration. Use vulnerabilities with caution, since double damage makes some (or all depending on the party and damage type) player characters twice as strong.
The blood marmalade is a super strong ooze, and as such, I gave it acid damage immunity.
Step 11. Condition Immunities
Your monster does not need condition immunities. Stick to what makes sense and look at other creatures of the same type. Some creature types (like oozes) have many condition immunities because they make sense with the creature’s story. Something that’s formless is never prone, something that’s mindless can’t be charmed or frightened, and something that can’t see or hear (but uses other senses) can’t be blinded or deafened. Those all make sense for an unintelligent ooze. Figure out what conditions should not apply to your creature and only add more condition immunities beyond what makes sense to compensate for the creature lacking in another area, like AC, hit points, etc.
Since the blood marmalade is an intelligent ooze that can see and hear things, it has far fewer condition immunities than other oozes. (Such is the price of sapience.) It is still immune to the prone condition and exhaustion, because it still has the physiology of an ooze.
Step 12. Senses
Your creature should at least have a passive Perception score (calculated the same way it is for player characters). If your creature has any extra senses like blindsight or darkvision add them as well. Most senses won’t break the game. Add whatever makes sense for your creature’s story.
Unlike other oozes, the blood marmalade does not have blindsight, but it can see and lives in the Underdark, so I gave it 120-foot darkvision.
Step 13. Languages
What languages, if any, does your creature read, speak, and understand? You can’t break the game here so add as many or as few languages as you like. Feel free to put any restrictions or story elements into this description. For instance, the blood marmalade speaks “Common, Elvish, Undercommon, and the languages of any creatures it has consumed.”
Step 14. Traits
What makes your monster special? Some creatures, like tyrannosaurus rex, have no special traits. Others, like the vampire, have many. From spellcasting to walking on webs, anything special your creature can do that is not an action or reaction should be here.
If you want to use a feature that another monster has, use the same name and just tweak the feature’s wording to apply to your monster. This helps DMs everywhere because when I see the Pack Tactics feature in a stat block, I know what it does without having to read the rest of the description because I’ve seen the feature on other creatures before. That’s what I did for the blood marmalade’s Amorphous feature taken from the ochre jelly and the Legendary Resistance feature taken from the ancient gold dragon.
I did have to create the Knowledge Consumed feature from scratch. I used the Wizards of the Coast style to make sure this feature plays nice with other rules in the game:
Knowledge Consumed. When the marmalade kills a creature with its slam attack or when it consumes a corpse that has been dead for less than 24 hours, it gains all of that creature’s memories and learns everything the creature knew, including any languages. If the creature is a Medium or smaller humanoid, the marmalade can also take on that creature’s appearance using Change Shape.
These three features together don’t change the ooze’s power level beyond CR 10, since they don’t increase its raw power much. Legendary Resistance is the blood marmalade’s most powerful mechanical feature and has a limited use.
If you add a lot of features to your creature, consider how they change the creature’s power level. The power to cast spells like a level 14 wizard or a big boost to damage mean you probably should increase your creature’s challenge rating or reduce its hit points, AC, or damage output. There’s a reason wizards don’t have as many hit points as a fighter.
Step 15. Actions
Your creature’s attacks and other actions should go under this heading. List them in this order:
Multiattack (if the creature has it)
Melee and ranged attacks in alphabetical order
Other actions in alphabetical order
The Dungeon Master’s Guide shares how to calculate the exact attack bonuses and DCs for monster actions. Once again, follow the guidelines on the Monster Statistics by Challenge Rating table and look at monsters of a similar challenge rating to get an idea of what a monster’s average damage output should look like. If a monster is able to cast big damage-dealing spells, do extra damage under specific circumstances (like Sneak Attack), or can dish out a lot of non-damaging but debilitating effects (like petrification), consider give it a lower than average damage output for its regular attacks. Use creatures of a similar challenge rating that cast a lot of spells or those that deal out strange effects as your guide for this.
It seems many challenge rating 10 creatures deal between 2 damage (Madam Eva’sdagger) to 60 (the froghemoth’s two tentacles and a bite). Note the damage range is below that of the Monster Statistics by Challenge Rating table, because all challenge rating 10 monsters have some crazy features beyond damage. The blood marmalade is all about that damage from its slam attacks, so those are on the higher end of the spectrum. Then I also gave it a special acid spray action with a recharge (similar to a dragon’s breath weapon), to give it a ranged attack option and make the creature extra terrifying! Here are all of its actions:
Multiattack. The marmalade makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage and 22 (4d10) acid damage.
Acid Spray (Recharge 5-6). The marmalade squirts acid in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.
Change Shape. The marmalade takes on the appearance of a Medium or smaller humanoid that has consumed (see Knowledge Consumed) or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is borne by the new form.
In a new form, the marmalade retains all of its statistics. It merely takes on the appearance of the humanoid.
Step 16. Reactions
Does your creature have a special reactions outside of opportunity attacks (like the noble’sParry)? For the most part, reactions should not be as powerful as full actions. They’re usually defensive, like providing a quick boost to AC on a hit or a free movement when missed with a melee attack. If a creature’s reaction allows them to do more damage than a normal opportunity attack, there better be a good reason for it and balance somewhere else within the creature.
The blood marmalade has no special reactions for two reasons. First, I want to leave its reactions free to take opportunity attacks with their damaging slam. Second, the ooze also gets legendary actions and adding reactions in on top of everything else is just going to make the creature difficult to run at the table.
Step 17. Legendary Actions
Legendary actions are reserved for D&D’s scariest and most iconic monsters: dragons, beholders, liches, and unicorns to name a few. The blood marmalade joins these ranks!
When you design legendary actions, take a look at other creatures of similar challenge rating’s legendary actions to get an idea of how much damage and the effects these actions have. Like reactions, a single legendary action should not be more powerful than an opportunity attack, but many creatures can spend multiple legendary actions to gain a unique action that’s more powerful. Not all legendary actions need be attacks either, they could be movement-related or grant the creature a skill check, like the aboleth’s Detect.
The blood marmalade’s slam attack is a little too damaging to grant it as a legendary action, but I have some other ideas that I think are well-balanced.
Acid Spit. The marmalade chooses one creature it can see within 20 feet of it. That creature must succeed on a DC 16 Dexterity saving throw or take 16 (3d10) acid damage.
Command Ooze. The marmalade targets one ooze with a challenge rating of 4 or less it can see within 30 feet of it. The ooze can make one weapon attack as a reaction and gains advantage on the attack roll.
Absorb Ooze (Costs 2 Actions). The marmalade targets one ooze with less than 20 hit points remaining within 20 feet of it. The marmalade absorbs the ooze, destroying that creature and regaining a number of hit points equal to the number of remaining hit points the destroyed ooze had.
Step 18. Lair Actions
While many creatures have a lair, only a few are powerful enough to have lair actions (these creatures usually also have legendary actions). Include an opening paragraph or three that describes the environment where your creature makes its lair and the defense they have in place.
When it comes time to make lair actions, look at creatures of a similar challenge rating that have them (as you did with legendary actions). Lair actions are no more powerful than an opportunity attack. Use that guideline to help you create two or three lair actions.
Each lair also has at least three regional effects that occur within 1 to 6 miles outside of the creature’s lair. Have fun with these effects! These can be mechanically light and flavorful. If you do give a regional effect a hard mechanic, make sure it doesn’t add to the creature’s power rating and stays regional, like the Ki-rin’s ability to cast control weather.
Here’s the description of the blood marmalade’s lair:
Blood marmalades lair in the towers of wizards they murder and caves in the Underdark. They surround themselves with mindless ooze guardians they can control and make a point of being close enough to a busy road or city so that they can slip out into the night and hunt intelligent prey.
The walls, floors, and ceilings of a blood marmalade’s lair drip with a slippery mucus that begins to magically appear in the place after the ooze claims it as a home. The thicker this mucus, the longer the blood marmalade has lived in the lair.
Lair Actions
On initiative count 20 (losing initiative ties), the marmalade takes a lair action to cause one of the following effects; the marmalade can’t use the same effect two rounds in a row:
A 20-foot-square glob of mucus erupts from the floor within 90 feet of the marmalade. Each non-ooze creature that moves into or is in contact with that area of the floor when the mucus appears must make a DC 15 Dexterity saving throw. Creatures that fail are restrained. The mucus last until initiative count 20 of the next round.
The marmalade picks one creature it can see within 60 feet of it. A glob of thick mucus magically appear and fly at the creature’s head. That creature must succeed on a DC 15 Dexterity saving throw or it is blinded until initiative count 20 of the next round.
Regional Effects
The region containing a legendary marmalade’s lair is warped by the ooze’s unnatural presence, which creates one or more of the following effects:
Small lakes of red mud appear within 1 mile of the lair.
A thick red mist surrounds the area within 1 mile of the lair, making the area lightly obscured.
Oozes within 3 miles of the lair tremble with excitement and hunt in packs.
If the marmalade dies, any ooze packs immediately disperse and the other effects fade over the course of 3d10 days.
Step 19. Edit and Playtest
Now that you’ve created your monster, give it a once over. Read it out loud and edit. Even the most experienced designers need to edit their work. Then send your work to a friend to make comments. A second pair of eyes helps you understand if the design intent of your creature is coming through.
If you have the opportunity to playtest your new creature, take it! Nothing is a better test of your design work than actually seeing it in action. Plus it’s a great excuse to get friends together for a game of D&D! Change anything you think needs it after playtesting.
Step 20. Make Your Work Public
It’s time to make your work public! That means sharing the monster with your group, posting it to a blog, putting it up for sale on the DMs Guild, or on D&D Beyond.
Mockfolks
Posted 6 years agoName: Dru-Scylla and unnamed siblings.
https://inkbunny.net/s/1894566
Age: Chronologically centuries biological maturity 30's.
https://drive.google.com/drive/fold.....OCAbwOrFtC-dGg
Date of Birth: N/A most likely a Pieces or Aquarius or Cancer or Capricorn.
Race: Mockmaid of the Mockfolk. Fake merfolk that use an attractive humanoid lure on their backs to entice and distract prey for a sneak attack.
Occupation: Scavenger/Pirates/Hired Muscle.
Current place of residence: Shipwrecks and sea caves.
Voice type (What it sounds like. If you like, list a voice actor): Creature's Jennifer Tilly or Linda Hunt and Lure's Kylie Minogue or Maria Diane Brink.
Quirks, strange mannerisms, and/or annoying habits: ADHD, goes from rational and think to feral with little provocation especially if hungry.
Education level: Can read and write and do basic math but no formal education. Knows how to sail and the working of most ships and sea-crafts. Some combat training and swordsmanship.
Hierarchy/social standing: Apex predator, outlaw.
Hair color and type: Blood red curls that resemble a sea anemone.
Eye color: Creature; red with black sclera. Lure; neon lime green.
Skin tone: Aqua/Teal scales, and flesh-tone to golden soft underbelly.
Scars or physical deformities: Numerous.
Mental problems: ADHD, Sexual Sadist, possibly has Pica.
Height: 12 ft. (365.76 cm.)
Length: 24 ft. (731.52 cm.)
Weight/Mass: 1,000 lbs. (453.6 kg.)
Blood type: O-
Favorite color: RED
Religious Preference: Esoteric Order of Dagon.
Family: Numerous siblings. And, one near ancient great-great-grandmother.
Pets: Some fish? And slaves...
Goals: Swimming and eating and makes little babies.
Former: Surviving.
Sexuality: Omnisexual.
Relationships/Love interests: Harem of males mostly.
Sexual partners: Anyone.
Hobbies and interests: Swimming, sailing, hunting, fishing, eating, battling, mating, reading, Anasteemaphilia, Teratophilia, Mazophilia, Stigmatophilia, Morphophilia, Anthropophagolagnia, Piquerism, sthenolagnia, Partialism, Macrophilia, Maschalagnia, Thalassophilia, Vorarephilia, Autassassinophilia, Gynandromorphophilia, Pygophilia, Gynemimetophilia, Teratophilia, Gijinka Humanization where the anthropomorphic character is a mix between a creature (both real and fictional) and a human.
Physical Attributes:
• Name: Mockfolk (Mockmaid/Mockmaidens for females, Mockman/Mockmen for males)
• Age (how long has the species existed?): 125,000+ years
• General Appearance: Sea creatures with a vaguely humanoid body.
They have the head of a hammerhead shark with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones.
The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface.
Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles, and in the females only a fleshy growth from the lure's head (the esca or illicium) acts as a false-lure.
The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins.
The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish.
Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females.
• Lifespan: Semi-Immortal, living for an infinite length of time presumably in a perpetual healthy state, unless suffering a violent death.
• Defense Mechanisms/Strategies (how do they protect themselves against predators?): The tips of all their fins are needle sharp and are coated in bacteria. The bard on the tip of their tails secretes a neural toxin that can paralyzed its victims for several hours or permanently depending on the size of the creature and victim. Some older larger specimens gain an electrical discharge that can stun prey up to a 100 meters. Their turtle-like shell effectively makes their chest and backs bulletproof up to anything but a straight shot. And, again they got a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. Females have additional spikes on their shells as well. The suction-cups on the 2 tentacles on the lure's head are lined with hooked teeth.
• Abilities:Can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe).
• Locomotion (how do they move? Eg. humans walk, snakes slither): Anguilliform, Rajiform, Oscillatory, Dynamic lift, Monoplane body plan, Gliding/parachuting, a gait that alternates between legs is hopping or saltation, Sliding, and Wallcrawling.
• Herbivore, Carnivore or Omnivore?: Omnivore leaning more to Carnivore.
• Diet (specifically what they eat): Anything and everything... even one another. They'll even eat their litter-mates when young.
• Intelligence: Varying from individual to individual. Some are born not much more than unthinking animals that will go full feral and some born intelligent enough to learn how to use technology and/or magics.
• Illnesses (any unique diseases that the species is vulnerable to?): Primal regression is common with the species either from birth or later in their life some are known to devolve into a feral state loosing their humanoid form (and whatever intelligence they had) and their lures becoming more frog or fish-men looking. There's another mutation that is rare to happen but can be beneficial and those are males called Alphas that are born larger and more monstrous than even a female 3 times their age. They're also susceptible to most aquatic illnesses that effect fish. Aquatic parasites.
• Predators: Not many mostly one another and any species smart enough to out think them.
• Problems (any problems that are caused by the species physical appearance/abilities): Often are mistaken for mermaids and other sea-monsters like The Timingilam, Scylla, taniwha, Nuckelavee, Nessie, the Kraken, Ogopogo, the Leviathan, The sea monk (also monk-fish or monkfish), Cecaelias, aspidochelone, Yacumama, Jörmungandr, Bakunawa, Ningen, kētos, Ceirean, Iku-Turso, Cirein-cròin, Umibōzu, Tiamat, Tritōn, Makara, or cionarain-crò.
Species Culture:
• Habitat: Underwater caves and trenches. They can survive in different tempered waters and they can live in bother fresh and salt water. They can survive indefinitely outside the water as long as they can keep moist.
• Environment (how has it affected them now and in the past): Climate change has very little if any effect on them as they can survive anywhere as long as the water hasn't become toxic.
• Time Period (in roughly what year or stage of evolution eg. dark ages, space age, does this species exist): Throughout all of human history.
• Rituals/Traditions: They've adapted many cultures they've observed from their human prey including but not limited to Mediterranean, Celtic, Slavic, Norse, African, Native American, ect. Some will decorate their bodies with tattoos, tribal scarring, and piercings.
• Language (do they speak English or do they have their own language? If not civilized, what animal sounds do they make?): They can speak any human langue with most choosing to speak it through their lures as their actual voices tend to be harsher on the ears of most land based creatures. Either very deep, raspy, or guttural. Their native langue is impossible to speak out of the water and is mostly only spoken by the elders of the species still.
• How does the species attract a mate?: The males have head crest that they show off on their lures. The more unique the male is compared to the others the more attractive they are to the females. Weather it's their weight, colors, or mannerisms the more different they seem the better. Because of this a lot of males will adorn themselves with shiny object and cover themselves in tattoos and piercings. And, some knowing that they can die if they mate will do the opposite and try to make themselves less attractive.
Females normally choose their mates but most the time they are arranged mating(s) by their elders to strengthen their bloodline or gain more hunting territories.
• Gender Status (are the males or females dominant? Are the genders equal?): Mostly female dominated as they're the larger stronger of the species. They are prone to sometimes eat their mates after long mating sessions. But, there are exceptions to everything and the rare male mutations known as Alphas do sometimes occur, but they don't tend to become thinking leaders but more of bloodthirsty warlords.
• Do they travel in groups/packs or alone?: They tend to stick together in schools but are known for some to go rogue willingly or forcefully.
• Government (how do they choose a leader?): The oldest are the leaders no matter what. They tend to have no choice as the older they become the stronger they become physically and mentally (especially over their children and direct descendants). There is no world-wide encompassing government for the species but many clans, tribes, families, and mafias.
• Clothing (do they wear clothes?): Not really. Some do show some modesty when around other species that have such morals by wearing robes, loincloths, kilts, togas, swimsuits, bikinis, ect. They do wear jewelry salvaged from shipwrecked. And, other sea life (dead and alive) such as starfish, sand-dollars, seashells, turtle shells, coral, sea urchins, shark teeth, and bones of different animals.
• Does their religion dictate their clothing preference? (eg. always wearing religious robes/garments/symbols): Some do wear medallions and jewelry for their different religions and some even getting tattoos and brands.
• Religious beliefs (how important is it to them?): They no longer actively have their own original religions anymore. They mostly adopt or adapt to those of other peoples. They do believe or spread some of their own mythologies about themselves to other species.
• Other beliefs (any beliefs caused by a lack of knowledge, illusion, etc): They have their own myths and legends like but not limited to they're the true original people of Earth and that they were turned into their monster forms when the Elder/Outer Gods cursed them to make way for humans and other creatures. None of this can be proven. The species actually seems to be younger than modern man.
• Jobs (what jobs are unique to this species? How important are these jobs to supporting the species as a whole?): Most of don't have jobs in the traditional sense as they're mostly a self sufficient race. But, most that do interact with humans and other species usually take on Mariner jobs such as fishermen, ferrymen, smugglers, pirates, or acting as protection for boats in dangerous waters.
• Special holidays (how do they celebrate them?): They do have some seasonal celebrations for the changing of the seasons as they will migrate to more comfortable waters.
• Are there any inventions, tools or machines that are unique to this species? Why?: Any clothing or armor made by them are unique as it'd be made for their eccentric body types. Also, any weapons made by them tend to be too big and heavy for a human to wield.
• Law (what laws are unique to this species, how do they punish those who break the law?): They have not many species-wide laws many more since they allowed themselves to become a known open species to the rest of the world centuries ago. They do have family clan laws that are different from clan to clan. The punishments are usually are 1 of 3 possibilities; expulsion, execution, or mutilations.
• How does the species think and behave as a unity?: Not really. They can't get along with one another very well. Many family rivalries still exist. Think the Hatfield(s) and McCoy(s) or Game of Thrones.
Aging:
• How do they procreate?: Very carefully. They have mating periods every month. With the females selecting a new mate each time normally because after hours long mating sessions the females will eat their mates. Once pregnant the females can either lay several (12-52) eggs within 4-5 months or if they've grown large enough some female will withhold their eggs inside their wombs where they will hatch internally and the pups will stay in there for another 3-4 months where they will devour one another until their mother gives live birth.
• Infancy (what is childhood like for this species? How do mothers care for infants?): The young the are hatched from eggs are guarded by their mothers who will feed them breast-milk and predigested meats. But, even with this nurturing they will still kill and eat each other until there's only a handful left.
The ones that are live births are usually self-subsistent by the time they leave the womb and are left to fend for themselves. The difference between the 2 birthing styles is the hatching(s) act more like a school of piranhas and the live births are more like sharks.
• What happens when they age? Is it any different from humans?: They keep growing as they age getting bigger and stronger, and their mental powers grow over their descendants.
• Death (does this species die in a different way?): they're effectively semi-immortal meaning they do not die of old age, so there is no such thing as a peaceful death for their species.
History:
• General history of species: There is very little known of their ancient past as they didn't keep a written record of their history until they started having more interactions with other species that didn't involve them eating one another. They tend to only keep oral histories and those only extend to their own lifetime. They don't seem to care much for the deeds and accomplishments of their ancestors. Because of the genetic mental connection and control over their young the young are always trying to get away from their parent's legacies.
• Any significant events (wars, revolutions, etc) in this species' history that has affected them: If any major human event had anything to do with the oceans or seas the Mockfolk probably had some tiny part in it weather of note or not. They've had many family feuds that have gone unnoticed by the suffice world and have been lost to history. Whole family lines and clans gone from the world. They've had many clashes with other underwater races over the millennia with only them keeping tabs on the wins and losses. Their biggest part in history is normally as hired mercenaries and merchants for other's navies.
• How has this species evolved to its current state?: Some have become more human-like and are getting smarter while others of their species seem to regress.
• Are they aware of this evolution? (meaning do they know about their pre-evolved ancestors): The more educated of them are aware and some are willing to even look into it more on behalf of their species, but generally they are aware that they're changing and that their past selves are most bestial.
• Have any "special messages", traditions or beliefs (eg. myths, prophecies, folklore) been passed down through the generations of this species' evolution?: Some of them believe some human and other legions dealing with the sea creatures might be related to them.
Mostly that the Leviathan of Biblical mythology might've actually been an ancient member of their race that grew to Kaiju sizes. Most likely a severely mutated Alpha male.
Designs:
• Using the information above, draw some concept sketches and work out a final design for this species, keep in mind the body proportions and mobility of the creature (so be creative, but don't make the body proportions so out there that the creature couldn't possibly move around eg. if the creature can fly, don't give it wings that are too small to support its body, unless you explain how the wings support the body)(your audience is willing to suspend disbelief for your creature, but not to the point where it gets ridiculous)
• Try drawing male and female variations of your creature (like the new Pokemon sprites), make the differences between them as subtle or as obvious as you want. This will support believably for the species.
• If your creature wears clothing, try designing unique casual clothing, religious clothing, royal garments, swimwear, sleepwear, etc. It's important the audience recognizes the clothing as clothing, but try to make designs that are unique to the species' society.
https://inkbunny.net/s/1894566
Age: Chronologically centuries biological maturity 30's.
https://drive.google.com/drive/fold.....OCAbwOrFtC-dGg
Date of Birth: N/A most likely a Pieces or Aquarius or Cancer or Capricorn.
Race: Mockmaid of the Mockfolk. Fake merfolk that use an attractive humanoid lure on their backs to entice and distract prey for a sneak attack.
Occupation: Scavenger/Pirates/Hired Muscle.
Current place of residence: Shipwrecks and sea caves.
Voice type (What it sounds like. If you like, list a voice actor): Creature's Jennifer Tilly or Linda Hunt and Lure's Kylie Minogue or Maria Diane Brink.
Quirks, strange mannerisms, and/or annoying habits: ADHD, goes from rational and think to feral with little provocation especially if hungry.
Education level: Can read and write and do basic math but no formal education. Knows how to sail and the working of most ships and sea-crafts. Some combat training and swordsmanship.
Hierarchy/social standing: Apex predator, outlaw.
Hair color and type: Blood red curls that resemble a sea anemone.
Eye color: Creature; red with black sclera. Lure; neon lime green.
Skin tone: Aqua/Teal scales, and flesh-tone to golden soft underbelly.
Scars or physical deformities: Numerous.
Mental problems: ADHD, Sexual Sadist, possibly has Pica.
Height: 12 ft. (365.76 cm.)
Length: 24 ft. (731.52 cm.)
Weight/Mass: 1,000 lbs. (453.6 kg.)
Blood type: O-
Favorite color: RED
Religious Preference: Esoteric Order of Dagon.
Family: Numerous siblings. And, one near ancient great-great-grandmother.
Pets: Some fish? And slaves...
Goals: Swimming and eating and makes little babies.
Former: Surviving.
Sexuality: Omnisexual.
Relationships/Love interests: Harem of males mostly.
Sexual partners: Anyone.
Hobbies and interests: Swimming, sailing, hunting, fishing, eating, battling, mating, reading, Anasteemaphilia, Teratophilia, Mazophilia, Stigmatophilia, Morphophilia, Anthropophagolagnia, Piquerism, sthenolagnia, Partialism, Macrophilia, Maschalagnia, Thalassophilia, Vorarephilia, Autassassinophilia, Gynandromorphophilia, Pygophilia, Gynemimetophilia, Teratophilia, Gijinka Humanization where the anthropomorphic character is a mix between a creature (both real and fictional) and a human.
Physical Attributes:
• Name: Mockfolk (Mockmaid/Mockmaidens for females, Mockman/Mockmen for males)
• Age (how long has the species existed?): 125,000+ years
• General Appearance: Sea creatures with a vaguely humanoid body.
They have the head of a hammerhead shark with a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. They've got 4 catfish-like prominent barbels, which resemble a cat's whiskers, 2 body-length ones, and 2 short neck-length ones.
The main torso's chest and back are covered by a sea turtle-like shell. They have 4 arms with flipper like hands with the last 3 digits fused into 1 large flat fin. While they cannot fly in the same way as a bird does, they can make powerful, self-propelled leaps out of water where their long wing-like fins in between their shoulder and their shell enable gliding for considerable distances above the water's surface.
Their most noticeable feature is the half human looking 2nd torso growing out of their lower backs above their eel-like tails. These lure torsos are partially self sentient acting mostly on behalf of the whole creature. The lure doesn't appear fully human as they have patches of scales in the same color as the creature's and the whole backside of their heads are mostly cephalopoid with eight arms and two tentacles, and in the females only a fleshy growth from the lure's head (the esca or illicium) acts as a false-lure.
The 2 torsos are lined up in away that the creature's frog-like legs look like they could belong to either of them depending on how they stand or pose. Between their legs and tail are 2 long pelvic/anal fins.
The long eel-like tail makes up about 50% of the creature's overall length and a 3rd of its weight and is tipped in an almost full replica of a stingray equipped with a working stinger barb. There's a 2nd fin membrane on the tail that is long and flowing and sometimes brightly colored like those of a betta fish.
Like most of the sea life that composites their bodies the species does show sexual dimorphism with the females being up to 2-3 times bigger than their male counterparts. The males also possess a Mohawk-like fin crest on their lure's head. Males also being able to grow more whiskers if they live long enough. Growing a new set for every 100 years of life they have after their 200th birthday. Males have less fat reserves than the females meaning it's incredibly hard for them to become obese. A fat male is such a rarity of the species that when one does become fat they're considered very attractive to the females.
• Lifespan: Semi-Immortal, living for an infinite length of time presumably in a perpetual healthy state, unless suffering a violent death.
• Defense Mechanisms/Strategies (how do they protect themselves against predators?): The tips of all their fins are needle sharp and are coated in bacteria. The bard on the tip of their tails secretes a neural toxin that can paralyzed its victims for several hours or permanently depending on the size of the creature and victim. Some older larger specimens gain an electrical discharge that can stun prey up to a 100 meters. Their turtle-like shell effectively makes their chest and backs bulletproof up to anything but a straight shot. And, again they got a sawfish's long, narrow, flattened rostrum, or nose extension, lined with sharp transverse teeth, arranged in a way that resembles a saw mixed with a narwhal's large "tusk" from a protruding canine tooth. Females have additional spikes on their shells as well. The suction-cups on the 2 tentacles on the lure's head are lined with hooked teeth.
• Abilities:Can produce nearly 4,000 psi (17,790 newtons) of bite force, can lift over 815 kilograms (1800 pounds) of dead weight, can swim 68 miles (110 kilometers) per hour, can jump up to 15 times its size, body can release powerful electric charges of up to 650 volts (but only if they grow large enough), keep growing throughout their lives growing up to an inch (and gaining a pound) every year after reaching maturity, can unhinge their jaws and swallow a whole human head (between 22 and 23 inches), some have color changing abilities like a cuttlefish or chameleon, they can regenerate lost limbs (but they never grow back a 100% operational) but not vital organs, a skeleton compose of 80% cartilage giving them extreme flexibility (Only their skull and shell are actually made of keratin and Enamel), also because of their soft skeleton some have learned to contort the muscles in their lures to partially shape-shift them to appear as different races and species, they're bio-luminescent, have in credible night vision, they can glide for 4,000 m (13,000 ft) at speeds of more than 700 km/h (430 mph), have the ampullae of Lorenzini giving them Electroreception or electroception, can preform echolocation in and out of water, in species only telepathy/mind reading and full blown mind control over those in their family that are younger than them. Meaning the older the generation the more power they have over their relatives. The bond is strongest on immediate family members. This ability is believed to be a leftover genetic trait used by their ancestors to force their young to school (stay together and safe).
• Locomotion (how do they move? Eg. humans walk, snakes slither): Anguilliform, Rajiform, Oscillatory, Dynamic lift, Monoplane body plan, Gliding/parachuting, a gait that alternates between legs is hopping or saltation, Sliding, and Wallcrawling.
• Herbivore, Carnivore or Omnivore?: Omnivore leaning more to Carnivore.
• Diet (specifically what they eat): Anything and everything... even one another. They'll even eat their litter-mates when young.
• Intelligence: Varying from individual to individual. Some are born not much more than unthinking animals that will go full feral and some born intelligent enough to learn how to use technology and/or magics.
• Illnesses (any unique diseases that the species is vulnerable to?): Primal regression is common with the species either from birth or later in their life some are known to devolve into a feral state loosing their humanoid form (and whatever intelligence they had) and their lures becoming more frog or fish-men looking. There's another mutation that is rare to happen but can be beneficial and those are males called Alphas that are born larger and more monstrous than even a female 3 times their age. They're also susceptible to most aquatic illnesses that effect fish. Aquatic parasites.
• Predators: Not many mostly one another and any species smart enough to out think them.
• Problems (any problems that are caused by the species physical appearance/abilities): Often are mistaken for mermaids and other sea-monsters like The Timingilam, Scylla, taniwha, Nuckelavee, Nessie, the Kraken, Ogopogo, the Leviathan, The sea monk (also monk-fish or monkfish), Cecaelias, aspidochelone, Yacumama, Jörmungandr, Bakunawa, Ningen, kētos, Ceirean, Iku-Turso, Cirein-cròin, Umibōzu, Tiamat, Tritōn, Makara, or cionarain-crò.
Species Culture:
• Habitat: Underwater caves and trenches. They can survive in different tempered waters and they can live in bother fresh and salt water. They can survive indefinitely outside the water as long as they can keep moist.
• Environment (how has it affected them now and in the past): Climate change has very little if any effect on them as they can survive anywhere as long as the water hasn't become toxic.
• Time Period (in roughly what year or stage of evolution eg. dark ages, space age, does this species exist): Throughout all of human history.
• Rituals/Traditions: They've adapted many cultures they've observed from their human prey including but not limited to Mediterranean, Celtic, Slavic, Norse, African, Native American, ect. Some will decorate their bodies with tattoos, tribal scarring, and piercings.
• Language (do they speak English or do they have their own language? If not civilized, what animal sounds do they make?): They can speak any human langue with most choosing to speak it through their lures as their actual voices tend to be harsher on the ears of most land based creatures. Either very deep, raspy, or guttural. Their native langue is impossible to speak out of the water and is mostly only spoken by the elders of the species still.
• How does the species attract a mate?: The males have head crest that they show off on their lures. The more unique the male is compared to the others the more attractive they are to the females. Weather it's their weight, colors, or mannerisms the more different they seem the better. Because of this a lot of males will adorn themselves with shiny object and cover themselves in tattoos and piercings. And, some knowing that they can die if they mate will do the opposite and try to make themselves less attractive.
Females normally choose their mates but most the time they are arranged mating(s) by their elders to strengthen their bloodline or gain more hunting territories.
• Gender Status (are the males or females dominant? Are the genders equal?): Mostly female dominated as they're the larger stronger of the species. They are prone to sometimes eat their mates after long mating sessions. But, there are exceptions to everything and the rare male mutations known as Alphas do sometimes occur, but they don't tend to become thinking leaders but more of bloodthirsty warlords.
• Do they travel in groups/packs or alone?: They tend to stick together in schools but are known for some to go rogue willingly or forcefully.
• Government (how do they choose a leader?): The oldest are the leaders no matter what. They tend to have no choice as the older they become the stronger they become physically and mentally (especially over their children and direct descendants). There is no world-wide encompassing government for the species but many clans, tribes, families, and mafias.
• Clothing (do they wear clothes?): Not really. Some do show some modesty when around other species that have such morals by wearing robes, loincloths, kilts, togas, swimsuits, bikinis, ect. They do wear jewelry salvaged from shipwrecked. And, other sea life (dead and alive) such as starfish, sand-dollars, seashells, turtle shells, coral, sea urchins, shark teeth, and bones of different animals.
• Does their religion dictate their clothing preference? (eg. always wearing religious robes/garments/symbols): Some do wear medallions and jewelry for their different religions and some even getting tattoos and brands.
• Religious beliefs (how important is it to them?): They no longer actively have their own original religions anymore. They mostly adopt or adapt to those of other peoples. They do believe or spread some of their own mythologies about themselves to other species.
• Other beliefs (any beliefs caused by a lack of knowledge, illusion, etc): They have their own myths and legends like but not limited to they're the true original people of Earth and that they were turned into their monster forms when the Elder/Outer Gods cursed them to make way for humans and other creatures. None of this can be proven. The species actually seems to be younger than modern man.
• Jobs (what jobs are unique to this species? How important are these jobs to supporting the species as a whole?): Most of don't have jobs in the traditional sense as they're mostly a self sufficient race. But, most that do interact with humans and other species usually take on Mariner jobs such as fishermen, ferrymen, smugglers, pirates, or acting as protection for boats in dangerous waters.
• Special holidays (how do they celebrate them?): They do have some seasonal celebrations for the changing of the seasons as they will migrate to more comfortable waters.
• Are there any inventions, tools or machines that are unique to this species? Why?: Any clothing or armor made by them are unique as it'd be made for their eccentric body types. Also, any weapons made by them tend to be too big and heavy for a human to wield.
• Law (what laws are unique to this species, how do they punish those who break the law?): They have not many species-wide laws many more since they allowed themselves to become a known open species to the rest of the world centuries ago. They do have family clan laws that are different from clan to clan. The punishments are usually are 1 of 3 possibilities; expulsion, execution, or mutilations.
• How does the species think and behave as a unity?: Not really. They can't get along with one another very well. Many family rivalries still exist. Think the Hatfield(s) and McCoy(s) or Game of Thrones.
Aging:
• How do they procreate?: Very carefully. They have mating periods every month. With the females selecting a new mate each time normally because after hours long mating sessions the females will eat their mates. Once pregnant the females can either lay several (12-52) eggs within 4-5 months or if they've grown large enough some female will withhold their eggs inside their wombs where they will hatch internally and the pups will stay in there for another 3-4 months where they will devour one another until their mother gives live birth.
• Infancy (what is childhood like for this species? How do mothers care for infants?): The young the are hatched from eggs are guarded by their mothers who will feed them breast-milk and predigested meats. But, even with this nurturing they will still kill and eat each other until there's only a handful left.
The ones that are live births are usually self-subsistent by the time they leave the womb and are left to fend for themselves. The difference between the 2 birthing styles is the hatching(s) act more like a school of piranhas and the live births are more like sharks.
• What happens when they age? Is it any different from humans?: They keep growing as they age getting bigger and stronger, and their mental powers grow over their descendants.
• Death (does this species die in a different way?): they're effectively semi-immortal meaning they do not die of old age, so there is no such thing as a peaceful death for their species.
History:
• General history of species: There is very little known of their ancient past as they didn't keep a written record of their history until they started having more interactions with other species that didn't involve them eating one another. They tend to only keep oral histories and those only extend to their own lifetime. They don't seem to care much for the deeds and accomplishments of their ancestors. Because of the genetic mental connection and control over their young the young are always trying to get away from their parent's legacies.
• Any significant events (wars, revolutions, etc) in this species' history that has affected them: If any major human event had anything to do with the oceans or seas the Mockfolk probably had some tiny part in it weather of note or not. They've had many family feuds that have gone unnoticed by the suffice world and have been lost to history. Whole family lines and clans gone from the world. They've had many clashes with other underwater races over the millennia with only them keeping tabs on the wins and losses. Their biggest part in history is normally as hired mercenaries and merchants for other's navies.
• How has this species evolved to its current state?: Some have become more human-like and are getting smarter while others of their species seem to regress.
• Are they aware of this evolution? (meaning do they know about their pre-evolved ancestors): The more educated of them are aware and some are willing to even look into it more on behalf of their species, but generally they are aware that they're changing and that their past selves are most bestial.
• Have any "special messages", traditions or beliefs (eg. myths, prophecies, folklore) been passed down through the generations of this species' evolution?: Some of them believe some human and other legions dealing with the sea creatures might be related to them.
Mostly that the Leviathan of Biblical mythology might've actually been an ancient member of their race that grew to Kaiju sizes. Most likely a severely mutated Alpha male.
Designs:
• Using the information above, draw some concept sketches and work out a final design for this species, keep in mind the body proportions and mobility of the creature (so be creative, but don't make the body proportions so out there that the creature couldn't possibly move around eg. if the creature can fly, don't give it wings that are too small to support its body, unless you explain how the wings support the body)(your audience is willing to suspend disbelief for your creature, but not to the point where it gets ridiculous)
• Try drawing male and female variations of your creature (like the new Pokemon sprites), make the differences between them as subtle or as obvious as you want. This will support believably for the species.
• If your creature wears clothing, try designing unique casual clothing, religious clothing, royal garments, swimwear, sleepwear, etc. It's important the audience recognizes the clothing as clothing, but try to make designs that are unique to the species' society.
need opinions on a new character build.
Posted 6 years agoI'm wanting to make a male fersion of my Mockmaid... Mockman? I was kinda wanting to make it the opposite of Druscylla my main female Mockmaid character I've created!
I was thinking of reversing to the archetypes of the main creature and its lure... So a strong masculine lure with a thin and weakling creature! Or, should it be like her with a strong creature and a weak-looking lure?
Speaking of Mockmaids I got some chibi adopts of some if any of y'all are interesting!
http://www.furaffinity.net/full/31529038/
I was thinking of reversing to the archetypes of the main creature and its lure... So a strong masculine lure with a thin and weakling creature! Or, should it be like her with a strong creature and a weak-looking lure?
Speaking of Mockmaids I got some chibi adopts of some if any of y'all are interesting!
http://www.furaffinity.net/full/31529038/
M/BN Hero Academia Art I Want! by BooRat, 1 day ago Journals
Posted 6 years agoM/BN Hero Academia Art I Want!
https://www.deviantart.com/boorat/j.....Want-788414779
by BooRat, 1 day ago
Journals / Personal
Listening to: Rednex
Reading: Star Wars stuff mostly
Watching: Steven Universe and a lot of YouTube videos!
Playing: I never play
Eating: nothing... starving!
Drinking: Nothing... :P
I'd like 2 pieces in My Hero Academia(僕のヒーローアカデミア Boku no Hīrō Akademia) art style.
1.) My main OC PackRat.
PackRat Joins The Super Friends Cover
2.) My Mockmaid sea-creature, Dru-Scylla!
Animated style MockmaidMockmaid Pinup (pencils)Mockmaid Dakimakura INKS (Futa/Herm)
Both pieces I want in the style of a character profile sheet! So 3-4 full-body pictures per-character with a few close up head-shots!
Tags: Anime, BONES (Studio), Boku no Hero Academia, Todoroki Shouto, Character Sheet, Cover Image, Official Art
1 Full-body front pose in school uniform, 1 Full-body front-angle pose in gym/swimming uniform, 1 Full-body front-angle pose in hero/villain uniform, 1 Full-body back pose in hero/villain uniform, 1 unmasked head-shot, 1 masked head-shot, and 1 emotional head-shot!
Related imageImage result for boku no hero academia charactersImage result for boku no hero academia charactersImage result for boku no hero academia charactersImage result for pool episode hero academia gif
I got a list of character references and parts I want for each character that I'd like!
For Dru-Scylla:
The head is a hybrid mixture of a Hammerhead Shark's and the 1st Nomu. Image result for hammerhead shark x rayRelated image with the Nomu's metal lips.
With a mixture of a boat prop and a drill bit on her nose like the character Slash from Street Sharks. Image result for slash street sharksImage result for boat propImage result for street sharks slashRelated image
Sirius's Good Ears:
4 catfish-like whiskers; 2 short ones in the front and 2 extremely long ones in the back that end in earphone jacks:
Curly hair that resembles a sea anemone! Image result for sea anemone
A torso like the female Ninja Turtle: Image result for ninja turtle female
Four muscular arms like Fourth Kind but with fused fingered flipper hands like the Batman Returns Penguin! Image result for batman returns penguin hands
Fin-like wings on her back between her arms and her tortoise shell. For this version they should resemble the wings of the High-End Nomu's Shoulder-Mounted Jets: High-End has shoulder-mounted jets which can allow him to hover in the air and fly! Image result for high-end nomu
The legs and feet should be like those's of Froppy(Tsuyu Asui)! Image result for froppy Well, when bare footed her feet here should look just like slightly oversized webbed humanoid feet.
Between the legs are 2 flippers en.wikipedia.org/wiki/Pelvic_f… Image result for pelvic fin shark
The 2nd torso on her back is that of a Ganguro-style teen girl with mermaid themed features: en.wikipedia.org/wiki/Ganguro Image result for outlaw star anime aishaImage result for dark elf anime charactersImage result for lodoss war animeImage result for oni monster musume
with a cephalopod for the back of her head after her hairline like the Innsmouth siblings! Image result for cephalopod cute gifImage result for innsmouth my hero academia sisterImage result for innsmouth my hero academia sister
They share a long muscular eel-like tail that ends in a sting-ray that ends in a electric plug stinger:Image result for my hero academia tail Image result for ribbon eelImage result for stingrayImage result for electric plug japan
Their profession costumes(hero/villain) should have goggles over the shark eyes that looks like Tsu's Related imageRelated image a full-body wet-suit like Selkie's Related image, but more revealing like BubbleGirl's Image result for bubble my hero academiawith an animal/scaly print pattern like Related image the leggings/boots being more like Tsu's Related imageas for the 2nd torso's on her back her uniform is more like Midnight's Image result for my hero academia female heroesbut with a breathing helmet that looks like's Ochako Uraka's Related image!!
Now for PR's design!
1st one of them in their school uniform looking like a combo of Tokoyami Image result for tokoyami my hero academiaand Shoji Image result for shoji my hero academia in that he’s got an animal head and aesthetic with a mouth and nose obscuring mask. He should also be missing his left arm at half way between the elbow and sholder with the sleeve pinned rolled up. Image result for simpson character missing arm
2nd of in the UA Gym uniform showing off more of his unique physiology like his tail Image result for my hero academia tail, winged ankles Image result for namor wings, finger-like toesImage result for beast feet first class, reptilian right arm Image result for my hero academia reptile which is more muscular and larger, his left arm is a cyborg prostheticimage, the light of his chest reactor shining through the fabric of his shirtRelated image, ect… Maybe here we can have like his mugshot showing his un-hidden face and he looks like a Nomu Image result for nomumixed with Principal Nezu.Image result for nezu my hero academia3rd one is him in his Hero costume which mostly is his costumes in his reference images above but made to look more like how it’d translate to the BNHA style. His mask is much more stylized like the plague doctors mask worn by Eight Precepts of Death Image result for my hero academia eight precepts of deathmixed with Toga’s Image result for my hero academia toga mask gas maskImage result for military gear winter mask, he’s hot his top hatRelated image, harnessImage result for my hero academia midnight first costume, 3 different types of swords on his backImage result for my hero academia swordImage result for my hero academia stain swordImage result for berserk anime sword, a war-hammer on his beltImage result for ultimate mjolnir, a Spartan-style shield on one armImage result for athena shield, pouchesImage result for liefeld pouches, a single knee padImage result for knee braceImage result for deku knee pads, combat bootsImage result for my hero academia bootsstain, ect… Basically he’d gravitate more towards SnipeImage result for snipe my hero academia or MidnightImage result for midnight my hero academia as a mentors over All Might unlike Izuku! His hero costume would have elements of BDSM gearImage result for my hero academia moonfish and militaryImage result for military gear gearImage result for midnight my hero academia.
https://www.deviantart.com/boorat/j.....Want-788414779
by BooRat, 1 day ago
Journals / Personal
Listening to: Rednex
Reading: Star Wars stuff mostly
Watching: Steven Universe and a lot of YouTube videos!
Playing: I never play
Eating: nothing... starving!
Drinking: Nothing... :P
I'd like 2 pieces in My Hero Academia(僕のヒーローアカデミア Boku no Hīrō Akademia) art style.
1.) My main OC PackRat.
PackRat Joins The Super Friends Cover
2.) My Mockmaid sea-creature, Dru-Scylla!
Animated style MockmaidMockmaid Pinup (pencils)Mockmaid Dakimakura INKS (Futa/Herm)
Both pieces I want in the style of a character profile sheet! So 3-4 full-body pictures per-character with a few close up head-shots!
Tags: Anime, BONES (Studio), Boku no Hero Academia, Todoroki Shouto, Character Sheet, Cover Image, Official Art
1 Full-body front pose in school uniform, 1 Full-body front-angle pose in gym/swimming uniform, 1 Full-body front-angle pose in hero/villain uniform, 1 Full-body back pose in hero/villain uniform, 1 unmasked head-shot, 1 masked head-shot, and 1 emotional head-shot!
Related imageImage result for boku no hero academia charactersImage result for boku no hero academia charactersImage result for boku no hero academia charactersImage result for pool episode hero academia gif
I got a list of character references and parts I want for each character that I'd like!
For Dru-Scylla:
The head is a hybrid mixture of a Hammerhead Shark's and the 1st Nomu. Image result for hammerhead shark x rayRelated image with the Nomu's metal lips.
With a mixture of a boat prop and a drill bit on her nose like the character Slash from Street Sharks. Image result for slash street sharksImage result for boat propImage result for street sharks slashRelated image
Sirius's Good Ears:
4 catfish-like whiskers; 2 short ones in the front and 2 extremely long ones in the back that end in earphone jacks:
Curly hair that resembles a sea anemone! Image result for sea anemone
A torso like the female Ninja Turtle: Image result for ninja turtle female
Four muscular arms like Fourth Kind but with fused fingered flipper hands like the Batman Returns Penguin! Image result for batman returns penguin hands
Fin-like wings on her back between her arms and her tortoise shell. For this version they should resemble the wings of the High-End Nomu's Shoulder-Mounted Jets: High-End has shoulder-mounted jets which can allow him to hover in the air and fly! Image result for high-end nomu
The legs and feet should be like those's of Froppy(Tsuyu Asui)! Image result for froppy Well, when bare footed her feet here should look just like slightly oversized webbed humanoid feet.
Between the legs are 2 flippers en.wikipedia.org/wiki/Pelvic_f… Image result for pelvic fin shark
The 2nd torso on her back is that of a Ganguro-style teen girl with mermaid themed features: en.wikipedia.org/wiki/Ganguro Image result for outlaw star anime aishaImage result for dark elf anime charactersImage result for lodoss war animeImage result for oni monster musume
with a cephalopod for the back of her head after her hairline like the Innsmouth siblings! Image result for cephalopod cute gifImage result for innsmouth my hero academia sisterImage result for innsmouth my hero academia sister
They share a long muscular eel-like tail that ends in a sting-ray that ends in a electric plug stinger:Image result for my hero academia tail Image result for ribbon eelImage result for stingrayImage result for electric plug japan
Their profession costumes(hero/villain) should have goggles over the shark eyes that looks like Tsu's Related imageRelated image a full-body wet-suit like Selkie's Related image, but more revealing like BubbleGirl's Image result for bubble my hero academiawith an animal/scaly print pattern like Related image the leggings/boots being more like Tsu's Related imageas for the 2nd torso's on her back her uniform is more like Midnight's Image result for my hero academia female heroesbut with a breathing helmet that looks like's Ochako Uraka's Related image!!
Now for PR's design!
1st one of them in their school uniform looking like a combo of Tokoyami Image result for tokoyami my hero academiaand Shoji Image result for shoji my hero academia in that he’s got an animal head and aesthetic with a mouth and nose obscuring mask. He should also be missing his left arm at half way between the elbow and sholder with the sleeve pinned rolled up. Image result for simpson character missing arm
2nd of in the UA Gym uniform showing off more of his unique physiology like his tail Image result for my hero academia tail, winged ankles Image result for namor wings, finger-like toesImage result for beast feet first class, reptilian right arm Image result for my hero academia reptile which is more muscular and larger, his left arm is a cyborg prostheticimage, the light of his chest reactor shining through the fabric of his shirtRelated image, ect… Maybe here we can have like his mugshot showing his un-hidden face and he looks like a Nomu Image result for nomumixed with Principal Nezu.Image result for nezu my hero academia3rd one is him in his Hero costume which mostly is his costumes in his reference images above but made to look more like how it’d translate to the BNHA style. His mask is much more stylized like the plague doctors mask worn by Eight Precepts of Death Image result for my hero academia eight precepts of deathmixed with Toga’s Image result for my hero academia toga mask gas maskImage result for military gear winter mask, he’s hot his top hatRelated image, harnessImage result for my hero academia midnight first costume, 3 different types of swords on his backImage result for my hero academia swordImage result for my hero academia stain swordImage result for berserk anime sword, a war-hammer on his beltImage result for ultimate mjolnir, a Spartan-style shield on one armImage result for athena shield, pouchesImage result for liefeld pouches, a single knee padImage result for knee braceImage result for deku knee pads, combat bootsImage result for my hero academia bootsstain, ect… Basically he’d gravitate more towards SnipeImage result for snipe my hero academia or MidnightImage result for midnight my hero academia as a mentors over All Might unlike Izuku! His hero costume would have elements of BDSM gearImage result for my hero academia moonfish and militaryImage result for military gear gearImage result for midnight my hero academia.
commissions I'd love to get but no one is willing to take...
Posted 7 years agoI got a few ideas and creatures of mine I'd like to pitch you! https://www.deviantart.com/boorat/j.....ions-762316623
1.)I'm curious if you can do anything with these(below) to make me a character/creature ref?
http://www.furaffinity.net/full/25523550/
https://i.yapx.ru/CcBCO.jpg
http://www.furaffinity.net/full/25483724/ https://www.deviantart.com/boorat/a.....whip-780607351 http://www.furaffinity.net/full/25523760/ https://www.deviantart.com/boorat/a.....olor-780612452
2.) I've drawn this myself a few times now and had others take a crack at it but I'm still not as satisfied yet and hoping to get it right.
Sample(s):
https://www.furaffinity.net/full/14160195/
https://www.furaffinity.net/full/13833662/
https://www.furaffinity.net/full/13507107/
Mostly in that I was doing it on my tablet and wasn't comfy with it and did it in a super simple MLP style... and I want it to be a much more muscular creature.
I've decided to make my main character PackRat his own battle-steed! I always loved the image of the Death Dealer by legendary artist Frank Frazetta, and I've always wanted a nice picture of PR as the Death Dealer, but I never really wanted him on just a normal horse... So, this is where you'll come in!
I want to create a special creature as a steed for PR to use in this image someday!
Sleipnir's legs:
Pegasus's wings:
Unicorn's horn(s)/or possibly antlers:
Nuckelavee's humanoid torso on its back(preferably the hind quarters and with skin): sorta like a Centaur/Kentaurides (or Centaurides): But, with the human coming out of the back in a way that it almost looks like if this thing was cut in half the hind-end would be like a Satyr/Satyress:
Now there will be a normal horse head in the front but the way I'm trying to design this thing is that a rider(PR) would sit on its back like it was a normal equestrienne but the human upper body coming out of its back can act as a backrest or sorta like a "sissy bar" on a motorcycle: with the antler-like-horns on the horse end in the front acting as handle bars... "Ape Hangers" style: I don't know how, but I'm thinking of including too somehow some features of the Tikbalang or Tigbalang: maybe in the form of long limbs?
I do want it to be female or even herm with a Japanese Monster Girl(Z-ton) overall look: with the humanoid parts looking delicate while the horse parts look like that of a warhorse or Clydesdale or draft-horse: something that looks like it could carry PR and all his weapons and still be able to run at a full gallop and/or take off and fly!
Also, this doesn't go with the final idea but I'd love to come up with a battle armored look for this creature! Something like out of "Game of Thrones" or "Lord of the Rings":
But, maybe more closer to something I've seen in a French comic I love called "Requiem Vampire Knight" where some characters ride armored Centaurs into battle:
Well, that is all I can think of to help with this creature concept...
2.5,) I've got a variant of my Sleiptaur from above that is a Hippogriff and a femboy.
http://www.furaffinity.net/full/25522466/
http://www.furaffinity.net/full/25520759/
3.) I'd like a pick of my main sona/oc PackRat! http://www.furaffinity.net/full/11922167/
http://www.furaffinity.net/full/25521424/
It's easier for me to link to my Tumblr where I have them typed out with images!
https://boorat.tumblr.com/post/1777.....ansformers-art
<iframe id="photoset_iframe_177750658395" name="photoset_iframe_177750658395" class="photoset" scrolling="no" frameborder="0" height="3179" width="500" src="https://boorat.tumblr.com/post/1777.....500/false" style="border-width: 0px; border-style: initial; background-color: transparent; overflow: hidden;"></iframe>
emersontung:
Compilation of my Transformers art. Some based on old G1 designs, some movie designs and some just made up ones.
jetI’m looking for an artist like this (or this one if I can afford it) that can make a Transformer and Gundam version of my O.C.(Fursona), PackRat[references below]!
Transformer Type: https://tfwiki.net/wiki/Triple_Changer and https://tfwiki.net/wiki/Multi-compo.....nt_Transformer
image
Alternate Mode(s): Nuclear Cybertronian Jet/Realistic Mountain Medieval Castle.
imageimageimage
Minicon: https://tfwiki.net/wiki/Mini-Con Triple-Changer Tank/Left Arm.
image
The idea is this is an old mercenary transformer like https://tfwiki.net/wiki/Doubledealer with old warn and scratched up insignia(s) from all fractions (Autobots, Decepticons, Predacons, Maximals, ect.) adorning him. He’s a https://tfwiki.net/wiki/Multi-compo.....nt_Transformer like https://tfwiki.net/wiki/Overlord_(Masterforce) but his secondary components makes up only his left arm. He lost his arm long ago in a past and never got it replace but instead uses a Drone Mini-con as a prosthetic. His right arm is formed mostly from the nuclear engine of his Jet-Mode with it having a lot of clear green light-piping stile ports…
I really like the hybrid art style that mixes the movie aesthetic with the Classic G-1 aesthetic and Beast Wars/Beast Machine. He has a solid Cybertronian Vehicle mode, a rustic realistic real world looking base/city-form/mode, and a https://tfwiki.net/wiki/Trans-Organic Robot Mode. With the Robot Mode having the movie/Beast Machines digitigrade legs with finger-like toes; moss, stone, plant matter, ect from his Base/City mode acting as fur/body hairs, a long skinny Rat-like tail, and https://tfwiki.net/wiki/Humanization head and facial hairs like https://tfwiki.net/wiki/Jetfire_(ROTF) as his Robot Mode is like the Robot/Beast Modes from https://tfwiki.net/wiki/Transformer.....s_in_Disguise_(2015_cartoon) especially the likes of https://tfwiki.net/wiki/Steeljaw_(RID) or https://tfwiki.net/wiki/Quillfire_(RID)
Weapon(s): In Jet Mode multiple guns, lasers, and missile batteries; cannons in City-Mode; and 3 interchangeable swords (one in each hand and one on his tail), a war-hammer, a shield, and a sidearm pistol. A goofy idea I like is that in jet form hit has a big multi-barreled Gatling gun mounted on it that just transforms into a tophat for his Robot-mode!
https://tfwiki.net/wiki/Tech_Spec
Strength: 8/10
Intelligence: 7/10
Speed: 9/10
Endurance: 9/10
Rank: 4/10
Courage: 8/10
Fireblast/Firepower: 9/10
Skill: 7/10
imageimageimageimage
Reblogged 1 minute ago from emersontung
3,688 notes
Tagged: transformers, robots in disguise, dark of the moon, boorat, packrat, triple-changer, multi-component-transformers, minicons, mini-cons, beastmode, rat, beast wars, beast machines, g1, g-1, generation 1, decepticons, autobots, maximal, predacons, overlord, tank, jet, cybertron, cybertronians, plane, base mode, castle, medieval, church.
https://boorat.tumblr.com/post/1777.....r-help-with-or
Another piece of art I’m looking for help with or to commission from another artist is a 3 piece set of images of my OC, PackRat(at the very top), as a UA student from My Hero Academia!
1st one of them in their school uniform looking like a combo of Tokoyami and Shoji in that he’s got an animal head and aesthetic with a mouth and nose obscuring mask. http://bokunoheroacademia.wikia.com/wiki/Ryo_Inui
2nd of in the UA Gym uniform showing off more of his unique physiology like his tail, winged ankles, finger-like toes, reptilian right arm which is more muscular and larger, his left arm is a cyborg prosthetic, the light of his chest reactor shining through the fabric of his shirt, ect… maybe this one be more like the bio cards the anime uses as commercial bumpers. Maybe here we can have like his mugshot showing his un-hidden face and he looks like a Nomu mixed with Principal Nezu.
image
3rd one is him in his Hero costume which mostly is his costumes in his reference images above but made to look more like how it’d translate to the BNHA style. His mask is much more stylized like the plague doctors mask worn by Eight Precepts of Death mixed with Toga’s gas mask, he’s hot his top hat, harness, 3 different types of swords on his back, a war-hammer on his belt, a Spartan-style shield on one arm, pouches, a single knee pad, combat boots, ect… Basically he’d gravitate more towards Snipe or Midnight as a mentors over All Might unlike Izuku! His hero costume would have elements of BDSM gear and military gear.
imageimage
I’m kinda wanting a group image of all my OCs(up above at the top) in the Buko No Hero Academia style…
: art requests, art reference, Arts, looking for an artist, looking for commission, bnha, bnha oc, OC, boku no hero academia, my hero academia, request, kingsmen golden circle, cyborg, BooRat, PackRat, nomu, nezu, AU, plus ultra, manga, anime, uniform, school uniform, high school, teenager, mutant, scars, High-End, mha, mha oc.
Posted 2 hours ago
Tagged: boku no hero academia, bnha, ocs, bnha oc, my hero academia, mha, mha oc, looking to commission, looking for an artist, looking for artist, looking for art, ua, uniform, costume, school uniform, gym, gym uniform, workout, workout uniform, cyborg, catgirl, neko girl, neko, goblin, dwarf, dbz parody, Akira Toriyama, art style, anime, manga.
https://boorat.tumblr.com/post/1776.....g-my-ocspecies
I’m looking for help making my OC/Species, Mockmaids(top 2 images of mine), into a more appealing Manga/Anime art style.
I really enjoy the creature women artwork of the likes of Kishimoto Seishi (Mad Chimera World; art of above) and Hentai artist Jyoka (Story of Syren; art of above). But I’d settle for the softer art work of the likes of https://en.wikipedia.org/wiki/Monster_Musume
The base of the main creature is a Hammerhead shark the head and gills, with the rostrum of a sawtooth shark, a sea-turtle torso and shell, extra flippers and fins, Flying fish fins, the hind legs of a frog, an eel tail, tipped with a stingray’s body, and the decoy mermaid coming out of its back sharing the buttocks. The Mermaid part has a basic humanoid female appearance with aquatic features such as a Squid or octopi(sp?) for the back of the head, fins under the arms like those of a lion-fish or beta fish, and angler fish lures and bio-luminescent(s) adorning the scalp.
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Posted 1 day ago
2 notes
Tagged: art, looking for commission, boorat, jyoka, kishimoto seishi, monster girl, mockmaid, mermaid, giantess, macro, mad chimera world, fishmen, innsmouthian, shadow over innsmouth, cthulhu, deep sea girl, syren, stingray, sting ray, eel, hammerhead, shark, Furry Art, conjoined, sawtooth, fish, sea turtle, shell, flying, flying fish.
boorat reblogged this from boorat and added:
: art, looking for commission, boorat, jyoka, kishimoto seishi, monster girl, mockmaid, mermaid, giantess, macro, mad...
dedos-grises liked this(Another) NEW STAR WARS OC DESIGN IDEA!
TYPE: Droid.
GENDER: Female/Effeminate personality and outward characteristics and features.
DESCRIPTION: A personal droid (for the below described character) that was cobbled together from parts different makes and models of droid that can be found on/in nearly any junk planet!
The head, torso, and one arm will be of a Protocol Droid like C-3PO, 0-0-0, and C-3PX.
From the waist down is an almost complete Astromech Droid like the R-Serieslike BT-1, Skippy, and R2-D2. It might be a whole unit but the "head" is grafted to the Protocol Droid torso in a way that it can lean forward to stay balanced/level when it moves as Astromechs lead back when they need to move fast.
The other arm that replaces the missing Protocol Droid's is a B2 Super Battle Droid's or higher models in this line as seen during the Clone Wars.
Mounted on the lower back (like a tail) of this droid hidden from view is a secret 3rd arm which is an old B1 Battle Droid's that is always holding onto a small Blaster or Lightsaber-like weapon for sneak attacks.
Over its body this droid wears a mixture of soft-goods and battle armor to both conceal its droid-nature and identity along with added protection in combat. It wears an old busted Mandalorian helmet with the visor missing or an old Blue Senate Guard helmet and General Grievous-like hearing sensors mounted to the sides, noticeably female Mandalorian breast plate and shoulder armor, mounted on the one Protocol Droid arm is a Gauntletlike the ones worn by Jango and Boba Fett with a torn and tattered under shirt covering most of the rest the arm, to help hide the Astromech lower body it wears a long tunic and tabards under the armor plates with a sash/belt at the waist line, on its back is a missile like the one used by Jango on Obi Wanbut not a full jetpack as the Astromech lower half gives it a flight systemalready, and finally over all this armor and clothing it wears a hooded cape/cloak. The coloring of the Droid itself and its armor elements are the same with a Greenish/Gray camo pattern like an ARF Trooper from the Clone Wars with the pattern on the helmet and face looking more like Sith tattoos. As for the cloth-goods a mixture of black leathers and grayish/green fabrics.
Weaponry-wise it'll carry with on its back or in its hands some sort of blaster rifle, a blaster pistol on its hip, several different types of grenades on its belt or on a bandoleer across its chest and shoulder, and built into the Droid itself is aDroideka Field Projector.
Basically this is my female version of my normal sona/OC (PackRat) that is called PR-R63 and might keep and carry over that name to this Star Wars universe version actually... as it sounds very Droid like! Being a series of letters and numbers and all! XD
The idea came to me to create this Droid character after I started reading up on the new rebooted Star Wars Expanded Universe material! Especially the newDarth Vader comics! Which introduce concepts that sorta allow now for characters like I'd dream up to put in the Star Wars universe but if I did it it would be considered Mary Sue-stuff or bad fan-fic territory in the old EU! Like the introduction of characters like Doctor Cylo-IV with his genetic crossbreeding research can allow a genetic melting pot like PR to exist in Star Wars now! XD But, we're discussing PR-R63 here now so I'll get onto hat spurred on her SW's counter part and that was Triple-Zero and BeeTee-One! These 2 new droid are the best thing ever to happen! They're basically the evil ArTwo and See-Threpio! An Astroomech droid decked out with weapons instead of toolsand a Protocol Droid that is "fluent in over six million forms of TORTURE"! I love this concept so much I wanted to create my own! Now we get a droid described up above that is basically an all-in-one-unit! It has all the tools and equipment of R2-D2, the intelligence of C-3PO, the built in firepower of a Super Battle Droid from the prequels, with the pop-up shielding of those rolling spider-legged Droids, the body armor of the bad-ass (well in the old EU) Fetts, and the robes of a Sith! Also, I kind of liked the look of Grievous's Guard Droids with the fabric hoods on them so that's why this thing has all this clothing on it! Finally, besides making it a SW version of my character PR-R63 I decided to make this Droid be female but still be a sorta hulking war-machine because i like the weird contradicting nature of the personality to what it does and what it was made for! Like Jane the Securitron AI from Fallout: New Vegas! A giant war-bot but with the persona of a Playboy Bunny! Well, in the case of PeeAr-ArSixThree here it'll be more the persona of someone like... Vasquez from Aliens, or Fox from Wanted, or the best and easiest example for her personality in pop-culture would be simply Catwoman aka Selina Kyle from anything Batman! More or less PR made her to be a helper and for personal entertainment to give him a bigger ego!
https://youtu.be/mEfjko6xQ2k
Species: Squib or Mhingxin or Jenet or some sort of hybrid of 1 or 2 of these species!
Maybe if I don't go the rodent species route but the plant than maybe a Zelosianor Affytechan or M'shinn(i) (maybe just using their moss) or a rouge Oasis Child(ren) or Sylphe (this one sounds like a highly likely one) maybe hybrid with one of the rodent ones.
With some new reveals of the new EU might be a super hybrid of many different species like Yoda's!
Physical Characteristics
Height: 2.2 meters
Skin color: Green
Distinctions: Plants, Long lived, Vegetal species, Reptilian, Reptomammal, High psychic abilities
Hair color: Reddish/orange
Eye color: Yellow/Red
Biological classification Designation: Sentient
Classification: Plant/Reptile/Mammal Hybrid
Habitat: Jungle/Swamp
Description: A genetic combination of several different alien species like the work of Cylo. The head is where all the more obvious crossbreed species features are going to be seen with ears like Yoda's, the horns of a Zabrakhaloing the top of the skull, 3 lekku more like those of a Togruta than aTwi'lek's with poisonous stingers at the ends, fairly long reddish/orange human-like hair, 3 different types eyes like a Gran that all are corrupted Sith yellow/red, green fuzzy skin like that of Lepi, and the lower face is covered and hidden by a specially designed Kel Dor breathing mask(described down below).
The torso is Near-Human with a thin layer of Wookiee hair on the sides and back. His chest and back are covered in Sith Tattoos. A good portion of the abdomen is hidden by the breather mask's life support unit.
The right arm is mostly that of a green Trandoshan with scales of a Firewormand a 4 digit hand like those of the Kel Dor.
The entire left arm is a cybernetic prosthetic just like those of General Grievous and Karbin.
The pelvis is covered by clothing and armor plating but he's got digitigradelegs like a Lasat with the species feet too or like how Grievous's are depicted before his augmentations. With hand-like feet that allows him to fight in unique ways.
On the sides of the ankles are a pair of red Toydarian wings. He's got a Ryn-like tail that he wraps around his waist to hide it and can use it like a 3rd(4th technically) arm.
Apparel: Beside the breather mask and life support unit this creature also wears a T'doshok skin hooded cape, a single Cortosis Gauntlet on his right arm, a Wookiee pelt long tunic and tabardswith a silk sash/belt at the waist line, a codpiece like Vader's, pants like Vader's as well, and shinguard(s)too, and also opened toed Rocket Boots.
Weaponry: He carries 3 Lightsaber-like weapons. The 1st being his primary weapon a custom made Lightlance with a 4 bladed(red and blue) end thatangled all 4 blades together forming a large single blade(purple) when closed but could be opened up into a spinning impeller/propeller-like attack sort of like the Inquisitors' sabers.
The other lightsabers(green) are a fairly common looking ones that he uses only in 3 ways. The least common ways are being duel/triple wielded with his primary one or if he damages or looses his lance. But their most common uses are in a special blaster. They works sort of like a muzzle brake in that it attaches to the rifle's barrel, but its rifle is more like a Caulking gun in design in that the blaster is just a handle, stock, and a muzzle with a breech for thesabers to be placed in. The Lightsaber provides the power the blaster and it fire basically Lightsaber blades instead of charged blast.
The cybernetic left arm qualifies as a weapon for 2 reasons; 1st being there's a 4th hidden lightsaber(red) build into the elbow that can be used for quick sneak attacks, and 2nd the hand and forearm can split in 2 and form an extra arm that can wield the other weapons.
UPDATED IDEA: I came up with an idea for a masked character or well a gas-mask for a character.
Taking some from Immortan Joe of Fury Road fame with the skull face. The idea is another skull like mask but the lower jaw is hanging open and theoxygen tubes are coming out of the mouth and are twisted and wrapping around one another along with exposed wires and phone cords, and 2 air bladders that connect to a life support box like the one on Darth Vader's chest, but it's mounted over the wearer's stomach attached to like their belt or is coming out of their stomach area. The main idea of this design is to invoke the look of either a skull vomiting up its intestines or its a person eating their own guts.
A green skinned(fuzzed), old helmeted/masked, Sith tattooed, alien,cyborg, possible Force user, and Lightsaber-user.
Picture a green, shirtless, Darth Maul, with an old custom painted Stormtrooper(or maybe Mandalorian) helmet or like Darth Vader's original designed one that was longer and more rodent-like, elbow length glove on the right hand, a cyborg left arm something similar to General Grievous's, aprehensile tail, black robe like clothing from the stomach/waist down, and a jet pack or rocket boots like Cad Bane , but opened toed to show clawed feet.
Basically, my regular OC of PackRat translated into the Star Wars universe! I'd actually like to create both a 100% accurate to what can exist in the SWU and just PR in cosplay with all his normal features intact, but with Sith tattoos, a Grievous cyborg arm, Sith robes, lightsabers, and some sort of helmet that covers his whole head and face.
The top ten things YOU didn't know about Darth Vader's suit!
https://youtu.be/FVzc20Bm8Xo
extra idea: http://www.furaffinity.net/full/25522253/
1.)I'm curious if you can do anything with these(below) to make me a character/creature ref?
http://www.furaffinity.net/full/25523550/
https://i.yapx.ru/CcBCO.jpg
http://www.furaffinity.net/full/25483724/ https://www.deviantart.com/boorat/a.....whip-780607351 http://www.furaffinity.net/full/25523760/ https://www.deviantart.com/boorat/a.....olor-780612452
2.) I've drawn this myself a few times now and had others take a crack at it but I'm still not as satisfied yet and hoping to get it right.
Sample(s):
https://www.furaffinity.net/full/14160195/
https://www.furaffinity.net/full/13833662/
https://www.furaffinity.net/full/13507107/
Mostly in that I was doing it on my tablet and wasn't comfy with it and did it in a super simple MLP style... and I want it to be a much more muscular creature.
I've decided to make my main character PackRat his own battle-steed! I always loved the image of the Death Dealer by legendary artist Frank Frazetta, and I've always wanted a nice picture of PR as the Death Dealer, but I never really wanted him on just a normal horse... So, this is where you'll come in!
I want to create a special creature as a steed for PR to use in this image someday!
What I want this horse-creature to have:Sleipnir's legs:
Pegasus's wings:
Unicorn's horn(s)/or possibly antlers:
Now, here's where things get really weird for this design:Nuckelavee's humanoid torso on its back(preferably the hind quarters and with skin): sorta like a Centaur/Kentaurides (or Centaurides): But, with the human coming out of the back in a way that it almost looks like if this thing was cut in half the hind-end would be like a Satyr/Satyress:
Now there will be a normal horse head in the front but the way I'm trying to design this thing is that a rider(PR) would sit on its back like it was a normal equestrienne but the human upper body coming out of its back can act as a backrest or sorta like a "sissy bar" on a motorcycle: with the antler-like-horns on the horse end in the front acting as handle bars... "Ape Hangers" style: I don't know how, but I'm thinking of including too somehow some features of the Tikbalang or Tigbalang: maybe in the form of long limbs?
I do want it to be female or even herm with a Japanese Monster Girl(Z-ton) overall look: with the humanoid parts looking delicate while the horse parts look like that of a warhorse or Clydesdale or draft-horse: something that looks like it could carry PR and all his weapons and still be able to run at a full gallop and/or take off and fly!
Also, this doesn't go with the final idea but I'd love to come up with a battle armored look for this creature! Something like out of "Game of Thrones" or "Lord of the Rings":
But, maybe more closer to something I've seen in a French comic I love called "Requiem Vampire Knight" where some characters ride armored Centaurs into battle:
Well, that is all I can think of to help with this creature concept...
sooo, what do ya'll think!?2.5,) I've got a variant of my Sleiptaur from above that is a Hippogriff and a femboy.
http://www.furaffinity.net/full/25522466/
http://www.furaffinity.net/full/25520759/
3.) I'd like a pick of my main sona/oc PackRat! http://www.furaffinity.net/full/11922167/
http://www.furaffinity.net/full/25521424/
It's easier for me to link to my Tumblr where I have them typed out with images!
https://boorat.tumblr.com/post/1777.....ansformers-art
<iframe id="photoset_iframe_177750658395" name="photoset_iframe_177750658395" class="photoset" scrolling="no" frameborder="0" height="3179" width="500" src="https://boorat.tumblr.com/post/1777.....500/false" style="border-width: 0px; border-style: initial; background-color: transparent; overflow: hidden;"></iframe>
emersontung:
Compilation of my Transformers art. Some based on old G1 designs, some movie designs and some just made up ones.
jetI’m looking for an artist like this (or this one if I can afford it) that can make a Transformer and Gundam version of my O.C.(Fursona), PackRat[references below]!
Transformer Type: https://tfwiki.net/wiki/Triple_Changer and https://tfwiki.net/wiki/Multi-compo.....nt_Transformer
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Alternate Mode(s): Nuclear Cybertronian Jet/Realistic Mountain Medieval Castle.
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Minicon: https://tfwiki.net/wiki/Mini-Con Triple-Changer Tank/Left Arm.
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The idea is this is an old mercenary transformer like https://tfwiki.net/wiki/Doubledealer with old warn and scratched up insignia(s) from all fractions (Autobots, Decepticons, Predacons, Maximals, ect.) adorning him. He’s a https://tfwiki.net/wiki/Multi-compo.....nt_Transformer like https://tfwiki.net/wiki/Overlord_(Masterforce) but his secondary components makes up only his left arm. He lost his arm long ago in a past and never got it replace but instead uses a Drone Mini-con as a prosthetic. His right arm is formed mostly from the nuclear engine of his Jet-Mode with it having a lot of clear green light-piping stile ports…
I really like the hybrid art style that mixes the movie aesthetic with the Classic G-1 aesthetic and Beast Wars/Beast Machine. He has a solid Cybertronian Vehicle mode, a rustic realistic real world looking base/city-form/mode, and a https://tfwiki.net/wiki/Trans-Organic Robot Mode. With the Robot Mode having the movie/Beast Machines digitigrade legs with finger-like toes; moss, stone, plant matter, ect from his Base/City mode acting as fur/body hairs, a long skinny Rat-like tail, and https://tfwiki.net/wiki/Humanization head and facial hairs like https://tfwiki.net/wiki/Jetfire_(ROTF) as his Robot Mode is like the Robot/Beast Modes from https://tfwiki.net/wiki/Transformer.....s_in_Disguise_(2015_cartoon) especially the likes of https://tfwiki.net/wiki/Steeljaw_(RID) or https://tfwiki.net/wiki/Quillfire_(RID)
Weapon(s): In Jet Mode multiple guns, lasers, and missile batteries; cannons in City-Mode; and 3 interchangeable swords (one in each hand and one on his tail), a war-hammer, a shield, and a sidearm pistol. A goofy idea I like is that in jet form hit has a big multi-barreled Gatling gun mounted on it that just transforms into a tophat for his Robot-mode!
https://tfwiki.net/wiki/Tech_Spec
Strength: 8/10
Intelligence: 7/10
Speed: 9/10
Endurance: 9/10
Rank: 4/10
Courage: 8/10
Fireblast/Firepower: 9/10
Skill: 7/10
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Reblogged 1 minute ago from emersontung
3,688 notes
Tagged: transformers, robots in disguise, dark of the moon, boorat, packrat, triple-changer, multi-component-transformers, minicons, mini-cons, beastmode, rat, beast wars, beast machines, g1, g-1, generation 1, decepticons, autobots, maximal, predacons, overlord, tank, jet, cybertron, cybertronians, plane, base mode, castle, medieval, church.
https://boorat.tumblr.com/post/1777.....r-help-with-or
Another piece of art I’m looking for help with or to commission from another artist is a 3 piece set of images of my OC, PackRat(at the very top), as a UA student from My Hero Academia!
1st one of them in their school uniform looking like a combo of Tokoyami and Shoji in that he’s got an animal head and aesthetic with a mouth and nose obscuring mask. http://bokunoheroacademia.wikia.com/wiki/Ryo_Inui
2nd of in the UA Gym uniform showing off more of his unique physiology like his tail, winged ankles, finger-like toes, reptilian right arm which is more muscular and larger, his left arm is a cyborg prosthetic, the light of his chest reactor shining through the fabric of his shirt, ect… maybe this one be more like the bio cards the anime uses as commercial bumpers. Maybe here we can have like his mugshot showing his un-hidden face and he looks like a Nomu mixed with Principal Nezu.
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3rd one is him in his Hero costume which mostly is his costumes in his reference images above but made to look more like how it’d translate to the BNHA style. His mask is much more stylized like the plague doctors mask worn by Eight Precepts of Death mixed with Toga’s gas mask, he’s hot his top hat, harness, 3 different types of swords on his back, a war-hammer on his belt, a Spartan-style shield on one arm, pouches, a single knee pad, combat boots, ect… Basically he’d gravitate more towards Snipe or Midnight as a mentors over All Might unlike Izuku! His hero costume would have elements of BDSM gear and military gear.
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I’m kinda wanting a group image of all my OCs(up above at the top) in the Buko No Hero Academia style…
: art requests, art reference, Arts, looking for an artist, looking for commission, bnha, bnha oc, OC, boku no hero academia, my hero academia, request, kingsmen golden circle, cyborg, BooRat, PackRat, nomu, nezu, AU, plus ultra, manga, anime, uniform, school uniform, high school, teenager, mutant, scars, High-End, mha, mha oc.
Posted 2 hours ago
Tagged: boku no hero academia, bnha, ocs, bnha oc, my hero academia, mha, mha oc, looking to commission, looking for an artist, looking for artist, looking for art, ua, uniform, costume, school uniform, gym, gym uniform, workout, workout uniform, cyborg, catgirl, neko girl, neko, goblin, dwarf, dbz parody, Akira Toriyama, art style, anime, manga.
https://boorat.tumblr.com/post/1776.....g-my-ocspecies
I’m looking for help making my OC/Species, Mockmaids(top 2 images of mine), into a more appealing Manga/Anime art style.
I really enjoy the creature women artwork of the likes of Kishimoto Seishi (Mad Chimera World; art of above) and Hentai artist Jyoka (Story of Syren; art of above). But I’d settle for the softer art work of the likes of https://en.wikipedia.org/wiki/Monster_Musume
The base of the main creature is a Hammerhead shark the head and gills, with the rostrum of a sawtooth shark, a sea-turtle torso and shell, extra flippers and fins, Flying fish fins, the hind legs of a frog, an eel tail, tipped with a stingray’s body, and the decoy mermaid coming out of its back sharing the buttocks. The Mermaid part has a basic humanoid female appearance with aquatic features such as a Squid or octopi(sp?) for the back of the head, fins under the arms like those of a lion-fish or beta fish, and angler fish lures and bio-luminescent(s) adorning the scalp.
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Posted 1 day ago
2 notes
Tagged: art, looking for commission, boorat, jyoka, kishimoto seishi, monster girl, mockmaid, mermaid, giantess, macro, mad chimera world, fishmen, innsmouthian, shadow over innsmouth, cthulhu, deep sea girl, syren, stingray, sting ray, eel, hammerhead, shark, Furry Art, conjoined, sawtooth, fish, sea turtle, shell, flying, flying fish.
boorat reblogged this from boorat and added:
: art, looking for commission, boorat, jyoka, kishimoto seishi, monster girl, mockmaid, mermaid, giantess, macro, mad...
dedos-grises liked this(Another) NEW STAR WARS OC DESIGN IDEA!
TYPE: Droid.
GENDER: Female/Effeminate personality and outward characteristics and features.
DESCRIPTION: A personal droid (for the below described character) that was cobbled together from parts different makes and models of droid that can be found on/in nearly any junk planet!
The head, torso, and one arm will be of a Protocol Droid like C-3PO, 0-0-0, and C-3PX.
From the waist down is an almost complete Astromech Droid like the R-Serieslike BT-1, Skippy, and R2-D2. It might be a whole unit but the "head" is grafted to the Protocol Droid torso in a way that it can lean forward to stay balanced/level when it moves as Astromechs lead back when they need to move fast.
The other arm that replaces the missing Protocol Droid's is a B2 Super Battle Droid's or higher models in this line as seen during the Clone Wars.
Mounted on the lower back (like a tail) of this droid hidden from view is a secret 3rd arm which is an old B1 Battle Droid's that is always holding onto a small Blaster or Lightsaber-like weapon for sneak attacks.
Over its body this droid wears a mixture of soft-goods and battle armor to both conceal its droid-nature and identity along with added protection in combat. It wears an old busted Mandalorian helmet with the visor missing or an old Blue Senate Guard helmet and General Grievous-like hearing sensors mounted to the sides, noticeably female Mandalorian breast plate and shoulder armor, mounted on the one Protocol Droid arm is a Gauntletlike the ones worn by Jango and Boba Fett with a torn and tattered under shirt covering most of the rest the arm, to help hide the Astromech lower body it wears a long tunic and tabards under the armor plates with a sash/belt at the waist line, on its back is a missile like the one used by Jango on Obi Wanbut not a full jetpack as the Astromech lower half gives it a flight systemalready, and finally over all this armor and clothing it wears a hooded cape/cloak. The coloring of the Droid itself and its armor elements are the same with a Greenish/Gray camo pattern like an ARF Trooper from the Clone Wars with the pattern on the helmet and face looking more like Sith tattoos. As for the cloth-goods a mixture of black leathers and grayish/green fabrics.
Weaponry-wise it'll carry with on its back or in its hands some sort of blaster rifle, a blaster pistol on its hip, several different types of grenades on its belt or on a bandoleer across its chest and shoulder, and built into the Droid itself is aDroideka Field Projector.
Basically this is my female version of my normal sona/OC (PackRat) that is called PR-R63 and might keep and carry over that name to this Star Wars universe version actually... as it sounds very Droid like! Being a series of letters and numbers and all! XD
The idea came to me to create this Droid character after I started reading up on the new rebooted Star Wars Expanded Universe material! Especially the newDarth Vader comics! Which introduce concepts that sorta allow now for characters like I'd dream up to put in the Star Wars universe but if I did it it would be considered Mary Sue-stuff or bad fan-fic territory in the old EU! Like the introduction of characters like Doctor Cylo-IV with his genetic crossbreeding research can allow a genetic melting pot like PR to exist in Star Wars now! XD But, we're discussing PR-R63 here now so I'll get onto hat spurred on her SW's counter part and that was Triple-Zero and BeeTee-One! These 2 new droid are the best thing ever to happen! They're basically the evil ArTwo and See-Threpio! An Astroomech droid decked out with weapons instead of toolsand a Protocol Droid that is "fluent in over six million forms of TORTURE"! I love this concept so much I wanted to create my own! Now we get a droid described up above that is basically an all-in-one-unit! It has all the tools and equipment of R2-D2, the intelligence of C-3PO, the built in firepower of a Super Battle Droid from the prequels, with the pop-up shielding of those rolling spider-legged Droids, the body armor of the bad-ass (well in the old EU) Fetts, and the robes of a Sith! Also, I kind of liked the look of Grievous's Guard Droids with the fabric hoods on them so that's why this thing has all this clothing on it! Finally, besides making it a SW version of my character PR-R63 I decided to make this Droid be female but still be a sorta hulking war-machine because i like the weird contradicting nature of the personality to what it does and what it was made for! Like Jane the Securitron AI from Fallout: New Vegas! A giant war-bot but with the persona of a Playboy Bunny! Well, in the case of PeeAr-ArSixThree here it'll be more the persona of someone like... Vasquez from Aliens, or Fox from Wanted, or the best and easiest example for her personality in pop-culture would be simply Catwoman aka Selina Kyle from anything Batman! More or less PR made her to be a helper and for personal entertainment to give him a bigger ego!
https://youtu.be/mEfjko6xQ2k
Species: Squib or Mhingxin or Jenet or some sort of hybrid of 1 or 2 of these species!
Maybe if I don't go the rodent species route but the plant than maybe a Zelosianor Affytechan or M'shinn(i) (maybe just using their moss) or a rouge Oasis Child(ren) or Sylphe (this one sounds like a highly likely one) maybe hybrid with one of the rodent ones.
With some new reveals of the new EU might be a super hybrid of many different species like Yoda's!
Physical Characteristics
Height: 2.2 meters
Skin color: Green
Distinctions: Plants, Long lived, Vegetal species, Reptilian, Reptomammal, High psychic abilities
Hair color: Reddish/orange
Eye color: Yellow/Red
Biological classification Designation: Sentient
Classification: Plant/Reptile/Mammal Hybrid
Habitat: Jungle/Swamp
Description: A genetic combination of several different alien species like the work of Cylo. The head is where all the more obvious crossbreed species features are going to be seen with ears like Yoda's, the horns of a Zabrakhaloing the top of the skull, 3 lekku more like those of a Togruta than aTwi'lek's with poisonous stingers at the ends, fairly long reddish/orange human-like hair, 3 different types eyes like a Gran that all are corrupted Sith yellow/red, green fuzzy skin like that of Lepi, and the lower face is covered and hidden by a specially designed Kel Dor breathing mask(described down below).
The torso is Near-Human with a thin layer of Wookiee hair on the sides and back. His chest and back are covered in Sith Tattoos. A good portion of the abdomen is hidden by the breather mask's life support unit.
The right arm is mostly that of a green Trandoshan with scales of a Firewormand a 4 digit hand like those of the Kel Dor.
The entire left arm is a cybernetic prosthetic just like those of General Grievous and Karbin.
The pelvis is covered by clothing and armor plating but he's got digitigradelegs like a Lasat with the species feet too or like how Grievous's are depicted before his augmentations. With hand-like feet that allows him to fight in unique ways.
On the sides of the ankles are a pair of red Toydarian wings. He's got a Ryn-like tail that he wraps around his waist to hide it and can use it like a 3rd(4th technically) arm.
Apparel: Beside the breather mask and life support unit this creature also wears a T'doshok skin hooded cape, a single Cortosis Gauntlet on his right arm, a Wookiee pelt long tunic and tabardswith a silk sash/belt at the waist line, a codpiece like Vader's, pants like Vader's as well, and shinguard(s)too, and also opened toed Rocket Boots.
Weaponry: He carries 3 Lightsaber-like weapons. The 1st being his primary weapon a custom made Lightlance with a 4 bladed(red and blue) end thatangled all 4 blades together forming a large single blade(purple) when closed but could be opened up into a spinning impeller/propeller-like attack sort of like the Inquisitors' sabers.
The other lightsabers(green) are a fairly common looking ones that he uses only in 3 ways. The least common ways are being duel/triple wielded with his primary one or if he damages or looses his lance. But their most common uses are in a special blaster. They works sort of like a muzzle brake in that it attaches to the rifle's barrel, but its rifle is more like a Caulking gun in design in that the blaster is just a handle, stock, and a muzzle with a breech for thesabers to be placed in. The Lightsaber provides the power the blaster and it fire basically Lightsaber blades instead of charged blast.
The cybernetic left arm qualifies as a weapon for 2 reasons; 1st being there's a 4th hidden lightsaber(red) build into the elbow that can be used for quick sneak attacks, and 2nd the hand and forearm can split in 2 and form an extra arm that can wield the other weapons.
UPDATED IDEA: I came up with an idea for a masked character or well a gas-mask for a character.
Taking some from Immortan Joe of Fury Road fame with the skull face. The idea is another skull like mask but the lower jaw is hanging open and theoxygen tubes are coming out of the mouth and are twisted and wrapping around one another along with exposed wires and phone cords, and 2 air bladders that connect to a life support box like the one on Darth Vader's chest, but it's mounted over the wearer's stomach attached to like their belt or is coming out of their stomach area. The main idea of this design is to invoke the look of either a skull vomiting up its intestines or its a person eating their own guts.
A green skinned(fuzzed), old helmeted/masked, Sith tattooed, alien,cyborg, possible Force user, and Lightsaber-user.
Picture a green, shirtless, Darth Maul, with an old custom painted Stormtrooper(or maybe Mandalorian) helmet or like Darth Vader's original designed one that was longer and more rodent-like, elbow length glove on the right hand, a cyborg left arm something similar to General Grievous's, aprehensile tail, black robe like clothing from the stomach/waist down, and a jet pack or rocket boots like Cad Bane , but opened toed to show clawed feet.
Basically, my regular OC of PackRat translated into the Star Wars universe! I'd actually like to create both a 100% accurate to what can exist in the SWU and just PR in cosplay with all his normal features intact, but with Sith tattoos, a Grievous cyborg arm, Sith robes, lightsabers, and some sort of helmet that covers his whole head and face.
The top ten things YOU didn't know about Darth Vader's suit!
https://youtu.be/FVzc20Bm8Xo
extra idea: http://www.furaffinity.net/full/25522253/
lonely
Posted 7 years agoLooking for Commissions
Posted 7 years agoIt's easier for me to link to my Tumblr where I have them typed out with images!
http://boorat.tumblr.com/post/17776.....pilation-of-my
boorat:
emersontung:
Compilation of my Transformers art. Some based on old G1 designs, some movie designs and some just made up ones.
jetI’m looking for an artist like this (or this one if I can afford it) that can make a Transformer and Gundam version of my O.C.(Fursona), PackRat[references below]!
Transformer Type: https://tfwiki.net/wiki/Triple_Changer and https://tfwiki.net/wiki/Multi-compo.....nt_Transformer
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Alternate Mode(s): Nuclear Cybertronian Jet/Realistic Mountain Medieval Castle.
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Minicon: https://tfwiki.net/wiki/Mini-Con Triple-Changer Tank/Left Arm.
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The idea is this is an old mercenary transformer like https://tfwiki.net/wiki/Doubledealer with old warn and scratched up insignia(s) from all fractions (Autobots, Decepticons, Predacons, Maximals, ect.) adorning him. He’s a https://tfwiki.net/wiki/Multi-compo.....nt_Transformer like https://tfwiki.net/wiki/Overlord_(Masterforce) but his secondary components makes up only his left arm. He lost his arm long ago in a past and never got it replace but instead uses a Drone Mini-con as a prosthetic. His right arm is formed mostly from the nuclear engine of his Jet-Mode with it having a lot of clear green light-piping stile ports…
I really like the hybrid art style that mixes the movie aesthetic with the Classic G-1 aesthetic and Beast Wars/Beast Machine. He has a solid Cybertronian Vehicle mode, a rustic realistic real world looking base/city-form/mode, and a https://tfwiki.net/wiki/Trans-Organic Robot Mode. With the Robot Mode having the movie/Beast Machines digitigrade legs with finger-like toes; moss, stone, plant matter, ect from his Base/City mode acting as fur/body hairs, a long skinny Rat-like tail, and https://tfwiki.net/wiki/Humanization head and facial hairs like https://tfwiki.net/wiki/Jetfire_(ROTF) as his Robot Mode is like the Robot/Beast Modes from https://tfwiki.net/wiki/Transformer.....s_in_Disguise_(2015_cartoon) especially the likes of https://tfwiki.net/wiki/Steeljaw_(RID) or https://tfwiki.net/wiki/Quillfire_(RID)
Weapon(s): In Jet Mode multiple guns, lasers, and missile batteries; cannons in City-Mode; and 3 interchangeable swords (one in each hand and one on his tail), a war-hammer, a shield, and a sidearm pistol. A goofy idea I like is that in jet form hit has a big multi-barreled Gatling gun mounted on it that just transforms into a tophat for his Robot-mode!
https://tfwiki.net/wiki/Tech_Spec
Strength: 8/10
Intelligence: 7/10
Speed: 9/10
Endurance: 9/10
Rank: 4/10
Courage: 8/10
Fireblast/Firepower: 9/10
Skill: 7/10
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Now, for the Gundam version description!
I was a really big fan of the 90′s Gundam series Mobile Fighter G Gundam (機動武闘伝Gガンダム Kidō Butōden Jī Gandamu) in which there were a ton of weird looking mechas! https://io9.gizmodo.com/5980866/the.....ctical-gundams
https://tvtropes.org/pmwiki/pmwiki......FighterGGundam
So, I’d like to see my OC (above) as a Gundam…
http://boorat.tumblr.com/post/17770.....r-help-with-or
Another piece of art I’m looking for help with or to commission from another artist is a 3 piece set of images of my OC, PackRat(at the very top), as a UA student from My Hero Academia!
1st one of them in their school uniform looking like a combo of Tokoyami and Shoji in that he’s got an animal head and aesthetic with a mouth and nose obscuring mask. http://bokunoheroacademia.wikia.com/wiki/Ryo_Inui
2nd of in the UA Gym uniform showing off more of his unique physiology like his tail, winged ankles, finger-like toes, reptilian right arm which is more muscular and larger, his left arm is a cyborg prosthetic, the light of his chest reactor shining through the fabric of his shirt, ect… maybe this one be more like the bio cards the anime uses as commercial bumpers. Maybe here we can have like his mugshot showing his un-hidden face and he looks like a Nomu mixed with Principal Nezu.
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3rd one is him in his Hero costume which mostly is his costumes in his reference images above but made to look more like how it’d translate to the BNHA style. His mask is much more stylized like the plague doctors mask worn by Eight Precepts of Death mixed with Toga’s gas mask, he’s hot his top hat, harness, 3 different types of swords on his back, a war-hammer on his belt, a Spartan-style shield on one arm, pouches, a single knee pad, combat boots, ect… Basically he’d gravitate more towards Snipe or Midnight as a mentors over All Might unlike Izuku! His hero costume would have elements of BDSM gear and military gear.
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I’m kinda wanting a group image of all my OCs(up above at the top) in the Buko No Hero Academia style…
: art requests, art reference, Arts, looking for an artist, looking for commission, bnha, bnha oc, OC, boku no hero academia, my hero academia, request, kingsmen golden circle, cyborg, BooRat, PackRat, nomu, nezu, AU, plus ultra, manga, anime, uniform, school uniform, high school, teenager, mutant, scars, High-End, mha, mha oc.
Posted 2 hours ago
Tagged: boku no hero academia, bnha, ocs, bnha oc, my hero academia, mha, mha oc, looking to commission, looking for an artist, looking for artist, looking for art, ua, uniform, costume, school uniform, gym, gym uniform, workout, workout uniform, cyborg, catgirl, neko girl, neko, goblin, dwarf, dbz parody, Akira Toriyama, art style, anime, manga.
http://boorat.tumblr.com/post/17764.....g-my-ocspecies
I’m looking for help making my OC/Species, Mockmaids(top 2 images of mine), into a more appealing Manga/Anime art style.
I really enjoy the creature women artwork of the likes of Kishimoto Seishi (Mad Chimera World; art of above) and Hentai artist Jyoka (Story of Syren; art of above). But I’d settle for the softer art work of the likes of https://en.wikipedia.org/wiki/Monster_Musume
The base of the main creature is a Hammerhead shark the head and gills, with the rostrum of a sawtooth shark, a sea-turtle torso and shell, extra flippers and fins, Flying fish fins, the hind legs of a frog, an eel tail, tipped with a stingray’s body, and the decoy mermaid coming out of its back sharing the buttocks. The Mermaid part has a basic humanoid female appearance with aquatic features such as a Squid or octopi(sp?) for the back of the head, fins under the arms like those of a lion-fish or beta fish, and angler fish lures and bio-luminescent(s) adorning the scalp.
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Posted 1 day ago 2 notes
Tagged: art, looking for commission, boorat, jyoka, kishimoto seishi, monster girl, mockmaid, mermaid, giantess, macro, mad chimera world, fishmen, innsmouthian, shadow over innsmouth, cthulhu, deep sea girl, syren, stingray, sting ray, eel, hammerhead, shark, Furry Art, conjoined, sawtooth, fish, sea turtle, shell, flying, flying fish.
http://boorat.tumblr.com/post/17776.....pilation-of-my
boorat:
emersontung:
Compilation of my Transformers art. Some based on old G1 designs, some movie designs and some just made up ones.
jetI’m looking for an artist like this (or this one if I can afford it) that can make a Transformer and Gundam version of my O.C.(Fursona), PackRat[references below]!
Transformer Type: https://tfwiki.net/wiki/Triple_Changer and https://tfwiki.net/wiki/Multi-compo.....nt_Transformer
image
Alternate Mode(s): Nuclear Cybertronian Jet/Realistic Mountain Medieval Castle.
image
image
image
Minicon: https://tfwiki.net/wiki/Mini-Con Triple-Changer Tank/Left Arm.
image
The idea is this is an old mercenary transformer like https://tfwiki.net/wiki/Doubledealer with old warn and scratched up insignia(s) from all fractions (Autobots, Decepticons, Predacons, Maximals, ect.) adorning him. He’s a https://tfwiki.net/wiki/Multi-compo.....nt_Transformer like https://tfwiki.net/wiki/Overlord_(Masterforce) but his secondary components makes up only his left arm. He lost his arm long ago in a past and never got it replace but instead uses a Drone Mini-con as a prosthetic. His right arm is formed mostly from the nuclear engine of his Jet-Mode with it having a lot of clear green light-piping stile ports…
I really like the hybrid art style that mixes the movie aesthetic with the Classic G-1 aesthetic and Beast Wars/Beast Machine. He has a solid Cybertronian Vehicle mode, a rustic realistic real world looking base/city-form/mode, and a https://tfwiki.net/wiki/Trans-Organic Robot Mode. With the Robot Mode having the movie/Beast Machines digitigrade legs with finger-like toes; moss, stone, plant matter, ect from his Base/City mode acting as fur/body hairs, a long skinny Rat-like tail, and https://tfwiki.net/wiki/Humanization head and facial hairs like https://tfwiki.net/wiki/Jetfire_(ROTF) as his Robot Mode is like the Robot/Beast Modes from https://tfwiki.net/wiki/Transformer.....s_in_Disguise_(2015_cartoon) especially the likes of https://tfwiki.net/wiki/Steeljaw_(RID) or https://tfwiki.net/wiki/Quillfire_(RID)
Weapon(s): In Jet Mode multiple guns, lasers, and missile batteries; cannons in City-Mode; and 3 interchangeable swords (one in each hand and one on his tail), a war-hammer, a shield, and a sidearm pistol. A goofy idea I like is that in jet form hit has a big multi-barreled Gatling gun mounted on it that just transforms into a tophat for his Robot-mode!
https://tfwiki.net/wiki/Tech_Spec
Strength: 8/10
Intelligence: 7/10
Speed: 9/10
Endurance: 9/10
Rank: 4/10
Courage: 8/10
Fireblast/Firepower: 9/10
Skill: 7/10
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Now, for the Gundam version description!
I was a really big fan of the 90′s Gundam series Mobile Fighter G Gundam (機動武闘伝Gガンダム Kidō Butōden Jī Gandamu) in which there were a ton of weird looking mechas! https://io9.gizmodo.com/5980866/the.....ctical-gundams
https://tvtropes.org/pmwiki/pmwiki......FighterGGundam
So, I’d like to see my OC (above) as a Gundam…
http://boorat.tumblr.com/post/17770.....r-help-with-or
Another piece of art I’m looking for help with or to commission from another artist is a 3 piece set of images of my OC, PackRat(at the very top), as a UA student from My Hero Academia!
1st one of them in their school uniform looking like a combo of Tokoyami and Shoji in that he’s got an animal head and aesthetic with a mouth and nose obscuring mask. http://bokunoheroacademia.wikia.com/wiki/Ryo_Inui
2nd of in the UA Gym uniform showing off more of his unique physiology like his tail, winged ankles, finger-like toes, reptilian right arm which is more muscular and larger, his left arm is a cyborg prosthetic, the light of his chest reactor shining through the fabric of his shirt, ect… maybe this one be more like the bio cards the anime uses as commercial bumpers. Maybe here we can have like his mugshot showing his un-hidden face and he looks like a Nomu mixed with Principal Nezu.
image
3rd one is him in his Hero costume which mostly is his costumes in his reference images above but made to look more like how it’d translate to the BNHA style. His mask is much more stylized like the plague doctors mask worn by Eight Precepts of Death mixed with Toga’s gas mask, he’s hot his top hat, harness, 3 different types of swords on his back, a war-hammer on his belt, a Spartan-style shield on one arm, pouches, a single knee pad, combat boots, ect… Basically he’d gravitate more towards Snipe or Midnight as a mentors over All Might unlike Izuku! His hero costume would have elements of BDSM gear and military gear.
image
image
I’m kinda wanting a group image of all my OCs(up above at the top) in the Buko No Hero Academia style…
: art requests, art reference, Arts, looking for an artist, looking for commission, bnha, bnha oc, OC, boku no hero academia, my hero academia, request, kingsmen golden circle, cyborg, BooRat, PackRat, nomu, nezu, AU, plus ultra, manga, anime, uniform, school uniform, high school, teenager, mutant, scars, High-End, mha, mha oc.
Posted 2 hours ago
Tagged: boku no hero academia, bnha, ocs, bnha oc, my hero academia, mha, mha oc, looking to commission, looking for an artist, looking for artist, looking for art, ua, uniform, costume, school uniform, gym, gym uniform, workout, workout uniform, cyborg, catgirl, neko girl, neko, goblin, dwarf, dbz parody, Akira Toriyama, art style, anime, manga.
http://boorat.tumblr.com/post/17764.....g-my-ocspecies
I’m looking for help making my OC/Species, Mockmaids(top 2 images of mine), into a more appealing Manga/Anime art style.
I really enjoy the creature women artwork of the likes of Kishimoto Seishi (Mad Chimera World; art of above) and Hentai artist Jyoka (Story of Syren; art of above). But I’d settle for the softer art work of the likes of https://en.wikipedia.org/wiki/Monster_Musume
The base of the main creature is a Hammerhead shark the head and gills, with the rostrum of a sawtooth shark, a sea-turtle torso and shell, extra flippers and fins, Flying fish fins, the hind legs of a frog, an eel tail, tipped with a stingray’s body, and the decoy mermaid coming out of its back sharing the buttocks. The Mermaid part has a basic humanoid female appearance with aquatic features such as a Squid or octopi(sp?) for the back of the head, fins under the arms like those of a lion-fish or beta fish, and angler fish lures and bio-luminescent(s) adorning the scalp.
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Posted 1 day ago 2 notes
Tagged: art, looking for commission, boorat, jyoka, kishimoto seishi, monster girl, mockmaid, mermaid, giantess, macro, mad chimera world, fishmen, innsmouthian, shadow over innsmouth, cthulhu, deep sea girl, syren, stingray, sting ray, eel, hammerhead, shark, Furry Art, conjoined, sawtooth, fish, sea turtle, shell, flying, flying fish.
Hey everyone
Posted 8 years agoXX
Looking for a comic that use to be on here
Posted 8 years agoIt was a fantasy story with I believe a human girl protagonist. She was with a female centaur, a catboy, a wizard/mage in training, and an immortal red dragon-man. I can't remember the main plot, or the name of the comic, artist, or characters as it's been a few years since I read any of it.
I can recall scenes from it pretty well; like a part where they are traveling through a field and they're attacked by a worm/snake-like monster that bights off the carboy's leg. The others freak out except for the dragon guy who calmly stomps his foot once and the creature goes for his leg and he catches it by the jaws and wrips it in two and the catboy's leg flops out on the ground and he just chunks it to the mage wizard boy to reattach it.
Another part I recall is how the dragon guy's immortality was revealed when he was decapitated and he got back up and killed his attacker before retrieving his head.
The other characters I remember in it are 2 bounty hunters one a bull the other an elk or some type of deer man, a hyena bandit gang, and the main villain being a white winged snake man/god.
It was very NSFW with pretty much everything you could think of in there somewhere...
I can't find it on here anywhere and Google has been no help.
I can recall scenes from it pretty well; like a part where they are traveling through a field and they're attacked by a worm/snake-like monster that bights off the carboy's leg. The others freak out except for the dragon guy who calmly stomps his foot once and the creature goes for his leg and he catches it by the jaws and wrips it in two and the catboy's leg flops out on the ground and he just chunks it to the mage wizard boy to reattach it.
Another part I recall is how the dragon guy's immortality was revealed when he was decapitated and he got back up and killed his attacker before retrieving his head.
The other characters I remember in it are 2 bounty hunters one a bull the other an elk or some type of deer man, a hyena bandit gang, and the main villain being a white winged snake man/god.
It was very NSFW with pretty much everything you could think of in there somewhere...
I can't find it on here anywhere and Google has been no help.
Revisiting the Killpie creation...
Posted 9 years agoI've drawn this myself a few times now and had others take a crack at it but I'm still not as satisfied yet and hoping to get it right.
Sample(s):
https://www.furaffinity.net/full/14160195/
https://www.furaffinity.net/full/13833662/
https://www.furaffinity.net/full/13507107/
Mostly in that I was doing it on my tablet and wasn't comfy with it and did it in a super simple MLP style... and I want it to be a much more muscular creature.
I've decided to make my main character PackRat his own battle-steed! I always loved the image of the Death Dealer by legendary artist Frank Frazetta, and I've always wanted a nice picture of PR as the Death Dealer, but I never really wanted him on just a normal horse... So, this is where you'll come in!
I want to create a special creature as a steed for PR to use in this image someday!
Sleipnir's legs:
Pegasus's wings:
Unicorn's horn(s)/or possibly antlers:
Nuckelavee's humanoid torso on its back(preferably the hind quarters and with skin): sorta like a Centaur/Kentaurides (or Centaurides): But, with the human coming out of the back in a way that it almost looks like if this thing was cut in half the hind-end would be like a Satyr/Satyress:
Now there will be a normal horse head in the front but the way I'm trying to design this thing is that a rider(PR) would sit on its back like it was a normal equestrienne but the human upper body coming out of its back can act as a backrest or sorta like a "sissy bar" on a motorcycle: with the antler-like-horns on the horse end in the front acting as handle bars... "Ape Hangers" style: I don't know how, but I'm thinking of including too somehow some features of the Tikbalang or Tigbalang: maybe in the form of long limbs?
I do want it to be female or even herm with a Japanese Monster Girl(Z-ton) overall look: with the humanoid parts looking delicate while the horse parts look like that of a warhorse or Clydesdale or draft-horse: something that looks like it could carry PR and all his weapons and still be able to run at a full gallop and/or take off and fly!
Also, this doesn't go with the final idea but I'd love to come up with a battle armored look for this creature! Something like out of "Game of Thrones" or "Lord of the Rings":
But, maybe more closer to something I've seen in a French comic I love called "Requiem Vampire Knight" where some characters ride armored Centaurs into battle:
Well, that is all I can think of to help with this creature concept...
Sample(s):
https://www.furaffinity.net/full/14160195/
https://www.furaffinity.net/full/13833662/
https://www.furaffinity.net/full/13507107/
Mostly in that I was doing it on my tablet and wasn't comfy with it and did it in a super simple MLP style... and I want it to be a much more muscular creature.
I've decided to make my main character PackRat his own battle-steed! I always loved the image of the Death Dealer by legendary artist Frank Frazetta, and I've always wanted a nice picture of PR as the Death Dealer, but I never really wanted him on just a normal horse... So, this is where you'll come in!
I want to create a special creature as a steed for PR to use in this image someday!
What I want this horse-creature to have:Sleipnir's legs:
Pegasus's wings:
Unicorn's horn(s)/or possibly antlers:
Now, here's where things get really weird for this design:Nuckelavee's humanoid torso on its back(preferably the hind quarters and with skin): sorta like a Centaur/Kentaurides (or Centaurides): But, with the human coming out of the back in a way that it almost looks like if this thing was cut in half the hind-end would be like a Satyr/Satyress:
Now there will be a normal horse head in the front but the way I'm trying to design this thing is that a rider(PR) would sit on its back like it was a normal equestrienne but the human upper body coming out of its back can act as a backrest or sorta like a "sissy bar" on a motorcycle: with the antler-like-horns on the horse end in the front acting as handle bars... "Ape Hangers" style: I don't know how, but I'm thinking of including too somehow some features of the Tikbalang or Tigbalang: maybe in the form of long limbs?
I do want it to be female or even herm with a Japanese Monster Girl(Z-ton) overall look: with the humanoid parts looking delicate while the horse parts look like that of a warhorse or Clydesdale or draft-horse: something that looks like it could carry PR and all his weapons and still be able to run at a full gallop and/or take off and fly!
Also, this doesn't go with the final idea but I'd love to come up with a battle armored look for this creature! Something like out of "Game of Thrones" or "Lord of the Rings":
But, maybe more closer to something I've seen in a French comic I love called "Requiem Vampire Knight" where some characters ride armored Centaurs into battle:
Well, that is all I can think of to help with this creature concept...
sooo, what do ya'll think!?More Star Wars BS! Nothing new here! COMPLETE IDEA!
Posted 10 years agoSPECIES: Squib or Mhingxin or Jenet or some sort of hybrid of 1 or 2 of these species!
Maybe if I don't go the rodent species route but the plant than maybe a Zelosian or Affytechan or M'shinn(i) (maybe just using their moss) or a rouge Oasis Child(ren) or Sylphe (this one sounds like a highly likely one) maybe hybrid with one of the rodent ones.
With some new reveals of the new EU might be a super hybrid of many different species like Yoda's!
GENDER: Male
HEIGHT: 2.2 Meters
DESCRIPTION: A genetic combination of several different alien species like the work of Cylo. The head is where all the more obvious crossbreed species features are going to be seen with heavily pierced ears like Yoda's, the horns of a Zabrak haloing the top of the skull, 3 lekku more like those of a Togruta than a Twi'lek's with poisonous stingers at the ends, fairly long reddish/orange human-like hair, 3 different types eyes like a Gran that all are corrupted Sith yellow/red, green fuzzy skin like that of Lepi, and the lower face is covered and hidden by a specially designed Kel Dor breathing mask(described down below).
The torso is Near-Human with a thin layer of Wookiee hair on the sides and back. His chest and back are covered in Sith Tattoos. A good portion of the abdomen is hidden by the breather mask's life support unit.
The right arm is mostly that of a green Trandoshan with scales of a Fireworm and a 4 digit hand like those of the Kel Dor.
The entire left arm is a cybernetic prosthetic just like those of General Grievous and Karbin.
The pelvis is covered by clothing and armor plating but he's got digitigrade legs like a Lasat with the species feet too or like how Grievous's are depicted before his augmentations. With hand-like feet that allows him to fight in unique ways.
On the sides of the ankles are a pair of red Toydarian wings. He's got a Ryn or Vornskr-like tail that he wraps around his waist to hide it and can use it like a 3rd(4th technically) arm.
Skin color: Green
Distinctions: Plants, Long lived, Vegetal species, Reptilian, Reptomammal, High psychic abilities
Hair color: Reddish/orange
Eye color: Yellow/Red
Biological classification Designation: Sentient
Classification: Plant/Reptile/Mammal Hybrid
Habitat: Jungle/Swamp
APPAREL: Beside the breather mask and life support unit this creature also wears a T'doshok skin hooded cape, a single Cortosis Gauntlet on his right arm, a Wookiee pelt long tunic and tabardswith a silk sash/belt at the waist line, a codpiece like Vader's, a black Kashyyyk treeworm silk kilt, and shinguard(s), and also opened toed Rocket Boots.
WEAPONRY: He carries 3 Lightsaber-like weapons. The 1st being his primary weapon a custom made Lightlance with a 4 bladed(red and blue) end that angled all 4 blades together forming a large single blade(purple) when closed but could be opened up into a spinning impeller/propeller-like attack sort of like the Inquisitors' sabers.
The other lightsabers(green) are a fairly common looking ones that he uses only in 3 ways. The least common ways are being duel/triple wielded with his primary one or if he damages or looses his lance. But their most common uses are in a special blaster. They works sort of like a muzzle brake in that it attaches to the rifle's barrel, but its rifle is more like a Caulking gun in design in that the blaster is just a handle, stock, and a muzzle with a breech for the sabers to be placed in. The Lightsaber provides the power the blaster and it fire basically Lightsaber blades instead of charged blast.
The cybernetic left arm qualifies as a weapon for 2 reasons; 1st being there's a 4th hidden lightsaber(red) build into the elbow that can be used for quick sneak attacks, and 2nd the hand and forearm can split in 2 and form an extra arm that can wield the other weapons. The forearm of the cybernetic arm has a built in Z6 riot control baton.
UPDATED IDEA: I came up with an idea for a masked character or well a gas-mask for a character.
Taking some from Immortan Joe of Fury Road fame with the skull face. The idea is another skull like mask but the lower jaw is hanging open and the oxygen tubes are coming out of the mouth and are twisted and wrapping around one another along with exposed wires and phone cords, and 2 air bladders that connect to a life support box like the one on Darth Vader's chest, but it's mounted over the wearer's stomach attached to like their belt or is coming out of their stomach area. The main idea of this design is to invoke the look of either a skull vomiting up its intestines or its a person eating their own guts.
A green skinned(fuzzed), old helmeted/masked, Sith tattooed, alien, cyborg, possible Force user, and Lightsaber-user.
Picture a green, shirtless, Darth Maul, with an old custom painted Stormtrooper(or maybe Mandalorian) helmet or like Darth Vader's original designed one that was longer and more rodent-like, elbow length glove on the right hand, a cyborg left arm something similar to General Grievous's, a prehensile tail, black robe like clothing from the stomach/waist down, and a jet pack or rocket boots like Cad Bane , but opened toed to show clawed feet.
Basically, my regular OC of PackRat translated into the Star Wars universe! I'd actually like to create both a 100% accurate to what can exist in the SWU and just PR in cosplay with all his normal features intact, but with Sith tattoos, a Grievous cyborg arm, Sith robes, lightsabers, and some sort of helmet that covers his whole head and face.
SPECIES/TYPE: Droid.
GENDER: Female/Effeminate personality and outward characteristics and features.
HEIGHT: 1.95 Meters
DESCRIPTION: A personal droid (for the below described character) that was cobbled together from parts different makes and models of droid that can be found on/in nearly any junk planet!
The head, torso, and one arm will be of a Protocol Droid like C-3PO, 0-0-0, and C-3PX.
From the waist down is an almost complete Astromech Droid like the R-Series like BT-1, Skippy, and R2-D2. It might be a whole unit but the "head" is grafted to the Protocol Droid torso in a way that it can lean forward to stay balanced/level when it moves as Astromechs lead back when they need to move fast.
The other arm that replaces the missing Protocol Droid's is a B2 Super Battle Droid's or higher models in this line as seen during the Clone Wars.
Mounted on the lower back (like a tail) of this droid hidden from view is a secret 3rd arm which is an old B1 Battle Droid's that is always holding onto a small Blaster or Lightsaber-like weapon for sneak attacks.
APPAREL: Over its body this droid wears a mixture of soft-goods and battle armor to both conceal its droid-nature and identity along with added protection in combat. It wears an old busted Mandalorian helmet with the visor missing or an old Blue Senate Guard helmet and General Grievous-like hearing sensors mounted to the sides, noticeably female Mandalorian breast plate and shoulder armor, mounted on the one Protocol Droid arm is a Gauntlet like the ones worn by Jango and Boba Fett with a torn and tattered under shirt covering most of the rest the arm, to help hide the Astromech lower body it wears a long tunic and tabards under the armor plates with a sash/belt at the waist line, on its back is a missile like the one used by Jango on Obi Wan but not a full jetpack as the Astromech lower half gives it a flight system already, and finally over all this armor and clothing it wears a hooded cape/cloak. The coloring of the Droid itself and its armor elements are the same with a Greenish/Gray camo pattern like an ARF Trooper from the Clone Wars with the pattern on the helmet and face looking more like Sith tattoos. As for the cloth-goods a mixture of black leathers and grayish/green fabrics.
WEAPONRY: Weaponry-wise it'll carry with on its back or in its hands some sort of blaster rifle, a blaster pistol on its hip, several different types of grenades on its belt or on a bandoleer across its chest and shoulder, and built into the Droid itself is a Droideka Field Projector.
Basically this is my female version of my normal sona/OC (PackRat) that is called PR-R63 and might keep and carry over that name to this Star Wars universe version actually... as it sounds very Droid like! Being a series of letters and numbers and all! XD
The idea came to me to create this Droid character after I started reading up on the new rebooted Star Wars Expanded Universe material! Especially the new Darth Vader comics! Which introduce concepts that sorta allow now for characters like I'd dream up to put in the Star Wars universe but if I did it it would be considered Mary Sue-stuff or bad fan-fic territory in the old EU! Like the introduction of characters like Doctor Cylo-IV with his genetic crossbreeding research can allow a genetic melting pot like PR to exist in Star Wars now! XD But, we're discussing PR-R63 here now so I'll get onto hat spurred on her SW's counter part and that was Triple-Zero and BeeTee-One! These 2 new droid are the best thing ever to happen! They're basically the evil ArTwo and See-Threpio! An Astroomech droid decked out with weapons instead of tools and a Protocol Droid that is "fluent in over six million forms of TORTURE"! I love this concept so much I wanted to create my own! Now we get a droid described up above that is basically an all-in-one-unit! It has all the tools and equipment of R2-D2, the intelligence of C-3PO, the built in firepower of a Super Battle Droid from the prequels, with the pop-up shielding of those rolling spider-legged Droids, the body armor of the bad-ass (well in the old EU) Fetts, and the robes of a Sith! Also, I kind of liked the look of Grievous's Guard Droids with the fabric hoods on them so that's why this thing has all this clothing on it! Finally, besides making it a SW version of my character PR-R63 I decided to make this Droid be female but still be a sorta hulking war-machine because i like the weird contradicting nature of the personality to what it does and what it was made for! Like Jane the Securitron AI from Fallout: New Vegas! A giant war-bot but with the persona of a Playboy Bunny! Well, in the case of PeeAr-ArSixThree here it'll be more the persona of someone like... Vasquez from Aliens, or Fox from Wanted, or the best and easiest example for her personality in pop-culture would be simply Catwoman aka Selina Kyle from anything Batman! More or less PR made her to be a helper and for personal entertainment to give him a bigger ego!
SPECIES: Wampa
GENDER: Male
HEIGHT: 2.6 Meters
DESCRIPTION: A cybernetically enhanced Jungle verity of Wampa with heighten intelligence that acts as a bounty hunter and assassin.
APPAREL: It has an AJ^6 cyborg construct attached to the back of its head and 2 bandoliers crossing its chest and shoulders.
WEAPONRY: A Z-6 rotary blaster cannon and a miniature shield generator.
This a completely new character not based on any of my previous characters. I just sort of thought I'd like my main Star Wars OC to have his own Chewie-like character, but bigger and meaner.
SPECIES: Diathim Angel/Zygerrian hybrid
GENDER: Female
HEIGHT: 1.85 Meters
DESCRIPTION: A perfect combination of 2 vastly different species. She has the face of the Diathim with the Zygerrian ears and hair. Her body seems to be mostly hairless and more Humanoid. She has the Angel wings on her back that she can use for prolonged flight.
APPAREL: A slave metal bikini, some thermal gloves, and officer's boots.
WEAPONRY: A combat bow and arrows, a small blaster pistol, a Nightsister dagger, and cybernetic tail implant.
Basically, my OC, Angelik, as she'd be in the Star Wars. I considered making her just a Twi'lek slave girl, but I like her winged-cat nature too much!
SPECIES: Dug
GENDER: Male
HEIGHT: 1.2 Meters
DESCRIPTION: A male, green skinned, Dug weapon-smith, black-market medic/surgeon, and smuggler of cybernetic body parts. He's got red tattoos like Ziro the Hutton his left side. He started out a simple merchant with a bad gambling problem, but after failing to pay a debt to a ruthless crime lord he was captured and tortured and his feet were removed. After this he needs the aid of a custom hover chair to get around and operate.
APPAREL: He mostly wears Jawa-like robes to hide his stumps and a Toydarian Royal Guard helmet worn only during surgery or combat.
WEAPONRY: He rarely uses a weapon as he's not a fighter, but he does keep an old DC-15A blaster rifle in his hover chair.
Basically, my OC, Bradley O'Brien the Goblin, if he was in Star Wars. And he's basically Watto and Sebulba but with a better career and worse luck!
SPECIES: Twin Kiffars
GENDER: Females
HEIGHT: 2.1 and 1.67 Meters
DESCRIPTION: Fraternal twins cyborg mercenaries and pirates that work closely with the above characters. One is taller than the other with both arms(she still has both her organic arms, but they've been surgically reattached to her lower ribs), the upper torso, 1 foot, and 3/4th of her face being replaced with cybernetics similar to those of Greiveous and Karbin. The other being much shorter with the entirety of her left side being completely replaced with cybernetics, but ones more like those of Vader. The tallest one has an artificial 1.2 meter long prehensile lekku-like head-tail added to her cranium.
APPAREL: Both wear customized Mandalorian armors with life support units on their chest like Vader's. The tall one's armor and cybernetics are painted orange while the short one's are all red. They both wear matching cloaks to hide their augmentations.
WEAPONRY: They both have built in weaponry like electrical weapons in their arms, shock gloves, crushgaunt, rocket boots, and several different blasters. The tallest one's arms can split and form an extra pair for combat.
Basically, they're my twin OCs, Scorpia and Cancer the cyborgs, in Star Wars form. Not much really changes for them outside aesthetics as I kept them mostly just human-cyborgs!
SPECIES: Half-Bothan
GENDER: Male (Androgynous)
HEIGHT: 1.7 Meters
DESCRIPTION: An effeminate male half-Bothan slave that belongs to the above group. He is pale, thin, and has Zabrak slave tattoos on his face and back. He's also got many piercings allover his body.
APPAREL: He wears whether by his own choice or by those of his masters female slave apparel made from pure Bothan fur. He wears a collar and chain around his neck at all times as well.
WEAPONRY: He's not allowed to carry any weapons but he does have and will use his own natural sharp teeth, claws, horns, and rock hard hooves.
Basically, this is my bought adopted OC, Chesh(ire) the Incubus, in the Star Wars universe. And, the satyr-like Half-Bothans fit perfectly!
Maybe if I don't go the rodent species route but the plant than maybe a Zelosian or Affytechan or M'shinn(i) (maybe just using their moss) or a rouge Oasis Child(ren) or Sylphe (this one sounds like a highly likely one) maybe hybrid with one of the rodent ones.
With some new reveals of the new EU might be a super hybrid of many different species like Yoda's!
GENDER: Male
HEIGHT: 2.2 Meters
DESCRIPTION: A genetic combination of several different alien species like the work of Cylo. The head is where all the more obvious crossbreed species features are going to be seen with heavily pierced ears like Yoda's, the horns of a Zabrak haloing the top of the skull, 3 lekku more like those of a Togruta than a Twi'lek's with poisonous stingers at the ends, fairly long reddish/orange human-like hair, 3 different types eyes like a Gran that all are corrupted Sith yellow/red, green fuzzy skin like that of Lepi, and the lower face is covered and hidden by a specially designed Kel Dor breathing mask(described down below).
The torso is Near-Human with a thin layer of Wookiee hair on the sides and back. His chest and back are covered in Sith Tattoos. A good portion of the abdomen is hidden by the breather mask's life support unit.
The right arm is mostly that of a green Trandoshan with scales of a Fireworm and a 4 digit hand like those of the Kel Dor.
The entire left arm is a cybernetic prosthetic just like those of General Grievous and Karbin.
The pelvis is covered by clothing and armor plating but he's got digitigrade legs like a Lasat with the species feet too or like how Grievous's are depicted before his augmentations. With hand-like feet that allows him to fight in unique ways.
On the sides of the ankles are a pair of red Toydarian wings. He's got a Ryn or Vornskr-like tail that he wraps around his waist to hide it and can use it like a 3rd(4th technically) arm.
Skin color: Green
Distinctions: Plants, Long lived, Vegetal species, Reptilian, Reptomammal, High psychic abilities
Hair color: Reddish/orange
Eye color: Yellow/Red
Biological classification Designation: Sentient
Classification: Plant/Reptile/Mammal Hybrid
Habitat: Jungle/Swamp
APPAREL: Beside the breather mask and life support unit this creature also wears a T'doshok skin hooded cape, a single Cortosis Gauntlet on his right arm, a Wookiee pelt long tunic and tabardswith a silk sash/belt at the waist line, a codpiece like Vader's, a black Kashyyyk treeworm silk kilt, and shinguard(s), and also opened toed Rocket Boots.
WEAPONRY: He carries 3 Lightsaber-like weapons. The 1st being his primary weapon a custom made Lightlance with a 4 bladed(red and blue) end that angled all 4 blades together forming a large single blade(purple) when closed but could be opened up into a spinning impeller/propeller-like attack sort of like the Inquisitors' sabers.
The other lightsabers(green) are a fairly common looking ones that he uses only in 3 ways. The least common ways are being duel/triple wielded with his primary one or if he damages or looses his lance. But their most common uses are in a special blaster. They works sort of like a muzzle brake in that it attaches to the rifle's barrel, but its rifle is more like a Caulking gun in design in that the blaster is just a handle, stock, and a muzzle with a breech for the sabers to be placed in. The Lightsaber provides the power the blaster and it fire basically Lightsaber blades instead of charged blast.
The cybernetic left arm qualifies as a weapon for 2 reasons; 1st being there's a 4th hidden lightsaber(red) build into the elbow that can be used for quick sneak attacks, and 2nd the hand and forearm can split in 2 and form an extra arm that can wield the other weapons. The forearm of the cybernetic arm has a built in Z6 riot control baton.
UPDATED IDEA: I came up with an idea for a masked character or well a gas-mask for a character.
Taking some from Immortan Joe of Fury Road fame with the skull face. The idea is another skull like mask but the lower jaw is hanging open and the oxygen tubes are coming out of the mouth and are twisted and wrapping around one another along with exposed wires and phone cords, and 2 air bladders that connect to a life support box like the one on Darth Vader's chest, but it's mounted over the wearer's stomach attached to like their belt or is coming out of their stomach area. The main idea of this design is to invoke the look of either a skull vomiting up its intestines or its a person eating their own guts.
A green skinned(fuzzed), old helmeted/masked, Sith tattooed, alien, cyborg, possible Force user, and Lightsaber-user.
Picture a green, shirtless, Darth Maul, with an old custom painted Stormtrooper(or maybe Mandalorian) helmet or like Darth Vader's original designed one that was longer and more rodent-like, elbow length glove on the right hand, a cyborg left arm something similar to General Grievous's, a prehensile tail, black robe like clothing from the stomach/waist down, and a jet pack or rocket boots like Cad Bane , but opened toed to show clawed feet.
Basically, my regular OC of PackRat translated into the Star Wars universe! I'd actually like to create both a 100% accurate to what can exist in the SWU and just PR in cosplay with all his normal features intact, but with Sith tattoos, a Grievous cyborg arm, Sith robes, lightsabers, and some sort of helmet that covers his whole head and face.
The top ten things YOU didn't know about Darth Vader's suit!
SPECIES/TYPE: Droid.
GENDER: Female/Effeminate personality and outward characteristics and features.
HEIGHT: 1.95 Meters
DESCRIPTION: A personal droid (for the below described character) that was cobbled together from parts different makes and models of droid that can be found on/in nearly any junk planet!
The head, torso, and one arm will be of a Protocol Droid like C-3PO, 0-0-0, and C-3PX.
From the waist down is an almost complete Astromech Droid like the R-Series like BT-1, Skippy, and R2-D2. It might be a whole unit but the "head" is grafted to the Protocol Droid torso in a way that it can lean forward to stay balanced/level when it moves as Astromechs lead back when they need to move fast.
The other arm that replaces the missing Protocol Droid's is a B2 Super Battle Droid's or higher models in this line as seen during the Clone Wars.
Mounted on the lower back (like a tail) of this droid hidden from view is a secret 3rd arm which is an old B1 Battle Droid's that is always holding onto a small Blaster or Lightsaber-like weapon for sneak attacks.
APPAREL: Over its body this droid wears a mixture of soft-goods and battle armor to both conceal its droid-nature and identity along with added protection in combat. It wears an old busted Mandalorian helmet with the visor missing or an old Blue Senate Guard helmet and General Grievous-like hearing sensors mounted to the sides, noticeably female Mandalorian breast plate and shoulder armor, mounted on the one Protocol Droid arm is a Gauntlet like the ones worn by Jango and Boba Fett with a torn and tattered under shirt covering most of the rest the arm, to help hide the Astromech lower body it wears a long tunic and tabards under the armor plates with a sash/belt at the waist line, on its back is a missile like the one used by Jango on Obi Wan but not a full jetpack as the Astromech lower half gives it a flight system already, and finally over all this armor and clothing it wears a hooded cape/cloak. The coloring of the Droid itself and its armor elements are the same with a Greenish/Gray camo pattern like an ARF Trooper from the Clone Wars with the pattern on the helmet and face looking more like Sith tattoos. As for the cloth-goods a mixture of black leathers and grayish/green fabrics.
WEAPONRY: Weaponry-wise it'll carry with on its back or in its hands some sort of blaster rifle, a blaster pistol on its hip, several different types of grenades on its belt or on a bandoleer across its chest and shoulder, and built into the Droid itself is a Droideka Field Projector.
Basically this is my female version of my normal sona/OC (PackRat) that is called PR-R63 and might keep and carry over that name to this Star Wars universe version actually... as it sounds very Droid like! Being a series of letters and numbers and all! XD
The idea came to me to create this Droid character after I started reading up on the new rebooted Star Wars Expanded Universe material! Especially the new Darth Vader comics! Which introduce concepts that sorta allow now for characters like I'd dream up to put in the Star Wars universe but if I did it it would be considered Mary Sue-stuff or bad fan-fic territory in the old EU! Like the introduction of characters like Doctor Cylo-IV with his genetic crossbreeding research can allow a genetic melting pot like PR to exist in Star Wars now! XD But, we're discussing PR-R63 here now so I'll get onto hat spurred on her SW's counter part and that was Triple-Zero and BeeTee-One! These 2 new droid are the best thing ever to happen! They're basically the evil ArTwo and See-Threpio! An Astroomech droid decked out with weapons instead of tools and a Protocol Droid that is "fluent in over six million forms of TORTURE"! I love this concept so much I wanted to create my own! Now we get a droid described up above that is basically an all-in-one-unit! It has all the tools and equipment of R2-D2, the intelligence of C-3PO, the built in firepower of a Super Battle Droid from the prequels, with the pop-up shielding of those rolling spider-legged Droids, the body armor of the bad-ass (well in the old EU) Fetts, and the robes of a Sith! Also, I kind of liked the look of Grievous's Guard Droids with the fabric hoods on them so that's why this thing has all this clothing on it! Finally, besides making it a SW version of my character PR-R63 I decided to make this Droid be female but still be a sorta hulking war-machine because i like the weird contradicting nature of the personality to what it does and what it was made for! Like Jane the Securitron AI from Fallout: New Vegas! A giant war-bot but with the persona of a Playboy Bunny! Well, in the case of PeeAr-ArSixThree here it'll be more the persona of someone like... Vasquez from Aliens, or Fox from Wanted, or the best and easiest example for her personality in pop-culture would be simply Catwoman aka Selina Kyle from anything Batman! More or less PR made her to be a helper and for personal entertainment to give him a bigger ego!
New Star War OCs and Ideas!SPECIES: Wampa
GENDER: Male
HEIGHT: 2.6 Meters
DESCRIPTION: A cybernetically enhanced Jungle verity of Wampa with heighten intelligence that acts as a bounty hunter and assassin.
APPAREL: It has an AJ^6 cyborg construct attached to the back of its head and 2 bandoliers crossing its chest and shoulders.
WEAPONRY: A Z-6 rotary blaster cannon and a miniature shield generator.
This a completely new character not based on any of my previous characters. I just sort of thought I'd like my main Star Wars OC to have his own Chewie-like character, but bigger and meaner.
SPECIES: Diathim Angel/Zygerrian hybrid
GENDER: Female
HEIGHT: 1.85 Meters
DESCRIPTION: A perfect combination of 2 vastly different species. She has the face of the Diathim with the Zygerrian ears and hair. Her body seems to be mostly hairless and more Humanoid. She has the Angel wings on her back that she can use for prolonged flight.
APPAREL: A slave metal bikini, some thermal gloves, and officer's boots.
WEAPONRY: A combat bow and arrows, a small blaster pistol, a Nightsister dagger, and cybernetic tail implant.
Basically, my OC, Angelik, as she'd be in the Star Wars. I considered making her just a Twi'lek slave girl, but I like her winged-cat nature too much!
SPECIES: Dug
GENDER: Male
HEIGHT: 1.2 Meters
DESCRIPTION: A male, green skinned, Dug weapon-smith, black-market medic/surgeon, and smuggler of cybernetic body parts. He's got red tattoos like Ziro the Hutton his left side. He started out a simple merchant with a bad gambling problem, but after failing to pay a debt to a ruthless crime lord he was captured and tortured and his feet were removed. After this he needs the aid of a custom hover chair to get around and operate.
APPAREL: He mostly wears Jawa-like robes to hide his stumps and a Toydarian Royal Guard helmet worn only during surgery or combat.
WEAPONRY: He rarely uses a weapon as he's not a fighter, but he does keep an old DC-15A blaster rifle in his hover chair.
Basically, my OC, Bradley O'Brien the Goblin, if he was in Star Wars. And he's basically Watto and Sebulba but with a better career and worse luck!
SPECIES: Twin Kiffars
GENDER: Females
HEIGHT: 2.1 and 1.67 Meters
DESCRIPTION: Fraternal twins cyborg mercenaries and pirates that work closely with the above characters. One is taller than the other with both arms(she still has both her organic arms, but they've been surgically reattached to her lower ribs), the upper torso, 1 foot, and 3/4th of her face being replaced with cybernetics similar to those of Greiveous and Karbin. The other being much shorter with the entirety of her left side being completely replaced with cybernetics, but ones more like those of Vader. The tallest one has an artificial 1.2 meter long prehensile lekku-like head-tail added to her cranium.
APPAREL: Both wear customized Mandalorian armors with life support units on their chest like Vader's. The tall one's armor and cybernetics are painted orange while the short one's are all red. They both wear matching cloaks to hide their augmentations.
WEAPONRY: They both have built in weaponry like electrical weapons in their arms, shock gloves, crushgaunt, rocket boots, and several different blasters. The tallest one's arms can split and form an extra pair for combat.
Basically, they're my twin OCs, Scorpia and Cancer the cyborgs, in Star Wars form. Not much really changes for them outside aesthetics as I kept them mostly just human-cyborgs!
SPECIES: Half-Bothan
GENDER: Male (Androgynous)
HEIGHT: 1.7 Meters
DESCRIPTION: An effeminate male half-Bothan slave that belongs to the above group. He is pale, thin, and has Zabrak slave tattoos on his face and back. He's also got many piercings allover his body.
APPAREL: He wears whether by his own choice or by those of his masters female slave apparel made from pure Bothan fur. He wears a collar and chain around his neck at all times as well.
WEAPONRY: He's not allowed to carry any weapons but he does have and will use his own natural sharp teeth, claws, horns, and rock hard hooves.
Basically, this is my bought adopted OC, Chesh(ire) the Incubus, in the Star Wars universe. And, the satyr-like Half-Bothans fit perfectly!
STAR WARS! Updated OC ideas!!
Posted 10 years ago(Another) NEW STAR WARS OC DESIGN IDEA!TYPE: Droid.
GENDER: Female/Effeminate personality and outward characteristics and features.
DESCRIPTION: A personal droid (for the below described character) that was cobbled together from parts different makes and models of droid that can be found on/in nearly any junk planet!
The head, torso, and one arm will be of a Protocol Droid like C-3PO, 0-0-0, and C-3PX.
From the waist down is an almost complete Astromech Droid like the R-Series like BT-1, Skippy, and R2-D2. It might be a whole unit but the "head" is grafted to the Protocol Droid torso in a way that it can lean forward to stay balanced/level when it moves as Astromechs lead back when they need to move fast.
The other arm that replaces the missing Protocol Droid's is a B2 Super Battle Droid's or higher models in this line as seen during the Clone Wars.
Mounted on the lower back (like a tail) of this droid hidden from view is a secret 3rd arm which is an old B1 Battle Droid's that is always holding onto a small Blaster or Lightsaber-like weapon for sneak attacks.
Over its body this droid wears a mixture of soft-goods and battle armor to both conceal its droid-nature and identity along with added protection in combat. It wears an old busted Mandalorian helmet with the visor missing or an old Blue Senate Guard helmet and General Grievous-like hearing sensors mounted to the sides, noticeably female Mandalorian breast plate and shoulder armor, mounted on the one Protocol Droid arm is a Gauntlet like the ones worn by Jango and Boba Fett with a torn and tattered under shirt covering most of the rest the arm, to help hide the Astromech lower body it wears a long tunic and tabards under the armor plates with a sash/belt at the waist line, on its back is a missile like the one used by Jango on Obi Wan but not a full jetpack as the Astromech lower half gives it a flight system already, and finally over all this armor and clothing it wears a hooded cape/cloak. The coloring of the Droid itself and its armor elements are the same with a Greenish/Gray camo pattern like an ARF Trooper from the Clone Wars with the pattern on the helmet and face looking more like Sith tattoos. As for the cloth-goods a mixture of black leathers and grayish/green fabrics.
Weaponry-wise it'll carry with on its back or in its hands some sort of blaster rifle, a blaster pistol on its hip, several different types of grenades on its belt or on a bandoleer across its chest and shoulder, and built into the Droid itself is a Droideka Field Projector.
Basically this is my female version of my normal sona/OC (PackRat) that is called PR-R63 and might keep and carry over that name to this Star Wars universe version actually... as it sounds very Droid like! Being a series of letters and numbers and all! XD
The idea came to me to create this Droid character after I started reading up on the new rebooted Star Wars Expanded Universe material! Especially the new Darth Vader comics! Which introduce concepts that sorta allow now for characters like I'd dream up to put in the Star Wars universe but if I did it it would be considered Mary Sue-stuff or bad fan-fic territory in the old EU! Like the introduction of characters like Doctor Cylo-IV with his genetic crossbreeding research can allow a genetic melting pot like PR to exist in Star Wars now! XD But, we're discussing PR-R63 here now so I'll get onto hat spurred on her SW's counter part and that was Triple-Zero and BeeTee-One! These 2 new droid are the best thing ever to happen! They're basically the evil ArTwo and See-Threpio! An Astroomech droid decked out with weapons instead of tools and a Protocol Droid that is "fluent in over six million forms of TORTURE"! I love this concept so much I wanted to create my own! Now we get a droid described up above that is basically an all-in-one-unit! It has all the tools and equipment of R2-D2, the intelligence of C-3PO, the built in firepower of a Super Battle Droid from the prequels, with the pop-up shielding of those rolling spider-legged Droids, the body armor of the bad-ass (well in the old EU) Fetts, and the robes of a Sith! Also, I kind of liked the look of Grievous's Guard Droids with the fabric hoods on them so that's why this thing has all this clothing on it! Finally, besides making it a SW version of my character PR-R63 I decided to make this Droid be female but still be a sorta hulking war-machine because i like the weird contradicting nature of the personality to what it does and what it was made for! Like Jane the Securitron AI from Fallout: New Vegas! A giant war-bot but with the persona of a Playboy Bunny! Well, in the case of PeeAr-ArSixThree here it'll be more the persona of someone like... Vasquez from Aliens, or Fox from Wanted, or the best and easiest example for her personality in pop-culture would be simply Catwoman aka Selina Kyle from anything Batman! More or less PR made her to be a helper and for personal entertainment to give him a bigger ego!
Species: Squib or Mhingxin or Jenet or some sort of hybrid of 1 or 2 of these species!
Maybe if I don't go the rodent species route but the plant than maybe a Zelosian or Affytechan or M'shinn(i) (maybe just using their moss) or a rouge Oasis Child(ren) or Sylphe (this one sounds like a highly likely one) maybe hybrid with one of the rodent ones.
With some new reveals of the new EU might be a super hybrid of many different species like Yoda's!
Physical CharacteristicsHeight: 2.2 meters
Skin color: Green
Distinctions: Plants, Long lived, Vegetal species, Reptilian, Reptomammal, High psychic abilities
Hair color: Reddish/orange
Eye color: Yellow/Red
Biological classification Designation: Sentient
Classification: Plant/Reptile/Mammal Hybrid
Habitat: Jungle/Swamp
Description: A genetic combination of several different alien species like the work of Cylo. The head is where all the more obvious crossbreed species features are going to be seen with ears like Yoda's, the horns of a Zabrak haloing the top of the skull, 3 lekku more like those of a Togruta than a Twi'lek's with poisonous stingers at the ends, fairly long reddish/orange human-like hair, 3 different types eyes like a Gran that all are corrupted Sith yellow/red, green fuzzy skin like that of Lepi, and the lower face is covered and hidden by a specially designed Kel Dor breathing mask(described down below).
The torso is Near-Human with a thin layer of Wookiee hair on the sides and back. His chest and back are covered in Sith Tattoos. A good portion of the abdomen is hidden by the breather mask's life support unit.
The right arm is mostly that of a green Trandoshan with scales of a Fireworm and a 4 digit hand like those of the Kel Dor.
The entire left arm is a cybernetic prosthetic just like those of General Grievous and Karbin.
The pelvis is covered by clothing and armor plating but he's got digitigrade legs like a Lasat with the species feet too or like how Grievous's are depicted before his augmentations. With hand-like feet that allows him to fight in unique ways.
On the sides of the ankles are a pair of red Toydarian wings. He's got a Ryn or Vornskr-like tail that he wraps around his waist to hide it and can use it like a 3rd(4th technically) arm.
Apparel: Beside the breather mask and life support unit this creature also wears a T'doshok skin hooded cape, a single Cortosis Gauntlet on his right arm, a Wookiee pelt long tunic and tabardswith a silk sash/belt at the waist line, a codpiece like Vader's, pants like Vader's as well, and shinguard(s) too, and also opened toed Rocket Boots.
Weaponry: He carries 3 Lightsaber-like weapons. The 1st being his primary weapon a custom made Lightlance with a 4 bladed(red and blue) end that angled all 4 blades together forming a large single blade(purple) when closed but could be opened up into a spinning impeller/propeller-like attack sort of like the Inquisitors' sabers.
The other lightsabers(green) are a fairly common looking ones that he uses only in 3 ways. The least common ways are being duel/triple wielded with his primary one or if he damages or looses his lance. But their most common uses are in a special blaster. They works sort of like a muzzle brake in that it attaches to the rifle's barrel, but its rifle is more like a Caulking gun in design in that the blaster is just a handle, stock, and a muzzle with a breech for the sabers to be placed in. The Lightsaber provides the power the blaster and it fire basically Lightsaber blades instead of charged blast.
The cybernetic left arm qualifies as a weapon for 2 reasons; 1st being there's a 4th hidden lightsaber(red) build into the elbow that can be used for quick sneak attacks, and 2nd the hand and forearm can split in 2 and form an extra arm that can wield the other weapons. The forearm of the cybernetic arm has a built in Z6 riot control baton.
UPDATED IDEA: I came up with an idea for a masked character or well a gas-mask for a character.
Taking some from Immortan Joe of Fury Road fame with the skull face. The idea is another skull like mask but the lower jaw is hanging open and the oxygen tubes are coming out of the mouth and are twisted and wrapping around one another along with exposed wires and phone cords, and 2 air bladders that connect to a life support box like the one on Darth Vader's chest, but it's mounted over the wearer's stomach attached to like their belt or is coming out of their stomach area. The main idea of this design is to invoke the look of either a skull vomiting up its intestines or its a person eating their own guts.
A green skinned(fuzzed), old helmeted/masked, Sith tattooed, alien, cyborg, possible Force user, and Lightsaber-user.
Picture a green, shirtless, Darth Maul, with an old custom painted Stormtrooper(or maybe Mandalorian) helmet or like Darth Vader's original designed one that was longer and more rodent-like, elbow length glove on the right hand, a cyborg left arm something similar to General Grievous's, a prehensile tail, black robe like clothing from the stomach/waist down, and a jet pack or rocket boots like Cad Bane , but opened toed to show clawed feet.
Basically, my regular OC of PackRat translated into the Star Wars universe! I'd actually like to create both a 100% accurate to what can exist in the SWU and just PR in cosplay with all his normal features intact, but with Sith tattoos, a Grievous cyborg arm, Sith robes, lightsabers, and some sort of helmet that covers his whole head and face.
The top ten things YOU didn't know about Darth Vader's suit!
ZOOTOPIA TRAILER 2 - Double Toasted Highlight
Posted 10 years agoAnother New Star Wars OC Idea. need help making it!
Posted 10 years ago(Another) NEW STAR WARS OC DESIGN IDEA!TYPE: Droid.
GENDER: Female/Effeminate personality and outward characteristics and features.
DESCRIPTION: A personal droid (for the below described character) that was cobbled together from parts different makes and models of droid that can be found on/in nearly any junk planet!
The head, torso, and one arm will be of a Protocol Droid like C-3PO, 0-0-0, and C-3PX.
From the waist down is an almost complete Astromech Droid like the R-Series like BT-1, Skippy, and R2-D2. It might be a whole unit but the "head" is grafted to the Protocol Droid torso in a way that it can lean forward to stay balanced/level when it moves as Astromechs lead back when they need to move fast.
The other arm that replaces the missing Protocol Droid's is a B2 Super Battle Droid's or higher models in this line as seen during the Clone Wars.
Mounted on the lower back (like a tail) of this droid hidden from view is a secret 3rd arm which is an old B1 Battle Droid's that is always holding onto a small Blaster or Lightsaber-like weapon for sneak attacks.
Over its body this droid wears a mixture of soft-goods and battle armor to both conceal its droid-nature and identity along with added protection in combat. It wears an old busted Mandalorian helmet with the visor missing or an old Blue Senate Guard helmet and General Grievous-like hearing sensors mounted to the sides, noticeably female Mandalorian breast plate and shoulder armor, mounted on the one Protocol Droid arm is a Gauntlet like the ones worn by Jango and Boba Fett with a torn and tattered under shirt covering most of the rest the arm, to help hide the Astromech lower body it wears a long tunic and tabards under the armor plates with a sash/belt at the waist line, on its back is a missile like the one used by Jango on Obi Wan but not a full jetpack as the Astromech lower half gives it a flight system already, and finally over all this armor and clothing it wears a hooded cape/cloak. The coloring of the Droid itself and its armor elements are the same with a Greenish/Gray camo pattern like an ARF Trooper from the Clone Wars with the pattern on the helmet and face looking more like Sith tattoos. As for the cloth-goods a mixture of black leathers and grayish/green fabrics.
Weaponry-wise it'll carry with on its back or in its hands some sort of blaster rifle, a blaster pistol on its hip, several different types of grenades on its belt or on a bandoleer across its chest and shoulder, and built into the Droid itself is a Droideka Field Projector.
Basically this is my female version of my normal sona/OC (PackRat) that is called PR-R63 and might keep and carry over that name to this Star Wars universe version actually... as it sounds very Droid like! Being a series of letters and numbers and all! XD
The idea came to me to create this Droid character after I started reading up on the new rebooted Star Wars Expanded Universe material! Especially the new Darth Vader comics! Which introduce concepts that sorta allow now for characters like I'd dream up to put in the Star Wars universe but if I did it it would be considered Mary Sue-stuff or bad fan-fic territory in the old EU! Like the introduction of characters like Doctor Cylo-IV with his genetic crossbreeding research can allow a genetic melting pot like PR to exist in Star Wars now! XD But, we're discussing PR-R63 here now so I'll get onto hat spurred on her SW's counter part and that was Triple-Zero and BeeTee-One! These 2 new droid are the best thing ever to happen! They're basically the evil ArTwo and See-Threpio! An Astroomech droid decked out with weapons instead of tools and a Protocol Droid that is "fluent in over six million forms of TORTURE"! I love this concept so much I wanted to create my own! Now we get a droid described up above that is basically an all-in-one-unit! It has all the tools and equipment of R2-D2, the intelligence of C-3PO, the built in firepower of a Super Battle Droid from the prequels, with the pop-up shielding of those rolling spider-legged Droids, the body armor of the bad-ass (well in the old EU) Fetts, and the robes of a Sith! Also, I kind of liked the look of Grievous's Guard Droids with the fabric hoods on them so that's why this thing has all this clothing on it! Finally, besides making it a SW version of my character PR-R63 I decided to make this Droid be female but still be a sorta hulking war-machine because i like the weird contradicting nature of the personality to what it does and what it was made for! Like Jane the Securitron AI from Fallout: New Vegas! A giant war-bot but with the persona of a Playboy Bunny! Well, in the case of PeeAr-ArSixThree here it'll be more the persona of someone like... Vasquez from Aliens, or Fox from Wanted, or the best and easiest example for her personality in pop-culture would be simply Catwoman aka Selina Kyle from anything Batman! More or less PR made her to be a helper and for personal entertainment to give him a bigger ego!
UPDATED IDEA: I came up with an idea for a masked character or well a gas-mask for a character.
Taking some from Immortan Joe of Fury Road fame with the skull face. The idea is another skull like mask but the lower jaw is hanging open and the oxygen tubes are coming out of the mouth and are twisted and wrapping around one another along with exposed wires and phone cords, ect. and they connect to a life support box like the one on Darth Vader's chest, but it's mounted over the wearer's stomach attached to like their belt or is coming out of their stomach area. The main idea of this design is to invoke the look of either a skull vomiting up its intestines or its a person eating their own guts. Sound interesting to anyone?
Species: Squib or Mhingxin or Jenet or some sort of hybrid of 1 or 2 of these species!
Maybe if I don't go the rodent species route but the plant than maybe a Zelosian or Affytechan or M'shinn(i) (maybe just using their moss) or a rouge Oasis Child(ren) or Sylphe (this one sounds like a highly likely one) maybe hybrid with one of the rodent ones.
Physical characteristics
Height
3.5 meters
Skin color
Green
Distinctions
Plants
Long lived
Vegetal species
High psychic abilities
Hair color
Red
Eye color
Yellow/Red
Biological classification
Designation
Sentient
Classification
Plant/Mammal Hybrid
Habitat
Jungle/Swamp
Description: Basically a green skinned(fuzzed), old helmeted/masked, Sith tattooed, alien, cyborg, possible Force user, and Lightsaber-user.
Basically picture a green, shirtless, Darth Maul, with an old custom painted Stormtrooper(or maybe Mandalorian) helmet or like Darth Vader's original designed one that was longer and more rodent-like, elbow length glove on the right hand, a cyborg left arm something similar to General Grievous's, a prehensile tail, black robe like clothing from the stomach/waist down, and a jet pack or rocket boots like Cad Bane , but opened toed to show clawed feet.
Basically, my regular OC of PackRat translated into the Star Wars universe! I'd actually like to create both a 100% accurate to what can exist in the SWU and just PR in cosplay with all his normal features intact, but with Sith tattoos, a Grievous cyborg arm, Sith robes, lightsabers, and some sort of helmet that covers his whole head and face.
The top ten things YOU didn't know about Darth Vader's suit!
https://inkbunny.net/journalview.php?id=197986
The top ten things YOU didn't know about Darth Vader's suit!
Posted 10 years agoThe top ten things YOU didn't know about Darth Vader's suit!
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