This is still a bit rough, but since I drew it last night and only had half an hour to mess about with it today, it will do as a Work-In-Progress example of the sort of thing I've been working on lately. I'm feeling a lot better and I'm getting things done, though I am by no means back up to full speed just yet. So while I may not be posting as often or as regularly these days, I am making progress on various projects. Lots of fresh new content from Wermspittle, including more tables and monsters, and Bujilli will resume as well...but you'll need to bear with me as we navigate our way through the impending holidaze and all that comes along with the Krampus-o-rific season of misrule...
Showing posts with label From The Sketchbook. Show all posts
Showing posts with label From The Sketchbook. Show all posts
Tuesday, November 24, 2015
Friday, September 4, 2015
Thursday, September 3, 2015
Saturday, October 27, 2012
A'achael (From The Sketchbook)
A'achael
No. Enc.: 1d8 (4d8)
Alignment: Chaotic (50%)/Neutral (50%)
Movement: 120' (40')
Armor Class: 5
Hit Dice: 3
Attacks: 2 (claw/bite plus adhesive tongue, or by weapon)
Damage: 1d4/1d4+2/see below*
Save: F4
Morale: 10
Tinted six shades of blue, the A'achael are stout, sturdy reptiles who make themselves equally at home in dense forests, lush jungles, coastal marshes or even some of the more moderate desert regions, such as the fortified oases found scattered through the Red Wastes, where they often are persecuted and tormented by Zurians who despise them as barely better than animals.
A'achaels claim that their people once were able to selectively or reflexively change the coloration of their skins (there are opposing views), and that from time to time a throw-back is born that can shift their hue in order to blend into their environment, but this has become a rare thing. Seeing as no specimen has ever been presented to creditable authorities, most experts consider this so much folklore and mostly a spurious claim.
One peculiar talent that has been noted among the spell-casting members of the known A'achael tribes along the Red Wastes in particular is their ability to manipulate the coloration of inert objects and sometimes even living beasts. The effect seems to be permanent, and causes no damage to those things affected by it. For the most part those A'achael who have this ability use it to unfairly compete with dyers who rely on more traditional techniques. This has led to more than a few incidents of violence in those cities where the A'achael have made significant inroads into the marketplace.
No. Enc.: 1d8 (4d8)
Alignment: Chaotic (50%)/Neutral (50%)
Movement: 120' (40')
Armor Class: 5
Hit Dice: 3
Attacks: 2 (claw/bite plus adhesive tongue, or by weapon)
Damage: 1d4/1d4+2/see below*
Save: F4
Morale: 10
Special Attack: A'achael possess sticky tongues that they can shoot out to a distance of 10-14'. Their tongue strikes as a +2 weapon, does no damage, but forces a Save or it adheres to the target, allowing the A'achael to attempt to either drag them closer for a follow-up attack, or to trip them or otherwise disable/disarm their victim, as the situation or occasion warrants.
Tinted six shades of blue, the A'achael are stout, sturdy reptiles who make themselves equally at home in dense forests, lush jungles, coastal marshes or even some of the more moderate desert regions, such as the fortified oases found scattered through the Red Wastes, where they often are persecuted and tormented by Zurians who despise them as barely better than animals.
A'achaels claim that their people once were able to selectively or reflexively change the coloration of their skins (there are opposing views), and that from time to time a throw-back is born that can shift their hue in order to blend into their environment, but this has become a rare thing. Seeing as no specimen has ever been presented to creditable authorities, most experts consider this so much folklore and mostly a spurious claim.
One peculiar talent that has been noted among the spell-casting members of the known A'achael tribes along the Red Wastes in particular is their ability to manipulate the coloration of inert objects and sometimes even living beasts. The effect seems to be permanent, and causes no damage to those things affected by it. For the most part those A'achael who have this ability use it to unfairly compete with dyers who rely on more traditional techniques. This has led to more than a few incidents of violence in those cities where the A'achael have made significant inroads into the marketplace.
Saturday, June 9, 2012
Corbin: From the Sketchbook
Corbin
No. Enc.: 1d4 (2d6)
Alignment: 90% Chaotic/10% Neutral
Movement: 90' (30')
Armor Class: 5
Hit Dice: 3 (Gain levels as dual-class Thief/Magic-users)
Attacks: 1
Damage: 1d4 (Bite), or by weapon/spell
Save: MU4
Morale: 10
Sly con-artists, cunning ambushers, ravenous bandits with a fondness for all things shiny, the Corbin prowl the peripheries of settled territories looking for likely marks, gullible dupes or obvious victims to loot, rob or pillage. But these are not simplistic pig-snouted brutes who stomp around hacking things with axes and pissing in wells, no--these are clever humanoids who seek to acquire ill-gotten gains by way of subterfuge, misdirection, trickery and without drawing a weapon...when they can. But should all else fail, or a target prove unwilling to abide by the Corbin's rules, they will get nasty. Plenty nasty. Watch out for the back-stabber behind you...
No. Enc.: 1d4 (2d6)
Alignment: 90% Chaotic/10% Neutral
Movement: 90' (30')
Armor Class: 5
Hit Dice: 3 (Gain levels as dual-class Thief/Magic-users)
Attacks: 1
Damage: 1d4 (Bite), or by weapon/spell
Save: MU4
Morale: 10
Sly con-artists, cunning ambushers, ravenous bandits with a fondness for all things shiny, the Corbin prowl the peripheries of settled territories looking for likely marks, gullible dupes or obvious victims to loot, rob or pillage. But these are not simplistic pig-snouted brutes who stomp around hacking things with axes and pissing in wells, no--these are clever humanoids who seek to acquire ill-gotten gains by way of subterfuge, misdirection, trickery and without drawing a weapon...when they can. But should all else fail, or a target prove unwilling to abide by the Corbin's rules, they will get nasty. Plenty nasty. Watch out for the back-stabber behind you...
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