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Gray Jester

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Sometimes a circus appears in town. The music is joyous, there's laughter in the air, the sweet smell of butter and candied fruit. But the colour of the tents are muted, the animals in their cages are listless, and, despite the capering and smiles, there's something disingenuous about the entertainers. The ringleader, an especially tall lead clown, is the happiest of the lot, and his laughter and smiles ring true. Something doesn't feel right, but the show is good and the crowd has never found itself laughing so much. People return to their homes giggling and exhausted.

As silently as is appeared, the next day the circus is gone. People lie in bed, tired, faces aching from last night's smiles, and feeling strangely downhearted. It feels like after last night, they'll never feel that kind of happiness again, that every other joke they see will never be as funny. After some weeks, some people recover their spirits, but most don't. One night there's a laughing shadow in the streets. The next day, those listless few are gone. They're never seen again.

--

The Gray Jester is one of those fey creatures that prefers people to the forest. It's attracted to the feelings of joy humans are capable of, craving smiles and the sound of laughter, and strives to create those feelings in others. Of course, laughter is what the Jester feeds on. If it's antics don't work, it's fine. Tasha's Hideous Laughter can do the work for it. Its touch and its scepter can transfer the spell, and allow the Jester to feel on joy (leading to Charisma drain).

A spooooky creature for a spooooky month. I've always been kinda annoyed by the scary clown trope. Not the cliché-ness of it, but how some scary clowns go really over the top with the scariness with sharp teeth and tattered clothes and bloodstains and such. I don't find clowns scary, though I do admit they can be repulsive in that weird visceral way (especially Lou Jacobs; that head ain't right).

Having now attempted to draw a scary clown without trying to use those typical evil clown type markers, and I can say how difficult it is to do it. Thinking about Pennywise from the original It miniseries, part of what made him so scary was the jolly brightness of his outfit combined with Tim Curry's performance. With the new It, I really rolled by eyes and how spooky they'd purposely made him look. The parts were Bill Skarsgård got to goof it up like a real clown were gold, though. More of that and less screaming and running at the camera. Great acting on his part.

Anyway, turns out the performance aspect is really key, which you can't really communicate with a static image. This illustration was really tough and went though lots and lots different versions. My sketchbook has pages of jolly clowns now, and I've got two more files on my computer where I got really far ahead in the drawing before scrapping it. Another difficulty was trying to keep 2017's It design out of my head. The first version really ended up looking a lot like Fleischer's Koko the Clown cartoon.

Long post short, went for a pierrot look because I really like that design outfit.




PS. Do Gray Jesters update their look with passing time? Do they go from jester with a magic sceptre to a circus clown with an evil rubber chicken? Standup comedians with a mic?


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Zombie

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Zombies are perhaps the quintessential undead. Their ubiquity is due in part to their flexibility - anything that lives, dies. Anything that dies, can be raised as a zombie. Zombie humans, zombie dogs, zombie ogres, zombie dragons; all are potential foes when facing a necromancer of sufficient power.

In terms of necromantic finesse, however, zombies are pretty near the bottom of the barrel. An extremely quick fix to a deeply profound problem (death), they are often little more than hastily-recruited servants, capable of a narrow portfolio of limited tasks (such as biting adventurers, or carrying trays) and fall apart at the slightest pressure. Outside of amateur necromancy (where zombies and zombie-like efforts are drearily commonplace), zombies are rarely used except as a "meat shield" (grisly literal in this case) to absorb an attack, or as a swarm to overwhelm a weakened foe.

First post for me since the Colossus, which was ages ago! Oy. I actually did an earlier version of this but I didn't like it so I completely did it over. Maybe I'll post the other one sometime. It wasn't very good, though. I think both Blanca & I avoided zombies as a Dungeons & Drawings subject for ages because... zombies are quite ubiquitous as a subject of illustration? I hate saying stuff like that, but... I don't know. You just see them kind of a lot, I guess. My theory is that they're fun to draw because you can make them as ugly/deformed as you like and they don't look weird (you don't have to sweat proportions too much), and they are quite well served by relentlessly adding detail (wrinkles, wounds etc) - which also serve to mask any structural inaccuracies. Case in point - I only realised at the end of drawing this picture that the zombie's right foot is backwards. In any other humanoid creature that would be grounds for another tiresome redraw, but with the zombie - you can just explain it away by saying something like "oh, this zombie was just assembled poorly". Brilliant!

Anyway, Happy Halloween y'all!

Ghoul

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Sometimes ghouls get lumped together with zombies. They're dead, they eat flesh, they're just a bit meaner, right? Well, zombies happen because of external circumstances (spells, curses...) and are mindless, so that's not right. They're not the same as revenants, another species of intelligent undead, since they're not motivated by revenge, anger or any sort of emotion.


The ghoul rises from the dead because it's hungry.

Those who practice cannibalism risk becoming ghouls. Now, this seems like an easier path to immortality than, say, discovering the philosopher's stone or going through all the tedious rituals to become a lich. Just eat a few orphans and homeless people and that's eternity for you, baby. An eternity of being hungry. But if you're the sort of person that would happily chow down on your fellow man, then you're probably not the type to be disappointed in the results. You don't get magical powers, but you get some poisonous claws so that's neat I guess?

Did a buncha research on ghouls, because I know they're a folkloric beast that's undergone quite a bit of transformation over time. I already knew they were an Arabic beastie (a ghûl), with them appearing in the Arabian Nights stories -- spooky monsters what hide in graveyards and eat corpses. What I didn't know is that that version of the ghouls are a mistranslation-slash-fabrication by the translators of the original texts. Early ghouls were more like demons or evil jinn that lived out in the desert and lured travelers to kill them. They were also often feminine, shapeshifters, and used as boogeymen to scare kids. Pretty much a generic monster that appears in every culture in the world.

But the Westernized version has stuck so that the ghoul as a skulking male/genderless grave-robber functions as today's definition. Lovecraft went in a bit of an interesting thing with them, making them appear less and less human the more time the ghoul has spent unalive.

Happy Spookoween, peeps.

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Hollyphant

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The hollyphant is a celestial creature primarily associated with Chaav and Lastai, two gods of joy, acting primarily as their messengers. Most of the time a hollyphant is seen, it will appear as a petite flying elephant, about the size of a small dog. But if it needs to attack, it will shift into a giant, more threatening shape.

While small, the hollyphant is immune from all spells. It loses this protection when it shifts into its larger form, trading defense for offense. Despite the size change, it remains just as nimble both on ground and in the air.  It has as many magical spells, but it's main attack is it's trunk. As well as knock enemies about in it, the hollyphant can either release a shattering bellow or spray a shower of light (deadly to evil).

Note that both forms of the hollyphant are it's true form. If viewed through a true seeing spell, both its large and smaller selves will be seen at the same time.

This is one of those creatures that I always kinda rolled my eyes at when I saw it. The illustration of the big winged elephant thing is not that good. But then I noticed there was a CUTE TINY GOLDEN FLYING ELEPHANT hiding next to it and I was like yesssssss.

I chose to do this as two illustrations instead of one because the CUTE TINY GOLDEN FLYING ELEPHANT deserved to be more noticeable than it is in the book. Some liberties were taken with the design of the big form. It's supposed to have wings, but I like to think it can still fly with its ears. Just a huge bulk kept aloft by vigorously flapping tiny ears.

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Hecatoncheires

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The Hecatoncheires -- the hundred-handed ones-- are one of those creatures from the dawn of the universe, when the gods were birthing freakish horrors all willy-nilly. There aren't that many of these creatures out there, which is fortunate, since the Hecatoncheires has one of the highest CRs in the game (57!) They don't have much in the way of magic, the way a lot of the creatures at that level of play tend to have.

It just has a heck of a lot of arms.

Good for you if you're a human-sized creature, because this fella'll only be able to get its arms in order to hit you twenty times in a turn (and it probably won't miss).

Okay, so I said they don't have much in the way of magic, but that doesn't mean they're completely non-magical. For one, on the very small chance that it feels it needs help, the Hecatoncheires can summon another one of its kind. So now you're dealing with 200 sword-wielding arms wanting to chop you into hamburger meat. Also, they can make themselves fly.

An average intelligence combined with the madness of 50 arguing heads means that they have little in the way of ambition outside smashing stuff. Probably the best way to get rid of a rampaging Hecatoncheires is to get yourself a really really powerful wizard to teleport it to an empty spot in the universe every couple of centuries.

In Greek mythology, the Hecatoncheires (there are three of them) weren't benevolent per se, but they were definitely less evil than the version in D&D. They got locked up in Tartarus by their father Uranus when he feared that they would usurp him. Later on, Zeus busted them out to get their help in his war against the Titans. As a reward, the Hecantoncheires now guard Tartarus, where the Titans are imprisoned. There's probably some poetic justice there.

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Crystalline Troll

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Some trolls are described as having especially stone-like skin, and the crystalline troll is this to a particular extreme. Like most other trolls, they're capable of regenerating their injuries, but their crystal structure makes them immune to acid, the standard troll-hunting aid. Of course, this monster isn't without its weakness. Sonic attacks disrupt the healing ability. So if you're going up to the mountains where these guys live, pack a bard.

The description called for crystalline trolls to be more glass-like, but I took inspiration from tourmaline clusters. When I rolled this creature I was a bit disappointed that it was pretty much just a troll made of shiny-stuff. The illustration in the book isn't really that interesting. But I liked the idea of maybe making it so the crystalline troll looks kinda normal (albeit smooth) on the outside, but if you cracked it you'd get these really bright solid gemstone inside. No guts or bones, just solid stone.

Also apparently you can choose these as player characters? But with level adjustment and starting hit dice, you'd only be able to play a 1st level crystalline troll in a 15th level campaign.

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Animated Object

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Animated objects come in all shapes and sizes. And while, say, suits of armour, weapons and doorways may be of more obvious value, sometimes smaller objects are the ones gifted with motion. Though maybe one can see how living bobbins and needles would be useful to an especially busy tailor.

These objects aren't technically alive, making it somewhat easy to maintain them. So long as one has the relevant skill (sewing, carpentry, metalworking...) keeping your animated servant going is relatively easy. The difficult part may be finding a spellcaster with the relevant magic ability for it. Or maybe you can come across the leavings of a ravid.

Animated objects generally aren't sentient, but faerie magic and children's wishes can alter that.

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Ahuizotl

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Lurking in swamps, watery caverns and murky rivers, the ahuizotl hides just below the water's surface, hoping to exploit the altruism of anybody nearby by calling out like a lost, scared child. When someone rushes towards it to help, this creatures grabs them and drags them into the water. The hand at the end of its long, prehensile tail is especially strong, and used as a primary weapon. Even those who escape the ahuizotl are often blinded forever, since its first moves tend to be an attempts to rip out their victim's eyes.

While the ahuizotl feeds on people, it's very particular about which body parts it prefers. Corpses are found floating on the water, skin bruised but untouched, missing their eyes, teeth and fingernails.

You may have heard about this creature from My Little Pony: Friendship is Magic, but the ahuizotl is a creature of Mexican myth. Meaning spiny aquatic thing, it's described as a dog-like creature with monkey- or raccoon-like paws and a human hand at the end of its tail. It's a bit up in the air as to whether it's smooth (as stated in the Florentine Codex) or spiky (like it's name implies).

In the mythology, the ahuizotl is an agent of the rain and water god Tlaloc. Those killed by the ahuizotl were either chosen ones transported to his afterlife, or sinner punished for hoarding. In D&D, it's implied to be a completely independent aberration. I don't know why they chose to make it an aberration instead of a magical beast or outside, since aberrations tend to be tentacley, squishy alien things.

Most drawings of the ahuizotl tend to play up the dog aspect, but a few other people have thought the true water dogs: seals otters. But I didn't base this on your squeaky cute Redwall river otters or cuddly (but distressingly horrible) sea otters. I took my inspiration from the 5-foot long, nightmare-eyed, caiman-and-anaconda-eating monstrosity that is the South American giant river otter.

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Succubus

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Of all the demonic denizens of the Abyss, the succubus is admired by mortals because it usually appears in the shape of someone especially desirable. Of course those mortals are very, very stupid if they think they're going to get a good time from this demon without having to give anything in return. The succubus is, after all, a soul-sucking monstrosity. They feel like ice. You will not have fun. Then you'll die.

Every culture has its version of the succubus, that is to say the seductive, disease-bringing, man-eating demon that serves as a warning against getting yourself some strange. The male equivalent, the incubus, isn't quite as common and usually extra rapey.

Some Christian texts claim that the incubus and succubus are the same demon shape-shifting between male and female forms. Angelic and demonic beings are supposedly unable to procreate the biological way. To get around this, the succubus steals semen from her victim, then shapeshifts into an incubus to impregnate a female victim. Despite the human source, the demonic transportation ensures that any child born of this union isn't completely human. Merlin is said to be the result of a union between an incubus and a human woman.

Something I really resent with depiction of succubi/incubi, especially modern depictions, is the focus on the sexiness of the demon. It's very much an "ooooh nooo, I'm getting seduced by this hot chick/dude with horns oh wellllll..." with none of the "btw this is sexual assault it hurts i'm literally wasting away please call a priest" part of the legends. These sex demons were associated with nightly emissions, sleep paralysis, sexual anxiety, rape... There's a reason these guys go after you in your sleep. So I really wanted so create a really repugnant image. Something that really showed the predatory sexual horror that this demon is supposed to represent.

Happy Valentine's Day!

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Gem Scarab

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Gem scarabs are cat-sized beetles found primarily in deserts, though some miners claim to have seen them in especially rich caves. These scarabs are actually a pretty big problem for any occupation that relies on the collection of metal or precious stones, since they're the beetles' main source of food. As well as being big enough that their bites would leave a significant mark, the gem scarab is, of course, magically competent.

The colour of the gem is indicative of the scarab's spell's element; diamonds for light, emeralds for acid, sapphire for cold, etc... The spells are relatively weak and primarily used as a distraction so the scarab can fly or burrow away. However, if feeling especially territorial or threatened, the scarab can prove dangerous to common people and inexperienced adventurers.

So did you know that living beetle jewellery is actually a thing? Apparently the maquech beetle is this really docile little buddy, so some people have taken to attaching rhinestones and golden chains to them to make them into living brooches. It's kinda pretty, but it seemed weird to use a literal live animal as personal decor. Apparently you can keep them alive for 2-3 years if you make sure to take care of them, feed them, house them in a nice vivarium... But I really don't know how many people who'd buy a bug for a brooch would go through that trouble.

If you want a beetle brooch that badly, just go get yourself a piece of the bajillion insect-themed jewellery items that exist, geez.

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Firenewt

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Firenewts are relatives to lizardfolk, but their environment and behaviour is different enough for them to be confused with salamanders. Unlike lizardfolk, firenewts thrive in environments of extreme heat, with some tribes even living near or in active volcanos. Oftentimes, a creature so comfortable with fire would be a native of the Plane of Fire, but firenewts are completely native to the Material Plane.

Firenewts are extremely aggressive to both other firenewts and non-humanoid races. If a warband of these creatures is spotted, it's a sure thing that they're participating in a raid, possibly to smash the eggs of another firenewt tribe. They're also a highly religious people, with the most important members of society often being clerics in service to evil fire gods.

Cavvekan

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Cavvekan is the Undercommon name for the cavedog or bat-faced dog. Despite this name, it's likely that cavvekans are not canids at all, but a type of large rodents. Regardless, they fill a similar niche that jackals or coyotes would; they're small onmnivorous mammals who hunt tiny prey and fungi, or scavenge food from more capable predators.

As subterranean creatures, their sense of sight is so diminished that they are practically blind. They instead rely on their sense of smell and hearing. If regular clicks are heard in a dark cave, it's likely that what you're hearing is them using echolocation. The cavvekan is completely hairless except for it's whiskers, though the dark, velvety skin on its body can be confused for fur.

They're very skittish creatures, perfectly aware of their position as a possible lunch to the large predators that live underground. However, the drow occasionally manage to capture enough cavvekan pups to start breeding programs. They're good guard animals, but not often used as attack beasts. The drow tend to have access to more lethal options.

LeShay

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The LeShay are to elves what elves are to humans. Which is what this game needed: a more hoity-toity elf. It's possible that LeShay are even the true ancestors of elves, having seeded the Material Plane with their progeny. They're adept shapeshifters, able to appear as any humanoid, but their true form is that of a white elf-like creature with deep black eyes. And despite the unsettling appearance, looking at them give one a strange sense of longing and camraderie. 

LeShay are not put off by locked doors. They will get in.

LeShay cannot be stopped by armour. They will get through.


I've been a little ehhhhhh about drawing lately. Artist's block. It happens somethings. Nothing I've drawn recently I've especially liked in anything beyond the thumbnail stage. The Halite animation I did was pretty much because I just couldn't make myself design and draw something new, so just animate something that somebody else has designed. Sometimes this loosens up my brain, sometimes it doesn't. I'm still kinda stuck, but it'll stop eventually.

I've been using Manga Studio for a while but mostly stuck to the same pen (the turnip pen does really nice crispy lines). After several attempts attempts on this I accepted that no matter what I did I wasn't going to be happy with it as a proper illustration. So experiment a bit with other styles of colouring. The colouring in this is mostly done with the flat marker tool for a more smudgy look. It's probably not something that I'm gonna add to my usual drawing style probably, but at least it looks kinda interesting.

Also I treated the LeShay like a little bit as a fairy fantasy version of what the Engineers were in the Prometheus movie. The illustration in the Epic Level Handbook is a little bit boring. Just a grey elf in some brown clothes. But I liked how the description had a bit of that alien-y fairy feeling.

(Not included in the image, but these dudes can manifest +10 keen brilliant energy weapons out of their own life force.)


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Redspawn Firebelcher

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Like the bluespawn godslayer, the redspawn firebelcher is a mutation brought about by Tiamat's magic. Entirely lacking the dignity and majesty of true red dragons, the redspawn firebelcher is the stupidest of Tiamat's spawn. That doesn't make them any less dangerous, since the firebelcher is driven entirely by hunger. Other spawn might be able to control the firebelcher to use them as mounts and warbeasts, though they risk being eaten themselves. Despite the danger, Tiamat's spawn purposely starve the firebelcher in order to guarantee maximum ferocity.

Like all of Tiamat's more animalistic spawn, they exude an aura which protects nearby spawn from certain effects. In this case, it provides immunity to fire. This makes them potentially excellent mounts for whitespawn, since it can cancel out their weakness.

It's been a while since I've done anything for Dungeons & Drawings. I've been having a really really bad art block for the last several months. I didn't seem to like anything I drew. And while I still don't feel like I'm completely back to my comfort zone, I am gradually liking the last few things I've been drawing more.

Anyway, the firebelcher. Their entry describes them as often swimming around in lava pools. Well the first thought that came to my mind was crocodiles, but I really didn't want to go in that direction. The old red dragon illustration was vaguely mammalian anyway, so I went with basing this guy off a hippopotamus. Because hippopotami are horrendous nightmarebeasts.

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Nymph

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Nymphs are a type of female spirit that acts as the fairy guardian of wild places. They're all generally described as beautiful, sweet-voiced and fickle. While nymphs can inhabit any natural place (trees, rocks, etc...) your standard nymph tends to live near freshwater pools or rivers.

As with many other fey spirits, nymphs prefer to remain hidden from mortal eyes, but that doesn't make them harmless. If they feel their territory is in any way damaged or disrespected, the nymph's revenge is swift. Animals, plants and the weather are her allies, and she won't hesitate to use them. However, calling attention to yourself by being especially reverent isn't the best course of action either. While you may receive blessings from the nymph, she can also become possessive and demanding, or inspire such love and pity in her that she will try to capture you to keep as a pet.

Some nymphs have been known to make their homes in dangerous, rocky places, and take delight in luring mortals to their deaths. These tend to be the favoured daughters of powerful nature spirits, who can count on their father's magic and rage to protect them from any retribution that may come to them.


I know nymphs are good aligned creatures, but a nymph can totally make a decent final boss for a low-level campaign. The D&D nymph has some pretty great and pretty crippling abilities. Besides a number of defensive and offensive spells, nymphs can't be looked at directly, since doing so can result in a character being permanently blinded by how crazy pretty they are. A thing that seems a bit weird is that they don't actually have charm person or any of those enchantments, but whatever.

I don't think this particular nymph would be considered blindingly gorgeous by anyone, but you don't know what fairy magic can do to the mind.

I went for a slightly more insectile look with this gal. Specifically dragonflies. Dragonflies are pretty.

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Totem Giant

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Totem giants are a particular race who are especially good at manipulating incarnum, the magical force that powers everything. Avid worshippers (and hunters) of magical beasts, totem giants tattoo themselves with symbols of their favourites. These same tattoos are clues as to what kind of powers they are likely to manifest in combat. Totem giants can be found anywhere in the world, since they often use their incarnum powers to be able to survive in environments that would otherwise be deadly.

Okay, so D&D has soooo many different kinds of magic in it. Most people just stick to the ol' arcane-divine group because magic is already complicated enough and there's twelve bajillion spells without adding an oh but my magic works THIS way and bluhhhhhhh. I haven't that much into how incarnum works, but it honestly sounds kinda cool? The amount of spells you have to choose from (and are able to cast) is limited compared to the rest of the stuff, but it's kinda nice that way.

Basically you shape incarnum (this blue Force stuff) into this quasi-physical stuff called soulmelds. They're kinda like spells but also kinda like magic items you wear. But you can still use non-spell magic items you're wearing. Unless you super-bind them to you then you can't use magic items, but the incarnum spell is extra strong and give your a lot of cool stuff. And you can have a bunch of them active at the same time. It's complicated.

Okay. For example. The totem giant in the book has the Frost Helm spell. If they just manifest the Frost Helm normally, it basically allows them to live in super-cold environments and get resistance to cold. If you were wearing some magic item on your head (ex: circlet that grants you telepathy) you'd still be able to use the telepathy. But if you super-bind the Frost Helm spell you can get a buncha cool abilities (a cold breath weapon or a stunning sonic shriek), but the power of the spell overrides the power of whatever magic item you have at the time.

Like I said, it's complicated.

But I kinda wanna play this system and use this giant chick? I probably wouldn't be able to use her since she's a giant and that's not a playable race. I guess I could use a half-orc or a goliath but it's not the saaaaame. I wanna be huuuuuge.

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Corruption Eater

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The corruption eater is a type of aberration that feasts on the festering evil that wears down the soul. Encountering a corruption eater is both a good and bad thing. Good because it can cleanse you of the aforementioned festering evil; bad because getting cleansed still really really hurts and it can get mad when there's no more food left. The corruption eater uses it's stretchy tentacles to immobilize its target, then wraps the victim up in its hole-filled tongue to feed.

So you know how the other week I was talking about all the alternate magicky-magic things that D&D has? Well the Heroes of Horror book introduces the concept of taint: the corrupting influence of evil magic which wears you down both mentally and physically. As the taint increases, you weaken gaining a number of penalties that can result in death or complete madness (essentially death since the DM takes over your character).

However, certain feats, prestige classes or types of magic are only available to characters that are suffering from taint. This can result in a delicate balancing act of making sure that your taint stays above a certain level without actually being killing you.

Taint can be cured with certain spells, but a lot of them are quite high-level or expensive, so I like to think that maybe some smaller towns have a corruption eater locked away for medical purposes. Kinda like a leech. Or evil chemo. Just stick your hand in this hole. It'll hurt for a while, but we'll pull you back out once your eyes regrow and you stop craving human flesh.

Of course having a corruption eater holed up in your town would probably increase the ambient taint of the area, since you're harbouring an evil creature. Six and two threes.


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Pennaggolan

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The pennaggolan is a type of almost exclusively female vampires. Like most vampires, they are nocturnal, but are immune to the dangers of sunlight. By day, the pennaggolan appears as a normal woman, but at night the head detaches itself from the body, dragging its entrails along with it and flies away. It often stalks lonely roads and houses, throttling travellers and feeding on their blood.

The best way to defeat a pennaggolan in to find its vacant body. The body can be destroyed, leaving the vampire permanently exposed in its gory from. Alternatively, the body (currently hollow) can be filled with thorns or broken glass, so that the pennaggolan's guts are lethally shredded when it tries to re-attach itself.

This creature come from Malaysian mythology. In the Malaysian tales, the pennaggolan (alternate names pennanggalan, hantu pennangal, balah-balah...) is usually a midwife. Some legends I've found say that the midwives make deals with spirits for supernatural powers, but fail to hold up their part of the bargain and get cursed to become these monsters. The pennagolan perches on the roof of a house containing children, pregnant women or women in labour, and feeds on their blood with an invisible tongue. Like in other vampire tales, the victim eventually contracts a wasting disease and dies.

When the pennaggolan returns home, she soaks her guts in vinegar to shrink them, so she can squeeze back into her body. Getting out is easy, but you try squeezing lungs and metres of intestines back in through a narrow neck-hole. Since the darkness can hide the face of a pennaggolan, sometimes the best way to tell if a woman is a monster or not is if she smells really strongly of vinegar.

There are a lot of variants of this monsters across East Asia. The Phillipines have the manananggal (detaches its upper body from its lower body), Bali has the leyak (way scarier face, also feeds on corpses), and Thailand has the krause (cursed with hunger; feeds on blood, flesh and poop).

I remember first reading about this monster when I was really young. I think it was maybe in some spooky Halloween edition of a kids magazine or something. I was quite struck by how weird it was. And also the whole protecting yourself by sticking a bunch of thorns and pointy leaves around you window. Them dangling guts don't wanna get tangled up in that mess.

Pretty reminiscent of the vargouille.


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Yuan-Ti Mageslayer

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Yuan-ti hate hate hate hate hate anyone who isn't a yuan-ti. Especially any other creature who have the disgusting physical defect of not having scales. These Scaleless Ones are becoming increasingly troubling, what with their insistence on learning magic. This has forced that hands of yuan-ti lords, making them train elite groups of mages which expand on the race's natural spellcasting capabilities. Thus were created the mageslayers.


While the mageslayer has a couple of offensive spells (namely fireball, burning hands and acid splash), most of it's magic is geared towards espionage and quick, deadly takedowns. Yuan-ti favour sneak attacks over anything that calls attention to themselves. Take out the enemy slowly, one by one. If this is impossible, retreat. So the yuan-ti mageslayer will disguise itself, either as a disgusting Scaleless One, a pitiful but graceful small viper, or simply condescend to blend into their surroundings. Disenchant enemy weapons and block the abilities of any spellcasters. Lure them down wrong paths with invisible hands. And when the last intruder is left alive, grab him, and teleport away with your soon-to-be precious sacrifice.


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Mummy

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The elvish archaeologists who broke open the tomb of Ilexandra, Fifth Mage-regent of the Riverlands, were overjoyed at their find. As according to custom, her body was found cut into pieces, wrapped in spider-silk cloth and interred in five jars alongside her royal scepter - attuned with a spell allowing control over lesser undead - and an ornate jade death-mask carved with five eyes to denote her lineage. They supposed the discovery - complete as it was, and perfectly preserved - would surely be hailed as one of the greatest of their age. 

The chief archaeologist's journal entry for the day notes the faint aroma of a lingering magic spell over the long-dead queen: "Most likely a charm to prevent decay, and perhaps discourage interference by the giant subterranean mole-rats of the region."

The journal was found almost a week later by a search party, amongst a pile of broken equipment, torn clothing and inexplicably rusted weapons found just outside the tomb. No bodies were ever found, but since the Old Elvish words for "KEEP OUT" had been daubed on the great stone door (apparently in fresh elf blood), they never actually set foot inside ever again.

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