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Custom Content Challenge: September 2014: The Mists of Ravenloft


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#76
Shemsu-Heru

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@Shadowing2029: Interesting, but why it looks so arabic?


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#77
Bluebomber4evr

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Most games share that stuff, but to say that Castlevania is a different tone and pacing from Ravenloft, you must be talking about the style of game play, not the content within. There is nothing about the music or creatures which is more "gothic". Also, it is my take that anything goes in just about any setting, which is why Spelljammer stuff is found everywhere. To even suggest that something even slightly related might not fit, kinda makes me think Ravenloft as a setting is more exclusive than inclusive, and I kinda got the feeling of the opposite being true. The setting itself is based on the theft of content from other worlds. IMO, nothing about Ravenloft would be more complete without adding in content from a scenario that shares even the slightest amount of content.
 

 

It's not that Ravenloft can't be inclusive, but it's not a "kitchen sink" setting, it's Gothic Horror. But that's not really what I meant. Some things from Castlevania could certainly fit, but too much focus on Castlevania would ruin the challenge, because the challenge is Ravenloft specifically and not everyone associates Ravenloft with Castlevania, or wants to associate the two. I actually wouldn't mind seeing some Castlevania-related stuff, but many Ravenloft fans wouldn't, and I wouldn't want to see Castlevania-specific stuff instead of Ravenloft-specific stuff if I had to choose. But bear in mind I'm just stating my personal preference and have no say or authority over this. If you've got something in mind that could work, go for it! I've always enjoyed your stuff. Plus, there was an unofficial fan site run by one of the writers of the 3rd edition version of Ravenloft (before he got the job) that made Ravenloft versions of Castlevania: Symphony of the Night monsters, which you can find here: http://www.oocities....ters/index.html


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#78
Bluebomber4evr

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@Shadowing2029: Interesting, but why it looks so arabic?

It looks like he's basing it on the art in Ravenloft Monstrous Compendium III:

 

golervmi.gif



#79
Shemsu-Heru

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OK it's good, I just have curiosity. Maybe the figure from the compemdium is more likely a vistani man than an arbic one....



#80
Shemsu-Heru

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Rayne_Dhampir.jpg

 

Rayne from BloodRayne 2; make from a free model at:
 http://tf3dm.com/3d-...ayne-78461.html.
However I have edited a little his aparence acording to my taste.

Obyosly Rayne is not part of the Ravenloft Setting. Howeaver her race the Dhampir are truly part of that. So if a dhampir is gonna to be added, why not adding the most famous of them in vidiogames?

 

http://www.lomion.de/cmm/dhampir.php

 

However I admit that there is a little bit of inconsistency, with this. So I let you the last word.
 

 

Rayne_Dhampir01.jpg

 

I have given her a wings node; Just because I have thought that a Dhampir with bat wings would looks great...

 

Rayne_Dhampir02.jpg

 

Rayne_Dhampir03.jpg

 

Beware, this girl bites!!!!!!

 

 

Rayne_Head.jpg

 

BTW, I have added Rayne head for Dynamic female humans, too.
(I'm working in her "swords" at this moment)


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#81
Wall3T

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wo! everyones been busy today

 

@ Tarot Redhand, & Shadowing2029

 

ive already sent in the submissions, and what i did was sent in two. i sent in the music compilation as well as the Castle Prefab, which is why there is both the video as well as the image of the castle on my topic

 

That way you get a choice: if you dont like the music, then you can have the castle prefab to choose from. which ive labeled the area as 'Foreboding Castle' so it wouldn't affiliate with any genres.

 

there have been other horror compilations ill be looking at. maybe from movies,something from like 'Phantom of the Opera'. problem will be is most movie soundtracks are quite long, and might not prove to be ambient enough for a video game.

 

which on a side note, for ambiance, i may also look at 'Amnesia: The Dark Descent' which i do use myself for override music on my Neverwinter games. that music, in particular, is pretty good for any genre as to 'Castlevania' is very specific Themed music

 

This song i use for 'crypt 1' now. it also works really well for outdoor areas

 

*Which on a side note, i may/ or may not end up doing it, it depends whether if anyone would use it. but if even just two people feel they could use ill definitely end up making a third submission. which, for references, each song i compile is *always* credited to the respective composers.



#82
Tarot Redhand

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As I did some pictures for the Gothic ccc and I've released that trap compilation to the new vault I thought I would do a pre-fab or 2 (or more). So far I have developed a sneaky door. You put a number of them into the area where they are to be used. They are locked but can be picked and they are plot so they can't be bashed. Every time one of them is picked a counter is incremented by a set (easily changed, no scripting needed) amount and the d100 function is called. If the result of the d100 is less than the value in the counter the trap is sprung. Mist (I know it's a cliché but they used to go on about the mists of ravenloft in Dragon magazine) appears at the lock-picker's feet and the next time any of these doors are opened by the lock picker they will be transported to wherever the builder of the module wants (this is slightly more complicated but instructions will be included).

 

Because the counter is increased every time a lock is picked there will come a point where picking a lock will automatically trigger the trap as long as enough of the doors have been used. As a rough rule of thumb I would suggest placing twice as many as the minimum needed.

 

I think I may do a certain scroll from some of the tsr ravenloft modules (it was used in 6 or 7 I think).

 

TR



#83
MerricksDad

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It's not that Ravenloft can't be inclusive, but it's not a "kitchen sink" setting, it's Gothic Horror. But that's not really what I meant. Some things from Castlevania could certainly fit, but too much focus on Castlevania would ruin the challenge, because the challenge is Ravenloft specifically and not everyone associates Ravenloft with Castlevania, or wants to associate the two. I actually wouldn't mind seeing some Castlevania-related stuff, but many Ravenloft fans wouldn't, and I wouldn't want to see Castlevania-specific stuff instead of Ravenloft-specific stuff if I had to choose. But bear in mind I'm just stating my personal preference and have no say or authority over this. If you've got something in mind that could work, go for it! I've always enjoyed your stuff. Plus, there was an unofficial fan site run by one of the writers of the 3rd edition version of Ravenloft (before he got the job) that made Ravenloft versions of Castlevania: Symphony of the Night monsters, which you can find here: http://www.oocities....ters/index.html

 

If you take out the actual Castlevania theme (or themes, since every iteration grows very different from the previous), then all I see is the same horror based world in Ravenloft.

 

Of course, with Ravenloft as a setting, and seemingly so defined already, it makes me wonder what kind of game you could have using only what is already supplied. This is why I never bothered playing the Greyhawk setting as is. I did enjoy FR immensely, but that is because so much of the world could be used, but not played exactly as canon, and it would not disturb the ongoing setting as a whole, or at least not in ways that were permanently meaningful. I'm just saying that for a world like Ravenloft, with its defined (and rather small) world, it seems like it would have to change constantly (maybe not as much as Sigil), or even undead rulers might find it hard to take interest in daily (un)life.

 

I'm certainly not saying convert one to the other, or waste away all Castlevania-specific resources by releasing them as Ravenloft stuff. But what is one and what is the other? I mean if you go through the Ravenloft official content, well...you basically see all the stuff from Castlevania, both plot wise, and in combat. Change a few names here and there, and every iteration of Castlevania is nothing more than a single adventure built on the Ravenloft platform, which in turn stole all its content from other stuff. Kinda funny if you look at it that way.

"So I guess what I am saying, if I am saying anything, is" the only Castlevania-specific stuff is: a guy with a whip hunting vampires; the Belmont name; Dracula is a demon, fallen angel, or the devil king himself. Correction: just the Belmont name :) Lol!

 

But I totally agree: fans of Castlevania may want to keep stuff like the music out of Ravenloft. But I do see some of the remix tracks being very useful for combat sequences. Definitely too rich and active for general play/plot music.

Just for enjoyment, not inclusion :)

 


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#84
Wall3T

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I can go with that, music can convey certain emotions sometimes (especially video game music) so its always hard to justify it as being proper (or canon) to a type of franchise like Ravenloft (Music in general, of course, always seems to do that).

 

And though some might disagree with me on this, i feel all genres of either D&D, Castlevania, movies or other video games are all related to what inspired them in the first place: Horror. So i feel as long as it fits, i see no reason why it couldn't be submitted.

 

it'd be like if we got the Gothic Paintings submitted this month, instead of February. its still horror, and they'd be perfectly okay to submit in relations to the theme

 

As Ive already submitted my 'Foreboding Castle' (which was from my Castlevania Module), it was under the circumstances that it be used for Ravenloft as well as any other genre

 

Edit: Either way ill probably make one last submission and it will be music. i originally didnt intended to make just castlevania, thats just what i had on hand at the time as i had it already made well before this challenge was even started


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#85
Bluebomber4evr

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If you take out the actual Castlevania theme (or themes, since every iteration grows very different from the previous), then all I see is the same horror based world in Ravenloft.

 

Of course, with Ravenloft as a setting, and seemingly so defined already, it makes me wonder what kind of game you could have using only what is already supplied. This is why I never bothered playing the Greyhawk setting as is. I did enjoy FR immensely, but that is because so much of the world could be used, but not played exactly as canon, and it would not disturb the ongoing setting as a whole, or at least not in ways that were permanently meaningful. I'm just saying that for a world like Ravenloft, with its defined (and rather small) world, it seems like it would have to change constantly (maybe not as much as Sigil), or even undead rulers might find it hard to take interest in daily (un)life.

 

I'm certainly not saying convert one to the other, or waste away all Castlevania-specific resources by releasing them as Ravenloft stuff. But what is one and what is the other? I mean if you go through the Ravenloft official content, well...you basically see all the stuff from Castlevania, both plot wise, and in combat. Change a few names here and there, and every iteration of Castlevania is nothing more than a single adventure built on the Ravenloft platform, which in turn stole all its content from other stuff. Kinda funny if you look at it that way.

"So I guess what I am saying, if I am saying anything, is" the only Castlevania-specific stuff is: a guy with a whip hunting vampires; the Belmont name; Dracula is a demon, fallen angel, or the devil king himself. Correction: just the Belmont name :) Lol!

 

But I totally agree: fans of Castlevania may want to keep stuff like the music out of Ravenloft. But I do see some of the remix tracks being very useful for combat sequences. Definitely too rich and active for general play/plot music.

Just for enjoyment, not inclusion :)

 

The point I was trying to make was that there's tons of stuff specific to Ravenloft that could be made for this; it's not as if there's a shortage of good ideas for content from the official Ravenloft sources that one would have to make up for it with non-Ravenloft stuff. That's really all I've been trying to say.



#86
Bluebomber4evr

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Ravenloft Undead

 

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Valpurgeist

The valpurgeist, or hanged man, is an undead creature that is sometimes manifested when an innocent man or woman is wrongly hanged for a crime. Unable to prove its innocence in life, it returns after death to claim the lives of those who sent it to the gallows.

 

Valpurgeists are clearly human in appearance, although they are far from able to pass as normal men. Their necks have clearly been broken, causing the head to hang at an awkward angle and flop about loosely as the creature moves. Further, the skin of the creature has taken on the pallor of the dead and an odor of decay hangs heavy in the air around the thing.

 

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Bastellus

The bastellus is a haunting, undead creature that comes in the night to feed upon the dream energies of helpless sleepers. In many cultures, it is known simply as a nightmare or dream stalker.

 

The bastellus is seldom seen, for it only appears in the presence of sleeping beings. Reports of the creature’s true form, however, have been gathered from those who came across one while it was feeding. From these accounts, it is known that the bastellus looks like a hulking humanoid shadow. Utterly featureless, it feeds by placing its outstretched hand upon the victim’s brow. When feeding, it always has its head thrown back as if it were in ecstasy, for the absorption of dream energy causes it great pleasure.

 

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Desert Zombies

Desert zombies are animated corpses controlled by their creator, the evil mummy Senmet. In recent years, rumors have arisen that other powerful spellcasters in the domain of Har’Akir have begun to create these things, but this has yet to be proven.

 

A desert zombie looks like a dried-out human corpse. Unlike that of common zombies, the desiccated flesh is usually intact and does not deteriorate over time. They have brown, withered skin that clings to their bones. There is very little odor associated with desert zombies. They wear the tattered remains of whatever clothing they had on when they died. Because this clothing is subject to the ravages of time, older desert zombies may not have any garments remaining intact. Like the common zombie, they still bear whatever wounds they had in life, as well as any wounds from battles since they became zombies. Any weapons or equipment is retained, but no attempt is made to maintain it. If the zombie died holding a sword, it carries it until the weapon falls apart or rusts away.

 

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Sea Zombie

Sea zombies, also known as drowned ones, are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the very forces that hold Ravenloft together.

 

Sea zombies look like human corpses that have been underwater for some time. Their bloated and discolored flesh drips with foul water. Their eyesockets are empty and their tongue frequently protrudes from between blackened lips. Often, they bear the marks of having been feasted upon by the creatures of the deep. Their visage and their stench of decay are so disgusting that anyone seeing a drowned one from 20 feet or less must successfully save vs. poison. A failed save indicates that the character is nauseated and horrified, suffering a -1 penalty to his attack rolls and a +1 penalty to his AC for 2d4 rounds. On land, sea zombies move slowly, with a clumsy, shambling gait. In water, however, they can swim with frightening speed.

 

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Cannibal Zombies

Cannibal zombies shuffle through their morbid existence somewhere on the brink between the world of the living and the dark realm of the dead. These foul creatures wander about, killing many innocents and creating still more of their dread kind from victims not fortunate enough to die in their initial attack.

 

Cannibals appear fresher and more alive than true zombies. Still, such creatures look exceptionally haggard, with staring eyes, slack features, and ichor-dripping wounds. Their expressions only change when they actually attack, at which time they slaver and moan horribly as they claw greedily at their next meal. Cannibal zombies care nothing for clothing, and are thus most commonly dressed in fetid rags. The stench that surrounds them is a nauseating combination of rotten meat and dried blood that is noticeable up to 50 feet distant.

 

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Zombie Wolf

Zombie wolves are not created by a wizard or a priest, but are a creation of the domain of Forlorn itself. Because a zombie wolf looks exactly as it did in death, these creatures often have gaping wounds and sometimes are even missing a limb. They have dirty, matted fur and a rotten stench that is noticeable up to 100 feet away.

 

A zombie wolf cannot howl like its living counterparts, but it does occasionally throw back its head and utter a strangled cry from rotting vocal chords (prompting a horror check the first time it is heard). These creatures move with a stiff-legged gait at half the speed of a living wolf.

 

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Mud Zombie

Mud zombies are mindless, animated corpses that consist of a thick layer of slimy mud over a framework of bones. They are the unique creations of Azalin, the lich lord of Darkon, and are typically left lying dormant in the place where they were created. When the appropriate condition arises, they become animated. Typically, the trigger is the passage of intruders through the area, at which point these zombies rise up out of the mud and attack the trespassers.

 

Mud zombies are made from whole or partial skeletons, usually human. If missing a leg, they crawl toward their victims and have only a single claw attack.

 

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Undead Treant

When an evil treant sees that its many years are soon to come to an end, it seldom accepts this fate quietly. For most, this means a final, wild orgy of violence and death. For a few, however, it means death and resurrection as a thing so dark and evil that even the Vistani will not speak of it.

 

An undead treant looks much like any other deciduous tree in the winter. It has no leaves and a lusterless, almost brittle, look to its bark. Like living treants, its face is hidden until it chooses to speak or make its presence known. When a creature of this sort stands amid a grove or copse of similar leafless trees, it is 90% likely to go unnoticed by those passing near.

 

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Giant Skeleton

Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.

 

Giant skeletons stand roughly 12 feet tall and look to be made from the bones of giants. In actuality, they are simply human skeletons that have been magically enlarged. They are normally armed with long spears or scythes that end in keen bone blades. Rare individuals will be found carrying shields (and thus have an Armor Class of 3), but these are far from common. A small, magical fire burns in the chest of each giant skeleton, a by-product of the magics that are used to make them. These flames begin just above the pelvis and reach upward to lick at the collar bones. Mysteriously, no burning or scorching occurs where the flames touch the bone.

 

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Crimson Bones

These gruesome undead monsters are created when a human being (or similar demihuman) is flayed alive by an evil Arak. Usually, they are created by the ranks of the powrie and teg. Crimson bones are very much like the common animated skeletons so often encountered in the Demiplane of Dread. The major difference between the crimson bones and a traditional skeleton, however, is that these unholy creatures constantly drip the rich, dark blood that flowed through their veins in life. Also, crimson bones retain the eyes of living men, not the empty sockets of animated skeletons.

 

Crimson bones attack with speed and agility. While they are too mindless to attack with weapons, their bony fingers can rend flesh as easily a dagger might.

 

Whenever a crimson bones is hit with a melee weapon, blood splashes from the creature. An attacker has a 5% chance per point of damage inflicted of being struck by this spray. If this happens, the attacker must make a successful saving throw vs. poison or suffer from advanced blood poisoning. From that point on, he or she suffers one point of damage per round until he or she dies. This tainted blood can be affected by spells like neutralize poison and slow poison. Once a person’s blood has been poisoned, additional exposure has no effect.

 

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Skeletal Cat

Skeletal cats are the ambulatory remains of pets who have clawed their way back from the grave to avenge themselves upon masters who treated them poorly or ended their lives. These creatures are not terribly dangerous by themselves, but often form packs that are nearly unstoppable.

 

Skeletal cats appear to be animated feline skeletons. Unlike the skeletons summoned by spellcasters, these self-willed creatures often have tatters of fur and desiccated flesh clinging to their bones. Until the flesh of the creature completely rots away, it exudes the odor of rotting carrion.

 

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Undead Cloaker

The undead cloaker is a foul and dangerous creature that is believed to be the earthly remains of a resplendent cloaker that has had its life drained away by the living dead. The creature actually imbues its host with the power to drain life energy. If the host fails to do this, the undead cloaker will drain his life energy instead.

 

The undead cloaker appears to be a large decaying cloak. What might seem to be tattered cloth from a distance is clearly composed of rotting flesh when viewed at closer range.

 

When the undead cloaker assaults a new host, it flies quickly at the victim and engulfs it in its rotting folds. If its attack is successful, it will have attached itself to its victim’s neck.

 

A victim who is engulfed by an undead cloaker is unable to take any physical actions, cast spells with somatic or material components, or use psionics of any kind. The undead cloaker will keep its new host engulfed until he stops struggling. Once a new host is subdued, the undead cloaker will retain its grip at the victim’s neck, but allow its host free movement. 

 

Once the undead cloaker has secured a new host, it will drain a life level from any living creature that the host touches. If the host fails to feed the undead cloaker in this manner at least once per day, the creature will drain a life level from the host. Any creature that is drained to zero level by an undead cloaker or its host will return from the grave in 1d4 days as a common zombie.

 

The undead cloaker can also use its tail to deliver two lacerating attacks per round to any opponents who attempt to harm it or remove it from its host. Each time the tail strikes a victim, it creates a long, bloody gash that will continue to bleed until the wound is bound or some form of healing magic is employed. 

 

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Akikage

The akikage (ah-ki-ka-gee), or shadow ninja, is the spirit of an oriental assassin who died while stalking an important victim. In life, the akikage was obsessed with duty and discipline. Now it cannot rest in its grave until it has successfully completed its final mission.

 

The akikage is an incorporeal spirit that is rarely visible. When seen, the creature is dressed all in black. It wears tight gloves and boots as well as a mask and hood that hide all traces of its former humanity. The akikage cannot speak but seems to understand the words of those around it regardless of the language in which they are spoken. Even a speak with dead spell will elicit no response from the spirit assassin.

 

The akikage is a stealthy and ruthless killer. Because it is incorporeal, the shadow ninja cannot manipulate objects as it did in life, but it can move unhindered through solid matter. It can become invisible at will.

 

In battle, the akikage strikes with murderous ferocity. While it does not use weapons, its skill in unarmed combat allows it four attacks per round.

 

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Vrykolaka

Vrykolakas are a debased strain of vampire, reviled even by other undead. Their minds shattered by the change to undeath, they exist as nocturnal scavengers and plague-carriers. Vrykolakas have a cadaverous appearance, their distorted features either sunken or bloated from decay. These vampires exhibit all the cosmetic symptoms of the disease they carry, though they do not suffer any ill effects. Their eyes glow with a dim green light and their fingers end in curing talons. Vrykolakas do not have fangs; instead, they open their victim's veins with a needle-like barb at the end of a dexterous, foot-long tongue.

 

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Dwarf Vampire

Dwarves are a long lived race with an intense cultural hatred of the undead and their evil work. They regard death as the just rewards of a warrior and the undead would cheat a hero of his glorious end. For this reason, a dwarven vampire is perhaps the most awful of things, for its natural hatred of what it has become leads it to do great acts of evil.

 

Dwarven vampires, like all vampires, look much as they did in life. They are short and stocky, with long, white or silver beards, and heavy, rounded features. In most cases, they retain the trappings of the profession they held in life; a dwarven vampire who was a warrior would often be found in full armor with a heavy battle axe or war hammer close at hand.

 

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Elf Vampire

The elvish vampire is a tragic creature indeed, for when someone from a race that so loves life and goodness turns to evil and death, the world has lost much. The evil that lurks within the elven vampire is so overwhelming that it forces the creature to transform the vital, living forests around him into places of death and decay.

 

Unlike all other types of vampire, the elvish variety cannot move among others of its kind freely. The evil that has twisted the creature’s spirit has also wrought havoc on its fair features. Thus, elvish vampires appear as twisted and scarred mockeries of this beautiful and graceful race. Because of this, they often dress in dark robes and wear garments designed to hide their appearance from the world.

 

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Halfling Vampire

Few races enjoy life and the basic comforts of a quiet, peaceful existence more than the halflings. Thus, when one of these fine creatures is driven into a life of evil by the preying of some sinister vampire, the world suffers a great loss.

 

The halfling vampire has the same physical characteristics that living halflings do; being slightly plump, standing only about four feet high, and being marked by a florid complexion and tufts of hair on the backs of their hands and tops of their feet. They tend to dress in dark clothes, however, shunning the happy and colorful garb of their living kin.

 

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Gnome Vampire

While the race of gnomes is little understood by many surface dwellers, the deadly breed of vampire tat these creatures spawn are even more alien. Moving about far beneath the world’s surface, they are seldom encountered by humans or other demi-humans. When they are found, however, they are terrible foes indeed.

 

Gnomish vampires are shorter and slighter of build than dwarvish vampires. Unlike other undead, however, the passage of time is visible in the features of a gnomish vampire. Thus, their features are grooved and worn, showing the full burden of the years that have passed them by.

 

Gnomish vampires are still able to understand the languages they spoke in life, but are unable to speak themselves. There is no known reason for this curse of silence, save that it robs them of the ability to joke and sing that they so loved in life. Because of this, most communications with gnomish vampires require written messages.

 

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Kender Vampire

From the dark land of Sithicus comes word of a breed of vampire only recently released on the demiplane of Ravenloft: the kender vampire. While not truly the equal of the other species of vampire, these monsters are no less evil.

 

The kender vampire is a solitary creature that exists only to do the bidding of Lord Soth of Sithicus. He is the father of their race, and, although they despise him for what he has done to them, they are unable to turn against him or act in any way contrary to his interests.

 

Knowing the revulsion that the elves who live in his domain feel for all manner of unnatural things, Soth felt that he could find no better slaves than a band of undead. Aware that undead elves might pose a threat to his own power, Soth set about the creation of a new breed of undead. Drawing a small kender village through the misty veils of Ravenloft and into his domain, he had them killed one by one so that he could study their sufferings and invoke carefully designed magical rituals over their bodies in attempts to make them rise as undead. By the time he had finished with these sad kender, fully half of them had died horrible deaths and suffered unspeakable torment at the hand of the dreaded deathknight. The results of his experiments were, however, satisfactory to Soth, for he discovered a formula that would create a race of vampires utterly loyal to him. It is believed that Soth has created no fewer than 10 such monsters and no more than 30, although hard evidence to support any given estimate is hard to come by.

 

Kender vampires retain the same general physical properties that they did in life. Thus, they stand somewhat under four feet in height and are very slightly built. Their eyes and ears give them an impish, elven look, and their slender bodies are finely muscled, like those of gymnasts. Upon closer examination, however, the foul corruption of the undead is obvious. The skin is pale and withered, stretched tight across the bones in a manner similar to that found on mummified corpses. The teeth are long and sharp, giving the face a feral look that cannot be easily forgotten. The fingers have been reduced to little more than bones with a thin covering of flesh, and their nails have stretched into claws.

 

The kender vampire moves slowly and stiffly when it attacks. Thus, the great agility and dexterity that served it so well in life have been lost in its transition to darkness. Because of this, kender vampires always act last in any combat round and never surprise their opponents. The loss of agility is somewhat compensated for by an increased physical strength and the growth of dangerous claws.

 

Kender vampires often use the hoopak, a combination staff-sling and bo staff.

 

The kender vampire has the ability to throw back its head once per hour and release a hideous laugh. Those within 20 yards of the vampire when it cackles must save versus spells or be affected as if they had looked upon a symbol of insanity. Those under the influence of a remove fear or similar spell are immune to this attack.

 

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Mind Flayer Vampire

Vampire illithids are the result of evil experiments that were meant to be terminated. They were first created by Lyssa Von Zarovich and the High Master IIlithid of Bluetspur in an attempt to create a creature that could successfully convert the High Master into a vampire (conventional methods were not viable). When the hatchlings proved insane and completely uncontrollable, they were destroyed and thrown into the common water dump, where all victims of mind flayers are thrown after they expire. The vampire illithids regenerated, however, and were washed out of the mind flayer complex. Now they run free across the surface of the realm.

 

Vampire illithids combine the battle tactics of both vampires and conventional mind flayers.

 

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Goblin Vampire

The goblin vampire is a rare form of undead creature. The creature is twice the size of a normal goblin. Its fangs reach roughly halfway down its chest, rather like those of a smilodon. Its hands appear blackened and shriveled, with long, curved talons. The most horrifying thing about a goblin vampire is its eyes, which pulsate with a strange orange glow.

 

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The Scourged

The Scourged are humanoids who were slain by the sandstorm that ravaged Arak in 588 BC. They are found only in the village of Marbh-Cathair in Keening, where they exist in a feeble mockery of life. Physically, the Scourged resemble walking corpses in various states of decomposition. Scourged do not communicate with the living and do not usually attack unless threatened. They believe themselves to be living creatures and will defend their homes and possessions against thieves. If a Scourged is attacked, all nearby Scourged will turn on the attacker.

 

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Widderribhinn (Umbra)

Widderribhinn are undead fey, born when such creatures perish by brutal violence or powerful magic. They first appeared in the Realm of Dread following the Scourge and have started occurring with greater frequency in recent years. Widderribhinn are drawn to Mount Lament, where they submit themselves to Tristessa, darklord of Keening. They then serve as her eyes and ears in Keening and beyond, perpetually searching for her lost child, in the hopes that they will one day be restored to life.

 

Widderribhinn appear as ghostly fey formed of transparent mist and shadow, their strange beauty only heightened in death. They speak Arak or Sylvan, and occasionally the languages of nearby domains.


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#87
Bluebomber4evr

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Shadow Fey (Arak)

 

The shadow fey of Arak are a race of sylvan creatures who live in the Shadow Rift. The Arak are a diverse people who run the gamut of the ethical spectrum, ranging from good to evil and lawful to chaotic. They are divided into two main power groups, the Seelie Court (primarily neutral) and the Unseelie Court (primarily evil). Most Arak belong to one of the so-called Nine Breeds: alven, brag, fir, muryan, portune, powrie, shee, sith, and teg. While each breed is unique and has its own traditions and beliefs, all Arak have a few common characteristics.

 

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Alven

The alven are a diminutive race of winged Arak easily mistaken for fairies, pixies, and other such creatures. They are fond of flowers and plants, having great skill as farmers and gardeners.

 

Adult alven stand between ten and fourteen inches in height and have butterflylike wings. Their skin is a leafy green in color, and their bright orange hair has earned them the nicknames carrot-tops and fire flits. Alven favor light, silky clothes made from spider’s silk, which they dye shades of orange and green.

 

Alven have the ability to change themselves into both bumblebees and butterflies (most prefer the latter). They can spend up to twelve hours a day in this form, changing back and forth at will, as long as they do not exceed the total duration in any twenty-four hour period. When encountered they are often found cavorting in butterfly-form.

 

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Brag

Brag are a wild-eyed race of Arak who are fond of hard work, amusing tales, and skill in carpentry, stonework, and other such crafts.

Mature brag stand between thirty and thirty-six inches in height but are less stout and muscular as dwarves. Their hair, eyes, and fingernails are all a deep black, although their skin is an almost albino white. Brag wear their hair back in long tails that look very much like the mane of a horse. Most brag clothing is white, especially the kerchiefs they tie about their heads like caps.

 

Brag have the ability to change themselves into ponies. They can spend up to twelve hours a day in this form. changing back and forth at will, as long as they do not exceed the total duration in any twenty-four hour period.

 

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Fir

The fir are a clever, cunning breed who are fascinated by clockwork, machinery, and other works of precision and engineering. They are tinkers and inventors who delight in fine work and quality craftsmanship.

 

In their humanoid form, fir are a slender, almost spritelike race of Arak with very, very long fingers so thin that they taper almost to needle-like points. They are noted for their wide intelligent eyes, pale skin, and long silver hair. Fir dress in various shades of purple, ranging from indigo to violet.

 

Fir have the ability to change themselves into hedgehogs. They can spend up to twelve hours a day in this form, changing back and forth at will, so long as they do not exceed the total duration in any twenty-four hour period.

 

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Muryan

Muryan are the warriors of Arak society. Both violent and aggressive, these creatures are known both for the bloodthirsty, berserk rages that overtake them in battle and the smooth grace in which they conduct them.

 

A muryan stands as tall as a man, with the finely muscled limbs of an athlete. They are often clad in gray cloaks and kilts and have wild hair that tangles and coils about their head almost like the asps of a medusa. No muryan is ever seen without a weapon on his or her person of close at hand.

 

Muryan have the ability to change themselves into ferrets. They can spend up to three hours a day in this form, changing back and forth at will, as long as they do not exceed the total duration in any twenty-four hour period.

 

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Portune

The portune are a somber and scholarly breed of shadow fey who practice medicine and healing. They are skilled alchemists, a trait that carries over and makes them fine cooks, masterful vintners, and excellent herbalists. Portune are especially fond of clever wordplay.

 

They very rarely take their humanoid forms, but when they do portune are tiny black-skinned creatures with mothlike wings who never stand more than six inches in height. They have white hair, white eyes devoid of irises or pupils, and slender fingers.

 

Portune spend most of their time in animal form, either as turtles (the males) or asps (the females). They can remain in these forms for as long as they want, sometimes not resuming their true shapes for years.

 

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Powrie

The powrie are evil and sinister creatures who delight in violence, murder, and cruel torture. Skillful assassins and masterful spies, they prosper in the Shadow Rift under the rule of Loht, acting as his eyes and ears.

 

Powrie are a spritelike race with wiry beards, feral teeth, and snakelike eyes. They have wasplike wings and wear caps dyed red with the blood of past victims. Most powrie wear scarlet or crimson tunics and long sashes that can be used as strangling cords or garrotes.

 

Powrie have the ability to change themselves into red wasps, hornets, or any other similar small flying, stinging insect (dirt dobbers, ichneumon wasp, etc.) They can spend up to three hours a day in this form, changing back and forth at will, as long as they do not exceed the total duration in any twenty-four hour period.

 

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Shee

The shee dominate Maeve’s Seelie Court, and Maeve herself is Princess of the Shee as well as Faerie Queen. They are the most artistic of all the shadow fey, loving music, poetry, and performances of all kind.

 

The shee stand slightly taller than the average human, although their slender and graceful builds make them weigh far less. They are the fairest of all the fey, with pale hair, amber eyes, and very light, almost milky-white, skin. They wear silky, flowing clothes of medieval or renaissance design, always carefully chosen for best effect.

 

All shee have the ability to change themselves into birds; they typically choose nightingales or other songbirds, or swans if they have great distances to journey. They can spend up to eight hours a day in this form, changing back and forth at will, as long as they do not exceed the total duration in any twenty-four hour period. They never take the forms of owls, birds of prey, or carrion-birds, preferring more elegant avians.

 

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Sith

Under the rule of Loht, the sith have risen to power and prominence among the fey of the Shadow Rift. Their love of darkness and fascination with death makes them the most sinister of the Arak.

 

Sith are the tallest of the shadow fey, standing just over six feet in height. They are extremely gaunt, however, and so pale skinned as to look disturbingly like undead but for the smoothness and grace of their movements. Their hair is always pure, snowy white, while their clothes are generally black and somber, highlighted with dark yellow sashes or scarves. Sith are extremely fastidious and always immaculately dressed.

 

Sith have the ability to change themselves into shadows – not the monsters but perfect replicas of a normal shadow like those cast by player characters. They can stay in this form indefinitely, and some of the older sith indeed have so merged with the shadows that they no longer take corporeal form at all.

 

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Teg

The teg are a feral race of shadow fey. They are wild and difficult to control, ever-eager to indulge their own animalistic desires and needs. Teg run wild and are often encountered with foxes and other clever, sly hunting beasts.

 

The teg are small and slender but not frail by any means. They have long, pointed ears and wide face with foxlike features, large hands with wide-spread, claw-tipped fingers, evil grins that reveal pointed teeth, and the gold-flecked, emerald eyes of a cat. Their clothes are almost always shades of muddy green, which enables them to conceal themselves in the soil or foliage when stalking or when planning an ambush.

 

Teg have the ability to change themselves into foxes. They can spend up to six hours a day in this form, changing back and forth at will, as long as they do not exceed the total duration in any twenty-four hour period.

 

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Gwytune

Gwytune stand between 5 and 5 1/2 feet tall. They have wizened features, spindly limbs and long dexterous fingers like spider monkeys. However, they also have curling ram's horns and goat-like golden eyes. Between their horns grows a shock of long auburn hair. Their skin has a very faint lilac tinge. Gwytune always wear long woolen robes, usually black or rust-colored and covered in copper symbols.

 

Gwytune are the arcanists and wizards of the Arak. These exceptionally rare shadow fey are obsessed with the accumulation of arcane magic. They align themselves with neither of the Two Courts, preferring a life of scholarly pursuits.

 

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Waff

One of the lesser-known but deadlier breeds of shadow fey, the vampiric-seeming waff is a cold, hungry shadow creature that embodies the will to consume light and life. Called shadow dryads because of their symbiotic relationship with a host tree, they have little else in common with those sylvan fey.

 

Waff have no real shape. Like the forms that dance on the wall after the lights go down, shadow dryads are difficult to perceive. Waff tend to hunt and prey upon those sleeping in complete darkness, leaving their victims dead and cold in the morning. They are experts at slipping silently through cracks or under doors. Their gaseous nature makes them difficult to affect with physical blows; only those attacks that affect non-corporeal creatures can damage a waff. 


  • Shemsu-Heru et Anamorphose aiment ceci

#88
Shadowing2029

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Mist golem was made from basic wizard NPC in NWN.



#89
Shemsu-Heru

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Rayne_Swords.jpg

 

Rayne "swords", well actually is just one, but like they are twins....
The model from which I have made Rayne creature, didn't have weapons; So I have made the sword from a model of Rayne from BloodRayne 1, which I have found here:

http://www.models-re...ter/bloodrayne/

However I have modified a little its appearance.

 

 

Rayne_Swords02.jpg

 

Rayne_Swords01.jpg

 

I have added this weapon as a Kama, because it's exotic, is a light weapon, and looks similar to the "tonfa", which could be considered like another monk's weapon...


  • boodah83, KlatchainCoffee, MerricksDad et 1 autre aiment ceci

#90
Shadowing2029

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Bugskeleton_zps06cc9f9c.png

Basic NWN bugs skeleton.

As you know bugs have exoskelet so in order to make them udead i made them look paler and added cracks

Edit: removed some eyes


Modifié par Shadowing2029, 07 septembre 2014 - 01:31 .

  • boodah83, Bluebomber4evr, MerricksDad et 1 autre aiment ceci

#91
Shadowing2029

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Insectoid skeleton update Beetle II (More undead) and undead spiders (giant and dire)

Spiderskeletons_zps60df74c4.png

SkeletonbugsII_zpscca35ac9.pngJust one more portrait and sending.


  • boodah83, Bluebomber4evr, KlatchainCoffee et 2 autres aiment ceci

#92
Shadowing2029

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Mist golem Edit:

(transparent mist)

MistgolemII_zps48f1ec15.png

Will fix weapon problem

(cant wield weapons)


  • boodah83, Shemsu-Heru, MerricksDad et 1 autre aiment ceci

#93
Shadowing2029

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Next:

Skeleton Archer, Crimson Bones

Just an question it this possible?

Whenever an arrow fails to hit its target, the DM should make a saving throw vs. crushing blow for the arrow. If the saving throw fails the shaft simply breaks and becomes useless. If it is successful, however, the arrow remains intact and rapidly grows into a skeleton with all the normal abilities of those undead. Such skeletons are hideous automatons of death and destruction that will immediately attack the closest living target.



#94
Shadowing2029

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Skeleton Archer

SkeletonArcher_zpsc4b89fdc.png


  • _six, rjshae, Bluebomber4evr et 2 autres aiment ceci

#95
shadguy

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With The Amethyst Dragon's permission, I'm going to play with an interpretation of the Blood Elemental based on AD's classic Water Elemental.   My modelling skills are limited to playign with emitters and textures, but I think I can do something reasonable for that.   I'm a big fan of AD's elemental models. 

 

-shadguy


  • boodah83, Bluebomber4evr et Shemsu-Heru aiment ceci

#96
Bluebomber4evr

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More Ravenloft monsters:

 

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Hebi-No-Onna

Hebi-no-onna. also known as snake women, are powerful spellcasters who can control snakes of all sorts. They often dupe normal men and women into forming cults dedicated to themselves in order to further their selfish and evil aims.

 

Hebi-no-onna have the bodies of exceptionally beautiful women with writhing serpents instead of arms. They have the skin tones, dark hair, elegant eyes, and delicate bone structure characteristic of oriental regions. Hebi-no-onna most often wear finely made kimonos, so that they may easily hide their arms within the voluminous sleeves. They adorn themselves with jewelry, especially that which features valuable gemstones.

 

Both of the snake woman’s arms can strike in a single round of combat. These arms may appear to be any of several varieties of poisonous snakes.

 

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Marikith

Although marikith are common enough in the domain of Timor, they are only rarely seen, for they slide through the shadows, exposing themselves only when their victim has no chance of escaping. By the time the city guard arrives, summoned by the shrieking of the marikith target, there is nothing left.

 

The marikith are hulking, musclebound humanoids covered with a tough, black, leathery skin. This skin does not impede their movement in any way, but seems to aid them in their motion through the slippery sewers and catacombs. Their glowing red eyes allow others to see them, but the marikith can veil these eyes at will, unveiling them only when it is the best moment to strike.

 

They fight with their sharp claws and incisors, tearing their victims to pieces. They prefer to snatch their unfortunate prey from the streets and drag them into the underworld where they may devour them at will. Even if their quarry fights back, the marikith’s skin protects them from the brunt of attacks from blunt weapons.

 

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Grave Scarabs

These flesh-eating beetles line the walls of tombs and underground passageways. They attack in horrifying swarms and leave very little in their wake.

 

There are three types of scarab beetles. The most common, and in many ways the deadliest, is the swarming grave scarab. The larger giant scarab is somewhat less insidious than its smaller cousin but carries a terrible disease. The monstrous scarab is a solitary nightmare that dwells in remote caverns and tunnels.

 

Scarab beetles are often passive, feeding primarily on decomposing flesh and detritus. However, there is a 50% chance that a person will be bitten as he passes through an infested area, setting off a feeding frenzy among the beetles who will swarm over the victim.

 

The giant scarab is a slightly larger member of the scarab family and grows to lengths of up to 6 inches.

 

Monstrous scarabs are solitary creatures are enormous monsters of tremendous proportions. They are up to 11 feet long.

 

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Living Web

Living webs, also known as carnivorous webs or duleep, are omnivores that roam subterranean caverns and deserted ruins.

 

These small, amorphous creatures resemble thick gray sheets, strands, and filaments of dusty cobwebbing. They lack visible sensory organs and specialized body parts. They appear to consist of colonies of microscopic, identical cells.

 

The touch of a living web delivers an electrical shock. Living webs can fire a miniature lightning bolt up to twice per turn. All web fragments have this power, thus a living web cut in two can fire four such bolts per turn. Living webs absorb all electrical energy, whether natural or magical. Such energy causes the web to visibly grow.

 

Blows from edged weapons inflict full damage upon these creatures; such blows divide them into two smaller wisps.

 

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Dread Treant

The peaceful race of treants, found on many worlds and in many lands, is also represented in Ravenloft. Sadly, the dark waters and corrupting evil of the land has twisted them into evil and foul things. The treants of Ravenloft despise good and innocent things as much as their counterparts hate evil; they go to great lengths to torment and terrorize travellers in their domains. The only trait they seem to share with the true treant is a hatred of unchecked or unrestricted use of fire.

 

Evil treants look much like normal trees; so much so, in fact, that when standing in a grove or forest they have a 90% chance of being mistaken for common flora. Their bark is thick and gnarled, providing them with protection from physical damage. While they have a face that looks unsettling human when they are speaking, it vanishes into patterns of grooves and knots when the creature wishes to remain stationary. Evil treants come in three age groups: young (13 to 14 feet tall), mature (15 to 16 feet tall), and elder (17 to 18 feet tall). In combat, the amount of damage inflicted by a treant is determined by its age and size.

 

Unlike good treants, who feed wholly by photosynthesis, evil treants are carnivorous. In fact, they favor the flesh of intelligent creatures (usually humans and demihumans) over all other prey. Their chosen delicacy, when they can obtain it, is the flesh of innocents, who they torment and horrify before devouring. Evil treants rarely kill their prey before consuming it, for they believe that this makes it unfit for digestion. Thus, victims who are accidentally slain during the tortures inflicted upon them by hungry treants are discarded and left to feed the scavengers of the forest.

 

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Giant Starfish

The giant starfish is a cousin of the normal, ocean-dwelling starfish. It has a central body of ten or 12 rays radiating from the center, the undersides of which are covered with sticky suckers. Giant starfish have been reported in a wide variety of colors but seem to be limited to tan, orange, yellow, pink and red, ranging from pale pastel hues to vibrant, almost glowing colors.

 

Giant starfish have been sighted in all the large oceans of Oerth, Krynn, Toril and Ravenloft, as well as in many other worlds. A freshwater variety of giant starfish is rumored to inhabit large inland lakes on many worlds.

 

These gargantuan creatures are 20 to 75 feet across.

 

Upon sighting a ship, a giant starfish maneuvers itself to approach the ship from the bottom. The typically streamlined bottom surfaces of ships allow the starfish an acceptable surface to grapple and a relatively concealed approach. If necessary, a starfish will follow a ship for miles or maneuver hundreds of yards out of the path of the ship in orderto gain a satisfactory trajectory approach. As it closes, it assumes attack position and attempts to hit the ship. If the attack is successful, the starfish has grappled the ship.

 

Once a starfish has grappled a ship, it attempts to pry open the hull in search of food (any creatures) inside. The starfish begins to tear at the hull with all its rays.

 

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Master Sea Spawn

The master sea spawn is one of the most horrid creatures to lurk beneath the oceans of the Demiplane of Dread. They infiltrate coastal villages with their disgusting spawn and then use them to take control of the minds they come into contact with.

 

The master is a large humanoid with great black claws that match its dark, pupilless eyes. A series of thick fins runs down the length of its head and spine. These are almost always covered with wafting fungus, weeds, or scraps of torn flesh. The rest of the body is covered with sickly green scales and sheathed in a toxic mucus. The webbed hands and feet are oversized to help with swimming. The creature’s viciousness is evident from the double rows of sharp, jagged teeth that jut from the master’s tremendous jaws.

 

Sea spawn masters speak no known language, but are able to telepathically communicate with their sluglike spawn and the creatures they control without regard for such things.

 

Sea spawn masters cannot leave the water. If forced to do so, they will asphyxiate in 10+1d6 rounds. In the meantime, of course, the creature will try to escape or kill whatever is keeping it from the sea. This means characters who want to deal with the thing will have to travel beneath the murky sea, incurring all the usual penalties and problems thereof.

 

When confronted. the master usually uses its telepathic abilities to summon help from fishes and other creatures of the depths. Though the spawn prefers to let others fight its battles. it is not completely helpless. Its jagged claws cause 1d6 points of damage per hit, and its frightening maw of jagged teeth inflicts 1d10 points. Those bitten by the creature may also contract a rotting disease that infects a wound and keeps it from healing.

 

The skin and scales of sea spawn masters are notoriously slimy and covered with bits of rotting flesh.

 

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Sea Spawn Minion

The minions of the sea spawn are tiny creatures that seek to inhabit the skull of a coastal villager and control his will and body. Their sole purpose is to provide living flesh for their horrid master.

 

The minions look like disgusting, slimy, six-inch-long slugs. Unlike their landborn cousins, the minions have a circular mouth, much like that of a lamprey, which they use to bore into their victim’s flesh. Their skin is much thicker than that of normal slugs as well, probably as a means of keeping out the salt of the water that would kill regular slugs.

 

Sea spawn slugs do not speak, but are in constant telepathic contact with their masters.

 

The only physical attack that sea spawn minions possess is their bite. By itself, this inflicts an insignificant wound and causes only 1 point of damage. However, the bite of the minion injects a powerful poison that renders a victim paralyzed for 1d4 turns unless a saving throw is made. Long before the paralysis has worn off, the spawn will bore a tunnel for itself through the soft flesh behind and below the skull of the victim. The gruesome thing then coils around the brain stem and takes control of the host’s higher functions.

 

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Shadow Demon

This foul creature of dark evil from the Lower Planes is the essence of a demon imprisoned in the form of a shadow, which it exactly resembles. Like the shadow, the creature cannot be detected 90% of the time, since it appears as a vague shape and can easily be confused, in the guttering light conditions of a dungeon, with the shadows of dungeon features or of adventurers themselves. It is not, however, from the Negative Energy Plane and so its attacks do not drain the strength of a victim, as do those of a shadow. Instead, it attacks normally with two claws and a vicious bite.

 

The body structure of the creature is most peculiar and leads to the creature being more powerful in darkness and more vulnerable in conditions of bright light.

 

Though in normal circumstances they will not be discerned, the creature has small wings -- too small to give it flying abilities, but large enough to boost the creature's leap in its initial attack to a distance of up to 30 feet. Following this initial leap, it will attack with all of its claws, though not with its bite. It will always leap attack if it has not been detected by its potential victims. The wings also give it the ability to half-fly, half-run -- it will usually use this maneuver as a prelude to escape if necessary.

 

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Shadow Asp

In all of Ravenloft, no place reveres the tombs of its dead more highly than Har’Akir. Recently, the priests of this desert realm have found deadly wardens for the tombs of their pharaohs: shadow asps.

 

Shadow asps appear to be slender cobras composed of pure darkness. They seem to have no physical form, but look as if they are nothing more than an extension of the shadows that give them their name. Although these creatures are barely intelligent, they instinctively lash out at those who intrude upon the tombs they live in.

 

Shadow asps make no sound, not even a hiss or slithering, as they move. Because they make no sound and are utterly black, they often surprise their victims when they strike. In combat, a shadow asp strikes with its needlelike fangs, just as normal cobras do.

 

Shadow asps are magical creatures summoned by the priests of certain gods worshiped in Har’Akir (Osiris, Set, or Nephythys). The ceremony by which these creatures are called into existence is a tightly guarded secret.

 

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Giant Assassin Bug

The normal assassin bug hunts small rodents and never grows larger than a gold piece. The giant assassin bug, on the other hand, can grow to the size of a horse...and its preferred prey is humanoid. The assassin bug's most prominent feature is its 4-foot long proboscis. With this nasty appendage, it can pierce, anesthetize, and drain its victims of all their precious fluids.

 

The insect's second prominent feature is its translucent carapace. An assassin bug is nearly invisible before it feeds. As it gorges itself on its victim's blood, the fluid fills and colors the insect's body. A fully fed giant assassin bug has a deep, opaque red coloring.

 

Assassin bugs are used as guardian creatures for those with the stomach to handle such hideous beasts. Their natural camouflage, insatiable appetite, and poisonous stinger make them ideal minions. Furthermore, masters with their own appetite for blood may use the bug as a blood reserve of sorts.

 

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Dread Siren

A Ravenloft siren is a hideous, undead creature with the upper body of a woman and the lower body of a fish. Her hair is tangled and entwined with rotting seaweed, and her body is gray and bloated, resembling a corpse that has been in the water for some time. The flesh has rotted back from the finger tips, exposing the bone. The siren sharpens this bone on the rocks on which she reclines, turning each finger into a deadly weapon.

 

By means of their innate ability to cast advanced illusion spells, Ravenloft sirens present a very different face to the world. They appear to be beautiful mermaids with voluptuous bodies and sleek sea-green hair.

 

Ravenloft sirens lure their victims into striking range by means of a song that acts as a mass charm. This song can be heard at great distances over open water: those aboard ships passing within a mile of an islet on which Ravenloft sirens are sunning themselves have been known to fall victim to it. Once their prey is within reach, the sirens attack with their sharpened, bony fingers. Due to the advanced illusion, which includes tactile elements, this attack at first seems to be a gentle caress. 

 

During each round that a siren succeeds in inflicting damage, the victim gets to make an additional saving throw. A successful roll means that both the illusion and the charm suddenly vanish. The victim sees the siren for what she really is and can begin fighting back. At the DM’s discretion, a fear check may be called for due to the sudden revelation of the creature’s true form.

 

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Blood Rose

The bloodrose is a foul plant that feeds upon the blood of the living. Its keen thorns easily cut unprotected flesh, spilling precious blood into the soil where its roots can absorb it.

 

Bloodroses have dark green stems ending in flowers of purest white. Thin tendrils covered with sharp thorns hang limply from the base of the flower, looking much like the branches of a weeping willow. After feeding, the flowers begin to turn crimson with traces of blood etching their alabaster petals.

 

To someone not familiar with the bloodrose, the plant looks much like any other wild flower. Indeed, this illusion is the key to the plant’s feeding habits and is maintained until a wandering animal reaches the center of the patch. At that point, the plant suddenly springs to life. Without warning, the thorny tendrils lash out like whips, tearing into unprotected flesh and spilling life-giving blood on the earth below.

 

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Quickwood

This great hardwood tree appears to be an oak, although close inspection reveals that it has a visage and sensory organs that resemble a distorted human face. It is 90% unlikely that the “face” is noticed unless the observer is within ten feet of the quickwood (spy tree).

 

As it is very difficult for a quickwood to move its massive trunk, the creature usually remains still if at all possible. It can, however, send out thick roots that move 30 feet per round through the loose top soil (90-foot range). These roots can seize and hold immobile any creature under 1,000 pounds of weight (the creature is then drawn to the maw in one round to be chewed upon). The roots are too strong to be broken, and blunt weapons do not damage them, but an edged weapon may be used to sever one. The creature allows only six of its roots to be severed before it withdraws the others to safety.

 

The limbs of the creature are too stiff to serve as offensive members, but a quickwood has a mouth-like opening that can clamp shut for damage. The victim must be touching the trunk or forced into position by a nearby grasping root where the maw can inflict damage before this is an actual danger, however.

 

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Ravenkin

The ravenkin are an avian race that have been trapped within the misty confines of Ravenloft. They are one of the few forces for good in this otherwise dark land of evil.

 

Ravenkin look much like huge versions of the common raven or crow with a wingspan that averages five feet in width. They are shrouded in black feathers and have long, straight beaks. To set themselves apart from normal ravens, they often wear small items of sparkling jewelry.

 

The ravenkin speak their own language, which sounds like a collection of squawks and shrieks to those who do not know it. Most (fully 80%) of these creatures will also speak the common language in use by the human or demihuman inhabitants of their lands.

 

The ravenkin will always try to flutter around a victim’s head in combat, waiting for a chance to strike at his eyes. They will often land briefly on a would-be target before striking, using their talons to stay in place while they peck with their beaks. But, as the small talons inflict no damage, the creatures have only one pecking attack that inflicts minimal damage. A critical hit means one of the victim's eyes was pecked, blinding the character. All ravenkin have a limited spell casting ability.

 

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Paka

Paka are an ancient and sinister race of shapechanging feline humanoids who prey upon the settlements of humankind. Able to pass easily for human, they can spend years sowing evil before their true nature is discovered.

 

The appearance of a paka is that of a slender and fit but otherwise normal human. They are lithe, supple, and capable of amazing feats of agility, though they will never let non-paka who see these displays live. Female paka almost always have orange hair that turns dark gray as they age. Male paka may have any color hair except dark brown. The eyes of a paka shine red if caught in the light.

Paka can change their shape to more resemble their feline origins, but they are not lycanthropes and cannot transmit their powers in any way. When transformed, the paka’s face becomes much more catlike, developing a smaller blackish nose, whiskers, and sharp teeth.

 

In either form, paka have sharp claws on their hands. These are retractable, however, and only a careful examination of the creature will reveal them when they are not extended.

 

Paka are skilled linguists who will almost always be able to speak half a dozen human languages in addition to their own tongue. Many of these creatures can also converse with lycanthropes such as wereleopards and weretigers.

 

Paka, or cat people as the Vistani call them, are supple and malicious fighters who love to torment their prey before finally killing it. 

 

Paka can leap great distances, up to 40’ in a horizontal direction with a running start, 15’ without, or 15’ straight up. They often use this ability to spring at their opponents and catch them by surprise.

 

Most paka like to use their natural claws to slice their victim’s flesh, but many have acquired powerful weapons from past victims and have learned to use them effectively. 

 

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Living Wall

Living walls appear to be normal walls of stone or brick, although they radiate both evil and magic if detected. Infravision will not detect any peculiar patterns. However, a character who casts a true seeing spell or who peers through a gem of seeing will see past the illusion: the wall actually consists of greying and sinewy flesh – of faces, hands, broken bones, feet, and toes jutting from the surface. Characters within 5 yards of the wall can hear low moans of horror, pain, and sorrow issuing from it. Even if a silence spell is cast, the moans still rise.

 

A living wall contains the melded bodies of humanoids and monsters who died within 100 yards of the wall since its creation. Those who die fighting a living wall are absorbed into it and actually strengthen it.

 

Characters and monsters captured by the wall retain all the abilities they had in life; as part of the wall, they become chaotic evil and fight any creature that approaches it to the best of their abilities. If a wizard becomes melded with a living wall, his spellcasting abilities are retained and can immediately be used for attacks. The wizard retains any spells that were memorized at the time he was absorbed into the wall; these are renewed each day. If a warrior loses his life in combat with a living wall, his fighting abilities and his weapons come under control of the beast: the weapons are hidden within the wall until the wall attacks, then are pushed through the mass of graying flesh to the surface. A hand attaches itself to the weapon, and eyes jutting from the wall guide the attack of the weapon. If the wall absorbs characters with ranged weapons, the weapons become useless once arrows, quarrels, or other necessary projectiles are expended. All creatures in the wall fight according to their normal attack modes. These attacks can be magical, physical, or mental in origin. The type of attack and its damage often depend upon who or what is melded into the wall.

 

Chaotic evil mages occasionally create these monoliths. The exact method is unknown, but several years of preparation and spellcasting are required. A minimum of three corpses are necessary for the spells.

 

A fact known only to one or two inhabitants of Ravenloft, is that living walls also arise as rare manifestations of Ravenloft’s power, as responses to despair and dread. These walls are born in curses, midwived by death, and nursed on massacre.

 

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Grave Ooze

The grave ooze is not an undead abomination as its appearance might suggest. While its oily surface bubbles with rotting flesh and broken bones protrude from its membranes, this horror is all too alive. This amorphous mass of flesh roils and seeps through loose earth to feed on the flesh of the dead -- and occasionally the living. Although nonintelligent, the grave ooze is naturally drawn to places of death, carnage or mass burials by the scent of abundant rotting flesh beneath the surface. Burrowing its way through the earth, the ooze consumes the flesh of the dead and buried, growing in size until there is nothing left to consume. Few grave robbers have encountered a grave ooze and survived to tell the tale. Breaking into a mausoleum or unearthing a casket only to find a voracious inhabitant spells certain doom for the unwary.

 

Grave oozes remain hidden beneath the surface, preferring dead flesh to that of the living. If disturbed, however, a grave ooze will attack any creature it encounters. It seeks to engulf its opponent, crushing it and allowing its poisons to take effect. Once the victim is subdued, the ooze consumes its victim over time, adding the new flesh to its mass.

 

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Tentacle Rat

Originally found only on the tropical island of Markovia, the tentacle rat has spread to the Core, hiding in caves and dark places. The body of the creature resembles a huge, bipedal rat (about the same size as a dire rat). Instead of front claws and arms, however, this rat has long spiny tentacles at least as long as its body. Survivors of visits to Markovia have said that these creatures are quite numerous on this island and very protective of their territory. Now that these vermin have begun to spread to the Core, they have begun to multiply and are becoming less tolerant of humans in their midst.

 

Whether the tentacle rat is some aberration created by exposure to the Mists or is some foul offspring of the inhabitants of Markovia is unclear. Regardless of its origins, when found in large enough numbers, this little beast can prove to be quite dangerous. They attack as one large wave of snapping teeth and whipping arms, using their poisoned spines to subdue their opponents before feeding off their paralyzed bodies. 

 

 



#97
Shemsu-Heru

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Sea%20Zombie.jpg

 

The sea zombies, aka drowned ones, converted from NWN2 SOZ; If you have played SOZ, you could remember this guys, in the temple of Umberlee...

 

http://www.lomion.de/cmm/zombsea.php

 

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#98
Bluebomber4evr

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Great work, Shemsu!



#99
Tarot Redhand

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Earlier on this thread I said I would go away and think on something to grovel for. Well now I know what I would like. It's quite simple really. It's a coffin. And yes it is just any coffin. In fact the only difference between the coffin I would like and other similar coffins is that this coffin is wrapped in padlocked chains in an effort to keep the occupant inside.

 

As an aside. Back before WotC released 4th edition they had quite a few 2nd edition things for free download. So of course I grabbed every last one. Part of this hoard consists of 6 related Ravenloft modules (Night of the Walking Dead, Touch of Death, Feast of Goblyns, Ship of Horror, From The Shadows and Roots of Evil - play in that order). The coffin I mention above appears in "Night of the Walking Dead".

 

TR


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#100
Shadowing2029

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Just an idea.

Graverobbing (Pickable corpses [Items] and diggable graves)


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