Cerebrilith Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft. Str 21, Dex 13, Con 23, Int 15, Wis 18, Cha 21 Saving Throws Int +6, Wis +8 Damage Immunities lightning, poison Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 10 (5900 XP) Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The cerebrilith’s spellcasting ability is Charisma (spell save DC 17). The cerebrilith can innately cast the following spells, requiring no material components: At will: detect thoughts, confusion, dissonant whispers 3/day each: darkness, dominate person, gaseous form
Actions Multiattack. The cerebrilith uses Mind Lash if it is able to. It then makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Teleport. The cerebrilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Mind Lash (Recharge 4-6). Up to three creatures the cerebrilith can see that are within 60 feet of it each must succeed on a DC 17 Intelligence saving throw or take 17 (5d6) psychic damage. A creature that fails its save by 5 or more is also stunned until the end of its next turn.
Cerebriliths are psionic demons who seek to kill, and then consume the brains of, moral creatures. They also use their powers of mental domination to control communities of mortals to serve them, or simply to manipulate them according to the whims of their Abyssal masters. When not serving other demons, they are found in groups of up to four. They stand around 8 feet tall.
Originally from the Expanded Psionics Handbook
I bought a pretty circlet today. My husband says it makes me look like an elf :)) I love it!
I also bought a Jester's cap. It is Black&White and has annoying bells and I will be wearing it to Dungeons & Dragons sessions!
Been reading a book over the last few days called 'How To Think Like A Woman' by Regan Penaluna. I've never been so inspired and also angered by someone else's writing before. I feel so inspired by Penaluna's writing and memoir, as well as the stories of the women she's recounted so far as I've read. What upsets me is how blind I've been to 2000+ years of nearly every major philosopher you've ever heard of being a massively misogynistic prick, and how that's affected civilization as a whole. No matter how much good they may have done for philosophy, politics, etc, what's been hidden from history classes are their vitriol-saturated opinions of women. Despite being hidden from modern eyes in order to keep the good moral image of these philosophers in proper condition, they still had massive impacts on the culture of their day and decades or centuries into their future. For my whole life I had this kind of blasé attitude to Philosphy like it was just a bunch of dudes theorizing about the nature of life, and while it is that (simplified), it is also very dangerous because these philosophers (VERY OFTEN MALE) would hold wide influence over many and their ideas became the basis for communities and civilization moving forward. Their grand plans for humanity and their ideals that humanity should strive for were really only meant to prop up the egos of men, and to keep women subservient.
One of the things that stuck with me and bothered me most was this notion that seemed to be a commonality between many of these "great thinkers", which was - "It is virtuous for a woman to be silent, but not for a man, a man should always speak his mind."
That one kinda killed me a bit. To shared that near carbon-copied sentiment over the course of centuries, misogynist philosopher begeting misogynist philosopher for 2 millenia and some change. It kills me a bit inside. It makes me angry.
What does it mean to become radicalized?
Painted a bunch of little skulls for the Planescape: Adventures in Multiverse book, including my beloved childhood friend Morte and this funky guy all covered in stickers :)
Please notice little Mahadi, the Cassalanters' crest and Barovia postcards I allowed myself to slap on him :)
Plus the rest of the mimirs.
AD: Emi Tanji
So satisfying. Can't wait to see more of that guy's work
Any ideas for a dungeon for an all wizard party? Looking for inspiration for a fun one-shot in between campaigns
It’s time to hit the books!
Setup: The party are a group of incorrigible youths attending a magic school (no not that one, another one), who are facing down a big test that may or may not decide whether they’ll be forced to repeat a year. Sadly for the party, they’re not great at school, and their only hope not to be forced to endure the humiliation of being held back is an all-night cram session before the big test.
Cram session, as in “ cramming ourselves into a secret passage we found to the forbidden section of the library, then cramming as many high-magic tomes into our packs and hope that one of ‘em will have a spell we can use to cheat on this test.”
Challenges & Complications:
Step 1: The Heist. Plan out with your party the way in which they’ll circumvent the various defenses of the library, from the insomniac upper classmen ALSO cramming for their exams, to the demonic librarian that patrols the stacks endlessly, looking to castigate any who put a book back where it doesn’t belong. The challenges should seem relatively easy to overcome, so encourage your players to think outside the box and use what their characters would know from their various classes.
Step 2: The Secret Passage. Getting to the Forbidden section of the library is easier said that done, and requires going through a winding series of cramped and forgotten hallways crawling with spiders, alchemically mutated rats, and all manner of other minor threats.
Step 3: The screwup. Things are progressing well trough the heist, with the party having gotten to the forbidden stacks and managed to toss a few promising looking spellbooks into their “study pile”. Then things start to go wrong: the party stumbles across one of their classmates ( the one who may or may not be the chosen one) and her do-gooder friends, Who’ve ALSO decided they need a few books from the library ( likely for worldsaving nonsense) and protest at the party sniping their supply. A squabble between the two groups attracts the attention of a demonic librarian, and the party is forced to flee through the stacks and back through the passage.
Step 4: Study The Maelstrom Tome. Among their purloined parchments, the party discovers a magnificent book that claims to be an invaluable treatise on weather magic. Knowing that one of their proffessors was stressing the utility of such spells, the party begin perusing the book without any acknowledgement that it’s started to rain outside. Messing around too much with the tome ends up releasing a powerful storm elemental, which threatens to blow their tower-dorm down if they don’t manage to seal it back in its book. The party will have to skirmish across rainslick rooves, possibly climbing spires or hitching a ride on one of the castle gargoyles in order to reach their flying foe.
Step 5: The test has been rescheduled due to inclement weather. With most of the roof blown off of the grand hall and the carefully laid out tests nearly washed away by the rain that came sluicing in, the party have miraculously managed to obtain a reprieve from their encroaching deadline.
Future Adventures
If you wanted to use this adventure as a springboard to a larger campaign, have the story pick up some years after the characters have graduated, having moved out of their awkward adolesence on to varying other carriers out in the wider world. Have it be a reunion for old time's sakes and work with each player to figure out the trajectory of their life in the interm period. Eqch of these characters has accued their own problems, but reunited, they might just be able to scheme their way out of trouble as they once did.
Art 1
Art 2
The Mask of Zorro (1998) dir. Martin Campbell
Posting a horror movie I made with some friends at Toronto Film School!
A god of fire and void, meteor king of conquest, plumiting downwards to its next victim (bonus points if its a blue like a commet)
Fasinating stuff my friend, my latest translation of old imperial accounts reveal a previously unknown confession from the rogue general Paldermot. As you well know, current historical narratives have the general sacking the capital city in a failed attempt to seize power from the Tribunes, but if this text is to be believed the Tribunes captured Paldermot and dispersed his rebel legion before he ever entered the city. It goes on to say, in a transcription of Paldermot's own words that he had "Followed a star" to the "seat of a new imperium", and claimed that the star had promised great allies to aid him in his conquest. The text is unquestionably authentic , but it throws our entire understanding of events into question; If Paldermot was captured in the midst of his rebellion, who or what destroyed the capital and turned the surrounding countryside into a crater?
Setup: Hurdling across the void of the astral sea, the meteoric god Mnyull brings ruin wherever he goes, the embodiment of unrelenting invasion at the hands of an inexorable foe. Unlike other gods which present themselves in abstract forms felt across the multiverse Mnyull prefers to exist as an incarnated singular being, a towering construct built around the mummified yet undying body of his current mortal avatar.
This living reliquary leads an army of crusading zealots scattered throughout the multiverse known as the starry horde, followers and adherents of its former vessels who believe that by serving the Revelation Tyrant, they continue the legacy of their particular heaven-chosen liege. It is important to note then that Mnyull and his followers do not adhere to any one ideology as they hold the act of conquest itself sacred, whatever form that conquest takes. Like a shooting star the tyrant god is constantly on the move, dragging his followers into one conflict after another before retiring to a palatial demiplane of rock and ice for decades or centuries at a time to rule those realms where his cult has taken hold.
It is for this reason that some theologians have considered classifying Mnyull as an outergod, those divine beings considered actively hostile to the stability of realities they interact with. Debate rages in those lofty circles however as the hostility the Revelation Tyrant represents usually takes the form of “ Invade them with an alien army before or after hitting their world with a big rock or series of big rocks”. While the scholar dither, Mnyull bides his time, growing ever closer to some innocent world that has no idea of the disaster that is about to strike it.
Hooks:
The Party’s homeland is struck by the invasion force of a kingdom that fell to Mnyull’s influence generations ago. While more traditional warfare occupies the early adventures of the campaign, they begin to uncover hints of lore about their enemy’s newly arisen (and apparently immortal) theocratic leader along with the strange monument she’s building. Just as it seems they might have an upper hand against the invaders, their enemies deploy new and terrifying weapons and otherworldy allies, sourced from the portal they’ve just finished building.
Sometimes Mnyull decides to feed his urge for conquest by invading a random plane, riding a chunk of astral rock through its firmament and establishing a kingdom wherever he lands. The Revelation Tyrant is not a creature of foresight however, and on his most recent outing ended up impacting into one of that plane’s moons. Refusing to give up he’s carved out a realm among the strange creatures that live among the palid rocks of that blasted planetoid, and now sets his sites upon the verdant world below.
While enjoying a trip to the local archives and observatory, the party are interrupted by agents of the starry horde, looking to plunder the vaults looking for information regarding great weapons created to break worlds known only as “The Anvils”. Predating even the Revelation Tyrant’s earliest memory, Mnyull once used his divine will to steer these ancient tools towards ever more destructive ends, until a coalition of forgotten heroes toppled him from his throne for fear he would turn the weapons upon them.
Background: None can say where Mnyull first emerged, but planear scholars have charted the tyrant god’s course across world after world and have noticed a self perpetuating cycle: Some would be warlord sees a silvery star or comet and it awakens in them a desire for conquest, though more often than not they would have began life as someone who already exerted authority over others. Strange powers and allies allow these conquerors to amass a fanatical following and become a true threat to the powers of that age, leading to a climatic confrontation where they are either killed, or rise to claim a throne and immortality. A harsh and “glorious” reign begins, and the ruler demands the construction of great monuments which will serve as portals in Mnyull’s next conquest. Should the Revelation Tyrant lack a body at the moment, one of these ascendant rulers becomes his next vessel, feverishly instructing their underlings how thier body is to be mutilated and interred in preparation for their apotheosis. When the reliquary is built around them, Mnyull’s silver-blue light strikes them full force, their soul igniting to serve as the perpetual fuel for the tyrant god’s engine.
Titles: The Tyrant’s Star, All-conquering Meteor King, Khan of the Starry Horde, Imperitor-Celestium. Along with any other titles inherited from his innumerable vessels.
Signs: A silver-blue comet or star blazing in the sky, Meteor Showers that produce snowfall without clouds, Ecstatic Visions of victory and conquest, weaponry shining silver
Symbols: The arc of a Comet above a Crown, Chariot, or Other sign of Lordship.
Followers: Warmongers of all kinds, be they authoritarians or Rebels. Mnyull has also accumulated followers across the astral sea, so numerous entities which range the cosmos looking for battle are drawn into his service voluntarily or by indoctrination.
Art
Image by Steve Ellis, © Wizards of the Coast. Accessed at the Frostburn Art Gallery here
[Despite being a well-read kid, I somehow never even heard of His Dark Materials until I was a senior in high school, and didn’t know about the panserbjorn until publicity for The Golden Compass movie geared up a few years later. So when I first read Frostburn, I thought, “armored polar bears? What a weird and novel idea!” I’m onto your game, WotC.
The original urskan was a strongly overpowered CR 5–I bumped them to CR 7 and still had to tone down their offensive capabilities. No more powerful charge, no more rend. I also got rid of their cold subtype, because not every arctic monster needs it.]
Urskan CR 7 Magical Beast This white bear has a gleam of intelligence in its eyes, and a suit of armor on its body.
The urskan are a species of sapient, semi-aquatic bears. Due to their love of heavy armor, they are sometimes referred to as “armored bears” or even “tank bears” by outsiders. Although they resemble polar bears closely, they also have a notable feature of pandas. All urskans possess a mobile sesamoid bone in their wrist, acting like a thumb to help them grip objects. Although their grip is not as fine as a human’s—urskan writing implements more closely resemble fitted bracers than a pen—it is good enough for them to hold tools and weapons.
Urskans typically hunt in the water for seals, whales and large fish, and do so unarmored. Their armor is donned for territorial battles, displays and clashes with other polar powers such as frost giants. Their claws are exceedingly sharp, but many urskans wield hammers, picks or other dual-purpose weapons as well.
An urskan stands ten feet tall when it rears on its hind legs, but they typically walk on all fours. They get along well with dwarves, and are somewhat distrusting of humans. An urskan’s lifespan is short by humanoid standards—one that survives into its fifties is seen as ancient.
Keep reading
Cutter's Guide to Planar Locations I'm going to have some fun writing excerpts from a planar travel guide. Lots of them! #ttrpg #dnd #planescape #ExuberanceToshwidger
Greetings traveller, and welcome to this humble travel guide of the sights and sites of the Infinite Planes of Existence. Within this series of reference books I hope you’ll find accurate information that aids you in your journey should you choose to ‘hop a portal’ and hang with the ‘bashers, factols, and knights of the post’ found out in the Planes. First to introductions – this author’s name…
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