PUT YOUR BEARD IN MY MOUTH
Sweet Seals For You, Always

pixel skylines
Lint Roller? I Barely Know Her
trying on a metaphor

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$LAYYYTER

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⁂
Claire Keane
occasionally subtle

#extradirty
Mike Driver
Keni
he wasn't even looking at me and he found me
Aqua Utopia|海の底で記憶を紡ぐ

★
I'd rather be in outer space 🛸
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DEAR READER

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@cobaltbrad
1000 Picspams Challenge | #86 Fairytale Aesthetics | One Thousand and One Nights by Antoine Galland
and the King, hearing these words, and being restless, was pleased with the idea of listening to the story; and thus, on the first night of the thousand and one, Shahrazád commenced her recitations
tiny lords play the music
The Terror of Undermountain by John Tedrick
The more I see of Eric Andre the more I’m convinced he is some chaotic neutral trickster god sent to the mortal plane to torment us
My family sent me this video bc I’m just like her with clocks lmfao :(
wearing watches is for the aesthetic, she’s valid
4:73
this is a real fucking clip
I keep watching this like it will eventually make sense
You’re gonna have a good time
Megalovania if it was in major key rather than minor key
Song plays during a montage of Frisk and Sans having good times.
Have some random heartwarm chickenscribbles to the music ♥
Call an ambulance…
How I Introduce a Main Villain
So recently, I introduced my campaign’s main/top villain. Basically, the villain that they’re gonna be chasing around the entire campaign in their travels. And I wanted it to be extra special. So I wanna talk a little bit about how to really build up to a villain and make their first appearance truly terrifying, from the perspective of a creative writing major who’s entire life has revolved itself around good storytelling and narratives.
Introduce a common goal and get your players asking questions.
It’s very important to not just throw the villain at the players and say “fight them”. You want to build up to the experience, really set up the reputation of this villain. My villain is a prophet to a forbidden goddess of war who wants to reign war on the continent for both it’s punishment and salvation. So with her being so worldly, I intertwined her into each character’s backstory without telling any of the other characters. I’d drop something simple like a symbol they saw in each background, and told them this is their only clue to their goals. Then, when they finally all saw the symbol again, they were all like “OH FUCK! I KNOW THAT! Wait… you know that too? Wtf is going on?” And from there, they start asking questions about this symbol. You don’t have to do it this way, as it’s just one example of course. But your goal is to get them asking questions. Maybe have your players witness a brutal execution, or solve a murder, and eventually relate it back to the villain without actually having them show up. Just get them asking questions. Make them care about stopping whatever is going on, without actually knowing who is behind it.
Set the reputation of your villain and introduce some foreshadowing.
Once the players start asking questions, you obviously need to have some answers. And I say “some” very earnestly here. You don’t want them to have all the answers, so don’t reveal too much. Just give them an inch and let them take a mile if they want to. Let them build an idea of this villain in their mind. Have most relevant NPCs have at least a little bit of information on your villain, even if it’s just a name or a title. But be prepared for difficulties such as divination magics and the like. Sometimes players dig too hard before you’re ready, so think hard about what you’re ready to reveal and prepare in advance for spells and trickery. When it comes to setting this reputation, you wanna give tidbits of information like rumors of their atrocities and cruelties. Gossip can be outlandish and crazy, so don’t be afraid to have conflicting accounts of things. It makes things interesting. You can introduce encounters with henchmen of said villain and reveal information that way, too. Mislead, fool, and lie to your players to confuse them if you can. Hell, you can even throw in some things you can parallel much later on in the final reveal. The more mysterious this villain is, the more enticing they’ll be and the more the players will want to seek them out.
Think about what your villain knows about the players and how they try to stop them from getting in the way.
Players love their backstories coming into play. Everyone loves everything being about them. So maybe your villain knows some good shit about your players and uses it against them. Maybe someone gets kidnapped, or tortured, or even killed. You want some motivation to really go after this villain, so have them pull some sketchy shit long before ever revealing themselves. Having someone you’ve never met before come after you from behind a curtain can really piss someone off and motivate them to seek you out. And it can make the final reveal that much more important and dramatic.
The final reveal of your main villain.
This is the biggest and final step. You want to take everything the characters have learned and put it all together in this final reveal. There can be a lot of pressure, and yet a lot of fun involved in this step. The first you wanna do though, is set the mood/atmosphere. How I did it was I turned all the lights down to very low, but still visible lighting. I played eerie music, and then I began to use a little strobe light i got from spirit halloween from behind my dm station, and I used the scariest, deepest voice I could possibly muster when speaking as her. I gave her a long winded introduction that confirmed to everyone that this was indeed the one they’ve been seeking. I believe it went “My name is Nirnasha. Prophet to Apollyon. Among the last of the Aasimar. The only war cleric left in Sephias…. And I am the one who cannot die.” Introductions are important, because it establishes the truth of who this person is and how they carry themselves. But your villain might not even do it like this. It really depends on their personality. Maybe they just go straight for the kill. Maybe they’re super cruel and brutal and attack with a viciousness and intent to mutilate. Really think about how they fight and keep it interesting. And definitely don’t forget dialogue. Please, guys. This part is so important to keep the atmosphere. Bring up rumors, gossip, trickery, lies, shit talk, low blows, anything and everything to piss off the players and make the win even better…. if they win. You can even throw in disadvantages for being so enraged that you can’t control yourself. But the three important things for your final reveal is: atmosphere, dialogue, and descriptions. And finally, don’t forget to ask your players how they wanna do this when/if they get the final blow on their villain. That will make everything feel like a major play off.
Charnel Hound Huge undead, chaotic evil Armor Class 16 (natural armor) Hit Points 220 (21d12 + 84) Speed 40 ft. Str 25, Dex 14, Con 19, Int 3, Wis 11, Cha 18 Damage Immunities necrotic, poison Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks not made of silver Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft. passive Perception 10 Languages - Challenge 13 (10000 XP) Body Integration. Whenever a charnel hound reduces a creature of Large size or smaller to 0 hit points with a melee attack, that creature must make a DC 17 Constitution saving throw. On a failed save, the creature dies, and the its body is absorbed into the body of the charnel hound. When this happens, the charnel hound regains 20 hit points. If the charnel hound is destroyed, the bodies and equipment of all creatures absorbed by it can be retrieved. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the charnel hound and can see it must make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the charnel hound is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the charnel hound’s Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the charnel hound. Sunlight Sensitivity. While in sunlight, the charnel hound has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The charnel hound makes three attacks: two with its claws and one with its bite. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) piercing damage plus 9 (2d8) necrotic damage. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 17 (3d6+7) slashing damage plus 14 (4d6) slashing damage if the charnel hound has already dealt damage to the target with a claw attack this turn.
This massive doglike creature, with its craning neck and slavering jaws, is made from the bones and flesh of many victims. A crowning achievement of the evil art of necromancy, charnel hounds are found anywhere they can scavenge corpses. They can often be found lurking on battlefields, digging great burrows to hide from the sun in the daytime. A charnel hound is a fearsome foe capable of consuming its enemies, adding their corpses to its body. Sometimes a necromancer will use a charnel hound as a guardian, or as part of an undead army, perhaps as a mount. It stands around twenty feet tall and weighs almost eighteen tons.
Originally from the Monster Manual III. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
Speaks in screaming
when you’ve been alive for thousands of years, the little facts start to slip
ITS BACK!!!!!!
Fucking love this video