bug elf girl

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bug elf girl
Hello! Here's another project I've painted recently. This is a Spriggan, another one of the bugelves for my personal dnd setting Spriggan are knights of the invisible kingdom of Ylfe, with a highly hierarchical caste and titles such as masters, lords, and squires. Their hard armor is often dented from many battles they've survived. Only very young Seelie of their kind, who are very rarely encountered, do not have skin covered with scars and mysterious drawings. Immature Spriggan accompany more experienced warriors on their journeys, traveling in pairs or threes through the forest of Gaol. While they are not naturally loud or daring, it is immediately apparent that the squires yearn to impress their master at every turn. Spriggan are the heroes of many songs, hunting down those who thoughtlessly destroy the forest or act dishonorably. Sometimes they appear out of nowhere to guide the lost through treacherous swamps or mountaintops... for a disturbingly strange price, of course. Spriggan often make deals in exchange for their protection, desiring odd things, such as a rose from the garden, someone's singing voice, or even a firstborn child. The Spriggan hold to their own codes of honor, though the details are a secret to anyone but the Ylfe themselves. These are certainly not morally pure principles, as the offended Spriggan knights will not hesitate to brand an enemy with powerful curses that can cling to the foe's family for generations. It is said that the passage of the Spriggan, who march between our world and the Feywild, can be recognized by the presence of mushroom and plant circles. Woe to anyone who follows the green knights, as a person lost in the invisible world can get trapped there for eternity.
The Spriggan were heavily inspired by the legend of the green knight
Banshees, known as graveyard or autumn ylfe, roam the world with their faces covered, so that other creatures cannot see their true, terrifying visage. Despite belonging to the banished kind of the dark ylfe, they sometimes still get invited to the Luminous Courts, though their somber appearance does not win them many companions. Banshees' behavior resembles that of mourners. It is not known what exactly (if anything) the fallen ladies and lords grieve for. Old legends say that they yearn for the Light and Feywild, that once were home to their kind. According to local beliefs in Gaol, Banshees appear where a mortal will soon die, mourning their loss to the world.
Most Banshees maintain a cool composure regardless of the situation. They usually speak in a hushed voice, or in a whisper that seems to chill listeners to the bone. They weave autumn leaves, raven feathers, or the torn wings of small fey into their hair, creating incredibly beautiful decorations that help keep their veils in place. Their kind often helps mortals, instead of harming them, unlike most other Unseelie. Banshees are not prone to violence, but when threatened, they are not afraid to reveal their faces. In an instant, they release all their pain and melancholy, destroying anyone who dares to come too close. Brutality brings them no joy - deep within their souls, Banshees have retained a small sliver of Light, and they cling to it desperately with all their might. Despite their fall, the hope for a better tomorrow is stronger than the deepest melancholy.
Creature Type: Humanoid, Unseelie Ylfe Size: Medium (~250 cm | ~8.2 feet) Age: Once they reach adulthood, Banshees cease to age. Like all the Ylfe, their species can live forever if no major harm befalls them. Diet: Everything Characteristics: Six eyes, pointy ears, their wings grow from hips and form a natural dress. Banshees are visually based on mantises
Ability Score Increase: +2/+1 Any (by Tasha’s Rules) or +2 Wis/+1 Int (By Classic Rules). Ignore this point for ‘24 Rules.
Whisper of Magic: Banshees understand the arcane nature of magic better than any other creatures, and can shape the world around them with its help. You may choose two 1st-level Conjuration spells (suggested: Unseen Servant/Entangle). Your casting stat is (your choice) Wisdom, Charisma, or Intelligence. You can cast your chosen spells once per Long Rest without using up spell slots or material components. Slow Fall: Banshees have a limited ability to fly, aided by their wings, which normally fold in like an ornate gown at their waist. As a reaction to falling down, you can unfold the wings to slow your descent. Your falling down rate of descent slows to 60 feet per round. You take no fall damage upon landing, touching the ground with unearthly grace.
True Face: Banshees conceal their faces with their hands, veils, fans, or other means. Revealing their True Face to the world unleashes their power and floods enemies with an aura of overwhelming sorrow and melancholy. As a bonus action, you can transition from the Form of Tranquility (your base state) to the Form of Despair. Each state grants different abilities and benefits
Form of Tranquility. This is the base state of every Banshee, during which they gain the following abilities:
Phasing. You can phase through reality like a ghost, passing through any creature or object as if they were difficult terrain. If you end your turn inside another creature or object, you take 1d10 Force damage and are knocked to the nearest empty space. Detect the Dying. By spending 1 minute (10 full turns), you can detect the presence of any dying creature within range (proficiency score x 50 feet). If you successfully detect a dying creature, you learn the cause of the impending death (e.g. disease, poison, curse).
Form of Despair. This form can be activated using a Bonus Action. Immediately upon taking it, you gain Temporary HP equal to your character level. When you lose all Temporary HP, Despair Form ends and you return to the Form of Tranquility. Additionally, during the Form of Despair, you gain the following abilities:
Creepy Flight: You have a flying speed equal to your walking speed. You can’t use flying speed if you’re wearing medium or heavy armor. Wail: While in Form of Despair, at the end of each of your turns, you lose 1 Temporary HP and let out a sob, dealing Thunder or Psychic damage (your choice) to each creature within 5 feet of you. The amount of damage is [half your character's Proficiency Bonus rounded down x d4 + Proficiency Bonus]
You can activate the Form of Despair willingly a number of times equal to half your Proficiency Bonus (rounded down). All expanded uses are regained after a long rest.
Vengeance: If anyone attempts to reveal your face by force, for example by physically tearing off your veil, the Form of Despair is automatically activated and a nightmarish howl is directed at the attacker, draining all Temporary HP at once and dealing [Character Level x d4] Thunder or Psychic damage (your choice). You can use this ability once per Long Rest. --
On the top of their species’ traits, each creature with the Unseelie type, also receives all of the following abilities and irremovable curses: Dark Materials: Ylfe are not native to our world and have a natural aversion to metal. Under no circumstances can they willingly come into physical contact with any object made of this material. If a metallic object touches flesh of the Ylfe, they immediately become Frightened of it and remain so, until the physical contact with metal stops Shade Dependency: The Unseelie have been cursed and cannot tolerate prolonged contact with light. For each 12 hours spent in direct bright light or in the Feywild, you gain 1 Exhaustion Point. Yet, you cannot get lost in Shadowfel without a direct magical influence. You do not suffer any negative consequences from Dark Materials or Shade Dependency while in this plane. Evil Eye. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Shadow Realm: You can expand your mind to connect with your home realm, the Shadowfel. By spending one 1 minute concentrating, you can sense other Unseelies, and all the creatures/objects from the Shadowfel within a 100ft (~30 meters) radius. You can use this ability the number of times equal to your proficiency bonus.
A second Spriggan with the species abilities:
Creature Type: Humanoid, Seelie Ylfe Size: Medium (~260 cm | ~8.5 feet) Age: Once they reach adulthood, Spriggan cease to age. Like all the Ylfe, their species can live forever if no major harm befalls them. Diet: Plant-based. Common Appearance: Heavy chitinous carapace shell (with wings hidden inside). Many Spriggan have horns and/or antennae. Spriggan are visually based on beetles
Ability Score Increase: +2/+1 Any (by Tasha’s Rules) or +2 Wis/+1 Con (By Classic Rules). Ignore this point for ‘24 Rules.
Heavy Flight: Short, insectile wings allow you to perform heavy flight over short distances. You gain a flight speed equal to your walking speed. However, your flight produces a low, vibrating sound that can be heard clearly within 100 feet from you, and faintly heard out from another 100 feet. The flight speed has no effect if you are wearing heavy armor. They may, however, wear medium armour. Chitinous Armor: You have +1 to AC regardless of the armor type you are wearing Carved Sigils: You choose a hard flat surface no larger than 1x1 feet, for example a rock, a wall, your shell. Spending 1 minute/10 full turns, you can carve a sign that is readable only by the creature type of your choice (ylfe, humans, townsfolk). The sign can contain a message of up to 10 words and contains emotional charge of your choice. Regardless of where you are, you know your approximate location relative to the sign. The marking is visible to all the creatures with eyes and/or sensitive to magic. It can easily be removed or destroyed. If it gets destroyed, the message can no longer be read and you can’t navigate towards it. Green Warden: As an action, you can detect the presence of any plant or fungus within range (proficiency score x 10 squares). The plant has to be alive and healthy. Upon casting the ability, you learn the location and the approximate amount of plants within range. When you consume a fragment of such a plant, you can see what has been happening in its vicinity for the past hour, as if you were standing in its place. Faerie’s Circle: By spending 10 minutes, you carve a magic circle into the ground. The area can’t be larger than 10 feet radius, but no smaller than 5x5 feet. As soon as you finish, the edges of the carving immediately overgrow with mushrooms, flowers, or any other type of plant of your choice. Regardless of the form, the circle visually stands out from its surroundings, emanating a magical aura and lasting for the next 7 days. If any creature (except for Beasts, who are immune) enters the circle, it must make a Wisdom saving throw against your spellcasting DC, or (8 + Proficiency + Cha/Int/Wis) if you wield no magic. On a failed save, the unfortunate being immediately gets lost for 24 hours. Your target:
Cannot point out directions, even with a map or compass
Makes all Survival checks with disadvantage
Cannot memorize new landmarks.
If they try to recognize a road, place, or landmark they have seen before, they have to make a History check with disadvantage
If they start a journey while affected by the power of your circle, they move in a random direction, mistakenly convinced that they know the right way
Every Spriggan also gains following traits from Seelie creature type:
Dark Materials: Ylfe are not native to our world and have a natural aversion to metal. Under no circumstances can they willingly come into physical contact with any object made of this material. If a metallic object touches flesh of the Ylfe, they immediately become Frightened of it and remain so, until the physical contact with metal stops Creeping Shadow: The Seelie fear the shadows, and if they are in absolute darkness for too long, their body and mind begin to suffer. For each six hours spent in total darkness or in the Shadowfell, you gain 1 Exhaustion Point. Yet, you cannot get lost in Feywild without a direct magical influence. You do not suffer any negative consequences from Dark Materials or Creeping Shadow while in this plane. Light of the Paths: Every Seelie learns the Light cantrip and can cast it without material components, summoning a light that lasts for 24 hours, even if the caster becomes unconscious. Luminous Court: You can expand your mind to connect with your home realm, the Feywild. By spending one 1 minute concentrating, you can sense other Seelies, and all the creatures/objects from the Feywild within a 100ft (~30 meters) radius. You can use this ability the number of times equal to your proficiency bonus.
I may be changing this design a little, but here's the first anatomical practice of Pooka. I added a second one, to show some variety in the design I will work on these two some more, to maybe show "angry" versions as well
"Who.are.you..?" And that's a set! http://carniscorner.tumblr.com/post/157332274773/monster-girl-bug-elves-not-tagging-these-as-mlp http://carniscorner.tumblr.com/post/157505636233/little-boy-girl-bug-blue-not-sure-whether-to-keep --------- www.patreon.com/carnifex
Sketchpage from last weekend and a try at underlings.
Monster girl bug elves.
Not tagging these as Mlp since they’re pretty removed from the original form and I want to make them their own thing.
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