A special thanks goes out to Jas Merripen for this expertly crafted killing machine. As always im blown away by their work!
Go check out their work and consider commissioning
https://linktr.ee/jasmerripen

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A special thanks goes out to Jas Merripen for this expertly crafted killing machine. As always im blown away by their work!
Go check out their work and consider commissioning
https://linktr.ee/jasmerripen
Clamorous Ironclad
Another new vehicle, this time from the Keelhaulers, the pirate-crew-turned-race-team. This sea-and-sky worthy vessel is equipped with a boatload of aether-powered weaponry, perfect for hunting both sea monsters and the other teams from Aetherdrift. And if you're looking for a good pilot, look no further than Captain Howler, the leader of the Keelhaulers!
And if you're looking for a good deal and great D&D homebrew, look no further than my Patreon, where just $2/month gets you access to all of my content a week early, plus my backlog of hundreds of monsters, magic items, spells, and more. And even if you're not feeling up for a monthly pledge, just signing up as a free member means you'll get to see all the stuff I make every week that doesn't get posted here. And trust me, there's some great stuff that doesn't make it here only because I don't have time to post it all!
3.0 D&D to PF1 Conversion: Torturer Devil (Kocrachon)
This is a conversion of a rather famous creature that originated from Planescape. Since this is a rather low-ranking devil, I tried not to go overboard on the abilities, while attempting to give the Kocrachon its own flavour. I also got several pointers from a previous 3.5 conversion of the same creature, which appeared in the EN World Forums. Of course, you guys be the judges if my conversion is satisfying.
DEVIL, TORTURER (KOCRACHON)
Image (c) Wizads of the Coast, artist unknown
This horror looks like an overgrown bluish-black beetle with a long proboscis for a mouth, but its face has a disturbingly human look to it, and its legs end in slim, dexterous claws.
TORTURER DEVIL CR 7
XP 3’200
LE Medium Outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +14
Defense
AC 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)
hp 76 (8d10+32)
Fort +6, Ref +10, Will +9
Damage Reduction 5/good; Immune fire, poison; Resist acid 10, cold 10
Spell Resistance 18
Offense
Speed 40 ft., flying 60 ft. (good)
Melee bite +12 (1d6+2 plus disease), 2 claws +12 (1d4+1 plus excruciate)
Special Attacks disease, excruciate, sadism, sneak attack +2d6
Spell-Like Abilities (CL 8th, concentration +12)
At will – cause fear (DC 15), darkness, greater teleport (self plus 50 lbs. objects only), stabilize, suggestion (DC 17)
3/day – cure moderate wounds (DC 16), invisibility, magic circle against good, major image (DC 17)
1/day – breath of life, summon (level 3, 2d4 lemures or 1 torturer devil, 45%), waves of fatigue (DC 19)
Statistics
Str 14, Dex 19, Con 18, Int 16, Wis 17, Cha 19
Base Atk +8; CMB +10; CMD 24 (30 vs. trip)
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +12 (+16 jumping), Bluff +13, Diplomacy +12, Fly +14, Heal +18, Intimidate +15, Knowledge (planes) +14, Perception +14, Profession (torturer) +18, Sense Motive +18, Stealth +15; Racial Modifiers +4 Heal, +4 Profession (torturer), +4 Sense Motive
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Nine Hells)
Organization solitary, pair or team (3-6)
Treasure standard
Special Abilities
Disease (Su) An opponent hit by a torturer devil’s bite attack must succeed on a Fortitude save (DC 18) or contract devil chills. The save DC is Constitution-based
Devil Chills: Disease – injury (bite); save Fort DC 18; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
Excruciate (Su) A living creature hit by a torturer devil’s claw attack must succeed on a Fortitude save (DC 18) or become sickened with pain for 1d6 rounds. A creature that is already sickened becomes nauseated for 1 round instead. The save DC is Constitution-based
Sadism (Ex) If a torturer devil inflicts 10 or more points of damage on a single creature in the span of a single round, either with a single attack or with multiple attacks, it gains a +2 morale bonus on attack rolls, saving throws and skill checks for the duration of the next round.
Kocrachons are also known as torturer devils for their specialization in inflicting prolonged pain on helpless victims. They are mostly tasked with extracting information through pain, and it is a job they thoroughly enjoy. In what spare time they have, they enjoy sharpening their skills on damned souls and other prisoners; ending up in the claws of the kocrachon is considered one of the worst possible fates, for these devils are merciless and go out of their way to deny their victims the sweet release of death. Torturer devils are fond of mental torture as well, and will gleefully manipulate and gaslight their charges in order to maximize their anguish.
Torturer devils are not particularly fond of combat, and will usually retreat if an opponent looks dangerous enough to fight them on even footing. If forced to battle, they will usually break up and confound the opposition with spells like cause fear or suggestion, and then strike from ambush, often with the cover of invisibility, and debilitate their victims with their painful claws and diseased bites. A kocrachon that inflicts enough suffering on a victim is bolstered by the act, and can briefly fight with enhanced vigor.
Kocrachons are mostly found in infernal citadels, working for more powerful devils; they are 5 feet tall on average, and weigh roughly 110 pounds.
Euro Cup 2024 GrupF Matchday 1 Portugal 2 vs 1 Czechia POR : Hranáč 69‘ (og) + Francisco Conceição 90’+2 CZE : Provod 62‘ "Rise of a New Generation" 🥰🥰🥰🥰🥰🥰
Mr Rime's buttons blink when attacking or being attacked, his "eyes" never do, and one of the cards imply it breathes from the chest. That outfit is the actual face, it has a false head. That's why I'm posting this one out of order, it's the next spooky pokemon in line. Nothing with a false head trying to lure children to it is good. Mime Jr and Mr Mime are fine though, honestly Legends Arceus warmed me up to them. Apparently fear of clowns is near unheard of in Japan. Guess they don't have an uprising clowns every couple years, like the East Coast USA has for the past half century. Seriously, every few years for the past 60 we've had waves of people in clown costumes with machetes start appear. Rarely ends in any death, they're generally just trying to terrify people. Anyway, these clowns are here to make a fool out of wizards, so time for encounter ideas!
-Mime Jr are rascally but typically harmless, just following children around to play and harmless pranks. Lately things have been going missing from those it interacts with. (the townsfolk think it's mime jr, but it's actually a thief/monster taking advantage of the distraction) -Mr Mime are the jesters of the archfey courts. When the townspeople stopped leaving out offerings for her pixies, the jester was sent to make fools out of the town. Make this a mystery, the players have to figure it's a fey and how to contact/appease them. Or just fight the Mr Mime, but it will definitely retreat and keep coming back to harrass the town, good luck with that. And with retribution should they kill the court's jester. - Galarian Mr Mime have taken up residence in the local lake, kicking anyone more focused on ice fishing than their performance. The locals need help driving them off, either by appeasing them or attack. (bonus points- the Mr Mime becaomes a Mr Rime when they reach low health, refilling health like a Mythic Trait or a video game boss) - Mr Rime has been entertaining the village with its antics. People chalk up the frozen body appearing to yetis or winter wolves, relying on the entertainer for joy in this trying time. The Mr Rime is behind these disappearances, occasionally following the last member of its audience home to launch a cone of cold.
The Heavens Are Empty: Celestial Herald
The being standing before you has perfect dark skin from the shoulders down; it’s clad in loose, colorful robes and bears a trumpet in one hand and a javelin in the other. It has four feathered wings coming out of its back, but most shocking is its total lack of a head; instead, it has a white flame, which oddly casts no light; surrounding the flame are two wheels covered in eyes, of many different colors and sorts. Its voice is majestic and smooth.
[Closest thing to a grim reaper the psychopomps have. I used a halberd to approximate the scythe, I think that's pretty standard. Not that monsters have to use the same weapon stats as players.]
Lifestealer Doppelganger
TMost doppelgangers get by impersonating others and replacing them. But Lifestealer Doppelgangers take it one step further, they don't just impersonate their prey, they take over their lives completely.
Whether the result of a demonic bargain, a natural evolution or mutation, or a creation of some dark wizard with a little too much ruminating powder in them, Lifestealer Doppelgangers are Doppelgangers who possess the ability to not only impersonate a victim, but also slowly drain away their life force, leaving them a withered, barely living shell.
In order to steal someone's life, a Lifestealer must first perform a ritual to bond themselves with their prey, once done, they gain their victims knowledge, appearance, and know where their prey is at all time. They use these to great advantage to go out and begin living their victims lives for them.
They start slowly, on the periphery, going to missed meetings and get togethers, scheduling events the victim had no memory of, they will occasionally allow themselves to be seen by the victim, just to confuse or disturb them, but at the early stage they will be careful not to be detected.
However, as the Lifestealer doppelganger begins draining more and more of the victims life force, they will become bolder in their intrusion, going to their jobs, having meetings with their friends and loved ones, slowly but surely muscling them out of their own life. As the victim grows weaker, the Lifestealer, with their natural charisma and skills at deception, along with their incredible physical and mental attributes, will be able to convince the victims family and loved ones that they are the real one, and the victim is the imposter. There is nothing that gives the Lifestealer more pleasure than watching a victims family and loved ones turn on them.
Of course, a Lifestealer is still dependent on their victim to keep up their charade, when the Lifestealing process progresses into its final phase, and the victim is too weak to even move, the lifestealer will serquester them in some lonely and out of the way place, only coming by to feed and care for them, and also mock them and taunt them with how much better they are at living their life than they were. Lifestealer Doppelgangers are naturally cruel, and love tormenting others.
Once a bond is formed, it can only be broken with magic or by the Lifestealer's death. A Lifestealer uses their ability to know their victims location to always remain one step ahead, always trying to cut off potential avenues to have the bond broken. In combat they can move lightining quick, striking multiple times, so fighting them is a tricky proposition to say the least.