damn squatches on the golf course again
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@talesfromthepinebarrens
damn squatches on the golf course again
ol victors been spotted again, keep your younglings close tonight
and i have hands
and i have feet
i am the fifth dimension
and i will split the atom
sorry if some of my writing is unclear
i’m high all of the time weed lmao
Your Leg
Krigar Venturegore Wed, Len 13, 3:50 PM (6 days ago)
Subject: What the fuck is up with this weird leg shit???? Krisgar Venturegore doc, have you heard about the atticus over by the salt flats? he went fucking crazy on the last expedition into pine barrens. everybody said he found this fucking leg, like someone got cut up nad left there. atticus said it was his leg, and wouldn’t let up about it. we all thought it was a joke until he started cutting off his fucking leg. we buried atticus, but corporate wanted me to send this around. if you see a leg while your out there, run like hell. god this shit givin me nightmares. Attachment:
SCP-1993
SCP-1993 is a human/Humanoid left leg, in early stages of decay. Any sentient creature that comes within 20 feet of SCP-1993 must make a constitution check of DC 15, then an perception check of DC 15. If either are failed, then the creature firmly believe that the leg is their own, which was detached and replaced at some point, no matter if the leg corresponds with the skin tone or race of the creature. The creature will be compelled to take the leg with them. They will attempt to get any doctor, cleric, or in desperate measures, anyone, to “reattach” the leg. Before every short or long rest, the holder of the leg must roll a D20, and refer to the chart below. Upon waking up, creature is afflicted by effect.
Upon any failed throw, the following day the creature is afflicted by the spell ‘Suggestion’, and is compulsively searching for a way to attach the leg. If the leg is already attached, creature takes 2d6 psychic damage. Upon three failed throws, The Creature afflicted is desperate. After any failed throw, creature must make a con saving throw, DC 16. If failed, creature will make two attacks with a blade against themselves, attempting to cut off their own leg. If the leg is already attached, Creature takes 4d6 psychic damage. Upon 6 failed throws, The afflicted is struck with a long term madness affect. After this, the cycle resets. This will continued until the leg is transplanted, The afflicted is cured of curses, or the afflicted dies. Once the leg is transplanted, the afflicted gains a beneficial +4 to distribute between Dex, Con, and Strength. Their movement speed increases by 20 ft. Though, nightly DC rolls continue. If the curse is removed, so will the beneficial aspects of the transplanted leg. Long term madness effects are permanent.
Come along, Dorothy. You don't want any of those apples!
Google Doc Version
The International Bureau of Safe Vacation for Humans and Elves would like you to stay safe on your travels to Pine Barrens. Pine Barrens is a beautiful destination, but it is savage wild lands. As such, listed below is another savage trap to be watchful for during your stay.
The Yatevo, (I-See-You) appears as a fruitful tree, often in the middle of dense wilderness where food is scarce. Do not be fooled though, as this these beasts are eager to snatch up the first person to pluck a fruit from it’s branches. It will constrict you, Bleed you dry, and then bury you.
Stay safe!
Warm regards~ The IBSVHE
The Yateveo
Large Plant, Lawful Evil ---------------------------------------------------------------------------------------------------------- Armor Class 12 Hit Points 280 Speed N/A ------------------------------------------------------------------------------------ STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 20 (+5) 10 (+0) 16 (+3) 16 (+3) ------------------------------------------------------------------------- Damage Vulnerabilities Fire Senses Tremor sense Passive Perception 20 Languages N/A Challenge 9 ------------------------------------------------------------------------- Vine Constrict: Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. on Hit: (1d10 +2) bludgeoning damage, and the target is Grappled (escape DC 16). Until this grapple ends, the creature is Restrained, and the tree can't constrict another target. Drain: If a creature is grappled,Three times a battle, The Yateveo may make a melee attack against grappled creature with advantage (Use attack above). An extra die of damage is added on hit, and The Yateveo gains hit points equal to half of damage taken. Strange fruit: A Yateveo is often a lush garden of fruits or nectar pods. Upon death, a Yateveo will drop 2d12 edible fruits or nectar pods. Each item acts as a Goodberry, from the Ranger spell Goodberry. -------------------------------------------------------------------------------------
Physical Description
What seems to be a massive, fruit bearing tree will often attack upon investigation. With thick wooden vines, this beast may drain and consume living things, baiting them in with sweet nectar or fruit. The Yateveo is rare, but at least one exists in most forests. They come in many shapes and sizes, but are often taller than 20 feet, bear sweet fruit or pods of nectar, and have long tendrils with bright green eyes at the end of them.
Bigfoot spotted in brush off of Sword Coast
Shoutout to SatanFudge for these sick Bigfoot DnD character sketches, it’s what inspired this whole addition to my world Google Docs Version (Click this for bonus Subraces, Including a Wendigo, Skunk Ape, and Swamp thing Variant.)
For Centuries, Unconfirmed sightings of hulking ape-men have plagued the isles. Some colonists want them dead, Some don’t even believe they exist. Small groups of humans and elves have become obsessed over discovering evidence of the so-called “Bigfoot”.
Detailed below is the full knowledge of the evasive Sasquatch species, detailed by the EHCSB (Elf-Human Coalition to Study Bigfoot)
Physical Description
Sasquatches, while commonly associated with the Yetis of the North, actually more closely resemble primates. Sasquatches are generally described as large hairy ape-like humanoids, ranging between 6-10 feet tall,hulking at weights up to 500 pounds, and are covered in dark brown or dark reddish hair, Some breeds even having bright white coats. They sport large eyes, a pronounced brow ridge, and a large, low-set forehead; the top of their head is rounded and crested.
Society
Sasquatch society is very few and far between.There are only a handful of Sasquatch tribes. These tribes often contain a few hundred Sasquatches each. Sasquatch societies often exist in large cave systems, which Sasquatch make temporary homes out of, and dig deeper into as they populate the region. Though, Tribes do not stay in one system for more than a few months. It is not uncommon to come across massive abandoned Sasquatch homes, dug into the sides of mountains.
Sasquatch societies are very simple. There is no real roles or currency, as they exist in a flourishing hunter/gather system. Young Sasquatches are encouraged to seek fulfillment in their life, and that is all. This often leads to many ‘traveling’ periods in a Sasquatch’s life, in which they travel far distances, in journeys of self discovery. During these periods, Sasquatches push themselves out of their comfort zone, and will often join questing groups. Many Sasquatch heroes have songs devoted to them in their respected tribes. These songs consisting of rhythmic howls and grunts.
Sasquatches often mate for life, but do not hit sexual maturity until about 40. Their maturity and puberty is a very slow process, taking place over the course of 10 years or so. Sasquatches often travel with their mates, and even children, in small groups. Though, nearly all Sasquatches travel, they will always return home at some point.
History
Sasquatches do not concern themselves with the history of their own people. They often will tell grand stories of past Sasquatches, but in general, they keep no records of anything. Local tribes and mythology refer to the arrival of the “Sky people” in ancient history, who were described as “Huge, hairy travelers, who became stranded here.” Where they arrived from, and when they arrived is still a mystery. Historically, Sasquatches do not let themselves be seen by humans or elves. They have immense distaste for their politics and sense of self, and typically avoiding them at all costs.
Sasquatch Names
Almost all Sasquatches are given the choice of naming themselves, when they mature from infancy. In the meantime, babies are usually referred to Har (Child) until they choose a name for themselves. Most Sasquatch names are short, and primitive sounding, easy enough to yell through dense forest. They do not go by gender roles, and thus there are not really male or female names. Sasquatch Names: Lenny, Ed, Teer, Ska, Raa,
Peaceful traveling ape people.
Ability Score Increase. +1 Wisdom, +2 Strength or Dex Age. Sasquatch reach maturity by 40, and typically live to 600. Alignment. Are often Neutral or good alignments. Natural Camouflage. You have a free proficiency in the Stealth skill. When you are in your favored terrain, you have the ability to cast the spell Disguise Self at will (starting at level 3). Biome Strider. You have perfected movement in your home biome. Select one terrain. You gain a +10 feet to movement while in this terrain. Log Thrower. You gain a natural proficiency to improvised weapons. Additionally, You may add your strength or dex modifier to the attack and damage roll, while using large logs and rocks as improvised weapons. Hirsute. Select a fur coat from the table below.
Size. Medium. Speed. Your base walking speed is 45 feet. Languages. Common, Primordial