This is a group of associated monsters from a One-shot I ran based around an invading colony of mechanical beings: The Dromons (a corrupted version of the modrons), that seek only to acquire resources to make more of themselves....
The basic workers / scavengers of the colony are the Mecha-claws, small insect / spider like creatures that are the primary destructors of the colony who reduce all matter into a sludge of raw materials that is used by the colony to build more of themselves as well as any structures they wish, as well as carve any tunnels if the colony decides to build underground for safety:
Hive Mind. Each Mecha-claw can see through the senses of all other Mecha-claws that are not incapacitated in a 100 ft radius.
Dissolving Acid.The Mecha-claw's acid is uniquely formulated to dissolve all known materials down into its constituent parts. It deals quadruple damage against objects and structures, and when the Mecha-claw uses it's acid against an object or structure made of the same material as the Mecha-claw, the Mecha-claw regains hit points equal to the acid damage dealt.
Pack Tactics. A Mecha-claw has advantage on attacks if an ally is within 5ft of its target.
Spider Climb. The Mecha-claw can climb on vertical surfaces and across ceilings.
Acid Spit (Recharge 6). 15 ft cone.Save: Dexterity DC 10, Fail: 10 (3d6) Acid damage. Success: half damage.
In times of threat the Mecha-claws can assemble themselves into aggregated creatures of 12+ Mecha-claws known as Mega-Mecha-Claws that can take on three different forms: an approximately spherical blob, a vaguely humanoid shape, or a giant insectoid-shape.
Dissolving Acid.The Mega-Mecha-claw's acid is uniquely formulated to dissolve all known materials down into its constituent parts. It deals quadruple damage against objects and structures.
Actions
Multiattack. The Mega-Mecha-Claw makes 2 Claw attacks in Insectoid form, 3 Slam attacks in Humanoid form, or 1 Roll in Blob form.
Claw (Insectoid Form). Melee Attack Roll:+7, reach 10 ft. Hit: 17 (3d8 + 4) Slashing damage, and the target is Grappled and Restrained (Escape DC: 15). The Mega-Mecha-Claw has only 2 claws it can grapple with.
Slam (Humanoid Form). Melee Attack Roll:+7, reach 10 ft. Hit: 17 (3d8 + 4) Bludgeoning damage.
Roll (Blob Form). The Mega-Mecha-Claw moves up to its movement speed in a straight line, moving through the space of any creatures that are Large or Smaller without penalty. Each creature that the Mega-Mecha-Claw moves through the space of must make a Strength saving throw (DC 15), Fail: 36 (8d8) Bludgeoning damage and fall Prone, Success: half damage.
Acid Discharge (Recharge 5-6). 15 ft emanation.Save: Dexterity DC 13, Fail: 35 (10d6) Acid damage. Success: half damage.
Bonus Actions
Change Shape. The Mega-Mecha-Claw shifts into a new form choosing between Insectoid, Humanoid, or Blob forms.
The colony is built from all kinds of scrap and reconstituted components fastened together with durable glue produced by the BuilderBots. BuilderBots also build and repair the Mecha-Claws.
Multiattack. The BuilderBot uses each of the actions listed below once on each of their turns.
Glue Spray. Ranged Attack:+8, range 120 ft. Hit: The target is Grappled and Restrained (Escape DC: 16), if the target is Restrained by this effect at the end of their turn the glue hardens and they become Paralyzed until they take acid or bludgeoning damage.
Electric Jolt. Melee Magic Attack:+8, reach 15 ft. Hit: 36 (8d8) Lightning damage. If this targets a construct the target instead regains 8d8 hit points and any effect causing it to be incapacitated ends.
Welding Flame. 30 ft cone.Save: Dexterity DC 16, Fail: 21 (6d6) Fire damage. Success: half damage.
Finally the Overseer organizes the colony and commands the others.
HP 255(30d8 + 120) SensesPassive Perception 26, Truesight 120 ft radius
Speed0 ft. Languages Telepathy
CR 11 (PB +4) Immunities: Paralyzed, Stunned
Immobile & Immutable. The overseer cannot move or be moved by any ability, and it cannot be transformed, changed in size or have its shaped changed.
Actions
Multiattack. The Overseer uses it's Light ray 3 times, and uses either it's Dominate or it's Command.
Light Ray. Ranged Attack:+11, range 120 ft. Hit: 25 (4d8+7) radiant damage.
Dominate. One target, range 60 ft Save: Wisdom DC 19, Fail: the target is charmed by the Overseer, while charmed it follows the telepathic commands of the Overseer. The target repeats the save at the end of each turn, ending the effect on a success. The Overseer cannot use this ability while it's Arcane Shield is active. The Overseer can only have one creature Dominated at a time.
Command. All constructs within 120 ft of the overseer can immediately make 1 Attack, or Move up to its speed.
Bonus Actions
Arcane Shield (recharge 5-6). The Overseer surrounds itself with a magical shield granting it a +5 bonus to it's Armour Class and Immunity to spells of cast at 4th level or lower, the Overseer must concentrate to maintain this shield.
Energy Pulse. 30 ft cone. Save: Strength DC 19, Fail: each target takes 16 (2d8+7) force damage and is pushed 20 ft away from the Overseer.
Legendary Actions
The Overseer has 3 legendary actions that it regains at the start of each of its turns. It uses these to take the actions below at the end of another creature's turn:
Ray. The Overseer uses it's Light Ray attack.
Psychic Pulse (2 Actions). 30 ft emanation. Save: Intelligence (DC 19) Fail: 44 (8d10) psychic damage and stunned until the end of their next turn. Success: half damage.
Glare. One target, 90 ft range. The target must make a DC 19 Wisdom saving throw or be Frightened of the Overseer. The target can repeat the save at the end of each turn, ending the effect on a success.
Hands down, the most entertaining thing I've ever read for DND. Please keep making content, that is awesome. Im gonna be so surprised if that doesn't win
Rollback Post to RevisionRollBack
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
Makeshift Alchemy. You gain proficiency in Alchemist's tools. When you finish a short or long rest, you can use these tools to craft one of: Greater Healing Potion, Potion of Climbing, Potion of Waterbreathing, Potion of Growth, or an alchemical consumable item (i.e. Acid, Alchemist's fire, Holy Water, Basic Poison, Antitoxin, Bomb, Oil, Perfume, Smoke Grenade) of your choice at no cost, by using materials you find around you. This potion loses its potency after 8 hours.
Throw Potion. When you take the Attack action on your turn, you can replace one attack with throwing a potion at a creature within 20 feet of yourself, the target makes a Dexterity saving throw (DC = 8 + Dexterity modifier + your Proficiency Bonus) on a failure the target is affected by the potion.
Proficient Throwing. When you use your Throw Potion or similar adventuring equipment (e.g. Acid, Holy Water) if the target would take damage from the potion or item you threw you add your proficiency bonus to the damage they take from that item.
I am totally stealing that for my campaigns from now on Agilemind, that is great man! Good job!
Rollback Post to RevisionRollBack
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
Makeshift Alchemy. You gain proficiency in Alchemist's tools. When you finish a short or long rest, you can use these tools to craft one Uncommon potion or alchemical consumable item (i.e. Acid, Alchemist's fire, Holy Water, Basic Poison, Antitoxin, Bomb, Oil, Perfume, Smoke Grenade) of your choice. This potion loses its potency after 8 hours.
Throw Potion. When you take the Attack action on your turn, you can replace one attack with throwing a potion at a creature within 20 feet of yourself, the target makes a Dexterity saving throw (DC = 8 + Dexterity modifier + your Proficiency Bonus) on a failure the target is affected by the potion.
Proficient Throwing. When you use your Throw Potion or similar adventuring equipment (e.g. Acid, Holy Water) if the target would take damage from the potion or item you threw you add your proficiency bonus to the damage they take.
It seems a little to powerful to me to be able to craft uncommon potions at no cost.
All the origin feats are significantly powerful, a free familiar, the Shield spell, Healing Word, Cure Wounds, Heroic Inspiration to multiple creatures every SR, proficiency in Initiative, the Strike of the Giants bonuses. I considered instead listing out the possible uncommon potions to avoid OP combos, but it's really annoying to read through all of them and list them.
A Greater Healing Potion (4d4+4) is about the same as 1st level Cure Wounds (2d8+3). I could reduce it down to 1/LR instead of 1/SR but then if you're in a campaign without the ability to buy potions / ingredients it is really not doing much for you at all.
Makeshift Alchemy. You gain proficiency in Alchemist's tools. When you finish a short or long rest, you can use these tools to craft one of: Greater Healing Potion, Potion of Climbing, Potion of Waterbreathing, Potion of Growth, or an alchemical consumable item (i.e. Acid, Alchemist's fire, Holy Water, Basic Poison, Antitoxin, Bomb, Oil, Perfume, Smoke Grenade) of your choice at no cost, by using materials you find around you. This potion loses its potency after 8 hours.
Throw Potion. When you take the Attack action on your turn, you can replace one attack with throwing a potion at a creature within 20 feet of yourself, the target makes a Dexterity saving throw (DC = 8 + Dexterity modifier + your Proficiency Bonus) on a failure the target is affected by the potion.
Proficient Throwing. When you use your Throw Potion or similar adventuring equipment (e.g. Acid, Holy Water) if the target would take damage from the potion or item you threw you add your proficiency bonus to the damage they take from that item.
They may appear common, but don't be fooled! The Sworn warriors are experts at working in formations, and their abilities are honed to work together! Please enjoy, and give any feedback you feel is pertinent!
Interactive Options: When the Circus Comes to Town
The circus is many things: lovable, fun, terrifying (for Coulrophobics); however, most of the time, it's lighthearted. Unfortunately, some circuses are... changed. Warped, you could say, by their surroundings. They provide little blessings, calle Tricks, to those who wander the location. These circuses are known as...
Circuses of the Planes
Astral Circus
The circus in this area has been influenced by the Astral Plane. Mediums and other psychics are common in circuses such as these.
Traveler's Hub. This location is well known and well traveled. You have advantage on Wisdom (Survival) checks made to navigate if this circus is your destination. In addition, while in this zone, you do not require food or drink to sustain yourself, and you do not age. Thus, many people from different time periods are here.
The Thought of Movement. While in combat in this zone, you gain a bonus to your walking speed equal to your Intelligence score.
Ethereal Circus
This circus has been touched by the ethereal plane. Acrobats and magicians shimmer in and out of existence, performing acrobatic feats and disappearing tricks. While here, creatures gain the following Tricks:
Ethereal Jump. As an action on your turn, you can teleport up to 30 feet away. You can use this Trick a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Short or Long Rest finished in the Ethereal Circus' area.
Shimmering Visage. You have advantage on Dexterity (Stealth) checks while here.
Feywild Circus
One of the most common and well known circuses is the Feywild Circus. Here, fey weave deception and lies and illusions together, creating a fantastical place where truth and lie mix together, and you could be fooled into thinking up is down and straight is up. You gain the following Tricks:
Deception of the Fey. While here, a creature with the Fey Ancestry trait or the Fey type has advantage on Charisma (Deception) checks. In addition, any Illusion spells cast here are considered to have double range, or a range of 30 feet (whichever is higher.) Checks made to discern whether an illusion is real or not have disadvantage.
Natural Illusions. While here, if you have a Charisma score of 13 or more, you can cast the Minor Illusion cantrip at will.
Shadowfell Circus
We all have "that one" cousin. Well... the Shadowfell Circus is theirs. Liars, tricksters, and illusionists make their home here, hurting all they come across. You gain the following Tricks:
Ruthless Deceivers. While here, a creature with the Fey Ancestry trait or the Fey type has advantage on Charisma (Deception) checks. In addition, any Illusion spells cast here are considered to have double range, or a range of 30 feet (whichever is higher.) Checks made to discern whether an illusion is real or not have disadvantage.
Vile Illusions. While here, if you have a Charisma score of 13 or more, you can cast the Minor Illusion cantrip at will.
Elemental Circus.
The Elemental Circus is not simply one plane, but a collection of four. Elementalists and acrobats alike make their home in circuses like these. You gain the following Tricks while here:
Elemental Attunement. Choose Fire, Cold, Lightning and Thunder, or Bludgeoning. While you are here, you have resistance to that type(s) of damage. In addition, choose one of the following cantrips: Fire Bolt, Shape Water, Gust, or Mold Earth. While you are here, you can cast that cantrip at will, using Constitution as your spellcasting modifier.
Whie there is many more types, these are the largest and most common ones.
(By the way, I do realize that Shadowfell and Feywild are the same thing. I have a reason for doing that that I may explain later.)
DM Options
This is a group of associated monsters from a One-shot I ran based around an invading colony of mechanical beings: The Dromons (a corrupted version of the modrons), that seek only to acquire resources to make more of themselves....
The basic workers / scavengers of the colony are the Mecha-claws, small insect / spider like creatures that are the primary destructors of the colony who reduce all matter into a sludge of raw materials that is used by the colony to build more of themselves as well as any structures they wish, as well as carve any tunnels if the colony decides to build underground for safety:
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage.
Acid Spit (Recharge 6). 15 ft cone. Save: Dexterity DC 10, Fail: 10 (3d6) Acid damage. Success: half damage.
In times of threat the Mecha-claws can assemble themselves into aggregated creatures of 12+ Mecha-claws known as Mega-Mecha-Claws that can take on three different forms: an approximately spherical blob, a vaguely humanoid shape, or a giant insectoid-shape.
Multiattack. The Mega-Mecha-Claw makes 2 Claw attacks in Insectoid form, 3 Slam attacks in Humanoid form, or 1 Roll in Blob form.
Claw (Insectoid Form). Melee Attack Roll:+7, reach 10 ft. Hit: 17 (3d8 + 4) Slashing damage, and the target is Grappled and Restrained (Escape DC: 15). The Mega-Mecha-Claw has only 2 claws it can grapple with.
Slam (Humanoid Form). Melee Attack Roll:+7, reach 10 ft. Hit: 17 (3d8 + 4) Bludgeoning damage.
Roll (Blob Form). The Mega-Mecha-Claw moves up to its movement speed in a straight line, moving through the space of any creatures that are Large or Smaller without penalty. Each creature that the Mega-Mecha-Claw moves through the space of must make a Strength saving throw (DC 15), Fail: 36 (8d8) Bludgeoning damage and fall Prone, Success: half damage.
Acid Discharge (Recharge 5-6). 15 ft emanation.Save: Dexterity DC 13, Fail: 35 (10d6) Acid damage. Success: half damage.
Change Shape. The Mega-Mecha-Claw shifts into a new form choosing between Insectoid, Humanoid, or Blob forms.
The colony is built from all kinds of scrap and reconstituted components fastened together with durable glue produced by the BuilderBots. BuilderBots also build and repair the Mecha-Claws.
Multiattack. The BuilderBot uses each of the actions listed below once on each of their turns.
Glue Spray. Ranged Attack:+8, range 120 ft. Hit: The target is Grappled and Restrained (Escape DC: 16), if the target is Restrained by this effect at the end of their turn the glue hardens and they become Paralyzed until they take acid or bludgeoning damage.
Electric Jolt. Melee Magic Attack:+8, reach 15 ft. Hit: 36 (8d8) Lightning damage. If this targets a construct the target instead regains 8d8 hit points and any effect causing it to be incapacitated ends.
Welding Flame. 30 ft cone.Save: Dexterity DC 16, Fail: 21 (6d6) Fire damage. Success: half damage.
Finally the Overseer organizes the colony and commands the others.
Multiattack. The Overseer uses it's Light ray 3 times, and uses either it's Dominate or it's Command.
Light Ray. Ranged Attack:+11, range 120 ft. Hit: 25 (4d8+7) radiant damage.
Dominate. One target, range 60 ft Save: Wisdom DC 19, Fail: the target is charmed by the Overseer, while charmed it follows the telepathic commands of the Overseer. The target repeats the save at the end of each turn, ending the effect on a success. The Overseer cannot use this ability while it's Arcane Shield is active. The Overseer can only have one creature Dominated at a time.
Command. All constructs within 120 ft of the overseer can immediately make 1 Attack, or Move up to its speed.
Arcane Shield (recharge 5-6). The Overseer surrounds itself with a magical shield granting it a +5 bonus to it's Armour Class and Immunity to spells of cast at 4th level or lower, the Overseer must concentrate to maintain this shield.
Energy Pulse. 30 ft cone. Save: Strength DC 19, Fail: each target takes 16 (2d8+7) force damage and is pushed 20 ft away from the Overseer.
Ray. The Overseer uses it's Light Ray attack.
Psychic Pulse (2 Actions). 30 ft emanation. Save: Intelligence (DC 19) Fail: 44 (8d10) psychic damage and stunned until the end of their next turn. Success: half damage.
Glare. One target, 90 ft range. The target must make a DC 19 Wisdom saving throw or be Frightened of the Overseer. The target can repeat the save at the end of each turn, ending the effect on a success.
I just read the bee-holder
Hands down, the most entertaining thing I've ever read for DND. Please keep making content, that is awesome. Im gonna be so surprised if that doesn't win
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
Player Options: Alchemical Wonders
Alchemist
Origin Feat
You gain the following benefits.
Makeshift Alchemy. You gain proficiency in Alchemist's tools. When you finish a short or long rest, you can use these tools to craft one of: Greater Healing Potion, Potion of Climbing, Potion of Waterbreathing, Potion of Growth, or an alchemical consumable item (i.e. Acid, Alchemist's fire, Holy Water, Basic Poison, Antitoxin, Bomb, Oil, Perfume, Smoke Grenade) of your choice at no cost, by using materials you find around you. This potion loses its potency after 8 hours.
Throw Potion. When you take the Attack action on your turn, you can replace one attack with throwing a potion at a creature within 20 feet of yourself, the target makes a Dexterity saving throw (DC = 8 + Dexterity modifier + your Proficiency Bonus) on a failure the target is affected by the potion.
Proficient Throwing. When you use your Throw Potion or similar adventuring equipment (e.g. Acid, Holy Water) if the target would take damage from the potion or item you threw you add your proficiency bonus to the damage they take from that item.
https://www.dndbeyond.com/feats/1858540-alchemist-origin-feat
I am totally stealing that for my campaigns from now on Agilemind, that is great man! Good job!
Just Your Friendly Animated Armor :3
I love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds love birds I love birds I love birds I love birds I love birds
Only 3 more days!
I am also here.
Am snek.
Homebrew: dominance, The Necrotic
Extended signature
Good points, text edited to clarify.
It seems a little to powerful to me to be able to craft uncommon potions at no cost.
Homebrew: dominance, The Necrotic
Extended signature
All the origin feats are significantly powerful, a free familiar, the Shield spell, Healing Word, Cure Wounds, Heroic Inspiration to multiple creatures every SR, proficiency in Initiative, the Strike of the Giants bonuses. I considered instead listing out the possible uncommon potions to avoid OP combos, but it's really annoying to read through all of them and list them.
A Greater Healing Potion (4d4+4) is about the same as 1st level Cure Wounds (2d8+3). I could reduce it down to 1/LR instead of 1/SR but then if you're in a campaign without the ability to buy potions / ingredients it is really not doing much for you at all.
Amazing job! This came at the perfect time. I have a player who wants to play an alchemist but wasn't liking the current origin feat options.
- Igglywiv the Wizard
I played every class, now playing every sub-class.
You would not believe how much ADHD helps with creating campaigns!
I'll be trying to submit a few things before the deadline, wish me luck
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Here they are, my DM category submissions:
The Sworn
They may appear common, but don't be fooled! The Sworn warriors are experts at working in formations, and their abilities are honed to work together! Please enjoy, and give any feedback you feel is pertinent!
Aegis Sworn (Monster)
Bow Sworn (Monster)
Spear Sworn (Monster)
Spell Sworn (Monster)
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Today is the last day! Make sure to get in any submissions you got!
DM Options: The Collective
Homebrew Monster Page
Homebrew: dominance, The Necrotic
Extended signature
Miles, I’m surprised I’ve never asked before, but is your pfp Vah Naboris on the mountain?
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Interactive Options: When the Circus Comes to Town
The circus is many things: lovable, fun, terrifying (for Coulrophobics); however, most of the time, it's lighthearted. Unfortunately, some circuses are... changed. Warped, you could say, by their surroundings. They provide little blessings, calle Tricks, to those who wander the location. These circuses are known as...
Circuses of the Planes
Astral Circus
The circus in this area has been influenced by the Astral Plane. Mediums and other psychics are common in circuses such as these.
Traveler's Hub. This location is well known and well traveled. You have advantage on Wisdom (Survival) checks made to navigate if this circus is your destination. In addition, while in this zone, you do not require food or drink to sustain yourself, and you do not age. Thus, many people from different time periods are here.
The Thought of Movement. While in combat in this zone, you gain a bonus to your walking speed equal to your Intelligence score.
Ethereal Circus
This circus has been touched by the ethereal plane. Acrobats and magicians shimmer in and out of existence, performing acrobatic feats and disappearing tricks. While here, creatures gain the following Tricks:
Ethereal Jump. As an action on your turn, you can teleport up to 30 feet away. You can use this Trick a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Short or Long Rest finished in the Ethereal Circus' area.
Shimmering Visage. You have advantage on Dexterity (Stealth) checks while here.
Feywild Circus
One of the most common and well known circuses is the Feywild Circus. Here, fey weave deception and lies and illusions together, creating a fantastical place where truth and lie mix together, and you could be fooled into thinking up is down and straight is up. You gain the following Tricks:
Deception of the Fey. While here, a creature with the Fey Ancestry trait or the Fey type has advantage on Charisma (Deception) checks. In addition, any Illusion spells cast here are considered to have double range, or a range of 30 feet (whichever is higher.) Checks made to discern whether an illusion is real or not have disadvantage.
Natural Illusions. While here, if you have a Charisma score of 13 or more, you can cast the Minor Illusion cantrip at will.
Shadowfell Circus
We all have "that one" cousin. Well... the Shadowfell Circus is theirs. Liars, tricksters, and illusionists make their home here, hurting all they come across. You gain the following Tricks:
Ruthless Deceivers. While here, a creature with the Fey Ancestry trait or the Fey type has advantage on Charisma (Deception) checks. In addition, any Illusion spells cast here are considered to have double range, or a range of 30 feet (whichever is higher.) Checks made to discern whether an illusion is real or not have disadvantage.
Vile Illusions. While here, if you have a Charisma score of 13 or more, you can cast the Minor Illusion cantrip at will.
Elemental Circus.
The Elemental Circus is not simply one plane, but a collection of four. Elementalists and acrobats alike make their home in circuses like these. You gain the following Tricks while here:
Elemental Attunement. Choose Fire, Cold, Lightning and Thunder, or Bludgeoning. While you are here, you have resistance to that type(s) of damage. In addition, choose one of the following cantrips: Fire Bolt, Shape Water, Gust, or Mold Earth. While you are here, you can cast that cantrip at will, using Constitution as your spellcasting modifier.
Whie there is many more types, these are the largest and most common ones.
(By the way, I do realize that Shadowfell and Feywild are the same thing. I have a reason for doing that that I may explain later.)
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
I was going to make a submission or two, but I got sidetracked and it's definitely too late now unfortunately. Good luck to the contestants!
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
absolutely, yes. It's an old piece of pixel art I made.
Come participate in the Competition of the Finest Brews, Edition XXV?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
It is very good. It looks like one of those one color challenges, and I mean that in a good way.
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Hey, you've still got some time. You're also EST, right? You've got until 2 PM to finish in that case.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)