power word: Real (10th level don’t ask it just feels like it would be tenth level despite the fact that doesn’t exist)
you create something out of your own imagination. Anything. A weapon, a person, a monster, a unicorn pretending to be a robot. Anything from your wildest dreams, suddenly exists. It works and functions exactly as you believe it would, it’s as powerful as you think it would be. It could just be a stick, or it could be a stick capable of killing gods. Whatever you think it does. However, this does not simply stay like that. It changes based on what not only you, but also other people think of it. You create a tiny sentient puppet? And it turns against you and becomes a serial killers? People give it power out of the tall tales and beliefs they have about it. If people no longer think it can do something, it can’t do that anymore.
*Sorry I haven't been on in a long while. I was struggling with burnout and had to deal with some of life's curveballs that were thrown my way. I know it might be a little late to re-revive the Guild, but I'll give it one more try, and I have more ideas for threads and stories to share with all of you.*
*Here's to creating more wonderful memories and stories together!*
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Former Spider Queen of the Spider Guild. Join today! May we cast our web across the realms!
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narative! (title bestowed by Drummer)
Alright, here’s an idea that has been going Through my head for a while.
the Witch.
a class focused on debuffs and trickery, for those who have discovered loopholes in nature and tricks in the designs of gods that can be exploited. Not necessarily magic specifically, but learning how things work and using hidden techniques and teachings to create desired effects. Be it creating elixirs from newt eyes to cause fires, or disabling someone’s arm by pinching a nerve. Tricking the currents to move in a different direction or causing trees to grow spines by feeding them specially made fertilizer from the teeth of a deep sea shark. Using the world in ways it wasn’t meant to be used.
the two main features of a witch are weird magic and Curses. Curses are sort of like eldritch invocations where you can choose and swap them out, but you can cast them to affect others. Weird magic is basically using the world in a way it shouldn’t work, allowing you to cast spells with both added benefits and detriments, as well as being able to “craft,” your own spells using a list of requirements you can use on the fly. Then, all witches have the ability to enchant objects with strange and powerful properties. Like a cauldron that stirs itself or a mortar and pestle that you can ride and steer. (Or a chicken hut, we’ll get to that eventually!)
three subclass ideas so far, two of them not having names and the other having one. Subclasses are called Covens. Each subclass also gets its own special curses and item enchantments, but not weird magics.
Coven of the Crone, which focuses on the loopholes in your own body. You can mimic voices and use your own powers to inflict yourself with a hideous Gaze which frightens those who see it. You can even grow claws or allow your ears to distinguish lies between truths. This turns you into a sort of fairytale witch. An example of a witch from myths that is the coven of the Crone is Baba Yaga.
And the second one focuses much more on the loopholes within the actual laws of magic, allowing you to have a magical and whimsical affect like lair actions and letting you cast multiple spells a turn. Example In Myth is Circe.
the third focuses on the loopholes within nature, sort of being a ranger hybrid but not really. You can study the winds and use them to let your arrows fly with deadly accuracy, you can become almost unnaturally silent. This has features that could allow you to become in tune with the nature around you. You can talk to animals naturally and they obey your commands, and the winds respond to your singing. The light bends to hide you. This is still the most work in progress concept, and it still needs to have some more stuff that defines it.
Alright, here’s an idea that has been going Through my head for a while.
the Witch.
a class focused on debuffs and trickery, for those who have discovered loopholes in nature and tricks in the designs of gods that can be exploited. Not necessarily magic specifically, but learning how things work and using hidden techniques and teachings to create desired effects. Be it creating elixirs from newt eyes to cause fires, or disabling someone’s arm by pinching a nerve. Tricking the currents to move in a different direction or causing trees to grow spines by feeding them specially made fertilizer from the teeth of a deep sea shark. Using the world in ways it wasn’t meant to be used.
the two main features of a witch are weird magic and Curses. Curses are sort of like eldritch invocations where you can choose and swap them out, but you can cast them to affect others. Weird magic is basically using the world in a way it shouldn’t work, allowing you to cast spells with both added benefits and detriments, as well as being able to “craft,” your own spells using a list of requirements you can use on the fly. Then, all witches have the ability to enchant objects with strange and powerful properties. Like a cauldron that stirs itself or a mortar and pestle that you can ride and steer. (Or a chicken hut, we’ll get to that eventually!)
three subclass ideas so far, two of them not having names and the other having one. Subclasses are called Covens. Each subclass also gets its own special curses and item enchantments, but not weird magics.
Coven of the Crone, which focuses on the loopholes in your own body. You can mimic voices and use your own powers to inflict yourself with a hideous Gaze which frightens those who see it. You can even grow claws or allow your ears to distinguish lies between truths. This turns you into a sort of fairytale witch. An example of a witch from myths that is the coven of the Crone is Baba Yaga.
And the second one focuses much more on the loopholes within the actual laws of magic, allowing you to have a magical and whimsical affect like lair actions and letting you cast multiple spells a turn. Example In Myth is Circe.
the third focuses on the loopholes within nature, sort of being a ranger hybrid but not really. You can study the winds and use them to let your arrows fly with deadly accuracy, you can become almost unnaturally silent. This has features that could allow you to become in tune with the nature around you. You can talk to animals naturally and they obey your commands, and the winds respond to your singing. The light bends to hide you. This is still the most work in progress concept, and it still needs to have some more stuff that defines it.
Alright, here’s an idea that has been going Through my head for a while.
the Witch.
a class focused on debuffs and trickery, for those who have discovered loopholes in nature and tricks in the designs of gods that can be exploited. Not necessarily magic specifically, but learning how things work and using hidden techniques and teachings to create desired effects. Be it creating elixirs from newt eyes to cause fires, or disabling someone’s arm by pinching a nerve. Tricking the currents to move in a different direction or causing trees to grow spines by feeding them specially made fertilizer from the teeth of a deep sea shark. Using the world in ways it wasn’t meant to be used.
the two main features of a witch are weird magic and Curses. Curses are sort of like eldritch invocations where you can choose and swap them out, but you can cast them to affect others. Weird magic is basically using the world in a way it shouldn’t work, allowing you to cast spells with both added benefits and detriments, as well as being able to “craft,” your own spells using a list of requirements you can use on the fly. Then, all witches have the ability to enchant objects with strange and powerful properties. Like a cauldron that stirs itself or a mortar and pestle that you can ride and steer. (Or a chicken hut, we’ll get to that eventually!)
three subclass ideas so far, two of them not having names and the other having one. Subclasses are called Covens. Each subclass also gets its own special curses and item enchantments, but not weird magics.
Coven of the Crone, which focuses on the loopholes in your own body. You can mimic voices and use your own powers to inflict yourself with a hideous Gaze which frightens those who see it. You can even grow claws or allow your ears to distinguish lies between truths. This turns you into a sort of fairytale witch. An example of a witch from myths that is the coven of the Crone is Baba Yaga.
And the second one focuses much more on the loopholes within the actual laws of magic, allowing you to have a magical and whimsical affect like lair actions and letting you cast multiple spells a turn. Example In Myth is Circe.
the third focuses on the loopholes within nature, sort of being a ranger hybrid but not really. You can study the winds and use them to let your arrows fly with deadly accuracy, you can become almost unnaturally silent. This has features that could allow you to become in tune with the nature around you. You can talk to animals naturally and they obey your commands, and the winds respond to your singing. The light bends to hide you. This is still the most work in progress concept, and it still needs to have some more stuff that defines it.
Those are some super cool ideas. I love the "using the world in ways it wasn't meant to be used," theme you gave them. It fits perfectly.
The subclasses are nice plays off this theme as well. I once saw someone theorizing about a witch class and they separated it into Hedge, Hearth, and Highway witches. That doesn't really fit with your thing but I thought it was cool.
Been brainstorming lately. Mostly Lubridium stuff. I’m still dissatisfied with the world, and it feels far too 2D for the purposes of a PBP. Any ideas on things I should change?
Step 1: Give the Empire motives beyond endless destruction. Turn them into climate refugees. Write pretentious monologue explaining this instead of just saying it. Check.
It pains me to admit that colonialism, and indeed all forms of conquest, puzzle me to no end. Humans, and indeed all manner of explorers, have an inherent tendency to stake claim to anything they notice. Britain’s land doesn’t belong to their Queen any more than the air I breathe belongs to my mother, and yet the ghouls have a stubborn tendency to assert dominance over the ever-compliant soil as though expecting it to cower in fear.
It is in the nature of Lubridium to be vast, untamed, and entirely unknown; the land you supposedly own will rebel against you at any moment, and yet you refuse to give it the respect it’s earned throughout these past millennia. The reason I’m writing this letter from the safety of my homestead and not the bottom of the sea is because the Progenitor and her holy children willed it, and the rumblings we’ve felt over the past thousand years are clear evidence of her displeasure.
Terra Lubridia, our flawed and precious Earth, is crumbling around us. In a landslide or earthquake, you wouldn’t plant a flag and declare the ruins your territory — far from it! You would seek to heal the wound, or at the very least flee to a better patch of land.
Perhaps the Empire’s problem is that they’ve become too big — there’s nowhere left to run, save the bottom of the deep blue sea.
— High Scholar Garret Pym, Spider Guild (meta)
Step 2: Okay, we have an idea. Let’s make it useful. Ideas, ideas, ideas . . .
The Empire is building a giant submarine to live in. A yellow one.
Hi Nothic! Some ideas for Lubridium, maybe the empire is turning to darker methods to combat the Redlight? Like finding a way to mitigate the damage caused by the reformation. So they contact some sort of creature that could possibly help them, maybe an ancient and long dead wizard or the god queen of an undersea race living in the deepest trenches. (Or maybe a Kuo Toa god…)
maybe the redlight is getting closer to the world, and that’s why it’s getting stronger.
anyways, what do you think about my idea for the witch?
Hi Nothic! Some ideas for Lubridium, maybe the empire is turning to darker methods to combat the Redlight? Like finding a way to mitigate the damage caused by the reformation. So they contact some sort of creature that could possibly help them, maybe an ancient and long dead wizard or the god queen of an undersea race living in the deepest trenches. (Or maybe a Kuo Toa god…)
maybe the redlight is getting closer to the world, and that’s why it’s getting stronger.
You are literally the BEST. And the second idea in particular is amazing, like the gravitational pull is physically messing stuff up.
anyways, what do you think about my idea for the witch?
Super duper cool, I like the covens connection in subclasses. Adding an apothecary aspect to the class would be epic, as they’re heavily overlooked in 5e and it seems like that’s what you’re doing. You could also add poisons, or make a poisoning archetype as a subclass. Some more coven ideas:
Ancestral witch, similar to ancestor barbarian but more evil and witch-y
So the Witch is meant to be heaaavily customizable with the special weird magic and the enchanted items and curses, so each one is unique and at the back of the class there’s gonna be a giant list of all the things you can customize, similar to the Warlock’s eldritch invocations. I’m still not sure exactly about the rules and formatting for it but here’s an idea for an enchanted item you can take that I made.
Enchanted item:
Home Sweet Home
Prerequisites: Level 12
enchantment time: seven days
You magically enchant a building that could fit in a hundred foot by hundred foot cube over the course of seven days. Once it is enchanted it becomes animated and magical. The doors, windows, and other parts of the house can all move on their own and the house magically becomes enlarged on the inside, gaining extra thirty by thirty foot rooms equal to your Witch Level. The home responds to your mental commands (a bonus action) and can take the Help action to help any other creature in the house. The house has 200 hitpoints, and regains 5 hitpoints every day. If it reaches zero hitpoints, it becomes non magical for seven days before regaining its magic and enabling its regeneration again. At DM’s discretion the house can respond and act on its own, but it never disobeys or harms the Witch that created it. A witch can only have one Home Sweet Home at a time.
enchanted Item:
Creeping Cottage
prerequisites: Home Sweet Home, Level 15
enchantment time: 7 days
Any Home Sweet Homes you currently have gain the following benefits, as well as any you create in the future.
It Sprouts some sort of limb or way to move, be it tentacles or shadowy arms. The most common way is chicken legs. This allows the Home to be suspended up to 50 feet in the air. The limbs are immune to damage. The limbs allow the Home to move at a walking speed of 60 feet.
All spells or curses you cast within the Home Sweet Home deal an extra damage die and creatures have disadvantage on saving throws against your spells.
the Home gains superior control over all objects within, which are considered animated and have a fly speed of 15 feet as long as they are within the home, losing magic once they exit it.
the Home gains new actions it can use in combat: item attack (hit equal to your proficiency+wisdom modifiers damage, 1d10 piercing, slashing or bludgeoning, reach entire house) limb attack (reach 60 feet, proficiency+wisdom to hit, 2d8 bludgeoning) perception check (uses your perception, reaches entire house). In addition, mentally commanding the home is now a free action.
the Home can now be infused with a spell of your choice from any spell list (you don’t need to know it) up to 7th level spells. As an action you can speak a command word to the house and it casts that spell, targeting a creature anywhere within the house.
the home gains twice the rooms and is now hard to navigate properly for creatures other than you, which need to make a save against your weird magic save DC or become lost when moving from room to room. In addition, all doors and windows of your choice become affected by an arcane lock spell.
Baba Yaga is the most notable user of these two enchanted items, her magnificent Home Sweet Home being the greatest and most widely known version of them, Baba Yaga’s Dancing Hut. And I will be using this class I made to eventually build Baba Yaga (although the Arch Crone would likely have an even more powerful version of this ability, considering she probably has modified and strengthened her hut and spells beyond level 20, so it will be in a slightly modified statblock form)
Any projects y’all are working on that you wanna share?
I’m not working a whole lot on Dnd projects right now because I have a ton of other creative projects to do. I have had an idea that I might make into a tavern, campaign, or setting. The sales pitch is: Imagine Huckleberry Finn’s Mississippi riverboat adventure, but on the river Styx in the underworld. Huck Finn in Hades. This way I get to combine my love for backwoods hillbilly culture, mythology and folklore, and surrealist art.
I also wrote up a bunch of general lore for Harengon a while back and I want to do the same for Owlin sometime soon. I have been brainstorming owl culture and lore but it is far from finished.
I love all these ideas you've all been sharing! It makes me so happy to see the Guild active once again, and I'm always amazed by people's creativity here.
One idea I had was for a particularly disorienting dungeon: One with no monsters, actually! However, by the end of the dungeon, the party might be wishing they could have fought some monsters instead...
The dungeon is a chain of moderately-sized rooms decorated like a particularly lavish house, with nice furniture, clean hardwood floors, and sometimes illusory windows. Each chamber has two doors: one leading back to the entrance of the dungeon (or the room behind it), and another leading forward. The doors are where the dungeon's threat lies, though, as each one is locked and trapped with increasing complexity as the party progresses. For reference, imagine some of the door puzzles in Tomb of Horrors, just without the instant kills or the 'take all your stuff' traps.
The dungeon has about 8 puzzle door rooms throughout it, with the dungeon ending in a room with treasure that more than compensates for the party's struggle. After all the big door puzzles- doors with magic locks, doors with non-magic locks, doors with anti-magic locks, doors in the ceiling, doors in the floor, doors behind doors that don't look like doors, the chest-trap-door-not-door-but-actually-a-door... One door remains, more imposing than all of them.
This door gives off a magical aura, and has 12 gems arranged in a ring on its front, with a cryptic riddle on a stone slab in the middle of the room. The puzzle and the gems are irrelevant, as the door is pushed open with a successful DC 10 Strength check. If they do take the time to solve the final riddle, they get a wand of wonder in addition to the aforementioned treasure hoard.
I love the last door in the dungeon. It reminds me of this trap where there’s a button at the center of the room and when you press it it starts counting down, and you can reset it by pressing it again. The trick is that once it reaches 0, the door to the next room opens.
Hey Yvonne, what do you think about my idea for the Witch?
I love the last door in the dungeon. It reminds me of this trap where there’s a button at the center of the room and when you press it it starts counting down, and you can reset it by pressing it again. The trick is that once it reaches 0, the door to the next room opens.
Hey Yvonne, what do you think about my idea for the Witch?
The Witch seems like it'd fit D&D wonderfully! The enchanted items system reminds me of both Warlock Invocations and Artificer Infusions, and I could imagine all sorts of different combinations and synergies that could be scarily effective if one play their cards right.
I love the theme of using the world's workings in unintentional ways, and the Coven options all seem magnificent for both story and gameplay. Perhaps some enchanted items are unique to specific subclasses, or have additional tweaks added to them depending on the Coven of the witch who made them. For example, maybe there's an enchanted item similar to a hag eye, and it has different or additional senses depending on the coven (coven of the oracle might make the eye trigger an alarm spell whenever a creature enters its view, for example).
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Former Spider Queen of the Spider Guild. Join today! May we cast our web across the realms!
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narative! (title bestowed by Drummer)
I came up with an idea for a homebrew race called Legion. The basic idea is that a colony/swarm of members of a species with the tendency to self-organize in massive groups has gained a single personality and humanoid-level intelligence. that all of the group’s members are a part of. Unlike some colonies that act as a single creature, there is no “head” member that leads the entire colony. Every member acts as though it is a larger creature. A Legion also has the ability to enter a dead body and control it (though not without some difficulty). I’ve been working on Ant, Coral, Krill, and maybe even a plant-based subrace. What do you think?
I came up with an idea for a homebrew race called Legion. The basic idea is that a colony/swarm of members of a species with the tendency to self-organize in massive groups has gained a single personality and humanoid-level intelligence. that all of the group’s members are a part of. Unlike some colonies that act as a single creature, there is no “head” member that leads the entire colony. Every member acts as though it is a larger creature. A Legion also has the ability to enter a dead body and control it (though not without some difficulty). I’ve been working on Ant, Coral, Krill, and maybe even a plant-based subrace. What do you think?
This sounds really interesting! I could see the base Legion being fairly plain, and the subraces having wildly different abilities. Maybe the Krill have a swimming speed and an amphibious nature, the Ants have an unarmored AC bonus thanks to their chitin plating, etc.
Assuming this is a application into the Guild, you are absolutely welcome! I bestow upon thee the title of Spider Acolyte!
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Former Spider Queen of the Spider Guild. Join today! May we cast our web across the realms!
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narative! (title bestowed by Drummer)
I came up with an idea for a homebrew race called Legion. The basic idea is that a colony/swarm of members of a species with the tendency to self-organize in massive groups has gained a single personality and humanoid-level intelligence. that all of the group’s members are a part of. Unlike some colonies that act as a single creature, there is no “head” member that leads the entire colony. Every member acts as though it is a larger creature. A Legion also has the ability to enter a dead body and control it (though not without some difficulty). I’ve been working on Ant, Coral, Krill, and maybe even a plant-based subrace. What do you think?
This sounds really interesting! I could see the base Legion being fairly plain, and the subraces having wildly different abilities. Maybe the Krill have a swimming speed and an amphibious nature, the Ants have an unarmored AC bonus thanks to their chitin plating, etc.
Assuming this is a application into the Guild, you are absolutely welcome! I bestow upon thee the title of Spider Acolyte!
Hey everyone, I’m gonna be starting to make statblocks for various Gods and or monsters from the Video game SMITE. Now, the gods and monsters from SMITE are actual gods and monsters from mythology, some of them more or less faithful to the source material, but I will be basing the statblocks on the SMITE versions, so creatures like Charybdis will be at least vaguely human (most of the time)
first god I will be making: Baron Samedi! God of life and death and the wildest partygoer in the afterlife!
(these gods will all be ranging from CR 18 to 25, 18-19 for less powerful monsters and non gods, 20-22 for more powerful ones, 23-24 for the BIG ones, and 25 for stuff like Zeus, Tiamat and Cthulhu. Baron Samedi will be CR 23)
Acrobatics +21, Deception +12, Medicine +9, Performance +19, Persuasion +12, Religion +9, Sleight of Hand +14
Damage Resistances
poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic
Condition Immunities
charmed, frightened, petrified, poisoned
Senses
passive Perception 12
Languages
All, telepathy 30 ft.
Challenge
23 (50,000 XP)
Fancy footwork.
Whenever Baron Samedi successfully lands an attack on his turn against a creature, he can take the disengage action as a bonus action.
Innate Spellcasting.
Baron Samedi’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
1/day each: Telekinesis, Evard’s black Tentacles, contagion, Danse Macabre, Heal
Party Tricks.
When Baron Samedi casts spells, he can make the spells look as if their point of origin was at a different point in the spells range or came from a different source. This does not change the area or range of the spell, only its appearance. In addition, Baron Samedi can throw his voice, making it sound like it is appearing from up to 60 feet away. When Baron Samedi enters a coffin, he can reappear in any coffin in the same plane of existence.
Hysteria.
All attacks dealt by Baron Samedi make creatures hit by it become hysterical and more vulnerable to Baron Samedi and his allies’ attacks. A creature that is hysterical has disadvantage on saving throws against Baron Samedi’s spells and abilities and attacks by Baron Samedi or any of his allies deal an extra 2d6 psychic damage. Hysteria lasts for a minute or until cured by lesser restoration.
Actions
Death Bolt.
Ranged Spell Attack: +12 to hit, range 30/60ft., one target. Hit:1d10+12 necrotic damage.
Vivid Gaze.
Baron Samedi summons a magical skull beside him, which fires a ray of dark magic in a line 30 feet long and five feet wide. All creatures caught in the ray must make a wisdom saving throw or take 2d10 psychic damage and gain the Hysterical condition.
Consign Spirits.
Baron Samedi targets a ten foot cube area within 120 feet of him. All creatures that start their turn or move through that cube must make a DC 20 strength saving throw or be restrained by ghostly specters (escape DC 20’. For every turn the creature is restrained, it takes 1d6 psychic damage. The area otherwise lasts one minute. A creature that takes this psychic damage becomes Hysterical.
Wrap it up.
Ranged Weapon Attack: +14 to hit, range 30/90 ft., one target. Hit: the target is attacked by Baron Samedi’s spectral snake. They become grappled (escape DC 22) and take 1d12 poison damage a round for as long as they are grappled. If they are hysterical, two other creatures within ten feet of the target are also subject to being grappled and taking damage. He can only grapple someone using Wrap it up one at a time. Creatures that take damage from this ability gain hysteria.
Life of the Party (recharge 6).
Baron Samedi conjures a coffin with a direct portal into the spirit world and jumps on top of it. The coffin opens and starts pulling the souls of any creature caught in its radius towards it. Any creatures in a 60 foot cone in front of Baron Samedi must make a Dexterity saving throw or be pulled 50 feet towards Baron Samedi. If they reach within 5 feet of Baron Samedi and his coffin, their soul starts to drain from their body as they make a DC 20 charisma save, taking 8d12 necrotic damage on a failed save, or half as much psychic damage on a success. A creature that is reduced to zero hitpoints this way dies instantly. Any creature damaged by this ability will gain the Hysteria condition for one minute
Next God coming up: Scylla, Horror of the Deep. She will be CR 24, along with Charybdis who will come right after. These ones are both a high CR mainly because of how powerful Scylla is in the game, and Charybdis should be the Same CR because they work together and are sort of a pair of gods.
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied.
I’m a Monster!.
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Actions
Multiattack.
Scylla makes two bite attacks. She can replace one bite attack with Deep Fire. She then uses either Sic’em or Sentinel.
Deep Fire.
Ranged Spell Attack: +10 to hit, range 30/90 ft., one target. Hit: 1d12+10 force damage.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Frightful Presence (monstrous form only).
Each creature of Scylla's choice that is within 120 feet of Scylla and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 Scylla's Frightful Presence for the next 24 hours.
Crushing Force.
Scylla flings an orb of concussive, exploding force that explodes in a 20 foot radius in a place within 60 feet of Scylla. Any creature caught in the explosion must make a DC 20 Dexterity saving throw or take 5d12 force damage, or half on a success.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 300 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. s
Scylla can have an amount of Sentinels equal to the amount of dog heads she has not already grappling a creature with Sic’Em or Tear apart.
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 60 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.
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Idea!
a spell called:
power word: Real (10th level don’t ask it just feels like it would be tenth level despite the fact that doesn’t exist)
you create something out of your own imagination. Anything. A weapon, a person, a monster, a unicorn pretending to be a robot. Anything from your wildest dreams, suddenly exists. It works and functions exactly as you believe it would, it’s as powerful as you think it would be. It could just be a stick, or it could be a stick capable of killing gods. Whatever you think it does. However, this does not simply stay like that. It changes based on what not only you, but also other people think of it. You create a tiny sentient puppet? And it turns against you and becomes a serial killers? People give it power out of the tall tales and beliefs they have about it. If people no longer think it can do something, it can’t do that anymore.
*Hello again, fellow acolytes of arachnids!*
*Sorry I haven't been on in a long while. I was struggling with burnout and had to deal with some of life's curveballs that were thrown my way. I know it might be a little late to re-revive the Guild, but I'll give it one more try, and I have more ideas for threads and stories to share with all of you.*
*Here's to creating more wonderful memories and stories together!*
Former Spider Queen of the Spider Guild. Join today! May we cast our web across the realms!
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narative! (title bestowed by Drummer)
Alright, here’s an idea that has been going Through my head for a while.
the Witch.
a class focused on debuffs and trickery, for those who have discovered loopholes in nature and tricks in the designs of gods that can be exploited. Not necessarily magic specifically, but learning how things work and using hidden techniques and teachings to create desired effects. Be it creating elixirs from newt eyes to cause fires, or disabling someone’s arm by pinching a nerve. Tricking the currents to move in a different direction or causing trees to grow spines by feeding them specially made fertilizer from the teeth of a deep sea shark. Using the world in ways it wasn’t meant to be used.
the two main features of a witch are weird magic and Curses. Curses are sort of like eldritch invocations where you can choose and swap them out, but you can cast them to affect others. Weird magic is basically using the world in a way it shouldn’t work, allowing you to cast spells with both added benefits and detriments, as well as being able to “craft,” your own spells using a list of requirements you can use on the fly. Then, all witches have the ability to enchant objects with strange and powerful properties. Like a cauldron that stirs itself or a mortar and pestle that you can ride and steer. (Or a chicken hut, we’ll get to that eventually!)
three subclass ideas so far, two of them not having names and the other having one. Subclasses are called Covens. Each subclass also gets its own special curses and item enchantments, but not weird magics.
Coven of the Crone, which focuses on the loopholes in your own body. You can mimic voices and use your own powers to inflict yourself with a hideous Gaze which frightens those who see it. You can even grow claws or allow your ears to distinguish lies between truths. This turns you into a sort of fairytale witch. An example of a witch from myths that is the coven of the Crone is Baba Yaga.
And the second one focuses much more on the loopholes within the actual laws of magic, allowing you to have a magical and whimsical affect like lair actions and letting you cast multiple spells a turn. Example In Myth is Circe.
the third focuses on the loopholes within nature, sort of being a ranger hybrid but not really. You can study the winds and use them to let your arrows fly with deadly accuracy, you can become almost unnaturally silent. This has features that could allow you to become in tune with the nature around you. You can talk to animals naturally and they obey your commands, and the winds respond to your singing. The light bends to hide you. This is still the most work in progress concept, and it still needs to have some more stuff that defines it.
Those are some super cool ideas. I love the "using the world in ways it wasn't meant to be used," theme you gave them. It fits perfectly.
The subclasses are nice plays off this theme as well. I once saw someone theorizing about a witch class and they separated it into Hedge, Hearth, and Highway witches. That doesn't really fit with your thing but I thought it was cool.
Always two maybe three
Been brainstorming lately. Mostly Lubridium stuff. I’m still dissatisfied with the world, and it feels far too 2D for the purposes of a PBP. Any ideas on things I should change?
Step 1: Give the Empire motives beyond endless destruction. Turn them into climate refugees. Write pretentious monologue explaining this instead of just saying it. Check.
It pains me to admit that colonialism, and indeed all forms of conquest, puzzle me to no end. Humans, and indeed all manner of explorers, have an inherent tendency to stake claim to anything they notice. Britain’s land doesn’t belong to their Queen any more than the air I breathe belongs to my mother, and yet the ghouls have a stubborn tendency to assert dominance over the ever-compliant soil as though expecting it to cower in fear.
It is in the nature of Lubridium to be vast, untamed, and entirely unknown; the land you supposedly own will rebel against you at any moment, and yet you refuse to give it the respect it’s earned throughout these past millennia. The reason I’m writing this letter from the safety of my homestead and not the bottom of the sea is because the Progenitor and her holy children willed it, and the rumblings we’ve felt over the past thousand years are clear evidence of her displeasure.
Terra Lubridia, our flawed and precious Earth, is crumbling around us. In a landslide or earthquake, you wouldn’t plant a flag and declare the ruins your territory — far from it! You would seek to heal the wound, or at the very least flee to a better patch of land.
Perhaps the Empire’s problem is that they’ve become too big — there’s nowhere left to run, save the bottom of the deep blue sea.
— High Scholar Garret Pym, Spider Guild (meta)
Step 2: Okay, we have an idea. Let’s make it useful. Ideas, ideas, ideas . . .
Step 3: Search for inspiration. Check.
Now that I think about it, my work ethic and thought process are terrible. It’s a wonder I get anything done.
This is a really cool book, though. I truly think I’m onto something.
Any projects y’all are working on that you wanna share?
This is what happens when you let a nothic onto the forums. Longtime mapmaker and forever GM.
Resident map-fiend. Writer, storyteller, worldbuilder. Lover of music & food; hater of elves & numbers. Threads I enjoy:
The Bloody Barnacle | The Spider Guild | The Wonderful Roleplay Guild | Anything BUT the OGL 2.0 | The Tower of Lore | The Universe Smorgasbord | The Afterglow
Hi Nothic! Some ideas for Lubridium, maybe the empire is turning to darker methods to combat the Redlight? Like finding a way to mitigate the damage caused by the reformation. So they contact some sort of creature that could possibly help them, maybe an ancient and long dead wizard or the god queen of an undersea race living in the deepest trenches. (Or maybe a Kuo Toa god…)
maybe the redlight is getting closer to the world, and that’s why it’s getting stronger.
anyways, what do you think about my idea for the witch?
You are literally the BEST. And the second idea in particular is amazing, like the gravitational pull is physically messing stuff up.
Super duper cool, I like the covens connection in subclasses. Adding an apothecary aspect to the class would be epic, as they’re heavily overlooked in 5e and it seems like that’s what you’re doing. You could also add poisons, or make a poisoning archetype as a subclass. Some more coven ideas:
This is what happens when you let a nothic onto the forums. Longtime mapmaker and forever GM.
Resident map-fiend. Writer, storyteller, worldbuilder. Lover of music & food; hater of elves & numbers. Threads I enjoy:
The Bloody Barnacle | The Spider Guild | The Wonderful Roleplay Guild | Anything BUT the OGL 2.0 | The Tower of Lore | The Universe Smorgasbord | The Afterglow
So the Witch is meant to be heaaavily customizable with the special weird magic and the enchanted items and curses, so each one is unique and at the back of the class there’s gonna be a giant list of all the things you can customize, similar to the Warlock’s eldritch invocations. I’m still not sure exactly about the rules and formatting for it but here’s an idea for an enchanted item you can take that I made.
Enchanted item:
Home Sweet Home
Prerequisites: Level 12
enchantment time: seven days
You magically enchant a building that could fit in a hundred foot by hundred foot cube over the course of seven days. Once it is enchanted it becomes animated and magical. The doors, windows, and other parts of the house can all move on their own and the house magically becomes enlarged on the inside, gaining extra thirty by thirty foot rooms equal to your Witch Level. The home responds to your mental commands (a bonus action) and can take the Help action to help any other creature in the house. The house has 200 hitpoints, and regains 5 hitpoints every day. If it reaches zero hitpoints, it becomes non magical for seven days before regaining its magic and enabling its regeneration again. At DM’s discretion the house can respond and act on its own, but it never disobeys or harms the Witch that created it. A witch can only have one Home Sweet Home at a time.
enchanted Item:
Creeping Cottage
prerequisites: Home Sweet Home, Level 15
enchantment time: 7 days
Any Home Sweet Homes you currently have gain the following benefits, as well as any you create in the future.
It Sprouts some sort of limb or way to move, be it tentacles or shadowy arms. The most common way is chicken legs. This allows the Home to be suspended up to 50 feet in the air. The limbs are immune to damage. The limbs allow the Home to move at a walking speed of 60 feet.
All spells or curses you cast within the Home Sweet Home deal an extra damage die and creatures have disadvantage on saving throws against your spells.
the Home gains superior control over all objects within, which are considered animated and have a fly speed of 15 feet as long as they are within the home, losing magic once they exit it.
the Home gains new actions it can use in combat: item attack (hit equal to your proficiency+wisdom modifiers damage, 1d10 piercing, slashing or bludgeoning, reach entire house) limb attack (reach 60 feet, proficiency+wisdom to hit, 2d8 bludgeoning) perception check (uses your perception, reaches entire house). In addition, mentally commanding the home is now a free action.
the Home can now be infused with a spell of your choice from any spell list (you don’t need to know it) up to 7th level spells. As an action you can speak a command word to the house and it casts that spell, targeting a creature anywhere within the house.
the home gains twice the rooms and is now hard to navigate properly for creatures other than you, which need to make a save against your weird magic save DC or become lost when moving from room to room. In addition, all doors and windows of your choice become affected by an arcane lock spell.
Baba Yaga is the most notable user of these two enchanted items, her magnificent Home Sweet Home being the greatest and most widely known version of them, Baba Yaga’s Dancing Hut. And I will be using this class I made to eventually build Baba Yaga (although the Arch Crone would likely have an even more powerful version of this ability, considering she probably has modified and strengthened her hut and spells beyond level 20, so it will be in a slightly modified statblock form)
That witch subclass seems super cool, Arch. Keep us updated on your progress.
I’m not working a whole lot on Dnd projects right now because I have a ton of other creative projects to do. I have had an idea that I might make into a tavern, campaign, or setting. The sales pitch is: Imagine Huckleberry Finn’s Mississippi riverboat adventure, but on the river Styx in the underworld. Huck Finn in Hades. This way I get to combine my love for backwoods hillbilly culture, mythology and folklore, and surrealist art.
I also wrote up a bunch of general lore for Harengon a while back and I want to do the same for Owlin sometime soon. I have been brainstorming owl culture and lore but it is far from finished.
Always two maybe three
I love all these ideas you've all been sharing! It makes me so happy to see the Guild active once again, and I'm always amazed by people's creativity here.
One idea I had was for a particularly disorienting dungeon: One with no monsters, actually! However, by the end of the dungeon, the party might be wishing they could have fought some monsters instead...
The dungeon is a chain of moderately-sized rooms decorated like a particularly lavish house, with nice furniture, clean hardwood floors, and sometimes illusory windows. Each chamber has two doors: one leading back to the entrance of the dungeon (or the room behind it), and another leading forward. The doors are where the dungeon's threat lies, though, as each one is locked and trapped with increasing complexity as the party progresses. For reference, imagine some of the door puzzles in Tomb of Horrors, just without the instant kills or the 'take all your stuff' traps.
The dungeon has about 8 puzzle door rooms throughout it, with the dungeon ending in a room with treasure that more than compensates for the party's struggle. After all the big door puzzles- doors with magic locks, doors with non-magic locks, doors with anti-magic locks, doors in the ceiling, doors in the floor, doors behind doors that don't look like doors, the chest-trap-door-not-door-but-actually-a-door... One door remains, more imposing than all of them.
This door gives off a magical aura, and has 12 gems arranged in a ring on its front, with a cryptic riddle on a stone slab in the middle of the room. The puzzle and the gems are irrelevant, as the door is pushed open with a successful DC 10 Strength check. If they do take the time to solve the final riddle, they get a wand of wonder in addition to the aforementioned treasure hoard.
Former Spider Queen of the Spider Guild. Join today! May we cast our web across the realms!
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narative! (title bestowed by Drummer)
I love the last door in the dungeon. It reminds me of this trap where there’s a button at the center of the room and when you press it it starts counting down, and you can reset it by pressing it again. The trick is that once it reaches 0, the door to the next room opens.
Hey Yvonne, what do you think about my idea for the Witch?
The Witch seems like it'd fit D&D wonderfully! The enchanted items system reminds me of both Warlock Invocations and Artificer Infusions, and I could imagine all sorts of different combinations and synergies that could be scarily effective if one play their cards right.
I love the theme of using the world's workings in unintentional ways, and the Coven options all seem magnificent for both story and gameplay. Perhaps some enchanted items are unique to specific subclasses, or have additional tweaks added to them depending on the Coven of the witch who made them. For example, maybe there's an enchanted item similar to a hag eye, and it has different or additional senses depending on the coven (coven of the oracle might make the eye trigger an alarm spell whenever a creature enters its view, for example).
Former Spider Queen of the Spider Guild. Join today! May we cast our web across the realms!
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narative! (title bestowed by Drummer)
I came up with an idea for a homebrew race called Legion. The basic idea is that a colony/swarm of members of a species with the tendency to self-organize in massive groups has gained a single personality and humanoid-level intelligence. that all of the group’s members are a part of. Unlike some colonies that act as a single creature, there is no “head” member that leads the entire colony. Every member acts as though it is a larger creature. A Legion also has the ability to enter a dead body and control it (though not without some difficulty). I’ve been working on Ant, Coral, Krill, and maybe even a plant-based subrace. What do you think?
hey.
i liked that box.
put me back.
This sounds really interesting! I could see the base Legion being fairly plain, and the subraces having wildly different abilities. Maybe the Krill have a swimming speed and an amphibious nature, the Ants have an unarmored AC bonus thanks to their chitin plating, etc.
Assuming this is a application into the Guild, you are absolutely welcome! I bestow upon thee the title of Spider Acolyte!
Former Spider Queen of the Spider Guild. Join today! May we cast our web across the realms!
"Made by spiders, for spiders, of spiders."
My pronouns are she/her.
Web Weaver of Everlasting Narative! (title bestowed by Drummer)
Awesomeeeee
hey.
i liked that box.
put me back.
Hey everyone, I’m gonna be starting to make statblocks for various Gods and or monsters from the Video game SMITE. Now, the gods and monsters from SMITE are actual gods and monsters from mythology, some of them more or less faithful to the source material, but I will be basing the statblocks on the SMITE versions, so creatures like Charybdis will be at least vaguely human (most of the time)
first god I will be making: Baron Samedi! God of life and death and the wildest partygoer in the afterlife!
(these gods will all be ranging from CR 18 to 25, 18-19 for less powerful monsters and non gods, 20-22 for more powerful ones, 23-24 for the BIG ones, and 25 for stuff like Zeus, Tiamat and Cthulhu. Baron Samedi will be CR 23)
Baron Samedi
Medium undead, Chaotic Neutral
Armor Class
17
Hit Points
142 (15d8 + 75)
Speed
40 ft.
STR
19 (+4)
DEX
24 (+7)
CON
20 (+5)
INT
14 (+2)
WIS
15 (+2)
CHA
21 (+5)
Saving Throws
Dex +14, Cha +12
Skills
Acrobatics +21, Deception +12, Medicine +9, Performance +19, Persuasion +12, Religion +9, Sleight of Hand +14
Damage Resistances
poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic
Condition Immunities
charmed, frightened, petrified, poisoned
Senses
passive Perception 12
Languages
All, telepathy 30 ft.
Challenge
23 (50,000 XP)
Fancy footwork.
Whenever Baron Samedi successfully lands an attack on his turn against a creature, he can take the disengage action as a bonus action.
Innate Spellcasting.
Baron Samedi’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
Party Tricks.
When Baron Samedi casts spells, he can make the spells look as if their point of origin was at a different point in the spells range or came from a different source. This does not change the area or range of the spell, only its appearance. In addition, Baron Samedi can throw his voice, making it sound like it is appearing from up to 60 feet away. When Baron Samedi enters a coffin, he can reappear in any coffin in the same plane of existence.
Hysteria.
All attacks dealt by Baron Samedi make creatures hit by it become hysterical and more vulnerable to Baron Samedi and his allies’ attacks. A creature that is hysterical has disadvantage on saving throws against Baron Samedi’s spells and abilities and attacks by Baron Samedi or any of his allies deal an extra 2d6 psychic damage. Hysteria lasts for a minute or until cured by lesser restoration.
Actions
Death Bolt.
Ranged Spell Attack: +12 to hit, range 30/60ft., one target. Hit:1d10+12 necrotic damage.
Vivid Gaze.
Baron Samedi summons a magical skull beside him, which fires a ray of dark magic in a line 30 feet long and five feet wide. All creatures caught in the ray must make a wisdom saving throw or take 2d10 psychic damage and gain the Hysterical condition.
Consign Spirits.
Baron Samedi targets a ten foot cube area within 120 feet of him. All creatures that start their turn or move through that cube must make a DC 20 strength saving throw or be restrained by ghostly specters (escape DC 20’. For every turn the creature is restrained, it takes 1d6 psychic damage. The area otherwise lasts one minute. A creature that takes this psychic damage becomes Hysterical.
Wrap it up.
Ranged Weapon Attack: +14 to hit, range 30/90 ft., one target. Hit: the target is attacked by Baron Samedi’s spectral snake. They become grappled (escape DC 22) and take 1d12 poison damage a round for as long as they are grappled. If they are hysterical, two other creatures within ten feet of the target are also subject to being grappled and taking damage. He can only grapple someone using Wrap it up one at a time. Creatures that take damage from this ability gain hysteria.
Life of the Party (recharge 6).
Baron Samedi conjures a coffin with a direct portal into the spirit world and jumps on top of it. The coffin opens and starts pulling the souls of any creature caught in its radius towards it. Any creatures in a 60 foot cone in front of Baron Samedi must make a Dexterity saving throw or be pulled 50 feet towards Baron Samedi. If they reach within 5 feet of Baron Samedi and his coffin, their soul starts to drain from their body as they make a DC 20 charisma save, taking 8d12 necrotic damage on a failed save, or half as much psychic damage on a success. A creature that is reduced to zero hitpoints this way dies instantly. Any creature damaged by this ability will gain the Hysteria condition for one minute
Next God coming up: Scylla, Horror of the Deep. She will be CR 24, along with Charybdis who will come right after. These ones are both a high CR mainly because of how powerful Scylla is in the game, and Charybdis should be the Same CR because they work together and are sort of a pair of gods.
And boop!
Scylla
Small monstrosity, Chaotic Evil
Armor Class
16 (natural armor)
Hit Points
275 (29d6 + 174)
Speed
25 ft., burrow 20 ft., climb 25 ft., swim 60 ft.
STR
26 (+8)
DEX
10 (+0)
CON
23 (+6)
INT
17 (+3)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws
Str +15, Int +10, Wis +8
Skills
Arcana +10, Athletics +15, History +10, Nature +10, Stealth +14, Survival +8
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
acid, cold
Condition Immunities
exhaustion, frightened, prone
Senses
darkvision 120 ft., tremorsense 60 ft., passive Perception 11
Languages
Deep Speech, understands Common
Challenge
24 (62,000 XP)
False Appearance.
While Scylla has not attacked for at least one minute, it is indistinguishable from a little girl wearing a white dress.
Quick Learner.
If Scylla spends at least one minute studying and observing a creature, she learns how many hitpoints they have, their armor class, their strength, constitution, dexterity, and wisdom scores. Scylla has advantage on attack rolls and charisma checks against a creature she has studied.
I’m a Monster!.
As an Action, Scylla can revert from her smaller human disguise into her true form, which is that of a small human with six tentacles ending in dog heads where her legs should be. (In her disguised form the tentacles are retracted and hiding under her dress) In this form, she is gargantuan sized and has an extra +30 feet of movement in all of her speeds. In addition, she gains access to her frightful presence and tear apart attacks. When not in her monstrous form, any attacks that use her dog heads seemingly come from the ground, where her dog heads have burrowed around her to strike. Scylla has six dog heads, and can only ever use those many dog heads in attacks at a time. She regains the use of any dog heads that haven’t been used for a bite, Sic’Em, Sentinel or Tear apart or that currently aren’t being used at the start of her turn.
Actions
Multiattack.
Scylla makes two bite attacks. She can replace one bite attack with Deep Fire. She then uses either Sic’em or Sentinel.
Deep Fire.
Ranged Spell Attack: +10 to hit, range 30/90 ft., one target. Hit: 1d12+10 force damage.
Bite.
Melee Weapon Attack: +15 to hit, reach 50 ft., one target. Hit: 2d6+15 piercing damage and the target is grappled and pulled thirty feet towards Scylla.
Frightful Presence (monstrous form only).
Each creature of Scylla's choice that is within 120 feet of Scylla and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 Scylla's Frightful Presence for the next 24 hours.
Crushing Force.
Scylla flings an orb of concussive, exploding force that explodes in a 20 foot radius in a place within 60 feet of Scylla. Any creature caught in the explosion must make a DC 20 Dexterity saving throw or take 5d12 force damage, or half on a success.
Sic’Em.
Melee Weapon Attack: +15 to hit, reach 300 ft., one target. Hit: 1d6+8 bludgeoning damage and the target is restrained (escape DC 23) by two of Scylla’s dog heads. At the start of a restrained creature’s turn, they take 1d8+8 piercing damage as Scylla’s dog heads bite at the restrained creature. A restrained creature moves with Scylla.
Sentinel.
One of Scylla’s dog heads moves to a place within 300 feet of Scylla. Scylla does not need to see this location. Scylla can see and hear out of the dog head and make bite attacks centered on it, one attack per turn. As a bonus action on her turn, Scylla can use the dog head to pull herself to its location, instantly traveling there. The dog head cannot leave the area within 300 feet of Scylla and lasts for one minute. s
Tear Apart (Monstrous form only) (recharge 6).
Scylla uses four of her six dog heads to grab and tear at a creature within 60 feet of her. That creature must make a dexterity saving throw or become restrained (escape DC 23) and take 14d10 bludgeoning and slashing damage (half each) or half on a success. If they fail the saving throw, on Scylla’s next turn they take the damage again. This happens for up to three rounds. If a creature is reduced to Zero hitpoints from this attack, it is torn into several pieces and dies instantly. A creature restrained by Sic’Em has disadvantage on this saving throw, and Scylla only needs to use two extra dog heads instead of four.