Wish I could have gone out for Halloween. Idk what I would have done, but it felt bad staying home and doing nothing. Wish I could have gone out with my husband. I wanna wear puppy makeup with my ears and paws and a tail (I don't have one of those yet). I saw so many other puppies posting to Tumblr, Twitter, discord, bluesky. Idk. Wish on the one day it was acceptable that I could have gone out and been a happy little puppy for a time.
I'm posting a group project I did for film school. Idk man
Posting a horror movie I made with some friends at Toronto Film School!
Cerebrilith Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft. Str 21, Dex 13, Con 23, Int 15, Wis 18, Cha 21 Saving Throws Int +6, Wis +8 Damage Immunities lightning, poison Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 10 (5900 XP) Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The cerebrilith’s spellcasting ability is Charisma (spell save DC 17). The cerebrilith can innately cast the following spells, requiring no material components: At will: detect thoughts, confusion, dissonant whispers 3/day each: darkness, dominate person, gaseous form
Actions Multiattack. The cerebrilith uses Mind Lash if it is able to. It then makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Teleport. The cerebrilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Mind Lash (Recharge 4-6). Up to three creatures the cerebrilith can see that are within 60 feet of it each must succeed on a DC 17 Intelligence saving throw or take 17 (5d6) psychic damage. A creature that fails its save by 5 or more is also stunned until the end of its next turn.
Cerebriliths are psionic demons who seek to kill, and then consume the brains of, moral creatures. They also use their powers of mental domination to control communities of mortals to serve them, or simply to manipulate them according to the whims of their Abyssal masters. When not serving other demons, they are found in groups of up to four. They stand around 8 feet tall.
Originally from the Expanded Psionics Handbook
Beasts of the Putrid Hills, II
How does one... draw? I want to draw Odo and Lwaxanna Troi kissing :))
Image by Steve Ellis, © Wizards of the Coast. Accessed at the Frostburn Art Gallery here
[Despite being a well-read kid, I somehow never even heard of His Dark Materials until I was a senior in high school, and didn’t know about the panserbjorn until publicity for The Golden Compass movie geared up a few years later. So when I first read Frostburn, I thought, “armored polar bears? What a weird and novel idea!” I’m onto your game, WotC.
The original urskan was a strongly overpowered CR 5–I bumped them to CR 7 and still had to tone down their offensive capabilities. No more powerful charge, no more rend. I also got rid of their cold subtype, because not every arctic monster needs it.]
Urskan CR 7 Magical Beast This white bear has a gleam of intelligence in its eyes, and a suit of armor on its body.
The urskan are a species of sapient, semi-aquatic bears. Due to their love of heavy armor, they are sometimes referred to as “armored bears” or even “tank bears” by outsiders. Although they resemble polar bears closely, they also have a notable feature of pandas. All urskans possess a mobile sesamoid bone in their wrist, acting like a thumb to help them grip objects. Although their grip is not as fine as a human’s—urskan writing implements more closely resemble fitted bracers than a pen—it is good enough for them to hold tools and weapons.
Urskans typically hunt in the water for seals, whales and large fish, and do so unarmored. Their armor is donned for territorial battles, displays and clashes with other polar powers such as frost giants. Their claws are exceedingly sharp, but many urskans wield hammers, picks or other dual-purpose weapons as well.
An urskan stands ten feet tall when it rears on its hind legs, but they typically walk on all fours. They get along well with dwarves, and are somewhat distrusting of humans. An urskan’s lifespan is short by humanoid standards—one that survives into its fifties is seen as ancient.
Keep reading
Last update: Dec 11, 2022
Ghastly (Ghost)
Lancea et Sanctum and Theology
Let’s Read Parasite Rex - Introduction
Let’s Read Parasite Rex - Chapter 1
The Shadow and the Gauntlet (Cosmology)
The Wolf and the Raven (Dark Era)
The Perfect Dress (Memento)
Black Cat (GM Angel Familiar)
Burning Spiders (Spirit)
Claimed Echo
Damned Jack (Supernal)
Galvanism Cult
Ghost Bats (Animal Ghoul)
Grandfather Moros (Chthonian)
King of Silver (Spirit)
Lionel Hawk & Associates (Conspiracy)
The Master’s Hound (Animal Ghoul)
Melione (Chthonian)
The Monk in the Cathedral (Temple Guardian)
Old Man Mackenzie (Fey-Touched Hunter)
The Phantom (Temple Guardian)
Watchful Elves (Angel)
Winter Murder Floofs (Spirits and Claimed)
Yule Devil (Werewolf)
Zipperhead, Claimed (Claimed Vampire)
Beasts
Changelings
Ghouls (and apparently I talked about them twice, so here’s post #2)
Horrors
Hunters
Mages
Mummies
Prometheans
Shaunkhsen
Sin-Eaters
Spirits
Unchained Demons
Urged
Vampires
Werewolves
The Chant of Sigil : Factol Hashkar of the Fraternity of Order delivers a boring speech (as usual) at the House of Speakers
You know these by now, we’ll go color by color, mixing main set and commander set. Reprints can be included if they brought the price down under our bar or are otherwise notable. All the cards presented here are under $2 at time of writing. Cards will be evaluated as part of the 99, not as commanders.
Let's start with three cards for the price of one, three one-drops to keep your curve lean and clean, with useful effects in some decks. Helping Hand is solid recursive value but will need specific decks that are running a toolbox of cheap creatures.
The reliquary is a very serviceable removal if your deck will reliably have stuff to throw away to cast it, adding Ward to an O-Ring makes it a bit less likely for it to be removed. Being a one-mana artifact also means you can find it, a removal for any creature or artifact, off of a Trinket Mage if you need to, which could be clutch.
The Gnome will basically shield you from early aggression then be cashed in as a cantrip later, particularly in decks that can sac it themself. With a reliquary, for example!
I don't know how long this will stay in the budget, but Karnstructs are strong. This represents two artifacts by itself, can be blinked or reused, and even without a board it's not hard to flip it with a few equipments or artifacts lying around and start pumping out more Karnstructs every turn. Consider it in token decks, in artifact decks, in artifact token decks...
Abuelo's Awakening is not great reanimation in any form, but four mana to bring back any powerful enchantment or artifact is pretty much the cheapest we've seen this effect... Just don't be banking on that artifact or enchantment surviving too long. And you need to know what you want to be doing to be playing this, it won't just go in any deck.
A sun titan for 4 is an interesting offer, and one that will do work in pretty much any deck. We're not replacing Sun Titan here (nor Guardian Scalelord) though, Coven requires you to have at least three creatures around, which makes this significantly worse at redeploying after a board wipe and will be much more of a feels bad when you just don't have coven when you need it, and attacking with a 3/3 on the ground can be tricky to trigger it later. I'll stick to my existing options for the time being, but if I ever run a deck that wants 4 different Sun Titan effects and has plenty of creatures, this likely would make the cut.
This is a good removal. White has a plethora of good options for removal, but have another here that's both versatile and efficient, your middle-point between a Swords to Plowshares and a Generous Gift on versatility vs cost.
Grasp of Fate on a body for just one more mana! Of course, that means it'll die much more easily, but that's why the activated ability is there to munch on things... Which will end up costing you a lot more than four mana to get rid of stuff permanently. If your pod can expect a creature to survive a turn cycle though, might still have some places to play this, particularly if you can hold up mana and threaten munching on stuff at instant speed if they point something in your foragers' direction.
This is a two-mana mana rock for artifact decks, that also happens to loop artifacts once or twice. Play it in all your artifact decks with white. Exiling your own stuff means you're less likely to go infinite with it than the average artifact, but if it merely brings back your other infinite pieces while also being a rock, it's good enough.
If you want your board wipes to be artifacts, you now have one more option in white. With a lot of artifact support pieces being creatures with low power (did you know all the Urzas have power 2 or less?), and you picking for all players, this should allow you to keep your best cheap enabler while leaving the opponents with hopefully less impactful dorks. Beyond that, the flip side is a pretty great windborn muse: who would skip their turn of casting spells just to attack you? And you get a 5/3 flier, which isn't too shabby either.
It's a new flying Pridemate, and one with quite an upside when your opponent finally removes her or wipes the board. Beyond the classic souls' attendant style decks, she will also make her way into aristocrat decks, where every blood artist turns every creature sacrificed before her into more creatures when you run out, allowing relatively easy aristocrat combo wins.
Reanimating every turn is nice when you start on the first turn, though the six mana are pretty steep here, you'll want to make sure what you're reanimating is impactful every turn. A card for angels, dragons, demons and such, but in those decks, the top of your curve tends to be filled with creatures of that type, so you might not find room for this.
I just finished painting my nails for the first time!! No tutorial, no nothing. The nail polish remover make me a little dizzy to be honest completely a bit. They don't look that good. But I'm happy. Maybe I'll decide to remove it all tomorrow before I go out.