An alternative version of my original character Nehmis for DnD, as a modern archeologist.
dimanche 12 décembre 2021
Nehmis
Une version alternative de mon personnage original Nehmis pour Dungeons & Dragons, en archéologiste moderne.
samedi 20 novembre 2021
" Animated bandages "
Enchantment (level 0)
The strips around the caster are under his control. They can grab a solid target or wrap themselves around it. At level zero, the number of controlled strips is 1, and the range of the spell is 5 yards. At each level, this number is multiplied by 3, and the range by 2 (3 strips on 10 yards at level 1, up to 60 on 100 yards at level 20). The weight they can lift, their strength, resistance and length depend on both their number and their quality.
mercredi 10 novembre 2021
" Summon ghost jackals "
New illustration of my original character Nehmis the Anubian, a homebrew race for Dungeons and Dragons, using one of his low-level necromancy spell.
Material and gesture components:
The caster has to hold, carry or wear a symbol of Anubis (as a very religious person, Nehmis chooses the first option when possible). He also must position the fingers of one hand to form a stylized jackal head, while holding a small object between the index and middle fingers to symbolize an eye. Nehmis uses an amber for the eye, and two amethysts serve as his focusers to summon his jackals from the Ethereal plane. The failure rate of the spell increases if one or more of these elements are missing or substituted.
Use :
Like all Anubians, Nehmis is able to communicate with jackals -including their ghosts. He therefore usually sends Maatka and Maatbâ to scout, in particular to go and see what is behind a solid surface (often a wall or a door) and report this information to him. He summons them to defend himself or fight only when he has no other undead under his control.
Constraints:
Maatka and Maatbâ cannot go further than around a hundred feet around Nehmis, nor levitate more than one or two meters from a solid surface. The spell's duration is approximately one hour.
Anecdotes:
- Maatka and Maatbâ are protective ghosts attributed to Nehmis, and the first undeads that he had under his responsibility. They consider each other as equals and trusted allies.
- According to the Anubian people, jackals are representatives and messengers of Anubis on the material plane. Ghost jackals are therefore among the only intelligent undead tolerated by their religion. However, they are revered and respected, and Anubian summoners never send them out to take reckless risks, unless lives are in danger.
vendredi 5 novembre 2021
lundi 1 novembre 2021
Styx Whale (homebrew DnD monster)
Colossal Outsider
Alignment: Always neutral evil
Environment: Lower planes (Styx)
Organization: Solitary
"The nebulous water of the river begins ato bubble, then let emerge a monstrous fiend-like sperm whale. Its fins are similar to membranous wings, and four hooked legs flutter under its belly. At the front of its head, a vestige of a humanoid face stares at you from its dark eye sockets. Its mouth, filled with teeth as long and sharp as daggers, suddenly projects a tongue terminated by three clawed fingers. "
The evil equivalent of the Elsewhale, the Styx whale is a huge predator feeding primarily on devils, demons, yugoloths, and other creatures living near the Styx. This monstrosity is located wherever the river widens enough to accommodate it.
It crouches under the surface of the water to hunt, leaving only the upper part of its "face" protruding to observe its prey, which it harpoons using an extensible tongue. When a target of choice avoids or resists it, the whale does not hesitate to jump out of the water in an attempt to swallow it up. A titanic clash sometimes starts between a Styx whale and one of its two rivals: the Styx dragon and the stygian linnorm. These three species hate each other and attack on sight.
The Styx whales are over a hundred feet long, for around four thousand pounds. They don't speak any language.
mardi 19 octobre 2021
lundi 18 octobre 2021
Nehmis, Anubis initiate
jeudi 14 octobre 2021
Gullinbursti (homebrew DnD deity)
Homemade content for DnD :
GULLINBURSTI
The Golden Boar, The Fellow of Freyr
Huge construct
Demigod (divine rank: 1)
Symbol: Winged golden boar
Home Plane: Heroic Domains of Ysgard
Alignment: Neutral
Portfolio: Boars, gold, uncut gemstones
Worshipers: Freyr's followers, dwarves, gnomes, merchants, gemstone workers, treasure hunters
Favored weapon: Natural weapons (tusks)
In the Asgardian pantheon, Gullinbursti is associated with the god Freyr, of whom he is at the same time the companion, the familiar and the mount. He has the appearance of a huge muscular boar, made of solid gold and with angel wings. Various gems are embedded in his body, and two large golden spheres act as eyes. He shines continuously even in the thickest darkness.
Gullinbursti was created magically by the dwarf blacksmiths Eitri and his brother Brokk, when Eitri threw a pigskin into the hearth of their forge. They then offered him to Freyr, who now uses him to pull his chariot. He also moves easily on land, under water and in the skies thanks to its powerful wings, and his scintillating aura lights the way of his master wherever he goes.
WORSHIP: Gullinbursti has no direct worshipers, and owes his divine status only to his master Freyr. Still, many merchants, craftsmen or treasure hunters invoke his name when they make a discovery or earn a large sum of money. He's especially popular among dwarves due to its origins, and gnomes whose love of gems is well known.
mercredi 13 octobre 2021
dimanche 10 octobre 2021
vendredi 8 octobre 2021
mercredi 6 octobre 2021
Candle Lurker (homebrew DnD monster)
CANDLE LURKER
Large fey (earth)
Alignment: neutral
Environment: underground
Organization: solitary
"You are progressing into the depths, when you hear the clinking of a pickaxe. As you follow the origin of the noise, you see a humanoid with a strange silhouette, busy digging the rock. High like two men, it is dressed only in a few disparate belts and fabrics, on which are hung mining tools and some trinkets. Its rough skin is completely hairless, and a wick ending in a small flame sits on the top of its head. As it turns around, you discover that it has no face: only a white mask adorned with lips, floating in front of a gape filled with teeth. The creature stands up and advances clumsily towards you, opening its huge hands in your direction."
Distant cousins of knockers, candle lurkers are feys linked to chthonic forces, which are only met very deep underground. The candle lurkers owe their name to their love for flames: they are indeed strongly attracted to any form of fire, magically or naturally made, which they "absorb" to feed the flame above their head. The wick of a candle lurker cannot be extinguished, does not burn or gives off heat ; it disappears only when the candle lurker dies. Moreover, the lights which give off neither flame nor heat do not interest them. Although they are usually lonely and timid, the sight of fire excites them and their clumsy behavior can make them appear aggressive, when they rush over to absorb the source of a flame.
When there is no fire around, candle lurkers dig tunnels that lead to veins of stones and precious metals, on which they sometimes feed. Their presence systematically indicating such veins, they are seen as a good omen by the communities of dwarves and deep gnomes (svirfneblins), and considered as protective spirits. Members of such communities often make offerings to it by making fireplaces, magical or not, in remote tunnels. In exchange, the candle lurker signal them the arrival of landslides or other dangers, by hitting the rock with its tools. They fear and stay away from evil civilizations of the depths (including drow, duergar and illithid). Unfortunately, they are sometimes baited with flames and then trapped, enslaved and forced to dig for veins.
Candle lurkers can understand Undercommon, Terran, and sometimes a few Dwarvish and Gnome language words when they live not far from these peoples. They are generally quiet and reserved, but they sometimes speak simple words in a hollow voice.
Creature design commissions (rodent) : Bio-Fear #7
Mutated rodent creatures concept art, made for Cedrick Dorais' roleplaying game "Bio-Fear".
/
Illustrations de rongeurs mutants, réalisées pour le jeu de rôle "Bio-Fear" de Cédrick Dorais : https://app.multiversalis.fun/fr/universe/28 /
Pakit |
Jackalope |
Galeux (Mangy) |
Raptoit |
Little Nightmares concept art : THE POLICEMAN
Original character / creature design for Little Nightmares.
/
" LE POLICIER "
Personnage / monstre inspiré des jeux Little Nightmares.
Cherub (homebrew DnD monster)
Homebrew monster for DnD :
CHERUB
Medium undead, neutral evil
"A humanoid, with angel wings and papery skin, drifts several feet above the ground. Its arms each end in long, hooked claws, and its skinny legs float limply beneath its body. An aureola parody, made of rusty metal covered with small spikes, encircles its head. In the center of its torso is encrusted a garnet-like gem, the size of a fist. The creature utters an endless and pathetic wail, which fills you with despair as it approaches you."
Cherubs are pitiful imitations of angels who haunt areas affected by doom. They are naturally drawn to ancient battlefields, ruined buildings, or places ravaged by natural disasters. A cherub is rarely alone, as several dozen individuals usually gather on the same perimeter. However, they do not react to the presence of their kind, neither to non-living creatures (undeads and constructs) if they are not attacked. When many cherubs regroup like this, the sky is covered with thick black clouds that eclipse the sun: this phenomenon is directly linked to the aura of despair that characterizes them. Cherubs are approximately the same size as a human, but they have no weight. They do not speak nor react to any known communication attempts.
When a living creature enters their territory, they slowly drift towards it to attack with their claws. An isolated cherub is not a serious threat, but a gathering might quickly overwhelm a reckless opponent. Like many other undeads, a creature killed by a cherub transforms into a new cherub after a couple of hours. If the stone in the middle of its abdomen is destroyed or torn off, a cherub instantly disintegrates into a mixture of sand and dust. Despite their limited intelligence, cherubs are aware of this fact and instinctively protect this part of their body.
This stone, named "Cherub ruby", is a magical and alchemical object. It constantly emits an aura of despair, even after the cherub dies, but it is barely stronger than glass and has a low monetary value. According to a widespread hypothesis, the Cherub ruby is the result of an unsuccessful alchemical attempt, which aimed to create a Philosopher's Stone.
Zhossm (homebrew DnD monster)
Zhossm, the Atropal of Gehenna
(homebrew extraplanar villain for Dungeons & Dragons)
Zhossm was born from an unholy ritual performed by a sect of ultroloths, in a cave carved into a steep flank on the layer of Krangath, in Gehenna.
This ritual was originally intended to invoke the forgotten god of their cult, but a mysterious and catastrophic event caused the invocation to degenerate. Zhossm, "the Bicephal Atropal", was the accidental result of this rite. The mighty undead immediately imposed himself as the leader of the sect, replacing its initial deity, and enslaved its members. He rapidly began to rise a small underground kingdom, forcing the group of ultroloths and their minions to dig a maze of tunnels deep into the mountain, and to bring him any corpses and undeads they could find. Since Krangath is a mostly desolate layer, the other yugoloths on the plane don't seem to have discovered his lair yet, and the atropal continues to fill his ranks of creatures and slaves in order to retaliate in case of attack.
Zhossm is aware of his poor knowledge of the outside world, and his curiosity is matched only by his paranoid prudence. However, he does sometimes ask to bring back to him unexpected visitors, usually lonely and weakened adventurers lost in Gehenna. Welcoming them into the dephts of his underground complex, surrounded by his court of servile skeletons, ghouls and wraiths, he starts questioning them about everything they could teach him. The interrogation may last for weeks before the Bicephal decides to kill his guest, once his curiosity is satisfied or when his interlocutor runs out of anecdotes and strenght. The unfortunate victim then usually joins the ranks of his "collection" of zombies, who serve the atropal in his daily chores.
Cerebral Ant (homebrew DnD monster)
Homebrew Dungeons & Dragons creature design.
CEREBRAL ANT
"An insect, the size of a big rat, appears from a cavity next to you. The creature looks like an ant without antennae, but its upper body seems covered with thick brain tissue. Its faceted eyes are staring at you, and its razor-sharp mandibles open to drool a thick, green saliva. As it approaches you, the surrounding place starts to vibrate with psionic energy."
The cerebral ant is an insect with innate psionic abilities. It is a beloved pet among psions, not only for its mental faculties, but also for its natural loyalty. In the wild, it is common for cerebral ants to team up with other psionic creatures, so the two species can provide mutual protection. Unlike ordinary ants or formians, cerebral ants do not live in colonies, and have neither queen nor various castes. They form pairs to reproduce during the mating season, and gather in nests of several dozen individuals to protect their eggs and larvae until they reach adulthood. A cerebral ant is around 9 inches long, and weights around a pound.
What one might take for brain tissue is in fact a rigid shell that adopts the patterns of the creature's brain, which fills half of its body. Cerebral ants are unable to speak but they can communicate telepathically with any speaking creature, within a range of several meters around them. However, they can only understand and send simple messages, such as "who are you?", "let us move to this place" or "do not touch it".
COMBAT : A cerebral ant never starts hostilities without being provoked. If it detects hostile behavior, it will send out a telepathic message to its opponents, for example “stay away” or “what do you want?”. If it or its companions are attacked, a cerebral ant implements elaborate strategies to use its own abilities in the best ways, as well as those of its group. For example, if it's in the company of a creature physically stronger than it, the cerebral ant will ask him to fight melee while supporting him by launching mental attacks. Cerebral ants never flee from confrontation if their associates or their brood are in danger.
Venom: Any individual bitten by a cerebral ant must succeed on a Fortitude save to avoid being inoculated with its venom. Initial and side effect: temporary loss of Intelligence.
J.L Racing : les F1-NECDOTES
Avatar and variations made for "F1-NECDOTES", a French podcast on J.L Racing YouTube channel.
/
Avatar et variantes réalisés pour les "F1-NECDOTES", sur la chaîne J.L Racing : https://www.youtube.com/channel/UCl5UVgyEE5cjpQcWdDQhfkQ https://www.facebook.com/J.LRacingYT/ https://twitter.com/JL_RacingYT
Character & creature design commissions : Bio-Fear #6
Characters and creatures designed for the "Conveyors", of the science-fiction role playing game Bio-Fear by Cedrick Dorais.
/
Designs de créatures et de personnages réalisés pour les "Convoyeurs" du jeu de rôle SF Bio-Fear, de Cédrick Dorais :
Conveyor / Convoyeur |
She-conveyor / Convoyeuse |
Rust-snout / Rouille-truffe |
Surveyor / Arpenteur |
MOTEURS DE RAISON
Illustration de couverture réalisée pour le roman de science-fiction "MOTEURS DE RAISON", de l'auteur Léo Perret. Vous trouverez ci-dessous le lien vers son site, Plume Synthétique, et ses créations :
/
Cover illustration made for the French science fiction novel "MOTEURS DE RAISON" (Engines of Reason) by French author Léo Perret.
Dragon Warrior from Valhalla
Original character commission made for Alexis Fayeulle. The weapon design does not belong to me.
/
" Guerrier Dragon du Valhalla "
Commande de personnage original pour Alexis Fayeulle. Le design de l'arme ne m'appartient pas.
Skralna Flahmokk, civilized lizardfolk
Inscription à :
Articles (Atom)