D&D 5E (2014) Dragonix's Deadly Denizens Volume III Kickstarter is LIVE and FUNDED!

Deadly Denizens Vol. III July Art Preview #6: Towering at nearly ten feet tall, the giant lizardfolk is a hulking version of its smaller kin, with a muscular frame and dense, pebbled scales akin to those of a giant monitor lizard. They employ brute strength and unrelenting ferocity in combat, smashing bones with heavy clubs and tearing flesh with serrated teeth. Their bites deliver venomous saliva rich in anticoagulants, which prevent wounds from clotting, cause internal bleeding, and weaken prey by lowering blood pressure and impairing muscle control.

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Deadly Denizens Vol. III July Art Preview #7: The Aethermancer is July's NPC, though it has nothing to do with its aquatic theme. Here's an excerpt from the July issue:

Aethermancers are rare and enigmatic spellcasters who specialize in wielding aetheric energy, a potent arcane fusion of force and radiant magic. They manipulate this hybrid energy to create weapons, barriers, and gravitational phenomena.

Battle Mages. Aethermancers are masters of arcane manipulation and battlefield control. They can conjure blades of pure force, directing them like spectral weapons to slash and strike at enemies with precision. With a flick of their hand, they can summon radiant force shields that simultaneously deflect an attack, blind, and push the attacker away.

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The Kickstarter Late Pledge ends in 12 hours! You can still take advantage of the freebies! Check it out!
 

Deadly Denizens Vol. III August Art Preview #1: The fearsome mammotaur is a massive monstrosity that merges the upper body of a frost giant with the enormous, headless lower half of a woolly mammoth. Its humanoid torso is clad in scavenged hides and bone armor, while its massive lower limbs shake the earth with every thunderous step. According to ancient legend, mammotaurs were created by the demon lord Baphomet, who twisted a sect of frost giants into these savage abominations to serve his brutal will.
Mammotaur.png
 


The heck is that thing?!? Smaug from the Rankin-Bass version of the Hobbit cross-bred with a Hydra? And then he gained mutant laser nose/eye powers by eating Cyclops? :P
It is called the Teju Jagua, from Guarani (Paraguay) mythology.

Here's an excerpt from Deadly Denizens I: "
The dreaded teju jagua appears as a massive hydra, with each of its seven heads resembling that of a war hound with reptilian
features. Its skin is thick and covered by rough, crocodilian-like scales and matted fur. Its eyes are luminescent orbs that glow with
an otherworldly fire, with each set having a different color. The powerful jaws of each head are filled with a row of sharp, jagged
teeth. When hunting, the teju jagua usually just uses its powerful bite attacks to bring down large prey. However, if its
target is particularly agile or challenging to catch, the teju jagua has a set of weapons it can employ - its eyes. Each set of eyes the teju jagua is said to be a magical portal to different elemental dimensions and planes. The teju jagua can control these portals, opening and closing them just enough to release a specific type of energy, which the teju jagua then focuses and projects toward a target of its choosing. The resulting magical blast is enough to maim, if not outright kill, a creature."


Here's the interior art of the teju jugua, for better reference.

Teju Jagua.png
 

Deadly Denizens Vol. III August Art Preview #2: The mapinguari is a hulking, fur-covered monstrosity with a single glaring eye, a chest-mounted maw lined with jagged teeth, and a long, prehensile tongue for seizing prey. Its nearly invulnerable hide, powerful claws, and surprising speed make it a dangerous predator in the dense jungle and rainforest where it is typically found. Folklore claims it was once a shaman cursed by the spirits into a monstrous form, forever bound to guard sacred groves and ancient sites. Its approach is heralded by a suffocating stench and deep, unsettling vocalizations that unnerve all who hear them.

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Deadly Denizens Vol. III August Mythical Art Preview #3: Dreadnoughts are stoic warrior lords whose unshakable will and overwhelming presence project an aura of invincibility that can unnerve even the most seasoned combatants. They speak rarely, move with deliberate weight, and wield massive weapons that break both bodies and morale, relying on the sheer mass of their armor rather than shields. Pain does little to slow them, and they press forward with relentless force, favoring head-on clashes over subtle maneuvers. On the battlefield, they either charge directly into their foes or claim a commanding position, adopting a powerful defensive posture known as the Anchored Stance.

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Here's a preview of the Dreadnought Champion's Anchored Stance:
Anchored Stance. The dreadnought activates or deactivates this defensive stance. While active, the dreadnought's speed is reduced to 5 feet but gains the following benefits:
  • Damage resistance to bludgeoning, piercing, and slashing damage.
  • Advantage on Strength checks and saving throws against being grappled, knocked prone, lifted, pulled, pushed, or restrained.
  • When it uses Parry, the bonus to its AC is doubled.
  • It can use its reaction to perform Parry two additional times.
  • The stance lasts until the dreadnought ends it with a bonus action, it is incapacitated, or if it is knocked prone, or lifted, pulled, or pushed more than 5 feet.
What truly makes the Dreadnought a feared enemy is its Dire Gaze. A creature that fails its saving throw against this feature becomes frightened. While frightened in this way, the creature is vulnerable to the Dreadnought's weapon attacks.

The Dreadnought includes four stat blocks at CR 7, 12, 18, and 23, giving you options for encounters across an entire campaign. It works perfectly as a climactic end boss or as the fearsome general serving one.
 

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