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"The priesthood believes the body must kill to keep the mind at peace."
Yikes! I don't wanna join HIS church! I love how he has a hand grenade, though. The Deathwind Priest's ability was to allow you to forgo some random dice rolls for fixed damage at a little above the average (forgo 10 dice for 12 damage - average damage for 6 dice rolls would be 6 damage plus one ability trigger). He's pretty useful in a steamrolling violence team, but not so much if you want to use triggered special abilities much.
His whiskers are a little reminiscent of a gold dragon.
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"Once death's door is locked, souls will wander the dreamscape forever."
Yes, this ghost is the equivalent of Jean Grey going, "NOBODY DIES!" Nobody can die in her cell, which is... odd. But you can still disrupt figures, which is a good thing, and sometimes a better strategic move.
Hm, a ghost with the key to death's door...
The big one is the Psion Killer, an anti-psychic crystal golem that has been in D&D for a long time. The little one is a Shardmind, a playable race of red crystal psionic constructs. It's pretty awesome how they managed to player-raceize one of them, and... well, I have to admit, my Shardmind Avenger is one of my favorite D&D characters I have ever played.
So there!
Battle Droids from the recently discontinued Star Wars Miniatures game, ready for action.
I was hoping that this would be a bit more symmetrical and uniform that it was - but it's not, so it doesn't look nearly as good as I imagined it would.
I see nothing nonsensical about taking, say, an eight-foot-tall ogre and turning it into a zombie. It's just better insurance that way.
Not all Mind Flayers are mages and psionics - some pride themselves in their physical prowess, fighting from the shadows like a ninja of old.
The Hezrou is a type of D&D demon that resembles a hulking cyborg frog. It's got a nasty stench, and attacks with brute force and muscle. It also has two D&D minis, and I thought I'd show them off in the best way possible: WITH A WALTZ!
I'm thinking that these will serve as my future wedding cake toppers. You know, "Well, you two certainly seem made for each other..."
"With a terrifying howl, the orc ripped into his enemy and split his skull."
Howling orcs make normal orcs look peaceful. They are a special subgroup of berserkers who see slaughter as their whole purpose in life. And y ou'd better bet they get to it.
When you hear a howl, be afraid. When you hear many howls, run.
The Roleplayer's Credo: In My Dreams I AM A Dwarven King.
Fight! Wield that chicken leg for JUSTICE!
Clearly based on Quetzalcouatl (who is also a winged serpent), the easier-to-spell Couatls are some of the most prominent good-aligned monsters in Dungeons & Dragons. Celestial beings of divine lawful goodness, a Couatl is a thing of beauty and justice, and an all-around awesome pal!
After receiving inspiration from a Dreamblade figure, Dungeons & Dragons invented Elemental Archons - elemental spirits tied to a suit of armor, and serving as foot soldiers. Water ones are interesting, in that they lack a water elemental's typical tactic of becoming invisible under water, but totally make up for it with that snazzy Triton thing going on.
I need aquatic backgrounds. This is sad.
"For the mujina, one battle is never enough."
In Japanese mythology, the mujina is a variant of the Tanuki - you know, those magical raccoon dogs with shapeshifting testicles. The mujina is usually depicted as a badger, though it is also a trickster and shapeshifter much like its elephantitis-afflicted kin. They are often associated with another yokai, in fact, the noppera-bo, or faceless man.
In Dreamblade, the Mujina is one of two figures that can Skirmish Self - or rather, its special ability lets it move itself right out of the combat before opponents can strike back. If you roll luckily enhough, hilarious things can happen! Or at least it did for me that one time I played one in a sealed tourney - in one game, it got to travel across every single square with combat before settling into a scoring cell.
A rarity among his kind, Mokmurian is a stone giant with magical ability. Although essentially an outcast, he soon began to lead his own giant tribe, and from there united others under his personal brand as an army - loyal to him, and nobody else. But little does the sorcerer know that his plans ultimately feed into the hands of Karzoug, the ancient Runelord and ruler of the Thassilonian realm.
No photoshop! Just fancy lighting!
The people of Kingsport have a unique Yuletide celebration, dating back to before even the pagans.
Crawling things, flying abominations, and the Worm That Walks...
I used to hate spiders. This clearly is no longer the case.
Some of the awesomest things that drow create in the Underdark are Web Golems - tons and tons of valuable spider silk converted into a towering monster of doom! And of course it's teeming with spiders, what else would you exspect? It's funny, but some arachnophobes might be fooled into thinking that this is a non-scary creature until they look just a little...bit...closer.
"Its hunger is bottomless."
At the beginning of each playet's spawn phase, that player must sacrifice a local creature. This thing could backfire badly on you, but if you have a way of moving your opponent's enemies... well, now.
Wanna make a wish?
Hand gestures for magic always look silly.
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The older a lich grows, the greater his power and reputation, as well. And this one... who knows how many eons he has seen pass from the safety of his lair?
Ah, Shisas. Or Shishas. Or Komainus. Or Fu dogs. Or Foo dogs. Or guardian dogs. or guardian lions. Or Temple Lions. Or lion-dogs. You get the point.
Traditional evil-spirit guardians in China, Japan, Korea, and everywhere else, they are actually related... to the Chow Chow. Believe it or not.
Oh yeah, and Dreamblade had one. Uh...
"Temple lions, sometimes known as shishi, have protected dreamers for thousands of years."
That's pretty accurate. Also, the Temple Lion keeps your dudes from being disrupted. Combine him with somebody who protects from destruction, and you win!
Dragonborn are a whole race of draconic hybrids, proud warriors who live between two worlds, yet serve Bahamut fully. They are kind of new to D&D (almost ten years old), but fit perfectly into the game's basic philosophy of "be awesome... or get squashed, but play what you think is cool."
Green dragons breath all sorts of foulpoison and acid, which makes them rather difficult to fight against.
The Neogi are an ancient starfaring race of spiderlike creatures. As the consummate merchants, they know that selling other people is quite valuable.
Evil beings spawn from the blood of dead gods, the Necrichor are dangerous even when sealed in their cylindrical prisons!
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What is that which in the morning goeth upon four feet; upon two feet in the afternoon; and in the Evening upon three?
"She doesn't grant wishes. She denies dreams."
Now, she's definitely Unseelie.
The Cyclopean Sprite's special ability, Whisper Gambit, would give your opponent what amounts to a round win (six round wins for the whole game), but in exchange, you get to take some of his pieces and just toss them back into his reserves. When used poorly, you hurt yourself. Used wisely, you will win at least two rounds, making up for the disadvantage. Not my favorite of the Gambit abilities, though (there were two that let you basically rearrange the board, which were better).
But wow, that is one creepy-beautiful fairy.
The cloud of fire and eyes wreaths an inhuman form of shadow. It controls the unconscious, the subconscious, and the very material of the realm of dreams. The Kalaraq Quori are eaters of minds and realms alike.
Supposedly, the anagram was not intentional. Supposedly.
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