Prodigy Duck 3e Builds (Red Ghost, Red Guardian, Red Skull)

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Re: Prodigy Duck 3e Bestiary Builds (Centipede, Cheetah)

Post by prodigyduck » Wed Sep 08, 2010 12:48 am

New centaur art as well.
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Re: Prodigy Duck 3e Bestiary Builds (Centipede, Cheetah)

Post by Woodclaw » Wed Sep 08, 2010 1:11 am

prodigyduck wrote:New centaur art as well.
That's better, thanks.
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Re: Prodigy Duck 3e Bestiary Builds (Centipede, Cheetah)

Post by Xarathos » Wed Sep 08, 2010 8:32 am

OKay, that is some of the most awesome centaur artwork I've ever seen . . . where's that from?

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Re: Prodigy Duck 3e Bestiary Builds (Centipede, Cheetah)

Post by prodigyduck » Wed Sep 08, 2010 10:44 am

Xarathos wrote:OKay, that is some of the most awesome centaur artwork I've ever seen . . . where's that from?
Again... Ben Wooten. Although that piece is from the Monster Manual 2 for 4e D&D.

For those interested, Ben's Deviant Art site is here.
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Re: Prodigy Duck 3e Bestiary Builds (Centipede, Cheetah)

Post by prodigyduck » Wed Sep 08, 2010 10:56 am

Image
We have NEVER looked this cool! Fear our awesomeness... FEAR IT!

CHIMERA (PL 8]

Strength 7, Stamina 6, Agility 1, Dexterity 0,
Fighting 6, Intellect -3, Awareness 2, Presence 0

POWERS
Chimera Senses:
Senses 5 (Darkvision, Low-Light Vision, Scent, Tracking [olfactory]) – 5 points
Fire Breath: Cone Area Damage 7 – 14 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included); Protection 3 – 12 points
Tawny Hide: Enhanced Stealth 4 (Limited to scrubland or brush) – 1 point
Three Heads: Summon Duplicate 8 (Heroic, Innate, Limited to Heads, Multiple Minions 1 [3 total heads], Permanent) – 41 points
Wings: Flight 1 (4 mph; Wings) – 1 point

ADVANTAGES
Close Attack 3, Improved Initiative, Languages 1 (Common [Draconic is native]), Skill Mastery (Perception)

SKILLS
Perception 9 (+11), Stealth 9 (+6, +10 in scrubland or brush)

OFFENSE
Initiative +5
Fire Breath Area (Close, Damage 7)
Unarmed +9 (Close, Damage 7)

DEFENSE
Dodge 5, Fortitude 12, Parry 6, Toughness 9, Will 4

POINTS
Abilities 22 + Advantages 6 + Defenses 16 + Powers 74 + Skills 9 = 127 Total

COMPLICATIONS
Disability: A chimera has no hands.
Obsession: Chimeras are wicked a cruel monsters that delight in the suffering of others.
The chimera is a monstrous, fire-breathing creature composed of many parts. Its body is that of a lion, its hind quarters end in goat-like legs, its tail is that of a serpent. These creatures have dragon-like wings. In addition, they have three heads: one each of a lion, goat, and dragon! An adult chimera is about 5 feet tall at the shoulder, 10 feet long, and weighs about 1,000 pounds.

Chimeras are monsters in the truest sense of the word. They delight in causing suffering and killing other living creatures. These traits are even more terrible when one discovers that chimera is an intelligent creature.

Chimera’s have a hierarchy similar to those of lions. A powerful male chimera protects the pride from dangerous threats, while the females provide food and raise the young.
:!: Art by James Zhang.
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Re: Prodigy Duck 3e Bestiary Builds (Cheetah, Chimera)

Post by Arthur Eld » Wed Sep 08, 2010 11:01 am

That is a sweet Chimera pic! Great build, too.

I have a minor request-could you write up a Fiendish Template? Cause only thing better than tossing a giant animal at your players is a giant animal from hell.

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Re: Prodigy Duck 3e Bestiary Builds (Cheetah, Chimera)

Post by prodigyduck » Wed Sep 08, 2010 2:34 pm

Image

FIENDISH CREATURE
A fiendish creature gains the following Traits:

POWERS
Fiendish Form:
Feature 1 (natural weapons count as “Unholy”), Immunity 10 (Cold Damage, Fire Damage; Limited to half-effect), Impervious Toughness 5 – 11 points
Fiendish Senses: Senses 2 (Darkvision) – 2 points
Smite Good: Strength-Based Damage 2 (Limited to good-aligned creatures only) – 1 point

COMPLICATIONS
Power Loss:
Impervious Toughness; not vs. magic attacks.
Power Loss: Smite Good; only useable once per 24 hours.

:twisted: Obviously, some tweeking to the template will need to be performed on a case by case basis. For example, the Smite Good power can have its ranks increased based on the PL of the creature to which it is added. Additionally, the creature can have more Impervious Toughness (up to a total of 10 ranks).
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

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Re: Prodigy Duck 3e Bestiary Builds (Chimera, Fiendish Template)

Post by Arthur Eld » Wed Sep 08, 2010 4:21 pm

Now that's what I call service!

So, a 13 point Template, not too bad. Smite Good is one of those rare abilities I might allow to break caps, or at least make the creature higher-capped against good, seeing as how most fiendish things are going to be fighting good-aligned creatures, and seeing as how heroes usually fall into that category. 2 extra ranks of damage is only one PL, so you could have a creature be, say, PL 7 most of the time, but PL 8 when fighting good creatures. Sort of like 2E Favored Opponent.

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Re: Prodigy Duck 3e Bestiary Builds (Chimera, Fiendish Template)

Post by Twitch » Wed Sep 08, 2010 5:20 pm

Well done on the Chimera! (not to mention that's always been one of my favorite pieces of d&d art)
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Re: Prodigy Duck 3e Bestiary Builds (Fiendish Template, Cloaker)

Post by prodigyduck » Thu Sep 09, 2010 9:12 am

Image
It was the best name they could think of...

CLOAKER (PL 7)

Strength
5, Stamina 4, Agility 3, Dexterity 1,
Fighting 4, Intellect 2, Awareness 2, Presence 2

POWERS
Cloak Body:
Enhanced Deception 8 (Limited to disguising self as cloak, sheet, manta ray, or similarly shaped object), Flight 1 (4 mph; Wings) – 3 points
Cloaker Senses: Immunity 2 (Cloaker Moans), Senses 2 (Darkvision) – 4 points
Engulf: Affliction 5 (Hindered and Vulnerable / Defenseless and Immobilized; Resisted by Dodge; Concentration, Cumulative, Distracting, Extra Condition, Instant Recovery, Limited to Two Degrees); Linked to Damage 5 (Reaction [while target remains engulfed]) – 25 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included); Protection 3 – 12 points
Moan: Array (15 points)
Stupor Moan: Burst Area Affliction 5 (Dazed and Vulnerable / Defenseless and Immobile / Paralyzed; Resisted by Will; Cumulative, Extra Condition, Hearing Sense Dependent) – 15 points
Fear Moan: Area Burst Affliction 5 (Impaired / Compelled [to flee]; Resisted by Will; Cumulative, Hearing Sense Dependent, Limited to Two Degrees) – 1 point
Nauseating Moan: Area Burst Affliction 5 (Dazed / Disabled / Stunned; Resisted by Fortitude; Cumulative, Hearing Sense Dependent) – 1 point
Unnerving Moan: Burst Area Affliction 5 (Fighting Impaired; Resisted by Will; Area 2 [60-ft. burst], Concentration, Hearing Sense Dependent, Limited to One Degree) – 1 point
Shadow Shift: Array (10 points)
Silent Image: Visual Illusion 5 – 10 points
Obscure Vision: Visual Concealment 2 – 1 point

ADVANTAGES
Close Attack 2, Improved Initiative

SKILLS
Deception 6 (+8, +16 disguise as cloak), Expertise (Religion) 6 (+8), Insight 6 (+8), Perception 6 (+8), Stealth 6 (+5)

OFFENSE
Initiative
+7
Engulf +6 (Close, Affliction 5 plus Damage 5)
Moan Area (Close, Affliction 5)
Unarmed +6 (Close, Damage 5)

DEFENSE
Dodge
3, Fortitude 6, Parry 4, Toughness 7, Will 7

POINTS
Abilities 30 + Advantages 3 + Defenses 11 + Powers 73 + Skills 15 = 132 Total

COMPLICATIONS
Disability:
Cloakers have no hands. Their nimble tails allow them only limited manipulation.
Hatred: Cloakers are xenophobic and usually attempt to slay any non-cloaker they encounter.
Power Loss: Moan. Cloakers must be able to speak to use their moan powers.
Cloakers are strange and mysterious aberrations that dwell in the dark and shadowed places of the world. They often make their home in the realm below the surface of the world, where they can use their abilities to manipulate shadows and produce terrifying moans to their greatest effect.

Much like their namesake, cloakers appear to be cloak-shaped creatures. Their bodies, when unfurled are like those of a manta ray, but when relaxed, they appear to be a black cloak. The ivory talons at the ends of their wings even appear to be clasps. Cloakers will often use this disguise to surprise potential prey. The average cloaker has an 8-foot wingspan and weighs about 100 pounds.

Cloakers are xenophobic and reclusive. They are reputed to worship ancient Elder Evils and noisesome Old Gods. The goals of the cloakers are unknown, but these creatures are undeniably evil and seek to eliminate mortals from the world.
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Re: Prodigy Duck 3e Bestiary Builds (Cloaker, Cockatrice)

Post by prodigyduck » Thu Sep 09, 2010 2:35 pm

Image

COCKATRICE (PL 6)

Strength -2, Stamina 0, Agility 3, Dexterity 1,
Fighting 3, Intellect -4, Awareness 1, Presence -1

POWERS
Cockatrice Senses:
Senses 3 (Darkvision, Low-Light Vision) – 3 points
Petrification: Affliction 2 (Hindered and Impaired / Defenseless and Immobile / Transformed and Unaware; Resisted by Fortitude; Continuous, Extra Condition, Linked to Unarmed, Progressive) – 14 points
Small Body: Shrinking 4 (Innate, Permanent; +2 active defenses included) – 5 points
Wings: Flight 1 (4 mph; Wings) – 1 point

ADVANTAGES
Defensive Roll 3, Grabbing Finesse

SKILLS
Perception 4 (+5), Stealth 0 (+7)

OFFENSE
Initiative
+3
Unarmed +3 (Close, Damage -2 plus Affliction 2)

DEFENSE
Dodge
9, Fortitude 4, Parry 6, Toughness 3 (0*), Will 2
* without Defensive Roll

POINTS
Abilities 4 + Advantages 4 + Defenses 10 + Powers 23 + Skills 2 = 43 Total

COMPLICATIONS
Disability:
A cockatrice is mute and has no hands.
Temper: Cockatrices attack almost anything they see.
A cockatrice is an ugly avian-like magical beast. These horrid creatures combine traits of a rooster and a reptile. Their scaly body is covered in bristly feathers, while its body ends in a long serpentine tail. The creature’s wings are like those of a bat. The eyes of a cockatrice glow a soft blood-red color. The average cockatrice stands 2-3 feet tall and weighs 25 pounds.

These monsters are repulsive and horrid. They stupidly attack anything they think might be threatening to themselves or their nest… which is anything they see. These creatures are particularly feared as any living creature struck by their beaks will often transform into stone.
Variations in the legend of the cockatrice have given the creature a number of different powers. Use the following guidelines to make this creature more threatening and diverse.

Petrifying Gaze
Some legends state that the gaze of the cockatrice is the source of its petrification. One flaw of this creature was this it was not immune to its own gaze, and could be slain if it saw its own reflection. Additionally, weasels were immune to the gaze of the cockatrice and were often used to hunt down these horrid monsters. To simulate this effect, use the following traits.

Petrifying Gaze: Burst Area Affliction 2 (Hindered and Impaired / Defenseless and Immobile / Transformed and Unaware; Resisted by Fortitude; Continuous, Extra Condition, Progressive, Reaction, Visual Sense-Dependent) – 20 points

Poison Breath
One legend claims that the breath of the cockatrice is a noxious fume that is not only sickening to smell but also a lethal poison when inhaled. The cockatrice with this power often has the head of a dragon with dark red or pitch black eyes.

Poison Breath: Cone Area Weaken Stamina 2 (Resisted by Fortitude; Progressive) – 8 points
:idea: Something I had to remind my players when I threw these things against them... They are not tiny evil chickens; these things are the size of CHILDREN!
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Cockatrice, Couatl)

Post by prodigyduck » Fri Sep 10, 2010 11:57 am

Image

COUATL (PL 10)

Strength
5, Stamina 5, Agility 3, Dexterity 1,
Fighting 6, Intellect 3, Awareness 4, Presence 3

POWERS
Couatl Senses:
Senses 8 (Darkvision, Detect Evil Presences [Acute, Ranged], Detect Good Presences [Acute, Ranged]) – 8 points
Feathered Wings: Flight 3 (16 mph; Wings) – 3 points
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 4 – 13 points
Outsider Traits: Immunity 3 (Aging, Sleep, Starvation and Thirst) – 3 points
Poisonous Bite: Weaken Strength 6 (Resisted by Fortitude; Linked to bite, Progressive) – 18 points
Psionic Powers: Array (11 points)
Detect Thoughts: Mind Reading 5 (Effortless, Limited to Surface Thoughts, Subtle) – 11 points
Invisibility: Visual Concealment 4 (Passive) – 1 point
Plane Shift: Movement 3 (Dimensional Movement 3) – 1 point
Telepathy: Communication 1 (Subtle); Linked to Comprehend 2 (Languages) – 1 point
Snake Body: Movement 1 (Slithering) – 2 points

ADVANTAGES
Chokehold, Close Attack 2, Fast Grab, Improved Initiative, Languages 2 (Common, Draconic [Celestial is native]), Ritualist

SKILLS
Acrobatics 6 (+9), Athletics 2 (+7), Deception 6 (+9), Expertise (Magic) 6 (+9), Expertise (Religion) 6 (+9), Insight 6 (+10), Perception 6 (+10), Persuasion 6 (+9)

OFFENSE
Initiative
+7
Poisonous Bite +8 (Close, Damage 5 plus Weaken 6)
Unarmed +8 (Close, Damage 5)

DEFENSE
Dodge
7, Fortitude 8, Parry 10, Toughness 9, Will 10

POINTS
Abilities 44 + Advantages 8 + Defenses 21 + Powers 61 + Skills 22 = 156 Total

COMPLICATIONS
Disability:
A couatl has no hands.
Motivation: Couatls seek to do good in the world.
A couatl is a creature from Central American legend. These feathered serpents are seen as divine creatures that seek to aid mortals or protect them from great evils. Although they are not gods themselves, couatls possess a great number of magical and mental powers, leading them to be worshiped as divine beings by mortals found in the jungles realms that they inhabit.

Couatls are known for their beauty, magic, and virtue. Their intelligence and devotion to goodness often leads them to ally with like-minded heroes.

A couatl appears to be a large serpent with feathered wings. These wings are often multi-colored, like that of a rainbow, although any combination of color can be found by individual couatl. They are around 12 feet in length and weigh about 1,800 pounds.
Magical Powers
Many couatls possess a number of magical powers. In order to simulate this ability, add a Magic Array to the couatl. The primary power should have 9 ranks and should include as many as 9 Alternate Effects.

A couatl with such magical power should add the following Complication: Power Loss (Magical Powers, if unable to speak).
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

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Re: Prodigy Duck 3e Bestiary Builds (Cockatrice, Couatl)

Post by Woodclaw » Fri Sep 10, 2010 12:09 pm

Best winged serpent picture ever. Period.
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Prodigy Duck 3e Bestiary Builds (Couatl, Crocodile)

Post by prodigyduck » Fri Sep 10, 2010 9:15 pm

Image
Watch "Lake Placid" or I'll eat you!

CROCODILE (PL 6)

Strength
4, Stamina 3, Agility 1, Dexterity 0,
Fighting 2, Intellect -5, Awareness 1, Presence -4

POWERS
Crocodile Senses:
Senses 1 (Low-Light Vision) – 1 point
Hold Breath: Immunity 2 (Suffocation; Limited to half-effect) – 1 point
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 1 – 10 points
Powerful Jaws: Enhanced Advantages 2 (Fast Grab, Improved Hold), Strength-Based Damage 3 – 5 points
Swimming: Enhanced Athletics 8 (Limited to Swimming), Enhanced Stealth 8 (Limited to while in water), Swimming 2 (2 mph) – 6 points

ADVANTAGES
Fast Grab, Improved Hold

SKILLS
Athletics 1 (+5, +13 swimming), Close Combat (Bite) 3 (+5), Perception 3 (+4), Stealth 3 (+0, +8 in water)

OFFENSE
Initiative
+1
Bite +5 (Close, Damage 7)
Unarmed +2 (Close, Damage 5)

DEFENSE
Dodge
2, Fortitude 6, Parry 3, Toughness 4, Will 2

POINTS
Abilities -12 + Advantages 0 + Defenses 10 + Powers 23 + Skills 5 = 26 Total

COMPLICATIONS
Disability:
Crocodiles are mute and have no hands.
Crocodiles are large aquatic reptilian animals that tend to dwell in tropical regions they live next to freshwater lakes, rivers, and swamps, where they can easily ambush and feed upon fish, reptiles, and mammals.

These creatures are ancient beings and include a number of different animals, including true crocodiles, alligators, caimans, and gharials. All of these creatures are extremely aggressive and territorial, attacking anything that enters their territory with lethal force.

Crocodiles have a streamlined body that aids in swimming. They can tuck their feet against their body and paddle with their massive tails to attain fast swimming speeds. Their webbed feet allow them to make fast turns and sudden movements within the water. When within water, a crocodile can lift its head above the water level, where only its eyes and nostrils become visible. In this manner, the crocodile is almost completely concealed against being seen by its prey.

The favored tactic of a crocodile is to lurk underwater near a clearing to a waterline. Whenever an animal comes to drink water at the clearing, the crocodile suddenly erupts from under the water and bites the surprised creature with its powerful jaws. It then drags the creature below the water and spins its body in what is known as a “death roll.” This rolling will disorient the prey and eventually cause it to drown, which is when the crocodile can begin feeding.
:idea: Art by ME!
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Re: Prodigy Duck 3e Bestiary Builds (Couatl, Crocodile)

Post by prodigyduck » Sat Sep 11, 2010 3:01 pm

Image

CYCLOPS (PL 8]

Strength 5, Stamina 4, Agility 0, Dexterity 0,
Fighting 7, Intellect 0, Awareness 1, Presence -1

POWERS
Cyclops Senses:
Senses 3 (Extended Vision 2, Low-Light Vision) – 3 point
Large Body: Growth 4 (Innate, Permanent; -2 active defenses included), Protection 3 – 12 points

EQUIPMENT
Weapons:
(Array)
Javelin: Strength-Based Ranged Damage 2 – 4 points
Axe: Strength-Based Damage 3 – 1 point

ADVANTAGES
Equipment 1, Languages 2 (Common, Giant [Cyclops is native]), Power Attack, Takedown 2

SKILLS
Expertise (Blacksmith) 7 (+7), Insight 4 (+5), Intimidation 7 (+8), Perception 7 (+8), Ranged Combat (Thrown Weapons) 7 (+3)

OFFENSE
Initiative
+0
Axe +7 (Close, Damage 8]
Javelin +3 (Ranged, Damage 7)
Unarmed +7 (Close, Damage 5)

DEFENSE
Dodge
1, Fortitude 11, Parry 8, Toughness 7, Will 4

POINTS
Abilities 16 + Advantages 6 + Defenses 16 + Powers 15 + Skills 16 = 69 Total

COMPLICATIONS
Disability:
One Eye; a cyclops suffers a -4 penalty to ranged attacks due to bad depth perception.
A cyclops is a giant humanoid creature that is known for its single great eye.

Mythological cyclopses were dangerous savages. They raised herds of sheep to keep well fed, but they would take the opportunity to eat any other meat that came along, even that of sentient creatures. This habit of cannibalism made mortals afraid of cyclopses.

The gods of legend used cyclopses for their great strength and endurance. They tasked these giants with the forging of the most powerful and magical weaponry. Many cyclopses still possess their knack for blacksmithing, crafting great weapons for their own purposes.
:idea: Art by Howard Lyon.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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