And now something completely different … a set of top down tokens of caribous! Seven adult ones and two calves; these can be easily combined to create a diverse caribou heard. These grazing mammals are meant for virtual tabletop role-playing game software systems (such as Roll20). Each caribou is 560×560 pixels in size so twice the recommended minimum of Roll20. Alpha-mapped png files. These can be downloaded in a zipped set following this link if one by one saving is too tedious.
An illustration of a forming water elemental for any fantasy-themed role-playing game setting.
A set of top down tokens of Giant Demonic Spider creatures usable in virtual tabletop role-playing gaming software such as Roll20. You can download the entire set via this zip file or snatch them one by one as you please. As usual, these images are in alpha-mapped PNG image file format (560×560 pixels in size; so twice the minimum suggested by Roll20).
There’s one dead spider gone belly up and eight ready to inject you with strange venoms. Enjoy!
A character illustration of a wasteland mutant for any Steampunk -themed role-playing game setting.
An illustration of an Ice Demon. It’s been blistering hot in these neck of the woods for a few days now. Today the thermometer has clocked over 38 degrees Celsius which is exceptionally hot here in Finland. I’m having my summer holiday at the moment and decided to do something cool to counter the heat.
Oh the horror! This illustration is of a semi-corporeal ghost-like undead creature for Call of Cthulhu role-playing game setting. Sometimes intrepid investigators need to enter shunned or abandoned locations – such as derelict mental institutions waiting for their own demise – in hopes of securing some obscure tidbit of information. Sometimes the locations are not that abandoned after all.
The Wailer from Beyond by Kimmo Mäkinen is licensed under a Creative Commons Attribution 4.0 International License.
A magical mana creature for Shadowrun role-playing game setting. I suppose it might fit other settings as well.
Shadowrun mana Owl by Kimmo Mäkinen is licensed under a Creative Commons Attribution 4.0 International License.
A summoned monster illustration for the Shadowrun role-playing game setting.
Ethereal dragons are spirit-manifestations bending the fabrics of reality. Mostly these things are the results of powerful magics, but sometimes malevolent spirits push through on their own volition in locations where the fabric of reality is weakened for some reason.
Creatures summoned into the corporeal realm of existence may be in an incomplete, shape alternating form with additional limbs, malformations and unusual sized parts. The corporeality enhances while time elapses and in some rare cases the creature can eventually become totally corporeal. The nature of these spirits is extremely volatile, they are essentially hostile to everyone and their behavior is erratic at best and catastrophically unexpected at worst. While the summoning might prove to be a risky business, one summoned to a strategically important location can be just what the doctor ordered.
The ratmen of Southern Caheb are not – contrary to popular belief – just simple minded beasts. They do possess a lot of the attributes their former form used to possess such as learned skills and physical and mental attributes. A good tracker turned to ratman is a ratman with an above average skill in tracking. So it follows that in packs of ratmen the individual shapechangers automatically assume tasks in which they can use their skills most. There are also known cases of ratmen packs that are composed of only ratmen that excel in a particular task. That’s why there exists hunter packs and warrior packs. Some of these are formed ad hoc to meet some special circumstance and some are predominantly stable groups. All this indicates in certainty that individual ratmen and packs of them are able to share information between them and react to this information. If a large beast is threatening the land, ratmen packs might collectively form a warrior pack composed of the best combatants of each group and send that pack to finish off the beast. Although this is pure conjecture, it’s possible that a – yet to be determined – sixth sense or instinct or some such force controls the packs to co-operate.
Most ratmen have superior hearing and olfactory organs compared to humans. Although their perception is much narrower and specific. For example their brains are not really interested if a carcass has passed it’s “best before” date and as such ratmen do not find eating rotten carcasses as dangerous or repulsive. In the same vein they can smell certain natural scents from a distance far greater than any human could – be it blood, urine, smoke even sweat. When their superior senses are combined with adept skills inherited from their former selves, some ratmen are exceptionally superior trackers and hunters. To the extent that they find humans easy prey as well. Not a common incident since local human communities know how to deal with ratmen but an incident nevertheless. Something to be taken into account when moving through areas that are infested with ratmen packs.
The rat shapechangers of southern Caheb area are also collectively known as Ratmen. In actuality the creatures are not shapechangers at all. Once they have undergone the change to rat-like humanoid creatures, they stay that way until they die. Usually. There does exist reported cases throughout southern Caheb of ratmen that have somehow been cured of their ratlike state and been returned to their former shape and state. However, they are not many and the whole experience seem to be so hard on the body that they usually do not live happily ever after but instead die of some mysterious illness.
The ratmen that have been exiled from their former communities usually form packs. Some of these packs turn into nasty bunches of thieving bandits and general nuisances. These packs do not fear anything and have turned into effective and mean fighting units. Individual ratmen may not be much of an opposition to an armored knight, but a pack of dozen will rip the said knight apart and eat him alive. A pack of about two dozen ratmen have been known to develop very complex and effective combat tactics and the ratmen communicate in combat by short and high-pitched sounds not unlike the sounds made by actual rats. They are apparently capable of conveying complex messages in a very short time by using this language. Most can still speak the languages they used to know formerly, but the changes in their physiology make this speech strainous, slow and somewhat strangely intonated.
Ratmen are not lycanthropes. Their bite, scratches from their nails or saliva or whatnot does not spread a curse of shapechanging. Strangers to the land often believe them to be cursed by lycanthropy, but the locals know better. But they do spread other kinds of diseases: their teeth and nails are often a cesspool of nasty bacteria that will cause all sorts of infections to whoever they happen to wound. This is usually just a byproduct of their general uncleanliness and dietary which resemble that of actual rats. Rotting carcasses and moldy fruits are fine dining to ratmen.