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#frialigan — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #frialigan, aggregated by home.social.

  1. Monday Monster: The Visitor.

    For Use with the Dragonbane RPG.

    Description:
    This very odd looking but elusive creature looks to be a cross between a Pteranodon and a demon. It walks on two legs which are most often concealed by its cloak-like wings when on the ground. It has a gem in the center of its forehead. Perhaps the creature’s most unique quality is the unmistakable horribly stench that constantly surrounds it. The only sounds to have emanated from the Visitor are a low hum, some words in an ancient forgotten dialect, and one loud ear-splitting shriek.

    Local miners have speculated that the creature was awakened by recent mining activity and that there could be more of them lurking underground or nearby. Aside from one rare daylight appearance where it chased townspeople about for hours, it has only been seen at night in the sky. It seems to only appear near mines, mining camps, or mining towns. It seems to have a strong disdain for mortal technology.

    Despite its demonic appearance and hellish stench, the creature is not actually a demon, although its true origin may never be known as The Visitor has thus far been impossible to approach for any sort of communication.

    If slain, the strange jewel in the creature’s forehead will fetch a handsome sum of gold to an weapon smith, alchemist, demonologist, or apothecary due to its unique magical properties. If properly harnessed in a magic item, the jewel is capable of causing the item to project an energy beam that does 2d6 fire damage to one target within 10 meters once per Stretch.

    Ferocity: 3  Size: Medium
    Movement: 14 (Flying) Armor: 2 (natural leathery hide)  HP: 24

    Resistances:  The Visitor may make a free EVADE roll once per round and has Evade 16. It also receives a Boon on any subsequent Evade rolls involving missile attacks and spells. It is immune to fire damage.

    • Special: The Visitor has wings and can take its movement in the air.
    • The creature may vanish if it is near cover and at least 30 meters away from the nearest sentient creature.
    • If reduced to 8 hp or lower, the Visitor will turn invisible and/or attempt to fly away.
    • If slain the body dissolves into a puddle of foaming, noxious goo within one Stretch, leaving behind the jewel from its forehead.
    • Please note The Visitor has never been seen out in an enclosed space and has only appeared next to mines and/or mining encampments.
    • Dogs and other animals are automatically repulsed by the creature’s hallmark smell. Any animal in the vicinity will try to get upwind of the thing or as far away as possible.
    • Any creature within 10 meters of the Visitor must make a CON roll or lose their sense of smell for one Shift.

    MONSTER ATTACKS

    D6 Attacks:

    1. Energy Beam: The Visitor fires a hot blast of light from the jewel on its forehead at one character who takes 2d6 fire damage
    2. Unreal Fart: The creature exudes even more of its usual stench. All creatures within 10 meters must make a CON roll or take 1d4 damage and become Sickly and Disgusted. A successful Evade puts the character on the nearest available edge of the cloud. Characters can also go nose blind as mentioned above.
    3. Claw Swipe: Up to two creatures within 2 meters are struck by one of the Visitor’s razor-sharp claws for 1d8 slashing damage.
    4. Beak Bite: The Visitor noms on the nearest creature for 1d8 bludgeoning damage. If you thought it smelled bad on the outside, its breath is worse. Make a CON roll or become incapacitated for one round while vomiting ensues.
    5. Beam Sweep: A steady beam of energy erupts from the jewel on the creature’s forehead that strikes the first three creatures within 16 meters going from the creature’s right to left for 2d6 fire damage. The beam also strikes flammable inanimate objects and structures in between the targets with a 20% chance to ignite them.
    6. Unearthly Shriek: Any creature capable of hearing within 30 meters of the creature must make a WIL roll or roll on the Fear Table. Characters who have heard the creature before receive a Boon on the WIL roll.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

    I have plans to make a greater version of this monster in the days to come along with a version for Twilight Sword RPG as soon as the CAT license becomes available. It may also make an appearance for the Ruttigers Almanac and TTRPG Toolkit someday.

    #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  2. Monday Monster: The Visitor.


    For Use with the Dragonbane RPG.

    Description:
    This very odd looking but elusive creature looks to be a cross between a Pteranodon and a demon. It walks on two legs which are most often concealed by its cloak-like wings when on the ground. It has a gem in the center of its forehead. Perhaps the creature’s most unique quality is the unmistakable horribly stench that constantly surrounds it. The only sounds to have emanated from the Visitor are a low hum, some words in an ancient forgotten dialect, and one loud ear-splitting shriek.

    Local miners have speculated that the creature was awakened by recent mining activity and that there could be more of them lurking underground or nearby. Aside from one rare daylight appearance where it chased townspeople about for hours, it has only been seen at night in the sky. It seems to only appear near mines, mining camps, or mining towns. It seems to have a strong disdain for mortal technology.

    Despite its demonic appearance and hellish stench, the creature is not actually a demon, although its true origin may never be known as The Visitor has thus far been impossible to approach for any sort of communication.

    If slain, the strange jewel in the creature’s forehead will fetch a handsome sum of gold to an weapon smith, alchemist, demonologist, or apothecary due to its unique magical properties. If properly harnessed in a magic item, the jewel is capable of causing the item to project an energy beam that does 2d6 fire damage to one target within 10 meters once per Stretch.

    Ferocity: 3  Size: Medium
    Movement: 14 (Flying) Armor: 2 (natural leathery hide)  HP: 24

    Resistances:  The Visitor may make a free EVADE roll once per round and has Evade 16. It also receives a Boon on any subsequent Evade rolls involving missile attacks and spells. It is immune to fire damage.

    • Special: The Visitor has wings and can take its movement in the air.
    • The creature may vanish if it is near cover and at least 30 meters away from the nearest sentient creature.
    • If reduced to 8 hp or lower, the Visitor will turn invisible and/or attempt to fly away.
    • If slain the body dissolves into a puddle of foaming, noxious goo within one Stretch, leaving behind the jewel from its forehead.
    • Please note The Visitor has never been seen out in an enclosed space and has only appeared next to mines and/or mining encampments.
    • Dogs and other animals are automatically repulsed by the creature’s hallmark smell. Any animal in the vicinity will try to get upwind of the thing or as far away as possible.
    • Any creature within 10 meters of the Visitor must make a CON roll or lose their sense of smell for one Shift.

    MONSTER ATTACKS

    D6 Attacks:

    1. Energy Beam: The Visitor fires a hot blast of light from the jewel on its forehead at one character who takes 2d6 fire damage
    2. Unreal Fart: The creature exudes even more of its usual stench. All creatures within 10 meters must make a CON roll or take 1d4 damage and become Sickly and Disgusted. A successful Evade puts the character on the nearest available edge of the cloud. Characters can also go nose blind as mentioned above.
    3. Claw Swipe: Up to two creatures within 2 meters are struck by one of the Visitor’s razor-sharp claws for 1d8 slashing damage.
    4. Beak Bite: The Visitor noms on the nearest creature for 1d8 bludgeoning damage. If you thought it smelled bad on the outside, its breath is worse. Make a CON roll or become incapacitated for one round while vomiting ensues.
    5. Beam Sweep: A steady beam of energy erupts from the jewel on the creature’s forehead that strikes the first three creatures within 16 meters going from the creature’s right to left for 2d6 fire damage. The beam also strikes flammable inanimate objects and structures in between the targets with a 20% chance to ignite them.
    6. Unearthly Shriek: Any creature capable of hearing within 30 meters of the creature must make a WIL roll or roll on the Fear Table. Characters who have heard the creature before receive a Boon on the WIL roll.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

    I have plans to make a greater version of this monster in the days to come along with a version for Twilight Sword RPG as soon as the CAT license becomes available. It may also make an appearance for the Ruttigers Almanac and TTRPG Toolkit someday.

    #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  3. Monday Monster: The Visitor.


    For Use with the Dragonbane RPG.

    Description:
    This very odd looking but elusive creature looks to be a cross between a Pteranodon and a demon. It walks on two legs which are most often concealed by its cloak-like wings when on the ground. It has a gem in the center of its forehead. Perhaps the creature’s most unique quality is the unmistakable horribly stench that constantly surrounds it. The only sounds to have emanated from the Visitor are a low hum, some words in an ancient forgotten dialect, and one loud ear-splitting shriek.

    Local miners have speculated that the creature was awakened by recent mining activity and that there could be more of them lurking underground or nearby. Aside from one rare daylight appearance where it chased townspeople about for hours, it has only been seen at night in the sky. It seems to only appear near mines, mining camps, or mining towns. It seems to have a strong disdain for mortal technology.

    Despite its demonic appearance and hellish stench, the creature is not actually a demon, although its true origin may never be known as The Visitor has thus far been impossible to approach for any sort of communication.

    If slain, the strange jewel in the creature’s forehead will fetch a handsome sum of gold to an weapon smith, alchemist, demonologist, or apothecary due to its unique magical properties. If properly harnessed in a magic item, the jewel is capable of causing the item to project an energy beam that does 2d6 fire damage to one target within 10 meters once per Stretch.

    Ferocity: 3  Size: Medium
    Movement: 14 (Flying) Armor: 2 (natural leathery hide)  HP: 24

    Resistances:  The Visitor may make a free EVADE roll once per round and has Evade 16. It also receives a Boon on any subsequent Evade rolls involving missile attacks and spells. It is immune to fire damage.

    • Special: The Visitor has wings and can take its movement in the air.
    • The creature may vanish if it is near cover and at least 30 meters away from the nearest sentient creature.
    • If reduced to 8 hp or lower, the Visitor will turn invisible and/or attempt to fly away.
    • If slain the body dissolves into a puddle of foaming, noxious goo within one Stretch, leaving behind the jewel from its forehead.
    • Please note The Visitor has never been seen out in an enclosed space and has only appeared next to mines and/or mining encampments.
    • Dogs and other animals are automatically repulsed by the creature’s hallmark smell. Any animal in the vicinity will try to get upwind of the thing or as far away as possible.
    • Any creature within 10 meters of the Visitor must make a CON roll or lose their sense of smell for one Shift.

    MONSTER ATTACKS

    D6 Attacks:

    1. Energy Beam: The Visitor fires a hot blast of light from the jewel on its forehead at one character who takes 2d6 fire damage
    2. Unreal Fart: The creature exudes even more of its usual stench. All creatures within 10 meters must make a CON roll or take 1d4 damage and become Sickly and Disgusted. A successful Evade puts the character on the nearest available edge of the cloud. Characters can also go nose blind as mentioned above.
    3. Claw Swipe: Up to two creatures within 2 meters are struck by one of the Visitor’s razor-sharp claws for 1d8 slashing damage.
    4. Beak Bite: The Visitor noms on the nearest creature for 1d8 bludgeoning damage. If you thought it smelled bad on the outside, its breath is worse. Make a CON roll or become incapacitated for one round while vomiting ensues.
    5. Beam Sweep: A steady beam of energy erupts from the jewel on the creature’s forehead that strikes the first three creatures within 16 meters going from the creature’s right to left for 2d6 fire damage. The beam also strikes flammable inanimate objects and structures in between the targets with a 20% chance to ignite them.
    6. Unearthly Shriek: Any creature capable of hearing within 30 meters of the creature must make a WIL roll or roll on the Fear Table. Characters who have heard the creature before receive a Boon on the WIL roll.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

    I have plans to make a greater version of this monster in the days to come along with a version for Twilight Sword RPG as soon as the CAT license becomes available. It may also make an appearance for the Ruttigers Almanac and TTRPG Toolkit someday.

    #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  4. Monday Monster: The Visitor.


    For Use with the Dragonbane RPG.

    Description:
    This very odd looking but elusive creature looks to be a cross between a Pteranodon and a demon. It walks on two legs which are most often concealed by its cloak-like wings when on the ground. It has a gem in the center of its forehead. Perhaps the creature’s most unique quality is the unmistakable horribly stench that constantly surrounds it. The only sounds to have emanated from the Visitor are a low hum, some words in an ancient forgotten dialect, and one loud ear-splitting shriek.

    Local miners have speculated that the creature was awakened by recent mining activity and that there could be more of them lurking underground or nearby. Aside from one rare daylight appearance where it chased townspeople about for hours, it has only been seen at night in the sky. It seems to only appear near mines, mining camps, or mining towns. It seems to have a strong disdain for mortal technology.

    Despite its demonic appearance and hellish stench, the creature is not actually a demon, although its true origin may never be known as The Visitor has thus far been impossible to approach for any sort of communication.

    If slain, the strange jewel in the creature’s forehead will fetch a handsome sum of gold to an weapon smith, alchemist, demonologist, or apothecary due to its unique magical properties. If properly harnessed in a magic item, the jewel is capable of causing the item to project an energy beam that does 2d6 fire damage to one target within 10 meters once per Stretch.

    Ferocity: 3  Size: Medium
    Movement: 14 (Flying) Armor: 2 (natural leathery hide)  HP: 24

    Resistances:  The Visitor may make a free EVADE roll once per round and has Evade 16. It also receives a Boon on any subsequent Evade rolls involving missile attacks and spells. It is immune to fire damage.

    • Special: The Visitor has wings and can take its movement in the air.
    • The creature may vanish if it is near cover and at least 30 meters away from the nearest sentient creature.
    • If reduced to 8 hp or lower, the Visitor will turn invisible and/or attempt to fly away.
    • If slain the body dissolves into a puddle of foaming, noxious goo within one Stretch, leaving behind the jewel from its forehead.
    • Please note The Visitor has never been seen out in an enclosed space and has only appeared next to mines and/or mining encampments.
    • Dogs and other animals are automatically repulsed by the creature’s hallmark smell. Any animal in the vicinity will try to get upwind of the thing or as far away as possible.
    • Any creature within 10 meters of the Visitor must make a CON roll or lose their sense of smell for one Shift.

    MONSTER ATTACKS

    D6 Attacks:

    1. Energy Beam: The Visitor fires a hot blast of light from the jewel on its forehead at one character who takes 2d6 fire damage
    2. Unreal Fart: The creature exudes even more of its usual stench. All creatures within 10 meters must make a CON roll or take 1d4 damage and become Sickly and Disgusted. A successful Evade puts the character on the nearest available edge of the cloud. Characters can also go nose blind as mentioned above.
    3. Claw Swipe: Up to two creatures within 2 meters are struck by one of the Visitor’s razor-sharp claws for 1d8 slashing damage.
    4. Beak Bite: The Visitor noms on the nearest creature for 1d8 bludgeoning damage. If you thought it smelled bad on the outside, its breath is worse. Make a CON roll or become incapacitated for one round while vomiting ensues.
    5. Beam Sweep: A steady beam of energy erupts from the jewel on the creature’s forehead that strikes the first three creatures within 16 meters going from the creature’s right to left for 2d6 fire damage. The beam also strikes flammable inanimate objects and structures in between the targets with a 20% chance to ignite them.
    6. Unearthly Shriek: Any creature capable of hearing within 30 meters of the creature must make a WIL roll or roll on the Fear Table. Characters who have heard the creature before receive a Boon on the WIL roll.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

    I have plans to make a greater version of this monster in the days to come along with a version for Twilight Sword RPG as soon as the CAT license becomes available. It may also make an appearance for the Ruttigers Almanac and TTRPG Toolkit someday.

    #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  5. The Bah-Koom

    The Shlorping Abomination for Dragonbane RPG.

    The Bah-Koom spends most of its time sleeping, but when it wakes it strikes fear into the heart of small animals and mortal kin alike. It normally feeds on creatures of Small size or smaller because its lack of teeth makes it difficult to do any serious damage to humans or other medium size creatures. It does spell certain doom for pets, some wildlife, and the occasional halfling.

    The Bah-Koom has an oddly shaped head, not unlike that of a hammerhead shark that is more mouth than anything else. It has rows upon rows of spikey razor-sharp teeth that point backwards to prevent prey from escaping. Its bulbous, oddly shaped head is connected to a barrel-shaped body by a long tubular neck. Prey can sometimes be seen passing though the neck which stretches to accommodate most creatures. At the back of the creature is a long, rat-like tail that ends in a cartilage ball with a stinger.

    It spends an inordinate amount of time sleeping, usually in a quiet, dark corner or back of a cave. When in comes to life the horrendous noise it makes is enough to frighten most creatures. It doesn’t move terribly fast and larger creatures are never on the menu. It moves via ridges on the underside of its body, similar to that of a snake. It will always attempt to flee at the sight of a Large creature or larger.

    Ferocity: 2 Size: Medium
    Movement: 8  Armor: 2 (Natural)  HP: 12

    MONSTER ATTACKS

    D6 Attacks:

    1. Roar! The Bah-Koom comes to life with an unearthly howl. All creatures within 30 meters who have never heard it before must make a WIL roll. If failed, roll on the Fear Table.
    2. Slurp: The creature attempts to inhale any one creature or object within 2 meters. Make an opposed STR roll vs 12. If the creature wins, it successfully inhales a small sized creature or smaller. If the creature is Medium size or larger, the creature will attempt to slurp up a weapon, object, or random item. On rare occasions it has inhaled an entire adventurer’s pack. See “In the creature’s gut” for what happens next.
    3. Spew: The Bah-Koom goes from suck to blow, expelling chunks of bone, fur, feathers, small coins, and other random tiny objects in a cone 2 meters wide at the base and 6 meters wide at the end. It does 1d6 damage and blinds the targets for one round. Successful Evade rolls place the creature is moved to the closest edge out of the cone.
    4. Sting: The creature attempts to zap one target within 4 meters with its tail. The stinger delivers 1d4 piercing damage and a Potency 10 Paralytic Poison (See Dragonbane rules for details.) If armor blocks the damage, no poison is injected.
    5. Flail Profusely: The Bah-Koom does what has been described at its panic dance that is confusing more than dangerous. Any creature within 4 meters is struck with the head or tail for 1d6 Bludgeoning damage. Any creature witnessing this behavior for the first time can be mesmerized by the movements and must make a WIL roll or become Confused.
    6. Adorable Shlorp: The Bah-Koom sniffs and sucks its way around the target as if tasting it. This does no damage to Medium or Larger creatures other than possibly cleaning their clothes. It looks up at the target creature with sad puppy dog eyes as if begging for mercy. Small creatures have a chance to become stuck in the creature’s mouth and Slurped the next round. (See 2 above.) If applied to a Medium or larger creature and is not attacked on the subsequent round, The Bah-Koom will whine and move away at double its normal speed in and effort to flee.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing
  6. The Bah-Koom


    The Shlorping Abomination for Dragonbane RPG.

    The Bah-Koom spends most of its time sleeping, but when it wakes it strikes fear into the heart of small animals and mortal kin alike. It normally feeds on creatures of Small size or smaller because its lack of teeth makes it difficult to do any serious damage to humans or other medium size creatures. It does spell certain doom for pets, some wildlife, and the occasional halfling.

    The Bah-Koom has an oddly shaped head, not unlike that of a hammerhead shark that is more mouth than anything else. It has rows upon rows of spikey razor-sharp teeth that point backwards to prevent prey from escaping. Its bulbous, oddly shaped head is connected to a barrel-shaped body by a long tubular neck. Prey can sometimes be seen passing though the neck which stretches to accommodate most creatures. At the back of the creature is a long, rat-like tail that ends in a cartilage ball with a stinger.

    It spends an inordinate amount of time sleeping, usually in a quiet, dark corner or back of a cave. When in comes to life the horrendous noise it makes is enough to frighten most creatures. It doesn’t move terribly fast and larger creatures are never on the menu. It moves via ridges on the underside of its body, similar to that of a snake. It will always attempt to flee at the sight of a Large creature or larger.

    Ferocity: 2 Size: Medium
    Movement: 8  Armor: 2 (Natural)  HP: 12

    MONSTER ATTACKS

    D6 Attacks:

    1. Roar! The Bah-Koom comes to life with an unearthly howl. All creatures within 30 meters who have never heard it before must make a WIL roll. If failed, roll on the Fear Table.
    2. Slurp: The creature attempts to inhale any one creature or object within 2 meters. Make an opposed STR roll vs 12. If the creature wins, it successfully inhales a small sized creature or smaller. If the creature is Medium size or larger, the creature will attempt to slurp up a weapon, object, or random item. On rare occasions it has inhaled an entire adventurer’s pack. See “In the creature’s gut” for what happens next.
    3. Spew: The Bah-Koom goes from suck to blow, expelling chunks of bone, fur, feathers, small coins, and other random tiny objects in a cone 2 meters wide at the base and 6 meters wide at the end. It does 1d6 damage and blinds the targets for one round. Successful Evade rolls place the creature is moved to the closest edge out of the cone.
    4. Sting: The creature attempts to zap one target within 4 meters with its tail. The stinger delivers 1d4 piercing damage and a Potency 10 Paralytic Poison (See Dragonbane rules for details.) If armor blocks the damage, no poison is injected.
    5. Flail Profusely: The Bah-Koom does what has been described at its panic dance that is confusing more than dangerous. Any creature within 4 meters is struck with the head or tail for 1d6 Bludgeoning damage. Any creature witnessing this behavior for the first time can be mesmerized by the movements and must make a WIL roll or become Confused.
    6. Adorable Shlorp: The Bah-Koom sniffs and sucks its way around the target as if tasting it. This does no damage to Medium or Larger creatures other than possibly cleaning their clothes. It looks up at the target creature with sad puppy dog eyes as if begging for mercy. Small creatures have a chance to become stuck in the creature’s mouth and Slurped the next round. (See 2 above.) If applied to a Medium or larger creature and is not attacked on the subsequent round, The Bah-Koom will whine and move away at double its normal speed in and effort to flee.
    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgwriter #Dragonbane #MondayMonster #monsterDesign #TTRPG #writing