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		<id>http://2d4chan.org/mediawiki/index.php?title=Osiris&amp;diff=372048</id>
		<title>Osiris</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Osiris&amp;diff=372048"/>
		<updated>2021-07-09T13:31:06Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Book of the Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Osiris&lt;br /&gt;
|Symbol = [[File:Osiris symbol.jpg|150px]]&amp;lt;br&amp;gt;Crook and flail&lt;br /&gt;
|Aliases = The White Crown&lt;br /&gt;
|Alignment = Lawful Good&lt;br /&gt;
|Divine Rank = &#039;&#039;&#039;2E:&#039;&#039;&#039; Intermediate God&amp;lt;br&amp;gt;&#039;&#039;&#039;3E:&#039;&#039;&#039; Greater God&lt;br /&gt;
|Pantheon = Egyptian, Mulhorandi&lt;br /&gt;
|Portfolio = Harvest, nature, the underworld&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Air, Earth, Good, Law, Plant, Repose&amp;lt;br&amp;gt;&#039;&#039;&#039;5E:&#039;&#039;&#039; Grave, Life, Nature&lt;br /&gt;
|Home Plane = &#039;&#039;&#039;[[Great Wheel]]:&#039;&#039;&#039; &#039;&#039;Memphiria&#039;&#039; ([[Arcadia]]), &#039;&#039;Heliopolis&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;[[World Tree]]:&#039;&#039;&#039; Heliopolis&lt;br /&gt;
|Worshippers = Farmers, [[monk]]s, [[paladin]]s, [[ranger]]s&lt;br /&gt;
|Favoured Weapon = Flail&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Osiris&#039;&#039;&#039; is an ancient Egyptian deity, the god of fertility, agriculture, the afterlife, the dead, resurrection, life, and vegetation; in particular he is associated with cycles observed in nature like the flooding of the Nile. He was classically depicted as a green-skinned deity with a pharaoh&#039;s beard, partially mummy-wrapped at the legs, wearing a distinctive atef crown, and holding a symbolic crook and flail. He was one of the first to be associated with the mummy wrap.&lt;br /&gt;
&lt;br /&gt;
===Family Tree===&lt;br /&gt;
Osiris was at times considered the eldest son of the god Geb and the sky goddess Nut. Osiris is the brother and husband of Isis, Set, Nephthys, and Horus the Elder. He is father of Horus the Younger.&lt;br /&gt;
&lt;br /&gt;
===Historical Rites and rituals===&lt;br /&gt;
====Ikhernofret Stela====&lt;br /&gt;
The stela of Ikhernofert is a limestone rock with some stuff about Osiris written on it: &lt;br /&gt;
&lt;br /&gt;
The ritual reenactment of Osiris&#039;s funeral rites were held in the last month of the inundation (the annual Nile flood), coinciding with Spring, and held at Abydos which was the traditional place where the body of Osiris drifted ashore after having been drowned in the Nile.&lt;br /&gt;
&lt;br /&gt;
The part of the myth recounting the chopping up of the body into 14 pieces by Set is not recounted in this particular stela. Although it is attested to be a part of the rituals by a version of the Papyrus Jumilhac, in which it took Isis 12 days to reassemble the pieces, coinciding with the festival of ploughing. Some elements of the ceremony were held in the temple, while others involved public participation in a form of theatre. The Stela of Ikhernofret recounts the programme of events of the public elements over the five days of the Festival:&lt;br /&gt;
&lt;br /&gt;
* The First Day, The Procession of Wepwawet: A mock battle was enacted during which the enemies of Osiris are    defeated. A procession was led by the god Wepwawet (&amp;quot;opener of the way&amp;quot;).&lt;br /&gt;
* The Second Day, The Great Procession of Osiris: The body of Osiris was taken from his temple to his tomb. The boat he was transported in, the &amp;quot;Neshmet&amp;quot; bark, had to be defended against his enemies.&lt;br /&gt;
* The Third Day: Osiris is Mourned and the Enemies of the Land are Destroyed.&lt;br /&gt;
* The Fourth Day, Night Vigil: Prayers and recitations are made and funeral rites performed.&lt;br /&gt;
* The Fifth Day, Osiris is Reborn: Osiris is reborn at dawn and crowned with the crown of Ma&#039;at. A statue of Osiris is brought to the temple.&lt;br /&gt;
&lt;br /&gt;
Contrasting with the public &amp;quot;theatrical&amp;quot; ceremonies sourced from the I-Kher-Nefert stele, more esoteric ceremonies were performed inside the temples by priests. Some old greek guy, Plutarch, mentions that (for much later period) two days after the beginning of the festival &amp;quot;the priests bring forth a sacred chest containing a small golden coffer, into which they pour some potable water...and a great shout arises from the company for joy that Osiris is found (or resurrected). Then they knead some fertile soil with the water...and fashion therefrom a crescent-shaped figure, which they cloth and adorn, this indicating that they regard these gods as the substance of Earth and Water.&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In the Osirian temple at Denderah, an inscription describes in detail the making of wheat paste models of each dismembered piece of Osiris to be sent out to the town where each piece is discovered by Isis. At the temple of Mendes, figures of Osiris were made from wheat and paste placed in a trough on the day of the murder, then water was added for several days, until finally the mixture was kneaded into a mold of Osiris and taken to the temple to be buried (the sacred grain for these cakes were grown only in the temple fields). Molds were made from the wood of a red tree in the forms of the sixteen dismembered parts of Osiris, the cakes of &amp;quot;divine&amp;quot; bread were made from each mold, placed in a silver chest and set near the head of the god with the inward parts of Osiris as described in the Book of the Dead. &lt;br /&gt;
&lt;br /&gt;
====Book of the Dead====&lt;br /&gt;
At death a person faced judgment by a tribunal of forty-two divine judges. If they led a life in conformance with the goddess Ma&#039;at&#039;s teachings then the person was welcomed into the kingdom of Osiris. Ma&#039;at is the goddess of truth and light, and appears as a feather. At the weighing of the heart the soul of the person comes together and their heart is weighed on the scales against Ma&#039;at. If found guilty, the heart is given to the demon Ammit as a snack and is doomed to wander as a ghost. For those deemed worthy they can continue to Osiris&#039;s realm and live forever.&lt;br /&gt;
&lt;br /&gt;
===Historical Mythology===&lt;br /&gt;
Because mythology is never clear, there&#039;s a few origin stories and they read as a choose your own adventure of Osiris&#039;s death and resurrection:&lt;br /&gt;
&lt;br /&gt;
Osiris myth in which Set (Osiris&#039; brother), along with the Queen of Ethiopia, conspired with 72 accomplices to plot the assassination of Osiris. Set fooled Osiris into getting into a box, which Set then shut, sealed with lead, and threw into the Nile. Osiris&#039; wife, Isis, searched for his remains until she finally found him embedded in a tamarisk tree trunk, which was holding up the roof of a palace in Byblos on the Phoenician coast. She managed to remove the coffin and retrieve her husband&#039;s body. &lt;br /&gt;
&lt;br /&gt;
Set steals and dismembers the corpse only after Isis has retrieved it. Isis then finds and buries each piece of her husband&#039;s body, with the exception of his penis, which she has to reconstruct with magic because the original was eaten by fish in the river. It&#039;s worth noting that this version comes from some Greek-in-origin Roman citizen guy, and there may be a vested interest in a bit of propaganda. &amp;quot;Haha your god has no dick&amp;quot; is a timeless classic. &lt;br /&gt;
&lt;br /&gt;
In one version of the myth, Isis used a spell given to her by Thoth to briefly revive Osiris so he could impregnate her. After embalming and burying Osiris, Isis conceived and gave birth to their son, Horus. Thereafter Osiris lived on as the god of the underworld. &lt;br /&gt;
&lt;br /&gt;
Another version of the myth depicts Osiris as an ancient king who taught the Egyptians the arts of civilization, including agriculture, then travelled the world with his sister Isis, the satyrs, and the nine muses, before finally returning to Egypt. Osiris was then murdered by his evil brother Typhon, who was identified with Set. Typhon divided the body into twenty-six pieces, which he distributed amongst his fellow conspirators in order to implicate them in the murder. Isis and Hercules (Horus) avenged the death of Osiris and slew Typhon. Isis recovered all the parts of Osiris&#039; body. She made replicas of them and distributed them to several locations, which then became centers of Osiris worship.&lt;br /&gt;
&lt;br /&gt;
===Historical Fantasy===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Osiris p151.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{D&amp;amp;D-Historical-Deities}}&lt;br /&gt;
&lt;br /&gt;
==Ravenloft Osiris==&lt;br /&gt;
{{Infobox Deity&lt;br /&gt;
|Name = Osiris&lt;br /&gt;
|Symbol = [[File:Osiris holy symbol.jpg]]&amp;lt;br&amp;gt;Crossed flail and staff&lt;br /&gt;
|Aliases = &lt;br /&gt;
|Alignment = Neutral Good&lt;br /&gt;
|Divine Rank = Unknown&lt;br /&gt;
|Pantheon = Ravenloft (Akiri)&lt;br /&gt;
|Portfolio = The dead, death, desert springs&lt;br /&gt;
|Domains = Good, Protection, Repose, Water&lt;br /&gt;
|Home Plane = Unknown&lt;br /&gt;
|Worshippers = Akiri&lt;br /&gt;
|Favoured Weapon = Light flail&lt;br /&gt;
}}&lt;br /&gt;
In [[Ravenloft]], Osiris is worshipped exclusively in the domain of Har&#039;Akir as the lord of the underworld who also controls the desert springs vital for life in the desert.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Ravenloft-Deities}}&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
{{Pathfinder-Deities}}&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Naga&amp;diff=350108</id>
		<title>Naga</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Naga&amp;diff=350108"/>
		<updated>2021-07-09T11:07:15Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* MtG Nagas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[File:MGNaga.png|300px|thumb|right|A rare example of an &amp;quot;armless human-bodied&amp;quot; naga.]]&lt;br /&gt;
Often confused with the [[Lamia]], the &#039;&#039;&#039;Naga&#039;&#039;&#039; is a creature from Hindu mythology that combines human and [[snek]] in its appearance. Nagas are divine serpents, portrayed as capable of shapeshifting between purely human, purely serpentine, and half-way forms; many artwork depicts them as snakes with human heads, though they can and do often have arms - divine ones in particular tend to have more than one pair of arms, given Hindu deities are usually multi-armed and/or multiheaded as a display of divinity (the multiple heads are meant to represent being all-seeing, and the multiple arms are meant to represent being omnipotent and having a hand in every event in your life).&lt;br /&gt;
&lt;br /&gt;
This origin is why &amp;quot;naga&amp;quot; is often used as an alternative name for the same &amp;quot;[[snek]]-[[centaur]]&amp;quot; as the typical lamia. When the two races are visually distinct from each other, it&#039;s usually achieved by giving the naga &amp;quot;more serpentine features&amp;quot; than the lamia has. Exactly what that means depends on the interpretation. &lt;br /&gt;
&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]] and [[Pathfinder]], for example, Nagas resemble giant snakes with human heads. In the earliest editions, the human heads were very distinctive from the snake bodies, but as editions have gone past, they&#039;ve become more and more reptilian-faced, and honestly kind of creepy-looking.&lt;br /&gt;
&lt;br /&gt;
In more [[monstergirl]]/[[furry]] communities, nagas are basically lamias (humanoid upper torso, giant snake&#039;s body from the wast down), but with scaly skin on their upper torso as well (normal lamias, like your typical [[merfolk]], are depicted with human skin giving way to scales). Sometimes, they may go so far as to have anthropomorphic snake&#039;s heads atop their human-like shoulders, but this is most common amongst furry artists.&lt;br /&gt;
&lt;br /&gt;
Finally, a naga may be described as having an &amp;quot;armless&amp;quot; humanoid upper torso (with said torso potentially overlapping with the aforementioned &amp;quot;scaly-skinned humanoid and/or snake-morph upper torso&amp;quot; depiction). What this basically amounts to is the &amp;quot;human-headed snake&amp;quot; naga, but with boobs, so it&#039;s pretty much only seen in monstergirl porn - it allows one to mix &amp;quot;monstergirl&amp;quot; with &amp;quot;amputee&amp;quot; fetishism (yes, that&#039;s a thing).&lt;br /&gt;
&lt;br /&gt;
==D&amp;amp;D/PF Nagas==&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
Nagas in the realms of [[Dungeons &amp;amp; Dragons]] and [[Pathfinder]] are considered a kind of [[aberration]]. They cover a wide variety of the [[alignment]] spectrum, with different subspecies having different abilities and personalities. They also have a racial patron goddess called [[Shekinester]], but very little information on her exists.&lt;br /&gt;
&lt;br /&gt;
===Naga PCs===&lt;br /&gt;
Surprisingly, nagas have actually appeared as playable characters.&lt;br /&gt;
&lt;br /&gt;
Warcraft&#039;s nagas appeared in the [[Dungeons &amp;amp; Dragons]] 3e tie-in &amp;quot;[[World of Warcraft: The Roleplaying Game]]&amp;quot;. Here, they appeared in the Dark Factions sourcebook.&lt;br /&gt;
&lt;br /&gt;
Rokugan&#039;s nagas have appeared as a PC race in both the [[Legend of the Five Rings]] RPG and in the Rokugan Campaign Setting for [[Dungeons &amp;amp; Dragons]] 3rd edition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rokugani Naga D20 PC Stats:&#039;&#039;&#039;&lt;br /&gt;
::+2 Constitution, +2 Wisdom, -2 Charisma&lt;br /&gt;
::Large&lt;br /&gt;
::Base speed 40 feet&lt;br /&gt;
::Immune to Shadowlands Taint&lt;br /&gt;
::+2 racial bonus to Charisma and Diplomacy checks made against other Naga.&lt;br /&gt;
::+2 racial bonus to Wilderness Lore skill checks.&lt;br /&gt;
::-4 racial penalty to Animal Empathy, Handle Animal and Ride checks.&lt;br /&gt;
::Alien: You starting Honor is always 0.&lt;br /&gt;
::Bloodline: Choose the Asp, Chameleon, Cobra, Constrictor or Greensnake bloodline. Your racial abilities are further modified by your bloodline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Asp Bloodline:&#039;&#039;&lt;br /&gt;
::+1 Strength&lt;br /&gt;
::Spit Venom (Ex): Once per hour, can spit venom at a target up to 10 feet away, inflicting 2d4 damage on a hit.&lt;br /&gt;
::[[Favored Class]]: [[Fighter]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chameleon Bloodline:&#039;&#039;&lt;br /&gt;
::+4 racial bonus on Hide and Move Silently checks.&lt;br /&gt;
::[[Favored Class]]: [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cobra Bloodline:&#039;&#039;&lt;br /&gt;
::+2 Intelligence, -2 Strength, -2 Dexterity&lt;br /&gt;
::Bonus Feat: Depths of the Akasha (renamed &amp;quot;Depths of the Void&amp;quot;)&lt;br /&gt;
::[[Favored Class]]: [[Shugenja]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Constrictor Bloodline:&#039;&#039;&lt;br /&gt;
::+2 Strength&lt;br /&gt;
::Bonus Feat: Improved Grab&lt;br /&gt;
::Special Attack: Constrict&lt;br /&gt;
::[[Favored Class]]: [[Fighter]] or [[Monk]]&lt;br /&gt;
::[[Level Adjustment]]: +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Greensnake Bloodline:&#039;&#039;&#039;&lt;br /&gt;
::Racial Charisma Penalty decreases to -1&lt;br /&gt;
::+4 skill points at 1st level&lt;br /&gt;
::[[Favored Class]]: [[Courtier]]&lt;br /&gt;
&lt;br /&gt;
The nagas of [[Amonkhet]], a race of cobra-headed [[serpentfolk]], were made into a playable race  for [[Dungeons &amp;amp; Dragons 5th Edition]] in the online web-enhancement &amp;quot;Plane Shift: [[Amonkhet]]&amp;quot;. There, they had the following traits:&lt;br /&gt;
:: +2 Constitutioon, +1 Intelligence&lt;br /&gt;
::Medium&lt;br /&gt;
::Speed 30 feet&lt;br /&gt;
::Normal Vision&lt;br /&gt;
::Speed Boost: if both your hands are free, as a bonus action, increase your walking speed by +5 feet until the end of your turn.&lt;br /&gt;
::Poison Immunity: You take no damage from Poison Damage and cannot be Poisoned.&lt;br /&gt;
::Poison Affinity: You have Proficiency with the Poisoner&#039;s Kit&lt;br /&gt;
::Natural Weapon: As an Unarmed Strike, you can choose to either Bite or Constrict. A Bite attack inflicts 1d4 + Str modifier Piercing damage and forces the victim to succeed on a Constitution save (DC 8 + Naga&#039;s Con modifier + Naga&#039;s Proficiency bonus) or else take 1d4 Poison Damage. A Constrict attack 1d6 + Str modifier Bludgeoning damage and automatically grapples the victim. Until you either let them go or they escape by succeeding on a Strength check (DC 8 + Naga&#039;s Str modifier + Naga&#039;s Proficiency bonus), the victim is Restrained and you can&#039;t make another Constrict attack.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&#039;&#039;&#039;D&amp;amp;D&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Naga 1e.jpg|1e&lt;br /&gt;
Dark naga 2e.jpg|2e Dark Naga&lt;br /&gt;
Naga MM 2e.png|also Dark Naga&lt;br /&gt;
Spirit naga 3e.jpg|3e Spirit Naga&lt;br /&gt;
Banelar MoF.jpg|Banelar&lt;br /&gt;
Banelar SK.jpg|also Banelar&lt;br /&gt;
4e Nagas.jpg|The Nagas of 4e&lt;br /&gt;
Spirit naga 5e.png|5e Spirit Naga&lt;br /&gt;
Guardian naga 5e.jpg|5e Guardian Naga&lt;br /&gt;
Bone naga 5e.jpg|5e Bone Naga&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pathfinder&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PF Water Naga.jpg|Water Naga&lt;br /&gt;
Water naga RoA2.png&lt;br /&gt;
PF Spirit Naga.jpg|Spirit Naga&lt;br /&gt;
Dream naga PF.png|Dream Naga&lt;br /&gt;
Dream naga RoA4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==MtG Nagas==&lt;br /&gt;
Nagas are a race that dwells on multiple planes in the multiverse of [[Magic: The Gathering]], specifically inhabiting the [[plane]]s of [[Amonkhet]], [[Ravnica]] and [[Tarkir]]. These nagas vary from the classic naga/lamia approach, with a human upper torso on a snake&#039;s body, [[centaur]] style, to having a snake&#039;s head in addition to that, making them technically a form of [[serpentfolk]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MTG Naga.jpg&lt;br /&gt;
Amonkhet Naga Female.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warcraft Nagas==&lt;br /&gt;
In [[Warcraft]], Naga are basically elf mermaids. They were Night Elf nobles of the old kingdom, who basically served as part of the Queen Aschara&#039;s army of groupies, not doing much on their own besides court matters, being yes men and women to the queen, and getting high on the magic from magic inland sea called the Well of Eternity. When the demons of the Burning Legion came knocking, the Night Elf nobles were the faction that sided with the demons in that war. By the time the demons lost the war, the Nobles were split roughly three ways: Elves who saw this shit was insane and GTFO&#039;d; Legion loyalists; and the Queen&#039;s loyalists.&lt;br /&gt;
&lt;br /&gt;
When the demons were kicked out, the Well of Eternity blew up, and Azshara&#039;s loyalists stayed with her in her palace on the shore of the Well. The palace had survived the aftermath (either through divine intervention, extremely good luck, or both), but was quickly finding itself sinking into the new ocean that formed in the center of the old continent. In a desperate attempt to save herself and her egomaniacal vision, Queen Azshara made a pact with one of [[Cthulhu|the Old Gods]] which transformed her people into amphibious snake people: the Naga that was known today. Azshara was also said to grow to enormous proportions, but this information couldn&#039;t be verified at the time.&lt;br /&gt;
&lt;br /&gt;
Since then, they&#039;ve been doing a whole lot of nothing that would be apparent to land dwellers, other than serving as the occasional trash mob. They make a substantial return in Warcraft 3: the Frozen Throne. In the elf campaign, the surviving elf royal, Prince Kael&#039;thas, is helping a force of humans fight the Undead. The elves are left to fight a desperate interdiction action to protect the humans&#039; rear flank, but the [[/pol/|racist (and strategically idiotic) human general, infamously named Lord Othmar Garithos]] leaves Kael with dwindling support. Unexpected help comes from a Naga army lead by a Naga sea witch named Lady Vashj: sorely needed aid against the Undead&#039;s surging numbers and the increasingly desperate odds.&lt;br /&gt;
&lt;br /&gt;
For the crime of fighting alongside &amp;quot;monsters&amp;quot; who might have an interest in seeing the Undead go away, Garithos has all the elves arrested. While awaiting execution, Vashj pops up and jailbreaks Kael and his elves. She recruits them for Illidan in his mission to destroy the Lich King once and for all (SPOILER: They failed lol). Vashj joined Illidan in hiding in Outland, defecting to his service permanently, but Vashj&#039;s force was just one Sea Witch with one army, from an pretty big nation.&lt;br /&gt;
&lt;br /&gt;
Naga went back to doing a whole lot of nothing, but they made the brief cameo appearance throughout the years as minor plot point as they schemed to disrupt and/or take over the surface. It wasn&#039;t until the Battle for Azeroth expansion that they actually became relevant again. Among other existential threats, the Naga were making moves and would eventually attack the surface in force, not the small forces that would hit the surface from time to time, but their entire damned empire, with backing from their Old God patron.&lt;br /&gt;
&lt;br /&gt;
In WC3, Naga are the unofficial fifth faction that can never be played in the multiplayer games but campaign. All Naga are fishy green looking creature with fish scales on them and all of them has the usual [[snek]] like lower body. Male Naga has buff muscle body and they carry giant anchor like trident to battle and female Naga are four-armed and potent magic users who still has tits on them (despite being sea creatures, but they were cursed elves anyways). They enslaved various races and creatures like Mur&#039;gul (evil murlocs) to build their building using some kind of water magic, dragon turtles that could spit rocks as some kind of siege weapon, and Couatl, a flying magical beast as some kind of distant cousins of wind serpents who can both fly and swim.&lt;br /&gt;
&lt;br /&gt;
==Rokugani Nagas==&lt;br /&gt;
Nagas, in the sense of &amp;quot;snake-taurs&amp;quot;, are the First Great Race of Rokugan, having been the very first race to found an empire in the lands that are now known as the setting of the [[Legend of the Five Rings]]. They possess a group collectiveness/memory called the Akasha, and went into a racial hibernation eons ago. During that time, the [[Nezumi]] rose to sapience and founded an empire, only to lose it when Fu Leng fell to earth and created the Shadowlands. Then, by the time the nagas woke up, huimanity had their own centuries-old empire of Rokugan. Needless to say, they&#039;re having a hard time adjusting.&lt;br /&gt;
&lt;br /&gt;
Rokugani nagas come in multiple bloodlines; Asp, Greensnake, Cobra, Chameleon and Constrictor. They are prone to diffuse mutations, especially the Cobras. Female nagas can shapeshift their tail into a set of human-like legs.&lt;br /&gt;
&lt;br /&gt;
Nagas have their own dedicated sourcebook in the L5R RPG, &amp;quot;The Way of the Clans #8: The Way of the Naga&amp;quot;. They were also provided as a PC  race in the Rokugan Campaign Setting for [[Dungeons &amp;amp; Dragons]] 3rd edition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Armless Egyptian Naga.jpg &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Legend of the Five Rings]] [[Category:Magic: The Gathering]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Furry_Pirates&amp;diff=223164</id>
		<title>Furry Pirates</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Furry_Pirates&amp;diff=223164"/>
		<updated>2021-07-09T10:58:41Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: &lt;/p&gt;
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&lt;div&gt;{{Game Infobox&lt;br /&gt;
|name = Furry Pirates&lt;br /&gt;
|picture = [[File:Furry pirates.jpg|300px]]&lt;br /&gt;
|type = [[RPG]]&lt;br /&gt;
|publisher = Atlas Games&lt;br /&gt;
|system = Halogen&lt;br /&gt;
|authors = Lise Breakey, Bruce Thomas&lt;br /&gt;
|year = 1999&lt;br /&gt;
}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
You don&#039;t want to know.&lt;br /&gt;
&lt;br /&gt;
BUT WE&#039;LL TELL YOU ANYWAY!&lt;br /&gt;
&lt;br /&gt;
Rumor has it that the game has barely any furry content at all, other than a search-and-replace where most instances of &amp;quot;person&amp;quot; are replaced with &amp;quot;furry.&amp;quot;  It appears to be a mildly groggy piracy simulator that throws in furries for... cross demographic appeal, or maybe a cynical attempt to attract the attention of the furfag community.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Ironclaw|Iron Claw]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Furry]]&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tanuki&amp;diff=467769</id>
		<title>Tanuki</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tanuki&amp;diff=467769"/>
		<updated>2021-07-09T10:51:45Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: &lt;/p&gt;
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&lt;div&gt;[[Image:Pathfinder_Tanuki.gif|300px|thumb|right|A Tanuki as appearing in Pathfinder. Not shown: a massive scrote.]]&lt;br /&gt;
The &#039;&#039;&#039;Tanuki&#039;&#039;&#039; is a yokai, or monster, from Japanese mythology. Specifically, it is the second-most famous of the [[hengeyokai]], shapeshifting magical animals, inferior only to the [[kitsune]] in its popularity in pop-culture. At least, in its native Japan - Tanuki are not so well-known outside of Japan.&lt;br /&gt;
&lt;br /&gt;
Firstly, this is because of translation issues: the real-life tanuki is more commonly called the Raccoon Dog, as it is a tree-climbing canid species that superficially resembles a raccoon in its coloration. This species is only native to East Asia, although introduced populations have spread like wildfire in Europe, and can now be found in several regions of the former Soviet Union, from the Baltic States, to European and Central Russia, to the Black Soil Belt, the Lower Volga Region, the northern Caucasus and Dagestan, and the Ukraine. They&#039;ve also begun spreading into other European regions; they&#039;re plentiful in Estonia, Finland, Latvia and Lithuania, and have been reported as far away as Serbia, France, Romania, Italy, Switzerland, Germany, Norway, Denmark, and Sweden.&lt;br /&gt;
&lt;br /&gt;
Not bad for something that mostly flew under the English-speaking world&#039;s radar for the 80s and 90s; prior to the 2000s, tanuki were often mistranslated as &amp;quot;raccoons&amp;quot; or &amp;quot;badgers&amp;quot; in various anime and manga.&lt;br /&gt;
&lt;br /&gt;
The second major issue with tanuki getting known in the English-speaking world falls under an issue our frenemies on [[TVTropes]] call &amp;quot;bowdlerization&amp;quot;; the need to translate or alter imported media in such a way as to avoid being potentially offensive (which &#039;&#039;can&#039;&#039; serve a purpose besides deterring busybody moral guardians). See, tanuki are famous for one thing in their native country: having really big nuts. The male raccoon dog packs a fairly sizable set of seed-factories under its tail for a critter its size, but this is exaggerated in the folkloric tanuki. As a yokai, the tanuki is a symbol of the eight kinds of financial fortune. Due to Japanese word-play, the symbol for &amp;quot;financial luck&amp;quot; is its overinflated scrotum (the word &amp;quot;kintama&amp;quot; is the Japanese for &amp;quot;testicles&amp;quot;, but the kanji it&#039;s built out of literally mean &amp;quot;golden balls&amp;quot;); traditionally, people rub the balls on a tanuki statue in order to seek a blessing when it comes to financial decision. Seriously, there&#039;s a freaking Japanese children&#039;s rhyme which is basically chanting about how the tanuki&#039;s nuts swish and jiggle as it walks.&lt;br /&gt;
&lt;br /&gt;
Oh yeah, how big are we talking? In mythological pictures, tanuki are seen using their nuts as everything from umbrellas to giant clubs which they use to beat people to death with. [http://www.pinktentacle.com/images/kuniyoshi_tanuki_110.jpg Here&#039;s one trying to catch birds with them]. Them&#039;s some big balls, kid. For obvious reasons, this is something that English parents aren&#039;t too happy about letting their kids see, although people are slowly lightening up.&lt;br /&gt;
&lt;br /&gt;
The mythological tanuki is a playful, friendly sort of yokai, or at least an amusingly inept would-be trickster, who uses flight and shapeshifting powers to help people in need or play tricks. And yes, the balls come into play with the shapeshifting; tanuki are actually better at shapeshifting than kitsunes are, in no small part because their oversized testicles can be used to create larger, separate transformations, like a merchant&#039;s shop or a palanquin complete with guys to carry it.&lt;br /&gt;
&lt;br /&gt;
To give you an idea of how popular tanuki are in their homeland, remember Super Mario 3? The first unique power-ups in that game, the Super Leaf and the Tanooki Suit, were both references to the tanuki.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
The tanuki has appeared in three of the five editions of [[Dungeons &amp;amp; Dragons]], as one of the sub-racial options for the [[hengeyokai]] race. It appeared in both Oriental Adventures (1e and 3e), and in [[Dragon Magazine]] #404... sadly, because the D&amp;amp;D hengeyokai race is kind of crap, the D&amp;amp;D tanuki (or &amp;quot;raccoon dog hengeyokai&amp;quot;, to give it its official name) is really nothing to write home about.&lt;br /&gt;
&lt;br /&gt;
===1st Edition===&lt;br /&gt;
::Ability Score Modifiers: +2 Strength, -2 Wisdom&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 12/18i, Dexterity 9/18, Constitution 12/18, Intelligence 12/18, Wisdom 12/18, Charisma 12/17&lt;br /&gt;
::Class &amp;amp; Level Limits: Shukenja 8, Kensai 6, Bushi Unlimited, Wu Jen 9&lt;br /&gt;
::Movement Value: 12&#039;&lt;br /&gt;
::Shapeshifting: A Tanuki hengeyokai can change form once per day per level; once it has exhausted this bility, it must remain in its current form until the next day. Changing form takes a full round to complete, and all armor &amp;amp; equipment is left behind when it transforms. Spells that reveal illusions do not affect a tanuki in its animal or human forms.&lt;br /&gt;
:::Animal Form: A tanuki in animal form has Infravision 120 feet, a bite that does 1d6 damage, an AC of 9, and a 9&#039; movement rate. It can only speak the hengeyokai and animal languages in this form. It cannot use weapons, armor or equipmient, nor can it cast spells. In animal form, its maximum hitpoint value is halved (round up); damage from one form carries over and it cannot assume animal form if this would leave it with 0 or less hit points. If reduced to 0 HP in animal form, the tanuki is slain outright.&lt;br /&gt;
:::Bipedal Form: Now appearing as a humanoid animal, the tanuki retains infravision and the ability to speak to animals, but has access to all of its normal abilities.&lt;br /&gt;
:::Human Form: In human form, a tanuki loses its infravision and animal-speech abilities, but retains all of its class abilities.&lt;br /&gt;
::Restricted Alignment: Any Evil&lt;br /&gt;
&lt;br /&gt;
===3rd edition===&lt;br /&gt;
::Ability Score Modifiers: +2 Strength, -2 Wisdom&lt;br /&gt;
::Size: Medium or Small (in animal form)&lt;br /&gt;
::Base Speed: 30 feet&lt;br /&gt;
::Type: Shapechanger&lt;br /&gt;
::Alternate Form (Su): A tanuki hengeyokai can assume one of three possible forms at will; an animal, a hybrid, or a human. This functions as a Polymorph Other spell that can be used 1 + character level times per day. Changing form is a full-round action that provokes attacks of opportunity.&lt;br /&gt;
:::Animal Form: In animal form, all equipment the hengeyokai is wearing or carrying is melded into the tanuki&#039;s form, with magic items ceasing to function. The tanuki has low-light vision, the ability to speak to non-hengeyokai tanuki, a 30ft speed, an AC of 13, a bite that does 1d4+1 damage, Strength 12, Dexterity 13, and Constitution 12. It also gains a +10 racial bonus to Disguise checks made to pass itself off as an animal.&lt;br /&gt;
:::Hybrid Form: A hengeyokai in hybrid form cannot wear Heavy Armor, but all of its equipment functions as normal. It gains Low-Light Vision and the ability to speak with animals of its own kind. A tanuki in hybrid form gains a +4 bonus to Wilderness Lore checks.&lt;br /&gt;
::Favored Class: [[Wu jen]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&lt;br /&gt;
As a [[hengeyokai]] subrace, tanuki were updated to 3.5 in [[Dragon Magazine]] #318, which removed their Level Adjustment and changed their type to Humanoid (Shapechanger).&lt;br /&gt;
&lt;br /&gt;
===4th Edition===&lt;br /&gt;
::Ability Scores: +2 Dexterity, +2 Wisdom or Charisma&lt;br /&gt;
::Size: Medium (Human/Hybrid form) or Tiny (animal form)&lt;br /&gt;
::Speed: 7 squares (35 feet)&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Skill Bonuses: +2 Bluff, +2 Stealth&lt;br /&gt;
::Elusive: +1 racial bonus to Reflex&lt;br /&gt;
::Fey Origin: You are considered to be a Fey creature for effects that relate to creature origin.&lt;br /&gt;
::Beast Nature: You are considered both a magical beast and a humanoid for effects that relate to creature type.&lt;br /&gt;
::Shapechanger: You have the Shapechanger subtype.&lt;br /&gt;
::Languge of Beasts: You can communicate with any natural or fey beast that either shares your animal form or is closely related to it (for example, Dog Hengeyokai can speak with wolves). You can understand and speak to animals in animal and hybrid form, but in human form, you can only understand them.&lt;br /&gt;
::Racial Power - Nature&#039;s Mask: At-Will Polymorph Minor Action power that you can only use once per round. You immediately change into your human, animal or hybrid form as you wish. In human and animal form, you gain a +5 bonus to Bluff checks made to disguise yourself as your apparent species. In animal form, you cannot use attack powers, although you can sustain them, nor can you speak any humanoid languages, although your statistics are otherwise unchanged. Equipment melds into your animal form; you continue to gain the benefits of all equipment bar shields and item powers. As a tanuki, you also gain access to a Climb speed of 3 squares (15 feet) in animal form.&lt;br /&gt;
&lt;br /&gt;
==Pathfinder==&lt;br /&gt;
In [[Pathfinder]], the tanuki hasn&#039;t made the leap to player race like its [[kitsune]] rival has, but it has appeared in the 3rd Pathfinder Bestiary as a monster. It&#039;s described as a mischievous trickster who likes socializing and has special powers to manipulate objects, via its Major Creation spell-like ability.&lt;br /&gt;
&lt;br /&gt;
In a subtle reference to its infamous ball-bashing abilities in the myths, the PF Tanuki has a slam attack which it can mysteriously use whilst its hands are otherwise full. Now, the artwork obviously suggests that this is actually a kind of tail-slap attack, ala Mario with his Tanuki Leaf &amp;amp; Suit upgrades, but everyone knows what&#039;s &#039;&#039;really&#039;&#039; being invoked.&lt;br /&gt;
&lt;br /&gt;
==Soburin Tanuki==&lt;br /&gt;
In the [[Mists of Akuma]] setting, tanuki &#039;&#039;were&#039;&#039; once a playful race of forest-dwelling pranksters, but most of the race were forcibly driven from their homes and enslaved by the Ceramian invaders during the 200 years of the Kengen Occupation. These forcibly urbanized tanuki have lost a large portion of that rebellious spark, and though they have begun to recolonize their traditional forest villages (or &amp;quot;bunki-mura&amp;quot;), the scars of their slavery run deep.&lt;br /&gt;
&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Speed: 30 feet, Climb 20 feet&lt;br /&gt;
::Ancient Talents: You can cast the Minor Illusion cantrip, using Intelligence as your spellcasting ability score.&lt;br /&gt;
::Subtle Tail: You have a tail. You are unable to carry a weapon or shield with your tail, nor can you manipulate fine objects, but you gain advantage when passing secret messages or otherwise communicating using your tail.&lt;br /&gt;
::Vulnerability: Acid&lt;br /&gt;
::Subrace: Choose either the Forest Tanuki or Urban Tanuki subrace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Forest Tanuki:&#039;&#039;&lt;br /&gt;
::Ability Score Increase: +2 Dexterity, +1 Intelligence&lt;br /&gt;
::Keen Senses: You have Proficiency in Perception.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Tanuki:&#039;&#039;&lt;br /&gt;
::Ability Score Increase: +2 Intelligence, + 1 Dexterity&lt;br /&gt;
::City Slicker: You have Advantage on Stealth checks made in Urban environments.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mists of Akuma]]&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[File:MGE Gyobu Danuki.jpg|250px|thumb|right|The sneaky merchant mamono, Gyoubu Danuki. Touch fluffy calves.]]&lt;br /&gt;
&lt;br /&gt;
The tanuki as a monstergirl is something of a rarity - perhaps the only tanuki MG that most anons on /tg/ could name is Mamizou Futatsuiwa, of the infamous [[Touhou]]. Still, they do exist out there in the wide web.&lt;br /&gt;
&lt;br /&gt;
In terms of personality, tanuki haven&#039;t got a really &amp;quot;solid&amp;quot; archetype, due to their rarity compared to their more famous [[kitsune]] cousins. Common aspects include:&lt;br /&gt;
* Loveable oafishness, based on the tanuki&#039;s tendency to be a &amp;quot;comic relief&amp;quot; character in the myths and thus making their MG counterparts cutely clumsy, ditsy, spaced out or otherwise endearingly less-than-bright.&lt;br /&gt;
* Mischievousness - like kitsunes, tanuki were tricksters, so a puckish sense of play is a natural attitude to give a tanuki monstergirl.&lt;br /&gt;
* Hedonism, because the tanuki&#039;s big belly may symbolize &amp;quot;bold and calm decisiveness&amp;quot; and its sake bottle may symbolize &amp;quot;virtue&amp;quot;, but it clearly presents an image of a hard-partying monster to anyone not clued into Japanese symbolism. Tanuki party girls are pretty common, and they may even be known for being particularly horny and/or sexually aggressive even by monster standards.&lt;br /&gt;
&lt;br /&gt;
Other aspects are more individualistic, although a tomboyish nature in reference to the overly masculine &amp;amp; sexually charged aspects of the mythical tanuki is fairly popular as well.&lt;br /&gt;
&lt;br /&gt;
In terms of looks, tanuki fall into much the same territory as kitsune when it comes to the beast-to-girl ratio, and being shapechangers confuses the mixture. The defining attribute of a tanuki-girl is her long, raccoon-like tail, although some artists prefer to use the more toony &amp;quot;club-tipped tail&amp;quot;, popularized by videogame depictions of the tanuki vis a vis [[Mario]]&#039;s &amp;quot;Super Leaf&amp;quot; and &amp;quot;Tanooki Suit&amp;quot; powerups and [[Pokemon]]&#039;s Sentret. Tanuki-ears (rounded triangles) and/or a &amp;quot;mask&amp;quot; of dark coloration around the eyes are also common traits.&lt;br /&gt;
&lt;br /&gt;
Because the tanuki is traditionally portrayed with a large, round belly, it&#039;s common for tanuki-girls to be portrayed as potbellied, cutely chubby, or just very voluptuously curvy.&lt;br /&gt;
&lt;br /&gt;
The tanuki&#039;s association with its balls is perhaps the most contentious part of its depiction as a monstergirl, and may explain why this race is rarely given the treatment, much like the near-perpetually erect [[satyr]]s. Some just throw the connotation away entirely. Some &amp;quot;convert it&amp;quot;, giving the tanuki-girl huge breasts or even the ability to alter the size of her bustline, in a &amp;quot;feminine equivalent&amp;quot; to the infamous monster&#039;s junk. And then there are those /d/eviants who say &amp;quot;to heck with it, she&#039;s not a tanuki without a proper set of &#039;nuki nuts&amp;quot; and make her a [[dickgirl]]. There are even those who portray their tanuki-girls as having balls but no penises, although these people are seen as weird even by the futa-tanuki lovers.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the only tanuki monstergirl to show up so far is the Gyoubu Danuki - based on some regional variation/spelling of the word, it&#039;s hard to say; Japanese yokai lists are complicated and incestuous tangles. This monstergirl is a scheming, sneaky thing who uses her intelligence and adeptness at financial matters to amass power through the role of a merchant or moneylender. These sketchy business-owners freely engage in schemes like selling corruptive monster-goods to human women and using their money to entrap men in webs of debt and wage slavery so they can take them as their lovers, earning them a well-deserved reputation as dangerous and untrustworthy - and no, the fact that a married danuki becomes more honest because she&#039;s no longer out to trap a man doesn&#039;t help.&lt;br /&gt;
&lt;br /&gt;
As can be seen in their picture, gyoubu danuki resemble petite girls (if not [[loli]]s) with tanuki ears, mask-like colorations on their faces, tanuki tails, and super-fluffy calf-wrappings shaped to be reminiscent of the infamous tanuki ball-sack.&lt;br /&gt;
&lt;br /&gt;
These mamono may be inspired by [[Touhou|Mamizou Futatsuiwa]], who is herself a tanuki merchant in Gensokyo, although far more honest in her dealings than the MGE&#039;s gyoubu danuki. Alternatively, they may be based in real myths of tanuki pretending to be merchants to play pranks on people.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Dungeons &amp;amp; Dragons Races]][[Category:Pathfinder]][[Category:Monsters]] [[Category:Furry]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Manticora&amp;diff=327289</id>
		<title>Manticora</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Manticora&amp;diff=327289"/>
		<updated>2021-07-09T10:49:12Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Titanspawn Manticoras */&lt;/p&gt;
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&lt;div&gt;[[File:Manticora.jpg|thumb|right|300px]]&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&#039;&#039;&#039;Manticoras&#039;&#039;&#039; are a race of [[catfolk|leonic humanoids]] with a resemblance to [[manticore]]s native to the [[Dungeons &amp;amp; Dragons]] setting of [[Scarred Lands]]. Originally a [[monster]] race in the setting&#039;s first edition, they became a playable race in its second edition. Their possible connection to the Proud, a species of Titanspawn tauric lionfolk similar to [[wemic]]s, is unknown.&lt;br /&gt;
&lt;br /&gt;
==Titanspawn Manticoras==&lt;br /&gt;
Appearing in the 1st Creature Collection, the [[Monster Manual]]s of the [[Scarred Lands]], the manticora are commonly known as &amp;quot;Vangal&#039;s Cats&amp;quot;, as this twisted race are a warped melding of human and cat created by the malicious god [[Vangal]], an offshoot of the same project that created the [[manticore]]s.&lt;br /&gt;
&lt;br /&gt;
Unlike most [[catfolk]], their human side predominates, which makes them look particularly hideous; a manticora has a human face, with features twisted to give it a vaguely feline cast, and a human body covered in russet-gold fur. Their digitigrade legs end in feline paws, whilst their human-like hands sport black, retractile claws in lieu of nails. Like their manticore cousins, the manticora sports shark-like teeth, which it constantly sheds and replaces. They stand between 5&#039;6&amp;quot; and 6&#039;6&amp;quot; tall, although their tendency to hunch forward - the race is capable of falling to all fours for greater speed - makes them seem shorter.&lt;br /&gt;
&lt;br /&gt;
Manticora embody most of the worst traits of cats and humans. They are affirmed man-eaters; human flesh is a great delicacy among the race. What&#039;s more, manticora enjoy hunting for sport, particularly sentient races; they take great pleasure in the fear and pain of their prey. To one of Vangal&#039;s cats, there is no greater proof of their hunting superiority than to be able to deliver agonizing, terror-stricken death to the victim of their choice. By tormenting their prey, they believe that they reaffirm their position at the top of the food chain.&lt;br /&gt;
&lt;br /&gt;
Manticora society is based on the pride; these war bands are more inclined to rove from place to place than to stake out a territory of their own. Once they&#039;ve entered a hunting ground, they take prey with little regard for the long-term health of the ecology. Manticora never mark their territories; that might deprive them of potential prey. A pride is led by a powerful male and his mates (usually three or four of them), all of whom are likely to have a few levels in one or more character classes. Scarred Lands manticora make proficient [[barbarian]]s, [[ranger]]s, [[fighter]]s, [[rogue]]s and evil [[druid]]s; their preferred multiclass is [[barbarian]]. Manticora [[cleric]]s typically choose the [[Cleric Domain|domains of Destruction and Strength]]. They have very few [[wizard]]s, although a few prides are notorious for bloodlines that produce more than their share of [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]]. Vangal&#039;s cats are unlikely to keep domestic animals, although some prides have bred a particularly vicious breed of lion to guard their camps. Only the strongest prides can afford this luxury, for it requires them to bring in all the more meat.&lt;br /&gt;
&lt;br /&gt;
Vangal&#039;s cats can use weapons, but only if they feel that their prey is dangerous. When they&#039;re confident in their ability to take a victim down, they resort to tooth and claw for &amp;quot;added intimacy.&amp;quot; They&#039;re skilled at curing hides, and they typically wear armor sewn together from the hardened skins of their prey, augmented with the occasional scrap of scavenged metal. When using weapons, they prefer short harpoons (like barbed shortspears) designed to sink into flesh and stay there, weighting prey down. When closing for the kill on a dangerous victim, they use spiked chains to entangle their foes or simple chopping or slashing weapons.&lt;br /&gt;
&lt;br /&gt;
Manticora tactics typically involve harrying their prey to tire it out, sneak attacks and even psychological warfare. Although they&#039;re sufficiently ferocious to fight in open combat, they prefer keeping a fight on their terms at all times.&lt;br /&gt;
&lt;br /&gt;
==Redeemed Manticoras==&lt;br /&gt;
In 2nd edition, the manticoras appeared in the Scarred Lands Player&#039;s Guide. Here, they were retconned from being a wild monstrous race as evil as any Titanspawn to being more morally neutral - after all, they were technically created by the gods and fought on their side during the Divine War.&lt;br /&gt;
&lt;br /&gt;
The manticora are a graceful, yet fearsome combination of feline and human. They stand upright on two feet, with a long, lion’s tail swishing between their digitigrade legs. The torso is humanoid, and the whole is covered in tawny or russet-gold fur. The manticora’s head shares features of both species: catlike eyes and nose, but humanlike ears, and a foreshortened leonine snout filled with sharp feline teeth. Male manticora have a thick mane, while females have more fur covering the face than the males. Manticora wear rustic tunics and simple cloth robes for clothing, though being furred, they tend to wear as little clothing as possible, climate permitting. More than one sage has observed that the manticora must be related to the panther-like terali [[catfolk]] of Termana.&lt;br /&gt;
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With the titans defeated and Vangal more or less having left them to their own devices, the manticora have begun to civilize themselves, engaging with the divine races and settling into semi-permanent towns and cities. They are a race in transition, ready to take the next step forward as a people. As a former servitor race to one of the gods (even if that god was Vangal the Reaver), the manticora do not face the same stigma as many of the Redeemed. That said, most other races still consider the [[catfolk]] to be dangerous and untrustworthy, citing stories of bloodthirsty manticora raids on settlements and villages all around the Blood Steppes, and even as far off as Vesh, New Venir, and Hollowfaust. However, a number of contemporary manticora are making great strides to repair their tarnished reputations. The manticoras’ greatest success thus far has been with the Ganjus [[elves]], who have established a number of treaties and trade agreements with peaceable factions among the lionfolk. Elsewhere, the manticora have established relations with the [[orc]]s of the Plains of Lede and the [[slitherin]] of the Walled Warren.&lt;br /&gt;
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The manticora are a traditionally nomadic people, divided into tribal groups called &amp;quot;prides&amp;quot; that are normally led by the strongest male, although some powerful females have overturned this rule in the past. Some of the more civilized prides have begun to settle in the Haggard Hills, forming small towns and villages and engaging in regular trade with the other races. Some of the more violent manticora tribes of the Perforated Plains, still somewhat loyal to Vangal, have formed a loose union, or at least a peace pact, with the Bleak Savannah’s “proud” (a race of savage, centaur-like leonine creatures). Yet other manticora, particularly in the Blood Steppes, remain fiercely independent. The manticora admire storytellers and keepers of history, perhaps because the race has not existed for a very long time relative to many others. Skalds and bards are common among them, valued by their prides. The manticora prefer oral traditions over written ones.&lt;br /&gt;
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Since their formation during the Divine War, and until it ended, the manticora were loyal to [[Vangal]], acting as his prized raiders and warriors on Scarn. They hunted titanspawn, primarily, but were also known to turn on the other divine races (and it is even said that some of them developed a taste for human and elven flesh). With the war over and Vangal’s attention turned elsewhere, some lionfolk see this new era as a time of reawakening, spiritually and culturally. Some have chosen to follow [[Enkili]] or [[Tanil]], while others view [[Madriel]] or (more likely) [[Belsameth]] as their spiritual guide.&lt;br /&gt;
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A manticora’s alignment can vary, although they tend toward the chaotic. Many are evil by human standards, although a growing number have shifted toward a neutral alignment. Good manticora are not unheard of, but they are rare.&lt;br /&gt;
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The manticora were raiders and scouts for Vangal during the Divine War. The thought of adventuring for one’s own gain was very far from their understanding. In recent decades, however, having watched the other races, some manticora have chosen to leave their pride to seek glory on their own. Part of this newfound sense of agency may also have to do with a growing need to understand other cultures in order to thrive in a post-war world. Still, many manticora maintain their natural hunting instincts and view adventuring as a means to slake their blood-thirst.&lt;br /&gt;
&lt;br /&gt;
Male Names: Akul, Choo, Garghi, Hepto, Klah, Megdak, Otahk, Tocho, Yasi&lt;br /&gt;
Female Names: Boona, Elu, Isi, Maruna, Pezi, Sihu, Terha, Woki, Zola&lt;br /&gt;
&lt;br /&gt;
===5e Manticora Racial Traits===&lt;br /&gt;
Manticora are skilled hunters and trackers, as demonstrated by their common traits.&lt;br /&gt;
::Ability Score Increase. Your Dexterity score increases by 2, and either your Wisdom or your Charisma score increases by 1.&lt;br /&gt;
::Age. Manticora mature in their late teens, and few live over a century.&lt;br /&gt;
::Size. The typical manticora is just under 6 feet tall and weighs around 160 pounds. Your size is Medium.&lt;br /&gt;
::Speed. Your base walking speed is 30 feet. Provided your hands are empty, you can choose to move on all fours. If you do so, your land speed increases to 40 feet. &lt;br /&gt;
::Darkvision (60 ft.). Your catlike eyes can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
::Keen Senses. You have proficiency in the Perception skill.&lt;br /&gt;
::Manticora Combat Training. You have proficiency with claw gauntlets and shortbows.&lt;br /&gt;
::Natural Hunter.When you select skill proficiencies from your class during character creation, you add Stealth and Survival to your list of choices.&lt;br /&gt;
::Natural Weapons. You have fangs and claws you can use in combat. Both are finesse weapons with which you have proficiency. Your Bite attack deals 1d4 piercing damage, while your Claws attack deals 1d4 slashing. If you deal improved unarmed damage, such as from the monk’s Martial Arts class feature, you can deal your normal unarmed strike damage with your Claws attack instead.&lt;br /&gt;
::Languages. You speak Leonid and any one other language.&lt;br /&gt;
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[[Category:Furry]][[Category:Monsters]][[Category:Scarred Lands Races]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chakat&amp;diff=116194</id>
		<title>Chakat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chakat&amp;diff=116194"/>
		<updated>2021-07-09T10:44:31Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* The Foul threat */&lt;/p&gt;
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&lt;div&gt;{{Fail}}&lt;br /&gt;
{{/d/}}&lt;br /&gt;
{{WTF}}&lt;br /&gt;
{{Plot Armour}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
[[Image:Chakat.jpg|right|thumb|If this arouses you, kindly turn your faggot self over to the [[Heresy|Ordo Herecticus]] for cleansing by fire. (or you can submit to [[Slaanesh]])]]&lt;br /&gt;
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In every subculture, there are outcasts.  Even [[furries]]. And that is where the &#039;&#039;&#039;Chakat&#039;&#039;&#039; come in.&lt;br /&gt;
&lt;br /&gt;
The ultimate creation of deranged mental-patient [http://en.wikifur.com/wiki/Bernard_Doove Bernarde Doove], a notoriously bad writer whose books take place in a heavily-modified version of the [[Star Trek]] universe dubbed only [[Magical Realm|Chakona Space]], Chakats are a spacefaring genetically-engineered group of [[Slaanesh|hermaphrodite]] [[Ultramarines|Mary Sue]] [[Heresy|Telepathic]] Space Cats that make your average Furry look as reasonable as [[Daemonette|Reasonable Daemonette]]. Widely mocked for their race being a group of flagrant [[Mary Sue]]s, Chakats are an ideal example of a threat to every single internet subculture in existence; as despised by Furries as they are by fa/tg/uys and ca/tg/irls. Whilst they have roughly one-twelfth of one percent (and that&#039;s being generous) the exposure any other spacefaring subculture of any other existing universe, from [[Star Wars RPG|Star Wars]] to the [[Warhammer 40,000|the 41st Millenium]], fans, usergroups, and communities keep running into these fucking things, invariably with facepalm-worthy results.&lt;br /&gt;
&lt;br /&gt;
But some of you here would ask, &amp;quot;But if the Chakats are Mary Sues like any other, then why can&#039;t you ignore them and their fanbase?&amp;quot;. Here is when you are wrong, compared to some Mary Sue which are a blend of a few different types and classifications, [[What|the Chakats are classified as a 100% distilled and purified fusion of a Mary Sue, Child Sue, Marty Stu (when in male mode), Suenomorph, Sympathetic Sue, Black-Hole Sue, Purity Sue, Einstein Sue, Invoked Sue, Fan-Service Sue (although how anybody can fap to these beasts is beyond reasoning), Implausible Sue, Suemanimals, Chosen-One Sue, Holy Sue and a Mary Sue Race.]] [[Rage|Essentially they are the &#039;&#039;ultimate Mary Sue.&#039;&#039;]] Thanks, [[TVTropes]]. You&#039;re off the hook for now, [[Kaldor Draigo|Draigo]].&lt;br /&gt;
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Do not confuse them with the similar looking [[Wemic]]s.&lt;br /&gt;
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==Important Warning==&lt;br /&gt;
&lt;br /&gt;
For your own sake, &#039;&#039;never&#039;&#039; try looking them up on Google Image Search if you have safe-search off. You have been &#039;&#039;[[PROMOTIONS|warned]]&#039;&#039;. If, for some reason, you decided to turn it off, bring along a bottle of brain bleach and eye bleach.&lt;br /&gt;
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==Overview==&lt;br /&gt;
[[Image:Chakats in RPGs.png|right|thumb|Goddamnit, [[Furries]].]]&lt;br /&gt;
&lt;br /&gt;
Pair a cat-taur hermaphrodite with the sort of godless &amp;quot;we is superior&amp;quot; fluff provided by the likes of [[Matt Ward]] for the [[Ultramarines]], and crank the dial to 11, and you get your average Chakat. Engineered to be perfect survivors and colonizers (according to their creator), they were also engineered to be attractive and [[Psyker|psionically]] gifted with [[Gay|empathetic]] abilities, making them always able to understand everyone all the time. They are the most psychologically stable race in the universe and they can use their psychic abilities to listen to your thoughts [[Powergamer|from a solar system away]].&lt;br /&gt;
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They are the strongest physically and for the most part [[Mary Sue|perfect in every single way]]. Hating them at &#039;&#039;all&#039;&#039; makes you a [[Heresy|horrible person]] who, in the eyes of the rest of the world in Chakona Space, should be killed or forced to repent, and &#039;&#039;not&#039;&#039; wanting to [[Furry|fuck one]] makes you a horrible deviant who needs to be cured. By turning you into a [[FAIL|Chakat]] yourself, if need be.&lt;br /&gt;
&lt;br /&gt;
[[RAGE|Fucking serious]] Just have them fight the [[Ultramarines|XIII Legion]] then, not Ward&#039;s little band of butt boys the &#039;&#039;proper Legion&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[http://tvtropes.org/pmwiki/pmwiki.php/Literature/ChakonaSpace Even TVTropes, a site known for being skilled at categorizing types of Mary Sues, and one that - whatever their flaws - goes to great pains to be neutral on the subject, openly acknowledges that they are basically an entire race of Mary Sues.]&lt;br /&gt;
&lt;br /&gt;
They prefer to be called by &amp;quot;hermaphroditic&amp;quot; pronouns (but are really just made up &amp;quot;non-binary&amp;quot; pronouns meant to appeal to the Chakat&#039;s nonexistent LGBTQ+ audience), such as shi and hir, which is by its own self &#039;&#039;hereticus diabolus&#039;&#039;; readers are advised to say &amp;quot;fuck that noise&amp;quot; and grab a [[bolter|fucking gun]] while awaiting the cyclonic torpedoes of the [[Exterminatus]] which would be justly declared upon any world where such Slaaneshi-tier abominations have taken foot. If [[/d/]], [[/tg/]], and [[FAIL|fchan]] had a child, the Chakat would be the product of their sweaty lust, and &#039;&#039;all three [[Exterminatus|would advocate immediate abortion before the abomination had a chance to fester]]&#039;&#039;. It is, perhaps, one of the only things in existence that furries &#039;&#039;and&#039;&#039; not-furries can agree upon - the Chakats are that fucking bad.&lt;br /&gt;
&lt;br /&gt;
In their native works of fiction, Chakats are festering piles of sexual derangement; they are [[Slaanesh|hermaphrodites]], take on multiple mates (of multiple species), and general lend themselves to [[/d/|the most horrifying fetishes the internet has available]]. They, along with [[Mary Sue|a term that adequately describes &amp;lt;s&amp;gt;most&amp;lt;/s&amp;gt; &amp;lt;b&amp;gt;all&amp;lt;/b&amp;gt; Chakats]] started as a fan-fic race in [[Star Trek]], and have since moved on into their own universe which is barely different from it ([[Original character, do not steal|just enough so it can say it&#039;s its own setting]]). &lt;br /&gt;
&lt;br /&gt;
Rather like the [[Twilight|Twilight Saga]] is for bad literature, Chakats represent everything that is [[AIDS|foul and disgusting]] about furries in general. Debauchery and fetish indulgence is rampant, and Humans who oppose the likes of the Chakats are a persecuted minority, treated as Terrorists. Much like any furry, these aren&#039;t damning in-and-of themselves; it&#039;s the way they are flaunted and shoved down your throats in the most obnoxious ways possible that disgusts even the most [[Neckbeard|reasonable people]]. Some players of [[Dark Heresy]] and [[d20 Modern]] have staged glorious campaigns around these, in which the Chakats are cast down for the glory of the Imperium. To further drive home the [[FAIL|prevalence]] of Chakats, they were the headlining race featured in [[Hc Svnt Dracones]], a [http://projects.inklesspen.com/fatal-and-friends/purplexvi/hc-svnt-dracones/ hilariously bad posthuman PNP RPG.]&lt;br /&gt;
&lt;br /&gt;
==The Foul threat==&lt;br /&gt;
In case it wasn&#039;t obvious from the above, Chakats are so bad that even other Furries wish to cause an [[Exterminatus]] on them via their mere presence; [[Cultist-chan]] wishes she could inspire this kind of [[rage]]. The problem is that Chakats (or rather, fans thereof) routinely invade other spacefaring universe RPs and games, bringing with them this awesomesauce new race that they just HAVE to play as.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t believe us? [[Fur heresy|You &#039;&#039;will&#039;&#039; soon enough.]]&lt;br /&gt;
&lt;br /&gt;
Whilst Warhammer 40K has not been impervious to their [[Heresy|foul attempts]] (as demonstrated [[Chakats Meet the Hammer of the Emperor|here]]), the fact that [[Grimdark|every race in existence hates everyone else]] has done [[PROMOTIONS|an amicable job]] of keeping the [[AIDS|spread]] down. Other far more fortunate franchises such as [[Halo]] whose multiverse is filled with xenophobic fascists, nuclear-armed terrorists, religious nutjobs, eldritch abominations and the fact that more than half of the races will promptly eat them like alien chow, has very little if any influence from Chakat deviance, while established Sci-Fi classics such as [[1984]] and [[Robert Heinlein|Starship Troopers]] have also stayed clear from the plague due to the equally dystopic and warlike nature. Wargames such as Wing Commander, Star Wars, Mass Effect (despite Mass Effect&#039;s major villains, [[Old Ones|the Reapers]], being eldritch abominations) and so on, however, have not been nearly as fortunate, with small and thriving Chakat cross-over communities in each. When rooted out as the shameless Mary Sues they are, they are often given the same mercy one might give a pedophile or serial rapist, which is, to say, they are handled with the [[Commissar Fuklaw]] approach.&lt;br /&gt;
&lt;br /&gt;
If you encounter these deranged psychopaths, you are to finish them off immediately, or failing this, immediately contact the [[Commissar|Commissariat]], if not the [[Daemonhunters|Inquisition]]. You do &#039;&#039;not&#039;&#039; want the infection to spread.  Perhaps the most thoroughly infiltrated fandom, however, is Star Trek, with entire websites devoted to nothing but Chakat/Star Trek crossover porn.  [[God|God]] save us. The only hope Trekkies possibly have now is from the semi-official lore of Star Trek Online, where the [[Chaos|Iconians have finally woken up and are out to burn and enslave the entire galaxy]]. Seriously, in the last episode, one of them literally screams [[Horus|&amp;quot;LET THE GALAXY BURN!!]]. And they actually [[Monstergirls|look hot and sound delicious]], even though they&#039;re energy beings. Any sane, any uncorrupted Trekkie would take ten thousand years of Iconian enslavement to one day of Chakat coexistence.&lt;br /&gt;
&lt;br /&gt;
On that note, fucking [http://en.wikifur.com/wiki/Bernard_Doove | Bernarde Doove] deserves to get [[Khorne|brutally and mercilessly beaten up]]. [[Rage|Goddamn Chakats]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FuckingChakats.JPG|Whenever someone asks you why Chakats are tripe, link this image.&lt;br /&gt;
Image:WORSETHANCHAINS.jpg|Would you believe that her &amp;quot;condition&amp;quot; is that she&#039;s constantly sexually aroused?&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Heresy]]&lt;br /&gt;
*[[Extra Heresy]]&lt;br /&gt;
*[[Furry]]&lt;br /&gt;
*[[FATAL]]&lt;br /&gt;
*[[Confrontation]]&lt;br /&gt;
*[[Chakats Meet the Hammer of the Emperor]]&lt;br /&gt;
*https://www.smashwords.com/books/view/690630, because Eastern European teenagers can write better fiction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Not related]]&lt;br /&gt;
[[Category:RAGE]]&lt;br /&gt;
[[Category:Mary_Sue]]&lt;br /&gt;
[[Category:Furry]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demon_Prince&amp;diff=174416</id>
		<title>Demon Prince</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demon_Prince&amp;diff=174416"/>
		<updated>2021-07-09T09:27:21Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Orcus */&lt;/p&gt;
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:&#039;&#039;This is the [[D&amp;amp;D]] and [[Pathfinder]] creature, not to be confused with [[Warhammer]]&#039;s [[Daemon Prince]]s&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Demon Princes&#039;&#039;&#039; are a specific breed of lesser (though how &amp;quot;lesser&amp;quot; varies from edition to edition, with them being literally equivalent to lesser deities in 1e, which meant they were at least as powerful as most deities) tier evil [[God]] in the [[Dungeons &amp;amp; Dragons]] and [[Pathfinder]]. As their name suggests, they are [[Tanar&#039;ri]] who have managed to claw their way to a position of particular power and influence amongst their kind. They may even be worshipped by some evil races as patron gods, though usually they are not &amp;quot;full-tier&amp;quot; gods, thusly allowing [[adventurers]] to bust into their homes and beat the shit out of them.&lt;br /&gt;
&lt;br /&gt;
Emphasis on &#039;&#039;usually&#039;&#039;: some Demon Princes have managed to secure a position of such power that they are full-fledged gods, so fighting with them isn&#039;t a really good idea. The most traditional example in D&amp;amp;D is [[Lolth]], who is not only the Demon Queen of Spiders, but also the patron god of the [[Drow]], a position that saw her promoted to a &amp;quot;corebook deity&amp;quot; in 4th edition. Likewise, in Pathfinder, the Demon Queen of Monsters, Mutation and Miscarriages, [[Lamashtu]], is a full-fledged god and stands as a counterpoint to [[Asmodeus]] the [[Archdevil]]-turned-God.&lt;br /&gt;
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==Tanar&#039;ri==&lt;br /&gt;
The vast majority of Demon Princes are Tanar&#039;ri and attained their position early on in their existence. Others rose to power over the course of eons, usurping another to take their place.&lt;br /&gt;
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===[[Baphomet]]===&lt;br /&gt;
Baphomet, the lord of the [[minotaur]]s, is a massive bull-headed brute. He revels in combat, but prefers to put his powerful-looking opponents into a magical maze and trample the smaller ones before crushing the big ones. His most common followers include minotaurs, bulezau and goristro demons, fiendish or half-fiendish minotaurs and Awakened animals such as dire animals or [[dinosaur]]s.  His ultimate goal is nothing less than the destruction of all civilization, and the descent of all life into violent, bestial savagery.&lt;br /&gt;
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Baphomet&#039;s cult is on the rise, often finding worship in rural areas by evil [[druid]]s and [[ranger]]s, preaching the gospel of a nature deity of vengeance that will deliver the common folk from the evil machinations of city-dwellers, eventually swaying them to his cause.  From there, armies of fanatical Luddites, many bearing [[Beastmen|physical manifestations of his influence]], swarm out to raze towns and slaughter those who live in them.&lt;br /&gt;
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Baphomet lives in the Endless Maze, the 600th layer of the [[Abyss]]. He shares this layer with the [[Obyrith]] Pale Night, with whom he has some kind of understanding: neither of them encroach on each other&#039;s territories and they will help each other when one of them is invaded by one of their foes.&lt;br /&gt;
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===[[Demogorgon]]===&lt;br /&gt;
The current Prince of Demons, a title largely contested only by Orcus and, to a much lesser extent, Graz&#039;zt. He has the shape of a two-headed baboon with tentacles instead of arms and a theropod&#039;s legs and tail. His left head is called Aameul and has a silver tongue that can charm any creature, while the right head, Hethradiah, can cause insanity. They seek to dominate or kill one another, just as their combined self seeks to slay or overpower all life.  Demogorgon is a fearsome foe in battle, capable of rotting flesh from bones with but a caress of its tentacles and draining the energy of anyone slapped by its tail.&lt;br /&gt;
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Demogorgon has few followers amongst the humanoid races, but he has many amongst the more monstrous people. [[Yuan-ti]], troglodytes, ixitxachitl and hosts of demons worship Demogorgon as their lord. These cults are depraved and engage in all manner of horrific rituals and sacrifices to their lord. Humanoids rarely worship him as cults, but individuals dedicated to the Prince of Demons tend to be just as dangerous, given that they are quite often high-ranking members of society, and his influence is thought to be the source of many monstrous versions of natural creatures, like ettins and merrow.&lt;br /&gt;
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Demogorgon&#039;s layer of The Gaping Maw is the 88th of the Abyss. While it&#039;s a tropical realm with plenty of water it is not a hospitable plane, with many different kinds of demons roving the surface and the ocean looking for things to devour. Demogorgon runs the great city of Lemoriax that is one of the premier slave markets in the Great Wheel. He frequently stalks through his city to whip his followers into a frenzy. His layer is linked to the next layer, Dagon&#039;s home of Shadowsea. The two are allied, which effectively means they stay off of each other&#039;s backs.&lt;br /&gt;
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He was also a &#039;&#039;motherfucker&#039;&#039; of a bonus boss in &#039;&#039;[[Baldur&#039;s Gate|Throne of Bhaal]]&#039;&#039;, even if actually fighting him was definitely not the smart move there.&lt;br /&gt;
&lt;br /&gt;
===[[Fraz-Urb&#039;luu]]===&lt;br /&gt;
The Prince of Deception, Fraz-Urb&#039;luu is a great pale blue winged monster with surprising magical ability. He is the patron of evil illusionists and tricksters, so powerful that he can easily summon demons and even other demon lords, though he prefers to not do the latter all that much because does not want to piss Demogorgon off any more than he already does.&lt;br /&gt;
&lt;br /&gt;
Fraz-Urb&#039;luu was one of [[Zagig]]&#039;s prisoners below Castle [[Greyhawk]], trapped in a bas-relief for more than two centuries. Eventually he was freed by a bunch of [[adventurers]], whom he repaid by wrecking their gear and casting them into the Abyss. [[Eldrad|What a dick.]] Back in the 176th layer of the Abyss, Hollow&#039;s Heart, he spent time rebuilding his realm and searching for his magic staff. If he succeeds, his first order of business would be to visit terrible vengeance upon the world of man.&lt;br /&gt;
&lt;br /&gt;
Cults of Deception pose as cults of exciting but obscure deities and try to convert people to their cause... only to be sacrificed to the Prince of Deception. His followers include large numbers of other deceptive demons, including [[Succubus|succubi]], lilitu and a group of Chaotic Evil [[Rakshasa]] called the Hollow Rajas.&lt;br /&gt;
&lt;br /&gt;
===[[Graz&#039;zt]]===&lt;br /&gt;
The Dark Prince Graz&#039;zt is something of an anomaly amongst the princes of the Abyss. While the others all possess some degree of cleverness, at the end of the day they will use brute force to get what they want. Not so much in Graz&#039;zt&#039;s case. He is skilled in the ways of seduction, guile, politics and plotting in ways that go beyond the abilities of even the most intelligent princes of hell. [[4e]] suggested that this is because Graz&#039;zt is an exiled [[Baatezu|devil]], but this is the only version that posed this option.  While by far the weakest of the three in terms of raw hitting power, Graz&#039;zt&#039;s genius and cunning ensure that he remains a strong rival to both Demogorgon and Orcus.&lt;br /&gt;
&lt;br /&gt;
He resembles a tall, handsome humanoid with goat legs, horns, six fingered hands and yellow eyes that betray him for what he really is. Graz&#039;zt has a massive libido and counts many female priests, [[succubus|succubi]], [[harpy|harpies]], [[marilith]]s, [[lamia]], [[monstergirls|you name it]] amongst his followers, with the odd male equivalent here and there for variety&#039;s sake.  The closest of these are called the Chosen (with the suggestion he chooses them to join him in his bed). He also has more offspring than any other demon lord, with many of the closest members of his court, including his chief general and personal assassin, being his own children.&lt;br /&gt;
&lt;br /&gt;
While he is of great intelligence, he has met his match in a mortal, the witch-queen [[Iggwilv]]. She managed to trap him on the Material Plane to learn from the demon. The two of them eventually became lovers, culminating in the birth of a child. Said child turned out to be [[Iuz]], who became a major player in the world of [[Greyhawk]]. Graz&#039;zt slowly figured out that Iggwilv did not want to let him go back to his home. So he waited and plotted, eventually breaking free in a battle that cost Iggwilv most of her resources. But she escaped and was lured into the Abyss by the Dark Prince. She in turn was used by Graz&#039;zt to regain his lost powers and grow stronger before &#039;&#039;she&#039;&#039; escaped. The two of them are currently in a mutual love-hate relationship, each trying to exploit the other to increase their power even as, to the extent that either of them are capable of positive emotions, they genuinely enjoy one another&#039;s company.&lt;br /&gt;
&lt;br /&gt;
Graz&#039;zt&#039;s realm is the largest in all of the Abyss. Covering the 45th, 46th and 47th layers of the Abyss, Azzagrat&#039;s primary attraction is the city of Zelatar, which somehow exists on all three layers at the same time. Each layer hosts a different neighbourhood, and Graz&#039;zt&#039;s citadel is at the center layer.  It is also one of the more popular destinations in the Abyss for travelers to visit, featuring markets full of rare goods and comparatively better-behaved demons, but those who think that that translates to &amp;quot;safe&amp;quot; are as foolish as those who think that Graz&#039;zt&#039;s hedonism and hunger for pleasure over raw power makes him any less evil or dangerous than the likes of Orcus or Demogorgon, whom already have a large size advantage over him in a fight.&lt;br /&gt;
&lt;br /&gt;
===[[Juiblex]]===&lt;br /&gt;
The Faceless Lord Juiblex lords over all oozes, slimes and jellies. This is not a particularly difficult task given the mindless nature of these creatures and Juiblex&#039;s lack of tact regarding such issues. He resembles a massive puddle of green slime filled with eyes swimming around in it and pseudopods dripping with ooze. This appearance was later changed, and by that, literally photoshopped to a Shoggoth&#039;s color scheme, because Pathfinder did it, so it must sell. His goals are simple: destroy everything that is not like him. He wants to kill and corrode everything in existence, destroying whatever it can touch with its oozing appendages, until all life, everywhere, is as formless and protean as he is. This makes him very unpopular with the other demon lords and all stay away from his layer as much as possible.&lt;br /&gt;
&lt;br /&gt;
Juiblex has few cultists given that his charges are almost exclusively of low intelligence. When a deranged humanoid takes up the worship of the Faceless Lord it is quite possible that Juiblex doesn&#039;t really care about these worshippers, and even when an intelligent ooze such as Darkness Given Hunger, a Black Pudding possessed by a Hezrou, worships him, Juiblex cares little. The amusing fact that he doesn&#039;t give a shit means PCs who follow him are incredibly flexible (pun intended) because entry to his worship means the acidic dissolution of Any poor sap overseen by a number of slimes. His base nature, in fact, leaves most forms of organization to his cults, who if not insane or fanatic could easily build an interesting infrastructure to their lords benefit, if not moreso their own, I.E turn everyone into slimes and destroy everyone else, and have everlasting shapeshifting shoggoth sex, Praise Juiblex! &lt;br /&gt;
&lt;br /&gt;
One Origin for the faceless lord had him as a deity that lost his face in retaliation from the other gods for sympathizing with Demons in the older times, being thrown into the abyss as a result, and becoming an ever-shifting protean mass as a result, his soul locked in a prison.&lt;br /&gt;
&lt;br /&gt;
On that note, his PrC is great if Stacked with the OozeMaster PrC, polymorph into a Gibbering mouther and use size category increasing cheese to become a Shoggoth capable of multiple slime attacks, unlimited slime summonings and all sorts of fun, nevermind how this can extend to Ghaunadaur worship as Juiblex was once an Avatar for the nonsensical primordial deity of oozes and slimes.&lt;br /&gt;
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Juiblex lives on the 222nd layer of the Abyss named Shedaklah. He contests for control of this plane with Zuggtmoy, the Queen of Fungi. While she had the upper hand for a while, since the events with [[Iuz]] getting his ass handed to him and the famous adventure in the Temple of Elemental Evil, Juiblex has gained a lot of territory, currently battling with the forces of the Queen of Fungi and slowly gaining ground.&lt;br /&gt;
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===[[Kostchtchie]]===&lt;br /&gt;
Demon Prince of Frost, racial patron god of frost giants. Is additionally summonable by chanting his name, which gets you a Hastur-tier death if you&#039;re not prepared for the consequences.&lt;br /&gt;
&lt;br /&gt;
===[[Lolth]]===&lt;br /&gt;
The Spider Queen is a former elven goddess, and is now the ruler of all [[drow]], spiders, poison, and other fluffy things.&lt;br /&gt;
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===Lynkhab===&lt;br /&gt;
&lt;br /&gt;
A former contender for the title of Queen of the Succubi, who lost in no small part due to her nature- as the patron of [[Malal|regret and self-destruction]], she cannot help but sabotage her own efforts. As such, she&#039;s quite obscure. Lynkhab favors corrupting individuals instead of founding cults, most likely because any cult dedicated to the demon prince of screwing yourself over is never going to end well. Lynkhab has also expanded her portfolio to include heresy, tempting holy men to abandon their faith for fleeting pleasure. Lynkhab lives in &#039;&#039;The Sighing Cliffs&#039;&#039;, the 297th layer of the Abyss, picking and choosing choice individuals to corrupt and hopefully drive to suicide.&lt;br /&gt;
&lt;br /&gt;
===[[Malcanthet]]===&lt;br /&gt;
Malcanthet, the Queen of the Succubi is a being of unparalleled beauty and cruelty. Taking the shape of an alluring succubus, she prefers to let others do the fighting for her, either summoned minions or enslaved attackers. Befitting her status of the Queen of the Succubi she really gets around: aside from her usual trysts, she has Pazuzu and Demogorgon as her most frequent lovers, having sired several powerful succubi with the former and unspeakable abominations with the latter. She has had short affairs with most of the other demon lords at some point or another, but these were mainly flings for her private benefit. Yeenoghu is one of her enemies, the two of them still being embittered by the other foiling their plot to corrupt the same family of nobles, ending with the entire family being destroyed instead. Her relationship with Graz&#039;zt is actually even worse: each claims that the other spurned their advances, and, deeply embittered, the two have been at war ever since. Her servants include, aside from succubi and lilitus, lamias, harpies, and fiendish nymphs.&lt;br /&gt;
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Malcanthet lives on the 570th layer of the Abyss, a layer called Shendilavri. It is of unmatched beauty, surpassing even some of the heavens as a paradise. Here she lives in the city of Rivenheart, where all desires can be sated. Every imaginable perversion, debauchery and experience can be found here. Malcanthet&#039;s palace has no doors, and all are invited to enter and experience what lies within its forbidden halls. While thousands of people from all over the planes enter to find bliss within, few leave, and all ultimately realize that Shendilavri is a paradise only for Malcanthet herself.&lt;br /&gt;
&lt;br /&gt;
===[[Miska the Wolf-Spider]]===&lt;br /&gt;
The right-hand man and lover of the Queen of Chaos, Miska the Wolf-Spider is one of the most dreaded demon lords in existence. Resembling a nightmarish [[Drider]] with a spiked and armored spider lower body, the upper body of a pale, handsome, four-armed human with long black hair and a pair of red-haired wolf heads sprouting from his shoulders. Once the foremost servant and lover of the Queen of Chaos, she appointed this Tanar&#039;ri as the Prince of Demons, the first to bear that title. This, combined with Miska&#039;s skill as a general and a warrior and the victories he achieved meant massive numbers of demons flocked to his service. Eventually he was defeated at the Battle of Pesh, where one of the [[Wind Dukes of Aaqa]] pierced him with the [[Rod of Seven Parts]]. The Prince of Demons wailed in anguish as his blood covered the Rod, corrupted and shattered it. If it had not been for the Rod breaking, Miska would have perished, and instead he went through a planar rift. Some of the Wind Dukes followed him, imprisoned Miska and the citadel he was in in a great cocoon of pure law and cast him into the depths of [[Pandemonium]], where he remains to this day.&lt;br /&gt;
&lt;br /&gt;
In his prison Miska can do little harm, but only partially because of the prison itself. When he was injured by the Rod of Seven Parts his abilities were crippled, rendering him only a shadow of his former self. On the other hand this made him next to indestructible: [[Perpetual|even if he were to be turned to ash he can simply rebuild himself.]] If he were to get his hands onto the fully restored Rod of Seven Parts he would be fully restored and become able to leave the cocoon of law to join his beloved Queen and continue on their bloody crusade. The plus side to this is that restoring Miska to his full powers will make him vulnerable again, and allow for him to be permanently destroyed.&lt;br /&gt;
&lt;br /&gt;
Actually destroying him is a daunting task: his armored body is resistant to blunt weapons, and slashing and piercing weapons draw his acidic blood that is both dangerous to an attacker and their weapon. It is in fact so lethal that it might kill an attacker instantly and disintegrate a weapon coated in the Wolf-Spider&#039;s blood. Miska himself wields deadly weapons in his powerful arms: a scimitar that can disintegrate lawful opponents, another that strikes at blinding speeds, and two magical morning stars, each of which he wields with deadly precision.&lt;br /&gt;
&lt;br /&gt;
Miska commands the respect or fear of the Spyder-Fiends, monstrous spiders with the heads of wolves and clawed humanoid arms in the more powerful cases. While some resent serving Miska, they do not dare anger him or his master, the Queen of Chaos.&lt;br /&gt;
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===[[Orcus]]===&lt;br /&gt;
Looking and acting like the forbidden lovechild of [[Khorne]] and [[Nagash]], Orcus is the Prince of the Undead. Entry requirements to worship him involve contracting a Feat-based STD from Necrophilia, and generally doing horrid things that probably earn their place in the Book of Vile Darkness. According to Gary Gygax, he is universally responsible for the creation of undead when he cast a spell that killed everyone on his native plane when he was alive, following this, he ended up in the Abyss and worked his way up the demonic ladder. Sources state he ended up in the Abyss for doing something horrible, but this isn&#039;t in the official post-Gygax material.&lt;br /&gt;
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===[[Yeenoghu]]===&lt;br /&gt;
The King of the [[Gnoll]]s, Yeenoghu is a savage beast. Despite not being the most powerful of the demon lords, his savagery and that of his followers still makes him a powerful opponent. This became clear when he and his forces invaded the layer above his own, the White Kingdom. This layer was ruled by Doresain, the King of the Ghouls. When his armies were destroyed, Doresain swore fealty to Yeenoghu for the sake of self-preservation, forsaking his old master Orcus. Because of Orcus&#039; recent plots his attention has been elsewhere, and it is as of yet unknown how he will reply to this treason.&lt;br /&gt;
&lt;br /&gt;
Yeenoghu&#039;s greatest desire is to have the Material Plane inhabited by his chosen people, the gnolls. A world where his people are the dominant race, and all [[human]]s, [[elves]], [[dwarves]] and [[halfling]]s are either slaves or food. But he understands that gnolls alone are not numerous enough to achieve this goal, and as such he allows cults of other races to serve him. One of the most powerful of these cults, originating from the Maure family, was finally getting somewhere when Malcanthet &#039;&#039;also&#039;&#039; tried to corrupt them, resulting in a self-destructive downward spiral that wiped out the entire family. They have resented each other ever since, with Yeenoghu sending frequent raids into Shendilavri to destroy it. These attacks have always been held at bay, but he hopes to one day destroy her and her realm. The King of the Gnolls also has a violent hatred for Baphomet, perhaps due to their similarity, against whom he frequently wages war to little result.&lt;br /&gt;
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Yeenoghu&#039;s realm is called exactly that, Yeenoghu&#039;s Realm, perhaps reflecting its master&#039;s lack of imagination. Located on the 422th layer of the Abyss, it is covered in a great savanna where packs of feral gnolls, other hyena-like creatures, and worse monsters make their home, preying on visitors, one another, and even the servants of Yeenoghu. The King of the Gnolls himself lives in a great palace drawn by thousands of slaves across the plane past various points of interest at a speed of about one year per round.&lt;br /&gt;
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===Xinivrae===&lt;br /&gt;
&lt;br /&gt;
Another candidate Succubus Queen, like Shami-Amourae, Lynkhab, and Malcanthet. Xinivrae specialized in the corruption and temptation of young women, as opposed to Malcanthet&#039;s more general self-gratification and Shami-Amourae&#039;s debasement. While Shami-Amourae was cast into the Wells of Darkness and Lynkhab was allowed to remain free on account of being the demonic personification of self-sabotage and therefore not much of a threat, Xinivrae was wounded and imprisoned in the Dreaming Gulf, where she remains. Her cult has largely been subsumed into Malcanthet&#039;s, but she has some loyal succubi who work to free her.&lt;br /&gt;
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===[[Zuggtmoy]]===&lt;br /&gt;
Zuggtmoy, The Queen of Fungi is an ambitious but not very successful demon lord. Given her domain over fungi and mushrooms, she has difficulty finding people to worship her. So she opts with having to disguise her influence, creating cover cults that her own followers kept in line so that they could stay in charge. The Temple of Elemental Evil was such an endeavor, and it worked pretty well for a while, only for everything to spectacularly backfire when the Circle of Eight destroyed the cult and imprisoned her. She managed to escape the Material Plane at the cost of a good deal of her essence, only to discover that her enemy Juiblex had conquered a good deal of her home layer in the meantime.&lt;br /&gt;
&lt;br /&gt;
Aside from her rivalry with Juiblex, she has frequently been at odds with [[Lolth]] prior to her gaining significant power as a deity, putting her a class above the Queen of Fungi. On her home layer of Shedaklah she lives in a palace built from the largest fungi in the multiverse, rising more than four miles into the air. Here she conducts horrific experiments and plots to gain foothold on the Material Plane and to defeat the hated Juiblex.&lt;br /&gt;
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==Obyrith==&lt;br /&gt;
While the Tanar&#039;ri are created from the petitioners of the Abyss, they were not the first beings to live there. Those were the Obyrith, creatures of Chaos. When the first mortal souls entered the Abyss they did not know what to do with them and so began to experiment, slowly creating a servant race to fight for them against the forces of Law.  There are small number of other known Obyrith demon besides those listed here but they get almost no attention.&lt;br /&gt;
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===[[Dagon]]===&lt;br /&gt;
Demon Prince of the Sea, an antediluvian aquatic horror who serves as Demogorgon&#039;s most loyal advisor. Pretty much H.P Lovecraft&#039;s Dagon, with his servants, the Kuo-Toa, being the effective replacement for Deep Ones but without the crossbreeding, while his mortal thralls sort of just mutilate themselves into fish creatures in his service. He likes spellcasters of all sorts and wants to flood the earth.&lt;br /&gt;
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===[[Pale Night]]===&lt;br /&gt;
If there is one creature that is the mother of all demons (literally), then it would probably be her. Some texts say she is the mother of specific demon princes. Others say she is the mother of tanar&#039;ri race. When asked about this by reporters, Pale Night has refused to comment on the claims. Pale Night&#039;s appearance is so horrific that reality itself refuses to accept it and hides her with a shroud. Seeing what she &#039;&#039;actually&#039;&#039; looks like prompts a high Fort save. If you succeed, then congratulations, you&#039;re still alive because [[What|your mind didn&#039;t process what your eyes saw.]] She literally does nothing but harrass Eladrin children on her Layer of the Abyss like a Saturday morning cartoon villain, and is responsible for the &amp;quot;pseudonatural template&amp;quot; which is uselessly used by the Alienist Prestige class.&lt;br /&gt;
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===[[Obox-ob]]===&lt;br /&gt;
The Prince of Vermin and the original holder of the title of Prince of Demons before he was killed by the Queen of Chaos, but he managed to revive himself.&lt;br /&gt;
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===[[Pazuzu]]===&lt;br /&gt;
Demon Prince of Air, master of the skies of the Abyss, and a demon with a pretty chill attitude. In D&amp;amp;D, he&#039;s the &amp;quot;big shot&amp;quot;, but in Pathfinder, he&#039;s been dethroned in importance by his ex-girlfriend Lamashtu. He&#039;s also Starfox Falco levels of furbait sexy, and can be summoned like Hastur, just say his name more than thrice and he&#039;ll appear for you to bargain off your alignment for power.&lt;br /&gt;
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===[[The Queen of Chaos]]===&lt;br /&gt;
Even older than Pale Night.  She once was the ruler of the Obyrith race.  She created the Tanar&#039;ri, but this backfired on her when her lover [[Miska the Wolf-Spider]] got imprisoned and the rest of the Tanar&#039;ri rebelled.&lt;br /&gt;
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===[[Sertrous]]===&lt;br /&gt;
Demon Prince of Heretics from the [[Elder Evils]] book. Was originally a demon prince of parasites who refused to serve the Queen of Chaos and as a result was personally killed by her, but his spirit escaped to material plane and possessed a snake and turned it into his new body. A Solar named Avamerin was sent to kill Sertrous when he began sending armies of snakes to harass mortals, but just before Avamerin could deal the killing blow to Sertrous, he revealed the secret that clerics could gain their spells without needing to worship a god. Avamerin at first didn&#039;t understand what Sertrous had said and decapitated him, and brought back his head.  Avamerin shared the words Sertrous had said, which resulted in the appearance of godless clerics. Avamerin got demoted to a Planetar for this and betrayed his masters to serve Sertrous. Sertrous still remains a powerless snake skull but he is slowly returning to life as he gains more worshipers. He is worshiped mainly by [[Yuan-ti]] who claim that he is their true creator.&lt;br /&gt;
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{{D&amp;amp;D-DemonPrinces}}&lt;br /&gt;
{{D&amp;amp;D-Outsiders}}&lt;br /&gt;
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==Pathfinder==&lt;br /&gt;
===[[Abraxus]]===&lt;br /&gt;
Demon Prince of Magic, Forbidden Lore and Snakes, known as the Master of the Final Incantation due to his arsenal of deadly and unique magical spells and formulas including the &amp;quot;Final Incantation&amp;quot;, which can unmake magic with a single word.&lt;br /&gt;
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===[[Aldinach]]===&lt;br /&gt;
Demon Princess of Sand, Scorpions and Thirst, whose cult is predominant in the desert regions. Most notable for her descent from Lamashtu and her bitter rivalry with her half-sister Areshkagal. Title: She of the Six Venoms.&lt;br /&gt;
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===[[Andirifkhu]]===&lt;br /&gt;
Demon Queen of Illusions, Traps and Knives, the Razor Princess is a secretive and cunning killer particularly favored by sadists, torturers, trap-makers, assassins, murderers and evil illusionists.&lt;br /&gt;
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===[[Angazhan]]===&lt;br /&gt;
Demon Prince of Apes, Jungles and Brutal Tyranny, the Ravenous King is one of the lesser Demon Princes, mostly restricted to worship by his savage [[Chara-kur]] ape-men creations. His worship is most concentrated in the city of Usaro in the Mwangi Expanse, ruled by a Gorilla Grodd-expy named Ruthazek.&lt;br /&gt;
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===[[Areshkagal]]===&lt;br /&gt;
Demon Princess of Greed, Magical &amp;amp; Mundane Portals, and Riddles, the Faceless Sphinx fights a constant war against her half-sister Aldinach due to She of the Six Venoms having usurped the Faceless&#039; Sphinx&#039;s original abyssal kingdom.&lt;br /&gt;
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===[[Cyth-V&#039;sug]]===&lt;br /&gt;
Demon Prince of Disease, Fungus and Parasites; despite certain similarities in appearance and portfolio, should not be confused with [[Xhamen-Dor]], the [[Cthulhu Mythos|Great Old One]] of Decay, Parasites and Transformation. He&#039;s consistently much more successful than his D&amp;amp;D counterpoint, Zuggtmoy, and is the disappointed stepdad of the Nascent Demon Lord Treerazer, who has spent the past couple of centuries fucking over the elves of Kyonin.&lt;br /&gt;
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===[[Deskari]]===&lt;br /&gt;
Demon Prince of Chasms, Infestations and Locusts; known as the son of Pazuzu via some giant, monstrous demonic insect, the Lord of The Locust Host may potentially be a cousin to either Aldinach or Areshkagal. Is most notable for having created and maintained the Worldwound on [[Golarion]].&lt;br /&gt;
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===[[Flauros]]===&lt;br /&gt;
Demon Prince of Fire, Salamanders and Volcanoes, the Burning Maw fights to defend his rulership over salamanders from an elemental lord named Ymeri, the Mistress of Fire.&lt;br /&gt;
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===[[Gogunta]]===&lt;br /&gt;
Demon Queen of Amphibians, Boggards and Swamps, the Song of the Swamp actually claims rulership over a tiny part of Dagon&#039;s realm; because she has yet to be destroyed for this, her cult and Dagon&#039;s cult are often friendly towards each other. &lt;br /&gt;
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===[[Haagenti]]===&lt;br /&gt;
Demon Prince of Alchemy, Invention and Transformation, not to be confused with the the [[Vestige]] connected to Frost Giants, Hill Giants and Minotaurs in the lore of the [[Binder]]s. He is essentially the Demon Prince of SCIENCE!!!, which makes him particularly unpopular with other artifice-focused gods. One can only imagine the kind of shit he&#039;s concocted by the time of [[Starfinder]].&lt;br /&gt;
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===[[Jezelda]]===&lt;br /&gt;
Demon Queen of Desolation, the Moon and Werewolves; ironically, despite the usual connections drawn to such powers, the Mistress of the Hungry Moon has never claimed to be the origin of all werewolves. Her Abyssal Realm is notable for being one of the relatively few places in the Abyss where one can find normal, living humans. She keeps them in [[Ravenloft|isolated villages, perpetually stalked by her monstrous servants]].&lt;br /&gt;
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===[[Kabriri]]===&lt;br /&gt;
Demon Prince of [[Ghoul]]s, Graves and Secrets Kept By The Dead, the demon prince known as Him Who Gnaws is generally believed to be the damned soul of the first cannibal (and a fratricidal one at that), and the reason why ghouls cannot paralyze elves (and can mutate into elf-like forms) is because he was supposedly an elf in life.&lt;br /&gt;
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===[[Lamashtu]]===&lt;br /&gt;
A Pathfinder-only Demon Queen and goddess, mother of all &amp;quot;manbeast&amp;quot; races such as [[minotaur]]s, [[harpy|harpies]], [[gnolls]] and [[medusa]]s. In fact, two of her most powerful daughters have become Demon Princesses in their own right; Aldinach and Areshkagal. She ascended from &amp;quot;mere&amp;quot; Archfiend to true divinity after killing a now-forgotten god of beasts. Her ex-boyfriend Pazuzu is still pissed off that she got all the glory and power from the murder, considering it was his plan to begin with.&lt;br /&gt;
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===[[Mazmezz]]===&lt;br /&gt;
Demon Queen of Binding, [[Drider]]s and Vermin, the grotesquely insectile Creeping Queen has the soul of a /d/eviant, using her powers of illusion to assume seductive guises in order to acquire more trophy-spouses for her hideous harem.&lt;br /&gt;
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===[[Mestama]]===&lt;br /&gt;
Demon Queen of Cruelty, Deception and [[Hag]]s, the infamously misandric Mother of Witches bitterly hates the demi-goddess [[Gyronna]] for having stolen the position of Queen of All Hags from her.&lt;br /&gt;
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===[[Nocticula]]===&lt;br /&gt;
Demon Queen of Assassins, Darkness and Lust, Our Lady In Shadow was actually the very first [[succubus]] to exist in Golarion, seducing and murdering her way into power. Sister and sometimes lover of Socothbenoth. She&#039;s heavily implied to be a fallen Empyreal Lord and, in a rare piece of [[Metaplot]], she turned her life around after the &#039;&#039;Wrath of the Righteous&#039;&#039; adventure path to become the fully-ascended Chaotic Neutral Goddess of Artists, Outcasts, and Darkness.&lt;br /&gt;
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===[[Nurgal]]===&lt;br /&gt;
Demon Prince of Deserts, the Sun and Senseless Warfare, the Shining Scourge should not be confused with [[Nurgle]], as he has no plague-related powers. Former lover of Areshkagal, he may also be Socothbenoth&#039;s half-brother, but he hates the Demon Prince of Perversion. He is also apparently half of an ancient Azlanti deity who was defeated by another god. The other half became the Infernal Duke Nergal. How you choose to reconcile these weird, contradicting backstories is your own business.&lt;br /&gt;
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===[[Shax]]===&lt;br /&gt;
Demon Prince of Envy, Lies and Violent Murder, the Blood Marquis is of course the favored patron of serial killers, and competes with Andirifikhu for worship by torturers.&lt;br /&gt;
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===[[Shivaska]]===&lt;br /&gt;
Demon Queen of Aberrations, Clocks and Prisons, the Chained Maiden has a disturbing interest in scaring kids and bondage. She owns a magic clock that may or may not be counting down to the end of the universe.&lt;br /&gt;
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===[[Sifkesh]]===&lt;br /&gt;
Demon Queen of Hopeless Despair, Heresy and Suicide, the Sacred Whore loves to tempt devout worshippers and priestly types into heresy, eating their souls when they commit suicide out of grief upon realizing their betrayal. She has floating limbs, making her look like big tiddy goth Rayman.&lt;br /&gt;
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===[[Socothbenoth]]===&lt;br /&gt;
Demon Prince of Pride, Perversion and Taboos, the Silken Prince is Nocticula&#039;s brother and occasional lover, as well as the demonic patron of [[/d/]].&lt;br /&gt;
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===[[Urxhel]]===&lt;br /&gt;
Demon Prince of Natural Disasters, Storms and Trolls, unlike most &amp;quot;racial patron&amp;quot; demon lords, the Trollfather actually &#039;&#039;despises&#039;&#039; his children and so is worshipped only in an effort to stop him destroying them all.&lt;br /&gt;
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===[[Xoveron]]===&lt;br /&gt;
Demon Prince of Gargoyles, Gluttony and Ruins, the four-headed Horned Prince seeks the emptying of all cities to create a world in which he and his children can feed.&lt;br /&gt;
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===[[Yhidothrus]]===&lt;br /&gt;
Demon Prince of Age, Time and Worms, worshipped by those driven to desperation out of their hatred of time&#039;s encroach, the Ravager Worm is a patron of many [[lich]]es. He is one of the Demon Princes who was a former Qlippoth, and he&#039;s so ridiculously long, part of him might still be.&lt;br /&gt;
&lt;br /&gt;
===[[Zevgavizeb]]===&lt;br /&gt;
Demon Prince of Vast Caverns, Reptiles and Troglodytes, an immensely gluttonous and lazy squamous horror who rules an Abyssal realm set up as a mad hollow earth, complete with dinosaurs and cavemen.&lt;br /&gt;
&lt;br /&gt;
===[[Zura]]===&lt;br /&gt;
Demon Queen of Blood, Cannibalism and Vampires, this uniquely powerful and depraved succubus has a complicated relationship with [[Urgathoa]], with the Vampire Queen being as likely to make common cause with the Pallid Princess as to fight for worshippers.&lt;br /&gt;
&lt;br /&gt;
{{Pathfinder-Fiends}}&lt;br /&gt;
{{Pathfinder-DemonPrinces}}&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Black_Orc&amp;diff=88919</id>
		<title>Black Orc</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Black_Orc&amp;diff=88919"/>
		<updated>2021-07-09T09:08:45Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: &lt;/p&gt;
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&lt;div&gt;[[Image:WHFB Black Orc.jpg|thumb|right|Da Biggest Ardest Gitz Around!]]&lt;br /&gt;
{{Topquote|We will never be slaves! But we &#039;&#039;will&#039;&#039; be conquerors!|Grom Hellscream, &#039;&#039;[[World of Warcraft|Warlords of Draenor]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The Black Orcs are a sub-faction of the [[Orcs and Goblins]] in [[Warhammer Fantasy]], and are quite possibly the hardest front line unit on the south side of [[Warriors of Chaos]]. Clad in what amounts to plates of kettle metal, brandishing various weapons of the [[RIP AND TEAR|beating, slashing and crunching]] variety and with a mean streak at least a few miles wide, Black Orcs are the classic elite unit of the Orcs and Goblins faction, and is comparable to [[Empire]] Greatswords, [[Tomb Kings|Tomb Guard]] and [[Lizardmen|Temple Guard]] as melee-units made for krumpin&#039; without being Blood Dragon-like expensive and killy.&lt;br /&gt;
&lt;br /&gt;
Black Orcs are named after their dark green skin and their black armour, which stands in stark contrast to the usually ragtag look of other Orc units, which is mostly painted by shit and blood. This stems from the very first unit of Black Orcs, which was originally slaves to [[Chaos Dwarf]] slavers. Tired of their Orc workforce constantly beating each other up over not having enough fights, the Chaos Dwarfs tried to create the perfect slave, taking the most disciplined and tempered Orc slaves, filling them with dark magics and training them mentally and physically, as to get a worker who&#039;d work hard for their masters. Unfortunately, the [[Dwarfs]] forgot that Orcs are Orcs, and this new sub-species  banded together and carried out an elaborate escape plan which included copious amounts of dead Chaos Dwarfs. The Black Orcs broke free and joined nearby Orc tribes, but had difficulties fitting in because of their disciplined way of fighting and ability to work as a team. As such, Black Orcs are more like wandering bands of elite warriors who few Orcs particularly like for their un-Orcy ways, but won&#039;t mind when they get into a scrap and show how absolutely hardcore they actually are.&lt;br /&gt;
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Normal Orcs consider Black Orcs as being unintelligent and weird for not wanting to scrap all the time, but on the contrary, Black Orcs have a tendency to sport a much higher ability to plan out strategies and to be able to take more stress in battle than any normal Orc, save for a [[Warboss]]. Combined with their increased size and hardy hides, and some of the best-forged Orc weaponry and armour in the entire tribe, few Orcs can match a Black Orc in battle.&lt;br /&gt;
&lt;br /&gt;
On the battlefield, Black Orcs are entirely unlike the regular Orc mobs; they are highly disciplined, well armed with multiple types of weapons at hand and armoured from toe to [[teef]]. When a Black Orc unit marches, it&#039;s in almost perfect unison, with no bickering and or grumbling going on in the regiment. Where a regular Orc is an opportunistic and barbaric berzerker, Black Orcs are disciplined, professional soldiers, executing orders to the tee(f) and dispatching their foes with both vigour and constraint.&lt;br /&gt;
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tl:dr - [[Awesome|Orc Space Marines made by Chaos.]]&lt;br /&gt;
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== Black Orcs in AoS ==&lt;br /&gt;
Black Orcs specifically do not exist in the Mortal Realms, but particularly large veteran Orcs (equal to Big Un&#039;s in Fantasy) with plate armor called &#039;Ardboys follow the [[Ironjawz]] around as their basic troops, attempting to emulate them and keep up by being fairly regimented and well-trained - something the surly Brutes find the be 380% Muckin&#039; About. One can imagine they exist on their own as well as regular, armored Big Un&#039;s around the Realms.&lt;br /&gt;
&lt;br /&gt;
Ruleswise, they&#039;re essentially like [[Warriors of Chaos|Chaos Warriors]] and [[Stormcast Eternals|Stormcasts]] with two Wounds and a 4+ Save and a slew of decent attacks.&lt;br /&gt;
&lt;br /&gt;
==40k Black Orks==&lt;br /&gt;
Despite the fact that they are never explicitly mentioned in 40k, there are two examples that seem to be rough equivalents to Black Orcs.&lt;br /&gt;
&lt;br /&gt;
Firstly, during the 11th Black Crusade, Abaddon went to a planet called Relorria. He encountered some Orks that were looting the planet, which Abaddon took as his opportunity to [[Possessed|pull a fast one on them]] and [[Fabius Bile|do some experiments]]. The result of these Daemon-Ork hybrids is never explicitly mentioned, but it is apparently a success. Whether these Black Orks will end up serving the Black Legion or return to their Klans (or both) is unknown.&lt;br /&gt;
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The second example are the Orks from [[Ullanor]]. During [[The War of The Beast]] the Imperium encountered a type of Ork that was not only much bigger than your average Ork boy, but better organised and far more intelligent as well. These Orks wiped the [[Imperial Fists]] down to a single man and were later seen wearing bits of old Space Marine armour from the Great Crusade making them better defended as well.&lt;br /&gt;
&lt;br /&gt;
In terms of existing units though, the most immediate counterpart of the Black Orcs as &#039;the orks who do displine&#039; are the [[Stormboyz]] who while not &#039;arder&#039; then a standard ork, are more trained.&lt;br /&gt;
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Hilariously, the [[Black Templars]] could be considered as the Space Marines&#039; equivalent of Black Orks. They have black color scheme, specialize in melee combat, high in numbers, conquer planets from planets in hordes of super warriors with blades, and are extremely obedient, so loyal to their boss (aka [[God-Emperor|Big Emps]]) that not even the inquisition would dare tell them what to do.&lt;br /&gt;
&lt;br /&gt;
==On the Tabletop==&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]][[Category: Orcs &amp;amp; Goblins]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Genestealer&amp;diff=228494</id>
		<title>Genestealer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Genestealer&amp;diff=228494"/>
		<updated>2021-07-09T06:24:37Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Later Editions */&lt;/p&gt;
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&lt;div&gt;[[Image:GenestealerBroodlord.jpg|thumb|right|They&#039;re not just called Genestealers for nothing!]]&lt;br /&gt;
{{Topquote|Iä! Iä! Tyrannicus fhtagn!|One of many unholy Genestealer Cult prayers}}&lt;br /&gt;
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{{Topquote|Praise be! The star children deliver us!|White Dwarf October 2016}}&lt;br /&gt;
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{{Topquote|Mankind has always looked to the stars for salvation...and finally, THE STARS HAVE ANSWERED!|Unnamed Magus}}&lt;br /&gt;
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&#039;&#039;&#039;Genestealers&#039;&#039;&#039; (&#039;&#039;Corporaptor hominis&#039;&#039;) are [[xenos|alien]] creatures in the [[Warhammer 40,000]] universe.  They have undergone many [[fluff]] revisions since their inception, but they have always been lethal in melee (so deadly that [[Space Marine]] [[power armor]] is like tissue paper to them, no exaggeration), preternaturally fast, pseudo-insectoid in form, protected by a thick shell of [[Carapace]] and reliant on other species for reproduction. &lt;br /&gt;
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Basically what would happen if the Xenomorphs decided to run a Lovecraftian doomsday cult... IN SPAAAAACE! &lt;br /&gt;
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== Rogue Trader ==&lt;br /&gt;
[[Image:Oldschool genestealers.png|thumb|right|The 2nd edition pic that has defined the identity of Genestealer Cults for decades.]]&lt;br /&gt;
In [[Warhammer 40,000: Rogue Trader]] (the first edition of Warhammer 40,000), Genestealers were simply one of many creatures encountered in space, spreading from the moon of Ymgarl. They could be extremely dangerous in close quarters, as each of their six strong limbs ended in [[Tyranid_Bio-Weapons#Rending Claws|sharp claws]], and they had a gruesome lifecycle reminiscent of the Xenomorphs from the Alien franchise, but otherwise had little to distinguish themselves. Most notably, they were not connected with the [[Tyranids]] at all.  Indeed, the core rulebook noted that Genestealers with [[human]] ancestry could be intelligent, and even friendly! Their natural form had an almost leech-like head, and they were specifically described as &amp;quot;vampirish.&amp;quot; They also ignored armour saves until 4th ed. That was annoying.&lt;br /&gt;
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== Space Hulk ==&lt;br /&gt;
When the [[Space Hulk]] board game was released a few years after 40k: Rogue Trader, Genestealers received a significant bump in their threat level.  The game made it clear that the Genestealers were a much more virulent and widespread menace than their initial description, and their head was changed to have a much toothier mouth.  In keeping with GW&#039;s ripping off the Xenomorphs, Genestealers would use stealth to approach the Marine player&#039;s [[Terminators]] as &amp;quot;blips&amp;quot; of some unknown number of Genestealers, and then come out of hiding once they had a good ambush prepared. They achieved a super-human level of coordination via a [[Hive Mind|hive mind]], represented by the Genestealer player having unlimited time to move his pieces.&lt;br /&gt;
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== Later Editions ==&lt;br /&gt;
In later editions of [[Warhammer 40,000]], the Genestealers were revealed to be (or [[retcon]]ned into, depending on your point of view) vanguard organisms for the [[Tyranid]] Hive Fleets. They are capable of thinking for themselves  and operating without the Hive Mind&#039;s leadership, a rare trait among Tyranids, although they are not synapse creatures. [[Space Hulk]]-era Genestealers were re-designated &amp;quot;Purestrain Genestealers,&amp;quot; created by the Hive Fleets themselves. &lt;br /&gt;
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Genestealers are sent to infest Space Hulks and spread among the stars. Their long tongues contain a barbed ovipositor; when they encounter sentient anthropoid, they [[Rape|use this ovipositor to inject a &amp;quot;seed&amp;quot; into the host&#039;s body]], combining the host species&#039; genome with the greater Tyranid genome (hence the name Gene-stealer.) This is a method called the &amp;quot;Genestealer&#039;s Kiss,&amp;quot; which is either a face-biting parody of a kiss or an injection under the ribcage. Fun fact, this biological process exists in real life under the name of &amp;quot;horizontal gene transfer&amp;quot;, and is mostly used by bacteria to help other bacteria develop resistances to antibiotics, and more importantly is the main process involved in genetic engineering! More recently, the Genestealer Cult of the Twisted Helix has discovered how to extract this &amp;quot;seed&amp;quot; for use in contaminating food and medicine, allowing the Genestealer curse to spread to locations far removed from any actual Genestealer. &lt;br /&gt;
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Regardless of the vector, the seed greatly alters the host&#039;s body on both physical and psychological levels over the course of a few hours, causing them to forget all about the infection and become subservient to the Purestrain&#039;s brood. The host is also driven to have children, even if they didn&#039;t want any before becoming infected; their partner does not have to be likewise infected, but it doesn&#039;t hurt.  After a pregnant host (or whoever they impregnated) gives birth, their viciously malformed offspring creates a hive mind connection between itself, its parents, and the Genestealers (though this raises the question of how anyone else in the room during the birth, such as midwives, would react.) This connection and the mutations brought on by the Genestealer&#039;s seed proceed to subliminally twist the minds of both parents so that they unconditionally love their child and revere the Genestealers either as gods or as creatures sent by gods (the exact interpretation varies, you understand), usually fleeing into darkened tunnels, catacombs or sewers to avoid discovery. It is not even uncommon for Genestealer Cults to present, at least outwardly, as Emperor-worshipers, although inevitably they have some funky iconography like the whole four arms thing. Some of them, at least the rank and file, may even &#039;&#039;believe&#039;&#039; they&#039;re worshiping the Emperor instead of spacebugs. And, when not doing dastardly Genestealer things, they may really be about the overall work of the Imperium on a day-to-day basis, which is of course part and parcel with their infiltrationist aspects.&lt;br /&gt;
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Eventually these infected individuals and their growing brood of offspring will come together with kindred spirits (that is, other Genestealer hybrids and their infected parents) to form a community/family dedicated to the Genestealers in both body and soul. As the family grows, they will continue to isolate themselves, eventually forming a Genestealer Cult. What follows is an ongoing process of hybrids breeding with captured and infected humans, with their human parents kept around both as breeding stock and for nursing and child-rearing. The second generation hybrids aren&#039;t as ugly as their parents, appearing more &amp;quot;normal&amp;quot;-looking but still obviously alien. However, that becomes a moot point once the third and fourth generation roll around, the fourth actually being virtually indistinguishable from actual full-members of their parent species. The uglier members and Purestrain Genestealers typically lurk in the shadows far away from civilisation, while the intelligent and &amp;quot;human&amp;quot; members infiltrate and spy in almost every sector of society. Their psychic network lets them communicate with one another, even though some of the less-human hybrids (and the Purestrains) are incapable of speech, and when the brood mind becomes powerful enough, it will act as a beacon to [[Tyranid]] Hive Fleets.  These fleets travel at various different speeds according to various different authors although generally always slower than Imperial warp drives, which means it is impractical for them to travel blindly, so they home in on the signal created by a large Genestealer Cult. When their arrival is imminent, they will directly contact the Cult, which will then engage in a full rebellion, sabotaging their planet&#039;s defenses in preparation for the fleet. This scenario is usually a win-win for the Tyranids, as even if the insurrection is crushed, they still probably went down swinging and cost the defenders valuable manpower and resources they needed to fight what&#039;s coming.&lt;br /&gt;
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The exact manner in which a Cult reacts to the arrival of the Tyranids varies. According to the backstory for [[Hive Fleet Kraken]], a planet called Larnarno was infiltrated by a Cult calling themselves the Celebrants of Nihilism. When the Tyranids showed up to consume the planet, 75% of the population &#039;&#039;calmly marched towards and aboard the bio-ships where they gladly accepted being brought to the digestion pits&#039;&#039;. However, a Cult generally has no idea what is about to happen to them, fully believing that the Tyranids are wonderful, enlightened beings and when they show up they&#039;ll all become one big happy space family. And for a bit, [[troll|the Hive Mind actually leads them on and doesn&#039;t target the cult]]. For a brief moment the cultists get to live their dream of fighting alongside their beloved star gods, but as soon as the planet&#039;s defenses are basically done for, they are on the menu just like everybody else. Even worse, the Hive Mind overrides the independence of the Patriarch and Purestrains, at which point the glamour surrounding the Tyranid horrors fades, the cultists get a good look at what their angels &#039;&#039;really&#039;&#039; look like and they have just enough time to [[Call of Cthulhu|fail their SAN checks and scream]]. Any cultists that try to flee are [[grimdark|consumed by the very father they worshiped and the very children they raised]].&lt;br /&gt;
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Some may ask, why would GW do this? Does GW &#039;&#039;hate&#039;&#039; the idea that anyone who is not of an Imperial faction might be allowed to have a happy ending? If you have to ask these questions, you probably don&#039;t understand the situation. The Genestealer Cults are literally nothing more than convenient tools that the Tyranids use to prepare worlds for consumption. The very genetic fabric of each Cult member, right down to the most lowly cultist, has been hijacked to achieve this end. If they fail, they will be destroyed by the civilizations they are attempting to infiltrate. If they succeed, they will be assimilated by the Hive Mind. Therefore for the Genestealer Cults, one way or the other, there can be no happy ending. &lt;br /&gt;
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Way back in the days of Rogue Trader, Genestealer Cults also used to be able to be devoted to Chaos. That disappeared from the tabletop along with the old incarnation of the army, but in the fluff, this can apparently still happen, in certain very rare circumstances. One account describes a truly hilarious case of turnabout when a Cult&#039;s ship is sucked into a Warp storm and dumped on the edges of Nurgle&#039;s Garden, where the Genestealers and their minions get taught a thing or two about &#039;&#039;real&#039;&#039; corruption and parasitism by the Chaos God who wrote the book on it. Nurgle does eventually let the Cult go, because he&#039;s a nice guy, &#039;&#039;after&#039;&#039; he&#039;s thoroughly had his way with them of course, and they come back into realspace as basically a Plaguestealer Cult. What might&#039;ve happened if the Cult had fallen into Slaanesh&#039;s domain, officially, we&#039;ll never know, because family-friendly GW doesn&#039;t have the balls to go there. Unofficially, [[Hivestrain Azure|we can make a pretty good guess]]. As a contrariwise example, there&#039;s a genestealer cult in a Inquisitor Czevak story who, marooned on a daemon world in the [[Eye of Terror|Eye]] after their [[space hulk]] was unfortunate enough to crash there, nonetheless hate and resist chaos and maintain a lot of Imperial iconography and so on (although they &#039;&#039;do&#039;&#039; consort with xenos and mutants, which, while heretical, is probably still well above par for the course given their living situation).&lt;br /&gt;
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Interestingly, it appears that the rare Genestealer Cults that fall to Chaos worship may become decidedly unappetizing to the Tyranids, to the point where a hive fleet will &#039;&#039;ignore&#039;&#039; the cult&#039;s call and merrily skip past them to go chow down on some forest-moon instead of the world the cult had been desperately calling them towards. This ends up pushing a cult even further into Chaos worship, unaware that they are not in fact following the Hivemind but instead possibly a demented purple whore or a bloated pus-covered maggot man.&lt;br /&gt;
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=== Genestealer Variants ===&lt;br /&gt;
The first Genestealer to infect a host (or hosts) grows larger and more intelligent with each mind added to the cult/family/whatever, eventually far surpassing its kin in strength, size and cunning, even becoming a powerful psyker. This Genestealer is known as the [[Genestealer Patriarch|Patriarch]], and acts as both the cult&#039;s leader and the object of its devotion. The Patriarch&#039;s psychic connection to the Hive Mind allows it to maintain iron control over his brood as well as other lesser Tyranid organisms.&lt;br /&gt;
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After the Purestrain infects a host, a Genestealer Cult will end up with members with various levels of Genestealer ancestry. In general, Genestealer Hybrids will breed with their non-Genestealer parent species, and their descendants will resemble that species, until the fourth hybrid generation, whose children will be Purestrain Genestealers capable of &amp;quot;founding&amp;quot; new Genestealer Cults. &lt;br /&gt;
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The [[Rogue Trader]]-era Genestealers also get a special mention, in the form of &amp;quot;Ymgarl Genestealers,&amp;quot; a strain that supposedly comes from a population of Genestealers that got isolated on the moons of Ymgarl.  They have tentacled, lamprey-like mouths and the ability to partially transform themselves depending on the circumstances, at the cost of being genetically unstable and only being able to feed on blood. In fact, they&#039;re so unstable that the Hive Mind deliberately abandoned them for fear that they would contaminate the Tyranid gene pool. Because of this, they compulsively seek to reach planets that have recently been visited by the Tyranids in a futile attempt to be reabsorbed into the Hive Fleets. If they weren&#039;t horrible monstrosities, their predicament would almost be sad.  However, at some point between 5th and 6th Edition, the Ymgarl Genestealers lucked out and got absorbed into a Hive Fleet by some very desperate/caring Norn Queen.  The result of this is that 6E Tyranids now have a Bio-Artefact (If you feel unclean about the name, that&#039;s natural) called the &#039;&#039;Ymgarl Factor&#039;&#039; that gives any Tyranid unit the same unstable properties rule, but now lack the assaulting from Outflanking.&lt;br /&gt;
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=== Non-human Hybrids ===&lt;br /&gt;
&lt;br /&gt;
As a final note, [[Warhammer 40,000]] fiction is very [[human]]-centric, and so most Genestealer infestations depicted have occurred among human populations, but the [[Ciaphas Cain]] novels have suggested that [[Tau]] and [[Orks]] are also susceptible to Genestealer infection. The novel &#039;&#039;Death of Integrity&#039;&#039; also confirms that Genestealers will attack and assimilate other xenos, though this plot point lasts about one paragraph. What, exactly, a Tau Genestealer Hybrid would look like is the subject of much speculation. There is old canon art of Ork Genestealer hybrids, but given the vast amount of retcons since then its canon status is questionable...&lt;br /&gt;
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==== Orks ====&lt;br /&gt;
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It should be noted that Orks reproduce asexually by way of fungal spores they secrete both at a perpetual slow trickle from their skin while alive and &#039;&#039;en masse&#039;&#039; while a decaying corpse (and also that &amp;quot;Ork&amp;quot; is but one of many many different Orkoid phenotypes that a given spore might develop into depending on environmental conditions, so one has to wonder how the genestealer mutations might interact with a spore that grew into, say, a mushroom), so it&#039;s pretty hard to envision an Orkified Genestealer Cult actually working, or lasting beyond the first generation or two, since they have no ways of mixing genes to produce purestrains in time. Even if they could, the Orks have an inherent ability to determine if one of their own isn&#039;t proppa Orky and will inevitably krump the gits. Some old, old fluff portrayed Purestrain genestealers descended from Ork hybrids as having denser musculature (and most likely greater physical strength). In another of these dusty accounts, an incident on the fringe of the Octarius system had a massive, purple, six-limbed Gargant attacking a Guard regiment. When it was melta&#039;d open, purestrain genestealers emerged to eat the Guardsmen. You are encouraged to take these older bits of fluff with a generous pinch of salt. In any event, ancient and likely non-canonical fluff aside, the unique quirks of Ork biology boil down to the fact any attempt to infest an Ork warband would almost certainly fail and not be worth the effort in the first place. Commissar Cain encountered a genestealer infested space hulk in which genestealers were using infested orks to guard their hibernation chambers.&lt;br /&gt;
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==== Tau ====&lt;br /&gt;
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Tau, similarly, have certain complications which may prevent Genestealer infestation. Firstly, their Kroot allies can tell if a person is infected or not simply by tasting some of their blood, and secondly, Tau-tech is certainly advanced enough to scan for this threat once they know about it. Furthermore, Tau explicitly practice caste-restricted bureaucratically arranged breeding processes; Tau don&#039;t have kids until their higher ups decide they should, and they don&#039;t even get to pick their own partners. Two Tau get paired up by the decision of a committee, spend a couple of days off work having sex, then separate and go their separate ways. This means the genestealer taint is seriously difficult to spread amongst the race. The caste-based structure of Tau society also poses problems to any potential Tauified Genestealers, and that&#039;s without presuming the caste-system is now so inherent that different castes can&#039;t even physically breed with each other anymore. All that being said, according to the new Genestealer Cults Codex, not only can Tau-Genestealer hybrids happen, but one time they were &#039;&#039;deliberately&#039;&#039; created by a team of Earth Caste researchers who wanted to see what would happen. The infection got out of control and actually ended in violence. It&#039;s even implied that they may have produced a hybrid Ethereal, which would be a disaster for the Tau given how obedience to the Ethereal caste is basically hard coded into their DNA.&lt;br /&gt;
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==== Eldar ====&lt;br /&gt;
&lt;br /&gt;
While it is possible for Genestealers to infect the [[Eldar]], it&#039;s extremely hard for them to get anywhere with any of the four varieties due to their highly advanced medical technology (all four, yes even the Exodites), universal emphatic abilities, very regimented lifestyles (Craftworld), slow breeding rate and the fact that irregular psychic activity amongst them gets located and dealt with very quickly (all four, heck mind bulletry is pretty much the only thing the [[Dark Eldar]] ban). Even when they are infected, the taint spreads much more slowly due to the Eldar&#039;s prolonged gestation period, which makes infecting them more trouble than it is worth in most situations.&lt;br /&gt;
&lt;br /&gt;
So far the only examples among Eldar are those who knowingly and openly embraced their pants-thieving overlords. In the novel &amp;quot;Ghost Warrior&amp;quot;, we have Genestealer Eldar on a lost [[Craftworld]] named [[Yvraine#Craftworld_Zaisuthra|Zaisuthra]]. Needless to say, the other [[Ynnari]] who contacted them were &#039;&#039;pissed.&#039;&#039; This was done in their misguided attempt to avoid getting consumed by Slaanesh because this Craftworld had left before the Infinity Circuit was invented and thus didn&#039;t have one; their logic was that if they gave themselves over to the Broodmind, their souls would be assimilated before Slaanesh could consume them. There is also something of a Genestealer cult growing among the Dark Eldar in Commorragh. After a raid with lots of captives taken to Commorragh, the Haemonculi found out some of them were Genestealer cultists. The hybrids were singled out and experimented on so their mutations would emerge. When some bored Dark Eldar among the social elite found out about this, they paid the Haemonculi to graft these Genestealer body parts on them for kicks (given how Genestealer reproduction involve a genetic re-write of infected hosts using the Stealer&#039;s own DNA, you can see what a stupid idea this is). It looks like the Hive Mind might find a way into Commorragh given how these Dark Eldar, who collectively call themselves the Vorgani, started forming tight-knit groups and share a singular obsession over a Tyranid-infested planet trapped in the Webway.&lt;br /&gt;
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And of course, the haemonculi know this and think this is just a jolly and amusing thing because of course the sickest fucks in all the galaxy would look at this and think, &amp;quot;what an interesting turn of events!&amp;quot;.&lt;br /&gt;
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==== Others ====&lt;br /&gt;
&lt;br /&gt;
If a Genestealer Cult somehow got somewhere near a [[Stryxis]] convoy and for some reason decided they wanted to interbreed with them they would quickly run into two main problems; the first being that Stryxis are extremely untrustworthy little shits so they don&#039;t exactly operate in large enough groups to be really worth the effort, the second problem also being that the Stryxis are untrustworthy little shits and would probably scam the Genestealer cult of all its possessions before enslaving the bastards (assuming they don&#039;t &amp;quot;trade&amp;quot; a few hundred bullets in exchange for the Tyranids [[Teef| teeth]] to sell to some orks or somthing)&lt;br /&gt;
&lt;br /&gt;
As for the [[Necrons]], they&#039;re goddamn undead robots. If you even consider this possibility you&#039;re the biggest idiot since [[Magnus the Red]].&lt;br /&gt;
&lt;br /&gt;
Finally, and perhaps most troubling, is the mention that Tyranids have been targeting [[Hrud]] warrens. Hrud lack the defenses of the above races and are naturally predisposed towards infesting a planet and migrating en mass to a new one. The Genestealer hybrids, likewise, gain enhanced stealth and reaction speed (such as those 5++ saves the &#039;stealers now enjoy.)&lt;br /&gt;
&lt;br /&gt;
== Dawn of War 2 ==&lt;br /&gt;
[[Image:Jeanstealers.jpg|250px|thumb|right|An Assault Terminator trying to protect his power pants from Jeanstealers]]&lt;br /&gt;
Genestealers are pretty lore accurate in Dawn of War 2. They eat whatever they face. They act as the ultimate melee troops for Tyranids &#039;&#039;&#039;in tier 2.&#039;&#039;&#039; Let&#039;s run some numbers: A regular Tactical Marine starts with 60 melee skill, a standard melee squad starts with 70. These motherfuckers are starting with 80 by default! And this even gets worse if they have any synapse support. If they are under Improved Synapse of the Hive Tyrant, their health increases by 25%. If they ever get into the melee synapse of Warrior Brood, their health increases by &#039;&#039;&#039;75%&#039;&#039;&#039;, and melee skill by 10, and you can combine these 2 synapses together! Yeah, they can basically murderfuck anything in melee combat. And this gets even worse if they use their Adrenal Rush ability. Gains increased speed and damage, gains small amount of health in each hit they make, and decreases incoming ranged damage.&lt;br /&gt;
&lt;br /&gt;
Everything aside, the most simple solution to deal with them is to get a walker out. Genestealers can&#039;t purchase their anti vehicle klaws until tier 3. That makes them balanced right? I hope so. But when they get them, they can solo a Dreadnought! Thankfully, they have light infantry armour, which means that they can be killed easily with most ranged weaponry and struggle against melee fighters that are able to survive long enough to get a few hits in themselves. AoE melee attacks are your friend against them.&lt;br /&gt;
&lt;br /&gt;
== On the Tabletop ==&lt;br /&gt;
===Tyranids===&lt;br /&gt;
[[Image:Genestealers-in-the-grass.jpg|250px|thumb|right|[[Fist of the North Star|You&#039;re already dead]].]]In battle, both Ymgarl and Purestrain Genestealers are ridiculously deadly in melee, both in fluff and on the tabletop. On the tabletop, when a brood of Genestealers charges something, it&#039;s very unlikely to survive to the next turn unless it&#039;s a [[Land Raider]] due to their massive number of good strength attacks, rending, and high weapon skill that means they hit most things on 3s (seriously, these guys have higher weapons skill than a lot things made out to be close-combat experts), not to mention that they are fast little fuckers. A Zerg rush has &#039;&#039;nothing&#039;&#039; on these guys. In the fluff, their [[Tyranid_Bio-Weapons#Rending Claws|claws]] are so damned sharp that they might as well be power weapons (back in 2nd Edition and pre-codex 3rd Edition they WERE power weapons), slicing through armor and walls like a chainsaw going through a rice paper wall. Their hypnotic eye powers show up irregularly in the fluff, showing up in the Dark Disciples Novel but not Ciaphas Cain; Hero of the Imperium for example. The fact they are &#039;&#039;&#039;[[derp|faster than Eldar]]&#039;&#039;&#039; lets them laugh at any unit they charge/charging them, and they are usually deployed a-la Kroot Carnivores (parking them behind a windowless wall 12-18&amp;quot; from the enemy). Unlike Kroots though, they are not there to slow the enemy, they provide a hazardous area for the first turns and then, when the main force has reached their position, they jump out to help OMNOMMing.&lt;br /&gt;
&lt;br /&gt;
In some editions Genestealer broods could upgrade one of the members to a [[Broodlord]], which formerly had a major role due to the biomorphs it could use and psyker powers, but being reduced to a sergeant basically made it just add an extra punch, though it still had a better statline than any non Special-Character Space Marine HQs (except the CSM&#039;s daemon prince). Sixth Edition turned Broodlords into rape machines in challenges, as they are able to bring down almost any independent character in the game without eternal warrior, while costing much, MUCH less.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Genestealers are still great, but other armies have some melee options that are pretty on-par with them. A horde of Ork Boyz, for example, can pump out 30 more melee attacks in a turn, and cost 110 points less. Granted, they don&#039;t have the 5++ invuln, but they still will wreck a horde of Genestealers&#039; shit if they get the first attack. On the other hand, the Genestealers are also very speedy and can rocket to the other side of the board with the right Stratagems. They can also charge after advancing (or lose that ability in exchange for a better armor save that can go up to MEQ-tier if in cover or under the benefits of Jormungandr&#039;s Hive Fleet Attribute) and can take [[Tyranid_Bio-Weapons#Acid Maw|Acid Maws]] for a few extra MEQ-killing attacks. Oh, and they also get a Deep Strike similar to a Terminator&#039;s teleport homers. They&#039;re especially potent with Hive Fleet Kraken since they&#039;ll have better advances as well as the ability to charge after falling back, which not only saves them from running the risk of being trapped in melee with something too tough for them to deal with but also improves their already impressive maneuverability and ensures that they&#039;ll always get the first swing in.&lt;br /&gt;
&lt;br /&gt;
===Genestealer Cults===&lt;br /&gt;
[[File:Inquisitor-hybrid.jpg|250px|thumb|right|Uh? What do you mean Inquisitors don&#039;t have [[StarCraft|an additional set of wing-claws]]?]]&lt;br /&gt;
&lt;br /&gt;
A very small range of really terrible looking Genestealer Cult minis were produced during 1st/2nd Edition, and the legendary 2nd Edition Tyranid Codex also featured a Cult army list. However, the vast updates wrought by 3rd Edition in 1998 basically eliminated Genestealer Cults as a playable force. As a result, while the Genestealer Cults were a frequent mention in the lore they were completely absent from the tabletop for nearly two decades (aside from the Genestealers themselves, of course). This all changed in 2016, near the end of 7th Edition, when long-suffering Genestealer Cult fans (yes, all three of them!) were finally rewarded with a beautiful new range of minis and a brand new Codex, chock full of disturbing and characterful units. And there was much rejoicing.    &lt;br /&gt;
&lt;br /&gt;
Cults get a super-genestealer called a Patriarch, the progenitor of the cult, as the main HQ choice. There&#039;s also the &amp;lt;s&amp;gt;[[Magnus the Red|Magnus]]&amp;lt;/s&amp;gt;Magus, acting as the cult&#039;s psyker, and the Primus, their version of a general/champion. You also get regular genestealers, though they&#039;re actually much better than Tyranid genestealers as they&#039;re hardier and stealthier. The troops themselves are roughly similar to Chaos Cultists, Neophyte hybrids being armed with guns and improvised equipment, with Acolyte hybrids fighting better in close combat. The Cult can also steal Guard vehicles, namely the [[Leman Russ Battle Tank]], [[Chimera Transport|Chimera]], and [[Sentinel]], as well as their version of a Technical called the [[Goliath Truck]]. You can also just straight up steal Guardsmen and field them as Neophyte Hybrids. All cult members specialize in ambushing opponents, and get major bonuses from their leaders, but much like the [[Tau]] they fall into disarray should their HQ be killed. However, this is alleviated by the fact that HQ automatically pass &amp;quot;Look Out Sir!&amp;quot;, meaning so long as you have enough meatshields you can keep them alive (hilariously enough, this can even be used in challenges for some serious trolling). And since cult leaders can summon in large numbers of reinforcements, you could be in for some real foot-slogging.&lt;br /&gt;
&lt;br /&gt;
Genestealer Cults are able to ally with Tyranids (though, as mentioned before, they&#039;re not Battle Brothers as the Tyranids view their cultists as dessert rather than the main course). Curiously, they can also ally with Guardsmen, as a way to represent the fact that they will infiltrate Guardsman/PDF forces prior to the invasion, so if you feel so inclined, you can augment your forces with &#039;&#039;even more&#039;&#039; Guard vehicles.&lt;br /&gt;
&lt;br /&gt;
== Unofficial codices ==&lt;br /&gt;
*Fly Lords of Terra Genestealer Apoc codex [http://www.box.com/shared/lyyxvnpk48]&lt;br /&gt;
*So not only do Genestealer Cults have a codex now, but this man, Chris Showers, actually made an army of them! You&#039;ll have to Google Search them yourself, though, since the GamesWorkshop website *cough* [http://www.games-workshop.com/gws/content/article.jsp?community=true&amp;amp;catId=&amp;amp;categoryId=300005&amp;amp;aId=11600017] *cough* is slowly deleting anything that isn&#039;t the webstore.&lt;br /&gt;
&lt;br /&gt;
==The Plague Returns ==&lt;br /&gt;
Guess who&#039;s back, bitches! http://www.spikeybits.com/2016/02/breaking-new-genestealer-cult-rules-pictures.html&lt;br /&gt;
&lt;br /&gt;
Deathwatch: Overkill started us out with rules and models for cultists, in this case various hybrids wielding mining equipment and a general leadership structure of a Genestealer patriarch, with hybrid preachers and enforcers. Then GW announced that they were doing a full codex, and if early impressions and rumors are anything to go by, it&#039;s gonna be &#039;&#039;fun&#039;&#039;. Genestealer Cults are gonna be getting their own psychic discipline with 7 powers, 8 formations, wargear options, their own vehicle (a limo no less!), &#039;&#039;and&#039;&#039;, it&#039;s looking like they&#039;ll have access to Imperial Guard vehicles too. Genestealers and hybrids catching a ride in Chimeras, or advancing alongside Leman Russes? &#039;&#039;Oh hell yes&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Genestealer_orks.jpg| ORKY NIDS!!!!!!!!!!!&lt;br /&gt;
File:Warhammer 40k the tyranid outcast by randize-d4jl7lq.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Genestealer Cults (9E)|Tactics on how to play them.]]&lt;br /&gt;
*[[Genestealer Cult Creation Tables]] - why not generate your own Cult?&lt;br /&gt;
*[[Jeanstealer]] - One of /tg/&#039;s creations. A rather confused Tyranid genestealer that is only driven to steal denim trousers.&lt;br /&gt;
*[[Hivestrain Azure]]- A fapfic about a particularly unusual strain of genestealer, likely part of a cult tainted by [[Slaanesh]].&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/Deathwatch/40k-rules-deathwatch-en.pdf Genestealer Cult Rules] 40k Rules for the new Genestealer Cult from Deathwatch: Overkill&lt;br /&gt;
*[[Zoats]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dawn of War]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tyranid]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Genestealer Cults]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Tyranids-Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Template:Genestealer-Cult}}&lt;br /&gt;
&lt;br /&gt;
{{WH40k-Factions}}&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Malyk&amp;diff=326473</id>
		<title>Malyk</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Malyk&amp;diff=326473"/>
		<updated>2021-07-09T06:19:49Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* 5e */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Malyk&lt;br /&gt;
|Symbol = Multihued Vortex or a Flame in a Tear&lt;br /&gt;
|Aliases = The Dark Mage&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Demigod&lt;br /&gt;
|Pantheon = [[Dark Seldarine]]&lt;br /&gt;
|Portfolio = &#039;&#039;&#039;AD&amp;amp;D:&#039;&#039;&#039; Wild Magic, Evil Magic, Rebellion &amp;lt;br&amp;gt; &#039;&#039;&#039;5E:&#039;&#039;&#039; Chaos, Rebellion, Wild Magic&lt;br /&gt;
|Domains = &#039;&#039;&#039;5E:&#039;&#039;&#039; Tempest, Trickery&lt;br /&gt;
|Home Plane = [[Pandemonium]]&lt;br /&gt;
|Worshippers = [[Wild Mage]]s usually of the [[Drow]], [[Derro]] and [[Alhoon]] races&lt;br /&gt;
|Favoured Weapon = Dagger&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Malyk&#039;&#039;&#039; is an obscure lesser deity of the Dark [[Seldarine]], the [[elf]] sub-pantheon relating to the [[Drow]]. Patron of drow anarchists and [[Wild Mage]]s, this obscure deity first materialized in the pages of [[Polyhedron]] #116, although he was also mentioned in several [[Advanced Dungeons &amp;amp; Dragons]] [[splatbook]]s: [[Drizzt]] Do&#039;Urden&#039;s Guide to the [[Underdark]], [[Volo]]&#039;s Guide to All Things Magical, and the Menzoberranzan boxed set. He made a surprise return after decades of having been forgotten in the pages of the [[Dungeons &amp;amp; Dragons 5th Edition]] splatbook, [[Mordenkainen]]&#039;s Tome of Foes.&lt;br /&gt;
&lt;br /&gt;
==AD&amp;amp;D==&lt;br /&gt;
In AD&amp;amp;D lore, Malyk was a [[drow]] [[lich]] who, towards the end of the [[Time of Troubles]], attempted to ascend to godhood by using the power of a mighty zone of wild magic in the depths of the [[Underdark]]. Although successful in stealing a fragment of [[Mystra]]&#039;s portfolio, he didn&#039;t get long to enjoy it; [[Tempus]] descended to the Underdark and destroyed the less-experienced deity, hoping to take the portfolio of wild magic for himself. Instead, [[Ao]] intervened and gave it to [[Talos]]... for some reason.&lt;br /&gt;
&lt;br /&gt;
Now an aspect of Talos, Malyk began appealing to the restless and rebellious members of drow society... which, understandably, are pretty common. Instead of investing his power in them to grant them full [[Cleric]] status, he instead encouraged them to study the art of the [[Wild Mage]], rewarding their worship with the ability to cast certain cleric spells alongside their [[wizard]] spells. Through this activity, he began appealing to other rebellious souls amongst the Underdark races, predominantly [[derro]] and [[alhoon]]s.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that Malyk&#039;s budding cult did not get on well with the church of [[Lolth]], although Malyk faded into obscurity before anything more official than that was said.&lt;br /&gt;
&lt;br /&gt;
==5e==&lt;br /&gt;
When Malyk made his surprise return in 5th edition, he lost the convoluted backstory and the status of being an aspect of [[Talos]]. Instead, he is a full-fledged [[Drow]] deity, and is in fact one of the two [[drow]] gods of arcane [[magic]]. Unlike [[Zinzerena]], who is often portrayed as his sister, or lover, or both, Malyk is associated with the raw, chaotic aspect of magic, making him the patron god of [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerers]], especially those of the [[Wild Mage]] origin.&lt;br /&gt;
&lt;br /&gt;
For this reason, unlike [[Zinzerena]], Malyk&#039;s chuch is officially outlawed in [[drow]] society. [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerers]], who appear at random and develop their power through individual drive rather than subordination to [[Lolth]] or easily-restricted study at the [[wizard]]ly academies, are a threat to the repressive social web that holds [[drow]] society together in its [[Lolth]]-ordained form. As such, all [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]], whether they worship Malyk or not, are outcasts, and being one is punishable by death. Which ironically is why they tend to be rebellious because, hey, when the [[Cleric|priestesses]] come for your head, trying to blast your way out and escape is a perfectly rational response!&lt;br /&gt;
&lt;br /&gt;
Malyk&#039;s cult is, obviously, rather unstructured, and usually takes the form of either subversive [[drow]] - males and low-status females alike - worshipping him for power whilst outwardly feigning devotion to [[Lolth]], or as anarchistic cells which help sorcerers strive to control their powers or escape. It&#039;s logical to presume he still has favor amongst the [[derro]], but this isn&#039;t gone into.&lt;br /&gt;
&lt;br /&gt;
One surprising cock-up from WoTC is that, despite Malyk being strongly associated with arcane magic, he is &#039;&#039;not&#039;&#039; presented as having the Arcana domain in his writeup. This same issue plagues [[Zinzerena]] as well - in fact, [[Kiaransalee]] is the only drow deity with any arcane overtones to &#039;&#039;have&#039;&#039; the Arcana domain. One possible interpretation for this could be that the Tempest domain is meant to represent his dominion over the destructive powers of wild magic. Luckily, a reasonable DM will surely agree that a Malyk [[cleric]] should have the option of taking the Arcana domain.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Forgotten Realms]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Malyk&amp;diff=326472</id>
		<title>Malyk</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Malyk&amp;diff=326472"/>
		<updated>2021-07-09T06:17:53Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* 5e */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Malyk&lt;br /&gt;
|Symbol = Multihued Vortex or a Flame in a Tear&lt;br /&gt;
|Aliases = The Dark Mage&lt;br /&gt;
|Alignment = Chaotic Evil&lt;br /&gt;
|Divine Rank = Demigod&lt;br /&gt;
|Pantheon = [[Dark Seldarine]]&lt;br /&gt;
|Portfolio = &#039;&#039;&#039;AD&amp;amp;D:&#039;&#039;&#039; Wild Magic, Evil Magic, Rebellion &amp;lt;br&amp;gt; &#039;&#039;&#039;5E:&#039;&#039;&#039; Chaos, Rebellion, Wild Magic&lt;br /&gt;
|Domains = &#039;&#039;&#039;5E:&#039;&#039;&#039; Tempest, Trickery&lt;br /&gt;
|Home Plane = [[Pandemonium]]&lt;br /&gt;
|Worshippers = [[Wild Mage]]s usually of the [[Drow]], [[Derro]] and [[Alhoon]] races&lt;br /&gt;
|Favoured Weapon = Dagger&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Malyk&#039;&#039;&#039; is an obscure lesser deity of the Dark [[Seldarine]], the [[elf]] sub-pantheon relating to the [[Drow]]. Patron of drow anarchists and [[Wild Mage]]s, this obscure deity first materialized in the pages of [[Polyhedron]] #116, although he was also mentioned in several [[Advanced Dungeons &amp;amp; Dragons]] [[splatbook]]s: [[Drizzt]] Do&#039;Urden&#039;s Guide to the [[Underdark]], [[Volo]]&#039;s Guide to All Things Magical, and the Menzoberranzan boxed set. He made a surprise return after decades of having been forgotten in the pages of the [[Dungeons &amp;amp; Dragons 5th Edition]] splatbook, [[Mordenkainen]]&#039;s Tome of Foes.&lt;br /&gt;
&lt;br /&gt;
==AD&amp;amp;D==&lt;br /&gt;
In AD&amp;amp;D lore, Malyk was a [[drow]] [[lich]] who, towards the end of the [[Time of Troubles]], attempted to ascend to godhood by using the power of a mighty zone of wild magic in the depths of the [[Underdark]]. Although successful in stealing a fragment of [[Mystra]]&#039;s portfolio, he didn&#039;t get long to enjoy it; [[Tempus]] descended to the Underdark and destroyed the less-experienced deity, hoping to take the portfolio of wild magic for himself. Instead, [[Ao]] intervened and gave it to [[Talos]]... for some reason.&lt;br /&gt;
&lt;br /&gt;
Now an aspect of Talos, Malyk began appealing to the restless and rebellious members of drow society... which, understandably, are pretty common. Instead of investing his power in them to grant them full [[Cleric]] status, he instead encouraged them to study the art of the [[Wild Mage]], rewarding their worship with the ability to cast certain cleric spells alongside their [[wizard]] spells. Through this activity, he began appealing to other rebellious souls amongst the Underdark races, predominantly [[derro]] and [[alhoon]]s.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that Malyk&#039;s budding cult did not get on well with the church of [[Lolth]], although Malyk faded into obscurity before anything more official than that was said.&lt;br /&gt;
&lt;br /&gt;
==5e==&lt;br /&gt;
When Malyk made his surprise return in 5th edition, he lost the convoluted backstory and the status of being an aspect of [[Talos]]. Instead, he is a full-fledged [[Drow]] deity, and is in fact one of the two [[drow]] gods of arcane [[magic]]. Unlike [[Zinzerena]], who is often portrayed as his sister, or lover, or both, Malyk is associated with the raw, chaotic aspect of magic, making him the patron god of [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerers]], especially those of the [[Wild Mage]] origin.&lt;br /&gt;
&lt;br /&gt;
For this reason, unlike [[Zinzerena]], Malyk&#039;s chuch is officially outlawed in [[drow]] society. [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerers]], who appear at random and develop their power through individual drive rather than subordination to [[Lolth]] or easily-restricted study at the [[wizard]]ly academies, are a threat to the repressive social web that holds [[drow]] society together in its [[Lolth]]-ordained form. As such, all [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]], whether they worship Malyk or not, are outcasts, and being one is punishable by death. Which ironically is why they tend to be rebellious because, hey, when the [[Cleric|priestesses]] come for your head, trying to blast your way out and escape is a perfectly rational response!&lt;br /&gt;
&lt;br /&gt;
Malyk&#039;s cult is, obviously, rather unstructured, and usually takes the form of either subversive [[drow]] - males and low-status females alike - worshipping him for power whilst outwardly feigning devotion to [[Lolth]], or as anarchistic cells which help sorcerers strive to control their powers or escape. It&#039;s logical to presume he still has favor amongst the [[derro]], but this isn&#039;t gone into.&lt;br /&gt;
&lt;br /&gt;
One surprising cock-up from WoTC is that, despite Malyk being strongly associated with arcane magic, he is &#039;&#039;not&#039;&#039; presented as having the Arcana domain in his writeup. This same issue plagues [[Zinzerena]] as well - in fact, [[Kiaransalee]] is the only drow deity with any arcane overtones to &#039;&#039;have&#039;&#039; the Arcana domain. One possible explanation for Malyk lacking the Arcana domain is that the Tempest domain is meant to represent his dominion over the destructive powers of wild magic. Luckily, a reasonable DM will surely agree that a Malyk [[cleric]] should have the option of taking the Arcana domain.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Forgotten Realms]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Drider&amp;diff=185410</id>
		<title>Drider</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Drider&amp;diff=185410"/>
		<updated>2021-07-09T06:02:57Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Monstergirls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pale Drider.png|300px|thumb|right|Fun fact: originally, driders were supposed to turn pale white as part of the transformation, perhaps to mimic a freshly molted spider?]]&lt;br /&gt;
&#039;&#039;&#039;Driders&#039;&#039;&#039; are a creature that originated in the [[Forgotten Realms]] of [[Dungeons &amp;amp; Dragons]]. They are basically [[centaurs]], but replace &amp;quot;human half&amp;quot; with &amp;quot;[[drow]] [[elf]] half&amp;quot; and &amp;quot;horse body&amp;quot; with &amp;quot;giant spider body&amp;quot;. Basically, the batshit crazy [[Lolth]] has a history of transforming her followers into half-spider monsters for shits &#039;n&#039; giggles.&lt;br /&gt;
&lt;br /&gt;
In the original lore, transformation into a Drider was supposed to be a punishment for those drow who failed one of [[Lolth]]&#039;s various psycho-tests or for a male who pissed off a high priestess so bad murderraping him to death wasn&#039;t punishment enough. [[Wat|It doesn&#039;t make a hell of a lot of sense]] considering that [[Lolth]] herself is basically half-drow and half-spider in her favorite avatar-form, that she considers spiders sacred (her original title was &#039;&#039;Demon Queen of Spiders&#039;&#039; for chrissakes) and Driders are actually &#039;&#039;more&#039;&#039; powerful in crunch than the drow they were made from. So when 4th edition came around, the fluff got changed to match the crunch and getting Drider&#039;ed became a cherished reward for her most worthy followers instead. 5th edition went back to the old fluff, arguing that Lolth is batshit insane and that few if any of her actions makes sense at all.&lt;br /&gt;
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[[Pathfinder]] made driders into the results of twisted mutative &amp;quot;[[fleshcrafting]]&amp;quot; done on failures with no divine connection at all. It also introduced a classic [[monstergirl]] sexual dimorphism; female driders look like sexy half-drow half-black widows, whilst male drow are hideous spider-faced half-tarantula brutes.&lt;br /&gt;
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In Eberron, Drow instead worship the scorpion god Vulkoor, and thus have [[Awesome|drow/scorpion hybrids]] called [[Scorrow]].&lt;br /&gt;
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==Monstergirls==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Since the basic picture of a Drider is inevitably a sexy black-skinned elf-lady atop a giant spider, centaur-style, it should be no surprise that they have taken off as one of the more common forms of [[monstergirls]]. Non-explicitly D&amp;amp;D based ones tend to be called Arachnes, however, since, y&#039;know, trademarks and Arachne being the woman who became the first spider in Greco-Roman myth and all. These monstergirls are often depicted as dominatrixes (if not outright vorarephiles, more on that later), particularly favoring bondage, since they can spin restraints out of their own silk - though there is an almost equally strong tendency to portray them as surprisingly timid and demure. Some actually invoke both, either by having the arachne possess a facade of shyness or demure mannerisms that gives way to domination in the bedroom, or by having them act assertive and domineering in public, but be shy and tender lovers in the privacy of the bedroom. Surprising if you look into actual spider behavior, it&#039;s not too far removed depending on the species. Some have elaborate &#039;dancing&#039; such as with the [https://en.wikipedia.org/wiki/Maratus_volans peacock spider] (watch it, it&#039;s pretty cute, [https://www.youtube.com/watch?v=xYIUFEQeh3g and quite memeable.]) others males &#039;pluck&#039; the web of the female like a musical instrument to serenade (or to simply let her know that it isn&#039;t food that just walked into her web, depending on species). Others do &#039;cuddle&#039; after reproduction, and there are at least a few species of spider that do the bondage thing and tie up their mating partner... although it is typically the male that ties the female down so he can have a chance to have his way with her without getting eaten by the much larger and stronger female (Yeah, Mother Nature is something of a /d/enizen like that at times...). Driders might also be into super hard core (i.e. mutilation) chastity play. In some species of spider males will mutilate the female after having sex so that potential rivals can&#039;t grab hold of the female to mate properly. In some other species, male spiders have been known to break off their dick to plug the reproductive organs of the female (this presumably also counts as CBT).&lt;br /&gt;
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Oh, and while we&#039;re on the subject, the idea that the female spider eats the male as a post-nookie snack is only partly true. Most species of spider do have a documented cases of a female eating the male, but her actually doing so is the exception rather than the rule. What&#039;s more, different species have the female eat the male for different reasons, the above one being particular to black widows; females of other types might eat a male because she doesn&#039;t like his mating dance, for example. Since spider penises don&#039;t grow back, males that break their dick off tend to let themselves get eaten without resistance. There&#039;s even one species where the male actually &#039;&#039;tries&#039;&#039; to get eaten, since he&#039;s unlikely to ever find another female, so he might as well give her a boost on gestating those eggs.&lt;br /&gt;
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It&#039;s also surprisingly common for [[monstergirl]] Driders to [[/d/|parasitically lay eggs inside of humanoid hosts with an ovipositor]], [[Rule 34|especially through the vagoos of nubile human or elfin maidens]].  Precisely why, nobody freaking knows, especially since first, Driders are almost always depicted as sterile in D&amp;amp;D (Lolth might be crazy but she doesn&#039;t want to create a self-sustaining rival race to her beloved/hated Drow - she has the [[chitine]]s for that) and second, spiders just don&#039;t do that sort of shit in real life. Like, at all.  Among arthropods that&#039;s mostly a wasp thing, [[Grimdark|the eggs are injected rather than fitted into a space, it&#039;s done with the idea that when the young hatch they feed by eating the recipient - &#039;&#039;&#039;alive or dead&#039;&#039;&#039; - from the inside out]] (may be worth noting that some parasitoid wasps, including the tarantula hawk, lay their eggs near or on a host instead of outright inside it). In fact spiders are known to be frequent &#039;&#039;victims&#039;&#039; of this process.&lt;br /&gt;
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So all in all, a race of driders whose sexuality accurately reflects that of actual spiders would have the following characteristics:&lt;br /&gt;
* [[Vore]] would be the single most common paraphilia amongst them, but still a paraphilia (healthy ones would probably refer to these perverts as something like &amp;quot;biters&amp;quot;).&lt;br /&gt;
* Being into bondage however would be the norm, and not at all a paraphilia for driders like it is for humans.&lt;br /&gt;
* Depending on the species of spider you want to draw from, the females could be aroused by things like Dancing or String Music (although this probably wouldn&#039;t help to curb the stereotype [[bard|bards]] have gained in 3e).&lt;br /&gt;
* Parasitic egg-laying would be the subject of primal (potentially even freudian) nightmares rather than anything they engage in as part of &#039;&#039;their&#039;&#039; reproduction.&lt;br /&gt;
** If you are such a hardcore /d/eviant that you absolutely &#039;&#039;must&#039;&#039; include this, then invent some sort of wasp monstergirl and make the driders the victims.&lt;br /&gt;
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===MGE===&lt;br /&gt;
The [[Monster Girl Encyclopedia]] has no fewer than 6 varieties of spider-based mamono:&lt;br /&gt;
* The &#039;&#039;&#039;Arachne&#039;&#039;&#039; is the common variant, and is basically a typical dominatrix spider-girl.&lt;br /&gt;
* The &#039;&#039;&#039;[[Hengeyokai|Jorogumo]]&#039;&#039;&#039; is a Zipangu variant who acts polite and demure during the day, but reverts to the same aggressive, sexually dominant behavior as her mainland cousin at night.&lt;br /&gt;
* The &#039;&#039;&#039;Ant Arachne&#039;&#039;&#039; is an arachne variant that has adapted to resemble the appearance of a Giant Ant mamono; these lazy bums infiltrate Giant Ant dens, where they freeload off of the food and captured men that the Ant-girls work so hard to provide. In case you&#039;re wondering, this is actually biologically accurate and there is a whole Taxonomy family of spider which mimic ants.&lt;br /&gt;
* The &#039;&#039;&#039;Ushi-oni&#039;&#039;&#039; is another Zipangu arachne; based upon a yokai that resembled a giant spider with an ox&#039;s head, it&#039;s essentially a [[minotaur]]-girl from the waist up and a giant tarantula from the waist down. They are amongst the most brutish and uncivilized of the Zipangu mamono, being essentially even more aggressive than minotaurs.&lt;br /&gt;
* The &#039;&#039;&#039;[[Girtablilu]]&#039;&#039;&#039; is essentially the [[Scorrow]] of the MGE world, taking its name from an actual scorpion-taur monster. It uses aphrodisiac venom to ensnare victims. If your wondering why Scorpions and Spider monster girls are in the same family, it&#039;s because Scorpions and spiders are in the same biological order: &#039;&#039;Arachnid&#039;&#039;. &lt;br /&gt;
* The &#039;&#039;&#039;Atlach-nacha&#039;&#039;&#039; is a Mythosian mamono, and as such one of the freakiest; in its native form, it resembles a [[loli]] with spider legs growing out of her back, but she uses her magic to transform men into giant spider-like abominations, with a &amp;quot;head&amp;quot; that is basically an orifice full of sexual organs and aphrodisiac venom-injectors into which she slots herself to take up the traditional &amp;quot;tauric&amp;quot; appearance.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Fireside Spinning Arachne.jpg&lt;br /&gt;
File:MGE Arachne.jpg&lt;br /&gt;
File:MGE Atlach-Nacha.jpg&lt;br /&gt;
File:MGE Ant Arachne.jpg&lt;br /&gt;
File:MGE Jorougumo.jpg&lt;br /&gt;
File:MGE Ushi-oni.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Monsters]][[Category: Monstergirls]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Centaur&amp;diff=115362</id>
		<title>Centaur</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Centaur&amp;diff=115362"/>
		<updated>2021-07-09T05:58:22Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* 5e D&amp;amp;D Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Elmore Lyra.jpg|thumb|right|400px|Female Centaurs: attractive but anatomically frustrating]]&lt;br /&gt;
The &#039;&#039;&#039;Centaurs&#039;&#039;&#039; are a race of mythical creatures from Greek [[mythology]], best known for being a literal mix of man and horse - they have a human&#039;s upper torso (that is, the body from the top of the hips up to the top of the head) replacing the head. They&#039;re also noted for being horny bastards and massive drunks. Centaurs were one of the less important monsters of their myths, with only a handful of references. Even so, they did get a constellation, and appear in various fantasy settings throughout the world now.&lt;br /&gt;
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==Who &#039;&#039;were&#039;&#039; they?==&lt;br /&gt;
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In their creation myth, the centaurs were descended from a mythical culture called the Lapiths, via their douchebag king Ixion. In short, Ixion was an asshole who murdered his father-in-law by burning the dude alive - [[Heresy|a &#039;&#039;huge&#039;&#039; no-no for the Greeks]]. Somehow, Zeus decided to be a super-chill guy, and not only forgave Ixion, but actually brought the asshole to Olympus to have dinner with the gods. Did Ixion realize just how lucky he was? Nope; asshole started eyeing Zeus&#039;s wife/sister, Hera. Zeus got suspicious, so he made a double for Hera out of clouds, called Nephele, and had her take Hera&#039;s place serving Ixion some dinner. Ixion promptly attacked and raped Nephele, for which Zeus smote his ass with a lightning bolt, then tied his spirit to a burning wheel and sent it spinning endlessly through the &amp;quot;sky&amp;quot; of Tartarus. Nephele got pregnant and her kids were fucking half-horse somehow.&lt;br /&gt;
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Ironically, one of the Centaur myths describes their interactions with the Lapiths. The Lapiths invited the Centaurs to one of their weddings, and then things went haywire very, very fast. Though the Centaurs had been benevolent beforehand, the copious amounts of wine being served got them all drunk, which meant they turned on a plate during the wedding, trying to rape the women and kill the men of the Lapiths. This ended up as one huge brawl, ending with a Lapith victory. This was the Greek way of saying [[Humanity Fuck Yeah|&amp;quot;Hey, nature? You suck.&amp;quot;]].&lt;br /&gt;
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Chiron, a great healer and teacher of heroes in Greek myth, was a rare case of a friendly centaur. The constellation Sagittarius is rendered in Chiron&#039;s image. Consequently, the prefix &amp;quot;sagittar-&amp;quot; is commonly used to denote centaurs, blissfully ignorant of the fact that &amp;quot;sagittarius&amp;quot; translates to &amp;quot;archer&amp;quot; (Chiron&#039;s favorite way of killing shit) in &#039;&#039;Latin&#039;&#039;, not &amp;quot;centaur&amp;quot;. (Somewhat accurate, but also not giving all the information about Chiron and the heroes that he taught and also not telling the story of how he came to BECOME the constellation &#039;Saggitarius&#039;) &lt;br /&gt;
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A centaur by the name of Nessus was also responsible for slaying Hercules (or, to give him his original Greek name, Heracles). Nessus tried to kidnap Hercules&#039; wife Diania to rape her at his leisure, and Hercules shot him with one of his poisoned arrows that was dipped in Hydra&#039;s blood for it. As he was dying, he told Hercules&#039; wife to secretly soak a cloak in his blood, promising that if Hercules&#039; eye started to wander, all she&#039;d have to do is make him wear it and he&#039;d fall back in love with her, failing to mentioned that his blood was now poisoned by the hydras. She believed him, but the gory cape was actually poisoned and drove Hercules so mad with pain, as the cloak burned his skin to the bone. He simply burned himself alive on a funeral pyre that he built, to find relief.&lt;br /&gt;
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If you want to know about the real world origin of the Centaur, well, consider where Greece is. Go too much farther north and your hit the Ukrainian and Russian Steppe, where the horse was first domesticated and where nomadic tribesmen practically learned to ride before they could walk. It&#039;s believed that the early Greeks saw either early horsemen or the first horsemen at a distance and could not understand that they were looking at a human ON an animal (a distinction that the Spanish report the Aztec had trouble grasping), and instead saw a horse with the top half of a man. And thus the Centaurs were born.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Centaurs are a fascinating example of a complete [[/d/|can of worms]] when looked at from a scientific standpoint, mainly because the way the Centaur is structured consists of two torsos (removing the horse torso would make it a [[Satyr]], removing the human torso would make it a horse-themed [[Sphinx]]).&lt;br /&gt;
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In theory, a centaur has two different sets of ribcages. Depending on how the setting has the internal anatomy work, a centaur could have two pairs of lungs, two hearts, an extra stomach and possible extra intestine leading to the horse stomachs, two livers, two sets of kidneys, and most anatomy exclusive to both dedicated carnivores and to dedicated herbivores. If this version of Centaur actually existed, it would possibly be the most unspecialized and energy-efficient diet in the setting. More often however, the human half is explained to have large lungs and a large heart while the rest of the anatomy is contained within the horse half. This presents the problem of having a ridiculously long esophagus which has an elevated risk of choking while the Heimlich Maneuver would have greatly reduced ability to save the Centaur&#039;s life, although as long as food manages to make it past the human half the rest of the esophagus would not require more than a drink of water to alleviate discomfort. &lt;br /&gt;
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They do not need to wipe their own asses, because their horse anus wipes itself through layers of sphincters. Any additional cleaning for social reasons however would require a sponge or towel on a stick. Likewise, putting garments on the horse half for reasons of modesty would be extremely difficult unless it&#039;s something like a horse blanket you can almost drape over the body. &lt;br /&gt;
 &lt;br /&gt;
Human babies are born completely helpless and unable to do much of anything by themselves other than emit noise. Horse babies immediately run once the birth awl is cleaned off by the mother. In theory, this means centaur babies run around and play while the human half flops around helplessly. More likely is that centaur babies would have both halves as developed as that of a regular horse since the horse womb&#039;s larger opening gives more time for the head to grow. (Head growth is not the only reason for helpless human infants, however. Human brains must take time to grow their connections while interacting with their environment, for which they need a massively extended period of maturation. Horses, like most animals, do not need to be young for long as they do not need to learn in this manner. Humans actually mature &#039;&#039;ungodly&#039;&#039; slow for creatures of our size in general, in fact. There would always be a mismatch in development unless the horse part could be held back to the pace of the human part.)&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Horse Ass.png&lt;br /&gt;
Image:Centaur Babies.png&lt;br /&gt;
Image:Centaur Anatomy.jpg&lt;br /&gt;
Image:Centaur Muscles.jpg&lt;br /&gt;
Image:Centaur Wut.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Dungeons &amp;amp; Dragons==&lt;br /&gt;
&lt;br /&gt;
[[File:Elmore 3e Centaur.jpg|300px|thumb|right|Centaurs can be very pretty from the waist up.]]&lt;br /&gt;
Centaurs and other &amp;quot;tauric&amp;quot; creatures have appeared throughout the editions and settings of [[Dungeons &amp;amp; Dragons]], from the half-lion [[wemic]]s of [[Forgotten Realms]] to the [[Drider]]s that have become so iconically linked with the [[Drow]].&lt;br /&gt;
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Flavor-wise, centaurs are pretty much identical to the standard [[Elf|Wood Elf]]; they are a &amp;quot;sylvan&amp;quot; (read: [[fey]]-lite) race who inhabit the deep woods and unspoiled meadows of the world, existing as nomadic hunter-gatherers with a deep respect for nature, always striving to live in balance with their environment and to replace what they take. Their population is kept small due to their massive caloric intake, which gives them a reputation as drunkards due to how much liquor they can consume in a sitting. They are generally disinterested in the [[demihuman]] races, save elves and forest [[gnome]]s, and are more likely to keep company with other sylvan races, such as [[dryad]]s and [[satyr]]s.&lt;br /&gt;
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This portrayal is pretty consistent, having begun all the way back in [[Mystara]] and remaining throughout most settings. But, this is different in the [[Nentir Vale]] setting; here, they are considered a type of [[fey]] (rather than their traditional monstrous humanoid) and a warlike tribal people who inhabit the steppes, plains and prairies of the [[Feywild]], although they may also be found in the mortal world, particularly in close proximity to elven lands. [[World Axis]] centaurs maintain permanent settlements, and do not suffer trespassers lightly. An emotional and rugged people, they swear allegiance to [[Kord]] and [[Melora]], rather than the gentler and more refined [[Corellon]]; they are renowned for the wild parties they throw to celebrate battles, hunts and births, which are full of boasting, sport and drink, and do not fear death. They have even been known to hire their services out as mercenaries to [[eladrin]], elves or any other race willing to meet their price. They are still dedicated to protecting the unspoiled wilderness, though, and if anything are more assertive about it.&lt;br /&gt;
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Centaur are rarely used as Player Character races due to the difficulties of a Centaur performing non-running feats of agility, but those players who do use them find that they are both quite powerful and also have the perk of not having to buy a mount. In fact, centaurs have been playable in most editions of the game, having appeared in: &amp;quot;Tall Tales of the Wee Folk&amp;quot; for Basic D&amp;amp;D; &amp;quot;[[Complete Book Series|The Complete Book of Humanoids]]&amp;quot; for Advanced D&amp;amp;D; and the [[Monster Manual]] 1, [[Races of X|Races of the Wild]], the [[Dragonlance]] campaign setting book, Races of [[Krynn]] and Races of [[Faerun]] splatbooks for 3rd edition. Absent in 4th edition, they made a return in the 2018 May issue of [[Unearthed Arcana]] for 5th edition before being made official in the Guildmaster&#039;s Guide to Ravnica.&lt;br /&gt;
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===BD&amp;amp;D Stats===&lt;br /&gt;
::Ability Score Minimums/Maximums: Requires 9 [[Strength]] and 5 [[Constitution]]. All other scores have a base minimum of 3. All scores have a maximum of 18.&lt;br /&gt;
::Prime Ability Requisite: Strength. A centaur PC gains +5% EXP if their Str is 13+, and +10% if their Str is 16+.&lt;br /&gt;
::Natural Armor Class: AC 8 at level -1, AC 7 from level 0.&lt;br /&gt;
::Centaurs can achieve 8th level in both the [[Shaman]] sub-class and the [[Wizard|Wokani/Wicca]] sub-class. To become a shaman requires Int 13+ and Wis 10+, whilst to become a wicca requires Int 13+ and Wis 13+. In both classes, progressing requires Int 15+ and Wis 13+. A centaur can choose to progress in both the Shaman and Wokani/Wicca class by way of the [[Multiclassing|dual-classing]] mechanic; stopping their advancing in one and beginning advancing in the other.&lt;br /&gt;
::A centaur can strike with its hooves, inflicting 1d6 damage per hoof.&lt;br /&gt;
::A centaur wielding a lance can inflict double damage by charging, as if a mounted [[fighter]], but cannot use its hooves in the same round in which it does so.&lt;br /&gt;
::Centaurs require a special combination of human armor and horse barding to protect themselves.&lt;br /&gt;
::Centaurs may use magic items permitted to [[Fighter]]s.&lt;br /&gt;
::Centaurs make Saving Throws as per a [[Fighter]] of the same level.&lt;br /&gt;
&lt;br /&gt;
Centaur Racial Level Advancement Table&lt;br /&gt;
::Level -1: -4,000 EXP, 2d8 Hit Dice&lt;br /&gt;
::Level 0: 0 EXP, 4d8 Hit Dice&lt;br /&gt;
::Level 1: 4,000&lt;br /&gt;
::Level 2: 12,000 EXP, 5d8 Hit Dice&lt;br /&gt;
::Level 3: 28,000 EXP, 6d8 Hit Dice&lt;br /&gt;
::Level 4: 60,000 EXP&lt;br /&gt;
::Level 5: 124,000 EXP, 7d8 Hit Dice&lt;br /&gt;
::Level 6: 250,000 EXP, 8d8 Hit Dice&lt;br /&gt;
::Level 7: 500,000 EXP&lt;br /&gt;
::Level 8: 800,000 EXP, 9d8 Hit Dice&lt;br /&gt;
::Level 9: 1,100,000 EXP, 10d8 Hit Dice&lt;br /&gt;
::Level 10: 1,400,000 EXP, 10d8+2 Hit Dice&lt;br /&gt;
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Subsequent levels cost +300,000 EXP and grant +2 HP.&lt;br /&gt;
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===AD&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur MM 2e.png|thumb|250px]]&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 11/18, Dexterity 3/16, Constitution 11/18, Intelligence 3/16, Wisdom 4/18, Charisma 3/18&lt;br /&gt;
::Ability Score Adjustments: +1 Constitution, +1 Wisdom, -2 Dexterity&lt;br /&gt;
::Class &amp;amp; Level Limits: [[Fighter]] 12, [[Ranger]] 10, [[Mage]] 12, [[Druid]] 14, [[Shaman]] 7, [[Bard]] 12&lt;br /&gt;
::+4 hit points at 1st level&lt;br /&gt;
:::Available [[Kits]]: Tribal Defender, Pit Fighter, Sellsword, Wild Protector, Hedge Wizard, Humanoid Scholar, Outlaw Mage, Shaman, Oracle, Wandering Mystic, Humanoid Bard (mandatory for Centaur Bards)&lt;br /&gt;
:::[[Multiclassing]] Options: Fighter/Mage, Fighter/Thief, Ranger/Shaman&lt;br /&gt;
:::Thieving Skill Adjustments: -10% Move Silently, -5% to Hide in Shadows and Read Languages&lt;br /&gt;
::Natural Armor Class: 5&lt;br /&gt;
::Can make 3 melee attacks per round; once with weapon, twice with a forehoof (hooves do 1d6 damage).&lt;br /&gt;
::Centaurs armed with lances can Charge for double damage, but cannot attack with their hooves in that same round.&lt;br /&gt;
::Centaurs take damage as Large creatures.&lt;br /&gt;
::Centaurs have difficulty negotiating underground settings.&lt;br /&gt;
::Weapon Proficiencies: Composite Long Bow, Medium Horse Lance, Great Club&lt;br /&gt;
::Nonweapon Proficiencies: Animal Lore, Agriculture, Animal Noise, Armorer, Artistic Ability, Bowyer/Fletcher, Brewing, Drinking, Eating, Fishing, Hunting, Leatherworking, Natural Fighting, Running, Set Snares, Survival (Forests), Tracking, Weaving, Winemaking&lt;br /&gt;
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{{D&amp;amp;D2e-Races}}&lt;br /&gt;
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===3e D&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur RoF.jpg|thumb|250px]]&lt;br /&gt;
Amazingly, despite appearing in multiple different splatbooks for both 3.0 and 3.5, the Centaur maintained a singular set of stats across all of them.&lt;br /&gt;
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::+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.&lt;br /&gt;
::Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.&lt;br /&gt;
::Space/Reach: 10 feet/5 feet.&lt;br /&gt;
::A centaur’s base land speed is 50 feet.&lt;br /&gt;
::Darkvision out to 60 feet.&lt;br /&gt;
::Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice; a base attack bonus of +4; and base saving throw bonuses of Fort +1, Ref +4, and Will +4.&lt;br /&gt;
::Racial Skills: A centaur’s monstrous humanoid levels give him skill points equal to 7 × (2 + Int modifier). His class skills are Listen, Move Silently, Spot, and Survival.&lt;br /&gt;
::Racial Feats: A centaur’s monstrous humanoid levels give him two feats.&lt;br /&gt;
::+3 natural armor bonus.&lt;br /&gt;
::Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.&lt;br /&gt;
::Favored Class: Ranger. Centaur rangers often choose magical beasts or some variety of humanoid as their favored enemy.&lt;br /&gt;
::Level adjustment +2.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
Like virtually all OGL monsters, the only changes to centaur in [[Pathfinder]] were system wide changes (Monstrous Humanoid HD is now D10 and 4 + int skill points).&lt;br /&gt;
&lt;br /&gt;
Advanced Race Guide gave a [https://www.d20pfsrd.com/races/other-races/more-races/monstrous-races-21-30-rp/centaur/ centaur as an example of its race creation system]. Since they decided to keep the absurdly high stat adjustments it&#039;s power level is, by the book&#039;s own admission, unusable by player characters in normal campaign.&lt;br /&gt;
&lt;br /&gt;
Dreamscarred Press included Centaur as one of the monster classes they published. It&#039;s pretty much just 4 levels that give you all the stuff in the 3.5 example (except the level adjustment) with the PF RHD changes.&lt;br /&gt;
&lt;br /&gt;
===5e D&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur 5e.jpg|thumb]]&lt;br /&gt;
How to pull off a 5e centaur PC race was something that was debated on /tg/ every now and then; how should you handle the size issue? What effects should having a horse for legs have on getting around? Well, WoTC came up with surprisingly elegant solutions when they debuted a centaur in the [[Unearthed Arcana]] for May 2018. They even took the time to address the most unbalancing aspect of being a centaur in 3e, which was that your racial type not being standard Humanoid made you immune to a lot of common spells, a somewhat flawed design idea that was brought back for 5e.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, because the design team persistently overvalues both natural weapons and Powerful Build, they&#039;re also a bit... bland.  Not bad, per se, but uninspired. And because no positive effects target monstrosities but not humanoids, it&#039;s strictly a bad thing, though even &#039;&#039;that&#039;&#039; will barely come up, they don&#039;t even count as mounted for feats or the Cavalier archetype. That said, because of the ability to inflict what&#039;s effectively a crit on demand the amount of damage they can do, in theory, on a charge is almost stupidly high. At level one with 17 strength, with an average roll of 7 of a 2d6 weapon and +3 mod becomes 17 damage, enough to one shot a lot of things at level one or 1/6 of an ogre and an  &#039;&#039;actual&#039;&#039; crit stacks with this to become out-and-out devastating. In an ideal situation of +5 mod, 12 damage,+5 magic bonus and a crit: your looking at &#039;&#039;&#039;58&#039;&#039;&#039; damage. While that is strictly speaking unlikely, there are rerolls for all those rolls, (champion crit extension, and great weapon fighting style rerolls of 1&#039;s and 2&#039;s) so it is far from impossible. All in all: Centaurs may be a one trick pony, but it can be one hell of a trick.&lt;br /&gt;
&lt;br /&gt;
::Abilities: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Charge: You can make a charge attack by moving at least 20 feet towards a target and then hitting it with a melee attack in the same turn. If you hit with this charge attack, roll your weapon&#039;s damage dice twice and add the results together to determine how much damage you have inflicted. Once you have made a charge attack, you must complete a short rest or a long rest before you can make one again.&lt;br /&gt;
::Hooves: You possess hooves, which are a natural weapon that you have proficiency in. A hoof attack inflicts 1d6 + Str modifier Bludgeoning damage.&lt;br /&gt;
::Equine Build: You count as one size category larger to determine your capacity to carry, push and drag. However, when climbing, each foot of movement costs you +4 extra movement instead of the normal +1 foot. You can allow a creature of Medium or smaller size to ride on your back, but you still act independently when you have a rider.&lt;br /&gt;
::Survivor: You have Proficiency in the Survival skill.&lt;br /&gt;
::Hybrid Nature: You count as being both a Humanoid and a Monstrosity in terms of Creature Type, and thus can be affected by any game effect that specifically targets either of your types.&lt;br /&gt;
&lt;br /&gt;
They made a surprise reappearance in the Guildmaster&#039;s Guide to [[Ravnica]], acquiring an official writeup that was similar to, yet different from, the version presented in [[Unearthed Arcana]]:&lt;br /&gt;
&lt;br /&gt;
::Ability Scores: Str +2; Wis +1&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 ft.&lt;br /&gt;
::Age. Centaurs mature and age at about the same rate as humans.&lt;br /&gt;
::Alignment. Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.&lt;br /&gt;
::Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.&lt;br /&gt;
::Fey. Your creature type is fey, rather than humanoid.&lt;br /&gt;
::Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.&lt;br /&gt;
::Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.&lt;br /&gt;
::Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.&lt;br /&gt;
::Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.&lt;br /&gt;
::Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.&lt;br /&gt;
&lt;br /&gt;
You will note that this version of the centaur is far weaker. Charge is now basically pathetic and only grants you an additional 1d4 on a hit, even if it&#039;s no longer a short rest ability.&lt;br /&gt;
&lt;br /&gt;
If the canon 5e centaur stats don&#039;t tickle your fancy, you could always try out the ones from the [[Midgard]] Heroes Handbook, which present their own take on the concept.&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Large - but see Humanoid Torso&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Type: Monstrosity&lt;br /&gt;
::Natural Attacks: You can make a single attack with your hooves, which you are considered Proficient in and which deal 2d6 Bludgeoning damage.&lt;br /&gt;
::Centaur Weapon Training: You have Proficiency with the Pike and the Longbow.&lt;br /&gt;
::Pike Charge: If you move at least 30 feet straight toward a target it and then hit it with a Pike attack on the same turn, the target takes an extra 3 (1d6) piercing damage, which increases to 6 (2d6) at level 6 and 9 (3d6) at level 11. You can only make one Pike Charge per turn, and can only make a number of Pike Charges per day eqal to your Constitution modifier (minimum of 1). You recover all uses of this ability when you complete a Long Rest.&lt;br /&gt;
::Humanoid Torso: Though you take up space as if you were a Large creature, you are still considered a Medium creature for purposes of weapons and armor.&lt;br /&gt;
::Quadruped: You have Disadvantage on Stealth checks and also suffer problems when dealing with architecture designed for humanoids, such as ladders and manholes.&lt;br /&gt;
::Self-Sufficient: You have Proficiency in the Medicine skill.&lt;br /&gt;
&lt;br /&gt;
[[Odyssey of the Dragonlords]] offers yet another alternative for the 5e centaur PC. Centaurs of Thylea are characterized as a proud race of nomadic warriors; hunter-gatherers with an emphasis on the &#039;&#039;hunter&#039;&#039; part, they are once of the major civilizations created by the titans, and whilst they&#039;re not at open war with the Mytrosians, they have never forgotten or forgiven the Dragonlords for how they fucked over their people during the First War, and they will happily trample the shit out of anyone stupid enough to try and build permanent settlements on their land. Whilst their egos are infamous - Thylean centaurs view themselves as the supreme race and are notorious for their vanity when it comes to their looks - and it&#039;s common knowledge that they become dangerous, belligerent and boorish when drunk, they&#039;re also renowned for their loyalty. Make a centaur friend, and they&#039;ll be your friend for life, and you can&#039;t find a truer adventuring companion.&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Charge: If you move 30 feet straight toward a target and then hit them with a melee attack on the same turn, the target takes an extra 1d6 damage from the first attack.&lt;br /&gt;
::Mountable: As a bonus action on your turn, you may allow a single willing ally within 5 feet of you to hitch a brief ride on your back. They are carried on your back until the end of your turn, at which point they must disembark within 5 feet of you. While being carried, your rider is not considered to be mounted and they are not vulnerable to attacks of opportunity. Your rider must be a bipedal creature of your size or smaller.&lt;br /&gt;
::Quadrapedal Stride: Climbing and manuevering in tight spaces count as difficult terrain for you.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
centaur 1e.jpg&lt;br /&gt;
centaur MCV1.jpg&lt;br /&gt;
centaur 4e.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer Fantasy]]==&lt;br /&gt;
The &amp;quot;proto-Hammer&amp;quot; version of Warhammer Fantasy featured Centaurs as a [[Chaos]]-aligned race closely linked to [[Beastmen]] in the [[Realms of Chaos]]: The Lost and the Damned. They were dropped, for some reason, but eventually returned in 6th edition after having been reworked into the [[Centigor]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Dwarves]] has bull centaur, the result of a Chaos Dwarf given blessing by their dark god &#039;&#039;&#039;Hashut&#039;&#039;&#039;, the bull Chaos God. They are still Chaos Dwarfs with their usual appearances of big, mean, muscular, curly beard and horns on their head, only that their bottom-half has been replaced by that of a bull&#039;s. This transformation replaces the their short leg and thus nullified their slow moving weakness while retaining their trademark endurance, strength and high leadership.&lt;br /&gt;
&lt;br /&gt;
If that&#039;s not enough then things get bigger with [[Dragon Ogres]], because regular centaur isn&#039;t awesome enough. [[Dragon Ogres]] have the upper part of an Ogre and their lower parts are four dragon-like legs. These [[Dragon Ogres]] made a pact with the Chaos Gods that they would serve them, in exchange for immortality (at the cost of having no female Dragon Ogres to fuck, or possibly having females but all being sterile; it&#039;s hard to say from the fluff). They are one of the oldest creatures in the Old World, and are supercharged when struck by lightning. The oldest and largest [[Dragon Ogres]] are Shaggoths.&lt;br /&gt;
&lt;br /&gt;
Lastly there&#039;s the [[Zoat]]s. A hermit-like, scaly, four-legged creature who has power over nature with their lore of life spell. Their size were so similar to a small dragon ogres that CA was able to put it in [[Total War: WARHAMMER]] as a reskinned Dragon Ogres.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer: Age of Sigmar]]==&lt;br /&gt;
In the Age of Sigmar universe, centaurs are - or at least used to be - one of the races inhabiting the realm of [[Ghur]]. The character [[Kragnos]] is a centaur of the Drogrukh clan who became a god through sheer bloodymindedness, ultimately making such a nuisance of himself that the forces of Order sealed him away. He recently broke out, and is very pissed to discover that the remaining centaurs were wiped out whilst he was gone.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer 40K]]==&lt;br /&gt;
Though the Centaur in and of itself hasn&#039;t been discovered as of yet in the dark millennium (it is perfectly possible that they exist somewhere in the galaxy, mind you - there is [[Abhuman|&#039;&#039;weirder&#039;&#039; shit]] out there), the [[Interex]] had a heavy infantry platform which had the shape and appearance of the Centaurs of myth. The human soldier was fit into the front of a mechanical, horselike body (where the head would&#039;ve been on a real horse), so only the upper body was visible. They even went so far as giving the soldiers laser-crossbows.&lt;br /&gt;
&lt;br /&gt;
Though most would argue that this was freaking [[awesome]], they were exterminated by the Imperium, and as far as we know, the Mechanicum haven&#039;t kept anything from the [[Interex]]... But who knows, maybe the next Imperial Guard Supplement will include cyborg horse-human hybrids (of course you can make these anyway and just proxy them as rough riders on the table top). You can&#039;t know with [[Games Workshop|GW]] these days.&lt;br /&gt;
&lt;br /&gt;
A centaur body is one of the common Chaos mutations, though given the nature of Chaos you may end up with a snake tail, a giant bloodhound body, or a fucking spider torso instead of your legs, and that&#039;s if you get lucky - some poor Nurglite sod may get a snail or maggot body instead of his legs, or even a twisted mess of tentacles that have the mind of their own and immediately start raping all asses in proximity, including their own.&lt;br /&gt;
&lt;br /&gt;
Additionally, an [[Imperial Guard]] short story (&#039;&#039;Children of the Emperor&#039;&#039;) from the [[Into the Maelstrom]] anthology features a guardsman stranded on a lost, feral world with super-high gravity, populated by [[abhuman]]s whose ancestors gave themselves centaur bodies and super-enhanced muscles to cope with high gravity and abundance of deadly predators. He gets involved with a struggle between the Emperor-worshipping locals and a [[Khorne|Khornate]] heresy, but the best he can do is to report to the Imperium when he escapes that the planet is feral, too dangerous &amp;amp; resource poor to colonize, and houses only some unimportant alien species, thus preventing the loyalists from being slaughtered as [[mutant]]s by more Puritanical Imperials.&lt;br /&gt;
&lt;br /&gt;
Also we have the [[Zoats]], a &amp;lt;strike&amp;gt;now-abandoned&amp;lt;/strike&amp;gt; (They&#039;re back now, fuckers!) race of reptilian taurs that were originally envoys and propagandists for the Tyranids, before they fully embraced the Horde of Alien Locusts thing.&lt;br /&gt;
&lt;br /&gt;
==[[Warcraft]]==&lt;br /&gt;
Warcraft features many types of Centaur as well as centaur-like creatures. The earliest Centaur are descendants to the demigod Cenarius (half-Night elf half Stag), his sons are called Keepers of the grove, they have the upper part of a night elf with antlers on their heads, one of their hands is wood like, and they have the lower parts of a stag. The female versions of them are Dryads who are female night elf and half doe. &lt;br /&gt;
&lt;br /&gt;
They also have regular Centaurs who are a bastard race born from a Keeper of the grove and (the rather ugly) spirit of Earth, they thank their father for creating them by killing him. They have the traditional Centaur look, with a nomadic Mongol-like culture mostly built on harassing the cow-like Tauren.&lt;br /&gt;
&lt;br /&gt;
The Burning Legion has Annihilan which are massive demons that have an upper part of a demon and a lower part of a four legged dragon. They serve as among the Legions commanders and wield enormous weapons that can smash armies in one swing.&lt;br /&gt;
&lt;br /&gt;
==Centaur [[Monstergirls]]==&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
Centaurs invite ceaseless argument over whether they count as [[monstergirls]] or as [[furry]]. On the one hand, they do have human-like heads and not muzzles (though Japanese hentai seems to like portraying them with horse ears instead of human ears, and this has become more common in western art too). On the other hand, they have horse-junk at their business end (except, again, for some Japanese hentai, where they have human pussies at the front of their horse bodies instead or in addition to mare-cunts at their ass-end), which makes them in many ways &#039;&#039;more&#039;&#039; like [[Chakat|bestiality than regular furries]].&lt;br /&gt;
&lt;br /&gt;
Not helping things is that both sides of the divide have embraced them. In fact, centaurs are so popular that the idea of replacing the horse with other critters that sound cool or sexy is rather popular; lions, wolves, tigers, [[drider|spiders]]... heck, [[lamia]]s can be described as &amp;quot;centaurs that are half-snake instead of half-horse&amp;quot;. The idea is so popular that a whole new word (arguably descended from the furries), &amp;quot;tauric&amp;quot;, has popped up as a shorthand for it.&lt;br /&gt;
&lt;br /&gt;
[[/d/]] alternatively loves them (because they&#039;re an excuse for pictures of huge buff guys with huge horse cocks, [[monstergirls]] with huge-ass tits, or monstergirls [[dickgirl|with huge-ass tits AND huge horse cocks]]) and loathes them (because of the aforementioned furry/bestiality connotations).&lt;br /&gt;
&lt;br /&gt;
Surprisingly, despite the fact that centaurs are iconic creatures from western &amp;quot;Classical Mythology&amp;quot;, the vast majority of centaur MG depictions have come from Japan. This may be because, unlike westerners, Japanese smutfans don&#039;t really make so much of a distinction between [[furry]] and [[monstergirl]], and so they don&#039;t get bothered by the whole &amp;quot;you&#039;re fucking a horse&#039;s hiney&amp;quot; thing since they pass the [[Harkness Test]].&lt;br /&gt;
&lt;br /&gt;
Perhaps because of the strong association between the cavalry and the [[samurai]] caste - or because Japanese dig soft, sweet chicks to an almost disturbing degree - almost all known Japanese centaur MGs have been tsunderes or yamato nadeshikos, i.e. either sweet-girls who act like bitches because they don&#039;t wanna admit their feelings, or very sweet and demure girls with a steely core. A more mythology-accurate centaur MG would be a total ladette - a she-jock who loves to fight, hunt, drink and fuck like there&#039;s no tomorrow and aggressively chases after good-looking guys. Sort of a bro with the body of a super-model who&#039;s fine with letting you grope her titties and cunt (wherever it is), or kills you on a whim.&lt;br /&gt;
&lt;br /&gt;
Additionally there are several factors of horse anatomy one should keep in mind when discussing sex with centaurs:&lt;br /&gt;
*The above-discussed reason why horses don&#039;t need to wipe their asses after taking a dump would doubtlessly affect anal sex in some way, for better or worse.&lt;br /&gt;
*Giving Centaurs rear horse junk would be likely to complicate masturbation.&lt;br /&gt;
*Given the thing male horses are so infamous for worldwide, a centauress(?) that has horse junk would be likely to find human men &#039;&#039;quite&#039;&#039; underwhelming. &lt;br /&gt;
*On that note, getting any meaningful length of a horse penis inside a human frequently kills real-life zoophiles due to organ rupture, and deepthroat would probably require you to dislocate your jaw and find some acid-proof horse condoms.&lt;br /&gt;
*Like with [[minotaur|minotaurs]], there&#039;s also the issue of whether a centauress would have human boobs or a horse udder when you think about it. There are many more lulzy ways to interpret this than the minotaur offers, however, such as centaur women with two perfectly human and hairless boobs dangling from the fucking &#039;&#039;horse&#039;&#039; torso like a ballsack (you could even nickname these body parts the breasticles or chesticles).&lt;br /&gt;
&lt;br /&gt;
===[[Monster Girl Encyclopedia]]===&lt;br /&gt;
[[File:MGE Centaur.jpg|thumb|250px|right|There may be a reason why the MGE centaur looks like a half-horse half-[[elf]]...]]&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], centaurs are a race of tsundere nomadic archers. They do still love booze, though, and have a tendency to lose control and become horny drunks who&#039;ll rape men... of course, being tsunderes, they&#039;ll bitch at the &#039;&#039;men&#039;&#039; to &amp;quot;take responsibility&amp;quot; after they sober up, which is as tired a cliche in hentai as &amp;quot;OMG it&#039;s so big&amp;quot; is in western porn. For many years, constant arguments frequently sprung up about where the genitals are. The author decided to split the difference by decreeing they have two sets of genitals, one on each end. All this served to do was re-draw the battle lines so as to be fought over whether this succeeded in solving the problem or is the stupidest thing in the history of ever.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===[[Life With Monstergirls]]===&lt;br /&gt;
Centaur have a long and noble history as knights and paladins, and most of their race still carry themselves with dignity. Female Centaur often adopt knightly demeanor and customs. Their females are only fertile during certain periods of the year (like real horses), and must use this time to produce offspring. Their sex drive is greatly reduced (although not non-existent) outside of this period, which also like with real horses is called estrus.&lt;br /&gt;
Centaurs have long had a history where the sexually selected traits for males were general raw strength and bravado. This unfortunately resulted in most modern Centaur men being unattractive fratboys. Recently, their culture is shifting towards effeminate and polite men being attractive, and this means that Centaur women are beginning to more and more desire human men. The product of a human/Centaur union is a full-blooded Centaur (no word on the results of a horse-centaur union), but the practice is still highly taboo. Instead Centaurs have been relying on human men as &amp;quot;teasers&amp;quot;, a role that yet still exists in real life horse breeding (although in real life the role is thankfully filled by other horses). The human man more or less arouses a female who is in estrus until she can bear to reproduce with her husband.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Centaur Breeding.jpg|Centaur sexual habits in Daily Life with Monstergirl&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Dungeons &amp;amp; Dragons Races]][[Category:Monsters]][[Category:Greek Mythology]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Centaur&amp;diff=115361</id>
		<title>Centaur</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Centaur&amp;diff=115361"/>
		<updated>2021-07-09T05:56:06Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Who were they? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Elmore Lyra.jpg|thumb|right|400px|Female Centaurs: attractive but anatomically frustrating]]&lt;br /&gt;
The &#039;&#039;&#039;Centaurs&#039;&#039;&#039; are a race of mythical creatures from Greek [[mythology]], best known for being a literal mix of man and horse - they have a human&#039;s upper torso (that is, the body from the top of the hips up to the top of the head) replacing the head. They&#039;re also noted for being horny bastards and massive drunks. Centaurs were one of the less important monsters of their myths, with only a handful of references. Even so, they did get a constellation, and appear in various fantasy settings throughout the world now.&lt;br /&gt;
&lt;br /&gt;
==Who &#039;&#039;were&#039;&#039; they?==&lt;br /&gt;
&lt;br /&gt;
In their creation myth, the centaurs were descended from a mythical culture called the Lapiths, via their douchebag king Ixion. In short, Ixion was an asshole who murdered his father-in-law by burning the dude alive - [[Heresy|a &#039;&#039;huge&#039;&#039; no-no for the Greeks]]. Somehow, Zeus decided to be a super-chill guy, and not only forgave Ixion, but actually brought the asshole to Olympus to have dinner with the gods. Did Ixion realize just how lucky he was? Nope; asshole started eyeing Zeus&#039;s wife/sister, Hera. Zeus got suspicious, so he made a double for Hera out of clouds, called Nephele, and had her take Hera&#039;s place serving Ixion some dinner. Ixion promptly attacked and raped Nephele, for which Zeus smote his ass with a lightning bolt, then tied his spirit to a burning wheel and sent it spinning endlessly through the &amp;quot;sky&amp;quot; of Tartarus. Nephele got pregnant and her kids were fucking half-horse somehow.&lt;br /&gt;
&lt;br /&gt;
Ironically, one of the Centaur myths describes their interactions with the Lapiths. The Lapiths invited the Centaurs to one of their weddings, and then things went haywire very, very fast. Though the Centaurs had been benevolent beforehand, the copious amounts of wine being served got them all drunk, which meant they turned on a plate during the wedding, trying to rape the women and kill the men of the Lapiths. This ended up as one huge brawl, ending with a Lapith victory. This was the Greek way of saying [[Humanity Fuck Yeah|&amp;quot;Hey, nature? You suck.&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Chiron, a great healer and teacher of heroes in Greek myth, was a rare case of a friendly centaur. The constellation Sagittarius is rendered in Chiron&#039;s image. Consequently, the prefix &amp;quot;sagittar-&amp;quot; is commonly used to denote centaurs, blissfully ignorant of the fact that &amp;quot;sagittarius&amp;quot; translates to &amp;quot;archer&amp;quot; (Chiron&#039;s favorite way of killing shit) in &#039;&#039;Latin&#039;&#039;, not &amp;quot;centaur&amp;quot;. (Somewhat accurate, but also not giving all the information about Chiron and the heroes that he taught and also not telling the story of how he came to BECOME the constellation &#039;Saggitarius&#039;) &lt;br /&gt;
&lt;br /&gt;
A centaur by the name of Nessus was also responsible for slaying Hercules (or, to give him his original Greek name, Heracles). Nessus tried to kidnap Hercules&#039; wife Diania to rape her at his leisure, and Hercules shot him with one of his poisoned arrows that was dipped in Hydra&#039;s blood for it. As he was dying, he told Hercules&#039; wife to secretly soak a cloak in his blood, promising that if Hercules&#039; eye started to wander, all she&#039;d have to do is make him wear it and he&#039;d fall back in love with her, failing to mentioned that his blood was now poisoned by the hydras. She believed him, but the gory cape was actually poisoned and drove Hercules so mad with pain, as the cloak burned his skin to the bone. He simply burned himself alive on a funeral pyre that he built, to find relief.&lt;br /&gt;
&lt;br /&gt;
If you want to know about the real world origin of the Centaur, well, consider where Greece is. Go too much farther north and your hit the Ukrainian and Russian Steppe, where the horse was first domesticated and where nomadic tribesmen practically learned to ride before they could walk. It&#039;s believed that the early Greeks saw either early horsemen or the first horsemen at a distance and could not understand that they were looking at a human ON an animal (a distinction that the Spanish report the Aztec had trouble grasping), and instead saw a horse with the top half of a man. And thus the Centaurs were born.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Centaurs are a fascinating example of a complete [[/d/|can of worms]] when looked at from a scientific standpoint, mainly because the way the Centaur is structured consists of two torsos (removing the horse torso would make it a [[Satyr]], removing the human torso would make it a horse-themed [[Sphinx]]).&lt;br /&gt;
&lt;br /&gt;
In theory, a centaur has two different sets of ribcages. Depending on how the setting has the internal anatomy work, a centaur could have two pairs of lungs, two hearts, an extra stomach and possible extra intestine leading to the horse stomachs, two livers, two sets of kidneys, and most anatomy exclusive to both dedicated carnivores and to dedicated herbivores. If this version of Centaur actually existed, it would possibly be the most unspecialized and energy-efficient diet in the setting. More often however, the human half is explained to have large lungs and a large heart while the rest of the anatomy is contained within the horse half. This presents the problem of having a ridiculously long esophagus which has an elevated risk of choking while the Heimlich Maneuver would have greatly reduced ability to save the Centaur&#039;s life, although as long as food manages to make it past the human half the rest of the esophagus would not require more than a drink of water to alleviate discomfort. &lt;br /&gt;
&lt;br /&gt;
They do not need to wipe their own asses, because their horse anus wipes itself through layers of sphincters. Any additional cleaning for social reasons however would require a sponge or towel on a stick. Likewise, putting garments on the horse half for reasons of modesty would be extremely difficult unless it&#039;s something like a horse blanket you can almost drape over the body. &lt;br /&gt;
 &lt;br /&gt;
Human babies are born completely helpless and unable to do much of anything by themselves other than emit noise. Horse babies immediately run once the birth awl is cleaned off by the mother. In theory, this means centaur babies run around and play while the human half flops around helplessly. More likely is that centaur babies would have both halves as developed as that of a regular horse since the horse womb&#039;s larger opening gives more time for the head to grow. (Head growth is not the only reason for helpless human infants, however. Human brains must take time to grow their connections while interacting with their environment, for which they need a massively extended period of maturation. Horses, like most animals, do not need to be young for long as they do not need to learn in this manner. Humans actually mature &#039;&#039;ungodly&#039;&#039; slow for creatures of our size in general, in fact. There would always be a mismatch in development unless the horse part could be held back to the pace of the human part.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Horse Ass.png&lt;br /&gt;
Image:Centaur Babies.png&lt;br /&gt;
Image:Centaur Anatomy.jpg&lt;br /&gt;
Image:Centaur Muscles.jpg&lt;br /&gt;
Image:Centaur Wut.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
&lt;br /&gt;
[[File:Elmore 3e Centaur.jpg|300px|thumb|right|Centaurs can be very pretty from the waist up.]]&lt;br /&gt;
Centaurs and other &amp;quot;tauric&amp;quot; creatures have appeared throughout the editions and settings of [[Dungeons &amp;amp; Dragons]], from the half-lion [[wemic]]s of [[Forgotten Realms]] to the [[Drider]]s that have become so iconically linked with the [[Drow]].&lt;br /&gt;
&lt;br /&gt;
Flavor-wise, centaurs are pretty much identical to the standard [[Elf|Wood Elf]]; they are a &amp;quot;sylvan&amp;quot; (read: [[fey]]-lite) race who inhabit the deep woods and unspoiled meadows of the world, existing as nomadic hunter-gatherers with a deep respect for nature, always striving to live in balance with their environment and to replace what they take. Their population is kept small due to their massive caloric intake, which gives them a reputation as drunkards due to how much liquor they can consume in a sitting. They are generally disinterested in the [[demihuman]] races, save elves and forest [[gnome]]s, and are more likely to keep company with other sylvan races, such as [[dryad]]s and [[satyr]]s.&lt;br /&gt;
&lt;br /&gt;
This portrayal is pretty consistent, having begun all the way back in [[Mystara]] and remaining throughout most settings. But, this is different in the [[Nentir Vale]] setting; here, they are considered a type of [[fey]] (rather than their traditional monstrous humanoid) and a warlike tribal people who inhabit the steppes, plains and prairies of the [[Feywild]], although they may also be found in the mortal world, particularly in close proximity to elven lands. [[World Axis]] centaurs maintain permanent settlements, and do not suffer trespassers lightly. An emotional and rugged people, they swear allegiance to [[Kord]] and [[Melora]], rather than the gentler and more refined [[Corellon]]; they are renowned for the wild parties they throw to celebrate battles, hunts and births, which are full of boasting, sport and drink, and do not fear death. They have even been known to hire their services out as mercenaries to [[eladrin]], elves or any other race willing to meet their price. They are still dedicated to protecting the unspoiled wilderness, though, and if anything are more assertive about it.&lt;br /&gt;
&lt;br /&gt;
Centaur are rarely used as Player Character races due to the difficulties of a Centaur performing non-running feats of agility, but those players who do use them find that they are both quite powerful and also have the perk of not having to buy a mount. In fact, centaurs have been playable in most editions of the game, having appeared in: &amp;quot;Tall Tales of the Wee Folk&amp;quot; for Basic D&amp;amp;D; &amp;quot;[[Complete Book Series|The Complete Book of Humanoids]]&amp;quot; for Advanced D&amp;amp;D; and the [[Monster Manual]] 1, [[Races of X|Races of the Wild]], the [[Dragonlance]] campaign setting book, Races of [[Krynn]] and Races of [[Faerun]] splatbooks for 3rd edition. Absent in 4th edition, they made a return in the 2018 May issue of [[Unearthed Arcana]] for 5th edition before being made official in the Guildmaster&#039;s Guide to Ravnica.&lt;br /&gt;
&lt;br /&gt;
===BD&amp;amp;D Stats===&lt;br /&gt;
::Ability Score Minimums/Maximums: Requires 9 [[Strength]] and 5 [[Constitution]]. All other scores have a base minimum of 3. All scores have a maximum of 18.&lt;br /&gt;
::Prime Ability Requisite: Strength. A centaur PC gains +5% EXP if their Str is 13+, and +10% if their Str is 16+.&lt;br /&gt;
::Natural Armor Class: AC 8 at level -1, AC 7 from level 0.&lt;br /&gt;
::Centaurs can achieve 8th level in both the [[Shaman]] sub-class and the [[Wizard|Wokani/Wicca]] sub-class. To become a shaman requires Int 13+ and Wis 10+, whilst to become a wicca requires Int 13+ and Wis 13+. In both classes, progressing requires Int 15+ and Wis 13+. A centaur can choose to progress in both the Shaman and Wokani/Wicca class by way of the [[Multiclassing|dual-classing]] mechanic; stopping their advancing in one and beginning advancing in the other.&lt;br /&gt;
::A centaur can strike with its hooves, inflicting 1d6 damage per hoof.&lt;br /&gt;
::A centaur wielding a lance can inflict double damage by charging, as if a mounted [[fighter]], but cannot use its hooves in the same round in which it does so.&lt;br /&gt;
::Centaurs require a special combination of human armor and horse barding to protect themselves.&lt;br /&gt;
::Centaurs may use magic items permitted to [[Fighter]]s.&lt;br /&gt;
::Centaurs make Saving Throws as per a [[Fighter]] of the same level.&lt;br /&gt;
&lt;br /&gt;
Centaur Racial Level Advancement Table&lt;br /&gt;
::Level -1: -4,000 EXP, 2d8 Hit Dice&lt;br /&gt;
::Level 0: 0 EXP, 4d8 Hit Dice&lt;br /&gt;
::Level 1: 4,000&lt;br /&gt;
::Level 2: 12,000 EXP, 5d8 Hit Dice&lt;br /&gt;
::Level 3: 28,000 EXP, 6d8 Hit Dice&lt;br /&gt;
::Level 4: 60,000 EXP&lt;br /&gt;
::Level 5: 124,000 EXP, 7d8 Hit Dice&lt;br /&gt;
::Level 6: 250,000 EXP, 8d8 Hit Dice&lt;br /&gt;
::Level 7: 500,000 EXP&lt;br /&gt;
::Level 8: 800,000 EXP, 9d8 Hit Dice&lt;br /&gt;
::Level 9: 1,100,000 EXP, 10d8 Hit Dice&lt;br /&gt;
::Level 10: 1,400,000 EXP, 10d8+2 Hit Dice&lt;br /&gt;
&lt;br /&gt;
Subsequent levels cost +300,000 EXP and grant +2 HP.&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur MM 2e.png|thumb|250px]]&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 11/18, Dexterity 3/16, Constitution 11/18, Intelligence 3/16, Wisdom 4/18, Charisma 3/18&lt;br /&gt;
::Ability Score Adjustments: +1 Constitution, +1 Wisdom, -2 Dexterity&lt;br /&gt;
::Class &amp;amp; Level Limits: [[Fighter]] 12, [[Ranger]] 10, [[Mage]] 12, [[Druid]] 14, [[Shaman]] 7, [[Bard]] 12&lt;br /&gt;
::+4 hit points at 1st level&lt;br /&gt;
:::Available [[Kits]]: Tribal Defender, Pit Fighter, Sellsword, Wild Protector, Hedge Wizard, Humanoid Scholar, Outlaw Mage, Shaman, Oracle, Wandering Mystic, Humanoid Bard (mandatory for Centaur Bards)&lt;br /&gt;
:::[[Multiclassing]] Options: Fighter/Mage, Fighter/Thief, Ranger/Shaman&lt;br /&gt;
:::Thieving Skill Adjustments: -10% Move Silently, -5% to Hide in Shadows and Read Languages&lt;br /&gt;
::Natural Armor Class: 5&lt;br /&gt;
::Can make 3 melee attacks per round; once with weapon, twice with a forehoof (hooves do 1d6 damage).&lt;br /&gt;
::Centaurs armed with lances can Charge for double damage, but cannot attack with their hooves in that same round.&lt;br /&gt;
::Centaurs take damage as Large creatures.&lt;br /&gt;
::Centaurs have difficulty negotiating underground settings.&lt;br /&gt;
::Weapon Proficiencies: Composite Long Bow, Medium Horse Lance, Great Club&lt;br /&gt;
::Nonweapon Proficiencies: Animal Lore, Agriculture, Animal Noise, Armorer, Artistic Ability, Bowyer/Fletcher, Brewing, Drinking, Eating, Fishing, Hunting, Leatherworking, Natural Fighting, Running, Set Snares, Survival (Forests), Tracking, Weaving, Winemaking&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
&lt;br /&gt;
===3e D&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur RoF.jpg|thumb|250px]]&lt;br /&gt;
Amazingly, despite appearing in multiple different splatbooks for both 3.0 and 3.5, the Centaur maintained a singular set of stats across all of them.&lt;br /&gt;
&lt;br /&gt;
::+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.&lt;br /&gt;
::Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.&lt;br /&gt;
::Space/Reach: 10 feet/5 feet.&lt;br /&gt;
::A centaur’s base land speed is 50 feet.&lt;br /&gt;
::Darkvision out to 60 feet.&lt;br /&gt;
::Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice; a base attack bonus of +4; and base saving throw bonuses of Fort +1, Ref +4, and Will +4.&lt;br /&gt;
::Racial Skills: A centaur’s monstrous humanoid levels give him skill points equal to 7 × (2 + Int modifier). His class skills are Listen, Move Silently, Spot, and Survival.&lt;br /&gt;
::Racial Feats: A centaur’s monstrous humanoid levels give him two feats.&lt;br /&gt;
::+3 natural armor bonus.&lt;br /&gt;
::Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.&lt;br /&gt;
::Favored Class: Ranger. Centaur rangers often choose magical beasts or some variety of humanoid as their favored enemy.&lt;br /&gt;
::Level adjustment +2.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
Like virtually all OGL monsters, the only changes to centaur in [[Pathfinder]] were system wide changes (Monstrous Humanoid HD is now D10 and 4 + int skill points).&lt;br /&gt;
&lt;br /&gt;
Advanced Race Guide gave a [https://www.d20pfsrd.com/races/other-races/more-races/monstrous-races-21-30-rp/centaur/ centaur as an example of its race creation system]. Since they decided to keep the absurdly high stat adjustments it&#039;s power level is, by the book&#039;s own admission, unusable by player characters in normal campaign.&lt;br /&gt;
&lt;br /&gt;
Dreamscarred Press included Centaur as one of the monster classes they published. It&#039;s pretty much just 4 levels that give you all the stuff in the 3.5 example (except the level adjustment) with the PF RHD changes.&lt;br /&gt;
&lt;br /&gt;
===5e D&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur 5e.jpg|thumb]]&lt;br /&gt;
How to pull off a 5e centaur PC race was something that was debated on /tg/ every now and then; how should you handle the size issue? What effects should having a horse for legs have on getting around? Well, WoTC came up with surprisingly elegant solutions when they debuted a centaur in the [[Unearthed Arcana]] for May 2018. They even took the time to address the most unbalancing aspect of being a centaur in 3e, which was that your racial type not being standard Humanoid made you immune to a lot of common spells, a somewhat flawed design idea that was brought back for 5e.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, because the design team persistently overvalues both natural weapons and Powerful Build, they&#039;re also a bit... bland.  Not bad, per se, but uninspired. And because no positive effects target monstrosities but not humanoids, it&#039;s strictly a bad thing, though even &#039;&#039;that&#039;&#039; will barely come up, they don&#039;t even count as mounted for feats or the Cavalier archetype. That said, because of the ability to inflict what&#039;s effectively a crit on demand the amount of damage they can do, in theory, on a charge is almost stupidly high. At level one with 17 strength, with an average roll of 7 of a 2d6 weapon and +3 mod becomes 17 damage, enough to one shot a lot of things at level one or 1/6 of an ogre and an  &#039;&#039;actual&#039;&#039; crit stacks with this to become out-and-out devastating. In an ideal situation of +5 mod, 12 damage,+5 magic bonus and a crit: your looking at &#039;&#039;&#039;58&#039;&#039;&#039; damage. While that is strictly speaking unlikely, there are rerolls for all those rolls, (champion crit extension, and great weapon fighting style rerolls of 1&#039;s and 2&#039;s) so it is far from impossible. All in all: Centaurs may be a one trick pony, but it can be one hell of a trick.&lt;br /&gt;
&lt;br /&gt;
::Abilities: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Charge: You can make a charge attack by moving at least 20 feet towards a target and then hitting it with a melee attack in the same turn. If you hit with this charge attack, roll your weapon&#039;s damage dice twice and add the results together to determine how much damage you have inflicted. Once you have made a charge attack, you must complete a short rest or a long rest before you can make one again.&lt;br /&gt;
::Hooves: You possess hooves, which are a natural weapon that you have proficiency in. A hoof attack inflicts 1d6 + Str modifier Bludgeoning damage.&lt;br /&gt;
::Equine Build: You count as one size category larger to determine your capacity to carry, push and drag. However, when climbing, each foot of movement costs you +4 extra movement instead of the normal +1 foot. You can allow a creature of Medium or smaller size to ride on your back, but you still act independently when you have a rider.&lt;br /&gt;
::Survivor: You have Proficiency in the Survival skill.&lt;br /&gt;
::Hybrid Nature: You count as being both a Humanoid and a Monstrosity in terms of Creature Type, and thus can be affected by any game effect that specifically targets either of your types.&lt;br /&gt;
&lt;br /&gt;
They made a surprise reappearance in the Guildmaster&#039;s Guide to [[Ravnica]], acquiring an official writeup that was similar to, yet different from, the version presented in [[Unearthed Arcana]]:&lt;br /&gt;
&lt;br /&gt;
::Ability Scores: Str +2; Wis +1&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 ft.&lt;br /&gt;
::Age. Centaurs mature and age at about the same rate as humans.&lt;br /&gt;
::Alignment. Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.&lt;br /&gt;
::Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.&lt;br /&gt;
::Fey. Your creature type is fey, rather than humanoid.&lt;br /&gt;
::Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.&lt;br /&gt;
::Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.&lt;br /&gt;
::Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.&lt;br /&gt;
::Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.&lt;br /&gt;
::Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.&lt;br /&gt;
&lt;br /&gt;
You will note that this version of the centaur is far weaker. Charge is now basically pathetic and only grants you an additional 1d4 on a hit, even if it&#039;s no longer a short rest ability.&lt;br /&gt;
&lt;br /&gt;
If the canon 5e centaur stats don&#039;t tickle your fancy, you could always try out the ones from the [[Midgard]] Heroes Handbook, which present their own take on the concept.&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Large - but see Humanoid Torso&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Type: Monstrosity&lt;br /&gt;
::Natural Attacks: You can make a single attack with your hooves, which you are considered Proficient in and which deal 2d6 Bludgeoning damage.&lt;br /&gt;
::Centaur Weapon Training: You have Proficiency with the Pike and the Longbow.&lt;br /&gt;
::Pike Charge: If you move at least 30 feet straight toward a target it and then hit it with a Pike attack on the same turn, the target takes an extra 3 (1d6) piercing damage, which increases to 6 (2d6) at level 6 and 9 (3d6) at level 11. You can only make one Pike Charge per turn, and can only make a number of Pike Charges per day eqal to your Constitution modifier (minimum of 1). You recover all uses of this ability when you complete a Long Rest.&lt;br /&gt;
::Humanoid Torso: Though you take up space as if you were a Large creature, you are still considered a Medium creature for purposes of weapons and armor.&lt;br /&gt;
::Quadruped: You have Disadvantage on Stealth checks and also suffer problems when dealing with architecture designed for humanoids, such as ladders and manholes.&lt;br /&gt;
::Self-Sufficient: You have Proficiency in the Medicine skill.&lt;br /&gt;
&lt;br /&gt;
[[Odyssey of the Dragonlords]] offers yet another alternative for the 5e centaur PC. Centaurs of Thylea are cahracterized as a proud race of nomadic warriors; hunter-gatherers with an emphasis on the &#039;&#039;hunter&#039;&#039; part, they are once of the major civilizations created by the titans, and whilst they&#039;re not at open war with the Mytrosians, they have never forgotten or forgiven the Dragonlords for how they fucked over their people during the First War, and they will happily trample the shit out of anyone stupid enough to try and build permanent settlements on their land. Whilst their egos are infamous - Thylean centaurs view themselves as the supreme race and are notorious for their vanity when it comes to their looks - and it&#039;s common knowledge that they become dangerous, belligerent and boorish when drunk, they&#039;re also renowned for their loyalty. Make a centaur friend, and they&#039;ll be your friend for life, and you can&#039;t find a truer adventuring companion.&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Charge: If you move 30 feet straight toward a target and then hit them with a melee attack on the same turn, the target takes an extra 1d6 damage from the first attack.&lt;br /&gt;
::Mountable: As a bonus action on your turn, you may allow a single willing ally within 5 feet of you to hitch a brief ride on your back. They are carried on your back until the end of your turn, at which point they must disembark within 5 feet of you. While being carried, your rider is not considered to be mounted and they are not vulnerable to attacks of opportunity. Your rider must be a bipedal creature of your size or smaller.&lt;br /&gt;
::Quadrapedal Stride: Climbing and manuevering in tight spaces count as difficult terrain for you.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
centaur 1e.jpg&lt;br /&gt;
centaur MCV1.jpg&lt;br /&gt;
centaur 4e.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer Fantasy]]==&lt;br /&gt;
The &amp;quot;proto-Hammer&amp;quot; version of Warhammer Fantasy featured Centaurs as a [[Chaos]]-aligned race closely linked to [[Beastmen]] in the [[Realms of Chaos]]: The Lost and the Damned. They were dropped, for some reason, but eventually returned in 6th edition after having been reworked into the [[Centigor]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Dwarves]] has bull centaur, the result of a Chaos Dwarf given blessing by their dark god &#039;&#039;&#039;Hashut&#039;&#039;&#039;, the bull Chaos God. They are still Chaos Dwarfs with their usual appearances of big, mean, muscular, curly beard and horns on their head, only that their bottom-half has been replaced by that of a bull&#039;s. This transformation replaces the their short leg and thus nullified their slow moving weakness while retaining their trademark endurance, strength and high leadership.&lt;br /&gt;
&lt;br /&gt;
If that&#039;s not enough then things get bigger with [[Dragon Ogres]], because regular centaur isn&#039;t awesome enough. [[Dragon Ogres]] have the upper part of an Ogre and their lower parts are four dragon-like legs. These [[Dragon Ogres]] made a pact with the Chaos Gods that they would serve them, in exchange for immortality (at the cost of having no female Dragon Ogres to fuck, or possibly having females but all being sterile; it&#039;s hard to say from the fluff). They are one of the oldest creatures in the Old World, and are supercharged when struck by lightning. The oldest and largest [[Dragon Ogres]] are Shaggoths.&lt;br /&gt;
&lt;br /&gt;
Lastly there&#039;s the [[Zoat]]s. A hermit-like, scaly, four-legged creature who has power over nature with their lore of life spell. Their size were so similar to a small dragon ogres that CA was able to put it in [[Total War: WARHAMMER]] as a reskinned Dragon Ogres.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer: Age of Sigmar]]==&lt;br /&gt;
In the Age of Sigmar universe, centaurs are - or at least used to be - one of the races inhabiting the realm of [[Ghur]]. The character [[Kragnos]] is a centaur of the Drogrukh clan who became a god through sheer bloodymindedness, ultimately making such a nuisance of himself that the forces of Order sealed him away. He recently broke out, and is very pissed to discover that the remaining centaurs were wiped out whilst he was gone.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer 40K]]==&lt;br /&gt;
Though the Centaur in and of itself hasn&#039;t been discovered as of yet in the dark millennium (it is perfectly possible that they exist somewhere in the galaxy, mind you - there is [[Abhuman|&#039;&#039;weirder&#039;&#039; shit]] out there), the [[Interex]] had a heavy infantry platform which had the shape and appearance of the Centaurs of myth. The human soldier was fit into the front of a mechanical, horselike body (where the head would&#039;ve been on a real horse), so only the upper body was visible. They even went so far as giving the soldiers laser-crossbows.&lt;br /&gt;
&lt;br /&gt;
Though most would argue that this was freaking [[awesome]], they were exterminated by the Imperium, and as far as we know, the Mechanicum haven&#039;t kept anything from the [[Interex]]... But who knows, maybe the next Imperial Guard Supplement will include cyborg horse-human hybrids (of course you can make these anyway and just proxy them as rough riders on the table top). You can&#039;t know with [[Games Workshop|GW]] these days.&lt;br /&gt;
&lt;br /&gt;
A centaur body is one of the common Chaos mutations, though given the nature of Chaos you may end up with a snake tail, a giant bloodhound body, or a fucking spider torso instead of your legs, and that&#039;s if you get lucky - some poor Nurglite sod may get a snail or maggot body instead of his legs, or even a twisted mess of tentacles that have the mind of their own and immediately start raping all asses in proximity, including their own.&lt;br /&gt;
&lt;br /&gt;
Additionally, an [[Imperial Guard]] short story (&#039;&#039;Children of the Emperor&#039;&#039;) from the [[Into the Maelstrom]] anthology features a guardsman stranded on a lost, feral world with super-high gravity, populated by [[abhuman]]s whose ancestors gave themselves centaur bodies and super-enhanced muscles to cope with high gravity and abundance of deadly predators. He gets involved with a struggle between the Emperor-worshipping locals and a [[Khorne|Khornate]] heresy, but the best he can do is to report to the Imperium when he escapes that the planet is feral, too dangerous &amp;amp; resource poor to colonize, and houses only some unimportant alien species, thus preventing the loyalists from being slaughtered as [[mutant]]s by more Puritanical Imperials.&lt;br /&gt;
&lt;br /&gt;
Also we have the [[Zoats]], a &amp;lt;strike&amp;gt;now-abandoned&amp;lt;/strike&amp;gt; (They&#039;re back now, fuckers!) race of reptilian taurs that were originally envoys and propagandists for the Tyranids, before they fully embraced the Horde of Alien Locusts thing.&lt;br /&gt;
&lt;br /&gt;
==[[Warcraft]]==&lt;br /&gt;
Warcraft features many types of Centaur as well as centaur-like creatures. The earliest Centaur are descendants to the demigod Cenarius (half-Night elf half Stag), his sons are called Keepers of the grove, they have the upper part of a night elf with antlers on their heads, one of their hands is wood like, and they have the lower parts of a stag. The female versions of them are Dryads who are female night elf and half doe. &lt;br /&gt;
&lt;br /&gt;
They also have regular Centaurs who are a bastard race born from a Keeper of the grove and (the rather ugly) spirit of Earth, they thank their father for creating them by killing him. They have the traditional Centaur look, with a nomadic Mongol-like culture mostly built on harassing the cow-like Tauren.&lt;br /&gt;
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The Burning Legion has Annihilan which are massive demons that have an upper part of a demon and a lower part of a four legged dragon. They serve as among the Legions commanders and wield enormous weapons that can smash armies in one swing.&lt;br /&gt;
&lt;br /&gt;
==Centaur [[Monstergirls]]==&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
Centaurs invite ceaseless argument over whether they count as [[monstergirls]] or as [[furry]]. On the one hand, they do have human-like heads and not muzzles (though Japanese hentai seems to like portraying them with horse ears instead of human ears, and this has become more common in western art too). On the other hand, they have horse-junk at their business end (except, again, for some Japanese hentai, where they have human pussies at the front of their horse bodies instead or in addition to mare-cunts at their ass-end), which makes them in many ways &#039;&#039;more&#039;&#039; like [[Chakat|bestiality than regular furries]].&lt;br /&gt;
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Not helping things is that both sides of the divide have embraced them. In fact, centaurs are so popular that the idea of replacing the horse with other critters that sound cool or sexy is rather popular; lions, wolves, tigers, [[drider|spiders]]... heck, [[lamia]]s can be described as &amp;quot;centaurs that are half-snake instead of half-horse&amp;quot;. The idea is so popular that a whole new word (arguably descended from the furries), &amp;quot;tauric&amp;quot;, has popped up as a shorthand for it.&lt;br /&gt;
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[[/d/]] alternatively loves them (because they&#039;re an excuse for pictures of huge buff guys with huge horse cocks, [[monstergirls]] with huge-ass tits, or monstergirls [[dickgirl|with huge-ass tits AND huge horse cocks]]) and loathes them (because of the aforementioned furry/bestiality connotations).&lt;br /&gt;
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Surprisingly, despite the fact that centaurs are iconic creatures from western &amp;quot;Classical Mythology&amp;quot;, the vast majority of centaur MG depictions have come from Japan. This may be because, unlike westerners, Japanese smutfans don&#039;t really make so much of a distinction between [[furry]] and [[monstergirl]], and so they don&#039;t get bothered by the whole &amp;quot;you&#039;re fucking a horse&#039;s hiney&amp;quot; thing since they pass the [[Harkness Test]].&lt;br /&gt;
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Perhaps because of the strong association between the cavalry and the [[samurai]] caste - or because Japanese dig soft, sweet chicks to an almost disturbing degree - almost all known Japanese centaur MGs have been tsunderes or yamato nadeshikos, i.e. either sweet-girls who act like bitches because they don&#039;t wanna admit their feelings, or very sweet and demure girls with a steely core. A more mythology-accurate centaur MG would be a total ladette - a she-jock who loves to fight, hunt, drink and fuck like there&#039;s no tomorrow and aggressively chases after good-looking guys. Sort of a bro with the body of a super-model who&#039;s fine with letting you grope her titties and cunt (wherever it is), or kills you on a whim.&lt;br /&gt;
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Additionally there are several factors of horse anatomy one should keep in mind when discussing sex with centaurs:&lt;br /&gt;
*The above-discussed reason why horses don&#039;t need to wipe their asses after taking a dump would doubtlessly affect anal sex in some way, for better or worse.&lt;br /&gt;
*Giving Centaurs rear horse junk would be likely to complicate masturbation.&lt;br /&gt;
*Given the thing male horses are so infamous for worldwide, a centauress(?) that has horse junk would be likely to find human men &#039;&#039;quite&#039;&#039; underwhelming. &lt;br /&gt;
*On that note, getting any meaningful length of a horse penis inside a human frequently kills real-life zoophiles due to organ rupture, and deepthroat would probably require you to dislocate your jaw and find some acid-proof horse condoms.&lt;br /&gt;
*Like with [[minotaur|minotaurs]], there&#039;s also the issue of whether a centauress would have human boobs or a horse udder when you think about it. There are many more lulzy ways to interpret this than the minotaur offers, however, such as centaur women with two perfectly human and hairless boobs dangling from the fucking &#039;&#039;horse&#039;&#039; torso like a ballsack (you could even nickname these body parts the breasticles or chesticles).&lt;br /&gt;
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===[[Monster Girl Encyclopedia]]===&lt;br /&gt;
[[File:MGE Centaur.jpg|thumb|250px|right|There may be a reason why the MGE centaur looks like a half-horse half-[[elf]]...]]&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], centaurs are a race of tsundere nomadic archers. They do still love booze, though, and have a tendency to lose control and become horny drunks who&#039;ll rape men... of course, being tsunderes, they&#039;ll bitch at the &#039;&#039;men&#039;&#039; to &amp;quot;take responsibility&amp;quot; after they sober up, which is as tired a cliche in hentai as &amp;quot;OMG it&#039;s so big&amp;quot; is in western porn. For many years, constant arguments frequently sprung up about where the genitals are. The author decided to split the difference by decreeing they have two sets of genitals, one on each end. All this served to do was re-draw the battle lines so as to be fought over whether this succeeded in solving the problem or is the stupidest thing in the history of ever.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===[[Life With Monstergirls]]===&lt;br /&gt;
Centaur have a long and noble history as knights and paladins, and most of their race still carry themselves with dignity. Female Centaur often adopt knightly demeanor and customs. Their females are only fertile during certain periods of the year (like real horses), and must use this time to produce offspring. Their sex drive is greatly reduced (although not non-existent) outside of this period, which also like with real horses is called estrus.&lt;br /&gt;
Centaurs have long had a history where the sexually selected traits for males were general raw strength and bravado. This unfortunately resulted in most modern Centaur men being unattractive fratboys. Recently, their culture is shifting towards effeminate and polite men being attractive, and this means that Centaur women are beginning to more and more desire human men. The product of a human/Centaur union is a full-blooded Centaur (no word on the results of a horse-centaur union), but the practice is still highly taboo. Instead Centaurs have been relying on human men as &amp;quot;teasers&amp;quot;, a role that yet still exists in real life horse breeding (although in real life the role is thankfully filled by other horses). The human man more or less arouses a female who is in estrus until she can bear to reproduce with her husband.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Centaur Breeding.jpg|Centaur sexual habits in Daily Life with Monstergirl&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Dungeons &amp;amp; Dragons]][[Category:Dungeons &amp;amp; Dragons Races]][[Category:Monsters]][[Category:Greek Mythology]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Centaur&amp;diff=115360</id>
		<title>Centaur</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Centaur&amp;diff=115360"/>
		<updated>2021-07-09T05:55:05Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Who were they? */&lt;/p&gt;
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&lt;div&gt;[[File:Elmore Lyra.jpg|thumb|right|400px|Female Centaurs: attractive but anatomically frustrating]]&lt;br /&gt;
The &#039;&#039;&#039;Centaurs&#039;&#039;&#039; are a race of mythical creatures from Greek [[mythology]], best known for being a literal mix of man and horse - they have a human&#039;s upper torso (that is, the body from the top of the hips up to the top of the head) replacing the head. They&#039;re also noted for being horny bastards and massive drunks. Centaurs were one of the less important monsters of their myths, with only a handful of references. Even so, they did get a constellation, and appear in various fantasy settings throughout the world now.&lt;br /&gt;
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==Who &#039;&#039;were&#039;&#039; they?==&lt;br /&gt;
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In their creation myth, the centaurs were descended from a mythical culture called the Lapiths, via their douchebag king Ixion. In short, Ixion was an asshole who murdered his father-in-law by burning the dude alive - [[Heresy|a &#039;&#039;huge&#039;&#039; no-no for the Greeks]]. Somehow, Zeus decided to be a super-chill guy, and not only forgave Ixion, but actually brought the asshole to Olympus to have dinner with the gods. Did Ixion realize just how lucky he was? Nope; asshole started eyeing Zeus&#039;s wife/sister, Hera. Zeus got suspicious, so he made a double for Hera out of clouds, called Nephele, and had her take Hera&#039;s place serving Ixion some dinner. Ixion promptly attacked and raped Nephele, for which Zeus smote his ass with a lightning bolt, then tied his spirit to a burning wheel and sent it spinning endlessly through the &amp;quot;sky&amp;quot; of Tartarus. Nephele got pregnant and her kids were fucking half-horse somehow.&lt;br /&gt;
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Ironically, one of the Centaur myths describes their interactions with the Lapiths. The Lapiths invited the Centaurs to one of their weddings, and then things went haywire very, very fast. Though the Centaurs had been benevolent beforehand, the copious amounts of wine being served got them all drunk, which meant they turned on a plate during the wedding, trying to rape the women and kill the men of the Lapiths. This ended up as one huge brawl, ending with a Lapith victory. This was the Greek way of saying [[Humanity Fuck Yeah|&amp;quot;Hey, nature? You suck.&amp;quot;]].&lt;br /&gt;
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Chiron, a great healer and teacher of heroes in Greek myth, was a rare case of a friendly centaur. The constellation Sagittarius is rendered in Chiron&#039;s image. Consequently, the prefix &amp;quot;sagittar-&amp;quot; is commonly used to denote centaurs, blissfully ignorant of the fact that &amp;quot;sagittarius&amp;quot; translates to &amp;quot;archer&amp;quot; (Chiron&#039;s favorite way of killing shit) in &#039;&#039;Latin&#039;&#039;, not &amp;quot;centaur&amp;quot;. (Somewhat accurate, but also not giving all the information about Chiron and the heroes that he taught and also not telling the story of how he came to BECOME the constellation &#039;Saggitarius&#039;) &lt;br /&gt;
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A centaur by the name of Nessus was also responsible for slaying Hercules (or, to give him his original Greek name, Heracles). Nessus tried to kidnap Hercules&#039; wife Diania to rape her at his leisure, and Hercules shot him with one of his poisoned arrows that was dipped in Hydra&#039;s blood for it. As he was dying, he told Hercules&#039; wife to secretly soak a cloak in his blood, promising that if Hercules&#039; eye started to wander, all she&#039;d have to do is make him wear it and he&#039;d fall back in love with her, failing to mentioned that his blood was now poisoned by the hydras. She believed him, but the gory cape was actually poisoned and drove Hercules so mad with pain, as the cloak burned his skin to the bone. He simply burned himself alive on a funeral pyre that he built, to find relief.&lt;br /&gt;
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If you want to know about the real world origin of the Centaur, well, consider where Greece is. Go too much farther north and your hit the Ukrainian and Russian Steppe, where the horse was first domesticated and where nomadic tribesmen practically learned to ride before they could walk. It&#039;s believed that the early Greeks saw either early horsemen or the first horsemen at a distance and could not understand that they were looking at a human ON an animal (a distinction that the Spanish report the Aztec had trouble grasping), and instead saw a horse with the top half of a man. And thus the Centaurs were born.&lt;br /&gt;
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(This whole first half is just lazily written and needs accurate representation if you&#039;re going to talk about their origins)&lt;br /&gt;
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==Biology==&lt;br /&gt;
Centaurs are a fascinating example of a complete [[/d/|can of worms]] when looked at from a scientific standpoint, mainly because the way the Centaur is structured consists of two torsos (removing the horse torso would make it a [[Satyr]], removing the human torso would make it a horse-themed [[Sphinx]]).&lt;br /&gt;
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In theory, a centaur has two different sets of ribcages. Depending on how the setting has the internal anatomy work, a centaur could have two pairs of lungs, two hearts, an extra stomach and possible extra intestine leading to the horse stomachs, two livers, two sets of kidneys, and most anatomy exclusive to both dedicated carnivores and to dedicated herbivores. If this version of Centaur actually existed, it would possibly be the most unspecialized and energy-efficient diet in the setting. More often however, the human half is explained to have large lungs and a large heart while the rest of the anatomy is contained within the horse half. This presents the problem of having a ridiculously long esophagus which has an elevated risk of choking while the Heimlich Maneuver would have greatly reduced ability to save the Centaur&#039;s life, although as long as food manages to make it past the human half the rest of the esophagus would not require more than a drink of water to alleviate discomfort. &lt;br /&gt;
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They do not need to wipe their own asses, because their horse anus wipes itself through layers of sphincters. Any additional cleaning for social reasons however would require a sponge or towel on a stick. Likewise, putting garments on the horse half for reasons of modesty would be extremely difficult unless it&#039;s something like a horse blanket you can almost drape over the body. &lt;br /&gt;
 &lt;br /&gt;
Human babies are born completely helpless and unable to do much of anything by themselves other than emit noise. Horse babies immediately run once the birth awl is cleaned off by the mother. In theory, this means centaur babies run around and play while the human half flops around helplessly. More likely is that centaur babies would have both halves as developed as that of a regular horse since the horse womb&#039;s larger opening gives more time for the head to grow. (Head growth is not the only reason for helpless human infants, however. Human brains must take time to grow their connections while interacting with their environment, for which they need a massively extended period of maturation. Horses, like most animals, do not need to be young for long as they do not need to learn in this manner. Humans actually mature &#039;&#039;ungodly&#039;&#039; slow for creatures of our size in general, in fact. There would always be a mismatch in development unless the horse part could be held back to the pace of the human part.)&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Horse Ass.png&lt;br /&gt;
Image:Centaur Babies.png&lt;br /&gt;
Image:Centaur Anatomy.jpg&lt;br /&gt;
Image:Centaur Muscles.jpg&lt;br /&gt;
Image:Centaur Wut.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Dungeons &amp;amp; Dragons==&lt;br /&gt;
&lt;br /&gt;
[[File:Elmore 3e Centaur.jpg|300px|thumb|right|Centaurs can be very pretty from the waist up.]]&lt;br /&gt;
Centaurs and other &amp;quot;tauric&amp;quot; creatures have appeared throughout the editions and settings of [[Dungeons &amp;amp; Dragons]], from the half-lion [[wemic]]s of [[Forgotten Realms]] to the [[Drider]]s that have become so iconically linked with the [[Drow]].&lt;br /&gt;
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Flavor-wise, centaurs are pretty much identical to the standard [[Elf|Wood Elf]]; they are a &amp;quot;sylvan&amp;quot; (read: [[fey]]-lite) race who inhabit the deep woods and unspoiled meadows of the world, existing as nomadic hunter-gatherers with a deep respect for nature, always striving to live in balance with their environment and to replace what they take. Their population is kept small due to their massive caloric intake, which gives them a reputation as drunkards due to how much liquor they can consume in a sitting. They are generally disinterested in the [[demihuman]] races, save elves and forest [[gnome]]s, and are more likely to keep company with other sylvan races, such as [[dryad]]s and [[satyr]]s.&lt;br /&gt;
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This portrayal is pretty consistent, having begun all the way back in [[Mystara]] and remaining throughout most settings. But, this is different in the [[Nentir Vale]] setting; here, they are considered a type of [[fey]] (rather than their traditional monstrous humanoid) and a warlike tribal people who inhabit the steppes, plains and prairies of the [[Feywild]], although they may also be found in the mortal world, particularly in close proximity to elven lands. [[World Axis]] centaurs maintain permanent settlements, and do not suffer trespassers lightly. An emotional and rugged people, they swear allegiance to [[Kord]] and [[Melora]], rather than the gentler and more refined [[Corellon]]; they are renowned for the wild parties they throw to celebrate battles, hunts and births, which are full of boasting, sport and drink, and do not fear death. They have even been known to hire their services out as mercenaries to [[eladrin]], elves or any other race willing to meet their price. They are still dedicated to protecting the unspoiled wilderness, though, and if anything are more assertive about it.&lt;br /&gt;
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Centaur are rarely used as Player Character races due to the difficulties of a Centaur performing non-running feats of agility, but those players who do use them find that they are both quite powerful and also have the perk of not having to buy a mount. In fact, centaurs have been playable in most editions of the game, having appeared in: &amp;quot;Tall Tales of the Wee Folk&amp;quot; for Basic D&amp;amp;D; &amp;quot;[[Complete Book Series|The Complete Book of Humanoids]]&amp;quot; for Advanced D&amp;amp;D; and the [[Monster Manual]] 1, [[Races of X|Races of the Wild]], the [[Dragonlance]] campaign setting book, Races of [[Krynn]] and Races of [[Faerun]] splatbooks for 3rd edition. Absent in 4th edition, they made a return in the 2018 May issue of [[Unearthed Arcana]] for 5th edition before being made official in the Guildmaster&#039;s Guide to Ravnica.&lt;br /&gt;
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===BD&amp;amp;D Stats===&lt;br /&gt;
::Ability Score Minimums/Maximums: Requires 9 [[Strength]] and 5 [[Constitution]]. All other scores have a base minimum of 3. All scores have a maximum of 18.&lt;br /&gt;
::Prime Ability Requisite: Strength. A centaur PC gains +5% EXP if their Str is 13+, and +10% if their Str is 16+.&lt;br /&gt;
::Natural Armor Class: AC 8 at level -1, AC 7 from level 0.&lt;br /&gt;
::Centaurs can achieve 8th level in both the [[Shaman]] sub-class and the [[Wizard|Wokani/Wicca]] sub-class. To become a shaman requires Int 13+ and Wis 10+, whilst to become a wicca requires Int 13+ and Wis 13+. In both classes, progressing requires Int 15+ and Wis 13+. A centaur can choose to progress in both the Shaman and Wokani/Wicca class by way of the [[Multiclassing|dual-classing]] mechanic; stopping their advancing in one and beginning advancing in the other.&lt;br /&gt;
::A centaur can strike with its hooves, inflicting 1d6 damage per hoof.&lt;br /&gt;
::A centaur wielding a lance can inflict double damage by charging, as if a mounted [[fighter]], but cannot use its hooves in the same round in which it does so.&lt;br /&gt;
::Centaurs require a special combination of human armor and horse barding to protect themselves.&lt;br /&gt;
::Centaurs may use magic items permitted to [[Fighter]]s.&lt;br /&gt;
::Centaurs make Saving Throws as per a [[Fighter]] of the same level.&lt;br /&gt;
&lt;br /&gt;
Centaur Racial Level Advancement Table&lt;br /&gt;
::Level -1: -4,000 EXP, 2d8 Hit Dice&lt;br /&gt;
::Level 0: 0 EXP, 4d8 Hit Dice&lt;br /&gt;
::Level 1: 4,000&lt;br /&gt;
::Level 2: 12,000 EXP, 5d8 Hit Dice&lt;br /&gt;
::Level 3: 28,000 EXP, 6d8 Hit Dice&lt;br /&gt;
::Level 4: 60,000 EXP&lt;br /&gt;
::Level 5: 124,000 EXP, 7d8 Hit Dice&lt;br /&gt;
::Level 6: 250,000 EXP, 8d8 Hit Dice&lt;br /&gt;
::Level 7: 500,000 EXP&lt;br /&gt;
::Level 8: 800,000 EXP, 9d8 Hit Dice&lt;br /&gt;
::Level 9: 1,100,000 EXP, 10d8 Hit Dice&lt;br /&gt;
::Level 10: 1,400,000 EXP, 10d8+2 Hit Dice&lt;br /&gt;
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Subsequent levels cost +300,000 EXP and grant +2 HP.&lt;br /&gt;
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===AD&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur MM 2e.png|thumb|250px]]&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 11/18, Dexterity 3/16, Constitution 11/18, Intelligence 3/16, Wisdom 4/18, Charisma 3/18&lt;br /&gt;
::Ability Score Adjustments: +1 Constitution, +1 Wisdom, -2 Dexterity&lt;br /&gt;
::Class &amp;amp; Level Limits: [[Fighter]] 12, [[Ranger]] 10, [[Mage]] 12, [[Druid]] 14, [[Shaman]] 7, [[Bard]] 12&lt;br /&gt;
::+4 hit points at 1st level&lt;br /&gt;
:::Available [[Kits]]: Tribal Defender, Pit Fighter, Sellsword, Wild Protector, Hedge Wizard, Humanoid Scholar, Outlaw Mage, Shaman, Oracle, Wandering Mystic, Humanoid Bard (mandatory for Centaur Bards)&lt;br /&gt;
:::[[Multiclassing]] Options: Fighter/Mage, Fighter/Thief, Ranger/Shaman&lt;br /&gt;
:::Thieving Skill Adjustments: -10% Move Silently, -5% to Hide in Shadows and Read Languages&lt;br /&gt;
::Natural Armor Class: 5&lt;br /&gt;
::Can make 3 melee attacks per round; once with weapon, twice with a forehoof (hooves do 1d6 damage).&lt;br /&gt;
::Centaurs armed with lances can Charge for double damage, but cannot attack with their hooves in that same round.&lt;br /&gt;
::Centaurs take damage as Large creatures.&lt;br /&gt;
::Centaurs have difficulty negotiating underground settings.&lt;br /&gt;
::Weapon Proficiencies: Composite Long Bow, Medium Horse Lance, Great Club&lt;br /&gt;
::Nonweapon Proficiencies: Animal Lore, Agriculture, Animal Noise, Armorer, Artistic Ability, Bowyer/Fletcher, Brewing, Drinking, Eating, Fishing, Hunting, Leatherworking, Natural Fighting, Running, Set Snares, Survival (Forests), Tracking, Weaving, Winemaking&lt;br /&gt;
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{{D&amp;amp;D2e-Races}}&lt;br /&gt;
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===3e D&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur RoF.jpg|thumb|250px]]&lt;br /&gt;
Amazingly, despite appearing in multiple different splatbooks for both 3.0 and 3.5, the Centaur maintained a singular set of stats across all of them.&lt;br /&gt;
&lt;br /&gt;
::+8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.&lt;br /&gt;
::Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.&lt;br /&gt;
::Space/Reach: 10 feet/5 feet.&lt;br /&gt;
::A centaur’s base land speed is 50 feet.&lt;br /&gt;
::Darkvision out to 60 feet.&lt;br /&gt;
::Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice; a base attack bonus of +4; and base saving throw bonuses of Fort +1, Ref +4, and Will +4.&lt;br /&gt;
::Racial Skills: A centaur’s monstrous humanoid levels give him skill points equal to 7 × (2 + Int modifier). His class skills are Listen, Move Silently, Spot, and Survival.&lt;br /&gt;
::Racial Feats: A centaur’s monstrous humanoid levels give him two feats.&lt;br /&gt;
::+3 natural armor bonus.&lt;br /&gt;
::Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.&lt;br /&gt;
::Favored Class: Ranger. Centaur rangers often choose magical beasts or some variety of humanoid as their favored enemy.&lt;br /&gt;
::Level adjustment +2.&lt;br /&gt;
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===Pathfinder===&lt;br /&gt;
Like virtually all OGL monsters, the only changes to centaur in [[Pathfinder]] were system wide changes (Monstrous Humanoid HD is now D10 and 4 + int skill points).&lt;br /&gt;
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Advanced Race Guide gave a [https://www.d20pfsrd.com/races/other-races/more-races/monstrous-races-21-30-rp/centaur/ centaur as an example of its race creation system]. Since they decided to keep the absurdly high stat adjustments it&#039;s power level is, by the book&#039;s own admission, unusable by player characters in normal campaign.&lt;br /&gt;
&lt;br /&gt;
Dreamscarred Press included Centaur as one of the monster classes they published. It&#039;s pretty much just 4 levels that give you all the stuff in the 3.5 example (except the level adjustment) with the PF RHD changes.&lt;br /&gt;
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===5e D&amp;amp;D Stats===&lt;br /&gt;
[[File:centaur 5e.jpg|thumb]]&lt;br /&gt;
How to pull off a 5e centaur PC race was something that was debated on /tg/ every now and then; how should you handle the size issue? What effects should having a horse for legs have on getting around? Well, WoTC came up with surprisingly elegant solutions when they debuted a centaur in the [[Unearthed Arcana]] for May 2018. They even took the time to address the most unbalancing aspect of being a centaur in 3e, which was that your racial type not being standard Humanoid made you immune to a lot of common spells, a somewhat flawed design idea that was brought back for 5e.&lt;br /&gt;
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Unfortunately, because the design team persistently overvalues both natural weapons and Powerful Build, they&#039;re also a bit... bland.  Not bad, per se, but uninspired. And because no positive effects target monstrosities but not humanoids, it&#039;s strictly a bad thing, though even &#039;&#039;that&#039;&#039; will barely come up, they don&#039;t even count as mounted for feats or the Cavalier archetype. That said, because of the ability to inflict what&#039;s effectively a crit on demand the amount of damage they can do, in theory, on a charge is almost stupidly high. At level one with 17 strength, with an average roll of 7 of a 2d6 weapon and +3 mod becomes 17 damage, enough to one shot a lot of things at level one or 1/6 of an ogre and an  &#039;&#039;actual&#039;&#039; crit stacks with this to become out-and-out devastating. In an ideal situation of +5 mod, 12 damage,+5 magic bonus and a crit: your looking at &#039;&#039;&#039;58&#039;&#039;&#039; damage. While that is strictly speaking unlikely, there are rerolls for all those rolls, (champion crit extension, and great weapon fighting style rerolls of 1&#039;s and 2&#039;s) so it is far from impossible. All in all: Centaurs may be a one trick pony, but it can be one hell of a trick.&lt;br /&gt;
&lt;br /&gt;
::Abilities: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Charge: You can make a charge attack by moving at least 20 feet towards a target and then hitting it with a melee attack in the same turn. If you hit with this charge attack, roll your weapon&#039;s damage dice twice and add the results together to determine how much damage you have inflicted. Once you have made a charge attack, you must complete a short rest or a long rest before you can make one again.&lt;br /&gt;
::Hooves: You possess hooves, which are a natural weapon that you have proficiency in. A hoof attack inflicts 1d6 + Str modifier Bludgeoning damage.&lt;br /&gt;
::Equine Build: You count as one size category larger to determine your capacity to carry, push and drag. However, when climbing, each foot of movement costs you +4 extra movement instead of the normal +1 foot. You can allow a creature of Medium or smaller size to ride on your back, but you still act independently when you have a rider.&lt;br /&gt;
::Survivor: You have Proficiency in the Survival skill.&lt;br /&gt;
::Hybrid Nature: You count as being both a Humanoid and a Monstrosity in terms of Creature Type, and thus can be affected by any game effect that specifically targets either of your types.&lt;br /&gt;
&lt;br /&gt;
They made a surprise reappearance in the Guildmaster&#039;s Guide to [[Ravnica]], acquiring an official writeup that was similar to, yet different from, the version presented in [[Unearthed Arcana]]:&lt;br /&gt;
&lt;br /&gt;
::Ability Scores: Str +2; Wis +1&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 ft.&lt;br /&gt;
::Age. Centaurs mature and age at about the same rate as humans.&lt;br /&gt;
::Alignment. Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.&lt;br /&gt;
::Size. Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.&lt;br /&gt;
::Fey. Your creature type is fey, rather than humanoid.&lt;br /&gt;
::Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.&lt;br /&gt;
::Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.&lt;br /&gt;
::Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.&lt;br /&gt;
::Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.&lt;br /&gt;
::Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.&lt;br /&gt;
&lt;br /&gt;
You will note that this version of the centaur is far weaker. Charge is now basically pathetic and only grants you an additional 1d4 on a hit, even if it&#039;s no longer a short rest ability.&lt;br /&gt;
&lt;br /&gt;
If the canon 5e centaur stats don&#039;t tickle your fancy, you could always try out the ones from the [[Midgard]] Heroes Handbook, which present their own take on the concept.&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Large - but see Humanoid Torso&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Type: Monstrosity&lt;br /&gt;
::Natural Attacks: You can make a single attack with your hooves, which you are considered Proficient in and which deal 2d6 Bludgeoning damage.&lt;br /&gt;
::Centaur Weapon Training: You have Proficiency with the Pike and the Longbow.&lt;br /&gt;
::Pike Charge: If you move at least 30 feet straight toward a target it and then hit it with a Pike attack on the same turn, the target takes an extra 3 (1d6) piercing damage, which increases to 6 (2d6) at level 6 and 9 (3d6) at level 11. You can only make one Pike Charge per turn, and can only make a number of Pike Charges per day eqal to your Constitution modifier (minimum of 1). You recover all uses of this ability when you complete a Long Rest.&lt;br /&gt;
::Humanoid Torso: Though you take up space as if you were a Large creature, you are still considered a Medium creature for purposes of weapons and armor.&lt;br /&gt;
::Quadruped: You have Disadvantage on Stealth checks and also suffer problems when dealing with architecture designed for humanoids, such as ladders and manholes.&lt;br /&gt;
::Self-Sufficient: You have Proficiency in the Medicine skill.&lt;br /&gt;
&lt;br /&gt;
[[Odyssey of the Dragonlords]] offers yet another alternative for the 5e centaur PC. Centaurs of Thylea are cahracterized as a proud race of nomadic warriors; hunter-gatherers with an emphasis on the &#039;&#039;hunter&#039;&#039; part, they are once of the major civilizations created by the titans, and whilst they&#039;re not at open war with the Mytrosians, they have never forgotten or forgiven the Dragonlords for how they fucked over their people during the First War, and they will happily trample the shit out of anyone stupid enough to try and build permanent settlements on their land. Whilst their egos are infamous - Thylean centaurs view themselves as the supreme race and are notorious for their vanity when it comes to their looks - and it&#039;s common knowledge that they become dangerous, belligerent and boorish when drunk, they&#039;re also renowned for their loyalty. Make a centaur friend, and they&#039;ll be your friend for life, and you can&#039;t find a truer adventuring companion.&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Wisdom&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 feet&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Charge: If you move 30 feet straight toward a target and then hit them with a melee attack on the same turn, the target takes an extra 1d6 damage from the first attack.&lt;br /&gt;
::Mountable: As a bonus action on your turn, you may allow a single willing ally within 5 feet of you to hitch a brief ride on your back. They are carried on your back until the end of your turn, at which point they must disembark within 5 feet of you. While being carried, your rider is not considered to be mounted and they are not vulnerable to attacks of opportunity. Your rider must be a bipedal creature of your size or smaller.&lt;br /&gt;
::Quadrapedal Stride: Climbing and manuevering in tight spaces count as difficult terrain for you.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
centaur 1e.jpg&lt;br /&gt;
centaur MCV1.jpg&lt;br /&gt;
centaur 4e.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer Fantasy]]==&lt;br /&gt;
The &amp;quot;proto-Hammer&amp;quot; version of Warhammer Fantasy featured Centaurs as a [[Chaos]]-aligned race closely linked to [[Beastmen]] in the [[Realms of Chaos]]: The Lost and the Damned. They were dropped, for some reason, but eventually returned in 6th edition after having been reworked into the [[Centigor]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Dwarves]] has bull centaur, the result of a Chaos Dwarf given blessing by their dark god &#039;&#039;&#039;Hashut&#039;&#039;&#039;, the bull Chaos God. They are still Chaos Dwarfs with their usual appearances of big, mean, muscular, curly beard and horns on their head, only that their bottom-half has been replaced by that of a bull&#039;s. This transformation replaces the their short leg and thus nullified their slow moving weakness while retaining their trademark endurance, strength and high leadership.&lt;br /&gt;
&lt;br /&gt;
If that&#039;s not enough then things get bigger with [[Dragon Ogres]], because regular centaur isn&#039;t awesome enough. [[Dragon Ogres]] have the upper part of an Ogre and their lower parts are four dragon-like legs. These [[Dragon Ogres]] made a pact with the Chaos Gods that they would serve them, in exchange for immortality (at the cost of having no female Dragon Ogres to fuck, or possibly having females but all being sterile; it&#039;s hard to say from the fluff). They are one of the oldest creatures in the Old World, and are supercharged when struck by lightning. The oldest and largest [[Dragon Ogres]] are Shaggoths.&lt;br /&gt;
&lt;br /&gt;
Lastly there&#039;s the [[Zoat]]s. A hermit-like, scaly, four-legged creature who has power over nature with their lore of life spell. Their size were so similar to a small dragon ogres that CA was able to put it in [[Total War: WARHAMMER]] as a reskinned Dragon Ogres.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer: Age of Sigmar]]==&lt;br /&gt;
In the Age of Sigmar universe, centaurs are - or at least used to be - one of the races inhabiting the realm of [[Ghur]]. The character [[Kragnos]] is a centaur of the Drogrukh clan who became a god through sheer bloodymindedness, ultimately making such a nuisance of himself that the forces of Order sealed him away. He recently broke out, and is very pissed to discover that the remaining centaurs were wiped out whilst he was gone.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer 40K]]==&lt;br /&gt;
Though the Centaur in and of itself hasn&#039;t been discovered as of yet in the dark millennium (it is perfectly possible that they exist somewhere in the galaxy, mind you - there is [[Abhuman|&#039;&#039;weirder&#039;&#039; shit]] out there), the [[Interex]] had a heavy infantry platform which had the shape and appearance of the Centaurs of myth. The human soldier was fit into the front of a mechanical, horselike body (where the head would&#039;ve been on a real horse), so only the upper body was visible. They even went so far as giving the soldiers laser-crossbows.&lt;br /&gt;
&lt;br /&gt;
Though most would argue that this was freaking [[awesome]], they were exterminated by the Imperium, and as far as we know, the Mechanicum haven&#039;t kept anything from the [[Interex]]... But who knows, maybe the next Imperial Guard Supplement will include cyborg horse-human hybrids (of course you can make these anyway and just proxy them as rough riders on the table top). You can&#039;t know with [[Games Workshop|GW]] these days.&lt;br /&gt;
&lt;br /&gt;
A centaur body is one of the common Chaos mutations, though given the nature of Chaos you may end up with a snake tail, a giant bloodhound body, or a fucking spider torso instead of your legs, and that&#039;s if you get lucky - some poor Nurglite sod may get a snail or maggot body instead of his legs, or even a twisted mess of tentacles that have the mind of their own and immediately start raping all asses in proximity, including their own.&lt;br /&gt;
&lt;br /&gt;
Additionally, an [[Imperial Guard]] short story (&#039;&#039;Children of the Emperor&#039;&#039;) from the [[Into the Maelstrom]] anthology features a guardsman stranded on a lost, feral world with super-high gravity, populated by [[abhuman]]s whose ancestors gave themselves centaur bodies and super-enhanced muscles to cope with high gravity and abundance of deadly predators. He gets involved with a struggle between the Emperor-worshipping locals and a [[Khorne|Khornate]] heresy, but the best he can do is to report to the Imperium when he escapes that the planet is feral, too dangerous &amp;amp; resource poor to colonize, and houses only some unimportant alien species, thus preventing the loyalists from being slaughtered as [[mutant]]s by more Puritanical Imperials.&lt;br /&gt;
&lt;br /&gt;
Also we have the [[Zoats]], a &amp;lt;strike&amp;gt;now-abandoned&amp;lt;/strike&amp;gt; (They&#039;re back now, fuckers!) race of reptilian taurs that were originally envoys and propagandists for the Tyranids, before they fully embraced the Horde of Alien Locusts thing.&lt;br /&gt;
&lt;br /&gt;
==[[Warcraft]]==&lt;br /&gt;
Warcraft features many types of Centaur as well as centaur-like creatures. The earliest Centaur are descendants to the demigod Cenarius (half-Night elf half Stag), his sons are called Keepers of the grove, they have the upper part of a night elf with antlers on their heads, one of their hands is wood like, and they have the lower parts of a stag. The female versions of them are Dryads who are female night elf and half doe. &lt;br /&gt;
&lt;br /&gt;
They also have regular Centaurs who are a bastard race born from a Keeper of the grove and (the rather ugly) spirit of Earth, they thank their father for creating them by killing him. They have the traditional Centaur look, with a nomadic Mongol-like culture mostly built on harassing the cow-like Tauren.&lt;br /&gt;
&lt;br /&gt;
The Burning Legion has Annihilan which are massive demons that have an upper part of a demon and a lower part of a four legged dragon. They serve as among the Legions commanders and wield enormous weapons that can smash armies in one swing.&lt;br /&gt;
&lt;br /&gt;
==Centaur [[Monstergirls]]==&lt;br /&gt;
{{monstergirls}}&lt;br /&gt;
Centaurs invite ceaseless argument over whether they count as [[monstergirls]] or as [[furry]]. On the one hand, they do have human-like heads and not muzzles (though Japanese hentai seems to like portraying them with horse ears instead of human ears, and this has become more common in western art too). On the other hand, they have horse-junk at their business end (except, again, for some Japanese hentai, where they have human pussies at the front of their horse bodies instead or in addition to mare-cunts at their ass-end), which makes them in many ways &#039;&#039;more&#039;&#039; like [[Chakat|bestiality than regular furries]].&lt;br /&gt;
&lt;br /&gt;
Not helping things is that both sides of the divide have embraced them. In fact, centaurs are so popular that the idea of replacing the horse with other critters that sound cool or sexy is rather popular; lions, wolves, tigers, [[drider|spiders]]... heck, [[lamia]]s can be described as &amp;quot;centaurs that are half-snake instead of half-horse&amp;quot;. The idea is so popular that a whole new word (arguably descended from the furries), &amp;quot;tauric&amp;quot;, has popped up as a shorthand for it.&lt;br /&gt;
&lt;br /&gt;
[[/d/]] alternatively loves them (because they&#039;re an excuse for pictures of huge buff guys with huge horse cocks, [[monstergirls]] with huge-ass tits, or monstergirls [[dickgirl|with huge-ass tits AND huge horse cocks]]) and loathes them (because of the aforementioned furry/bestiality connotations).&lt;br /&gt;
&lt;br /&gt;
Surprisingly, despite the fact that centaurs are iconic creatures from western &amp;quot;Classical Mythology&amp;quot;, the vast majority of centaur MG depictions have come from Japan. This may be because, unlike westerners, Japanese smutfans don&#039;t really make so much of a distinction between [[furry]] and [[monstergirl]], and so they don&#039;t get bothered by the whole &amp;quot;you&#039;re fucking a horse&#039;s hiney&amp;quot; thing since they pass the [[Harkness Test]].&lt;br /&gt;
&lt;br /&gt;
Perhaps because of the strong association between the cavalry and the [[samurai]] caste - or because Japanese dig soft, sweet chicks to an almost disturbing degree - almost all known Japanese centaur MGs have been tsunderes or yamato nadeshikos, i.e. either sweet-girls who act like bitches because they don&#039;t wanna admit their feelings, or very sweet and demure girls with a steely core. A more mythology-accurate centaur MG would be a total ladette - a she-jock who loves to fight, hunt, drink and fuck like there&#039;s no tomorrow and aggressively chases after good-looking guys. Sort of a bro with the body of a super-model who&#039;s fine with letting you grope her titties and cunt (wherever it is), or kills you on a whim.&lt;br /&gt;
&lt;br /&gt;
Additionally there are several factors of horse anatomy one should keep in mind when discussing sex with centaurs:&lt;br /&gt;
*The above-discussed reason why horses don&#039;t need to wipe their asses after taking a dump would doubtlessly affect anal sex in some way, for better or worse.&lt;br /&gt;
*Giving Centaurs rear horse junk would be likely to complicate masturbation.&lt;br /&gt;
*Given the thing male horses are so infamous for worldwide, a centauress(?) that has horse junk would be likely to find human men &#039;&#039;quite&#039;&#039; underwhelming. &lt;br /&gt;
*On that note, getting any meaningful length of a horse penis inside a human frequently kills real-life zoophiles due to organ rupture, and deepthroat would probably require you to dislocate your jaw and find some acid-proof horse condoms.&lt;br /&gt;
*Like with [[minotaur|minotaurs]], there&#039;s also the issue of whether a centauress would have human boobs or a horse udder when you think about it. There are many more lulzy ways to interpret this than the minotaur offers, however, such as centaur women with two perfectly human and hairless boobs dangling from the fucking &#039;&#039;horse&#039;&#039; torso like a ballsack (you could even nickname these body parts the breasticles or chesticles).&lt;br /&gt;
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===[[Monster Girl Encyclopedia]]===&lt;br /&gt;
[[File:MGE Centaur.jpg|thumb|250px|right|There may be a reason why the MGE centaur looks like a half-horse half-[[elf]]...]]&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], centaurs are a race of tsundere nomadic archers. They do still love booze, though, and have a tendency to lose control and become horny drunks who&#039;ll rape men... of course, being tsunderes, they&#039;ll bitch at the &#039;&#039;men&#039;&#039; to &amp;quot;take responsibility&amp;quot; after they sober up, which is as tired a cliche in hentai as &amp;quot;OMG it&#039;s so big&amp;quot; is in western porn. For many years, constant arguments frequently sprung up about where the genitals are. The author decided to split the difference by decreeing they have two sets of genitals, one on each end. All this served to do was re-draw the battle lines so as to be fought over whether this succeeded in solving the problem or is the stupidest thing in the history of ever.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===[[Life With Monstergirls]]===&lt;br /&gt;
Centaur have a long and noble history as knights and paladins, and most of their race still carry themselves with dignity. Female Centaur often adopt knightly demeanor and customs. Their females are only fertile during certain periods of the year (like real horses), and must use this time to produce offspring. Their sex drive is greatly reduced (although not non-existent) outside of this period, which also like with real horses is called estrus.&lt;br /&gt;
Centaurs have long had a history where the sexually selected traits for males were general raw strength and bravado. This unfortunately resulted in most modern Centaur men being unattractive fratboys. Recently, their culture is shifting towards effeminate and polite men being attractive, and this means that Centaur women are beginning to more and more desire human men. The product of a human/Centaur union is a full-blooded Centaur (no word on the results of a horse-centaur union), but the practice is still highly taboo. Instead Centaurs have been relying on human men as &amp;quot;teasers&amp;quot;, a role that yet still exists in real life horse breeding (although in real life the role is thankfully filled by other horses). The human man more or less arouses a female who is in estrus until she can bear to reproduce with her husband.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Centaur Breeding.jpg|Centaur sexual habits in Daily Life with Monstergirl&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Dungeons &amp;amp; Dragons]][[Category:Dungeons &amp;amp; Dragons Races]][[Category:Monsters]][[Category:Greek Mythology]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alchemist&amp;diff=40314</id>
		<title>Alchemist</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alchemist&amp;diff=40314"/>
		<updated>2021-07-09T04:38:24Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Alchemists&#039;&#039;&#039; (Al-Khemia from Arabic and Greek, literally &amp;quot;The Chemistry&amp;quot;, also Khemeia is Greek word for metal-changing) were proto-chemists who worked in the medieval and early modern periods (and a few even survived into the Age of Enlightenment; Newton in particular is sometimes mocked for believing in alchemy) in Europe and the Islamic World. Like modern chemists, they thought matter followed specific rules and would reliably change at different heats, proportions, etc. &#039;&#039;Unlike&#039;&#039; modern chemists their rules were rather... derpy. They thought, for instance, that examining an object physically would reveal its &#039;&#039;internal&#039;&#039; properties, and spent lots of time in chemically useless pursuits like trying to find [[Spelljammer|phlogiston]], a hypothetical chemical that was attributed to be responsible for combustion, or, most famously, trying to turn lead into gold. A similarly-derpy tradition in Asia revolved around making various potions, most notably their quest for the legendary elixir of immortality which mostly yielded a plethora of potions of mortality, since they thought the primary ingredient was the highly-toxic element mercury, and ended up making gunpowder-grade phosphorus when urine got boiled. Alchemy was basically an attempt at outright magic before it got distilled into modern day chemistry when better measuring methods were developed. Nonetheless they did stumble upon a few useful ideas, like [[firearm|gunpowder]] (from boiling [[Magical Realm|PISS]], of all things), colorful dyes to sell to the wealthy and various other useful processes which helped pay the bills.&lt;br /&gt;
&lt;br /&gt;
In the modern age, they&#039;re generally thought of as bumbling primitives at best and devious charlatans at worst, but they played an important role in keeping science alive in an age where research wasn&#039;t much of a thing and providing by accident some useful information for chemists. Also many of their experiments can be considered metaphorical, and the close attention they paid to exotic chemical reactions were often guided meditations which were intended to have lasting psychological effects on the observer. Like astrologers, they were often conmen, but some of them were highly skilled, intelligent, and poetic.&lt;br /&gt;
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Fiction has found a new niche for Alchemy, however. Their mysticism has expanded into a fusion of Chemistry and Magic, either deriving magic from chemical processes, or infusing their chemistry with magic. After all, &#039;&#039;somebody&#039;s&#039;&#039; gotta make those healing potions, right? &lt;br /&gt;
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==AD&amp;amp;D==&lt;br /&gt;
[[File:Alchemist 2e.jpg|right|300px]]&lt;br /&gt;
The alchemist appeared in [[Advanced Dungeons &amp;amp; Dragons]] as a specialist option for the [[wizard]], debuting in &amp;quot;Player&#039;s Option: Skills &amp;amp; Powers&amp;quot; before being reprinted in &amp;quot;Player&#039;s Option: Spells &amp;amp; Magic&amp;quot;. Thematically, they are described as a scientist-wizard, similar to yet distinct from the [[Artificer]] - alongside its fellow Skills &amp;amp; Powers specializations, the [[Geometer]], [[Shadow Magic|Shadow Mage]] and [[Song Mage]], it was classified as a &amp;quot;Thaumaturgical Specialist&amp;quot; in Spells &amp;amp; Magic, gaining kindred in the form of the [[Artificer]] and the [[Wild Magic|Wild Mage]], but losing the [[Shadow Magic|Shadow Mage]] as a sibling; it was rebranded as an &amp;quot;Effect Specialization&amp;quot; in this book.&lt;br /&gt;
&lt;br /&gt;
Functionally, they&#039;re a [[Transmuter]] who trades the bonus potency with transmutation spells for the ability to brew potions.&lt;br /&gt;
&lt;br /&gt;
Mechanically, this specialist wizard has the following traits:&lt;br /&gt;
::Minimum Ability Requirements: Intelligence 15, Dexterity 14&lt;br /&gt;
::Permitted Races: [[Human]], [[Half-Elf]], [[Gnome]]&lt;br /&gt;
::Prohibited Schools: [[Illusionist|Illusion]], [[Necromancer|Necromancy]]&lt;br /&gt;
::An alchemist can memorize 1 additional Alchemy School spell per spell level.&lt;br /&gt;
::An alchemist receives a +15% bonus to learning spells from the School of Alchemy, and a -15% penalty to learning spells from any other school.&lt;br /&gt;
::An alchemist automatically learns a spell from the School of Alchemy whenever he reaches a new spell level.&lt;br /&gt;
::When attempting to create a new School of Alchemy spell, the alchemist treats its spell level as being one level lower.&lt;br /&gt;
::Lab-Bound: An alchemist starts play with an alchemical laboratory, which requires 50 gold pieces a month to represent stocks of reagents, replaced equipment, and so forth. Building a new laboratory costs 1,000gp per character level. Without access to their lab, an alchemist cannot memorize their bonus daily spells, conduct research, make potions, or add new spells to their spellbook.&lt;br /&gt;
::Potion Brewer: From 6th level onwards, an alchemist can learn formulae for magic potions. This uses the mechanics for researching a spell, treating the potions level as equal to its XP value divided by 100. Research time is 2 weeks per effective spell level, and it costs 500gp per effective level. The alchemist must pass a Learn Spells check to learn a potion formula, and the number of potion formulae an alchemist can learn is the same number as their maximum spells per level score; it is also affected by Intelligence, rising or falling in the same way. Once an alchemist has learned a potion formula, they can brew doses of the formula at will, but this requires the expenditure of 3d6*100 gold pieces and a week&#039;s work in the lab for each dose - not to mention they need to pass a Learn Spells check to successfully brew it. In &amp;quot;Spells &amp;amp; Magic&amp;quot;, the alchemist is stated to gain a +1% bonus per character level to this &amp;quot;brew potion check&amp;quot;.&lt;br /&gt;
::Reagent Focus: When an alchemist casts spells labeled &amp;quot;School of Alchemy&amp;quot;, they have no verbal components.&lt;br /&gt;
&lt;br /&gt;
School of Alchemy Spells (from &amp;quot;Spells &amp;amp; Magic&amp;quot;):&lt;br /&gt;
* Affect Normal Fires (1st)&lt;br /&gt;
* Fire Burst (1st)&lt;br /&gt;
* Grease (1st)&lt;br /&gt;
* Metamorphose Liquids (1st)&lt;br /&gt;
* Patternweave (1st)&lt;br /&gt;
* Protection from Evil/Protection from Good (1st)&lt;br /&gt;
* Fool&#039;s Gold (2nd)&lt;br /&gt;
* Glitterdust (2nd)&lt;br /&gt;
* Melf&#039;s Acid Arrow (2nd)&lt;br /&gt;
* Pyrotechnics (2nd)&lt;br /&gt;
* Sense Shifting (2nd)&lt;br /&gt;
* Stinking Cloud (2nd)&lt;br /&gt;
* Alamir&#039;s Fundamental Breakdown (3rd)&lt;br /&gt;
* Flame Arrow (3rd)&lt;br /&gt;
* Melf&#039;s Minute Meteors (3rd)&lt;br /&gt;
* Protection from Evil, 10&#039; Radius/Protection from Good, 10&#039; Radius (3rd)&lt;br /&gt;
* Solvent of Corrosion (3rd)&lt;br /&gt;
* Enchanted Weapon (4th)&lt;br /&gt;
* Fire Charm (4th)&lt;br /&gt;
* Fire Trap (4th)&lt;br /&gt;
* Vitriolic Sphere (4th)&lt;br /&gt;
* Cloudkill (5th)&lt;br /&gt;
* Fabricate (5th)&lt;br /&gt;
* Rusting Grasp (5th)&lt;br /&gt;
* Transmute Rock to Mud/Transmute Mud to Rock (5th)&lt;br /&gt;
* Vile Venom (5th)&lt;br /&gt;
* Death Fog (6th)&lt;br /&gt;
* Glassee (6th)&lt;br /&gt;
* Stone to Flesh/Flesh to Stone (6th)&lt;br /&gt;
* Transmute Water to Dust/Improved Create Water (6th)&lt;br /&gt;
* Acid Storm (7th)&lt;br /&gt;
* Hatch the Stone from the Egg (7th)&lt;br /&gt;
* Neutralize Gas (7th)&lt;br /&gt;
* Statue (7th)&lt;br /&gt;
* Glassteel (8th)&lt;br /&gt;
* Incendiary Cloud (8th)&lt;br /&gt;
* Crystalbrittle (9th)&lt;br /&gt;
* Glorious Transmutation (9th)&lt;br /&gt;
&lt;br /&gt;
===Eremite===&lt;br /&gt;
Since [[Advanced Dungeons &amp;amp; Dragons]] had a tendency to reinvent the wheel, an alternative take on the Alchemist kit surfaced in the [[Ravenloft]] setting when [[Champions of the Mists]] introduced the &#039;&#039;&#039;Eremite&#039;&#039;&#039;, which is even described in its own flavor-text as a cross between an alchemist and a [[druid]]. Unlike the aforementioned alchemist kit, eremites don&#039;t get a traditional school of magic-based restriction to their spellcasting, and function largely like standard wizards, save for the fact they brew potions instead of memorizing text from their spellbook and for the following mechanical traits:&lt;br /&gt;
::Available Races: Human, Half-Elf and Half-Vistani&lt;br /&gt;
::Ability Score Requirements: [[Intelligence]] 15, [[Constitution]] 12&lt;br /&gt;
::Bonus Proficiency: Herbalism&lt;br /&gt;
::Potion Master: An eremite has a 5% chance per level (maximum 75%) to recognize a traditional D&amp;amp;D potion on sight.&lt;br /&gt;
::Eremite Spellcasting:&lt;br /&gt;
* Eremites can only learn spells that have a range of &amp;quot;0&amp;quot; or &amp;quot;Touch&amp;quot;.&lt;br /&gt;
* All spells cast by an eremite have a &amp;quot;casting time&amp;quot; of 1d4+2, representing the fact that you&#039;re just chugging a potion (or splashing it on someone).&lt;br /&gt;
* An eremite can give a prepared potion to an ally, who can then &amp;quot;cast that spell&amp;quot; on themselves by drinking the elixir. This lets eremites ignore the usual targeting restrictions on spells like &amp;quot;Gaze Reflection&amp;quot;.&lt;br /&gt;
* Once an eremite &amp;quot;spell potion&amp;quot; is opened, it must be used in that same round, or it goes inert.&lt;br /&gt;
* Eremite spell potions have a limited shelf-life; if they have level-based effects (such as the damage of a Burning Hands potion), they lose 1 level&#039;s worth of potency per week until they become useless, whilst otherwise they just go inert 1 week after being brewed. Shelf-life can be extended for 1 week per casting of the Freshness cantrip.&lt;br /&gt;
* Eremite spell potions have the same potion compatibility issues and &amp;quot;potential for breakage when hit&amp;quot; problems as standard D&amp;amp;D potions.&lt;br /&gt;
* Eremites can only store their potions in containers made of natural materials, such as glass or clay; use anything else, and there&#039;s a 25% chance the potion spoils and is wasted.&lt;br /&gt;
&lt;br /&gt;
==5e==&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons 5th Edition]], the Alchemist made its debut as a subclass for the [[Artificer]] in the original 2017 [[Unearthed Arcana]] release of that class. In this initial form, the Alchemist is actually quite simple; chosen at 1st level, the Alchemist gains access to a feature called &amp;quot;Alchemical Formula&amp;quot;, which is literally the only ability that the character gets. &lt;br /&gt;
::As an action, the character can reach into their Alchemist&#039;s Satchel - which is kind of a spellcasting focus exclusive to the formulas, and which will cost you 3 days of work (8 hours per day) and 100 gold pieces to replace - and use one of the various formulas they know. Precisely what effect this has depends on what formula they actually use, as you might expect. An alchemist starts play knowing the Alchemical Fire and Alchemical Acid formulas, and one other formula of their choice. They gain a new formula of their choice at 3rd, 9th, 14th and 17th levels.&lt;br /&gt;
&lt;br /&gt;
Not exactly a complicated class, but simplicity has its upsides too, you&#039;d guess. Plus, aside from some timing delays, you can basically use these formulas as often as you&#039;d like.&lt;br /&gt;
&lt;br /&gt;
The formulas for this Mark 1 Alchemist consisted of the following, with any saving DCs being 8 + your Proficiency bonus + your Intelligence modifier:&lt;br /&gt;
* &#039;&#039;&#039;Alchemical Fire:&#039;&#039;&#039; A grenade that you can throw 30 feet and which explodes in a 5ft radius. Creatures caught in the explosion must succeed on a Dexterity save or take 1d6 Fire damage. This damage increases by +1d6 at every 3 levels after the first (so 2d6 at 4th, 3d6 at 7th, etc), all the way to 7d6 damage at 19th level. Using this formula requires an Action.&lt;br /&gt;
* &#039;&#039;&#039;Alchemical Acid:&#039;&#039;&#039; A grenade that you can throw 30 feet. The target must succeed on a Dexterity saving throw or take 1d6 Acid damage. Objects are automatically hit and take maximum damage. Damage increases by +1d6 at every 2 levels after the first (so 2d6 at 3rd, 3d6 at 5th, etc), maxing out at 10d6 at 19th level. Using this formula requires an Action.&lt;br /&gt;
* &#039;&#039;&#039;Healing Draught:&#039;&#039;&#039; A potion you can consume yourself or give to another creature. The drinker regains 1d8 hit points (plus another 1d8 HP per 2 levels after 1st, to 10d8 at 19th level). A creature that has drunk a Healing Draught can&#039;t benefit from it again until it&#039;s completed a long rest. Withdrawing this formula requires an Action, and drinking it requires another action. You can only have 1 vial of Healing Draught out at a time.&lt;br /&gt;
* &#039;&#039;&#039;Smoke Stick:&#039;&#039;&#039; You can produce a stick-shaped object that creates a smoke cloud, which you can either hold onto or throw up to 30 feet. The smoke stick fills a 10ft radius with thick smoke that blocks vision and dark vision, and lasts for 1 minute. After it has been used, you can&#039;t use this ability again until 1 minute has passed.&lt;br /&gt;
* &#039;&#039;&#039;Swift Step Draught:&#039;&#039;&#039; You can withdraw this formula as a bonus action, and drinking it requires an action. The drinker gains +20 feet of speed for 1 minute. After this formula has been used, you can&#039;t use it again for 1 minute.&lt;br /&gt;
* &#039;&#039;&#039;Tanglefoot Bag:&#039;&#039;&#039; You can hurl this grenade as an action to cover a 5ft area within 30 feet with sticky goo. The area becomes difficult terrain, and any creature that starts its turn there halves its speed until the end of the turn. The goo remains sticky for 1 minute. You cannot use this formula until 1 minute has passed since using it.&lt;br /&gt;
* &#039;&#039;&#039;Thunderstone:&#039;&#039;&#039; As an action, you can hurl this grenade up to 30 feet. On impact, it explodes, forcing all creatures within a 10ft radius to succeed on a Constitution save or be simultaneously knocked prone and pushed 10 feet away from that point.&lt;br /&gt;
&lt;br /&gt;
Unlike the poor [[Gunslinger|Gunsmith]], the alchemist would return in the 2nd iteration of the [[Artificer]] 2 years later, and in fact so far is the only subclass to be present in all versions of the artificer after the wizard subclass. In this 2019 [[Unearthed Arcana]], the alchemist was quite a different beast. Now starting from 3rd level, it had a whole arsenal of new features.&lt;br /&gt;
&lt;br /&gt;
At 3rd level, it gains the following features:&lt;br /&gt;
* &#039;&#039;&#039;Tools of the Trade&#039;&#039;&#039;: You gain proficiency with Alchemist&#039;s Supplies and Herbalism Kit, as well as one of each of those items if you don&#039;t already have them. Also, when crafting magic potions, it takes you 1/4 the time and 1/2 the gold it would normally take.&lt;br /&gt;
* &#039;&#039;&#039;Alchemist Spells&#039;&#039;&#039;: Gain the following spells at their designated levels: Purify Food &amp;amp; Drink (3rd), Ray of Sickness (3rd), Melf&#039;s Acid Arrow (5th), Web (5th), Create Food &amp;amp; Water (9th), Stinking Cloud (9th), Blight (13th), Death Ward (13th), Cloudkill (17th), Raise Dead (17th).&lt;br /&gt;
* &#039;&#039;&#039;Alchemical Homunculus&#039;&#039;&#039;: As the feature&#039;s name suggests, you get a sort of bonus [[familiar]] in the form of a Tiny-sized flying [[Construct]]. In addition to being able to spit acid at anyone you don&#039;t like, it can also produce an Alchemical Salve thrice per day, which can be used to give you or an ally either some temporary HP, Advantage on an ability check, or Flight at a speed of 10 feet for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
At 6th level, the alchemist gains the &#039;&#039;&#039;Alchemical Mastery&#039;&#039;&#039; feature. The alchemist can now use their alchemist&#039;s supplies as a spellcasting focus when casting any spell that either restores hit points or inflicts Acid or Poison damage; the amount of damage healed/inflicted is increased by the alchemist&#039;s Intelligence modifier (minimum +1). Also, the alchemist can use their supplies to cast Lesser Restoration for free a number of times per day equal to their Intelligence modifier.&lt;br /&gt;
&lt;br /&gt;
Finally, at 14th level, they gain &#039;&#039;&#039;Chemical Savant&#039;&#039;&#039;; this gives them Resistance to Acid damage, Resistance to Poison damage, Immunity to the Poisoned condition, and the ability to cast Greater Restoration for free 1/day so long as they use their alchemist&#039;s supplies as a spellcasting focus.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Classes]]&lt;br /&gt;
&lt;br /&gt;
===Chronicles of Aeres===&lt;br /&gt;
In the 5e fansetting [[Chronicles of Aeres]], Alchemists are one of the three unique classes invented for the setting, alongside the [[Witch]] and [[Dreamcaller]]. In-universe, alchemists are an offshoot of the [[wizard]]ly traditions of spellcasting who focus on manipulating the raw magical essences imbued into inanimate matter, a feat they achieve by using magical [[rune]]s to channel and concentrate one or more of the Three Primes - the &amp;quot;conceptual&amp;quot; essences from which all elements are made. This is a lot harder than &amp;quot;regular&amp;quot; [[Transmuter]] spells, and in fact it can easily go wrong; the early days of the alchemy style resulted in a &#039;&#039;lot&#039;&#039; of explosions, clouds of poisonous gas, raging fires and virulent diseases, which meant alchemists were largely rejected in favor of wizardry. But they survived by going underground, and in fact flourished during the era of magical persecution.&lt;br /&gt;
&lt;br /&gt;
The Three Primes, the alchemist version of the wizardly schools, consist of:&lt;br /&gt;
* &#039;&#039;&#039;Sulfur:&#039;&#039;&#039; This element represents an expanding force, the essence of evaporation and gaseous motion; it’s also tied to the spirit, or the ephemeral internal essence of aether that normally inhabits living creatures, but which is also present in a minute form in non-living objects. Sulfur is the element of fire, smoke, steam, and air. Alchemists associate this element with heat, light, and energy; its movements are chaotic and hard to control.&lt;br /&gt;
* &#039;&#039;&#039;Mercury:&#039;&#039;&#039; An element connected to water and the transcendence between solid and liquid states. The mercurial prime is the fabric that binds aether itself to material, and so it’s often connected with the mind, or the psyche (the intangible force that controls the external). The movement or decomposition of mercury is associated with cold, moisture, acidity, blood, and even necrosis. Conversely, mercury also bears a power of rejuvenation, and without the essence of mercury, alchemists believe that material would simply fall apart.&lt;br /&gt;
* &#039;&#039;&#039;Salt:&#039;&#039;&#039; A prime element that would seem to be the exact opposite of Sulfur. Salt is the physical embodiment of a thing, its matter and material, independent of the other forces holding it together. As a result, the element of Salt is considered restrictive and fixed, immovable; it represents not only the earth, ores, and stones, but also the concepts of crystallization, hardening, contraction, and solidification. It’s the force that gives an object its physical weight as well.&lt;br /&gt;
&lt;br /&gt;
Aeres Alchemists are also known as &#039;&#039;&#039;[[Elementalist]]s&#039;&#039;&#039; or &#039;&#039;&#039;Thaumaturgists&#039;&#039;&#039;, and they are very much &#039;&#039;not&#039;&#039; your typical potion-brewing doddering old sage! In fact, they&#039;re closer to a [[gish]] class than anything. They don&#039;t have the traditional spellcasting attack modifier or spellcasting focus due to the way that their magic works, but they do have a spellcasting save DC, which is based on their Intelligence modifier (8 + proficiency bonus + Int modifier, like a normal [[wizard]]). They don&#039;t get subclasses, mostly because they&#039;re complex enough as it is.&lt;br /&gt;
&lt;br /&gt;
Did we say that they don&#039;t use a spellcasting focus? That&#039;s not entirely true. Alchemists need an &#039;&#039;Alchemical Sigil&#039;&#039; to focus their powers, which is branded with the rune of one of the Three Primes. This is a small amulet or ring. Because of the complex energies involved, initially, Alchemists can only have a single sigil active at a time, which means they can only invoke Transmutations from that specific Prime; to switch to a different Prime, the Alchemist needs to destroy or remove their original sigil (it has to be 100ft+ away) to stop it from interfering; a new Sigil can be crafted as part of a short rest, or an alchemist can attempt to create a temporary sigil by drawing, etching into the dirt, etc, which takes 2 turns. A rookie alchemist can still have different sigils for the different Primes, but they can only have 1 active at a time; they can switch between active sigils during a short rest. From 6th level, they can have 2 sigils active at a time, which is also when they learn to start combining Transmutations. At 12th level, they&#039;re powerful enough they can have sigils for all Three Primes active at once.&lt;br /&gt;
&lt;br /&gt;
More than anything, the Aeres Alchemist resembles a [[Warlock]]; they know a number of Transmutations, which are specific powers they can evoke, determined by their level, and they can only have a small number of these powers evoked at once - starting with just 1 at a time at 1st level, then 2 at 6th level, and finally 3 (the maximum) at 12th level. &lt;br /&gt;
&lt;br /&gt;
So, how does transmuting something actually work? Well, the alchemist can place a Transmutation on any Medium or smaller object - for the most part, only weapons or armor are useful, as most transmutations are very combat-focused; you don&#039;t really want to use a Transmutation that electrifies something on your armor, now do you?  Applying a Transmutation is an Action, and Transmutations &#039;&#039;don&#039;t stack&#039;&#039;; applying the same Transmutation to an object twice over does nothing. There&#039;s also a downside to Transmutations vs. spells; if you attempt to invoke two or more Transmutations on the same item, or even just a single multi-Prime Transmutation, you gotta roll a d20, about half the results of which will result in something going wrong, such as the item exploding, emitting a blinding flash, or becoming temporarily useless as the transmutational energies mix in unstable ways. It&#039;s not as bad as the traditional [[Wild Magic]] table, but it can definitely be a headache! If you attempt to apply a Transmutation to something an enemy is holding or wearing, that&#039;s a melee attack roll.&lt;br /&gt;
&lt;br /&gt;
Now, all of this doesn&#039;t mean that alchemists can&#039;t actually make potions! At 2nd level, they gain the feature &#039;&#039;&#039;Apprentice Potion Making&#039;&#039;&#039;, which lets them create a single potion worth 50 gold pieces as part of a short rest, so long as they have access to a set of Alchemist&#039;s Supplies or other alchemical equipment. At 6th level, they gain &#039;&#039;&#039;Journeyman&#039;s Potion Making&#039;&#039;&#039;, which allows them to craft either 1 100GP potion or 2 50GP potions during a short rest. At 10th level, they gain &#039;&#039;&#039;Masterful Potion Making&#039;&#039;&#039;, which lets them make 2 100GP potions or 4 50GP potions during a short rest, and 1 250GP potion during a long rest. Finally, at 15th level, they gain &#039;&#039;&#039;Potion Making Grandmaster&#039;&#039;&#039;, which lets them use a short rest to craft 3d4 50GP potions, 2d4 100GP potions, or 1d4 250G potions.&lt;br /&gt;
&lt;br /&gt;
Their class features consist of the following:&lt;br /&gt;
* 3rd level - &#039;&#039;&#039;Trifecta of Force:&#039;&#039;&#039; As a free action, you can change the damage type of your weapon to any other physical damage type (a sword from Slashing to Piercing or Bludgeoning) for 1 turn.&lt;br /&gt;
* 6th level - &#039;&#039;&#039;Alchemic Alacrity:&#039;&#039;&#039; You can ast single-element transmutations as a bonus action.&lt;br /&gt;
* 7th level - &#039;&#039;&#039;Elemental Projection:&#039;&#039;&#039; You can apply transmutations to a visible object within 10 feet.&lt;br /&gt;
* 9th level - &#039;&#039;&#039;Malleable Essence:&#039;&#039;&#039; As part of a short rest, you can grant yourself Resistance to one damage type for 1 hour.&lt;br /&gt;
* 13th level - &#039;&#039;&#039;Elemental Mastery:&#039;&#039;&#039; Double the duration of your transmutations.&lt;br /&gt;
* 18th level - &#039;&#039;&#039;Elemental Transcendence:&#039;&#039;&#039; Triple the duration of your transmutations. Also, you no longer risk failure for using combi-elemental transmutations.&lt;br /&gt;
* 20th level - &#039;&#039;&#039;The Philosopher&#039;s Stone:&#039;&#039;&#039; By spending 7 days and 500 gold pieces, you can fashion a Philosopher&#039;s Stone. This counts as a Sigil for all Three Primes, grants your transmutations an indefinite duration (you can still only have three active transmutations at once), boost Malleable Essence&#039;s duration to &amp;quot;your next rest&amp;quot; and lets you change your damage resistance by spending 1 turn doing so. Note that &#039;&#039;all&#039;&#039; of these benefits only apply so long as you have the Stone in possession.&lt;br /&gt;
&lt;br /&gt;
===Alkemancer===&lt;br /&gt;
The &#039;&#039;Deep Magic&#039;&#039; [[splatbook]] for the 5e version of [[Midgard]] features the [[Wizard]] subclass known as the &#039;&#039;&#039;Alkemancer&#039;&#039;&#039;. This is defined in the book as a  wizard devoted to uniting the principles of magic and alchemy into a single greater whole, with a focus on spiritual transmutation. Whilst similar to [[transmuter]]s, alkemancers regard those wizards as too reliant on brute force, as opposed to unlocking the deeper mysteries of the six fundamental essences, which are kind of the alchemical version of the elements: brimstone, lead, quicksilver, quintessence, salt, and void salt. As a result, Alkhemancy spells resemble a blending of transmutation, necromancy and conjuration. Mechanically, alkemancers gain increased aptitude with alchemy, including the ability to make common alchemical items, the ability to supercharge specific spells by using the specific fundamental essence as a material component (brimstone makes fire spells poisonous, for example), and the ability to create elixirs, oils philters, and potions, culminating in their ability to make six legendary magical tonics.&lt;br /&gt;
&lt;br /&gt;
==[[Pathfinder]]==&lt;br /&gt;
[[File:Damiel.jpg|thumb|right|300px|Damiel, Pathfinder 1e&#039;s iconic Alchemist]]&lt;br /&gt;
Pathfinder alchemists are basically a mad scientist character class. They cackle, they drink mutagen and turn into the Hulk, they make construct-soldiers out of dead bodies, they cast spells by chugging potions, you get the idea. &lt;br /&gt;
&lt;br /&gt;
Alchemists are solidly tier 3, capable of doing a few things very good (damage, skill monkey) and still contributing when those things aren&#039;t useful through their wide variety of extracts. One pair of discoveries gives Alchemists access to the Simulacrum spell, which is broken enough on its own (Making a clone of a high level beat stick that follows your commands is the least creative way to break it.) they become tier 1 if taken.&lt;br /&gt;
&lt;br /&gt;
Mechanically, Alchemists get three tricks. The first are alchemical bombs, which are splash weapons that they can prepare a certain number of per day. The second are infusions, which are bottles of magic that are prepared like Wizard spells but drunk like potions. The third is mutagen, which is basically Mr. Hyde juice; mechanically, it buffs one of your physical stats at the expense of your mental stat, and too much stat damage will cause sudden reversion. Complimenting these is the pick of a &amp;quot;discovery&amp;quot; at every even level, many of which are really good. Alchemist builds are put into two categories. The first is the &amp;quot;Jekyll&amp;quot; build, which focuses on party support while using bombs to kill things and control the battlefield. The alternative is the &amp;quot;Hyde&amp;quot; build, which focuses on using its alchemy to buff up and smash enemies, with most taking the Vivisectionist archetype to trade their bombs for sneak attack.&lt;br /&gt;
&lt;br /&gt;
Alchemists are a lot of fun, since they get &#039;&#039;throw anything&#039;&#039; as a power and have lots of unique bombs they can make, and actually make &amp;quot;incredible discoveries!&amp;quot; as they level up, ranging from growing new limbs and tumors that fall off and act as familiars to learning how to cheat and bottle spells they shouldn&#039;t theoretically have. There&#039;s nothing else in the game quite like them, and it makes them unique and interesting. Unfortunately, all those powers aren&#039;t terribly focused, which is a downer. If you want to build a decent alchemist, pick one or two of their mechanics and leave the third by the wayside. Oh, and everyone will hate you if you don&#039;t take the discovery which lets other people use your infusions, which you should do anyway, because what else are you going to do with that &#039;&#039;enlarge person&#039;&#039; potion? Wade into melee? My 30+ AC, 3 Nat attacks a round, and +12 to Hit suggest that that is a good idea as long as the mutagen holds.&lt;br /&gt;
&lt;br /&gt;
Also, they&#039;re very selfish casters that need to take a discovery just to let other people imbibe their spell-potions, and without cantrips they can only identify potions without spending spell slots.  As a result, they aren&#039;t the best solo-casters in a party full of melee beatsticks.&lt;br /&gt;
&lt;br /&gt;
If you want a hilariously awesome class that does things you haven&#039;t necessarily seen before in the d20 system, pick this guy. If you want something a little more geared towards optimized mechanical play? I&#039;m sure they&#039;ll have another overpowered [[wizard]] prestige class/archetype/pile of new spells ready for you in the next splatbook, you damn [[munchkin]]-robot.&lt;br /&gt;
&lt;br /&gt;
===Pathfinder Second Edition===&lt;br /&gt;
[[File:Alchemist PF 2e.png|thumb|right|300px|Fumbus, Pathfinder 2e&#039;s iconic Alchemist]]&lt;br /&gt;
Second Edition saw the Alchemist promoted to being part of the CRB classes, likely thanks to how popular they were. As part of the revamp, they no longer have any access to spells. This means that alchemists are now exclusively crafters of all manner of alchemical items - in a way, the way that these items progress does mirror tiered spells (Though it&#039;s almost always tiered rather than being an occasional thing). Helping them out with this is the limited access to special reagents that allow them to make new items on the fly. This leaves them to suffer in combat, as they are only proficient in light armor, simple weapons, and bombs by default and have these proficiencies progress about as well as a caster&#039;s. (This isn&#039;t really much of an issue though, as bombs do have splash damage.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alchemist subclasses essentially pick one sort of item to focus on: potions, bombs, mutagens or (as of the APG) poisons. As you progress, each of these subclasses grant you the ability to effectively create infinite quantities of low-level items from their chosen field. Each also gives a minor boosts to their chosen items at level 1 and 13 (bombs don&#039;t splash on targets and eventually expand their splash range; potions let crafting replace medicine for healing checks and eventually let healing potions max out their heals; mutagens allow a single mutagen that was used that day to resurface for a bit and eventually allow mutagens to stack; poison makes applying it onto a weapon easier and eventually allows poisons to stack on weapons). This does unfortunately mean that the alchemist isn&#039;t able to specialize very well in other fields thanks to these specializations.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bomber PF 2e.jpg&lt;br /&gt;
Chirurgeon PF 2e.jpg&lt;br /&gt;
Mutagenist PF 2e.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Pathfinder-Classes}}&lt;br /&gt;
{{Pathfinder-2nd-Edition-Classes}}&lt;br /&gt;
{{Pathfinder-2nd-Edition-Archetypes}}&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sphinx&amp;diff=443480</id>
		<title>Sphinx</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sphinx&amp;diff=443480"/>
		<updated>2021-07-09T03:24:47Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* D&amp;amp;D */&lt;/p&gt;
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&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
[[File:Moonlit Sphinx.jpg|300px|thumb|right|The majestic sphinx in her natural environment, instead of cooped up in a [[dungeon]].]]&lt;br /&gt;
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The &#039;&#039;&#039;Sphinx&#039;&#039;&#039; (plural: sphinges, but it&#039;s rarely used) is a mythical monster from Egypt, Greece and the Asiatic regions of Earth, taking the form of a large cat (lion, specifically) with the head (and tits, if female) of a human, and sometimes with eagle wings. It has also appeared in a number of fantasy settings. Because the most famous form of the sphinx is the Greek one, almost always depicted with big tits to go with her human face, she is often held up as one of the real-world [[monstergirls]], though, like [[centaurs]], female sphinxes do elicit complaints of &amp;quot;too [[furry]]!&amp;quot; since, y&#039;know, cat genitals. Like with [[minotaur]]s, some artists get around this by simply making a [[catgirl]] with wings, give her an Egyptian motif, and calling it a day.&lt;br /&gt;
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==Mythology==&lt;br /&gt;
The Egyptian sphinx, from little we know, is always portrayed as a lion (to symbolize strength) with the head of a human (symbolizing intelligence); with these combined aspects, the sphinx as a whole was often used to symbolize power. Rather like the [[Lamassu]] and Shedu of Sumeria, it is a protector spirit. There are several kinds of sphinx from Egypt; the human-headed ones, falcon-headed ones (hieracosphinxes) and ram-headed ones (criosphinxes). Though it should be noted that they weren&#039;t called sphinxes at the time; we don&#039;t know &#039;&#039;what&#039;&#039; they were called, the Greeks just decided to call the statue that because of the resemblance to the monster from their mythology.&lt;br /&gt;
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The Greek sphinx is the most famous version. This is the version that sometimes incorporates eagle wings, and is always female. Set itself up on a rock leading to Thebes and demanded that people guess the answer to her riddle or be eaten. If they got it wrong, she ate them anyway. Finally, Oedipus answered it correctly, whereupon she &amp;lt;s&amp;gt;came up with a different riddle to use from then on.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;stopped bothering with riddles and just jumped straight to eating her prey from then on&amp;lt;/s&amp;gt; got so pissed that she ragequitted life and jumped off a cliff. Because of how popular Greek myths are, everybody&#039;s heard the riddle - &amp;quot;what goes on four legs in the morning, two legs at noon and three legs in the evening?&amp;quot; For those of you who&#039;ve been living under a stump, the answer is &amp;quot;man&amp;quot;, since he crawls on all fours as a baby (morning), walks upright as an adult (noon) and uses a walking stick as a third leg as an old geezer (evening).&lt;br /&gt;
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The Asiatic sphinx, like the Egyptian sphinx, is a protector spirit, but may have wings like the Greek sphinx.&lt;br /&gt;
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===Riddles on the Tabletop===&lt;br /&gt;
The Sphinx in general is one of those monsters that can be hard for the DM to use correctly. The idea of a game of riddles is a cool one on paper, but unless the DM is good at creating riddles, it can often turn into a game of &amp;quot;guess-what-the-DM-is-thinking&amp;quot;. A good DM should make sure to leave hints earlier in the adventure, or to at least make the sphinx susceptible to bribery.&lt;br /&gt;
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==D&amp;amp;D and Pathfinder==&lt;br /&gt;
===D&amp;amp;D===&lt;br /&gt;
Okay, to begin with, one has to remember that sphinxes appeared in [[Advanced Dungeons &amp;amp; Dragons]], when [[Monster Manual]]s liked to try and be &amp;quot;realistic&amp;quot;, but tended to fail hilariously - witness the absurdity of [[medusa]]/maedar mating outcomes. D&amp;amp;D basically throws together the Greek and Egyptian sphinxes, ending up with four separate kinds:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Gynosphinxes&#039;&#039; are your standard Greek sphinx with some Egyptian thrown in. Falcon-winged lionesses with human heads and tits. Highly intelligent, love riddles, natural spellcasters. Drawn to guarding sacred spots. Don&#039;t usually eat people, but won&#039;t hesitate to do so if hungry, bored or insulted, especially if said person is a moron.&lt;br /&gt;
* &#039;&#039;Androsphinxes&#039;&#039; are the male, more good-natured equivalents to gynosphinxes. Even smarter and more magically powerful. Don&#039;t like company much, and pretty prudish.&lt;br /&gt;
* &#039;&#039;Criosphinxes&#039;&#039; are fairly dimwitted ram-headed falcon-winged lions. Some minor [[druid]]ic abilities, but mostly just beasts.(also all male)&lt;br /&gt;
* &#039;&#039;Hieracosphinxes&#039;&#039; are savage, rapacious, totally evil falcon-headed falcon-winged lions. (also all male)&lt;br /&gt;
&lt;br /&gt;
So, here&#039;s the weirdness: only gynosphinxes are female, and all others are male. Gynosphinxes and androsphinxes are only born to androsphinx fathers - but androsphinxes don&#039;t like sex. Criosphinx and hiracosphinx babies meanwhile can only be born to criosphinx and hiracosphinx fathers, respectively, but gynosphinxes are only attracted to androsphinxes. So you have a species where the females desperately try to get laid from the one set of menfolk that can give them daughters, whilst the criosphinxes have to bribe the gynosphinxes for procreation, and the heiracosphinxes have to outright rape their way to fatherhood. Seriously, the fuck? Was this cooked up by bitter incels with a [[furry]] streak or some shit?&lt;br /&gt;
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Whilst the above is the classic setup for sphinges, there are some other, more obscure branches of the D&amp;amp;D sphinx family tree.&lt;br /&gt;
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In [[Advanced Dungeons &amp;amp; Dragons]], there are also &#039;&#039;Dracosphinxes&#039;&#039; and &#039;&#039;Astrosphinxes&#039;&#039;. The former are Chaotic Evil sphinxes who have the head and forelimbs of a [[Chromatic Dragon|Red Dragon]]; coming in both male and female form, the dracosphinx is an arrogant, greedy monster who seek to prove themselves the strongest and cleverest creatures around, which in their worldview defines who has the right to live. They can spew fire and have the spellcasting prowess of an [[illusionist]]. The latter are insane wingless sphinx-kin who are found scattered throughout [[Spelljammer|Wildspace]]; resembling bipedal, scale-covered cats with clawed human-like hands and heads resembling a goat&#039;s skull, these mad creatures pose insane &amp;quot;riddles&amp;quot; to anyone they met and then kill them when they can&#039;t answer, which means they are often found inhabiting ruined worlds they have emptied of life. Mindlessly homicidal and capable of both breathing sleeping gas and shooting lightning bolts out of their eyes, they are extremely dangerous creatures.&lt;br /&gt;
&lt;br /&gt;
3rd edition has the Loquasphinx, a sphinx-kin race associated with Truename Magic, which is about the only thing (apart from a more sensible attitude towards sex) that separates them from andro- and gynosphinxes, which they otherwise perfectly resemble. The Loquasphinx was introduced in 3.5&#039;s [[Tome of Magic]] sourcebook. 3e&#039;s Sandstorm also introduced four new &amp;quot;beast-headed&amp;quot; sphinx varieties, which are implicitly outside of the fucked up four-way sexual cycle of the &amp;quot;core sphinxes&amp;quot;.&lt;br /&gt;
* The &#039;&#039;Canisphinx&#039;&#039; is a Neutral Evil jackal-headed sphinx that completely lacks magic, roaming the deserts and arid plains in search of prey to hunt and kill. They explicitly exist in both male and female forms, and sometimes hunt in mated pairs.&lt;br /&gt;
* The &#039;&#039;Crocosphinx&#039;&#039; is a savage and aggressive Chaotic Evil sphinx breed that has the body of a lion, the wings of an falcon, and the head &amp;amp; tail of a crocodile. It&#039;s possible they come in both genders, but they are known to regularly interbreed with normal crocodiles. They spend most of their time lurking in bodies of water and waiting to ambush prey, and are basically just a nastier crocodile with claw &amp;amp; rake attacks in terms of combat and culture.&lt;br /&gt;
* The &#039;&#039;Saurosphinx&#039;&#039; is a [[dinosaur]] (or at least lizard) headed sphinx that is not especially intelligent, but also not inherently evil. Typically True Neutral, they love to engage in conversation and are widely considered the most civilized of sphinxes, even traveling long distances to listen to sages and scholars. Amongst the weakest sphinxes, with no magical abilities whatsoever, they are sometimes preyed upon by the nastier sphinx breeds.&lt;br /&gt;
* The &#039;&#039;Threskisphinx&#039;&#039; is the only Good aligned sphinx in the Sandstorm book (Neutral Good, to be precise). Like the hieracosphinx, they have a basically [[griffon]]-like appearance, with the body of a lion and the head &amp;amp; wings of an ibis. Favoring lakeside and riverside dens, they are widely considered the sages of the sphinx races, and have a particular aptitude for crafting magical items.&lt;br /&gt;
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[[5e]] thankfully jettisoned the more fucked up aspects of sphinx type and breeding by dropping the prudishness of the andros and the existence of the crios and hiracos; however, there was evidently a miscommunication between the artist and the writers, as we wound up with a Mufasa-looking Androsphinx and a Gynosphinx with a clearly lion-like head, despite the text describing them both as having humanoid heads. In this edition, sphinxes are &#039;&#039;&#039;fucking hardcore&#039;&#039;&#039; when encountered in their lairs, though fortunately these abilities can be used only once each before requiring a short rest: they can force you to reroll your initiative as long as you&#039;re there; take a DC 15 save or age or de-age &#039;&#039;&#039;1[[D20]] YEARS&#039;&#039;&#039;, creating an interesting case of &amp;quot;Adventurer babies wat do?&amp;quot; (healed by Greater Restoration, which the Androsphinx has); send you &#039;&#039;&#039;up to a decade back or forward in time&#039;&#039;&#039; (Wish to return); or shift itself and up to seven creatures it can see to another [[plane]], then return as a bonus action. So in other words, if you piss a Sphinx off it can just drop your ass into the fucking [[Abyss]]. Have fun swimming in The Gaping Maw, chucklefuck! Say hi to [[Demogorgon]] for me!&lt;br /&gt;
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====Sphinx PCs====&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
In Basic [[Dungeons &amp;amp; Dragons]], sphinxes were actually given PC stats in the [[splatbook]] &amp;quot;Creature Catalog 2: Top Ballista&amp;quot;. Insanely powerful, their race-class went from level -10 to 3, and gave them a huge array of bonuses. These included a magical roar that was basically a breath weapon, magic resistance, saving throws as if it were a [[Fighter]] of double its actual level, and spellcasting abilities as either a [[Cleric]] (gynosphinx) or [[Wizard|Magic-User]] (androsphinx) - this was early version lore, before the two switched their associated spell-sets around in AD&amp;amp;D.&lt;br /&gt;
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{{D&amp;amp;D1e-Races}}&lt;br /&gt;
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===Pathfinder===&lt;br /&gt;
Pathfinder basically keeps the same setup as early D&amp;amp;D, but makes the species of sphinx depend on the relationship between parents (love causes andro/gyno mixed gender fraternal twins, lust causes crio, rape causes hieraco) rather than father&#039;s species.&lt;br /&gt;
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Pathfinder has the Crinosphinx, a malevolent [[necromancer]] sphinx with the head of a jackal.&lt;br /&gt;
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===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Androsphinx Monster card.jpg|A&amp;amp;D Monster Card&lt;br /&gt;
Sphinx MCV2.jpg|Monstrous Compendium vol. 2&lt;br /&gt;
Androsphinx MM 2e.png|2e Monstrous Manual&lt;br /&gt;
Androsphinx.jpg|&#039;&#039;&amp;quot;An Androsphinx bears the head of a humanoid male on its lion&#039;s body.&amp;quot;&#039;&#039; Sure it does, [[5e]].&lt;br /&gt;
Gynosphinx.jpg|&#039;&#039;&amp;quot;A gynosphinx bears the head of a humanoid female. Many have the regal counterances of worldly queens, but some are marked with wild, leonine features.&amp;quot;&#039;&#039; Looks like she&#039;s more than just &amp;quot;marked&amp;quot; with those features, [[5e]].&lt;br /&gt;
Gynosphinx 3e.jpg|Mind you, 5e wasn&#039;t the first edition to have more lion-faced sphinxes.&lt;br /&gt;
Pathfinder Gynosphinx.jpg|A more traditional depiction of a D&amp;amp;D/[[Pathfinder]] sphinx.&lt;br /&gt;
1430443844176.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
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==[[Magic: The Gathering]]==&lt;br /&gt;
Amongst the many [[planes]] of [[Magic: The Gathering]], sphinxes are quite abundant. Depicted as human-faced, winged lions, they range drastically in power; some reach the stature and power of [[dragon]]s. Know for their cunning and vast intellect, many speak only in riddles; most are aligned with Blue Mana, but White Mana and/or Black Mana sphinxes are also known to exist. They are able to instantly detect when somebody is lying to them, and can even discern between truth and honest. Sphinxes have hollow bones that can function as organ pipes, so “every phrase is a motif and a speech can be a symphony”. Most Sphinxes within the Multiverse were likely influenced by Azor, an ancient Sphinx planeswalker who once traveled between the worlds to bring order.&lt;br /&gt;
&lt;br /&gt;
Planes on which sphinxes have an active presence consist of [[Alara]], [[Amonkhet]], [[Mirrodin]], [[Ravnica]], [[Theros]] and [[Zendikar]]. They also dwelled on [[Dominaria]] during that plane&#039;s ice age, and an alternate version of the artifical plane called simply Serra&#039;s Realm was populated by sphinxes instead of [[angel]]s.&lt;br /&gt;
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Amonkhetian sphinxes were immune to the mind control of Nicol Bolas, but were unable to shake off the curse he cast upon them that rendered them incapable of warning the denizens of that plane of the draconic planeswalker&#039;s malign plans.&lt;br /&gt;
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==[[Warhammer Fantasy]]==&lt;br /&gt;
Sphinxes are not known to have actually existed as a living creature in Warhammer, and instead the [[Tomb Kings]] (an Egyptian-expy race of living skeletons) of [[Nehekhara]] (not-Egypt) created living statues of them. They come in two varieties, the [[Necrosphinx]] and the [[Khemrian Warsphinx]]. The former possesses wings and giant blade weapons resembling a second pair of wings, and bears the face of a man of some importance in history (the older ones have human faces, those created after the death and debirth (unbirth? antibirth?) of the Nehekharans have skeletal ones, and its very possible for the same Tomb King to thus have a Necrosphinx depicting his face before and after death). The latter resembles a skeletal Sphinx and has a Howdah (a carriage mounted to the back of a large animal) in which either an important person within the Tomb Kingdom rides or else a team of highly trained warriors bearing spears.&lt;br /&gt;
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==Sphinx as Monstergirls==&lt;br /&gt;
[[File:Sphinx in Library.jpg|x200px|thumb|right|When you think about it, not &#039;&#039;&#039;that&#039;&#039;&#039; different to the paw-handed &amp;amp; footed [[catgirl]].]]&lt;br /&gt;
[[File:MGE Sphinx.jpg|x200px|thumb|left|The Sphinx as she appears in MGE.]]&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], sphinxes are dusky-skinned, blond-furred, brown-haired [[catgirl]]s (goddamit, KC! Way to make the case for your critics who call your girls &#039;&#039;cosplayers&#039;&#039;!) who live in the desert region. They ask riddles of men; those who win get pounced upon and fucked, those who fail are charmed by her magic to try and compelled them to fuck her anyway.&lt;br /&gt;
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In other works they tend to be depicted closer to the &#039;original&#039; form (feline lower body, human torso and wings). They still like riddles and to pounce upon those that answer correctly to mate with them.&lt;br /&gt;
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[[Category:Monsters]][[Category:Greek Mythology]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sphinx&amp;diff=443479</id>
		<title>Sphinx</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sphinx&amp;diff=443479"/>
		<updated>2021-07-09T03:22:13Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Mythology */&lt;/p&gt;
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&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
[[File:Moonlit Sphinx.jpg|300px|thumb|right|The majestic sphinx in her natural environment, instead of cooped up in a [[dungeon]].]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sphinx&#039;&#039;&#039; (plural: sphinges, but it&#039;s rarely used) is a mythical monster from Egypt, Greece and the Asiatic regions of Earth, taking the form of a large cat (lion, specifically) with the head (and tits, if female) of a human, and sometimes with eagle wings. It has also appeared in a number of fantasy settings. Because the most famous form of the sphinx is the Greek one, almost always depicted with big tits to go with her human face, she is often held up as one of the real-world [[monstergirls]], though, like [[centaurs]], female sphinxes do elicit complaints of &amp;quot;too [[furry]]!&amp;quot; since, y&#039;know, cat genitals. Like with [[minotaur]]s, some artists get around this by simply making a [[catgirl]] with wings, give her an Egyptian motif, and calling it a day.&lt;br /&gt;
&lt;br /&gt;
==Mythology==&lt;br /&gt;
The Egyptian sphinx, from little we know, is always portrayed as a lion (to symbolize strength) with the head of a human (symbolizing intelligence); with these combined aspects, the sphinx as a whole was often used to symbolize power. Rather like the [[Lamassu]] and Shedu of Sumeria, it is a protector spirit. There are several kinds of sphinx from Egypt; the human-headed ones, falcon-headed ones (hieracosphinxes) and ram-headed ones (criosphinxes). Though it should be noted that they weren&#039;t called sphinxes at the time; we don&#039;t know &#039;&#039;what&#039;&#039; they were called, the Greeks just decided to call the statue that because of the resemblance to the monster from their mythology.&lt;br /&gt;
&lt;br /&gt;
The Greek sphinx is the most famous version. This is the version that sometimes incorporates eagle wings, and is always female. Set itself up on a rock leading to Thebes and demanded that people guess the answer to her riddle or be eaten. If they got it wrong, she ate them anyway. Finally, Oedipus answered it correctly, whereupon she &amp;lt;s&amp;gt;came up with a different riddle to use from then on.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;stopped bothering with riddles and just jumped straight to eating her prey from then on&amp;lt;/s&amp;gt; got so pissed that she ragequitted life and jumped off a cliff. Because of how popular Greek myths are, everybody&#039;s heard the riddle - &amp;quot;what goes on four legs in the morning, two legs at noon and three legs in the evening?&amp;quot; For those of you who&#039;ve been living under a stump, the answer is &amp;quot;man&amp;quot;, since he crawls on all fours as a baby (morning), walks upright as an adult (noon) and uses a walking stick as a third leg as an old geezer (evening).&lt;br /&gt;
&lt;br /&gt;
The Asiatic sphinx, like the Egyptian sphinx, is a protector spirit, but may have wings like the Greek sphinx.&lt;br /&gt;
&lt;br /&gt;
===Riddles on the Tabletop===&lt;br /&gt;
The Sphinx in general is one of those monsters that can be hard for the DM to use correctly. The idea of a game of riddles is a cool one on paper, but unless the DM is good at creating riddles, it can often turn into a game of &amp;quot;guess-what-the-DM-is-thinking&amp;quot;. A good DM should make sure to leave hints earlier in the adventure, or to at least make the sphinx susceptible to bribery.&lt;br /&gt;
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==D&amp;amp;D and Pathfinder==&lt;br /&gt;
===D&amp;amp;D===&lt;br /&gt;
Okay, to begin with, one has to remember that sphinxes appeared in [[Advanced Dungeons &amp;amp; Dragons]], when [[Monster Manual]]s liked to try and be &amp;quot;realistic&amp;quot;, but tended to fail hilariously - witness the absurdity of [[medusa]]/maedar mating outcomes. D&amp;amp;D basically throws together the Greek and Egyptian sphinxes, ending up with four separate kinds:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Gynosphinxes&#039;&#039; are your standard Greek sphinx with some Egyptian thrown in. falcon-Winged lionesses with human heads and tits. Highly intelligent, love riddles, natural spellcasters. Drawn to guarding sacred spots. Don&#039;t usually eat people, but won&#039;t hesitate to do so if hungry, bored or insulted, especially if a person is a moron.&lt;br /&gt;
* &#039;&#039;Androsphinxes&#039;&#039; are the male, more good-natured equivalents to gynosphinxes. Even smarter and more magically powerful. Don&#039;t like company much, and pretty prudish.&lt;br /&gt;
* &#039;&#039;Criosphinxes&#039;&#039; are fairly dimwitted ram-headed falcon-winged lions. Some minor [[druid]]ic abilities, but mostly just beasts.(also all male)&lt;br /&gt;
* &#039;&#039;Hieracosphinxes&#039;&#039; are savage, rapacious, totally evil falcon-headed falcon-winged lions. (also all male)&lt;br /&gt;
&lt;br /&gt;
So, here&#039;s the weirdness: only gynosphinxes are female, and all others are male. Gynosphinxes and androsphinxes are only born to androsphinx fathers - but androsphinxes don&#039;t like sex. Criosphinx and hiracosphinx babies meanwhile can only be born to criosphinx and hiracosphinx fathers, respectively, but gynosphinxes are only attracted to androsphinxes. So you have a species where the females desperately try to get laid from the one set of menfolk that can give them daughters, whilst the criosphinxes have to bribe the gynosphinxes for procreation, and the heiracosphinxes have to outright rape their way to fatherhood. Seriously, the fuck? Was this cooked up by bitter incels with a [[furry]] streak or some shit?&lt;br /&gt;
&lt;br /&gt;
Whilst the above is the classic setup for sphinges, there are some other, more obscure branches of the D&amp;amp;D sphinx family tree.&lt;br /&gt;
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In [[Advanced Dungeons &amp;amp; Dragons]], there are also &#039;&#039;Dracosphinxes&#039;&#039; and &#039;&#039;Astrosphinxes&#039;&#039;. The former are Chaotic Evil sphinxes who have the head and forelimbs of a [[Chromatic Dragon|Red Dragon]]; coming in both male and female form, the dracosphinx is an arrogant, greedy monster who seek to prove themselves the strongest and cleverest creatures around, which in their worldview defines who has the right to live. They can spew fire and have the spellcasting prowess of an [[illusionist]]. The latter are insane wingless sphinx-kin who are found scattered throughout [[Spelljammer|Wildspace]]; resembling bipedal, scale-covered cats with clawed human-like hands and heads resembling a goat&#039;s skull, these mad creatures pose insane &amp;quot;riddles&amp;quot; to anyone they met and then kill them when they can&#039;t answer, which means they are often found inhabiting ruined worlds they have emptied of life. Mindlessly homicidal and capable of both breathing sleeping gas and shooting lightning bolts out of their eyes, they are extremely dangerous creatures.&lt;br /&gt;
&lt;br /&gt;
3rd edition has the Loquasphinx, a sphinx-kin race associated with Truename Magic, which is about the only thing (apart from a more sensible attitude towards sex) that separates them from andro- and gynosphinxes, which they otherwise perfectly resemble. The Loquasphinx was introduced in 3.5&#039;s [[Tome of Magic]] sourcebook. 3e&#039;s Sandstorm also introduced four new &amp;quot;beast-headed&amp;quot; sphinx varieties, which are implicitly outside of the fucked up four-way sexual cycle of the &amp;quot;core sphinxes&amp;quot;.&lt;br /&gt;
* The &#039;&#039;Canisphinx&#039;&#039; is a Neutral Evil jackal-headed sphinx that completely lacks magic, roaming the deserts and arid plains in search of prey to hunt and kill. They explicitly exist in both male and female forms, and sometimes hunt in mated pairs.&lt;br /&gt;
* The &#039;&#039;Crocosphinx&#039;&#039; is a savage and aggressive Chaotic Evil sphinx breed that has the body of a lion, the wings of an falcon, and the head &amp;amp; tail of a crocodile. It&#039;s possible they come in both genders, but they are known to regularly interbreed with normal crocodiles. They spend most of their time lurking in bodies of water and waiting to ambush prey, and are basically just a nastier crocodile with claw &amp;amp; rake attacks in terms of combat and culture.&lt;br /&gt;
* The &#039;&#039;Saurosphinx&#039;&#039; is a [[dinosaur]] (or at least lizard) headed sphinx that is not especially intelligent, but also not inherently evil. Typically True Neutral, they love to engage in conversation and are widely considered the most civilized of sphinxes, even traveling long distances to listen to sages and scholars. Amongst the weakest sphinxes, with no magical abilities whatsoever, they are sometimes preyed upon by the nastier sphinx breeds.&lt;br /&gt;
* The &#039;&#039;Threskisphinx&#039;&#039; is the only Good aligned sphinx in the Sandstorm book (Neutral Good, to be precise). Like the hieracosphinx, they have a basically [[griffon]]-like appearance, with the body of a lion and the head &amp;amp; wings of an ibis. Favoring lakeside and riverside dens, they are widely considered the sages of the sphinx races, and have a particular aptitude for crafting magical items.&lt;br /&gt;
&lt;br /&gt;
[[5e]] thankfully jettisoned the more fucked up aspects of sphinx type and breeding by dropping the prudishness of the andros and the existence of the crios and hiracos; however, there was evidently a miscommunication between the artist and the writers, as we wound up with a Mufasa-looking Androsphinx and a Gynosphinx with a clearly lion-like head, despite the text describing them both as having humanoid heads. In this edition, sphinxes are &#039;&#039;&#039;fucking hardcore&#039;&#039;&#039; when encountered in their lairs, though fortunately these abilities can be used only once each before requiring a short rest: they can force you to reroll your initiative as long as you&#039;re there; take a DC 15 save or age or de-age &#039;&#039;&#039;1[[D20]] YEARS&#039;&#039;&#039;, creating an interesting case of &amp;quot;Adventurer babies wat do?&amp;quot; (healed by Greater Restoration, which the Androsphinx has); send you &#039;&#039;&#039;up to a decade back or forward in time&#039;&#039;&#039; (Wish to return); or shift itself and up to seven creatures it can see to another [[plane]], then return as a bonus action. So in other words, if you piss a Sphinx off it can just drop your ass into the fucking [[Abyss]]. Have fun swimming in The Gaping Maw, chucklefuck! Say hi to [[Demogorgon]] for me!&lt;br /&gt;
&lt;br /&gt;
====Sphinx PCs====&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
In Basic [[Dungeons &amp;amp; Dragons]], sphinxes were actually given PC stats in the [[splatbook]] &amp;quot;Creature Catalog 2: Top Ballista&amp;quot;. Insanely powerful, their race-class went from level -10 to 3, and gave them a huge array of bonuses. These included a magical roar that was basically a breath weapon, magic resistance, saving throws as if it were a [[Fighter]] of double its actual level, and spellcasting abilities as either a [[Cleric]] (gynosphinx) or [[Wizard|Magic-User]] (androsphinx) - this was early version lore, before the two switched their associated spell-sets around in AD&amp;amp;D.&lt;br /&gt;
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{{D&amp;amp;D1e-Races}}&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
Pathfinder basically keeps the same setup as early D&amp;amp;D, but makes the species of sphinx depend on the relationship between parents (love causes andro/gyno mixed gender fraternal twins, lust causes crio, rape causes hieraco) rather than father&#039;s species.&lt;br /&gt;
&lt;br /&gt;
Pathfinder has the Crinosphinx, a malevolent [[necromancer]] sphinx with the head of a jackal.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Androsphinx Monster card.jpg|A&amp;amp;D Monster Card&lt;br /&gt;
Sphinx MCV2.jpg|Monstrous Compendium vol. 2&lt;br /&gt;
Androsphinx MM 2e.png|2e Monstrous Manual&lt;br /&gt;
Androsphinx.jpg|&#039;&#039;&amp;quot;An Androsphinx bears the head of a humanoid male on its lion&#039;s body.&amp;quot;&#039;&#039; Sure it does, [[5e]].&lt;br /&gt;
Gynosphinx.jpg|&#039;&#039;&amp;quot;A gynosphinx bears the head of a humanoid female. Many have the regal counterances of worldly queens, but some are marked with wild, leonine features.&amp;quot;&#039;&#039; Looks like she&#039;s more than just &amp;quot;marked&amp;quot; with those features, [[5e]].&lt;br /&gt;
Gynosphinx 3e.jpg|Mind you, 5e wasn&#039;t the first edition to have more lion-faced sphinxes.&lt;br /&gt;
Pathfinder Gynosphinx.jpg|A more traditional depiction of a D&amp;amp;D/[[Pathfinder]] sphinx.&lt;br /&gt;
1430443844176.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Magic: The Gathering]]==&lt;br /&gt;
Amongst the many [[planes]] of [[Magic: The Gathering]], sphinxes are quite abundant. Depicted as human-faced, winged lions, they range drastically in power; some reach the stature and power of [[dragon]]s. Know for their cunning and vast intellect, many speak only in riddles; most are aligned with Blue Mana, but White Mana and/or Black Mana sphinxes are also known to exist. They are able to instantly detect when somebody is lying to them, and can even discern between truth and honest. Sphinxes have hollow bones that can function as organ pipes, so “every phrase is a motif and a speech can be a symphony”. Most Sphinxes within the Multiverse were likely influenced by Azor, an ancient Sphinx planeswalker who once traveled between the worlds to bring order.&lt;br /&gt;
&lt;br /&gt;
Planes on which sphinxes have an active presence consist of [[Alara]], [[Amonkhet]], [[Mirrodin]], [[Ravnica]], [[Theros]] and [[Zendikar]]. They also dwelled on [[Dominaria]] during that plane&#039;s ice age, and an alternate version of the artifical plane called simply Serra&#039;s Realm was populated by sphinxes instead of [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
Amonkhetian sphinxes were immune to the mind control of Nicol Bolas, but were unable to shake off the curse he cast upon them that rendered them incapable of warning the denizens of that plane of the draconic planeswalker&#039;s malign plans.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer Fantasy]]==&lt;br /&gt;
Sphinxes are not known to have actually existed as a living creature in Warhammer, and instead the [[Tomb Kings]] (an Egyptian-expy race of living skeletons) of [[Nehekhara]] (not-Egypt) created living statues of them. They come in two varieties, the [[Necrosphinx]] and the [[Khemrian Warsphinx]]. The former possesses wings and giant blade weapons resembling a second pair of wings, and bears the face of a man of some importance in history (the older ones have human faces, those created after the death and debirth (unbirth? antibirth?) of the Nehekharans have skeletal ones, and its very possible for the same Tomb King to thus have a Necrosphinx depicting his face before and after death). The latter resembles a skeletal Sphinx and has a Howdah (a carriage mounted to the back of a large animal) in which either an important person within the Tomb Kingdom rides or else a team of highly trained warriors bearing spears.&lt;br /&gt;
&lt;br /&gt;
==Sphinx as Monstergirls==&lt;br /&gt;
[[File:Sphinx in Library.jpg|x200px|thumb|right|When you think about it, not &#039;&#039;&#039;that&#039;&#039;&#039; different to the paw-handed &amp;amp; footed [[catgirl]].]]&lt;br /&gt;
[[File:MGE Sphinx.jpg|x200px|thumb|left|The Sphinx as she appears in MGE.]]&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], sphinxes are dusky-skinned, blond-furred, brown-haired [[catgirl]]s (goddamit, KC! Way to make the case for your critics who call your girls &#039;&#039;cosplayers&#039;&#039;!) who live in the desert region. They ask riddles of men; those who win get pounced upon and fucked, those who fail are charmed by her magic to try and compelled them to fuck her anyway.&lt;br /&gt;
&lt;br /&gt;
In other works they tend to be depicted closer to the &#039;original&#039; form (feline lower body, human torso and wings). They still like riddles and to pounce upon those that answer correctly to mate with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]][[Category:Greek Mythology]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Shortstack&amp;diff=424891</id>
		<title>Shortstack</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Shortstack&amp;diff=424891"/>
		<updated>2021-07-09T03:17:54Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
&#039;&#039;&#039;Shortstack&#039;&#039;&#039; is slang assimilated into the [[/tg/]] [[lexicon]] from [[/d/]] describing an attractive female of an unusually short stature. Unlike a [[loli]], though, a shortstack has the same physique as a grown woman, just squashed vertically, which  has the effect of accentuating dat ass and dem tits to unreal levels while preserving the appeal of a man-portable fuckbuddy &amp;amp;mdash; &#039;&#039;short&#039;&#039;, and &#039;&#039;stacked&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Shortstacks in /tg/ media usually cross-pollinate with [[monstergirls]], as the fact a woman hails from a non-human race is used as an excuse to get away with giving them a distinctly unrealistic build. Popular shortstack races on /tg/ include the [[kobold]], [[goblin]], [[gnome]], [[halfling]] and [[dwarf]], but with a clear preference towards [[Goblin]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite what one might think, the shortstack can freely cross-pollinate with either the [[musclegirl]] (being short doesn&#039;t mean that you can&#039;t be fit), the [[amazon]] (likewise, short girls can still be sexually forward &amp;amp; dominant, especially dwarves), or both.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Shortstackification.png|The shortstack body-type in a nutshell.&lt;br /&gt;
Image:Koboldette_2.jpg&lt;br /&gt;
Image:Kobold_Maiden_2.jpg&lt;br /&gt;
Image:Nubile_Kobold_Savage.jpg&lt;br /&gt;
Image:Kobold_Dancer.png&lt;br /&gt;
Image:Halfling_Barwench_1.jpg&lt;br /&gt;
Image:Halfling_Swashbuckler.jpg&lt;br /&gt;
Image:4e_Female_Dwarf_Rogue_Concept.jpg&lt;br /&gt;
Image:4e Female_Dwarf_Cleric_Concept.jpg&lt;br /&gt;
Image:Flirtatious_Goblin.png&lt;br /&gt;
Image:Goblin_Adventurer_1.png|[https://slugbox.deviantart.com/art/Miss-Goblin-230241035 Source]&lt;br /&gt;
Image:Goblin_Adventurer_4.jpg&lt;br /&gt;
Image:Goblin_Adventurer_5.jpg&lt;br /&gt;
Image:Goblin_Bandit.jpg&lt;br /&gt;
Image:Goblin_Bar_Wench.png&lt;br /&gt;
Image:Goblin_Chieftain_1.jpg&lt;br /&gt;
Image:Goblin_Cleric.jpg&lt;br /&gt;
Image:Goblin_Dancer.jpg|[https://demimond23.deviantart.com/art/Zindormi-568833127 Source]&lt;br /&gt;
Image:Goblin_Mad_Bomber.jpg&lt;br /&gt;
Image:Goblin_Monk_1.jpg&lt;br /&gt;
Image:Goblin_Shamaness_1.jpg&lt;br /&gt;
Image:Goblin_Shamaness_2.jpg&lt;br /&gt;
Image:High_Society_Goblin.jpg&lt;br /&gt;
Image:Demonshortstack.jpg&lt;br /&gt;
Image:Goblin_and_Gnome_Bosom_Buddies.png&lt;br /&gt;
Image:Shortstack Dark Elf.png|Well, [[drow]] WERE originally the smallest [[elf]] race...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gamer Slang]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:2D95:581F:787B:D18F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Medusa&amp;diff=333749</id>
		<title>Medusa</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Medusa&amp;diff=333749"/>
		<updated>2021-07-09T01:12:06Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:2D95:581F:787B:D18F: /* Monstergirl Encyclopedia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
[[File:Medusa_creature.jpg|right|200px|thumb|&amp;quot;My eyes are up here.&amp;quot;]]&lt;br /&gt;
&#039;&#039;&#039;Medusa&#039;&#039;&#039; was a woman in Greek mythology who was extremely beautiful. One of her suitors was Poseidon, the god of the sea, and one day he realized that, since he was a god, he didn&#039;t have to ask for her permission before having his way with her. So he did, right in the middle of the temple to Athena where she worked. Athena was naturally furious, but since she couldn&#039;t do anything to Poseidon, him being a god as well, she vented on Medusa herself - though this has the unfortunate implication of seeming as though Athena punished Medusa for [[What|having the audacity to be raped in one of &#039;&#039;her&#039;&#039; temples]]. Either way, she went and turned Medusa into a [[Gorgon]], a monster with snakes for hair and a face so hideous that anyone who looked at it turned to stone. Greek gods are dicks.&lt;br /&gt;
&lt;br /&gt;
[Some alternative versions suggest that A) the sex was fully consensual;  B) Athena actually changed her &#039;&#039;to protect her from future rapes&#039;&#039;; C) Medusa and her fellow gorgons were either from the underworld or the daughters of sea gods; or D) they were just holdovers from even older religions, but Greek canon is a clusterfuck and Greek rape cases (and justice in general) were excuses for orators to verbally jerk off, so most people stick to the Athenian write-up.]&lt;br /&gt;
&lt;br /&gt;
The myths said that her face was so ugly it turned people to stone (she was basically a shrieking fanged corpse covered in snakes), but most artistic depictions and almost all modern re-tellings have her looking rather beautiful, making her one of the first [[monstergirls]]. Also, while Medusa&#039;s sisters were changed into Gorgons just like her, Medusa is said to be the only one with the petrifying power, which is something that has become often conflated with the Gorgon race as a whole. That, or they all had that ability, but Medusa was the only one who could be killed. Like we said, it&#039;s a clusterfuck. Also important to remember that it was originally &#039;&#039;you&#039;&#039; looking at &#039;&#039;her&#039;&#039; that turned you to stone, not &#039;&#039;her&#039;&#039; looking at &#039;&#039;you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dungeons &amp;amp; Dragons ==&lt;br /&gt;
Medusa was a person, not a species (she is a Gorgon), but that didn&#039;t stop the writers of [[Dungeons &amp;amp; Dragons]] from naming a whole race after her.  &amp;quot;Medusae&amp;quot; vary a fair amount depending on which edition you look at.&lt;br /&gt;
&lt;br /&gt;
2e: Medusae look like elven women with snakes for hair and white eyes. They tend to rely on mating with human men to have more medusa daughters, since actual men of their race (called &amp;quot;maedar&amp;quot;) are rare as fuck (to the point that most in-universe experts have never heard of them) and the bizarre-ass nature of their reproduction keeps them that way... what? You want to know the details? Alright, it works like this: human man plus medusa equals 2-6 eggs, all of which hatch into medusa daughters. Maedar + medusa, on the other hand, equals 2-6 eggs, of which 25% will hatch into boys. Of those boys, ONE PERCENT are maedar in turn; the other boys, and all the girls, are humans (who, unfortunately, are not immune to their mother&#039;s gaze). Medusa and maedar are extremely sexually dimorphic; medusae have snake hair and petrifying gazes, maedar are bald and can turn stone to flesh with a touch. There&#039;s also greater medusae, who have snake-bodies instead of legs (like a [[Lamia]]-- thank Ray Harryhausen for his popular depiction of a snake-bodied Medusa in &#039;&#039;Clash of the Titans&#039;&#039;) and super-poisonous blood, and glyptars, which are undead maedar whose souls possess crystals, which can be attached to statues (to make golems) or swords (to make intelligent magical weapons).&lt;br /&gt;
&lt;br /&gt;
3e: Medusae are covered in scales and, in most official artwork, tend to look rather ugly. There&#039;s no mention of maedar existing in any official sourcebook, but they were updated to 3.5 in the article &amp;quot;Creature Catalog&amp;quot; in [[Dragon Magazine]] #355.&lt;br /&gt;
&lt;br /&gt;
4e: As in 3e, medusaea are all scaly, though not actually that ugly. Male medusae have returned, but don&#039;t have their own name, are just as scaly and don&#039;t turn stone to flesh anymore; instead, they can poison anyone they look at. In the &amp;quot;Monster Vault&amp;quot;, the Essentials rewrite of the first 4e Monster Manual with expanded fluff, it was stated that although there are roughly equal numbers of males and females, they&#039;re still a matriarchal species, and this is because only a minority of males are actually immune to the petrifying gaze of the females. They&#039;re also reputed to be tied to either [[Zehir]] or to the [[Serpentfolk|Yuan-ti]], with one story claiming they were created by [[yuan-ti]] crossbreeding with [[basilisk]]s.&lt;br /&gt;
&lt;br /&gt;
5e: Medusae can be male or female now. New origins as humans who made pact with demonlords or archdevils for eternal beauty, which they got, for a time, before they were turned into snake-haired monsters. Petrifying gaze is the norm for both sexes, but they gotta avoid polished surfaces and bright light, as their own reflections can petrify them as well. In melee, they can bite with their snakes or use weapons, typically shortswords and longbows.&lt;br /&gt;
&lt;br /&gt;
PF: Medusas are back to being 2e-style beautiful women with snake hair who mate with human men to procreate. There&#039;s also a related monster in the Eurayle, a mythically powerful analogue to 2e&#039;s Greater Medusa who has far nastier powers, not least of which is that she&#039;s an 18th level [[Oracle]].&lt;br /&gt;
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In the [[Odyssey of the Dragonlords]] setting, medusae have the standard 5e lore - in fact, the first medusa was a woman &#039;&#039;named&#039;&#039; Medusa, who came to Thylea from &amp;quot;the land of the Gorgons&amp;quot; seeking material wealth, only to be cursed by the Fates for her insistence on pursuing it. Aside from explicitly being able to pass on their condition by having children, the only real change for Thylean medusae is that they are a playable race for some reason, with the following stats:&lt;br /&gt;
::Ability Score Modifiers: +2 Dexterity, +1 Intelligence&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Vision: Darkvision 60 feet&lt;br /&gt;
::Unaging: Medusae do not have a known lifespan; they live until they are killed.&lt;br /&gt;
::Cursed: You are considered to have undergone the complete &#039;&#039;Curse of the Medusa&#039;&#039;, and as such cannot be subjected to another transformative curse. You can only be cured by means of a Wish spell, and will revert to your original race if this happens.&lt;br /&gt;
::Snake Blood: You have Advantage on saves against spells and abilities that inflict the Poisoned condition.&lt;br /&gt;
::Snake Hair: You can attack with your snake hair. This is a melee weapon attack with an attack bonus equal to your proficiency modifier + your Dexterity modifier. It does 1d6 piercing damage on a hit, and your target must make a DC 12 Constitution saving throw or else they are poisoned until the beginning of your next turn.&lt;br /&gt;
::Petrifying Gaze: Starting at 5th level, you can use your action to force a creature within 30 feet that can see your eyes to make a DC 8 Constitution saving throw. On a failure, the creature is paralyzed until the end of its next turn. On your turn, you can use your bonus action to force the same creature to repeat this saving throw with disadvantage. Each time it fails, it is paralyzed again until the end of its next turn. When a creature is paralyzed in this way for the third time in a span of 10 minutes, it is instantly petrified. Starting at 10th level, the DC for this saving throw increases to 10. At 15th level, the DC increases to 12. At 20th level, the DC increases to 14.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Medusa 1e.jpg|1e&lt;br /&gt;
Medusa MotP 1e.jpg|&#039;&#039;Manual of the Planes&#039;&#039;&lt;br /&gt;
Medusa MCV1.jpg|&#039;&#039;Monstrous Compendium Vol. 1&#039;&#039;&lt;br /&gt;
Medusa MM 2e.png|2e&#039;s &#039;&#039;Monstrous Manual&#039;&#039;.&lt;br /&gt;
Maedar MM 2e.png|2e Maedar.&lt;br /&gt;
Medusa 3e.jpg|3e Medusa.&lt;br /&gt;
Maedar 3e.png|3e Maedar, from Dragon #355.&lt;br /&gt;
Medusas of 4e.PNG|A combined pic showing both male and female 4e Medusae.&lt;br /&gt;
Medusa 5e.jpg|The latest D&amp;amp;D Medusa.&lt;br /&gt;
PF Medusa.jpg|Medusa from Pathfinder.&lt;br /&gt;
PF Euryale.jpg|Euryale from Pathfinder.&lt;br /&gt;
Medusa Knight Riding Gorgon.jpg|A Medusa and a [[Gorgon]] from 3e.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Magic: The Gathering ==&lt;br /&gt;
[[Magic: The Gathering]] also features medusaes, although it calls them &amp;quot;Gorgons&amp;quot;. Considered a Creature type, MtG gorgons have an affinity with Black Mana and are found on the [[plane]]s of [[Dominaria]], [[Shandalar]], [[Ravnica]] and [[Theros]]. They have the ability to petrify other creatures that meet their gaze; although this is a triggerable ability, meaning they can turn it on and off, it&#039;s &#039;&#039;not&#039;&#039; a targetable one, meaning that when a gorgon&#039;s got her petrifying gaze on, she&#039;s dangerous to everyone in the vicinity. It&#039;s possible to use severed gorgon heads as weapons that retain this property, as shown by the cards &amp;quot;Gorgon Flail&amp;quot;, &amp;quot;Gorgon&#039;s Head&amp;quot; and &amp;quot;Felhide Petrifier&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
What makes the gorgons of MtG unique is that many of them they lack the traditional mane of snapping serpents; instead, they have serpent &#039;&#039;tails&#039;&#039; for hair, giving them prehensile tendril-locks that they have been known to use as limbs or even weapons. A few of the traditional snake heads for hair gorgons have shown up, but they&#039;re a distinct rarity. Additionally, the gorgons of Theros have the lower bodies of giant snakes, in the traditional [[lamia]] format.&lt;br /&gt;
&lt;br /&gt;
Theros is also home to a gorgon goddess; Pharika, Goddess of Affliction, who is said to be the mother of all gorgons.&lt;br /&gt;
&lt;br /&gt;
The most famous gorgon in MtG is [[Vraska]], a [[Ravnica]]n [[planeswalker]] whose spark ignited when she was falsely imprisoned and subjected to torturous ill-treatment. A deadly [[assassin]] and self-style vigilante, she is aligned to both Black and Green Mana, which is only natural given her origins amongst the [[Golgari Swarm]], and is known to relish murdering criminals with particularly ironic methods: her personal philosophy is &amp;quot;A person should die the death they deserve.&amp;quot; She is one of the planeswalkers associated with the 2017-2018 [[Ixalan]] storyline, where she expresses an attraction to the human planeswalker [[Jace Beleren]]. Which is ironic because they first met when Vraska tried to blackmail/intimidate Jace into using his powers as the Guildpact of Ravnica to help her with her own plans to seek revenge amongst the guildleaders of Ravnica for their many crimes against her people. This led to a duel that Vraska lost.&lt;br /&gt;
&lt;br /&gt;
A handful of gorgon cards do depict them with the traditional &amp;quot;snake-head hair&amp;quot; look, but these are uncertain canonicity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Vraska the Unseen.jpg|One of the first depictions of [[Vraska]], the Gorgon [[Planeswalker]] of [[Magic: The Gathering]].&lt;br /&gt;
Vraska Bio.jpg|Vraska&#039;s basic biography.&lt;br /&gt;
Jace vs Vraska.jpg|Vraska and Jace did not meet under pleasant circumstances.&lt;br /&gt;
Vraska, Relic Seeker.jpg|Card art from one of Vraska&#039;s new cards in the [[Ixalan]] storyline.&lt;br /&gt;
Captain Vraska.jpg|Promo art showing Vraska leading her pirate crew in search of the Golden City of Orazca, the most valuable treasure of [[Ixalan]].&lt;br /&gt;
Pharika, God of Affliction.jpg|As God of Affliction on [[Theros]], the divine gorgon Pharika created poison and disease, but also the arts of healing and medicine.&lt;br /&gt;
Hythonia the Cruel.jpg|Of all the gorgons of [[Theros]], none are as feared as Hythonia the Cruel.&lt;br /&gt;
Damia, Sage of Stone.jpg|Damia is a mysterious gorgon whose arcane knowledge rivals that of any archmage, earning her the nickname &amp;quot;The Sage of Stone&amp;quot;. Just don&#039;t look into her eyes when you consult her.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warhammer Fantasy ==&lt;br /&gt;
[[File:Warhammer Bloodwrack Medusae.png|thumb|Art for the Bloodwrack Medusae in 8th Edition Warhammer Fantasy]].&lt;br /&gt;
In [[Warhammer Fantasy]], the 8th edition update for the [[Dark Elves (Warhammer Fantasy)|Dark Elves]] saw the release of a new unit called the Bloodwrack Medusae; former Druchii Sorceresses of Ghrond who sought to use their magic to become beautiful, until they angered the jealous goddess Atharti and were transformed into gore-slicked, painwracked monsters, with tresses of writhing serpents and a giant snake&#039;s tail replacing their lower torso. Driven mad and reduced to feral beasts, [[Morathi]] drove them from the city, but they occasionally show up alongside Druchii armies - either chained to Atharti&#039;s Bloodwrack Shrines, or having been drawn from their cavern lairs by the promise of victims to take their pain out on.&lt;br /&gt;
&lt;br /&gt;
They&#039;re called &amp;quot;bloodwrack&amp;quot; medusae because their gaze attack doesn&#039;t petrify - it exsanguinates, causing a victim&#039;s blood to painfully erupt from their skin until they collapse in a gore-drenched heap.&lt;br /&gt;
&lt;br /&gt;
They will be returning in [[Age of Sigmar]] as part of the new [[Daughters of Khaine]] faction, evidently having regained most of their sanity and now serving as the high priestesses of [[Morathi]], who is herself a Medusa right down to the petrifying gaze and snakes for hair. They are particularly close to the [[lamia]]-like Melusai.&lt;br /&gt;
&lt;br /&gt;
== Warhammer 40,000 ==&lt;br /&gt;
[[Warhammer 40,000]] has no monsters specifically named &amp;quot;Medusa,&amp;quot; but the name is still applied to lots of places and items:&lt;br /&gt;
* The [[Tyranid]] [[Hive Fleet]] Medusa&lt;br /&gt;
* The planet [[Medusa (Planet)|Medusa,]] a [[Death World]] and the homeworld of the [[Iron Hands]] [[First Founding]] [[Space Marine Chapter|Chapter]] of [[Space Marines]] (incidentally, their [[Primarch]], [[Ferrus Manus]], was playfully nicknamed &amp;quot;the Gorgon&amp;quot; by [[Fulgrim]] for his lack of aestheticism). Medusa is a tectonically unstable planet with constant volcanic eruptions and so many earthquakes the Iron Hands can&#039;t build a single fortress-monastery, rather having each Clan-Company using mobile fortresses known as &amp;quot;Land-Behemoths&amp;quot; (think the size of an [[Adeptus Mechanicus]] Ordinatus Engine).&lt;br /&gt;
* Medusa V (no relation to the above planet Medusa), the site of [[Games Workshop]]&#039;s 2006 global campaign, which was conveniently destroyed after the campaign ended, so no matter who won, it would not upset the status quo.&lt;br /&gt;
* The [[Medusa Siege Gun]], one of several artillery pieces used by the [[Imperial Guard]], and its main weapon, the [[Medusa Siege Cannon]].&lt;br /&gt;
* The [[Sons of Medusa]] chapter is named after the planet of Medusa (as they are Iron Hands descendants), though they now live among the asteroids of the [[Taelus]] system.&lt;br /&gt;
* [[Medusae]], parasites employed by the Dark Eldar that are able to kill with their gaze.&lt;br /&gt;
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{{40k-Planets}}&lt;br /&gt;
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==Monstergirls==&lt;br /&gt;
Being that medusas/gorgons are generally presented as an all-female race and often surprisingly attractive, it should be no surprise that they are extremely popular with [[monstergirls]] fans, just like the [[lamia]]s they often resemble.&lt;br /&gt;
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===Monstergirl Encyclopedia===&lt;br /&gt;
[[File:MGE Medusa.png|200px|thumb|right|The MGE&#039;s Medusa. So deliciously tsundere.]]&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the medusa is a snake-haired [[lamia]] variant with the ability to petrify and/or paralyze (it&#039;s not really clear which) with her gaze. They are classified as extremely tsundere, refusing to verbally admit their deep love for their chosen spouses even as their body language betrays just how much they adore him. They also possess the trademark lamia jealousy and possessiveness. They create magical golden pins which can undo the effects of their gaze; this is a reference to [[Final Fantasy]], where &amp;quot;Golden Pins&amp;quot; were the curative item needed to cure the Petrified condition.&lt;br /&gt;
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We would like to note a massive missed opportunity here, and that Kenkou Cross should&#039;ve changed up their powers such that they only turn a &#039;&#039;specific part&#039;&#039; of you &amp;quot;rock hard&amp;quot; with a gaze.&lt;br /&gt;
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[[Category:Greek Mythology]][[Category:Imperial]][[Category:Space Marines]][[Category:Disambiguation]][[Category:Monsters]]&lt;/div&gt;</summary>
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