A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Barbarian in the Playground
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    Default God-like monstrosities for a setting I'm working on.

    I'm not too terribly sure on what the CR for these creatures should be. They're meant to be the victors of the war the previous set of gods had amongst one another who were sealed by the overdeity before he selected 25 people from our world as the next batch of gods. The setting uses two forms of alignment: Grid and Colour. The PC races use grid alignment unless they deal with outsiders and the like for most of their life or were raised by them Everything else uses the M:tG Colour Wheel for alignments.

    I'm posting them in alphabetical order, and the first one I've posted elsewhere on this forum.



    Ammit, the Heart Eater
    Gargantuan Outsider
    Hit Dice: 23d8 ( 92)
    Initiative: +16
    Speed: 60 feet, 40 feet swim, 30 feet climb
    Armor Class: 36 (+16 Dex, +9 Natural Armour, +5 Deflection, -4 Size), 27 touch , 23 flat-footed
    Base Attack/Grapple: + 23 / +56
    Attack: Claw +44 melee (1d6+24, 19-20/x2) or bite +44 melee (1d10+13) or roar +35 ranged 60 ft. (15d6+8 sonic) or +44 tail slap (2d4+24)
    Full Attack: 2 claws +44 melee (1d6+13 or 1d10 Con), bite +44 melee (1d10+13 or 1d12 Con), tail slap +44 (2d4+24), and roar +35 ranged 60 ft. (15d6+8 sonic)
    Space/Reach: 20 ft. by 10 ft./15 ft.
    Special Attacks: Pounce, improved grab, rake 1d8+7, Judgement, Ravenous, Abyssal Spawn, Pit Spawn, Swallow Whole(2d4 bludgeoning, 1d6 fire, 1d8 acid)
    Special Qualities: Hold breath, darkvision, scent, DR 30/-, SR 45, PR 45, once sealed, Godly, Regeneration 12
    Saves: Fort +41, Ref +29, Will +36
    Abilities: Str 58, Dex 33, Con 56, Int 65, Wis 47, Cha 25
    Skills: 26 ranks in all skills, -12 hide bonus from size
    Feats: Alertness, Run, Power Attack, Cleave, Great Cleave, Multiattack, Improved Critical (Claw), Ulitmate Cleave, Rattlesnake Strike
    Environment: Du'at
    Organization: Ammit, 100-6000 abberant and demonic spawn
    Challenge Rating: 32
    Treasure: 100d1000 gp, plus 1d20+10 pieces of magical weaponry.
    Alignment: LN (5-Colour/Prismatic)
    Advancement: -

    The door covered in images of flames, animals, hearts, feathers, and merchant's scales opens and within it you see nothing but flames for a second, but then a shadowy, feminine form rises from the flames and begins to walk from the roiling flames. The light of the illuminated room casts away the shadows and you are able to see the form of a beautiful woman clad in nothing more than a linen skirt around her ample thighs and collar filled with precious metals and stones that just barely graces the top of her small breasts. Her ruby red eyes take in the scene and her curled, fiery red hair seems almost animated from the flames behind her as is frames her face. A soft and sultry, yet highly intelligent and calculated smile spreads across her lips and she gazes around the room, a spark of pain evident in her eyes. (If you get the reference, I know where you browse on the internet )

    Ammit is the ruler of the Du'at and the mother of all demons and animalistic abberations within the setting. She is a caring mother and really wishes the best for all who would look upon her with love, but can be extremely cruel and merciless when protecting what is hers and attacking her enemies. Ammit's true form is that of a massive chimeric creature with the head of a crocodile, the forequarters of a lion, and the hidquarters of a hippo.

    Ammit speaks all languages except for Bina, Sylvan, and Druidic.

    COMBAT
    Pounce (Ex): If Ammit charges a foe, it can make a full attack, including two rake attacks.

    Improved Grab (Ex): To use this ability, Ammit must hit with its bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, it establishes a hold and can rake.

    Rake (Ex): Attack bonus +44 melee, damage 1d8+7.

    Hold Breath (Ex): Ammit can hold her breath for a number of rounds equal to 8 × her Constitution score before it risks drowning.

    Judgement(Su): Any non-outsider creature that dies within a mile of Ammit immediately appears before ammit and sees their heart placed upon a scale weighed against a feather made of light. Should the feather be lighter than the heart, Ammit devours the heart and soul of the deceased creature and forces them to become one of the next of her spawn. Should the heart be lighter than the feather, the soul passes on to it's afterlife. Any of Ammit's enemies has their heart be lighter than the feather no matter what.

    Ravenous(Ex): Whenever Ammit deals damage with her bite attack or a creature she swallowed whole dies within her, she regains health. When Ammit deals damage with her bite attack she regains a number of HP equal to twice the damage dealt. When a creature dies within Ammit she regains a number of HP equal to 2d4 per HD of the creature.

    Abyssal Spawn(Ex): Ammit, as a move action, summons any aberration of CR 20 and below within her mouth and may choose to either expell it immediately at a creature as though it was a vitrolic sphere spell (CL 18), or simply cause it to appear from underneath her.

    Pit Spawn(Ex): Ammit, as a move action, summons any demon of CR 20 and below within her mouth and may choose to either expell it immediately at a creature as though it was a fireball spell (CL 18), or simply cause it to appear from underneath her.

    Once Sealed(Su): If defeated and trapped in a soul gem, then brought to The Vault where a sealing ritual is taking place along with the other 4 Sealed Gods, Ammit will return to being trapped within The Vault until she is released.

    Godly(Su): Ammit may be worshipped as a goddess, and has an avatar form befitting a Greater Deity, except with two forms besides her true form (all share her stats). Her Domains are: Redemption, Law, Vengance, Hellfire (Variant), Fire [All except for Law are from Dnd-wiki.org, Law is core].
    Her first form is that of a large-sized maiden of an indistinguisable humanoid race with curly,firey red hair, striking red eyes, a knowing smile, and a tan befitting a supermodel raised in a desert, with a body like a pear (small bust and wide hips with a generous rear) and wearing a revealing, yet still somehow refined, outfit bearing a collar of precious gems that drapes over the shoulders and above her breasts and a skirt made of linen that is clasped with gold and turquoise around her waist. Her second form is very similar to the first form, save that she is nude, her arms are covered in fine, lion-like fur and tipped in viscious claws, her thighs and legs resemble that of a hippopotamus, her smile has widened drastically into a lipless, gleeful, crocadilian grin loaded with teeth, and her eyes vertiably glow with hunger and an inner fire.

    Swallow Whole (Ex): If Ammit begins its turn with an opponent held in her mouth (see Improved Grab), she can attempt a new grapple check (as though attempting to pin the opponent). If she succeeds, she swallows her prey, and the opponent takes bite damage. Ammit may Swallow Whole any creature of Huge size or smaller. When a creature is swallowed it takes 2d4 points of bludgeoning damage, 1d6 points of fire damage, and 1d8 points of acid damage each round it is swallowed. If Ammit activates either of her spawn abilities, the creature appears within her stomach before she expells it, and the creature swallowed may have to fight the creature(s) as well. A swallowed creature is considered to be grappled, while Ammit is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 14 points of damage in one round, or it can just try to escape the grapple. The AC of Ammit's interiors is 14 If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

    Skills: Ammit has a +4 racial bonus on Balance, Hide, and Move Silently checks.
    Ammit has a +16 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided it swims in a straight line. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. **Ammit gains a +4 racial bonus on Hide checks when in the water. Further, Ammit can lie in the water with only her eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  2. - Top - End - #2
    Barbarian in the Playground
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    Default Re: God-like monstrosities for a setting I'm working on.

    Reserved for when I finish the Great Cernioz, Primordial Sphynx
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  3. - Top - End - #3
    Barbarian in the Playground
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    Default Re: God-like monstrosities for a setting I'm working on.

    Reserved for the touched up Demivoral, Progenitor of Shadows
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  4. - Top - End - #4
    Barbarian in the Playground
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    Default Re: God-like monstrosities for a setting I'm working on.

    I loved these creatures in the card game and I loved watching the anguish and despair of my players when they've faced them before. This uses traits from Lix Lorn's Slivers (I hope I'm not stepping on toes, I never intended to share these originally)



    Sarvedth, the True Queen of Swarms
    Gargantuan Outsider (Sliver)
    Hit Dice: 23d8
    Initiative: +16
    Speed: 40 ft. (8 squares), climb 30 ft.
    Armor Class: 39 (+16 Dex, +12 Natural Armour, +5 Deflection, -4 Size), touch 27, flat-footed 23
    Base Attack/Grapple: +23 / +60
    Attack: Attack: Claw +48 melee (2d6+30) or Bite +48 melee (1d6+30) or Caustic spit +36 Ranged (4d8+20 acid)
    Full Attack: 6 Claws +48 melee (2d6+30) and Bite +48 melee (1d6+30) or Claw +48 melee (2d6+30) and Caustic spit +39 Ranged (4d8+20 acid)
    Space/Reach: 20 ft. by 10 ft./15 ft.
    Special Attacks: Caustic Spit, Dominate Sliver, Broodmistress, Swallow Whole(2d4 bludgeoning and 3d8 acid)
    Special Qualities: Sliver Traits, Hive Mind (Dominator), Darkvision (60ft), Low Light Vision, Telepathy, DR 30/-, SR 45, PR 45, once sealed, Godly, Regeneration 12
    Saves: Fort +45, Ref +29, Will +24
    Abilities: Str 51, Dex 32, Con 64, Int 45, Wis 23, Cha 68
    Skills: 26 ranks in all skills, -12 Hide modifier
    Feats: Agile, Improved Natural Attack, Improved Natural Armour, Toughnessx4, Iron Will, Ability Focus (Dominate Sliver), Power Attack
    Environment: The Nest
    Organization: Sarvedth and Hive
    Challenge Rating: 32
    Treasure: Infinite food, Hivestone, 1d100 gold, platinum, copper, rubies, diamonds, and onyx
    Alignment: TN (5-Colour/Prismatic)
    Advancement: -

    The door covered in images of caves, insects, eggs, stalagtites, and claws opens and within it you see nothing but green-tinged darkness for a second, but then a dimly glowing, feminine form emerges from the dankness and begins to walk from the underground enclave. The light of the illuminated room casts away the soft glow and you are able to see the form of a haughty woman clad in a skin-tight dress that seems almost fit for a queen, with a hem that glides along the floor behind her and a slit to the side of her leg, showing off the smooth and pale skin with a strange greenish tint. Her jade green eyes study you as a predator would her its' prey and her straight, silvery hair seems to shift somewhat, as though it were made of serpents, though you quickly pass it off as an optical illusion from the distance. A cold and predatory scowl spreads across her lips and she narrows her eyes at you, a spark of hunger evident in her eyes.

    Sarvedth is the ruler of The Nest and the mother of all slivers, vermin, and insectile abberations within the setting. She is a hungry mother and wishes for the subsumation of all into her hive, yet she is a caring beast who wishes only to feed all her children. Sarvedth's true form is that of a massive sliver queen with six claws, a mouth dripping with acid, and a heaving egg sac.

    Sarvedth speaks all languages except for Bina, Sylvan, and Druidic.

    COMBAT
    Hive Mind (Ex): In small numbers, Slivers are merely animals, with the instinct to hunt, to sleep, and to breed, and nothing more. Their natural Intelligence is two. However, more powerful slivers exist that are massively intelligent, and they exert absolute control over lesser slivers. (These Slivers possess the Hive Mind (Dominator) trait. A sliver summoned into being is considered controlled by its summoner)

    A sliver under the control of another being uses that being’s skills, feats, and mental ability scores, unless its own are higher/better.
    Being part of a Sliver Hive Mind is said to be 'strange', rather than any more specific description. The self is not entirely subsumed, with quirks and personality still existing, but being bound within perfect obedience, and absorbed into a greater whole, the coalition of every mind within it.

    Hive Mind (Dominator): A being with this trait can control any being with the sliver subtype within a mile/2HD.

    Sliver Subtype: Slivers have the unique ability to share their powers. While some slivers are ‘plain’ members of their species, others have unique powers, abilities or mutations that they share with those around them.

    These abilities are (Ex) for the Sliver that possesses them. However, they are shared with all slivers within 5ft/hd, as well as any sliver that has control over them. This sharing is a (Su) ability.

    Dominate Sliver (Su): A Master Sliver can cast Dominate Sliver as a spell like ability at will. This functions as the spell Dominate Monster, but only affects creatures with the Sliver subtype. If they fail their save, they are automatically controlled by the Master Sliver. Normal slivers are considered controlled by the Hive Mind (Dominator) trait when the duration ends, but anything other than a natural sliver without the Dominator trait is entitled to the normal contested ability-check.

    Telepathy (Ex): Slivers cannot communicate verbally, but they understand most languages. Master Slivers, and any being they control with their Dominator trait, can communicate with telepathy up to a range of 5ft/HD. However, this is language dependant. Most Master Slivers only speak their own 'language', named Serpentine by some scholars, but some make it a rule to learn others.

    Caustic Spit (Ex): Sarvedth may, as an attack action, launch a highly corrosive ball of acidic saliva at a creature within 60 ft.

    Broodmistress (Ex): Sarvedth can form a number of Slivers of any kind. In a day, the maximum number of lesser slivers formed is equal to triple her HD, and it takes a full round action to form any number of them.

    Once Sealed(Su): If defeated and trapped in a soul gem, then brought to The Vault where a sealing ritual is taking place along with the other 4 Sealed Gods, Sarvedth will return to being trapped within The Vault until she is released.

    Godly(Su): Sarvedth may be worshipped as a goddess, and has an avatar form befitting a Greater Deity, except with two forms besides her true form (all share her stats). Her Domains are: Community, Conquest, Radioactivity, Vermin, and Devouring. [All except for Community are from Dnd-wiki.org, Community is core].
    Her first form is that of a large-sized maiden of an indistinguisable humanoid race with straight, silvery hair, predatory, jade green eyes, a disgusted scowl, and skin as fair as the newly fallen snow with a slight green tint, with a body like a chalice (large bust and narrow hips with a dainty rear) and wearing a revealing, yet still somehow refined, outfit of a tight black dress that drags frictionlessly behind her with a slit from her waist to the hem next to her left leg. Her second form is very similar to the first form, save that she has four small sliver claws below her arms, her waist and legs have transformed into the lower body of a sliver queen, and she manifests what looks like a sliver queen-esque mask over her face.

    Swallow Whole (Ex): If Sarvedth begins its turn with an opponent held in her mouth (see Improved Grab), she can attempt a new grapple check (as though attempting to pin the opponent). If she succeeds, she swallows her prey, and the opponent takes bite damage. Sarvedth may Swallow Whole any creature of Huge size or smaller. When a creature is swallowed it takes 2d4 points of bludgeoning damage and 3d8 points of acid damage each round it is swallowed. A swallowed creature is considered to be grappled, while Sarvedth is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 14 points of damage in one round, or it can just try to escape the grapple. The AC of Sarvedth's interiors is 16 If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: God-like monstrosities for a setting I'm working on.

    The Phyrexia threads by Fable Wright and Dencero helped me to form the basis for the abilities of this monstrosity.


    Xenyx, the Soul of New Phyrexia Force of Compleation
    Gargantuan Outsider
    Hit Dice: 23d8
    Initiative: +27
    Speed: 80 ft
    Armor Class: 66 (+17 Armour, +15 Shield, +17 Dex, +6 Natural Armour, +5 Deflection, -4 Size), touch 28, fl at-footed 44
    Base Attack/Grapple: +23 / +65
    Attack: Claw +49 melee (3d6 +30+Oil) or Bite +49 melee (2d6+30+Oil) or Spit +36 ranged (4d4+Oil) or Roar+36 ranged (2d6 Sonic) or Sword +49 melee (2d12+30+Oil) or Tail+49 melee (1d10+30+Oil)
    Full Attack: 2 Claws +49 melee (3d6 +30+Oil) and Sword +49 melee (2d12+30+Oil) and Bite +49 melee (2d6+30+Oil) or Spit +36 ranged (4d4 acid+Oil) or Roar+36 ranged (2d6 Sonic) or Tail+49 melee (1d10+30+Oil)
    Space/Reach: 20ft./ 20ft.
    Special Attacks: Roar, Spit, Forge, Glistening Oil, Unfaltering Loyalty, Swallow Whole(1d2 bludgeoning, 1d2 piercing, 1d2 slashing, 1d8 acid, and Oil)
    Special Qualities: Construct Traits, DR 30/-, SR 45, PR 45, once sealed, Godly, Regeneration 12
    Saves: Fort +13, Ref +13, Will +13
    Abilities: Str 61, Dex 34, Con 77, Int 48, Wis 31, Cha 42
    Skills: 26 ranks in all skills, -12 Hide modifier
    Feats: Alertness, Run, Power Attack, Cleave, Great Cleave, Multiattack, Improved Critical (Claw), Ulitmate Cleave, Rattlesnake Strike
    Environment: Phyrexia
    Organization: Xenyx, 1d10 titans, 3d20*100 marauders
    Challenge Rating: 32
    Treasure: 100d1000 gold and 20d1000 platinum, infinite: glistening oil, necrogen, porcelain, steel, adamantine, copper, and chrome
    Alignment: NE (5-colour/Prismatic)
    Advancement: -

    The door covered in images of weapons, constructs, pools, skulls, and organs opens and within it you see nothing but utter darkness for a second, but then an even darker form rises from the darkness and begins to walk from the void. The light of the illuminated room casts away the shadows and you are able to see the form of an imposing man clad in a corroded suit of armour with his face revealed. His pitch black eyes take in the scene and his slick, black hair seems almost as iff it's glistening in every colour from the light in the room as it frames his face. A cunning and greedy, yet sarcastic and crass grin spreads across his face and he gazes around the room, a spark of sadistic glee evident in his eyes.

    Xenyx is the ruler of Phyrex and the Father of all living constructs (save for the 5 mortal-made races), mechanical aberrations, and undead within the setting. He is a malicious father and wishes to subjugate all who would look upon him and his army, he is ruthless and cruel and created the glistening oil to help him in compleating the worlds. Xenyx's true form is that of a massive biomechanical humanoid monstrosity with glistening oil dripping off of his body, necrogen gas escaping from his joints, plates of cracked porcelain, weapons of sterile chrome, "bones" of corroded gunmetal steel, a core that burns brighter than the sun and red hot, and copper claws and teeth..

    Xenyx speaks all languages except for Bina, Sylvan, and Druidic.

    COMBAT

    Roar: As an attack, Xenyx may unleash an extremely loud roar that deals 2d6 sonic damage in a 60 foot cone, reflex save for half, those within 15 feet of Xenyx within the cone are also subject to necrogen gas.

    Spit: As an attack, Xenyx may spit a highly toxic ball of glistening oil that deals 2d10 points of corruption (fort save half) and 4d4 acid damage.

    Forge: As a full-round action, Xenyx may cause 1d20 construct creatures to aid him, they all have the Glistening Oil ability. This ability can only be used once ever 1d20-3 turns.

    Glistening Oil: Disease (DC 15, save every 8 hours, incubation time 8 hours, 1d2 con drain). Whenever a creature's constitution is reduced to 0 by Phyrexian oil, that creature will die and immediately be reanimated as a zombie of it's HD, obedient to the master of the creature who infected it. Each of the zombie's natural attacks causes the creature hit to be exposed to Phyrexian oil. Saving successfully does not remove the disease- it remains until it is removed by magical means. Xenyx may force the save once a round per creature within line of sight.

    Unfaltering Loyalty(Sp): As a full-round action, creatures on Xenyx' side cannot die until his next turn, this ability rechearges after 1d4+3 turns.

    Once Sealed(Su): If defeated and trapped in a soul gem, then brought to The Vault where a sealing ritual is taking place along with the other 4 Sealed Gods, Xenyx will return to being trapped within The Vault until he is released.

    Godly(Su): Xenyx may be worshipped as a god, and has an avatar form befitting a Greater Deity, except with two forms besides his true form (all share him stats). His Domains are: Construct, Vivisection, Infection, Genocide, Hatred [All are from Dnd-wiki.org].
    His first form is that of a large-sized man of an indistinguisable humanoid race with slick, glistening black hair, Soulless black eyes, a sadistic grin, a strangely corpse-like complexion, a body like a brick wall (burly chest and well built muscles) and wearing a set of corroded steel plate without a helmet, leaving his head revealed, with a greatsword strapped to his side, continually dripping a strange liquid from it's pitch black blade. His second form is very similar to the first form, save that he has merged with his plate, his face is obscured by a porcelain mask, copper claws appear upon his gauntlets, oil seeps from between the plates, his chestplate glows a bright red colour, and parts of the armour shine with a chrome-like gleam.

    Swallow Whole (Ex): If Xenyx begins its turn with an opponent held in his mouth (see Improved Grab), he can attempt a new grapple check (as though attempting to pin the opponent). If he succeeds, he swallows him prey, and the opponent takes bite damage. Xenyx may Swallow Whole any creature of Huge size or smaller. When a creature is swallowed it takes 1d2 points of bludgeoning damage, 1d2 points of slashing damage, 1d2 points of piercing damage, and 1d8 points of acid damage as well as being submerged in glistening oil each round it is swallowed. A swallowed creature is considered to be grappled, while Xenyx is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 14 points of damage in one round, or it can just try to escape the grapple. The AC of Xenyx's interiors is 13. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
    Last edited by Aniikinis; 2017-09-09 at 11:38 AM.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

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