Abraham (5e Creature)

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Abraham[edit]

Medium humanoid (Human), chaotic good


Armor Class 25 (Unarmored Defense)
Hit Points 1022 (44d12+699)
Speed 95ft.


STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 22 (+6) 16 (+3) 14 (+2) 24 (+7)

Saving Throws Str +15, Con +13, Cha +14
Skills Athletics +15, Deception +14, History +10, Intimidation +14, Perception +9, Performance +14, Persuasion +14
Damage Resistances Poison
Senses passive Perception 19
Languages English, Japanese, German, Russian
Challenge 22 (41,000 XP)


Feature Name. Feature description

Cursed Energy. Abraham has 137 cursed energy which he can expend.

Cursed Armor. Abraham can spend up to 5 cursed energy to give itself temporary hit points equal to the cursed energy spent times 20 for 1 minute (no action required). Abraham can only benefit from this feature again after 1 minute or having its temporary hit points reduced to 0.

Cursed Strike. When making an Unarmed Strike, Abraham may spend up to 9 Cursed Energy, adding 12 (1d12 + 5) Necrotic damage to its damage, and adding a +1 to the attack roll per 2 dice the cursed strike has. This may also be used when the creature hits a Nat 20. This energy persists until he hits a target or 1 minute has passed.

Curse-Empowered Strikes. Abraham's unarmed strikes are considered magical for the purposes of overcoming resistances, and deal 2d12 extra necrotic damage (already included).

Taijutsu Initiate. Whenever Abraham spends cursed energy into his cursed strike feature, it counts as if he has spent 4 cursed energy instead. However, it still cannot add more than the normal dice limit to the damage via this method.

Taido Martial Arts. Abraham can use the Cursed Blast of Blows, Cursed Patient Defense or Cursed Wind Step Cursed Martial Arts without expending Cursed Energy once per turn

Cursed Rain of Blows. Whenever Abraham uses Cursed Blast of Blows, as a Free Action he can spend 3 more Cursed Energy to make yet another Cursed Blast of Blows.

Cursed Blast.' Once per turn, Abraham can raise the limit of one Cursed Strike to 14.

Cursed Adrenaline Rush(1/long rest). At the beginning of his turn if he's at or below half his maximum hitpoints, Abraham can decide to have a Cursed Adrenaline Rush. For 1 minute, Abraham gains 396 temporary hit points, his movement speed doubles, he no longer needs to spend Cursed Energy in his Cursed Strikes, and either his Strength or Dexterity score increases by 4. At the end of this period, he needs to make a DC 30 Constitution saving throw, gaining 3 levels of exhaustion on a failure.

50 Meters In 3 Seconds! Abraham has two reactions per round.

Strong Body. Abraham reduces all non-magic damage he takes but psychic by 4. This also affects magical damage if he is using cursed armor.

Taijutsu Sorcery. Once per turn, Abraham can make an unarmed strike with advantage. If he already had advantage on a unarmed strike, he raises the critical hit range for the attack by 1.

Cursed Martial Artist. If Abraham has taken the Multiattack action on his turn using only unarmed strikes and then makes any unarmed strikes as a bonus action which benefits from Cursed Strike, the cursed energy cost is reduced by 2 (to a minimum of 1). Additionally, whenever Abraham scores a critical hit with an unarmed strike, he can roll one additional unarmed strike damage die when determining the extra damage for the critical hit.

Improved Cursed Energy Output. As apart of any feature which uses cursed energy, Abraham can expend cursed energy equal to half of the feature’s original cost to amplify its output, granting it one of the following benefits:

The feature’s number of damage dice increases by 3. If the feature does not deal damage dice, it’s damage bonus increases by a quarter of the original amount.

The feature’s range increases by 40 feet.

The feature’s bonus to hit is increased by +2.

The feature’s DC increases by +2.

The feature’s duration increases by 6 rounds.

If a feature benefits from either Maximum Output or Chanting that is already benefiting from this feature, it’s total cursed energy cost is reduced by 9.

Legendary Cursed Energy Output. Abraham possesses the following benefits:

Abraham's Cursed Strike deals additional damage equal to +5. He can also expend 3 cursed energy to double this damage bonus. Abraham's Cursed Armor will provide him with resistances to four damage types of his choice that aren’t radiant or necrotic whilst he has temporary hit points from this Cursed Energy Enhancement. These damage resistances may be changed on a long rest or once per round as a bonus action or reaction to using the Cursed Energy Enhancement.

Cursed Spirit Battle General. Abraham possesses 7 Additional reactions that can only be used to summon his cursed spirits, use one for reducing damage or command them to take their Reaction.

Additionally, when Abraham uses his Martial Arts to make an extra unarmed strike or one-handed weapon attack as a Bonus Action, He can command all of his cursed spirits within 10 ft. of him to also make one melee weapon attack as part of the same action, and when using his Cursed Blast of Blows he can instead command them to take their full Attack Action.

Cursed Infused Spirits. As part of his action or bonus action while summoning one of his cursed spirits, he may spend up to 7 Cursed Energy to increase the potency of his cursed spirits. The cursed spirit will gain two of the following benefits of his choice for 1 minute:

A bonus to their attack rolls equal to the energy spent.

A bonus to damage rolls equal to the energy spent.

Extra 5 feet movement speed per energy spent.

Any DCs they have are increased by an amount equal to half the energy spent (rounded down).

ACTIONS

Multiattack. Abraham can make three attacks.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (2d12 + 8) bludgeoning damage + 14 (2d12) necrotic

New Shadow Style: Simple Domain(5 cursed energy). Abraham surrounds himself with a 15 ft. barrier for 1 minute. The circle has 700 hitpoints. Any cursed techniques or spells that target them or targets an area that overlaps with their simple domain, will now target the barrier instead, reducing it's hit points by the damage it would cause. To use this technique, Abraham must maintain concentration as if he was concentrating on a spell. If he is in a Domain Expansion then he negates it's sure-hit effect on himself and any other creatures inside the area, as it only affects the barrier.

His simple domain has a damage threshold of 175. If the simple domain takes more damage than this threshold, the damage over said threshold hurts Satoru. However, it is dampened so you only take 1/4 of the damage over the threshold (rounded down). The damage that leaks over the threshold still affects the simple domain's health. Sure-hit damage is not subject to the threshold and will only be able to affect the barrier of the simple domain.

Abraham's refinement for his Simple Domain is 100.

Basic Barrier. Abraham can spend for up to 7 cursed energy to make a dome starting from himself with a 5 foot radius and a 10ft. in height. For each cursed energy spent, the barrier’s maximum radius and height both increase by 10ft, but Abraham may choose to make it smaller if he wishes. This barrier has 10 times the amount of cursed energy spent hit points, resistance to all damage from the inside, is vulnerable to all damage from the outside and is immune to Psychic damage. This barrier has an AC of 22 and automatically fails saving throws. This barrier lasts 7 minutes. Abraham can deactivate this basic barrier at will (no action required).

Cursed Spirit Absorption(1 Cursed Energy). Abraham may exorcise a cursed spirit with 49 Hit points or less that is within 120 feet of him, and transform its soul into a small black orb for him to eat. Abraham may also ignore these conditions if the creature's CR is equal to or lower than 7. After it He can eat the orb, absorbing the creature, which allows abraham to summon it as an ally to fight for him later. A cursed spirit that is dropped to 0 hit points by radiant damage is exorcised and can no longer be absorbed this way.

Summon Cursed Spirit. Abraham can summon cursed spirits as an action by spending Cursed Energy equal to their CR, summoning up to 7 within 30 feet of him. They cannot use actions on their own. He can spend a bonus action to command the summoned creatures to attack, use magic, their innate technique and an action to do something more specific, such as 'protect that creature, grab that, defend that area, etc. He can only control up 7 cursed spirits individually per round, and spirits that He doesn't control directly will just keep doing something they were doing, such as holding something, concentrating on a spell or technique, or defend themselves to the best of their ability, such as taking the Dodge action.

The number of cursed spirits he can have summoned and control varies according to their Grades.

Additionally, when he summons too many cursed spirits, he finds himself unable to manage them individually, being forced to control them as a unit, making them lose their individual strengths for better management in numbers. When Abraham summons 10 or more cursed spirits of the same grade at once, He may turn them into a swarm, as shown in the table. A swarm counts as only 1 cursed spirit for the purposes of commanding. If he wishes to use one of his cursed spirits that is in a swarm individually, he may control it by spending an Action or Bonus Action as usual. Abraham can have multiple swarms at once, but each spirit in each swarm still fills up your summoning limit as normal.

Maximum Uzumaki. As an action for 2 cursed energy per cursed spirit in the Uzumaki to a maximum of 20 cursed energy, Abraham can put up to 98 Cursed Spirits in a spiral like pattern (minimum 1), turning them into a dark spiral that you can use in an attack.

Every creature in a 30 times every cursed spirit used foot cone must make a Dexterity saving throw. On a failure, they take 7 (2d6) necrotic damage per cursed spirit used on the Uzumaki. On a success, they take half as much damage.

This feature treats immunity as resistance and resistances as if you were hitting a creature normally.

All of the cursed spirits that were used in the Uzumaki cannot be used anymore since they will be spent. However, Abraham can choose to obtain any cursed techniques or spellcasting abilities they had. Spells cost are their level times two in cursed energy, while cursed techniques cost as much as it would for the curse. Abraham can have up to three cursed techniques or spellcasting abilities before needing to forget one to gain another. Right after the first use of the spellcasting ability or the cursed technique, He loses said feature and free a technique slot.

This technique deals twice as much damage to objects and structures.

BONUS ACTIONS

Martial Arts. Whenever Abraham makes one unarmed strike on his turn, he can make one unarmed strike as a bonus action.

Cursed Blast of Blows. Immediately after taking the attack action, Abraham can spend 3 cursed energy to make two unarmed strikes.

Cursed Patient Defense. Abraham can spend 3 cursed energy to take the dodge action as a bonus action on his turn.

Cursed Wind Step. Abraham can spend 3 cursed energy to take the dash or disengage action as a bonus action on his turn.

Minimum Uzumaki. Abraham can spend two cursed spirits to create a miniature spiral that fits in his hand. It can't be seen by A creature until it spends an action to make a DC25 Perception check.

As an action or reaction to being targeted by a melee attack, for 5 Cursed Energy, Abraham can release all the condensed energy from this Uzumaki into a creature. He Makes a melee cursed energy attack roll against one of their limbs without penalty (though he cannot choose their torso, jaw or skull). On a hit the target takes Xd12 of necrotic damage (The 'X' is the combined challenge rating of the two curses), this ignores resistance and treats immunity like resistance. On a critical hit, the creature must make a Constitution saving throw (DC 22). On a failure, they lose the targeted limb.

Abraham has advantage on the attack roll if the target has not detected his Minimum Uzumaki.

Taijutsu Sorcery. Whenever Abraham uses the multiattack action, he can push, shove or grapple a creature as a bonus action.

Quicker Domain. Abraham uses his New Shadow Style: Simple Domain feature.

Reverse Cursed Technique. Abraham can spend any amount of cursed energy, regaining 10 hit points per energy spent and removing an equal amount from his healing pool. If Abraham is suffering from a physical effect injury such as a concussion or something similar, one of these effects can be healed for every 10 hit points healed with reverse cursed technique. This also recovers limbs hit points. Abraham can use his Reverse Cursed Technique until his healing pool ends before getting burnout, during which he can't use RCT until his healing pool recovers.

REACTIONS

Taijutsu Sorcery. Whenever Abraham takes the Attack action on his turn, he may take the Dodge action as a reaction however this Dodge action only causes melee attacks against him to have disadvantage. If a creature rolls a natural 1 on a melee attack against him whilst he have performed this variation of the Dodge action, Abraham can make one attack against that creature if it is within range once per round.

Cursed Martial Artist. Whenever a creature fails a melee attack roll against Abraham, he can make one unarmed strike as a reaction against the creature. On a successful hit, this unarmed strike may add a +6 to the damage roll.

Cursed Enhanced Body. Whenever Abraham makes a Strength, Dexterity, Constitution, Intelligence, or Wisdom saving throw, he may spend up to 7 cursed energy to add the number of energy spent as a bonus to the saving throw. He may use this reaction once per round without spending a reaction.

New Shadow Style: Simple Domain. When a cursed energy attack roll or saving throw is made, spell or domain expansion opening, Abraham uses his Simple Domain.

Reverse Cursed Technique. When Abraham receives damage, he may use his Reverse Cursed Technique.

Cursed Spirit Battle Master. As a Reaction for x Cursed Energy when Abraham takes damage from a source that he can see, to being targeted by a weapon attack, spell, cursed energy attack roll or any saving throws from sources outside his body, Abraham may summon a Cursed Spirit so to take the damage for him , reducing it by the current amount of the Cursed Spirits' Hit points, with x being the CR of the creature summoned. Once the damage has been taken, the creature is instantly dismissed or if reduced to 0, the Cursed Spirits instantly dies, with Abraham then taking Half of the remaining damage.

When summoning a cursed spirit as a Reaction, he can immediately command them to perform a Reaction if they have one without expending another Reaction, and they can take their Reaction as if they were being targeted by whatever effect he was originally.

Alternatively he can have them make one Action or Bonus Action, in which they can only make a single attack, spell, ability or technique, and can't open Domain Expansions if they have one.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Jujutsu Sorcerer

Abraham has 22 levels in the Jujutsu Sorcerer class.

Cursed Technique

When a feature refers to Abraham's cursed technique, it is refering to Cursed Spirit Absorption, Minimum Uzumaki and Maximum Uzumaki.

Tokyo Jujutsu High

Design Note: These features aren't applied to the statblock, as it is up to the GM what would be best for the npc.

Abraham knows three enhancements in which he can apply to his cursed technique. A technique cannot have multiple enhancements, nor can one enhancement be applied to multiple techniques.

  • Power Enhancement. Abraham can now spend up to 7 additional cursed energy on the technique to add an additional damage die to the technique per cursed energy spent.
  • Cursed Energy Economy. The cursed energy cost of the technique is now reduced by 7 (to a minimum of 1 cursed energy).
  • Distance Enhancement. Satoru can spend up to 7 additional cursed energy on the technique to add 10 feet to the range per cursed energy spent.

At the end of a short rest or long rest, Abraham may reallocate his enhancements.

Specialized Technique

Design Note: This feature isn't applied to the statblock, as it is up to the GM what would be best for the npc.

One of Abraham's cursed techniques will gain all of the following benefits:

Increased Damage Output. Its damage dice number will increase by 7.

Increased Reach. Its range will increase by 30 feet.

Optimized Technique. Its cursed energy cost will be halved (rounded up, minimum 1).

Abraham may change his specialized technique at the end of a week.

Chanting

Abraham is capable of making recitations of chanting with his cursed technique.

Abraham may choose one of his Innate Technique features and recite one of his chants as an Action. The next time he use that Innate Technique Feature that has a recitation after chanting within two turns, it will gain two of the following benefits of his choice:

  • His technique will ignore resistances and treat immunities as resistances.
  • He may double the original Range, Width, or Radius of his Technique.
  • He may triple the original Range, Width, or Radius of his Technique. (He must have doubled the range already through Chanting in order to apply this bonus).
  • If the Innate Technique feature requires a saving throw, the target(s) makes their save at disadvantage. He also raises the DC by his proficiency bonus for that saving throw.
  • If his Innate Technique feature has him make an attack roll, he gains advantage on that attack roll and may add his proficiency bonus to that roll an extra time.
  • The cost of his Innate Technique feature is halved.
  • His Innate Technique will ignore all forms of cover.
  • His Innate Technique’s Action cost will be lowered by 1 (Ex. Full Round Action -> Action -> Bonus Action -> Free Action). If the feature is a Reaction and its Action Cost is reduced he will gain an extra Reaction specifically for that feature. (He must be Complex Chanting in order to apply this bonus)
  • The duration of his Innate Technique feature is doubled.
  • The duration of his Innate Technique feature is tripled. (He must have doubled the duration already through Chanting in order to apply this bonus).
  • If an Innate Technique feature inflicts damage by causing a target to make a save, it will ignore features such as Evasion if they fail the save by 5 or more. (He must be Complex Chanting in order to apply this bonus).
  • The cost of his Innate Technique feature is reduced to ¼. (He must be Complex Chanting in order to apply this bonus)(He must have halved the cost already through Chanting in order to apply this bonus. This reduction does not stack with the ½ reduction, but replaces it).
  • If his Innate Technique feature would force his opponent to make a saving throw, they roll 3 dice instead of one and take the lowest result for the roll. (He must be Complex Chanting in order to apply this bonus).
  • If his Innate Technique feature would have him make an Attack roll, he may roll 3 dice instead of 1 and take the highest result for the roll. (He must be Complex Chanting in order to apply this bonus).

Every subsequent turn he spends his Action chanting the technique it will gain another two bonuses of his choice. The chanted technique may only have a number of bonuses applied to it equal to 1+ his Intelligence or Wisdom mod. If you possess the Cursed Energy Reinforcement feat and either the Reverse Cursed Technique or Regeneration feats, he may use his Charisma mod instead of either his Intelligence or Wisdom mod when calculating the max number of bonuses that can be applied to the Chanted technique. In addition, the chanted Innate Technique feature will have its final damage boosted by 20% per round he spent chanting. (After all the dice have been rolled, multiply the total damage(s) by 1.2). This damage bonus is capped at 100%. (2x Damage).

Rather than using an action, he can perform a more complex variation of Chanting that combines both complex hand signs and delicate recitations as a Full Round Action. When Chanting in this manner he may add four bonuses from the above list to the chanted technique, and every subsequent turn he spends a Full Round Action chanting the technique in this way it will gain four more bonuses of your choice. Additionally, the chanted Innate Technique feature will have its final damage boosted by 50% per round he spent Complex Chanting. This damage bonus is capped at 100%. (2x Damage).

While Chanting or Complex Chanting he must maintain concentration as if maintaining concentration on a spell.

If his Innate Technique feature that benefits from Chanting allows him to make more than one attack roll or forces a target to make more than one save or has multiple ranges, he may only choose one of those components at a time to apply the benefit to. (Ex: he could choose to apply a saving throw disadvantage to the first saving throw of the technique, but in order to apply one to the second saving throw of the technique he would have to add that bonus to that part as well). He cannot perform Maximum Output on an Innate Technique feature benefiting from Chanting. He cannot apply the benefits of Chanting towards a Domain Expansion.

Reverse Cursed Technique

Abraham can canalize positive energy instead of negative to heal his own body.

He has a healing pool of 770 hit points. Satoru regains 5 hit points of his pool at the beginning of his turns, restoring it to full after taking a long rest.

Black Flash

When Abraham scores a critical hit (It must be a Natural 20 for it to count) with a unarmed strike that benefits from Cursed Strike, he can choose to land a Black Flash. Before the damage calculation, roll a d6 to see how much additional Necrotic damage Satoru's Black Flash will add onto the damage roll using the table below:

  • Number Rolled Damage Dealt
  • 1 1 damage
  • 2 6 damage
  • 3 15 damage
  • 4 32 damage
  • 5 56 damage
  • 6 88 damage

In addition, the amount of dice he rolls from his critical with this attack will increase by one additional damage die, and the Black Flash simply does not occur if the attack wouldn’t otherwise hit(such as if negated by an ability or the attack roll isn’t a crit and doesn’t hit the opponent’s AC).

Abraham's next attack on the same turn will trigger a Black Flash on a Natural 15 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Third Black Flash lands on a 16, the DC becomes 17. Fourth lands on a 17, the DC becomes 18.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC.

In The Zone. Abraham gains the following benefits for a number of minutes equal to the black flashes he hit in the turn; the benefits will last from during the turn he landed the Black Flash until those number of minutes after it:

  • Abraham completely regain his reverse cursed technique pool, if he were already in the zone upon landing this black flash.
  • If Abraham had used his domain expansion and become unable to use his cursed technique, he regains the ability to use his cursed technique once again even after In The Zone ends.
  • He receives a +2 to all his ability scores, including their maximums.
  • Abraham's unarmed strike damage dice tier is increased by 1 (d8>d10>d12>2d6...)
  • Abraham's cursed energy armor, if any, gives 5 more temporary hit points per cursed spent.
  • Abraham's cursed energy attack rolls will be made with advantage, while other creatures will make his cursed energy saving throws with disadvantage (Unless they're also in In the zone).
  • His cursed techniques will add 7 damage dice.

Domain Expansion: Hall of Divinity

Abraham creates a domain around himself, resembling a Throne Room, lined with red fabric and regalia of various monarchies across the world and from different ages. At the start of a creature's turn while inside his domain, they must make a Wisdom Save (DC 27) or be affected by Abraham's Overpowering Cursed Energy. Additionally, while inside of his domain, every cursed spirit he summons gains 70 temporary hit points, resistance to all damage, and advantage on all attack rolls. Finally, while in his Domain, Abraham may issue Complex Commands to his cursed spirits at any time (No Action Required), and he may summon any number of cursed spirits with his Bonus Action or Action.

The Wisdom save and its effect caused by this domain are the sure hit effect of this domain.

Refinement Points

Abraham has 750 domain refinement.

Domain Durability. His domain has 1450 hit points.

Technique Efficiency. With His cursed technique already infused into your barrier using it becomes almost effortless to you. Abraham may choose to reduce the cost of Cursed Spirit Absorption and Cursed Spirit Summoning to 0 while it is cast inside his domain.

Increased Potency. While inside his domain, his cursed techniques deal 7 additional damage dice.

Domain Amplification. As an action for 11 cursed energy, Abraham can cover his body to "wear" his domain in order to neutralize cursed techniques for 1 minute. Once activated, he automatically negates any defensive technique or spell, and can bypass barriers such as infinity. Abraham will also negate a domain's sure hit effect in case it's inside one. In addition, Abraham can not use his Innate Technique unless it dismisses Domain Amplification as a bonus action. Even if Abraham dismisses it, for the minute he can reactivate it as a bonus action without spending the cursed energy again. This technique does not work against techniques on Maximum Output if the user has 51 or more higher refinement than Abraham. If they are within 50 refinement of Abraham, He has resistance to their technique, and if they have 51 or less refinement than Abraham, he is immune to their techniques even if they use Maximum Output.

0.2 Domain Expansion As part of opening his domain, Abraham can make it last only until the end of his turn. The cost for this domain expansion is halved, and it cannot be reacted to unless the creature has a higher Dexterity score than his Charisma score. When he opens his domain this way, all creatures inside it will be targeted by it's effects, Abraham doesn't have the option to choose.

Efficient Expansions. Abraham reduces his domain expansion cost by 7. In addition, he only gains 1 level of exhaustion after his domain is over and the DC to use his Technique while in Burnout is reduced to 25.

Domain Properties

Barrier Resistance. As part of expanding his domain, Abraham may decide if he wants to make his barrier have vulnerability on the inside in exchange for it being resistant to all damage on the outside. In addition, he may spend additional 5 cursed energy when expanding his domain to make it perfectly balanced, making both outside and inside have no vulnerabilities or immunities.

Barrier Movement. At the beginning of his turns while his domain expansion is active Abraham may choose to move the domain up to 120 ft. in any direction. The relative positions of creatures inside the domain do not change due to the movement.

Feats

Otherworldly Body, Natural Sorcerer.

50 Meters In 3 Seconds!, Athlete History, Strong Body, Resilient, Colossal Physique, Human Wall

Taijutsu Sorcery, Slam Master, Cursed Martial Artist, Black Flash.

Basic Barrier, New Shadow Style: Simple Domain, Domain Expansion.

Immense Cursed Energy, Overflowing Cursed Energy, Dense Cursed Energy, Overpowering Cursed Energy.

Cursed Enhanced Body, Cursed Energy Reinforcement, Improved Cursed Energy Output, Legendary Cursed Energy Output, Chanting.

Reverse Cursed Technique

Favored Vows.

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