Tuesday, July 31, 2007


Anti-mages are specialists in preventing arcane magic effects. They become increasingly quick at counterspelling, and begin to lose their normal spellcasting abilities. As the anti-mage advances, she takes on less and less magic abilities, appearing more like a fighter or rogue. Unfortunately, with the extreme loss of arcane power that enables the anti-magic abilities, there is a high rate of madness among anti-mages. Anti-mages also age at rapid rates proportional to their level.

Hit Die: d4.


To qualify to become an anti-mage, a character must fulfill all the following criteria.

Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.

Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic. These two schools will be the two that the anti-mage is most effective against (+5 to counterspell).

Spells: Ability to cast 5th-level arcane spells, knowledge of 4th-level or higher spells from at least two schools.

Class Skills

The anti-mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

The Anti-Mage
Level Base AttackFort Ref Will Other
1st +0 +0 +0 -2 Chance to counterspell all spells +1, SR 10, -1 known spell per level
2nd +1 +1 +1 -3 Counterspell +2, SR 13, -2 known spells for levels 1-2, -1 for levels 3+
3rd +1 +1 +2 -3 Counterspell +4, SR 16, -3 known spells for levels 1-3, -2 for levels 4+
4th +2 +2 +3 -4 Counterspell +8, SR 19, -4 known spells for levels 1-4, -3 for levels 5+, can create anti-magic areas that last for 5 hours
5th +2 +2 +4 -4 Counterspell +10, SR 22, -5 known spells for levels 1-5, -4 for levels 7+, can create anti-magic areas that last for a day
6th +3 +3 +5 -5 Counterspell +14, SR 25, loses all magical abilities, can sunder magical items, can create anti-magic areas that last for 6 days
7th +4 +3 +6 -6 Counterspell +18, SR 28, arcane magic items cannot affect the anti-mage, for good or ill, can sunder artifacts, can create permanent anti-magic areas

Class Features

All the following are Class Features of the anti-mage prestige class.

Weapon and Armor Proficiency: Anti-mages gain no special proficiency with any weapon or armor. However, there are certain anti-mages that use shields as their focus. These anti-mages can wield shields normally as well as for magical shielding purposes.

Spells per Day/Spells Known: When a new anti-mage level is gained, the character loses the capacity to cast as many spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an anti-mage, he must decide to which class he removes each level of anti-mage for the purpose of determining spells per day.

Create Anti-magic Zone (Su): The anti-mage can create a 30'x30' space wherein spells are ineffective. This lasts as long as listed in the character level above.

Mastery of Counterspelling: When the anti-mage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. The counterspelling ability of anti-mages increases with each level: 1,2,4,8,10,14,18.

Sunder Magical Items: The anti-mage can attempt to destroy magic items at +20 to sunder.

Sunder Artifacts: As magic items, but including artifacts and other unique items.

Arcane Magic Resistance: Anti-mages gain improved innate spell resistance for every level they gain.

Monday, July 30, 2007

Breeches of Hulking

These pants are roomy, and hang precariously on the wearer's hips. They occupy a character's belt slot. They are covered in small rips and patches. Three times a day, the wearer of these breeches can speak a command word and grow a size category, as though affected by enlarge person. The change in size lasts one minute.

Faint transmutation; CL 1st; Craft Wondrous Item, enlarge person; Price 1,080 gold; Weight 3 lb.

Friday, July 27, 2007

Emerald Sea

With Austin's enduring twice our expected rainfall for the year (already in July!) we figured we should share an underwater treat.

This green sea is set along the southeast coast of the continent of Wastaru. The warm waters teem with life of various sorts, including many species of jellyfish and anemone.

At the bottom of the Emerald Sea is an aquatic kingdom rimmed by a large coral reef, within which live many herds of coral horses. The kingdom is ruled by aquatic elves who are powerful masters of water and weather magic. The extensive royal family delegates different offices and fiefs to various sons, daughters, brothers, sisters, cousins, aunts and uncles in a complex and shifting balance of power. Their subjects include tritons and other merfolk from surrounding regions.

The volcanic activity and fault line that runs along the center of the sea have help formed the multiple small island chains which can be found in the Emerald Sea, including the Lítlos Islands, the Recant Islands, the Anatatu, and Gavaan Islands. A map will show them in relation, and posts will follow which will detail these each in time.

Thursday, July 26, 2007

Elsemere Wood Cemetery

These encounters will be appearing in the upcoming adventure The Horror of the Old Ones. In the meantime, feel free to drop them into your game wherever you need a creepy old cemetery. And who doesn't need a monster-filled cemetery?

Cemetery (EL 5)

A small clearing exists here, the first clear space in these dense woods since leaving Elsemere. Gravestones dot the landscape, many of them fallen over or half-hidden by vegetation.

creatures: begotten of the old one (1): HP: 70 A begotten of the old ones lives here. Born a child of the sea to one of the families in Elsemere, he grew up as a shut-in, hidden by his parents from the rest of the village. Upon his patents death he was discovered and driven out of the village. The maddening dreams of the wood have made him quite mad, and now he will viciously attack anyone entering the cemetery.

Mausoleum (EL 9)

Here in the center of the cemetery stands a family mausoleum, set into the side of a small hill. The hill and facade are bare of plants except a large gnarled tree above the yawning entrance. A palpable gloom hangs in the air here.

Inside the crypt there are four carved stone coffins. Two of the sarcophagus lids have been pushed open by tree roots, and an intricate brass sword stand lies toppled over at the head of one of them.

Several shriveled corpses with various armors and dusty equipment lie scattered on the ground here.

Anyone approaching within 30 ft of the death root becomes subject to it's fatiguing radiance and must succeed on a DC 15 Fortitude save or become fatigued.

Investigating the bodies, a DC 20 heal or spot check, reveals that they were crushed and drained of blood through many tiny wounds.

creatures: death root (1): HP: 63 A death root - the tree - is on top and inside the crypt and will attack anyone entering once they have come inside.

treasure: Here there are several dead adventurers and their gear, plus loot from the sarcophagus. All together it amounts to 1,200 gold, a smooth marble scepter worth 600gp, an intricate brass sword-stand worth 90gp, an arcane scroll containing: gentle repose (lvl 3, cast 5), sleep (lvl 1, cast 1), and undetectable alignment (lvl 1, cast 1) (450gp value). Additionally there is a +1 longsword (2,315gp) and another arcane scroll containing: feather fall (lvl 1, cast 1), bull's strength (lvl 2, cast 3) and glitterdust (lvl 2, cast 3) (150gp) (325gp value).

Tuesday, July 24, 2007

Swarm of Giant Locusts

Size/Type: Small Vermin (Swarm)
Hit Dice: 15d8+6 (100 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Swarm (6d6)
Full Attack: Swarm (6d6)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, knockdown
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Environment: Temperate plains
Organization: Cloud (10-15 swarms), or plague (16-30 swarms)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path, including leather, clothing, foliage, and flesh.


A giant locust swarm surrounds and attacks any living prey it encounters. A swarm deals 6d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)

Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.

Knockdown (Ex)

Any creature that begins it's turn with a locust swarm in its space must succeed on a DC 14 strength check or be knocked prone by the impact of the enormous insects.


A locust swarm has a +4 racial bonus on Listen and Spot checks.

Monday, July 23, 2007

Cloak of Shadows

This deeply cowled cloak follows the wearer like a shifting mantle of clinging darkness.
Minor Cloak of Shadows: Wearing this cloak grants a + 5 circumstance bonus to Hide checks.

Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 2,500 gp; Weight 1 lb.
Cloak of Shadows: as above, and also can project no light as the spell at will. In a 20 ft. radius around the wearer no natural light can penetrate, and so all in the area gain total concealment. The area looks as though it is cloaked in deepest shadow. Magical light illuminates this area normally, and darkvision operates normally in this area.

Faint illusion and conjuration; CL 3rd; Craft Wondrous Item, invisibility, darkness; Price 4,000 gp; Weight 1 lb.

Major Cloak of Shadows: as above, and 1/ day it can be used to summon forth a mass of tentacles that grapple foes within 10', per black tentacles. The tentacles have a grapple bonus of +15, a 19 strength, and deal 1d8+4 points of bludgeoning damage on their turn with a successful grapple check. Once summoned, the tentacles persist for 7 rounds.

Faint illusion and moderate conjuration; CL 7th; Craft Wondrous Item, invisibility, darkness, black tentacles; Price 14,080 gp; Weight 1 lb.

Sunday, July 22, 2007

The Ten Princedoms

After King Vandor passed, his kingdom fell into the hands of his ten sons, none of whom agree on how the land should be run, so each have moved into separate residences and have defined ten states which they each administer. It's a tenuous peace, but a peace nonetheless.

They have a sister, the youngest child, who has disappeared following Vandor's death; rumor has it that she has become a witch in the neighboring Phyloctæte.

The mainland states and islands and their princely rulers, in order of birth (age in parens):

Vandorn is the central mainland part of the old Kingdom of Vandor. It is ruled by the sickly prince Hanik (38), the eldest son of Han. The Shankil and Dromgul Rivers come together just to the east of the city of Hanton.

Oesten is the easternmost mainland part of the Ten Princedoms. It has a bit of a frontier feel to it, which Ernik (36) hopes to take advantage of. He is trying to move the border east into unclaimed lands.

Hendgen is nestled between Vandorn and Oesten. Tanith (33) runs this state from Edige, the city over the river of the same name that runs from hills of still the same name.

Illyan is the westernmost mainland state. On the western edge, the Border Forest serves as a buffer from the Phyloctæte, a strange land of unexplained magics. Kres (31) has gained a lot of popularity throughout the Princedoms by keeping the military strong and the border protected.

The islands:

Gennintan is the rocky island north of the mainland. It is administered out of the west-central city of Gennt by the fifth child, Pan (29). The south end of the island is full of natural resources, and the north end of the island is protected to the point of being only partially explored.

Gauphan is the island north of Gennintan, ruled by Garles (27), who tries to steer clear of his elder brothers' powermongering. He is still sometimes drawn into disputes, along with this younger brothers, but constantly complains about it and often withholds his support until the last minute, when he usually sides with the underdog.

Phennen is the west of the twin islands just north of Vandorn. Fain (25) lives in the old mage tower on the south end of the isle, with views of the twin isle and the mainland.

Bannen is the east of the twin islands just north of Vandorn. Klaran (23) lives in the castle which now bears his name on a hill overlooking the strait on the west end of the isle.

Hauphingan is the green isle to the northwest of other states, ruled by Hain (22). The verdant fields produce a sweet wine that is enjoyed throughout the Ten Pricedoms.

Trochu (also known as Lentoan) is a tiny island to the far north of the Ten Pricedoms, ruled by Launce (19). The mage Djander has been known to inhabit the island, and is possibly influencing the decisions of the young ruler.

Saturday, July 21, 2007

Horror of the Old Ones: Epilogue

After defeating the remnants of the Old One, the party returns to Onuago to a heroes welcome. Unfortunately there are not many colonists left, but those that remain seem uplifted by the demise of the old one. The next few years will be difficult, but at least the immediate menace has been taken care of. The party should receive an amount of experience needed to bring most of them to the next level, unless they have just reached the level. Read the next section aloud.

The remaining denizens of Onuago stand along the docks, watching the action unfold. Under the guiding current of high tide, the hollow carcass floats into port. The once cloud-filled sky which dropped rain only hour before is now clear, illuminated by thousands of stars. Through the crisp night air, the bellows of the Old One gives way to the baying of dogs in the alleys of the port town. A crescendo of cheers rises in intensity as the carcass nudges the docks.

As the party enters the town streets, they are followed by the townspeople in a procession leading to the Old Town Hall. There they are greeted by the ex-lieutenants. If the party brought the Baron's lieutenants together, they are now united in a cause to help the poor town, to bring about an economic resurgence in the Lands of Northbay. If not, the remaining lieutenents become the final encounter of Horror of the Old Ones. The people decide they want these lieutenants to form the new town council, an sentiment which has been gaining support while the party has been away at, in, and below Elsemere Wood and Harpy Point. If the party returns to Onuago six months or or longer in the future, they find the city streets clean, the river continuing to flow in its normal place, and an established trade route between Onuago, Elsemere, and the Jæruel. The sea trade route is also re-established, opening up the south side of the bay, approporiately named Southbay.

Possible solutions/changes to the Lands of Northbay:
* Castle von Stieglitz has returnd to its former glory, the Baron under recovery from his near-undeath experience. Trade continues with the towns of the Jæruel, over the Cyrűk Mountains.
* Onuago streets have returned to normal after the river recedes to its old course. Merchants are opening up businesses.
* Shada Monastery freed from tainted cult, and the surrounding forest no longer encroaching upon Elsemere. The people log only very selectively out of respect for the wood, choosing trees on their way out rather than clear-cutting.
* Harpy Point is clear and there is talk of the lighthouse returning to use to improve sailing. The people of Onuago are looking for a new name for the island and want to use something related to the party.
* Mothers no longer give birth to the begotten of the old ones.
* The weather seems, on the whole, a little bit nicer. Flowers are more fragrant. The party has never noticed just how beautiful is the moon.

Unchanged are:
* The Great Marsh is still the Great Marsh, though the course of the Lazy River has returned to normal.
* Goduanil is still a region of dark moors.

They each contain their own horrors which must be dealt with separate from the Old Ones. But that is another story...

Friday, July 20, 2007


The Utok'nmazakhi (aka Utok, pronounced oo-talk) are a tribe of native settlers of the Jæruel. Their caves line the ridges on the western edge of the region, and their ruins dot the plains below, no longer inhabited. One ring of settlements survives somehow miraculously in the alabaster cliffs to the east of the town of Alabaster.

As the human settlers moved into the area, the Utok were relegated to the regions where humans found it too difficult or costly to settle. They have adapted to life in the mountains, owing in part to their relationships with bears, and their superior hunting abilities. They make excellent archers, receiving a +2 bonus on all attacks with bows.

The Utok have been known to skirmish with hobgoblins and mountain wyndm-folk in order to protect what little land they have left. They revere bears, and often offer them food as a form of worship. When bears come to the Utok caves to die, the Utok take their hides. It is considered the highest honor and privilege for Utok to acquire bearskins.

• Medium: As Medium creatures, Utok have no special bonuses or penalties due to their size.
• Utok base land speed is 30 feet, and their adaptation to the mountains means that they travel at normal speed through all the various terrains in the Jæruel.
• 1 extra nature-based feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Utok languages, and some have contact with Mountain Wyndm. Bonus Languages: Any. See the Speak Language skill.
• Favored Class: Any, except monk. When determining whether a multi-class Utok takes an experience point penalty, his or her highest-level class does not count. Most Utok are rangers or druids.
• Favored alignment: Lawful Neutral
• Unique Languages: Utok.

Wednesday, July 18, 2007

The Phyloctæte

This empire was once ruled by a council of four powerful mages, who, in their lust for control, ended up waging war with one-another in a three month period which has been come to be known as the Four Mage War. Nestled in between three other human-controlled lands, their war bled over into neighboring lands, with mages flying through the air, wyrms and other creatures battling across the lands. This made the Phyloctæte a feared land in bard's tales, and to this day, people fear the regime of the victor, Feryn Dyndle, who shares her human lineage with that of the elves. Some people have spread rumors that full-blooded elves from faraway lands had something to do with her success in wresting control of the Phyloctæte from the other, full-human mages.

At the end of the war, one of the mages was killed, another sought refuge in the Astral Plane, and the other surrendered to Feryn Dyndle.

To the northwest of the Phyloctæte, across the Windplains, lies the Kingdom of Altæa. King Harald Altæa has no patience for the war that has affected villages in his domain.

To the west, over the Mountains of Insor, lies the relatively peaceful, multi-racial democratic republic of Nelshun. The Phyloctæte has had few dealings with Nelshun, so it remains to be seen how the new ruler will be received.

To the south, the militaristic Republic of Esrun controls the vast plains of Yæns. Esrun has for years planned to move on the Phyloctæte, and now may be their chance, with the council at it's weakest. Rumors have it that they have stepped up production of swords and spears, and have recently domesticated some Yæns horses, which make powerful mounts.

To the southeast, through the Border Forest, the Ten Princedoms have formed out of the old Kingdom of Vandor, following the death of King Vandor.

The people of the Phyloctæte have grown weary of the Four Mage War, and have welcomed the recent cease-fire. They are busy rebuilding the towns and villages that make up their nation. Many of them could care less who rules the land, as long as they are left to their arts, crafts, and other skilled trades. Many would like to reap the benefits of trading with the neighboring nations.

Meanwhile, Feryn Dyndle is installing her elven brethren as the ministers and administrators of the nation.

Tuesday, July 17, 2007

Lítlos Islands

The island of Lítlos became the "islands of" when the volcano that originally formed the landmass erupted, killing all but a few of the original inhabitants, and leaving the crater that the present day islands surround. The largest of the islands has been reinhabited by those who were away on fishing and trade voyages on that fateful summer night. Though stone ruins dot the other islands, they have remained too unstable to support any new structures.

Feriño, the single town on the island shares its name with the island itself. The inhabitants, upon returning to find their homes destroyed and their people covered in ash or utterly disintegrated, decided upon the new name, their word for an aquatic creature resembling a phoenix. They built all their new structures using the lava rocks cast out by the volcanic eruption.

Most of the inhabitants believe that an aquatic fire dragon lives under the island. This leads to a nominal level of fear which surfaces in the dour tales woven by local bards, and mothers to their children.

The fashion on Feriño consists largely of togas and sandals, though the rulers of the land tend to dress in tunics and light trousers. The people mostly eat fish wrapped in seaweed, but the volcanic deposits that have enriched the soil have provided the islanders with a more rounded diet including fruit resembling plantains, pomegranates and dates. The government is largely hands-off, though the head of each household serves as part of a council that meets every month, and the eldest sons in each family serve in the navy. The people of Feriño barter with one-another in well-established tight-knit groups, so they do not willingly trade with outsiders unless offered an item they think is unique.

Monday, July 16, 2007

Hunting Sword

Hunting Swords are short one handed slashing weapons. Hunters throughout the Soralic lands and the Middle Kingdoms carry them when riding in the forests. Not designed as a weapon of war, they can nevertheless be used for self-defense, and are also useful for field-dressing a hunter's kills.

Nobles often carry ornately decorated hunting swords when riding.

For a medium sized creature: Type: small slashing simple weapon, damage: 1d6, critical: 20, x 2.

For a small sized creature: Type: tiny slashing simple weapon, damage: 1d4, critical: 20, x 2.

Sunday, July 15, 2007

King Vandor

The sole heir of the namesake of Vandor, Han Vandor came of age when his father was prematurely slain in a battle over the lands to the west. Generally regarded as a benevolent ruler of his own people, Vandor wisely made peace with these lands, and they coexisted for sixty years. Vandor saw many of the leaders of the neighboring lands come and go; his kingdom flourished while they waged trade wars. Despite the aggressive neighbors, he helped maintain the borders of his lands without igniting a war. Vandor had 10 sons and one daughter, his youngest, who it is said was lured into a witch coven, causing the venerable king to succumb to heart troubles and pass within six months of the news.

After his death, there was much disagreement about the governance of the lands, so the kindom split into the Ten Pricedoms, each led by one of his sons. Shaana has not been seen since the rumors hit the streets.

Many paintings and mosaics show the king as an introspective soul. There are almost no artistic renditions of him in an unfavorable light.

Friday, July 13, 2007

Dimmer of Light

These horrifying creatures hail from jungles in the depths of Tartarus, though prides of them are sometimes encountered in the mortal world. With the head and long neck of a serpent, and the body of an enormous great cat (males) or a claw-footed elephant (females), they make terrifying predators. Occasionally they are used as mounts by the generals and princes of the underworld. When so used they are typically given full plate barding, increasing their AC to 31 and reducing their movement to 30 ft.

Dimmer of Light CR 13
CE huge outsider
Init: +2 Senses: darkvision 90'
Listen +19 Spot +19

AC: 22 (-2 size, +2 Dex, +12 natural), touch 12, flat-footed 20.
HP: 133 (HD 14d8+70)
Resistances: fire 15, acid 10
Immunities: poison
Fort: +14 Reflex: +13 Will: +13

MV: 40 ft.
Attack: bite +22 (1d6+10 plus poison)
Full Attack: bite +22 (1d8 + 10 plus wisdom damage) and 2 claws +20 (2d4 + 5)
Face / Reach: 15ft / 10ft
Base Attack: +12 Grp: +30

Abilities: Str: 31 Dex: 15 Con: 20 Int: 6 Wis: 14 Cha: 11
Feats: weapon focus bite, multiattack, improved natural attack (bite), lightning reflexes, iron will
Skills: Balance +19, Climb +27, Jump +27, Hide +11, Listen +19, Move Silently +11, Spot +19, Swim +27

Wisdom Damage (Su): The bite of these creatures damages the sanity of those bitten. A DC 22 fort save is required to resist 1d10 points of wisdom damage. Those reduced to 0 Wisdom by these attacks fall unconscious.

Thursday, July 12, 2007

Mad Treant

Suddenly a tree to the side of the path ahead falls and crashes onto the trail, blocking it. The tree then begins to move strangely as though writhing, and a low groan can be heard. After a few moments the tree is upright again, but swaying violently. It's lower trunk separates into two leg-like appendages and it begins lurching slowly towards you. A face can be made out on it's trunk and it babbles incoherently in a mix of common and sylvan.
Creatures: This normally benevolent forest creature has been driven mad by the evil influence of the woods. When it reaches the party it acts as though under the effects of a confusion spell: each round it has a 40% chance of attacking the nearest creature, a 10% chance to act normally, bemoaning the evil in the forest, a 20% chance of fleeing, and a 30% chance to babble incoherently.

If the players cast remove curse, break enchantment, or heal the wisdom damage it has suffered, the treant becomes friendly.

Darkmoss the Treant: HP: 77

Development: If the players manage to cure Darkmoss's insanity, it may become a valuable ally. It knows about Father Ernaldus and the Shada Monks, and believes they are somehow tied to the evil in these woods. If asked it will join the players in tracking down and fighting them, and can lead them to the monestary by way of the ruins. It is not interested in helping the party beyond the woods.

Tuesday, July 10, 2007


Firefoxes resemble foxes, but have a bright red fur and breathe fire. They are fast, sleek and agile hunters. A full-grown male can stand as tall as 2-3 feet and weigh up to 150 pounds. They wander forests by day and dungeons by night, and are mostly nocturnal.

Size/Type: Medium Magical Beast
Hit Dice: 6d10+12 (50 hp)
Initiative: +4
Speed: walk 40 ft. (8 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d8+3 + 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breathes fire: 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.
Special Qualities: DR/5 (Cold)
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and cave entrances
Organization: Pack
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 HD (Huge)
Level Adjustment: —

Firefoxes occupy cave entrances and shallow caves, where they can take advantage of both the overland and underdark.


Firefoxes attack their prey on sight, and have a ferocious bite, though they often begin combat by breathing fire at their enemies. They slash with claws and bite with their ravenous, flame-tipped jowels.

Breathes fire (Su): 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.

Monday, July 09, 2007

Creature: Skylion (CR 9)

Large Magical Beast (outsider)
Hit Dice: 15d10+30 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 80 ft. (average)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +15/+20
Attack: Claw + 20 melee (1d4+5)
Full Attack: 2 claws +18 melee (1d4+5) and bite +20 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +12, Will +6
Abilities: Str 21, Dex 17, Con 15, Int 5, Wis 13, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run, Improved Grab, Power Attack, Iron Will, Multiattack, Flyby Attack
Environment: Outer Planes (elemental air?, concordiant domains?)
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: usually neutral, some lawful tendencies
Advancement: 16-20 HD (Huge)
Level Adjustment: -

This creature, most often seen serving as a noble and beautiful steed to powerful conjurers, originates from snow caped, wind swept peaks on the outer planes. They are strongly empathic and magical creatures, making them excellent steeds, espically if cared for properly. Their form is that of a large white lion, with colored mane and wings (typically sky blue), and are 6 to 9 feet long and weighs 330 to 550 pounds. Females are slightly smaller and lack a mane but use the same statistics.


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

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

Rake (Ex): Attack bonus +18 melee, damage 1d4+2.
Immunities (Ex): Skylions have cold and electricity resistance 10.

Skills: Skylions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In the sky (when viewed from below) or snow, the Hide bonus improves to +12.
In addition, because of their empathic nature, riders can recieve a +5 on their ride checks if the Sky Lion wishes to confer it (usually dependent on their treatment by their rider).

Native Camp

Gathered here on this dry hilltop under a twisting tree is a group of wyndm. Several patchwork tents are circled around a large cooking fire. Hounds stand and eye you warily as they catch sight of you.

The native population of this region has been forced to live nomadic lives. They travel in two-to-three-family groups, so they will be encountered in groups of 8-32. Feel free to include them if it is useful, otherwise you can omit them.

Creatures: Wyndm folk commoners (8d4), wyndm-wolves (1d4): these nomadic people are wary, as they live in this dangerous swamp, but if approached peacefully they are friendly. With a DC 15 diplomacy check they become helpful, and will offer travelers warm food and a place to rest if they like. They know the swamps well, and can give the characters accurate directions to Elsemere: follow the river upstream. Altogether half of the people in the camp are combatants, and have the stats below.

: CR 1, usually NG, commoner 2, AC: 13 (leather armor +2, dex +1) touch 11 flatfooted 12, HD: 2d4+2, HP: 9, Attack: +2 spear 1d8+2 or +2 shortbow 1d6, Fort +1, Ref +1, Will +0

: If attacked the men and women will fight with spears and shortbows, the wyndm-wolves will circle and flank and trip, while the children hide or flee into the swamps. If the battle goes badly for them, they will abandon the camp and attempt to flee into the swamp.

: if the camp is looted, roll for treasure for a CR 1 creature for each combatant in the camp.

Stone Troll

Stone trolls keep their hearts on frigid islands in the middle of fjords and other hard-to-reach places. They can only be killed, or reasoned-with if you bring them their hearts back.

Unfortunately for them, they live lonely lives of solitude because every living being they gaze upon turns to stone, even loved ones. It is this that creates the cold place where a warm heart belongs. Bring a stone troll his heart and he will be grateful, as well as stop turning everyone to stone.

Stone Troll
Size/Type: Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3) or rock +9 ranged (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, Petrifying Gaze
Special Qualities: Darkvision 90 ft., low-light vision
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 12, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Stone trolls walk upright but because of their lonely depressions, are hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. Stone trolls are not nearly as agile as their brethren, though they are rather strong, able to hurl boulders and former foes encapsulated in stone.

A typical adult stone troll stands 8 feet tall and weighs 1,000 pounds. Females are very rare and are slightly smaller than males. A stone troll's rocky underbelly is a limestone white, and the rest of the body is a granite gray. The hair is usually greenish black or iron gray, and has the consistency of a clump of sticks.

Stone trolls speak various giant tongues, especially stone giant but also some hill or frost giant, depending on where they have spent most of their time. Their gaze does not effect giants (except other stone trolls), so they are the only creatures that stone trolls often communicate with.


Stone trolls have no fear of death: They launch themselves toward combat without hesitation, often gazing into the eyes of their prey. They even have no fear of fire, they try to get around the flames and attack.

Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 16 negates. The save DC is Charisma-based.

Sunday, July 08, 2007

Nagy Tömeg Mountains

The Nagy Tömeg are a Mountain range in the center of the Farghol, the northwest border of the Lands of Northbay, the southeast border of the Central Valley.

Deep in the mountains live Deep Gnomes, though they are not often bothered by the Gnomes who live closer to the surface, so there has been little contact between the groups over the ages.

Surface Gnomes live in caves above ground on the north side of the mountains facing the valley, and have built an elaborate series of mechanized lifts to move goods out of the mountains. These lifts also operate in subterranean mines that dot the range. The raw materials and the goods crafted from these materials are the main source of the local economy.

Much of the interior of the range has not been explored by those friendly with humans. It is rumored that fierce Giants live in the center of the mountains. In addition, the bellows of an ancient wyrm have also been heard, coinciding with thunder and lightning storms that rip through the valley in the spring. These have been isolated to emanating from the side of the range that faces Elsemere Wood, where no humans dare go.

Rivers run down the north side of the Nagy Tömeg into the Central Valley. On the floor of the Central Valley live halflings and quarterlings, also more appropriately called three-quarterlings. There are also a few human settlements in the valley, numbering close to 300 inhabitants.

Phasing Wall of Force

Phasing Wall of Force
Evocation [Force], Time
Level: Sor/Wiz 4, Time 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: No

A phasing wall of force spell creates an invisible wall of force that phases through time. The wall cannot move (except through time), it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. It is, however, affected by Time Stop and other effects that dispel or modify the passage of time. Disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, temporal magic and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings), and all creatures can pass through when it's out of phase with the current round. Gaze attacks can operate through a phasing wall of force.

The phasing effect means that the wall is there for one round, not there another (forward in time), then there, then not there (backward in time), etc.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object, creature or temporal effect, the spell fails.

Phasing wall of force can be made permanent with a permanency spell. Of course, it still shifts through time, even when permanent.

Material Component

A pinch of powder made from a clear gem and a pinch of sand from an hourglass.

This spell is related to phase object, detailed in an earlier post. This spell, like phase object, were developed by Faduardo Gantonín, a high mage of the Phyloctæte

Saturday, July 07, 2007

A Cadre of Heroes

Today celebrates a very special day: July 7th 2006 marked the very first post on Claw / Claw / Bite ! Since then, we've posted 171 times, which means that for a year we've given you a new monster, spell, encounter or character to use in your D20 system fantasy games almost every other day!

To celebrate, we're posting a new group of adventurers: a Cadre of Heroes to oppose the Iron Coven. You'll see these characters in upcoming Unicorn Rampant adventures such as The Old Rock Tower, The Horror of the Old Ones, the Time Out of Mind Trilogy, and Annointing the Seer. Feel free to use them as NPCs in your games, or as characters when you play.

A Cadre of Heroes

These heroes are a band of friends and companions who have shared many adventures over the years. From humble beginnings, many have risen to fame, some have fallen in battle, some betrayed or turned betrayers, but the bonds of friendship tie them all together.

Over the years they have had run-ins with the Iron Coven, both in groups and singularly.

Aeonados Dy'rashe - Half-elf / half-silver dragon ranger 2
One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the danor mountains. Aeonados has fine, tough silver scales covering his body, vestigal wings, a short tail, and an impressive frill running from his forehead and down his neck.

Kylissa - female half elf bard 5

Terin Goldwrit - male dwarf wizard 5

Adelix - male human summoner, wizard (conjurer) 5

Galenados - Elven Knight figher 5

Tana Brae - wild elf barbarian (female)
Sithadel Veladros - wild elf barbarian / druid (male)
brother and sister

Brother Herott - half-orc priest of Kord, cleric 5

Percivin - male human paladin 5

Apeneone Tesonos - female human druid 5

Winnie Toepelt - female tallfellow halfling rogue 5

Nobinin Glamourwright - male gnome sorcerer 5

Friday, July 06, 2007


The younger, smaller cousins of eaglewolves, falconfoxes have the head and wings of a falcon and the bodies, legs and tail of a fox. They are sleek and agile hunters in both the sky and in the forest.

A falconfox's coat ranges in color from a dark to a ruddy brown with occasional flecks of white; its beak is a light tan color. A full-grown male can stand as tall as 4 feet and weigh up to 300 pounds, with a wingspan of 8 feet. They fly through the sky, hunting small prey, and also have the ability to hunt on the ground as foxes, tucking their wings up against their bodies.

Size/Type: Medium Magical Beast
Hit Dice: 3d10+5 (25 hp)
Initiative: +4
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Large); 6-8 HD (Huge)
Level Adjustment: —

Falconfoxes build nests at the tops of tall trees, where they live in pairs and raise chicks/pups. Some of their young are born as an falcon or a fox, and are fed to the others of the litter who retain both traits.


Falconfoxes attack prey smaller than themselves, and often present little danger to humans. But if they hunger, they will occasionally hunt halflings and gnomes. In combat, falconfoxes are ferocious, often fighting to the death, though they have been known to flee to the skies to escape the field of battle. They slash with claws and bite with their beaks, nipping at their prey until they reach a vital artery.

Thursday, July 05, 2007

Pereðil Beóren Möðruvellir

Pereðil has followed his father's leads and become a skull-collector. He wanders the world (and in time, the planes) in search of the skulls of slain enemies, which he places in his bag of holding. He may not know it yet, but one day, he will raise an undead army from this collection.

Pereðil travels under a set of dark robes and employs poison (in darts, false healing potions, poultices, dusts, and other trickery) in his attempts to murder his adversaries. Unfortunately, he is not too nimble or strong for an elf, so he has some problems following through, and needs a party's help to survive the deep dungeons in search of new skulls.

Pereðil Beóren Möðruvellir
Medium-size Male Half-Elf
Necromancer 6 Cleric 1
Hit Dice: (6d4)+(1d8)+21
Hit Points: 43
Initiative: -1
Speed: Walk 20 ft.
AC: 11 (flatfooted 11, touch 9)
Attacks: Dart +2;*Dagger -4;*Dagger (Thrown) +2;*Sling -8; ;
Damage: Dart 1d4;*Dagger 1d4-1;*Dagger (Thrown) 1d4;*Sling 1d4-1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Necromancy, +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Rebuke Undead (Su) 2/day (turn level 1) (turn damage 2d6+0), Spontaneous casting, Summon Familiar
Saves: Fortitude: +7, Reflex: +1, Will: +9
Abilities: STR 9 (-1), DEX 9 (-1), CON 16 (+3), INT 18 (+4), WIS 15 (+2), CHA 9 (-1)
Skills: Appraise 4; Balance -4; Bluff -1; Climb -4; Concentration 13; Craft (Alchemy) 5; Craft (Untrained) 4; Decipher Script 11; Diplomacy 1; Disguise -1; Escape Artist -4; Forgery 4; Gather Information 1; Heal 2; Hide -4; Intimidate -1; Jump -10; Knowledge (Arcana) 9; Knowledge (Architecture and Engineering) 6; Knowledge (Dungeoneering) 5; Knowledge (Geography) 6; Knowledge (History) 7; Knowledge (Local) 6; Knowledge (Nature) 5; Knowledge (Nobility and Royalty) 5; Knowledge (Religion) 8; Knowledge (The Planes) 7; Listen 3; Move Silently -4; Ride -1; Search 5; Sense Motive 2; Spellcraft 16; Spot 3; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Heighten Spell, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 7
Alignment: Neutral Evil

Possessions: Backpack; Dart; Bracers of Armor +2; Bullets, Sling (50); Dagger; Holy Symbol (Skull); Potion of Delay Poison; Robe of Bones; Signet Ring; Sling; Spellbook (Wizard's/Blank);
Deity: None Domains: Evil, Death
Spells per Day: 4+1/4+1/4+1/3+1/0/0/0/0/0
Wizard - Known:
Level 0: Acid Splash, Arcane Mark, Black Dart, Bullet, Cauterize, Cipher, Cubes of Ice, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Dim, Dim Illumination, Disrupt Undead, Ember, Eviscerate, Firefly, Flare, Granitehand, Haze, Impure Thoughts, Light, Light My Fire, Lock/Unlock, Mage Hand, Mending, Message, Night-Vision, Open/Close, Pointer, Prestidigitation, Bellamy's Proper Burial, Puff of Wind, Ray of Frost, Read Magic, Shovel, Signal, Signal Fire, Sort, Sort Coins, Spark, Spectral Dart, Startle, Summon Bag, Summon Garment, Summon Key, Summon Mug, Summon Pipe, Summon Random Item, Touch of Fatigue, Trip, Trip Line
Level 1: Burning Hands, Cause Fear, Chill Touch, Color Spray, Disguise Self, Expeditious Retreat, Ray of Enfeeblement, Reduce Person
Level 2: Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand
Level 3: Dispel Magic, Gentle Repose, Hold Person, Vampiric Touch
Spells per Day: 3/2+1/0/0/0/0/0/0/0
Cleric - Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Impure Thoughts, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Cause Fear, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Good, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness

Wednesday, July 04, 2007


Eaglewolves have the head and wings of an eagle and the torsos and legs of a wolf.

An eaglewolf's coat ranges in color from brown-black to yellowish brown; its beak is a bright lemony-tan color. A full-grown male can stand as tall as 5 feet and weigh up to 500 pounds, with a wingspan of 12 feet. They are cunning hunters who sail through the sky on their giant wings. They swoop to the ground in almost no time and attack as wolves.

Size/Type: Medium Magical Beast
Hit Dice: 4d10+15 (37 hp)
Initiative: +1
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+4)
Full Attack: 2 claws +4 melee (1d6+1) and bite +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and mountain aeries
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Large); 8-12 HD (Huge)
Level Adjustment: —

Eaglewolves build aeries high in the mountains, where they live in pairs and raise chicks/pups. Some of their young are born as an eagle or a wolf, and are fed to the others of the litter who retain both eaglewolf traits.


Eaglewolves attack their prey—any creature bigger than a fox and up to the size of a human—on sight, usually fighting to the death, though they have been known to flee to the skies to escape unexpected danger. They slash with claws and bite with their enormous beaks, trying to grab their prey and rip it apart.

The Jæruel

The Jæruel is a collection of fishing villages, mining towns, and tradespeople united under a merchant flag with three intersecting rings in the center over a brown backdrop with a sinister silver bend from the upper right to the lower left. The towns are officially independent, but they follow the lead provided by Tannen. The Jæruel merchant house which provides the name for the region is much more hierarchical, keeping strong hold over the markets in each of the towns, especially those higher up in the power structure. The only standing army is privately run by the merchants of the Jæruel.

The towns and villages of Jæruel:

- Tannen - capital of Jæruel - bustling port town - what Onuago was built after - full of hides and wines other goods from all over the Jæruel (5,000)
- Piran Point - fishing and trading village (920)
- Flego - fishing village (400)
- Uppwint - named for the strong winds that bring fog and quick shifts in the weather to this quaint fishing village (200)
- Trover - fishing town (400)
- Alabaster - inland named for the stone mined from its cliffs (500)
- Junction - a "middle man's" town at the intersection of trade routes (3,000)
- Himas - a stop on the path of produce to market in Junction (200)
- Franti - wine production, source of Franti grapes (600)
- Furton - wine production, source of Furton grapes, also furs all sent to Tannen (800)
- Ches (pronounced Shez) - fresh water fishing along a broad bend in the river (400)
- Westfort - a fort-like outpost in the mountains to the west of Tannen and Ches that provides hides and timber (200)

Small settlements are developing in the lands to the west of Franti and Furton, but they have not taken significant shape. Some of them have met with ruin due to various invaders -- bandits, goblins, and even nefarious pixies getting in on the raiding action.

Tuesday, July 03, 2007

Root of All Evil

A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants. They often travel in subterranean caverns and deep forests, sucking the nutrients out in a matter of minutes of the natural roots through a series of hollow thorny spikes that they stick into their plant prey. They are also known to attack animals, especially when they have them outclassed.

Intelligent enough to comprehend many languages, these malign plants tend to contemptuously refuse to communicate with anything not evil and powerful enough to speak the dark speech.

The root of all evil is covered in many all-seeing eyes which gleam like rough gemstones.

To maintain the element of surprise or to escape battle, roots of all evil can burrow into the ground and merge with plants.

Root of All Evil CR 16
Undead plant
Chaotic Evil Huge plant
Init: +7 Senses: Blindsight 45 ft. Listen +1, Spot +6
Aura: Fatiguing Radiance 30 ft.
Languages: dark speech (something evil)

AC: 30 (+20 Natural, +2 Dex, -2 Size) touch 10, flatfooted 19
HP: 150 (HD 17d12)
Immune: Unholy
Fort: +18 Ref: +6 Will: +14
Weakness: Holy

MV: 20 ft., burrow 20 ft.
Attack: +17 vine 1d8+8, spells
Full Attack: 8 attacks with +15 vine 1d8+8
Attack Options: improved grab, swallow whole
Space / Reach: 20 ft. / 20 ft.
Base Attack: +16 Grapple: +27

Abilities Str 26 Dex 15 Con - Int 18 Wis 12 Cha 17
SQ: undead and plant traits
SA: improved grab, blood drain, meld into plant, Swallow Whole,
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Vine, Sunder,
Skills: (160 points) +22 Hide, +22 Move Silently, +8 Search, +29 Spot, +21 Listen,

Possessions: Deep in the maw of the Root of all Evil is "something beyond your wildest dreams." A table of items held within the root is below. Their hundreds of eyes are actually gems, so they too count as treasure.

Meld into Plant (Su): This ability functions identically to the spell meld into stone except that it allows the Root of all Evil to merge with plants instead of stone. The plant melded with must be as large of larger than the Root of all Evil.

Improved Grab (Ex): Upon a successful melee attack, roots of all evil can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their gaping maws, where they swallow them whole.

Swallow Whole (Ex): Once swallowed by a root of all evil, characters begin taking 1d4 points of wisdom damage and 2d6+8 points of bludgeoning damage per round. A DC 21 Will save is required to avoid the wisdom damage.

Blood Drain (Ex): At the start of its round, any living creature caught in a grapple with a root of all evil will take 2d4 points of constitution damage.

Spell-like Abilities (Su): 3/day control plants (undead plants only), diminish plants

Blindsight (Ex): Roots of all evil can see all foes within 45 feet using it's many eyes, sound, scent, and vibration.

Fatiguing Radiance (Su): Any living creature within 30' of a root of all evil must succeed on a DC 21 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it's aura. The Fortitude save is Charisma based.

Roots of all evil recieve a +8 racial bonus to Spot and Search checks due to their many eyes.

Undead and Plant Traits:

- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
- Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
- Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.

Monday, July 02, 2007

Gantonín's Immolation

Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of flame that ignites one target
Duration: 2 rounds per caster level
Saving Throw: None
Spell Resistance: Yes

A bolt of black flame leaps from the caster's finger and engulfs the chosen target, burning them until they are destroyed.

You must succeed at a ranged touch attack to affect the target. The ray of flames does 4d6 points of fire damage and causes the target to continue to burn for 4d6 points of fire damage per round. The flames continue to burn until the target is dead, at which point the magical fires consume the corpse and go out. If the target has not been destroyed after 2 rounds per caster level, the flames go out.

Other than dispelling the flames with dispel magic or disjunction there is no way to extinguish the magical flames short of submersion in a small lake: lesser quantities of water merely reduce the fire damage briefly. A 9th level spell with the cold descriptor targeting the victim can also be used to end the immolation.

Creature that are immune to fire damage are unaffected by this spell.

Coral Horse

Summer is here! To celebrate here at Claw / Claw / Bite ! we're taking a trip to the ocean. Check out the new monster we found!

Coral Horse

These undersea creatures which resemble modern seahorses are made of pure hardened coral, making them resistant to non-bludgeoning attacks.

Coupled with the difficulty of swinging heavy hammers underwater, these make treacherous foes. They are very territorial and attack anything that comes near their home reefs. They merge with the reefs when they sleep and for protection.

Coral Horse
Size/Type: Large Magic Beast (Aquatic)
Hit Dice: 7d8+6 (40 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4) or tail +3 melee (1d8+3)
Full Attack: 2 hooves +6 melee (1d4+4) bite +1 melee (1d4+2) and 1 tail +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Damage Reduction 5/Bludgeoning
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4, Swim +10
Feats: Endurance, Swim
Environment: Undersea
Organization: Pack
Challenge Rating: 5
Advancement: —
Level Adjustment: —

These animals look like heavy horses made of coral except their hind legs form a tail. A coral horse can fight while carrying a rider (usually these are coral warhorses), but the rider cannot also attack unless he or she succeeds on an (undersea) Ride check.


These creatures swim very fast, using their mobility to charge predators or lure them away from their nests.