Thursday, July 31, 2008

Shadow Swarm

Swarm of shadows that attack creatures standing in shadows like piranhas, devouring their flesh wish a massive number of attacks. Creatures which move out of the shadows cannot be attacked by these swarms.

Shadow Swarm
Size/Type: Large Undead Swarm (Incorporeal)
Hit Dice: 7d12 (56 hp)
Initiative: +2
Speed: 0 ft. Travel only by shadows (see Shadow Jump text below)
Armor Class: 16 (+3 dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +6 melee (1d4 Str)
Full Attack: 4 attacks/round Incorporeal touch +6 melee (1d4 Str)
Space/Reach: 10 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +3, Ref +5, Will +6
Abilities: Str Ø, Dex 16, Con Ø, Int 6, Wis 10, Cha 14
Skills: Hide +14*, Listen +7, Search +5, Spot +13
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Swarm (8-12 per swarm)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-12 HD (Huge), 13-17 HD ()
Level Adjustment: —

A shadow swarm can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.

A shadow swarm is a group of 8-10 weightless shadows 4 to 5 feet tall. Shadows cannot speak intelligibly, but emit high-pitched shrieks when they fly in swarms.

Combat

Shadows hunt in the night sky, traveling great distances.

Strength Damage (Su): The touch of a shadow swarm deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow swarm dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.

Shadow Jump (Su): A shadow swarm has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow swarm can jump up to a total of 20 feet each round in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two HD higher than 7, the distance a shadow swarm can jump each round doubles (40 feet at 9, 80 feet at 11, and 160 feet at 13). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Skills

Shadow swarms have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow swarm gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.

Wednesday, July 30, 2008

Wildfire

These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.


Wildfire: Level 4 Skirmisher
Medium elemental magical beast (fire) - XP 175

Initiative +5 Senses Perception +1

HP 52; Bloodied 26
AC 19, Fortitude 15, Reflex 19, Will 13
Immunity disease, poison; Resist 10 fire; Vulnerable 10 cold
Speed 7
Sear - (standard; at will) - Fire
+8 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).
Fireburst - (standard; encounter, recharge 4-6) - Fire
Close burst 1; +8 vs. Reflex, 1d6 + 4 fire damage

Mutable Shape
The wildfire can squeeze through spaces as though it were a Small creature.

Alignment Unaligned - Languages Primordial
Str 10 (+2) Dex 17 (+5) Wis 9 (+1)
Con 12 (+3) Int 5 (-1) Cha 7 (+0)




Tuesday, July 29, 2008

Ring of Appearing as Magic

Created by some bored, sick wizard in his tower, this ring appears as if it is magical, and that is its only magical enhancement. It will appear as magical in response to detect magic, but an identify or analyze dweomer will reveal nothing, only that it is imbued with some form of an enchantment. This confounds mages who feel the need to know everything about an item, and personalities of this type will likely devote countless hours to the task in vain.

Faint enchantment, CL 3, craft wondrous item, Price: 150gp.

Monday, July 28, 2008

Coin of Unknown Fortune

Flip this coin to receive either a +1 or a -1 luck bonus to all the rolls in your next encounter. This coin can only be flipped in this way 10 times, at which point it becomes normal currency.

Greater versions of this coin add larger bonuses or penalties, depending on the result of the flip. Still others add more charges.

Faint transmutation. Price: 100gp per bonus x number of charges (standard coin is 1,000gp)

Nightingale of Florence

This bird, when summoned, provides additional healing to the entire party as it sings a sweet song in a nearby tree.

A statuette version of this creature can be used to summon the nightingale. This silver figurine transforms into a nightingale on command, retaining its metallic consistency, which gives it hardness 10. The figurine, when activated, sings a pleasant tune throughout the night, providing 4d8+7 hit points of healing over the course of the night. These effects occur to one person per 15 minute increment, so if the rest is interrupted before everyone is healed, the nightingale completes its song and returns to its figurine state. The nightingale has no additional special powers or telepathic abilities. It can be used in this way for only 24 hours per week (3 nights of full rest), and for only 8 hours at a time.

Faint enchantment and transmutation; CL 7th; Craft Wondrous Item, cure critical wounds, animate objects; Price 5,000 gp.

Foulmouth Goldshore

The meanest and most depraved gnome you'll ever meet, Foulmouth leads the False Heroes of the Tear. His power is unrivaled in the group, especially in his dragon form. Still, he has a certain unnatural charm which keeps his party together. He also has an uncanny knack for discovering treasure. And he hides his wrath through a clever veil of trickery and illusion, two traits he uses to his advantage in every interaction.

Foulmouth developed two spells of his own, which will show up in future posts.

Foulmouth Goldshore CR 10
male gnome sorcerer 10 (illusionist)
CN small humanoid
Init: +2 Senses: Listen +4, Spot +2

Languages: gnome, common, auran, draconic

AC: 20 (+2 dex, +7 armor, +1 size) touch 13, flatfooted 18
HP: 41 (HD 10d4+10 +3 (toad familiar))
Fort: +4 Ref: +5 Will: +6

Speed: 20 ft.
Attack: dagger +5 (1d4-1)
Full Attack: dagger +5 (1d4-1)
Attack Options: dagger or spells, dragon form
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +4

SQ: low-light vision, weapon familiarity, +2 save vs. illusions, +1 vs. kobolds and goblins, +4 dodge AC vs. giants, speak w/animals 1/day, dancing lights, ghost sound, prestidigitation 1/day
SA: spells, dragon form
Feats: Quicken Spell, Widen Spell, Greater Spell Penetration

Abilities Str 9 Dex 15 Con 13 Int 20 Wis 9 Cha 18
Skills: Appraise +6, Bluff +8, Concentration +15, Craft - Alchemy +7, Diplomacy +8, Disguise +6, Forgery +6, Intimidate +12, Knowledge Arcana +13 Dungeoneering +6 Geography +6 History +8 Local +8 Local +8 Nature +6 Nobility/Royalty +8 Religion +6 Planes +8, Listen +4, Search +6, Spellcraft +17, Spot +2

Spells per day: 11/11/11/11/10/8
Mana: 146
Spellbook:
0th: (9) Detect Magic, Read Magic, Light, Arcane Mark, Ghost Sound, Prestidigitation, Ray of Frost, Mage Hand, Message
1st: (5) Shield, Expeditious Retreat, Disguise Self, Color Spray, Nystul's Magic Aura
2nd: (4) Arcane Lock, Mirror Image, Web, Fox's Cunning
3rd: (3) Fireball, Displacement, Dispel Magic, Golden Dragon Showers
4th: (2) Polymorph, Greater Invisibility, Elven Maiden Come Gnome
5th: (1) Cloudkill

Possessions: staff of charming, bracers of armor +4, wand of bear's endurance, ring of protection +3, ring of feather fall, 400pp.

Minions: toad familiar (Toadie)

In combat, Foulmouth has been known to polymorph himself into a gold dragon, and in this form cast his other spells. Dragon form stats to follow in a later post.

Sunday, July 27, 2008

Spitfire

Originally developed by Spitfire I, this was the culmination of the association of the Pandone family with the draconic races. It has since been passed down to each of the eldest children of the family, each one bearing the name of the spell.

Spitfire
Transmutation
Level: Sor/Wiz 5, Fire 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target breathe fire like a dragon, dealing 1d6 per caster level, half of which is arcane damage, the other of which is fire damage. This breath takes the shape of a cone which emanates from the target's mouth.

Saturday, July 26, 2008

Spitfire XIII

The thirteenth in a long line of battle mages, Spitfire is ever bathed in a warm glow of fiery orange. His training has led him down a path where he feels justified in his self-centered state. He is an athiest.

Spitfire CR 10
male human wizard 10 (Battle Mage)
CN medium humanoid
Init: +2 Senses: Listen +2, Spot +3

Languages: common, celestial, draconic, dwarven, elveen, terran

AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 38 (HD 10d4+10)
Resist: spell resistance DC 15
Immune: fire
Fort: +7 Ref: +8 Will: +11
Vulnerable: cold

Speed: 30 ft.
Attack: quarterstaff +5 (1d6)
Full Attack: quarterstaff +5 (1d6)
Attack Options: quarterstaff or spells
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +5

SQ: SR 15
SA: spells
Feats: Quicken Spell, Maximize Spell, Empower Spell, Improved Familiar, Greater Spell Penetration, Spell Mastery

Abilities Str 11 Dex 14 Con 12 Int 20 Wis 13 Cha 14
Skills: Name Appraise +6, Balance +3, Bluff +4, Concentration +15, Craft - Stonework +6, Decipher Script +8, Diplomacy +6, Forgery +7, Knowledge Arcana +12 Architecture/Engineering +6 Geography +6 History +11 Local +8 Nobility/Royalty +10 Religion +6 Planes +12, Listen +2, Search +7, Spellcraft +17, Spot +3

Available Mana: 50
Spells Usually Prepared:
0th: (9/day) Burning Hands, Detect Magic, Read Magic
1st: (9/day) Magic Missile, Detect Secret Doors, Comprehend Languages
2nd: (9/day) Scorching Ray, Darkvision, Cat's Grace
3rd: (8/day) Fireball, Flame Arrow, Fly, Ray of Exhaustion
4th: (8/day) Charm Monster, Wall of Fire, Enervation
5th: (7/day) Spitfire, Baleful Polymorph, Feeblemind, Hold Monster

Possessions: robes, bracers of protection +2, staff of fire, wand of shatter, cloak of resistance +3, pale lavender ioun stone, spellbook, scroll of recall, 300 gp.

Minions: pseudodragon familiar

Thursday, July 24, 2008

Vamos Gladhell

Known for his ability to escape danger, Vamos makes the perfect scout. His elven stature and previous experience as a rogue have provided him the expertise to keep the point while the rest of the False Heroes back him up with magic and stout melee.

Vamos Gladhell CR 10
Male elven rogue 3 cleric 7
CN Medium humanoid
Init: +5 Senses: Listen +7, Spot +12

Languages: elven, common

AC: 22 (+5 dex, +7 armor) touch 15, flatfooted 17
HP: 60 (HD 3d6+7d8+10)
Immune: sleep
Fort: +7 Ref: +10 Will: +10

Speed: 40 ft.
Attack: longsword +1 +9/+4 (1d8+3 / 19-20x2) or longbow +1 +13/+8 (1d8+3)
Full Attack: longsword +1 or longbow +1
Attack Options: longsword or longbow
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7/+2 Grapple: +9

SA: sneak attack +2d6
Feats: Point Blank Shot, Rapid Shot, Many Shot, Dodge

Abilities Str 14 Dex 20 Con 12 Int 11 Wis 18 Cha 11
Skills: Appraise +3, Balance +6, Bluff +2, Climb +4, Concentration +10, Decipher Script +3, Escape Artist +13, Forgery +1, Hide +12, Jump +5, Listen +7, Move Silently +11, Search +7, Sense Motive +5, Slight of Hand +6, Spot +12, Tumble +13

Spells Per Day: 0th: 10, 1st: 9, 2nd: 8, 3rd: 7, 4th: 6
Domains: Travel, War
Spells Often Prepared:
0th: Detect Magic, Create Water, Mending
1st: Detect Undead, Deathwatch, Obscuring Mist, Sanctuary
2ns: Cat's Grace, Bear's Endurance, Darkness, Hold Person, Find Traps, Silence
3rd: Dispel Magic, Glyph of Warding, Locate Object, Obscure Object
4th: Dimension Door, Divine Power, Freedom of Movement, Spell Immunity, Restoration

Possessions: black leather armor +3, long sword +1, long bow +1, 20 arrows +1, 2 arrows of outrageous fortune, vest of escape, ring of protection +2, quiver'n'boots, gloves of storing, 2 potions of cure critical wounds, Holy Symbol to Erevan Ilesere, 300pp.

In combat, Vamos tends to stay clear of melee, firing his longbow into combat. When engaged at close range, he wields a longsword passed down through his farmer father from his grandfather.

Tuesday, July 22, 2008

Kilmore Tréburne

Kilmore grew up in the forest, and learned his core ways there. More recently, he has been trained as a battle priest, waging a war of chaos upon the order of the world.

Kilmore Tréburne CR 10
male elven ranger 5 cleric 5
AL medium humanoid
Init: +3 Senses: Listen +8, Spot +10

Languages: common, elven

AC: 20 (+6 armor, +4 dex) touch 14, flatfooted 16
HP: 64 (HD 10d8+10) DR: 5/mithril
Aura: magic items
Resist: +2 saves vs. spells
Immune: sleep
Fort: +9 Ref: +8 Will: +8

Speed: 40 ft.
Attack: longsword +11/+6 (1d8+3 / 17-20x2)
Full Attack: weapon longsword +11/+6 (1d8+3 / 17-20x2)
Attack Options: longsword, spring attack, charge (on horseback)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8/+3 Grapple: +9/+4

Feats: weapon focus - longsword, mounted combat, dodge, mobility, spring attack
Other abilities: favored enemy: orcs, undead, combat style, endurance, animal companion - light horse, track, low-light vision, martial weapon proficiency, immune - sleep, +2 save vs. spells, chaos spells at +1 level

Abilities Str 12 Dex 19 Con 13 Int 10 Wis 17 Cha 13
Skills: Climb +4, Concentration +10, Handle Animal +4, Heal +8, Knowledge: Nature +4 Arcana +5 Religion +5, Listen +8, Ride +7, Search +5, Spellcraft +10, Spot +10, Survival +8

Spells Available: Ranger: 1st 3, Cleric: 0th 8, 1st 7, 2nd 6, 3rd 5
Domains: Animal, Chaos
Commonly Prepared Spells:
Ranger: 1st: Animal Messenger, Detect Snares and Pits, Longstrider
Cleric: 0th: Detect Magic, Detect Poison, Purify Food and Drink 1st: Comprehend Languages, Detect Law, Endure Elements, Remove Fear 2nd: Bull's Strength, Darkness, Hold Person, Shatter, Undetectable Alignment 3rd: Dominate Animal, Cure Serious Wounds, Dispel Magic, Glyph of Warding, Meld into Stone, Obscure Object, Stone Shape

Possessions: "Three Strikes" longsword +2 (wounding), mithril shirt +1 (DR 5/mithril), cloak of resistance +1, boots of striding and springing, ring of protection +1, gloves of dexterity +2, scabbard of keen edges, stone salve, 2 potions of cure critical wounds, 200gp.

Kilmore's animal companion (light horse) is also his mount.

Kilmore attacks using a spring attack, often leaping from his mount. He is proficient with his longsword, and that is his only weapon.

Monday, July 21, 2008

4th Edition GSL Licensed Products Legal Text

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at www.wizards.com/d20.

DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt
© 2008 Wizards of the Coast, Inc. All rights reserved.

Thursday, July 17, 2008

Thorn Untergast

A distant relative of Türnn Obergast, his side of the family took to the deep mountains while Türnn's moved closer to the surface and had more dealings with human and elvenkind. The Untergasts developed more relations with creatures of the underdark, eventually becoming corrupted by this association. Thorn's mission is to free his people from their enslavement and corruption by the force of his own battleaxe. Unfortunately, he will achieve this at any cost.

Thorn Untergast CR 10
male dwarven fighter 10
CG medium humanoid
Init: +1 Senses: Listen +8, Spot +6

Languages: dwarven, common

AC: 24 (+1 dex, +10 full plate +2, +3 large spiked shield +1) touch 11, flatfooted 23
HP: 108 (HD 10d10+40)
Resist: fire (ring)
Fort: +11 Ref: +4 Will: +3

Speed: 20 ft.
Attack: +15/+10
Full Attack: +2 battleaxe +18/+13 (1d8+9 / x3)
or +2 battleaxe +12/+7 (1d8+9 / x3) and +1 large spiked shield +5 (1d6+6)
Attack Options: battleaxe, spiked large shield
Space / Reach: 5 ft. / 5 ft.
Base Attack: +10/+5 Grapple: +15

Feats: Power Attack, Shield Charge, Shield Slam, Power Critical, Weapon Focus - Battleaxe, Weapon Specialization - Battleaxe

Abilities Str 20 Dex 12 Con 18 Int 13 Wis 11 Cha 8
Skills: Climb +6, Handle Animal +2, Heal +2, Intimidate +4, Listen +8, Ride +2, Knowledge: Dungeoneering +3, Spot +6, Concentration +4, Search +3

Possessions: full plate +2, large spiked shield +1, battleaxe +2, ring of fire resistance, scroll of recall, potion of bull's strength, holy symbol to Kord, 400 gp.

Thorn tends to run up into the face of charging enemies while his companions attack from afar. He wields his spiked shield as a weapon in one hand and a battleaxe in the other.

Wednesday, July 16, 2008

Pack Rat

Pack Rats are small rats used as pack animals. The larger the pack, the more that they carry. After centuries of use by men and their ilk, in the wild these beasts have reverted back to a feral state, hoarding treasures and junk in their subterranean lairs.

Pack Rat
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Bite +6 melee (1d4+2 plus disease)
Full Attack: Bite +6 melee (1d4+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, Quick draw
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to cold 5, and fire 5, spell resistance 6
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 14, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +7, Swim +8
Feats: Alertness, Weapon FinesseB
Environment: Any, especially urban settings and ruins
Organization: Solitary or pack (11-20)
Challenge Rating: 1/3
Treasure: Variable
Alignment: Any neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium) 2-3 HD (Small); 4-6 HD (Medium)
Level Adjustment: —

Friday, July 11, 2008

Miniatures!

We've been on a mini-buying spree lately, and thought we'd let you know what we though of the pieces we've picked up.

Black Orc Games makes a great set of figures that are really interesting. Nonstandard humanoids like cat-people and monkey-men have helped round out player characters in the Savage Tide game I've been running. And they're very affordable -- many are on special for just a dollar! http://cart.blackorc.com/

Reaper Mini is where I've ordered the majority of my figures over the years, and I was looking over their site for figures to use for our 4th Edition characters. I found a figure that will work nicely for my dragonborn warlord, and one for my friend's tiefling thief. I hope to see more dragonborn-usable figures in the future from them, ones that capture the power and majesty of these two new core races, and as I write this I can see that they don't disappoint.

Thursday, July 10, 2008

4th Edition comes to Claw / Claw / Bite !

I finally got around to looking over the terms of the new OGL for 4th edition. One page in I started to get excited because it was forbidding selling 4th edition material until October 1st, but did not mention free material, such as what you see here. Another page or two down and my cautious excitement got full-blown by this text:
Licensee may produce, publish, and distribute (a) marketing and promotional materials for Licensed Products, and (b) non-commercial Licensed Products (i.e. free), in accordance with the terms of this License prior to October 1, 2008.
As strange as it may be to get excited about a contract, this one has me all fired up because it means I can start writing and releasing material for 4th edition here, now! We've been very excited by 4th edition since we started playing a month ago, and now I'm even more excited to be able to write up and post new 4th edition monsters, spells, magic items and more.

Of course, none of this material can appear in the print or PDF versions of Claw / Claw / Bite ! for sale until October 1st, so for now it'll be online only. And since a single product line can only be for 3rd edition or 4th edition, we may launch a new magazine for 3rd edition material and switch CCB to 4th, or vice-versa.

So, start looking for new 4th edition material to use in your games here on clawclawbite.com in the next few days. I've already got the first new spell finished, so get ready to start summoning minions, wizards out there.

-Adam A Thompson

Begotten warrior

This twisted monstrosity, when warped by the Old One's otherworldly energies, retained a sliver of it's mind where it's martial skills were. Now it lurches about in it's deformed plate armor at the beck and call of it's master, the Begotten Wizard. On twisted limbs, encumbered by the heavy mail permanently fused to it's wet hide, this horror lurches indomitably forward, it's tentacle-like arms wrapped around the haft of an enormous flail, the head of which is encrusted with dried bits of hair, skin and bone.

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature's features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

Begotten Thing-at-arms CR 10
lawful evil fighter 5
Medium Size Abberation
Init: +2 Senses: darkvision 60'
Listen +7 Spot +7

Languages: Telepathy 60' and common

AC: 24 (+1 dex, +5 natural armor, +8 full plate armor)
HP: 155 (HD 9d8+ 5d10 + 56)
Defenses: SR 15, DR 5 / lawful
Fort: +10 Ref: +6 Will: +6

Speed: 15 ft, swim 30 ft
Attack: heavy flail + 16 (1d10 + 8 / 19-20 x 2)
Full Attack: heavy flail + 16 / +11 / +6 (1d10 + 8 / 19-20 x 2)
Attack Options: Lightning Touch, improved sunder, power attack
Space / Reach: 5ft. / 5ft.
Base Attack: +11 Grapple: +15

SQ: DR 5/lawful, SR 15, darkvision 60'
SA: spell like abilities: blur
Feats: weapon focus (heavy flail), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur), weapon specialization (heavy flail), power attack, improved sunder

Abilities: Str: 18 Dex: 15 Con: 18 Int: 9 Wis: 12 Cha: 6
Skills: +7 listen, +7 spot, +9 climb

Lightning Touch (Su): Begotten of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect - the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.

Spell-like abilities: blur 1/day. Caster level 5th.
Damage Reduction: 5 / lawful (axiomatic)
Spell Resistance: 15

Tactics
This horror will charge it's enemies without heed of harm to itself. Those that harm it may have their weapons smashed by the being's heavy flail via improved sunder, or it may smash the shields of those it cannot harm in the same fashion.

Wednesday, July 09, 2008

Warped Wizard, Begotten of the Old One

This Old One's mind has been twisted and tuned by the Old One into alignment with arcane magics, and has become a powerful wizard. It lurks beneath the mountain in "Stealing Moments", an adventure coming soon from Unicorn Rampant by S.D. Hilderbrand.

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature's features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

Begotten Wizard CR 11
chaotic evil wizard 11
Medium Size Abberation

Init: +3 Senses: darkvision 60'
Listen +7 Spot +7

Languages
: Telepathy 60' and common

AC: 26 (+3 dex, +5 natural armor, +4 mage armor, +4 shield)
HP: 128 (HD 9d8 + 11d4 + 60)
Defenses: SR 15, DR 5 / lawful, 50% miss chance (displacement)
Fort: +9 Ref: +9 Will: +12

Speed: 20, swim 30
Attack: +12 appendage 1d6
Full Attack: +12 appendage 1d6 and +12 appendage 1d6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +11 Grapple: +15

SQ: DR 5/lawful, SR 15, darkvision 60'
SA: spell like abilities: blur, wizard spells
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur), spell focus enchantment, improved spell focus enchantment, spell penetration, scribe scroll, spell focus transmutation, improved spell focus transmutation,

Abilities: Str: 9 Dex: 16 Con: 17 Int: 18 Wis: 12 Cha: 6
Skills: Concentration +17, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +18, Knowledge (Planes) +14, Listen +7, Spellcraft +18, Spot +7

Lightning Touch (Su): Begotten of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect - the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.

Spell-like abilities: blur 1/day. Caster level 5th.
Damage Reduction: 5 / lawful (axiomatic)
Spell Resistance: 15

Wizard Spells Prepared (save DC 14 + spell level, +2 for Transmutation and Enchantment)
0th: ray of frost x 4
1st: mage armor, shield, protection from good, magic missile, ray of enfeeblement
2nd: mirror image, scorching ray x 4
3rd: displacement, slow, fireball, lightning bolt, dispel magic
4th: enervation, mass reduce person, fear, charm monster
5th: dominate person, baleful polymorph
6th: repulsion

Tactics
Having warded itself with repulsion, displacement, mage armor and shield, this wizardly horror will attempt to use it's transmutation and enchantment spells to neutralize those it faces, polymorphing rogues and casters, dominating fighters, and so forth. Those that it defeats become it's dominated slaves. It will fight to the death.

Tuesday, July 08, 2008

Begotten, lost in time

These advanced Old Ones will be appearing very soon in "Stealing Moments", an upcoming adventure from Unicorn Rampant written by S.D. Hilderbrand. As usual, feel free to borrow them if you need an aberrant encounter to throw into your game this week!

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature's features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

Elder Begotten of the Old Ones CR 9
usually chaotic neutral with evil tendencies
Medium Size Abberation
Init: +2 Senses: darkvision 60'
Listen +10 Spot +10

Languages: Telepathy 60' and either common or none

AC: 20 (+2 dex, +8 natural armor)
HP: 127 (HD 15d8+ 60)
Defenses: SR 18, DR 5 / lawful
Fort: +9 Ref: +7 Will: +8

Speed: 30 ft, swim 30 ft
Attack: +16 appendage 1d6+4 or +15 greatclub 1d12+6
Full Attack: +16 appendage 1d6+4 and +16 appendage 1d6+4 or +15/+10/ +5 greatclub 1d12+6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +11 Grapple: +15

SQ: DR 5/lawful, SR 15, darkvision 60'
SA: spell like abilities: blur
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur)

Abilities: Str: 18 Dex: 15 Con: 18 Int: 9 Wis: 12 Cha: 6
Skills: +10 listen, +10 spot

Lightning Touch (Su): Begotten of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 21 Fortitude save avoids the stun effect - the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 18 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.

Spell-like abilities: 1/day - blur (caster level 8)
DR: 5 / lawful (axiomatic)
Spell Resistance: 18

COMBAT
Sometimes armed with simple weapons, but generally attacking with whatever appendages the old ones have given them, the begotten are straightforward combatants. If encountered in a group, those in the rear will focus their otherworldly gaze on those being attacked, while their brethren attack with their claws and lightning touch.

Friday, July 04, 2008

Bident

The bident is a A two-pronged version of the trident. Add it to your campaign to add some visual flavor to the world.

Depending on how cumbersome your group's fights become, roll for each blade which deal 1d4 apiece, or just roll once and deal 2d4 damage upon a successful hit.

Bident
Martial One-Handed Thrown Melee Critical: ×2
Range Increment: 10 ft.
Type: Piercing
Hardness: 5












Size Cost Damage Weight
Fine 1 gp 1d2 1/4 lb.
Diminuative 5 gp 1d3 1/2 lb.
Tiny 10gp 2d2 1 lb.
Small 15 gp 2d3 2 lb.
Medium 15 gp 2d4 4 lb.
Large 30 gp 2d6 8 lb.
Huge 60 gp 2d8 16 lb.
Gargantuan 120gp 2d10 32 lb.
Colossal 240gp 2d20 64 lb.
This weapon can be thrown. If you use a ready action to set a bident against a charge, you deal double damage on a successful hit against a charging character.

Wednesday, July 02, 2008

Thoul

Wilbur, methinks that troll don't want yer toll; 'e wants yer soul!

Thoul
Size/Type: Large Undead Giant
Hit Dice: 7d12+36 (83 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+16
Attack: Claw +9 melee (1d6+6 plus paralysis)
Full Attack: 2 claws +9 melee (1d6+6 plus paralysis) and bite +4 melee (1d6+3 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, ghoul fever, paralysis
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent, undead traits, +2 turn resistance
Saves: Fort +11, Ref +6, Will +8
Abilities: Str 23, Dex 14, Con Ø, Int 6, Wis 9, Cha 6
Skills: Listen +3, Spot +4, Balance +3, Climb +3, Move Silently +4
Feats: Alertness, Iron Will, Multiattack
Environment: Cold mountains, warm swamps
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-10 HD Huge
Level Adjustment: -

A Thoul is a troll which has become a ghoul. Thouls walk upright but hunched forward with sagging shoulders, and drag their feet slightly. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are somewhat agile.

A typical adult thoul stands 8 feet tall and weighs 400 pounds. Females are slightly larger than males. A thoul's rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Thouls speak Giant, though barely intelligibly.

Combat

Thouls try to attack with surprise whenever possible, for instance from behind cover. Once engaged, thouls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a thoul 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.

Regeneration (Ex): Fire and acid deal normal damage to a thoul. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Ghoul Fever (Su): Disease—bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex): Those hit by a thoul's bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.