Tuesday, January 15, 2008

Yoven, Poison Pixie

An evil offshoot of the forest-dwelling pixies, these fey delight in sewing lies and poisoning the minds of people.

Poison pixies are usually about the size of goblins, weighing around 60 pounds, and stand between 3 and 4 feet tall.

They tend to be attractive much like elves and normal pixies, although when they let their masks of deception fall their faces become hideous to behold as they twist with hatred and malice.

Poison Pixies possess the following racial characteristics:

* -2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* Base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision
* Skills: Poison Pixies have a +2 racial bonus on Listen, Search, and Spot checks. In addition, bluff is always a class skill for Poison Pixies.
* Special Qualities: Damage reduction 5/cold iron, spell resistance equal to 15 + class levels.
* Special Abilities: 3 / day - disguise self, suggestion, command and charm person.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* ECL +2

Presented below is an example of a Poison Pixie, Yoven. A fairly typical member of her race, she enjoys attending the fey dances near a old, inactive gateway to the abyss. There, she sets other fey against each other by whispering lies in their ears.

Yoven CR 5
poison pixie sorcerer 3
chaotic evil female small fey
Init: +2 Senses: Listen +?, Spot +?
Languages: Sylvan, Common

AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 11 (HD 3d4)
Resist: +2 vs enchantment & charm, Spell Resistance 18, Damage Reduction 5 / cold iron
Immune: magical sleep
Fort: +1 Ref: +3 Will: +4

MV: 30 ft.
Attack: +3 dagger (1d4-1) or +3 shortbow (1d6)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +0

SA: sorcerer spells, spell-like abilities
Feats: weapon finesse, spell focus enchantment

Abilities Str 8 Dex 15 Con 11 Int 12 Wis 13 Cha 17
Skills: 18 skill points Bluff + 12, Concentration + 4, Knowledge (Arcana) + 5, Spellcraft +5.

Spells Available (DC 13 + spell level)
0th (6/day): guidance, ray of frost, prestidigitation, daze, ghost sound
1st (5/day): sleep, color spray, reduce person

Spell-Like Abilities: 3 / day - disguise self, suggestion, command and charm person. (DC 13 + spell level - saves are charisma based)

Possessions: leather armor, dagger, shortbow, 10 arrows.

Familiar: snake familiar.

Monday, January 14, 2008

Poison Armor

This cursed armor sends a poison through a set of small needles into the flesh of its wearer. Poison armor is available in all forms of armor. Alternates include poison clothing of various sorts. Common targets include noble outfits.

The poison deals 1d4 Con damage every minute that it is worn. In the first minute the wearer experiences a mild euphoria, then in the second a dense high. It is not until the wearer has taken 8 or more Con damage that she realizes she is unwell. Once the curse is lifted and the armor is removed, the wearer takes 1d4 Con damage per hour until the poison is cured.

Moderate necromancy; CL 7th; Craft Wondrous Item, poison; Price 56,000 gp. It takes many days to properly prepare this armor trap.

Saturday, January 12, 2008

Goduanil

Pronounced Go-do-ann-ill, this is a region of bleak hills where the sky is always overcast, which end in cliffs that overlook the Olde Bay in the center of its north shore. In the valleys run wide streams of black pudding and other oozes, fungi and molds are common.

Goduanil stretches for many miles along the rocky coast and runs almost to the Swift River Road which parallels the river up onto the Cyrűk Mountains.

Locations and encounters within Goduanil include:
* Pryad Wastes
* Black Pudding Streams
* Oozes, Fungi and Molds
* Griffon Roosts
* Waste Giants

Locations of interest to the party include:
* Arthens Lighthouse
* Various ancient ruins sites
* The mysterious tower ruins where rumor has it a wizard went to hide

Saturday, January 05, 2008

Pryad

Pryads are the larger, evil cousins of dryads who live in petrified woods.

Pryad
Alignment: Usually chaotic evil
Size/Type: Medium Fey
Environment: Temperate forests (petrified)
Organization: Solitary or drove (4-7)
Challenge Rating: 4
Initiative: +4

Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 6d6+1 (24 hp)
Saves: Fort +5, Ref +8, Will +6

Speed: 30 ft. (6 squares)
Attack: Dagger +8 melee (1d4+1/19-20) or masterwork longbow +7 ranged (1d8/×3)
Full Attack: Dagger +8 melee (1d4+1/19-20) or masterwork longbow +7 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +3/+3

Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, petrified tree dependent, wild empathy
Feats: Great Fortitude, Weapon Finesse

Abilities: Str 12, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9,
Move Silently +11, Ride +8, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)

Treasure: Standard
Advancement: By character class
Level Adjustment: —

A pryad's delicate features are much like a dark elf's, though her flesh is like petrified bark, and her hair is like an amalgam of rocks that match the tones of the petrified wood from whence it comes.

Although they are generally solitary, up to eleven pryads have been encountered in one place on rare occasions.

Pryads speak Common, Elven, and Terran.

Combat

Shy, intelligent, and resolute, pryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a pryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the pryad into a frenzied defense.

Spell-Like Abilities

At will— stone tell, stone shape; 3/day— charm person (DC 13), deep slumber (DC 15), rock stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

Petrified Tree Dependent (Su): Each pryad is mystically bound to a single, petrified tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A pryad's petrified tree does not radiate magic.

Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that the pryad has a +6 racial bonus on the check.

Meld Into Stone (Sp): A pryad can meld into stone with its home tree for free and can meld into other stone 3 times/day.

Thursday, January 03, 2008

Issue 10 Released!

Claw/Claw/Bite is a resource for storytellers and gamemasters to help create thrilling worlds of adventure for your players to test their mettle in. In each issue, you'll find new characters, creatures, magic items, encounters, and locations for use in your campaigns. We also include little nuggets that will enrich your world with cool details and intriguing features.

Our goal is to be a "one-stop shop" for you, the gamemaster. With little or no tweaking on your part, you will be able to drop any game element from Claw/Claw/Bite into your adventure setting and run it how you see fit. All of our creations are designed for d20 fantasy rules. And of course, all of our everything is carefully reviewed and balanced to fit into your game without disrupting your play balance.

This issue of Claw/Claw/Bite includes

* Five new creatures
* A new campaign location -- the town of Junction
* Six new weapons, magic items, and special materials
* Three new spells
* Twelve new NPCs, including the cadre of heroes at 5th level
* One new race
* A new feat

Find the issue at rpgnow, or if you act now, you can find a copy for free here.