Sunday, November 16, 2008

Otherworld Dog

Otherworld Dog
Size/Type: Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +5 natural)
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d8)
Full Attack: Bite +5 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip attack
Special Qualities: Darkvision 60 ft., spell resistance 10, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 11, Dex 15, Con 15, Int 6, Wis 10, Cha 6
Skills: Hide +15, Jump +11, Listen +10, Move Silently +14, Spot +8, Survival +7*
Feats: Improved Initiative, Run, TrackB
Environment: A chaotically-aligned plane
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Medium);
Level Adjustment: +3 (cohort)

A typical otherworld dog stands 4 feet high at the shoulder and weighs 100 pounds. Their coats are a mix of pastel and light-colored hues, ranging from blue to lavender to tan across their coats.

Otherworld dogs do not speak, but they do communicate with each other through a series of howls, barks and whimpers.

Otherworld dogs have never been domesticated, tough some have tried. They have the ability to plane shift a will, complicating the process of trying to keep them in one place for very long.

Combat
Otherworld dogs are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with all the hounds, tripping prey with their trip attacks. They do not give their prey a chance to escape.

An outerworld dog's natural weapons, as well as any weapons it wields, are treated as chaotically-aligned for the purpose of overcoming damage reduction.

Trip Attack(): An otherworld dog has a trip attack resembling that of a wolf.

Skills

Otherworld dogs have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Monday, November 10, 2008

Tome of Ensnarement

If read, this tome traps the reader, not allowing them to stop reading until the entire book is complete. This takes varying amounts of time, depending on the intelligence of the reader and the length of the book. The effect requires a DC 35 Will save to avoid.

Minor tomes number a hundred or so pages and are DC 20, and Greater/Major tomes number in the thousands and are DC 30 to avoid. Many an adventurer has met their demise by these tomes, which is why the major ones tend to be found with a desiccated corpse close at skeletal hand.

Price: 20,000gp. Tomes of ensnarement require Craft Wondrous Item, hold monster and dimensional anchor to construct.

Thursday, November 06, 2008

New 4e material over at Tailslap!

So I've just published another article at Tailslap, our 4th edition sister publication. This post details Baldrik Ostov, a death knight in service to Orcus.

Another post on Tailslap details a new 4th edition artifact weapon: Ayrte Majak, the Sword of War.

Sunday, November 02, 2008

Staff of Wandering

Purportedly developed by the mysterious mage of the Goduanil, versions of this staff have been found in the hands of mist elves and other creatures who maintain civilizations on the fringe of the great ooze flows.

This +1 staff usually provides the following effects:

* freedom of movement
* path finding
* intuit direction

Occasionally, variants of this staff also include some of the following capabilities, replacing one of the above:

* create food and water
* purify food and water
* longstrider

The standard staff of wandering costs 40,000 and requires Craft Staff and the ability to cast whichever spells it supports.

Issue 6 Rereleased!

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 interesting 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, everything is carefully reviewed and balanced to fit into your game without disrupting your play balance or giving you too much rope.

This issue of Claw/Claw/Bite includes:

* Three new characters, including two powerful mages
* Two new locations with five encounters, including Harpy Point
* A new race, the Wyndm-folk
* Nine new magic items, including three new purses and bags
* A minor artifact, the Visage of Scahrossar
* A new spell, Phase Object
* And a new creature, the Begotten of the Old Ones.

Buy it here.