Stalking Eye
This is an eye of the Old One (featured in Unicorn Rampant’s Horror of the Old Ones), one that was severed or broke free from the body of the colossal god. The stalking eye is deaf, so it can be snuck up on, but has a supernatural sense of sight.
Stalking Eye CR 13
lawful evil with chaotic tendencies
Large Aberration
Init: +3 Senses: darkvision 60′
Listen -2 Spot +22
Languages: Telepathy 60′ and either common or none
AC: 26 (-1 size, +3 dex, +14 natural)
HP: 101 (12d8+44)
Defenses: SR 18, DR 5 / good
Saves: Fort: +9 Ref: +7 Will: +11
Speed: 5 ft., fly 20 ft.
Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4)
Full Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4)
Attack Options: Lightning Touch, Spells
Space / Reach: 10ft. / 5ft.
Base Attack: +8 Grapple: +12
SQ: DR 5/good, SR 18, All-around vision, flight
SA: spell like abilities: blur
Feats: Alertness, Flyby Attack, Great Fortitude, Ability Focus (Otherworldly Gaze), Quicken Spell-Like Ability (Blur)
Abilities: Str: 11 Dex: 16 Con: 18 Int: 16 Wis: 14 Cha: 15
Skills: Hide +10, Knowledge (arcana) +13, Knowledge (planes) +8, Search +18, Spot +22, Survival +6
Spell-like abilities: 1/day – blur (caster level 8)
DR: 5 / lawful (axiomatic)
Spell Resistance: 18
Combat
Stalking eyes will focus their otherworldly gaze on their prey, then close into melee with their claws and lightning touch, using their smaller eyes to affect their opponents and heal themselves.
Lightning Touch (Su): Stalking Eyes 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 (Su): 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.
The stalking eye also has a series of small eyes, each of which has its own ability per round, as it gazes at its foes:
Fear: works like the spell, but affects only a single creature.
Inflict Critical Wounds: (ranged, 30 ft.) inflicts 4d8+10 points of damage (Will half).
Cure Critical Wounds: heals 4d8+10 point of damage.
Slow: like the spell, but only affects one creature.
Dispel Magic: like the spell.
Fireball: like the spell.
Posted in Creature and tagged Old One, Stealing Moments by Stephen Hilderbrand with no comments yet.
Issue 14 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 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 stumbling upon the False Heroes.
This issue of Claw/Claw/Bite includes:
* Five new spells including Spitfire and Sleep Ward
* Five new characters, the False Heroes!
* Seven new creatures, including various Begotten and the Shadow Swarm
* Seven new magic and mundane items, including the Coin of Unknown Fortune
* A new location, the Seat of the Seer
* And another installment of the comic Atavistic Onslaught.
Posted in news and tagged CCB issue by Stephen Hilderbrand with no comments yet.
Bottle of Message
Just a castaway, an island lost at sea…
This bottle, when cast into a body of water, delivers a hand-written message quickly, as if by a written version of message. The body must spring from a natural water source. The message travels via the Elemental Plane of Water to its destination, who must also be near a body of water which springs from a natural source. A bathtub counts, assuming the water travels from an aquifer via an aqueduct. The bottle can be reused until it is broken.
Faint enchantment; CL 5th; Craft Wondrous Item, message (heightened); Price 2,000 gp.
Posted in Magic Item and tagged container by Stephen Hilderbrand with no comments yet.
Elven Maiden Come Gnome
This spell was originally developed by Foulmouth Goldshore, who uses to woo elven maidens.
Enchantment (Charm, Passion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes the humanoid creature you have fallen in love with to regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, the spell will automatically fail. Also, you must
As per charm person, the spell on which it is based, the spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming, and you must present a material component of value to the target to that target. This component is good for one instance of the spell only.
Posted in Uncategorized and tagged sorcerer / wizard spell by Stephen Hilderbrand with no comments yet.
Golden Dragon Showers
This spell appears to rain showers of gold upon enemies. However, it actually casts molten metal upon the targets, burning them to cinders, dealing 1d10 per every 2 caster levels up to a max of 10d10 + 1d10 for each level of gold dragon.
Golden Dragon Showers
Evocation [Metal] and Illusion
Level: Sor/Wiz 4, Metal 4
Components: S
Casting Time: 1 standard action
Target: Self
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
It can only be cast in Foulmouth‘s golden dragon form, otherwise only requiring a single verbal component.
Posted in Uncategorized and tagged evocation, illusion, sorcerer / wizard spell, sorcerer / wizard spell level 4 by Stephen Hilderbrand with no comments yet.
Pouch of Sating
This pouch provides fresh sustenance one person according to the hunger level of the owner. The pouch appears full and is as heavy as the amount of today’s food left in it, but will only provide food for the owner, and only as much as she needs at the moment.
The food is kept fresh by being stored in a vacuum in a pocket dimension.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest, create food and water. Price: 1,000gp per month’s worth of food.
Posted in Magic Item and tagged food and drink, pouch by Stephen Hilderbrand with no comments yet.