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: —


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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.


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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.


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Issue 13 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 angering the old ones.

This issue of Claw/Claw/Bite includes:

* A new feat, Coordinated Attack
* A new bard ability, Inspire Truth
* A new domain, Sound
* Twelve new spells including Anti-Magic Missile and Vitriolic Blast
* Two new creatures, Birdswarm and Wallflowers
* Nine new magic items, including Buckler of Hum and Robes of the Sea
* A new artifact, the Sorrow of Ard Shurel
* Two mundane items, Mage Purse and Tweed of Blending
* Two encounters, the Chamber of the Old One and the Witch’s Watchdog
* And introducing Ale Break: The DM’s Editorial, first impressions of 4th ed.


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Wargoyle

Wargoyle
Size/Type: Medium Monstrous Canine (Earth)
Hit Dice: 8d8+25 (64 hp)
Initiative: +3
Speed: 50 ft. (10 squares), fly 60 ft. (average)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d6+7)
Full Attack: 2 claws +11 melee (1d6+7) and bite +9 melee (1d8+6) and gore +9 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, low-light vision, scent
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 25, Dex 16, Con 20, Int 6, Wis 11, Cha 7
Skills: Hide +9*, Listen +6, Move Silently +2, Spot +8
Feats: Multiattack, Toughness, Fly-by-attack
Environment: Any
Organization: Solitary, pair, pack, or wing (5-16)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Medium); 10-14 HD (Large)
Level Adjustment: +6

Half warg, half gargoyle, these stone canines with wings are powerful adversaries.

Wargoyles often appear to be quadripedal winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes and their mounts out of fondness for inflicting pain.

Wargoyles speak Common and Terran, and also communicate as canines.

Combat

Wargoyles either remain still, then suddenly attack, or dive onto their prey from above, as they hunt in the night sky. When they work in pairs, packs, or wings, they often attempt to flank their opponents, taking advantage of the confusion and low light. They have also been known to scoop up their prey and drop them from high elevations.

A wargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): Much like a gargoyle, a wargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the wargoyle is really alive.

Trip (Ex): A wargoyle that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wargoyle.

Skills

Wargoyles have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*The Hide bonus increases by +8 when a wargoyle is concealed against a background of stone.


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Snake Arrow

These arrows are magically held snakes with fletching on their backs (provides aerodynamics) that are released from their stasis upon impact with a target, dealing 1d6+3 damage. Targets struck by the arrows must make a fortitude save or be afflicted by poison. Which type and the DCs for the rolls depend on the snake.

Slow poison DC 25 – delays 10 rounds before 1st save, then 2d4 strength damage.
Fast poison DC 20 – delays 5 rounds before 1st save, then 1d6 dexterity damage.
Instant poison DC 15 – 1st save when struck, 1d10 constitution damage.

The snakes may engage the target (%50 chance, attacks as a small viper), or slither off into the grass, back to meet up with their owner.

Moderate Necromancy and Minor Enchantment; CL 9th; Craft Magic Arms and Armor, poison and charm animals; Price 1,500 gold


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Inspire Truth

A bard of 5th level or higher with 8 or more ranks in a Perform skill can use music or poetics to create an effect similar to zone of truth for all those in range of the song. The song or poetics must continue for the effect to continue, requiring the concentration of the bard playing the song or reciting the poem. The bard playing the song is not affected, and other bards who recognize this song receive a +5 bonus on their Will saves to ignore the effect.


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Coordinated Attack

Prerequisite: either sneak attack +1d6 or Intelligence and Wisdom 13

Benefit: This feat allows two or more characters who have this feat to coordinate their attacks. To use this feat, all characters who wish to coordinate their attacks must delay their actions until the last character in the coordinated attack. Then, for each melee attack that any of the characters are successful in landing, the characters can choose to deal a single temporary point of damage each to either strength or constitution.


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Hammer of Deafening

This +2 hammer, when slammed to the earth deafens those within 15 feet. A DC 20 is required to avoid this effect within 5′, a DC 18 for those within 10′ and a DC 16 for those within 15′. Those wielding the hammer are immune to this effect, though they tend to be a bit hard of hearing after a few uses.

Minor Evocation; Craft Magic Arms and Armor, sound burst, caster level 7; 10,000 gold


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Buckler of Hum

A +1 shield that acts as a pickup/amp for musical instruments, extending their sonic range, and thus the range on bard abilities by 20′ in all directions. Usually bards cannot wield shields; this is an exception.

Only bards receive the special bonuses; other classes only receive the +1 shield bonus.


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