Agent of Order: Aglesik the Nemisis
A wild magus, a servant of the Watcher though she does not know it, and an assassin for the forces of Order. In the middle kingdoms, Aglesik is widely known to be a dangerous swordswoman with powerful supernatural abilities and mysterious motives. Throughout the region many tales are told of her appearing in villages and cursing or killing those who dare to cross her.
An innately magical child, after her human family had abandoned her in the woods to die she was raised by the sprites, sylphs, pixies, grigs and other wild, prank-loving, and sometimes cruel fey. Surviving long enough to learn a good deal of woods lore and faerie magic, she made her way out into the wild world at the age of twleve. Her subsequent misadventures did not endear her to civilization.
In the decades since, Aglesik has earned herself a reputation as a wyrding and terrible witch who wanders the wilds of the Middle Kingdoms. In truth, she has fallen under the influence of The Watcher, who contacts her in the form of Endilithoneinar, a seemingly ancient and wise Treant who tells her of those, all across the world, who harm the dark, quiet, sanctuary-providing forests. And, wholly believing this elder, she goes and with grim glee dispatches her targets, or takes what “was stolen” from the forests, or fulfills whatever Order-advancing directives she has been given. Often in the process she kills some ne’er-do well or criminal who has for whatever reason taken it as some part of his creed to defy order in whatever form they have happened to find it in their lives, be it the local constable, mayor, lord, king or priest. Thus is her reputation mixed, and she is not generally sought by the law for those she kills are often those who the holders of authority themselves wish dead.
Aglesik in Your Game
This strange and dangerous foe is intended to be a re-occurring villain in a low to mid level campaign. Players should hear rumors about “the green witch” and her habit of arriving unexpectedly, killing some miscreant and anyone else who got in her way, and disappearing again.
The players could then one day inadvertently run afoul of Aglesik. Perhaps they are in a tavern when she arrives to dispense her justice on one of the patrons. If the players attempt to intervene, she could defeat them and then lay a geas upon them, compelling the players into her service as penance for their offense. Thus she could become a source of quests for the players early on while they are exploring the setting and meeting the important players in the campaign. They may meet her patron, or perhaps be sent on quests against the lawless men and fey of the forests and towns, at least until they break free of her bondage.
Aglesik the Nemisis
Ranger 4, Sorcerer (fey bloodline) 12 CR 16
Le medium half-elf female
Init +3; Senses low-light vision Perception +5
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 dex, +6 armor, +1 dodge)
HP 101 (4d10+8 + 12d6+24)
Fort +12, Ref +13, Will +10 (+2 vs Enchantments)
Resist fire (10)
OFFENSE
Speed 30 ft., fly 40 ft. (good)
Melee longsword +11/+6 (1d8+1 and 1d6 fire)
Ranged shortbow +10/+5 or +8/+8/+5 (1d6) (with Rapid Shot)
Space 5 ft.; Reach 5 ft.
Spells (CL 12th, save DC 15 + spell level, +2 DC on compulsion spells)
oth – (3/day) Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Ray of Frost, Ghost Sound, Mage Hand
1st – (6/day) entangle, true strike, sleep, charm person, color spray, magic missile
2nd – (6/day) hideous laughter, invisibility, resist energy, scorching ray, knock, glitterdust
3rd – (6/day) deep slumber, dispel magic, lesser geas, lightning bolt, vampyric touch
4th – (6/day) poison, stoneskin, fire shield, charm monster
5th – (5/day) tree stride, nightmare, overland flight
6th – (3/day) eyebite
STATISTICS
Str 10, Dex 16, Con 14, Int 13, Wis 8, Cha 20
Base Atk +10; CMB +10; CMD 13
Feats Skill Focus (Spellcraft), Point Blank Shot, Eschew Materials, Quicken Spell, Spell Focus (enchantment), Dodge, Mobility, Spring Attack, Silent Spell, Combat Expertise, Whirlwind Attack, Rapid Shot
Skills (20+36) Bluff +10, Fly +9, Intimidate +12, Knowledge (arcana) +5, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Perception +5, Spellcraft +15, Stealth +7, Survival +6; Racial Modifiers +2 Perception.
Languages Sylvan, Common, Elven, Goblin
Equipment +2 Mithral Chain Shirt, +1 Shortbow, +1 Flaming Longsword, Cloak of Resistance +2, Flaming Cat Skull (see below)
SPECIAL ABILITIES
Favored Enemy (Humans) +2 attack and +2 damage against humans, and +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.
Combat Style: Archery
Track
Wild Empathy
Hunter’s Bond (cat – now deceased and transformed into Magic Skull below)
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Magic Sabertooth Tiger Skull – is the skull of her dead animal companion, Rexor, enchanted by her patron to grant resist fire 10 while held, and 1/day can be thrown to become a Hellcat (Pathfinder Bestiary 2). Upon command it will return to her hand.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character by Adam A. Thompson with no comments yet.
Astral Magic
By Kevin Gates & Adam A Thompson
Astral Magic is a new way for spellcasters to gain access to metamagic-like abilities. Through study of the mystical properties of the stars and constellations spellcasters are able to modify the warp and weft of their spells, increasing their power, changing their shape, changing their range, and modifying them in other ways.
Astral Magic
Recorded in the pages of the grimoireConstelation Magic by the sage Gevestikan are the secrets of using the power of the stars to modify spells.
A character who finds one of the rare copies of this tome gains access to a new knowledge skill – Astronomy. Reading the tome makes knowledge (Astronomy) a class skill and gives the reader a +2 competence bonus in the skill. Fully studying the tome takes a total of 24 hours of reading.
A character with ranks in Knowledge (Astronomy) has 3 uses of star magic per day. You make a Knowledge (Astronomy) check to successfully invoke the stars you know. Using Star Magic is a move action.
Stars
Rigel – on a DC 20 check, the damage rolled for the next spell you cast cannot be less than 50% of the possible damage. On a DC 25 check, it can’t be less than 75%, and on a DC 35 check, it’s maximized.
Izar – a DC 20 check lets you cast an area spell that excludes one
ally within the area of effect. A DC25 lets you exclude 2 allies. A DC 35
check lets you exclude all allies within the area.
Altair – a DC 20 check lets you invoke Altair. When a spell requires concentration, invoking Altair allows the caster to instead concentrate as a swift
action for one round per three caster levels (minimum 1 round).
Alpheratz – Invoking Alpheratz lets you cast your next touch spell as a ranged spell at the following distances. DC 20: 15 feet. DC 25: 30 feet. DC 35: 60 feet.
Pollux – Invoking Pollux requires a DC 30 knowledge (Astronomy) check, and allows the next spell you cast to effect 1 additional target who is within 30 feet of all of the original targets. Spells with the target “self only” cannot be modified with this ability.
Optional Rules
By night under the open sky knowledge (Astronomy) checks are +2. Underground they are -4.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Variant Rules by Adam A. Thompson with no comments yet.
Abysm’s Dread Kraken
Deep beneath the waves of the oceans of Abysm, Demogorgon’s realm in the Abyss, lurks a creature of unfathomable might. Spawned and nurtured by the Sibilant Beast, Drigular is to a squid what Demogorgon is to a monkey. Drigular will rise to the surface at his master’s bidding to whelm and destroy intruders on Demogorgon’s waters.
Drigular
Size/Type: Colossal Magical Beast (Aquatic, evil, outsider)
Initiative: +4
Hit Dice: 44d10+484 (726 hp)
Armor Class: 28 (-8 size, +26 natural), touch 2, flat-footed 28
Damage Reduction: 10 / magic
Saves: Fort +35, Ref +22, Will +18
Resistances: cold & fire 20
Spell Resistance: 30
Speed: Swim 20 ft. (4 squares)
Attack: Tentacle +42 melee (4d6+22/19-20) with 10 point power attack
Full Attack: 2 tentacles +42 melee (4d6+26/19-20) and 6 arms +37 melee (1d8+18) and bite +37 melee (4d8+18) with 10 point power attack
Base Attack/Grapple: +44/+76 (+56 if not concentrating completely on a single target)
Space/Reach: 30 ft./ 20 ft. (90 ft. with tentacle, 45 ft. with arm)
Special Attacks: Improved grab, constrict 4d6+16 or 1d8+8, swallow whole, smite good (+20 damage 1/day)
Special Qualities: Darkvision 60 ft., ink cloud, jet, darkvision, spell-like abilities
Abilities: Str 42, Dex 10, Con 33, Int 21, Wis 20, Cha 20
Skills: Concentration +58, Diplomacy +7, Hide +0, Intimidate +32, Knowledge (geography) +30, Knowledge (nature) +25, Listen +51, Search +51, Sense Motive +34, Spot +51, Survival +5 (+7 following tracks), Use Magic Device +32
Feats: Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Improved Natural Armor (x7), Power Attack
Environment: Abyssal Ocean
Organization: Solitary
Challenge Rating: 20
Treasure: Triple standard
Alignment: any evil
Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment: —
Improved Grab (Ex)
To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex)
A kraken deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex)
A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex)
A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Spell-Like Abilities
at-will-deeper darkness, bestow curse, contagion, control weather, control winds, resist energy
3/day-dominate animal (DC 27 Will negates), insanity (DC 22 Will negates)
1/day— unholy aura (DC 23 Fort. or 1d6 strength damage when hit).
Caster level 17th. The save DC is Charisma-based.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged aquatic subtype, evil subtype, magical beast by Adam A. Thompson with no comments yet.
Abyssal Headlesses
Created by Orcus from the corpses of Demogorgon’s subjects when he began reshaping Abysm to suit his will, these horrors now stalk the burning jungles of the 88th layer of the Abyss. They mindlessly kill all they encounter other than their own kind.
These horrible maimed wretches are as varied as the demons of the abyss in appearance, but all share the trait of having no head – just a bloody stump for a neck.
Abyssal Headless CR 15
CE size large monstrous humanoid (outsider, undead)
Init: +1 Senses: tremorsense 60 ft.
Languages: none
AC: 30 (+1 dex, +20 natural, -1 size) touch 10, flatfooted 16
HP: 199 (HD 30d12)
Immune: mind-effecting and illusions, fire, poison & electricity
Resist: 15 cold, acid & sonic
DC 15 / magic
Fort: +18 Ref: +9 Will: +13
MV: 40 feet
Attack: claw +28 (1d8+12) or greatclub +27 (2d8+18)
Full Attack: 2 claws +26 (1d8+12) or greatclub +27 / +22 / +17 (2d8+18)
Attack Options: improved grab, rend, combat reflexes
Space / Reach: 10 ft. / 10 ft.
Base Attack: +15 Grapple: +39
Abilities Str 34, Dex 10, Con -, Int -, Wis 14, Cha 6
SQ: tremorsense 90 feet, senseless, undead traits
SA: improved grab, rend
Feats: Improved Grapple, Weapon Focus (claws), Combat Reflexes, Iron Will, Improved Natural Armor (7 times)
Skills: climb +46, jump +46
Rend (Ex): If a headless hits with both claw attacks it can automatically rend for 4d6+18 damage.
Improved Grab (Ex): If a headless hits with a claw attack it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it’s claws at a -4 penalty or it can roll a grapple checks to deal claw damage.
Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged undead by Adam A. Thompson with 2 comments.
Burning Treant Husks
These eternally burning undead treants were created by Orcus when the Savage Tide was thwarted, Orcus became Prince of Demons, and he began to transform Abysm, the 88th layer of the Abyss, to his liking.
This blackened, shrieking, humanoid tree rushes toward you, its panicked expression back-lit by the blazing fire in its foliage.
Burning Treant Husks CR 15
CE size huge plant (outsider, undead)
Init: -1 Senses: darkvision
Languages:abyssal, common
Aura: creatures within 5 feet take 3d6 fire damage
AC: 29 (-2 size, -1 Dex, +22 natural), touch 7, flat-footed 27
HP: 187 (HD 28d12)
Immune: mind-effecting and illusions, fire, poison & electricity
Resist: 15 cold, acid & sonic
DC 15 / magic
Fort: +18 Ref: +9 Will: +11
SR: 20
MV: 30 feet
Attack: slam +32 (2d6+18)
Full Attack: 2 slams +30 (2d6+18) and 3d6 fire
Attack Options: trample 2d6+18 and 6d6 fire, (DC 32 Reflex for half damage)
Space / Reach: 15 ft. / 15 ft
Base Attack: +15 Grapple: +31
Abilities Str 37, Dex 8, Con -, Int 12, Wis 16, Cha 12
SQ: plant traits, undead treaits
SA: trample
Skills: climb +46, jump +46
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged undead by Adam A. Thompson with no comments yet.
Grove of Bones
This location was created when a mad druid took up the necromantic elements of sorcery. First he consecrated the area with an evil bent, then he turned an entire grove of fine alder trees into bones, using the limbs to raise up an army of skeletons and bone golems.
Throughout the grove are creeping vines, represented in dark green on the map. There is a 1 in 6 chance that each vine will attack as the party passes within the 10′ reach of the vines. Once one vine attacks, every vine will attack a character that steps within 10′ of the vine. This automatic attack includes vines within 10′ of a character when the first vine attacks.
Each white circle on the map represents the trunk of bone. Those lying sideways are horizontal with the exception of two that are leaning against other bones. The grey areas are stone, the brown wood or road. Each number on the map corresponds to a location or set of locations described below.
The wind grows still and the squawk of avians silent as you approach this fork in the road. The primary direction continues before you where it is blocked by a felled, forty-foot trunk. A smaller path heads into a grove of birch trees, their trunks covered in a white bark. The area smells of charnel.
If the characters study the trees more carefully, for instance walking up to one and trying to harvest its bark for parchment, they will notice that the trunks are not normal. A DC 15 Knowledge Nature check will reveal that they have a sturdy-yet-porous feel not unlike bone.
2 Felled Trunk
A tree with a 7′ diameter trunk blocks the road before you. Spider webs cling to the underside of the rounded trunk, running to the ground in threads woven so thick that you cannot see the ground.
If characters try to scale the bone tree, they must make a DC 20 Jump check to reach the upper side of the bone, and then a DC 20 Climb check to continue to scale the bone. if they fail, they will find the trunk too smooth to climb, and will slip off. Those who succeed can walk along the trunk at half speed with a DC20 Balance check.
Characters who linger at the base of the trunk for more than 3 turns will be attacked by a group of 4 dire spiders, who climb up through the webbing. Characters within 15′ of the trunk when the combat begins have a 1 in 6 chance of standing in some webbing, requiring them to make a DC 20
Reflex save or be stuck as if under the effect of a web spell as the fight breaks out.
After the combat, if the characters search under the trunk, they will find the crushed remains of a skeletal humanoid, his leather backpack intact. The backpack contains 2 cure medium wounds potions, a potion of momentary clarity, and a scroll of freedom of movement. On the skeleton’s feet is one boot of speed. The other is on one of the skeletons that the party faces with the necromancer. If they check carefully, they will notice the match on the skeleton.
3 Summoning Circle
Chips of wood and bone dot the ground around this 15′ circle surrounded by four stone obelisks. The obelisks have wooden adornments that serve as appendages emanating from the stone bases. The circle is rimmed with alternating white and black stones the size of a human fist. The weeds are kept at bay just outside the rocks; inside the circle there is no grass nor weed.
The chips are fairly long and narrow, and do not appear to have been made with axes or other normal blades, as the edges are serrated.
The obelisks are abstract representations of four woodland animals: bear, boar, owl, and wolf. The wooden portions provide the representations, as the stone portions are the same on each obelisk, constituting the base and the trunk. These obelisks belong to the long-dead druids who once cared for this grove.
This is where the necromancer summons creatures, growing his undead army.
4 Pile of Bones
A neatly-arranged pile of assorted bones lies in the center of the dirt path in the center of the grove.
Characters who linger at the base of the pile for more than 3 turns will be attacked by 2 bone golems, who, when killed, will rattle their bones, alerting the necromancer. If the time is right, he will attack the party. This is up to the DM. In most cases, he will attack when the party reaches location 6.
The bones are of assorted lengths, from 3″ wide and 2′ long to 3′ wide and 10′ long, and appear to have been shaped into bones. Perhaps they are true bones, perhaps they are trees-turned-bones.
5 Fitted-Stone Slab
This slab of fitted stones is stained a deep rust color.
The rust color is from blood used in sacrifice to aid the necromancer in his foul deeds.
The workmanship suggests that this slab was built some hundred or more years ago. If the characters look carefully, they will notice that the stones are arranged in the form of an owl mized with a bear. This grove once was the home of a great owlbear clan, the remains of which have been disturbed by the necromancer. This clan was befriended by the druids who then took over mantenance of the grove before their untimely end at the treacherous hands of the necromancer.
6 Stone Hut
When the party nears the hut, read or paraphrase the following:
A mound of vines obscures something large and grey underneath.
If the party clears off some of the creeping vines (by killing or otherwise dispatching with them), read aloud the following:
A well-mortared wall of a 10’x15′ fitted-stone structure shows signs of age, yet is impressively intact in the face of the strong vines that once covered it.
Inside the stone hut, in among rusted rakes and shovels with rotted handles, the party will find various necromantic items, including a scroll of transmute wood to bone, a scroll of protection from good, and a collection of notes on the anatomy of human bones and trees, with strange connections drawn between them.
Once the party loots the hut, the necromancer will appear outside and begin summoning assistance. When they fight him, he will by flanked by 12 medium skeletons, 2 large skeletons, 3 bone golems, and 2 animated owlbear skeletons, all of which quickly rush up to engage the party in melee, while he casts spells from afar. In their rush into the melee, the owlbears knock over some of the remaining bone trees, creating dynamic terrain hazards. The bone golems and large skeletons will even lift some of the bones out of the pile at location 4 to use as large bone clubs against the characters.
7 Twin felled bones
Two twin bones have been knocked over here, forming a small space between which run thickly-woven spider webs.
In among the bones, the party discovers the remains of an old graveyard, with headstones written in a strange and ancient language. This is where the necromancer raised his skeletons out of their ancient graves.
8 Angled bone
A large bone leans against a standing one, providing a perilously balanced cover.
This bone of course, could at any moment be knocked loose, for instance in combat or if a character attempts to walk upon it, requiring anyone above or below it to make a DC 20 Reflex save to avoid taking 2d8 damage from the falling bone.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Adventure and tagged creature type: plant, golem, grove, Location, owlbear, spider, wilderness by Stephen Hilderbrand with no comments yet.
Asteroth: Demon Liche
Asteroth is an ancient demon who through a bizarre series of events and a strange curse survived his own destruction. Now, by the use of his arcane powers, he persists as a liche.
In the centuries since then he has served as a mercenary wizard, enchanter and sage to many of the most powerful and important personages of the underworlds. None know where his sanctum lies.
Asteroth is the creator of the spell Asteroth’s Snare.
His normal form is a towering skeletal humanoid with the skull of a jackal and glowing, red eyes, but often he appears in other guises. He leaves a trail of ash wherever he walks.
Asteroth CR 22
Size Large Undead Outsider (Evil)
Wizard 17
Alignment: Neutral Evil
Languages: Abyssal, Telepathy to 100 feet
Senses: darkvision, Listen +12, Spot +15
Initiative: +6
AC: 26 (flatfooted 19, touch 14), +1 dodge bonus against one target, +4 with Shield cast, +4 vs. attacks of opportunity when moving
DR 15 / bludgeoning and magic and 10 / adamantium from Stoneskin
Hit Dice: (22d12)
Hit Points: 136
Saves: Fortitude: +11, Reflex: +13, Will: +21
Immune: cold, electricity, paralysis, mind-affecting attacks, poison, acid
Resist: 20 cold, 20 fire
Aura: fear (affects creatures of 5 HD and less within 60 feet, Will DC 24 negates)
Turn Resistance: +4
Spell Resistance: 29
Speed: 40 ft.
Attacks: +13 negative energy touch
Damage: 1d8+5 (Will DC 24 halves) and permanent paralysis (Will DC 24 negates)
Face / Reach: 10 ft. / 10 ft.
Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Improved Initiative, Mobility, Scribe Scroll, Spell Penetration, Greater Spell Penetration
Special Abilities & Qualities: See Below
Abilities: STR 17 (+3), DEX 15 (+2), CON – (-), INT 28 (+9), WIS 18 (+4), CHA 19 (+4)
Skills: Appraise 10; Balance 2; Bluff 5; Concentration 29; Decipher Script 9; Diplomacy 9; Hide 11; Knowledge (Arcana) 28; Knowledge (Architecture and Engineering) 10; Knowledge (Dungeoneering) 9; Knowledge (Geography) 10; Knowledge (History) 13; Knowledge (Local) 14; Knowledge (Nature) 10; Knowledge (Nobility and Royalty) 14; Knowledge (Religion) 12; Knowledge (The Planes) 15; Listen 12; Move Silently 10; Ride 4; Search 17; Sense Motive 13; Spellcraft 30; Spot 15; Survival 3; Swim 1;
Possessions: Amulet of Natural Armor +3; Ring of Protection +3; Bracers of Armor +4; Cloak of Resistance +4; Headband of Intellect +4; Wand of Cat’s Grace; Wand of Scorching Ray (11th level caster); Wand of Lightning Bolt (10th level caster); Wand of Magic Missile (9th level caster); Wand of Polymorph; Wand of Suggestion;
Spell-like Abilities (as 17th level wizard, save DC 19 + spell level): At-Will: alter self, greater teleport. 3/Day: geas, true seeing
Wizard Spells:
Spell Save DC:19 + spell level
Mana: 193
Level 0 (4 / day): Arcane Mark, Daze, Detect Magic, Touch of Fatigue
Level 1 (7 / day): Identify, Ray of Enfeeblement x 2, Shield, True Strike, Charm Person, Protection From Good
Level 2 (6 / day): Mirror Image, Detect Thoughts, Invisibility, Resist Energy, Touch of Idiocy, Web
Level 3 (6 / day): Blink, Slow, Fly, Fire Ball, Vampyric Touch, Protection From Energy
Level 4 (6 / day): Enervation, Fire Shield, Greater Invisibility, Mass Reduce Person, Stoneskin, Resilient Sphere
Level 5 (6 / day): Feeblemind, Baleful Polymorph, Telekinesis, Dominate Person, Wall of Force, Cloudkill
Level 6 (5 / day): Flesh to Stone, Globe of Invulnerability, True Seeing, Greater Dispel Magic, Repulsion
Level 7 (4 / day): Mage’s Sword, Spell Turning, Finger of Death, Force Cage
Level 8 (3 / day): Horrid Wilting, Clenched Fist, Temporal Stasis
Level 9 (2 / day): Mass Hold Monster, Time Stop
Summon Daemon: once per day, Asteroth can summon 3d6 Canaloths or 2d4 Nycaloths with 100% chance of success, or 1d6 Nycoloths or 1 Ultroloth with a 50% chance of success. See the Manual of the Planes for statistics of these fiends.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Turn Resistance (Ex): A lich has +4 turn resistance.
Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged creature type: demon, outsider, undead by Adam A. Thompson with no comments yet.
Giant Pipefish
Slithering out from the the reef, a giant eel of a beast swims toward you.
Giant Pipefish
Size/Type: Large Animal (Aquatic)
Hit Dice: 12d8+46 (107 hp)
Initiative: +8
Speed: Swim 90 ft. (12 squares)
Armor Class: 27 (-1 size, +6 Dex, +12 natural)
Base Attack/Grapple: +10/+23
Attack: Bite +17 melee (2d6+5)
Full Attack: Bite +17 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, constrict
Special Qualities: Keen scent
Saves: Fort +10, Ref +15, Will +8
Abilities: Str 21, Dex 23, Con 15, Int 1, Wis 12, Cha 10
Skills: Listen +14, Spot +10, Swim +24
Feats: Improved Natural Attack (bite), Weapon Focus (bite)
Environment: Cold aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13-18 (Huge); 19-32 (Gargantuan)
Level Adjustment: —
Giant pipefish attack anything they perceive to be edible, even larger creatures, constricting them until they stop breathing.
This monstrous fish can grow to a length of 25 feet and weigh more than 4,000 pounds.
Combat
Giant pipefish entangle their foes in their long, tentacle-like bodies.
Improved Grab (Ex): To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.
Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab.
Keen Scent (Ex): A giant pipefish can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills
A giant pipefish has a +12 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered, and get a free tumble check to move through opponents spaces, avoiding attacks of opportunity.
It can use the run action while swimming, provided it swims in a straight line.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged animal by Stephen Hilderbrand with no comments yet.
A Gnomish barbarian
Male Gnome Barbarian 1(favored class)
Chaotic Neutral Small Humanoid
Init: +1 Senses: Perception +4 Low-light Vision
Languages: Common, Gnome, Sylvan defenses
AC: 17 (+5 scale +1 size +1 dex bonus, ) touch 12, flatfooted 16
HP: 18 (HD 1d12+2 con+3 toughness+1 favored class)
Fort: +4 Ref: +1 Will: +0
Speed: 30 ft.
Attack: +1 (+2 to damage 1-handed)
Full Attack: Great Club +3 (1d8+3 / x2)
Attack Options:
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +2 (Pathfinder: CMB: +2, CMD: 13)
SQ: Illusion resistance, Keen Senses, Obsessive, Weapon Familiarity: Gnome
SA: Rage 6 rounds/day, Fast Movement
Feats: Toughness
Skills: Intimidate +4, Knowledge (nature) +3, Perception +6
Abilities Str 15 Dex 12 Con 15 Int 8 Wis 11 Cha 11
Spell-Like Abilities: 1/day-
dancing lights, ghost sound, prestidigitation, and speak with animalsPossessions: Scale Mail(note, in Pathfinder, barbarians are allowed the use of medium armor), Great Club, Battle Axe, Spiked Gauntlet, Backpack, Belt Pouch, Weapon Harness, Waterskin, 10 days rations, torch x3, 50 foot hempen rope. Total weight: 35 lbs.–light load (note: in Pathfinder, a small creature’s weight allowance is 3/4 that of a medium creature)
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character and tagged GenCon 2009, gnome by Adam A. Thompson with 2 comments.
Broken Camp
The following is a preview of our latest 4th edition Dungeons & Dragons adventure “What’s Mine’s Yours”, now available here.
In this encounter, while traveling through the wilderness to root a group of kobolds out of a mine, the party’s slumber is disturbed by a group of kobolds intent on protecting their claim.
Encounter: Broken Camp
The PCs are attacked in the night, during second watch.
The evening’s fire dies down to a few embers, with most of the party drifting into a weary traveler’s slumber.
Skill Challenge: The PCs who remain awake on watch will have to make DC 15 Perception (to hear the rustling in the leaves) and DC 15 Endurance (to stay awake) checks. Each of these two checks will have to be succeeded two out of three rolls.
Success: If the PCs remain awake and perceive the kobolds:
The sound of a twig breaking on the ground brings your attention to the uphill side of the camp.
The PCs on watch will have time to wake the rest of the party before the attack below.
Failure: If not:
The sound of bowstrings startles you on your watch, as arrows fly through the camp, casting fast shadows across your companions’ faces.
See tactics below for more information on starting this combat.
Creatures: 2 Kobold Slingers (p168 MM), 2 Kobold Skirmisher (p 167 MM)
Tactics: As the PCs slumber, on second watch, the kobold sneakers will make their way to positions where they can deliver critical missile attacks upon the stronger party members. Those on watch can make perception checks to notice the sneakers moving into place and call an alarm, disrupting their plans. The two brawlers wait for the arrows to be fired, then charge into the fray, the darkness and smoke of the dying fire providing cover for their actions. They will start by attacking the stronger member of the party, hopefully weakened by the first volley of arrows. If the sneakers are discovered, the four kobolds attack as normal.
Development: When the kobolds are defeated, one will notice the party, cursing, “You greedy ssscum, you’ll get yoursss!” If the party carefully checks them over in the morning or with a strong light source, they will notice the Guild’s logo branded onto them.
XP: 400
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Encounter and tagged kobolds, What's Mine's Yours by Adam A. Thompson with 1 comment.