A Cadre of Heroes

Today celebrates a very special day: July 7th 2006 marked the very first post on Claw / Claw / Bite ! Since then, we’ve posted 171 times, which means that for a year we’ve given you a new monster, spell, encounter or character to use in your D20 system fantasy games almost every other day!

To celebrate, we’re posting a new group of adventurers: a Cadre of Heroes to oppose the Iron Coven. You’ll see these characters in upcoming Unicorn Rampant adventures such as The Old Rock Tower, The Horror of the Old Ones, the Time Out of Mind Trilogy, and Annointing the Seer. Feel free to use them as NPCs in your games, or as characters when you play.

A Cadre of Heroes

These heroes are a band of friends and companions who have shared many adventures over the years. From humble beginnings, many have risen to fame, some have fallen in battle, some betrayed or turned betrayers, but the bonds of friendship tie them all together.

Over the years they have had run-ins with the Iron Coven, both in groups and singularly.

Aeonados Dy’rashe – Half-elf / half-silver dragon ranger 2
One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the danor mountains. Aeonados has fine, tough silver scales covering his body, vestigal wings, a short tail, and an impressive frill running from his forehead and down his neck.

Kylissa – female half elf bard 5

Terin Goldwrit – male dwarf wizard 5

Adelix – male human summoner, wizard (conjurer) 5

Galenados – Elven Knight figher 5

Tana Brae – wild elf barbarian (female)
Sithadel Veladros – wild elf barbarian / druid (male)
brother and sister

Brother Herott – half-orc priest of Kord, cleric 5

Percivin – male human paladin 5

Apeneone Tesonos – female human druid 5

Winnie Toepelt – female tallfellow halfling rogue 5

Nobinin Glamourwright – male gnome sorcerer 5


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Falconfox

The younger, smaller cousins of eaglewolves, falconfoxes have the head and wings of a falcon and the bodies, legs and tail of a fox. They are sleek and agile hunters in both the sky and in the forest.

A falconfox’s coat ranges in color from a dark to a ruddy brown with occasional flecks of white; its beak is a light tan color. A full-grown male can stand as tall as 4 feet and weigh up to 300 pounds, with a wingspan of 8 feet. They fly through the sky, hunting small prey, and also have the ability to hunt on the ground as foxes, tucking their wings up against their bodies.

Size/Type: Medium Magical Beast
Hit Dice: 3d10+5 (25 hp)
Initiative: +4
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Large); 6-8 HD (Huge)
Level Adjustment: —

Falconfoxes build nests at the tops of tall trees, where they live in pairs and raise chicks/pups. Some of their young are born as an falcon or a fox, and are fed to the others of the litter who retain both traits.

Combat

Falconfoxes attack prey smaller than themselves, and often present little danger to humans. But if they hunger, they will occasionally hunt halflings and gnomes. In combat, falconfoxes are ferocious, often fighting to the death, though they have been known to flee to the skies to escape the field of battle. They slash with claws and bite with their beaks, nipping at their prey until they reach a vital artery.


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Pereðil Beóren Möðruvellir


Pereðil has followed his father’s leads and become a skull-collector. He wanders the world (and in time, the planes) in search of the skulls of slain enemies, which he places in his bag of holding. He may not know it yet, but one day, he will raise an undead army from this collection.

Pereðil travels under a set of dark robes and employs poison (in darts, false healing potions, poultices, dusts, and other trickery) in his attempts to murder his adversaries. Unfortunately, he is not too nimble or strong for an elf, so he has some problems following through, and needs a party’s help to survive the deep dungeons in search of new skulls.

Pereðil Beóren Möðruvellir
Medium-size Male Half-Elf
Necromancer 6 Cleric 1
Hit Dice: (6d4)+(1d8)+21
Hit Points: 43
Initiative: -1
Speed: Walk 20 ft.
AC: 11 (flatfooted 11, touch 9)
Attacks: Dart +2;*Dagger -4;*Dagger (Thrown) +2;*Sling -8; ;
Damage: Dart 1d4;*Dagger 1d4-1;*Dagger (Thrown) 1d4;*Sling 1d4-1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Necromancy, +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Rebuke Undead (Su) 2/day (turn level 1) (turn damage 2d6+0), Spontaneous casting, Summon Familiar
Saves: Fortitude: +7, Reflex: +1, Will: +9
Abilities: STR 9 (-1), DEX 9 (-1), CON 16 (+3), INT 18 (+4), WIS 15 (+2), CHA 9 (-1)
Skills: Appraise 4; Balance -4; Bluff -1; Climb -4; Concentration 13; Craft (Alchemy) 5; Craft (Untrained) 4; Decipher Script 11; Diplomacy 1; Disguise -1; Escape Artist -4; Forgery 4; Gather Information 1; Heal 2; Hide -4; Intimidate -1; Jump -10; Knowledge (Arcana) 9; Knowledge (Architecture and Engineering) 6; Knowledge (Dungeoneering) 5; Knowledge (Geography) 6; Knowledge (History) 7; Knowledge (Local) 6; Knowledge (Nature) 5; Knowledge (Nobility and Royalty) 5; Knowledge (Religion) 8; Knowledge (The Planes) 7; Listen 3; Move Silently -4; Ride -1; Search 5; Sense Motive 2; Spellcraft 16; Spot 3; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Heighten Spell, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 7
Alignment: Neutral Evil

Possessions: Backpack; Dart; Bracers of Armor +2; Bullets, Sling (50); Dagger; Holy Symbol (Skull); Potion of Delay Poison; Robe of Bones; Signet Ring; Sling; Spellbook (Wizard’s/Blank);
Deity: None Domains: Evil, Death
Spells:
Spells per Day: 4+1/4+1/4+1/3+1/0/0/0/0/0
Wizard – Known:
Level 0: Acid Splash, Arcane Mark, Black Dart, Bullet, Cauterize, Cipher, Cubes of Ice, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Dim, Dim Illumination, Disrupt Undead, Ember, Eviscerate, Firefly, Flare, Granitehand, Haze, Impure Thoughts, Light, Light My Fire, Lock/Unlock, Mage Hand, Mending, Message, Night-Vision, Open/Close, Pointer, Prestidigitation, Bellamy’s Proper Burial, Puff of Wind, Ray of Frost, Read Magic, Shovel, Signal, Signal Fire, Sort, Sort Coins, Spark, Spectral Dart, Startle, Summon Bag, Summon Garment, Summon Key, Summon Mug, Summon Pipe, Summon Random Item, Touch of Fatigue, Trip, Trip Line
Level 1: Burning Hands, Cause Fear, Chill Touch, Color Spray, Disguise Self, Expeditious Retreat, Ray of Enfeeblement, Reduce Person
Level 2: Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand
Level 3: Dispel Magic, Gentle Repose, Hold Person, Vampiric Touch
Spells per Day: 3/2+1/0/0/0/0/0/0/0
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Impure Thoughts, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Cause Fear, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Good, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness


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Eaglewolf


Eaglewolves have the head and wings of an eagle and the torsos and legs of a wolf.

An eaglewolf’s coat ranges in color from brown-black to yellowish brown; its beak is a bright lemony-tan color. A full-grown male can stand as tall as 5 feet and weigh up to 500 pounds, with a wingspan of 12 feet. They are cunning hunters who sail through the sky on their giant wings. They swoop to the ground in almost no time and attack as wolves.

Size/Type: Medium Magical Beast
Hit Dice: 4d10+15 (37 hp)
Initiative: +1
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+4)
Full Attack: 2 claws +4 melee (1d6+1) and bite +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and mountain aeries
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Large); 8-12 HD (Huge)
Level Adjustment: —

Eaglewolves build aeries high in the mountains, where they live in pairs and raise chicks/pups. Some of their young are born as an eagle or a wolf, and are fed to the others of the litter who retain both eaglewolf traits.

Combat

Eaglewolves attack their prey—any creature bigger than a fox and up to the size of a human—on sight, usually fighting to the death, though they have been known to flee to the skies to escape unexpected danger. They slash with claws and bite with their enormous beaks, trying to grab their prey and rip it apart.


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The Jæruel

The Jæruel is a collection of fishing villages, mining towns, and tradespeople united under a merchant flag with three intersecting rings in the center over a brown backdrop with a sinister silver bend from the upper right to the lower left. The towns are officially independent, but they follow the lead provided by Tannen. The Jæruel merchant house which provides the name for the region is much more hierarchical, keeping strong hold over the markets in each of the towns, especially those higher up in the power structure. The only standing army is privately run by the merchants of the Jæruel.

The towns and villages of Jæruel:

– Tannen – capital of Jæruel – bustling port town – what Onuago was built after – full of hides and wines other goods from all over the Jæruel (5,000)
– Piran Point – fishing and trading village (920)
– Flego – fishing village (400)
– Uppwint – named for the strong winds that bring fog and quick shifts in the weather to this quaint fishing village (200)
– Trover – fishing town (400)
– Alabaster – inland named for the stone mined from its cliffs (500)
– Junction – a “middle man’s” town at the intersection of trade routes (3,000)
– Himas – a stop on the path of produce to market in Junction (200)
– Franti – wine production, source of Franti grapes (600)
– Furton – wine production, source of Furton grapes, also furs all sent to Tannen (800)
– Ches (pronounced Shez) – fresh water fishing along a broad bend in the river (400)
– Westfort – a fort-like outpost in the mountains to the west of Tannen and Ches that provides hides and timber (200)

Small settlements are developing in the lands to the west of Franti and Furton, but they have not taken significant shape. Some of them have met with ruin due to various invaders — bandits, goblins, and even nefarious pixies getting in on the raiding action.


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Root of All Evil

A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants. They often travel in subterranean caverns and deep forests, sucking the nutrients out in a matter of minutes of the natural roots through a series of hollow thorny spikes that they stick into their plant prey. They are also known to attack animals, especially when they have them outclassed.

Intelligent enough to comprehend many languages, these malign plants tend to contemptuously refuse to communicate with anything not evil and powerful enough to speak the dark speech.

The root of all evil is covered in many all-seeing eyes which gleam like rough gemstones.

To maintain the element of surprise or to escape battle, roots of all evil can burrow into the ground and merge with plants.

Root of All Evil CR 16
Undead plant
Chaotic Evil Huge plant
Init: +7 Senses: Blindsight 45 ft. Listen +1, Spot +6
Aura: Fatiguing Radiance 30 ft.
Languages: dark speech (something evil)

AC: 30 (+20 Natural, +2 Dex, -2 Size) touch 10, flatfooted 19
HP: 150 (HD 17d12)
Immune: Unholy
Fort: +18 Ref: +6 Will: +14
Weakness: Holy

MV: 20 ft., burrow 20 ft.
Attack: +17 vine 1d8+8, spells
Full Attack: 8 attacks with +15 vine 1d8+8
Attack Options: improved grab, swallow whole
Space / Reach: 20 ft. / 20 ft.
Base Attack: +16 Grapple: +27

Abilities Str 26 Dex 15 Con – Int 18 Wis 12 Cha 17
SQ: undead and plant traits
SA: improved grab, blood drain, meld into plant, Swallow Whole,
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Vine, Sunder,
Skills: (160 points) +22 Hide, +22 Move Silently, +8 Search, +29 Spot, +21 Listen,

Possessions: Deep in the maw of the Root of all Evil is “something beyond your wildest dreams.” A table of items held within the root is below. Their hundreds of eyes are actually gems, so they too count as treasure.

Meld into Plant (Su): This ability functions identically to the spell meld into stone except that it allows the Root of all Evil to merge with plants instead of stone. The plant melded with must be as large of larger than the Root of all Evil.

Improved Grab (Ex): Upon a successful melee attack, roots of all evil can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their gaping maws, where they swallow them whole.

Swallow Whole (Ex): Once swallowed by a root of all evil, characters begin taking 1d4 points of wisdom damage and 2d6+8 points of bludgeoning damage per round. A DC 21 Will save is required to avoid the wisdom damage.

Blood Drain (Ex): At the start of its round, any living creature caught in a grapple with a root of all evil will take 2d4 points of constitution damage.

Spell-like Abilities (Su): 3/day control plants (undead plants only), diminish plants

Blindsight (Ex): Roots of all evil can see all foes within 45 feet using it’s many eyes, sound, scent, and vibration.

Fatiguing Radiance (Su): Any living creature within 30′ of a root of all evil must succeed on a DC 21 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it’s aura. The Fortitude save is Charisma based.

Roots of all evil recieve a +8 racial bonus to Spot and Search checks due to their many eyes.

Undead and Plant Traits:

– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.


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Gantonín’s Immolation

Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of flame that ignites one target
Duration: 2 rounds per caster level
Saving Throw: None
Spell Resistance: Yes

A bolt of black flame leaps from the caster’s finger and engulfs the chosen target, burning them until they are destroyed.

You must succeed at a ranged touch attack to affect the target. The ray of flames does 4d6 points of fire damage and causes the target to continue to burn for 4d6 points of fire damage per round. The flames continue to burn until the target is dead, at which point the magical fires consume the corpse and go out. If the target has not been destroyed after 2 rounds per caster level, the flames go out.

Other than dispelling the flames with dispel magic or disjunction there is no way to extinguish the magical flames short of submersion in a small lake: lesser quantities of water merely reduce the fire damage briefly. A 9th level spell with the cold descriptor targeting the victim can also be used to end the immolation.

Creature that are immune to fire damage are unaffected by this spell.


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Coral Horse

Summer is here! To celebrate here at Claw / Claw / Bite ! we’re taking a trip to the ocean. Check out the new monster we found!

Coral Horse

These undersea creatures which resemble modern seahorses are made of pure hardened coral, making them resistant to non-bludgeoning attacks.

Coupled with the difficulty of swinging heavy hammers underwater, these make treacherous foes. They are very territorial and attack anything that comes near their home reefs. They merge with the reefs when they sleep and for protection.

Coral Horse
Size/Type: Large Magic Beast (Aquatic)
Hit Dice: 7d8+6 (40 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4) or tail +3 melee (1d8+3)
Full Attack: 2 hooves +6 melee (1d4+4) bite +1 melee (1d4+2) and 1 tail +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Damage Reduction 5/Bludgeoning
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4, Swim +10
Feats: Endurance, Swim
Environment: Undersea
Organization: Pack
Challenge Rating: 5
Advancement: —
Level Adjustment: —

These animals look like heavy horses made of coral except their hind legs form a tail. A coral horse can fight while carrying a rider (usually these are coral warhorses), but the rider cannot also attack unless he or she succeeds on an (undersea) Ride check.

Combat

These creatures swim very fast, using their mobility to charge predators or lure them away from their nests.


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