Shadow Swarm

Swarm of shadows that attack creatures standing in shadows like piranhas, devouring their flesh wish a massive number of attacks. Creatures which move out of the shadows cannot be attacked by these swarms.

Shadow Swarm
Size/Type: Large Undead Swarm (Incorporeal)
Hit Dice: 7d12 (56 hp)
Initiative: +2
Speed: 0 ft. Travel only by shadows (see Shadow Jump text below)
Armor Class: 16 (+3 dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +6 melee (1d4 Str)
Full Attack: 4 attacks/round Incorporeal touch +6 melee (1d4 Str)
Space/Reach: 10 ft./5 ft.
Special Attacks: Create spawn, strength damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +3, Ref +5, Will +6
Abilities: Str Ø, Dex 16, Con Ø, Int 6, Wis 10, Cha 14
Skills: Hide +14*, Listen +7, Search +5, Spot +13
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Any
Organization: Swarm (8-12 per swarm)
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-12 HD (Huge), 13-17 HD ()
Level Adjustment: —

A shadow swarm can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.

A shadow swarm is a group of 8-10 weightless shadows 4 to 5 feet tall. Shadows cannot speak intelligibly, but emit high-pitched shrieks when they fly in swarms.

Combat

Shadows hunt in the night sky, traveling great distances.

Strength Damage (Su): The touch of a shadow swarm deals 1d4 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow swarm dies. This is a negative energy effect.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow swarm becomes a shadow and joins the swarm within 1d4 rounds.

Shadow Jump (Su): A shadow swarm has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadow swarm can jump up to a total of 20 feet each round in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two HD higher than 7, the distance a shadow swarm can jump each round doubles (40 feet at 9, 80 feet at 11, and 160 feet at 13). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Skills

Shadow swarms have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow swarm gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.


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Wildfire

These fire spirits from the Elemental Chaos are capricious pyromaniacs, and when they get loose in the world they delight in setting fire to everything they can.

Wildfire: Level 4 Skirmisher
Medium elemental magical beast (fire) – XP 175
Initiative +5

Senses Perception +1

HP 52; Bloodied 26

AC 19, Fortitude 15, Reflex 19, Will 13

Immunity disease, poison; Resist 10 fire; Vulnerable 10 cold

Speed 7

Sear – (standard; at will) – Fire
+8 vs. Reflex; 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends).

Fireburst – (standard; encounter, recharge 4-6) – Fire
Close burst 1; +8 vs. Reflex, 1d6 + 4 fire damage

Mutable Shape
The wildfire can squeeze through spaces as though it were a Small creature.

Alignment Unaligned – Languages Primordial

Str 10 (+2) Dex 17 (+5) Wis 9 (+1)Con 12 (+3) Int 5 (-1) Cha 7 (+0)


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Ring of Appearing as Magic

Created by some bored, sick wizard in his tower, this ring appears as if it is magical, and that is its only magical enhancement. It will appear as magical in response to detect magic, but an identify or analyze dweomer will reveal nothing, only that it is imbued with some form of an enchantment. This confounds mages who feel the need to know everything about an item, and personalities of this type will likely devote countless hours to the task in vain.

Faint enchantment, CL 3, craft wondrous item, Price: 150gp.


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Coin of Unknown Fortune

Flip this coin to receive either a +1 or a -1 luck bonus to all the rolls in your next encounter. This coin can only be flipped in this way 10 times, at which point it becomes normal currency.

Greater versions of this coin add larger bonuses or penalties, depending on the result of the flip. Still others add more charges.

Faint transmutation. Price: 100gp per bonus x number of charges (standard coin is 1,000gp)


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Nightingale of Florence

This bird, when summoned, provides additional healing to the entire party as it sings a sweet song in a nearby tree.

A statuette version of this creature can be used to summon the nightingale. This silver figurine transforms into a nightingale on command, retaining its metallic consistency, which gives it hardness 10. The figurine, when activated, sings a pleasant tune throughout the night, providing 4d8+7 hit points of healing over the course of the night. These effects occur to one person per 15 minute increment, so if the rest is interrupted before everyone is healed, the nightingale completes its song and returns to its figurine state. The nightingale has no additional special powers or telepathic abilities. It can be used in this way for only 24 hours per week (3 nights of full rest), and for only 8 hours at a time.

Faint enchantment and transmutation; CL 7th; Craft Wondrous Item, cure critical wounds, animate objects; Price 5,000 gp.


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Foulmouth Goldshore

The meanest and most depraved gnome you’ll ever meet, Foulmouth leads the False Heroes of the Tear. His power is unrivaled in the group, especially in his dragon form. Still, he has a certain unnatural charm which keeps his party together. He also has an uncanny knack for discovering treasure. And he hides his wrath through a clever veil of trickery and illusion, two traits he uses to his advantage in every interaction.

Foulmouth developed two spells of his own, which will show up in future posts.

Foulmouth Goldshore CR 10
male gnome sorcerer 10 (illusionist)
CN small humanoid
Init: +2 Senses: Listen +4, Spot +2

Languages: gnome, common, auran, draconic

AC: 20 (+2 dex, +7 armor, +1 size) touch 13, flatfooted 18
HP: 41 (HD 10d4+10 +3 (toad familiar))
Fort: +4 Ref: +5 Will: +6

Speed: 20 ft.
Attack: dagger +5 (1d4-1)
Full Attack: dagger +5 (1d4-1)
Attack Options: dagger or spells, dragon form
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +4

SQ: low-light vision, weapon familiarity, +2 save vs. illusions, +1 vs. kobolds and goblins, +4 dodge AC vs. giants, speak w/animals 1/day, dancing lights, ghost sound, prestidigitation 1/day
SA: spells, dragon form
Feats: Quicken Spell, Widen Spell, Greater Spell Penetration

Abilities Str 9 Dex 15 Con 13 Int 20 Wis 9 Cha 18
Skills: Appraise +6, Bluff +8, Concentration +15, Craft – Alchemy +7, Diplomacy +8, Disguise +6, Forgery +6, Intimidate +12, Knowledge Arcana +13 Dungeoneering +6 Geography +6 History +8 Local +8 Local +8 Nature +6 Nobility/Royalty +8 Religion +6 Planes +8, Listen +4, Search +6, Spellcraft +17, Spot +2

Spells per day: 11/11/11/11/10/8
Mana: 146
Spellbook:
0th: (9) Detect Magic, Read Magic, Light, Arcane Mark, Ghost Sound, Prestidigitation, Ray of Frost, Mage Hand, Message
1st: (5) Shield, Expeditious Retreat, Disguise Self, Color Spray, Nystul’s Magic Aura
2nd: (4) Arcane Lock, Mirror Image, Web, Fox’s Cunning
3rd: (3) Fireball, Displacement, Dispel Magic, Golden Dragon Showers
4th: (2) Polymorph, Greater Invisibility, Elven Maiden Come Gnome
5th: (1) Cloudkill

Possessions: staff of charming, bracers of armor +4, wand of bear’s endurance, ring of protection +3, ring of feather fall, 400pp.

Minions: toad familiar (Toadie)

In combat, Foulmouth has been known to polymorph himself into a gold dragon, and in this form cast his other spells. Dragon form stats to follow in a later post.


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Spitfire

Originally developed by Spitfire I, this was the culmination of the association of the Pandone family with the draconic races. It has since been passed down to each of the eldest children of the family, each one bearing the name of the spell.

Spitfire
Transmutation
Level: Sor/Wiz 5, Fire 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The target breathe fire like a dragon, dealing 1d6 per caster level, half of which is arcane damage, the other of which is fire damage. This breath takes the shape of a cone which emanates from the target’s mouth.


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Spitfire XIII

The thirteenth in a long line of battle mages, Spitfire is ever bathed in a warm glow of fiery orange. His training has led him down a path where he feels justified in his self-centered state. He is an athiest.

Spitfire CR 10
male human wizard 10 (Battle Mage)
CN medium humanoid
Init: +2 Senses: Listen +2, Spot +3

Languages: common, celestial, draconic, dwarven, elveen, terran

AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 38 (HD 10d4+10)
Resist: spell resistance DC 15
Immune: fire
Fort: +7 Ref: +8 Will: +11
Vulnerable: cold

Speed: 30 ft.
Attack: quarterstaff +5 (1d6)
Full Attack: quarterstaff +5 (1d6)
Attack Options: quarterstaff or spells
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +5

SQ: SR 15
SA: spells
Feats: Quicken Spell, Maximize Spell, Empower Spell, Improved Familiar, Greater Spell Penetration, Spell Mastery

Abilities Str 11 Dex 14 Con 12 Int 20 Wis 13 Cha 14
Skills: Name Appraise +6, Balance +3, Bluff +4, Concentration +15, Craft – Stonework +6, Decipher Script +8, Diplomacy +6, Forgery +7, Knowledge Arcana +12 Architecture/Engineering +6 Geography +6 History +11 Local +8 Nobility/Royalty +10 Religion +6 Planes +12, Listen +2, Search +7, Spellcraft +17, Spot +3

Available Mana: 50
Spells Usually Prepared:
0th: (9/day) Burning Hands, Detect Magic, Read Magic
1st: (9/day) Magic Missile, Detect Secret Doors, Comprehend Languages
2nd: (9/day) Scorching Ray, Darkvision, Cat’s Grace
3rd: (8/day) Fireball, Flame Arrow, Fly, Ray of Exhaustion
4th: (8/day) Charm Monster, Wall of Fire, Enervation
5th: (7/day) Spitfire, Baleful Polymorph, Feeblemind, Hold Monster

Possessions: robes, bracers of protection +2, staff of fire, wand of shatter, cloak of resistance +3, pale lavender ioun stone, spellbook, scroll of recall, 300 gp.

Minions: pseudodragon familiar


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Vamos Gladhell

Known for his ability to escape danger, Vamos makes the perfect scout. His elven stature and previous experience as a rogue have provided him the expertise to keep the point while the rest of the False Heroes back him up with magic and stout melee.

Vamos Gladhell CR 10
Male elven rogue 3 cleric 7
CN Medium humanoid
Init: +5 Senses: Listen +7, Spot +12

Languages: elven, common

AC: 22 (+5 dex, +7 armor) touch 15, flatfooted 17
HP: 60 (HD 3d6+7d8+10)
Immune: sleep
Fort: +7 Ref: +10 Will: +10

Speed: 40 ft.
Attack: longsword +1 +9/+4 (1d8+3 / 19-20×2) or longbow +1 +13/+8 (1d8+3)
Full Attack: longsword +1 or longbow +1
Attack Options: longsword or longbow
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7/+2 Grapple: +9

SA: sneak attack +2d6
Feats: Point Blank Shot, Rapid Shot, Many Shot, Dodge

Abilities Str 14 Dex 20 Con 12 Int 11 Wis 18 Cha 11
Skills: Appraise +3, Balance +6, Bluff +2, Climb +4, Concentration +10, Decipher Script +3, Escape Artist +13, Forgery +1, Hide +12, Jump +5, Listen +7, Move Silently +11, Search +7, Sense Motive +5, Slight of Hand +6, Spot +12, Tumble +13

Spells Per Day: 0th: 10, 1st: 9, 2nd: 8, 3rd: 7, 4th: 6
Domains: Travel, War
Spells Often Prepared:
0th: Detect Magic, Create Water, Mending
1st: Detect Undead, Deathwatch, Obscuring Mist, Sanctuary
2ns: Cat’s Grace, Bear’s Endurance, Darkness, Hold Person, Find Traps, Silence
3rd: Dispel Magic, Glyph of Warding, Locate Object, Obscure Object
4th: Dimension Door, Divine Power, Freedom of Movement, Spell Immunity, Restoration

Possessions: black leather armor +3, long sword +1, long bow +1, 20 arrows +1, 2 arrows of outrageous fortune, vest of escape, ring of protection +2, quiver’n’boots, gloves of storing, 2 potions of cure critical wounds, Holy Symbol to Erevan Ilesere, 300pp.

In combat, Vamos tends to stay clear of melee, firing his longbow into combat. When engaged at close range, he wields a longsword passed down through his farmer father from his grandfather.


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Kilmore Tréburne

Kilmore grew up in the forest, and learned his core ways there. More recently, he has been trained as a battle priest, waging a war of chaos upon the order of the world.

Kilmore Tréburne CR 10
male elven ranger 5 cleric 5
AL medium humanoid
Init: +3 Senses: Listen +8, Spot +10

Languages: common, elven

AC: 20 (+6 armor, +4 dex) touch 14, flatfooted 16
HP: 64 (HD 10d8+10) DR: 5/mithril
Aura: magic items
Resist: +2 saves vs. spells
Immune: sleep
Fort: +9 Ref: +8 Will: +8

Speed: 40 ft.
Attack: longsword +11/+6 (1d8+3 / 17-20×2)
Full Attack: weapon longsword +11/+6 (1d8+3 / 17-20×2)
Attack Options: longsword, spring attack, charge (on horseback)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8/+3 Grapple: +9/+4

Feats: weapon focus – longsword, mounted combat, dodge, mobility, spring attack
Other abilities: favored enemy: orcs, undead, combat style, endurance, animal companion – light horse, track, low-light vision, martial weapon proficiency, immune – sleep, +2 save vs. spells, chaos spells at +1 level

Abilities Str 12 Dex 19 Con 13 Int 10 Wis 17 Cha 13
Skills: Climb +4, Concentration +10, Handle Animal +4, Heal +8, Knowledge: Nature +4 Arcana +5 Religion +5, Listen +8, Ride +7, Search +5, Spellcraft +10, Spot +10, Survival +8

Spells Available: Ranger: 1st 3, Cleric: 0th 8, 1st 7, 2nd 6, 3rd 5
Domains: Animal, Chaos
Commonly Prepared Spells:
Ranger: 1st: Animal Messenger, Detect Snares and Pits, Longstrider
Cleric: 0th: Detect Magic, Detect Poison, Purify Food and Drink 1st: Comprehend Languages, Detect Law, Endure Elements, Remove Fear 2nd: Bull’s Strength, Darkness, Hold Person, Shatter, Undetectable Alignment 3rd: Dominate Animal, Cure Serious Wounds, Dispel Magic, Glyph of Warding, Meld into Stone, Obscure Object, Stone Shape

Possessions: “Three Strikes” longsword +2 (wounding), mithril shirt +1 (DR 5/mithril), cloak of resistance +1, boots of striding and springing, ring of protection +1, gloves of dexterity +2, scabbard of keen edges, stone salve, 2 potions of cure critical wounds, 200gp.

Kilmore’s animal companion (light horse) is also his mount.

Kilmore attacks using a spring attack, often leaping from his mount. He is proficient with his longsword, and that is his only weapon.


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