4th Edition GSL Licensed Products Legal Text

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at www.wizards.com/d20.

DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt
© 2008 Wizards of the Coast, Inc. All rights reserved.


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Thorn Untergast

A distant relative of Türnn Obergast, his side of the family took to the deep mountains while Türnn’s moved closer to the surface and had more dealings with human and elvenkind. The Untergasts developed more relations with creatures of the underdark, eventually becoming corrupted by this association. Thorn’s mission is to free his people from their enslavement and corruption by the force of his own battleaxe. Unfortunately, he will achieve this at any cost.

Thorn Untergast CR 10
male dwarven fighter 10
CG medium humanoid
Init: +1 Senses: Listen +8, Spot +6

Languages: dwarven, common

AC: 24 (+1 dex, +10 full plate +2, +3 large spiked shield +1) touch 11, flatfooted 23
HP: 108 (HD 10d10+40)
Resist: fire (ring)
Fort: +11 Ref: +4 Will: +3

Speed: 20 ft.
Attack: +15/+10
Full Attack: +2 battleaxe +18/+13 (1d8+9 / x3)
or +2 battleaxe +12/+7 (1d8+9 / x3) and +1 large spiked shield +5 (1d6+6)
Attack Options: battleaxe, spiked large shield
Space / Reach: 5 ft. / 5 ft.
Base Attack: +10/+5 Grapple: +15

Feats: Power Attack, Shield Charge, Shield Slam, Power Critical, Weapon Focus – Battleaxe, Weapon Specialization – Battleaxe

Abilities Str 20 Dex 12 Con 18 Int 13 Wis 11 Cha 8
Skills: Climb +6, Handle Animal +2, Heal +2, Intimidate +4, Listen +8, Ride +2, Knowledge: Dungeoneering +3, Spot +6, Concentration +4, Search +3

Possessions: full plate +2, large spiked shield +1, battleaxe +2, ring of fire resistance, scroll of recall, potion of bull’s strength, holy symbol to Kord, 400 gp.

Thorn tends to run up into the face of charging enemies while his companions attack from afar. He wields his spiked shield as a weapon in one hand and a battleaxe in the other.


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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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Miniatures!

We’ve been on a mini-buying spree lately, and thought we’d let you know what we though of the pieces we’ve picked up.

Black Orc Games makes a great set of figures that are really interesting. Nonstandard humanoids like cat-people and monkey-men have helped round out player characters in the Savage Tide game I’ve been running. And they’re very affordable — many are on special for just a dollar! http://cart.blackorc.com/

Reaper Mini is where I’ve ordered the majority of my figures over the years, and I was looking over their site for figures to use for our 4th Edition characters. I found a figure that will work nicely for my dragonborn warlord, and one for my friend’s tiefling thief. I hope to see more dragonborn-usable figures in the future from them, ones that capture the power and majesty of these two new core races, and as I write this I can see that they don’t disappoint.


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4th Edition comes to Claw / Claw / Bite !

I finally got around to looking over the terms of the new OGL for 4th edition. One page in I started to get excited because it was forbidding selling 4th edition material until October 1st, but did not mention free material, such as what you see here. Another page or two down and my cautious excitement got full-blown by this text:

Licensee may produce, publish, and distribute (a) marketing and promotional materials for Licensed Products, and (b) non-commercial Licensed Products (i.e. free), in accordance with the terms of this License prior to October 1, 2008.

As strange as it may be to get excited about a contract, this one has me all fired up because it means I can start writing and releasing material for 4th edition here, now! We’ve been very excited by 4th edition since we started playing a month ago, and now I’m even more excited to be able to write up and post new 4th edition monsters, spells, magic items and more.

Of course, none of this material can appear in the print or PDF versions of Claw / Claw / Bite ! for sale until October 1st, so for now it’ll be online only. And since a single product line can only be for 3rd edition or 4th edition, we may launch a new magazine for 3rd edition material and switch CCB to 4th, or vice-versa.

So, start looking for new 4th edition material to use in your games here on clawclawbite.com in the next few days. I’ve already got the first new spell finished, so get ready to start summoning minions, wizards out there.

-Adam A Thompson


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Begotten warrior

This twisted monstrosity, when warped by the Old One’s otherworldly energies, retained a sliver of it’s mind where it’s martial skills were. Now it lurches about in it’s deformed plate armor at the beck and call of it’s master, the Begotten Wizard. On twisted limbs, encumbered by the heavy mail permanently fused to it’s wet hide, this horror lurches indomitably forward, it’s tentacle-like arms wrapped around the haft of an enormous flail, the head of which is encrusted with dried bits of hair, skin and bone.

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature’s features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

Begotten Thing-at-arms CR 10
lawful evil fighter 5
Medium Size Abberation
Init: +2 Senses: darkvision 60′
Listen +7 Spot +7

Languages: Telepathy 60′ and common

AC: 24 (+1 dex, +5 natural armor, +8 full plate armor)
HP: 155 (HD 9d8+ 5d10 + 56)
Defenses: SR 15, DR 5 / lawful
Fort: +10 Ref: +6 Will: +6

Speed: 15 ft, swim 30 ft
Attack: heavy flail + 16 (1d10 + 8 / 19-20 x 2)
Full Attack: heavy flail + 16 / +11 / +6 (1d10 + 8 / 19-20 x 2)
Attack Options: Lightning Touch, improved sunder, power attack
Space / Reach: 5ft. / 5ft.
Base Attack: +11 Grapple: +15

SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur
Feats: weapon focus (heavy flail), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur), weapon specialization (heavy flail), power attack, improved sunder

Abilities: Str: 18 Dex: 15 Con: 18 Int: 9 Wis: 12 Cha: 6
Skills: +7 listen, +7 spot, +9 climb

Lightning Touch (Su): Begotten 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 17 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: 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 17 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.

Spell-like abilities: blur 1/day. Caster level 5th.
Damage Reduction: 5 / lawful (axiomatic)
Spell Resistance: 15

Tactics
This horror will charge it’s enemies without heed of harm to itself. Those that harm it may have their weapons smashed by the being’s heavy flail via improved sunder, or it may smash the shields of those it cannot harm in the same fashion.


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Warped Wizard, Begotten of the Old One

This Old One’s mind has been twisted and tuned by the Old One into alignment with arcane magics, and has become a powerful wizard. It lurks beneath the mountain in “Stealing Moments”, an adventure coming soon from Unicorn Rampant by S.D. Hilderbrand.

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature’s features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

Begotten Wizard CR 11
chaotic evil wizard 11
Medium Size Abberation

Init: +3 Senses: darkvision 60′
Listen +7 Spot +7

Languages
: Telepathy 60′ and common

AC: 26 (+3 dex, +5 natural armor, +4 mage armor, +4 shield)
HP: 128 (HD 9d8 + 11d4 + 60)
Defenses: SR 15, DR 5 / lawful, 50% miss chance (displacement)
Fort: +9 Ref: +9 Will: +12

Speed: 20, swim 30
Attack: +12 appendage 1d6
Full Attack: +12 appendage 1d6 and +12 appendage 1d6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +11 Grapple: +15

SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur, wizard spells
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur), spell focus enchantment, improved spell focus enchantment, spell penetration, scribe scroll, spell focus transmutation, improved spell focus transmutation,

Abilities: Str: 9 Dex: 16 Con: 17 Int: 18 Wis: 12 Cha: 6
Skills: Concentration +17, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +18, Knowledge (Planes) +14, Listen +7, Spellcraft +18, Spot +7

Lightning Touch (Su): Begotten 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 17 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: 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 17 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.

Spell-like abilities: blur 1/day. Caster level 5th.
Damage Reduction: 5 / lawful (axiomatic)
Spell Resistance: 15

Wizard Spells Prepared (save DC 14 + spell level, +2 for Transmutation and Enchantment)
0th: ray of frost x 4
1st: mage armor, shield, protection from good, magic missile, ray of enfeeblement
2nd: mirror image, scorching ray x 4
3rd: displacement, slow, fireball, lightning bolt, dispel magic
4th: enervation, mass reduce person, fear, charm monster
5th: dominate person, baleful polymorph
6th: repulsion

Tactics
Having warded itself with repulsion, displacement, mage armor and shield, this wizardly horror will attempt to use it’s transmutation and enchantment spells to neutralize those it faces, polymorphing rogues and casters, dominating fighters, and so forth. Those that it defeats become it’s dominated slaves. It will fight to the death.


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Begotten, lost in time

These advanced Old Ones will be appearing very soon in “Stealing Moments”, an upcoming adventure from Unicorn Rampant written by S.D. Hilderbrand. As usual, feel free to borrow them if you need an aberrant encounter to throw into your game this week!

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature’s features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

Elder Begotten of the Old Ones CR 9
usually chaotic neutral with evil tendencies
Medium Size Abberation
Init: +2 Senses: darkvision 60′
Listen +10 Spot +10

Languages: Telepathy 60′ and either common or none

AC: 20 (+2 dex, +8 natural armor)
HP: 127 (HD 15d8+ 60)
Defenses: SR 18, DR 5 / lawful
Fort: +9 Ref: +7 Will: +8

Speed: 30 ft, swim 30 ft
Attack: +16 appendage 1d6+4 or +15 greatclub 1d12+6
Full Attack: +16 appendage 1d6+4 and +16 appendage 1d6+4 or +15/+10/ +5 greatclub 1d12+6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +11 Grapple: +15

SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur)

Abilities: Str: 18 Dex: 15 Con: 18 Int: 9 Wis: 12 Cha: 6
Skills: +10 listen, +10 spot

Lightning Touch (Su): Begotten 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: 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.

Spell-like abilities: 1/day – blur (caster level 8)
DR: 5 / lawful (axiomatic)
Spell Resistance: 18

COMBAT
Sometimes armed with simple weapons, but generally attacking with whatever appendages the old ones have given them, the begotten are straightforward combatants. If encountered in a group, those in the rear will focus their otherworldly gaze on those being attacked, while their brethren attack with their claws and lightning touch.


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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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