Issue 5 Rereleased!

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 dragging you too deep into the woods.

This issue of Claw/Claw/Bite includes:

* A new spell, Studied Divination
* Six new characters, including Morbane the Mad Monk of Elsemere
* A new magic items, the Paddle of Punishment
* A new creature, the Glacial Frost Worm
* A new location, the Hamlet of Elsemere
* And an encounter, the Ritual in the Woods.

Buy it here. Oh, and Happy Halloween, everyone!


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Issue 15 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 stumbling upon the Stalking Eye.

This issue of Claw/Claw/Bite includes:

* A new deity, Bachtoffen
* Three new dream spells including Dream Port
* Two new characters, two clerics with something extra
* Seven new creatures, including the Stalking Eye
* Seven new magic and mundane items, including “Three Strikes”
* Two new locations, including the Dream Plane
* And Session 1 of the new comic Trolls and Tribulations.

Buy it for $3 (cheap!) here!


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Trolls and Tribulations – Session 1

Graphics: Jason Maggitti
Text: S.D. Hilderbrand


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The Sword of War

Aryte Majak, or the Sword of War, is an artifact created when Malthalious the Inquisitive attempted to craft the ultimate weapon. A demon’s spirit infused the blade and now it lives for war.

Aryte Majak, The Sword of War – Heroic Level
The blade of this sword appears to be made of some type of smoky glass or crystal. The intricately carved iron hilt and pommel are covered with tightly packed mystic runes. As it is raised to strike a strange green glow gleams from within.
The Sword of War is a +2 sword. It can take the shape of any type of sword, depending on its wielder’s preferred weapon. By default it is a long sword.
Enhancement: Attack and damage rolls.
Critical: + 2 d12 damage.
Property: You gain a +2 Fear bonus on intimidate checks.
Power: (Encounter, Fear): Standard Action You can use Cause Fear (Cleric Attack 1) as an Encounter power. The attack roll is Wisdom bonus + 1/2 level + the sword’s enhancement bonus against the target’s Will defense.

Goals: Ayrte Majak’s only purpose is to wage war. The demon within this blade revels in the deaths of mortals, and only on the field of battle can its thirst for blood be properly slaked.

Roleplaying the Sword of War
When Ayrte Majak speaks its voice can be heard in the mind of its wielder, or the one it intends to be its wielder. Those nearby may hear a low, rasping whisper, but the words are difficult to make out.

Ayrte Majak is new to the world, but it burns with the desire to kill. Having seen the carnage of the battlefield it knows in its soul that it must taste the joy of that slaughter again. The Sword will ask, or failing that, compel, its bearer to go forth, raise up armies, and lead them into battle.

Possession (At-Will, charm): If Ayrte Majak’s wielder is not complying with its wishes, it can use its powers of possession to force the wielder to act. Any time Ayrte Majak’s wielder disobeys its commands it can make a +10 attack against the wielder’s Will Defense. A hit indicates the sword takes control of the wielder’s actions (save ends).

Fated Blade (At-Will): Once the Sword of War has chosen a bearer, it has the power to place itself in their possession. Leaving the sword behind or giving it away result in it simply magically transporting itself back in their scabbard, or the next time they draw a weapon they mysteriously find that it is the Sword of War.

Concordance
Starting Concordance 5
Bearer recruits for war +2
Bearer dismisses troops -2
Bearer engages in a battle involving at least 20 participants +1
Bearer engages in a battle involving at least 40 participants +3
Bearer engages in a battle involving at least 80 participants +5
Bearer spends a week not actively engaged in warfare -2

Pleased (16-20)
“More souls for my thirst! Charge!”
Enhancement bonus and Intimidate bonus raise to +4, critical becomes +4 d12.
The Sword’s Cause Fear power becomes an At-Will power.
The Sword’s acid power becomes an Encounter power.
The Sword’s Possession attack becomes +8 vs Will.

Satisfied (12-15)
“Ahh, the bload-soaked fields. This is what is good in life!”
Enhancement bonus and Intimidate bonus raise to +3, critical becomes +3 d12.
The Sword gains the following power: Power (Daily – Acid): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 acid damage, and the target takes ongoing 5 acid (save ends).

Normal (5-11)
“These skirmishes will never do… we must wage WAR!”
Normal powers as listed above.

Unsatisfied (1-4)
“We must raise an army and destroy our enemies!”
Enhancement bonus drops to +1, Intimidate bonus drops to +1, critical becomes +1 d12.
The Sword’s possession attack is raised to +12 vs Will.

Angered (0 or lower)
“Die at his hand that I may drink fresh blood!”
Enhancement bonus drops to +0, Intimidate bonus drops to +0, critical becomes +0 d12.
The Sword’s possession attack is raised to +14 vs Will.
Any time Ayrte Majak’s wielder encounters a warrior who could wield it the sword will make a Possession attack against the wielder’s Will Defense. On a hit the wielder will be forced to attack the target. In this way Ayrte Majak hopes to be transfered to a more warlike bearer, once they have defeated its current wielder in combat.

Moving On
In the hands of someone who persistently refuses to wage war, Ayrte Majak will force its bearer to challenge those they encounter until they are struck down and it had a new hand to wield it.

Redemption
If the sword is made to suffer, perhaps by being imprisoned, and then used in a just war, it can then be redeemed and turned from an instrument of slaughter into one of good.

Aryte Majak in your game: The Sword of War is meant to be a recurring NPC in a long campaign set in a war-torn land. During the story the sword changes roles from villain to victim and then to hero. The sword’s character and path explore the theme of an individual’s relationship to war.

First it comes into the player’s possession and forces them to wage war against their will, or to go to excess in the name of war. Eventually it is taken from them and they see it several more times on battlefields, or hear of its exploits, and it continues to menace them. Later they learn of its imprisonment and eventually even have a stolen moment when it eloquently pleads with them to free it: it was built to wage war and is tortured by it’s inability to do so. Finally, they realize that they need its power to defeat a dangerous general who is marching on their homes on the field of battle. They rescue it and it takes on a heroic role.

Background: This sentient weapon is the result of a wizard’s attempts to create the ultimate weapon. The reclusive sage Malthalious the Inquisitive, who discovered the mixture of diamond and adamantium from which the sword is made, forged it and was imbuing it with magical powers. An evil spirit, a balor fiend of possession, heard of the weapon and attempted to steal it. A group of heroes foiled the demon’s theft and slew it. The incomplete sword was a perfect receptacle of malevolent destructive energy, and was made sentient as the dying fiend’s soul entered the sword in desperation. As the two fused, the descruction of the balor’s body in the demi-plane where Malthalious lived caused the sword to be flung through the spaces between the worlds. It emerged two generations later on a field of battle where two armies were readying to fight over the scraps on the once-great nation of Soguer.

Now it is the cause of strife and war wherever it goes. It raises it’s owner’s personal ambition to the level of madman, and then often leaves them dead on the battlefield, to be itself carried off be their slayer.

Eventually during the course of these wars the sword fell into the hands of a tyrant who was able to establish dominance over the northern remainder of Soguer: Muret, Oleander, and the mountains. From his position of strength this follower of Hextor began to fortify and build his kingdoms up. Believing the Sword of War to be his symbol of power, and fearing that it would be stolen and that he would be defeated, he had a special vault built for it from whence it could not escape. At that point Aryte Majak became the unwilling victim and prisoner of this strong-willed tryant, and his purpose of waging war was stymied.

Later Aryte Majak is rescued from his imprisonment by a group who need its power to wage an important war or fight an important battle. A rogue general is marching on and pillaging the player’s king’s lands, or perhaps an army of the dead. During this time, the sword shines as a hero – striving with it’s rescuers to defeat a horrible evil in battle. In this way, by first having suffered itself, and then fighting in a just war, the Sword of War may be redeemed and a new purpose found: to fight for good and freedom against tyrants and those who would slaughter for power.

Encounters with Aryte Majak
Finding the Sword on the field of death – 5th level encounter, xp 1000

In this encounter the party comes upon a battlefield where all are dead except the wielder of the sword. He attempts to press the party into his service and, if they refuse, attacks them.

Description: Walking through a wood on an overcast day, the sound of crows ahead is muffled in the gray light. Coming out of the wood, a battlefield stretches out before you, covered with the dead and dying. One single surviving soldier sits in the middle of the field of corpses, his head hung low, a strange sword held limply in his hand.

At the sound of your approach he look up, and then jerks to his feet. He raises the sword above his head. In the dim light its blade seems to be made of some type of smoky crystal. As the man begins to speak a greenish light can be seen within the sword’s strange blade.

“Good, more recruits! Come, swear fealty to me, for you shall be the start of my new army! Now that I have the sword, we shall crush all that stand before me!”

If the players refuse, the soldier will make one more attempt to intimidate them into service

“As we joined battle against Lord Steig’s men this sword appeared in a flash of flame in the middle of the battlefield. I knew right then that it must be mine and that I would carry it to victory in battle. One of Steig’s men picked it up, but was quickly cut down by one of our pikemen. Their footmen took it back, but I ordered our archers to shoot them down. Man after man kept taking it, until I finally cut the last of them down and took it for myself. I have defeated all who stood before me! It is my destiny to conquer Lord Steig’s lands, then then all of the surrounding lands, and then the world! You shall join my forces or you shall also die!”

Any reaction other than offering themselves as his vassals results in the maddened soldier attacking the party.

Mad Human Veteran – level 5 Solo Soldier
Medium natural humanoid – XP 1000

Initiative +2 Senses Perception +2

HP 192; Bloodied 96
AC 25, Fortitude 19, Reflex 17, Will 19
Speed 5
Action Points 2

The Sword of War – (standard melee; at-will)
+12 vs AC; 1d10 + 7 damage (+3d12 on crit)

Soldier’s Fury (standard; at-will)
The soldier can make 2 basic attacks.

Combat Challenge (at-will)

Alignment Evil
Languages Common
Skills: Athletics +10, Intimidate +12

Str 19 (+6) Dex 16 (+5) Wis 10 (+2)
Con 13 (+3) Int 10 (+2) Cha 16 (+5)

Equipment scale mail, large shield, Aryte Majak

Tactics: The soldier will simply attack the nearest enemy, laying about with the Sword of War until all are slain or have submitted to his leadership. He will fight to the death.

Development: If the party manages to defeat the soldier they should take Aryte Majak with them. If they decide to leave it behind the Sword will magically place itself in the possession of the strongest warrior in the group.


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Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Note: These are the 3.5 stats. For the 4th ed stats, visit our sister site, Tailslap.

Aldric Tréburne
Medium-size Male Elf (Wood)
Cleric 3
Hit Dice: (3d8)+3
Hit Points: 23
Initiative: +2
Speed: Walk 30 ft.
AC: 17 (flatfooted 15, touch 12)
Attacks: “Shriek” Shortbow (Shocking Burst/Masterwork) +5; Mace, Light +3;
Damage: “Shriek” Shortbow (Shocking Burst/Masterwork) 1d6; Mace, Light 1d6+1;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Immunity to magic sleep effects., Spontaneous casting, Turn Undead (Su) 5/day (turn level 3) (turn damage 2d6+5)
Saves: Fortitude: +4, Reflex: +3, Will: +6
Abilities: STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 11 (+0), WIS 16 (+3), CHA 14 (+2)
Skills: Appraise 0; Balance -1; Bluff 2; Climb -2; Concentration 3; Craft (Untrained) 0; Diplomacy 4; Disguise 2; Escape Artist -1; Forgery 0; Gather Information 2; Heal 7; Hide -1; Intimidate 2; Jump -2; Knowledge (Arcana) 1; Knowledge (Religion) 1; Listen 5; Move Silently -1; Ride 2; Search 2; Sense Motive 3; Spellcraft 2; Spot 5; Survival 3; Swim -5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 3
Alignment: Neutral Good

Possessions: “Shriek” Shortbow (Shocking Burst/Masterwork); Chain Shirt; Arrows (20); Mace, Light; Outfit (Explorer’s); Shield, Light; Holy Symbol; 40gp.
Deity: Avandra Domains: Luck, Healing

Spells:
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, 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, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weaken Stone, Zone of Truth


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Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Aldric Tréburne: Level 3 Cleric of Avandra
medium fey humanoid – XP 2,690
age (equivalent of 28 in human years)
height 5’10”, weight 155, brown hair, green eyes

Initiative +1 Senses Perception +1

HP 35; Bloodied 12 Healing Surges: 9
AC 19, Fortitude 14, Reflex 15, Will 16
Speed 7

Powers
Channel Divinity:
* Healer’s Lore
* Healing Word (2/Encounter)
* Divine Fortune
* Turn Undead
Lance of Faith – (Standard; At-Will)
Sacred Flame – (Standard; At-Will)
Elven Accuracy – (Standard; Encounter)
Command – (Standard; Encounter)
Beacon of Hope – (Standard; Daily)
Shield of Faith – (Standard; Utility)

Basic Attacks
Short sword: +4 vs AC, 1d6 + 1 damage
Short Bow +1 thunderburst (40 arrows): +5 vs AC, 1d8 + 3 damage

Alignment Good
Languages Common, Elven
Skills: Athletics 4, Arcana 5, Athletics 3, Bluff 1, Diplomacy 6, Dungeoneering 2, Endurance 2, Heal 8, History 5, Insight 3, Intimidate 1, Nature 3, Perception 5, Religion 7, Stealth 4, Streetwise 1, Thievery 1
Feats: Elven Precision, Avandra’s Rescue
Str 12 Dex 15 Wis 16
Con 13 Int 11 Cha 14


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Allie Chanovic

Allie is a fairly well-known prodigy of a bard who plays in and around the capital of Esrun. Occasionally adventures for the good of the Republic, but only if there’s good money in it.

One fairly recent run-in with the undead has convinced her that she needs to learn to write and play music that appeals to their macabre sensibilities, so she has enrolled in the Convent Conservatory in Esrun’s capital, where she is near to completing her studies in music and religion. This time has reminded her, somehow romantically, about the adventuring life and how she misses it. She is itching to get back out on the field of battle, on the right side and for the right price!

Allie Chanovic
Medium-size Male Human
Bard 5 Cleric 1

Hit Dice: (5d6)+(1d8)+6
Hit Points: 40
Initiative: +3
Speed: Walk 30 ft.
AC: 17 (flatfooted 14, touch 13)
Attacks: *Dagger -1;*Dagger (Thrown) +6;Shortbow +1 (Composite) +7; ;
Damage: *Dagger 1d4;*Dagger (Thrown) 1d4;Shortbow +1 (Composite) 1d6+1; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+7), Bardic music 5/day, Countersong (Su) for up to 10 rounds, Fascinate (Sp) can effect 2 creatures for up to 5 rounds, Inspire Competence (Su) +2 to skill checks for up to 2 minutes, Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls., May wear light armor without incurring the normal arcane spell failure chance., Spontaneous casting, Turn Undead (Su) 6/day (turn level 1) (turn damage 2d6+4)
Saves: Fort: +4, Ref: +7, Will: +6
Abilities: Str 11 Dex 16 Con 13 Int 14 Wis 10 Cha 17
Skills: Appraise 6; Balance 5; Bluff 4; Climb 2; Concentration 10; Craft (Untrained) 2; Decipher Script 4; Diplomacy 12; Disguise 3; Escape Artist 3; Forgery 2; Gather Information 10; Heal 3; Hide 5; Intimidate 3; Jump 1; Knowledge (Arcana) 4; Knowledge (History) 3; Knowledge (Local) 3; Knowledge (Nobility and Royalty) 3; Knowledge (Religion) 3; Knowledge (The Planes) 3; Listen 1; Move Silently 4; Perform (Sing) 4; Perform (String Instruments) 10; Ride 3; Search 2; Sense Motive 2; Sleight of Hand 8; Speak Language (Elven) 1; Spellcraft 9; Spot 0; Survival 0; Swim 0; Tumble 5; Use Magic Device 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Mobility, Point Blank Shot, Quicken Spell, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Neutral Good
Possessions: Arrow; Dagger; Leather +2; Shortbow +1 (Composite); Spell Component Pouch; Travelers Outfit; Lute; Guitar; Hooded Cloak

Deity: Bachtoffen Domains: Community (Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.) Rune (Free Scribe Scroll feat.)
Spells:
Innate: Calm Emotions
Spells per Day: (3/4/2/0/0/0/0/0/0/ DC:13+spell level)
Bard – Known:
Level 0: Dancing Lights, Know Direction, Mage Hand, Message, Prestidigitation, Summon Instrument
Level 1: Disguise Self, Expeditious Retreat, Feather Fall, Unseen Servant
Level 2: Glitterdust, Hold Person, Mirror Image
Spells per Day: (3/1/0/0/0/0/0/0/0/ DC:10+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue


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Bachtoffen

This neutral good deity provides access to the Community and Rune domains.

He is concerned with the role of music and knowledge in bettering humanity, and is favored by bards and scholars for his divine insight and divination.

His symbol is a tome with a lyre under a tree printed on the cover.


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Wine of Song

This magical elixir works like a potion to improve the quality of songs sung by bards. It is a slight magic that enhances the natural quality of the wine to loosen vocal chords and remove inhibitions, improving the bonuses provided by the song by an additional point. The wine must be fully consumed for its effects to be felt.

This wine is produced using a unique style of grapes found only in the most enchanted vales. The wine can be either alcoholic or non-alcoholic, depending on how it is produced. Most bottles contain at least a moderate amount of alcohol.

Profession: Vintner of at least 5, Craft Wondrous Item, Price: 500gp per enhancement bonus per bottle.


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Beacon Beetles

These bugs are employed for the vivid colors what explode out of their hides when they are slain. These colors are not unlike fireworks, providing beacons in the nearby environment. They are most often employed to defend regions where sentries would be less effective, since they can survive for long periods without meals. These beetles represent foes that must be encountered, leading to a warning that launches into the sky when they are vanquished.

Beacon Beetle
Size/Type: Medium Vermin
Hit Dice: 2d8+5 (14 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+6 natural, +1 dex), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 12, Con 16, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
Environment: Forests, barren lands, and chasms
Organization: Cluster (2-5) or clique (6-11)
Challenge Rating: 2
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

The typical beacon beetle is about 6 feet long. Bred exclusively in captivity, these creatures feed on whatever they can find, scavenging the areas around where they are left by those who raise them. They have been bred to stay in close proximity to where they are left. Beacon beetles usually occupy locations where there is little food, so they usually attack whatever comes within view out of hunger.

Acid Spray (Ex): When attacked or enraged by passersby, beacon beetles release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d6+1 points of acid damage. The save DC is Constitution-based.


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