Wargoyle
Wargoyle
Size/Type: Medium Monstrous Canine (Earth)
Hit Dice: 8d8+25 (64 hp)
Initiative: +3
Speed: 50 ft. (10 squares), fly 60 ft. (average)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d6+7)
Full Attack: 2 claws +11 melee (1d6+7) and bite +9 melee (1d8+6) and gore +9 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, low-light vision, scent
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 25, Dex 16, Con 20, Int 6, Wis 11, Cha 7
Skills: Hide +9*, Listen +6, Move Silently +2, Spot +8
Feats: Multiattack, Toughness, Fly-by-attack
Environment: Any
Organization: Solitary, pair, pack, or wing (5-16)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Medium); 10-14 HD (Large)
Level Adjustment: +6
Wargoyles often appear to be quadripedal winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes and their mounts out of fondness for inflicting pain.
Wargoyles speak Common and Terran, and also communicate as canines.
Combat
Wargoyles either remain still, then suddenly attack, or dive onto their prey from above, as they hunt in the night sky. When they work in pairs, packs, or wings, they often attempt to flank their opponents, taking advantage of the confusion and low light. They have also been known to scoop up their prey and drop them from high elevations.
A wargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): Much like a gargoyle, a wargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the wargoyle is really alive.
Trip (Ex): A wargoyle that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wargoyle.
Skills
Wargoyles have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*The Hide bonus increases by +8 when a wargoyle is concealed against a background of stone.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Snake Arrow
These arrows are magically held snakes with fletching on their backs (provides aerodynamics) that are released from their stasis upon impact with a target, dealing 1d6+3 damage. Targets struck by the arrows must make a fortitude save or be afflicted by poison. Which type and the DCs for the rolls depend on the snake.
Slow poison DC 25 – delays 10 rounds before 1st save, then 2d4 strength damage.
Fast poison DC 20 – delays 5 rounds before 1st save, then 1d6 dexterity damage.
Instant poison DC 15 – 1st save when struck, 1d10 constitution damage.
The snakes may engage the target (%50 chance, attacks as a small viper), or slither off into the grass, back to meet up with their owner.
Moderate Necromancy and Minor Enchantment; CL 9th; Craft Magic Arms and Armor, poison and charm animals; Price 1,500 gold
Posted in Magic Item and tagged missile, poison by Stephen Hilderbrand with no comments yet.
Inspire Truth
A bard of 5th level or higher with 8 or more ranks in a Perform skill can use music or poetics to create an effect similar to zone of truth for all those in range of the song. The song or poetics must continue for the effect to continue, requiring the concentration of the bard playing the song or reciting the poem. The bard playing the song is not affected, and other bards who recognize this song receive a +5 bonus on their Will saves to ignore the effect.
Posted in Uncategorized and tagged ability, song, sonic by Stephen Hilderbrand with no comments yet.
Crystal Plate Mail
This armor is made from the same magical mix of adamantium and diamond that Glass Swords are constructed from. As armor, this material is not only as tough as the finest steel, giving a +1 enhancement bonus to AC, but also protects the wearer from magical effects.
When targeted by a spell there is a %50 chance that the spell is reflected. This operates like spell turning, with the exception that the spell bounces off the plate mail’s surface in a random direction (roll d8 for scatter direction) and distance (2d12 -1 squares). If a creature is in the square that the spell is reflected into, it is instead the subject of the spell. This ability is the equivalent to a +4 enhancement bonus in terms of magic item price.
Major Abjuration; Craft Magic Arms and Armor, spell turning, caster level 17; 25,000 gold
Posted in Magic Item and tagged armor by Adam A. Thompson with no comments yet.
Coordinated Attack
Prerequisite: either sneak attack +1d6 or Intelligence and Wisdom 13
Benefit: This feat allows two or more characters who have this feat to coordinate their attacks. To use this feat, all characters who wish to coordinate their attacks must delay their actions until the last character in the coordinated attack. Then, for each melee attack that any of the characters are successful in landing, the characters can choose to deal a single temporary point of damage each to either strength or constitution.
Posted in Uncategorized and tagged feat, melee by Stephen Hilderbrand with no comments yet.
Hammer of Deafening
This +2 hammer, when slammed to the earth deafens those within 15 feet. A DC 20 is required to avoid this effect within 5′, a DC 18 for those within 10′ and a DC 16 for those within 15′. Those wielding the hammer are immune to this effect, though they tend to be a bit hard of hearing after a few uses.
Minor Evocation; Craft Magic Arms and Armor, sound burst, caster level 7; 10,000 gold
Posted in Magic Item and tagged sonic, weapon by Stephen Hilderbrand with no comments yet.
Share Pain
Abjuration
Cleric Level 3
Components: V, S, DF
Casting Time: Special
Range: Close (25 ft + 5ft / 2 levels)
Effect: special
Duration: 1 round/level
Saving Throw: none
Spell Resistance: No
This spell creates a link between you and the target summoned creature. One half of all hit point damage dealt to you is instead transfered to the target. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the summoned creature because it is not hit point damage. If your summoned creature dies, the summoning spell ends, or the target summon is removed from your plane of existance the spell ends. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned.
You can cast this spell as a move action as part of a summoning/calling spell. If you cast this spell on a creature that has already been summoned it is a standard action.
Posted in Uncategorized and tagged abjuration, cleric spell level 3 by Adam A. Thompson with no comments yet.
Buckler of Hum
A +1 shield that acts as a pickup/amp for musical instruments, extending their sonic range, and thus the range on bard abilities by 20′ in all directions. Usually bards cannot wield shields; this is an exception.
Only bards receive the special bonuses; other classes only receive the +1 shield bonus.
Posted in Magic Item and tagged armor, shield by Stephen Hilderbrand with no comments yet.
Lyre of Pansafyre
This magical instrument, when played by a bard as someone speaks, will cause the speaker to catch on fire if they utter a lie, dealing 1d6 damage per lie. If the bard stops playing the lyre, the magic flames will immediately cease and no more damage will be taken by the liar.
The lyre was built by a famous woodworker named Geppetto, who had a wooden friend who told too many lies, so he built this instrument to convince him to tell the truth through song. A valuable lesson indeed, especially if you are made of wood! Pansafyre is the name of the pixie that enchanted the item, without Geppetto’s permission, and one time he played it while the boy lied, and he burnt up, sending Geppetto into a deep depression.
Be careful what you wish for!
Moderate divination and evocation; Craft Wondrous Item, detect thoughts, burning hands; 35,000 gold
Posted in Magic Item and tagged instrument, wondrous item by Stephen Hilderbrand with no comments yet.
Wallflowers
“Shyness is nice and shyness can stop you from doing all the things in life you’d like to.”
— A bard named Smith
These flowers that grow in vertical places cause shyness effects in their victims. Though often not encountered directly in combat, these creatures are often placed outside of the residences of the more dominant political players, long hedgerows and entrance walls, as a means of weakening their opponents before a debate, ball, or other event held at their homes.
Wallflowers CR 2
Plant
Neutral Medium plant
Init: +2 Senses: Blindsight 30 ft., Listen +1, Spot +1
Aura: Shyness Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 11 (HD 2d8)
Immune: Sound effects
Fort: +4 Ref: +0 Will: +4
Weakness: Plant affecting magic
MV: 5 ft.
Attack: +2 vine 1d4+1
Full Attack: 4 attacks with +2 vine 1d4+1
Attack Options: None
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +7
Abilities Str 13 Dex 10 Con 10 Int 3 Wis 10 Cha 18
SQ: plant traits
SA: None
Feats: Combat Reflexes
Skills: +4 Move Silently
Possessions: whatever is buried under their roots. Could be anything, but likely nothing.
Blindsight (Ex): Wallflowers have no visual organs but can ascertain all foes within 30 feet using scent, and vibration.
Shyness Radiance (Su): Any living creature within 30′ of a wallflower must succeed on a DC 15 will save or become shy for 1d4x10 minutes once they enter its aura. The Will save is Charisma based.
Plant Traits:
* Low-light vision.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Plants breathe and eat, but do not sleep.
Posted in Creature and tagged plant by Stephen Hilderbrand with no comments yet.