Gremlins!

Of all the unseliee fey none are better known for causing annoying mischeif then gremlins. Cruel pranksters of the first order, gremlins love to untie knots, steal linchpins, pull stoppers out of drains, or anything else that will cause consternation in their victims. So sneaky are gremlins that their victims usually never see them, only hearing cruel, sniggering laughter as the gremlin’s pranks come to fruition.

Gremlins make their homes in caves and caverns, and are found in large numbers in the feywild’s underdark.  They live by theft, and usually take food from a target.  If retaliated against they will make a career out of harassing someone with dangerous pranks and sabotage.

Gremlins – Level 2 Lurker
small fey humanoid – XP125
Initiative +6 Senses darkvision, Perception +3
HP 25 Bloodied 12
AC 15  Fortitude 12   Reflex 16   Will 13
Speed 6

Powers
Dagger (At-Will, Standard, melee 1)
+6 vs AC, 1d4-1 damage.

Steal (At-Will, Standard, only usable while invisible)
Younk!
+6 vs Reflex (note: Gremlin will usually have combat advantage while making this attack)
Hit: the gremlin has stolen a small piece of non-held equipment, such as a purse or a loaf of bread, from the target without being noticed.  If the target is aware of the Gremlin’s presence they take a -10 on this check.
Special: if the gremlin misses by 5 or more the target notices the attempted theft.

Sneak (At-Will, Standard)
As stealthy as a kitten in mittens, the gremlins tiptoe towards their victims.
The gremlin becomes invisible until the end of its next turn.

Disappear (At-Will, Immediate Interrupt, when attacked)
You raise your weapon to strike the horrid little thing, only to find it is no longer there!
The gremlin becomes invisible until the beginning of its next turn and teleports 2.

Alignment Evil – Languages Elven, Common
Skills Acrobatics +11   Stealth +11  Theivery +11
Str 8  Dex 20  Wis 14
Con 13  Int 12  Cha 6
Equipment leather clothes, dagger

Tactics
Gremlins who come upon adventurers will often sneak up on them and steal all of their food, though they may instead take an object that the heroes consider especially important or valuable, such as a quest item.  Usually this happens during several surprise rounds, since the gremlins are so stealthy.  This can then lead to a rollicking chase, perhaps culminating in a challenge of riddles or some other such frustrating confrontation.
Gremlins will never simply attack someone.  They would rather set a trap or, better still, sabotage their victim’s equipment and watch them die as a result.  Climbing kits and ropes are favorite targets for this treatment.
As cowardly as they are cruel, gremlins will never stand and fight.  If somehow cornered or caught they will bite and scratch desperately to try to escape, and may plead for their lives if unable to do so.

Gremlin Lore
The following can be recalled with a successful Arcana check of the following DCs:
DC 15 – That horrid little madly grinning goblin is a Gremlin, awful pranksters from the faerie lands.
DC 20 – Gremlins like to steal and sabotage things, and can disappear at will.


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Bog Maid

(young bog hag) – Level 6 Skirmisher
Medium fey humanoid (aquatic) XP 250

Initiative +6 Senses Perception +7; low-light vision
Unwholesome Presence aura 3; enemies in the aura gain only half
the normal hit points from spending healing surges.

HP 75; Bloodied 37; see also rending claws
AC 20; Fortitude 19, Reflex 17, Will 15
Speed 8 (swamp walk), swim 8

Claw (standard; at-will)
+11 vs. AC; 1d8 + 4 damage.

Rending Claws (standard; recharges when first bloodied)
The bog hag makes two claw attacks against the same target; if
both claws hit, the hag deals an extra 5 damage to the target.

Change Shape (minor; at-will) * Polymorph
A bog hag can alter its physical form to appear as a beautiful
young female elf, half-elf, eladrin, or human.

Evasive Charge
The bog hag shifts 2 squares after charging.

Alignment Evil Languages Common, Elven
Skills Intimidate +10, Nature +10, Stealth +12
Str 20 (+19) Dex 16 (+7) Wis 15 (+7)
Con 17 (+7) Int 12 (+6) Cha 14 (+7)


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Brier Brambles

This ritual will be featured in the 4th edition conversion of the upcoming adventure Anointing the Seer, which is due out this month. Once released we will include a free 4th edition conversion of the adventure for everyone who gets a copy at RPGnow.com. In the meantime keep your eyes here for more tidbits.


Ritual: Brier Brambles
Level:
10
Category:
Warding
Time:
10 minutes
Duration:
Permanent
Component Cost: 400 gold
Market Price: 1200 gold
Key Skill: Arcana or Nature

Sowing glowing seeds upon the earth before the doors and speaking the words of this ritual, a dense mass of thick, thorny vines springs up from the earth and blocks the way. “That should keep them from following us!”

This ritual summons a group of stationary magically animated vines that prevent passage. Upon completion of the ritual a Brier Bramble and a number of Offshoots grow up in the locations of your choosing within 10 squares of the caster. The number of Offshoots is dependent on your Arcana or Nature check.

Arcana or
Nature Check
Number of
Offshoots
19 or lower 2
20-24 3
25-29 4
30-34 5
35-39 6
40 or higher 7
The brambles obey simple commands from the ritual caster to the extent of their limited abilities (“crush him, don’t crush her”, “part and let me pass” “destroy any goblins that come this way” and so forth).

The Brambles persist for 24 hours or until destroyed. The ritual caster can extend the duration for another 24 hours by spending a healing surge. If the effect is sustained for a year and a day, it becomes permanent.

Brier Brambles: Level 5 soldier
large fey magical beast (plant)
XP 200
Initiative
+4 Senses Perception +3

HP
68; Bloodied 34
AC 21, Fortitude 21, Reflex 19, Will 19
Vulnerable fire (takes ongoing 5 fire damage [save ends] when damaged by fire).
Speed 0

Powers
Thorny Lash – (standard melee; at will) –
+12 vs. AC; 1d10 + 4 damage.

Crushing Embrace – (standard melee; encounter, recharge 4-6) –
+10 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without doing further harm.

Firmly Rooted
The brier brambles cannot be pushed, pulled or slid.

Alignment Unaligned – Languages none
Str 18 (+2) Dex 15 (+5) Wis 15 (+1)
Con 15 (+3) Int 1 (-1) Cha 1 (+0)

Brier Brambles Offshoots: Level 4 minion
large fey magical beast (plant)
XP 50
Initiative
+4 Senses Perception +3

HP
1; a missed attack never damages a minion.
AC 20, Fortitude 19, Reflex 18, Will 18
Speed 0

Powers
Thorny Lash – (standard melee; at will) –
+10 vs. AC; 1d10 + 4 damage.

Crushing Embrace – (standard melee; encounter, recharge 4-6) –
+8 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without further harm.

Firmly Rooted
The brier brambles cannot be pushed, pulled or slid.

Alignment Unaligned – Languages none
Str 17 (+5) Dex 14 (+4) Wis 14 (+4)
Con 14 (+4) Int 1 (-2) Cha 1 (-2)

Tactics: Brier Brambles are simple combatants due to their immobility. They will simply attack whoever they are told to attack when they are approached.

Brier Brambles Lore
A character knows the following with a successful Arcana check:
DC 15: These magical brambles will attack anyone approaching, but cannot move from where they are rooted.


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