Baldrik Ostov, Death Knight
A knight in dirt-encrusted full armor steps forward and levels a glowing black blade at you. His black shield is emblazoned with a white sword and a diagonal red stripe, faded with age and numerous gashes. He raises the visor of his helm to reveal a fleshless skull for a face, with red pits for eyes. He swings his sword and a wave of screaming, lurid green hell-flame sweeps forth.
Baldrik Ostov was once the head of the Knights of the Crimson Sash, an order who served the Duke of Oleander in the time before the fall of Soguer. When the capitol fell and the lords of Soguer’s provinces fell to warring for succession, Baldrik led the Duke’s armies to many victories.
Eventually he went the way of all men and was struck down during a battle to subjugate one of the Duke’s rebellious vassals. His body was brought back to the Duke’s castle and interred there. This proved to be too great of a loss for Oleander to survive, and the majority of his vassals seceded over the next several years, leaving the Duchy as a tiny portion of it’s former lands.
There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service. Now Baldrik rides the land as a horrible skeletal warrior doing the bidding of his evil master.
Baldrik in your game: Baldrik could make a great climactic encounter for a group of 11th level PCs. He could almost even be used as a solo monster against them. Alternatively, for a group of epic tier characters you could use a bunch of “Baldriks” as an encounter.
Statistics
Baldrik Ostov ✦ Level 15 Elite Fighter (Leader)
Medium natural humanoid (undead) ✦ XP 2400
Initiative +8 Senses Perception +9; Darkvision
HP 256; Bloodied 128; Healing Surge 64; Healing Surges: 2 see also power reference
AC 37; Fortitude 34, Reflex 26, Will 27
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 5
Action Points 1
Powers
Basic Melee ✦ At-Will ✦ Martial, Weapon
Bastard Sword +21 vs. AC; 1d10 + 5 and 5 necrotic
Cleave ✦ At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 6 and 5 necrotic damage, and an enemy adjacent to you takes 6 damage.
Anvil of Doom ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 2d10 + 6 and 5 necrotic damage, and the target is dazed until the end of your next turn.
Storm of Blows ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 7 and 5 necrotic damage.
Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.
Dragon’s Fangs ✦ Daily ✦ Martial,Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: +21 vs. AC, two attacks against one target or one attack against each target
Hit: 3d10 + 6 and 5 necrotic damage.
Miss: Half damage
Unbreakable ✦ Encounter ✦ Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 6.
Last Ditch Evasion ✦ Daily ✦ Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you.
However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.
Marshal Undead
Aura 10; lower-level undead allies in the aura gain a +2 bonus to their attack rolls.
Soul Weapon ✦ Necrotic, Weapon
When attacking with its melee weapon, the death knight deals an additional 5 necrotic damage to its target.
Unholy Flames (standard; recharge 5,6) ✦ Fire, Necrotic
Close burst 2; +17 vs. Reflex; 6d8 + Constitution modifier necrotic and fire damage to living creatures; undead creatures within the burst (including the death knight) deal an extra 2d6 fire damage with melee attacks until the end of the death knight’s next turn.
Alignment Alignment Languages Common, Abyssal
Skills Athletics +18, Endurance +18, Intimidate +13
Str 22 (+13) Dex 12 (+8) Wis 14 (+9)
Con 13 (+8) Int 18 (+11) Cha 11 (+8)
Equipment: Warplate armor, Heavy Shield, Bastard Sword (soul weapon)
Posted in Uncategorized and tagged Campaign: Heir of Soguer, creature type: undead, creature: paragon soldier (elite), subplot: Dead Kings Rise by Adam A. Thompson with no comments yet.
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.
Posted in Magic Item and tagged Campaign: Heir of Soguer, equipment: artifact weapon, subplot: The Sword of War by Adam A. Thompson with no comments yet.
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
Posted in Character by Adam A. Thompson with no comments yet.
4th edition material
Welcome to Tailslap, a new publication from Unicorn Rampant. This magazine picks up in 4th edition where Claw/Claw/Bite, our sister magazine blazed a trail with the 3.5 rules.
In the meantime, enjoy our 4th edition posts there. Search for the tag “4th edition” to see all our 4th edition material
Posted in news by Adam A. Thompson with no comments yet.
Random Encounters
Random encounters have gotten a bad name in recent years, and mainly that’s because they have not evolved past a simple chart of monsters to be fought. Presented below is a chart of random encounters that I came up with for my next homebrew campaign. Not intended to be the meat of any session, they are more like a quick spice I can throw in when the characters travel from place to place.
The categories and encounters in this list create flavor more than anything: they each allow me to present details that build the themes I want to emphasize in my game. For example, the lands where the game takes place in have been ravaged by war for 40 years, so battlefields and refugees help me reinforce that theme to the players.
Feel free to borrow it and modify it as you like to add a little flavor to your games!
some ancient thing
- -skeleton or skull or creature(s)
- -shrine or roadside statue
- -battlefield
- -ruined village / town
caravan or merchants
- -lone farmer(s)
- -long distance caravan (with guards)
- -pilgrims
- -refugees
- -wedding / funeral / festival procession
- beggars, plague victims and horribly maimed veterans of conflicts begging for alms
bandits
- -local
- -roaming
other
- -party of adventurers (only up to 9th? level)
- -typical random encounter (monstrous)
tiny communities
- -farming / fishing / herding community
- -fey community (be careful!!!)
- -demi-human community (goblin etc)
local fauna
- -wild animals (after parties animals? will not fight to the death: at half HP will run away)
- -pack of starving wolves
- -bear and cub
- -puma / mountain lion, will stalk party and attack one of them (or a mount) when they are alone.
- -domestic animals
Posted in Encounter by Adam A. Thompson with 1 comment.
Curse of the Beast
Warlock (Fey) Attack 13
With a magic word and gesture, your foe is transformed into a bleating sheep. “Bah! I thought you’d be a tougher foe than that!” you exclaim.
Encounter <> Arcane, Polymorph, Implement
Standard Action Ranged 10
Attack: Charisma vs Will
Hit: The foe is turned into a harmless animal of your choosing that is native to the area (save ends). This transformation does not alter the target’s stats in any way, except that they can fly or swim as appropriate to their new form. While transformed, the target cannot make standard actions or activate any powers: they only actions they can take are map moves.
Upon three failed saves this effect becomes permanent and must be removed by Remove Affliction or similar magic.
Posted in 4th edition Dungeons & Dragons and tagged warlock power level 13 by Adam A. Thompson with no comments yet.
Galonadel Silma-ehta
A serious and morose elf, the tragedy of his family’s end hangs over him like a dark cloud. Noble and honorable, he is a great friend to those he has fought alongside, yet his sadness has made him cynical and hard.
His armor and weapons are kept in good condition, but he has left his blue hauberk, with his family’s silver star-tipped spear design, torn and cut just as is was when he was knocked out and left for dead on the battlefield of his family’s defeat.
Galonadel in your game: You could use Galonadel’s sad tale as the start of a quest, or a series of quests, to drive the Vagyr Beastmen from his lands in the Feywild. He could also 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 that would take over the party.
Galonadel Silma-ehta: Level 1 Warlord
medium fey humanoid – XP 150
Initiative +0 Senses Perception +0
HP 24; Bloodied 12 Healing Surges: 8
AC 17, Fortitude 21, Reflex 19, Will 18
Speed 6
Powers
Viper’s Strike – (Standard; At-Will)
Wolf Pack Tactics – (Standard; At-Will)
Warlord’s Favor – (Standard; Encounter)
Lead the Attack – (Standard; Daily)
Inspiring Word – (Minor; Encounter x 2)
Fey Step (Minor; Encounter)
Basic Attacks
Longsword: +6 vs AC, 1d8 + 5 damage
Javelin: range 5/10, +5 vs AC, 1d6 + 5 damage
Alignment Unaligned
Languages Common, Elven
Skills: Diplomacy +7, Heal +5, History +10, Intimidate +7
Feats: Eladrin Soldier
Str 10 (+3) Dex 15 (+5) Wis 12 (+4)
Con 19 (+7) Int 11 (+3) Cha 15 (+5)
Posted in 4th edition Dungeons & Dragons by Adam A. Thompson with no comments yet.
Helm of Disguise
The Helm of Disguise – Level 8
This fabled device, crafted by a greedy dwarven king, is a fine coif of silver chain with a shining silver mask that covers the upper face. With it one can take on the shape of any creature of about the wearer’s size.
Item Slot: Head 3.400 gold
Power (Daily; Minor): The wearer can Change Shape (see monster manual p280) to alter its physical form to take on the appearance of another creaure of its size or one size category larger or smaller, including a unique individual (giving a +20 bonus on its Bluff check to impersonate that individual). The new shape lasts until the creature is reduced to 0 hit points or choses to change back. Changing shape in this way does not grant any special powers or abilities.
Posted in 4th edition Dungeons & Dragons, Magic Item and tagged helm by Adam A. Thompson with no comments yet.
Stream Spirit
Yet another creature making its debut in Anointing the Seer, these water elementals present a worthy foe to lower-level characters, and can be summoned by those who have the Summon Elemental power.
These water spirits flow into the mortal world from the elemental chaos. They resemble animate waves about the size of a man, with eyes and mouth visible in their foaming features. Found in streams and rivers, they can calmly babble tunes to the weary or cruelly drown the unwary. They are powerful combatants and can knock their foes down and hold them under.
Stream Spirit: Level 7 Brute
medium elemental magical beast (water) – XP 300
Initiative +15 Senses Perception +2
HP 94; Bloodied 47
AC 19, Fortitude 19, Reflex 19, Will 19
Immunity disease, poison; Resist 5 cold
Speed 5
Powers
Wave Slap – (standard melee; at will)
+10 vs. AC; 2d6 + 5 damage, and push 2.
Drowning Tide – (standard; encounter, close blast 2; recharge 5-6)
+8 vs. Reflex, 3d10 + 5 damage, slide 1, knocked prone, and one target is grabbed.
Water Affinity
As long as the Stream Spirit is within 1 square of water it receives a +1 power bonus to attack rolls and damage.
Alignment Unaligned Languages Primordial
Str 16 (+6) Dex 16 (+7) Wis 9 (+2)
Con 14 (+5) Int 7 (+1) Cha 16 (+6)
Tactics: Stream Spirits tend to lurk in bodies of water where they are impossible to distinguish from the water – it is a DC 25 Perception check to detect them before they raise up out of the water to attack. When they do attack they try to push opponents into the water and drown them by grabbing them and holding them under, or simply bludgeoning them to death.
Stream Spirit Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental spirits are unpredictable and can be very dangerous.
Posted in 4th edition Dungeons & Dragons, Creature and tagged creature origin: elemental, creature: heroic brute by Adam A. Thompson with no comments yet.
Piranha Swarm
Piranha need no introduction, but their fiendish brethren do. Found in some tributaries of the Styx, these hellish fish will strip suffering souls to the bone in seconds.
Piranha Swarm – CR 5
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +15
AC: 19 (+4 size, +4 dex, +1 natural)
HP: 44 (HD: 10d8)
Fort: +6 Reflex: +10 Will: +4
Speed: 30 feet
Attack: swarm (4d6)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.
Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Alertness, Combat Reflexes, Lightning Reflexes
Abilities: Str 1 Dex 19 Con 10 Int 1 Wis 10 Cha 4
Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 14 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.
Stygian Piranha Swarm – CR 10
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +23
AC: 24 (+4 size, +4 dex, +6 natural)
HP: 133 (HD: 20d8 + 40)
Fort: +14 Reflex: +19 Will: +8
Speed: 30 feet
Attack: swarm (8d8)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.
Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Improved Natural Attack, Iron Will, Alertness, Combat Reflexes, Lightning Reflexes, Great Fortitude, Run
Abilities: Str 1 Dex 21 Con 14 Int 1 Wis 10 Cha 4
Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 19 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.
Posted in Creature and tagged aquatic subtype, swarm subtype by Adam A. Thompson with no comments yet.