Magic Item: Lyre of Mal-odiousness
This magical lyre was once the prized possession of the famous philanthropist bard Zagreus. It is enchanted to magically enhance performances and bestows a +5 circumstance bonus to perform checks while being played.
It was buried with him long ago. A dastardly rake named Jax plundered his tomb to steal the lyre and became cursed in doing so. Now, any time anyone possessing it attempts to gain monetarily they find themselves frustrated. This manifests in various ways but is generally a -10 circumstance penalty on their social skill checks to do so; negotiations turn sour, diplomacy checks almost always fail etc.
Minor transmutation; caster level 5th; Create wondrous item, eagle’s splendor; Price: 3,125 gp; Weight 5 lbs.
Posted in Magic Item and tagged wondrous item by Adam A. Thompson with no comments yet.
Magic Item: The Hand of Despair
Posted in Magic Item and tagged wondrous item by Adam A. Thompson with no comments yet.
Creature: Brass Golem (CR 8)
These metal statues are carved in the form of muscular men and women – often appearing as athletes or heroes. Usually they are cast in brass but are also made of bronze or copper. They are animate guardians that are set in temples to detect and catch intruders. Priests form their bodies from metal and then summon a spirit from their deity’s home plane to animate their bodies. They are sometimes also known as wrestling golems, templar statues, wringen golems, wrestlen golem or guardian statues.
Brass Golem CR 8
good (often lawful) Medium Size Construct (Outsider)
Init: +4 Senses: darkvision 60 ft., see invisibility, detect evil
AC: 27 (+4 Dex, +13 natural), touch 14, flat-footed 23, damage reduction 5/adamantine and evil
HP: 76 HP (HD 9d10+27)
Immune: magic
Fort +3, Ref +7, Will +4
MV: 30 ft
Attack: slam +12 melee (1d4+6)
Full Attack: 2 slams +12 melee (1d4+6)
Atk Options: improved grab
Space / Reach: 5 ft / 5 ft
Base Attack: +6 Grp: +12
Abilities: Str 23 (+6), Dex 21 (+4), Con —, Int —, Wis 13, Cha 11
SQ: Construct traits, damage reduction 5/adamantine and evil, darkvision 60 ft., see invisibility, detect evil, immunity to magic.
SA: improved grab
The handsome goldish-colored statue suddenly swivels it’s head to lock it’s glowing blue eyes with yours. It bounds off the pedistal it was on, dropping it’s discus, and charges at you.
COMBAT
Upon detecting evil intruders guardian statues charge their opponents and tackle them using a slam and their improved grab ability. Once grappling their foes they will attempt to wrestle them to the ground and pin them there. Foes that struggle will be dealt subdual damage until they submit. They will hold a foe indefinitely or until a priest of the temple arrives to decide the fate of the interloper.
Improved Grab (Ex): To use this ability, a guardian status must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Immunity to Magic (Ex): Immune to all magic with the following exceptions. Spells with the fire descriptor do no damage but instead cause it to become hasted and to deal an additional 1 point of heat damage with it’s slam attacks for 1 round for every 10 points of fire damage dealt. In addition the golem will be healed by 1 point for every 3 points of damage that would have been dealt and returns 1 point of DR for every 10 points of fire damage. Spells with the cold descriptor deal no damage but instead cause it’s DR to be reduced by 1 for every 10 points of cold damage dealt. It’s DR cannot be reduced below 0 in this fashion. It’s DR returns at a rate of 1 point per round. Spells that dismiss or otherwise banish outsiders drive off the spirits within them, effectively slaying them.
Construction
A guardian statue is cast or carved from a metal such as bronze, copper or brass weighing 400 lbs and costing 200 gp. It must then be treated with special alchemical mixtures and oils worth 1000 gp.
Creating the body requires a successful DC 20 Craft (sculpting) check.
CL 9th; Craft Construct, dispel evil, true seeing, commune, raise dead, caster must be at least 9th level; Price 30,000 gp; Cost 15,000 gp + 1,200 XP.
Posted in Creature and tagged construct by Adam A. Thompson with no comments yet.
Creature: The Great Earth Serpents (CR 20)
Great Earth Serpent CR 20
neutral Colossal Magical Beast (fire)
Init: +3 Senses: Tremmorsense: 60 ft, 5 x lowlight vision
Listen +1 Spot +26
AC: 31 (-8 size, +3 dex, +20 natural)
HP: 267 (HD 25d10 + 125)
Immune: fire
Fort: +17 Ref: +15 Will: +9
Weakness: cold
MV: 30 ft, burrow 20ft, swim 60ft
Attack: +38 bite 2d8 + 15 plus 2d8 fire or +37 tail slap 4d6 + 22 plus 2d8 fire
Full Attack: +38 bite 2d8 + 15 plus 2d8 fire and +32 tail slap 4d6 + 22 plus 2d8 fire
Atk Options: constrict, improved grab, swallow whole
Space / Reach: 30′ / 20′
Base Attack: +37 Grapple: +51
Abilities: Str: 41 Dex: 17 Con: 21 Int: 5 Wis: 12 Cha: 3
SQ: DR 10/frost, destroy weapon, fire immunity, heat aura, sheds light 20′
SA: constrict, improved grab, swallow whole
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Improved Sunder, Snatch, Weapon Focus (bite), Improved Bull Rush, Iron Will.
Skills: spot 25+1 = +26
Treasure: double standard, no items (as raw precious metal and uncut gems – see bolow)
A colossal serpent rears up 20 feet out of the lava, it’s body composed of molten rock and it eyes shining with white-hot light. The great heat of it’s body distorts the air.
Earth serpents, the beasts that dwell beneath and among the mountain’s roots and are the cause of earthquakes and volcanoes (according to dwarves), appear to be colossal snakes or wyrms whose bodies are composed of lava or semi-molten rock, and have eyes that gleam with a white-hot light. Dwelling in and around the lakes of molten stone that pepper the underdark and delving deeper even than dwarven lore, these creatures are mysterious and strange.
Generally content to bask in the pools of lava that their bodies create, sometimes they are seized with a sudden restlessness, burrowing through solid rock and sometimes causing disastrous shifts in the surface.
Great earth serpents are rumored by deep dwarves to have blood of molten gold, and when they die create veins of ore.
COMBAT
Great Earth Serpents are straightforward in combat, charging, swallowing and crushing any that intrude on their territory, or threaten them or their offspring.
Damage Reduction: No weapon without the magical frost ability has a chance of completely penetrating the molten metal and rock that compose an earth serpent’s scales.
Destroy Weapon (Su): Any nonmagical weapon that strikes them is destroyed by the great heat of their bodies.
Fire Trait: Great earth serpents take no damage from fire at all, and take double damage from cold except on a successful save.
Improved Grab (Ex): To use this ability, a great earth serpent must hit with its bite or tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe or constrict the following round.
Swallow Whole (Ex): A great earth serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+22 points of crushing damage plus 2d8 points of heat damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal serpent’s interior can hold 4 Large, 16 Medium, 64 Small, 256 Tiny, or 1024 Diminutive or smaller opponents.
Constrict (Ex): A great earth serpent automatically deals 4d6+22 points of bludgeoning and 2d8 heat damage with a successful grapple check.
Heat Aura (Su): All creatures and objects within 10′ of an earth serpent take 2d8 damage from the immense heat of their bodies, (reflex save ½). Those failing their saves have caught fire and will burn for an additional 1d4 rounds for 1d6 points of damage per round.
Tremmorsense: Great Earth Serpents have tremorsense to a distance of 60 ft.
Lowlight vision: Great Earth Serpents can see 5 times as far as a normal human in low light.
Sheds light: Great Earth Serpents shed light in a 20′ radius.
Hide: Great Earth Serpents gain a +10 to hide checks when in lava.
Treasure: Earth serpents have significant quantities of molten precious metal in their bloodstreams and gems in their eyes and skulls. After their deaths the metals cool and can be mined from the rocklike flesh. Roll for coins and gems and award that value in raw ore by dividing the coin value by 50 to determine the number of pounds of precious metal available.
Posted in Creature and tagged fire subtype, magical beast by Adam A. Thompson with no comments yet.
Miniatures: Thunderbolt mountain
Just a quick post this Monday to show off some figures I just finished painting. They’re some of the exquisite figures from Thunderbolt Mountain, of the famous and brilliantly talented Tom Mier. This isn’t a paid shill for Tom, I just love his work. And they always throw in a free monster figure when I order from them, like a goblin or a skeleton. It’s the little extra touches that get me…
Wow! I just looked at Thunderbolt Mountain’s site, and saw the new releases for Gencon! A wood elf champion and scouts! Take a look!
Wait, forget those (although they’re cool)… I started to ready his blog here, and check this out!!! That’s truly incredible!
So I just threw them into GIMP and put a cheezy background on it. Not bad for 15 minutes of work… They look pretty heroic there. Now they just need a big dragon behind them to be fleeing from 😛
In other news, stay tuned this week for more content coming from Unicorn Rampant on Claw / Claw / Bite ! You’ll be seeing the Great Earth Serpent (CR 20), the lawful good Bronze Golem (CR 8) and more Castle Steiglitz and much, much more!
Posted in Miniatures and tagged fun by Adam A. Thompson with no comments yet.
Creature: Psychic Flying Super Roper (CR 21)
Psychic Flying Super-Roper
Chaotic Evil Huge Magical Beast CR 21
Init: +0 Senses: blindsight 90′, darkvision 120′, low-light vision.
Listen +34 Spot +34
AC: 44 (-2 size, +0 dex, +36 Natural), touch 8, flat-foot 44
HP: 298 (HD 31d10+155)
Saves: Fort: 22 Reflex: 19 Will: 13
Resistances, immunities & weaknesses: SR 39, immunity to electricity, resistance to cold 10, vulnerability to fire.
MV: 10ft, fly 60ft
Base Attack: +31 Grp: +18
Attack: strand +35 or bite +37 (3d6+6, 19-20 x2)
Full Attack: strand +35 ranged touch (drag) and bite +37 (3d6+6, 19-20 x2)
Atk Options: Weakness, spell-like abilities (chain lightning, lightning bolt).
Space / Reach: 15’/15′ (75′ with strands).
Abilities: Str:27 (+8) Dex:11 Con:21 Int:12 Wis:16 Cha: 12
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand), Quicken Spell-like ability (Touch of Idiocy), Empower Spell-like Ability (lightning Bolt), Improved Critical (bite), Lightning Reflexes, Combat Expertise, Improved Disarm, Improved Multiattack.
Skills:Climb +12, Hide +30*, Listen +34, Spot +34.
SA: spell-like abilities.
SQ: immunities & resistances (see above).
Tainted and transformed by strange radiations from the deepest reaches of the outer planes, these ropers have become so dangerous that none but the most powerful of heroes can defeat them.
Tactics: Attempting to attack with surprise, or just flying at a group of creatures hurling lightning bolts, the roper will attempt to draw characters into it’s maw with it’s strands, using it’s touch of idiocy ability on them as it grabs them. Creatures using weapons to attack it’s strands will be disarmed (+4 to disarm attempts).
Spell-Like Abilities: At Will – Detect Thoughts, Ghoul Touch, Touch of Idiocy. 3/Day – Blink, Dimension Door, Lightning Bolt (DC 14). 1/Day – Chain Lightning. Spells are as by a 15th level sorcerer (save DC = 12+spell level)
Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 27 Escape artist or DC 23 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 30 HP and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.
Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 75 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.
Weakness (Ex): Anyone grabbed by a strand must succeed at a DC 30 Fort save or take 2d8 points of strength damage. The save DC is Constitution-based.
* +8 Racial in stony or icy areas.
Posted in Creature by Adam A. Thompson with no comments yet.
Creature: The Cats of Ulthar
Cats of Ulthar
Hit Dice: 4d8 (18)
Initiative: +3
Speed: 30 ft
Armor Class: 14 (+2 size +2 dex)
Base Attack/Grapple: +3 / –
Attack: Swarm 1d6+1
Full Attack: Swarm 1d6+1
Space/Reach: 10ft / 0ft
Special Attacks: Distraction, stunning aura
Special Qualities: Swarm traits, low-light vision, scent
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 4, Dex 15, Con 10, Int 10, Wis 12, Cha 16
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3.
Feats: Weapon Finesse, Improved Initiative
Environment: Temperate and lunar planes
Organization: Solitary, pride (2-6 swarms), or hunting party (7-12 swarms)
Treasure: None
Alignment: Neutral with lawful and good tendencies
Advancement: None
Level Adjustment: —
Thousands of yellow cat eyes blink at you malevolently and a paralytic fear grips you. No sound comes from the horde of felines as they pounce upon and completely envelop you.
These creatures are indistinguishable from normal domestic felines. However, they are highly intelligent, well organized, magical beasts. Any mistreatment of the feline race incurs their vengeance. Once they learn of a crime, they gather under the light of the moon in sufficient numbers to dispatch the transgressor without warning. They are chillingly efficient, leaving behind no trace of their victims.
COMBAT
Stunning Aura (Su): Any living creature within 10′ of the swarm of Cats of Ulthar must make a DC 15 Will save or be stunned for 1 round. A potentially affected creature that succeeds on its Will save remains immune to the cats’ stunning presence for 24 hours.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 15 Will save or be shaken (-2 to attacks, saves, skill and ability checks) for one round.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats of Ulthar also receive a plus one million racial bonus on Jump checks when they leap from rooftops to the dark side of the moon.
Posted in Creature and tagged animal, swarm, swarm subtype by Adam A. Thompson with no comments yet.
Character: Gundar Harl, Priest of Pelor (Lvl 5)
Gundar Harl, Priest of Pelor: A warrior priest, born an aristocrat and initiated into the holy mysteries of Pelor, Gundar is as strong as he is charming. Ambitious, and often bold, arrogant, and self-righteous, this young priest prefers to fight evil through heroic deeds rather than preaching to congregations. At the same time he is very used to getting his way in social settings, and is as powerful a debater and diplomat as he is a warrior, making him a natural leader.
Gundar can be used in your game as a ready-made PC or NPC. As a NPC he could travel with the party for a time, perhaps as they assist him with a task or vanquish some evil. He could also be useful as a contact or ally from within the temple he eventually builds. You may also find Gundar Harl useful as an antagonist, either unchanged or with slight modifications to his alignment or spells. In this case his equipment should also be reduced, as he was given equipment appropriate for a PC (at 5th and 10th level) and as such would provide an unbalancing amount of treasure for his EL.
Tactics: Gundar casts spells to increase his combat effectiveness then closes and brings an end to evil in melee combat with his mace and touch spells. As he gains levels he gets more spells that also help those around him, and a few spells to weaken his foes.
Backstory: Gundar is the youngest son of a minor lord, who was sent to a big cathedral to study. Here, he earned the trust of his god through his studies. Now he has been sent forth on his journeymanship to prove himself in deeds, to spread the word of Pelor to the masses. He discovered that he is more interested in and is better at directly fighting evil than in proselytising, or fighting evil in his fellow man’s souls. He grew weary of the notion of settling down, being more excited about adventuring and building a cathedral of his own, having a parish of his own, one day rising to become a bishop.
This has created a slight rift between him and his elders; he has become a slight outcast among his peers and those who taught him his ways. He is still true to Pelor, so having his own parish makes sense to him. He connects with people through more everyday events rather than as a preacher, though at times he can be arrogant and self righteous. As such, he can be easily persuaded to accept missions to fight evil. This is one of his weaknesses. His other is his pride and greed: he wishes to become an important and wealthy person in the church, though this does not ultimately prevent him from carrying out Pelor’s will and doing good.
Gundar Harl NG Size Medium Male Human Cleric 5 CR 5
Senses: normal vision
Listen +3 Spot +3
AC: 21 (-1 dex, +9 armor, +2 shield, +1 deflection)
HD: 5d8 HP: 28
MV: 20′ or 50′ mounted
Base Attack: +3 Grp: +6
Attack: +7 heavy mace (1d8+4) or +2 Heavy Crossbow (1d10, 19-20 x2)
F: +5 R: +1 W: +8
s: 16 (+3) d: 9 c: 11 i: 10 w: 16 (+3) c: 15 (+2)
Feats: Power Attack, Cleave, Mounted Combat
Skills: concentration +8, diplomacy +10, know religion +2, know history +2, profession (barrister) +5, spellcraft +2
Gear: (9000 gp worth) gold holy symbol of pelor, +1 full plate (2650gp), +1 heavy mace (2312gp), MW Large Steel Sheild (170gp), Heavy crossbow (50gp), 10 bolts, white tabard with gold sun sewn on chest, Red Cloak or Resistance +1 (1000gp), Ring of Protection +1, heavy warhorse with saddle, bit and saddlebags (426), backpack, 3 flasks of holy water (75), bedroll, 3 torches, 5 days rations, etc.
SA: Cleric Spells (Domains: Strength, Sun), Turn Undead, Greater Turning 1/day, Feat of Strength (+5 str 1/day for 1 rd.)
Spells Prepared:
3rd (2+1): bestow curse, inflict serious wounds, searing light*
2nd (3+1): inflict moderate wounds, sound burst, spiritual weapon, bull strength*
1st (4+1): cause fear, divine favor, magic stone, doom, enlarge person*
0th (5): detect magic, guidance, inflict minor wounds, mending, resistance
* : domain spell
Posted in Character by Adam A. Thompson with no comments yet.
Encounter Index
Encounter Level – 1 | Encounter Level – 11 |
Posted in Encounter by Adam A. Thompson with no comments yet.
Spell Index
Assassin |
Cleric Domains
Plant Domain Protection Domain Time Domain Trickery Domain |
---|
A
B
D
F
M
N
Q
R X
Y Z |
Posted in Spell by Adam A. Thompson with no comments yet.