We regret to inform our avid readers that the AaWBlog is being retired (sans Tales from the Tabletop). We would like to take this opportunity to recognize the entire AaWBlog team: Mike Myler, Justin Andrew Mason, Rory Toma, Lance Kepner, Tim Snow, Stefanos Patelis, Brian Wiborg, Jonathan Ely, and the rest of our fantastic contributors.
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P.R.A.N.K.S.T.E.R. Operative CR11 XP 12,800 Female elf arcanist 12 NE Medium humanoid (elf) Init +4; Senses low-light vision; Perception +7
DEFENSE AC 20, touch 16, flat-footed 15 (+1 deflection, +4 Dex, +1 dodge, +4 mage armor) hp 80 (12d6+36) Fort +6, Ref +9, Will +9 Immune sleep
OFFENSE Speed 30 ft. Melee+1 elven curve blade +6 (1d10, Crit 18-20/x2) Ranged acid jet+10 ranged touch (6d6+4 acid, Range 30 ft., Fort DC 20 or sickened 1d4 rounds) Special Attacks arcane reservoir (9/day, max 15), consume spells Arcanist Spells Prepared (CL 12th; concentration +16) 6th—mass suggestion 5th—dominate person (2) 4th—bestow curse, charm monster, dimension door, improved invisibility 3rd—blink, fireball, fly, major image, suggestion 2nd—blindness/deafness, detect thoughts, invisibility, mad hallucination, touch of idiocy, twisted space 1st—charm person, disguise self, liberating command, mage armor, magic missile, shield 0th—acid splash, bleed, dancing lights, detect magic, detect poison, mage hand, mending, prestidigitation, spark
TACTICS Before Combat A PRANKSTER Operative uses Silent Spell and Still Spell with her enchantments, attempting to keep any disruption of her cover to a minimum. During Combat A PRANKSTER Operative casts improved invisibility and then uses bestow curse, dominate person, and blindness/deafness to incapacitate foes before she dispatches them with her elven curve blade. Morale PRANKSTER Operatives are highly valued by the cabal but avoid capture at all costs, fighting to the death if they cannot flee when reduced to 12 hit points or less.
STATISTICS Str 8, Dex 18, Con 12, Int 15, Wis 10, Cha 18 Base Atk +6; CMB +5; CMD 21 Feats Combat Casting, Dodge, Eschew Materials, Silent Spell, Still Spell, Toughness Skills Bluff +12, Disguise +12, Knowledge (all) +6, Linguistics +6, Perception +7, Spellcraft +15, Stealth +14, Use Magic Device +11; Racial Modifiers +2 Perception Languages Common, Draconic, Dwarven, Elven SQ arcanist exploits (acid jet, arcane barrier, counterspell, dimensional slide, greater counterspell, spell resistance), cantrips, elven magic, keen senses, weapon familiarity Combat Gearpotion of cure serious wounds; Other Gear+1 elven curve blade, belt of dexterity +2,cloak of resistance +1, glove of storing, periapt of charisma +2, ring of protection +1
When the tactful force of a PRANKSTER Agent is unnecessary or an even more subtle hand is needed, the cabal dispatches a PRANKSTER Operative to infiltrate, reconnoiter, and more often than not, sabotage.
5E Rules
Use the statistics for a Mage but replace shield with disguise self and add Bluff +6, Disguise +6, and Stealth +6 to skills.
When the PCs arrive in Mohkba they are barely as tall as a nail—only a quarter or half of an inch in height! Though they are unlikely to be found by the guards still looking for them, the adventurers have an entirely different problem on their hands: whatever magic Jesker the Great used to force their teleportation past the abjurations of the Sanctioned Practitioners of Mohkba, it is too powerful to be affected by any spell of 6th-level or lower. The adventurers are stuck with their new statures!
All of the party quickly realizes how small they’ve become and though there’s relief from being found by the guards, they land directly in the middle of the city watch’s dog pack den. Two dozen of the creatures—normally a friendly and encouraging sight—pose a deadly threat!
ENORMOUS HUNTING DOG CR 2 XP 400 N Medium animal (special size rules) [This upcoming Meta Thursday with a sneak peek below! —MM] Init +1; Senses low-light vision, scent; Perception +8
DEFENSE AC 6, touch 3, flat-footed 5 (+1 Dex, +3 natural, -8 size) hp 17 (2d8+8) Fort +7, Ref +4, Will +1
OFFENSE Speed 40 ft. Melee bite -1 (1d6+9 plus trample and trip) Special Attacks bijou bashing (1d4), trample (1d4+9, DC 16)
STATISTICS Str 23, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +7; CMD 18 (22 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
ECOLOGY Environment any (special size rules; Mohkba Mania) Organization solitary, pair, or pack (3–12) Treasure none
SPECIAL ABILITIES Bijou Bashing (Ex)Creatures of Medium size or larger do not resolve melee or ranged attacks that deal bludgeoning damage normally when targeting a creature of Diminutive size or smaller. On a successful hit, the smaller creature saves as though they were also being trampled by the larger creature. If the hit was a critical hit, increase the number of the trample’s damage die by 1 per critical multiplier (from 2d6 to 3d6 for a Medium creature wielding a club or other x2 modifier weapon, from 3d8 to 5d8 for a Large creature wielding a warhammer or other x3 modifier weapon, etc.) and the DC to avoid it by +5 per critical multiplier. A creature that fails their Reflex save must make a Fortitude save (DC 5 + opponent’s attack roll) or be knocked prone. On a successful Reflex save, the smaller creature takes half the damage from the trample. Unlike normal trample attacks, diminutive creatures are not able to make attacks of opportunity against their attacker.
Titanic Trample (Ex) Creatures of Medium size or larger receive trample as a special attack, dealing an amount of damage determined by size. They automatically make a trample attack against non-flying creatures of Diminutive size or smaller whenever they occupy the same square, avoided with a successful Reflex save (no damage). The DC of this Reflex save increases by +2 for every leg the trampling creature possesses beyond two. Creatures that have no Fly speed that cannot be tripped (such as oozes and shoggoths) receive a +20 bonus to the DC of their Trample attack.
5E Rules
Use the regular statistics for a dog with the special size rules for Mohkba Mania. [Check back on Meta Thursday later this week! —MM]
BLEIRVAR THE BIOMANCERCR11 XP 12,800 Male tiefling blood kineticist 12 NE Male outsider (native) Init +3; Senses darkvision 60 ft.; Perception +11
DEFENSE AC 24, touch 15, flat-footed 20 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +4 shield) hp 133 (12d8+72) Fort +13, Ref +11, Will +5 Defensive Abilities orc ferocity; DR 5/magic; Resist cold 5, electricity 5, fire 5
OFFENSE Speed 40 ft. Melee+1 dagger +9/+4 (1d4, Crit 19-20/x2) Special Attacks elemental overflow +4, kinetic blast, metakinesis (empower, maximize) Spell-Like Abilities (CL 12th, concentration +14) 1/day—darkness Blood Kineticist Wild Talents Known (CL 12th, concentration +17) Defense—shroud of blood Infusions—draining infusion (touch, Fort DC 21 for quarter damage, 1 burn), foe throw (Fort DC 21 negates) Kinetic Blast—blood blast +13 (6d6+12, 2 burn), water blast +13 (6d12+12 bludgeoning), wrack (3d6+6 untyped, Fort DC 21 halves) Substance—bleeding infusion (Fort DC 21 or 6 bleed; 2 burn), gut-wrenching infusion (Fort DC 21 or sickened 1 minute; 3 burn), vampiric infusion (3 burn) Utility—blood tell, kinetic cover, kinetic healer, veil of mists, water manipulator
TACTICS Before Combat Bleirvar activates shroud of blood and drinks his potion of fly. During Combat Bleirvar uses foe throw to put his enemies into the Grave Morass and otherwise inflicts as much bleed damage as possible (using Shot on the Run to stay out of reach of melee combatants). Morale Bleirvar fights to the death, drinking his potion of cure serious wounds when reduced to 40 hp or less.
STATISTICS Str 8, Dex 16, Con 20, Int 14, Wis 13, Cha 8 Base Atk +9; CMB +8; CMD 23 Feats Craft Wondrous Item, Dodge, Mobility, Point-Blank Shot, Shot on the Run, Weapon Focus (kinetic blast) Skills Acrobatics +11, Bluff +6, Craft (biomancy) +17, Heal +16, Intimidate +4, Knowledge (nature) +17, Perception +11, Stealth +15, Swim +7, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth Languages Abyssal, Aklo, Common, Draconic SQ blood focus, burn (3 points/round, maximum 8), expanded element (blood), gather power, infusion specialization 3, internal buffer 2, supercharge Combat Gearpotion of cure serious wounds, potion of fly; Other Gear+1 glamered chain shirt of invulnerability, belt of physical might +2 (Dex, Con), boots of striding and springing,ring of protection +2, ring of sustenance
5E RULES
BLEIRVAR THE BIOMANCER Tiefling warlock 12, neutral evil Armor Class 17 (3 mage armor, 3 Dexterity, +1 magic) Hit Points 87 (12d8+24) Speed 30 ft.
Eldritch Invocations. Bleirvar adds his Charisma bonus when dealing damage with eldritch blasts and can fire them at a range of 300 feet, casts detect magic, disguise self, and mage armor without expending spell slots, and can see normally in all types of darkness, Spellcasting. Bleirvar is a 12th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). Bleirvar knows the following spells and has a total of 11 spell slots of 5th-level:
Cantrips—blade ward, fire bolt, eldritch blast, mage hand, spare the dying, thaumaturgy, true strike
1st—command, hex, protection from good
2nd—crown of madness, invisibility
2nd (1/long rest)—darkness, hellish rebuke
3rd—fly, fireball
4th—dimension door, fire shield
5th—hold monster, scrying
6th (1/long rest)—eyebite
Warlock. Bleirvar gains 5 temporary hit points when he reduces a creature to 0 hit points, can add +1d10 to an ability check or saving throw once per short rest, and has resistance against lightning damage.
ACTIONS Eldritch Blast. Ranged Weapon Attack: +9 to hit, range (300 feet), up to three targets. Hit: 10 (1d10+5) force damage per beam (3 total).
TREASURE boots of speed, hat of disguise, ring of protection
Scowl CarverCR 12 XP 19,200 Male ashen human fighter 7/rogue 5 NE Medium humanoid (ashen, human) Init +10; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex) hp 80 (7d10+5d8+19) fast healing 5 Fort +7; Ref +14; Will +4; +2 vs. fear Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodge; DR 5/ –; Immune radiation
OFFENSE Speed 40 ft. Melee+2 cruel dagger +20/+15 (1d4+7, Crit 17-20/x2) and dagger +16/+11 (1d4+6, Crit 17-20/x2) Special Attacks sneak attack +3d6, weapon training (light blades +1)
TACTICS Before Combat Scowl attempts to ambush an enemy, attacking from the shadows if given the opportunity. During Combat Scowl is relentlessly protective of his fellow mutants, focusing his attacks on creatures assaulting his kin before facing a direct threat to himself (even if this leaves him open to attacks of opportunity). Morale Scowl is relentless in battle, but attempts to flee when reduced to fewer than 10 hp.
STATISTICS Str 14, Dex 22, Con 13, Int 12, Wis 8, Cha 10 Base Atk +10; CMB +12; CMD 28 Feats Dazzling Display, Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Shatter Defenses, Skill Focus (Acrobatics), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Specialization (dagger) Skills Acrobatics +30, Bluff +10, Climb +10, Diplomacy +10, Disable Device +14, Disguise +10, Escape Artist +10, Intimidate +20, Knowledge (local) +9, Perception +13 (+15 to find traps), Ride +10, Sleight of Hand +10, Stealth +20, Survival +10, Swim +10 Languages Common, Mutant Hand Sign (exclusive to the mutant enclaves of the Scorched Lands) SQ armor training 2, bulbous eyes, fractured mind, rogue talents (finesse rogue, weapon training), trapfinding +2 Combat Gearpotion of endure elements,potion of spider climb; Other Gear+1 chain shirt, +2 cruel dagger, dagger, solid gold symbol in the stylized likeness of the Shard of the Sun (2,000 gp art item). Boon Scowl can assure safe passage through the mutant territories of the Scorched Lands and evoke a Friendly attitude from various mutant enclaves.
SPECIAL ABILITIES Bulbous Eyes (Ex) Scowl has darkvision with a range of 60 ft. and low-light vision. Fast Healing (Ex) Scowl has fast healing 5. Fractured Mind (Ex) When Scowl fails a Will save he is confused for 1 round. Increased Speed (Ex) Scowl’s speed increases by 10 feet. Rugged (Ex) Scowl has DR 5/—.
5E RULES
Use the statistics for an “Oni” for Scowl but instead of any spellcasting abilities, Scowl gains sneak attack +4d6, uncanny dodge, and the ability to make three attacks in a round when using his glaive.
GREGARIA SPHINX CR 8 XP 4,800 N Large magical beast Init +8; Senses darkvision 60 ft., low-light vision; Perception +21
DEFENSE AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size) hp 102 (12d10+36) Fort +11, Ref +9, Will +10
OFFENSE Speed 40 ft., fly 60 ft. (good) Melee 2 claws +15 (2d6+4, Crit 19–20/x2), sting +10 (1d6+2 plus poison) Space 10 ft.; Reach 10 ft. Special Attacks pounce, rake (2 claws +15, 2d6+6) Spell-Like Abilities (CL 12th; concentration +16) Constant—comprehend languages, detect magic, read magic, see invisibility 4/day—dispel magic, legend lore, locate object, remove curse 2/week—symbol of fear (DC 20), symbol of pain (DC 19), or symbol of persuasion (DC 20)
STATISTICS Str 19, Dex 18, Con 16, Int 26, Wis 19, Cha 11 Base Atk +12; CMB +17; CMD 31 (35 vs. trip) Feats Alertness, Combat Casting, Hover, Improved Critical (claw), Improved Initiative, Iron Will Skills Bluff +14, Diplomacy +14, Fly +10, Intimidate +14, Knowledge (all) +12, Perception +21, Sense Motive +19, Spellcraft+16 Languages Common, Sphinx
ECOLOGY Environment any desert (Scorched Lands) Organization solitary, pair, or trio Treasure none
SPECIAL ABILITIES Gregaria Sphinx Poison (Ex) Sting—injury; save Fort DC 19; frequency 1/minute for 2 minutes; effect muted for 3 rounds; cure 1 save. The save DC is Constitution-based. Gregaria Swarm (Ex) When a creature is affected by a gregaria sphinx’s poison there is a 50% chance that small maggots are implanted into its body, taking control of the host’s physical movements as the dominate person spell (CL 12th). Unlike the dominate person spell no save is triggered by forcing the target to attack an ally, and a creature so dominated can only take a standard and move action each turn. When a creature dies while under the mental effects of a gregaria sphinx’s poison, a plague locust swarm bursts from its corpse the next round (DC 16 Will save negates).
5E RULES
GREGARIA SPHINX Large beast, Neutral Armor Class 18 (+4 natural) Hit Points 101 (12d10+36) Speed 40 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
18 (+4)
16 (+3)
20 (+5)
19 (+4)
11 (+0)
Saving Throws Con +6, Int +8, Wis +7 Skills Insight +7, Perception +7 Senses Darkvision 60 ft., passive Perception 17 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons, psychic Condition Immunities charmed, frightened Languages Common Challenge 8 (3,900 XP) Gregaria Sphinx Poison. Description 1 Magical Strikes. All of a gregaria sphinx’s claw and stinger attacks are magical. Spellcasting. A gregaria sphinx is an 8th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 16; +8 to hit with spell attacks), though it can access two spells beyond the normal ken. A gregaria sphinx has the following spells prepared from the wizard spell list: Cantrips (at will): mage hand, prestidigitation 1st-level (4 slots): comprehend languages, detect magic 2nd-level (3 slots): locate object, magic mouth, see invisibility 3rd-level (3 slots): counterspell, dispel magic, remove curse 5th-level (1 slot): legend lore 7th-level (1 slot): symbol
ACTIONS Multiattack. The gregaria sphinx makes two claw attacks and one stinger attack. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage. Stinger.Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target is compelled to attack its allies for the same duration, or until it is relieved of the poisoned condition or an ally pleads for the poisoned creature to stop (prompting the poisoned creature to make a DC 13 Constitution saving throw to shake off the effect). The poisoned target can repeat the saving throw on each of its turns as a simple action, ending the effect on itself on a success.
LEGENDARY ACTIONS The gregaria sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The gregaria sphinx regains spent legendary actions at the start of its turn. Claw Attack. The gregaria sphinx makes one claw attack. Activate Poison (Costs 2 actions). The gregaria sphinx may force a creature that has gained the poisoned condition from its stinger to attack one of the poisoned creature’s allies. Cast a Spell (Costs 3 actions). The gregaria sphinx casts a spell from its list of prepared spells, using a spell slot as normal.