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AaWBlog Closing, New Adventurer’s Chronicle magazine coming Spring 2016

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.

AAW Games would like to thank Mike Myler for all his hard work managing the AaWBlog and contributing to many Adventureaweek.com projects including the Aventyr Campaign Setting. Going forward Mike Myler will no longer be working with AAW Games but will continue to be a driving force in the roleplaying game industry, AAW Games wishes him well in his future ventures.

Fret not! Our brand new Adventurer’s Chronicle magazine will release its first issue in Spring 2016. This magazine will be free and have a plethora of content for both the Pathfinder Roleplaying Game and 5th Edition. In issue #1 we will have a fantastic guest article by Wolfgang Baur (Kobold Press, Tyranny of Dragons) and an in-person candid interview with actress and fellow gamer Jen Page!
Read more about the brand new FREE Adventurer’s Chronicle magazine below and make sure you sign up for our newsletter so you can be notified when it has been released (don’t worry, we won’t spam you).

AAW-eZine-Ad-Adventurers-Chronicle

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Mohkba Mania: PRANKSTER Operative

[When using this adversary in the second encounter of the Mohkba Mania adventure apply the special size rules from Meta Thursday: Little Characters, Big Adventures! —MM]

PRANKSTERS-operative_LPJ-Storn-Cook_rogue-1 (reduced)

P.R.A.N.K.S.T.E.R. Operative      CR 11
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 Gear potion 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.

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Mohkba Mania: Enormous Hunting Dog

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 DogENORMOUS 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]

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Wandering Wasteland: Bleirvar the Biomancer

Bleirvar the Biomancer (Final-Mezadev-C)BLEIRVAR THE BIOMANCER     CR 11
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 Gear potion 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.

STRDEXCONINTWISCHA
8  (-1)17  (+2)15  (+2)15  (+2)14  (+2)20 (+5)

Saving Throws Strength +0, Dexterity +4, Constitution +3, Intelligence +3, Wisdom +7, Charisma +10
Skills Deception +9, Nature +6
Senses Darkvision 120 ft., passive Perception 12
Damage Resistances fire, lightning
Languages Abyssal, Common
Challenge 11 (7,200 XP)

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

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Wandering Wasteland: Scowl Carver

scowl carver (mutant)Scowl Carver                           CR 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 Gear potion 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.

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Wandering Wasteland: Gregaria Sphinx

Gregaria SphinxGREGARIA 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.

STRDEXCONINTWISCHA
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.

[Submitted by Tim Snow!]

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Wandering Wasteland: Kara the Sun Flea

kara-the-sun-flea_rick hersheyKARA THE SUN FLEA     CR 8
XP 4,800
Female human investigator 5/bard 4
NG humanoid (human)
Init +3; Senses; Perception +13

DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 54 (9d8+9)
Fort +3 (+7 vs. poison), Ref +11, Will +9
Defensive Abilities poison resistance +4

OFFENSE
Speed 30 ft.
Melee mwk dagger +7/+2 (1d4, Crit 19-20/x2)
Ranged +1 hand crossbow +10 (1d4+1 plus drow sleep poison, Crit 19-20/x2, Range 20 ft.)
Special Attacks bardic performance 13/day (standard; countersong, distraction, fascinate, inspire competence +2, inspire courage +1), studied combat +2, studied strike +1d6
Investigator Extracts Prepared (CL 5th; concentration +7)
     2nd—invisibility, see invisibility, squeeze
     1st—negate aroma, stone fist, touch of the sea, true strike, urban grace
Bard Spells Known (CL 4th; concentration +7)
     2nd (2/day)—heroism, suggestion
     1st (4/day)—chord of shards, cure light wounds, disguise self, liberating command
     0th—dancing lights, detect magic, lullaby, mage hand, prestidigitation, sift

TACTICS
Before Combat Kara the Sun Flea avoids direct combat relying instead on others to do the fighting for her. When a situation becomes hostile she uses Spellsong and suggestion to manipulate potential enemies into attacking each other or otherwise leaving.
During Combat Kara takes cover and flees; when in an environment she is familiar with or when she has the tactical advantage, she uses her spells and poisoned crossbow bolts to render enemies unconscious (preferring to interrogate them before setting them free or bringing an end to their life).
Morale Kara is rather cowardly and flees when reduced to 30 hp or less.

STATISTICS
Str 10, Dex 16, Con 8, Int 14, Wis 12, Cha 16
Base Atk +6; CMB +6; CMD 19
Feats Dodge, Greater Fortitude, Skill Focus (Perform [Act], Sense Motive), Spellsong, Toughness
Skills Acrobatics +11, Appraise +6, Bluff +18, Climb +4, Diplomacy +15, Disable Device +7, Disguise +7, Escape Artist +15, Heal +5, Intimidate +7, Knowledge (local) +14, Linguistics +6, Perception +13, Perform (act) +18, Sense Motive +16, Sleight of Hand +7, Spellcraft +8, Stealth +15, Survival +5, Swim +4, Use Magic Device +7
Languages Common, Dwarven, Elven, Undercommon
SQ alchemy, bardic knowledge, cantrips, inspiration (1d6, 6/day), investigator talents (empathy, underworld inspiration), keen recollection, mwk dagger, poison lore, swift alchemy, trapfinding, trap sense +1, versatile performance (Perform [act] for Bluff), well-versed
Combat Gear +1 hand crossbow (10 bolts poisoned with drow sleep poison), potion of alter self, potion of cure serious wounds, potion of feather fall, potion of haste, potion of spider climb; Other Gear +2 studded leather armor, 2,000 gold worth of platinum coins and gold coins

5E Rules

Use the “Spy” NPC from the Monster Manual.

 

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Awake in Alucinar: Nightmare Dragon

nightmare dragon

Adult Nightmare Dragon       CR 14
XP 38,400
CE Huge dragon (extraplanar, nightmare)
Init +4; Senses dragon senses; Perception +25
Aura frightful presence (180 ft., DC 23), nightmare eater (60 ft.)

DEFENSE
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
hp 212 (17d12+102)
Fort +16, Ref +12, Will +15
DR 10/magic; Defensive Abilities negative energy affinity; Immune cold, confusion effects, death effects, energy drain, paralysis, sleep; SR 15

OFFENSE
Speed 40 ft., fly 150 ft. (poor)
Melee bite +22 (2d8+7, Crit 19–20/x2), 2 claws +20 (2d6+3), tail slap +20 (2d6+7), 2 wings +20 (1d8+3)
Space 15 ft.; Reach 10 ft. (15 ft. with bite, tail slap)
Special Attacks crush,  nightmare breath (50-ft. cone, DC 18 Will save)
Spell-like Abilities (CL 17th; concentration +22)
     At will—darkness, nightmare (DC 20), shadow walk, sleep (DC 16)
Sorcerer Spells Known (CL 7th; concentration +12)
     3rd (5/day)—deep slumber (DC 18), dispel magic, inflict serious wounds (DC 18)
     2nd (7/day)—command undead (DC 17), invisibility, web (DC 17)
     1st (8/day)—grease (DC 16), inflict light wounds (DC 16), reduce person (DC 16), shield
     0th—detect magic, detect poison, disrupt undead (DC 15), mage hand, ray of frost, read magic

STATISTICS
Str 25, Dex 14, Con 22, Int 20, Wis 21, Cha 20
Base Atk +17; CMB +26; CMD 38 (42 vs. trip)
Feats Critical Focus, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
Skills Bluff +25, Diplomacy +25, Fly +18, Knowledge (arcana, local, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25, Stealth +20, Survival +25
Languages Abyssal, Common, Draconic, Undercommon
SQ ghost bane, umbral scion

SPECIAL ABILITIES
Ghost Bane (Su) A nightmare dragon’s natural attacks act as though they have the ghost touch property.
Nightmare Breath (Su) Three times per day, a nightmare dragon can breathe a 50-ft. cone of shadows. Creatures that fail a DC 18 Will save are put to sleep for 1d6 rounds and when awoken they are confused for a number of rounds equal to half the amount of time they were asleep (minimum 1 round; no save).
Nightmare Eater (Su) The gluttony of the nightmare dragon allows it to spend a swift action to cause horrific dreams to invade the minds of sleeping creatures. These nightmares deal 2d6 negative energy damage and do not prompt a creature to awaken, healing the nightmare dragon the same amount of damage. The nightmare dragon can heal past its maximum hit point total though any additional temporary hit points vanish after an hour.
Umbral Scion (Ex) Nightmare dragons have negative energy affinity and are immune to energy drain and death effects.

 

[Submitted by Tim Snow!]

5E Rules

ADULT NIGHTMARE DRAGON
Huge dragon, chaotic evil
AC 18 (natural armor)
Hit Points 191 (18d12+74)
Speed 40 ft., fly 70 ft.
STR 22 (+6), DEX 14 (+2), CON 19 (+4), INT 18 (+4), WIS 20 (+5), CHA 20 (+5)

Saving Throws Dex +5, Con +8, Wis +10, Cha +10
Skills Deception +12, Insight +12, Perception +12, Persuasion +12, Stealth +10
Damage Immunities death effects, negative energy, poison
Condition Immunities poisoned
Damage Resistances bludgeoning from nonmagical weapons
Senses darkvision 60 ft., passive perception 22
Languages Common, Draconic
Challenge 14 (11,500 XP)

Legendary Resistance (3/day).
Nightmare Eater. As a bonus action, a nightmare dragon can deal 2d6 psychic damage to a sleeping creature, gaining a number of temporary hit points equal to the damage dealt. This does not awaken sleeping creatures.

ACTIONS
Multiattack. The nightmare dragon can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, one target.
Hit: 17 (2d10+6) slashing damage.
Claw. Melee Weapon Attack: +10 to hit, one target.
Hit: 13 (2d6+6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, one target.
Hit: 15 (2d8+6) bludgeoning damage.
Frightful Presence. 120 ft., DC 20 Wisdom saving throw
Nightmare Breath (Recharge 5-6). The nightmare dragon exhales shadow in a 50-foot cone. Each creature in that line must make a DC 18 Wisdom saving throw, falling asleep for 1d6 rounds on a failed save. When they awaken they are confused for a number of rounds equal to half as long as they were asleep.

LEGENDARY ACTIONS
The nightmare dragon can take 3 legendary actions.
Detect. The nightmare dragon makes a Wisdom (Perception) check.
Ghost Bane. The nightmare dragon’s attacks count as magical for the purposes of overcoming damage resistances. Creatures immune to bludgeoning and slashing damage treat the nightmare dragon’s attacks as if they only had damage resistance instead.
Tail Attack. The nightmare dragon makes a tail attack.

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Awake in Alucinar: Galate

galate_nic-cloisterThis terrifying creature is a towering monstrosity that looms nearly twenty feet into the air. Six ears sprout from behind the curved horns at the top of its striped red face, the bone the same color as its hooves, the three claws extending from its arms, and the spined ridges running down its back to the end of its powerful tail.

GALATE CR 12
XP 19,200
CE Huge outsider (chaotic, daemon, evil, extraplanar, fire, nightmare lord)
Init +8; Senses darkvision 120 ft., detect good, see invisibility; Perception +16
Aura fire (5 ft., Reflex DC 21 halves or on fire), fear (60 ft., DC 21), frightful presence (60 ft., DC 21)

DEFENSE
AC 25, touch 9, flat-footed 24 (+1 Dex, +16 natural, -2 size)
hp 132 (16d10+64) regeneration 5 (good, silver)
Fort +10, Ref +11, Will +9; +4 vs. illusion-based effects
DR 10/good; Defensive Abilities illusion resistance; Immune acid, death effects, disease, fire, illusions, poison; Resist electricity 10
Weakness cold

OFFENSE
Speed 60 ft.
Melee gore +22 (2d6+8), 2 claws +20 (1d8+4 plus grab and 1d6 bleed, Crit 17-20/×3), tail +20 (2d6+4)
Space 15 ft.; Reach 15 ft.
Special Attacks night terrors, rend (1d8+8),
Spell-Like Abilities (CL 16th; concentration +19)
Constant—detect good, elemental aura (fire), protection from good, see invisibility
At will—dispel magic, greater teleport (self plus 50 lbs. of objects only)
3/day—deep slumber, detect thoughts, dream (DC 22), fly, invisibility, nightmare (DC 22), plane shift (from Aventyr to Alucinar or back again), shadow walk (DC 23), stinking cloud (DC 16), suggestion
1/day—feeblemind, modify memory, shadow conjuration (DC 21), shadow evocation (DC 22)

TACTICS
Before Combat The galate hides in the shadows or out of sight, using deep slumber and then nightmare on anyone that falls asleep.
During Combat Using its tremendous speed and strength a galate runs out to grab any spellcasters with its claw attack, dragging them away with shadow walk the next round and then deep slumber and its night terrors attack. It teleports back and knocks any remaining enemies unconscious, using night terrors and dream slave afterward.
Morale Galate fight to the (feigned) death and until they are completely destroyed.

STATISTICS
Str 26, Dex 12, Con 19, Int 14, Wis 9, Cha 17
Base Atk +16; CMB +26 (+30 grapple); CMD 37
Feats Critical Focus, Great Fortitude, Improved Critical (claws)B, Improved Initiative, Multiattack, Power Attack, RunB, Sickening Critical, Spring AttackB, Vital Strike
Skills Escape Artist +20, Intimidate +26, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +18, Sense Motive +18, Stealth +16, Survival +18
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
SQ critical claws, dream slave, feign death, nightmare magic

ECOLOGY
Environment Alucinar
Organization solitary
Treasure double

SPECIAL ABILITIES
Critical Claws (Ex) A galate’s claws have a regular critical threat range of 19-20 and a critical modifier of x3, and galate receive Improved Critical (claws) as a bonus feat.
Dream Slave (Su) Instead of killing a target with its night terror ability, a galate may instead enslave it with a permanent dominate monster effect. The enslaved creature is healed of all Charisma damage taken from night terrors.
Feign Death (Ex) Whenever a galate is unconscious, it appears dead. A conscious galate can also make itself appear dead as an immediate action. Any creature that physically interacts with a galate feigning death must succeed at a DC 21 Heal check or DC 21 Will saving throw to recognize it is actually alive.
Frightful Presence (Su) This ability activates when the galate charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.
Night Terrors (Su) Once a galate enters a target’s mind with its dream or nightmare spell-like ability, it can attempt to control the target’s dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the galate. Thereafter, the galate controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the galate releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

5E Rules

GALATE
Huge outsider, chaotic evil
AC 17 (natural)
Hit Points 126 (12d12+48)
Speed 60 ft.
STR 22 (+6), DEX 12 (+1), CON 19 (+4), INT 14 (+2), WIS 9 (-1), CHA 17 (+3)
Saving Throws Str +10, Wis +7, Cha +7
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, death effects, disease, fire, illusions, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive perception 13
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
Challenge 11 (7,200 XP)

Dream Slave. When a galate kills a creature under the effects of its dream spell, it can instead choose to revive that creature. The creature is under the galate’s control, as if it had cast dominate monster.
Feign Death. A DC 22 Wisdom (Heal) check is required to tell that an unconscious galate is not dead. A galate can feign death as a bonus action.
Innate Spellcasting. The galate’s spellcasting ability is Charisma (spell save DC 17). The galate can innately cast the following spells, requiring no material components:
At will: dream, see invisibility
3/day each: eyebite (asleep only), invisibility, fly, sleep, teleport
1/day each: phantasmal killer, suggestion
Night Terrors. A galate can automatically succeed on one attack a round made against a creature affected by its dream spell. The galate can make this attack from any distance and through any barrier, so long as it is on the same plane as the target affected by its dream spell.

ACTIONS
Multiattack. The galate makes four attacks: one with its gore, two with its claws, and one with its tail. Alternatively, it makes one attack and casts one spell.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 15 (2d8+6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 8 (1d10+3) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The galate has two claws, each of which can grapple only one target.
Tail. Melee Weapon Attack: +10 to hit, one target.
Hit: 10 (2d6+3) bludgeoning damage.

[Submitted by Tim Snow!]