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Stealing Stones: lysyy the Hat Merchant

lysyy the hat merchant

lysyy THE HAT MERCHANT     CR 4
XP 1,200
Male zwerc skald 5
NG Medium humanoid (dwarf, fey)
Init +1; Senses darkvision 120 ft., low-light vision; Perception +3

DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
hp 41 (5d8+15)
Fort +6, Ref +2, Will +3; +2 vs. spells and spell-like abilities, +4 vs. sonic or language-dependent effects
Defensive Abilities uncanny dodge
Weaknesses light blindness

OFFENSE
Speed 20 ft.
Melee +1 earthbreaker +3 (2d6, Crit x3)
Ranged shortbow +4 (1d6, Crit x3, Range 60 ft.)
Special Attacks raging song 14 rounds/day (inspired rage—+2 Str/Con, +2 Will, -1 AC, song of marching—60 ft.-radius, overland hustle for 1 hour), spell kenning 1/day, treacherous earth 1/day (standard action, 10-ft.-radius into difficult terrain for 5 minutes)
Sorcerer Spells Known (CL 5th; concentration +8)
2nd (3/day)—allegro, blindness/deafness, gallant inspiration
1st (5/day)—chord of shards, identify, timely inspiration, vanish
0th—detect magic, know direction, mage hand, mending, prestidigitation, sift

TACTICS
Before Combat lysyy avoids it when possible, but otherwise uses treacherous earth to make the area between him and enemies into difficult terrain.
During Combat lysyy focuses more on enhancing his allies using raging song, timely inspiration, and gallant inspiration.
Morale Unless his hats are on the line, lysyy casts vanish and flees when reduced to 18 hp or less.
Raging Statistics When raging song is active, lysyy’s stats are AC 17; Speed 25 ft.; Will +5; Melee +1 earthbreaker +4 (2d6+1, Crit x3)..

STATISTICS
Str 8, Dex 13, Con 15, Int 12, Wis 8, Cha 16
Base Atk +3; CMB +2; CMD 14
Feats Craft Wondrous Item, Dodge, Scribe Scroll [B], Skill Focus (Craft [hat])
Skills Acrobatics +5, Appraise +5, Climb +3, Craft (hat) +12, Knowledge (arcana) +7, Knowledge (geography) +7, Perception +3, Perform (oratory) +11, Profession (merchant) +7, Sense Motive +3, Spellcraft +5, Use Magic Device +8
Languages Common, Dwarven, Undercommon
SQ bardic knowledge +2, deep magic (+2 to dispel magic or overcome spell resistance), rage power (swift foot), stonecunning, versatile performance (Perform [oratory]; Bluff, Diplomacy), well-versed
Combat Gear potions of cure light wounds (3), potion of invisibility, potion of pass without trace; Other Gear hat of disguise, mwk breastplate, shortbow (10 arrows)

 

5E Rules

Use the “Deep Gnome (Svirfneblin)” entry in the Monster Manual with the following changes: Medium sized (increase weapon attack damage to 1d10 and 1d6, respectively), dwarf subtype, increase hit points to 22, knows Dwarven instead of Gnomish, has the bardic inspiration feature (d8; 3 uses per long rest) and combat inspiration class feature.

 

The Aventyr Bestiary Kickstarter!

WHY YOU NEED THIS:

  • Book Golem and Liberum Golem – If you prefer your golems well read, these constructs are up your alley—just mind the paper cuts.
  • Chicken Coop – Swallow parties whole with this madman’s dream of a chicken mixed with a house.
  • Cold Mutated Ogre Spider, Earthen Spider, Sloth Spider – We at AaW firmly believe there can just never be enough spiders.
  • Exsanguinator the Daemon – Make adventurers really feel the hurt and introduce them to the master of blood.
  • Eye Eater – Give maiming PCs a try and don’t hesitate to rip out an eye or two (it can give them a new perspective on the game!)
  • Mosaic Tile Golem, Mushroom Golem, Pumpkin Golem, Totem Golem, Treasure Golem– There’s a reason Paizo is so fond of these…
  • NITNAM – Remember that time the adventurers had to go inside of the giant, flesh-sac alien monster to kill it? You always will.
  • Pubo, Great Pubo, Jinn Wizard, Tyngdekraften – Explosions, antimagic fields, and gravity wells—who could ask for anything more?
  • Skildpadder – If dwarves don’t belong on top of giant subterranean tortoise-bullettes, what’s the world coming to?
  • Templates: Dark Scion, Eldritch, Fleshdoll, HEL, Titanic – Because you never really can have enough templates.

Get your pledge in and get your game on!

 

 

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We are excited to tell you that AdventureAWeek.com has been nominated for the 2015 ENnie award for Best Website! Please take a moment out of your day to visit the ENnies website and vote for us (make sure to select 1 to mark us as your favorite!).
If you’re also a NERDTREK reader (another website many of the AAW Games crew take part in) that’s nominated for Best Blog and we encourage you to vote not only in that category, but all of the 2015 ENnies!

Thanks for reading and casting your vote! Booths close on July 14th!

 

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Stealing Stones: Earthen Mimic

Earthen Mimic (Sara Shijo)
Art by Sara Shijo!

EARTHEN MIMIC      CR 7
XP 3,200
NE Large aberration (shapechanger)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18

DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size)
hp 80 (10d8+40)
Fort +7, Ref +6, Will +6
DR 7/—; Immune acid

OFFENSE
Speed 5 ft., climb 10 ft.
Melee slam +13 (2d6+6 plus adhesive), bite +8 (1d8+4 plus grab)
Special Attacks constrict (slam, 1d8+6), swallow whole (1d8 bludgeoning damage, AC 13, 22 hp)

STATISTICS
Str 21, Dex 15, Con 20, Int 10, Wis 13, Cha 10
Base Atk +7; CMB +11; CMD 25 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (Dungeoneering) +10, Perception+18; Racial Modifiers +20 Disguise when mimicking objects
Languages Common
SQ mimic earthen object

SPECIAL ABILITIES
Earthen Adhesive (Ex) An earthen mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered earthen mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the earthen mimic is alive without removing the adhesive first and take 1d4 acid damage each round they are in contact with the earthen mimic. A weapon that strikes an adhesive-coated earthen mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save, taking 1d4 acid damage each round. A successful DC 17 Strength check is needed to pry off a stuck weapon (DC 12 if the weapon has gained the broken condition). Strong alcohol or universal solvent dissolves the adhesive, but the earthen mimic can still grapple normally. An earthen mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Mimic Earthen Object (Ex) An earthen mimic can assume the general shape of any four Small-sized, two Medium-sized, or one Large-sized object made out of earth, rock, or stone (such as a massive boulder, several stalactites, or even a crevice. The creature cannot substantially alter its size, though. An earthen mimic’s body is hard and has a rough texture, no matter what appearance it might present. An earthen mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for an earthen mimic.

Mimic Mutations (Ex) Earthen mimics are transformed by Amber Roads but depending on where it is an encountered, a mimic can develop a multitude of traits from exposure to the Underworld of Aventyr. Some mutations are listed below; when applying them to the earthen mimic or a regular mimic, increase its CR as listed.
Claybody (CR +0) The mimic’s body becomes softer and stretchier, giving it the compression ability and increasing its reach by +5 ft. The mimic loses all DR.
Gemblooded (CR +1) The mimic’s insides are made out of precious gems and stones, causing any creatures within 30 ft. of it to make a DC 12 Will save or be compelled to rush toward the mimic as they see the sparkle of jewels in its cunningly hidden eyes (this does not reveal the mimic’s true nature). This is a supernatural mind-affecting compulsion effect.
Orevein (CR +0) The mimic’s veins are made of metal, allowing it to bypass DR of either cold iron, silver, or adamantine.
Waterfall (CR +1) The mimic gains a swim speed of 10 ft. and is able to use control water (CL 8th) as an at will spell-like ability.

5E Rules

Use the “Mimic” creature entry but with the following changes: size Large, Armor Class 14 (natural), hp 67, climb speed 15 ft., STR 20, change Melee Weapon Attack bonuses to +7 to hit and damage to (1d8+5),  and limit the shapechanger and false appearance abilities to only function while the creature mimics 4 Small, 2 Medium, or 1 Large earthen object.

 

[Submitted by Tim Snow!]

Bring on the mayhem with the Aventyr Bestiary Kickstarter!

An assault of arachnids, golems galore, templates a plenty, and so much more!

 

 

Vote AdventureAWeek.com in the 2015 ENnies!

We are excited to tell you that AdventureAWeek.com has been nominated for the 2015 ENnie award for Best Website! Please take a moment out of your day to visit the ENnies website and vote for us (make sure to select 1 to mark us as your favorite!).
If you’re also a NERDTREK reader (another website many of the AAW Games crew take part in) that’s nominated for Best Blog and we encourage you to vote not only in that category, but all of the 2015 ENnies!
Thanks for reading and casting your vote!
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Mendacious Materials: Schewerka

schewerka

SCHEWERKA     CR 7
XP 3,200
CN Medium magical beast (earth)
Init +5; Senses tremorsense 120 ft.; Perception +8

DEFENSE
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
hp 60 (8d10+16)
Fort +6, Ref +8, Will +2
DR 10/—; Immune fire

OFFENSE
Speed 80 ft., burrow 40 ft., earth glide
Melee bite +13 (2d6+5), 2 claws +11 (1d6+2), tail slap +11 (1d8+2)
Space 10 ft.; Reach 10 ft.

TACTICS
Before Combat The schewerka is usually dozing off in a warm area; when its territory is trespassed the creature seeks out intruders, waiting to see if they move on.
During Combat The schewerka challenges the most heavily armored foe, trying to sunder the armor from the creature; if it does not succeed in 3 rounds, the schewerka gets bored and either leaves or kills the foe depending on how much damage its opponent has dealt.
Morale After 3 round if the schewerka has more than 23 hp it leaves from boredom, but if below 23 hp it stays and fights to the death over its pride.

STATISTICS
Str 21, Dex 19, Con 15, Int 12, Wis 10, Cha 4
Base Atk +8; CMB +13 (+15 to sunder); CMD 28 (32 vs. trip)
Feats Improved Natural Armor, Improved Natural Attack (bite), Improved Sunder, Multiattack, Power attack
Skills Climb +13, Perception +8, Stealth +9 (+29 in earth), Swim +8; Racial Modifiers +20 Stealth in earth
Languages Terran

This sleek monster covets warm patches of sun, warming up its cold metal plates. If no sun is present the creature baths in vents of lava or in the areas of the Amber Road it finds pleasantly toasty.

 

5E Rules

SCHEWERKA
Medium beast, chaotic neutral
AC 17 (4 natural)
Hit Points 39 (6d8+12)
Speed 60 ft., burrow 30 ft. (earth glide)
STR 18 (+4), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 4 (-3)
Damage Resistances bludgeoning, piercing, and slashing
Senses tremorsense 100 ft., passive Perception 15
Challenge 3 (700 XP)

Armorbreaker. The schewerka deals double damage on attacks against armor.
Earthwalk. The schewerka can use its burrow speed to travel through stone.

ACTIONS
Multiattack. The schewerka make makes five attacks: one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, one target.
Hit: 8 (1d8+4) slashing damage.
Claws. Melee Weapon Attack: +6 to hit, one target.
Hit: 6 (1d6+4) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, one target.
Hit: 6 (1d6+4) bludgeoning damage.

 

[Submitted by Tim Snow! Art by Sara Shijo!]

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Mendacious Materials: Mohkba Mage Ender

Image_Portfolio_101_Fantasy Jason Walton 13MOHKBA MAGE ENDER     CR 5
XP 1,600
Human fighter 6
LN Medium humanoid (human)
Init +2; Senses Perception +10

DEFENSE
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 55 (6d10+18)
Fort +7, Ref +4, Will +4; +2 vs. mind-affecting effects
Defensive Abilities unflinching +2

OFFENSE
Speed 30 ft.
Melee longsword +8/+3 (1d8+2, Crit 19-20/x2)
Ranged composite (+2) longbow +8/+3 (1d8+2, Crit x3, Range 110 ft.) or net +4 touch (entangle, Range 10 ft.)

TACTICS
Before Combat Knowing the penchant spellcasters have for fire, the Mohkba Mage Ender drinks a potion of resist fire if any arcane or divine opponents are expected.
During Combat The Mohkba Mage Ender focuses on spellcasters, working them into corners to be beaten unconscious or grappling mages and priests to prevent any use of magic.
Morale Mohkba Mage Enders are famously devoted to their duty and rarely retreat, almost always fighting to the death.

STATISTICS
Str 15, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +8 (+12 grapple); CMD 20 (24 vs. grapple)
Feats Combat Reflexes, Die Hard|B, Disruptive|B, Endurance|B, Greater Grapple|B, Heroic Recovery|B, Improved Grapple, Improved Unarmed Strike|B, Step-Up
Skills Climb +7, Knowledge (local) +4, Perception +10, Sense Motive +10, Survival +10
Languages Common (Klavek)
SQ armor training 1, tough as nails
Combat Gear potion of cure light wounds, potion of resist fire, tanglefoot bag; Other Gear chainmail, composte (+2) longbow (20 arrows), heavy steel shield, longsword, unmagical manacles [tomorrow’s Magic Item Monday! -MM]

The Sanctioned Arcane Practitioners specially train promising members of the city guard to deal with spellcasters. Mohkba Mage Enders have become more prominent as of late—many citizens demanded it after the debacle with the Cultus Sanguineus—and they’re now a major element to the capital’s defenders.

5E Rules

Use the “Veteran” NPC with the following changes: HP 49; CON 12 (+1); Saves Intelligence +3, Wisdom +3; Feat Mage Slayer.

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Mendacious Materials: P.R.A.N.K.S.T.E.R. Hireling

 

prankster hireling - Image_Portfolio_1.14_Fantasy Butch Mapa 12P.R.A.N.K.S.T.E.R. Hireling     CR 4
XP 800
Human barbarian (urban barbarian) 3
CN Medium humanoid (human)
Init +1; Senses Perception -1

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
hp 47 (4d12+16)
Fort +6, Ref +2, Will +0
Defensive Abilities crowd control +1, trap sense +1

OFFENSE
Speed 30 ft.
Melee earth breaker +8 (2d6+6, Crit x3)
Special Attacks controlled rage 11 rounds/day

TACTICS
Before Combat When a P.R.A.N.K.S.T.E.R. Hireling hears the sound of combat, they rush forward excited to do battle.
During Combat The prankster hireling quickly go into a controlled rage while fighting their way toward spellcasters (hoping to take them out first), making use of Power Attack (earth breaker +7, 2d6+9, Crit x3) and crowd control (gaining a +1 to attack and AC when adjacent to two or more enemies). The type of controlled rage they enter (gaining a +4 morale bonus to Strength, Dexterity, or Constitution, or a +2 bonus to two of those attributes) depends on the composition of enemies; foes that are harder to hit or damage merit a Strength response (earth breaker +10, 2d6+9, or with Power Attack +9, 2d6+12), whereas opponents with more lethal strikes trigger a Dexterity response (AC 18, Ref +4).
Morale When reduced to 15 hp or less the P.R.A.N.K.S.T.E.R. Hireling gulps down their healing potions; if interrupted or out of curatives, they flee.

STATISTICS
Str 18, Dex 13, Con 17, Int 8, Wis 8, Cha 12
Base Atk +3; CMB +7; CMD 19
Feats Cleave, Dodge, Power Attack
Skills Acrobatics +4, Climb +10, Intimidate +8, Knowledge (local) +5
Languages Common, Klavek
SQ rage power (surprise accuracy)
Gear potions of cure moderate wounds (2); Other Gear mwk earth breaker, mwk studded leather armor, 62 gold

The vast criminal organization of the P.R.A.N.K.S.T.E.R.S. have many different kinds of members, ranging from the lowliest of pickpockets, informants, and thugs to the most professional and elite assassins, spies, and grifters. P.R.A.N.K.S.T.E.R. Hirelings are one of the most common, little more than thugs with an appetite for power and lack of wits enough that they’ll do whatever they are told to in order to attain it.

 

5E RULES

Use the “Berserker” NPC or the “Bandit Captain” NPC with the following changes: change STR to 18 (+4) and INT to 9 (-1), change Skills to Athletics +5, Intimidation +4, under Actions increase the Hit bonus of all attacks to +7 and increase the bonus to damage for each weapon (scimitar 1d6+5, dagger 1d4+5).
[Submitted by Tim Snow!]

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Mendacious Materials: Blood Thrall

blood thrallBlood Thrall     CR 4
XP 1,200
Blood thrall slayer 3
CN Medium undead (augmented)
Init +4; Senses darkvision 60 ft.; Perception +11
Aura sanguinating aura (20 ft., +1 to bleed damage)

DEFENSE
AC 22, touch 14, flat-footed 18 (+6 armor, +4 Dex, +2 natural)
hp 30 (3d10+9) fast healing 5 [effectively 2]
Fort +5, Ref +7, Will +0
Defensive Abilities channel resistance +2, orc ferocity; DR 5/magic; Resist cold 5, electricity 5
Weaknesses blood thrall weaknesses (self-inflicts 3 damage/round), vulnerable to critical hits and precision damage

OFFENSE
Speed 45 ft.
Melee slam +9 (1d4+9 plus 1d4 bleed) or 2 slams +7/+7 (1d4+6 plus 1d4 bleed)
Special Attacks sneak attack +1d6, studied target +1, unsettling exterior, visceral explosion (40-ft.-radius, 3d10 force and piercing damage, DC 14 Reflex negates)

TACTICS
Before Combat The blood thralls leap out of their barrels and attack the PCs.
During Combat The blood thralls relentlessly pummel opponents to death, feasting on their remains for 1 round before re-engaging in combat.
Morale Blood thralls have some sentience but very little, and these creatures have been commanded to fight to the death (which they do with great zeal).

STATISTICS
Str 22, Dex 19, Con —, Int 6, Wis 12, Cha 16
Base Atk +3; CMB +9; CMD 23
Feats Double Slice, Power Attack, Two-Weapon Fighting
Skills Acrobatics +22, Climb +10, Intimidate +3, Perception +11, Stealth +14, Swim +10; Racial Modifiers +12 Acrobatics, +4 Perception, +4 Stealth
Languages Klavek, Orc
SQ slayer talent (ranger combat style [Two-Weapon Fighting]), track
Treasure none

 

5E Rules

BLOOD THRALL
Medium undead, chaotic neutral
AC 15 (2 natural)
Hit Points 22 (3d8+9)
Speed 45 ft.
STR 18 (+4), DEX 16 (+3), CON 16 (+3), INT 7 (-2), WIS 15 (+2), CHA 12 (+1)
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive perception 11
Challenge 2 (450 XP)
Undead Fortitude.
Morphing Sanguinius Aura. Living creatures within 10 feet that are not at their maximum hit point total take 1d4 necrotic damage at the start of the blood thrall’s turn. The blood thrall recovers the same number of hit points.
Visceral Explosion. When a blood thrall is finally destroyed its body erupts in a powerful explosion that deals 3d10 damage to all creatures within 40 feet that are not at their maximum hit points. A DC 14 Dexterity saving throw negates this damage.

ACTIONS
Slam. Melee Weapon Attack: +6 to hit, one target.
Hit: 14 (1d4+6) slashing damage.

 

[Thanks goes out to Mick Hand for help with the 5E version of this monster!]