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Bogs of Bane: Dreamwalker Dust

dreamwalker dustDreamwalker Dust
Aura moderate enchantment; CL 10th
Slot none; Price 250+ gp (varies); Weight
If administered in the proper dosage (a DC 25 Knowledge [nature] check determines the proper dosage for a creature based on size and weight) the concentrated pollen of the mentis quie bloom creates a magical narcotic drug known as dreamwalker dust. If consumed (the powdery blue substance is normally snorted through the nostrils), dreamwalker dust puts its user into a lucid dream state where they are actively aware of both the real world as well as the dream world, Alucinar [look for more details on the realm of dreams in September —JAM].  A lucidly dreaming PC can shift between the real world and Alucinar at will, but the actual transition from one world to the next requires 1d4 rounds.
The effects of dreamwalker dust persist for 1d4+6 hours after consumption of the substance.

CONSTRUCTION
Requirements Craft Wondrous Item; knowledge of proper dosage for user, sleep (CL 10); Cost 250 gp + 1 gp / 10 lbs. of user’s natural body weight.

 

Mentis Quie Bloom DC 6; XP 2,400
The mentis quie bloom is a vivid indigo magical flower that grows in the Dreaming Fields located in the Vast Swamp in Aventyr. Its pollen acts as a mild narcotic causing humanoids and animals to drift off into sleep.
Mentis quie tends to bloom in vast fields than span for miles and though beautiful to observe, they can be dangerous to traverse due to the concentration of the flower’s pollen. A field of mentis quie functions as a hazard, and requires any creature passing through it to succeed a DC 12 Fortitude saving throw each round or else suffer the effects of sleep (CL 6th; no save).

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Bogs of Bane: Somnambular Skurgxon Swarm

somnambular skurgxon swarmSomnambular Skurgxon Swarm     CR 8
XP 4,800
CE Fine outsider (native, extraplanar, robot, swarm)
Init +8; Senses darkvision 60 ft., lifesense, thoughtsense 60 ft.; Perception +16

DEFENSE
AC 22, touch 22, flat-footed 18 (+4 Dex, +8 size)
hp 65 (10d10+10); fast healing 3
Fort +3, Ref +11, Will +7
Defensive Abilities swarm traits; Immune mind-affecting effects, weapon damage
Weaknesses swarm traits, vulnerability to critical hits, vulnerable to electricity

OFFENSE
Speed 40 ft., climb 40 ft., fly 40 ft. (perfect)
Melee swarm (2d6 plus sleep 1d4 rounds, dream gouger and virulent touch)
Space 10 ft.; Reach 0 ft.
Special Attacks sleep (Will DC 15), dream gouger, virulent touch (Fort DC 15)

STATISTICS
Str 3, Dex 19, Con 10, Int 11, Wis 10, Cha 2
Base Atk +10; CMB —; CMD
Skills Fly +20, Escape Artist +20, Perception +16, Sense Motive +13, Spellcraft +13, Stealth +24, Survival +13, Use Magic Device +9; Racial Modifiers +4 Stealth
Feats Improved Initiative, Run, Skill Focus (Escape Artist, Perception), Toughness
SQ compression
Languages envisaging

ECOLOGY
Environment Alucinar
Organization solitary, pair, or clutch (3-8)
Treasure none

SPECIAL ABILITIES
Dream Gouger (Ex) Creatures that take damage from a somnambular skurgxon swarm make a DC 15 Will save or fall asleep for 1d4 rounds, enduring vivid nightmares that gouge their soul and bestow 1d2 negative levels. A DC 19 Fortitude save negates the negative levels but staggers the creature for 1d4 turns. After successfully saving against this effect, a creature can only be staggered by it for 1 round durations for the next 24 hours.
Virulent Touch (Ex) When a somnambular skurgxon swarm deals damage with one of its natural weapons, a creature or object hit by it takes an additional 1d6 negative energy damage 1d4 rounds later (DC 15 Fortitude save negates).

 

5E Rules

SOMNAMBULAR SKURGXON SWARM
Tiny outsider, chaotic evil
Armor Class 17 (3 natural armor)
Hit Points 35 (10d4+10)
Speed 40 ft., climb 40 ft., fly 40 ft.
STR 3 (-3), DEX 19 (+4), CON 12 (+1), INT 11 (+0), WIS 10 (+0), CHA 2 (-4)
Skills Perception +8, Stealth +8
Damage Resistances bludgeoning, piercing, poison, slashing
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
Languages Abyssal, Terran
Challenge 4 (1,100 XP)

Biomechanical Flaws. A somnambular skurgxon swarm takes +50% damage from attacks and spells that deal lightning damage. A somnambular skurgxon swarm becomes stunned for 1 round when critically hit (despite their immunity).
Swarm.

ACTIONS
Virulent Touch. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) slashing damage, or 3 (1d6) slashing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw or take 4 (1d8) necrotic damage. The swarm heals a number of hit points equal to half the necrotic damage it deals. This damage cannot be healed until a long rest or when on the plane of Alucinar.

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

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Bogs of Bane: Dreaming Journey

Each night as the PCs camp, sleep brings visions and strange dreams that cause their minds to race with bizarre images of biomechanical swarms. Creatures that fail a DC 19 Will save wake up with the fatigued condition and do not recover hit points or spells from resting. These conditions last until the party encounters a sleep envy trap near the Dreaming Fields—anyone that succumbs to a contraption-inspired slumber is targeted by a single skurgxon swarm that takes them on a dreaming journey. [More on that in tomorrow’s Statblock Sunday! —RT]

The creatures begin their attack within the dreams of their opponents, keeping conscious party members unaware of the assault until after the first full round of combat. Once a somnambular skurgxon swarm drains a negative level from one of the adventurers, a glowing portal appears nearby and spews forth countless more of the strange little monsters (there should be at least one swarm for each member of the party). Anyone that is still asleep is dragged towards the portal while the remaining PCs are targeted each by at least one swarm that attempts to drag them into the portal after bestowing a negative level.

dreaming journeyOnce through the portal, the party find themselves on the boundary of Alucinar and their negative levels are automatically restored. [More on Alucinar, the Plane of Dreams, next month! —RT]

The portal remains open for several hours after the swarms have been dispatched; any PC that took level drain and did not cross over into Alucinar senses that a part of their life force is on the other side of the dimensional breach. Due to their temporary dual-existence on two planes, a creature so affected can see and hear ghost images of Alucinar, causing them to be distracted (taking a -4 penalty on all concentration checks, skill checks, and attack rolls; they must also make an additional concentration check to cast any spell).

Once all the PC’s have entered Alucinar, the portal closes.

 

5E Rules

Receiving the benefits of a long rest requires a DC 14 Wisdom save.

Creatures experiencing dual-existence have disadvantage on all ability checks.

[Submitted by Rory Toma!]