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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!]

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Foul Machinations: Bogs of Bane (part 2!)

into the muddy mangroves 2The PCs have met the Bloodclaw tribe of the Vast Swamp, earning the trust of the demon hunters through an alliance inspired by Varssadd, their impromptu guide through the marshlands. Local rumors place the P.R.A.N.K.S.T.E.R.S. in an area called the Dreaming Fields, but to reach it the adventurers have to travel through the Muddy Mangroves, into the center of the Mangrove Maze. Shortly before entering the labyrinth the party are attacked by a pack of minotoyles and throughout the dangerous journey they are assailed by creations of the demonic Mud King intended to throw them astray or turn allies upon one another (bewilderment traps, sleep envy traps, dreaming terror haunts, and the lost soul haunt).

clergy of the currentDespite the challenges before them the PCs reach their destination: the Dreaming Fields. However as they approach the strange territory, the chanting of an otherworldly tongue sounds across the Bogs of Bane. The adventurers have stepped upon a ritual of the clergy of the Current, just outside of a temple devoted to the Maddening God. Battle erupts and when the muck settles, the party finds one a whim of the current and mask of gaseous reprieve, but what lay ahead will test them more than any challenge yet…

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Bogs of Bane: Dreaming Fields

A curious anomaly of the lands around and near the Mangrove Maze combine with the influence of its fiendish overlord to create a wondrous—and extremely dangerous—rolling set of hills and plains known as the Dreaming Fields. The preponderance of rooted swamp plants surrounding the area create a semi-permeable subterranean boundary, turning the entire locale into a massive island of sod that floats atop a huge pool of muck and mud that makes for soil abundant with nutrients when flora can take hold in the dirt. Unwary travelers have been known to get sucked down into the mud beneath (sometimes while asleep) and though it is a truly lethal place avoided by much of the local wildlife, certain rare plants ensure that the Dreaming Fields are never completely bereft of sentient life.dreaming fields

The Rolling
The contiguous sod that comprises the Dreaming Fields is between 5 ft. and 8 ft. thick (or 1d4+4 ft.) depending where one stands, constantly spongy and moist wherever it is stepped upon. Movements of creatures in the muck below (some of which can erupt directly from beneath) and massive pockets of swamp gas cause the are to roil and ripple, making it constantly undulate ever so slightly. A DC 16 Perception check notices the wave-motions of the firma, giving any creature that notices the anomaly is inspired with lethargy, taking a -4 penalty on saving throws made to resist sleep effects.

The Plunging
Not the firmest of earthwork to tread atop of, the Dreaming Fields often swallow up creatures that spend too long standing in the same spot. Any creature carrying a medium load or heavy load sinks 2 feet into the sod after remaining stationary for 1 minute, falling another 2 ft. after another minute if not pulled out (requiring a DC 20 Strength check but potentially causing another creature to plunge) or when they fail a DC 20 Reflex save to extricate themselves. Creatures that make a jump check of a distance greater than 5 feet automatically sink 2 ft. into the sod of the Dreaming Fields (and may sink farther if not extricated).

Mentis Quie (“living spores”)
This narcotic flower is used by the nearby clergy of the Current and is highly sought after by alchemists across the land, but it only grows in this dangerous territory of the Vast Swamp. [It also plays a central role to a recent plot by the P.R.A.N.K.S.T.ER.S.; tune in for Magic Item Monday to find out more! —MM]

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Bogs of Bane: Dreaming Terror Haunt

Dreaming Terror Haunt CR 8
XP 4,800
Persistent NE haunt (40 ft. by 40 ft. grove)
Caster Level 9th
Notice Perception DC 20 (to smell the scent of burning human flesh)
hp 36; Trigger proximity; Reset 1 day

dreaming terror hauntEffect The dreaming terror haunt exists in the Dreaming Fields area of the Mangrove Maze where the living spores of mentis quie are most prominent. Creatures entering the dreaming terror haunt’s area must make a DC 20 Will save or fall into a magically induced slumber for 1d4 minutes. While in this slumber, affected creatures witness a distorted version of reality similar to that of the Plane of Shadow.  Additionally, sleeping creatures must make another DC 20 Will save or be plagued by unsettling spectral visions of demonic versions of their family and friends attacking them, becoming fatigued and taking 1d10 points of damage upon waking from the nightmarish slumber. Arcane spellcasters are unable to regain spell slots or prepare spells for 24 hours after succumbing to the dreaming terror haunt.

Destruction The dreaming terror haunt can only be destroyed by making a DC 20 Survival check to locate the remains of an acolyte that was burned alive by the Mud King for standing against him and casting bless on the burial area to free the tormented spirit.

Background Darius was a young acolyte in service to the great cabal of mages that unsuccessfully tried to murder the Mud King. While those mages suffered their own ill fate at the hands of the demon (being transformed into minotoyles) Darius was the recipient of a much more psychologically horrifying fate that continues to torment his spirit to the this day; to punish him  To punish the Mud King’s minions built a pyre of living mentis quie spores upon which to burn Darius alive. The fiendish lord cast an illusion upon the mage’s mind to make him believe that the Mud King’s servants were his own family and friends, and then beat Darius and tied him to a stake atop the pyre before setting it ablaze. As the smoky vapors generated by the burning spores of the mentis quie swirled and danced around Darius’ body within the flames, his mind perceived the onlooker to be his family and friends laughing at the spectacle of his demise. Whether it was the abyssal magic of the Mud King, the burning of the exotic local flora, or the combination of the two is not clear, but the mage’s spirit has been trapped on a plane of dreams lost for all time (a land known as Alucinar) until someone else sees fit to perform the rites necessary to allow him the eternal peace he now deserves.

 

[Submitted by Michael Smith!]

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Bogs of Bane: Sleep Envy Trap

Sleep Envy Trap        CR 7

Type magic; Perception DC 31; Disable Device DC 31
EFFECTS
Trigger proximity; Reset none
Effect spell effect (symbol of sleep, CL 9th; all creatures of 10 HD or less fall asleep for 3d6x10 minutes, Will DC 19 negates); spell effect (envious urge, CL 9th; targets unaffected by sleep steal a valuable item from sleeping allies, Will DC 19 negates); multiple targets (all creatures in a 60-ft.-radius)

sleep envy trapAll of the Vast Swamp has a tendency to foster ill will and malicious intent, but one of the dangers that makes the Dreaming Fields stand out from other parts of the region are sleep envy traps: hazards sewn by the Mud King to literally turn allies upon one another. Adventurers often enter the center of the Mangrove Maze only to come back telling of treachery, backstabbing, and murder from within their own ranks (though this isn’t always due to a sleep envy trap, the contraptions are often blamed either way). These tales are used as warnings to keep people away from the Dreaming Fields, spread liberally by the P.R.A.N.K.S.T.E.R.S. (who took the time to restore and build sleep envy traps before leaving the territory).

[Submitted by Rory Toma!]

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Bogs of Bane: Whim of the Current

Whim of The Currentwhim of the current

Aura moderate transmutation; CL 10th
Slot none; Price 26,500 gp; Weight 8 lbs.

DESCRIPTION
This +1 keen thundering whip is made from the tentacle of a giant sea creature, still covered in several suckers. On a critical hit, the suckers on the whim of the current undulate and pucker against the target briefly, dealing 1 point of temporary Wisdom damage. When used underwater (where its wielder suffers no environmental penalties to attack or damage), the whim of the current grants a +1 luck bonus to both its wielder’s attack and damage rolls.

CONSTRUCTION
Requirements Craft Wondrous Item, blindness/deafness, keen edge, creator must be a worshiper of the Current; Cost 13,250 gp

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Bogs of Bane: Clergy of the Current

clergy of the currentRising from the murk is a foul creature with whipping tentacles sprouting from its head and body.
CLERGY OF THE CURRENT          CR 10
XP 9,600
Elder thing (Pathfinder RPG Bestiary 4) cleric 6
CN Medium aberration (aquatic)
Init +2; Senses all-around vision, darkvision 60 ft.; Perception +16

DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 116 (13d8+58)
Fort +16, Ref +9, Will +16; +2 insight bonus vs. mind-affecting
Immune cold; Resist fire 10, guarded mind

OFFENSE
Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft.
Melee 5 tentacles +11 (1d4+2 plus grab)
Special Attacks channel positive energy 6/day (DC 16, 3d6), constrict (1d4+2)
Domain Spell-Like Abilities (CL 6th; concentration +9)
     6/day—icicle (1d6+3 cold)
Cleric Spells Prepared (CL 6th; concentration +9)
     3rd—create food and water, glyph of warding , hydrophobia (DC 16), water breathing[D]
     2nd—aboleth’s lung (DC 15), admonishing ray, augury, enthrall (DC 15), fog cloud[D]
     1st—bless, cause fear (DC 14), ceremony (DC 14), command (DC 14), obscuring mist[D]
     0th—create water, detect magic, read magic, scrivener’s chant
D Domain spell; Domains Void, Water [Deity: The Current]

STATISTICS
Str 15, Dex 14, Con 19, Int 20, Wis 17, Cha 17
Base Atk +9; CMB +11 (+15 grapple); CMD 23 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Divine Protection, Elemental Channel, Endurance, Great Fortitude, Leadership
Skills Diplomacy +11, Disable Device +8, Fly +7, Heal +14, Intimidate +10, Knowledge (arcana) +16, Knowledge (engineering) +10, Knowledge (planes) +10, Knowledge (religion) +15, Perception +16, Sense Motive +15, Spellcraft +16, Survival +13, Swim +20, Use Magic Device +10
Languages Aklo, Aquan, Common, Elder Thing, Sylvan, Terran
SQ amphibious, hibernation, limited starflight, no breath

This elder thing cannot recall when or where it first encountered the immense, unfathomable mind of the Current. The touch of the powerful wave of thoughts from the Maddening God had a profound effect on the creature—now somewhat insane, it was commanded to travel to the Vast Swamp and re-consecrate a temple that had fallen into ruin. Located close to a large swath of rare plants whose pollen and spores caused a soporific effect on humanoids and animals, some creatures near the shrine found it possible to reach out to the presence of the Current while in dreams induced by the spores. With a leader among them the site quickly became considered holy to the Current and its worshippers, a place of pilgrimage for its insane followers. The elder thing’s alien interest in creating lasting works of architecture has resulted in it converting some of the local fey creatures to the Current, imparting various amphibious abilities that aid in their tasks of rebuilding and expanding the church submerged in the swamp close to the Dreaming Fields.

This wolverine’s eyes possess the unmistakable glint of intelligence and its mouth seems to twitch as if it were about to laugh.
Amphibious Fey Wolverine         CR 3
XP 800
CN Medium fey (animal, aquatic)
Init +3; Senses low-light vision, scent; Perception +10

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 25 (3d8+12)
Fort +6 (-2 vs. gasses, contact and inhaled poisons), Ref +6, Will +2; +4 vs. mind-affecting effects
DR 5/cold iron; Resist cold 10, electricity 10
Weaknesses breathing skin

OFFENSE
Speed 20 ft., burrow 20 ft., climb 20 ft., fly 30 ft. (good), swim 30 ft.
Melee bite +3 (1d4+1), 2 claws +3 (1d6+1)
Spell-Like Abilities (CL 3rd; concentration +4)
     3/day—dancing lights
     1/day—entangle (DC 12), faerie fire, glitterdust (DC 13)
     3 rounds/day—vanish (swift action)

STATISTICS
Str 13, Dex 17, Con 17, Int 4, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +7 (+3 to jump), Climb +14, Perception +10, Stealth +9
Languages Aquan, Sylvan
SQ amphibious, rage

Their savage nature and the ability to travel anywhere in the swamp make fey wolverines ideal guards and soldiers for the elder thing.

 

5E Rules

In place of the elder thing, use the “Mind Flayer Arcanist” variant with the addition of the amphibious quality, a 20 ft. fly speed, and a 40 ft. swim speed. For the amphibious fey wolverines, use the “Hook Horror” entry with the addition of the amphibious quality, 20 ft. burrow speed, and 30 ft. swim speed.

[Submitted by Martin Blake!]