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Wandering Wasteland: Ashen Choker

ashen chokerAshen Choker
Aura strong enchantment; CL 17th
Slot neck; Weight 1 lb.

Before being worn this item appears to be a wondrous piece of magical jewelry; a DC 18 Knowledge (history) check reveals it is from the outskirts of Ravine. As soon as it is worn by a creature it transforms into a thick, rounded piece of ash that attaches to the wearer’s neck, transforming them into a mutant (if they are not already a mutant, roll once on the table below). [More on mutants tomorrow! —MM] Once the painful transformation is complete the wearer is under the effects of a permanent charm monster spell towards whomever attached the ashen choker and convinced via a suggestion effect that any attempts to remove it will result in instant death; these compulsions remain until the ashen choker is removed and the wearer does not receive a saving throw to negate either the charm monster or suggestion effects. After the ashen choker is removed, a transformed creature returns to their natural state after a number of days equal to double the number of days they wore the cursed item.

Magic Items necklace of adaptation, necklace of fireballs, necklace of ki serenity

Ashen Choker Mutation Table

  1. The wearer suffers the Ashen Death; roll on SL-2: Transgression Mutations. [Tomorrow! —MM]
  2. The wearer’s skin sags, cracks, and becomes horned, resulting in a -2 to all Charisma-based skill checks.
  3. One of the wearer’s legs expands, becoming a large slab of meat. The wearer can no longer be tripped or go prone but takes a -4 penalty to Dexterity.
  4. Pus fills the wearer’s sweat glands giving the creature the stench monster ability (DC 15, 10 minutes). Unlike normal, this affects the mutant.
  5. Large prongs extend from the wearer’s hands, making it so it can’t use manufactured weapons and suffers a 35% chance of failing to cast any spell with a somatic component. The wearer gains two claw attacks as secondary attacks as well as the attach monster ability.
  6. The wearer’s eyes become large crystals that extend a few inches past their nose, granting darkvision 60 ft. and low-light vision, but sunlight powerlessness as well.

[Submitted by Tim Snow!]

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Stealing Stones: Cursed Amber Attenuator

cursed Amber AttenuatorCURSED AMBER ATTENUATOR
Aura moderate illusion; CL 8th
Slot —;Cost 16,000 gp; Weight 2 lbs.

When used to navigate, a cursed amber attenuator blocks junctions and side tunnels while traveling underground or on the Amber Roads, covering the openings with illusions of walls and barriers seamlessly blended into the existing passageway. The image is projected to all creatures within 100 ft. of the bearer, but only the creature who has possession of the cursed amber attenuator can break the illusion (any other creature that tries to touch an illusory wall or barrier treats it as real). A cursed amber attenuator always leads its user to the closest aggressive monster instead of the correct path to reach their destination; this increases the chance of a random encounter by 10% every thirty minutes traveled. A DC 18 Will save allows the bearer to see through an illusion created by the cursed amber attenuator (this save may be attempted every time the bearer physically interacts with an illusory wall).

Magic Items improved amber attenuator

[Submitted by Tim Snow!]

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Weird Wednesday (Uralicans Uncut): Avaricious Xyrx Crystal

Avaricious Xyrx Crystal
Aura strong metacreativity; ML 14th
Slot none; Weight

Avaricious xyrx crystals have been infused with the essence of a mad god. Unlike normal xyrx crystals these crystals have more energy to expend (exactly one and half more power points are available) but a depleted avaricious xyrx crystal dissolves into nothingness (until then it has 4 hit points per 10 lbs. of crystal). Avaricious xyrx crystals, unlike their regular counterparts, exert a measure of control over their users.

Twice per day the owner an avaricious xyrx crystal can manifest control body (ML 7th; DC 16 Will save) but rather than gain control over the target’s body, the avaricious xyrx crystal causes the user to target randomly; they may hinder foes, or simply make a few creatures wander off by themselves.avaricious xyrx crystal

Once per month when a creature touches an avaricious xyrx crystal it triggers the enthrall ability of the mindbender psion discipline (ML 14th; DC 22). Creatures that roll a natural 1 on their save to resist this effect develop a god complex, believing that the avaricious xyrx crystal is a deity for 2d4 months, trying to convert all other creatures they are able to communicate with. When the avaricious xyrx crystal is dominating a creature it encourages the creature to cause any type of chaos that it can, from revealing dark secrets that the creature knows about itself and others, to upsetting military orders, or even going on a rampage. After the effect ends the creature is confused for 1d4 hours or until cured.

If the crystal is used as part of a power supply for a machine (such as an airship) it gains a minor possession over the machine. At random times in the day the machine that the avaricious xyrx crystal powers does a random act such as flipping over, turning the wrong direction, or trying to overload the device itself. When the avaricious xyrx crystal is in possession of the ship and a creature succeeds against either its control body power or enthrall ability, the cursed item lashes out at that creature, making a improvised attack (+6 melee touch attack, 2d6+2 damage) for 3 rounds before quieting down again. If the avaricious xyrx crystal can’t reach the creature, it moves 5 feet towards its target with one of its three rounds of actions.

An avaricious xyrx crystal used to craft an item possesses it as above or has a 75% chance of being shattered while it is being crafted; when successfully implemented into an object, the item and its bearer become covered in quintessence, entering a state of stasis.

Psionic Items xyrx crystal


[Submitted by Tim Snow!]