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Statblock Sunday (Uralicans Uncut): Vrag & Devilbound Dinosaur

vrag the gitwercVrag the Candlekeeper      CR 10
XP 9,600
Male gitwerc psion (nomad) 11
LE Medium dwarf (gitwerc, native outsider)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +0

DEFENSE
AC 23, touch 12, flat-footed 23 (+9 inertial armor, +2 deflection, +0 Dex, +2 natural)
hp 104 (11d6+66)
Fort +7, Ref +5, Will +9
Resist cold 5, electricity 5, fire 5; DR 2/—, PR 23; inconstant position 2/day, targets grappling Vrag take 1d6+1 slashing
Weakness light blindness

OFFENSE
Speed 20 ft., nomad step 60 ft. (move action)
Melee unarmed +6 (1d6+1 plus 2 slashing)
Psion Powers Known (ML 11th; concentration +14); Power Points 122 (23 spent)
6th—breath of the black dragon; banish, reposition
5th—adapt body, power resistance, pierce the veils, planar travel; baleful teleport, psychoport, psychoport trigger
4th—mindwipe, power leech, telekinetic maneuver, wither; expulsion, flight, wrench
3rd—body adjustment, dispel psionics, energy burst, telekinetic force; astral caravan, delayed response, gravitational anchor
2nd—biofeedback, cloud mind, energy stun, mass missive; dimension swap, gravitational well
1st—conceal thoughts, control light, dissipating touch, energy ray, inertial armor; burst
0th—decelerate, detect psionics, detect teleportation
Discipline psychoportation

TACTICS
Before Combat Vrag manifests inertial armor, biofeedback, and power resistance before wading into combat.
During Combat The Candlekeeper uses his devilbound dinosaur to keep enemies busy, teleporting to different sides of the battlefield to force foes to move themselves into a position where the reptile can be most effective. Meanwhile he manifests telekinetic maneuver and telekinetic force to knock creatures prone and disperse the party. If they persist on grouping together, he manifests breath of the black dragon at the party.
Morale Vrag has nothing to lose at this point and fights to the death, though he sacrifices his devilbound dinosaur first.

STATISTICS
Str 12, Dex 10, Con 18, Int 16, Wis 10, Cha 10
Base Atk +5; CMB +6 (+14 grapple); CMD 16 (24 vs. grapple)
Feats Improved Natural Armor, Improved Unarmed Strike, Jagged Carapace, Horned Epidermis, Lightning Reflexes, Toughness; Combat Manifestation, Fast Step, Open Minded
Skills Autohypnosis +11, Bluff +14, Diplomacy +11, Knowledge (planes) +14, Knowledge (psionics) +14, Spellcraft +17, Sense Motive +11, Survival +7
Languages Common, Draconic, Dwarven, Infernal, Undercommon, Uklon
SQ change shape (dweorg), discipline talents, fiendish sorcery
Combat Gear gloves of titan’s grip; Other Gear +2 ring of deflection

 

Acquired in a deal with savage primitives decades ago, Vrag kept this dinosaur’s egg in stasis until he reached Uklonjen, where the latent psionic energies increased the thing’s intelligence just enough that it could sign a contract with him, granting it great power. The dinosaur is fiercely loyal to the Candlekeeper, fighting to the very end to protect the gitwerc.

 

devilbound dinosaurVarg’s Devilbound Dinosaur     CR 9
XP 6,400
LE Large animal
Init +2; Senses darkvision 60 ft., low-light vision, scent, see in darkness; Perception +9

DEFENSE
AC 25, touch 11, flat-footed 25 (+2 Dex, +14 natural, –1 size)
hp 95 (10d8+50); regeneration 5 (good spells, good weapons)
Fort +12, Ref +9, Will +5; +4 vs. poison
Resist fire 30
Weakness contract bound

OFFENSE
Speed 40 ft.
Melee slam +15 (3d6+16)
Space 10 ft.; Reach 10 ft.
Special Attacks clobbering charge, summon (bearded devil, 100%)
Spell-Like Abilities (CL 10th; concentration +12)
3/day—fly, invisibility (self only)

TACTICS
Varg’s devilbound dinosaur has been trained to begin its assault while invisible, prepared to fly. It attacks a new target each round, using Vital Strike with clobbering charge to keep foes off their guard.

STATISTICS
Str
26, Dex 15, Con 20, Int 5, Wis 14, Cha 5
Base Atk
+7; CMB +15; CMD 27
Feats
Improved Bull Rush, Improved Natural Attack (slam), Power Attack,Weapon Focus (slam), Vital Strike
Skills
Acrobatics +10, Perception +9, Stealth +2

 

When Vrag is killed, all of the bloodcandles in his asteroid go out and the spectral arm holding down the ship disappears. If any devils were still fighting, they leave immediately (now relinquished of their service). Inside of the Candlekeeper’s personal headquarters the party finds 1 random major psionic item and 1d4+1 random medium psonic items.

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Sidequest Saturday (Uralicans Uncut): Gateway to HEL

Whether they were entranced by psionic anomalies or herded here by avoiding bloodcensers, the PCs and their vessel head for Uklonjen’s gateway to HEL (which is on the way to the Ancestral Gateway, where the crystal compass points).

AAW-GitwercCover-color-02A particularly sordid gitwerc—Varg the Candlekeeper [the subject of tomorrow’s Statblock Sunday! -MM]—attempted to cross the great river of weapons some time ago, failing and instead finding himself here. The natives of the demiplane, while powerful and masters of their realm, are not equipped to capture Varg, and he ran rampant through the weakest among them for years. The gitwerc made far more bloodcandles than he required, and eventually, decided to brave the passage to HEL once more. After decades of work he has prepared a massive stone to transport himself across the bladed river, and with countless rituals using the soul-capturing tapers, opened what was once a blip between dimensions into a gateway nearly large enough for him to travel through.

A true vessel would serve Varg far better, however, and as soon as he becomes aware of the PCs’ ship (which happens the moment a bloodcenser is destroyed) the gitwerc decides it should be his own. As soon as the party are within 5 miles of the gateway to HEL, their passage is interrupted by a huge asteroid that reaches out with an infernal hand wreathed in psionic energies, holding it fast against it.

From out of the orange mist soars a massive stone easily a mile across, infernal runes covering the length of it. The asteroid spins toward you and as it nears the ship, a massive spectral arm of appears around the side, grabbing onto your vessel and drawing it onto the rocky surface!

The product of numerous bloodcandles, each 5-ft.-square of the arm (which has a space of 15 feet by 100 feet) has 100 hit points and fast healing 20; in order to free their ship, the party have to cut it off at least three 5-ft.-squares (either the arm or “claws”).

16 magaav (host devils) prowl within the Candlekeeper’s asteroid under the direction of Varg’s “first mate”, a contract devil named Haxskrekin. The hallways are lined with 200 lit bloodcandles, and anyone that succeeds on a DC 24 Spellcraft check realizes that they power the arm holding down the ship. It takes a swift action and ½ a flask of holy water to extinguish a bloodcandle, and they remain lit until Varg’s death or 4 hours, whichever comes first. Every corner outside of the direct line of sight of the helm has a 50% chance of containing a HEL spore.

HEL asteroid

Varg sits at the helm of the asteroid, directly across from his private quarters. As soon as a bloodcandle is extinguished the Candlekeeper sends his infernal guards to wear down intruders (if the patrolling devils don’t find trespassers first) and flees into the safety of the asteroid’s one room, waiting behind the 2-ft.-thick rough hewn stone door until his minions—or the adventurers—are dead.

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Weird Wednesday (Uralicans Uncut): Bloodcenser

Bloodcenser     CR 11
XP 12,800
LE persistent haunt (25 ft.-radius circle around floating green-flamed censer)
Caster Level 10th
Notice Perception DC 26 (to hear screams of the damned)
hp 45; Weakness force damage;Trigger proximity; Reset 1 minute
Effect When this haunt is triggered, all creatures within the bloodcenser’s area takes 10d10 slashing damage (DC 16 Reflex save halves). Creatures that roll a natural 1, 2, or 3 on the save take double damage instead. Whenever a creature is slain by the bloodcenser haunt, its area of effect increases +5 ft. for every hit die that creature possessed, diminishing at a rate of 5 ft. per round until it returns to its normal size.

Destruction A powerful artifice of the gitwerc, a bloodcenser hCelurian-Banishing Sphereaunt can only be destroyed by extinguishing the life force of the creature that created it (in this case, Vrag the Candlekeeper [an antagonist we’ll highlight on Sunday! -MM]).

Adventure Hook As the PCs make their way to the Ancestral Gateway (using the crystal compass) they notice that bloodcensers litter the way forward, all of the strange green-flamed haunts scattered across space in an arrangement that will make it enormously difficult to move forward without relenting to one narrow channel that takes them near another gateway into Uklonjen. Using the aforementioned psionic item, an adventurer can pinpoint where in space all of the bloodcensers lay with a DC 25 Knowledge (planes) check, and with a DC 30 Profession (sailor) or Profession (soldier) check, pilot the vessel around these hazards; otherwise, there’s no route forward that won’t mean coming across several dozens of these haunts.

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Uyutmak’s Shield

Uyutmak's Shield

Uyutmak’s Shield

Aura moderate enchantment; CL 6th
Slot none; Price 16,170 gp; Weight 15 lbs. 

Description

The rim of this ornate circular heavy steel shield is decorated with thousands of miniature fragments of gem and crystal inlaid in complex gold trim. The gilded metalwork sweeps inward to the center of the armament like a draining pool of water, each separated by strands of reflective, polished silver. A second rounded plate at its center, worked in a pattern opposite the outer ring, holds a large ornament filled with bits of jewels, with two smaller sister accouterments just off the center of the bulwark

This +2 heavy steel shield, in addition to being a true work of art, grants special abilities that may be activated after a successful shield bash. Three times per day after successfully hitting an opponent with a shield bash, the wielder of Uyutmak’s Shield may take an immediate action to temporarily disorient their opponent, cuffing them lightly and allowing the enchantment to do its work. Instead of dealing damage, the wielder uses hypnotism (as a spell-like ability that does not provoke attacks of opportunity) against the struck opponent; any creature with two or more hit die than the wielder ignores this effect, but otherwise the target is forced to make a Will save (DC 10 + 1/2 wielder’s hit die + wielder’s Charisma modifier) or be fascinated, reacting to the wielder with two steps more friendly an attitude, prepared to take one brief, reasonable request. This effect ignores spell resistance and is considered ‘out of combat’ for purposes of the save to resist it, incurring a -2 penalty to the target’s saving throw.

 

History A character that makes a Knowledge (history) or Knowledge (local) check to learn about this magic item identifies the following fragments of lore:

DC 15     Stories abound about why and how Uyutmak’s Shield came into existence, but everyone knows the person responsible: Uyutmak the dweorg skald, explorer of the Underworld. Some of the most popular tales claim that the diminutive storyteller used it to escape scores of drow raiding parties, fell subterranean monsters and confound more than one dragon in his time. Naturally, it has long been a popular item for wandering dweorg and skalds alike.

DC 20     The stories all carry a bit of truth to them, although they’ve been warped by the passage of time as much as by Uyutmak himself. While his enchanted shield certainly had a great deal to do with how he survived so many dangerous encounters in the Underworld, it was rarely ever by attacking his foes; instead, the dweorg often smacked his spellcasting companions, compelling them to do as he bid (resulting in the deaths of many of their allies, and sometimes the mage or cleric themselves).

DC 25     Uyutmak actually led to the downfall of several adventuring groups that otherwise would’ve been successful; many of his contemporary skalds claimed that the dweorg was cursed, or worse. This rumor was only enforced by the fact that several of said storytellers found that to be the last tale they spun, each suffering the same gruesome fates that met the few of Uyutmak’s companions that survived to (briefly) retire.

DC 30     The dweorg Uyutmak was not as he seemed – in truth he was a foul gitwerc, sent to the surface by a drow House deep in the Underworld to do reconnaissance, testing the proficiency and competency of Upperworld’s denizens. Eventually he came to a violent end after a collection of skalds took arms against him in a cunning magic assault, forcing the traitorous brigand to impale himself on his own blade.

 

CONSTRUCTION
Requirements Craft Magic Arms and Armor, hypnotism; Cost 8,085 gp 324 xp

 

 

Do you have an idea for an enchanted sword, arcane-empowered armor or unique magic item? Take a look at the submission rules and send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:

  • the nature of the item (weapon, armor or wondrous)
  • one or two sentences about its appearance
  • what the item in question does
  • the components and spell(s) used in its construction