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Stealing Stones: Doc, Underworld Horror

Doc - Gitwerc UnderterrorDOC THE UNDERWORLD HORROR           CR 10
XP 9,600
Male gitwerc underterror 11
NE Large outsider humanoid (dwarf, gitwerc, native)
Init -2; Senses darkvision 120 ft., see in darkness; Perception +8
Aura dreadful presence 11 rounds/day (60 ft., -2 vs. fear, DC 18 Will or shaken 1d4 rounds)

DEFENSE
AC 23, touch 7, flat-footed 23 (+8 armor, -2 Dex, +8 natural, -1 size)
hp 133 (11d10+68)
Fort +8, Ref +5, Will +6
Defensive Abilities improved evasion; DR 5/chaos; Resist cold 5, electricity 5, fire 5
Weaknesses light blindness

OFFENSE
Speed 20 ft.
Melee 2 claws +16 (1d8+9 plus 1d6 acid, Crit 19-20/x2) and 2 tentacles +11 (1d8+5 plus 1d6 acid)
Special Attacks extra attacks (2), evolution surge 2/day (self only)
Space 10 ft.; Reach 15 ft. (20 ft. with Lunge)

HEL Pool Spell-Like Abilities (CL 11th; concentration +14; 5 points)
3rd (3 points)—baleful polymorph (DC 16)
2nd (2 points)—deeper darkness, dread bolt
1st (1 point)—bane, forbid action (DC 14), murderous command (DC 14)

TACTICS
Before Combat Doc uses his evolution surge ability to grant himself the increased damage (claws), increased damage (tentacles), and energy attacks (acid) evolutions, then activates his deeper darkness HEL power (centered on something small on his person). Alternatively he may choose grab instead of increased damage  and energy attacks (dealing melee damage as below but able to begin grapples on successful hits, with a CMB of +21 to grapple).
During Combat Doc trudges forward into his enemies using Lunge (taking a -2 to AC gaining +5 ft. reach to melee attacks). When a spellcaster or ranged specialist makes themselves known, Doc uses baleful polymorph on the current melee combatant and wails away at the greater threat. As soon as he is visible, Doc activates dreadful presence.
Morale Doc is quite insane (especially after waiting so long between transformations) and fights to the death.
Base Statistics Without his evolution surge, Doc’s statistics are: Melee 2 claws +16 (1d6+9, Crit 19-20/x2) and 2 tentacles +11 (1d6+5).

STATISTICS
Str 26, Dex 6, Con 20, Int 10, Wis 8, Cha 16
Base Atk +8; CMB +17; CMD 25
Feats Extra EvolutionB, Improved Critical (claws), Improved Natural Armor, Lunge, Multiattack, Run, Toughness
Skills Bluff +10, Disguise +8 (+18 as dweorg), Intimidate +8, Perception +8, Sense Motive +7, Stealth +8; Racial Modifiers +10 Disguise (dweorg)
Languages Common, Infernal, Undercommon
SQ change shape (alter self, dweorg only), evolution gift (2 evolution points, 1/day for 11 minutes), fiendish resistance, fiendish sorcery, infernal, skill training (Diplomacy, Sense Motive), mutable form (full-round action, 2 evolution points), undershape (Medium humanoid; alter self, 9 forms)
Evolutions (14 points; claws, damage reduction, improved natural armor [2], large, reach [claws], reach [tentacles], tentacle [2])
Gear +2 breastplate, amulet of mighty fists +1, belt of strength +2, ring of sustenance

SPECIAL ABILITIES
Dreadful Presence (Ex) Doc can transform his body into a hideous writhing mass of flesh that terrifies those that behold it as a swift action (lasting for 11 rounds per day). When activated, every creature within 60 feet of Doc receives a -2 penalty on saving throws against fear for the duration of the effect and must succeed on a DC 18 Will save or be shaken for 1d4 rounds. Transforming back is a free action. This is a mind-affecting fear effect.

 

5E Rules

Use the “Xorn” creature entry but with the following changes: Strength 22 (+6), Armor Class 18, Hit Points 80 (7d10+42), Speed no burrow speed, Skills Bluff +3, Disguise +3, Space 10 ft. by 10 ft., Languages Common, Infernal, Undercommon, no earth glide, no stone camouflage, no treasure sense, able to assume form of dwarf (dweorg and 9 other Medium-sized humanoids), Innate Spellcasting Charisma (spell save DC 11), At will: darkness, Attacks increase to hit bonus and damage of all attacks by +3, increase reach of claw attacks by +10 ft., Challenge 6 (2,300 xp).

 

 

The Aventyr Bestiary Kickstarter ends in only days!

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Over 100 monsters!
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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: Shlyappa Zwerc Enclave

There’s no consensus on when exactly the zwerc enclave of Shlyappa first appeared—some scholars claim that it cannot have come into being until after the fall of the Dracoprime, while others point out that the intensely magical demiplane has power locked within that is far, far, far older. Regardless of its age, there’s no denying the power within this planar pocket, no matter how much of it is tied off to the Amber Roads or Elemental Plane of Earth.

Shlyaapa Enclave story locale

Anti-Air
Though breathable air is aplenty and the natives aren’t above using magic to replenish it, there’s a strong discrimination against creatures of the sky and any connection to the Elemental Plane of Air. Creatures with wings or are otherwise associated with air (via a bloodline, holy symbol, or otherwise) take a -2 penalty to all Charisma-based skill checks with denizens of Shlyappa.

Hats, Hats, and More Hats
All zwerc enclaves have certain taboos that cannot be trespassed without great consequence. One of the tenets enforced in Shlyappa only allows spellcasters wearing hats to practice their craft without suffering for it and as a result, every citizen wears a chapeau of some kind. Travelers that come into Shlyappa are offered a hat right after getting off the Amber Roads, and if they do not have a hat or helmet of some kind afterward, are frequently offered one. Creatures that refuse to wear a hat (this includes animal companions, mounts, and familiars) suffer a -5 penalty to all Charisma-based skill checks with denizens of Shlyappa.

Sealing Caves
There are few buildings in this zwerc enclave; every home, shop, and establishment in Shlyappa is part of the earth, housed within hollowed out caves and tunnels. Any zwerc, natural born citizen, or stonespeaker can wave their hand as a swift action to open or close a sealing cave. Other creatures can spend a standard action to open or close a sealing cave by making a DC 15 Use Magic Device check (no training is required for this use of the skill), though the sealing cave does not finish opening or closing until the end of that creature’s turn.

 

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!

 

 

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! Polls close on July 14th!