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Mohkba Mania: PRANKSTER Operative

[When using this adversary in the second encounter of the Mohkba Mania adventure apply the special size rules from Meta Thursday: Little Characters, Big Adventures! —MM]

PRANKSTERS-operative_LPJ-Storn-Cook_rogue-1 (reduced)

P.R.A.N.K.S.T.E.R. Operative      CR 11
XP 12,800
Female elf arcanist 12
NE Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7

DEFENSE
AC 20, touch 16, flat-footed 15 (+1 deflection, +4 Dex, +1 dodge, +4 mage armor)
hp 80 (12d6+36)
Fort +6, Ref +9, Will +9
Immune sleep

OFFENSE
Speed 30 ft.
Melee +1 elven curve blade +6 (1d10, Crit 18-20/x2)
Ranged acid jet +10 ranged touch (6d6+4 acid, Range 30 ft., Fort DC 20 or sickened 1d4 rounds)
Special Attacks arcane reservoir (9/day, max 15), consume spells
Arcanist Spells Prepared (CL 12th; concentration +16)
     6th—mass suggestion
     5th—dominate person (2)
     4th—bestow curse, charm monster, dimension door, improved invisibility
     3rd—blink, fireball, fly, major image, suggestion
     2nd—blindness/deafness, detect thoughts, invisibility, mad hallucination, touch of idiocy, twisted space
     1st—charm person, disguise self, liberating command, mage armor, magic missile, shield
     0th—acid splash, bleed, dancing lights, detect magic, detect poison, mage hand, mending, prestidigitation, spark

TACTICS
Before Combat A PRANKSTER Operative uses Silent Spell and Still Spell with her enchantments, attempting to keep any disruption of her cover to a minimum.
During Combat A PRANKSTER Operative casts improved invisibility and then uses bestow curse, dominate person, and blindness/deafness to incapacitate foes before she dispatches them with her elven curve blade.
Morale PRANKSTER Operatives are highly valued by the cabal but avoid capture at all costs, fighting to the death if they cannot flee when reduced to 12 hit points or less.

STATISTICS
Str 8, Dex 18, Con 12, Int 15, Wis 10, Cha 18
Base Atk +6; CMB +5; CMD 21
Feats Combat Casting, Dodge, Eschew Materials, Silent Spell, Still Spell, Toughness
Skills Bluff +12, Disguise +12, Knowledge (all) +6, Linguistics +6, Perception +7, Spellcraft +15, Stealth +14, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven
SQ arcanist exploits (acid jet, arcane barrier, counterspell, dimensional slide, greater counterspell, spell resistance), cantrips, elven magic, keen senses, weapon familiarity
Combat Gear potion of cure serious wounds; Other Gear +1 elven curve blade, belt of dexterity +2, cloak of resistance +1, glove of storing, periapt of charisma +2, ring of protection +1

When the tactful force of a PRANKSTER Agent is unnecessary or an even more subtle hand is needed, the cabal dispatches a PRANKSTER Operative to infiltrate, reconnoiter, and more often than not, sabotage.

5E Rules

Use the statistics for a Mage but replace shield with disguise self and add Bluff +6, Disguise +6, and Stealth +6 to skills.

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Mohbka Mania: Prattling PRANKSTER

[This sidequest uses the special size rules from Meta Thursday: Little Characters, Big Adventures! —MM]

Prattling PRANKSTERS

After the PCs arrive in Mohkba (inside the Red Palace’s hunting dog den), a DC 16 Knowledge (geography) check confirms they are in the Carpenter’s District. Though they are unfortunately still vastly reduced in size from the partially suppressed teleport that brought them into the city, the magics of the Sanctioned Arcane Practitioners did do the adventurers a boon—this is very near the location of the last P.R.A.N.K.S.T.E.R.S. shipment from the Scorched Lands.

When the royal canines have been dealt with it seems like the party is no longer in danger, but 1d4 minutes after the encounter ends a storm of hail begins raining down on the city—at their reduced size, the weather may be a deadly hazard for the PCs! Taking cover in the nearest building brings the PCs to a large common hall for palace workers, a 40 ft. by 60 ft. hall with a large table surrounded by tree-stump stools and supplies lining the far wall.

A cursory search of the barrels and crates with a DC 14 Perception check reveals that one of the containers is a contraband cypher, a sure sign that the P.R.A.N.K.S.T.E.R.S. are nearby! Any PC that exceeds a check result of 25 also finds a piercing needle stuck in the crease between the floorboards and the wall. Though the adventurers might want to immediately track down the nearest criminal agent, a DC 12 Intelligence check deduces a few reasons not to; with their reduced mobility the adventurers won’t be able to search very quickly or effectively and moreover, at their reduced stature, the chances of being overwhelmed by the ne’er-do-wells are much greater than normal.

1d4 hours after finding this room, a servant appears with bowls, cups, and spoons in hand, setting the huge table for a meal attended by eight palace workers. A DC 20 Sense Motive check notices that one of the individuals—a woman named Vesra, a menial laborer in the Red Palace—is acting slightly out of sorts. If the PCs fail this check there’s a 50% chance she accidentally drops a PRANKSTERS coin onto the floor for a few seconds; while it is unlikely any regular-sized folks see its face, the party instantly recognizes the criminal token for what it is.

Today happens to be Vesra’s turn to clean up after the meal and after the rest of the workers file out of the room, she makes several trips with used dishes before approaching the contraband cypher. The party has ample time to try and block the doorways out of the chamber and with no means of escape, a criminal they can interrogate to learn more of the cabal’s plans in Mohkba—provided they can subdue the prattling PRANKSTER! [Tomorrow’s Statblock Sunday, folks! —MM]

 

5E Rules

A DC 13 Intelligence (Geography) check confirms the party’s location in Mohkba.
A DC 11 Wisdom (Perception) check notes the presence of a contraband cypher.
A DC 9 Intelligence check deduces that waiting for a moment to strike may be a better tactic.
A DC 16 Wisdom (Insight) check notices Vesra’s out-of-place demeanor.

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Mohkba Mania: This is a Good Thing. Kind of.

“My tree is a twig! This is bad! Where did mage go?!” Tekkittir yells, hefting her spindly growth of a club—now the size of an infant sapling rather than a full-grown tree—against a nearby table leg to disappointing effect. The party’s unexpectedly disrupted teleport to Mohkba changed each of the adventurers fundamentally; while Tanhoj and Vic were used to being of a reduced stature (albeit only a few feet rather than a couple millimeters), their half-orc companion was easily the most distraught by the situation.

“Don’t panic,” Mykail says, testing his legs before easily springing several feet into the air despite being an inch tall, “things could be worse. At least we’re in Mohkba; there’s no reason to be short tempered about it.” Before he could crack another size-related joke, the half-elf’s companions shoot him a stare colder than the chillest Klavekian wind. “Look,” the bard says with a serious tone, “this isn’t as untenable as you’re all thinking it is. Yes, our blades are likely of little use, but imagine how much harder it will be for the P.R.A.N.K.S.T.E.R.S. to find us now? this is a good thing. kind of.I’m sure that they know the biomancer has been eliminated and now we’ve got a distinct advantage over an entire guild of sneaky criminals keen to stab our backsides. This is a good thing. Kind of.”

Stephni shakes her head, slapping the plucky bard on the shoulder. “He’s right. And Jesker—thrice damn his name—seemed to realize something was going wrong as he finished the spell so it’s only a matter of time before we’re back to normal. Until then we should be taking advantage of this..anomaly, and figure out what the P.R.A.N.K.S.T.E.R.S. are up to so that when we’re able to act again, we can do so swiftly.” She looks around, delicately resting her gloved fist on her chin thoughtfully. “Where do you think we are right now? Is this the Carpenter’s Quarter or the Divine Quarter?”

Looking around carefully and making some calculations with his fingers, Justahn grumbles a bit and says, “if you like I can cast a fly spell to get a bird’s eye view, but gold to bullion says that we’re in the Carpenter’s Quarter. People in the Divine Quarter would have nicer shoes.”

“I’m in agreement and while I’d like to confirm our suspicions, avoiding casting spells might be prudent,” Mykails says. “We did just get shrunken down to the size of bread crumbs thanks to the Sanctioned Arcane Practitioners and I’m not at all keen to draw their attention in our current state. Let’s make for the Red Palace—however it is the P.R.A.N.K.S.T.E.R.S. are planning on using those abominable creatures, the castle is sure to play a part.” Looking down the dirty city street that more resembles a canyon than anything else, the half-elf grins, “besides, I’m sure getting in will only require a little bit of effort.’”

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Mohkba Mania: Little Characters, Big Adventures

Throughout the beginning of Mohkba Mania, Medium-sized PCs are reduced to Minuscule size (1/2 an inch tall) and Small-sized PCs are reduced to Infinitesimal size (1/4 an inch tall). Rather than using the existing rules for the Pathfinder RPG or 5th Edition, use these new size rules to bring a level of nuance to a part of the adventure so down to earth. Even though your group might be playing little characters, big adventures await them!

little characters, big adventures__eric_quigley

TABLE: New Size Modifiers

SizeOld Size ModifierNew Size ModifierBijou Bashing / Trample DamageBijou Bashing / Trample DCNew Space / Reach
Colossal–8-24*2d82030 ft.
Gargantuan–4-20*2d61820 ft.
Huge–2-16*1d81615 ft.
Large–1-121d61410 ft.
Medium+0-81d4125 ft.
Small+1-43 ft.
Tiny+2-22 ft.
Diminutive`+4+01 ft.
Fine+8+21 ft.
Miniscule^+12+4½ ft.
Infinitesimal^+16+80 ft.
Microscopic^+20+120 ft.

` For all intents and purposes not otherwise specified below, treat Diminutive creatures as though they were Medium-sized when determining weapon damage, spell effects, and the like.
^ New size categories introduced in Mohkba Mania.
* It is virtually impossible for a creature of Huge size or larger to perceive a character of Miniscule or smaller size without magnification (be it magical or scientific). Miniscule creatures cannot be knowingly targeted by creatures of that size, but may be in danger should they tread in the same occupied squares.
Note Creatures three size categories larger than their attacker automatically resist non-steal combat maneuvers. Tiny-sized or larger creatures take no size penalty to CMB or CMD.

 

New Size Modifiers for AC, Attack, CMB, CMD and Fly Skill

In addition to the changes listed below and to the augmented numbers in Table: New Size Modifiers, when calculating the size bonus or penalty to Stealth checks, simply double the number (for example, a Medium-sized creature suffers a -16 to Stealth checks).

Bijou Bashing (Ex) Creatures of Medium size or larger do not resolve melee or ranged attacks that deal bludgeoning damage normally when targeting a creature of Diminutive size or smaller.
On a successful hit, the smaller creature saves as though they were also being trampled by the larger creature (slam damage + 1-1/2 times its Strength modifier). If the hit was a critical hit, increase the number of the trample’s damage die by 1 per critical multiplier (from 2d6 to 3d6 for a Medium creature wielding a club or other x2 modifier weapon, from 3d8 to 5d8 for a Large creature wielding a warhammer or other x3 modifier weapon, etc.) and the DC to avoid it by +5 per critical multiplier.
A creature that fails their Reflex save must make a Fortitude save (DC 5 + opponent’s attack roll) or be knocked prone. On a successful Reflex save, the smaller creature takes half the damage from the the trample.
Unlike normal trample attacks, diminutive creatures are not able to make attacks of opportunity against their attacker.

Constitutive Capacity (Ex) Creatures of Diminutive or lesser size may determine their heavy load by their Constitution rather than Strength score, but suffer 1 hit point of damage each hour traveling or strenuous round (moving greater than their base speed or engaging in combat) and must make a Fortitude save (DC 12 + cumulative damage taken from Constitutive Capacity) or also become fatigued. Constitutive Capacity cannot be used by fatigued characters. If using this rule, disregard Table: Modified Carrying Capacity.

Precise Piercing (Ex) In addition to the changes in size bonus to AC, the nature of piercing weapons at so small a size fundamentally changes how the armaments function. Creatures using piercing weapons receive their size bonus twice when calculating attack rolls made with piercing weapons or their AC against piercing weapons.

Spell Slipping (Su) To adventurers of truly little size, magic operates differently. Animals often lack the intelligence to realize it, but at Diminutive size or smaller, it’s possible that any given spell or spell-like ability might be avoided much like a physical attack. When targeted by a creature of Small size or larger by a magical effect that allows for spell resistance, the Diminutive or smaller creature may make an opposed size check (1d20+size modifier) against the caster of the spell (1d20+caster level). In the event that the reduced creature’s check exceeds the caster, the spell washes around them.
All characters of Diminutive size or smaller gain this ability for free. Spell slipping is ineffective towards spellcasters or manifesters of spell-like abilities of Tiny size or less.

Titanic Trample (Ex) Creatures of Medium size or larger receive trample as a special attack, dealing an amount of damage determined by size. little characters, big adventures_2They automatically make a trample attack against non-flying creatures of Diminutive size or smaller whenever they occupy the same square, avoided with a successful Reflex save (no damage).
The DC of this Reflex save increases by +2 for every leg the trampling creature possesses beyond two. Creatures that have no Fly speed that cannot be tripped (such as oozes and shoggoths) receive a +20 bonus to the DC of their trample attack.

TABLE: CONSTITUTION  CARRYING CAPACITY 20 bits = 1 oz. 16 oz. = 1 lb.

Constitution Score*Light LoadMedium LoadHeavy Load
12 bits or less3–5 bits6–9 bits
29 bits or less10–13 bits14–20 bits
310 bits or less11–20 bits1–2 oz.
41 oz. or less1.1–2 oz.2.1–3 oz.
53 oz. or less3.1–4 oz.4.1–6 oz.
66 oz. or less6.1–8 oz. (½ lb.)8.1–10 oz.
710 oz. or less10.1–12 oz.12.1–15 oz.
815 oz. or less15.1– 18 oz.18.1-21 oz.
921 oz. or less21.1–24 oz.24.1–27 oz.
1027 oz. or less27.1–30 oz.30.1–33 oz. (2 lbs.)
1133 oz. (2 lbs.) or less33.1–36 oz.36.1–39 oz.
1239 oz. or less39.1–42 oz.42.1–45 oz.
1345 oz. or less45.1–48 oz. (3 lbs.)48.1–51 oz.
1451 oz. or less51.1–54 oz.54.1–57 oz.
1557 oz. or less57.1–60 oz.60.1–64 oz.
1664 oz. (4 lbs.) or less64.1–68 oz.68.1–72 oz.
1772 oz or less72.1–76 oz.76.1–80 oz. (5 lbs.)
1880 oz. or less80.1–84 oz.84.1–88 oz.
1988 oz. or less88.1–92 oz.92.1–96 oz. (6 lbs.).
2096 oz. or less96.1–100 oz.100.1–104 oz.
21104 oz. or less104.1–108 oz.108.1-112 oz. (7 lbs.)
22112 oz. (7 lbs.) or less112.1–116 oz.116.1-120 oz.
23120 oz. or less120.1–124 oz.124.1–128 oz. (8 lbs.)
24128 oz. (8 lbs.) or less128.1–132 oz.132.1–136 oz.
25136 oz. or less136.1–140 oz.140.1–144 oz. (9 lbs.)
26144 oz. or less144.1–148 oz.148.1–152 oz.
27152 oz. or less152.1–156 oz.156.1–160 oz. (10 lbs.)
28160 oz. or less160.1–164 oz.164.1–168 oz.
29168 oz. or less168.1–172 oz.172.1–176 oz. (11 lbs.)
+10×4×4×4

*This assumes the character is of Diminutive size. For Fine creatures, reduce these scores by ½ and for Tiny creatures, multiply them by x2. For Miniscule creatures, reduce these scores by ⅓ and for Small creatures, multiply them by x3. For Infinitesimal creatures reduces these scores by ⅙ and for Medium creatures multiply them by x6. For Microscopic creatures reduce these scores by 1/12 and for Large creatures multiply them by x12.

Converted Size Attribute Modifiers: When creating new monsters or using existing creatures from the Pathfinder Roleplaying Game, use these size modifiers to determine a creature’s size bonuses or penalties to attributes.

TABLE: Converted Size Attribute Modifiers (Cumulative)

SizeStrDexConNatural Armor
Colossal+8-2Same+4
Gargantuan+8-2Same+4
Huge+8-2Same+3
Large+8-2+4+3
Medium+8-2+4+2
Small+4-2+4+2
Tiny+4-2+2+1
Diminutive+0+0+0+0
Fine-2+2SameSame
Miniscule-2+2SameSame
Infinitesimal-2+4-2Same
Microscopic-2+4-2Same

 

JUMPING & SPEED

Obviously creatures of extremely small size can’t succeed on a DC 16 Acrobatics check to soar well over their height; new rules for jumping are detailed here for creatures of Tiny size or smaller. Characters of Tiny size or smaller do not, however, require any running start to make an Acrobatics check to jump.
Otherwise a creature’s normal speeds are reduced by -5 feet per size category (minimum 5 feet).

 

TABLE: NEW JUMP DISTANCES

Long JumpAcrobatics DC High JumpAcrobatics DC
1 foot5½ foot4
2 feet91 foot7
3 feet131 and a ½ feet10
4 feet172 feet13
5 feet212 and a ½ feet16
6 feet253 feet19
Greater than 6 feet+4 per 5 feetGreater than 3 feet+3 per half foot

 

5E Rules

When interacting with the shrunken PCs, treat Small or larger creatures as having:

  1. advantage on all damage rolls
  2. disadvantage on all attack rolls that deal piercing or slashing damage
  3. and disadvantage on all skill checks.

 

At their reduced size the PCs:

  1. are at disadvantage on all attack rolls made with non-piercing weapons
  2. deal half damage with non-piercing weapons
  3. take double damage from bludgeoning, piercing, and slashing damage
  4. gain advantage on all skill checks made to creatures of Small size or larger.
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Mohkba Mania: Familiar Steps Haunt

Familiar Steps HauntFamiliar Steps Haunt     CR 9
XP 6,400
N haunt (25 ft. by 10 ft. alleyway)
Caster Level 9th
Notice Perception DC 20 (to hear the squeaking of a panicked rat familiar)
hp 18; Trigger proximity; Reset 1 day

Effect The familiar steps haunt is triggered when a spellcaster with a familiar enters its area. The spellcaster’s familiar wanders into the most crowded area nearby (no save), prompting its master to follow (DC 20 Will negates). Each turn spent in a square occupied by a creature of Small-size or larger prompts a Reflex save from minuscule and infinitesimal creatures (DC 25) or they are unknowingly trampled by the regular folk (1d4+3 bludgeoning damage, Fort DC 20 or knocked prone). Prone creature take triple damage from the familiar steps haunt. After being trampled by due to the familiar steps haunt, a creature must make a DC 20 Will save or be compelled to travel in a random direction (roll 1d8).

Destruction The remains of the familiar once belonging to Vagraxxa the Vivid (another mage that attempted to teleport into Mohkba against the will of the Sanctioned Arcane Practitioners) must be exhumed from the foundations of a building nearby, ground into dust, and used as a spell component in order to permanently destroy the familiar steps haunt.

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Mohkba Mania: Piercing Needle

Piercing Needle
Aura faint transmutation; CL 4th
Slot none; Price 14,800 gp; Weight
piercing needle

DESCRIPTION
Though
this long sewing needle is unremarkable upon first glance, when looking more closely you can see a blue aura emanating from the sharpened bit of metal.

This +1 dart has a range increment of 30 feet. When using a piercing needle to make an attack roll, its wielder can make a Sleight of Hand check first (opposed by a Perception check made by the target); on a success, the piercing needle only deals 1 point of piercing damage but the attack is completely unnoticed.
In the hands of a Miniscule or Infinitesimal creature, a piercing needle instead acts as a +3 lance that deals 1d6 damage piercing damage on a successful hit; on a critical hit, the piercing needle increases its critical multiplier by +1.

CONSTRUCTION
Requirements Craft Magic Arms & Armor, a dozen sewing needles, lead blades; Cost 7,400 gp

[For more information on Minuscule and Infinitesimal creatures and some insight on the mechanics of the piercing needle, tune in for this Meta Thursday! —MM]

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Mohkba Mania: Enormous Hunting Dog

When the PCs arrive in Mohkba they are barely as tall as a nail—only a quarter or half of an inch in height! Though they are unlikely to be found by the guards still looking for them, the adventurers have an entirely different problem on their hands: whatever magic Jesker the Great used to force their teleportation past the abjurations of the Sanctioned Practitioners of Mohkba, it is too powerful to be affected by any spell of 6th-level or lower. The adventurers are stuck with their new statures!

All of the party quickly realizes how small they’ve become and though there’s relief from being found by the guards, they land directly in the middle of the city watch’s dog pack den. Two dozen of the creatures—normally a friendly and encouraging sight—pose a deadly threat!

Enormous Hunting DogENORMOUS HUNTING DOG       CR 2
XP 400
N Medium animal (special size rules) [This upcoming Meta Thursday with a sneak peek below! —MM]
Init +1; Senses low-light vision, scent; Perception +8

DEFENSE
AC 6, touch 3, flat-footed 5 (+1 Dex, +3 natural, -8 size)
hp 17 (2d8+8)
Fort +7, Ref +4, Will +1

OFFENSE
Speed 40 ft.
Melee bite -1 (1d6+9 plus trample and trip)
Special Attacks bijou bashing (1d4), trample (1d4+9, DC 16)

STATISTICS
Str 23, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +7; CMD 18 (22 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

ECOLOGY
Environment any (special size rules; Mohkba Mania)
Organization solitary, pair, or pack (3–12)
Treasure none

SPECIAL ABILITIES
Bijou Bashing (Ex) Creatures of Medium size or larger do not resolve melee or ranged attacks that deal bludgeoning damage normally when targeting a creature of Diminutive size or smaller.
On a successful hit, the smaller creature saves as though they were also being trampled by the larger creature.
If the hit was a critical hit, increase the number of the trample’s damage die by 1 per critical multiplier (from 2d6 to 3d6 for a Medium creature wielding a club or other x2 modifier weapon, from 3d8 to 5d8 for a Large creature wielding a warhammer or other x3 modifier weapon, etc.) and the DC to avoid it by +5 per critical multiplier. A creature that fails their Reflex save must make a Fortitude save (DC 5 + opponent’s attack roll) or be knocked prone. On a successful Reflex save, the smaller creature takes half the damage from the trample.
Unlike normal trample attacks, diminutive creatures are not able to make attacks of opportunity against their attacker.

Titanic Trample (Ex) Creatures of Medium size or larger receive trample as a special attack, dealing an amount of damage determined by size. They automatically make a trample attack against non-flying creatures of Diminutive size or smaller whenever they occupy the same square, avoided with a successful Reflex save (no damage).
The DC of this Reflex save increases by +2 for every leg the trampling creature possesses beyond two. Creatures that have no Fly speed that cannot be tripped (such as oozes and shoggoths) receive a +20 bonus to the DC of their Trample attack.

 

5E Rules

Use the regular statistics for a dog with the special size rules for Mohkba Mania. [Check back on Meta Thursday later this week! —MM]

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Wandering Wasteland: Grave Morass

grave morassWhatever catastrophe or circumstances led to the creation of the Grave Morass ensured the death of an untold number of primitive peoples and primordial beasts that sheltered in its canyon-like confines rather than suffer the prowling undead of NaeraCull’s jungles. Macabre scholars believe it an irony of the gods that these residents have become animated themselves, and none know how many of them persist or where they might tread when beneath the surface of the black. Exploratory parties sent by the warlords of the deserts or Ravine’s politicians rarely return, prompting the rulers of the southern reaches of the Scorched Lands to keep no small amount of anti-undead equipment and holy water close at hand.

Undead of the Grave Morass
Any type of non-cold skeletal undead can rise from the tar of the Grave Morass, but these animated creatures are predominantly humanoids and large primordial beasts (such as dinosaurs, mammoths, and sabertooth tigers). There is a 50% chance that the tar covering the undead that rise here has been magically affected by The Transgression and attacks from these undead have a chance of inflicting the tarred condition; each hit dice an undead possesses grants one such consecutive attack. For example, a 4 HD skeleton with two weapons would grant the tarred condition for one attack after charging, two attacks during a full-round attack the next round, and the first of its next attacks during a full-round attack the following round (but no more afterward). Any undead able to inflict the tarred condition in this way increase their CR by +1.

Tarred: You take a -4 penalty to all Charisma-based skill checks. Spells that target you instead affect a random target within 30 feet (no save) and have a 10% chance per caster level of triggering a random effect from the list below. The tarred condition can only be removed via dispel magic (CL 18th), heal, limited wish, miracle, or a wish. After 2d4+1 days the tarred condition alleviates itself as the substance crumbles away.
1 – Splay: targeted spell now affects all targets within 30 ft. of the original target
2 – Negate: targeted spell is negated and has no effect
3 – Damaging: targeted spell does twice the damage (in the case of spells that do not deal damage, double duration)
4 – Penetrating: targeted spell grants its caster a +10 circumstance bonus to bypass spell resistance
5 – Tricky: the saving throw DC(s) for the targeted spell are increased by +5
6 – Rebound: targeted spell also rebounds back on its caster

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Wandering Wasteland: Primordial Tar Haunt

primordial tar haunt_fixedPrimordial Tar Haunt      CR 6
XP 2,400
CN Persistent haunt (20-ft.-radius pool of tar)
Caster Level 6th
Notice Perception DC 22 (to hear the dying cries of primordial creatures)
hp 27; Trigger proximity; Reset 1/day

Effect When the primordial tar haunt is triggered, a deinonychus, pteranodon, and rhinoceros rise from the bubbling sludge (as summon monster IV) and charge at the nearest creatures (melee touch attack +8). Creatures struck by the primordial tar haunt gain the tarred condition and make a Reflex save each round (DC 16 + 1 per previous check) or are dragged 5 ft. closer to (or into) the tar pit.

Destruction The bones of a deinonychus, pteranodon, and rhinoceros must be doused in holy water and set ablaze with a divine spell before being cast into the primordial tar haunt.

Tarred: You take a -4 penalty to all Charisma-based skill checks. Spells that target you instead affect a random target within 30 feet (no save) and have a 10% chance per caster level of triggering a random effect from the list below. The tarred condition can only be removed via dispel magic (CL 18th), heal, limited wish, miracle, or a wish. After 2d4+1 days the tarred condition alleviates itself as the substance crumbles away.
     1 – Splay: targeted spell now affects all targets within 30 ft. of the original target
     2 – Negate: targeted spell is negated and has no effect
     3 – Damaging: targeted spell does twice the damage (in the case of spells that do not deal damage, double duration)
     4 – Penetrating: targeted spell grants its caster a +10 circumstance bonus to bypass spell resistance
     5 – Tricky: the saving throw DC(s) for the targeted spell are increased by +5
     6 – Rebound: targeted spell also rebounds back on its caster