DC 20 Knowledge (nature) to recognize “the Dead Man’s Rest” This plant closely resembles its cousin, the firebloom cactus, but though it has a similar size and shape as well as brown skin, short hairs, and an odor of honey, it offers anything but safe respite. Once a creature touches the trunk and brushes up against the hairs of this desert flora, spines shoot out from inside the trunk (Atk +2, 1d2 points of piercing damage + DC 15 Fortitude save or paralyzed and 1d3 Constitution drain per round). Once injected into the victim the spines inject a paralytic poison that traps the creature in place while the tree siphons all nutrients and when its prey is unconscious or dead, the overgrowth on the tree opens and vine like tendrils grab the body, slowly pulling it up and placing it prone on top of the corpse cactus. Here the plant sucks the victim bone dry, adding the remaining bulk to its “sun shield”.
[The Corpse Cactus is one of many exotic flora by writer Lance Keppner! Art by Sara Shijo!]
SPECIAL ABILITIES Dream Gouger (Ex) Creatures that take damage from a somnambularskurgxon 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 negatesthe 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 somnambularskurgxon 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).
Biomechanical Flaws.A somnambularskurgxon swarm takes +50% damage from attacks and spells that deal lightning damage. A somnambularskurgxon 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.
EARTHEN MIMICCR 7 XP 3,200 NE Large aberration (shapechanger) Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
DEFENSE AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size) hp 80 (10d8+40) Fort +7, Ref +6, Will +6 DR 7/—; Immune acid
OFFENSE Speed 5 ft., climb 10 ft. Melee slam +13 (2d6+6 plus adhesive), bite +8 (1d8+4 plus grab) Special Attacks constrict (slam, 1d8+6), swallow whole (1d8 bludgeoning damage, AC 13, 22 hp)
STATISTICS Str 21, Dex 15, Con 20, Int 10, Wis 13, Cha 10 Base Atk +7; CMB +11; CMD 25 (can’t be tripped) Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam) Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (Dungeoneering) +10, Perception+18; Racial Modifiers +20 Disguise when mimicking objects Languages Common SQ mimic earthen object
SPECIAL ABILITIES Earthen Adhesive (Ex) An earthen mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered earthen mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the earthen mimic is alive without removing the adhesive first and take 1d4 acid damage each round they are in contact with the earthen mimic. A weapon that strikes an adhesive-coated earthen mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save, taking 1d4 acid damage each round. A successful DC 17 Strength check is needed to pry off a stuck weapon (DC 12 if the weapon has gained the broken condition). Strong alcohol or universal solvent dissolves the adhesive, but the earthen mimic can still grapple normally. An earthen mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.
Mimic Earthen Object (Ex) An earthen mimic can assume the general shape of any four Small-sized, two Medium-sized, or one Large-sized object made out of earth, rock, or stone (such as a massive boulder, several stalactites, or even a crevice. The creature cannot substantially alter its size, though. An earthen mimic’s body is hard and has a rough texture, no matter what appearance it might present. An earthen mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for an earthen mimic.
Mimic Mutations (Ex) Earthen mimics are transformed by Amber Roads but depending on where it is an encountered, a mimic can develop a multitude of traits from exposure to the Underworld of Aventyr. Some mutations are listed below; when applying them to the earthen mimic or a regular mimic, increase its CR as listed. Claybody (CR +0) The mimic’s body becomes softer and stretchier, giving it the compression ability and increasing its reach by +5 ft. The mimic loses all DR. Gemblooded (CR +1) The mimic’s insides are made out of precious gems and stones, causing any creatures within 30 ft. of it to make a DC 12 Will save or be compelled to rush toward the mimic as they see the sparkle of jewels in its cunningly hidden eyes (this does not reveal the mimic’s true nature). This is a supernatural mind-affecting compulsion effect. Orevein (CR +0) The mimic’s veins are made of metal, allowing it to bypass DR of either cold iron, silver, or adamantine. Waterfall (CR +1) The mimic gains a swim speed of 10 ft. and is able to use control water (CL 8th) as an at will spell-like ability.
5E Rules
Use the “Mimic” creature entry but with the following changes: size Large, Armor Class 14 (natural), hp 67, climb speed 15 ft., STR 20, change Melee Weapon Attack bonuses to +7 to hit and damage to (1d8+5), and limit the shapechanger and false appearance abilities to only function while the creature mimics 4 Small, 2 Medium, or 1 Large earthen object.
An assault of arachnids, golems galore, templates a plenty, and so much more!
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TACTICS Before Combat The schewerka is usually dozing off in a warm area; when its territory is trespassed the creature seeks out intruders, waiting to see if they move on. During Combat The schewerka challenges the most heavily armored foe, trying to sunder the armor from the creature; if it does not succeed in 3 rounds, the schewerka gets bored and either leaves or kills the foe depending on how much damage its opponent has dealt. Morale After 3 round if the schewerka has more than 23 hp it leaves from boredom, but if below 23 hp it stays and fights to the death over its pride.
STATISTICS Str 21, Dex 19, Con 15, Int 12, Wis 10, Cha 4 Base Atk +8; CMB +13 (+15 to sunder); CMD 28 (32 vs. trip) Feats Improved Natural Armor, Improved Natural Attack (bite), Improved Sunder, Multiattack, Power attack Skills Climb +13, Perception +8, Stealth +9 (+29 in earth), Swim +8; Racial Modifiers +20 Stealth in earth Languages Terran
This sleek monster covets warm patches of sun, warming up its cold metal plates. If no sun is present the creature baths in vents of lava or in the areas of the Amber Road it finds pleasantly toasty.
5E Rules
SCHEWERKA Medium beast, chaotic neutral AC 17 (4 natural) Hit Points 39 (6d8+12) Speed 60 ft., burrow 30 ft. (earth glide) STR 18 (+4), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 4 (-3) Damage Resistances bludgeoning, piercing, and slashing Senses tremorsense 100 ft., passive Perception 15 Challenge 3 (700 XP)
Armorbreaker. The schewerka deals double damage on attacks against armor. Earthwalk. The schewerka can use its burrow speed to travel through stone.
ACTIONS Multiattack. The schewerka make makes five attacks: one with its bite, two with its claws, and one with its tail.
Bite.Melee Weapon Attack: +6 to hit, one target. Hit: 8 (1d8+4) slashing damage. Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 6 (1d6+4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, one target. Hit: 6 (1d6+4) bludgeoning damage.
When this creature scuttles an unlikely rustling whistle hums through the air, the wind blowing back the lank, off-yellow skin hanging from its mutated bones and twisting muscles as it moves toward you with alarming speed!
MALFUNCTIONING SKURGXON CR 5 XP 1,600 CE Medium outsider (native, extraplanar) Init -1; Senses darkvision 60 ft., lifesense, low-light vision; Perception +10
DEFENSE AC 16, touch 9, flat-footed 16 (-1 Dex, +7 natural) hp 41 (6d10+8); fast healing 5 Fort +4, Ref +4, Will +6
OFFENSE Speed 60 ft. climb 20 ft. Melee bite +8 (1d6+4), 3 claws +3 (1d4+2) Special Attacks virulent touch (1d6 negative energy damage after 1d4 rounds)
TACTICS Before Combat A malfunctioning skurgxon uses Stealth to hide, waiting until an enemy is within range of a dash and bite. During Combat A malfunctioning skurgxon focuses its attacks on spellcasters and other magical creatures before attacking any physically adept enemies. Morale Though a malfunctioning skurgxon flees when reduced to 20 hp or less, it quickly returns after growing back one of its limbs.
STATISTICS Str 18, Dex 8, Con 15, Int 10, Wis 13, Cha 15 Base Atk +6; CMB +10 (+12 to sunder); CMD 19 (23 vs. trip) Feats Combat ReflexesB, Great Fortitude, Improved Sunder, Iron Will, Power Attack Skills Acrobatics +5, Climb +18, Perception +10, Sense Motive +10, Stealth +12, Survival +7; Racial Modifiers +4 Stealth Languages none SQ decaying body
ECOLOGY Environment any (Klavek Kingdom) Organization solitary Treasure standard
SPECIAL ABILITIES Decaying Body (Ex) After taking 10 points of damage fr
om a single attack or spell there is a 60% chance that a malfunctioning skurgxon’s limb dissolves and falls apart, dealing an additional 1d6 damage to it. The failed protype skurgxon can lose up to one leg (reducing its speed to 45 and its CMD vs trip to 22) and two arms (immediately removing Combat Reflex and up to two claw attacks), though after that decaying body has no effect. When the malfunctioning skurgxon heals 10 hit points, one of its limbs regrows. Virulent Touch (Ex) When a malfunctioning skurgxon 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).
[Submitted by Tim Snow and beautifully illustrated by Sara Shijo!]