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Stealing Stones: Earthen Mimic

Earthen Mimic (Sara Shijo)
Art by Sara Shijo!

XP 3,200
NE Large aberration (shapechanger)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18

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

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)

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

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.


[Submitted by Tim Snow!]

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Stealing Stones: Collapsing Tunnel

After finding the right entryway to the Amber Roads the adventurers start a long trek through the planar byways that lasts at least 1d4+2 days. A DC 15 Survival check each day (using the Shlyappa ore as a focus) keeps the PCs from getting lost, though if they acquired the improved amber attenuator no check is required. Each day there is a 30% chance the party comes across an amber slide hazard.

collapsing tunnel 2Amber Slide CR 4
Amber slides are areas of Amber Road that have been worn smooth on a molecular level. This is a boon for dwarves, Small-sized creatures, and creatures of the earth subtype, granting them a +5 ft. bonus to their base speed.
Medium-sized creatures have a tough time with amber slides and need to make a DC 14 Acrobatics check every minute to avoid falling prone, sliding down the tunnel at their base speed +10 ft. for every turn they are sliding; in combat this check needs to be made every round. Sliding creatures are unable to choose the direction of their movement and are limited to a standard action and swift action each turn, but can make a Reflex save (DC 14 + 2 per previous save) to stop sliding as a standard action. A failure on this check leaves a sliding creature prone and increases their base speed by double what it increased on the previous turn. After 15d20 feet an amber slide ends in a sharp turn that acts as a dead stop, dealing 1d8 bludgeoning damage for every 50 ft. of the sliding creature’s speed when they hit into it.
A monk’s slow fall talent can be used to slow their descent down an amber slide, but feather fall does not. Noticing an amber slide requires a DC 16 Knowledge (planes) check.

When the party is on the last day of their journey across the Amber Roads, a pair of schewerka burrow out of the walls to assault them! The magical beasts flank the adventurers and attack from both sides of the tunnel in a section that is 5 ft. high, 5 ft. across, and long enough to encapsulate all of the PCs. However, this particular passage crosses over a magma channel in the Underworld of Aventyr, making its walls weak and brittle.

collapsing tunnel 1Attacks that miss by -5 or more hit the collapsing tunnel’s walls (hardness 5, 2 hit points per square inch); when broken, the collapsing tunnel creates a lava spout in that 5 ft. square. Creatures in that square need to make a Reflex save (DC 10 + 2 per previous check) each round as the lava spout widens to completely fill the square over the course of 1d6 rounds; failure on this check puts a creature in the lava. Once a lava spout has filled a square, it begins to fill an adjacent square but every time they widen, there’s a 20% chance a lava spout turns into completely smooth amber (DC 14 Acrobatics check or a creature on a completely smooth square goes prone).

Lava deals 2d6 fire damage per round of exposure, though creatures that fall prone in a square filled by a lava spout become half-immersed and take 10d6 fire damage per round. Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 5d6 points per round).

After the combat is over a DC 15 Perception check locates the hidden entrance to the lair of the creatures; only a few bits and pieces of chewed up armor remain, but tucked into the back corner (found with a DC 18 Perception check) is a razor bowler [Magic Item Monday! -MM].


5E Rules

Avoiding becoming lost on the Amber Roads requires a DC 9 Wisdom (Survival) check each day.

Medium-sized creatures that fail a DC 10 Dexterity (Athletics) check fall prone and begin sliding in an amber slide. They continue to slide each round with a DC 12 Dexterity saving throw.

Noticing an amber slide requires a DC 10 Knowledge (planes) check.

Avoiding a lava spout is a Dexterity saving throw (DC 8 + 1 per previous check).

Moving on completely smooth amber requires a DC 10 Dexterity saving throw.

Finding the schewerka lair requires a DC 12 Wisdom (Perception) check and discovering the razor bowler requires a DC 15 Intelligence (Investigation) check.


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Stealing Stones: Are We Lost?

After three days of wandering through nothing but orange tunnels (rarely any more than 5 feet high) even plucky Tanhoj was tiring of the Amber Roads.

“Over this way, I’m sure of it,” the dwarf says, beckoning forward with all the confidence of a clan lord, “I promise that we’re about to reach Shlyappa soon.”

Mykail, hunched down and rubbing his lower back in a spot on his armor that’s started to wear down to tan, mumbles something in Elven that is clearly not in any way polite. Road to Shlyappa 1“Really, Justahn? Are we really almost there or are we lost? All of these tunnels are practically identical! Oh, look there! An orange rock, like every other orange rock we have seen for days!

Reaching the enclave of the magical dwarves was proving to be quite the task. Two cave-ins, a cavern wall that turned out to be a petrous, something Justahn excitingly referred to as an “amber slide” that almost swallowed up Vic, and dozens of miles of tunnels too small for half of them to stand in had slowed progress considerably. The fact that Tekkitir managed to squeeze her way this far is nothing short of a miracle, but even her stupendous patience was starting to grow short, her demeanor brooding and silent (and hunched).

“Hold!,” Stephni loudly whispers from behind, causing Justahn to come to an abrupt halt that causes everyone to bump into one another before coming to a stop. “Did you hear that? A sort of schwer-ka-schwer-ka noise?” For a long, tense minute everyone strained their ears but to no avail. “Nehpets to the front—eyes out for tracks. I think I heard an echo coming from ahead. Blades out, people.”

Still wincing from a tight squeeze that put him in direct contact with Tekkittir’s pungent body odor, the druid slowly sniffs his way forward, slowly nodding after coming to a stop after only a few dozen feet. “These are recent tracks, sure enough. Looks like they hit a dead end though, maybe ten yards up from here.”

schwer-ka schwer-ka schwer-ka

Stephni whips her sword up to ward away whatever lurks ahead, “Everyone hear it that time? Nehpets pull back into rank. Tekkittir, let him pass—no, don’t—just put your tree down!” Her warning comes too late, however, as something comes wheeling from around the corner of the tunnel and slams into her, its slithering mammalian body making an odd noise with each movement as it claws frantically on her full plate. “Contact!”


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Stealing Stones: Amber Creature Template

Amber Creature (CR +1)
Though natives of the planar byways are relatively rare some creatures manage to live on the Amber Roads. Over time their bodies change dramatically, taking on more and more of the traits of the magical environment around them until they become things of amber.

Creating an Amber Creature
“Amber” is an acquired template that can be added to any corporeal creature. An amber creature retains all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Type: The creature gains the earth subtype. Do not recalculate the creature’s base attack bonus, saves, or skill points.

amber templateSenses: An amber creature gains darkvision 120 ft. and tremorsense 50 ft.

Armor Class: Natural armor improves by +4.

Defensive Abilities: An amber creature retains all of the defensive abilities of the base creature. Amber creatures gain immunity to disease, immunity to poison, resist acid 15, and the vulnerability to sonic weakness. Amber creatures also gain the ablative amber ability.

Ablative Amber (Ex): Amber creatures are covered in a sheen of otherworldly mineral that constantly breaks and shifts around their bodies. At the start of an amber creature’s turn, this covering reforms and it ignores a number of points of damage (be it from a spell, weapon attack, or otherwise so long as it is an external effect) equal to 1/10th its current hit point total (rounded down; minimum 4). Amber creatures with damage reduction or energy resistance subtract damage normally before it applies to ablative amber. Spells with the earth descriptor and the abilities of stonespeakers ignore ablative amber.

Speed: Amber creatures gain a burrow speed of 30 feet and the earth glide ability.

Melee: An amber creature gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the amber creature’s size (see Natural Attacks in the Universal Monster Rules section of Pathfinder Roleplaying Game: Bestiary). An amber creature’s slam deals damage as though it were two sizes larger and its natural weapons are treated as magic weapons for the purposes of overcoming damage reduction.

Abilities: Str +4, Dex -2, Con +6, Wis +2.

Skills: Amber creatures have a +4 racial bonus on Perception and Stealth checks. An amber creature always treats Climb, Knowledge (geography), Knowledge (planes), Perception, Stealth, and Survival as class skills. Otherwise, skills are the same as the base creature.


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Stealing Stones: Shlyappa Taboo Haunt

shlyappa taboo hauntShlyappa Taboo Haunt     CR 10
XP 9,600
CN Persistent haunt (the entirety of the Shlyappa Enclave)
Caster Level 10th
Notice Perception DC 20 (to notice the walls coalesce in an amber hue)
hp 45; Trigger proximity (detect magic); Reset 1 minute

Effect The Shlyappa taboo haunt is triggered by spells cast below caster level 11th*, one creature jumping over another creature, or by a creature spitting on a wall. A creature that triggers the Shlyappa Taboo haunt makes a DC 25 Fortitude save as their bodies shine with amber light or becomes permanently and completely bald. Creatures that trigger the Shlyappa Taboo haunt a second time make a DC 25 Fortitude save or two random extremities from its appendages turn to stone (usually fingers and toes); this incurs a -1 penalty to any skill checks made involving the use of the creatures hands. Creatures that have already triggered the Shlyappa Taboo haunt twice are at great peril, as it alerts zwerc native to the demiplane with bad omens that usually end with expulsion of the offender. Creatures that trigger the Shlyappa Taboo haunt a third time make a DC 25 Will save or the next time the creature enters the Amber Roads they become lost along the planar byways for one month. Only a limited miracle, limited wish, miracle, regeneration, or wish can reverse the effects of the Shlyappa Taboo haunt.

Destruction To completely destroy the Shlyappa Taboo haunt, the Shlyappa Enclave needs to be subjected to two earthquake spells.

*This includes the manifestation of spell-like abilities that are not constant. Stonespeakers and creatures wearing hats do not trigger the Shlyappa taboo haunt by using spell-like abilities or casting spells.


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