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Tribal Troubles: Ayaxan Lamp

Mythology_genie_s_lampAyaxan Lamp
Aura weak conjuration; CL 3rd
Slot none; Price 2,160 gp; Weight 1 lb.

This simple pewter lamp always leaks with a fine, cool mist and is chill to the touch.

An Ayaxan lamp is always filled with fresh, cool water when a creature goes to drink from it, but never spills out otherwise. Once per day, a creature drinking from the Ayaxan lamp heals 2d8+3 hit points.

Success on a Knowledge (geography) check to learn more about the Ayaxan lamp reveals some facts about the unique item’s lore:
DC 15     These endless sources of drinking water are rarely new, and only originate in the Disputed Territories.
DC 20     Travelers that survive the long journey from the tumultuous lands in the east find these discarded items on the remains of other explorers across the long plains and endless dunes.
DC 25     The Ayaxan tribe—nomads that travel across the tribal lands in the Disputed Territories—make these enchanted lamps. Every Ayaxan family carries one, and many keep a second.
DC 30     Travelers that come across the wandering gypsies often receive an Ayaxan lamp as a gift. If they are unwise, rude, or otherwise unkind in return, the Ayaxans deign not to warn them of the many dangers to be faced in their territories. More often than not, they come across the Ayaxan lamps they’ve given away after a time.

Requirements Craft Wondrous Item, create water, cure moderate wounds; Cost 1,080 gp

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Tribal Troubles: Gyeongsa Warp Storm

aaw-website - gyeongsa warp storm - gary dupoisThe shifting winds of a violent tempest rustle above as a tan swirl appears in the sky. It quickly grows in size, from only a few inches across into a sphere dozens of feet across. Gusts carrying fine grits of sand whip against you as the howl of the winds reaches a fevered pitch and the thing in the sky begins to drift towards you.

Gyeongsa Warp Storm     CR 10
XP 9,600
CN Colossal construct
Init -2; Sensesdarkvision 120 ft., low-light vision; Perception +2

AC 12, touch 0, flat-footed 0 (-2 Dex, +12 natural, -8 size)
hp 151 (13d10+80) fast healing 2
Fort +4, Ref +2, Will +6
DR 5/magic, DR 10/magic and ranged; Immune construct traits, fire; SR 12

Speed fly 60 ft. (perfect)
Melee two tentacles +13 (2d8+8 and grab)
Space 30 ft.; Reach 30 ft.
Special Attacks pull (tentacle 30 ft.), whirlwind (3/day, 10–30 ft. high, 2d8+8 damage, DC 24)
Spell-Like Abilities (CL 13th; concentration +15)
     Constant—gust of wind
     At will—control winds
     2/week—greater teleport

Before Combat A gyeongsa warp storm appears from out of nowhere with its greater teleport spell-like ability, approaching the closest creatures it can find and changing into its whirlwind form.
During Combat The gyeongsa warp storm attempts to suck every opponent in view into its body. Once captured, it uses greater teleport again to bring whatever it’s caught to the Disputed Lands.
Morale Gyeongsa warp storms have no intellect and their motivations are a mystery to all; they do not relent until they’ve captured more creatures to carry away with them.

Str 26, Dex 6, Con —, Int —, Wis 14, Cha 1
Base Atk +13; CMB +29; CMD 37 (cannot be tripped)
Feats —
Skills Fly +0, Stealth -18; Size Modifiers -8 Fly, -16 Stealth
Languages —
SQ Amorphous

Environment any (normally the Disputed Lands)
Organization —
Treasure standard

Punishing Winds (Su) Gyeongsa warp storms are constantly enshrouded and surrounded by severe winds. These winds automatically extinguish unprotected flames, have a 50% chance of extinguishing protected flames, and incurs a -4 penalty to ranged weapon attacks and Perception checks.

Many believe the anomalies to be no more than a myth, but those that survive a trip back from the heart of the Disputed Lands know otherwise. Of them, none can claim to have felled the thing; it persistently brings new creatures and travelers to the forsaken reaches of Aventyr. Those strong enough to survive the trip find that their new locale a demanding one—the Tribal Lands.