No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 0
Hit Dice: 7d8 + 7
Attacks: 1 (bite)
Damage: 1d6
Save: D7
Morale: 7
Hoard Class: None
The vasteknos is a squat, great tortoise-like creature with iron plates covering it's shell. It stands 4' at the shoulder and lumbers through ancient caves and grottos. It's colouring is a mix of greys and rust-browns while it's eyes gleam a wet red. The vasteknos is omnivorous, capable of eating nearly anything. It's beaked mouth can shear through mail or flesh with equal ferocity. They rarely attack unless provoked or unless the creature is helpless. The vasteknos is sometimes hunted for it's iron scales by dwarves who can craft magical armour from it's scales. Yet the beast is seldom killed for it's carapace protects it from many attacks.
Monday, 30 May 2011
Saturday, 28 May 2011
three things: regalia of the grotesque
Crown of the Grotesque - This horrific, ornate crown and head-dress is made of gold and strange-scented violet flesh. Veins of an unknown green crystal run through it. Compound eyes shine like jewels as writhing, tentacles tipped with tiny whispering mouths veil the head and face. The tines are sharp, bifurcated fangs. Wearing the crown grants 360 degree vision, a +4 competence bonus to Perception checks and darkvision to 60'. The wearer retains their Dexterity bonus to AC even when flat-footed, cannot be flanked but cannot close their eyes or avert their gaze from gaze attacks. Casting light or continual flame on the crown blinds it for 1d4 rounds, daylight blinds it for 3d4 rounds. The crown's whispering can affect a single creature within 30' with hypnotism (Will DC18) once every round as a free action of the wearer.
Market Value: 30,000gp.
Creation: 7th level, Create Wondrous Item, Quicken Spell, polymorph self, hypnotism
Orb of the Grotesque - A grapefruit-sized, slimy eye with iridescent, slitted pupil and crystalline ruby iris. The orb must be held without gauntlets or gloves, allowing the slime on the eye to touch and faintly yellow the skin of the wielder. Only then can the orb's wielder use one of the following as a standard action once a round.
Creation: 7th level, Create Wondrous Item, charm monster, clairaudience/clairvoyance.
Scepter of the Grotesque - A slender rod of green-veined purple chitin ending in a scorpion-like pincer. This can be used to attack as a +2 flail doing 1d6+2 crushing damage. Against opponents of Small size or less, the scepter also initiates a grab when it attacks. The rod reacts as an extension of the user's arm and can hold objects within it's pincer.
Market Value: 30,000gp.
Creation: 7th level, Create Wondrous Item, polymorph self, mage hand.
Market Value: 30,000gp.
Creation: 7th level, Create Wondrous Item, Quicken Spell, polymorph self, hypnotism
Orb of the Grotesque - A grapefruit-sized, slimy eye with iridescent, slitted pupil and crystalline ruby iris. The orb must be held without gauntlets or gloves, allowing the slime on the eye to touch and faintly yellow the skin of the wielder. Only then can the orb's wielder use one of the following as a standard action once a round.
- Brandishing it allows the wielder to charm monster (Will save DC17)
- Gazing into it's pupil lets the wielder use clairvoyance (at 7th-level).
Creation: 7th level, Create Wondrous Item, charm monster, clairaudience/clairvoyance.
Scepter of the Grotesque - A slender rod of green-veined purple chitin ending in a scorpion-like pincer. This can be used to attack as a +2 flail doing 1d6+2 crushing damage. Against opponents of Small size or less, the scepter also initiates a grab when it attacks. The rod reacts as an extension of the user's arm and can hold objects within it's pincer.
Market Value: 30,000gp.
Creation: 7th level, Create Wondrous Item, polymorph self, mage hand.
Monday, 23 May 2011
parnihad
No. Enc.: 1
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4
Hit Dice: 6d8
Attacks: 1 (bite)
Damage: 1d4, steam
Save: F6
Morale: 12
Hoard Class: None
This magical automaton appears to be a brass cobra, complete with hissing sounds and a faint wisp of steam rising from it's mouth. If threatened it will rear up and spit a spray of blinding steam. Victims can save vs. Breath Weapon or be blinded. Cure blindness will restore sight. The parnihad's bite injects boiling water into the injury, a victim must save vs. Poison or take 2d6 damage immediately. As automata without true intelligence, the parnihad is immune to hold, charm or sleep spells and not subject to poison or gasses.
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4
Hit Dice: 6d8
Attacks: 1 (bite)
Damage: 1d4, steam
Save: F6
Morale: 12
Hoard Class: None
This magical automaton appears to be a brass cobra, complete with hissing sounds and a faint wisp of steam rising from it's mouth. If threatened it will rear up and spit a spray of blinding steam. Victims can save vs. Breath Weapon or be blinded. Cure blindness will restore sight. The parnihad's bite injects boiling water into the injury, a victim must save vs. Poison or take 2d6 damage immediately. As automata without true intelligence, the parnihad is immune to hold, charm or sleep spells and not subject to poison or gasses.
Saturday, 21 May 2011
recap: inns & taverns II - the sequel
Table: More Random Taverns.
Roll d20. Rerolls mean another drink there.
Roll d20. Rerolls mean another drink there.
- The Minotaur's Horn
- The Crooked Roost
- The Goblin's Head
- The Crooked Walk
- The Angel Under The Hill
- The Twopenny Crow
- The Lance and Board
- Pudding's Tavern
- The Tricorn Cow
- The Standing Sphinx
- The Ties That Bind
- The Guzzling Goblin
- The Cup of Skulls
- Aulog's Garden
- The Mermaid's Purse
- The Wyvern and Watch
- Zora's Cove
- Danker's Bones
- Kunikubwa's Belly
- The Miller In Black
Labels:
3e,
4e,
fluff/inspiration,
inns + taverns,
labyrinth lord,
pathfinder,
recap,
rpgs
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