TANARUS' VINE RING

13th AGE

TANARUS’ VINE RING

(ring/ring)

This blood-jade ring is carved to resemble vines. The longer the ring is worn the brighter the red of the ring appears, and the paler and more easily bruised the wearer becomes.

Attunement: To attune to the ring it is necessary to spill blood onto it, attunement mid-battle is not unheard of with this legendary ring.

Blood Weapons: Always: You may draw blood from yourself to form either a staff or a bow and arrows. Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic).

Winged Heart: Sacrifice 1/4 HP: You may cause an arrow fired from the bow to twist and fork like a pulsing vein. The vein-arrow flies straight and true to any target that you can see, even if that target would normally be out of range or would require amazing mid-air acrobatics on the part of the arrow to reach. You gain +4 to your roll to hit but take no penalties for the target moving, being in cover, or at extreme distance.

Staff of Life: Sacrifice 1/4 HP: You may plunge the blood-staff into a fallen ally. They gain the HP that you sacrificed as temporary HP. The ally must be wounded with an open wound that the staff can be plunged into, this ability can not be used to ‘buff’ otherwise healthy allies.

Unnatural Vines: Recharge 16+: You may cause vines made of congealed blood to sprout from your body. These blood-vines can take the form of a rope-ladder, net, rope or other vine or rope-based object. The vines can even be made to grow over or up an object, allowing you to seal doors shut or climb normally unscalable walls. Creating an extraordinary object (a rope bridge long and sturdy enough for an army with waggons to march across a wide chasm) costs you all your current HP. The blood-vines decay after a day or two, attracting flies and scavenging wild beasts if any are in the area.

Sanguine Growth: Quirk: You become overly concerned about contracting diseases, especially diseases of the blood. When your blood spills on fertile soil small red weeds spring up (the plants are non-magical, they are red in coloration but are otherwise normal in every respect).

Over-attuning: Coming into contact with a dead body (such as during looting corpses after a battle) causes you such worry that it becomes all you can think about ... take a penalty to all non-combat d20 rolls for the rest of the day equal to the bonus to attack/damage that the blood magic of ring grants you in combat. Red vines begin growing out of your scalp, mixing with your hair.

GMs: Is the ring a plant that has been formed into a ring, a red jade ring with a plant inside it, or something stranger still? Why does the magic of the ring seem so worried about disease? What is the destiny of the ring? What was the ring supposed to accomplish, and has it already succeeded or failed in the task?

PATHFINDER

-coming soon- 

SAVAGE WORLDS

TANARUS’ VINE RING
(ring/ring)

This blood-jade ring is carved to resemble vines. The longer the ring is worn the brighter the red of the ring appears, and the paler and more easily bruised the wearer becomes. The origins of this mysterious ring are unknown; Tanarus was "merely" the ring's most legendary owner, but he was neither the first nor the last to bear this talisman.

Attunement: To attune to the ring it is necessary to spill blood onto it. Indeed, attunement mid-battle is not unheard of with this legendary ring.

Roots of Blood: Once attuned to Tanarus' Vine Ring, you just seem to heal faster than others. You gain the effects of the Fast Healer Edge. If you already possess the Fast Healer Edge, you gain no additional benefits.

Hematic Potency: Tanarus' Vine Ring possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge check (or a Healing skill check, at the GM's discretion) to activate. The Hematic Potency may be used to activate the following powers:
* Bolt (PP: 1-6; Rng: 12/24/48; Dur: Instant; Trappings: Arrows forged of blood vine): You can shoot up to 3 bolts. See "Savage Worlds Deluxe" for more details.
* Healing (PP: 3; Rng: Touch; Dur: Instant; Trappings: Blood vines root into wounds and heal them): You can heal yourself or another during the Golden Hour. See "Savage Worlds Deluxe" for more details.

Palid Torment: While attuned to Tanarus' Vine Ring, your blood begins to feed the "vines" of the ring, leaving you weak and susceptible to illness and harsh environments. You gain the Anemic Hindrance. Over-Attunement (Attuned to more than one item per Rank): You acquire an intense and irrational aversion to the corpses of humanoid creatures, fearing that their lack of vitality will somehow infect you and drain you of your own vital force. You gain Phobia (Corpses) as a Major Hindrance.

GMs: Is the ring a plant that has been formed into a ring, a red jade ring with a plant inside it, or something stranger still? Why does the magic of the ring seem so worried about disease? What is the destiny of the ring? What was the ring supposed to accomplish, and has it already succeeded or failed in the task?

MASK of the BLOOD GOD

13th AGE

MASK OF THE BLOOD GOD

(mask/head)

This battered leather mask has dark stains on it, as though it has been weeping blood.

Attunement: To attune to the mask you must do nothing more than wear it for an hour. Over the hour the mask moulds itself to your face, enveloping the entire head. It is hard to tell the the wearer has a mask on, but the lack of blemishes and thin ridge along the jaw are give-away signs if you know what to look for.

Bloody Decision: Always: +1 MD (adventurer); +2 MD (champion); +3 MD (epic).

Name of Power: 16+: You may re-roll a failed charisma-based roll. At champion-tier the recharge is 11+, at epic-tier the charge is 6+.

Sanguine Countenance: Quirk: Weep blood when under stress. Over-Attunement: Open sores and other disfigurements appear on the face under the mask. Only unattuning from the mask can start the long healing process. Remaining over-attuned to the mask for too long can lead to permanent disfigurement and health problems.

GMs: Which blood god is this mask dedicated to? Blood gods are usually focused upon battle or sacrifice - why does this mask make the wearer more persuasive? What does the blood god want - what was his or her intention in creating the mask?

PATHFINDER

-coming soon- 

SAVAGE WORLDS

MASK OF THE BLOOD GOD
(mask/head)

This battered leather mask has dark stains on it, as though it has been weeping blood. The hide is of unknown origin, and is very strong and supple, despite its battered appearance. The inside of the mask bears religious symbols of ancient origin, offering reverence to an unknown deity through humility and sacrifice.

Attunement: To attune to the mask you must do nothing more than wear it for an hour. Over the hour the mask moulds itself to your face, enveloping the entire head and taking on your general appearance. It soon becomes difficult to tell the the wearer has a mask on, but the lack of blemishes and thin ridge along the jaw, nostrils and eye sockets are telltale signs if you know what to look for.

Dark Presence: Once attuned, you take on an intimidating demeanor, which in turn influences the actions of others. You gain the effects of the Charismatic Edge. If you already possess the Charismatic Edge, you gain no additional benefits.

Reverent Vitality: The Mask of the Blood God possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge check (or an Intimidation skill check, at the GM's discretion) to activate. The Reverent Vitality may be used to activate the following powers:
* Boost/Lower Trait (PP: 4; Rng: Touch; Dur: 3 (1/rd); Trappings: Magic traces along veins): You can increase or decrease a Trait. See "Savage Worlds Deluxe" for more details.
* Entangle (PP: 2-4; Rng: Smarts; Dur: Special; Trappings: Blood "fire" incapacitates from within): You can immobilize one or more creatures. See "Savage Worlds Deluxe" for more details.

Sanguine Countenance: While attuned to the Mask of the Blood God, the mask begins to feed on your blood, leaving you weak and susceptible to illness and harsh environments. You gain the Anemic Hindrance. Over-Attunement (Attuned to more than one item per Rank): The hunger of the mask becomes greater. In an effort to appease the Mask of the Blood God and prevent your own death, you must drink the blood of sentients. You gain the Habit (Sentient Blood) as a Major Hindrance. 

GMs: Which blood god is this mask dedicated to? Was the being revered by the maker of this mask actually a god? Who crafted this mask, and what was his or her intention in doing so? Does this mask hold a particular significance to a secret cult, magical tradition or organization? What kind of creature provided the hide for the mask?

MAD LOVE

MAD LOVE

(whip, light 1-handed/weapon)

This dried rose resonates with emotion, any who touch it feel the sting and regret of lost loves.

Attunement: To attune to the rose it is necessary for you to experience heartbreak. The rose will accept any tragedy no matter how small as an acceptable offering, some hopeful adventurers have had their party half-kill them trying to provoke heartbreak. Once the rose is attuned to you the petals of the rose turn black. The rose known as Mad Love is almost impossible to destroy by conventional means. The rose will not willingly leave your possession. If discarded, given, or traded it mystically returns to you. Only by finding true love (or death) can you unattune.

Over-Attached: Always: The rose transforms into a thorn-braid whip. Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic).  The thorns leave a distinctive pattern on the skins of victims, cutting like the nails of a lover.

Slave to Romance: Recharge 6+: You gain +2 to all attempts at seduction and romantic flirtations. If you use the power and fail to successfully recharge the power until the next day you take a -2 penalty to see through any attempts to dupe you by appealing to your romantic nature and a -2 penalty to defences and saves against mental domination via magic.

Love-Struck: Recharge 11+: You gain +2 to spells that ensnare the minds of others, provided the target of the spell has been struck by the whip in the last day. You can cast mind-affecting spells that charm or might cause friendship or love while engaged in melee combat without provoking opportunity attacks.

Maddest Love: Recharge 16+: If the you are a bard then once per day you may sing and make a Cha vs MD close attack against one nearby enemy as a move-equivalent action. If the attack is successful then the victim of the song falls madly in love you (a save-ends confusion). Maintaining the song is a move-equivalent action, if it is not maintained the victim is released from the effect. At champion-tier the song can target two nearby enemies, at epic-tier three nearby enemies. Outside of combat a victim of the song can make a save once a minute, the effect also ends if the bard stops singing. Those madly in love will tend to obey the your instructions implanted via the love-song. If the target is 2+ levels higher than you the save is 6+, if the target is a minion it is 16+. Unusually for a bard song it can be woven into existing bard songs, allowing two you to sing this song and use a regular bardic song once.

Heartbreaker: Quirk: Overly flirtatious and easily swayed by hedonistic pleasures.  Over-Attunement: Constantly falling in love with all the wrong people.

GMs: Where did the rose grow before it was cut? How did the rose come to be filled with the magic of heartache? What special events occurred in the garden where the rose grew?

PATHFINDER

-coming soon- 

SAVAGE WORLDS

MAD LOVE
(whip/weapon)

This dried rose resonates with emotion; any who touch it feel the sting and regret of lost loves. The base of the stem is wrapped in crimson leather, upon which are scratched small sigils faded with age.

Attunement: To attune to the rose it is necessary for you to experience heartbreak. The rose will accept any tragedy no matter how small as an acceptable offering, some hopeful adventurers have had their party half-kill them trying to provoke heartbreak. Once the rose is attuned to you the petals of the rose turn black. The rose known as Mad Love is almost impossible to destroy by conventional means. The rose will not willingly leave your possession. If discarded, given, or traded it mystically returns to you. Only by finding true love (or death) can you unattune.

Love Hurts: Once attuned, the rose transforms into a short, thorn-braid whip. This weapon inflicts Str+d6 damage, and ignores Shield Parry and Cover bonuses. The thorns leave a distinctive pattern on the skins of its victims, cutting like the nails of a lover.

Simply Irresistible: Once attuned, you become more appealing to others, particularly those who find your race and gender attractive. You gain the effects of the Attractive Edge. If you already possess the Attractive Edge, you gain no additional benefits.

Power of Love: Mad Love possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge check (or a Persuasion skill check, at the GM's discretion) to activate. The Power of Love may be used to activate the following powers:
* Confusion (PP: 1; Rng: Smarts x2; Dur: Instant; Trappings: Bold flirtations and blown kisses): You render another creature Shaken and confused. See "Savage Worlds Deluxe" for more details.
* Puppet (PP: 3; Rng: Smarts; Dur: 3 (1/rd); Trappings: Mystically-induced mindless devotion): You can control the actions of another creature. See "Savage Worlds Deluxe" for more details.

Casanova: While attuned to Mad Love, you are consumed by lust, the sin of uncontrolled desire. Driven by your passion, you tend to act without consideration for the needs or feelings of others, often in a way that victimizes others. You will use any means at your disposal to indulge your desires, from deception to manipulation to acts of violence. Over-Attunement (Attuned to more than one item per Rank): You become a hopeless romantic, falling in love with all the wrong people. You believe in love and fairy tales, and dream of roses and candlelight, walking on the beach at sunset, and dancing in the rain. You make romance an art form, seeking that particular eternal bliss that comes from being united with one's soulmate, which you crave with abandon. Unfortunately, you continually make the wrong choice in prospective partners.

GMs: Where did the rose grow before it was cut? Was it a famous garden, or perhaps a secret laboratory owned by a powerful archmage? How did the rose come to be filled with the magic of heartache? Could the rose be part of some elaborate curse, the likes of which inspired the fairy tales taught children today?

TRUTHSEEKER

13th AGE

TRUTHSEEKER

(halbard, heavy 2-handed/weapon)

Truthseeker is a halberd made of a unique substance similar to pearlescent blue jade. A fine silver tracery glimmers over the impossibly smooth surface. Truthseeker literally is seeking the truth, it is alive in some indefinable way.

Attunement: To attune to the halberd one must perform a perfectly choreographed dance. The secret to the dance movements are encoded in the silver tracery that runs over the halberd.

Harmony: Always: Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic).

Seeker After Truth:  Recharge 16+: Occasionally truthseeker sees fit to grant you sight beyond sight, revealing secrets and laying bare lies. You may ask the GM for the truth of a situation. If the GM is agreeable you can automatically detect any lies and pierce all illusions until your next rest. If the GM declines you double the attack bonus the weapon grants to you until your next rest.

Final Sacrifice: Once Ever Only: You summon forth some of the immaterial spirits of past champions that have sacrificed their lives. For the rest of that battle you can not fall unconscious or die and you gain +20 to all your attacks and damage. At the end of the battle you die, and nothing can prevent your death nor can you ever be bought back or resurrected.

Name of Quirk: Quirk: Lying or using a disguise feels uncomfortable. Over-Attunement: Whenever the you lie or try to use a disguise you lose a recovery.

GMs: Does truthseeker contain the spirits of those who have sacrificed themselves? Why was truthseeker created, and what is it really looking for? What is the unique substance that the weapon is made of, and why is it unique?

PATHFINDER

-coming soon- 

SAVAGE WORLDS



TRUTHSEEKER
(halberd/weapon)

Truthseeker is a halberd made of a unique substance similar to pearlescent blue jade. A fine silver tracery glimmers over the impossibly smooth surface. Truthseeker literally is seeking the truth; it is alive in some indefinable way.

Attunement: To attune to the halberd, one must perform a perfectly choreographed dance. The secret to the dance movements are encoded in the silver tracery that runs over the halberd. This requires an hour of study, followed by a successful Agility trait check. (If you fail, there is no further penalty for continuing to make the effort aside from taking another hour of study and attempting another Agility trait check.)

Unerring Precision: This pole arm is a magical two-handed weapon that deals Str+d8 damage, granting a magical AP 2 once the wielder has become attuned to the weapon. Like most pole arms, Truthseeker requires the use of two hands and has a Reach of 1.

Virtue of Truth: Those who wield Truthseeker are strengthened by the virtuous nature of the weapon's quest. Once attuned, you gain the effects of the Strong Willed Edge. If you already possess the Strong Willed Edge, you gain no additional benefits.

Precepts of the Great Quest: Truthseeker possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge check (or perhaps a Persuasion skill check, at the GM's discretion) to activate. The Precepts of the Great Quest may be used to activate the following powers:
* Divination (PP: 5; Rng: Self; Dur: 1 minute; Trappings: Silver tracery shines brightly and changes form to reveal information): You gain information from an extraplanar source. See "Savage Worlds Deluxe" for more details.
* Dispel (PP: 3; Rng: Smarts; Dur: Instant; Trappings: Blue energy tendrils remove magic to reveal the truth beneath it): You can negate powers activated by others. See "Savage Worlds Deluxe" for more details.

Righteous Candor: Once attuned to Truthseeker, you feel a compulsion to reveal the truth. As a result, you can't keep a secret very well. You will often reveal plans and break confidences, often at the worst of times. You gain the Big Mouth Hindrance. Over-Attunement (Attuned to more than one item per Rank): You cannot tell a lie, or through omission or silence, allow others to believe something that is untrue. Whenever you or one of your comrades attempt to promote untruth, your discomfort is so strong that your behavior imposes a -4 penalty on any skill check related to such efforts.

GMs: Why was truthseeker created, and what is it really looking for in its Great Quest? What is the unique substance that the weapon is made of, and why is it unique? What will happen when the Great Quest is completed? Who does not want the Great Quest to be completed, and what lengths will they go to in order to insure that the Great Quest fails?

BLADE OF THE REAPER

13th AGE

BLADE OF THE REAPER

(sword, 2-handed/weapon)

This sword has absorbed the souls of the unwary since the start of the current cycle of history. The wicked weapon has tainted the hearts of many would-be heroes. The sword’s first owner was the legendary Kellyon who it is said still lives and hunts for the weapon in the hope of undoing the evil that it brings. The massive two-handed sword makes an unearthly keening sound as it slices through flesh.

Attunement: To attune to the blade of the reaper you must commit an otherwise needless act of violence with it.

Absolute Evil: Always: Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic).

Soul-Binder: Recharge 6+: Any mortal creature killed by the sword has its soul bound to the sword. The creature can not be resurrected or raised from the dead unless the sword is present.

Ghost-Shield: Recharge 16+: When you kill a creature with the sword the ghost lingers, granting a +1 to your defences for the rest of the battle as the ghost is helplessly interposed between you and the attack.

The Living Dead: Recharge 16+: After a battle in which the sword has slain a creature the weidler can raise the corpse as a shambling soul-less servant. The shambling thing rots quickly, but can be ordered to carry out simple tasks and will put itself in danger’s way if so ordered. The corpse holds some memories of life, if the GM wishes it may be able to impart useful information.

Dark Soul: Quirk: The blade exudes an aura of wrongness. Animals shy away from the carrier of the sword, milk sours in its presence, etc. Over-Attunement: The wielder's soul is irretrievably blackened. The GM determines exactly what the implications of that are of having a blackened soul, but it probably isn’t good.

GMs: Does the legendary Kellyon still search for the blade or is the ancient hero mouldering in a shallow grave somewhere? If the legends are right what will Kellyon do to get the blade back? If Kellyon is indeed gone how do the stories keep spreading? Kellyon was the first owner of the sword - but what dark deed created the sword?

PATHFINDER

-coming soon- 

SAVAGE WORLDS

BLADE OF THE REAPER
(great sword/weapon)

This sword has absorbed the souls of the unwary since the start of the current cycle of history. The wicked weapon has tainted the hearts of many would-be heroes. The sword’s first owner was the legendary Kellyon who it is said still lives and hunts for the weapon in the hope of undoing the evil that it brings. The massive great sword makes an unearthly keening sound as it slices through flesh.

Attunement: To attune to the Blade of the Reaper you must commit an otherwise needless act of violence with it.

Spirit-Bound: This blade is a magical two-handed weapon that deals Str+d10 damage, +2 points of damage against living creatures from the weapon's necromantic aura of death. Like any great sword, it imposes a -1 to Parry when wielded.

Death Stroke: The Blade of the Reaper guides your hand in combat. Once attuned, you gain the effects of the Trademark Weapon Edge when using the Blade of the Reaper. If you already possess the Trademark Weapon Edge for this blade, you gain no additional benefits.

Soul Engine: The Blade of the Reaper possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge check (or perhaps a Healing skill check, at the GM's discretion) to activate. The Soul Engine may be used to activate the following powers:
* Drain Power Points (PP: 3; Rng: Smarts; Dur: Instant; Trappings: Ephemeral spirits steal essence): Drains target of power points. See "Savage Worlds Deluxe" for more details.
* Zombie (PP: 3/corpse; Rng: Smarts; Dur: Special; Trappings: Ephemeral spirits animate corpse): Animate a dead corpse. See "Savage Worlds Deluxe" for more details.

Angry Spirits: While attuned to the Blade of the Reaper, the unsettled spirits of those slain by this enchanted weapon haunt you. The GM gains an additional Bennie that can only be used to create misfortune for you, representing the effects of the spirits' intervention in your life. Over-Attunement (Attuned to more than one item per Rank): Sensing the imbalance of forces about you, the spirits increase their efforts against you. The GM gains two additional Bennies instead of one that can only be used to create misfortune in your life.

GMs: Does the legendary Kellyon still search for the blade as legends say, or is the ancient hero mouldering in a shallow grave somewhere? If the legends are right, to what lengths will Kellyon go to get the blade back? If Kellyon is indeed gone, how do the stories keep spreading? Kellyon was the first owner of the sword - but what dark deed created the sword? For what purpose was the sword created?

Flametongue

1-flametongue-100.jpg

Flametongue by Ed Greenwood

 

“They’ll fly right at your face, mind, and spit flame at you just as you get your sword up for a proper hack. Then you’ll still be choking and blinded when they bite your throat!”


Also known as “flamespews,” these small, slender flying snakes dwell in caverns, rocky hills, dungeons, and other damp, dark places. They are encountered alone, in mated pairs, or in small family hunting “flights” of a dozen or less.

A flametongue is a mauve, purple, mottled brown, or red-hued snake with a long pink forked tongue, a pointed (but harmless) tail, two tiny foreclaws, and a pair of batlike wings. It has tiny sharp teeth, is omnivorous, and is more curious than prudent, but swift-tempered, often attacking much larger and more formidable creatures.

A flametongue darts at a foe, aiming for its face or throat (if the intended victim has such obvious creatures; eyes are a favorite target). It will bite and claw—and if angered or it judges the victim dangerous, it will spit out a brief but hot and spectacular jet of flame (ingested air mixed with stomach gases, and ignited by sparks emitted by the snake’s back teeth), aiming for eyes, faces, or hands.

An average adult flametongue is about two feet long, with a three-foot wingspan, and can breathe five times in swift succession (the fourth gout of flame will do paltry damage, and the fifth is barely more than a flicker).

The snake then needs to recuperate for a day or so before it can spit flame again—unless it can ingest alcohol of any sort, which instantly rekindles its flame. Given access to enough alcohol, a flametongue can jet flame forever. The nature of its internal chemistry is such that it never gets drunk and can keenly and unerringly smell alcohol, no matter how disguised or contained, with about the same range as average human eyesight.

Immature flametongues are physically smaller and can spit flame less often than adults. They don’t willingly leave their parents until fully grown, and until that time hunt in a family group, heeding screamed commands (to human ears, shrill and short trills and squeaks) from parents and siblings. Flametongue families fight as coordinated units, attacking lone foes from several directions at once (aiming to disable without any flametongue being injured), and swarming multiple foes in “hit and run” strikes that as much as possible avoid tarrying where foes can launch return attacks.

The daily diet of flametongues is dominated by insects, berries, and other fruit (not necessarily ripe), but some have adopted humans (notably peddlers, caravan merchants, and acrobatic thieves) as pets, and eat everything their human friends do. In a pinch, they will eat lichen and scavenge carrion; the only fare they will refuse is each other.

Every generation of flametongues produces a handful of mutants: giant flametongues as long as a big man stands tall. Known as “flametongue lords,” these become rulers among the snakes, and often notorious human- and livestock-killers. They are wary predators and bullies.


13th AGE

Flametongue

These winged snake-like beasts hunt in extended family units, preferring the safety of hit-and-run tactics. They can crave alcohol and can smell it from miles away.

Level 2 Leader [Beast]

Initiative: +11

Hot little teeth, quick little claws +13 vs. AC—7 damage and the flametongue gains a cumulative +2 to the next disengage check it makes.

Natural 16+ hit or miss: The flametongue grants another flametongue engaged with this enemy a free disengage check.

C: Flame Gout +12 vs. PD (1d3 nearby enemies in a group)—5 fire damage and all flametongues engaged with the target may pop free.

Miss: If the flametongue misses twice in a battle its flame goes out. It must drink alcohol to refuel or wait a day before it can use flame gout again.

Flying: The flametongue is an aerial acrobat, able to twist and turn in the air to remain in place, or dart quickly between enemies.

AC 21

PD 16        HP 14

MD 12 

 

Elder Flametongue

Level 3 Leader [Beast]

Initiative: +12

Ripping Furnace +14 vs. AC—10 damage.

Natural 16+ hit or miss: The flametongue may make a flame gout attack as a free action, but must include the enemy it is engaged with as one of the targets.

C: Flame Gout +13 vs. PD (1d3 nearby enemies in a group)—7 fire damage and all flametongue engaged with the target pop free.

Miss: If the flametongue misses three times in a battle its flame goes out. It must drink alcohol to refuel or wait a day before it can use flame gout again.

Flying: The flametongue is an aerial acrobat, able to twist and turn in the air to remain in place, or dart quickly between enemies.

AC 22

PD 17        HP 24

MD 13 

PATHFINDER

Flametongue CR 3

N Small [Magical Beast][Temperate][Underground/Dungeon]
800XP
Init: +7 Senses: Scent, Perception +11

Defense:

AC: 19 (+1 size, +5 Dex, +3 Natural) Touch: 11 Flat-footed: 14
HP: 13 (2d10+2)
Fort: +5 Ref: +8 Will: +2

Offense:

Speed: 15ft.; 60ft. flying
Melee: Bite: +6 (2d6+1) 2 claws: +5 (1d6+1)
Special Attack: Breath Weapon (30ft cone, 2d6 fire damage, Reflex DC 17 for half, usable every 1d4 rounds up to 3 times per encounter)
Space: 5 ft. Reach: 5 ft.

Statistics:

Str: 8 Dex: 20 Con: 15 Int: 2 Wis: 12 Cha: 4
Base Attack: +5 CMB: +4 CMD: 19
Feats: Flyby Attack, Ability Focus
Skills: Fly +2, Perception, +11
Languages: None
SQ: Pack Mentality

Ecology:

Environment: Temperate Dungeons/Ruins & Underground
Organization: Pack: 4-6 Nest: 8-12
Treasure: 4 bottles of strong alcohol

Special Abilities:

Pack Mentality: If multiple Flametongues are engaged in melee combat with an enemy, and one of them uses a Claw attack, roll 1d20. On a result of 16+, one Flametongue can move away from the enemy without provoking an attack of opportunity.

SAVAGE WORLDS

Flametongue
Abilities: Agility d10, Smarts d4(A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d4, Stealth d6, Survival d6
Pace: 5, Parry: 5, Toughness: 4
Special Abilities:
* Flight: The Flametongue has a Flying Pace of 8 squares, with a Climb of 4 squares.
* Jet of Flame: As an action, the Flametongue may breathe a small jet of flame on an adjacent target. If the Flametongue wins an opposed Agility trait check, the target suffers 2d6 damage and must check to see if they catch fire (see Fire in the core rulebook). The Flametongue may use its Jet of Flame four times a day before sputtering out (the fourth use only inflicts 2d4 damage.) After that, the Flametongue must rest a full day or drink alcohol to recharge this ability.
* Natural Weapons: One bite (Str+d4) and one pair of claws (Str; counts as one attack). The Flametongue may attack with both bite and claw as a single action.
* Size-1

Immature Flametongue
Abilities: Agility d10, Smarts d4(A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Notice d4, Stealth d6, Survival d4
Pace: 5, Parry: 4, Toughness: 3
Special Abilities:
* Flight: The Immature Flametongue has a Flying Pace of 8 squares, with a Climb of 4 squares.
* Jet of Flame: As an action, the Immature Flametongue may breathe a small jet of flame on an adjacent target. If the Immature Flametongue wins an opposed Agility trait check, the target suffers 2d6 damage and must check to see if they catch fire (see Fire in the core rulebook). The Immature Flametongue may use its Jet of Flame two times a day before sputtering out (the second use only inflicts 2d4 damage.) After that, the Immature Flametongue must rest a full day or drink alcohol to recharge this ability.
* Natural Weapons: One bite (Str)
* Size-2
* Small: Attackers subtract 2 from any attack rolls directed at small creatures.

Flametongue Lord
Abilities: Agility d10, Smarts d6(A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6, Survival d6
Pace: 5, Parry: 6, Toughness: 6
Hindrances: Arrogant
Special Abilities:
* Flight: The Flametongue Lord has a Flying Pace of 8 squares, with a Climb of 4 squares.
* Jet of Flame: As an action, the Flametongue Lord may breathe a small jet of flame on an adjacent target. If the Flametongue Lord wins an opposed Agility trait check, the target suffers 2d6 damage and must check to see if they catch fire (see Fire in the core rulebook). The Flametongue Lord may use its Jet of Flame four times a day before sputtering out (the fourth use only inflicts 2d4 damage.) After that, the Flametongue Lord must rest a full day or drink alcohol to recharge this ability.
* Natural Weapons: One bite (Str+d6) and one pair of claws (Str+d4; counts as one attack). The Flametongue Lord may attack with both bite and claw as a single action.

SWORDS & WIZARDRY

Flametongue
Hit Dice/HP: 1d6 or 2d6 / 3hp or 6hp
Armor Class: 7 [13]
Attacks: 2 claws (1d2/1d2), 1 bite (1d6)
Combat Movement: 30', flying 60' (AA: level IV)
Special: Flame Gout
Saving Throw: 17
Alignment: Neutrality
Challenge Level/XP: 2/20

Flame Gout: The flametongue aims for its enemy's face and spits out a burst of sticky flame. This gout of flame deals damage equal to the flametongue's hit points (save halves this amount). An adult flametongue can spit a gout of flame up to four times per day. Each time this attack is used, reduce the damage dealt by 1d2. A juvenile flametongue (with only 1 HD) can use this ability only once daily. Drinking alcohol fully recharges a flametongue's ability to breathe fire.

Treasure: 1d6 bottles of alcoholic beverages

Flametongue Lord
Hit Dice/HP: 3d6 / 11hp
Armor Class: 5 [16]
Attacks: 2 claws (1d4/1d4), 1 bite (1d8)
Combat Movement: 30', flying 40' (AA: level II)
Special: Jet of Flame
Saving Throw: 16
Alignment: Neutrality
Challenge Level/XP: 3/76

Jet of Flame: The flametongue aims for its enemy's face and spits out a burst of sticky flame. This gout of flame deals damage equal to the flametongue's hit points (save halves this amount). An adult flametongue can spit a gout of flame up to six times per day. Each time this attack is used, reduce the damage dealt by 1d2. Drinking alcohol fully recharges a flametongue's ability to breathe fire.

Treasure: 2d8x10 gp, 1d6 bottles of alcoholic beverages

OSRIC

Flametongue
Frequency: Common
No. Encountered: 1d12
Size: Small
Combat Movement: 30', flying 60' (AA: level IV)
Armor Class: 7
Hit Dice/HP: 1d6 or 2d6 / 3hp or 6hp
Attacks: 2 claws, 1 bite
Damage: 1d2/1d2/1d6
Special Attacks: Flame Gout
Special Defenses: Nil
Lair Probability: 25%
Intelligence: Animal
Alignment: Neutral
Level/XP: 2 / 15+1/hp

Flame Gout: The flametongue aims for its enemy's face and spits out a burst of sticky flame. This gout of flame deals damage equal to the flametongue's hit points (save vs. breath weapons halves this amount). An adult flametongue can spit a gout of flame up to four times per day. Each time this attack is used, reduce the damage dealt by 1d2. A juvenile flametongue (with only 1 HD) can use this ability only once daily. Drinking alcohol fully recharges a flametongue's ability to breathe fire.

Treasure: 1d6 bottles of alcoholic beverages


Flametongue Lord
Frequency: Rare
No. Encountered: 1 + 1d8 flametongues
Size: Medium
Combat Movement: 30', flying 40' (AA: level II)
Armor Class: 5
Hit Dice/HP: 3d6 / 11hp
Attacks: 2 claws, 1 bite
Damage: 1d4/1d4/1d8
Special Attacks: Jet of Flame
Special Defenses: Nil
Lair Probability: 50%
Intelligence: Animal
Alignment: Neutral
Level/XP: 3 / 65+2/hp

Jet of Flame: The flametongue aims for its enemy's face and spits out a burst of sticky flame. This gout of flame deals damage equal to the flametongue's hit points (save vs. breath weapons halves this amount). An adult flametongue can spit a gout of flame up to six times per day. Each time this attack is used, reduce the damage dealt by 1d2. Drinking alcohol fully recharges a flametongue's ability to breathe fire.

Treasure: 2d8x10 gp, 1d6 bottles of alcoholic beverages

 

Litrithra: Little Horror

6-littlehorror-100.jpg

13th AGE

Litrithra aka Little Horrors

Resembling something a cross between a crab and a toad, the little horror uses blood-draining needles in their pincers to feed. Lurking hunters, they prefer to wait for prey to come close. Like a thrown stone the litrithra smashes into foes and then scurries about gnawing and snapping.

Level 2 Troop [Beast]

Initiative: +14

Gnaw, Bite, Stab, Drain +10 vs. AC—7 damage

Natural 16+ hit: The target is weakened (hard save ends).

C: Leap and Smash +10 vs. AC (1 nearby enemy)—7 damage and as part of the attack the litrithra moves into engagement with the target

        Miss: The litrithra may make a second leap and smash attack as a quick action.

AC 21

PD 16  HP 28

MD 12

PATHFINDER

 

Little Horror CR 4

XP 1200

NE Tiny aberration

Init +2; Senses all-around vision, darkvision 60 ft.; Perception +0

DEFENSE

AC 18, touch 15, flat-footed 15; (+2 Dex, +1 dodge, natural +3, +2 size)

HP 27 (5d8+5)

Fort +2, Ref +3, Will +4

OFFENSE

Speed 20 ft.; 20 ft. climb

Melee 4 claws +7 (1d2-2 plus attach)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks blood drain, hidden bite +7 (1d6-2), pounce, strategic attachment

TACTICS

During Combat Little horror’s charge at a foe from hiding, trying to get the element of surprise. Several little horrors usually leap simultaneously at human-sized or larger foes, but a lone horror is aggressive enough to attack one human out of a dozen or more, then leap to another, and another, biting where they can and seeking someone weak, slow, or especially fearful. They will try to use their strategic bite on the face of spellcasters and the hands of warriors. 

Morale Vicious little creatures, little horrors will fight to the death once they are attached to a foe.

STATISTICS

Str 6, Dex 15, Con 12, Int 5, Wis 11, Cha 6

Base Atk +3; CMB +3 (+13 grappling when attached); CMD 8 (12 vs. trip)

Feats Dodge, Mobility, Weapon Finesse

Skills Acrobatics +6 (+6 for jumping) Climb +10, Perception +11 Stealth +14; Racial +4 Acrobatics for jumping, +4 Perception

Languages undercommon

ECOLOGY

Environment underground and warm forests

Organization solitary or pack (2-7)

Treasure none

SPECIAL ABILITIES

All-Around Vision (Ex) A little horror sees in all directions at once. It cannot be flanked.

Attach (Ex) The little horror automatically latches onto its target when it successfully hits with a claw attack. The little horror is considered grappling, but the target is not. The target can attack or grapple the little horror as normal, or break the attach with a successful grapple or Escape Artist check. The little horror has a +10 racial bonus on grapple checks to stay attached. While attached, the little horror loses its Dexterity bonus to AC and has an AC of 15.

Blood Drain (Ex) When a little horror is attached it drains blood each round through the needles at the center of their pincers at the end of its turn dealing 1d4 points of Constitution damage. A little horror is full once it has drained 6 points of Constitution. A little horror will drain more blood than it can store, letting the excess drain out of its mouth.

Hidden Bite (Ex) Once attached to a target a little horror attacks with the fanged mouth on the underside of its body. Its bite is treated as medium size instead of tiny.

Strategic Attachment (Ex) When a little horror attaches to a target it scurries to cover the target’s face or a hand. If it targets the face, the victim takes a -2 on attack rolls and has 20% chance of spell failure for spells with a verbal component. If it covers a hand, the victim is unable to use that hand for holding anything or making gestures for spells.

Description

Also known as “jumping crabs,” these small, aggressive scuttling omnivores dwell in caverns, deep underground, in earth dens, and in the hearts of rotting trees. Some sages call these creatures “litrithra,” and “little horrors” may well have been some disgusted warrior’s attempt to recall and say this ‘proper’ name—perhaps with a half-gnawed mouth. They are encountered alone or in hunting packs of seven or less.

A “little horror” isn’t a crab at all, but rather a mammal with a mottled gray hide that has hard, stony bone “bumps” all over it (and so feels like a hard shell). It has crab-like pincer hands with three serrated, pointed beak-like fingers that come together to grab and pierce, on the ends of four arms set at odd intervals around its flat, ovoid body. It also has four strong legs ending in flat, fleshy, sticky feet that can swarm up rocks and tree trunks, and even cling to stone ceilings.

Between its arms and legs, a little horror has many eyes, hidden under those bone bumps; the creature flexes its hide to slide individual bumps aside and peer around them. The center or “palm” of each pincer hand has a needle-ended retractile tube for sucking blood from foes. A little horror has a large, many-fanged mouth (also used for expelling wastes) “underneath,” splitting open its body between its four legs. This maw is the creature’s most vulnerable spot, if a foe can manage to thrust a weapon into it.

A little horror springs at an intended victim, seeking to smash into a face or a hand. If it hits somewhere else, it will swarm towards the face, throat, hands, or any exposed skin. It then flips over so its mouth can bite and gnaw, and at the same time stabs with its pincers, trying to get a secure hold so it can cling and ravage its victim without having to attack repeatedly. Many a human has struggled to draw a sword with a hand that’s being gnawed, as other little horrors pelt into it, trying for its face.

Little horrors hibernate in extreme cold, and in winter or in drought conditions can lapse into a torpor in which they can survive without food or water for years. They awaken if disturbed by movement, sounds, or warmth—and wake hungry.

Cruel folk have been known to net little horrors (moving quickly, as they chew through nets in a hurry) and confine them in chests or stone coffins, as guardians against those who explore dungeons or pilfer from crypts. Little horrors that can’t escape such prisons go torpid and await the leaping, ready-to-fight moment of their release.

SAVAGE WORLDS

 Litrithra

Abilities: Agility d12, Smarts d4(A), Spirit d6, Strength d4, Vigor d6

Skills: Fighting d8, Notice d4, Stealth d8

Pace: 4, Parry: 6, Toughness: 6 (3)

Special Abilities:

* Attach: When the Litrithra succeeds on a Fighting trait check with a Raise, the target is considered grappled. While attached, the Litrithra's Parry suffers a -2 penalty. The Litrithra can be removed using the standard rules for disengaging from grapples.

* Bite: Str+d4.

* Blood Drain: If the Litrithra starts a round grappling a target, the target must succeed at a Vigor trait check or take a level of Fatigue from blood loss. This can result in death.

* Darkvision: The Litrithra ignores all penalties for bad lighting, but cannot discern color in pitch black conditions.

* Natural Armor: Armor +3

* Pounce: The Litrithra can leap up to 6" to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver, however.

* Size -2

* Small: Attackers subtract 2 from any attack rolls directed at small creatures.

SWORDS & WIZARDRY

 Litrithra

Hit Dice/HP: 2d8 / 9hp

Armor Class: 7 [13]

Attacks: 2 pincers

Damage: 1d6/1d6

Combat Movement: 60'

Special: Latch On, Leap, infravision to 90 feet.

Saving Throw: 11

Alignment: Neutrality

Challenge Level/XP: 2/49

Latch On: When a litrithra sinks it's teeth into an enemy, it attaches itself permanently and only the creature's destruction or willing removal can detach it from its prey.

Leap: When a litrithra attacks and misses, it immediately jumps up to 30 feet to another enemy and makes another attack.

OSRIC

 Litrithra

Frequency: Rare

No. Encountered: 1d8

Size: Small

Combat Movement: 60'

Armor Class: 7

Hit Dice/HP: 2d8 / 9hp

Attacks: 2 pincers

Damage: 1d6/1d6

Special Attacks: Latch On, Leap

Special Defenses: Nil

Lair Probability: 50%

Intelligence: Animal

Alignment: Neutral

Level/XP: 2 / 40+1/hp

A litrithra has infravision to 90 feet.

Latch On: When a litrithra sinks it's teeth into an enemy, it attaches itself permanently and only the creature's destruction or willing removal can detach it from its prey.

Leap: When a litrithra attacks and misses, it immediately jumps up to 30 feet to another enemy and makes another attack.

Treasure: 1d4 gems (15%)

 

Steel Crawler

13th AGE

Steel Crawler

This metallic bug thirsts for blood. A living construct that can become rigid and sword-like, it attacks by flying into victims.

Level 3 Wrecker [Construct]

Initiative: +8

Flying Blade +5 vs. AC—10 damage.

Natural 16+ hit: The steel crawler gains 5 HP (potentially taking it above its maximum HP), and the next round the steel crawler uses twisting blade against the same target.

Miss: The steel crawler pops free and may move as a quick action.

Twisting Blade: Until the steel crawler is pulled free from a target, that target takes 10 damage at the start of each of their turns and the steel crawler gains 5 HP at the start of each of its turns (potentially taking it above its maximum HP). Until the target drops to 0 HP or the steel crawler is pulled free, the steel crawler can not move or make attacks.

Pulling the steel crawler free: To pull a steel crawler out of an ally make a basic melee attack vs its PD. 

Hit: The steel crawler has been pulled out. Provided the person pulling it out uses a standard action each round to restrain it, it is out of the fight. 

Natural even miss: The steel crawler is still stuck in its target

Natural odd miss: The steel crawler is unstuck but makes an immediate flying blade attack against the person pulling it out with a +2 bonus to hit.

Flight: The steel crawler flies around like … like a flying magical blade.

AC 16

PD 12         HP 126

MD 12 

PATHFINDER

Steel Crawler CR 1

XP 400

N Tiny magical beast

Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +0

DEFENSE

AC 16, touch 11, flat-footed 15; (+1 Dex, natural +3, +2 size)

HP 8 (1d10)

Fort +2, Ref +3, Will +0

Immune rust

OFFENSE

Speed 20 ft.; 20 ft. climb

Melee bite +0 (1d3-4)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks subtle bite

TACTICS

During Combat Steel crawlers avoid combat if at all possible. They rely on stealth to sneak up to targets, usually when they are sleep, to feed.

Morale If threatened a steel crawler immediately transforms into its dagger form. If its enemies continue to injure it, the steel crawler will attempt to escape only if it is down to 1 hit point.

STATISTICS

Str 2, Dex 13, Con 11, Int 7, Wis 10, Cha 10

Base Atk +2; CMB -; CMD 9

Feats Toughness

Skills Climb +9, Stealth +13

SQ dagger form, blood absorption

Languages undercommon

ECOLOGY

Environment underground

Organization solitary or colony (5-7)

Treasure none

SPECIAL ABILITIES

Blood Absorption (Ex) While in dagger form a steel crawler can absorb blood, sweat, and other vital fluids from the person wielding it or from someone that it is used to stab. This causes 1 point of Constitution damage. A steel crawler can absorb up to 4 points of con a day.

Dagger Form (Ex) When touched, jostled, or struck, a steel crawler will shift into its rigid protective form as a free action. The form is a long, pointed bar resembling an ancient dagger or knife lacking quillons (a cross-guard). It is then, for all purposes, a thick, cylindrical stabbing dagger that can be picked up and wielded. The steel crawler loses its dexterity bonus to AC, but gains +4 to natural armor. Someone can pick up the steel crawler when it is in this form and wield it as a medium sized dagger, albeit one that only does piercing damage. Someone can recognize that the steel crawler is not a dagger with a DC 20 Perception or Knowledge (dungeoneering) check.

Immunity to rust (Ex) Steel crawlers are immune to rust and rust effects such as the rusting grasp spell.

Subtle Bite (Ex) When a steel crawler bites a target that has not noticed it or is sleeping it can do so in a way that is not noticed. Targets must make a Perception check against the steel crawler’s Stealth check. The steel crawler can also apply this when absorbing blood.

Description

Also known as the “dagger bug,” this small, scuttling creature dwells in caverns, dungeons, and other damp, dark places. Its body is made of segmented, overlapping steel plates, and it closely resembles the common “woodlouse” or “pill bug” beetle. It rolls up into a ball to sleep, but not when disturbed. Instead it stiffens its body and folds in its legs into a cylindrical dagger shape. Fully-grown crawlers can be a foot and a half long, but are usually just over a foot in length.

A steel crawler scuttles about rapidly and industriously on its seven pairs of stumpy, pad-footed legs, but will freeze into immobility in the presence of light and metallic noises or shouts or roars. It can climb walls and cling to ceilings, thanks to a viscous slime exuded by its foot pads. Steel crawlers don’t need to breathe and cannot drown. Their steel bodies never rust, and their ichor is prized by alchemists in concocting various anti-rusting substances. It is a scavenger, feeding on all sorts of organic matter, having a preference for textiles (such as clothing and non-leather pouches).

Steel crawlers see poorly. They have eyes at the ends of each of their body segments, and one on their undersides just in front of the dilating slit that emits wastes (excess moisture) and their eggs. They have a lamprey-like sucking mouth at the front of their undersides that chews silently through textile and flesh alike, and the skin around this mouth extends to cover (and conceal) the mouth when not in use, and to absorb nutrients (such as the blood or sweat of other creatures) at all times. When wielded as a dagger, a steel crawler absorbs all sweat from the hand of its wielder (see below), and takes in nutrients (actually gaining vitality) from any blood it comes into contact with—from both its wielder and creatures it strikes.

All steel crawlers can exude and hatch eggs, but must be impregnated by another steel crawler to do so. They sleep for short periods, and not often. Steel crawlers who repeatedly come into contact with the same individual will recognize that individual (by smell, taste, and sound) and may develop attachments or aversions; steel crawlers have been reported to follow adventurers through long cavern labyrinths, repeatedly being found beside an awakening adventurer.
Some sages say there are gigantic steel crawlers, as long as a man is tall when in dagger form, that can fly and that lesser steel crawlers worship or are ruled by or report to—but sages say many things.

 

SAVAGE WORLDS

Savage Worlds

Steel Crawler
Abilities: Agility d10, Smarts d4(A), Spirit d6, Strength d4, Vigor d6
Skills: Climbing d12, Fighting d6, Notice d4, Stealth d8
Pace: 5, Parry: 5, Toughness: 3 (5 in Dagger Form)
Special Abilities:
* Dagger Form: When frightened, the Steel Crawler takes on a rigid, pointed form roughly the size of a dagger as a protective measure. When in this form, it can be used by a humanoid to inflict damage as a dagger (bearer's Str+d4). While in this form, the Steel Crawler gains an additional +2 Toughness.
* Size -2
* Small: Attackers subtract 2 from any attack rolls directed at small creatures.
* Stealthy Bite: Str. When used as a dagger or otherwise in contact with a living being, the Steel Crawler secretly feeds on the blood and flesh of creatures it is in contact with. Every round that the Steel Crawler does not successfully strike another creature, it will bite and feed on its bearer. The bearer must succeed in a Notice skill check opposed by the Steel Crawler's Stealth skill in order to notice that the Steel Crawler is the source of the damage. For every wound it has inflicted through its Stealthy Bite, the Steel Crawler gains +1 Toughness, up to a maximum of +2 Toughness. This is in addition to the additional Toughness from its Dagger Form.

Giant Steel Crawler
Abilities: Agility d10, Smarts d4(A), Spirit d6, Strength d6, Vigor d8
Skills: Climbing d12, Fighting d8, Notice d4, Stealth d8
Pace: 6, Parry: 6, Toughness: 5 (7 in Sword Form)
Special Abilities:
* Flight: The Giant Steel Crawler has a Flying Pace of 8 squares, with a Climb of 4 squares.
* Size -1
* Stealthy Bite: Str+d4. When used as a short sword or otherwise in contact with a living being, the Giant Steel Crawler secretly feeds on the blood and flesh of creatures it is in contact with. Every round that the Giant Steel Crawler does not successfully strike another creature, it will bite and feed on its bearer. The bearer must succeed in a Notice skill check opposed by the Giant Steel Crawler's Stealth skill in order to notice that the Giant Steel Crawler is the source of the damage. For every wound it has inflicted through its Stealthy Bite, the Giant Steel Crawler gains +1 Toughness, up to a maximum of +3 Toughness. This is in addition to the additional Toughness from its Sword Form.
* Sword Form: When frightened, the Giant Steel Crawler takes on a rigid, pointed form roughly the size of a short sword as a protective measure. When in this form, it can be used by a humanoid to inflict damage as a short sword (bearer's Str+d6). While in this form, the Steel Crawler gains an additional +2 Toughness.

SWORDS & WIZARDRY

Hit Dice/HP: 2d8 / 9hp
Armor Class: 6 [14]
Attacks: 4 bites (1d6/1d6/1d6/1d6)
Combat Movement: flying 30'
Special: Blood Drain
Saving Throw: 10
Alignment: Neutrality
Challenge Level/XP: 3/70

Blood Drain: A giant steel crawler that succeeds against two attacks against the same target impales its prey. From then on, it can attack no other target so long as the impaled creature lives. For each attack the giant steel crawler makes against its prey, roll 1d6. On a roll of 1, the giant steel crawler is healed a number of hit points equal to the damage of its attack.

OSRIC

Frequency: Rare
No. Encountered: 1d4
Size: Small
Combat Movement: flying 30' (AA: level VI)
Armor Class: 6
Hit Dice/HP: 2d8 / 9hp
Attacks: 4 bites
Damage: 1d6/1d6/1d6/1d6
Special Attacks: Blood Drain
Special Defenses: Nil
Lair Probability: 85%
Intelligence: Semi-
Alignment: Neutral
Level/XP: 3 / 60+2/hp

Blood Drain: A giant steel crawler that succeeds against two attacks against the same target impales its prey. From then on, it can attack no other target so long as the impaled creature lives. For each attack the giant steel crawler makes against its prey, roll 1d6. On a roll of 1, the giant steel crawler is healed a number of hit points equal to the damage of its attack.

Treasure: 2d4x10 ep (30%), 3d6x20 gp (25%), 1d4 gems (15%)

Dire Gold Leech

7-goldleach-100.jpg

Dire Gold Leech

13th AGE

A regular gold leech looks like a coin when coiled, uncoiling into a tiny snake and eating treasure - converting precious metals into dross. The dire gold-leech looks like a serpent and has a taste for the iron in blood.

Small level 1 Mook [Beast]

Initiative: +2

Blood Drain +6 vs. PD—4 poison damage

Natural 16+ hit or miss: Target is weakened (save ends).

AC 17

PD 11         HP 7 (mook)

MD 15

Mook: Kill one dire gold leach mook for every 7 damage you deal to the mob.

Gold Leech Infestation

These coins are not treasure. Oh no, certainly not treasure.

When resting in an area with gold leeches roll a save, on a success nothing happens, on a failure one of them slithers in among treasure you are carrying.

If a gold leach ends up among your loot, or if you mistake one for a coin (DC 15 to spot the difference) then the leech eats d6 gp worth of coins a day. Regular non-dire gold-leeches are not a threat to the safety of an adventurer and can be squished under the heel of a boot.

If you happen to be made of gold treat a regular gold leach as its dire cousin.

PATHFINDER

Dire Gold Leach CR 1

N Small [Magical Beast][Temperate][ Dungeon]
400XP
Init: +0 Senses: Darkvision 60 ft., Scent; Perception +3

Defense:

AC: 15 (+1 size,+3 Dex, +1 Natural) Touch: 14 Flat-footed: 12
HP: 11 (2d10)
Fort: +4 Ref: +7 Will: +2

Offense:

Speed: 20ft.
Melee: Bite: +4 (1d6-1 plus Poison)
Space: 5 ft. Reach: 5 ft.

Statistics:

Str: 1 Dex: 16 Con: 10 Int: 2 Wis: 12 Cha: 4
Base Attack: +2 CMB: -3 CMD: 11
Feats: Ability Focus
Skills: Hide+4
Languages: None

Ecology:

Environment: Any
Organization: Single, pair
Treasure: None

Special Abilities:

Golden Venom (Ex): Bite – Injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 5 damage and target is Weakened (-4 to attacks and defense); cure 1 save. The save DC in Constitution based.

SAVAGE WORLDS

Gold Leach
Abilities: Agility d10, Smarts d4(A), Spirit d8, Strength d4, Vigor d6
Skills: Climbing d4, Fighting d6, Notice d4, Stealth d8
Pace: 4, Parry: 5, Toughness: 3
Special Abilities:
* Attach: When the Gold Leach succeeds on a Fighting trait check with a Raise, the target is considered grappled. While attached, the Gold Leach's Parry suffers a -2 penalty. The Gold Leach can be removed using the standard rules for disengaging from grapples.
* Bite: Str+d4.
* Blood Drain: If the Gold Leach starts a round grappling a target, the target must succeed at a Vigor trait check or take a level of Fatigue from blood loss. This can result in death.
* Golden Guise: The Gold Leach can coil up motionless and appear to be an unremarkable gold coin. Observers must succeed in a Notice skill check with a -2 penalty to discern its true nature.
* Leach Metal: Whenever the Gold Leach is in contact with true gold, it will begin to magically leach gold of its value, converting it into worthless metals.
* Size -2
* Small: Attackers subtract 2 from any attack rolls directed at small creatures.

SWORDS & WIZARDRY

Dire Gold Leech
Hit Dice/HP: 1d8 / 4hp
Armor Class: 9 [11]
Attacks: 1 bite (see Blood Drain for damage)
Combat Movement: 20'
Special: Blood Drain
Saving Throw: 14
Alignment: Neutrality
Challenge Level/XP: 1/14

Blood Drain: The dire gold leech lunges at its prey, attaching itself to exposed skin and drinking deeply of its victim's blood. Through an alchemical process, the leech converts blood into lead before redepositing it back into its prey's bloodstream. The victim of a dire gold leech's bite must save or permanently lose 1d4 points of intelligence or constitution (GM's choice). If the victim's ability score is reduced to 0 or less, it dies of lead poisoning.

OSRIC

Dire Gold Leech
Frequency: Very Rare
No. Encountered: 1d4
Size: Small
Combat Movement: 20'
Armor Class: 9
Hit Dice/HP: 1d8 / 4hp
Attacks: 1 bite (see Blood Drain for damage)
Special Attacks: Blood Drain
Special Defenses: Nil
Lair Probability: 80
Intelligence: Animal
Alignment: Neutral
Level/XP: 1 / 10+1/hp

Blood Drain: The dire gold leech lunges at its prey, attaching itself to exposed skin and drinking deeply of its victim's blood. Through an alchemical process, the leech converts blood into lead before redepositing it back into its prey's bloodstream. The victim of a dire gold leech's bite must save vs. poison or permanently lose 1d4 points of intelligence or constitution (GM's choice). If the victim's ability score is reduced to 0 or less, it dies.

 

Drop Beasts

13th AGE

Drop Beast by Jeff Grubb

These cute-looking creatures climb up into trees and fall upon unsuspecting prey, squashing them and then feasting with their sharp teeth. Invest in a pointed helmet.

Level 1 Mook [Beast]

Initiative: +9

C: Death From Above +9 vs. AC (1 nearby enemy)—5 damage

Natural 16+ hit: The drop beast pops free, and may moves back up the tree as a free action and make another Death From Above attack as a quick action.

[limited] The Drop Beast must be up a tree or somehow above the target to make this attack.

Claw and bite +6 vs. AC—5 damage and the troll may dart back out of reach into the trees as a quick action.

Miss: The Drop beast pops free.

AC 14

PD 12         HP 5 (mook)

MD 8 

Mook: Kill one drop beast mook for every 5 damage you deal to the mob

PATHFINDER

Drop Beast CR 1/2

N Medium [Animal][Tropical][Jungle]
200XP
Init: +1 Senses: Low-light vision; Perception: 0

Defense:

AC: 11 (+1 Natural) Touch: 10 Flat-footed: 11

Offense:

Speed: 30 ft.
Melee: Bite: +2 (1d6+1) Scratch: +3 (2d4-1)
Space: 5 ft. Reach: 5 ft.
Special Attack: Drop: +5 vs CMD (special) The beast drops from a high place (usually a tree) and lands on it’s target. This attack transfers all falling damage that would have gone to the beast into the intended target on a successful hit. On a miss, the beast takes the intended falling damage and the target takes none. On a successful Fort save (appropriate falling DC) the beast takes half damage.

Statistics:

Str: 16 Dex: 10 Con: 14 Int: 1 Wis: 8 Cha: 3
Base Attack: +3 CMB: +3 CMD: 14
Feats: Toughness
Skills: Perception: +1 Climb: +4
Languages: None

Ecology:

Environment: Tropical Jungle and Plains
Organization: Family: 5-8 Pack: 8-15 Clan: 15-30
Treasure: Incidental

SAVAGE WORLDS

 Drop Beast

Abilities: Agility d10, Smarts d6(A), Spirit d8, Strength d6, Vigor d8
Skills: Climbing d10, Fighting d6, Stealth d10
Pace: 6, Parry: 5, Toughness: 6 (1)
Special Abilities:
* Ambush: The Drop Beast can use either concealment or its deceptively cute nature to spring an ambush on its prey. When the Drop Beast attacks from concealment (or the first time it is encountered in its cute state), it makes a Stealth skill check. Wary prey may make a Notice skill check to oppose it, while unprepared prey do not. If the Drop Beast succeeds in its Stealth skill check, it gains a +2 bonus to attack and damage against the target. With a Raise, the Drop Beast has the Drop on its target.
* Extraction: The Drop Beast is treated as having the Extraction Edge.
* Natural Armor: Armor +1.
* Natural Weapons: One bite (Str+d6) or two claws (Str+d4 each, and strikes as per the Improved Frenzy Edge).
* Size -1

SWORDS & WIZARDRY

Drop Beast

Hit Dice/HP: 1d8 / 4hp

Armor Class: 8 [12]

Attacks: 2 claws (1d6/1d6)

Combat Movement: 40', climbing 30'

Special: Drop Attack, Feral Bite, From Tree to Tree

Saving Throw: 13

Alignment: Neutrality

Challenge Level/XP: 1/19

Drop Attack: A drop beast can “charge” vertically. That is, it can perform a charge attack by falling upon its victim. On top of any bonuses it receives for charging, the drop beast's attacks deal an extra +2 damage to any unfortunate soul that finds itself beneath this feral beast.

Feral Bite: A drop beast's bite deals 1d4 damage. The bite of a drop beast is likely to become infected. Nonsentient creatures who would otherwise die from infection instead become drop beasts themselves.

From Tree to Tree: A drop beast can split its attacks between multiple enemies within 20 feet of each other. The drop beast makes one attack with its claws against one enemy, then leaps to another enemy within 20 feet of the first and makes another attack.

OSRIC

 

Drop Beast
Frequency: Uncommon
No. Encountered: 4d4
Size: Small
Combat Movement: 40', climbing 30'
Armor Class: 8
Hit Dice/HP: 1d8 / 4hp
Attacks: 2 claws
Damage: 1d6/1d6
Special Attacks: Drop Attack, Feral Bite, From Tree to Tree
Special Defenses: Nil
Lair Probability: 45%
Intelligence: Animal
Alignment: Neutral
Level/XP: 1 / 15+1/hp

Drop Attack: A drop beast can “charge” vertically. That is, it can perform a charge attack by falling upon its victim. On top of any bonuses it receives for charging, the drop beast's attacks deal an extra +2 damage to any unfortunate soul that finds itself beneath this feral beast.

Feral Bite: A drop beast's bite deals 1d4 damage. The bite of a drop beast is likely to become infected. Nonsentient creatures who would otherwise die from infection instead become drop beasts themselves.

From Tree to Tree: A drop beast can split its attacks between multiple enemies within 20 feet of each other. The drop beast makes one attack with its claws against one enemy, then leaps to another enemy within 20 feet of the first and makes another attack.

.

THE CUP OF TEARS

THE CUP OF TEARS

By: Pneumonica

 

13th AGE

(chalice/implement)

This old tin goblet doesn't seem impressive, until filled with liquid, but that is the point. The snowflake pattern around the cup gives a clue to the utility of the vessel. The cup of tears was crafted by an ice-sorceress who was keen to always be ready for adventure, especially if everything of value had been taken from her. 

Attunement: To attune to the cup you need just cross out the name on the bottom and scratch your own name into the tin. The bottom of the cup is covered in crossed out names.

Bar Fighter: Always: Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic).

Cool Drinks:  Always: You are immune to non-magical cold. Any drink you place into the cup will rapidly chill.

Blade of Ice: Recharge 6+: As a standard action you may pour liquid into and out of the cup and form a bladed weapon out of the frozen liquid. The weapon is a non-magical one-handed sword. The ice blade is fragile - on a natural d20 roll of a 1 the weapon cracks and takes a -1 penalty, thereafter it shatters on an odd roll.  If the liquid was a poison or an acid or a potion the effect of the frozen substance is transmitted to the target of a successful attack on the roll of a 16+ and then the blade shatters.

Deeper Freeze: Recharge 11+: The goblet instantly freezes any potion or poison or acid placed into it. Frozen potions can be poured out as a cylinder of ice that stays cold and solid for longer than would naturally be the case. This is a good way to detect poisons before drinking.

Icy Brew: Recharge 16+: As a quick action throw liquid from the cup to perform a trick (freezing an enemy’s feet to the floor, providing icy ground for an ally to slide on, etc). This trick gives a +2 bonus to an ally’s roll or a -2 penalty to an enemy’s roll.

Nonesh: Quirk: Hot drinks cause tears of pain. Over-Attunement: -1 to all d20 rolls when in hot environments.

GMs: Who was the ice sorceress? Why did she fear having everything taken from her? Is the cup actually old and battered as it appears, or is that an illusion? Whose names are crossed out on the bottom? Who wouldn’t want it known that they used to own the cup

PATHFINDER

 The Cup of Tears

Aura strong divination; CL 20th

Slot --; Weight 1 lbs

Description

This old tin goblet doesn't seem impressive, until filled with liquid, but that is the point. The snowflake pattern around the cup gives a clue to the utility of the vessel. The cup of tears was crafted by an ice-sorceress who was keen to always be ready for adventure, especially if everything of value had been taken from her.

Attunement: To attune to the cup you need just cross out the name on the bottom and scratch your own name into the tin. The bottom of the cup is covered in crossed out names.

Bar Fighter: You can use the goblet as a light improvised weapon that does 1d4 bludgeoning damage. You take no penalty to attack with it. At 3rd level you gain a +1 morale bonus to attacks with it. This increases by +1 at 6th and 9th level.

Cool Drinks: Starting at 5th level the bearer gains energy resistance equal to his character level.

Blade of Ice: At 8th level as a standard action you may pour liquid into and out of the cup and form a bladed weapon out of the frozen liquid. The weapon is a non-magical longsword. The ice blade is fragile, on a roll of 1 on an attack the weapon gains the broken condition. If another 1 is rolled it shatters. If the liquid was a poison, acid, or a potion the effect of the frozen substance is transmitted to the target of a successful attack on the roll and then the blade shatters.

Deeper Freeze: Starting at 11th level the goblet instantly freezes any beverage that would harm the drinker placed into it. This is a good way to detect poisons before drinking.

Icy Brew: As a standard action the bearer can throw liquid from the cup at an adjacent target. The liquid freezes as soon as it splashes on the target, covering them in ice. This entangles the target for 5 rounds. This ability can be used once per day per two levels beyond 1st level.

Nonesh: Quirk: Hot drinks cause tears of pain. You cannot drink from any vessel but the Cup of Tears. Over-Attunement: Icey nature. You take a -1 penalty attacks, saves, and skill checks when the temperature around you is greater than 100 degrees.

GMs: Who was the ice sorceress? Why did she fear having everything taken from her? Is the cup actually old and battered as it appears, or is that an illusion? Whose names are crossed out on the bottom? Who wouldn’t want it known that they used to own the cup?

SAVAGE WORLDS

THE CUP OF TEARS

(chalice/implement)

This old tin goblet doesn't seem impressive, until filled with liquid, but that is the point. The snowflake pattern around the cup gives a clue to the utility of the vessel. The cup of tears was crafted by an ice-sorceress who was keen to always be ready for adventure, especially if everything of value had been taken from her. The bottom of the cup is covered in crossed out names.

Attunement: To attune to the Cup of Tears, you must cross out the name on the bottom and scratch your own name into the tin.

Bravery From The Bottle: Once attuned to the Cup of Tears, you literally become a tougher opponent when you drink. You gain the effects of the Liquid Courage Edge. If you already possess the Liquid Courage Edge, you gain no additional benefits.

Sorcery of Snow: The Cup of Tears possesses 10 Power Points, which activate and sustain the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge trait check (or Knowledge (Arcane) skill check, at the GM's discretion) to activate. The Sorcery of Snow may be used to activate the following powers:

* Obscure (PP: 2; Rng: Smarts; Dur: 3 (1/rd); Trappings: Flurry of snow): You can visually obscure an area. See "Savage Worlds Deluxe" for more details.

* Stun (PP: 2; Rng: 12/24/48; Dur: Instant; Trappings: Ice encases foes): You can cause those in an area to become Shaken. See "Savage Worlds Deluxe" for more details.

Icy Affinity: While attuned to the Cup of Tears, you become susceptible to the effects of heat and fire. You suffer a -2 penalty on all Vigor trait checks to resist the effects of high temperatures. Over-Attunement (Attuned to more than one item per Rank): You become possessed by an extreme fear of fire. You gain the Phobia (Major) Hindrance.

GMs: Who was the ice sorceress? Why did she fear having everything taken from her? Is the cup actually old and battered as it appears, or is that an illusion? Whose names are crossed out on the bottom? Who wouldn’t want it known that they used to own the cup?

THE MARK OF CHAOS

THE MARK OF CHAOS

 By: Terrasaur  

 

13th AGE

(tattoo/ring)

This tattoo is of a blind wyrm chasing its tail, the spines on its back curling outwards and fading across the hands of the host. The wyrm seems to shift position when the tattoo is covered. The tattoo has a poem only faintly visible written within it, tiny letters winding their way between the scales of the wyrm. Speaking parts of the poem aloud causes ripples in reality.

Attunement: Copying the tattoo transfers the magic, all that is needed is a sharp needle or point so that the ink can crawl from host to host.

The Wyrm Turns: Recharge 6+: Choose one enemy. Until the end of the battle whenever a condition or ongoing damage on that that enemy would end instead the condition or ongoing damage continues for a further round and then ends.

“To whom do lions cast their gentle looks?” Recharge 16+:  Until the end of the battle anybody involved in the battle may transfer a condition or ongoing damage from them to one of their allies by successfully attacking and doing damage to that ally. Everybody taking part in the battle mystically becomes aware that attacking allies and transferring undesirable effects is a possibility.

The Long Tail Curves Inwards: Quirk: Obsessed with genealogy. Over-Attunement: Obsessed with eating ancestors.

GMs: Where did the ink come from? Who created the tattoo and why? How did the tattoo become imbued with magic? When the tattoo leaves one host and infuses itself under the skin of the next does it bring anything with it?

PATHFINDER

 Mark of Chaos

Aura strong transmutation; CL 20th

Slot --; Weight --

Description

This tattoo is of a blind wyrm chasing its tail, the spines on its back curling outwards and fading across the hands of the host. The wyrm seems to shift position when the tattoo is covered. The tattoo has a poem only faintly visible written within it, tiny letters winding their way between the scales of the wyrm. Speaking parts of the poem aloud causes ripples in reality.

Attunement: Copying the tattoo transfers the magic, all that is needed is a sharp needle or point so that the ink can crawl from host to host.

The Wyrm Turns: Choose one enemy within line of sight as a swift action. For the next hour the creature is affected by a curse that causes negative effects to last longer. If the target is subjected to a status condition such as sickened, shaken, or stunned, the condition last for 1 round longer. If the target is subjected to any kind of repeating damage hit point or ability damage such as from acid arrow or poison, the damage repeats one additional time as long as it has a repeat time of 1 hour or less. You can do this once per day at 1st level and one additional time per day for every three levels beyond first.

“To whom do lions cast their gentle looks?”  Starting at 10th level, once per day for ten minutes you can radiate an aura that lets anyone within 60 ft transfer a condition or ongoing damage from them to one of their allies by successfully attacking and doing damage to that ally. Everybody taking part in the battle mystically becomes aware that attacking allies and transferring undesirable effects is a possibility.

The Long Tail Curves Inwards: Quirk: Obsessed with genealogy. Lack of focus causes you to take a -1 on any skill check taking more than a minute. Over-Attunement: Obsessed with eating ancestors. You take a -2 penalty on Diplomacy checks because of your habit of mentioning your obsession (except against anyone whose culture condones cannibalizing ancestors).

GMs: Where did the ink come from? Who created the tattoo and why? How did the tattoo become imbued with magic? When the tattoo leaves one host and infuses itself under the skin of the next does it bring anything with it?

SAVAGE WORLDS

THE MARK OF CHAOS

(tattoo/ring)

This tattoo is of a blind wyrm chasing its tail, the spines on its back curling outwards and fading across the hands of the host. The wyrm seems to shift position when the tattoo is covered. The tattoo has a poem only faintly visible written within it, tiny letters winding their way between the scales of the wyrm. Speaking parts of the poem aloud causes ripples in reality.

Attunement: To attune to the Mark of Chaos, you must receive an exact copy of the tattoo, then pierce the charged tattoo so that the power of the Mark of Chaos may flow through the needle or point into the new tattoo. The ink of the original tattoo fades away as the power transfers to the new tattoo.

Wyrm's Stamina: Once attuned to the Mark of Chaos, you begin to take on a dragon's innate resistance to being shaken, stunned or shocked. You gain the effects of the Combat Reflexes Edge. If you already possess the Combat Reflexes Edge, you gain no additional benefits.

Words of Entropy: The Mark of Chaos possesses 10 Power Points, which activate and sustain the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge trait check (or Knowledge (Arcane) skill check, at the GM's discretion) to activate. The Words of Entropy may be used to activate the following powers:

* Boost/Lower Trait (PP: 4; Rng: Touch; Dur: 3 (1/rd); Trappings: Temporary reality shifts): You can increase or decrease a Trait. See "Savage Worlds Deluxe" for more details.

* Deflection (PP: 2; Rng: Touch; Dur: 3 (1/rd); Trappings: Warping reality): Others suffer a penalty to attack you. See "Savage Worlds Deluxe" for more details.

Chaotic Corruption: While attuned to the Mark of Chaos, you become corrupted by the egotistical nature of dragons, convinced of your own superiority and always desiring to prove it. You gain the Arrogant Hindrance. Over-Attunement (Attuned to more than one item per Rank): You become overwhelmed by the hoarding nature of dragons, as well, becoming obsessed with wealth, to the point of killing for it, should opportunities present themselves. You gain the Greedy (Major) Hindrance.

GMs: Where did the ink come from? Who created the tattoo and why? How did the tattoo become imbued with magic? When the tattoo leaves one host and infuses itself under the skin of the next does it bring anything else with it? Why is it so strongly tainted by the essence of dragonkind?

AXE OF RAGING FLAME

AXE OF RAGING FLAME

By: Dark Sorcery

 

13th AGE

(axe, 2-handed heavy/weapon)

The metal of axe is faintly warm to the touch, flame-like patterns of banding and mottling are visible within the steel. Legends surround this axe; it has been carried at the front of mythic battles where a few brave warriors turned the tide against many.

Attunement: To attune to the axe you must recite the deeds of your family line for as far back as you know it.

I see my ancestors standing before me: Always: Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic)

Heart of Fire: Always: If you are using a barbarian rage the axe does fire damage. You gain immunity to regular fire damage but not magical fire. If an ally is raging you also gain these bonuses.

The Fire Spreads: Recharge 16+: Anybody who fights alongside a raging barbarian as an ally while the escalation die is odd may roll an extra d20 and take the better of the two rolls for attacks. The raging barbarian has to be you or your ally.

“Hurry to meet Death before your place is taken, scum!”: Quirk: Prefers to lead from the front as an example of bravery. Over-Attunement: The axe induces near-suicidal bravery, the wielder has a -2 penalty to disengage checks.

GMs: Which important battles was this axe in? Are there statues in a public square depicting a hero lifting the axe? Who was the first hero to own the axe? How was the axe created? Does this axe have a destiny, a final fate that the magic of the axe is aware of.

PATHFINDER

 The Axe of the Raging Flame

Aura strong evocation; CL 20th

Slot --; Weight 12 lbs

Description

The metal of this axe is faintly warm to the touch, flame-like patterns of banding and mottling are visible within the steel. Legends surround this axe; it has been carried at the front of mythic battles where a few brave warriors turned the tide against many. It appears to be a masterwork great axe to anyone unattuned.

Attunement: To attune to the axe you must recite the deeds of your family line for as far back as you know it.

I see my ancestors standing before me: The Axe of the Raging Flame becomes a +1 weapon in your hands. The bonus increases by one for every four levels above first the bearer possesses.

Heart of Fire: At 5th level the axe becomes a flaming weapon, and at 14th level it becomes a flaming burst weapon. The bearer of the ax gains fire resistance 10 at 9th level. If the bearer enters rage, such as from the barbarian class feature, they gain immunity to fire.

The Fire Spreads: Starting at 12th level, once per day you can grant the flaming weapon property to every ally’s weapon within 30 ft. At 19th level you grant the flaming burst ability to your allies’ weapons.

“Hurry to meet Death before your place is taken, scum!”: Quirk: Prefers to lead from the front as an example of bravery. The bearer takes -1 on saves for 1 hour if they have to retreat from combat. Over-Attunement: The axe induces near-suicidal bravery, the wielder cannot use the withdraw action and it takes a DC 20 Will save to retreat from combat once they have attacked.

GMs: Which important battles was this axe in? Are there statues in a public square depicting a hero lifting the axe? Who was the first hero to own the axe? How was the axe created? Does this axe have a destiny, a final fate that the magic of the axe is aware of?

SAVAGE WORLDS

AXE OF RAGING FLAME
(axe, 2-handed heavy/weapon)
The metal of axe is faintly warm to the touch, flame-like patterns of banding and mottling are visible within the steel. Legends surround this axe; it has been carried at the front of mythic battles where a few brave warriors turned the tide against many.

Attunement: To attune to the axe you must recite the deeds of your family line for as far back as you know it, while presenting it before you in an intimidating manner. At the GM's discretion, you may have to make a successful Intimidation skill check as well.

Kiss of Flame: This great axe is a magical two-handed weapon that deals great Str+d10 damage, +2 points of damage from the weapon's aura of flames. Like any great axe, it imposes a -1 to Parry when wielded.

Heart of Fire: Once attuned, the fire of anger overwhelms you whenever you are wounded. You gain the effects of the Berserk Edge. If you already possess the Berserk Edge, you gain no additional benefits.

Inferno's Essence: The Axe of Raging Flame possesses 10 Power Points which activate and sustain the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge (or a Knowledge (Battle) skill check, at the GM's discretion) to activate. The Inferno's Essence may be used to activate the following powers:
* Environmental Protection (PP: 2; Rng: Touch; Dur: 1 hour (1/1 hr); Trappings: Angry red glow): Exist in a normally hostile environment. See "Savage Worlds Deluxe" for more details. The use of this power is limited to protection from temperature- or fire-based environmental issues.
* Damage Field (PP: 3; Rng: Touch; Dur: 3 (2/rd); Trappings: Fiery aura): Create damaging aura around self. See "Savage Worlds Deluxe" for more details.

Burning Soul: While attuned to the Axe of Raging Flame, you strongly desire to die in battle and will take incredible risks both in and out of combat. You gain the Death Wish Hindrance. Over-Attunement (Attuned to more than one item per Rank): Your vitality is consumed by the anger bound within the Axe of Raging Flame. You suffer a -2 penalty on all Soak rolls.

THE CLAW OF TAIR

THE CLAW OF TAIR

 By: Whitemagicwhitch

 

13th AGE

 

(glove/arm)

The claw is a left-handed gauntlet of gold, in the palm of the hand is a living glowing eye that opens and closes of its own accord. The hand is engraved with the writings of a lost god of justice. The holy relic appears in the writings of many religions, the wearer of the glove is recognized by priests both good and evil.

Attunement: Simply place your hand in the glove. The glove consumes and replaces your hand.  Only death or the loss of the wearer’s soul can remove the demonic glove.

Bond of Eternity: Always: Bonus to attacks and damage for you and every nearby party member, but only against truly evil creatures: +1 (adventurer); +2 (champion); +3 (epic). This bonus stacks with bonuses from magic weapons. GM’s call if something is ‘truly evil’ - but generally demons, dark magics, hexes, and curses are ‘truly evil’.

Eye of Righteous Judgement: Recharge 11+: This battle any nearby ‘truly evil’ creature glows. Ranged attacks against glowing creatures gain a +2 bonus to hit. Glowing creatures can not hide nor become or remain invisible. The power automatically recharges if no evil creatures were present in a battle.

Name of Quirk: Quirk: You become very judgemental of minor faults, pointing out your friends’ foibles and shortcomings to help them improve. Over-Attunement:  You can no longer eat food unless the food has been consecrated beforehand. Exactly what consecration involves is down to the GM.

GMs: Who was the god Tair? Tair is a lost god, but what does that mean - is Tair dead or imprisoned somewhere? Does Tair still have worshipers? Do temples or shrines to Tair still exist? Can evidence of Tair be found in the carvings on courthouses, or is evidence more likely to be found in musty scrolls or in hidden mountain top monasteries? Where did the eye come from? The glove is demonic, yet Tair seems to oppose demons - why is this?

PATHFINDER

 

The Claw of Tair

Aura strong evocation; CL 20th

Slot hands; Weight 1 lbs

Description

The claw is a left-handed gauntlet of gold, in the palm of the hand is a living glowing eye that opens and closes of its own accord. The hand is engraved with the writings of a lost god of justice. The holy relic appears in the writings of many religions, the wearer of the glove is recognized by priests both good and evil.

Attunement: Simply place your hand in the glove. The glove consumes and replaces your hand.  Only death or the loss of the wearer’s soul can remove the demonic glove.

Bond of Eternity: Always active. You grant a +1 sacred bonus to attack and damage against truly evil creatures to all allies within 30 ft. This bonus increases by +1 at 7th level and again at 14th level. Truly evil creatures include outsiders with the evil subtype, evil undead, and any creature or character that the GM determines to be particularly vile.

Eye of Righteous Judgement: You can mark an evil creature by pointing at it with the Claw of Tair as a standard action. The target is outlined with light negating concealment including darkness and invisibility and grant a +2 bonus to hit against it. The glow lasts for 1 hour. You can use this ability once per day at 5th level. You gain an additional use at 10th and 15th level.

Hand of Justice: At 12th level any weapon you wield in your left hand gains the Holy weapon property.

Name of Quirk: Quirk: You become very judgemental of minor faults, pointing out your friends’ foibles and shortcomings to help them improve. You take a -1 on Diplomacy checks. Over-Attunement:  You can no longer eat food unless the food has been consecrated beforehand. This requires a 30 minute ritual in that requires you to spend 5 gp on religious paraphernalia such as incense and make a DC 15 Knowledge (religion) check.

GMs: Who was the god Tair? Tair is a lost god, but what does that mean - is Tair dead or imprisoned somewhere? Does Tair still have worshipers? Do temples or shrines to Tair still exist? Can evidence of Tair be found in the carvings on courthouses, or is evidence more likely to be found in musty scrolls or in hidden mountain top monasteries? Where did the eye come from? The glove is demonic, yet Tair seems to oppose demons - why is this?

SAVAGE WORLDS

THE CLAW OF TAIR
(glove/arm)

The claw is a left-handed gauntlet of gold, in the palm of the hand is a living glowing eye that opens and closes of its own accord. The hand is engraved with the writings of a lost god of justice. The holy relic appears in the writings of many religions; the wearer of the glove is recognized by priests both good and evil.

Attunement: The Claw of Tair automatically bonds with and attunes to the wearer. Once you take on the Claw of Tair, you cannot remove it without passing through the Trials of Sacred Honor, a long and arduous series of challenges that tests your mental fortitude, your physical stamina and your devotion to heroic ideals.

Might of the Righteous: The Claw of Tair is a one-handed weapon that deals Str+d6 damage. Against evil supernatural creatures (such as demons or undead), the Claw of Tair deals an additional +2 points of damage.

Insight of the Just: Once attuned, your powers of observation become honed by Tair's Blessing. You gain the effects of the Alertness Edge. If you already possess the Alertness Edge, you gain no additional benefits.

Eye of Judgement: The Claw of Tair possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge trait check (or Knowledge (Religion) skill check, at the GM's discretion) to activate. The Eye of Judgement may be used to activate the following powers:
* Bolt (PP: 1-6; Rng: 12/24/48; Dur: Instant; Trappings: Golden beams of sunlight): Shoot up to 3 bolts. See "Savage Worlds Deluxe" for more details.
* Smite (PP: 2; Rng: Touch; Dur: 3(1/rd); Trappings: Glowing runes crackling with energy): Enhances a weapon's damage. See "Savage Worlds Deluxe" for more details.

Soul of Justice: You always seek to help those in need. You gain the Heroic Hindrance. Over-Attunement (Attuned to more than one item per Rank): You must pray openly and sincerely to the Lost God at least five times a day, or you lose the powers of the Claw of Tair. These are most often performed upon waking (before dawn), at mid-morning, at noon, at mid-afternoon, and after twilight. The prayers are long and involved, and require at least ten minutes and possibly a successful Knowledge (Religion) skill check to complete. Even "powerless", the Claw of Tair counts as a Str+d6 weapon, and cannot be removed.

PSALTRY OF DEAD TRUTHS

PSALTRY OF DEAD TRUTHS

By: Harenm

 


13th AGE

 

(instrument/implement)

This stringed musical instrument is made of midnight black ebony and shining white bone is stringed with the tear soaked hair of lost lovers. It is carved with the wheel of changing fortunes, kings and heroes being brought low while new figures rise up. A secret melody is carved into the wheel. By weaving the secret melody into a song you can create minor effects such as making candles flicker and smoke dance.

Attunement: You must learn to play the song secretly encoded in the spokes of the wheel, a process that takes an hour or two. 

Rondo of Fortune: Always: Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic).

Euphony of Twilight: Recharge 6+: +2 to performance rolls. 

Song of Gonzago: Recharge 16+: Playing the full song hidden in the wheel calls forth spirits that act out small plays revealing painful or hidden truths. The person who plays the psaltry has no control over what is revealed, it might be the murder of a nobleman or the betrayal of one lover by another or the corruption of a city guard. Generally playing the full song creates a turning point in history - the start of the downfall of a powerful figure in an area or the revelation that leads to the rise of a local hero.

Earworm: Quirk: You become very reflective, often quoting great thinkers to make a point. You hum tunes at odd intervals. Over-Attunement: You can no longer say anything simply or quickly, but must use the utmost maximal verbosity possible under the circumstatitudes that the wielder discovers themselves to have intrudulated into. Together with your almost constant singing this makes communication in battle very hard.

GMs: Which important historical events has the psaltry has been present at? Which historical figures are depicted on the psaltry? Do the figures change? Are the faces of future rulers carved into the instrument? Which popular melodies are inspired by the Song of Gonzango? Who was or what is Gonzango?

PATHFINDER

 Psaltery of Dead Truths

Aura strong divination; CL 20th

Slot --; Weight --

Description

This stringed musical instrument is made of midnight black ebony and shining white bone is stringed with the tear soaked hair of lost lovers. It is carved with the wheel of changing fortunes, kings and heroes being brought low while new figures rise up.

Attunement: Secret melodies are carved into the wheel. After studying the melodies and practicing with the psaltery for 2 hours you become attuned to it and can use the secret melodies to great effect.

Euphony of Twilight: You can weave secret melodies into a song you can create minor effects such as making candles flicker and smoke dance. As well, you gain a +2 bonus on all Perform (string instruments) checks made with the psaltery. At 5th level this bonus increases to +5.

Rondo of Fortune: Starting at 4th level you can play the psaltery as a full round action granting all allies within 30 ft a +1 luck bonus to AC for 1 round. This bonus increases by +1 for every five levels above 4th. You can do this for a number of rounds per day equal to your character level. The rounds need not be consecutive. If you have the bardic music ability you can do this as a standard action.

Song of Gonzago: Playing the full song hidden in the wheel calls forth spirits that act out small plays revealing painful or hidden truths. The person who plays the psaltery has no control over what is revealed, it might be the murder of a nobleman or the betrayal of one lover by another or the corruption of a city guard. Generally playing the full song creates a turning point in history - the start of the downfall of a powerful figure in an area or the revelation that leads to the rise of a local hero. This ability may be used once per day at 12th level.

Earworm: Quirk: You become very reflective, often quoting great thinkers to make a point. You hum tunes at odd intervals. You take a -1 to Perception checks due to your distraction. Over-Attunement: You can no longer say anything simply or quickly, but must use the utmost maximal verbosity possible under the circumstances that the wielder discovers themselves to have intruded into. Together with your almost constant singing this makes communication in battle very hard. You take a -2 on Diplomacy, Bluff, and Intimidate checks do to the difficulty of communicating your intentions.

GMs: Which important historical events has the psaltery has been present at? Which historical figures are depicted on the psaltery? Do the figures change? Are the faces of future rulers carved into the instrument? Which popular melodies are inspired by the Song of Gonzango? Who was or what is Gonzango?

SAVAGE WORLDS

PSALTRY OF DEAD TRUTHS
(instrument/implement)
This stringed musical instrument is made of midnight black ebony and shining white bone is stringed with the tear soaked hair of lost lovers. It is carved with the wheel of changing fortunes, kings and heroes being brought low while new figures rise up. A secret melody is carved into the wheel. By weaving the secret melody into a song you can create minor effects such as making candles flicker and smoke dance.

Attunement: You must learn to play the song secretly encoded in the spokes of the wheel, which requires a successful Smarts trait check and an hour of study. (If you fail, there is no further penalty for continuing to make the effort aside from taking another hour of study and attempting another Smarts trait check.)

Fortune's Melody: Once attuned, you gain the effects of the Luck Edge. If you already possess the Luck Edge, you gain no additional benefits.

Harmony of Resonant Notes: The Psaltry of Dead Truths possesses 10 Power Points which activate and sustain the the powers within it. These Power Points recover at the rate of one Power Point per hour. Each use of a power requires a Common Knowledge (or appropriate skill related to singing, at the GM's discretion) to activate. The Harmony of Resonant Notes may be used to activate the following powers:
* Prestidigitation (PP: 1; Rng: Touch (Adjacent); Dur: 1 hour (1/1 hr); Trappings: Minor magical effects): This power allows for almost any innocuous effect to be created at the caster’s whim as they summon mystic forces to perform minor tasks. These include (but are not limited to) – cleaning, lifting (10 pounds max), flavoring foods, mending clothes, writing, ringing bells, causing someone to have an itch or sneeze, changing an object’s colors, opening a door, etc.
* Grave Speak (PP: 4; Rng: Touch; Dur: 3 (1/rd); Trappings: Mournful chorus, dirge's lyrics): Contact a dead spirit. See "Savage Worlds Horror Companion" for more details. Unlike the normal use of this poer, these spirits must tell the truth, but may not know the information requested.

Dirge of Gozango: While attuned to the Psaltry of Dead Truths, you gain the Quirk Hindrance (you sing all the time; you can't help yourself. All of your communication must be in the form of song lyrics or in a sing-song voice, as if they were song lyrics). Over-Attunement (Attuned to more than one item per Rank): You become haunted by unsettled spirits, attracted by the dirge-like characteristics of your eternal song. The GM gains an additional Bennie that can only be used to create misfortune for you, representing the effects of the spirits' intervention in your life.

GMs: Which important historical events has the psaltry has been present at? Which historical figures are depicted on the psaltry? Do the figures change? Are the faces of future rulers carved into the instrument? Which popular melodies are inspired by the Dirge of Gonzango? Who was or what is Gonzango?

Slime Maiden

Slime Maiden

Slime Maiden

13th AGE


The product of deranged alchemy; these intelligent shape-changers have learnt how to reproduce by producing baby gelatinous cubes. Worse - they can convert others into slime maidens.

Level 3 wrecker [Humanoid]

Initiative: +6

Short Sword and dagger +4 vs. AC10 damage

C: Glom +5 vs. AC (one nearby enemy)5 damage and the target is pulled into engagement with the slime maiden, and is stuck (save ends)

[special] Once per round as a free action when the slime maiden would be hit with an attack - if the slime maiden is engaged with a stuck enemy it can make the stuck enemy the target of the attack instead. An enemy can not be made the target of its own attack.

[special] The slime maiden can make the following attack against a stuck target that it is engaged with, provided it has no other engulfed enemy inside it already. Any conditions on an enemy end when it becomes engulfed.

Engulf +4 vs PDstunned (save ends). Until the target saves against stunned it is inside the slime maiden and moves when and where the monster moves, and damage done to the slime maiden is split evenly between the two creatures.

Each failed save: The engulfed victim takes 5 acid damage and the slime maiden heals 5 HP.

Protean: The slime maiden can flow along walls and ceilings as easily as it walks on the ground. It can slip between bars, under doors, or through keyholes. It can be as liquid or as rubbery as it needs to be - falls do not hurt it and it can not be easily imprisoned.

Nastier Specials

C: Alchemical Bomb +4 vs. PD (vs. 1d3 nearby enemies)20 damage (roll for type 1=thunder, 2=fire, 3=lightning, 4=acid). If the attack was only against 1 target the target is also hampered (save ends).

Miss: 10 damage (roll for type 1=thunder, 2=fire, 3=lightning, 4=acid)

AC 19

PD 17 HP 56

MD 13

 

PATHFINDER

Slime Maiden

CR 3

XP 800

N Medium aberration

Init +3; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 15, touch 13, flat-footed 12; (+3 Dex, +2 natural)

HP 18 (4d8); regeneration 3 (cold or fire)

Fort +1, Ref +4, Will +4

Defensive Abilities half damage from bludgeoning and piercing; Immune critical hits and precision damage, poison

Weaknesses vulnerable cold and fire, stunned by sonic damage

OFFENSE

Speed 30 ft

Melee 2 slam +6 (1d4+1 plus engulf)

Ranged Light Crossbow +6 (1d8)

Space 5 ft.; Reach 5 ft.

TACTICS

During Combat Slime maidens prefer hit-and-run tactics, ambushes, and traps to outright physical confrontation. Their preferred tactic is to lure enemies into a trap and then attack them from extreme distance with crossbows, then flee and hide. Their ability to regenerate allows them to wear enemies down over a series of short one-to-two round fights. Their clever use of guerrilla tactics and high individual intelligence makes them more dangerous than a much tougher foe would be in a stand-up fight.

Morale Slime maidens retreat anytime they feel they are at risk of serious harm so that they can regenerate their wounds. However, if they are threatened with fire or ice they quickly flee, making good use of their malleability to slip to places their attackers cannot follow.

STATISTICS

Str 12, Dex 16, Con 10, Int 8, Wis 10, Cha 14

Base Atk +3; CMB +6 (+10 grapple); CMD 17

Feats Weapon Finesse, Agile Maneuvers

Skills Craft (alchemy) +10, Perception +7, Stealth +10; Racial +4 Craft (alchemy)

SQ malleable, unusual biology

Languages Common

ECOLOGY

Environment Temperate Dungeons/Ruins & Underground

Organization solitary, gang (2–4), or mob (5-12)

Treasure standard (50% alchemical goods, light crossbow)

SPECIAL ABILITIES

Engulf (Ex) When a slime maiden hits a creature of her size or smaller with a slam attack she can attempt a grapple check as a free action. If she succeeds she oozes over her target and traps it in her body. The creature inside is grappled and cannot breath. The target can hold their breath as though they were under water or they start to suffocate. While a slime maiden has a creature engulfed, half of any damage dealt to her is dealt to the engulfed creature.Slime maidens have a +4 bonus to start and maintain grapples in this fashion. 

Malleable (Ex) A slime maiden can form into any solid shape imaginable (but can not form sharp edges), can slip between bars and under doors, and can travel along any solid surface that can support their weight. If they drop all equipment and 'flow' out of their clothing and armor they can hide in cracks in the ground. They return to their default form when unconscious.

Stunned by Sonic Damage (Ex) Sonic damage causes a slime maiden’s body to wobble and ripple uncontrollably, leaving them stunned for one round.

Unusual Biology (Ex) Slime maidens have no internal organs (or organs of any sort), don't need to breathe, and can consume any organic object. They have no organs to pierce, no bones to break, and arrows just stick in them and sink downwards. Because they lack vitals and their body will yield to most blows they are highly resistant to damage. They take half damage from piercing and bludgeoning attacks and are immune to critical hits and precision damage.

SAVAGE WORLDS

Abilities: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d4
Skills: Fighting d8, Notice d6, Shooting d6, Stealth d6, Throwing d6
Pace: 6, Parry: 6, Toughness: 5 (1)
Gear: Crossbow (Dmg 2d6 AP 2; Rng 15/30/60; ROF 1; Reload 1), Acid Bomb (Dmg 3d6, Medium Burst Template; Rng 5/10/20; ROF 1; Acid trapping).
Special Abilities:
* Construct: Constructs gain a +2 to recover from being Shaken. Constructs do not suffer additional damage from called shots. Constructs do not suffer from disease or poison.
* Engulf: As an action, when the Slime Maiden successfully hits on a natural attack with a Raise on the Fighting trait check, it will wrap a creature of Size +0 or smaller in its body. If the Slime Maiden is not removed from its victim or slain, the target begins to suffocate after a number of rounds equal of half its Vigor die type, as per the drowning rules. Attacks that hit an engulfing Slime Maiden deal half their damage to it and half to the trapped victim. The victim may attempt to escape on his action by getting a Raise on an opposed Strength roll.
* Fast Regeneration: Every round, the Slime Maiden can make a natural healing check. Slime Maidens cannot regenerate damage from fire-based and cold-based attacks.
* Natural Armor: Armor +1.
* Slime Form: As an action, the Slime Maiden can assume the form of any solid shape imaginable (although it will lack sharp edges) and flow through small cracks and holes. While in such a non-humanoid form, the Slime Maiden cannot attack, wear clothing and gear, or use any abilities or skills that require humanoid features.
* Weaknesses: The Slime Maiden takes double damage from fire-based and cold-based attacks, and does not heal any damage inflicted by either source.

SWORDS & WIZARDRY

Slime Maiden
Hit Dice/HP: 1d8+1 / 5hp
Armor Class: 9 [11]
Attacks: 2 fists (1d8/1d8)
Combat Movement: 40'
Special: Engulf, Grab & Slam, Gelatinous
Saving Throw: 15
Alignment: Neutrality
Challenge Level/XP: 3/120

Engulf: A slime maiden can attempt to engulf an enemy, so long as she does not currently have an enemy engulfed. That enemy must save vs. poison or be engulfed. While a slime maiden has an enemy engulfed, all damage done to her is split evenly (rounded down) between her and the engulfed creature. If she is not killed within 1d6 rounds, the engulfed creature will be fully absorbed into her mass and she will return to full hit points. Killing the slime maiden before this time expires frees the engulfed creature.

Grab & Slam: A slime maiden can make an overbearing attack against nearby enemies without moving. She still gains all bonuses for charging, even though she does not move.

Gelatinous: Slime maidens cannot be knocked prone. They are immune to the effects of acid, but are extra vulnerable (double damage) to heat and cold. Due to its semi-liquid form, slime maidens regain 2 hit points at the start of each round.

O.S.R.I.C. 

Slime Maiden
Frequency: Very Rare
No. Encountered: 1d8
Size: Medium
Combat Movement: 40'
Armor Class: 9
Hit Dice/HP: 1d8+1 / 5hp
Attacks: 2 fists
Damage: 1d8/1d8
Special Attacks: Engulf, Grab & Slam
Special Defenses: Gelatinous
Lair Probability: Nil
Intelligence: Average
Alignment: Chaotic Neutral
Level/XP: 3 / 110+2/hp

Engulf: A slime maiden can attempt to engulf an enemy, so long as she does not currently have an enemy engulfed. That enemy must save vs. poison or be engulfed. While a slime maiden has an enemy engulfed, all damage done to her is split evenly (rounded down) between her and the engulfed creature. If she is not killed within 1d6 rounds, the engulfed creature will be fully absorbed into her mass and she will return to full hit points. Killing the slime maiden before this time expires frees the engulfed creature.

Grab & Slam: A slime maiden can make an overbearing attack against nearby enemies without moving. She still gains all bonuses for charging, even though she does not move.

Gelatinous: Slime maidens cannot be knocked prone. They are immune to the effects of acid, but are extra vulnerable (double damage) to heat and cold. Due to its semi-liquid form, slime maidens regain 2 hit points at the start of each round.

Canopy Troll

Canopy Troll

Canopy Troll

13th AGE

Canopy Trolls lurk in the upper reaches of forests, reaching out with their long arms and swiping at travelers, dropping down and wrapping their long limbs around their victims.

Large level 3 Troop [Humanoid]

Initiative: +14

Vicious claws +14 vs. AC—10 damage

C: Grab, claw, bite +14 vs. AC (1 nearby enemy)—10 damage and the troll may dart back out of reach into the trees as a quick action.

Miss: The troll drops out of the canopy and may not make this attack again until it climbs back up into the trees.

Natural 16+ hit or miss: The troll heals 10 HP.

Natural 18+ hit or miss: The troll heals 20 HP.

[special trigger] As soon as the escalation die is 4+ on its turn the troll may move in a leap to engage an enemy as as a quick action, and may make the following attack...

Death squeeze +12 vs AC— 10 ongoing damage and troll regains 15 HP each round until the victim breaks free (save 16+ to pop out of engagement and be free of the Death Hug)

Firey Death: If hit by a fire attack while staggered the troll may not heal for the rest of the battle. If not burnt during or after the battle the troll has a 50% chance of returning back to life at full HP in d8 hours

AC 16

PD 12 HP 126

MD 12

PATHFINDER

Canopy Troll CR 3

XP 800

CE Large humanoid (giant)

Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +8

DEFENSE

AC 18, touch 17, flat-footed 12; (+6 Dex, +1 natural, +1 size)

hp 30 (4d8+12); regeneration 5 (acid or fire)

Fort +7, Ref +7, Will +4

OFFENSE

Speed 30 ft.; 30 ft. climb

Melee bite +10 (1d4+1), 2 claws +5 (1d6+1 plus grab)

Space 5 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d6+3)

TACTICS

During Combat Canopy trolls are ambush predators who prefer to launch from the canopy at targets below. They drop on to prey and latch on, rending with their claws until the creature is dead.

Morale Despite their size, canopy trolls are fearless. Their regenerative powers mean that once they decide to attack and kill a potential target, they do not stop until killed or the creature manages to escape somewhere the troll cannot follow.

STATISTICS

Str 14, Dex 22, Con 16, Int 6, Wis 12, Cha 6

Base Atk +3; CMB +4; CMD 20

Feats Iron Will, Skill Focus (Perception), Weapon Finesse

Skills Acrobatics +10, Perception +8, Stealth +14, Survival +9; Racial +4 to Stealth and Survival

SQ improved grab

Languages Giant

ECOLOGY

Environment rainforests, thick forests

Organization solitary, gang (2–4), or mob (5-12)

Treasure standard

Canopy trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. Hunched over, amazingly ugly, and sporting two overlong arms, canopy trolls swing from branch to branch in tall forests, hunting to sate their voracious appetites. Standing between 3 and 4 feet tall, their arms bow at the elbows, hands easily touching the ground as they walk. Fast and fearless, they often rush foes on the ground to distract them from the two or three fellows about to leap on a target from above. Social pack hunters, they quickly dismember and drag their catches up, into the trees to eat without fear of interruption.

SAVAGE WORLDS

Canopy Troll
Abilities: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Climbing d10, Fighting d6, Notice d8, Stealth d10, Survival d8
Pace: 6, Parry: 5, Toughness: 5
Special Abilities:
* Ambush: The Canopy Troll can use concealment to spring an ambush on its prey. When the Canopy Troll attacks from concealment, it makes a Stealth skill check. Wary prey may make a Notice skill check to oppose it, while unprepared prey do not. If the Canopy Troll succeeds in its Stealth skill check, it gains a +2 bonus to attack and damage against the target. With a Raise, the Canopy Troll has the Drop on its target.
* Fast Regeneration: Every round, the Canopy Troll can make a natural healing check. Canopy Trolls cannot regenerate damage from acid-based attacks.
* Natural Weapons: Two claws (Str+d4 each, and strikes as per the Improved Frenzy Edge).
* Reach +1: The Canopy Troll has an extensive reach, and can attack non-adjacent targets.
* Rend: If the Canopy Troll successfully lands two attacks in the same round against the same target, the target automatically suffers an additional Str+d6 damage as the Canopy Troll rends the target.
* Size -1

SWORDS & WIZARDRY

Canopy Troll
Hit Dice/HP: 3d8 / 14hp
Armor Class: 6 [14]
Attacks: 2 claws (1d6/1d6) or by weapon
Combat Movement: 40', climbing 40'
Special: Drop From Canopy, Long Arms, Regeneration
Saving Throw: 15
Alignment: Chaos
Challenge Level/XP: 3/104

Drop From Canopy: Canopy trolls prefer to get the drop on their enemies, literally. A troll drops down from above and makes two claw attacks while wrapping its legs around its victim and digging in with its toe claws. If the troll can accomplish this, it gains two extra attacks per round with its feet for 1d4 damage each.

Long Arms: A canopy troll can make melee attacks with a weapon or with its claws at a range of ten feet.

Regeneration: After three rounds of combat, a canopy troll regenerates hit points at a rate of 3 hp per round. They can even reattach lost limbs by holding them to the stump. A canopy troll can only be killed by acid, as damage from acid cannot be regenerated

O.S.R.I.C. 

Canopy Troll
Frequency: Uncommon
No. Encountered: 1d12
Size: Medium
Combat Movement: 40', climbing 40'
Armor Class: 6
Hit Dice/HP: 3d8 / 14hp
Attacks: 2 claws, or by weapon
Damage: 1d6/1d6, or by weapon
Special Attacks: Drop From Canopy, Long Arms
Special Defenses: Regeneration
Lair Probability: 30%
Intelligence: Low
Alignment: Chaotic Evil
Level/XP: 3 / 90+2/hp

Drop From Canopy: Canopy trolls prefer to get the drop on their enemies, literally. A troll drops down from above and makes two claw attacks while wrapping its legs around its victim and digging in with its toe claws. If the troll can accomplish this, it gains two extra attacks per round with its feet for 1d4 damage each.

Long Arms: A canopy troll can make melee attacks with a weapon or with its claws at a range of ten feet.

Regeneration: After three rounds of combat, a canopy troll regenerates hit points at a rate of 3 hp per round. They can even reattach lost limbs by holding them to the stump. A canopy troll can only be killed by acid, as damage from acid cannot be regenerated.

Treasure: 1d6x10 shiny sp

Batbane

Batbane 

Batbane 

13th AGE

Leathery winged creatures with sharp teeth and claws. Strangely only the females are ever seen.

Level 1 troop [Humanoid]

Initiative: +4

Blood-draining bite +6 vs. AC—3 damage

Natural 16+ hit: 5 ongoing damage and the target is weakened (save ends both).

Ultrasonic screech +6 vs. MD—target is hampered (easy save ends)

First failed save: Target is confused (easy save ends) but is no longer hampered.

Second failed save: Target is confused (save ends).

Third failed save: Target is confused (hard save ends).

Swift Flyer: The batbane women are fast flyers, swooping in and out of combat. After attacking they may attempt to pop free of engagement and if successful may fly to any point nearby as a quick action even if they have already moved that turn.

Sonar: Batbanes can see using sonar - unless deafened they can see in even total darkness and are aware of invisible creatures and do not have a miss chance against enemies with the spell ‘blur’ active. If a batbane takes thunder damage this ability stops working for the rest of the battle.

AC 16

PD 15 HP 32

MD 11

PATHFINDER

Batbane Woman CR 3

XP 800

NE Medium monstrous humanoid

Init +3; Senses blindsense 40 ft.; Perception +12

DEFENSE

AC 15, touch 13, flat-footed 12; (+3 Dex, +2 natural)

HP 26 (4d10+4)

Fort +2, Ref +7, Will +5

Weaknesses light sensitivity

OFFENSE

Speed 30 ft.; Fly 40 ft. (good)

Melee bite +6 (1d6+2), 2 claws +6 (1d4+2 plus grab)

Space 5 ft.; Reach 5 ft.

Special Attacks blood drain

TACTICS

During Combat Batbane women prefer to attack from the shadows, using surprise to their advantage. They continue to make flyby attacks until they can grab with their claws. If the opponent is light enough they will try to carry them away to where they can feast. If an opponent is too heavy to lift then they will grapple and try to drain blood. In the air they fight with the claws on their feet. On the ground they fight with the claws on their hands and their bite. 

Morale Batbane women will break off an attack if they lose half of their number while fighting in a group or if reduced to half hit points while fighting alone. 

STATISTICS

Str 15, Dex 16, Con 12, Int 8, Wis 12, Cha 7

Base Atk +4; CMB +6 (+10 to grapple); CMD 19

Feats Flyby Attack, Stealthy 

Skills Fly +14, Perception +12, Stealth +12; Racial +4 Perception when using blindsense

SQ solstice transformation

Languages Common

ECOLOGY

Environment temperate forests and hills, underground

Organization solitary, pair, or flock (3-10)

Treasure standard

SPECIAL ABILITIES

Blood Drain (Ex) A batbane woman can suck blood from a grappled opponent; if the batbane woman establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. 

Solstice Transformation (Su) On the night of the summer and winter solstice, batbane women transform into back to human women. They take a -4 to Strength and Dexterity, but gain a +2 to Intelligence and Charisma. They lose their natural attacks, ability to fly, natural armor, and blindsense. They do however gain the ability to speak clearly. While this transformation usually lasts from sundown to sunup, it can be broken if the batbane is stressed. If they are injured or suffer any other stressful event at the GM’s discretion, they must make a DC 15 Will save or transform back into a batbane woman.

SAVAGE WORLD

Batbane Woman
Abilities: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8, Survival d6
Pace: 6, Parry: 5, Toughness: 6
Special Abilities:
* Blindsense: The Batbane Woman may operate effectively without vision. The Batbane Woman suffers no penalties for bad lighting conditions, including total darkness, but is still effected by concealment as normal. When using Blindsense, the Batbane Woman cannot determine colors, read, or otherwise discern visual patterns. Finally, when using Blindsense, the Batbane Woman is immune to gaze attacks.
* Death From Above: If the Batbane Woman catches a foe unawares when making a diving attack, it inflicts an additional +2 damage.
* Limited Flight: The Batbane Woman has a Flying Pace of 6 squares, with a Climb of 3 squares. The Batbane Woman can only fly for a number of minutes equal to her Vigor die, then must make Vigor checks every minute to avoid suffering a Fatigue Level. This can lead to Incapacitation.
* Limited Shapechange: On the Solstices, the Batbane Woman assumes human form, and is driven to seek the companionship of other human beings.
* Natural Weapons: Two claws (Str+d4 each, and strikes as per the Improved Frenzy Edge).

SWORD & WIZARDRY


Hit Dice/HP: 1d8+1 / 5hp
Armor Class: 9 [11]
Attacks: 1 bite (1d4), 2 claws (1d3/1d3)
Combat Movement: 30', flying 60'
Special: A batbane cannot make claw attacks while flying. Can't be blinded (see description)
Saving Throw: 16
Alignment: Chaos
Challenge Level/XP: 2/35

Batbanes can use their claws to grab and carry away their victims, if those are not much heavier than themselves. While in flight, they will make bite attacks to drain a victim of its blood.

Batbanes “see” in the dark by echolocation. They are immune to affects that would normally render them blind, but can be blinded by magical Silence.

O.S.R.I.C.

Batbanes
Frequency: Unique
No. Encountered: 1d6
Size: Medium
Combat Movement: 30', flying 60' (AA: level V)
Armor Class: 9
Hit Dice/HP: 1d8+1 / 5hp
Attacks: 1 bite, 2 claws
Damage: 1d4/1d3/1d3
Special Attacks: A batbane cannot make claw attacks while flying.
Special Defenses: Immune to gaze attacks and affects that cause blindness (see description)
Lair Probability: 25%
Intelligence: Low
Alignment: Chaotic Evil
Level/XP: 2 / 30+1/hp

Batbanes can use their claws to grab and carry away their victims, if those are not much heavier than themselves. While in flight, they will make bite attacks to drain a victim of its blood.

Batbanes “see” in the dark by echolocation. They are immune to affects that would normally render them blind, but can be blinded by magical Silence.

Treasure: 1d4 jewelry (25%)

Baby Gelatinous Cubes

Baby Gelatinous Cubes

Baby Gelatinous Cubes

13th AGE

Individually they are tiny and easily brushed off with only minor acid burns … but they are dangerous in a group. As they slime their way over your boots and up your legs they begin to search out warm unprotected areas to feast upon, and you discover why they are considered dangerous.


Level 2 swarm [Abomination]

Initiative: -1

Stick and burn +7 vs. AC (1d3 enemies in a group)—4 acid damage

Miss: 1 acid damage

Natural 16+ hit: target stuck until the cube is hit.

Natural 18+ hit: target stuck and hampered until the cube is hit.

Sluggish: If the cubes take cold damage they take a -2 penalty to their next attack roll.

Swarm: These stats represent a group of 10 cubes attacking in unison. A single cube encountered on its own has 5 HP and can only make the following attack:

Minor acid burns +7 vs. AC—2 acid damage

AC 18

PD 8 HP 50

MD 25

PATHFINDER

Baby Gelatinous Cube CR 1/2

XP 200

N Tiny ooze

Init -5; Senses blindsense 30 ft.; Perception -5

DEFENSE

AC 7, touch 7, flat-footed 7; (-5 Dex, +2 size)

HP 9 (1d8+5)

Fort +5, Ref -5, Will -5

Immune electricity, ooze traits

OFFENSE

Speed 5 ft.

Melee touch -3 (1d3 acid plus attach)

Space 2 1/2 ft.; Reach 0 ft.

Special Attacks engulf, paralysis

TACTICS

During Combat A baby gelatinous cube will usually only attack creatures of its size or smaller, attempting to engulf them. If a larger creature steps within reach (or on) a baby gelatinous cube then they will try to stick to it and let their acid dissolve it. 

Morale Baby gelatinous cube’s have little sense of danger or self-preservation and will fight to the death once they have engulfed something or become attached to it.

STATISTICS

Str 1, Dex 1, Con 20, Int -, Wis 1, Cha 1

Base Atk +0; CMB -7 (+1 to grapple); CMD -2 (can’t be tripped)

SQ transparency

ECOLOGY

Environment underground

Organization solitary or swarm (5-12)

Treasure incidental

SPECIAL ABILITIES

Acid (Ex) A baby gelatinous cube's acid does not harm metal or stone.

Attach (Ex) The baby gelatinous cube automatically latches onto its target when it successfully hits with a touch attack. The baby gelatinous cube is considered grappling, but the target is not. The target can attack or grapple the baby gelatinous cube as normal, or break the attach with a successful grapple or Escape Artist check. The gold leach has a +8 racial bonus on grapple checks to stay attached. 

Engulf (Ex) Although it moves slowly, a baby gelatinous cube can simply engulf Tiny or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The baby gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 5 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.

Paralysis (Ex) A baby gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Transparent (Ex) Due to its lack of coloration, a baby gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless baby gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed, or attached if is larger than the baby gelatinous cube..


SAVAGE WORLDS

Gelatinous Cube Spawn
Abilities: Agility d4, Smarts d4(A), Spirit d4, Strength d4, Vigor d8
Skills: Fighting d4, Stealth d6
Pace: 4, Parry: 4, Toughness: 6
Special Abilities:
* Fearless: The Gelatinous Cube Spawn never suffers from Fear effects and cannot be Intimidated.
* Ooze: Oozes add +2 to Toughness. Oozes do not suffer additional damage from called shots. Oozes do not suffer from poison, paralysis or gaze-based attacks.
* Size -2
* Small: Attackers subtract 2 from any attack rolls directed at small creatures.
* Sticky Slam: Str+d4. In addition, the target must succeed in an Agility trait check or become stuck to the Gelatinous Cube Spawn. If the target is stuck, he suffers Str+d4 damage each round thereafter until he breaks free of the Gelatinous Cube Spawn with a successful opposed Strength trait check. In addition, the target suffers a cumulative -1 penalty to Strength and Agility traits checks, as well as checks for skills related to these abilities, for every Gelatinous Cube Spawn that is attached to him.

SWORDS & WIZARDRY

Baby Gelatinous Cube
Hit Dice/HP: 1d4 / 2hp
Armor Class: 5 [15]
Attacks: 1 acidic “bite” (1d3)
Combat Movement: 10'
Special: Touch of Paralysis, Shared Space
Saving Throw: 14
Alignment: Neutrality
Challenge Level/XP: 1/7

Touch of Paralysis: The touch of a baby gelatinous cube causes paralysis (a successful save negates the affect).

Shared Space: When a baby gelatinous cube is touching another creature, missed attacks against the cube that are not directed at the creature it is touching are repeated against the touched creature.

Absorb: Cubes that come into contact clump together into a single, larger cube. Their hit points are added together, and may exceed their original total.

O.S.R.I.C.

Baby Gelatinous Cube
Frequency: Rare
No. Encountered: 3d10
Size: Small
Combat Movement: 10'
Armor Class: 5
Hit Dice/HP: 1d4 / 2hp
Attacks: 1 acidic “bite” 
Damage: 1d3
Special Attacks: Touch of Paralysis
Special Defenses: Shared Space
Lair Probability: Nil
Intelligence: Non-
Alignment: Neutral
Level/XP: 1 / 5+1/hp

Touch of Paralysis: The touch of a baby gelatinous cube causes paralysis (a successful save vs. paralysis negates the affect).

Shared Space: When a baby gelatinous cube is touching another creature, missed attacks against the cube that are not directed at the creature it is touching are repeated against the touched creature.

Absorb: Cubes that come into contact clump together into a single, larger cube. Their hit points are added together, and may exceed their original total.

Absorber Imp

Absorber Imp

Absorber Imp

13th AGE

These demons eat spells only to spit them back at you! The bane of wizards everywhere.

Level 3 controller [Demon]

Initiative: +7

Bite bite bite! +11 vs. AC—6 damage

R: Mana burn +8 vs. PD—10 force damage

Spell Eater: If the imp is the target of an arcane spell (a wizard’s spell, sorcerer’s spell, etc) then it may save (11+) and if successful it absorbs part of the spell. The spell counts as missing (and does any miss effect including damage). The GM records the to-hit roll and the effect the spell would have had if it had hit. The imp can store the spell and use it as an attack as a standard action using the to-hit roll of the caster and using the effect of the spell (though any damage is halved). Such an attack provokes, even if the original ‘stored’ attack would not. If the spell eater fails a save to absorb a spell it can not attempt to store any further spells this battle.

R: Spell spew (as per the original attack roll)—as per the original effect but any damage is halved.

Flight: The imp can fly, though not far - its tiny wings reduce the fight to a series of long hopping jumps.

AC 19

PD 13 HP 45

MD 17

PATHFINDER

Absorber Imp CR 3

XP 800

CE Tiny outsider (chaotic, demon, evil, extraplanar)

Init +2; Senses darkvision 60 ft., sense magic; Perception +8

DEFENSE

AC 16, touch 14, flat-footed 14; (+2 Dex, +2 natural, +2 size)

HP 16 (3d10); Fast Healing 2

Fort +1, Ref +5, Will +4

DR 5/obsidian; Immune electricity, poison; Resist acid 10, cold 10, fire 10
Weakness dispelling vulnerability 

OFFENSE

Speed 20 ft.; Fly 40 ft (poor)

Melee bite +7 (1d3-1), 2 claws +7 (1d3-1)

Space 2 1/2 ft.; Reach 0 ft.

Special Attacks 

TACTICS

During Combat

Morale

STATISTICS

Str 9, Dex 15, Con 11, Int 6, Wis 11, Cha 10

Base Atk +3; CMB +3; CMD 12

Feats Combat Casting, Weapon Finesse

Skills Bluff +6, Fly +6, Spellcraft +4, Stealth +16 (+20 in shadowy areas), Perception +5; Racial +4 Stealth in shadowy areas

SQ absorb spells, consume magic, steal enchantment

Languages Abyssal, Common; Telepathy (touch)

ECOLOGY

Environment any (Abyss)

Organization solitary

Treasure standard

SPECIAL ABILITIES

Absorb Spells (Su) Absorber imps have the ability to absorb any spell cast within 60 ft of them, with the exception of dispel magic, as an immediate action. The spell fails to take effect and is instead stored in the absorber imp. The absorber imp can then cast the spell as though it were the original caster, choosing all variables of the spell with a caster level equal to its hit dice. An absorber imp can hold a number of total spell levels equal to its hit dice, usually 3. This can be in any combination (3 first level spells, 1 first level spell and 1 second level spell, or 1 third level spell). The absorber imp can store these spells indefinitely. Someone can tell what spells are stored in an absorber imp with Spellcraft check with a DC of 20 + the total level of the spells stored in the absorber imp.

Consume Magic (Su) Absorber imps can consume magic they have stored to heal themselves. As a swift action, an absorber imp can sacrifice a stored spell to heal 1d6 per level of the spell consumed.

Dispelling Vulnerability (Su) The only spell an absorber imp cannot absorb is dispel magic. If targeted by a dispel magic, they take 1d4 points of damage per two caster levels.

Sense Magic (Su) Absorber imps can detect magical auras within 60 ft of them. Otherwise this functions as the spell arcane sight.

Steal Enchantment (Su) Once per round as an immediate action an absorber imp can steal the enchantment from a weapon that strikes it. The weapon becomes non-magical for one round, while the absorber imp’s natural weapons gain all of the enchantments of the weapon including enhancement bonus and special abilities such as flaming.

SAVAGE WORLDS

Abilities: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d8, Taunt d6
Pace: 6, Parry: 5, Toughness: 4
Special Abilities:
* Absorb Enchantment: When an Absorber Imp touches a magic item of any kind, it disenchants the item and takes on the effects of the enchantment itself.
* Absorb Spells: Any spell that targets an Absorber Imp is absorbed by the imp. The Absorber Imp can release the spell at any time after the imp has absorbed it, using the original casting skill check result for resolving all of the spell's effects (as if the original caster had cast it).
* Flight: The Absorber Imp has a Flying Pace of 6 squares, with a Climb of 3 squares.
* Immunity (Magic): The Absorber Imp is immune to magic of any kind. 
* Natural Weapons: Claw (Str+d4).
* Size-1
* Weakness (Obsidian): The Absorber Imp suffers double damage from Obsidian.

SWORD & WIZARDRY

Absorber Imp
Hit Dice/HP: 1d6+1 / 4hp
Armor Class: 8 [12]
Attacks: 2 claws (1d4/1d4)
Combat Movement: 30', flying 20'
Special: Absorb Enchantment, Absorb Spells, Immune to Magic
Saving Throw: 12
Alignment: Chaos
Challenge Level/XP: 2/24
Immune to Magic: Absorber Imps cannot be harmed by magic of any kind. Spells have no effect against them. Enchanted weapons gain no bonus to attack or damage against them. Potions have no effect on them.
Absorb Enchantment: An absorber imp disenchants any magic item that come into contact with it. The enchantment is then transferred to the imp itself. A flaming sword (for example) so disenchanted would become a normal sword and the imp would then be wreathed in flames, but not consumed. Curses may also be so transferred.
Absorb Spells: Any spell cast in the absorber imp's presence is consumed harmlessly by the imp. The absorber imp can release the spell at any time after it has absorbed it, and may potentially store spells forever if unused.
One Weakness: Absorber imps may not touch obsidian. The volcanic glass consumes and destroys them on contact.

O.S.R.I.C.

Absorber Imp
Frequency: Very Rare
No. Encountered: 1 imp + 1d4 minions
Size: Small
Combat Movement: 30', flying 20' (AA: level III)
Armor Class: 8
Hit Dice/HP: 1d6+1 / 4hp
Attacks: 2 claws
Damage: 1d4/1d4
Special Attacks: Absorb Enchantment, Absorb Spells
Special Defenses: Immune to Magic
Lair Probability: Nil
Intelligence: Very
Alignment: Chaotic Evil
Level/XP: 2 / 20+1/hp
Immune to Magic: Absorber Imps cannot be harmed by magic of any kind. Spells have no effect against them. Enchanted weapons gain no bonus to attack or damage against them. Potions have no effect on them.
Absorb Enchantment: An absorber imp disenchants any magic item that come into contact with it. The enchantment is then transferred to the imp itself. A flaming sword (for example) so disenchanted would become a normal sword and the imp would then be wreathed in flames, but not consumed. Curses may also be so transferred.
Absorb Spells: Any spell cast in the absorber imp's presence is consumed harmlessly by the imp. The absorber imp can release the spell at any time after it has absorbed it, and may potentially store spells forever if unused.
One Weakness: Absorber imps may not touch obsidian. The volcanic glass consumes and destroys them on contact.