Next week sees the release of the Pathfinder version of the Deadly Delves: Reign of Ruin. Some monsters are new and others are existing monsters with the half dragon template added to them. Yes, this dragon has been busy! Right now I want to share with you two of those half dragons in this adventure. We hope you enjoy them in your own Pathfinder campaigns.
Ixtupi Dragonblood Brutes
This lizardfolk stands a full head taller than his savage brethren, his scales a deep, near-black green and his eyes a bright crimson red. Leathery wings spanning eight feet rise from his shoulders, and his facial structure is noticeably more primal and draconic than the rest of the Ixtupi.
Ixtupi Dragonblood Brute CR 6
Half-black dragon lizardfolk fighter 3 (two-handed fighter APG)
NE Medium dragon
Init +0; Senses darkvision 60 feet, low-light vision; Perception +3
AC 19, touch 10, flat-footed 19 (+9 natural)
hp 50 (2d8+3d10+20)
Fort +10, Ref +1, Will +1
Immune acid, sleep, paralysis
Speed 30 ft., fly 60 ft. (average), swim 15 ft.
Melee longspear +10 (1d8+10/x3)
Ranged javelin +4 (1d6+5)
Special Attacks breath weapon (1/day; 60-ft. line, DC 16, 5d6 acid)
Before Combat The Ixtupi dragonblood brute takes wing and prepares to use Flyby Attack in conjunction with other brutes to gain an outflank bonus.
During Combat The Ixtupi attempts to sunder shields and armor, power attacking anyone with light or broken armor first when possible.
Morale Dragonblood brutes fight to the death in defense of their dragon queen.
Str 21, Dex 10, Con 19, Int 11, Wis 10, Cha 12
Base Atk +4; CMB +9 (+12 sunder); CMD 19 (+22 vs. sunder)
Feats Flyby Attack, Improved Sunder, Outflank, Power Attack, Weapon Focus (longspear)
Skills Acrobatics +7, Climb +11, Fly +6, Perception +3, Survival +6, Swim +19; Racial Modifiers +4 Acrobatics, +8 Swim
SQ hold breath, overhead chop, shattering strike
Gear spear, 4 javelins
Hold Breath (Ex) An Ixtupi dragonblood brute can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Hopsey, Dragon Toad
Despite its draconic heritage, this thing isn’t much smarter than your average bullfrog—but what it lacks in brains, it makes up for with brute strength and raw nastiness.
Dragon Toad CR 3
Half-black dragon giant frog
N Medium dragon
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +3
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 21 (2d8+12)
Fort +9, Ref +6, Will –1
Immune acid, sleep, paralysis
Speed 30 ft., fly 60 ft. (average), swim 30 ft.
Melee 2 claws +7 (1d4+6), bite +7 (1d6+6 plus grab) or tongue +7 touch (grab)
Space 5 ft., Reach 5 ft. (15 ft. with tongue)
Special Attacks breath weapon (1/day, 60-ft. line, DC 17, 2d6 acid), pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 12, 2 hp), tongue
Str 23, Dex 13, Con 22, Int 3, Wis 8, Cha 8
Base Atk +1; CMB +7 (+11 grapple); CMD 18 (22 vs. overrun, trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +14; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth
Environment temperate or warm marshes and aquatic
Organization solitary, pair, or army (3-8)
Tongue (Ex) A dragon toad’s tongue is a primary attack with a 15-foot reach. A dragon toad’s tongue deals no damage on a hit, but can be used to grab. A dragon toad does not gain the grappled condition while using its tongue in this manner.
If you download The Book of Beasts: War on Yuletide between now and November 30th from DriveThruRPG/RPGNow.com, Paizo.com, or d20PFSRD.com, we will donate half of the proceeds to Food Bank of South Jersey. Download today and tell your friends.
Beware The Blackener Of Bright Waters, For She Is Come Again
Rumors of death move like a plague through the Crannogtowns of the Great Swamp—of ranger patrols mysteriously disappearing on routine scouting missions, of a winged shadow that blots out the midday sun, and of entire villages slaughtered, their homes left burning and the victims’ flesh melted from their bones. All evidence gathered from the sites of these massacres points to the heart of the Great Swamp, where an ancient and primitive tribe of lizardmen have ruled from an abandoned human temple for centuries on end. The Crannogtowns’ protectors, the Stormhammer Rangers, warn that horrid half-dragon monstrosities still stalk the bogs and travelers would do well to stay away from the inner swamp. Yet the killing and the carnage continue, and the people of the Crannogs plead for heroes to aid them now as they did in days long forgotten. Are you up to the challenge?
Reign Of Ruin is the first full-length adventure module in Jon Brazer Enterprises’ Deadly Delves product line, and is compatible with the ENnie-award winning 13th Age Roleplaying Game. This adventure is designed to challenge five 4th-level PCs like no other content has to date. Inside this volume, you’ll find:
- More than 20 fully-developed new monsters for your 13th Age campaign
- Eight new traps and eight new magic items waiting to be discovered, ranging from the entertaining to the awe-inspiring
- Full-color maps of a Crannogtown village, as well as five floors of a terrifying temple dungeon
- Story hooks that help GMs tie their players’ characters directly into the adventure using the Icon system
- Specialized advice on playing a cunning black dragon against a group of PCs in a dangerous game of cat and mouse
- Optional rules for using tactical terrain in select encounters
- Enough content to take five 4th-level PCs from the Adventurer to Champion tier of play, with ideas to extend the story even further once you’re done exploring the temple
Dangers Unknown. Treasures Untold. Adventure Awaits.
When my players first encountered the mites in my Kingmaker campaign, I wanted to make them memorable. And memorable I made them, if annoying. I gave them a loud, high-pitched battle cry that I demonstrated myself. My players never forgot that for the rest of the campaign, and I used it several times after that. The only monsters in that campaign they hated worse than the mites were the will-o-wisps. Because the mites were enemies of the kobold tribe, I wanted the players to hate them. However, if it were not for the kobolds, I can only guess that I would have tried to make them more likeable.
So it is my pleasure to pass that thought onto you. Below, we are presenting what we feel is the a faithful homage to the mites presented in that adventure and in the Pathfinder Roleplaying Game Bestiary 2 (even if there are a few minor changes). Please let us know if you want to see more details on this fey race. Oddly enough, by the race builder in the Pathfinder Roleplaying Game Advanced Race Guide, these guys are balanced with humans while kobolds are still considerably underpowered.
Mite Racial Traits
+2 Dexterity, +2 Wisdom, –4 Strength, –2 Intelligence: Mites quick and perceptive while physically weak and not very smart.
Fey: Mites are fey.
Small: Mites are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Mites have a base speed of 20 feet.
Darkvision: Mites can see in the dark up to 60 feet.
Low-Light Vision: Mites can see twice as far as humans in conditions of dim light.
Light Sensitivity: Mites are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Damage Reduction: Mites reduce damage taken from any source except cold iron by 2.
Vermin Empathy: Mites gain a +4 racial bonus on Handle Animal checks against creatures of the vermin type. Mites can use Handle Animal on vermin to train them to be mounts, as if they were animals. Mites can also use the Handle Animal skill on vermin swarms, as if the swarm is a single creature.
Spell-Like Abilities: Mites can cast prestidigitation at will and doom once per day. The save DC for these spells is equal to 10 + the spell’s level + the mite’s Charisma modifier.
Hatred: Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf and gnome subtypes because of their special training against these hated foes.
Languages: Mites begin play speaking Undercommon. Mites with high Intelligence scores can choose from the following: Common, Draconic, Sylvan.
What kind of characters do you want to make with these guys? Leave your thoughts in the comments below.
The Christmas in July Sale starts today at DriveThruRPG and RPGNow. For the next week, you can download all of Jon Brazer Enterprises’ Traveller and 13th Age titles for 25% off. Download these great deals and have yourself a Merry Little Christmas in the middle of the Summer.
EDIT: Well, I didn’t plan on it, but it would appear that Pathfinder is on sale for 25% off as well. Wahoo!
So I’ve been working on a number of 13th Age monsters in my spare time. I am really liking what I’ve done so far. However, there are a few that I would like feedback on how to tighten them up, particularly on the body slump ability. I would really appreciate your feedback. Note: this isn’t edited yet, so the verbage may be a little rough.
This enormous, fanged, stubby horned, clawed, razor-backed, ugly quadruped bears a skin of living rock.
Huge 13th level wrecker [aberration]
C: Bite +18 vs AC—100 damage
Natural odd hit: Starak can make a free buried alive attack.
Jawbone impale +18 vs AC (2 attacks)—90 damage
Natural 16+: Target’s speed is hampered until the end of the starak’s next turn.
R: Earth spike +18 vs AC—180 damage
Natural 12+ hit: Starak can make a free knock flying attack.
[Special trigger] Knock flying +18 vs PD—Unless the target can fly, the target is hurrled into the air and falls back to the ground, dealing 50 damage
Natural even hit: Target is hampered until the end of the starak’s next turn.
Natural 18+: Target is knocked into the far away range increment.
Acid immunity: A starak does not take acid damage.
Burrow: As the standard monster ability (see the 13th Age Core Rulebook, Chapter 7).
Foot stomp (all nearby enemies) +18 vs PD—target is stuck and vulnerable until the end of the starak’s next turn
[Special trigger] Buried alive +18 vs PD—Starak uses its pointy nose to move some of the earth and deposit the target in the hole before covering the target back up, dealing 50 ongoing damage. The target must start making last gasp saves as it is crushed by the mounds of dirt on top of it. The ongoing damage continues until either the target has succeeded his last gasp save (where it digs itself out) or the target is rescued (requiring another character to succeed a hard save to undig the character) or the target dies.
Available now are three new d66 lists for your game in the far future. The first of which is d66 Reasons Why Your Ally Cannot Help Right Now. Allies can help you out a tight spot, but they have lives of their own and are not always available to help you every instant of every day. This is not a mere list of excuse, but a list of serious problems that can lead to exciting new adventures.
Hundreds, if not thousands, of ships were sent out into the blackness of space carrying crews that were asleep for hundreds of years of living each day aboard the ship, waiting for the day they may find a star with habitable planets to colonize. Some of those ships are still in transit. Others have arrived, but the colony remembers those ships and their names. d66 Generational/Sleeper Ship Names gives you the names of hope and peace that the people of Earth left for the stars, only to find those stars are already inhabited by man kind.
d66 Personal Spacecraft Names 2 delivers even more names appropriate for someone’s personal pleasure ship. Pirates or corporations need not apply; these ships belong to the rich and the meager owners of outer space travel.
The people of the Foreven Sector have their own collection of vehicles that they use to travel the worlds. With little infrastructure, the people here must rely on the few worlds that are built up enough to produce such machines, even if they are their enemies. Whether you are building a colony, arming a police force, or starting a war, the vehicle you need lies within.
Foreven Worlds: Vehicles of the Frontier is a 20 page supplement for Traveller. Inside you will find:
- 3 Civilian Battledresses and 4 Military Battledresses,
- 7 Civilian Vehicles,
- 2 Cargo Vehicles,
- 3 Police Vehicles,
- 4 Military Vehicles, and
- descriptions of how each fits into the Foreven Sector and in your game.
What destiny lies in your hands?
Adventurers Helping Out
- The Black Friday 10-Day Sale starts tomorrow! 13 hours ago
- Unleash a black dragon on your #pathfinder game with the Deadly Delves: Reign of Ruin. dld.bz/d2xGT 14 hours ago
- RT @WKMcLaren: Nothing like jumping on the back of a black dragon to make you feel alive. Free-falling afterwards was fun, too. #Adventurer… 15 hours ago
- Donate to your local #FoodBank with #AdventurersHelpingOut and get #Pathfinder Book of Beasts: War on Yuletide free. dld.bz/d2hY8 17 hours ago
- Download some amazing computer wallpaper from the #Pathfinder Deadly Delves: Reign of Ruin's cover. dld.bz/d2xGD 20 hours ago