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5e: Arm Wrap

One thing I hear over and over again no matter what edition or variation of D&D, there just are not enough magic items for monks. In an effort to fix that, I started writing some. As usual for this blog when showing off something not yet published in a book, it hasn’t been approved by my editors yet so it is not as polished as it would be when given the final nod.

Tell us what you think of it in the comments below. Support our efforts to bring you more 5e awesomeness by downloading our adventures, races and more at JonBrazer.com. You can also find our 5e game supplements at DriveThruRPG RPGNow Paizo and the Open Gaming Store.

Arm Wrap

Wondrous item, uncommon (requires attunement)

When wrapped around the arms, you gain a +2 bonus to damage rolls on from natural weapons such as claws and bite attacks as well as martial arts that use unarmed strikes. If you have ki points, you gain an additional ki point.

Download our Fifth Edition PDFs at the JBE Shop. You can also find our 5e books at DriveThruRPG/RPGNow Paizo and the Open Gaming Store.

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Pathfinder: Playtest at Origins

Yesterday I got my first chance to play the demo of the Pathfinder Playtest, and I couldn’t be more excited to have been apart of it. I played in a 2 hour demo with pregen characters. So I would like to share with you my impressions of the game.

Before I begin, I would like to say that I am not going to talk about the adventure itself since I don’t want to spoil it for anyone that is going to play it. I am only going to limit my remarks to my thoughts on the game itself.

Have you ever played a sequel to a video game you loved and realized from all the changes and upgraded that this was for all tense and purposes that this is a completely different game (none of the original programming code reused whatsoever), but the design loveingly took the time and effort to make sure that the new game still look and felt like it was a successor to the original. Like those working on it loved the original game but knew the code needed to rewritten for modern audiences. That is exactly how this felt, only with a tabletop game. It is undoubtedly a different game than Pathfinder 1e, but it felt the same. That is without a doubt a good thing.

I played the Kira the cleric (my apologies to Paizo if I got her name wrong). The character had the Fire domain, giving her a bolt of fire as an attack. I was able to cure one person in the group with a touch and the whole group with a burst. The fighter moved and attacked. Traps were disarmed and on and on. All of this sounds familiar to Pathfinder 1e fans, but the way it happened is different in 2e. That fire bolt was launched from my pool of spell points instead of X uses per day. The fighter had a specific 2-action option for moving and attacking. Disarming the trap was assisted by the paladin because she had a background that helped in this matter.

All those differences are good and all, but what do I think of it? And more importantly, is this the 5e killer? Well, I like it. It currently appears to be a solid game from the little I saw of it. Is it a 5e killer, I think that is the wrong question to ask. The right questions is, are they going after the same audience? To me, that is an unquestionable, “No.” Fifth edition is an elegant game. It is fun and easy for new players to pick up and learn. It also has painfully few choices for an individual character. Sure you get a subclass in the early levels and can choose to upgrade an ability or take a feat every so often, but that is it. It is all to easy to make one elf rogue look exactly like another elf rogue in that game. Add in the fact that the number of books they sell that are not tied to a specific campaign that contain new player options can still be counted on one hand several years in, and it becomes obvious that Wizards designed their game to be played by casual gamers. They wanted someone that only had the core book five years after launch to not be intimidated by someone with the gym bag library at the table.

That is not the audience Paizo is going after. One year of Pathfinder 2e will see more pages of player options published than 5e has from their respective companies outside of their core books by the same date. Where 5e is covering the basic ideas for you to play, Pathfinder 2e is going to cover all the options, allowing you to make exactly the character you want to play. Between classes, class options, feats, skill feats, archetypes, and more, choices for your character are something you will not be hurting for in Pathfinder 2e.

That is where I see Pathfinder 2e finding it’s home, among gamers that want their character the way they want it and not having characters that are highly similar. Where 5e is the Basic Dungeons and Dragons, Pathfinder 2e is the Advanced game.

I just want to take a moment to thank Mark Seifter. He ran an awesome game for our group and took the time to answer all of our questions about it after the game. I am sure he had to do that a million times at PaizoCon and he was still fresh and engaging with us at Origins.

Be sure to check out all our Pathfinder and 5e options at the JBE Shop.

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Traveller RPG: Spiders

It has been a very long time since we posted anything Traveller related on our website, let alone published anything. Short of the long, we are working on it. With Pathfinder ending it required us to throw out our whole schedule and quickly adjust. Fortunately we are almost done with our last 1e Pathfinder project and then we can go back to Traveller. And to show how much I love this game, I am sharing with you today a nice little spider.

Did I say nice? And little? Yea, this thing needs killed with fire. Nuke it from orbit; it is the only way to be sure.

Spiders

Description

Ranging from the tiniest of creatures to those as large as humans, spiders come in a wide variety of sizes and colors. Several have distinctive spots or designs on their bodies. They possess eight legs, a poisonous bite and compound eyes on their head. Many spiders create webs to capture and hold their prey in place while they scurry close to feed.

Combat Tactics

All spiders are aggressive predators that use their poisonous bites to subdue or kill prey. They prefer to surprise their prey and repeatedly bite until either they have eaten enough, are driven off or have made their target helpless.
Spiders come in two general types: hunters and webspinners. Hunters rove about, while web-spinners usually attempt to trap their prey in their web. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can.

Ecology and Habitat

Universally, spiders prefer dark places with little wind or sound vibrations. Apart from that they differ greatly between individual species. Some prefer dank caves, others prefer corners in homes, while other still prefer grasslands. Wherever there is life, there are spiders. Even though spiders are more common and larger in warmer climates, they still populate colder environments.

Animal Hits Speed
Stalking Spider 12 12 m
Skills Melee (bite) 1, Recon 2, Stealth 1, Survival 2
Attacks Bite (2D + Poison)
Traits Armour (+1), Poison (12+/2D/1 minute for 6 minutes), Small (–1), Spider Climb
Behaviour Carnivore, Killer

You’ll note that this one has a new trait on it: spider climb. Here’s what it does:

Spider Climb: The animal can walk at its full speed on any surface that is not designed to be slick and perfectly smooth.

Download all of our Traveller books at DriveThruRPG and RPGNow.

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Going to Origins 2018

Monday morning, I am heading out towards Columbus, Ohio for Origins 2018. As I do with all the other conventions I attend, I will be sharing pictures on Twitter and Instagram as well as sharing my experience of the convention on JonBrazer.com when I get back. Here’s my links to PAX Unplugged and Dreamation. I will be attending as a gamer and not as a publisher. If you see me, I hope you come up to me, say, “Hi,” and we grab a selfie, but I will be with my daughter so I hope you understand if I will be not be able to spend more time than that with you. At another convention, I would be thrilled to talk with you. If you are going to Origins, I hope that you have fun and that we can game at the same table together.

Speaking of gaming, I will be playtesting the new Pathfinder 2.0 Beta. I don’t know who my GM will be (fingers crossed from someone from the design team). Unless I am not allowed to talk about it, I most definitely will be talking up a storm about the new game afterwards. Also, I will be playing a few rounds of Adventurers League. I got in an escape room and will even be playing Fairytale Gloom. I’m really looking forward to that.

On a side note, If you order any print books from the JBE Shop between June 11-17, I will not be able to ship it out until the 18th. So if you want my personal copy of the Curse of the Crimson Throne Adventure Path, Legacy of Fire Adventure Path or the D0-D1.5 adventures (the Falcon’s Hollow adventures), order them now to get them that much sooner.

As always, happy gaming.

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5e: Vampiric Young Blue Dragon

Today I would like to share with you a fun mash up of two monsters: dragon and vampire. We are so use to vampires being humanoid that we forget that a vampire can be of any shape. So when creating it in another form, why not marry it a creature that is already scary like a dragon. Done like this, it opens up some new design space. You can make adjustments to the standard vampire abilities that fit a dragonic form much better. For example, we changed the ability Legendary Resistance to Legendary Scales. This is both familiar while still being unique for this specific monster.

As always, check out all our Fifth Edition products at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. Supporting us lets us to bring you more monsters every Wednesday and other blog posts throughout the week.

Vampiric Young Blue Dragon

Large undead, neutral evil


Armor Class 20 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 40 ft., burrow 20 ft., fly 80 ft.


STR 21 (+5) DEX 16 (+3) CON 19 (+4)
INT 22 (+6) WIS 18 (+4) CHA 20 (+5)


Saving Throws Str +10, Con +9, Wis +9, Cha +10
Skills Athletics +10, Perception +9, Stealth +8
Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft., passive Perception 19
Languages Common, Draconic
Challenge 14 (11,500 XP)


Legendary Scales (3/Day). If the dragon succeeds a saving throw that would normally deal half damage on a successful save, the dragon can choose to take no damage from the attack. Any conditions that would be applied on a successful save are still applied.
Regeneration. The dragon regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Vampire Weaknesses. The dragon has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The dragon takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the dragon’s heart while the dragon is incapacitated in its resting place, the dragon is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The dragon takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack roll and ability checks. .

Actions


Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage plus 5 (1d10) lightning damage and 5 (1d10) necrotic damage. The target is grappled (escape DC 18). The dragon cannot bite another target while grappling. The target’s hit points maximum is reduced by an amount equal to the necrotic damage taken, and the dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A dragon slain in this way and then buried in the ground or a mound of copper, gold, and silver rises the following night as a vampiric dragon spawn under the dragon’s control. If a humanoid is slain in this way and then buried in the ground rises the following night as a vampire spawn under the dragon’s control.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 5) slashing damage.
Terrify. The dragon targets one dragon or humanoid it can see within 30 feet of it. If the target can see the dragon, the target must succeed on a DC 18 Wisdom saving throw against this magic or be terrified of the dragon. The terrified target regards the dragon as a imposing image that must be obeyed. Although the target isn’t under the dragon’s control, it takes the dragon’s requests orders that must be carried out or suffer the consequences. Additionally, it is a willing target for the dragon’s bite attack.
Each time the dragon or the dragon’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dragon is destroyed, is on a different plane of existance than the target, or takes a bonus action to end the effect.
Black Lightning Breath (Recharge 5–6). The dragon exhales lightning infused with necrotic energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 44 (8d10) lightning damage and 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.

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5e: Scroll of Blinding Ash

So I was leafing through the DMG the other day and I realized that there is a real shortage of awesome common and uncommon magic items. So I decided to start writing some. Magic items, especially low level items, make for an excellent and rewarding experience for players. They can separate an average game from a memorable game. Expect to see this and many other like it in an upcoming PDF release from JBE when we have completed enough to make for an awesome release.

Scroll of Blinding Ash

Scroll, uncommon
Upon activating this scroll, it turns to ash. The ash flies into the eyes of a creature within 30 feet and the creature takes 1d6 fire damage. On a failed DC 13 Constitution save, the creature is also blinded for the round.

You know what else makes adventures memorable? A unique adventure your characters never played before. Download Deadly Delves: Reign of Ruin for your Fifth Edition game today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store. Prefer it in print? Order your copy at JBE Shop, DriveThruRPG/RPGNow, or Amazon today.

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5 Questions Every Ranger Should Be Able to Answer

Frequently depicted as the paladins of the natural world, rangers are far more complex than that. They are the fighting force in the places few others dare to tread. They stand on the bridge alone, preventing others from passing. They are loyal to their cause, to an individual, to a group, or to an ideal. While their general mission of protecting those that cannot protect themselves against terrible dangers frequently draws them to the wilderness, they can be found in towns, cities, and royal courts. Some look upon them as vigilantes, working outside of the law while others see them as the only semblance of law where the local guard fears to stand watch.

Join us Fridays as we delve into the classes one at a time, helping you to get in touch with your character. Previously we had similar questions for the barbarian, bard, cleric, druid, fighter, monk, paladin, rogue, sorcerer, and wizard.

1) Where Do Your Loyalties Lie?

One does not simply walk into the mouth of danger for no reason. Even treasure hunters and tomb plunderers do not seek out terrible danger half as terrible as a ranger encounters on an average Tuesday. You face this danger out of loyalty to someone, some group, or to an idea. What is it that you are loyal to? Describe those you are loyal to. Is it your hometown? Maybe it is just your family. Perhaps it is something larger, like your people who have been persecuted by the crown for generations and no one is coming to help you in your people’s time of trouble? Maybe your kingdom was conquered, and you are one of the last of the royal guard, living in the wilderness to avoid detection by the new rulers, all this time you are carrying out your liege’s final request: protect the people.

2) Why Do You Continue On When Few Others Do?

The obvious answer here is, “because I am loyal to them,” but that is to easy of an answer. Others were loyal as well but they abandoned their such a dangerous situation. You are a ranger and stand your ground when few others do. Something drives you forward when prudence and good sense says to flee. What is it? Are you fighting to earn the respect of the parents of the one you love? Do you seek the safety of your family and your people? Did someone now gone save your life and you are fight on in your memory? What drives you into danger?

3) How Did You Become So Comfortable with Nature?

A ranger works among by the wild places in the same way a physician does surrounded by the sick. Some find those environs so dangerous, they will work hard to avoid them. You, however, fear it not and even find it comforting. That level of comfort does not come without any explanation. It can be as simple as growing up in a small town or as a serf child on a lord’s farm and you played in the woods when ever the adults were not looking. Perhaps you’re an orphan or a runaway that fled a city to avoid those from whom you had no defense, found people that took you in and loved you, so when they were in danger, you stood your ground. Even more, you learned to make friends with animals. Did you share with a wolf some meet from a deer you shot? Did you pull a thorn from a lion’s paw? Did you raise a dinosaur from an egg?

4) What Was The Most Memorable Danger You Encounter Alone?

Remember, this is a world where a hag can disguise a cave as a candy house so unsuspecting children will enter, and it can devour them before the parents realize their young are even missing. So any tale about some deadly foe you encountered should be more interesting than a mundane mountain lion or bobcat. Make it something not from our world like gremlins, kobolds, giants, demons, or a ravaging horde of undead. No matter how you survived, it should not be by strength alone. Relying on your arm strength is for fighters. You should have survived and even overcome by your wits. Did you have the zombie horde run off the cliff edge like lemmings? Did you tie the giant’s shoe laces together when he was asleep? Did you sic the gremlins on the kobolds?

5) Do You Really Like Your Fellow Adventurers More Than Your Animal Companion?

Jokes about rangers loving their wolves a little to much aside, rangers are people that spend less time around others than they do battling monsters. Because of that, they can be socially less adept than other classes. So their interactions with their fellow adventurers should be a little awkward. No place is that better illustrated than in the Lord of the Rings when Aragorn first meets the hobbits. He’s abrupt, gruff, and even off-putting. It is when he proves to the four that he is there to help that they begin to trust him. In the same way, if your character grows up away from civilization and does not choose any Charisma-based skills, then your character should be rough around the edges. While your character should always be well meaning, helpful to the group, and never a jerk, there is plenty of room there for your character to be less than socially graceful. The strong-silent type, always phrasing their thoughts in as few words as possible, is an excellent way of doing this. No matter how you portray your character, remember to be one of the group.

Iragui is our signature ranger. His kind are knows as dragonborn but some call them a dragonspawn or even a wyvaran. He and his kind are no strangers to the wild places far from human civilization. With so much smaller numbers than humans, they have to be brave and delve into deadly places with little backup. Iragui knows the sounds of the woods and the smells of the caves. He know if the smell of mold is harmlessly decomposing something dead or if he should draw his weapon. He knows to be ready for battle when the birds are suddenly silent. All these little cues he constantly pays attention to, sometimes so much he misses the casual conversations of his fellow adventurers. While that doesn’t make him the most friendly of travelling companions, they do appreciate it when he warns then that battle is about to begin.

Find the racial stats on this dragon-based race and all our other nature-friendly races in the Book of Heroic Races Compendium and Advanced Compendium for Pathfinder, Book of Heroic Races: Player Races 1 as well as Player Races 2 for Fifth Edition, and Book of Heroic Races: Age of Races 1 and Age of Races 2 for 13th Age.

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Pathfinder: Spectre Spawn

Back when I was creating Shadowsfall, I wanted it to feel both familiar yet different. One way I wanted to accomplish this was by making higher and lower level versions of existing monsters. By allowing players to encounter a monster that is normally not seen until higher levels, it gives the feeling that this monster is more common, that this type of danger is more prevalent then say your average goblin. Similarly, by making a higher power version of the monster, you are saying that conditions are right for it to flourish and grow.

Take the spectre as an example. This classic monster is only in Pathfinder as a level 7 monster. However, by making its spawn a CR 5 monster, you can have groups of level 3 take it on and live, albeit they will be wiping their brows and healing up afterwards, but that is the point of a weakened monster. The players get experience with that kind of monster so when the face off against the normal monster, they have an idea of what they will be facing and not only be better prepared but also be weary of its deadly powers, especially if they realize that the higher CR monster looks like it can dish out more pain. Not only that, by encountering a spawn, you know that something must have spawned it, meaning there is more danger to come.

Before we share with you the spectre spawn’s stat block, I would like to point out that the Book of Beasts: Monsters of the Shadow Plane is on sale at the JBE Shop for 75% off their regular price along with just about all of our other Pathfinder PDFs. If you prefer your Pathfinder books in print, head over to DriveThruRPG/RPGNow and order our Pathfinder books for 20% off. This is the last day of the sale so grab it now!

Spectre Spawn CR 5

XP 2,400
LE Medium undead (incorporeal)
Init +3; Senses darkvision 60 ft.; Perception +15
Aura unnatural aura (30 ft.)


DEFENSE


AC 14, touch 14, flat-footed 11 (+1 deflection, +3 Dex)
hp 33 (6d8+6)
Fort +3, Ref +5, Will +8
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
Weaknesses resurrection vulnerability, sunlight powerlessness


OFFENSE


Speed fly 60 ft. (perfect)
Melee incorporeal touch +8 touch (1d6 plus energy drain)
Special Attacks create spawn, energy drain (1 level, DC 14)


STATISTICS


Str -, Dex 16, Con -, Int 14, Wis 16, Cha 13
Base Atk +4; CMB +7; CMD 18
Feats Blind-Fight, Skill Focus (Perception), Weapon Focus (touch)
Skills Fly +11, Intimidate +10, Knowledge (history) +11, Knowledge (religion) +11, Perception +15, Stealth +12, Survival +9
Language Common


ECOLOGY


Environment any
Organization solitary, pair, gang (1 spectre or spectre lord and 2-5 spectres spawns), or swarm (2-4 spectres or spectre lords and 5-10 spectre spawns)
Treasure none


SPECIAL ABILITIES


Create Spawn (Su) Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds. Spawn so created possess the above spectre spawn stats. A spectre spawn created by a spectre spawn are under the command of the spectre or spectre lord that created the spectre spawn and remains enslaved until its death, at which point the spectre spawn become a full-fledged and free-willed spectre (as described in the Bestiary). A spectre spawn does not possess any of the abilities it had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) A spectre spawn is powerless in natural sunlight (not merely a daylight spell) and flees from it. A spectre spawn caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre spawn at a distance of 30 feet. They do not willingly approach nearer than that and become panicked if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre spawn.

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Payment System Fixed

As has been pointed out, PayPal has been adding on a Shipping and Handling charge upon check out when purchasing PDFs. This is not something we added and as far as I can tell has only recently started. I have not been able to figure out why PayPal has been doing this so I changed credit card providers. We switched to Stripe until we can sort this out. If you have been charged a Shipping and Handling charge for an order, we should have contacted you by now about refunding that part of the charge. If we have not, please send us an email and we will get in touch with you.

Try out our new system today and download our PDFs direct from us at the JBE Shop.

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Pathfinder RPG: Bladecypher Protean

When it comes to outsiders, proteans are an interesting addition. In a game that is frequently a game of good and evil, proteans are neither. Infact, they are defined as chaos incarnate. That is their hook. Proteans are to destroy and remove all semblance of order to reality.

When I first wrote the bladecypher, there were only few proteans created. So I wanted a powerful force for nothingness for the players to face. My first thought was that it should be able to unmake just about anything in a certain range. Not only that, they should make lawful creatures pay just for the insult of being near the protean. That was the original concept of the bladecypher. I hope you enjoy it.

PaizoCon is this weekend but you don’t have to be there to enjoy yourself. Going on right now is the We’re Not Going to PaizoCon Sale. Order all our Pathfinder print books from DriveThruRPG/RPGNow at 20% off. Also all our Pathfinder PDFs at the JBE Shop, Paizo, and the Open Gaming Store are available at 75% off. Grab them today.

Protean, Bladecypher

This flying creature’s body is covered with enormous plates resembling an exoskeleton. Long blades extend from several of its fingers and its head appears to be the skull of a terrifying demon.

Bladecypher CR 20

XP 307,200
CN Huge outsider (chaotic, extraplanar, protean, shapechanger)
Init +8; Senses blindsense 120 ft., darkvision 60 ft., detect law; Perception +41
Aura lawbane aura (60 ft.)


Defense


AC 37, touch 17, flat-footed 28 (+8 Dex, +1 dodge, +20 natural, –2 size)
hp 396 (24d10+264); fast healing 15
Fort +25, Ref +22, Will +18
Defensive Abilities amorphous anatomy, freedom of movement; DR 15/epic and lawful; Immune acid, polymorph; Resist electricity 10, sonic 10; SR 36


Offense


Speed fly 80 ft. (perfect), swim 80 ft.
Melee 2 bladeclaws +29 (2d8+7/17–20 plus 4d6 chaotic), bite +29 (2d6+7 plus 2d6 bleed and warpwave), tail +27 (2d6+3 plus grab)
Ranged disintegrating ray +30 touch (25d6)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d6+3)
Spell-Like Abilities (CL 21st; concentration +25)
Constant—detect law, tongues
At will—chaos hammer (DC 18)
3/day—dispel law (DC 19), quickened chaos hammer (DC 18), summon (level 7, 1d4 imentesh B2 80%)
1/day—cloak of chaos (DC 22, self only), summon (level 8, bladecypher 60%)


Statistics


Str 24, Dex 26, Con 32, Int 16, Wis 30, Cha 18
Base Atk +24; CMB +33 (+37 grapple); CMD 52
Feats Ability Focus (disintegrating ray), Alertness, Combat Expertise (–7/+7), Combat Reflexes, Critical Focus, Dodge, Greater Feint, Improved Critical (bladeclaw), Improved Feint, Magical Aptitude, Multiattack, Quicken Spell-like Ability (chaos hammer)
Skills Bluff +31, Fly +12, Intimidate +31, Knowledge (arcana, planes) +30, Perception +41, Sense Motive +41, Spellcraft +34, Stealth +27, Swim +15, Use Magic Device +35
Languages Abyssal, Protean; telepathy 100 ft., tongues
SQ change shape (greater polymorph)


Ecology


Environment any (Limbo)
Organization solitary, pair, disruption (3–5)
Treasure none


Special Abilities


Bladeclaw (Su) This primary natural weapon deals extra chaotic damage equal to 4d6 to lawful creatures and 2d6 to neutral creatures. No extra damage is dealt to chaotic creatures. A bladeclaw threatens a critical hit on a 19–20.
Disintegrating Ray (Su) Once every 1d4 rounds, a bladecypher can release a thin green ray as a standard action. Upon a successful touch attack against a target within 300 feet, the target sustains 25d6 points of damage. If the target is killed with a disintegrating ray, it is reduced to a fine dust. A disintegrating ray affects living creatures and objects, including those composed entirely of force, such as a wall of force. A successful Fortitude save (DC 28) reduces this damage to 10d6. The save DC is Charisma-based.
Lawbane Aura (Su) All lawful creatures within 60 feet of a bladecypher suffer 2d6 points of chaotic damage and are staggered for the round. A lawful creature that succeeds on a Fortitude save (DC 26) receives half damage and is not staggered. The save DC is Charisma-based.

If a keketar is a priest and prophet of primal chaos, then a bladecypher is a holy warrior and inquisitor. Cunning, dangerous and determined to put an end to all order, a bladecypher can cut lawful creatures to shreds in no time at all. It brings down all threats to the community, whether external or internal. What drives it forward, however, is making sure that worshippers of chaotic deities do not fall into a regular pattern, bringing order into their lives. The non-euclidean armored plates on its body keep it safe from most attacks and prevent non-epic weapons from dealing any substantial damage.

A bladecypher is constantly changing its height and weight, but it typically is between 12 and 15 feet tall and weighs between 7,000 and 15,000 pounds.