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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.

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Pathfinder: Not Going To PaizoCon Sale

It’s that time of year again when we get to find out what is coming from Paizo for the upcoming year for the Pathfinder Roleplaying Game and me being in the other end if the country means I don’t get to go as often as I’d like. So you get the benefit of having our Not Going To PaizoCon Sale again this year.

This year it is better than ever. We are doing 75% off all of our PDFs at the JBE Shop, Paizo, and the Open Gaming Store! That’s right! A crazy 75% off. We have a crazy surplus of PDFs and you get the amazing deal on them.

What about DriveThruRPG and RPGNow? We’ve got an amazing sale there as well. If you prefer your supplements in print you can grab all our Pathfinder print books there at 20% off.

These are deals that you Pathfinder fans cannot pass up. Grab these deals today before this sale ends.

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My Trip To St. Louis

This past week, my wife and I took a trip to St. Louis, Missouri for her day job; I came along for the ride. We had a great time out there. St Louis is a very nice city. Pictures do not do the Arch justice. The zoo recently beat out San Diego as the best in the country. We loved the fact that new construction went out of their way to fit the character of older construction in the local area, keeping the flavor of the area. All in all, we really enjoyed St. Louis.

Before we headed there from New Jersey, we did our homework and planned to visit a number of gaming stores. The first thing that struck us as crazy was the sheer number of gaming stores out there. Here in New Jersey, I can count on one hand the number of gaming stores we have in a twenty mile radius and have fingers left over. I do not believe I could have counted on both hands the number of gaming stores in half that radius. Here in New Jersey, we have seen gaming stores close or reduce their space. Every store in St. Louis we visited had a sizable amount of space and some were talking about expanding. In short, the St. Louis gaming scene is impressive.

If you happen to be visiting St. Louis, be sure to check out the gaming scene there. We checked out check out are the Fantasy Shop, Game Nite, Miniature Market, and the Wizard’s Wagon. If you live in the St. Louis area and have other recommendations that someone visiting your fair city should check out, please provide a link in the comments below.

And Happy Gaming…

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5e: Halfling Warlock Skeleton

I just thought I would take a break from my regular posting of expanding the number of creatures you can summon with the conjure spells in your Fifth Edition game and post a monster I made just for fun. How to make NPCs for 5e is a quesiton I don’t have a good answer for since examples in the MM do not coorelate to levels in the PHB and their stats are completely off from what a monster of that challenge level should be in the DMG. The archmage is a prime example, Its an 18th-level spellcaster, is a challenge 12 monster but the hit points and armor class of a challenge 2 monster. Let me repeat that: the 18th level NPC has hit points and an armor class of a monster 16 levels below what it should be.

So how do I adjust that when I make an NPC? Short answer: The level of the NPC is it’s challenge rating. That 18th level archmage should be a challenge 18 NPC. How do I have it meet the stats of a challenge 18 monster? It gets as many hit dice as needed to be in that range. Think of it as that the NPC also has levels of aristocrat, commoner, or warrior—to use a 3.5/Pathfinder-ism. From there I make option choices to get all the other numbers where they should be.

Take the halfling warlock skeleton below as an example. I settled on a level 3 warlock, so I designed for a challenge 3 monster. We placed the 14 (from the standard 15, 14, 13, 12, 10, 8 ability score array) in Dexterity where it gains a +2 from the halfling race, making it a 16. That +3 ability modifier means its armor class is 13, right where a challenge 3 monster should be. Sure it has only 3 levels of warlock, but that few hit points is going to put it squarely in CR 1/8 territory. So we added as many hit dice as necessary to get it in the 101-115 range. Now considering that the skeleton gave it a damage vulnerability to bludgeoning weapons and an immunity to poison, I felt letting it have 10 hit points more than the normal value was wall justified. The attack bonus on eldritch blast is +4 but its 8 damage falls short so we added repelling blast, making it push its opponents away. This will make coordinating attacks more difficult for the players. It does not make up for it fully, but it is a consideration. Having said that, the halfling warlock skeleton casts burning hands as a 2nd-level spell. That will deal an average of 14 damage each time it is used, counting as 28 considering it damages more than 1 creature. That is close enough to the damage expected for a monster of that level and can be considered balanced for its level, as described by the DMG.

I hope you enjoy this monster and remember to download our other Fifth Edition gaming material at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

Halfling Warlock Skeleton

Small undead, chaotic evil


Armor Class 13
Hit Points 126 (28d6 + 28)
Speed 25 ft.


STR 8 (–1) DEX 16 (+3) CON 13 (+1)
INT 10 (+0) WIS 12 (+1) CHA 16 (+3)


Skills Deception +5, Intimidation +5,
Saving Throws Wis +3, Cha +5
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common, Halfling
Challenge 3 (700 XP)


Brave. The halfling warlock skeleton has advantage on saving throws against being frightened.
Dark One’s Blessing. The halfling warlock skeleton gains 6 temporary hit points when it reduces a hostile creature to 0 hit points.
Eldritch Invocations. The halfling warlock skeleton has the following invocaitons: agonizing blast, repelling blast
Halfling Nimbleness. The halfling warlock skeleton can move through the space of any creature that is size Medium or larger.
Lucky. The halfling warlock skeleton can reroll a 1 rolled on an attack roll, ability check, or saving throw, but must use the new roll.
Naturally Stealthy. The halfling warlock skeleton can hide behind a creature that is Medium or larger.
Spellcasting. The halfling warlock skeleton is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The halfling warlock skeleton knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand
2nd level (2 slots): blindness/deafness, burning hands, charm person, command, comprehend language, hold person, protection from evil and good, scorching ray

Actions


Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one creature. Hit: 8 (1d10 + 3) force damage. A creature hit by the halfling warlock skeleton’s eldritch blast is moved 10 feet away from the halfling warlock skeleton in a straight line.

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5 Questions Every Barbarian Should Be Able to Answer

Conan is the classic barbarian. Most artwork for this class depicts someone from a tribal background in some type of leather clothing covering only the bare essentials to be considered “decent,” wielding a sizable weapon. While there is nothing wrong with that image of a barbarian, it is only one interpretation of a barbarian. The problem with it came in when some versions of the game mechanically reinforced it. As late as D&D 3.5, a barbarian was illiterate unless you took “reading” as a language. This meant that all barbarians are tribal. Personally, I am quite glad this has been done away with. It allows for different interpretations of what a barbarian can be. One such interpretation: the movie Falling Down. In it, Michael Douglas plays a man who has simply had enough, lashing out at the problems he sees in society. This is one reason why I like the 13th Age and D&D 5e idea of background separate from a class and am glad that it looks like Pathfinder 2e is going that route as well. Ever wanted to play a noble that rejects the laws their family set up? Now you can.

When coming up with this 5 Questions I took a long look at modern and even some classic iterations of the barbarian class and decided to focus in on a few aspects that I feel are key: using anger as a way to help them fight, self sufficiency, and a natural instinct to spot danger. To see which aspect of the other classes we focused on for their 5 Questions posts, see what we posted for the bard, cleric, druid, fighter, monk, paladin, rogue, sorcerer, and wizard.

1) Where Does Your Rage Come From?

The classic answer is that you are an uncivilized person and you simply cannot control yourself. While this answer is perfectly fine, this is far from the only available option. You could be cursed (ahem, failed science experiment) that when you get into a fight you lose your head and fly into a battle rage, potentially making you a danger to everyone in the fight except yourself. My personal favorite is the civilized person that use to make biting comments and engaged in sarcasm–letting the rage inside of them out in small doses–but saw their friends and loved ones hurt and finally unleashing the full force of their anger. I like this one because it subverts what many expect a barbarian should be, opening up a range of character possibilities.

2) How Do You Try to Emulate Your Characters Rage?

This question is quite a bit more meta than the other questions we’ve asked in the 5 Questions series, but I think it is important with the barbarian. A barbarians rage is meant to be uncontrolled, reactionary. It is telling Hulk to “smash,” because telling him anything else isn’t going to help. So when you are done with your turn, you have to sit and wait for everyone else to take their turn. That design choice lends itself towards a more thoughtful, tactical approach to your character. If you play it like a tactician, carefully considering every move to figure out what is the optimal course of action, you are not letting your character live as they should. So to help me get into my barbarian more, I intentionally choose less than optimal actions if it means it would be more reactionary. When facing multiple opponents, I generally go after the toughest looking enemy until one of my allies is hurt, then I rush to attack whomever was hurt (prioritizing the squishiest ones first), taking whatever attacks come from leaving an enemy in the middle of a fight. But that is just me; how does your way to attack your enemies reflect being in an all-consuming rage? Do you ignore all but the closest enemies to you? Do you just run through your enemies, one attack at a time, no matter if they drop or not? What is your style?

3) How Do You Reflect Your Ability to Spot Danger?

The barbarian class typically grants some advantage to spotting danger. How do you reflect this in your character? Are you jumpy, ready with a weapon in your hands because a cute, fluffy bunny rustled some bushes nearby? Are you constantly looking g around, trying to maintain a constant vigilance? Are you always listening to everything going on around you? How do you role play your ability to spot Danger?

4) How Did You Learn to Depend Upon Yourself?

Barbarians are frequently have the survival skill and other skills that would help them do well on their own. That is understandable considering the classic barbarian is one that shuns civilized society for the natural world. It even makes sense for the civilized barbarian; getting angry rather quickly tends to drive people away, requiring you to depend upon yourself more. If you’re cursed, you probably do not want many people around you for fear they will get hurt, promoting self sufficiency. So what was that like? If you are a societial outcast, how do you make clothes for yourself? What was it like learning to hunt? We’re you raised by a tribe and they taught you? We’re you always on the outskirts of civilization and had a basic idea of how to survive on your own before, even if it was not previously your soul source of survival before and now it is? Did you almost starve before learning how to use a bow? Do you trade with the local tribes, helping you get what you cannot do yourself?

5) How Much Does It Mean to You That Your Companions Accept You?

No person can exist without interacting with others. Even the most standoffish dwarf still needs friends. Barbarians may be self sufficient, but they still need friends and companions as well. So what does that mean to you? Put it another way: what will you do to protect them and keep them? Being with a person that frequently gets angry is not an easy person to get along with and after you failed to hear the cries for help from your fellow adventurers yet again because you were fighting the toughest-looking bad guy might mean they are not happy with your character. So how far is your character willing to go? Should such a situation arise, how will your character grow and change? Who will you become?

Catfolk are known for being free spirits and Khol Saka is no exception. He roams the plains, playfully pouncing on whatever trouble comes his way, appearing more care free than most humans. Just don’t get him angry; you wouldn’t like him. It is as if he turns into an uncontrollable green rage monster, even if he still looks like a catfolk on the outside. He will scratch the face off of anyone that hurts him or his allies, unable to stop himself even if he wanted to.

Khol Saka is featured on the cover of the Book of Heroic Races: Advanced Compendium. Download this awesome book today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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5e: Shadow Elemental

In our quest to increase the number of creatures you can bring to the table with the conjure spells, the most obvious place to expand is the number and type of basic elementals in existence. My interests in the shadow lands means a shadow elemental should be in the game. Naturally that also means there’s a light elemental somewhere but we’ll save that for another day. Today I just hope you enjoy this one.

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

Shadow Elemental

Large elemental, neutral


Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90 ft. (hover)


STR 14 (+2) DEX 20 (+5) CON 14 (+2)
INT 6 (–2) WIS 10 (+0) CHA 6 (–2)


Damage Vulnerabilities radiant
Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses see in darkness, passive Perception 10
Languages Shadowspeak
Challenge 5 (1,800 XP)


Aura of Darkness. All non-magical light in a 20-foot radius from the elemental is treated as 1 level lower (bright light is dim light, dim light is darkness).
Light Blindness. The shadow elemental is blinded when in bright light.
See in Darkness. The shadow elemental can see in dim light and darkness like a human can in bright light.
Shadow Form. The shadow elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions


Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed a DC 15 saving throw or be blinded by shadows until the start of the shadow elemental’s next turn.
Douse Light (Recharge 4–6). A shadow elemental’s touch puts out nonmagical light sources (such as flames) of Large size or smaller and magical light sources of 3rd level or lower. The elemental can dispel magical light sources of 4th level or higher it touches with a Wisdom ability check against a DC of 10 = the spell’s level; a successful check dispels the light (as dispel magic).

Few things are as symbolic of Shadowsfall as a shadow elemental. They are dark, dangerous, all-concealing, and fatal to those unprepared for such an encounter. Summon one at your own peril.
—Irodia, “Collected Knowledge on the Shadow Realm

Composed of physical darkness, a shadow elemental wings its way about the shadowlands concealed in a deeper darkness. It is truly the horror of midnight imagings, but reports typically describe a black four-legged creature with only a pair of slitted eyes and a toothy grin clearly discernible. The elemental glides through the darkness as easily as a ghost through the ether. Swallowing any light encountered, it prefers to strike targets from this natural concealment catching them unaware.