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5e: Bloodboar

Book of Beasts: Monsters of the Forbidden Woods (5e)

I consider myself primarily a monster maker. Some specialize in new class options, adventures, magic items, or whatever. Me, I can just take a look at some piece of artwork and can just see all the ways it can tear a human to shreds, eat it alive, take over its mind, or a number of other bizarre desires it may have. This is why I write monster: it just comes to me. This also is why I share monsters every Wednesday with you. Previous 5e monsters I shared on this website include the draugr and the snapping skulls trap.

Today, I bring you a bloodboar. This relation of a pig is as large as a hill giant and as deadly as an ogre. They have a deadly charge and are downright terrifying. This is a monster worthy for the players to fight against. Pit your players against this monster today.

Bloodboar

Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
Str 16 (+3) Dex 11 (+0) Con 14 (+2)
Int 2 (–4) Wis 9 (–1) Cha 5 (–3)


Senses passive Perception 9
Languages
Challenge 2 (450 XP)


Charge. If the bloodboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is standing on the ground, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions


Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.; one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw or have its speed reduced by half until the bloodboar’s next turn.
Battlesqueal (1/Day). A bloodboar can let out a loud squeal, calling all nearby boars to attack. All boars that can hear the bloodboar’s squeal gain advantage on their next attack.

The bloodboar is one of the many monsters in the Book of Beasts: Monsters of the Forbidden Woods. Download this book today at JonBrazer.com. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Aberrant Fruitcake

Ah, what a wonderful time of year it is. Holiday music is being promoted to us on our devices. Our family is bugging us to come over. So today, I thought I would top that off with everyone’s favorite holiday food: a fruitcake. This year, why not show the holidays how much you love these parts of it by sticking a sword right through it. It is so therapeutic to be able to do that from time to time.

Aberrant Fruitcake CR 5

XP 1,600
NE Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +8


Defense


AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (7d8+14)
Fort +3, Ref +4, Will +6
DR 5/magic; Immune aging effects, negative energy damage


Offense


Speed 40 ft.
Melee 2 claws +8 (1d4+3 plus grab), bite +8 (1d6+3)
Special Attacks pounce, sticky


Statistics

Str 16, Dex 14, Con 12, Int 4, Wis 12, Cha 6
Base Atk +5; CMB +8 (+10 drag, +12 grapple); CMD 20 (22 vs. drag, 24 vs. overrun, trip)
Feats Improved Drag, Power Attack (–2/+4), Toughness, Vital Strike
Skills Acrobatics +7, Perception +7, Stealth +7
Languages Undercommon (can’t speak)
SQ entropic preservation


Ecology


Environment cold forests and underground (Plane of Shadows)
Organization solitary or pack (2–5)
Treasure none


Special Abilities


Entropic Preservation (Su) An aberrant fruitcake is immune to all types of aging effects, whether natural or magical.
Sticky (Ex) A weapon that strikes an aberrant fruitcake is stuck fast by a strange adhesive unless the wielder succeeds on a DC 14 Strength check. An application of strong spirits thrown on the aberrant fruitcake reduces the DC of the Strength check to 10 for 1 round. An application of universal solvent will automatically dissolve the sticky fluid. An aberrant fruitcake can dissolve its adhesive at will. The DC is Constitution-based.

Download the Book of Beasts: War on Yuletide today at JonBrazer.com. Use the coupon code “holiday2017” and get 30% off this and everything else at the JBE Shop from now through January 31, 2018. Download today.

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Pathfinder: Memitim Psychopomp

When it comes to ferrying the dead off to their afterlife, preventing them from haunting the living, I think Christmas. Well, a Dickens-inspired Christmas, at least. Of course there’s the holiday classic movie, It’s a Wonderful Life, or the 80’s variation I grew up on, One Magic Christmas. In more recent times my times my wife is a huge fan of the The Family Stone. What can I say, Christmas entertainment always involved quite a bit of death when I was a kid. That and someone saying, “you’ll shoot your eye out,” but that is beside the point.

Not long ago, I concluded a series where I was expanding the list of monsters on the summon monster lists. Well, given the season and my odd association, I submit the memitim psychopomp to be added to the summon monster IX list, if you are including Pathfinder Compatible supplements on the list of monsters you be summoned to the battlefield.

Psychopomp, Memitim

One arm covered in heavy metallic armor and the other covered in rune-like tattoos, this winged figure is both escort and executioner of the lost.

Memitim CR 14
XP 38,400
N Huge outsider (extraplanar, psychopomp)
Init +6; Senses darkvision 60 ft., low-light vision, spiritsense 60 ft.; Perception +28


DEFENSE


AC 29, touch 14, flat-footed 23 (+5 armor, +6 Dex, +10 natural, -2 size)
hp 199 (19d10+95)
Fort +16, Ref +12, Will +17
Defensive Abilities hidden body; DR 15/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10; SR 28


OFFENSE


Speed 40 ft., fly 60 ft. (average)
Melee +1 mighty cleaving speed scythe +22/+22/+17/+12/+7 (3d6+7/19-20/x4)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 14th; concentration +18)
At Will–dispel magic, halt undead (DC 17), vampiric touch
3/day–bestow curse (DC 18), quickened dispel magic
1/day–finger of death (DC 21), undeath to death (DC 20), wavesof exhaustion


STATISTICS


Str 19, Dex 22, Con 20, Int 16, Wis 23, Cha 18
Base Atk +19; CMB+25; CMD41
Feats Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Greater Spell Penetration, Improved Critical (scythe), Hover, Master Craftsman (Craft [weapons]), Quicken Spell-Like Ability (dispel magic), Spell Penetration, Vital Strike
Skills Craft (weapons) +25, Diplomacy +26, Fly +24, Intimidate +26, Knowledge (religion, planes) +25, Perception +28, Sense Motive +28, Stealth +20
Languages Abyssal, Celestial, Common, Infernal, Shadowspeak, Undercommon
SQ ghost touch


ECOLOGY


Environment any (Plane of Shadows, Purgatory)
Organization solitary
Treasure standard (huge +1 mighty cleaving speed scythe, huge +4 full plate armor (arm only), other treasure)


SPECIAL ABILITIES


Armor While a memitim wears no armor, its left arm is made out of metal armor. Because it is a part of the memitim, it takes none of the penalties of wearing armor. If this arm is cut off, a huge size creature can wear it immediately as the arm from a suit of Huge +4 full plate armor. The arm possesses a maximum Dex bonus of +1, armor check penalty of -7, 35% arcane spell failure, no reduction in base speed, and weights 40 lbs.

Ghost Touch (Su) A memitim treats all natural and wielded weapons as if it had the ghost touch ability.

Hidden Body (Su) It is harder to score additional damage against the memitim due to the concealment provided by its long robe. When a critical hit or sneak attack is scored on the memitim, there is a 50% chance that the attack deals normal damage.

Spiritsense (Su) A memitim notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability. When the god of life and death selects a being to die. The marked one meets his death at the place and time appointed. Should his soul or body continue on and become one of the unliving, the memitim returns it to its intended destination—by force, if necessary.

This psychopomp first appeared in the JBE release Book of Beasts: Monsters of the Shadow Plane. Download this monster book today at the JBE Shop.

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Pathfinder: Gingerbread Golem

Golem, Gingerbread

This three-story tall monstrosity is flat like a cookie, but bends and twists with ease as it stalks across the ground. Its cakelike, vaguely humanoid body is etched with runes, and three enormous gumdrops dot its chest. An irrepressibly cheery smile of sugar icing stretches across its face.

Gingerbread Golem CR 11

XP 12,800
N Gargantuan construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0


Defense


AC 20, touch 5, flat-footed 20 (–1 Dex, +15 natural, –4 size)
hp 142 (15d10+60)
Fort +5, Ref +4, Will +5
DR 5/bludgeoning and magic; Immune construct traits, magic; SR 22
Weaknesses gumdrop powered


Offense


Speed 40 ft.
Melee 2 slams +20 (2d6+9)
Space 20 ft.; Reach 20 ft.
Special Attack spice breath (30-ft. cone, 15d6 slashing plus –10 penalty to Stealth, DC 17 for half damage)


Statistics


Str 28, Dex 8, Con —, Int —, Wis 11, Cha 1
Base Atk +15; CMB +28; CMD 37


Ecology


Environment any non-tropical
Organization solitary
Treasure none


Special Abilities


Gumdrop Powered (Ex) A gingerbread golem is powered by magical energy stored in three small gumdrops on the front of its body. For each button removed, the golem takes a –1 penalty to its attack rolls, CMB, CMD, damage reduction, natural armor bonus, and saving throws. A gumdrop button can be removed with a DC 25 Strength check or a successful sunder attempt.
Immunity to Magic (Ex) A gingerbread golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

  • A magical attack that deals fire damage slows a gingerbread golem (as the slow spell) for 2d6 rounds (no save).
  • Exposure to the spells aqueous orb APG, geyser APG, or hydraulic torrent APG causes the golem to gain vulnerability to bludgeoning damage for 1 round.

Spice Breath (Ex) As a standard action once every 1d4 rounds, a gingerbread golem can emit a 30-foot cone of coarsely-ground cinnamon, ginger and nutmeg. A creature within the cone’s area suffers 15d6 points of slashing damage; additionally, the creature suffers a –10 penalty to Stealth checks for the next 1d3 days due to the cloying scent of the spices. A successful DC 17 Reflex save reduces this damage by half and negates the penalty to Stealth. A gingerbread golem can use this ability once every 1d4 rounds. The save DC is Constitution-based.

The Gingerbread golem comes from Book of Beasts: War on Yuletide. Download this Pathfinder book today at JonBrazer.com using coupon code “holiday2017” and get 30% off this and everything else at the JBE Shop from now through January 31, 2018. Download today.

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Pathfinder: Goblin-O’-Wisp

Varying up a monster is a great way of keeping your players on their toes. By giving them something they don’t expect, they are not sure what else is changed. It will give them a moment’s pause.

When you change a monster, pick a theme. Let that theme guide you in varying that monster. Take the will-o’-wisp as an example. Vary that up with a goblin theme so your first change should be to change the damage type to fire instead of electricity. Then the next part you should change is their description and their behavior to be more in line with a goblin. This will allow you to put your own stamp on your game.

​Goblin-O’-Wisp

(Based on a will-o’-wisp)

This faintly glowing ball of red and orange light bobs gently in the air, the nebulous image of a goblin’s skull is visible somewhere in its depths.

Goblin-O’-Wisp CR 6

XP 2,400
CE Small aberration (fire)
Init +14; Senses darkvision 60 ft.; Perception +17


Defense


AC 27, touch 27, flat-footed 16 (+5 deflection, +10 Dex, +1 dodge, +1 size)
hp 40 (9d8)
Fort +3, Ref +13, Will +9
Defensive Abilities natural invisibility; Immune magic


Offense


Speed fly 50 ft. (perfect)
Melee incinerate +17 touch (2d8 fire/18-20)
Statistics
Str 1, Dex 31, Con 10, Int 15, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 25 (cannot be tripped)
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25
Languages Aklo, Common
SQ feed on fear
Ecology
Environment any swamp
Organization solitary, pair or string (3-4)
Treasure incidental
Special Abilities
Feed on Fear (Su) Anytime a goblin-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immune to Magic (Ex) Goblin-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Goblin-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.

Find ways to vary up more monsters with the Book of Beasts: Varied Monsters at JonBrazer.com.

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Pathfinder: Mummified Servants

Deadly Delves: Quests of the Sands (PFRPG)

Sometimes we need lower level versions of a classic monster to help fit the theme you are going for. Take the mummy for example. It is a solid CR 5 monster, but what if you are delving into an Egyptian-style tomb at level 1, or you are using a mummy, but you want a few lower level monsters with it so it is not a solo encounter. Today, we have the mummified servants just for you. This monster was first presented in Deadly Delves: Quests of the Sands.

Mummified Servants CR 1

XP 400
LE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +7


Defenses


AC 12, touch 10, flat-footed 12 (+2 natural)
hp 15 (2d8+6)
Fort +3, Ref +0, Will +5
DR 1/—; Immune undead traits
Weaknesses vulnerable to fire


Offense


Speed 20 ft.
Melee slam +2 (1d6+1 plus mummy rot)


Statistics


Str 13, Dex 10, Con —, Int 6, Wis 15, Cha 16
Base Atk +1; CMB +2; CMD 12
Feats Toughness
Skills Perception +7 Stealth +5
Languages Common


Ecology


Environment any
Organization solitary, warden squad (2–6), or guardian detail (7–12)
Treasure none


Special Abilities


Mummy Rot (Su) Disease—slam; save Fort DC 14; onset 1 minute; frequency 1/day; effect 1d2 Con and 1d2 Cha; cure 2 consecutive saves. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.

Mummified Servants first appears in Deadly Delves: Quests of the Sands. Support our efforts to bring you another monster every Wednesday by downloading this adventure for your Pathfinder game today at the JBE Shop.

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5e: Draugr

Deadly Delves: Rescue from Tyrkaven (5e)

The way we present Fifth Edition monsters and NPCs these days is a quite standardized for us, but that was not always the case. Before there was a 5e OGL, we used the 3.5/Pathfinder’s SRD to make our 5e books. Because of that, we had Deadly Delves: Rescue from Tyrkaven available much earlier than anyone else. It also means that the monsters there, while still balanced need to be updated. While we will get to that, I thought I would share with you one of those monsters now in their updated stat block.

Let me dispel any speculation by coming clean: the draugr in this adventure were inspired by the draugr in The Elder Scrolls V: Skyrim, a game I enjoy quite a bit and still play from time to time. I wanted my zombies to be more than your standard shambling horde that will feast on your brains, eventually. I wanted fast and dangerous creatures that would make players tremble when they see their numbers and enjoy turning them into a pile of bones and rotten flesh. That is what these monsters deliver and I am glad to have created them.

Draugr

Medium undead, neutral evil


Armor Class 11
Hit Points 45 (7d8 + 14)
Speed 40 ft.


Str 14 (+2) Dex 12 (+1) Con 15 (+2)
Int 6 (–2) Wis 12 (+1) Cha 7 (–2)


Saving Throws Wis +3
Skills Perception +3, Stealth +3
Damage Immunities poison
Condition Immunities poisoned
Languages Common (cannot speak)
Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 XP)

Actions


Multiattack. The draugr makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Scream (usable once day). As its action, a draugr can let out a terrifying scream that is also a rallying cry. All undead within 30 feet gain advantage to attack rolls. This bonus lasts for 1 minute.

Support our efforts to bring you monsters every week by download Deadly Delves: Rescue from Tyrkaven for Fifth Edition at the JBE Shop.

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13th Age: Befouled Air Elemental

Deadly Delves Reign of Ruin (13th Age)

If you haven’t played the 13th Age Roleplaying Game, you really should. It is a solid take on Fourth Edition of Dungeons and Dragons that focuses on the best parts and leave the less fun parts to the wayside. Not only that, it is designed with great and important people in the world and your relationship to them. In the same way that Gandolf was an important person Middle Earth and had to leave Bilbo and the dwarves to their own devices in The Hobbit, so here are the icons. They delegate tasks to the players, and the players’ actions have a major impact on the world.

Today we are showing off a befouled air elemental from the 13th Age Compatible version of the adventure Deadly Delves: Reign of Ruin. This creature is meant to be a magical construct, similar to elemental but suffused with negative energy. We hope it is quite a bit of fun in your game.

Befouled Air Elemental

A noxious funnel of dust, debris, tumbleweeds, and stinking swamp air twirls toward you.

3rd level troop [construct]
Initiative +9

Whirling fury +8 vs. PD—10 negative energy damage.

Natural 16+: The target is hampered (save ends).

C: Lightning strike +8 vs. PD (1 nearby or far away enemy)—5 negative energy damage and 5 ongoing lightning damage; The air elemental moves through the target’s space and cannot be intercepted during this movement. It must end this movement nearby the target.

Flier: Air elementals are flawless fliers, changing altitude with great ease.

Resist lightning 16+: When a lightning attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC 20
PD 17 HP 45
MD 13

If you want to see more 13th Age Compatible adventures, download Deadly Delves: Reign of Ruin today from. the JBE Shop. Your support helps us create more great products. This adventure is also available at DriveThruRPG/RPGNow, and Open Gaming Store.

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Pathfinder: Lizardfolk Sorcereress

Today we don’t so much bring you an NPC instead of a monster. With next month seeing the 5e and Swords and Wizardry versions of the Pathfinder/13th Age adventure Deadly Delves: Reign of Ruin, I’m sharing with you one of the NPCs from that dungeon. I know spellcasters take longer to create than martial types becuase of all the spells they have to choose, this is a perfect one to share. I hope you enjoy it.

Lizardfolk Sorceress CR 5

XP 1,600
Female lizardfolk sorcerer 6
NE Medium humanoid (reptilian)
Init +1; Senses Perception –1


Defense


AC 21, touch 11, flat-footed 20 (+4 armor, +1 Dex, +2 natural, +4 shield)
hp 45 (6d6+24) plus 1d10+6 temporary
Fort +5, Ref +3, Will +4
DR 10/magic vs. ranged weapons (max 60 damage reduced); Resist acid 10


Offense


Speed 30 ft., swim 30 ft.
Melee mwk spear +4 (1d8)
Ranged ranged touch +4 (by spell)
Sorcerer Spell-Like Abilities (CL 6th, concentration +8)

5/day—elemental ray (1d6+3 acid)

Sorcerer Spells Known (CL 6th, concentration +8)

3rd (3/day)—fireball (acid, DC 15)
2nd (6/day)—false life, protection from arrows, scorching ray (acid)
1st (7/day)—burning hands (acid, DC 13), mage armor, magic missile (acid), shield, vanish APG
0 (at will)—acid splash, bleed (DC 12), daze (DC 12), detect magic, flare (DC 12), resistance, touch of fatigue (DC 12)
Bloodline elemental (earth)


Statistics


Str 10, Dex 12, Con 16, Int 11, Wis 9, Cha 14
Base Atk +3; CMB +3; CMD 14
Feats Eschew Materials, Point Blank Shot, Precise Shot, Toughness
Skills Appraise +7, Spellcraft +7, Use Magic Device +9; Racial Modifiers +8 Swim
Languages Draconic
Gear masterwork spear, anatomy doll UE, potion of bear’s endurance, wand of vitriolic mist UM (3
charges), war paint of the terrible visage APG

Download the Pathfinder adventure Deadly Delves: Reign of Ruin today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and Open Gaming Store.

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Pathfinder: Dungworm

Deadly Delves: To Claw the Surface (PFRPG)

While it is always good to use classic and well-established monsters in your games, it is even better to keep your players on your toes from time to time with a monster they haven’t memorized. All of our adventures feature at least one new monster and frequently a new magic item. Here is one of the new monsters in the exciting Deadly Delves: To Claw the Surface adventure.

Dungworm

The pale yellow skin of this three and a half-footlong worm darkens towards the rear; the tail segment is a dark brown and glistens with black pus.
Dungworm CR 1/2
XP 200
N Small vermin
Init +1; Senses darkvision 60 ft.; Perception +0


Defenses

AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +1, Will +0
Immune disease, mind-affecting abilities


Offense

Speed 20 ft.
Melee bite +1 (1d4)
Special Attacks Dung packet


Statistics


Str 10, Dex 12, Con 18, Int —, Wis 10, Cha 6
Base Atk +0; CMB –1; CMD 10


Ecology

Environment underground
Organization solitary, pair, brood (3–10), infestation (11–20)
Treasure incidental (dung packet, dung pressings)


Special Abilities


Dung Packet (Ex) Organic and mineral matter passes through the dungworm’s digestive tract and collects in its tail. Once per week, as a standard action, a dungworm whips its tail and flings the engorged body segment at a foe. The dung packet acts in all respects as a tanglefoot bag with the addition of a powerful stench that accompanies the splattering projectile; a target that fails its Reflex save by five or more takes a direct hit and is sickened by the stench until the splatter hardens and cracks away.

Download the Deadly Delves: To Claw the Surface for Pathfinder at the JBE Shop, DriveThruRPG/RPGNow, Open Gaming Store, and Paizo.com.

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Pathfinder: Clockwork Sentry

In case you had not seen it, Endzeitgeist gave our Pathfinder adventure Deadly Delves: The Gilded Gauntlet a 5-STAR review, his seal of approval, and put it up for candidate for his Top Ten Products of 2017 (read the full review here). Like all good adventures it uses a blend of monsters we all know and love from the Bestiaries as well as new monsters. The first monsters the players meet is an ant-looking sentry made of clockwork parts. To give you a small preview of this adventure, we’ve got it for you right here.

Clockwork Sentry CR 4

XP 1,200
N Small construct (clockwork)
Init +6; Senses darkvision 60 ft.; Perception +0


Defenses


AC 17, touch 15, flat-footed 13 (+2 Dex, +2 dodge, +2 natural, +1 size)
hp 37 (5d10+10)
Fort +1, Ref +5, Will +1
Immune construct traits; Weakness vulnerable to electricity


Offense


Speed 30 ft.
Melee 2 claws +6 (1d3)
Ranged internal pistol +8 (1d6/x4 plus 1d6 fire, automatic, semi-automatic)
Special Attacks automatic weapon, self-destruct, semi-automatic weapon


Statistics


Str 10, Dex 14, Con —, Int —, Wis 10, Cha 1
Base Atk +5; CMB +4; CMD 16
Feats Improved Initiative B, Lightning Reflexes B
SQ process ore, swift reactions, winding


Special Abilities


Automatic Weapon (Ex) A clockwork sentry can fire a burst of shots to attack all creatures in a line starting from any corner of the sentry’s space and extending to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. The sentry makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a –2 penalty. Effects that grant concealment do not affect an automatic weapon’s line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 bullets.
Process Ore (Ex) A clockwork sentry can consume a chunk of lead ore and process it into pistol ammunition as a move action. This process creates enough bullets for 10 ranged attacks or 1 burst of automatic fire from the creature’s automatic weapon. The lead is superheated during this process, causing the ammunition to deal 1d6 additional fire damage on each successful hit.
Self-Destruct (Su) A clockwork sentry explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork sentry’s next action, it explodes, dealing 1d6 points of piercing and slashing damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a
standard action can halt the sentry’s self-destruct sequence, but does not prevent it from dying. A clockwork sentry that self-destructs automatically destroys any ore that it is carrying. The save DC is
Constitution-based.
Semi-Automatic Weapon (Ex) A clockwork sentry can take a full-attack action to fire twice, as if using the Rapid Shot feat (including taking a –2 penalty on all attacks).

Download this excellent adventure, Deadly Delves: The Gilded Gauntlet, today for your Pathfinder game at the JBE Shop, DriveThruRPG/RPGNow, the OpenGamingStore, and Paizo.com. Order yourself a physical copy of the book at DriveThruRPG/RPGNow and at Amazon.com.

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The 2017 Not Going to Gen Con Sale for Print Books

Book of Heroic Races: Advanced Compendium

As you are gearing up for Gen Con, getting ready the year pilgrimage to Indianapolis, I am sad to say that JBE will not be attending this year. That, however, does not mean that you should be sad because we just relaunched our Not Going to Gen Con Sale. This year, it is all about the print books.

That’s right, this sale is on books you can hold in your two hands. Those that love the feel of the covers, the smell of paper, the sight of seeing the book on your shelf, and the ability to make notes in the margins, this sale is for you. You can grab these books for a nice discount.

How much of a discount you ask? Easy. All of our print books that are more than $10 are $5 off. If the book is $10 or less, it is $2 off. That simple. And this is on ALL of our print books, even the one we released only a few short months ago. So if there is a new release you wanted and you wanted it in print, now is your chance to pick it. Do you want to read it now? Well that is even easier. For $2 more, you can get the PDF. This means you can devour it now and still have the print book on your shelf.

Which books are on sale? Great question.

Monster Books (PFRPG)
Book of Beasts: Legendary Foes
Book of Beasts: Monsters of the Shadow Plane
Book of Beasts: Monsters of the River Nations

Adventures (PFRPG)
Deadly Delves: The Gilded Gauntlet
Deadly Delves: To Claw the Surface
Shadowsfall: Temple of Orcus

Player Races (PFRPG)
Book of Heroic Races: Advanced Compendium
Book of Heroic Races Compendium
Book of Heroic Races: Half-Faerie Dragons
Book of Heroic Races: Seedlings

Traveller
d66 Compendium
Creatures of Distant Worlds Compendium
Mech Tech ‘n’ bot: Fighters and Small Ships
Character Datafile

Fifth Edition
Deadly Delves: Rescue from Tyrkaven

13th Age Compatible
Deadly Delves: Reign of Ruin

This sale is exclusively at DriveThruRPG and RPGNow. So hurry over there and order your books today. This sale will not last long. Share this sale with your friends on Facebook and Twitter as well as with your regular gaming group. I am sure they will want these books in their hands as well.