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5e: Greater Fire Elemental

One of the challenges of converting a module from Pathfinder to 5e is the lack of monsters. 5e hasn’t been around as long as Pathfinder, Wizards hasn’t put out monster books at the same rate as Paizo, and only most of the monsters in the MM are open content while none of the monsters in any subsequent monster books are available for me to use. As such, the bestiary section of each adventure is considerably larger than their Pathfinder counterparts.

Take the greater fire elemental in the upcoming Deadly Delves: Temple of Luminescence as an example. This CR 9 variant of the standard MM fire elemental was hardly difficult to make. We started with the basic fire elemental and leveled it up from there. No real problem. However, we had to include the stats for it in this adventure where we could just put the reference to it in the Pathfinder version in the original adventure.

The good thing about this though is that we can bring it to you, both in this adventure and in the upcoming Book of Heroes: Conjurable Creatures. The adventure will be out soon (hopefully by the end of the month) while Conjurable Creatures will be out early next year. The best part is that both of these will be available in game stores sometime next year. We are really looking forward to bringing you some awesome adventures and supplements to your game. Be sure to check them out.

Greater Fire Elemental

Huge elemental, neutral


Armor Class 16
Hit Points 136 (13d12 + 52)
Speed 60 ft.


STR 12 (+1) DEX 23 (+6) CON 19 (+4)
INT 8 (–1) WIS 10 (+0) CHA 9 (–1)


Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 9 (5,000 XP)


Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 10 feet of it takes 10 (3d6) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 10 (3d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 10 (3d6) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions


Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.

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5e: Coming Soon

When good turns fanatical, are you prepared to put a stop to it? Delve into the Temple of Luminescence and face many that would otherwise be allies. This high level adventure is coming soon for Fifth Edition from Jon Brazer Enterprises.

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Pathfinder: Some Just Want to Watch the World Burn!

Some Just Want to Watch the World Burn!

When the high priest of the sun goddess brings the planet and the sun closer together to spread his deity’s light to every corner of existence, the world begins to heat up dangerously. All attempts to breach the Temple of Luminescence and halt the magic powering this catastrophe have failed. The adventurers must perform a ritual known as the path of the sun and navigate the temple’s defenses to stop the high priest. But what appalling truths which led to this deadly incident will the adventurers uncover—and can they save the world before it burns?

Deadly Delves: Temple of Luminescence is an exciting deluxe adventure for 15th-level characters and includes in its 40 action-packed pages:

  • 4 Fully-Statted New and Variant Monsters and NPCs—keep your players on their toes by having them face off against a very old solar dragon, a dwarven warpriest, an elven cleric, and a new type of demon
  • 10 New Traps and a New Haunt
  • 6 New Hazards to make the environment unique and interesting as the sun’s power scorches all within the temple
  • A New Curse that prevents any kind of resistance to fire damage
  • A New Ritual which lets the adventurers pass as one of the temple’s own
  • A Beautiful Map with a GM’s version included in the adventure and a separate PDF that includes player-friendly versions of each map—perfect for play on your favorite VTT!
  • 3 New Magic Items ideally suited to high-level characters
  • Enough content to get your group of 15th-level PCs to 16th level, and approaching the level beyond

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: Temple of Luminescence for your Pathfinder game at the JBE Shop. You can also find this 15th-level adventure at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Jack-In-Irons

It was just last month that we released our latest Pathfinder adventure Deadly Delves: The Dragon’s Dream. This amazing high-level Pathfinder adventure is a perfect way to move through he upper levels of play. It features high level challenges, monsters, traps, haunts and much more. We already shared one of those high level monsters—the godling. Today we are sharing with you another one of those terrors, the jack-in-irons.

This monster is nothing but a chain inhabited by a spirit—whether angry, confused, or in pain—making it an undead creature. It is difficult to hit, owing to the fact that a miss just passes right through the links. Atop a mound of hit points and resistance to spells and channeled energy, it can hit with a melee attack out to a range of 120 feet. this means that just about anywhere you can see is a potential place for it to kill something. It originally appeared in the Book of Beasts: Legendary Foes, a monster book for high level games. You run a high level game download this adventure and monster book from the JBE Shop today.

Jack-In-Irons CR 17

XP 102,400
CE Medium undead
Init +7; Senses bloodsense 60 ft., darkvision 60 ft.; Perception +34
Aura frightful presence (120 ft.; DC 29)


Defenses


AC 32, touch 17, flat-footed 25 (+7 Dex, +15 natural)
hp 273 (26d8+156)
Fort +16, Ref +15, Will +20
Defensive Abilities channel resistance +4, hardness 10; Immune cold, spiked chain, undead traits; SR 28
Weaknesses vulnerable to force damage


Offense


Speed 20 ft.; fly 20 ft. (poor)
Melee 6 spiked chains +28 (2d4+8/19–20 plus grab)
Space 5 ft.; Reach 120 ft.
Special Attacks chain command, rend (2 spiked chains, 2d4+12), sundering rend


Statistics


Str 26, Dex 24, Con —, Int 15, Wis 20, Cha 22
Base Atk +19; CMB +27 (+31 grapple, sunder); CMD 44 (46 vs. sunder)
Feats Bleeding Critical, Combat Refexes, Critical Focus, Disruptive, Great Fortitude, Greater Penetrating Strike, Greater Sunder, Hover, Improved Sunder, Penetrating Strike, Power Attack (–5/+10), Spellbreaker, Weapon Focus (spiked chain)
Skills Fly +32, Intimidate +35, Knowledge (religion) +31, Perception +34, Sense Motive +34, Stealth +36
SQ fighter’s iron


Special Abilities


Bloodsense (Su) A jack-in-irons knows if any creature within 60 feet has ever killed a living creature.
Chain Command (Su) All chains (including spiked chains) within 120 feet of a jack-in-irons are under this undead creature’s command. A creature wielding a spiked chain within 120 feet of a jack-in-irons must succeed on an opposed Charisma check against the jack-in-irons to attack with the weapon. On a failed check, the creature cannot wield its weapon in combat.
Fighter’s Iron (Ex) A jack-in-irons counts as a 19th-level fighter for purposes of qualifying for feats.
Spiked Chain Immunity (Su) A jack-in-irons is immune to damage from spiked chains.
Spiked Chains (Ex) A jack-in-irons’ spiked chains threaten a critical hit on a 19–20. These spiked chains cannot be disarmed.
Sundering Rend (Ex) A jack-in-irons can perform a sunder attempt with its spiked chains. If two spiked chains successfully deal damage to an object with a sunder attempt, they automatically deal rend damage to the sundered object.

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Pathfinder RPG: Dare to Enter the Dragon’s Dream

Enter the Dragon’s Dream!

When workers on an archaeological expedition unearth a dragon’s skull, the entire dig crew disappears soon thereafter. Their patron Count Larom seeks adventurers to find out what happened to his employees. Since the workers’ disappearance, strange and terrible songs have been heard coming from the vicinity of the excavation. What dangerous magic has their tampering unleashed—and why have guardians of the realm of the dead suddenly taken such an interest in this site?

Deadly Delves: The Dragon’s Dream is an exciting deluxe adventure for 16th-level characters, and includes in its 47 action-packed pages:

  • 5 Fully-Statted New and Variant Monsters, keeping your players on their toes by giving them a new take on classic monsters as well as unique challenges they’ve never seen before
  • A New Haunt and A New Trap
  • 2 Beautiful Maps, with a GM’s version included in the adventure and a separate PDF that includes player-friendly versions of each map—perfect for play on your favorite VTT!
  • 4 New Magic Items, ideally suited to high-level characters
  • Enough content to get your group of 16th-level PCs to 17th level, heading towards the level beyond

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: The Dragon’s Dream, a level 16 Pathfinder adventure, today at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: These Catfolk Are Out of Their Furry Minds

We at JBE know that you want to use more of your library in your game. To this end, we choose to be less constrained in the number of sources we utilized for the Deadly Delves: 9 Lives for Petane adventure. So instead of our typical monster that we share every Wednesday, today we are sharing an NPC.

Like I mentioned earlier when showing off the amulet of nine lives, the amulet summons in defenders to help take the amulet back when used by a non-catfolk. One of those catfolk is referred to as a Ba-Lord, a wielder of psionic power. The perfect class for this summons is a wilder, using Dreamscarred Press’ Ultimate Psionic rules. The wilder class is a spellcaster class but specializes in amplifying the psionic powers they manifest. They cannot do as much as a psion, making it easier for a GM to incorporate into their game, while still being memorable.

We hope that you enjoy this NPC as well as the 9 Lives for Petane adventure.

Ba-Lord CR 9

XP 6,400
Catfolk wilder 10
NE Medium humanoid
Init +7; Senses low-light vision; Perception +11


Defenses

AC 26, touch 16, flat-footed 20 (+10 armor, +3 Dex)
hp 66 (10d8+20)
Fort +5, Ref +5, Will +5
Defensive Abilities elude attack


Offense


Speed 30 ft.
Melee claw +8 (1d4+1)
Ranged surge blast +10 touch (3d6 force)
Special Attacks surge blast
Wilder Powers Known (ML 10 (13 if wild surging); concentration +15 [18])
5th—upheaval (DC 22, surged)
4th—claw of energy, psychokinetic charge
3rd—physical acceleration, psionic blast (DC 18)
2nd—endorphin surge, energy stun (DC 17)
1st—energy ray, inertial armor, mind thrust (DC 16)
0 (at will)—energy splash


Tactics

Before Combat If the amulet is used inside a locked or barricaded room, the Ba-Lord will surge manifest a swift action physical acceleration and claw of energy, mostly to trigger its surge aura for itself and its allies.
During Combat The Ba-Lord uses upheaval to damage foes and create areas of difficult terrain, relying on its allies’ superior movement speeds. It places spreads of upheaval which maximize the distance between itself and any opponents, then spends subsequent rounds using mental blast to stun any enemies who approach. If it must seek a new vantage, it uses psychokinetic charge to hurl itself to a new position.
Morale The Ba-Lord fights to the death, although it will gladly sacrifice allies to protect itself. It may use a psychokinetic charge to interpose allies between itself and its foes.


Statistics


Str 12, Dex 16, Con 14, Int 10, Wis 6, Cha 20
Base Atk +7; CMB +8; CMD 21
Feats Expanded Knowledge (inertial armor), Expanded Knowledge (physical acceleration), Expanded Knowledge (psychokinetic charge), Surging Aura
Skills Acrobatics +16, Bluff +12, Diplomacy +12, Knowledge (psionics) +8, Perception +11, Spellcraft +10; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Common, Daemon
SQ surging euphoria +1
Other Gear headband of alluring charisma +2

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Prepare to Face the 9 Lives of Petane

When You Call Forth The Dead, What Horrors Will Answer?

The Barony of Petane has lost its sole remaining heir at sea, and the artifact which the Petane noble line wields to ensure the region’s prosperity will only function for a member of their bloodline. To ensure that her family’s legacy continues for the sake of her realm, Baroness Jelia Petane seeks a group of experienced adventurers to delve into the Tombs of Valor and resurrect a long-lost ancestor using a powerful ancient amulet secured by the Barony’s operatives—just find his tomb, activate the amulet, and escort him back to the Baroness. Easy, right? Right…

Nine Lives For Petane is an exciting adventure module in Jon Brazer Enterprises’ Deadly Delves series and is compatible with the best-selling Pathfinder Roleplaying Game. This adventure is designed to challenge four to five 12th-level PCs like no other content has to date. Inside this volume, you’ll find:

  • 9 New and Variant Monsters, including demonic vampire spawn, a psionic ghoul and her tormented psyche, an aboleth spawned from the Abyss, and a vengeful bloodrager whose anger burns from beyond the grave
  • 6 Fully-Statted New NPCs, including a tiefling ally and a multitude of new catfolk adversaries suitable for use in any campaign
  • 2 Unique Traps to confound your players
  • A Full-Color Map of the Tombs of Valor
  • A New Magic Item which can act as the impetus for an entire campaign arc—the amulet of nine lives
  • Enough content to get your group of 12th-level PCs all the way to 13th level

Dangers Unknown. Treasures Untold. Adventure Awaits.

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: The Amulet of Nine Lives – A High Level Artifact

The thing that makes high level adventures so tough is that you have to take high level magic into account. Why walk into a dungeon when you can teleport in? Well the solution for the high level adventure writer is to make the dungeon so it can only be teleported into. But even then, sometimes high level players need a unique magic item or artifact to help them out of particularly difficult challenges. It can’t just be your run of the mill scroll or staff. For it to be memorable at this level, such a powerful item has to be massively unique.

The Deadly Delves: 9 Lives for Petane adventure—masterfully written by Christen N. Sowards of Lost Spheres Publishing—has one such high level magic item. In this adventure, you are looking for the remains of someone, but you have no idea which remains are the right ones, and there are lots of remains and the fact that the cult of the demon lord Zeraghal has been using the tomb as their own personal nercromantic playground does not help matters. So this level 12 adventure is going to require more than a single casting of a spell to bring someone back to life, and those high value diamonds add up fast.

Enter the Amulet of Nine Lives. This powerful item can bring just about anyone back from the dead, but there is a catch. Read the artifacts description and see if you can figure it out. (Spoiler Alert: I bolded a section of the description that should catch your eye.)

The Amulet of Nine Lives

Aura overwhelming conjuration (healing); CL 25th
Slot neck; Weight 2 lbs.


Description


This artifact, known formally as the nine lives’ amulet of Heshatta, was crafted in the ancient city-state of Khys by the high priests of the goddess Heshatta, known among her faithful as the Voices. The Tomb Dancer’s magics were forbidden in the extreme and involved the sacrifice of many of her own worshippers to fuel the amulet’s dark powers. Eventually human barbarians heard of the amulet and assaulted the city-state, overwhelming its keepers. In a final vengeful act, the High Voice of Heshatta cried out for a miracle from his mistress.
He laid a curse on the amulet as it was taken so that those who fell defending it would rise to reclaim it from its thieves. Thus, when the powers of resurrection are called upon by anyone using the amulet, they are also joined by rebirthed catfolk defenders of Khys who are sworn to slay anyone near the amulet and return it to their homeland. Each of the amulet’s nine ruby jewels contains the power to restore a life as per true resurrection (CL 20th). The jewels darken as the powers of the amulet are used. For each month that passes during which the amulet is not used, one ruby regains its ability to restore life. In order to activate the amulet, it must be placed around the neck of the corpse to be resurrected; the activating creature must then touch the cat-face of the amulet and whisper in Daemonic “Dance back from death.”
The amulet can resurrect any creature that has been dead for less than 300 years.
When the amulet is activated by a non-catfolk who does not worship Heshatta, the miracle of her High Voice is enacted and vengeful warriors are called forth to battle those who possess the amulet, and to return it to Khys if possible.


Destruction


To destroy the amulet of nine lives, it must be depleted of all remaining charges, all summoned guardians must be defeated, and it must be returned to the ruins of Khys. Once in Khys, the
body of the High Voice who cursed the artifact must be adorned with the amulet, and a true resurrection spell must be cast on it beneath a new moon.

Deadly Delves: 9 Lives for Petane is an adventure for the Pathfinder Roleplaying Game and is designed for a group of four-to-five 12th-level characters and will be released tomorrow. You can download this adventures at the JBE Shop. You can also find them at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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Pathfinder: Book of Beasts: Legendary Foes Now in Print

Book of Beasts: Legendary FoesThe Book of Beasts: Legendary Foes, the premiere monster book for for high level and mythic Pathfinder games, is now available in print. This book is chocked full of monsters of terrifying power, difficult to build NPCs to be feared, demigods that inspire awe and trembling, and traps to keep your players on their toes, all of which at a level of difficulty that few have seen to date. Order it today at your local game store, DriveThruRPG/RPGNow, Paizo, d20PFSRD, or many fine gaming websites.

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Pathfinder: Traps of Doom

Book of Beasts: Legendary Foes (PFRPG)

All week long we are looking at what is in the Book of Beasts: Legendary Foes. Monday we listed all the monsters, NPCs, demigods and traps by CR. Tuesday we showed off the artwork within. Wednesday showed you how complex the NPCs were with all the class levels, archetypes, racial options, and templates layered on top of each other. Finally, today were are showing off the traps within.

High level traps are in short supply and imaginative traps that are more than a spell are even more rare. So we bring you a total of 12 traps covering CRs ranging from 15 to 24. Below are two such traps. We hope that these will be useful in making your players afraid and enhancing your world.

Collapsing Wall of Skulls CR 19
Type mechanical; Perception DC 29; Disable Device DC 29
Effects
Trigger location; Reset manual
Effect collapsing wall (20d6 bludgeoning damage); DC 25 Reflex avoids; multiple targets (all targets in a 5 ft. x 30 ft.-square area), onset delay (1 round)
Both sides of this thirty foot long hallway are composed entirely of humanoid skulls. One of the walls is a trap. The skulls on that wall are designed to fall on all those in the hallway, crushing them beneath their weight. The trap’s trigger is the five-foot space in front of the locked door at the end of the hallway. Any creature that stands on that spot for more than a round will trigger an avalanche of skulls. If a creature stands on the trigger and leaves before the end of its next turn, the trap’s timer resets. Trap cost: 4,750 gp. Construction DC: Craft (traps) 35.

Acid Spray Trap CR 23
Type
mechanical; Perception DC 44; Disable Device DC 44
Effects
Trigger touch; Reset automatic (requires 1 day to regenerate acid); Bypass hidden lock (DC 35 Perception to locate, DC 40 Disable Device to open without a key)
Effect acid spray (16d6 acid damage) DC 29 Reflex half; multiple targets (all targets in a 40-ft. by 80 ft.-square room)
Triggering an acid spray trap requires touching the handle of a door that leads deeper into the dungeon. Once it is triggered, acid sprays out of a number of tiny holes in the stonework around the room (Perception check DC 45 to notice). Nowhere in the area is safe from the acid, although a Reflex save (DC 29) reduces the damage by half. A hidden lock, near the dungeon’s original entrance, prevents the acid from spraying. Trap cost: 28,000 gp. Construction DC: Craft (traps) 40.

Download the Book of Beasts: Legendary Foes at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, Paizo.com, and the Open Gaming Store.