This month, we are focusing on 13th Age blog posts but we are not doing them exclusively. Our aim is to do two 13th Age blog posts per week and one of another system, baring anything special like a product release or a preview for just such a release. Which bring us to today.
While we are not ready to release the Book of Beasts: Slayer Codex, we are read to begin sharing what is inside. So let us start with the level 1 NPC, the one we always share when we first start talking about a new codex. The last three codices involved those well endowed, magically speaking. Slayers are the first class we’ve done in this series that is fully without magic. What they do have is a whole lot of guts and brains, so they know when to charge headlong into combat or when they should stay in the shadows to pick their targets off from the shadows with their sneak attack.
Join the Book of Beasts: Character Codex Subscription to get the Slayer Codex as soon as it is released. You can download this at DriveThruRPG and the Open Gaming Store. And if you want to see more Pathfinder-focused blog posts be sure to join our Patreon. Three dollars is all it takes for you to have your voice heard in our monthly polls to see what we are going to create for the following month.
Fugitive Hunter CR 1/2
Half-orc slayer 1
NE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
Defensive Abilities orc ferocity
Speed 20 ft. (30 ft. without armor)
Melee greataxe +5 (1d12+5/×3)
Ranged composite shortbow +5 (1d6+2/×3)
Special Attacks studied target +1 (1st, move action)
During Combat The slayer studies the target and attacks with the shortbow, attempting to take the target alive.
Base Statistics Without studied target, the slayer has the following stats: Melee greataxe +4 (1d12+4/×3); Ranged composite shortbow +4 (1d6+1/×3); CMB +4; Skills Bluff +3, Knowledge (geography, local) +5, Perception +4, Survival +4.
Str 17, Dex 14, Con 13, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Weapon Focus (shortbow)
Skills Bluff +4, Intimidate +5, Knowledge (geography, local) +6, Perception +5, Stealth +2, Survival +5; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ orc blood, track +1
Other Gear breastplate, blunt arrows APG (20), composite shortbow (+1 Str), greataxe, 18 gp
I’m a little busy this week and into next. It is the end of the semester so finals are fast approaching, projects need turned it. So I wanted to make sure that I posted another 13th Age blog post and monsters are one thing I know I can do well and fast. So please forgive two monsters in the same week
Today’s monster is a creation of the Fleshcrafter, one of our alternate icons that we created for 13th Age last year. This is more a low level guard that many that want to follow this icon create as a way of initiation into the Fellowship of the Craft. There are other creations, but some variation on this is one that most start out with. When adventurers go to stop such a golem creator gone mad, they can expect to find more than a few of these disgusting creations.
It may be four-legged and may be constructed from canine parts, but a hound golem is no dog. This loathsome creature disgusts and infuriates all those that look upon it for what its creator did to all the once noble beasts that make up this abomination.
2nd level troop [construct]
Wounding Bite +7 vs AC—6 damage and the target is vulnerable (18+) to all attacks until the start of the hound golem’s next turn
Fear: The hound golem lets out a terrifying howl. All those engaged with the hound golem that have 12 hp or less are dazed and can’t use the escalation die. A normal save (11+) ends this for the creature.
Rotting Interior: Once the hound golem is staggered, some of the stitching opens up, releasing the horrid stench of rot coming from the inside. All engaged creatures take 2 ongoing poison damage (hard save ends, 16+).
I know we haven’t done much for 13th Age as of late. So when we were creating the skunkdrill for Pathfinder and 5e, we couldn’t not create one for 13th Age as well. And that is a goal of ours with our Patreon: having the resources to support this fun game.
2nd level spoiler [beast]
Claw, Claw, Bite +7 vs AC—7 damage
Natural 16+—The skunkdrill makes a stink spray attack as a free action
[Special Trigger]C:Stink Spray +7 vs PD (1d3 nearby enemies)—All skill checks to persuade others and to remain undetected receive a -5 penalty for the next 1d3 days
Stinking Shock: Creatures hit by the stink spray are hampered until the end of the skunkdrill’s next turn.
As promised on Monday, we created the 5e version of the Skunkdrill, this mad combination of a skunk and mandrill is a perfect addition to any D&D 5e game. Need to make the rogue run for the hills? This monster will make them not taking their sneaking abilities for granted.
If you enjoyed this blog post and others like it, be sure to back our Patreon. Picking up artwork for projects like this costs money and we ask that you help support us for only $3 a month. Your backing can help us to keep making blog posts like this for your enjoyment. So back our Patreon today. If you want our D&D 5e creations in PDF or print form, download our books from DriveThruRPG or the Open Gaming Store.
Medium monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., climb 30 ft.
STR 17 (+3) DEX 16 (+3) CON 15 (+2)
INT 3 (–4) WIS 14 (+2) CHA 7 (–2)
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Challenge 3 (700 XP)
Multiattack. The skunkdrill makes two claw attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Skunkdrill Stink (Recharge 5–6). A skunkdrill can spray a terrible odor from its rear. All those within a 15-foot cone must succeed a DC 13 Dexterity saving throw or be coated with stink. Those coated with the stink suffer a –5 penalty to all Charisma (Persuasion) and Dexterity (Stealth) checks. All scent-based Wisdom (Perception) checks to find those coated with this stink have advantage. Nothing removes this stink except time and various magical or alchemical items. Left untreated, the penalty reduces by 1 per day. Using magical or alchemical items such as tomato juice or simply bathing with soap and water for an hour will also reduce this penalty by 1; these reductions can only reduce this penalty by 1 every day. When the penalty reaches 0, the stink is gone. Non-magical armor made from padding, leather, or hide as well as clothing permanently retains this stink; magical clothing and armor are immune to this effect.
When it comes to a new piece of new monster artwork, particularly one that is not in the core monster books for any games, it is funny just how much of a kid in a candy store I turn into. Take this image by Dean Spencer as an example. It was released Friday and I grabbed it that within an hour of seeing it. Later that night I made the Pathfinder and D&D 5e version of this monster. The 5e version will be available on the blog Wednesday.
If you enjoyed this blog post and others like it, be sure to back our Patreon. Picking up artwork for projects like this costs money and we ask that you help support us for only $3 a month. Your backing can help us to keep making blog posts like this for your enjoyment. So back our Patreon today. If you want our Pathfinder creations in PDF or print form, download our books from DriveThruRPG or the Open Gaming Store.
Skunkdrill CR 4
CE Medium magical beast
Init +6; Senses darkvision 60 ft., scent ; Perception +10
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +3
Speed 30 ft., climb 30 ft.
Melee 2 claws +9 (1d4+4)
Special Attacks stink spray (Reflex DC 14 negates, usable once every 1d4 rounds)
Str 19, Dex 15, Con 16, Int 2, Wis 14, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Climb +12, Perception +10, Stealth +8
Environment temperate or warm forests
Organization solitary, pair, surfeit (3–8), horde (15–25)
Stink Spray (Ex) A skunkdrill can spray a terrible odor from its rear. All those within a 15-foot cone must succeed a DC 14 Reflex saving throw or be coated with stink. Those coated with the stink suffer a –5 penalty to all Diplomacy and Stealth checks. Nothing removes this stink except time and various magical or alchemical items. Left untreated, the penalty reduces by 1 per day. Using magical or alchemical items such as tomato juice or simply bathing with soap and water for an hour will also reduce this penalty by 1; these reductions can only reduce this penalty by 1 every day. When the penalty reaches 0, the stink is gone. Non-magical armor made from padding, leather, or hide as well as clothing permanently retains this stink; magical clothing and armor are immune to this effect. The save DC is Constitution-based.
I was working on some Pathfinder slayers yesterday, and I made a character that previously was swallowed. Let me tell you, if you’ve ever been swallowed, you want some kind of defense against having that happen to you again. Pathfinder already has armor to help prevent against that so I thought I’d convert it over to 5e (since it may be making an appearance in my home game).
Armor (light, medium, or heavy), uncommon
Any creature that grapples you with a bite attack (or any other attack using the mouth) must succeed at a DC 13 Constitution save to avoid immediately ending the grapple because you taste so terribly.
If you are swallowed whole, the swallowing creature must succeed at a DC 13 Constitution saving throw at the start of each of its turns that you remain alive inside of the creature or become poisoned for 1 round. If the swallowing creature fails two consecutive saving throws, the swallowing creature must vomit you up as their action.
Drow are problematic. They are portrayed as dark skinned and evil except for the few that are brooding but good. I always feel that calling an entire race or subrace evil (outside of fiends) as lazy design. So when a player in my campaign said they wanted to play a drow but had some problems with them, I decided a rewrite of them was in order. I’m not just talking, “let’s make some adjustments and we’re good” situation. I’m more thinking, “let’s scrap it all and recreate elves that live underground that are not problematic. Enter the cavern elf.
The cavern elf subrace lives underground organized into family houses. Some are friendly, open, and maintain good trade relations with their surface-dwelling kin as well as dwarves, and gnomes. Others are insular, seeking to promote their own family over all others. Their skin tones range from white as salt, to grey as granite, to black as basalt with all shades of grey in-between.
Cavern elves know the value of teamwork and cooperation since one does not survive a cave-in alone. Their deities include the chaotic goddess of tight spaces, well-practiced maneuvers, and luck, Galiena, the good goddess of community, teamwork, and underground animals, Laurenii, the lawful god of stonework, runic magic, and writing named Arrenentae, and the evil god of secrets, vengeance, and unexplored places who’s name is only known to the most faithful but is frequently called The Vengeful Explorer.
Ability Score Increase. Your Charisma score increases by 1.
Cavern Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. Charisma is your spellcasting ability for these spells.
Cavern Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.