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aT FREE DRAGON TOKENS tenes Te yi ats SPELLS ¥ CHANGE THE WORLD NN ete CTR ua ea — fe b oe Al sz IK y Scar] a P< DRAGON’ MAGAZINE eda att ed Ce coed eet career Peete tear ac an Peto Pecan seat Pee eters ‘repress Manager: ate Beals dae ae ea ea Pie ad Ce een Role re ee ee eae ie cern Ce esd er ee ere orice et ence eon Aare or Mend Cte cates oe ee Cae Pets reps ad eee eed cr lal peaermens ras eens oink cra ements Lor iepelieialaaea er racer rarest pata on Pepa a eg EP rior Sa ee afer ermine inert Erie ctr ota eee eee allel Pcie teens reir oon or pecan i Fetrertecencerrinemient nr tae er re ters De eee meee ete Fortier rarbtemnny wat atid Sear rer prea emetetomemrr sed Peri een | | eee per icesela CR ean) ae ee ee eee a roo ete ae ae ae if you're going to jump, you better do it right a eo Player vs. player in the early days 19 House Rules eee De cd Master the ancient secrets of Ce ee Ed CO tye Races eee ees Pere ree De eed ene ca) the scales of dragons ON THE COVER Mike Mays claw-in-your-face red dragon is his ist pointing to appear on the en anor Ps) 42 ry cs Co cr ic 80 90 cr Peasy Leen ser Cem er mara) See Rte eR ta See monsters do too UR Rea ee ee a a) eee a Piao Se ee kc Ce geet eeuacurs Change the workd—unleash the Pe ed Pad Theodora’s Ladder New fiction from Crusader Earth Dee ay Reve un USE See tener Get the inside scoop on fighters, ed Seta d open eee. Ce ey DRAGON CONTENTS Pee LCE eRe ca WIZARDS’ WORKSHOP Deere d aan eta eed eee ts Cen CR W's not about how well you rl eRe es Ue) Te eed eee nd Ce ad TEM ad Cd Ro Cn) PEs) Se eee ee eee tn Deacon #309, incursion brings the githyanki invasion ea hee eed Pee eu en ee nero cloud the sky to rain spells and fie upon the world while armies of githyaniki flood through magic gates killing every ee emcee acum Se Ta POE er ecm eee aL eee in your players’ hands. eae) ‘As the githyanki advance into the world, your high-level heroes have a chance to strike a devastating blow against SL ear anny eee et arn ee Ca Pus cee eee ea) be a god. Not using incursion? That's okay. This adventure Se ra ree er cay eens a Ded The Lich Queen has spoken. The githyanki armada approaches the Material world, thoughts of glory and plunder on their murderous, hate-filled minds. And you're right in the thick of it. Assume the role of an evil githyar eae ee eer tenes Porty Pa ; P F 5 ee ae vr eee nee oy Betis us s Re ee ane ar aoe Be eeeeoos FROM THE EDITOR Sesetaememmn THE ROOT-BEER TWENTY DUNGEON #100 Pepe ent he “root-beer twenty” probably rolled a random spread of numbers just like Cs T other de, bu has nt bow | emerber fh, One day arty n my ih school tenure, my friends and | were spending a Saturday afternoon the way we spent most Saturday afternoons: playing DED. My friend Brett, one of those Players who's doing well if he remembers 10 bring his character sheet, much les his ‘own dice or a rulebook, had just got a new set of dice, and the twenty-sider (an : vy, muddy-brown thing inked with white) was rolling really wel. We took a break ap for pizza, and when we got back to the game, Brett couldn’ find his de. After searching and searching, we decided to play, but the die hadn't been found, and aera Brett started rolling like crap. err a Just before the final fight ofthe night, one of our other friends pulled a previ BPETNEME ously opened bag of mini-Reese’s Peanut Butter Cups out of the freezer and found renee the lost d2o. We sat back down to play, and Brett rolled 20 after 20, with a few 18s ee eet eT) 2nd 19s thrown into the mix. Even though Brett took out most of the monsters by himself, the root-beer twenty couldn't do anything for his Armor Class, and soon enough, half of the party was at negative hit poin's, and my character was the last one fo have an action before our foes got chance to actin what woul likely be the round that finished us off And then, as m a litte embarrassed to admit, Brett and I had the following aoe : exchange. F opin hape the magne “Dude,” Isai, Faling victim to 80's jargon, “let me use the rool-beer twenty mr rete We're dead if I don't kil thar wizard” ee eee ‘No way,” said Brett, in deadly earnest. “You'l ruin it i” rp ‘And so on, until Brett yiekled and let me use his die. Truth be told, | actually eee cet thought that | would run it, but I didnt see any other way to save the party I rolled eer ene 420 though, and killed the opposing wizard with a critical it Bereta For the next year or so, we'd chuck the root-beer twenty inthe freezer just before an important rol, and it never failed to roll the number needed. Secretly e229 scared of the fact that dice are random, we were careful never to rol he roct-beer 7 twenty unless absolutely necessary {which usually meant that Bret’s character or een my character would die if the roll wasnt successfu, and on the times when it rolled just hi poorly, we blamed ourselves, because we had obviously rushed the process and nat E lef it inthe freezer long enough between rolls The rooi-beer twenty incident is surely the weirdest dice-reloted experience Ive ever had, but Im stil a life funny about dice. I's nothing of course, fo warm up a pear set of dice before playing by rong a Few and determining the dice that youl use Ree SRERSTERE for a session by which one rolls the highest during this warm up. Hs also not Penne Unknown around the Paizo offices, for example, to get a new set of dice for a spe- PPE RECMEE cific character-litle dice for a Small character, shiny dice for a bard—you know the Reet reer a ret rill The folks here atthe office are big fans of convention dice too—that is, pur- een posefully “forgetting” to pack dice for a convention so that you have to buy a new eee ren Set on the first day of the con. Some folks here have even been known fo remember eer rt a convention by the dice they got and how well they rolled. reer ie ‘We've given away all the s-sided dice, but Il send the person with the strangest cerca dice-related story that we think is true @ handful of dice scrounged from around the office. Send your tales to scalemaiie paizo.com. Be warned though, wel publish the funny ones in Scale Mail ny a Pee eran 8 June 2003 feted i ENED 5B) DS a ee Pc Rn Lene Dae Sane ae a ee ST er acne ec eerie Perey ear Paes Sad panes ea parent ener ing those who oppese Ae Deeds Devastating 9p con : Seay ied INCURSION rere ak 10 June 2003 Arco SCALE MAIL READERS TALK BACK EPIC, JUMPING, AND THE OGL Epic Absence In issue #297 you published epic-level spells and prestige classes, which | thought was fantastic, and even better, ‘you said you would bring out more. But since then, five months ago, | have. not heard a hint of it and keep wishing every month that it will be in the issue. Please tell me why you have not brought out more of these brillant spells and classes. | til think your mag- azine is great, and keep it up. ‘Adam Hughes Cheltenham, England Books tke the Epic Level Handbook and the Psionics Handbook are same of my favorite products, because they provide rules that expand the game into entirely new areas. We stl plan ‘0 support both of thase books ani other supplements like them, but we're ited in part by how often we ger article proposals con erning them, and 10 those books 3. This month, how we've gor an article each of those two supr ("Silicon Sorcery" features two ep prestige classes and “Psychic Box! blends the Psionics Handbook and Oriental Ad we've had few r in recent moni Jesse Decker Editor-in-Chief You Say Jump In issue #306, JD Wiker has an intrigu ing lock ar inserting action movie stunts into DEAD, tis generally a good article, but the example of Lidda swinging on a rope reminds me of an iritaring point in the rules. The rule that you can't move Faster than you can double move while possibly making sense from a play bal- ance approach, becomes ludicrous from anything resembling a real-workd look ot how objects move, The first problem is that Lidda would rot, as per the example, swing on a line as quickly as say, an elf character, Yet she would swing just as far. If you use {an ideal pendulum to model the problem, you find the speed of the swing is dependent not on the weight of the character, a rationale which some might atiempr, but solely on the length of the line. Remember the old saw about two objects of different weights fling atthe same speeds. Worse, an attempred cexplanetion using her weight would yield an in-game contradiction when a dwarf, heavier than an el, would travel the same speed as the ine halfling Naturally you could claim that the dif ference is how hard the different char eters could thrust themselves forward to impart intial momentum to the swing. but then how do you explain the goblin character with a total Jump modifier of 1 making a fester swing than a dwarf with @ +15 total Jump modifier? It seems clear the dwarf can jump harder, ergo swing faster, yet the present rules ‘would argue otherwise. This is similar to my objection to the current rules for jumping. A character with 2 3o-feot move and +50 Jump modifier, including wearing a ring of jumping, bas a maximum vertical leap of 17 feet which means a maximum time in the air of just over 2 seconds. However that same character making a horizontal leap of Os feet would be in the air for more than a full round, Since the hort zontal leap has less upward initial veloc- ity than the vertical leap, the maximum time in the air must be less than for the vertical leap, so how can a character be in the air for over 6 seconds? A truly ludicrous modification isthe character who tries to throw a weapon in mid fight and thus can only make a single move, keeping, in the air even longer The jumping rules could be modified by the simple observation thar unless you have a low gravity, then a leap wil not take over a Turn uniess the vertical distance is over 100 feet. The time in the air is low enough for a 1o0-foot vertical leap that even with 2 seconds lost to an iil run, a jumping charac- ter would land by the end of the round, Charles Stucker Webster, TX The New York Times Bestselling Author and Co-Creator of Dragonlance Presents An All-New Fantasy Realm—The Dragonvald Margaret Weis , SP 2 Sh S70 TO SA ee OE Margaret Weis ‘or ages, dragons have not interfered in the ways Wives But now, the order has come undone, violated by men, and a mad scramble of int tispie and adage: trsues .. revealing he dark | See pes tA hi seabed By tnt veab oF Devas: [hae] built an EV, THIS, SWORDFISHTING Lesgou 18 VERY imPortayT, wi vou! To Mumia You, ‘TWAT 1S NO EXCUSE ! NOW RUSH FORMARO AND [ATTACK THAT SCARECROW WHILE E'MONITOR YOUR Nt TANGLE, ENQHING ax OPRENENT iS ONE OF THE=-— J YEN WHERE bid Yeu"Go? 12 June 2003 That sounds like 2 good observation until you realize that characters with high Jump bonuses would jump everywhere because it would be faster than waking. i's sometimes necessary ro give reality shors shrift ro make game play easier and to work within the boundaries of the rules, and of all the cules sets in DEAD, the rules for movement are perhaps the most ‘implausible. Consider, for instance, that DOD represents reality as though ‘momenturm simply does not exist, A hrorse can run full-th and siop on a dime. It can even stop mid-run when a creature readies an action and jumps our in front of it. This disconnect from physics isn’t an error. It's necessary 10 simplify such things so that people can play the game without using cal culos. The rules for swinging on 2 rope became complicated enough just ‘by making them work with the rules of DOXD; ettempring to stringently make them represent the rules of physics would have broken my brain Matthew Sernert ‘Senior Editor OGL Schmo-GL Am I just not getting it? What is the big deal about Open Gaming License material to people who are not lnvolved in the gaming industry? | was reading the letter by Jason Smith that was published in DeAcow #306 and he ‘made the statement “ think all the content in DRAcoN should be open, and ‘the idea thet open gaming content ‘would destroy Deacow is ludicrous.” {iy not attacking Mr. Smith, but to @ industry person, isn't everything | thought the idea of the OGL was to allow other companies the right {0 publish Dzo and D&tD material ‘without threatening Wizards of the Coast's trademarks. As a Dungeon Master who isn’t involved in the gam- ing industry, everything is “open” to me. | will use rules or ideas from of cial DID material, OGL material, other game settings, movies, books, telev sion, miniatures, and really anything, else that | think will make a good story cr adventure. I don't try to claim any ownership or even originality when | do this. If the idea works, and my players and | have fun, that is what matters. | don't disagree with the OGl, in fact | support it. Some really good products have been published or spun off from publications due to the OGL that might not have seen the light of day without it, This being said, what is CAPTION CONTEST. The Coming of Shadows A Babylon 5 Sourcebook PT me TOUS a ra rec mae Oe nee MUP Ute net} RPG eerie www.mongoosepublishing.com ete cg eee Cre ce Cea ee es ith de een ee 14 June 2003 the big deal with OGL material in Deacon? William Wright Address Withheld You're right, whether or nor the mate rial ia DRAGON fs designated open under the deo license doesn't affect the aver- age gamer directly. I only affects gamers when two companies publish 3 competing system—for example, if Dragon publishes underwater comb rules and another company wants 10 publish an adventure featuring under- water travel and combat, they're forced fo produce a new ser of rules ‘Most DMs in this situation, you included ! ber, would simply pick the system that they liked best and start laying. Although this might not slow down a seme run by an experienced DM, i's simpler and better for the game if the two products present the ssame rules. That's why we've chosen the balanced approach that we're tak- ing-we make articles OGL when we present @ new rules system, but most of our established game elements (Fears and spells, For example) will remain closed content unless Wizards cl 10 include them in a future System Reference Document update (thar’s the ‘SRD, the document that provides the basis for d2o reference). esse Decker No Foolin’ I have read Deaaaw Magazine since issue #8 when my brother brought a copy home and sai, “I think this relates to that D&tD game that you are always 50 engrossed in” Every year that I can recall the April issue of Dkazow Magazine has always held the save mystique as that swim-fashion issue that some sport magazine publishes each year April = DEXO laughs. Period. 1 opened my latest copy, and | see no extra jokes, no funny stu, and no fooling around. Has DeAcoW lost its sense of humor? Mas it decided to “grow up?" IF 0, that is too bad. Just mark me dawn as someone that seriously misses his foolishness. John “PenderGrass” Zarate-Khus Santa Barbara, CA You didn't think the 5 extra pages unny? | laughed out loud several times) when | read “oogonia. The frog was impaled on a nail! Well... we did receive for an article of songs with their iyrics replaced with D8rO references, but ‘none of us knew the tunes to the bit songs by Brimey Spears or NSYNC. ‘Matthew Sernett Who? What? Where? When? How? | ain interested in how you become part of Live Greveawe. | am fairly new t0 EXD, so these types of things elude te, Is it played over the Internet? Can | play a D&xD character along with oth- ers from around the workd? Who is the DM? How can you become a DM? | have a game crew of about eight or ten Players, and because we are all fairly new fo the game, pre-made adventures suit us just fine, Can you help me out ‘on sending me any info you have on luvs Grewia? ‘Jason Webb Salt Lake City, UT Everything you need to ger started playing in the Liviwo Grevaaws cam paign can be found at www.rpga.com. Youll need ta join the RPGA Nerwork the largest group of rolepl Jn the world. Happily, membership is ow free. line or by attending an RPGA event in your area, ‘Once you've joined, youll need 10 cre fe a character using the of poign character creation rules, also found at www.rpga.com. Most Live Greviawk games Take place face-to-face. Chances are the RPGA group in your area already has @ number of talented Dungeon Masters who will take you through your first few adventures. After you've played ght decide fo start urself. vnc great deal of You can join running games you Gn and let us know how it ‘Erik Mona Editor, Liwwa GrevHawx Journal You can get more Livna GkeviANi information and updotes from Dunczon/Po.yHEDRON, the new home of the Lnviva GREYHAWK Journal By the way, Im now going ro call she people ! play with my geme crew—way ‘cooler than “my gaming group.” Thanks! Matthew Sernett i This Wal is 7 é s ! 1 ha Oe eeioeme A Wyse att in the Du [ei Tele aed des. CSE REE Coren mae rT tts Rose em toy oT en UP_ON A SOAPBOX THE BORED PC ANTICS FROM THE EARLY DAYS By Rob Kuntz he GrevHawx players were a Tirersior it se tte on imaginative was my brother, Terry Kuntz, who played no less than three PCs during his stint at adventur- ing, including his third and most notori- ous character, the Monk with No Name Having grown bored with bis sur- roundings and current adventures, the Monk took to wandering the country- side, looking here and there for intrigue. During his wanderings, he hap- pened upon another PC's lands and holdings, those of Ayelerach the fighter, played by Mark Ratner. Mark had sculpted Ayelerach’s lands and riches with such care that the lands were pro- ducing bounty at a goodly pace, some- thing that the Monk, upon seeing, them, took note of and formulated a bold plan. He would extort the Baron of these rich lands! His demands to the Baron were car- ried by squirrels that the Monk had befriended: tiny notes telling of his plans to wreck Ayelerach’s lands if the Tidy sum of 25,000 gp in gems was not paid to him forthwith! Ayelerach openty laughed at these demands but secretly convened a meeting of his captains 10 devise a plan to find and kill the Monk. Al such meetings, of which there were many, were spied upon by the various animals now employed by the Monk. So started the destruction the Monk had intended. Fields were sown with salt; tax collectors were waylaid and their monies stolen; livestock was dis- persed into the night; merchants were stopped and robbed: and buildings were burned. Yet the Monk killed no one, for he fancied himself 6 thief and not an assassin Ayelerach attempted fo counter these raids, but in each case he was 00 late to-do much besides witness the destruction the Monk had wrought. ‘After many days of this activity, ‘Ayelerach formulated a sweeping plan, ‘and he had by that time deduced that he was indeed being spied upon. The 16 June 2003 erst, ena eon peso o cal ito gras Te an Inge ay boar cory and eng Ars mat. plan called for large amounts of man power organized in a sweep. For this he hired exira mercenaries, armed some local peasants, and emptied his strong hold of his garrison. The sweep was successful in flush- ing the Monk, and since the line of men provided no opporiunity for the Monk to flank them, he was driven to ‘a nearby river. Ayelerach was over joyed as the trap closed upon the Monk, whom he could now see. The Monk deliberated for a space and then jumped into the torrent. There, he ‘went into a catatonic state and merely drifted downriver and eventually out of sight, Ayelerach was defeated ond livid. He had spared no expense over the past days in attempting to elimi- rare his antagonist. But in despair, he now weighed his expenses to date against the extortion amount the ‘Monk demanced. ‘That night Ayelerach came forth onto his balcony and shouted into the dark- ress, where he knew lurked the monk with his animal confederates. in sum, he ‘would meet the vllain's demands. That started a series of squirrel-express messages wherein the Monk indicated “EITHER WE'VE REACHED THE LE EARTH, OR OUR WORLD-BUILDING GM RAN OUT OF TIME ‘BEFORE THE GAME AGAIN.” Drugs eter concer on eal aoc Ltrs era ine cnran ad evi of ers eed nd roe: rat the time and place of their meeting. The gems were to be deposited in a leather pouch and placed, in full daylight, in the middle of a field berween two wooded areas. If there was any sign of a trap, indicated the Monk, then he would con- tinue his rampages of the Baron's lands to exact the proper punishment. The appointed time came, end Ayelerach deposited the gems and quickly retreated to the woods where his cleric and magic-user awaited him, and they quickly cast several helpful spells on the angry fighter, But as ‘Ayerlerach waited, a hewk speared from above and dove down to grab the pouch. It then flew to the other woods ‘where the gleeful Monk received it ‘Ayelerech cursed as he rushed forth, but the Monk was already fleeing the Baron’s lands. ‘The Monk, ever bored, soon ‘attempted the same thing with an evil high priest, but he was forced to flee before that NPC's undead, which relentlessly sought him Far and wide. ‘The priest took such offense to this ‘outrage that he assigned a vampire 10 hunt the Monk, ensuring that the Monk 4id not profit from such perfidy. NDARY EDGE OF THE \ SUS Da Ed CRC a oe nd SR Sm eT Pe ee Cee me omy Ea Ue a RCTs came EO A Cor ce July 24-27, 2003 Tate FeTaTe Merl colton ae Indianapolis, Indiana b Co-Sponsors con) EINE EIR Al ae) PPro) Dave Arneson The Game Mogul ys Bro me as PR acy Te me a eg ‘Netw York Times bestselling author, celebrating Ue ke SOmmene on oa} Crea Re RE Jovian Welsman Veteran game designer, co Corn ce te ee ets Dragons, the game that launched the rpq industry. EXTRAORDINARY EVENTS Te eR a Ce nn cay Oe Le ‘Then it's: Four solid days packed with over 3,000 Ce ee ee ee) Men ee woe Se eke Coe euch in the garb of legendary iconic characters. SNe RU Ret the best artists inthe game. oe a eu aa) Tue ee ae oo is Se eRe a ees Ee auction. Buyers and sellers bring their vintage games and thei cash in the hopes Cet Rn LE eee ey ee ec ny ‘outside what's going on inside. SR ee one zs Bea ee ‘MP Program which could win you special SO eR ed Bea) Den Rg PEL Seminars on everything from how to create eee med Cay EXTRAORDINARY GUESTS EXTRAORDINARY GAMES ‘The Exhibit Hall will be showcasing over 300 game Tee ey ee ed Cer eam SE eR eet ceo un CO ORC ee ee nee plus Pokemon, Star Wars, MLB Showdown and Dees SRC as Tenn aE Reece Me) Pe ed eee td Warhammer 40K, and a Blood Bow! Tournaments SU geet er Ce ~ Gen Con indy becomes the new home of DecipherCon, with World Championships for ee ee Tae ees Sea ea) Pee DE ey Championships and the Warlord Medusan Lord SO ean Seen Tg World Championships and look for introductory Dea aay See Ter Un Dr aren ae ec re ee My Se eae CO a TT Ug Ce cu us CCheapass Games, SFR Inc., and Guardians of Order are just a few of the games manufacturers Se Sec PE on) Puck Productions, Dark Duality Productions and Teen See eeu Ree eur cay Deen ca A Accs SOUR Ue cera SR Uren) Deus EXTRAORDINARY OFFER Ce ec ne eo Ro a HOUSE RULES PERSONABLE DWARVES VARIANT CAMPAIGN FLAVOR by Andy Collins couse rules can take a variety of sweeping changes. The single most important thing to remember when crafting a house rule is that you and your friends are playing the game fo have fun. In the end, any house rule that makes the game more fun for your {group is probably 2 good one. But ‘emember that sometimes even a rule that everyone seems to enjoy might be causing more harm than good. I's a -g00d idea to re-evaluate your house rules from time to time, particularly as players and characters change. A house rule that works for one group of play ers might nat work for another, and a variant that seems fine with one party of adventurers might be wholly unsuit- able for the next, When you're creating a new house rule, take some time to tak it over with the rest of your gaming group, and use the techniques described in the installments of this column to evaluate i Even if it passes a these tests, make sure fo keep an open mind about checking again to make sure you didn't underestimate (or overestimate) the rule's impact on the game. HOUSE RULE: Personable Dwarves One simple way to add flavor to your game is by tweaking the character races presented in Chapter 2 of the Player's Handbook. Rather than adding completely new PC races—a process that often forces you to reevaluate the various races’ roles in your campaign and forces the players to learn new archetypes and character concepts— introduce slight changes to the exist ast few ing race that customizes them for your game. The archetype of the “tough but gruff” dwarf is ingrained in the D&D game, going back many years. Unfortunately, this prevents dwarves from taking advantage of the lack of class/race restrictions in what seem like obvious ways. With their tendency toward lawful good, dwarves would appear 10 be natural paladins, yer the Charisma penalty dramatically reduces the typical dwarf's power in this role To a smaller extent, it reduces the eff cacy of the dwarven cleric, and it of course discourages dwarven bards or sorcerers. For a race of dwarves more inclined toward personal interaction~and thus more inclined toward paladinhood and sorcery—consider this house rule: Instead of the dwarfs traditional -2 penalty to Charisma, give the dwarves of your campaign (or perhaps just a subgroup of them) an equivalent -2 penalty to Dexterity. I's easy to picture dwarves as being less than agile, so this house rule doesn't require much of an intuitive leap on your players’ parts. OF course, a penalty to Dexterity is harsher than a penalty to Charisma, so you might consider offsetting this by increasing the dwarf’s Constitution modifier to +4. While this seems like a d20s KNOWLEDGE CHECK © He was an insurance 1@ salesman. In 1973 he taught himself shoe repair to suppliment his income from D&D. big adjustment, a good Constitution doesn't make a character nearly as potent as a high Strength or Dexterity Sure, these dwarves will have a lor of Fit points, but the AC penalty from their low Dexterity makes up for i. fr also encourages the dwarves to wear the heaviest armor they can find, which fits in well with the archetype of the “dwarven tank” fighter. Of course, the Dexterity penalty means that dwarven rogues will tend 10 rely on their wits (or their toughness) more than their agiity. Consider coun- feracting this with a +2 racial bonus to Open Lock checks (dwarves may not be agile, but they know how to fix—and thus how to break—intricate objects). That puts them on a par with the aver age halfling burglar, but less capable of hiding, sneaking, and tumblingall decidedly non-dwarven activities. ASL eo eo Feats NPCs © Spells Domains + Classes eC ea Ny rated Coa Or fem Sire ae oe rr PAC oy Deotirad Prestige Classes beac BU Ko fat PO rie) 7g Dteca eres T ahd ee eee ke a Ry keep’s ancient walls, dragons once lived. is doorways and corridors are not Dee ee ea ae ee ee cs ee ee ee eg ng) DD ee eG eee This magic, known simply 2s dragon magic, proves difficlt—but not impossible—for Ce cect an Coe eee schooled wizards. I is ancient and relies on elder powers and pacts humans and their Ce eo ee ee nature, dragon magic is extremely sophisticared, It is not raw, uncontrolled power, but the carefully crafted and lovingly honed spell mastery that only a race with centuries to devote to a single incantation could produce. Se eee en ed and elven wizards take great umbrage at the very idea I is indisputable, however, that ee ee Ee et Se ae ee eh aT ‘somiclimes seem more powerful than normal spells. Their verbal components usually ee ee ee eer Today, one can only find the secret of dragon magic in an ancient book or scroll ee ee) selves (or at least claimed 10). Very rarely, a benevolent dragon will teach a non-dragon ee ee OR aR teach a spelleasting lackey so that he can better serve her The concept of dragon magic, as presented here, as well as the Dragon Magic Feat, ere ae ere a ee cee as iran ee a eo) Ble ict pce ad eS Due Pe eu ae Sedu ae Ne om Sg are ever so sighily more powerful than other spells of equivalent level, Pena os Dragon Magic [General] Senet eee et eee ee De eee es a) Dae Ce ea ao eee Pe ee Sere Special: Dragons gain this feat cans Dro ean ey eee neem ka rized that most material components Cea casters much later in the development of spellcasting. The dragons claim that this is because the other casters did See mee mental principals of magic and thus. improvised. Most dragon magic spells Cee Cea od Ce ee caer De aia Ce la cai subjects that dragons are interested Se ea ‘own abilities, dealing damage to foes (although since dragons are already capable of dealing great amounts of Cee ue on CO ea ue pe aa ee ed Case eed eee cee De oe Ce Re eee Oe eer! things, presuming that the caster Blot ase Ce eed magic spells, accessible only to drag- Cee es feat. Presumably, there are more Se uc a eee eat) versatile magic of dragons. eens cay Stay Components: V, S, Dragon Magic ees Coes OR or De aa Ce er aa Sue cen ‘rapped with an electrified field. IF any- Ce ee ne Se ea as Ce ce Se triggered and the spell lasts for » round See Eee) after iris triggered, all creatures in the Se ignated alles suffer 208 points of elec- SE Cae dod Oe ed Da Sen cre Boe ete) Nee ea ead ea Ruel Range: Medium (100 ft « 10 ft/level) ee ea eae Pree) ar Sea Spell Resistance: Yes (see text) Ce er ae Dee The cloud obscures all sight, including Cee cece! en ee eee etn Creatures farther away have total con- Ce eres Se Re ee Po ee Se a ens Re ete aed Seer ec the saving throw is also slowed for Cee Ln! Coa ors Dee a caster at a speed of 10 fect per round. Figure out the spell's new spread each round based on its new point of ori- POR cate eee oe ed Ce ao peer ares origin) move up to 6o feet each round ff in any direction she wishes. A crea- ture must only make one saving throw Sees ‘moving the could on and off a crea- ture several rimes in a round has no added effect. Any portion of the cloud that would extend beyond the charac- ee ee ea ed Sic ‘A moderate wind (1+ mph) dis- perses the cloud in 4 rounds; a strong SC oe ae os) Sad Conjuration (Caling) (ee ca) RAC ud Ce Aue rey ee ea tors Ce oe Re Aled Sona The caster must pre-designate a crea~ Pe ee Pe an Sea ad Ce a) es Peet Cee aed Se nd within range. The creature must appear ed ea oa) Se ak Ce Rome eee aud Ce eee will, and regardless ofits actions, i Sue eo ta ‘when the spell's duration ends. If it has gear on it at the time of conjuration, ce eee Uy ew ere al Ce RAS ard Ceca ‘The caster ties himself directly 10 Re aa that area, he gains a +1 luck bonus to saving throws. Dragons and dragon Cee ne oe SU Divination eon Cea ud raed rad nd en Dee a ay saving throws is +1 plus an additional races Pe ee Ce | eg ence Se ecg (name, race, and level) of each crea~ ture in the radius (rolling separately for each creature as soon as they See aed creature leaves the radius and ee een visibility conditions, and so on— Se ae meal eer Pe eee ae Ce ea to sense the location and identity of Sn eon CoRR Le ca See eins Cece bore eR! Dad ead When casting this spell, the caster des- Poem id Dee CL as neutral evil, lawful neutral, and so on) Seen oars Fe Deere) OER uC aCe Cy De emi arcane archer, and s0 on) ‘Then, once cast, the spell places a harmless flickering flame above the head of all creatures in range that the designated condition applies to. For eee ee Pan eo tures with rogue levels within s0 feet have flickering flames over their head. Dern eed as This spells useful for identifying dis- ae) ee) Se ad Ou en) ac Od eo) a With a mighty roar, the caster brings into being a wall of sonic energy that Ce a ae) PO ee eked ‘suffer a ~4 circumstance penalty due 10 the noise. Likewise, someone even Re ce oad Se end within that area. Within 20 feet of the wall, all creatures that can hear must succeed at a Fortitude saving throw each round or be permanently deaf- ‘ened. Even those that make their sav- Dee Ree Pee enka Pe wad Bun ey Ree ee ee are es throw each round causes the creature ee ee Permanently deafened creatures must continue to make Fortitude saves each Dee ed Sa Sree Ce ‘cold, and fire damage, A disintegrare See a ad spell with its area overlapping the area of sound around a roaring wall protects Se ne er oe chin the wall puts a hole in the wall equal in Se er a ‘effect does not damage the wall, it only Ss Cr gone eee, EAA eons Tce ren a De The caster draws on ancient lore to Oe Rt ea avoid death, even when it would oth- erwise be inevitable. The next time the Seen) eee ac Cee ee ed magical receptacle on the Astral Plane. Ue eee ee Sea nation, he appears dead. The soul re) ek ae Rae ee ed he was dying, at that very spot, at ue ene tion his body was in after his soul Re ae ay spellcaster falls in battle and triggers Geos aac the body is reconstituted when the eons en Ue ed eoery aye A | ens | una nn Ce ae Range: Ciose (25 feet + § Feet/ a eae levels (8) De eer RAC a Le a See ue Se although the acid emits no fumes or See eee ed cof water that is part of a larger body of Nee ee nts Thus, the spell can create an area of hidden danger in a lake or large pool. ee tere e points of damage. Anyone invmersed init Oca aay Se eee t Coe et eres sis! tas Deadly Spray Toran Tene ocory Cee ae ees esa Range: Personal Target: You Se a) Ce aL) eee na een Ucn dean) Rae a a ed forth causing it to be @ cone effect rather than a line. The choice between making the attack a line or cone is up to the easter and can vary from een) ane SC aay eae) Cua os eS rome eee) Dua oe] Cd ea Cee ee ee ee Ce eae dard action, he can teleport any crea- ture in the area out of the area. The teleported creature ends up at the last spot he was in that lies outside of the See ea) rminute/caster level. Once the telepor- tation is attempted, whether successful Cee as a ud eo Te Toe os eed erie) P| Se ma nena with wings or from a spell or item), he ree a Sng speed, but only if he travels in a straight ee ea Se er aad Ce Nc ee re ee a ea He must move go feet in straight line ‘on one round. Then, on the next round Ce ee See en ds Deed re Ce ee een the caster ever sfops, turns, or uses an action, his speed immediately returns 10 rrormal and remains so until he moves at ee ond Sed etry Pr) Cea Caras eee Peon Deu Pen ue es ee ea Ce ed Ce ea Se Read Ce ne CeCe ee) eee Se Reco oto era Ce ea aM einer Range: Touch ean eae ee eee Dee ee shield and have it float magically around him, protecting him as if he ee ea penalties usually suffered while using ee ur Dexterity, and spell failure chance. ene Se ee the caster was indeed wearing the shield, so a normal disarm attempr is ers Soo raed ero Deas ans Boe c Ca ng Hlevel (S) Cane Cae Ss Dee Pak ony eee ed ae cd ea cn Ce a eC ona ce ee See ee ee ee nent, or on another plane. The spell then creates the space needed for the shift (magically and instantly digging Cone a ee that conform to the original caves) eck d old caves at the original location are Ceca conforms as best as possible to the Deccan et Sy ae ae Se a all subject to DM adjudication. een SS er ea ae aes) Fa a ST ne cer See eee en eee) Cee) Cees Within reason, the existing contents eee Ne oy Se Cee Re ea dee ae ee od Ce geen ee ay Re ee ‘work (the place is watertight). Moving an ee ne icy plain wil cause the heat of the fiery area to melt the ice and snow in the new a cc SS ee hae See ee on eu De ee) ey rounds, but thereafter it remains stable Ce ee ats eee ic Tae Caan ad ee Range: Touch Lorca ee Saving Throw: Fortitude negates eo) ea ‘The target can fit through any opening, or passage up to 6 inches wide, regard- reas Se the farget shrinks down to become small Ca ee ‘can fake only move-equivalent actions ‘As soon as he is once again in an area Cae ed Seco Ce eee ee eae a ed Seka eer oe rig So aa Se Sea such a space is not available, the target Ce ee as Cee ae Sa on Dc POR eta ec ally he will destroy them and grow to fit the space. For example, if a Huge Ce eee SO ee Ae ee em ees ee a) Se Rey SE ean Ce ee en ad Fiat teat tot ea Ce Ars Sena Cire ireag Duration: 10 minutes /level or until ee) De nd kind of discharge of energy damage, Se ee Ned Se eee Cede CU heen ae ed Ce ee Ce ean ae Pe a es Workers irae ny Sa Cease Creates Loree CE Secs Ce eee Oe een od sharp and prone to beheading other CR ees eee ead ee eo ee nations and all oozes) have no head Cee ed Seu eter ad {oss of their hegd. Most other creatures ed Den ee een Rae (Rene eters a Deg es Ce ee od cea eae cee eee Oe ea ete Doe ee) et ee eee cad Dea ree (geen os eae eee te Pear en) See ee (eoeorere og Seem aCe Coon eae es eee eee eee Content does not embody the Product Ce eee ea ee ged ‘dented as Open Gare Content by the eee es a ee ee) Ce ere Ls See eee era) See eae) ee ed er ee Ce ete es Sa Ce ae ay Ce ee poses, concepts, themes and graphic, Cee ea ey eee ete Cee es Ce ns See eee ans Cee een Ce eae Jogos, symbols, or graphic designs and any Cg eae ee eet a Ce a ee aca ee een ets Content; (0 “Trademare” means the logos, ee ee Ree Nena ro Coca eet Contributed to the Open Game License by ern ed ST Ce Ce ec! Ce ceo Ce ama eet ees Pera aon Seer eee Inicating that the Open Game Content ae ees Ce ee eee ge een er ay Seed Cee ead ere eee Eee geeks ee as ee ce eee et ‘Open Game Content You indicate Your eee ce rc 4. Grant and Consideration: In consideration for agrecng to use this ee ener ees a ee ee Cotter etcrd Content. Sareea ere ee Gee kote ean reprecent that Your Contributions are Your ee a ner od a a ree 6. Notice of License Copyright: You must Pe eset an eee eee ed Eee eee td Ce eee Se ea ed Deca ee cna oe eee Crs dae en ae ad erated eae Cece ee ee cee ens et eee ed ‘element of that Product Identity You agree Ce cade Se AED a Cee eee ey Se teeta ‘except as expressly icensed in another, Cn eee ened Seg ea Deere Game Content does not constitute a Ce aad Ce ea age ee see ee) ed Dos Deon eeu ertera ere cad Se es Ce te Reuters De ena Cerne ee ee eee eed authorized version of this License to copy, Gee eee keto eer eed eg ee eee ges Ce cena eee nes Tete gee oe nd Cee aca! Content using the name of any Contributor Ro ad ear ee De Ae ed ‘Yu to comply with any ofthe terms of this Nee ee eae td Ce eee cers Julia order or governmental regulation De Eu gets ee Ca ey Sree ce See ee ete tas) within 30 days of becoming aware of the Ce eat See aes CO nna eee eee prowsion shall be reformed only to the extent necessary to make it enforceable, reece ed CN ea Le Seen Cee a ker eee Mahawoc Press. Fics a am RUT VAM encourage you to consider, Besa are 2 pencil Fie FY character BU Oe on WAC iM [ee vm ice Se ee : Coming this Fall. Lg HEAVY eT DRAGON MAGIC ITEMS AND EQUIPMENT by Eric Cagle « illustrated by Chris Appel Ce ping a man apart with a casual bite. Their physical attributes are awe-inspiring, with mouths full of razor-sharp teeth, claws ending in deadly talons, and powerful tails that can crush a wagon with a swat, Their breath weapons might melt steel, chill bone, cloud the mind, or produce a wide variety of unpleasant and powerful Forms of destruction, Despite this natural arsenal, dragons can and do make use of magic items, as Se me ce ee ee Te site, Some rare individuals even carry special weapons, fighting with steel before ee ee ee cee drawn to items of power that augment their already impressive might. They covet SO Re ee ee fons are particularly motivated to gather up and hoard as much as they can, Toit Blade ‘THE WELL-STOCKED DRAGON along with armories, trophy rooms, Dragons who polymorph commonly Dragons are well known for their food stores, and even a dining area, take along a backpack or outfit filed love ef material wealth and insatiable These dragons might have both huge with typical adventuring gear—flint need to hoard, Most are drawn to chambers that can accommodate and steel, pots and pans, rope, and the glint of precious metals, gem: their natural form and human-sized perhaps a tent. IF a dragon is trying and works of art to decorate the rooms for entertaining guests and to travel undetected, masking itself hairs. However, as long-lived individ- other purposes. Those who take mag- as a humble priest or wandering uals with unique tastes, dragons ical experimentation more seriously adventurer is a great cover. Dragons sometimes collect the unusual and probably also have an arcane labora- who are less practical might bring, bizarre, spending their extended life- tory—scaled 1o dragon size and filled along, bolts of sik to sleep on or @ times in search of special items. with servant creatures, of course. small portion of their hoard to array A dragon stocks i's lair much as a —-The actual hoard of a dragon around themselves at rest. Those humanoid creature would, with a serves multiple purposes: It is bed- who study and practice magic also ready source of water, comfortable ding, as well as a status symbol. Like craft scrolls, potions, and wands, To bedding, and a stockpile of food. The people, dragons have different ways help them carry this equipment, they type of dragon dictates the sort of in which they display their hoard- create and wear special harnesses, provisions. For example, black drag- some are neat and tidy, while others pouches, and packs suited to their fons prefer a larder of corpses in a let it spill out in disarray. Regardless, unique shape (some of these items pool of fetid water, while silver drag- a dragon knows the contents of its are described below), fons have subtle, rerified tastes—many hoard down to the copper piece. It While no dragon will ever stoop to have kitchens and pantries that rival also carefully places key weapons being a mere pack animal, one who a king's, complete with a dedicated and magic items in easy-to-access__travels with humanoid companions staff of servants to prepare and places in case of attack. might wear a harness, saddle, or spe ccook for them. Unless food is abun- cial howdah that allows it 10 carry dant, or extremely rare, a dragon THE DRAGON ADVENTURER others. These items are most often keeps stores stashed about its home. A dragon who takes to a Ife of used when a dragon knows that it will Adventurers who explore a dragon's adventure likes to be prepared just be heading into battle, bringing along lair might find several of these-2 as much as a human, dwarf, or elf. a companion who can assist in gruesome sight ifthe inhabitant is While dragons’ physique and natu- the fighting fond of humanoid flesh. rally high Constitution allow them to Dragons who polymorph often, survive in almost any environment, a Dragon Adventuring Gear cially silver, gold, and bronze few bring gear with them as they "Listed here are some special items dragons, stock their lairs with equip- venture out in the world, to make life unique to dragons, especially those ment typically found among, more comfortable or ta remind thom who take to adventuring or warfare. humanoids. Libraries are common, oftheir lars far away. Note that encumbrance due to weight can change a dragon's fight capabil- ity. Consult the Duwacow Masien’s Guide for rules. Dragon Harness: This leather har- ness is designed to fit a dragon's physique. It sports numerous loops, pouches, clips, hooks, and other con- nections, allowing the dragon to carry items much as a backpack does for a humanoid, Dragon Howdah: A dragon howdah is a specially designed structure thar fits underneath a dragon's torso and is incorporated into a suit of dragon, boarding. The howdah sets the max! mum Dexterity bonus of the barding to +0, increases the armor check penalty by -2, and increases the arcane spell falure chance of the armor by +15%. Costs and weights for the dragon howdahs listed in the Dragon Adventuring Gear sidebar are in addition 10 the cost and weight of the barding the howdah is incor- porated into, Eee kos Dragon Harness ‘For a Tiny dragon: 1eP hb Tales bas 1 sb ort Han oops te iu Plea he ny For Hog gen ee eb Fer Gopan dragon For» Ga dragon This assembly, usually made of ‘wood, allows humanoids to be car~ ried aloft in a protective shell beneath the dragon, typically firing projectile weapons or casting spells through large slits along the side. Occupants of the howdah benefit from nine-tenths cover. The howdah has a hardness of 5 and 4o hit points plus 10 hit points per the howdah's size category greater than Large. Occupants sirap themselves down looking out © window while riding in a howdah; space inside is cramped, and moving in the howdah is difficult when the dragon is moving (Climb check DC 20). Howdahs can fit dragons of vari ous sizes and carry a certain number of occupants. A Large howdah is appropriate for a Huge dragon and can hold two Medium or Small creatures. A Huge howdah is appropriate for # Gergantuan dragon and can carry four Medium cor Small creatures or two Large creatures. A Gargentuan howdah is appropriate for a Colossal dragon and can carry eight Medium or Small creatures or four Large creatures. Dragon Saddle: These exotic saddles are designed to fit around the unique frame of a dragon and come only as military saddles. They have a number of ties, hooks, and straps to keep a rider in place while the dragon banks and turns in flight. A rider of any size cate- {gory smaller than the dragon can ride tt, but dragon saddles are designed with a particular size and shape of rider in mind and grant their benefits only to a creature of that size and shape. ‘A dragon saddle grants a +4 cir cumstance bonus on Ride checks to stay in the saddle, and a rider has a 90% chance of staying in the saddle i knocked unconscious. Such sad- dies often have a special socket to couch a lance or other large weapon to keep it in place if the rider switches to another weapon. Placing weapon in the couch is a move~ ‘equivalent action, and the weapon ‘can be retrieved lke any weapon that a character stows in a sheath or on a be A dragon saddle can be designed 10 allow more than one creature to et staeeet ride the dragon. For each size cate: gory smaller the creature is than the largest creature that could ride the dragon, double the number of crea: tures the saddle can be designed 10 hold. For rules for multiple creatures riding the same mount, consult “Saddle Up" from Deacon #304 Tail Weapons Dragons lack the manual dexterity to effectively wield weapons common to A DRAGON SADDLE CAN BE DESIGNED TO ALLOW MORE THAN ONE CREATURE TO RIDE THE DRAGON. humanoids, but they have created special weapons that take advantage of their unique physiology—their tails Older dragons have powerful ris that can pummel a foe senseless with a single siap. Some have learned how to strap weapons onto their tals, allowing them to deal massive dam- Faves t i ucreaslieaatitetee i van i iresthiices it os ‘i ee age, To effectively use any of the ‘weapons described below, a dragon must take the appropriate Exotic ‘Weapon Proficiency feat. Wielding a tail weapon does not allow a dragon to take multiple attacks with its tail because of a high base attack bonus. A tail weapon deals the same amount of damage as the dragon's tail slap attack, but it might change its type, as well as having a better chance of dealing critical damage (see the Dragon Tail Weapons side bar). Tail weapons can also be ‘enhanced with magic weapon quali ties. A dragon must be at least size Large to wield rail weapons (the ‘smallest size that allows dragon to make a tal slap attack). Tail Blade: This double-edged blade is effectively a greatsword. Tail Hammer: This consists of a solid metal ball attached to the end of the dragon's tail Tall Pick: This double-headed heavy pick is Mailed back and forth to ‘cause massive, penetrating wounds, DRAGON MAGIC ITEMS Characters are limited in their ability to use certain magic items based on te items type. Dragons have simi- lar limitations, and because magic items that must be worn usually fit users of any size, a dragon can use many magic items that @ humanoid character can, Spell Completion ttems: A dragon without any spellcasting ability can- not use items that require spell com- pletion or a spell triager—even if it has one or more spel-like abilities ‘An older dragon naturally casts spells as a sorcerer and is an arcane spelleasier; it cannot cast a divine spell from a scroll unless it has a class that makes it divine spellcaster. Spell Trigger Items: A dragon that can cast spells as a sorcerer can use any spell rigger item that contains a sorcerer/wizard spell. If the dragon can also cast cleric or druid spells as pt a alc ce a y ; arcane spells, it also can use any spell tigger item that contains arcane versions of those spells Magic Weapons: A dragon usually lacks weapon proficiencies and fully prehensile appendages, so it cannot employ weapons. If a dragon assumes a form with prehensile appendages it can wield weapons while in thar form, but remains nonproficient unless it has a class or feat that makes it pro- ficient (as noted earlier, a dragon with the racial spel-like ability 10 polymorph itself Is proficient with all simple weapons). Magic Armor: A dragon is not pro- ficient with any kind of armor. in any ‘case, armor crafted for a humanoid does not fit a dragon’s body. Armor created for a dragon resembles bard- ing and will not fit a humanoid, but it will fit a quadruped. Note that along, with the usual effects of wearing armor that apply, such as a maxi- mum Dexterity bonus and armor check penalty, arcane spel failure applies to the spells a dragon casts asa sorcerer, Arcane spell failure does not apply fo the spellike abii- ties of dragons. Note that encum- bance due to weight and a speed reduction due to armor can change a Te we KM Get the Demo at A Aer liata sr enaoen Me: Dragonchild paused before rhe enormous rome, calming the butiertes i his stomach. This was his prize, his dream, the reason he had betrayed his sire There were secrets Kraagothial had refused ro share: those secrets were ‘Mohgren’s birthright, and now he had them The ancient blue dragon had sneered when questioned abour the leg ends of dragon scales, sneered when ‘Mahgren begs for a boon from his draconic father: Now the dragon's grin was a rictus, his long tongue danhing out, a moist landing lace for ls. He would sneer at his ha-dragon son no ‘more. Mohgren took a deep breath and ‘opened the book The secrets of dweomered dragon scales’ manufacture are jealously uorded by their draconie creators, However, such hidden lore sets adven- turers into motion, so the descriptions that Follow include creation devas to id you when you finaly reveal those secrets tothe PCs. Once the process is known, creating a dweomered dragon scale can become an adventure in isl MAKING DWEOMERED Dragon Scales Special This article assumes thatthe creator of 2 dweomered dragon scale simply pur- chases the dragon scale as part of the DWEOMERED DRAGO SCALES {gold piece creation cost of the rem. Ths cost assumes thatthe Creator uses many rare compo- nents inthe creation of the magic item and represents the invest- ment of time and money required to acquire them. IF you want to make creating these items more interesting or simply add more flavor to mogic items created from dragon scales, there are many ways to do this in your game. + Players might be required to quest for a dragon scale in addition to paying the normal costs to ereate the item. + A successful quest for the proper dragon scale might eliminate some of the gold or XP cost of cresting the item. + The scale might need to come from 8 living dragon, and that dragon might not be willing t0 give up one of its scales. IF the dragon dies, the magi item might lose some of its power. + Perhaps a dragon must wilingly grant one of its scales for use as a ddweomered dragon scale or the scale cannot be used (or does not eliminate old or XP cost from the creation cost if you decide to use that option) + In your game, the scale might need to come from a very recently Killed dragon t0 be of any use + Maybe dragons shed scales like humans shed their hair, and one must Mustrated by jason Ene merely be brave enough to emer a dragon's lair and take the prized component, CHROMATIC DWEOMERED Dragon Scales Dragon scales from chromatic dragons can be used to create many useful magic devices. Mest such items deal with the energies associated with chromatic dragons lke fire, cold, electricity, and acid, but others mimic the chromatic dragons’ many spel-like abilities, Azure Skullcap Tis large, brillant blue dragon scale is edged in mitral and set with blue sap- phires and tourmalines ina decorative patter. i fits snugly over the head, ‘occupying the same space as a magic helm oF hat. Once per day, the wearer of an azure skullcap can use it to cast ightning bot as an Bth-level caster. Anyone donning an azure skullcap receives mental instructions in Draconic on how to acti- vate the ability. A skullcap also grants electricity resistance 15 and a +2 natural armor bonus to AC. These items are popular among wiz~ ards and sorcerers for use as hidden weapons. Skulleaps are commonplace Mee ee ened among arcane spellcasers, and acti- ‘ating the item’s ability is purely mental (although stil requiring a stan dard action) Caster Level: 8th; Prerequisites: Craft Wondrous tem, barkskin, lghming bot, protection from energy; Market Price: 51200 gp: Cost to Create: 25,600 gp + 2,048 XP; Weight: 1b, Crimson Claw This small red dragon scale resembles 2 false Fingernail for a finger or claw. Iris decorated with a flame pattern in delicate gold leaf and magically adheres to cover the wearer's existing nail. Anyone donning a crimson claw receives mental instructions in Draconic on how to activate its abil- ties. A crimson claw does not interfere with any claw attack the wearer might chance of spel failure on spels with verbal components Caster Level: 6th; Prerequisites: Craft Wondrous ltem, barkskin, prorecion from energy. water breathing: Market Price: 60,000 gp; Cost to Create: 30.000 gp + 2.400 XP: Weight: 1B. Emerald Eye Patch This scintilating green dragon scale is 2 inches in diameter and Features a faceted emerald in its center If held to the face, it magically adheres to cover cone eye. Anyone donning an emerald ‘eye patch receives mental instructions in Draconic on how to activate its ability Only the wearer can remove it unless she is unconscious or killed, in which case it detaches easiy. ‘The wearer of an emerald! eve patch can rebuke or command plant creatures, Each dweomered dragon scale has ‘powers associated with the dragon it was taken from. have, but it ceases to function if cov- ered by a gauntlet or glove. Three times per day, the wearer of a crimson claw can cast burning hands as the spell cast by a sth-level caster. A crimson claw also grants fire resistance 15 and a +2 natural armor bonus to AC. Caster Level: sth; Prerequisites: Craft ‘Wondrous Item, barkskin, burning hands, protection from energy: Market Price: 44,000 gp; Cost to Create: 22,000 gp + 1760 XP; Weight: — Ebon Mask. This dul black dragon scale is edged in iron. i is roughly triangular in shape and slightly larger than a human fist when not worn. IF held to the face, it magically adheres to cover the nose and mouth, ‘An ebon mask grants the ability to breathe water and does not interfere with air breathing in any way. It also grants acid resistance 15 and a +2 natu- Tal armor bonus To AC. Only the wearer can remove an ebon mask unless be is unconscious or killed, in which case it detaches easily. While highly prized for its obvious benefits, an ebon mask has a drawback: Ir muffles speech, imposing @ 20% just like the granted power of the Plant domain, asa isthevel cleric 2 number ‘of times per day equal io 3 + the ‘wearer's Charisma modifier (minimum of ‘once per day). This stacks with uses {granted by the domain power. In addi- tion, the wearer can detect plans at wall as f using the defect animals or plants spell cast by a isth-level caster, but this, ability can only detect plants. Caster Levet: ss Prereq Craft Wondrous lem, canto! plants Cost to Greate: 48,000 gp + 3.840 XP: Weight: — Opalescent Amulet This miky white dragon scale is framed by a silver setting and hangs from a filigree chain. Tiny opals stud the surface of the dragon scale in a snow ake pattern. ‘An opalescent amuler grants the ice- waking ability of a white dragon, as well as cold resistance 15 and a +2 natural armor bonus to AC. The ice- walking ability Functions as the spider chinb spell in icy areas (see the spell description n the Player's Handbook for more information) Caster Level: 61h; Prerequisites: Craft Wondrous tiem, barkskin, protection trom energy, spider climb; Market Price: 33.000 gp Cost to Create: 16,500 gp + 1.320 XP; Weigh METALLIC DWEOMERED Dragon Scales Magic item crefiers tend to use metallic dragon scales to create magic items that less directly deal withthe elements and energies associated with the dragon's ‘ype than the items made from chro- matic dragon scales. Even so, each cdweomered dragon scale has powers deeply associated with the metalic dragon scale used fo create the item. Brassy Bracers Each about the size and shape of a man's fst, these brass dragon scales are edged in mithral and set with moonstones in a spiral pattern. Affixed to the back of each is @ buckle and leaiher strap so they can be worn on the forearms. Upon securing the brassy bracers, the wearer receives Sard eee ae how to activate thei a ‘nce per day, the wearer of brassy bracers can surround herself in a swirling shield of superheated air for up 1010 minutes. The shimmering heat waves provide concealment for the ‘wearer causing attacks against the ‘wearer to suffer a 20% miss chance. In addition, the heat deals 4d6 points of fire damage to any ereatures attacking ‘the wearer with a natural attack or melee weapon and any creatures grap- pling with the wearer. Creatures immune to fire or using manufactured weapons -with reach take no damage from the heat: When the swirling shield is engaged, the wearer does not goin fire resistance or immunity, but the wearer suffers half damage from cold. and is immune fo the heat damage of her ‘own bracers. Caster Level: rot; Prerequisites: Craft Wondrous Item, blur, fire shield; Market Price: 64,000 gp; Cost to Create 32.000 gp + 2.560 XP; Wei Bronzed Cuff Shaped to fit easily on a creature's wrist, this bronze dragon scale is set with a pair of tiger’s eye topazes and rimmed with bronze studs. A bronzed cuff can be worn with magic bracers fon the same arm without affecting, the ability of either magic item, but it does not work when a magie ring is worn on the same arm. When donned, it men- tally informs the wearer of its abilities in Draconic. As a free action, a bronzed cuf gen erates a +1 brifiant energy shock whip in the hand ofthe limb wearing it. Because the brillant energy ability ignores non- living matter, the whip cannot disarm opponents; however, its wielder also cannot be disarmed. The whip can stil be used to make trip attacks against liv- ing creatures, and the wielder may deactivate a bronzed cuff as a free action to avoid being tripped in return (on a failure. ‘A bronzed cuff grants immunity 10 eciricty as long as its worn, Caster Level: 16th: Prerequisites: Craft Wondrous Item, cal lighting or lghoning bot, continual flame, geseous form, pro- rection from energy; Market Price 125,000 gp: Cost to Create: 62,500 gp + 15,000 XP; Weight: —. Cupric Brooch ‘This small copper dragon scale is set in a rectangular granite frame affixed to a metal pin. Despite its name, it hangs from a chain or thong lke an amulet. Cuprie brooches are a secret jealously guarded by dao, who give them to loyal slaves to help them navigate the Elemental Plane of Earth and earthen barriers on the Material Plane. A cupric brooch enables its wearer 10 both move and breathe freely when passing through any type of stone or earth (but not magma or lava). Unfortu nately, his does not grant the wearer of the brooch the ability 1 see within stone and earth, and the wearer's speed is likely halved along. withthe other effects of blindness. The wearer travels as though waking (or swimming if that would result in a faster movement rate) and can walkin any direction through earth and stone, The wearer cannot pass through stone or earthen creatures Caster Level: oth; Prerequisites: Craft Wondrous ltem, avoid planar effects (from Manual of the Planes) or meld into stone, xarn movement (from Manual of the Planes) or passwalk Market Price: 1751500 gp; Cost to Create: 87.750 gp + 7,020 XP; Weight: — Golden Visor This gold dragon scale is edged in steel and pierced with viewing slits, looking very much like the visor of a helmet (which itis). It displays no magical abill- fies until attached to a normal helm, at Which time its powers manifest. A olden visor does not function if attached to a magic helm. Dragon scales taken from lung drag- ons can be used to create unique and powerful items. ‘The wearer of a helm fitted with a golden visor gains 1o0-foot darkvision and 3o-foot blindsight. In addition, the ‘wearer gains low-light vision twice as good as an elf's, seeing four times as well as a human in low-light conditions I also generates an aura of menace with a range of 30 feet, forcing crea tures with fewer HD than the wearer to make a successful Will save (DC 15) Cr be unable to approzch. Compeling @ Creature into the aura by moving close to it negates the menacing effect on that creature for 1 day, as does a suc~ cessful save. Caster Level: 1h; Prerequisites: Craft Wondrous Item, claraudlience/ clairvoyance, darkvision, invisibility ‘purge, repulsion: Market Price: 212,500 &p; Cost to Create: 106.250 gp + 8.500 XP; Weight: 1 Ib Sterling Collar This siver drogon scale is expertly shaped to fit around the throat and is, studded with chrysoberyls and white pearls. When donned, it mentally reveals its abilities 10 the wearer in Draconic. A sterling collar counts as a necklace when considering what magic Items work in combination The wearer of a sterling collars able 10 walk on clouds just es silver dragon does (treat this as an air walk spell that works only in fog or clouds). This ability is always in effect while the collar is worn, even if the wearer Unconscious. in addition, a stenting co: Jar grants cold resistance 15 and @ +2 natural armor bonus to AC. aster Level: gth; Prerequisites: Craft Wondrous Item, air walk, barkskin, protection From energy: Market Price: {54,400 gp: Cost to Create: 27,200 gp + 2176 XP; Weight: 1 Ib. ORIENTAL DWEOMERED Dragon Scales The dragons from Oriental Adventures have varied and unique abilities, and magic items crafted from the scales of these creatures are similarly wondrous i : Dweomered dragon scales based on the lung dragons from Oriental Adventures often have spells from that supplement 1 prerequisites, Such spells are indi cated with an asterisk ("), Alernate pre- requisite spells from the Player's Handbook have been provided, Beruto of the Carp Dragon This hemp belt is decorated with seashells and features a yu lung dragon scale fashioned into a buckle. Anyone donning a Beruto of the carp dragon gains the aquatic subtype as long as it is worn, with the following effects: abil- ity to breathe fresh or saltwater (but not air), a swim speed equal to the ‘wearer's base land speed, and a +8 racial bonus on Swim checks. The ‘wearer can always choose 10 take 10 when swimming and is able to use the run action if swimming in a straight line. if beruto of the carp dragon is worn on dry land, the wearer must hold his breath or suffocation begins the round after the wearer emerges from the water or the beruto is donned (see the Dunceow Master's Guide) Caster Level: 7th; Prerequisites: Wondrous Item, alter self or swim water bresthing: Market Price: 22,000 8p; Cost to Create: n.o00 gp + 880 XP; Weight: 1 b. raft Flery Kabuto of the Celestial Dragon This extremely ornate helm is decorated with red and yellow enamel and features a lange tien lung dragon scale 2s its cen- tral decoration. When first donned, it informs the wearer of its abilities in the Spirit Tongue. ‘Once per day on command, a flery kaburo of the celestial dragon creates sphere of fire centered on the wearer. Initially, the flames only surround the ‘wearer, who takes no damage from the swirling fice; however, anyone attacking the wearer with a melee weapon or a natural attack or that grapples the wearer suffers 1d6 points of fire damage per round of contact. Multiple attacks against the wearer by the same creature in one round da not result in it suffering fire damage more than once. By raking 8 fulkround action and making a success- ful Concentration check (OC 15 + any damage token during the full-round action), the wearer may increase the diameter of the sphere by 10 Feet and the damage dealt by +146, to a maximum of 4d6 points of Fire damage per round for a go-foot diameter sphere. Once the sphere's area of effect has been increased, no concentration is needed to minrain the new size. Creatures within the area suffer fire damage automati- cally each round but only once per the wearer encounters similar magical obstacles, but it does not negate any damage that might be deat. For example, a wearer entering the area of a spike stones spel is not reduced ta half speed but stl takes 148 points of damage for every 5 feet of movement aster Level: sth; Prerequisites: Craft Wondrous item, freedom of movement, water watk; Market Price: 30,000 gp; Cast to Greate: 15,000 gp + 1200 XP; Weight: — Kodate of the Spirit Dragon This +4 smal shields Fashioned from silver-plated steel and has @ shen lung, dragon scale embedded in its center. Its bearer is able to converse in the Spirit Tongue and, once per day, become ethereal as per the ethereal jaunt spell cast by a oth-level caster for up to 10 rounds. The scale of a red dragon is an excel- lent component in items that have power over fire. round no matter how many times they enter or exit the area during the round. ‘hile sheathed in the flames, the wearer is immune 0 cold and fire damage; the sphere remains for 3 min- utes or until dismissed. Note that wearing a Kabuto is a right normally reserved for samurai Caster Level: 1th; Prerequisites: Craft Wondrous item, Enlarge Spel, fires of purity” or fre shield: Market Price: 137,000 gp; Cost 10 Create: 68,500 gp + 5480 XP: Weight: 3 Ib. lyaringu of the Earth Dragon This earring is fashioned from one of a li lung's peacock-lke quills and deco- rated with jade beads and pieces of red coral Large and gaudy, an iyaringu of the earth dragon doesn't Function with a magic helm or hat. Versions for both pierced and non- pierced ears have been discovered. ‘An iyaringt ofthe earth dragon grants sure footing t0 its wearer, allow ing her to move at normal speed over mud, quicksene, sand, and uneven ter- rain, and to remain standing: during ‘earthquakes. It has the same effect when Caster Level: soth; Prerequisites: Craft Magic Arms and Armor, ethereal jaunt, tongues; Market Price: 53,160 gp: Cost to Create: 26,580 gp + 2126 XP; Weight: 6 I. Kuribune of the River This 6-inch-diameter chiang lung dragon, scale is decorated with blue and green enamel, the interior studded with fresh- water pearls arranged lke benches in 2 tiny rowboat is usually stored in a ‘watertight black lacquer box. While it appears to be simply a decorative ‘object, it reveals its true power when it touches water. ‘Whenever a kuribune of the river dragon comes in contact with water and ‘the command word is spoken, it enlarges into a normal r2-foot rowboat that can hold up fo three Medium creatures, The boat follows simple one-word commands from someone sitting in the prow such as “start,” “stop,” “let,” “right” and so (on, and travels at @ constant speed of 10 feet per round (subject to the current and rowing). Sprinking a handful of sand or dirt into the boat returns it 10 dragon scale form, Caster Leva: 2h; Prerequisites: Craft Wondrous item, 5 ranks of Craft (ship- making), contingency, fabricate, find the path; Market Price: 6,000 gor Cost to Greate: 3.000 gp + 240 XP; Weight b Pearly Okimono ‘of the Sea Dragon ‘This ornate lung wang dragon scale is 12 inches in diameter and inlaid with mother-of-pearl, coral, and white pearls depicting an ocean scene. Many ship captains keep a pearly okimono of rhe sea dragon in their cabins, although simaller vessels have one mounted on their bows for decoration. tris @ mark of prestige to possess one, as these items greatly benefit warships, exploratory vessels, and fishers ae When carried aboard a waterborne vessel, @ pearly ofimono of the sea ragon grants +10 bonus on any Profession (sailor) checks made to con- trol the ship by someone on the vessel Ir also increases the vessels hardness by 5 and halves any chance the ship has of apsizing in rough water Caster Level: mh; Prerequisites: Craft Wondrous fem, commune with nature or commune with greater sprit’, control winds, ironwood: Market Price: 75,000 £86; Cost 10 Create: 37,500 gp + 3,000 XP; Weight: 6b Tarekazari of the Colled Dragon This amulet is fashioned from @ pan lung dragon scale decorated with sit ver and amethysts. It hangs from a sil ver chain and bears an inscription that reads, “Honor thine ancestors” When placed on the remains of a creature, a rarekazari of rhe colled dragon recites Five generations of the creature's ancestors and then allows three questions to be asked of the creature's spit, subject to all the restrictions of a speak with dead spell cast by a 7th-level caster. This ability ccan be used three times a day. Once per week, a rarekazari of the coiled dragon can render a creature's remains immune to reanimation as an undead creature by spell or magic item. This effect is permanent. Caster Level: 7s Prerequisites: Craft Wondrous ltem, hallow or dispel rant, legend lore, speak with dead: Market Price: 75,360 gp; Cost to Create: 371680 gp + 3014 XP; Weight: ~. Watery Hachimaki of the Typhoon Dragon This blue sik headband is sewn with black pearls and features a run mi lung dragon scale as its central ornament. Once per day, the wearer can cast control weather, and twice per day the user can cast control winds. Both spells have effects as though cast by 9 1gth-level caster. Caster Level: i3ih; Prerequisites: Craft Wondrous item, contro! weather, control winds; Market Price: 124,800 £9; Cost to Create: 62,400 gp + 4.992 XP; Weight:— FORGOTTEN REALMS Dweomered Dragon Scales ‘The folowing dweomered dragon scales come from dragons that can be found in ‘Monsters of Faeran. Like other dweomered dragon scales, their powers take the form of aspects of the dragon the scale came from. Amber Pinwheel Resembling an ornate child's toy, this brown dragon scale is gilded with rose old. Iris pierced in the middle and fastened to a short silver rod, allowing it to spin freely. An amber pinwheel has two abilities, both activated by set- ting it into the ground and speaking a command word. ‘One command word causes the amber pinwhee! to create an invisible dome of force 10 feet high and 20 feet in diameter. The dome blocks particu- late matter (dust, sand, snow. and the lke) and nonmagical projectiles of any size, Magic projectiles, spells, water, .g95 attacks, and wind (but not Fiying debris) are not impeded. This applies on both sides of the dome; nonmagical ranged attacks cannot be fired out from within. Any material covering the dome when this effect ends fils the space formerly occupied by the dome, A second command word creates the ilusion of a sand dune with the same dimensions as the dome of force. Both abilities can be in effect at once. IF dislodged from its location, an amber pinwhee!’s effects end. The secret of manufacturing amber pinwheels is known to the jann as well as certain tribes of nomads dwelling in the Raurin desert of Faerun. Caster Level: ioth; Prerequisites: Craft Wondrous lem, hallucinarory rerrain, wal of force: Market Price: 39,000 gp: Gost to Create: 19,500 gp + 1.560 XP; Weight: 3 tb. Dark Clasp This blackish- purple deep dragon scale comes in two parts, which fit together to Value: 10,000 gp; Cost to Create: 5,000 gp + 400 XP; Weight: — Shadowy Diadem This black iron headband is studded with ‘onyx and black sapphires, wit a trian- Displaying a dweomered dragon scale can invite the ire (or the avarice) of any dragon. form a twining serpent. A dark clasp usually fastens a cloak, but it can secure any type of clothing. The wearer of a dark clasp gains a slighity ophidian feature, usually vertical pupils, and gains the ability to make 3 single melee attack each round with a reach 5-feet longer than normal, either by elongaiing the neck to bring the head within range fora bite attack (ifthe ‘wearer has one) or by elongating a limb when striking with @ natural or manufac- tured weapon. The attack must be made. with one limb, so the wearer of this item ‘cannot gain greater reach with a ‘weapon wielded two-handed. This ability is physically taxing and may only be used @ number of times per day equal 10 23+ the wearer's Constitution bonus. This abiity can also allow a standard ‘ction performed one-handed (such as picking up a set of keys outside a cel) to be performed with 5 more feet of reach. Caster Level: ih; Prerequisites: Craft ‘Wondrous ltem, after sel, polymorph ‘Market Price: 24,000 gp, Cost to Greate: 12,000 gp + go XP; Weight: ~ Fanged Ring Protruding 3 inches above its serting, this gray fang dragon scale is set in a heavy gold band. The ring appears clunky bur does not interfere with any actions requiring Dexterity checks. AA fanged ring increases by one step the amount of damage the wearer deals with an unarmed strike (Use the od and new damage table in the Monster ‘Manuelto determine the new damage value) It also grants the Improved Unarmed Strike feat. Finally, 9 fanged ‘ing deals 1 point of temporary Constitution damage with each critical hit in addition to dealing double damage. Caster Level: eth; Prerequisites: Forge Ring, divine power, poison: Market gular shadow dragon scale affixed to its center. When worn, a shadowy dladem cloaks its wearer in @ swirling mass of darkness thet provides concealment (0% miss chance) and grents immunity to energy drain effects. Caster Level 5 Wondrous item, blur, dearh ward: Market Price: 69,000 gp; Cost to Create 34,500 gp + 2,760 XP; Weight Sonorous Scale This song dragon scale is decorated with variety of precious metals and gems with no discernable pattern or form. ‘Speaking a command word causes a sonorous scale to change into an attrac~ tive piece of jewelry-such as a brooch, pendant, bracelet, circle, or amulet—of the speaker's choice. This magic it does not inhibit the functionality of any other magic item, including when tis shaped lke another item the user wears ‘A second command word changes it back to its normal form. The piece of jewelry may be worn by anyone but, once donned, only the wearer can safely touch i uni iris deactivated, ‘When worn as a piece of jewelry, 2 sonorous scale acts as both a protec tive device and a theft deterrent. If someone tries to remove it from its wearer, it dlivers « powerful shock dealing 308 points of electricity dam- age, and emits a high-pitched keening sound clearly audible for within 1,000 feet, t makes this noise until removed or until the wearer is kiled. The ‘wearer can also activate or deactivate the keening with a command word. Caster Level: 6th; Prerequisites: Craft Wondrous tem, Enlarge Spl, alarm, TS THE ECOLOGY OF THE TRONMAW By Skip Williams - illustrated by David Walhstrom dvennurersandsegesfanfior A: ihe denizens ofthe Outer anes have long been avare of the deadly ronmaw, an nate predetory plant from the fie Layers Of the Advts The creature get ts name fom ts most ghost feature: a gaping maw capble of engulfing an Gere hone up and crusting the vic Tm nah inexorable grip Ihe 8 masive The ironmaw remained vraly unknown onthe Mater Plane ni ests sl ithe forest ofthe Material Plane, probably from seeds uniting caved cut of the Ayes by adventurers, Although it remains fit Idi looking lode oo sister and dangerous plc An ironmaw has a certain low cun- ning and the ability to speak Abyssal, bur it usually concerns itself with securing a steady supply of food and thinks of lire else. It has no taste for vegetable matter or carrion but other- wise will eat virtually anything~and it is always hungry. Anyone who attempts to parley with an ironmaw hhad best stay alert. Although simple. minded, itis Fully capable of lying to draw a potential meal within reach of its grasping tendrils IRONMAWS IN THE WORLD Today, ironmaws can lurk in almost any locale on the Material Plane where trees grow. Although they can with- stand arctic cold, they prefer temper- ate or tropical climes, where prey is more plentiful and where they can pose innocuously as the broadleaf trees they resemble. Although prima rily a forest dweller, the ironmaw can also be found in swamps, hills, and even mountain valleys, always in the ‘company OF tall trees. ‘Travelers returning from the Abyss relate rales of dense stands gontaining dozens or even hundreds of the mon- sters. lronmaws living under these con- tions stay on the move almost constantly, each one trying to shuffle to the edge of the stand, the only posi- tion from which it has any real hope of capturing prey. Thus they creep across the Abyssal landscape lke great, dark amoebas flowing in ever-changing shapes and occasionally splitting into smaller masses. Any creature unfortu nate enough to stumble into one of these awful groves usually dies within seconds 19 susan deadlysikes by the ironmaws' tendrils. The éreatures ther squabble over the conpse, Ieraly tear- ingtst9 its as each fries 10 obrein 2 morsel of flesh forse. On the Material Plane, ironmows are largely solitary, although they can be found in pairs or small stands of up to half a dozen trees. They usvally gather ments seldom last fong, since the dragon ‘eventually grows tired of Fetching ive Iprey for is servant. Even iF dragon does not press an ironmaw into service, it often keeps elose fabs on the creature. Irenmaws have file interest in treasure, ‘andimosr dragons aren't above picking Up any baubles lft behind as the raven: (us tree roam about the forest. ‘THEARONMAW DEVELOPED:11S TASTE FOR FLESH IN THE ABYSS, WHERE SUNLIGHT 15 UNRELIABLE Ar BEST AND'SOILS ARE NOTORIOUSLY POOR, to mate or to take advantage Of a rich hunting area. Once a sténd contains about six individuals, however, one OF rmore ShUffleof in search of better ‘opportunities. Because ofits isatiable appetite and evil nature, an ironmaw is seldom a welcome addition 10 any sylvan neigh- bborhood, Nearby elves who become aware of its presence cuick’y mount an ‘expedition 19 eradicate i. Druids often ‘react the seme way, despite their live and-letlive mindset= an ironmaw can ‘quickly drive off or kill an area's gar thus disrupting the narural cycles of the forest. Centaurs cryadganymphs, and feven the usualy playful and eatefres sprites are similarly host, although they often lack the magical power needed to dofeat the creature. They usually keep a clase watch on the iron= maw lest it approach @ settlement, then either attempt 19 discourage it on seek help. One effective tactic is to throw 2 cordon around the slow-moving plant and drive off allthe local animals, thus depriving the ironmaw oF prey and encouraging it f@ move elsewhere Green dragons also resent the pres ence of such capable predators in their territories, but occesionaly one forges an alliance of sorts with an ironmaw. Protected by its moblity, breath weapon, and magical power—not to mention its sheer size~the dragon can sometimes intimidate or bribe the crea- ture into serving as a guardian for its lair, The ironmaw is conrent to serve 89 long as the dragon brings it food regu- larly (very Few beings willingly approach a dragon's lai, and they are even les likely to do so with a vora- cious ironmaw around). Such arrange LIFE CYCLE “The ironmay, developed its taste for Aleshiin the Abyss, where sunlight is Unreliable at best and soils are notori~ ously poor. Even when growing in 2 fertile zone on the Material Plan, an ironmaw craves flesh, bone, and bloodhifor sustenance and reproduc- tion, Although often able to survive fon good Sol and sun alone, itis insa fiably hungry by nature and xtra energy boost 10 produ and seeds. lronmaws produce hanging chisters of dark brown flowers that give off a stink lke that of carrion, Every ironmaw has both male and female flowers and is capable of reproducing on its own, but stands often gather to cross-poinate. An ironmaw transfers pollen from WJower to flower using its tendrils. Once alinated, the blooms develop into chus- Yer$ of dark brown fruit resembling acorns, retaining their foul odor. The fruit tases just as bad as it sme, and i is too acrid for humans to eat unless first cured in lye. Even then it tastes ke rotten meat When cast on the ground and watered with blood, a fruit sprouts within a few weeks. An ironmaw seeding resembles ‘an adult but is dangerous only to Fine and Diminutive creatures. A seeding can take anywhere from afew months 10 a few years to reach adul size, depending on how much food it ges. NATURAL WEAPONRY ‘An ironmaw possesses a mighty arsenal of natural weaponry, which includes its tendrils and powerful maw. Tendris: An ironmaw’s four thorny tendrils are formidable weapons, The crean whi -e wields them lke very tong cr flals. A fulgrown ironmaw’s tendrils can grow 10 120 Feet long (id x10 + 60 feet); however, the creature can only manage attacks with lengths of tendril up to 80 Feet. The excess coils remain hidden in its upper branches, allowing the ironmaw fo pay out extra length when making a melee attack, should a tendril be severed. This gives it a natural reach of 60 feet. A randrl deals an average of 17 points of damage (2d6+10) on a hit, and that alone makes it dangerous to many Creatures. Its many thorns and barbs deal piercing and bludgeoning damage, and it threatens a critical hit on an attack roll of 19 or 20. Howe, ironmaw’s tendril delivers more mere damage. It also digs into the flesh, becoming artached like @ burr in a dog's fur. Sticky sap adheres to clothing and ‘equipment, anchoring the tendril al the more securely. Whenever an ironmaw begins its turn with a tendril attached to an opponent, it automatically deals tendril damage and drags that creature 10 feet closer to itself, possibly drawing, the opponent into its crushing maw (see below). The moment the tencril strikes and attaches, specialized spines inject viru: lent spores into the opponent's blood: stream, These spores have a powerful anticoagulant effect, causing the wound to bleed profusely and dealing an adci- tional 3 points of damage each subse- quent turn. This damage occurs at the beginning of the ironmaw's turn in the initiative order and continues each round until the wounded creature dies or the wound is treated. The bleeding ‘can be stopped only by a Heal check (OC 10) or the application of any cure spell or other healing magic (heal, heal ing circle, or the lke). Each hit by a tendril causes another wound, The iron- maw's blows also have a sickening ‘effect on the victim, dealing 1d6 points ‘of Constitution damage as the ironmaw feasts on its blood. Severing a blood- filed tendril releases a gory spray of crimson from the cut. This doesn’t do any exira harm to the ironmaw, but it looks impressive Breaking free from a tendril is diffi cult. To do s0, the opponent must make an Escape Artist check (OC 25) or a Strength check (DC 26), or deal 3 points of damage to the tendril with 2 single blow from a slashing weapon {AC 22). Use the procedure for sun dering a weapon (see Chapter 8: Combat in the Player's Handbook) to Ive the attempt. Maw: An ironmaw can use its name- sake feature to deliver bite attacks. The creature's bite isn't nearly as formida~ ble as its tendrils, but it deals a respectable g points of damage on average (1485). The real danger comes when the ironmaw manages to drag a foe into bite range with a tendri. When it ries fo bite a creature thar has at least one tendril attached, it gets a +4 bonus on is atack rol IF the ironmaw drags # Large or smaller foe into its own space, it attempts to engulf the creature. The foe is alowed a Reflex save (DC 15) to avoid the maw. Ifthe save succeeds, the foe is pushed either back to where it began the turn oF into any space adjacent to the ironmaw the ironmaw chooses the space). Any tendrils attached to the foe remain attached. I i fais the save, the foe ts deposited in the crushing mave, where itis forced into the ironmaw’s hollow, fluid-filled trunk. The ironmaw detaches any ten- Gris atached to the engulfed foe The tree's digestive juices are too weak to cause any immediate harm to an engulfed foe, but the victim must hold its breath or begin to drown. The trunk, however, act lke an enormous Sizzard, grinding up the ironmaw's food and dealing 248-10 points of bludgeoning damage each round to the creature within. ‘An ironmaw's trunk can hold one Large, two Medium, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine creatures. Creatures kiled inside the trunk are completely consumed after about an hour, at which time the ironmaw expels any indigestible mater. The ironmaw might also engulf crea~ tures it has kled with its tendrils, stor~ ing them for several days uni ir can “plant” them around an ironmaw seed. ‘About a week after planting, the seeds sprout into ironmaw sapings, which feed off the corpses planted with them and reach maturity within a month. IRONMAWS IN COMBAT Because itis virtually immobile, an ironmaw hunts by ambush, Despite being fairly stupid and always hungry, the creature exhibits considerable guile ‘and patience. It First chooses a locale ere prey is likely to approach: Springs, fords, game trails, salt licks, and areas of young, tender growth all attract wildlife and make prime hunting grounds for ironmaws. More daring specimens lurk near roadsides, bridges, and campsites, hoping to ambush unwary people. ‘An ideal spot has many broadleaf trees of about the ironmaw's height (20 fo 30 feet for a mature individual) and 2 clear area nearby. The ironmaw hides among the trees and uses its tendrils 10 attack anything that enters the clear area, The edge of a woodland meadow serves its purposes well Given its lack of mobility, an iron~ maw would seem to have few gbtiong! jn combat, Its incredible reach) hoW= ever, gives it flexibility. Ir threatens opponent struck has to deal with a bleeding wound and an attached tendri On subsequent rounds, with one or more foes so occupied, the creature Uses its free tendrits against eny who are still ree, starting with those who are trying to assist their comrades. IW reduced to less than 25% of its original hit points, an ironmaw often switches tactics and directs all its free tendrils against the foe that has hurt it the most. This tactic works well since the Constitutionsjoss from multiple tendrit hits can Killa sfigle creature outright, Whenever 2 foc SBEUibg faa Jronmaw's tendo attack, its Great Cleave feat comes into pley. It detaches the tendril to make another eles attack, usually ageinst the ALTHOUGH TT REMAINS-FAIRLY RARE, AN IRONMAW CAN TURN THE MOST IDYLLIC-LOOKING GLADE INTO A SINISTER AND DANGEROUS PLACE. everything within 6o fee fi/Gan make attacks of opportunity within thar area, and it can easily attack multiple foes ‘even when they are scattered. An inexperienced ironmaw lashes 6 ‘whenever anything comes within Tange. ‘An ober, more crafty specimen usualy ‘waits until prey gets closer, usually about 4o feet away, especially when several opponents approadhilinna group. This ensures thatthe ironmaW 88 attack any of its foasiandemaks it ‘more difficult for them fo withdraw out of reach, In either case the ironmaw tries to attack before its opponents Gan Spot it If ir manages to get durprise (quite likely given its excellent ability to hide among the trees) the irenma makes its single artack against the closest foe. This generally assures it ofa clear line of sight and also fanees the foe's com panions (iF any) to move closer if they want fo help free their comrade from an attached rer ‘When an using its first full artacl action against a group, an ironmaw usualy lashes at three or four different foes, starting with the creatures closest to itself. Alhiough this tactic dilutes the ironmaw's offensive power, it also blunts any countermeasures, since eagh closest fos-who does not alreadyhave a tend artached. ‘An ironmaw seldom tries 10 fle from combat, knowing that it cannot ourun anything with its land speed of 10 feet. Bur if it is being harried fom beyond its reach by ranged weapons or spel’ ‘thas sense enough fo withdraw or at least seek cover. ironmaw Group Tactics Wher\a pair or stand of ironmaws Fight 1Ogetherpthey usually do not Bother 10 eoordiat@. Instead. they Stand 5 10 10 feet apart in.a circle Wiha diameter of 40 to goWfect. The creatures usually hold their attacks {nil they are spotted er Until oppo- Tents come within reach of at least two individuals. Gpce the battle com- rmences, each ironmaw generally fol- fows,the tactics scribed above Frequently. endrils from two or more ironmaws become attached to the Same foe, Whefithis occurs, all of them {ty 10 drag the eréarure toward them selves. To decide which one wins the ‘resulting tug-of-war, first look for a ‘space that is io feet closer ro all the ironmavs involved. If no such space is Available, find espace 10 feet closer 10 atleast one of the competing iranmaws and not farther away from any other, If there stills no such space, all the iron- maws make opposed Strength checks (if any individual has more than one tendril attached, it gains a 2 circum: stance bonus an the check for each extra tendril). The loser must detach its tendrils, and the remaining iron- maws repeat the process until there is a legal space to move the creature or splotches on the leaves. A druid can immediately recognize the ironmaw as an unnatural plan. A Knowledge (planes) (DC 20), Knowledge (nature) {061g}, or bardic knowledge (DC 25) check confirms its true nature-and, of course, characters might recognize i The wary might loose an arrow or other ranged attack atthe odd looking TRONMAWS CAN BE DIFFICULT TO ERADICATE, BUT WITH SMART PRECAUTIONS AND CAREFUL TACTICS, A PARTY CAN DEAL WITH THEM EFFECTIVELY. Until only one irenmew has tendrits attached to i FIGHTING AN IRONMAW Often, the best way to deal with an ironmaw is to avoid the creature. In theory, a trained observer can easily recognize an ironmaw’s territory. This is true, 1o an extent, When an ironmaw has remained in one place for 4 while, the area becomes littered with indigestible bits from its previous vie tims, such as scraps of fur. Hf the iron maw has battled intelligent ereatures, it leaves behind pieces of their equip ment, particularly metal and wooden items, coins, gems, cloth, ond leather, which the ironmaw either cannot digest or does not care to eat. However, all this deteitus is easily overlooked amang he natural liter and brush that covers: most forest floors, he Spot DC to notice telltale debris in an ironmaw’s vicinity is 20. Even if successful, the check merely reveals its presence, nor its significance, A Survival check (DC 15) allows the srver not only 12 notice the refuse aso to realize that some predatory reature has fed and left it behind. & character who successfully spots the debris can attempt a Knowledge inature) check (DC 15) te come to the same conclusio Even when scanning the area upon noting the debris, a party might over- look the ironmaw’s presence. They must rake Spor checks eppased by the iron maw's Hide (which is excellent within a wooded area) 1o actually see the crea ture. Even then, it resembles an oak tree distinguished only by blood-red tree, This usually motivates it to sirk if the i the ranged attack misses or fails 10 ‘overcome the ironmaw’s damay reduction. IF no foes are within reach, the creature waits a round or 1wo, hoping someone will move in for a closer look: is a foe within reach, even Stay Back if You Can Given an ironmaw’s extremely slow speed, en obvious combat tactic is sim ply to stay out of reach and hur! spells and ranged attacks. However, this is easier said than done ‘An ironmaw has impressive damage reduction, rendering it all but immune to ranged weapons with less than + magical enhancement. Since most cher acters focus on melee combat, suff ciently powerful ranged weapons are seldom avaiable, A greater magic weapon spell can make up for this lack nicely. Even so, expect to spend a long, time pumping, arrows into an ironmaw before it succumbs. IF you are in a thickly overgrown area, chances are the inonmaw can gain cover from the surrounding trees, making the task of bringing it down with ranged attacks even more laborious. Also keep in mind that the creature is not completely immobile. It can cover 20 feet a round with 3 double move, or 4o Feet runs, requiring a minimum distance of 105 feet to be entirely safe from an ironmaw’s attacks. While itis difficult to run through a forest, an open space is much easiar—ironmaws lurk near clear: ings and meadows for a reason. ‘When playing cat-and-mouse with an ironmaw, keep an eye out for others. lurking nearby. If you allow one iron- ‘occupy your attention, another Just might creep into range unnoticed. Going Toe to Root Defeating an ironmaw with melee attacks usually takes much less time than a ranged a more risk ault, bur it entails far Ir doesn’ pay t0 be timid in close. ‘combat with an ironmaw. Move in quickly so that it gets few chances 10 use its tendrils. Also, send in as many attackers as possible s0 that no one opponent faces all the creature's ten drs, Should the ironmaw manage to attach a tendri to a comrade, don't be in too great 2 hurry 10 free the character tuniess you intend fo flee. Constiurion damage occurs only when a tendril first hits and attaches. Breaking free only invites another tendril attack along with another bleeding wound and more Constitution damage. Ia party member is snared within 15 feet of the ironmaw. however, iry to sever every tendril as soon as it araches. You don't want any- ‘Once you get close enough for melee, plan to stay there until you ge the jab done. Almost anyone can outrun an ironenaw, but there's ro escaping those tendrils when you're within 60 feet of the monste Spelislinging A typical party’s ability to strike effec tively ata distance usually rests with its spellcasters, However, an io maw’s spell resistance of 30 makes it all'but immune to most magical assaults, even from casters with the Spell Penetration fear. Spel that employ cold or electricity are a waste of hime: Ironmaws are immune 10 these energy types. They are also resistant to acid and sonics, so use fire and force effects iF you must cast spells against an ironmaw. itis best to slick with spells that enhance your party, such as greazer magic weapon. Spells that create or conjure alles such as the various summon monste and summon nature's ally spelis, and animare objects, get around an iron mmaw’s spell resistance. Such allies, however, often cannot overcome the creature's damage reduction and thus can only block or delay its movement. But sending in a first wave of sum: moned creatures floods the area with more targets than the ironmaw can deal with, allowing the PCs to get within melee range without drawing Tendril attacks. Most ironmaws are cagey enough to redirect their tendrils against more dangerous opponents, put this tactic might still buy combat ants a little time, Being evil and extraplanar, an iron maw is vulnerable to banishing spells such as dispel evil and holy word (even if it grew from a seed planted on the Material Plane), These spells still have 10 get through its formidable spell resistance, but the battle is over if they work-and the +4 deflection bonus fo AC from dispel evil doesn't hurt either. Comrades who have been engulfed or who have tendrils attached stay behind when the ironmaw is banished back 10 the Abyss. The banishment spell, of course, is the most effective means of sending an ironmaw packing, items repellent to an ironmaw include: a ound or more of salt, a pound or more of silver, hairs from a celestial creature or good outsider, fire, and an axe blade, Each exira element improves your ability to overcome the ironmaw's spell resistance by +1 and also raises the spell’s save DC by 2, so try To use fas many as you can ALTERNATE STATISTICS The statistics below represent a juvenile ironmaw. The standard mon ster description can be found in the Fiend Folio tronmaw Seeding: CR v0; Large plant (Extraplanar); HD 848432; hp 68; Ii Spd 10 fs AC 21, touch g, flat-footed 2, BAB +6; Grep «16; Aik +12 melee (04846 4 tendris/ert 19-20) and +7 bite (id6+3); Face/Reach: wo fi./0 fr (qo-foot reach with tendris); SA Atach, engul,ilness, rend, wound ing; $0 Acid resistance 1, cold immu- nity, DR 10/42, electricity immunity plant traits, sonic resistance 5, SR 20, SV Fort +10, Ref +1, Will +; Sir 22, Dex g, Con 1g, Int 4, Wis 13, Cha 14 1, Listen 2 Feats: Alermess, Power Atack, Cleave Artach (Ex: If an iconmaw hits with a tendri attack, the tendril, in addition to dealing normal damage, attaches to the opponent's body. A tendril draws 3 closer in ea subsequent round (no attack of oppo tunity) unless the opponent breaks free, which requires an Escape Artis check (DC 21) or a Strength check (DC 2). An ironmaw can draw in a crea ture within 10 Feet of itself and bite with a +4 attack bonus in that round, An ironmaw can draw a creature into its space and attempt to engulf it as well. A tendril can be severed by a single attack with a siashi (made as an attempt to sunder a weapon) dealing at least 7 points of damage. Severing a tendril does not shorten the ironmaw’s reach; it simply plays out more tendril from its trunk. Engulf (Ex): As a standard action, an ironmaw can attempt to engulf a Large or smaller creature that enters its space. The victim of the attack can make an attack of opportunity, but if it does, itis not entitled to a saving throw. A victim that does not attempt an attack of opportunity must make @ Reflex save (DC 15) or be engulfed; on a success, the victim is pushed back or aside (but not freed from attached ten- Gris), An engulfed creature takes 148-6 points of bludgeoning damage within an ironmaw’s trunk each round and must hold its breath or begin to suffocate liness (Ex): An ironmaw's tendrils ccan sap an opponent's health. Anyone ‘caught by a tendril must succeed on a Fortitude save (DC 18) or take 146 points of Constitution damage. Tendrils (Ex): An ironmaw can attack with its four tendrils from up to 40 feet away. Anyone struck by @ dril can take damage, lose blood, suf. fer iless, and be drawn toward the ironmaw’s trunk. ‘Wounding (Ex): A wound resulting from an ironmaw's tendril attack bleeds for an additional 3 points of damage Per round thereafter. Multiple wounds from such artacks result in cumulative bleeding loss (wo wounds for 6 points damage per round, and so on). The bleeding can be stopped only by a Heal ‘check (DC 10) or the application of any ure spell or other healing spell (hea, healing cirele, oF the lik Plant Trairs (Ex): An ironmaw is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affect- ing effects. An ironmaw also has low- light vision. Skills: ronmaws receive skills as fey. An ironmaw has a +8 rac con Listen and Spot checks. “In wooded areas, an ironmaw has 2 +15 racial bonus on Hide checks. © bonus BRU ice cy fo tm ReC roc merlot RT om cr Oi Ce ee ND Coupon Code: 892738 - Order Toll Free Today 1 (888) 499-3423 phat's twice as bad as a mon- AV Fe Tesco er a Ce Deen ad Fe tec rounded party: A combat speci Se eee es caster, and a rogue. Such a party can Ce i cr) Nee ue Cree ae Rees Pee ee Mocs Cee on prt of well-consiructed groups. 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When the others ee ae) croc aa eer eu ea) ce ee ec See eT ed stone, can give dungeon adventurers ue encounter, then, if it hides with @ few So Ra ea ec eT Cee a Ce Ye cs Dt Ce er) ee a companions descend and grapple Ce eee er eee ag Se See ea) Pe ni Ce en ey some time, and it could be a while before anyone figures ut there's a See ee uy Ce a ue a ee Cts ARMED TO THE by Penny Williams - Illustrated by Kalman Andrasofszky THE ILLITHID ARSENAL There was a time,” said he old sage in a fone thar bespoke unurrerable weariness, rable. They could fry your brain with a thou. then one would have even deadlier mental powers, or or escape your sword. And they usually had a few slaves of various kinds fo serve as cannon fodder The young wizard gulped audibly. She had seen ade succumb to a mind flayer before, and it wasn't sight, What now lay in store for her and her companions in the Underdark? ae the ways of the insidious creatures Te: 2 mind flyers oF His, are as varied as they are mysteri- us. In their subterranean lairs, they craft new items of power with which to subjugate other races. According to some reports, they even craft new slave races—beings created or bred to serve the ilthids in specific ways. To the mind flayers, of course, such crea- tures are merely tool, just as magic items are tools for humanoid races. But few have ever explored the mysteries of how such living tools are made. NEW MAGIC ITEMS lithid wizards and sorcerers have long experimented with creating magic items to enhance their race’s ability 10 gain slaves and food, as well as to dominare any area where they chose to seftie~be it'on this plane or another. The follow- ing items are designed primarily to aid mind flayers in the pursuit of these foals, although most can be used by other creatures as well Dimensional Tracking Net This +2 ner is composed of ultrathin, shimmering fibers that seem almost too delicate to hold an opponent. It is ‘weighted around the edges with six- teen crystalline spheres that resemble miniature crysral balls. Despite its deli- ‘

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