Ragadahn

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RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16. Goblin Squad Member. RPG Superstar 6 Season Star Voter, 8 Season Marathon Voter. Pathfinder Adventure Path, Starfinder Adventure Path Subscriber. ****** Venture-Lieutenant, Connecticut—Fairfield County 308 posts (3,310 including aliases). 5 reviews. No lists. No wishlists. 46 Organized Play characters. 4 aliases.




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A set of affixed plastic furniture stands across from the door to a room in the navigation chambers onboard the Master of Stars. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green.

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You have been summoned to an emergency briefing in the Lorespire Complex's starship hanger. The facility bustles with activity, tension thick in the air.

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A set of white furniture stands around the door to a briefing room in the middle levels of the Lorespire Complex. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green.

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A set of white furniture stands around the door to a briefing room in an unfamiliar spaceport. The room is chilly, enough so that breathing organisms can see their breath fog in the air. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green.

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A set of white furniture stands around the door to a briefing room in the middle levels of the Lorespire Complex. A red light shines over the automated door, along with a strand of scrolling red digital text: Please wait here for briefing. Enter when the light turns green.

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Several comfortable chairs and sidetables stand outside the sliding door to one of the central conference rooms in the Lorespire Complex. A red ticker displays in automated text: "Please wait to enter."

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A small, barely furnished waiting room stands outside an automated door emblazoned with text reading "ARCHIVES CORTEX." A small red light glows over the door.

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RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Dear Customer Service,

I am a Pathfinder Adventure Path subscriber, and today received my physical copy of AP 131: Right Hand of the Reaper. I have not, however, received my physical copy of AP 130. How do I fix this?

Thank you,
Chris


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[SFS]1-13 On the Trail of History (Author Run), Table #2


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[SFS]1-13 On the Trail of History (Author Run), Table #1

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Darkblight Fallow
==========
Long has the Darkblight tainted the inner reaches of the Fangwood in Nirmathas, each newly corrupted plant plunging the forest deeper into the coils of Cyth-V’sug, Demon Lord of Fungus. Unbeknownst to most surface-dwellers is that the demonic rot has so saturated the soil that it now drips down into the yet-uncharted tunnels of Nar-Voth winding beneath the Fangwood. Most subterranean fauna fled the rot, sensing its fiendish influence, but the dread glutton Bidryllisus took the blight’s appearance as a blessing from her demonic patron. Bidryllisus cultivated the blight in a sizable chamber, where it blossomed inside the underground flora and matured into a massive tree of rotten fungus. The wicked fey dubbed her putrid garden “Darkblight Fallow,” and commenced her mission to spread the blight through the surrounding passages, facilitating its growth in the soil above.

In her endeavors to groom the fungi, Bidryllisus has begun capturing creatures and turning them into living fertilizer for her garden (as well as ripe fonts of terror to sate her own hunger). Her most recent victims are three Nirmathi spelunkers—Kedvan, Baltus, and Corolai—who she caught exploring an overgrown entrance into Nar-Voth near the Fangwood’s heart. The three humans, now implanted in the fungal stalks to be painfully digested, desperately await aid.

The PCs arrive here at the request of the explorers’ families, who worry for their missing loved ones. The PCs’ investigation leads them to Darkblight Fallow.

Blighted Soil (CR 9)
==========
The wet odor of mold hangs heavy in this massive chamber, exuding from the moist, dark soil at the lowest level. Colossal fungi bloom from the ground and cling to the rocky walls, as though bowing to the chamber’s centerpiece: A gigantic toadstool with fleshy tendrils that curtain its rotten, festering stalk. A bloodcurdling moan, laden with despair, disrupts the chamber’s stillness for a moment...then silence.

All inclines other than the one leading to the chamber’s northwest exit slope steeply, and all vertical surfaces require DC 15 Climb checks to scale. The floor is soft and moist, negating the first 1d6 points of falling damage but not affecting movement. Bidryllisus’s phosphorescent fungi shed dim light throughout the Fallow.

Some of the room’s fungi create stores of acid within their stalks, used to digest any hapless insects that crawl into their tubers. Creatures can shoot spouts of acid from these caustic tubers as a standard action. To do so, the creature must occupy the tuber’s square (which provides cover against ranged attacks and area-effect spells) and make a ranged touch attack (with a –4 non-proficiency penalty) to aim the tuber and forcibly expel the acid. These attacks deal 4d6 points of acid damage, and can target any creature in the Fallow to which the tuber has a line of effect. Small creatures receive a –2 size penalty on the ranged touch attack, since their size makes it difficult to manipulate the Medium-sized tuber. The tubers need time to replenish their acid reserves, requiring 1 round to replenish one damage die (4d6 over 4 rounds maximum). A DC 20 Knowledge (dungeoneering) or Knowledge (nature) check reveals the fungi’s ability.

Creatures can grab, hold onto, and hang from the dangling strands with a DC 10 Acrobatics check and at least one free hand. As a full-round action requiring two hands, a creature may swing between strands or jump from a strand to another surface with an Acrobatics check (DC equals a long jump of the same distance, made with a running start due to the creature swinging to build momentum). The swinging creature may move one additional square for every 5 it surpasses the Acrobatics DC, brachiating between strands.

Creatures: Bidryllisus resides on the platform in the middle level’s southwest corner, feasting on fear-saturated mushrooms blooming from Corolai’s forehead. Upon realizing the PCs’ intrusion, she sprays acid from the nearby tuber, then climbs along the cavern walls to other tubers to continue her ranged assault. Bidryllisus takes no non-proficiency penalties for using the tubers, and mainly targets druids and healers. She capitalizes on cover whenever possible, and uses her fungous snares to ground flying targets and impede climbing ones. Bidryllisus avoids melee, using her spell-like abilities and dread burst to escape hand-to-hand combat.

Bidryllisus’s efforts to further expand Cyth-V’sug’s influence caught the demon lord’s attention, and he conjured three fiendish fungus leshys to help the fey tend to her crop. One leshy begins combat in each level, as indicated on the map. The leshys try to limit the PCs’ mobility and ranged efficacy, obstructing pathways to Bidryllisus and bombarding intruders with puffballs and tuber acid. The leshys take no non-proficiency penalties for using the tubers, although they suffer the –2 size penalty for being Small. The leshys target ranged combatants and spellcasters.

Two violet fungi also inhabit the bottom level. The fungi maintain their positions and attack any non-leshys that come within their reach (possibly including Bidryllisus, although she knows to avoid them). The fungi pursue targets no further than ten feet from their starting positions.

Embedded in the fungal stalks are what remains of Bidryllisus’s captives, now immobile masses of flesh completely overgrown with luminescent mushrooms and tubers, their limbs all but entirely eaten away. Once the doomed explorers realize that salvation may be nigh, they shriek for help. An adjacent PC can calm one of the humans with a DC 18 Diplomacy or Intimidate check as a standard action. Helping Kevdan (bottom level, southern stalk) affords the PC a trained Knowledge (nature) check with a +10 bonus to learn about the Fallow’s denizens, as Kedvan rattles off all he’s learned about his abductors. Assisting Baltus (bottom level, northern stalk) persuades him to tell the PC how to fire the caustic tubers, eliminating that PC’s non-proficiency penalty. Corolai (middle level) has no information to give the players, but once calmed she tells the PC that her corroded arm still grips a masterwork cold iron shortspear, which may help in defeating the fey once it’s extracted with a DC 12 Strength check. The fungi will finish killing the captives 20 rounds after the start of initiative (DC 15 Heal or Perception checks reveal this).

Bidryllisus, Dread Glutton CR 5
XP 1,600
hp 52 (Round 3)

Fiendish Fungus Leshys (3) CR 2
XP 600
hp 15 each (Bestiary 294, Bestiary 3 177)

Violet Fungi (2) CR 3
XP 800
hp 30 each (Bestiary 274)

Kedvan, Baltus, and Corolai, Crippled Superstitious Mercenaries CR —
hp 9 each (currently 3; NPC Codex 80)
Speed 0 ft.
Str 1 (drained), Con 2 (drained), Cha 4 (drained)

Trap: The fungus caps in the middle level have sensitive membranes, which Bidryllisus has conditioned to open upon contact for feeding. The northern and southern stalks contain trapped explorers, but the eastern cap is armed to swallow anything that tries to cross it.

Hungry Fungus Pit Trap CR 5
Type mechanical; Perception DC 20; Disable Device DC 20
----- Effects -----
Trigger location; Reset repair
Effect 3d6 falling damage plus digestive enzymes (identical to sassone leaf residue poison), victim is considered grappled inside the bottom level’s eastern fungal stalk (CMB +4, CMD 14, hardness 5, 40 hp). Creatures still grappled after 1 minute become pinned, being slowly digested by the fungus. Creatures may make DC 15 Climb or Escape Artist checks to crawl up and out the stalk once they are no longer grappled.

Development: If the PCs fail to defeat the Fallow’s defenders before the humans die, Cyth-V’sug bestows his blessing upon Bidryllisus, granting her the blighted fey template (Inner Sea Bestiary 6).

If the PCs successfully dispatch Bidryllisus and her minions, they must quickly decide what to do with Kedvan, Baltus, and Corolai. Setting fire to the fungi would eradicate the Darkblight that has infested the Fallow, but the humans would surely perish if they remained trapped. The PCs can extract the explorers with DC 20 Strength or Knowledge (nature) checks as a full-round action (failure inflicts 1d6 points of damage on the trapped explorer), but only potent magic can restore their health and mobility.

Furthermore, the Darkblight has since spread from the Fallow to several nearby sections of Nar-Voth, causing an emergence of other fungal growths and numerous blighted subterranean fey. Being the only ones privy to this outbreak, the PCs bear the responsibility of exterminating the blight before it contaminates even more of the Darklands.

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This granite-skinned humanoid stands as tall as a dwarf, with a ball of colorless fire hovering where its head should be. Shadows in the flames emulate two leering eyes and a crooked scowl.

Deeplit CR 5
XP 1,600
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +13
Aura palelight

----- Defense -----
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
hp 52 (7d8+21)
Fort +5, Ref +4, Will +8
Immune blindness, undead traits
Weaknesses pattern susceptibility

----- Offense -----
Speed 20 ft.
Melee mwk heavy pick +13 (1d6+10/x4), or slam +12 (1d8+10)
Ranged light hammer +7 (1d4+7)
Special Attacks consume light

----- Statistics -----
Str 25, Dex 14, Con —, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +12; CMD 24
Feats Cleave, Improved Sunder, Power Attack, Skill Focus (Knowledge [dungeoneering])
Skills Climb +16, Knowledge (dungeoneering) +10, Perception +13, Profession (miner) +10;
Languages Common, Dwarven, Undercommon

----- Ecology -----
Environment any underground (Nar-Voth)
Organization solitary, pair, or team (3-12)
Treasure standard (masterwork chain shirt, masterwork heavy pick, 2 light hammers, other treasure)

----- Special Abilities -----
Consume Light (Su) A deeplit can inhale nearby lights, making a dispel check (+7 modifier) against all light sources within 20 feet as a standard action. Magical light sources use their regular dispel DCs; mundane and alchemical light sources have a DC of 12. Dispelled light sources are immediately extinguished, and the deeplit gains 1 light point for every 10 feet of normal or bright light emitted by the total consumed light sources (rounded down). The deeplit can then either regurgitate or swallow the light as part of the same action. Regurgitating the light deals 1d6 points of damage per light point to all creatures in a 15-foot cone, and blinds creatures in the area for 1 round per damage die. A DC 16 Reflex save halves the damage and dazzles victims instead of blinding them. Swallowing the light enhances the deeplit’s palelight aura for 1 round per light point.
Palelight Aura (Su) A deeplit’s flaming head normally emits dim light in a 20-foot radius. When a deeplit swallows light, its head instead emits light equal to the brightest light source swallowed. Any area of normal or bright light shed by the deeplit’s head functions as a minor negative-dominant plane (Game Mastery Guide 186), which also heals undead (including the deeplit), while any area of dim light causes living creatures to become fatigued while within it (Fort DC 16 negates). Damage from overlapping palelight auras does not stack. A deeplit’s palelight aura disappears when it is destroyed.
Pattern Susceptibility (Ex) Pattern effects and spells affect deeplits normally, ignoring the undead’s immunity to mind-affecting effects.

Deeplits spawn from the corpses of those who become lost in the Darklands due to cave-ins or navigational errors, desperate to find the light at the end of the tunnel. Many deeplits were dwarves who fell during the Quest for Sky, but several failed miners and explorers have joined the deeplits’ ranks. They dig tirelessly through the reaches of Nar-Voth, yearning to see sunlight one last time before their final rest. Their mission’s futility stokes the deeplits’ hatred, both of the subterranean creatures that call their underground purgatory “home” and of surface-dwelling travelers who have beheld the sky that deeplits covet so. Only promises of salvation can capture a deeplit’s attention.

Deeplits paradoxically seek the light that other undead despise, soaking in any fragments of light they can find. Their long exposure to the lightless realm renders deeplits vulnerable to colored lights and patterns, which the undead find euphoric and inspiring.

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The Drowning Temple

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Windstrider Mail
Aura faint evocation and transmutation; CL 5th
Slot armor; Price 6,100 gp; Weight 10 lb.
Description
Sleek gray stripes line the sides of this +1 mithral shirt. When worn, the wearer’s clothing and hair dance about as though caught in a faint breeze.

Three times per day, the wearer can transform into a surge of living wind, moving up to 60 feet in a straight line as a standard action. This line need not be horizontal; the effect can be used to traverse hazards or reach elevated platforms. All creatures in the line between the wearer’s starting point and destination are blasted by the squall. The wearer attempts an overrun combat maneuver against every creature in the area, with a +10 circumstance bonus to CMB. Failed overrun attempts do not stop the wearer’s move, and the wearer’s maneuvers and movement do not provoke any attacks of opportunity. Flying creatures in the area must make a DC 15 Fly check or fall 20 feet, taking appropriate damage and falling prone if they reach a solid surface.

Creatures more than one size category larger than the wearer are not affected by the windstrider mail's effect, but they do not inhibit the wearer’s move. If the wearer’s path is blocked by an object, such as a door, he makes a Strength check to move or burst through the object with a +5 circumstance bonus.
Construction
Requirements Craft Magic Arms and Armor, gaseous form, gust of wind; Cost 4,100 gp

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Astugr Lighthouse
==========
The town of Skjoldmur has long been the funerary mecca of the Lands of the Linnorm Kings. Mourners deliver their dead to the Skjoldmur clerics of Gorum, who perform last rites over the departed before escorting them to their final resting places on the island of Orthost. Given the necromantic power saturating the Isle of the Dead, no sane Ulfen will deliberately spend the night on Orthost, so a hasty departure from the island following a funeral is just as important as the funeral itself. Considering how treacherous the shores of Broken Bay can be, it is no surprise that Skjoldmur’s citizens harbor deep respect for the building designed to guide mourners safely home: Astugr Lighthouse.

Astugr Lighthouse is a weather-worn granite tower that looms over the town’s surrounding walls from a bluff of hazardous rocks adjacent to Skjoldmur’s bay. It is lit with a blazing eye of fire that illuminates the coastline, for the people of Skjoldmur favor a traditional fiery beacon over a magical one, believing that fire repels Orthost’s restless dead. The lighthouse is owned, operated, and inhabited by an equally impressive family: Hargulf Astugr, his wife Isold, and their 5-year old daughter Talbot. The Astugr family has manned the lighthouse from generation to generation since its construction centuries ago—some even say that the original family matriarch, Forelda Astugr, remains in the lighthouse and protects its namesake family to this day—and they have never once failed to maintain its beacon. This illustrious history of sound service has earned the Astugrs great respect and recognition from the people of Skjoldmur.

Unfortunately for the Astugrs, their lighthouse’s radiant beacon caught the eye of a dark soul: a member of the Gorum priesthood named Skimir White-Eye. Originally a hostage taken from a raid as a child and conscripted into serving the clergy, Skimir’s cowardice caused him to buckle under the brutal treatment and ridicule of Gorum’s faithful. Although he wears the armor and mouths the prayers to the Lord in Iron, Skimir’s soul truly belongs to Charon, the Horseman of Death and the rightful lord of Orthost in Skimir’s twisted mind. Eager to curry the Horseman’s favor and to take revenge, Skimir devised a plan to punish the Gorum priesthood (and with it the people of Skjoldmur), with Astugr Lighthouse as the centerpiece for his treachery. Skimir bided his time, studying the lighthouse, researching its guardian, and learning about the daemonic servants of Charon. Then one dark afternoon, when most of Skjoldmur’s clerics and warriors were summoned to Orthost for the burial of a famous raider’s young son, who suddenly perished after eating a horsemeat sausage laced with one of Skimir’s deadliest poisons, Skimir made his move.

The Lighthouse Weeps (CR 5)
==========
The normally brilliant sunset is obscured by a ceiling of thick gray clouds, and the streets and buildings are wrapped in a churning shroud of falling snow. The eye of Astugr Lighthouse burns strikingly against the iron sky, but its radiant blaze dances almost frantically, weeping tears of black smoke that are swiftly dispersed by the biting, frigid wind. The sound of distant sobbing is muffled by the snowfall.

Just as the insignia on the last funereal longboat’s sail faded from view, Skimir put his plan into motion, activating a scroll of control weather stolen from the temple archives to conjure a vicious snowstorm and drive most of Skjoldmur’s citizens inside. As the storm brewed, Skimir cast two lesser planar ally spells to call a pair of lacridaemons, promising the fiends that if they snuffed out the lighthouse’s beacon then they could bind and hang the two Astugr parents out in the snow to die of exposure. The proposed sacrifice delighted the lacridaemons, so Skimir warded himself and each daemon with resist cold spells to protect them from the touch of the family’s guardian, wary of the dangers posed by the Astugrs’ house spirit.

Skimir led the daemons (concealed by their own invisibility spell-like abilities) to the lighthouse, and while the fiends quietly slaughtered the lighthouse guards, Skimir paralyzed the Astugrs with Extended hold person spells and ripped Talbot screaming from her bed, with their guardian spirit all but powerless to stop them. Skimir gagged Talbot and carried her back to a hidden lair in town, eager to inflict upon her the same torments that he himself suffered throughout his own stolen childhood, leaving the lacridaemons to claim their sacrifices and douse the beacon (in that order, by the selfish fiends’ insistence). The daemons lashed Hargulf and Isold together in only their nightclothes and strung them over the edge of the lighthouse facing the sea, where only the uncaring ocean could see them. Now the daemons wait, watching contently as the freezing winds strip the life from the lighthouse keepers (a sacrifice made all the sweeter by the desperate screams of their helpless guardian spirit), before they extinguish the beacon and return to Abaddon.

The Lighthouse: The stairs lining the lighthouse interior are steep, acting as difficult terrain that makes running and charging impossible and adds 4 to the DC of Acrobatics checks. The roof is brightly illuminated and warmed by the beacon, which provides total concealment to creatures standing on opposite sides of it and inflicts 1d6 fire damage to anything that touches it. Creatures can stand adjacent to the flames without getting burned, but they take fire damage if moved (such as by bull rush) into one of the burning squares. Each square of the beacon burns self-sufficiently, but can be smothered with a full-round action. The wind and snow impose a -4 penalty on Perception checks and ranged attacks on the roof of the lighthouse, and automatically extinguish unprotected flames (except for the beacon, which is massive and well-fueled enough to burn despite the inclement weather). The roof is surrounded by an iron railing, providing a +4 bonus to CMD to avoid being pushed or thrown off of it. Hargulf also keeps an alchemical silver handaxe hidden under his mattress on the second floor.

Creatures: Forelda, a disir who manifests as a lithe woman with radiant white hair, has been desperately trying to rescue her family, but the daemons’ bolstered cold resistance and her insubstantial nature have rendered her efforts futile. Unwilling to abandon Hargulf and Isold, Forelda has been sending out frantic cries for aid via telepathy to any sentient creature that passes within 100 feet of the lighthouse, but the eldritch storm, the daemons’ unnerving aura of sobs, and the absence of most Skjoldmur authorities for the funeral have kept the wary Ulfen away. If the PCs respond to Forelda’s plea, the disir assists them however she can, mainly by setting up flanks, attacking summoned reinforcements, using her aura of fate to assist her allies and impede the daemons, and trying to afflict each lacridaemon with cursed fate. Forelda knows the location of Hargulf’s axe (above) and readily discloses this information if asked.

Meanwhile the lacridaemons are anxiously waiting for their sacrifices to succumb to the brutal weather so they can douse the beacon and return to Abaddon. If they detect activity in the lighthouse’s lower levels, they do their best to hide themselves (having already used their invisibility spell-like abilities) and bombard the intruders with their own telepathic “pleas,” trying to discredit the disir and confuse the interlopers. Once the intruders reach the top of the lighthouse, the lacridaemons attempt to summon more of their own and focus their attacks against those trying to assist their dangling sacrifices. Each daemon fights to the death so long as its companion lives, but if one is defeated then the other attempts to smother the lighthouse beacon before teleporting away. The Astugrs hang 20 feet from the lighthouse roof, far from the warmth of the beacon, and if left unattended they will die of exposure in 5 minutes.

Forelda Astugr, Disir CR 4
XP 1,200
hp 37 (Round 2)

Lacridaemons (2) CR 3
XP 800 each
hp 30 each (Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3, 48)
Resist cold 20

Development: If the lacridaemons are defeated, the Astugrs can be stabilized with a DC 20 Heal check; casting any cure spell or endure elements adds a +4 circumstance bonus to this check. At this point, Forelda beseeches her new comrades to find Talbot (unfortunately Forelda does not know who Skimir is or where he might have taken the child). Should the PCs prove reluctant to rescue Talbot, or act dangerously toward the Astugrs, Forelda becomes panicked and may lash out against her former allies. Failure to intervene results in Hargulf and Isold freezing to death, the lacridaemons extinguishing the beacon just as the funeral retinue departs from Orthost, and Forelda being driven violently mad with fear and remorse. The driving snow and winds make reigniting a functional beacon extremely difficult (a DC 28 Survival check), especially considering the bereaved disir’s aggression.

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This short, vaguely humanoid creature seems to be carved out of wood, with angular limbs, knotholes for facial features, and a tussle of curly “hair” reminiscent of lathe shavings. It leaves a trail of white sawdust wherever it moves.

Timberjiff CR 2
XP 600
CN Small fey
Init +3; Senses low-light vision; Perception +7

----- Defense -----
AC 16, touch 14, flat-footed 13 (+3 Dex, +1 size, +2 natural)
hp 18 (4d6+4)
Fort +2, Ref +7, Will +4
DR 5/cold iron; SR 13
Weaknesses vulnerable to fire

----- Offense -----
Speed 30 ft.
Melee 2 claws +6 (1d3+1)
Ranged pellet +6 (1 plus sawdust)
Special Attacks death throes, sawdust
Spell-Like Abilities (CL 4th; concentration +5)
3/day—warp wood (DC 13), wood shape

----- Statistics -----
Str 12, Dex 17, Con 12, Int 9, Wis 10, Cha 13
Base Atk +2; CMB +2; CMD 15
Feats Blind-Fight, Weapon Finesse
Skills Acrobatics +10, Craft (carpentry) +10, Perception +7, Stealth +14, Use Magic Device +8 (+12 wooden wands); Racial Modifiers +4 Craft (wood), +4 Use Magic Device (wooden wands)
Languages Sylvan, one language common to the timberjiff’s home city

----- Ecology -----
Environment any urban
Organization solitary, pair, or gang (3-6)
Treasure standard

----- Special Abilities -----
Death Throes (Su) When a timberjiff is slain by any type of damage other than fire damage, its body combusts into a plume of wood scraps, subjecting all adjacent creatures to its sawdust ability.
Pellet (Su) A timberjiff can pack and throw a pellet of compressed sawdust as a standard action. If it hits, the pellet deals 1 point of bludgeoning damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the timberjiff’s sawdust. The pellet has a range increment of 20 feet.
Sawdust (Su) Whenever a timberjiff is damaged by a slashing weapon, wood shavings splinter from its body, forcing the attacker to make a DC 13 Fortitude save or be sickened for 1 round and have its vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one’s eyes with water ends this effect. Attackers that are not adjacent to the timberjiff when it is damaged are not subject to this effect. The save DC is Constitution-based.

Timberjiffs are city-dwelling fey that are born when magic-infused trees are harvested and processed into building or crafting materials. Like many fey, timberjiffs are mischievous by nature, and they enjoy tormenting those who use the lumber that brought about their creation as a means of “avenging” the felled trees. Timberjiffs pay little mind to their victims’ relationships to the wood; they are equally likely to open leaks in the roof of a home built with fey timber, where the residents are oblivious to the origins of their home’s construction, as they are to steal and warp the tools of the lumberjack who cut down the magical tree in the first place. Their synthetic origins make timberjiffs craftier than most fey, however, and they have great respect for art, fine architecture, and magic items that are made from wood.

Timberjiffs are particularly prominent in cities throughout the Lands of the Linnorm Kings, springing from lumber harvested in Grungir Forest and living in alleys and basements near the wood that birthed them. Most Ulfen see them as a nuisance, but skilled whittlers and woodcarvers sometimes trade their wares to the fey in exchange for information or favors.

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Bonedancer Bodhrán
Aura moderate necromancy; CL 3rd
Slot —; Price 6,700 gp; Weight 1 lb.
Description
This calf-skin drum is painted with an image of a grinning skull, and comes with a giant’s finger bone to use as a beater. A creature with at least 1 rank in Perform (percussion) can play a steady rhythm on the drum as a standard action. This grants all undead within 30 feet of the player a +2 profane bonus on attack rolls, damage rolls, and Will saves during each round the drum is played. Alternatively, the drummer can instead force undead within the area to dance in place to the beat of the drum; in this case, affected undead cannot leave the spaces they presently occupy and they take a -2 penalty to Armor Class and Reflex saves for as long as the drummer plays. Intelligent undead can resist this effect with a DC 12 Will save; those that fail their saves can still take actions that do not require them to leave their spaces, but they take a -2 penalty on attack and damage rolls and must succeed on a concentration check (DC 10 + spell level) to cast spells. Mindless undead receive no save and can take no actions other than dancing. The drum’s magic can be used for 9 rounds per day.
Construction
Requirements Craft Wondrous Item, command undead, bardic performance class ability; Cost 3,350 gp


My players have asked about a naval adventure and I've decided to oblige. Most of them have read Stormwrack inside out and backwards, so rather than set them against the usual aquatic terrors like dragon turtles, krakens and sea serpents, I want to throw something at them to catch 'em off-guard. The idea I settled on was using a run-of-the-mill white dragon, but rather than flying out to attack the PCs' ship, it swims up from under the waves, preferring to fight from the water. Conceptually it made sense to me: whites have a pretty nice swim speed, their Swim modifier is head and shoulders above their Fly modifier, their high Con means they can hold their breath for upwards of 4 minutes (2 if regularly attacking), and the water protects them from fire-based attacks. Combine these with a well-placed anchor feather token and liberal use of the dragon's fog cloud spell-like ability to shroud the ship, and I think my PCs will have their hands full. Plus, if the PCs prove too powerful in melee, the dragon could always go back underwater and attack the ship directly, making Strength checks or full attacks to punch holes in their ride.

All this being said, my question is this: what would the rules be if the dragon tried to just capsize the whole ship. I know some monsters have the Capsize ability, but white dragons do not, so can they just not do it? I mean, elderly whites are just as large and strong as dragon turtles and actually have a better swim speed, so conceptually I'd think they could do it. I just don't know what the rules mechanic would be.

I did look at the brine dragon in the Bestiary 2 as an alternative, since they have the Capsize ability, but the white would fit my setting better.

Any advice?