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Anger
of Angels Free Preview
Fiendish Monster and Spells by Sean K Reynolds
The
print edition of Anger
of Angels by Sean K Reynolds is now available
in stores. Here's a free preview of a new monster
and several new spells from the book.
Agrippa
(Fiend)
Medium
Outsider (Evil)
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 5 feet
AC: 20 (+10 natural); touch 10, flat-footed
20
Space/Reach: 5 feet/0 feet
Special Attacks: Fear aura, spell-like abilities,
spells
Special Qualities: Acid resistance 10, blindsight
10 feet, cold resistance 10, damage reduction 20/magic,
electricity resistance 20, fiendish grimoire, fire
resistance 20, immunity to disease and poison, no
discernable anatomy, outsider traits, regeneration
1, SR 20
Saves: Fortitude +8, Reflex +5, Will +10
Abilities: Str 10, Dex 10, Con 16, Int 16,
Wis 16, Cha 14
Skills: Concentration +12, Craft (alchemy)
+12, Diplomacy +4, Intimidate +11, Knowledge (arcana)
+12, Knowledge (religion) +12, Knowledge (the planes)
+15, Listen +12, Sense Motive +12, Spellcraft +12,
Spot +12
Feats: Iron Will, Skill Focus (Knowledge [the
planes]), Spell Penetration
Environment:
Any land
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always evil
Advancement: By character class
Level Adjustment:
This
evil-looking book is 5 feet tall and covered in symbols
of magic and evil. Metal chains are wrapped around
it as if to keep it closed or keep something within
it from escaping.
Agrippas
are intelligent, demonic spellbooks usually made from
human skin and inked in blood. They are malevolent
repositories of evil knowledge and power for their
owners. When not in use, an agrippa is wrapped in
chains and suspended from the ceiling of an empty
room to keep the evil within it from harming anyone
or escaping. An agrippa is actually a living fiend
(demon, devil, or some other type) bound into the
shape of a mundane book. In addition to being a special
spellbook, it is a powerful creature in its own right.
Agrippas
cannot speak, and unlike most fiends they have no
innate ability to communicate telepathically, nor
can they change the writing that appears within them.
Shut off from other creatures, they are forced to
rage silently unless their owner uses magic to hear
their thoughts. Likewise, lacking limbs they cannot
manipulate objects and can barely manage to drag themselves
about by sheer force of will. They can make minor
movements of their cover and pages.
An
agrippa is normally given to an evil mage in exchange
for service to the lower planes. The book develops
an attachment to its owner and dislikes being touched
or used by others. It uses its powers to plague and
harm those that try. If its owner dies, it is likely
to rage and strike out at the owner's family and friends,
killing them and even destroying the building where
it was kept. An interested party can mollify the agrippa
by sacrificing intelligent good creatures to it (at
least 6 HD worth), after which it accepts that person
as its new owner.
As
an outsider, an agrippa can be sent back to its home
plane using dismissal or similar spells, though
this does not destroy it and usually means it ends
up in the hands of some other evil creature on the
Material Plane at a later date.
Combat
Agrippas rarely personally enter combat. If forced
to defend themselves, they use their magic. They prefer
to summon demons or devils to serve them or rely on
their owners to protect them.
Fear
Aura (Su): Any creature of 1 HD or less that sees
the agrippa at a range of 30 feet or less must save
or become panicked for 1d10 rounds (Will save, DC
15 negates). A creature that saves against the fear
aura is immune to its effects for one day. This ability
operates continuously.
Spell-Like
Abilities (Sp): At willcause fear, charm
person, comprehend languages, protection from good
(self only), read magic; 3/daybestow
curse, contagion, darkness, desecrate, magic circle
against good (centered on self only); 1/dayfinger
of death, inflict critical wounds, earthquake
(centered on self only)
Spells
(Sp): An agrippa casts spells as if it were a
6th-level sorcerer. The spells it knows are the ones
inscribed within it. It does not need to use verbal
or somatic components, or material or focus components
with no listed gp value. An agrippa that gains levels
in wizard may use itself as its spellbook.
Blindsight
(Ex): The agrippa can perceive the environment
around it as if it were a seeing creature, and can
also perceive its environment through nonvisual senses
(hearing, scent, and vibration) to a range of 10 feet.
Invisibility and darkness are irrelevant, though the
agrippa still can't discern ethereal beings. It usually
does not need to make Spot or Listen checks to notice
creatures within range of its blindsight ability.
Fiendish
Grimoire (Ex): An agrippa is a powerful book with
several magical abilities based on fiends, spells,
and spellcasting. These are as follows:
Spellbook:
An agrippa holds spells as if it were a standard
spellbook with 100 pages. However, spells with the
good descriptor cannot be inscribed into the book.
(It always seems to be full when the spellcaster
attempts to inscribe them.) Spells with the evil
descriptor or which could have it if used in a certain
way (for instance, summon monster I, if used to
summon an evil outsider), can always be inscribed
into it. Such spells count as 0 pages for the purpose
of whether or not they might fit, although scribing
times and costs are as normal. A typical agrippa
is found with spells appropriate to that of a 6th-level
conjurer (16 cantrips, nine 1st-level, six 2nd-level,
and four 3rd-level spells), though older ones may
have many more.
Spontaneous
Casting: An arcane spellcaster with open spell
slots may use those slots to spontaneously cast
spells inscribed in the agrippa. Doing so requires
that the spell is on the caster's spell list, the
book is opened to the right page, and the caster
is touching the book with one hand. The caster can
use no metamagic feats or other spell-altering effects
to change the spell.
Magical
Assistance: Since an agrippa is an arcane spellcaster,
it counts as an assistant whenever its owner is
performing a spell that can take advantage of such
things (such as binding).
Book
of Names: An agrippa holds 10d10 names of demons,
devils, and other fiends within its pages, each
with a short description (such as "vrock,"
"fiendish girallon," or "osyluth
of Set"), which may be used to name a creature
to be conjured (through planar binding, imprisonment,
and so on). Of the creatures named, 2d6 are described
in detail, including a physical description, known
powers, and approximate strength. This detailed
description negates the need to research the type
or value of special components to control the creature
(such as the miniature chains needed for binding
or the gem needed for trap the soul). It
also confers a +4 bonus on Charisma checks made
to bargain with the creature if controlled or summoned.
No
Discernable Anatomy (Ex): As a fiend bound into
the shape of a book, an agrippa has no discernable
anatomy. It is immune to critical hits and any attacks
or effects that would affect specific body parts
(such as eyes, a head, and so on). It does not need
to breathe, eat, or sleep.
Regeneration
(Ex): Acid, fire, and blessed or holy weapons
deal an agrippa normal damage. To destroy an agrippa
permanently, it must be rendered unconscious, exorcised
(using dispel evil, holy word, miracle, or
a similar spell), and burned to ashes. The ashes
must then be scattered on holy ground (an area protected
by consecrate or hallow).
New
Spells
BESTOW
GRACE OF THE CHAMPION
Evocation
[Good, Law]
Level: Clr 4, Pal 4, Righteousness 4
Components: V, S, DF
Casting Time: 1 full-round action
Range: Touch
Target: Lawful good creature touched
Duration: 1 round/level
Saving Throw: No (harmless) (see text)
Spell Resistance: Yes (harmless)
You
channel the power of good and law into the target,
temporarily giving her the powers and responsibilities
of a paladin whose level is equal to half your caster
level (so a 10th-level cleric bestows the target with
the abilities of a 5th-level paladin). While her base
attack bonus and saving throws do not change, she
gains a +1 sacred bonus to attack and damage for every
three caster levels. She also gains the aura of courage,
detect evil, divine health (suspending the
effects of any diseases currently affecting her),
divine grace, lay on hands, remove disease,
turn undead, and smite evil abilities of a paladin
of the appropriate level. She does not gain the paladin's
special mount. She gains the paladin's spellcasting
ability, but since she does not have time to prepare
any spells, this ability only allows her to use spell-completion,
spell trigger, or other items that require the ability
to cast spells as a paladin. Any abilities not used
by the time the spell expires are lost.
KEY
TO HELL
Conjuration
(Teleportation) [Good]
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: Willing creature touched
Duration: One hour/level (D)
Saving Throw: None
Spell Resistance: No
You
transport the target to Hell, where he may travel
safe from the predations of its inhabitants. The target
is surrounded by a pale golden aura of holy power.
The aura prevents the target from being harmed by
any creature of Hell (fiend or soul) less powerful
than a great fiend (balor or pit fiend). Attacks from
lesser creatures have no effect on the target. If
a great fiend attacks the target, the aura damages
the great fiend in the manner of a fire shield,
except that the damage is all holy damage instead
of fire or cold.
At
any time, the target may dismiss the spell. (Doing
so is not an action.) Such dismissal returns him to
the plane on which it was cast.
If
the target attacks, the aura vanishes and the spell
ends without removing him from Hell.
If
cast in Hell, the spell provides the protective aura
but does not cause the target to leave Hell when he
dismisses it.
SACRAMENT
OF BAPTISM
Enchantment
(Compulsion) [Mind-Affecting, See Text]
Level: Clr 3, Drd 3, Pal 3
Components: V, S, M, DF
Casting Time: One minute
Range: Touch
Target: Willing creature touched
Duration: Instantaneous and one day (see text)
Saving Throw: None
Spell Resistance: No
You
touch a willing creature and welcome it into your
religion. If the target worships a different deity
than yours or worships no deity at all, it may immediately
change its patron deity to yours and become a member
of your faith. If the target is a divine spellcaster,
she now prays to your patron for her spells. This
aspect of the spell is instantaneous and thus cannot
be dispelled. If the target already worships your
deity, this part of the spell has no effect.
For
one day (24 hours) after receiving this spell, the
target enjoys the effects of a bless. This
portion of the spell can be dispelled. It affects
creatures who were already members of your faith when
you cast it.
This
spell does not remove any penalties from acts the
target may have committed against her previous patron.
For example, a person under the effects of a curse
that can only be removed by an atonement spell is
still subject to the effects of that curse.
This
spell has the alignment components of your deity's
alignment. For example, if your deity is lawful good,
this is a good, lawful, mind-affecting spell.
Material
Component: A holy substance appropriate to the
target's new faith (holy water, holy oil, sanctified
ash or earth, smoke from incense, and so on), which
is applied to the target's head or chest. (Some religions
require a more extensive coverage of the target with
the holy substance, such as immersion.)
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4.0. A copy of this License can be found at Wizards'
d20 home page. This content is produced under
version 3.0, 1.0a, and/or draft versions of the Open
Game License, the d20 System Trademark Logo Guide,
and System Reference Document by permission of Wizards
of the Coast.
Designation of Product Identity: The following items
are hereby designated as Product Identity in accordance
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1.0a: Any and all Malhavoc Press or montecook.com
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all Malhavoc Press product names, page design, and
all illustration; and all class, place, and race names.
Designation of Open Game Content: Subject to the Designation
of Product Identity above, the entirety of this preview
is Open Game Content. "Fiendish
Monster and Spells" ©2003 Sean K Reynolds.
All rights reserved.
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