DM Sketchpad - November 2010

Welcome back to the DM Sketchpad. If you have content you want to add to the DM Sketchpad or comments about what I'm posting please drop me an email or leave a comment. I'm in the process (albeit slow) or rebuilding the DM Sketchpad Archive as well. I'm also starting to centralized the DM Sketchpad License page.


In the month of November I haven't really had a chance to update this page. Ultimately no one seems to notice as I've received no comments on it. As such I'm going to drop the DM Sketchpad right now and concentrate on Purple Duck Games and the Grand OGL Wiki itself.

- Mark

November 15th, 2010

I can't believe what a busy month November has been. Starting today Stefen and I will be releasing web enhancement content for the Encounter Pages release. First up is a derro cleric for use in the Four Cavaliers encounter.

This material supplements the material found in Encounter Pages under the entry on the Four Cavaliers.

Z’gingox CR 8 (XP 4,800)1
Derro cleric 6
CE Small humanoid (derro)
Init +7; Senses darkvision 60 ft.; Perception +5
AC 19, touch 15, flat-footed 15 (+2 armor, +3 Dex, +1 dodge, +2 natural, +1 size)
hp 85 (3d8+15 plus 6d8+30)
Fort +11, Ref +6, Will +14
Immune confusion effects, insanity; SR 19
Weaknesses vulnerability to sunlight
Speed 20 ft.
Melee aklys +10 (1d6)
Ranged repeating light crossbow +10 (1d6/19-20 plus poison)
Special Attacks bleeding touch (3 rounds, 9/day), channel negative energy (3d6, 9/day)
Spell-Like Abilities (CL 9th)
At-will – darkness, ghost sound (DC 16)
3/day – daze (DC 18), sound burst (DC 18)
Domain Spell-Like Abilities (CL 6th)
9/day – vision of madness
Spells Known (CL 6th)
3rd – blindness/deafness (DC 19), invisibility purge, magic circle against law, rage (D)
2nd – death knell, enthral (DC 19) desecrate, hold person (DC 19), touch of idiocy (DC 19) (D)
1st – cure light wounds, doom, divine favor, lesser confusion (DC 18) (D), shield of faith, summon monster I
0 – bleed, detect magic, guidance, resistance
Domain Death, Madness
Str 11, Dex 17, Con 20, Int 14, Wis 3, Cha 22
Base Atk +6; CMB +5; CMD 19
Feats Dodge, Improved Initiative, Scribe Scroll, Spell Focus (enchantment), Weapon Finesse
Skills Knowledge (religion) +14, Perception +5, Spellcraft +12, Stealth +19
Languages Aklo, Undercommon
SQ divine madness, poison use
Treasure NPC Gear (leather armor, aklys, repeating light crossbow with 10 poisoned bolts, scroll of confusion, arrow of slaying [aberrations])
[Special Abilities]
Divine Madness (Ex) Z’gingox uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is immune to insanity and confusion effects. He also uses his Charisma score instead of his Wisdom score for determining cleric class abilities such as spells per day, saves, etc. Only a miracle or wish can remove a Z’gingox's madness. If this occurs, he gains 6 points of Wisdom and loses 6 points of Charisma.
Poison (Ex) crossbow bolt —injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Poison Use (Ex) Z’gingox is not at risk of poisoning himself when handling poison. He uses Medium spider venom to poison his crossbow bolts, and generally carries 10 pre-poisoned bolts at all times.
Vulnerability to Sunlight (Ex) Z’gingox takes 1 point of Con damage after every hour he is exposed to sunlight.

November 1st, 2010

It is a new month at the DM Sketchpad and as always that brings us a new otyugh. This month I'm able to access a hoard of new templates thanks to Rite Publishing's Book of Monster Templates. The following material is Open Game Content

Bloody Maw Otyugh2

Few have ever seen a bloody maw otyugh. For a long time, the surface world thought that the dwarven tales of an enormous otyugh that could sever a man in two with a single snap of its jaw a tale to dissuade would-be treasure hunters away from the Underearth. On the 14th day of the third month a sinkhole opened beneath village of Eastglen, the houses, villagers and livestock slide into the darkness of the Underearth and were consumed in the ravenous jaws of the bloody maw otyugh. Occasionally, the bloody maw otyugh will leave its lair in the Eastglen sinkhole to gobble up surface dwellers before returning to darkness.

N Gargantuan magical beast
Init -1; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +17

AC 24, touch 6, flat-footed — (-1 Dex, +19 natural, -4 size)
hp 149 (13d10+78); regeneration 6 (fire, silver)
Fort +14, Ref +9, Will +5
DR 10/magic and silver; Immune disease

Speed 40 ft.
Melee bite +23 (4d6+14/19-20 plus disease), 2 tentacles +19 (2d8+7 plus grab)
Space 20 ft.; Reach 20 ft. (25 ft. with tentacle)
Special Attacks constrict (tentacle, 2d8+6), jaws of severing

Str 38, Dex 8, Con 22, Int 6, Wis 13, Cha 6
Base Atk +13; CMB +31 (+35 grapple); CMD 40 (42 vs. trip)
Feats Ability Focus (disease), Improved Critical (bite), Improved Natural Attack (bite), Improved Natural Attack (tentacles), Lightning Reflexes, Stealthy, Weapon Focus (tentacle)
Skills Escape Artist +1, Perception +17, Stealth -4 (+4 in lair), Use Magic Device +11; Racial Modifier +8 Stealth in lair, +13 Use Magic Device (take 10).
SQ belly of the beast
Languages Common

Environment any underground
Organization solitary, pair, cluster (3-4)
Treasure double standard

Belly of the Beast (Ex): A bloody maw otyugh swallows any extremity it severs with its jaws. Once inside, any magical items that the extremity bore (rings, daggers, bracers, etc.) are placed in a second stomach. The Belly of the Beast can hold one magical item for every HD the base creature possesses; all others are expelled one way or another. The bloody maw otyugh may attempt a Use Magic Device skill check on any one item held in its second stomach. This is a free action, usable once per round. The items function properly as if they were worn or held in the proper place. Favored items of the bloody maw are: wands of slow (DC 17), ring of invisibility, ring of the ram (1d6, +12 bull rush), and bracers of armor.
Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 24; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Jaws of Severing (Ex) Upon a successful critical hit with its bite attack against a creature of huge or smaller size, that opponent must make a Fort Save (DC 30) or lose a portion of its extremities (primarily a hand), suffering a - 4 circumstance penalty to all attacks, saves and checks due to extreme pain until the damage dealt is healed. The bloody maw otyugh can swallow any one-handed weapon, or similarly sized object, (wand, rod, etc.) along with any jewelry worn on the limb (rings, bracelets, and bracers.) At the end of the first round following the loss of its extremity, the victim takes 2d6 points of damage, on the end of the second round the victim is reduced to -1 and is dying. This effect can be halted with a heal check (DC 15) or by any form of magical healing.

Creatures immune to critical hits are immune to this effect. 1/day a bloody maw otyugh can choose to automatically threaten a critical hit. Use of this ability must be declared before the attack roll is made and counts as a use of this ability.

All entries on this wiki are published under the Open Game Licence Version 1.0a. See individual entries for copy of the license and declaration of Open Game Content.