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DATE: December 29, 2003

. 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.

Illus. David HendeeAgrippa (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 will—cause fear, charm person, comprehend languages, protection from good (self only), read magic; 3/day—bestow curse, contagion, darkness, desecrate, magic circle against good (centered on self only); 1/day—finger 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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"Fiendish Monster and Spells" ©2003 Sean K Reynolds. All rights reserved.

 

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