ESCAPE FROM CERANIR A TRUE20 CONVERSION ROBERT J. SCHWALB

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ESCAPE FROM CERANIR A TRUE20 CONVERSION ROBERT J. SCHWALB This web enhancement provides monster, trap, and pre-generated character conversions for Bleeding Edge #6: Escape from Ceranir. As with any other adventure conversions, you may have to modify certain skill checks in the text to accommodate for the differences between the d20 system and True20 Adventure Roleplaying. All NPCs, creatures, traps, and pre-gens are presented in alphabetical order under their own section headers to maximize the utility of this accessory. Nonplayer Characters MASTER DERISHAR (REP+3) Type: 10th Level Humanoid (Human Adept 8/Warrior 2) Speed: 30 ft. Abilities: Str +3, Dex +1, Con 0, Int +4, Wis 1, Cha +1 Skills: Concentration 13 (+13), Craft (chemical) 13 (+17), Craft (weaponsmith) 13 (+17), Handle Animal 13 (+14), Intimidate 13 (+14), Knowledge (earth sciences) 13 (+17), Knowledge (the supernatural) 13 (+17), Knowledge (tactics) 13 (+17), Notice 13 (+12) Feats: All-out Attack, Attack Focus (warhammer), Empower, Imbue Item, Improved Initiative, Power ( 7), Supernatural Focus, Weapon Training Traits: Powers (rank 11, Int, save Difficulty 19, Elemental Blast [fire], Fire Shaping +15, Heart Shaping +15, Mind Reading +15, Mind Touch +15, Teleport +15, Ward +15), the Talent Combat: Attack +7 (+6 base, +1 Dex) or Attack +9 (warhammer), Damage +6 (supernatural warhammer), Defense Dodge/Parry +7/+9 (+6 base: +1 Dex or +3 Str), Initiative +5; Conviction 7 Saving Throws: Toughness +0 (+0 Con), Fortitude +5 (+5 base, +0 Con), Reflex +3 (+2 base, +1 Dex), Will +5 (+6 base, 1 Wis) 1

Roll Result 1 2 No effect Accidental Alchemy 3 4 All within 5 ft. sickened for 2 rounds (Fortitude Difficulty 14 negates). 5 6 Gain immunity to the effects of the smoke in this area. 7 8 A flare-up of fire deals +2 damage (Reflex Difficulty 16 negates). 9 10 Gain +1 to lowest ability score for 2 minutes. 11 12 All within 10 ft. dazzled for 2 rounds (Will Difficulty 15 negates). 13 14 Gain +2 Toughness for 5 rounds. 15 16 Explosion deals +1 damage to all within 5 ft. 17 18 Become nauseated for 2 rounds. 19 20 Roll twice, with the second result happening without warning 1 round later. If you roll 19 or more again, roll for another effect and increase the time delay by an additional round. Creatures ARAKAI Type: 3rd Level Monstrous Humanoid Size: Small Speed: 20 ft., climb 20 ft. Abilities: Str 0, Dex +2, Con +2, Int 0, Wis 0, Cha +2 Skills: Climb 6 (+16), Knowledge (the supernatural) 6 (+14) Feats: Iron Will, Power B, Power Traits: Darkvision 60 ft., Item Mastery, Powers (rank 6, Cha, save Difficulty 13, Second Sight +8, Ward +8), Supernatural Resistance 15 Combat: Attack +6 (+3 base, +2 Dex, +1 size), Damage +1 (claw), Defense Dodge/Parry +6/ (+3 base: +2 Dex, +1 size), Initiative +2 Saving Throws: Toughness +3 (+2 Con, +2 natural, 1 size), Fortitude +3 (+1 base, +2 Con), Reflex +5 (+3 base, +2 Dex), Will +5 (+3 base, +0 Wis, +2 feat) Item Mastery: An arakai can utilize stored supernatural powers imbued in items. The arakai uses its own rank and Charisma to determine the power check modifier. #1: Dominate, Mind Touch +8 #2: Enhance Ability +8, Illusion +8 2 #3: Cure +8, Elemental Blast (fire), Fire Shaping +8 #4: Enhance Ability +8, Elemental Blast (wind), Wind Shaping +8 #5: Energy Shaping +8, Elemental Aura (energy), Teleport +8 BARGHESTS ADVANCED BARGHEST Type: 8th Level Outsider (Extraplanar, Shapechanger, Vice) Speed: 30 ft. Abilities: Str +4, Dex +2, Con +2, Int +2, Wis +2, Cha +2 Skills: Bluff 11 (+13), Concentration 11 (+13), Diplomacy 11 (+13), Disguise 11 (+13), Intimidate 11 (+13), Jump 11 (+15), Notice 11 (+13), Sense Motive 11 (+13), Stealth 11 (+13; +17 in wolf form), Survival 11 (+13) Feats: Dodge Focus, Dual Strike B, Improved Initiative, Power ( 5) B, Track Traits: Change Shape, Damage Reduction 2/supernatural, Darkvision 60 ft., Feed, Pass without Trace (wolf form), Powers (rank 11, Cha, save Difficulty 16, Blink, Dominate, Heart Shaping, Mind Touch

+13, Teleport +13), Scent Combat: Attack +10 (+8 base, +2 Dex), Damage +6 (bite) or Damage +5 (claws), Defense Dodge/Parry +11/ (+8 base: +2 Dex, +1 feat), Initiative +6 Saving Throws: Toughness +10 (+2 Con, +8 natural), Fortitude +8 (+6 base, +2 Con), Reflex +8 (+6 base, +2 Dex), Will +8 (+6 base, +2 Wis) BARGHEST Type: 6th Level Outsider (Extraplanar, Shapechanger, Vice) Speed: 30 ft. Abilities: Str +3, Dex +2, Con +1, Int +2, Wis +2, Cha +2 Skills: Bluff 9 (+11), Concentration 9 (+10), Diplomacy 9 (+11), Disguise 9 (+11), Intimidate 9 (+11), Jump 9 (+12), Notice 9 (+11), Sense Motive 9 (+11), Stealth 9 (+11; +15 in wolf form), Survival 9 (+11) Feats: Dodge Focus, Dual Strike B, Improved Initiative, Power ( 5) B, Track Traits: Change Shape, Damage Reduction 2/supernatural, Darkvision 60 ft., Feed, Pass without Trace (wolf form), Powers (rank 9, Cha, save Difficulty 16, Blink, Dominate, Heart Shaping, Mind Touch +11, Teleport +11), Scent Combat: Attack +8 (+6 base, +2 Dex), Damage +5 (bite) or Damage +4 (claws), Defense Dodge/Parry +9/ (+6 base: +2 Dex, +1 feat), Initiative +6 Saving Throws: Toughness +7 (+1 Con, +6 natural), Fortitude +6 (+5 base, +1 Con), Reflex +7 (+5 base, +2 Dex), Will +7 (+5 base, +2 Wis) Change Shape: A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack. Feed: When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim s body. A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally. The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. BRASS DRAGON WYRMLING Type: 4th Level Dragon (Fire) Size: Tiny Speed: 60 ft., burrow 30 ft., fly 150 ft. (average) Abilities: Str 0, Dex 0, Con +1, Int 0, Wis 0, Cha 0 Skills: Knowledge (history) 7 (+7), Knowledge (life sciences) 7 (+7), Knowledge (the supernatural) 7 (+7), Notice 7 (+7), Search 7 (+7), Stealth 7 (+15) Feats: Dual Strike B, Improved Initiative, Move-by Action, Night VisionB, PowerB Traits: Breath Weapon, Darkvision 120 ft., Immune to Fire, Paralysis, and Sleep, Powers (rank 7, Wis, save Difficulty 13, Beast Link +8), Vulnerable to Cold Combat: Attack +6 (+4 base, +0 Dex, +2 size), Damage +1 (bite) or Damage +0 (claw), Defense Dodge/Parry +6/ (+4 base: +0 Dex, +2 size), Initiative +4 Saving Throws: Toughness +2 (+1 Con, +3 natural, 2 size), Fortitude +5 (+4 base, +1 Con), Reflex +4 (+4 base, +0 Dex), Will +4 (+4 base, +0 Wis) Breath Weapon: 30-ft. line, damage +2 fire, Reflex Difficulty 13 half; or 15-ft. cone, sleep 3 rounds, Will Difficulty 13 negates. CHAOS BEAST Type: 8th Level Outsider (Extraplanar) Speed: 20 ft. Abilities: Str +2, Dex +1, Con +1, Int 0, Wis 3

0, Cha 0 Skills: Climb 11 (+13), Escape Artist 11 (+12), Jump 11 (+13), Notice 11 (+11), Search 11 (+11), Stealth 11 (+12), Survival 11 (+11), Tumble 11 (+12) Feats: Dodge Focus ( 2), Improved Initiative Traits: Corporeal Instability, Darkvision 60 ft., Immune to Critical Hits and Transformation, Supernatural Resistance 15 Combat: Attack +9 (+8 base, +1 Dex), Damage +3 (claw), Defense Dodge/Parry +11/ (+8 base: +1 Dex, +2 feats), Initiative +5 Saving Throws: Toughness +5 (+1 Con, +5 natural), Fortitude +7 (+6 base, +1 Con), Reflex +7 (+6 base, +1 Dex), Will +6 (+6 base, +0 Wis) Immunity to Transformation: No supernatural power can permanently affect or fix a chaos beast s form. Corporeal Instability: A living creature struck by a chaos beast s claw attack must succeed on a Difficulty 15 Fortitude save or become a spongy amorphous mass, its shape melting, flowing, writhing, and boiling. An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried armor, backpacks, even shirts hamper more than help, reducing the victim s Dexterity by 2. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Pain is such that the victim cannot act coherently and cannot cast spells or use magic items. It attacks blindly, attacking the nearest creature ( 4 penalty to the attack, 1 10 miss on a d20). Every two rounds, the amorphous state deals 1 point of Wisdom drain from the shock. If the Wisdom falls to 5, the creature becomes a chaos beast. A victim can regain its own shape by taking a standard action to attempt a Difficulty 15 Charisma check. A success reestablishes the form for 1 minute. On a failure, the victim can repeat this check each round until successful. A Difficulty 20 Cure power check removes the affliction. ENRICHED ASSASSIN VINE Type: 4th Level Plant Size: Large Speed: 5 ft. Abilities: Str +5, Dex 0, Con +3, Int, Wis +1, Cha 1 Feats: Improved Grab B, Night Vision B, Tough B Traits: Blindsight 30 ft., Camouflage, Constrict, Entangle, Immune to Electricity, Plant Traits, Resistance to Cold 4 and Fire 4 Combat: Attack +2 (+3 base, +0 Dex, 1 size), Damage +7 (slam or grapple), Defense Dodge/Parry +2/ (+3 base: +0 Dex, 1 size), Initiative +0 Saving Throws: Toughness +9 (+3 Con, +1 feat, +3 natural, +2 size), Fortitude +7 (+4 base, +3 Con), Reflex +1 (+1 base, +0 Dex), Will +1 (+1 base, +1 Wis) Blindsight: Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. Camouflage: It requires a Difficulty 20 Knowledge (life sciences), Notice, or Survival check to identify an assassin vine for what it is. Entangle: An assassin vine can animate plants within 30 feet of itself as a free action to entangle its opponents. The effect lasts until the vine dies or decides to end it (a free action). The ability is otherwise similar to the entangling effect described in the plant growth feature of the Plant Shaping supernatural power (rank 7, Wis, save Difficulty 13, Plant Shaping +8). 4

MIMIC Type: 7th Level Aberration (Shapechanger) Size: Large Speed: 10 ft. Abilities: Str +4, Dex +1, Con +3, Int 0, Wis +1, Cha 0 Skills: Climb 7 (+11), Disguise 8 (+16), Notice 9 (+10) Feats: Attack Focus (slam), Lightning Reflexes, Skill Training Traits: Adhesive, Crush, Darkvision 60 ft., Immune to Acid, Mimic Shape Combat: Attack +5 (+5 base, +1 Dex, 1 size) or Attack +6 (slam), Damage +7 (slam), Defense Dodge/Parry +5/ (+5 base: +1 Dex, 1 size), Initiative +1 Saving Throws: Toughness +7 (+3 Con, +2 natural, +2 size), Fortitude +5 (+2 base, +3 Con), Reflex +5 (+2 base, +1 Dex, +2 feat), Will +6 (+5 base, +1 Wis) Adhesive: A mimic automatically grapples any creature it hits with a slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes the mimic is stuck fast unless the wielder succeeds on a Difficulty 16 Reflex save. A successful Difficulty 16 Strength is needed to pry a stuck weapon free. Strong alcohol dissolves the adhesive, but the mimic may still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the mimic dies. Crush: A mimic deals +7 damage with a successful grapple check. Mimic Shape: A mimic can assume the general shape of any object that fills roughly 150 cubic feet such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size. A mimic s body is hard and has a rough texture, no matter what appearance it presents. Anyone who examines the mimic can detect the ruse with a successful Notice check against the mimic s Disguise check. OOZE MEPHIT Type: 3rd Level Outsider (Extraplanar, Water) Size: Small Speed: 30 ft., fly 40 ft. (average), swim 30 ft. Abilities: Str +2, Dex 0, Con +1, Int 2, Wis 0, Cha +2 Skills: Bluff 6 (+8), Diplomacy 6 (+8), Escape Artist 6 (+6), Notice 6 (+6), Stealth 6 (+10), Swim 0 (+10) Feats: Power Attack, Tough Traits: Acid Arrow, Breath Weapon, Damage Reduction 2/supernatural, Darkvision 60 ft., Fast Healing, Stinking Cloud, Summon Mephit Combat: Attack +4 (+3 base, +0 Dex, +1 size), Damage +3 (claws), Defense Dodge/Parry +4/ (+3 base: +0 Dex, +1 size), Initiative +0 Saving Throws: Toughness +6 (+1 Con, +1 feat, +5 natural, 1 size), Fortitude +4 (+3 base, +1 Con), Reflex +3 (+3 base, +0 Dex), Will +3 (+3 base, +0 Wis) Acid Arrow: Once per hour, an ooze mephit may make a special attack to lob a stream of acid against a single target within 400 feet. If it hits the target, it deals +2 damage (acid). Breath Weapon: 10-ft. cone, 1/2 rounds, +1 damage (acid) plus 4 Defense and 2 attack for 3 rounds. Reflex Difficulty 13 halves damage. Fast Healing: So long as an ooze mephit is in contact with mud or water, it may make a recovery roll every minute. Stinking Cloud: Once per day, an ooze mephit may spew a foul-smelling cloud centered on itself. All creatures within 20 feet must succeed on a Difficulty 15 Fortitude save or be sickened for as long as they remain in the area and for 2 rounds after. Ooze mephits are immune to this ability. Summon Mephit: Once per day, an ooze mephit may summon another ooze mephit if it rolls a 16 or better on a roll of a d20. 5

PHASM Type: 15th Level Aberration (Shapechanger) Speed: 30 ft. Abilities: Str +1, Dex +2, Con +2, Int +3, Wis +2, Cha +2 Skills: Bluff 18 (+19), Diplomacy 18 (+20), Disguise 18 (+20), Notice 18 (+23), Survival 18 (+20) Feats: Blind-Fight, Dodge Focus ( 3), Improved Initiative, Skill Focus (Notice) Traits: Alternate Form, Immune to Paralysis, Poison, Sleep, Stun, and Critical Hits, Resilient, Scent, Telepathy 100 ft., Tremorsense 60 ft., Combat: Attack +13 (+11 base, +2 Dex), Damage +2 (slam), Defense Dodge/Parry +16/ (+11 base: +2 Dex, +3 feats), Initiative +6 Saving Throws: Toughness +7 (+2 Con, +5 natural), Fortitude +11 (+5 base, +2 Con, +4 Resilient), Reflex +11 (+5 base, +2 Dex, +4 Resilient), Will +11 (+9 base, +2 Wis) Alternate Form: A phasm can assume any form of Large size or smaller as a standard action. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form. Resilient: A phasm has a +4 racial bonus on Fortitude and Reflex saves (included). ROT MONSTER Type: 3rd Level Aberration Size: Small Speed: 40 ft. Abilities: Str 0, Dex +3, Con +1, Int 4, Wis +1, Cha 1 Skills: Notice 6 (+10) Feats: Skill Focus (Notice), Track Traits: Darkvision 60 ft., Rot Combat: Attack +6 (+2 base, +3 Dex, +1 size), Damage rot (antennae), Defense Dodge/Parry +6/ (+2 base: +3 Dex, +1 size), Initiative +3 Saving Throws: Toughness +4 (+1 Con, +4 natural, 1 size), Fortitude +2 (+1 base, +1 Con), Reflex +4 (+1 base, +3 Dex), Will +4 (+3 base, +1 Wis) Rot: A rot monster that makes a successful attack with its antennae causes nonliving plant matter to decompose into a fine, dry compost. The touch can destroy up to a 2-foot cube of wood, leaves, plant-based cloth (cotton and linen, for example, but not wool, leather, or silk), and so on. Supernatural items are not affected by this ability. A mundane wooden weapon that deals damage to a rot monster decomposes immediately. Stone and metal weapons are not affected, but their wooden handles and hafts are. SHADOW Type: 3rd Level Undead (Incorporeal) Speed: Fly 40 ft. (good) Abilities: Str, Dex +2, Con, Int 3, Wis +1, Cha +1 Skills: Notice 6 (+9), Search 6 (+10), Stealth 6 (+8)* Feats: Dodge Focus, Skill Focus (Notice) Traits: Create Spawn, Darkvision 60 ft., Strength Damage, Undead Traits Combat: Attack +3 (+1 base, +2 Dex), Damage 1 Str (touch), Defense Dodge/Parry +4/ (+1 base: +2 Dex, +1 feat), Initiative +2 Saving Throws: Toughness +1 (+0 Con, +1 undead), Fortitude +1 (+1 base, +0 Con), Reflex +3 (+1 base, +2 Dex), Will +4 (+3 base, +1 Wis) Create Spawn: A create slain by a shadow rises as a new shadow after 2 rounds. It retains none of its statistics. Strength Damage: A living creature touched by a shadow takes 1 point of Strength damage. A creature reduced to 5 Strength by this attack dies. Skills: A shadow gains a +2 bonus to Notice checks and a +4 bonus to Search checks. *A shadow in areas of shadowy illumination gains a +4 bonus to Stealth checks. In areas of bright light, it takes a 4 penalty to Stealth checks. 6

GREATER SHADOW Type: 9th Level Undead (Incorporeal) Speed: Fly 40 ft. (good) Abilities: Str, Dex +2, Con, Int 3, Wis +1, Cha +2 Skills: Notice 12 (+18), Search 12 (+13), Stealth 12 (+14)* Feats: Dodge Focus ( 2), Move-by Action, Skill Focus (Notice) Traits: Create Spawn, Darkvision 60 ft., Strength Damage, Undead Traits Combat: Attack +6 (+4 base, +2 Dex), Damage 2 Str, Defense Dodge/Parry +8/ (+4 base: +2 Dex, +2 feats), Initiative +2 Saving Throws: Toughness +4 (+0 Con, +4 undead), Fortitude +3 (+3 base, +0 Con), Reflex +5 (+3 base, +2 Dex), Will +7 (+6 base, +1 Wis) Traps ACID ARROW TRAP Search Difficulty 27; Type Supernatural; Reset No reset; Trigger Open door; Attack +2, Damage +2 acid damage for two rounds; Disarm Disable Device Difficulty 27; Bypass Key BESTOW CURSE TRAP Reset Lock Door; Trigger Open Door; Effect impose a 4 penalty on attacks, saves, and checks, Will Difficulty 14 negates; Disarm Disable Device Difficulty 28; Bypass Key BLACK TENTACLES TRAP Search Difficulty 29; Type Supernatural; Reset Lock Door; Trigger Open Door; Attack +7; Damage +6; Targets Multiple (up to three tentacles per target in each of four adjacent 5-ft. squares); Disarm Disable Device Difficulty 29; Bypass Masters Key BUILT-TO-COLLAPSE WALL Search Difficulty 22; Type Mechanical; Reset No reset; Trigger Location; Attack +20; Damage +4; Targets multiple (all targets in the first 5-ft.-by-10-ft. area of the hall); Disarm Disable Device Difficulty 22 BURNING HANDS TRAP Search Difficulty 26; Type Supernatural; Reset No reset; Trigger Open door; Damage +5 fire, Reflex Difficulty 11 half; Disarm Disable Device Difficulty 11; Bypass Key DAMAGED LIGHTNING BOLT TRAP Reset No reset; Trigger Open Door; Damage +4 electricity, Difficulty 14 Reflex half; Targets all creatures within 5 feet; Disarm Disable Device Difficulty 28 7

DOMINATE PERSON TRAP Search Difficulty 30; Type Supernatural; Reset Lock door; Trigger Open door; Effect as Mind Touch and Dominate Power, Will Difficulty 17 negates; Disarm Disable Device Difficulty 30; Bypass Key FIREBALL TRAP Reset Lock door; Trigger Open door; Damage +16 fire, Difficulty 14 Reflex halves; Targets all creatures within 20 ft.; Disarm Disable Device Difficulty 28; Bypass Key FUSILLADE OF SPEARS Search Difficulty 22; Type Mechanical; Reset No reset; Trigger Location; Attack +20; Damage +3; Targets multiple (2 spears per target in a 5-ft.-by-10-ft. area); Disarm Disable Device Difficulty 22 GLYPH OF WARDING (BLAST) TRAP Reset Lock Door; Trigger Open Door; Damage +6 acid, Difficulty 14 Reflex halves; Targets all within 5 ft.; Disarm Disable Device Difficulty 28; Bypass Key HAIL OF NEEDLES Search Difficulty 22; Type Mechanical; Reset No reset; Trigger Location; Attack +20; Damage +2; Disarm Disable Device Difficulty 22 Antimagic Scarab By depressing a cunningly concealed button on the bottom of the scarab, the item emits a MAXIMIZED MAGIC MISSILE TRAP Search Difficulty 29; Type Supernatural; Reset Lock door; Trigger Open door; Damage +15; Disarm Disable Device Difficulty 29; Bypass Key PHANTASMAL KILLER TRAP Search Difficulty 29; Type Supernatural; Reset Lock Door; Trigger Open Door; Effect target becomes dying, Difficulty 16 Fortitude negates; Disarm Disable Device Difficulty 29; Bypass Key PIT TRAP Search Difficulty 20; Type Mechanical; Reset Manual (unless stone blocks trap is also triggered); Trigger Location; Effect fall 60 ft.; Damage +12; Reflex Difficulty 20 negates; Disarm Disable Device Difficulty 20 SHOCKING GRASP TRAP Search Difficulty 26; Type Supernatural; Reset Lock door; Trigger Open door; Attack +5; Damage +10 energy; Disarm Disable Device Difficulty 26; Bypass Key STINKING CLOUD TRAP Reset No reset; Trigger Open Door; Effect Nauseates for 5 rounds, Difficulty 14 negates; Targets All creatures within 20 ft.; Disarm Disable Device Difficulty 28; Bypass Key STONE BLOCKS FROM CEILING Search Difficulty 25; Type Mechanical; Reset No reset; Trigger Location; Attack +10; Damage +8; Disarm Disable Device Difficulty 20 Supernatural Items field out to 30 feet that automatically suppresses any supernatural powers, effects, or abilities. The field remains active for 2 hours at a time, and may be used up to three times per day. 8