Outland’s very own Ian Stuart Sharpe went Viking with what was billed as the “Vinland Invasion” of the Jorvik Viking Festival in the UK. You might not be old enough to remember the British Invasion, but you still feel its effects. The Beatles, the Rolling Stones, the...
FOR IMMEDIATE RELEASE Media Contact: Gwendolyn Nix email@example.com DARK FANTASY NOVEL ACQUIRED BY OUTLAND ENTERTAINMENT Novelist Kate Martin joins Outland Entertainment family with The Soulless KANSAS CITY, MISSOURI (MARCH 2, 2020)—A new dark epic...
Hello folks! So, coming in February, will be a campaign for our latest anthology - Where the Veil is Thin. Featuring stories from David Bowles, Seanan McGuire, Glenn Parris, Shanna Swendson, Gwendolyn N. Nix, L. Penelope, Alethea Kontis, Linda Robertson, Grey Yuen,...
Hello everybody! It took us a while, but APEX: Collected Edition is now LIVE on Kickstarter! Thank you for being patient, giving us feedback, and sticking with us while we sorted out all the details to give this the biggest chance of success as possible. We appreciate...
Hello everybody! We're well aware that we've had multiple announcements for the launch of APEX: The Collected Edition on Kickstarter and apologize for that. We were excited about getting the game back out there and we made announcements prematurely. To that end, I...
Fox & Willow, an online grim fairytale series, has been acquired by Outland Entertainment. Written by Allison Pang and illustrated by Irma ‘Aimo’ Ahmed, Fox & Willow debuted in April 2012 and has maintained a strong fanbase ever since. Following the runaway princess, Willow, and her mischievous fox spirit companion, Gideon, the overarching plot…
Hello everybody! I know that we announced the hard launch date for the Kickstarter for APEX: Collected Edition yesterday. When we announced that, we felt pretty sure we were ready to roll, but we had a significant amount of feedback on the campaign. Because of how the...
The Jötunn War Issue 02 just reached it's primary funding goal on Kickstarter! We're now at the final 20 hours of the campaign and we're hoping to raise funds for issue three! Thank you all so much for your continued support! The Jötunn War is a FOUR ISSUE graphic...
Hello everybody! A quick update on the status of the upcoming Apex Theropod: Deckbuilding Game Collected Edition Kickstarter. We had expected to launch the Kickstarter last week, but it took a little longer than we anticipated to get all the details in from the...
DEFENSE AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size) hp 22 (3d12+3) Fort +4, Ref +6, Will +5 Immuneparalysis, sleep; SR 13
OFFENSE Speed 10 ft., fly 60 ft. (good) Melee bite +4 (1d3–1) Space 2-1/2 ft.; Reach 0 ft. Special Attacks breath weapon (5-ft. cone, confused, Will DC 12 negates, usable every 1d4 rounds) Spell-Like Abilities (CL 3rd; concentration +6) At will–hold portal 3/day–greater invisibility (self only), unseen servant (within domain of fortune only) Spells Known (CL 3rd; concentration +6) 1st (6/day)–cause fear (DC 14), silent image (DC 14), ventriloquism (DC 14) 0th (at will)–flare (DC 13), ghost sound (DC 13), mage hand, open/close, spark
STATISTICS Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16 Base Atk +3; CMB +4; CMD 13 (17 vs. trip) Feats Deft Hands, Improved Initiative Skills Appraise +9, Bluff +9, Climb +5, Disable Device +8, Fly +17, Perception +8, Sense Motive +8, Sleight of Hand +8, Stealth +17 Languages Common, Draconic, Halfling, Sylvan SQ change shape (cat, beast shape II), domain of fortune
ECOLOGY Environment any urban Organization solitary or pair Treasure standard
SPECIAL ABILITIES Breath weapon (Su) 5-foot cone, confusion for 1d4 rounds, DC 12 negates. Creatures compelled to attack the nearest creature never target the aitvaras or creatures benefiting from its domain of fortune. An aitvaras can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Domain of Fortune (Su) An aitvaras can adopt a structure as its domain, blessing it with supernatural luck and hindering enemies within its walls. Creatures that live in the bonded structure receive a +2 luck bonus on all skill checks within its walls. Non-chaotic intruders suffer a –2 penalty on attack rolls, damage rolls, saves, and caster level checks to overcome spell resistance within the structure.
An aitvaras can only have one bonded domain at a time, which can be no larger than 100 squares. If the aitvaras ends its connection to a structure, it must wait 24 hours before it can adopt a new domain.
Spells An aitvaras casts spells as a 3rd-level sorcerer.
Mischievous, honorless cousins of pseudodragons, aitvaras (singular and plural) thrive in the bustling chaos of the city, where their actions often go unnoticed. An aitvaras uses the form of a stray cat to find a residence or business which it can claim as its domain. Once it adopts a home, the aitvaras works tirelessly to bring prosperity to its inhabitants, using its magic to bless residents with luck while stealing from neighbors and sabotaging competitive businesses. The residents’ new fortune is short-lived, however, for if the aitvaras’ mischief is traced back to its home, the dragon abandons its former benefactors to face the consequences of its actions while it slinks away in search of a new domain.
An aitvaras typically follows some kind of pattern when choosing homes, though these predilections vary widely between individuals. Some favor certain races or professions, while others have more unusual preferences, such as a specific number of children or musicians who play a unique instrument. Their chaotic nature makes it difficult to attract an aitvaras to one residence or predict where it will go next. Even those who successfully win an aitvaras’ favor find its blessings fickle, for the dragon often has unspoken expectations when adopting a domain, and those who violate its “terms” risk drawing the beast’s ire. As a result, even the most amicable relationship with an aitvaras is typically brief and disastrous to the hosts.
Aitvaras are territorial and never share a domain. Mated pairs fight to decide which domain will hold their eggs, though the parents forget about their young once they move to a new domain, leaving the hatchlings to fend for themselves.
A chaotic neutral arcane spellcaster of at least 7th level who has the Improved Familiar feat may select an aitvaras as a familiar.
ONYARE Branching, jagged antlers line this ink-black salamander’s back from head to tail. Acrid fumes pour from its mouth between rows of needle-like teeth.
Onyare CR 5 XP 1,600 CE Large outsider (chaotic, demon, evil, extraplanar) Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
Defense AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size) hp 51 (6d10+18) Fort +5, Ref +7, Will +6 DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
Offense Speed 30 ft., swim 30 ft. Melee bite +10 (1d8+5), gore +10 (1d8+5 plus horn seeds) Space 10 ft.; Reach 5 ft. Special Attacks breath weapon (every 1d4 rounds, 15 ft. cone, 6d6 acid damage, Reflex half DC 15) Spell-Like Abilities (CL 6th, concentration +7) At will—greater teleport (self plus 50 lbs. of objects only), scare (DC 13) 1/day—haunting mists (Ultimate Magic, DC 13), summon (level 3, 1d3 dretches at 40%)
Statistics Str 20, Dex 15, Con 17, Int 6, Wis 9, Cha 12 Base Atk +6; CMB +12; CMD 24 (cannot be tripped) Feats Improved Initiative, Lunge, Power Attack Skills Perception +10, Sense Motive +10, Stealth +11, Survival +7, Swim +19; Racial Modifiers +4 Stealth, +8 Swim Languages Abyssal, Celestial, Draconic; telepathy 100 ft. SQ aquatic adaptation
Ecology Environment abyss Organization solitary or pair Treasure standard
Special Abilities Aquatic Adaptation (Ex) An onyare can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater.
Horn Seeds(Ex) When an onyare hits a creature with its gore attack, tips of its antlers break off and begin growing in the target’s body as bony, antler-like nodules. Damage caused by the horn seeds cannot be magically or naturally healed until the bony growths are removed, which requires a DC 15 Heal check and deals 3d8 points of damage to the target. For every 5 by which the Heal check exceeds the DC, reduce the damage by 1d8 (minimum 0). Outsiders with the chaotic subtype are immune to this effect. This is a disease effect. The save DC is Constitution-based.
Horn Seeds(Ex) Gore—injury; save Fort DC 15, onset 1 day, frequency 1 day, effect 1d4 Dex and 1 Con damage, cure 2 consecutive saves.
Cunning and cruel, onyares are horned demons that lurk in the lakes and tarns of abyssal swamplands. Constantly adapting to the needs of their environment, Onyares grow and shed primitive, gaunt limbs in a matter of minutes – effective for overland travel between mires, but too weak for combat. Onyares instead rely on their needle-sharp teeth and corrosive breath, but their most infamous weapon is their antlers, which break off into victims and form horn-like growths that impede movement and drain vitality. Each antler is a fast-growing shard of primordial chaos that consumes normal flesh and sprouts new branches. An onyare constantly sheds damaged or dead antlers, using the broken points to decorate its lair and mark the edges of its territory.
An onyare is between 8 and 11 feet long, weigh roughly 400 pounds, and can possess up to 5 primitive limbs at any given time. They form from mortal souls who thrived in mass hysteria, exploiting panic and tragedy for entertainment or personal gain. They delight in using their spell-like abilities to frighten intruders, giving chase as they flee in terror. They are often summoned to the Material Plane to serve as guardians for hidden lairs and vaults within the marshes, though their restless, chaotic nature often leads them to abandon their posts and stalk the wilderness for mortals to torment.
Written by Nicholas Wasko Artwork by Zul Fadhli Kamarrudin Edited by William Ward
LINNORM, DUNE The cracks and fissures in the mottled brown hide of this bipedal, serpentine dragon weep seemingly endless streams of sand. The air around its spade-shaped head ripples with intense heat.
Special Abilities Breath Weapon (Su) Once every 1d4 rounds, a dune linnorm can breathe a 120-foot line of superheated wind, dealing 14d8 points of fire damage to all creatures in the area (Reflex DC 22 halves). If the ground is covered in sand, the heat turns the sand in the area into long shards of glass pointed away from the linnorm. This area is affected as per the spike stones spell (Reflex DC 22, Perception DC 30 to notice), except that creatures damaged by the glass also take 1d8 points of fire damage. The glass turns brittle and collapses back into sand after 1 hour. The save DC is Constitution-based.
Death Curse (Su) When a creature slays a dune linnorm, the slayer is affected by the curse of the wastes. Curse of the Wastes: save Will DC 22; effect creature functions as being in severe heat (see the “Heat Dangers” section in Chapter 13 of the Pathfinder RPG Core Rulebook) at all times (unless the actual temperature is hotter), and cannot benefit from endure elements or other magical protection from heat. The save DC is Charisma-based.
Freedom of Movement (Ex) A dune linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d3 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.
True Seeing (Ex) A dune linnorm has constant true seeing, as per the spell of the same name.
While most linnorms inhabit the frigid mountains of the far north, the fearsome dune linnorms dwell in southern deserts, steppes, and other regions of intense heat. The massive dragons claim vast tracts of wasteland as their territories, devastating the already fragile ecosystems with their voracious appetites and aggressive dispositions. Their limited food supplies leave them smaller and weaker than their northern cousins, but many times more irritable thanks to their near-constant hunger.
While a dune linnorm’s presence frequently spells disaster for nearby tribes of humanoids, exceptionally resourceful or powerful individuals can salvage boons from the dragons’ lairs. Dune linnorms’ fey dispositions instinctively draw them to ley lines and other sites of potent natural magic hidden in the wastes, meaning their homes are often riddled with magical treasures and supernatural fonts of food and water, which allow the ravenous dragons to survive. Crafty desert-dwellers can capitalize on these resources, although they risk provoking the mighty liners, who swiftly and ruthlessly investigate any perceived violations of their privacy.
Written by Christoper Wasko Artwork by Zul Fadhli Kamarrudin Edited by William Ward
ILLIMULID An iridescent carapace covers this tiny creature, with two bulbous, three-pupiled eyes in front and a spine-like tail protruding behind. Four pairs of pincer-tipped legs fidget incessantly beneath its shell. Its entire body shimmers, as if surrounded by unstable energy.
Illimulid CR 3 XP 800 N Tiny magical beast Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
Defense AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size) hp 22 (3d10+6) Fort +5, Ref +6, Will +2 SR 16
Offense Speed 10 ft. Melee touch +8 (attach) Ranged force bolt +8 (1d3) Space 2-1/2 ft.; Reach 0 ft. Special Attacks dweomer leap, parasitic casting Spell-Like Abilities (CL 3rd) Constant—detect magic
Statistics Str 3, Dex 17, Con 14, Int 1, Wis 12, Cha 16 Base Atk +3; CMB +4 (+12 grapple when attached); CMD 10 (26 vs. trip) Feats Skill Focus (Use Magic Device), Weapon Finesse Skills Stealth +15, Use Magic Device +8
Ecology Environment any urban or underground Organization solitary, pair, or colony (3-12) Treasure incidental
Special Abilities Dweomer Leap (Su) An illimulid that is targeted by a spell or within a spell’s area of effect can teleport into the caster’s square as an immediate action, effectively appearing mid-leap and aimed toward the caster. This ability takes effect whether or not the spell overcomes the illimulid’s spell resistance. The illimulid can immediately make a touch attack against the spell’s caster. This ability does not provoke an attack of opportunity.
Force Bolt (Sp) As a standard action an illimulid can fire a bolt of force at any foe within 30 ft. as a ranged attack. Each bolt deals 1d3 points of force damage. An illimulid’s force bolt can be blocked by a shield spell.
Parasitic Casting (Su) An illimulid that is attached to a spellcaster at the beginning of its turn can make a special Use Magic Device check against DC 11 + caster level. If successful, the illimulid activates one of the caster’s spells, as if she had cast the spell with the illimulid as the target or the center of the effect. The activated spell is chosen randomly from the caster’s prepared spells or spells known. Harmful spells activated by this effect always fail to overcome the illimulid’s spell resistance. Spells with a range of personal affect the illimulid instead of the caster. If the Use Magic Device check exceeds the caster’s Will save by 5 or more, an additional spell is activated.
The bane of all magic users, illimulids (colloquially called “magekiller crabs”) were named for their ability to hijack magical energies. Despite their meek appearance, these seemingly harmless creatures become dangerous when they latch onto a victim and start firing spells at point blank.
Terrestrial cousins of horseshoe crabs, illimulids eat mosses, fungi, and carrion, and shelter in cramped spaces to escape predators. Females lay hundreds of eggs at a time, but must siphon energy from magical discharges to prime them for fertilization. As a result, these typically docile creatures become active in the presence of spellcasters, scrolls, wands, and other magic items, triggering spell effects in order to quicken as many eggs as possible. Their preferred habitats and aggressive pursuit of spellcasters makes infestations a major problem in magical communities.
Armies opposed by mages sometimes outfit their platoons with caged illimulids, which can use their dweomer leap to ambush long-range spellcasters and wreak havoc behind enemy lines. Some soldiers tell tales of illimulids specially bred for war, immune to certain forms of magic and bearing pincers that can rip through armor.
Written by Nicholas Wasko Artwork by Zul Fadhli Kamarrudin Edited by William Ward
SOLAR SPIDER This sleek spider has a hide like a polished mirror, and eight pinpricks of light for eyes.
Solar Spider CR 4 XP 1,200 N Medium magical beast Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
Defense AC 17, touch 13, flat-footed14 (+3 Dex, +4 natural) hp 42 (5d10+15) Fort +7, Ref +7, Will +3 Defensive Abilities reflective hide; Immune mind-affecting effects; Resist fire 20
Offense Speed 30 ft., climb 30 ft. Melee bite +7 (2d6+3 plus poison) Special Attacks sun snare
Statistics Str 14, Dex 17, Con 16, Int –, Wis 15, Cha 14 BaseAtk +5; CMB +7; CMD 20 (32 vs. trip) Skills Climb +19, Perception +6; Racial Modifiers +16 Climb, +4 Perception SQ light climbing
Ecology Environment warm desert or plains Organization solitary, pair, or colony (3-8) Treasure incidental
Special Abilities Light Climbing (Su) Solar spiders use their Dexterity modifiers for their Climb skill, rather than Strength. When in areas of bright light, solar spiders can climb on imperceptible strands of light, using their climb speed as a fly speed with perfect maneuverability. The solar spider uses its Climb skill rather than its Fly skill to determine its ability to execute flying maneuvers, with no additional bonuses for maneuverability.
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Strength damage and 1 Constitution damage; cure 1 save.
Reflective Hide (Ex) A solar spider’s polished hide is highly reflective. When a solar spider is in normal light, all creatures within 30 feet of it are dazzled. When in bright light, a solar spider’s hide becomes so bright that creatures have difficulty looking directly at it, resulting in a 20% miss chance against all attacks by sight-dependent attackers. Solar spiders are immune to spells and effects that use sunlight as a weapon, such as searing light and sunburst, and they cannot be blinded or dazzled by bright light or patterns.
Sun Snare (Su) A solar spider can throw globs of burning sunlight the way normal spiders throw webs. This ability functions like the web ability (+8 ranged, DC 15, 5 hp), except that a creature struck by a sun snare must also make a DC 15 Fortitude save or be blinded for 1d4 rounds. A creature entangled in a sun snare sheds light like a sunrod, suffers a -40 penalty on Stealth checks, and takes 1d4 points of fire damage per round it is entangled. Solar spiders can only use this ability when they are in normal or bright light.
Found in deserts, wastelands, and other regions infamous for intense sunlight, solar spiders are fully adapted to survive in sun-seared environments. Their reflective hides not only protect them from ultraviolet rays, but also turn the blinding sunlight to their advantage when hunting prey or fending off predators. Their hypersensitive legs can also grasp strands of light unnoticeable to most creatures, allowing them to climb on sunbeams and spin light into adhesive projectiles that rapidly burn those they ensnare.
Despite the spiders’ dangerous abilities and territorial natures, many desert tribes harbor great respect for the radiant creatures. Tribe elders and soothsayers depict the arachnids as servants or manifestations of solar deities, graceful and beautiful from a distance but terrible if encountered up close. Chieftans and shamans commonly wear ceremonial armor or headdresses made from solar spider hide as a status symbol.
Written by Christoper Wasko Artwork by Zul Fadhli Kamarrudin Edited by William Ward
Press Release: Outland Entertainment Introduces Creatures of the Outlands Blog Series
FOR IMMEDIATE RELEASE
SUMMARY: Outland Entertainment LLC introduces bi-monthly blog posts of creature-centric material for The Pathfinder Roleplaying Game.
TOPEKA, KS, NOVEMBER 15, 2015 — Outland Entertainment LLC, a digital publisher, producer and purveyor of fine artwork and fiction, is pleased to announce Creatures of the Outlands, a bimonthly website series of creature-centric material for The Pathfinder Roleplaying Game.
This bimonthly series, available through the Outland Entertainment’s blog, opens featuring design work from RPG Superstar 2014 Top 16 finisher, Christopher Wasko; and, Here be Monsters design contest winner, Nicholas Wasko.
Each entry in the Creatures of the Outlands series features a complete creature, with artwork, for use at your gaming table. For more information visit outlandentertainment.com/blog.