I’ve come at last. She has kept me out for a long time, but I have got in at last. Aslan is on the move. The Witch’s magic is weakening.―Father Christmas

Father Christmas was the gift-bearing figure, known on both Earth and in the World of Narnia, who came to all the good creatures in Narnia the night before Christmas. However, here are seven items that nobody (not even the Grinch) wants to find in his or her stocking on Christmas morning!



Armor of Arrow Attraction

Magical analysis indicates that this armor is a normal suit of +3 full plate. However, the armor is cursed. It works normally with regard to melee attacks but actually serves to attract ranged weapons. The wearer takes a –15 penalty to AC against any attack by a ranged weapon. The true nature of the armor does not reveal itself until the character is fired upon in earnest.

Bag of Devouring

This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a Bag of Holding. The sack is, however, a lure used by an extradimensional creature—in fact, one of its feeding orifices. Any substance of animal or vegetable nature is subject to “swallowing’’ if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but any time thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending member and attempt to draw the whole victim in. The bag has a +8 bonus on grapple checks made to pull someone in. The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding type I, but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

Bracers of Defenselessness

These appear to be bracers of armor +5 and actually serve as such until the wearer is attacked by an enemy. At that moment and thereafter, the bracers cause a – 5 penalty to AC. Once their curse is activated, bracers of defenselessness can be removed only by means of a remove curse spell.

Harry’s Horrible Broom

This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use. If a command is spoken, the broom does a loop-the-loop with its hopeful rider, dumping him/her on his head from 6d6 feet off the ground. The broom then attacks the victim, beating him/her about the face and head doing 2d6+5 with each strike. Once the victim is reduced to Zero Hit Points, then the broom falls “lifeless” to the ground until someone else tries to ride it.

Cloak of Poisonousness

This cloak is usually made of a woolen material, although it can be made of leather. A detect poison spell can reveal the presence of poison impregnated in the cloak’s fabric. The garment can be handled without harm, but as soon as it is actually donned the wearer is killed instantly unless she succeeds on a DC 28 Constitution saing throw. Once donned, a cloak of poisonousness can be removed only with a remove curse spell; doing this destroys the magical property of the cloak. If a neutralize poison spell is then used, it is possible to revive the victim with a raise dead or resurrection spell, but not before.

Gauntlets of Fumbling

These gauntlets may be of supple leather or heavy protective material suitable for use with armor. In the former instance, they appear to be Gloves of Dexterity. In the latter case, they appear to be gauntlets of ogre power. The gauntlets perform according to every test as if they were gloves of Dexterity or gauntlets of ogre power until the wearer finds herself under attack or in a life-and-death situation. At that time, the curse is activated. The wearer becomes fumble-fingered, with a 50% chance each round of dropping anything held in either hand. The gauntlets also lower Dexterity by -2 points. Once the curse is activated, the gloves can be removed only by means of a spell that will remove a curse.

Mace of Blood (Homebrewed)

This +3 heavy mace functions normally in combat. However, as soon as the mace comes into contact with blood, the wielder must make a DC 15 Wisdom saving throw to avoid the Blood Curse. Success means that the Blood Curse has no effect. The blood is sucked into the mace like water into a sponge. Failure means that the welder suddenly is possessed by the Mace of Blood. The victim’s eyes become red, Strength increases by +5, and alignment becomes Chaotic Evil, and  Hit Points suddenly reduce by 50% as blood begins to literally seep out from his pours. The victim of the Blood Curse will imeadiately turn on his comrades, and attack them fighting until one or the other is dead. Once this is complete, the victim will travel to the nearest settlement and begin to slaughter any living being encountered. After 24 hours passes, the victim may make another saving throw this time at DC 17. Each failure causes the DC to raise by +2 for the next saving throw.




CR: 14
XP: 38,400
Male human druid (arctic) 13/cleric 5/rogue 2
NG Medium humanoid (human)
Init: +4 (+10 in cold terrain); Senses: Perception +22

AC: 23, touch 10, flat-footed 23 (+8 armor, +5 natural)
hp: 186 (20 HD)
Fort +21, Ref +12, Will +26
Defensive Abilities: Arctic endurance, evasion; Immune: Aging; Resist: Cold 5, fire 5

Speed: 30 ft.
Melee: Santa’s staff of animals +15/+10/+5 (1d6+2)
Special Attacks: Channel positive energy (7/day, 3d6, DC 16), sneak attack +1d6, wild shape (4/day; beast shape III, elemental body III, plant shape II)
Combat Gear: Bag of tricks (tan), restorative ointment (3), Santa’s staff of animals
Spell-Like Abilities (CL 5th, concentration +13):
At will – Clairaudience/clairvoyance
16 rounds/day – Speak with animals
11/day – Lore keeper (+23), touch of good (+2)
Cleric Spells Prepared (CL 5th, concentration +13):
3rd – Magic circle against evilD, magic vestment, remove curse, water walk
2nd – Calm emotions (DC 20), detect thoughtsD, make whole, resist energy, shield other
1st – Command (DC 19), detect evil, protection from evilD, remove fear, sanctuary (DC 19), shield of faith
0 (at will) – Create water, detect magic, guidance, resistance
D Domain spell. Domains: Good, Knowledge
Druid Spells Prepared (CL 13th, concentration +21, +15 melee touch):
7th – Animal shapesD, heal (DC 25), true seeing
6th – Antilife shellD, find the path, mass cure light wounds (DC 24), transport via plants
5th – Awaken, beast shape III (animals only)D, control winds (DC 23), tree stride (2)
4th – Cure serious wounds (2, DC 22), dispel magic, freedom of movement (2), summon nature’s ally IVD
3rd – Cure moderate wounds (DC 21), dominate animalD (DC 21), neutralize poison (DC 21), protection from elements, remove disease, sleet storm, summon nature’s ally III
2nd – Barkskin, hold animalD (2, DC 20), lesser restoration, reduce animal, wood shape (2)
1st – Calm animalsD (DC 19), charm animal (DC 19), detect animals or plants, hide from animals, obscuring mist (2), pass without trace
0 (at will) – Detect poison, know direction, mending, purify food and drink
D Domain spell. Domain: Animal

Str 14, Dex 10, Con 16, Int 13, Wis 26, Cha 18
Base Atk: +13; CMB: +15 (+17 disarm); CMD: 25 (27 vs. disarm)
Feats: Combat Casting, Combat Expertise, Craft Staff, Craft Wondrous Item, Great Fortitude, Improved Disarm, Improved Initiative, Iron Will, Leadership, Natural Spell, Toughness
Skills: Craft (toys) +15, Diplomacy +18, Disable Device +7, Handle Animal +18, Knowledge (geography) +15 (+21 in cold terrain), Knowledge (nature) +17, Perception +22 (+28 in cold terrain), Profession (teamster) +13, Stealth +14 (+20 in cold terrain, +27 in flurry form), Survival +24 (+30 in cold terrain)
Gear: Belt of control weather (3/day, CL 20th), boots of spider climbing (as the slippers), bracers of armor +8, cloak of resistance +4, flying sleigh (as 6 ft. by 9 ft. carpet of flying, needs reindeer for steering), hat of inspired wisdom +6 (as the headband), amulet of natural armor +5, sack of holding (as bag type 4, holds about 9,000 gp worth of toys and minor protective, healing, or nonviolent magic items), vest of weather resistance (provides cold and fire resistance 5).
Languages: Common, Druidic, Gnome; truespeech
SQ: Arctic native, flurry form, holiday spirit, icewalking, nature bond (Animal domain), nature sense, rogue talent (ledge walker), snowcaster, spontaneous casting (cure, summon nature’s ally), trapfinding +1, wild empathy +17

Animal Domain: Santa Claus does not currently have an animal companion. All of his reindeer have been awakened and do not count as animal companions (they are now magical beasts instead of animals). He may acquire a new animal companion if he feels the need.
Holiday Spirit (Su/Sp): Santa Claus is filled with holy power, granting him the truespeech ability (as tongues), immunity to aging, a +2 bonus to all his ability scores, and the ability to use clairaudience/clairvoyance at will as a spell-like ability.
Santa’s Staff of Animals: This finely crafted wooden staff is adorned with gold, detailed emerald enamelwork, and bells; it’s crowned with a carving of a reindeer. It allows the use of the following spells:
animal trance (1 charge)
calm animals (1 charge)
charm animal (1 charge)
dominate animal (1 charge)
hide from animals (1 charge)
speak with animals (1 charge)
Caster Level: 6th; Prerequisites: Craft Staff, animal trance, calm animals, charm animal, dominate animal, hide from animals, speak with animals; Market Price: 28,125 gp.
Low CR: Although he is a 20th-level character, Santa Claus is not optimized for combat. His CR is lower than most characters of his Hit Dice.

Santa Claus has a base Leadership score of 28 (30 for the purpose of attracting followers). His cohort is his wife, Mrs. Claus (NG female human adept 18). He has 135 1st-level followers, 13 2nd-level followers, 7 3rd-level, 4 4th-level, 2 5th-level, and 2 6th-level; nearly all of his followers are gnome commoners or experts who work as toymakers.
Santa’s sleigh is pulled by a team of eight awakened reindeer: Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, and Blitzen. Some say he has a ninth reindeer whose muzzle glows as brightly as a daylight spell; these claims are unconfirmed.
In addition, Santa has several companions, including the Krampus (LN male troll barbarian 10), Belsnickel (CN male human rogue 10/fighter 5), Black Piet (NG male human bard 10), and Knecht Ruprecht (NG male human commoner 8). His cohort, followers, reindeer, and companions all share his immunity to aging.

Based on original 3.0 stats by Sean K. Reynolds. Posted on tumblr.




D … is for … DEADLY SPHERE #atozchallenge


Deadly Sphere, also called “Blackballs” by some, are the result of a failed attempt for a wizard to create a Sphere of Annihilation. It is simply a featureless black globe, 5 feet in diameter. It levitates about slowly and silently, in apparently random patterns, disintegrating everything in its path. Blackballs are destructive forces, disruptive to the environment but fortunately too rare to cause more than a local disturbance. Observers report that objects and creatures touched by the blackball vanish suddenly, as if simply wiped out of existence. Wizards have said that it seems most like the results of a disintegration spell. However, nothing remains – not even dust or residual essences.

The blackball has no recognizable mind or intelligence, however it does seem be alive. It moves on its own, and seems to focus on people and things that are colorful, the brighter the better. When encountered, the blackball moves toward the nearest “colorful” creature or object within 60 feet. The deadly sphere’s ability to sense color extends in three dimensions, so underground adventurers may be surprised by the sudden appearance of a blackball from above or below. It especially seems to be attracted by Dancing Lights and Faerie Fire.

The blackball’s advance is relentless, moving in a straight line toward its target, regardless of the physical or magical barriers in its way. Running away is the only way to deal with a Deadly Sphere, though that may not be possible in a labyrinth or other such situation. If all intelligent life flees beyond its 60-foot detection range, the blackball will resume its seemingly random movement until another attractive and colorful target is detected.

Whatever solid or liquid matter the blackball touches simply disintegrates to ash; the deadly sphere moves freely through anything. This ability makes it immune to all weapons or attacks; even the most magical swords are destroyed immediately by contact with the blackball.

If characters close to melee combat range with the Deadly Sphere, it moves toward whichever one is most colorful. Because of the blackball’s slowness, its target can evade the blackball with a successful (DC 10) Dexterity check, regardless of initiative and other actions; this check, and not an attack roll, determines the blackball’s success. If the Dexterity check fails, the blackball touches and disintegrates the opponent. If characters try to fight the blackball, everything that touches it disintegrates. It’s Armor Class is 10.



Long ago, the sage Wolfgang Baur discovered the artifact known as The Brass Book. It is a large tome with a large brass inset lock. The book appears to have many pages but it is only sculpted to appear tat way. Instead, the tome has a single brass page that rattles and clanks as gears inside the frame (and beneath the page) writes answers to any question the owner of the book might ask. As a question is asked, the books inner workings clatter and grind. When the engraved writing is finished, the brass “page” lifts up, turns over, and then falls back into place to reveal the new engravings. When another question is asked, the old writings disappear and are replaced by new answers.

The brass book is fully two feet square and six inches think, bound in cured gorgon’s hide with an internal makeup of brass plating. It weighs 34 pounds. It has no paper pages, though the edges of the book are scratched to resemble a thick tome. When it is in operation, it is sometimes quite noisy, whirring and riffling and even chiming. When an answer is complete, the page displays the text in Common. The brass book is AC 19, has 30 hp, and a damage threshold of 30.  Smashed, it is worth little more than 100 gp in scrap materials.

When the book’s cover is opened, a speaking tube and a blank page are visible. The user must speak a single question into the tube, and the answer appears on the page after a delay of 1d6+4 rounds. After the book cover is closed, the answer disappears and that use of the book is done. If the book is opened again, the page is blank and ready to show a new answer. The brass book answers only 1d4+1 questions per day. Once those questions are done for the day, speaking into its tube returns only silence. The brass book does not know the answer to everything. Most often, it provides a clue of the DM’s discretion. When all else fails, the DM may use the guidelines of Legend Lore to describe the outcome of questioning.

The Wealdath Portal

The Forest of Tethir, also known as Wealdath, was the largest forest on the Sword Coast and one of the largest in all of Faerûn. Some scholars were of the opinion that the forest was the “single most important thing” that set the culture of Tethyr. Within this forest, the Emerald Enclave maintains and protects a portal.

This portal is formed by the arcing of two oak tree branches near a stationary elf village deep within the forest. Dryads who have seen enough action in their time to gain druid and ranger levels protect these trees. The dryads agreed to let their trees be used as part of a portal and understand the potential danger. They also understand that having the friendship and protection of the Emerald Enclave outweighs any danger that association could cause. The dryads themselves have the ability to open the portal from the Wealdath side, while the portal is continually open from the Ilghon side.




These items are for use with characters using psionic powers. For more information, refer to this PDF about the Mystic, version 3.


This mask grants the wearer the ability to speak, understand, and write five different languages. The wearer proficiency with each as if it were a skill. It draws upon the wearer’s internal reservoir of energy, Psi Points to fuel the power. The mask drains 1 Psi Point every hour of use. As a Bonus Action, the wearer attunes her mind to the knowledge of the five chosen languages.


Mystics and other psions can you can draw vigor from Power Stones. The citrine stone must be attuned to the user as with a Magic Item per the DMG. Once the psion is attuned to the stone, the stone begins to function. The Citrine Stone will begin to function doin g what is called “Flushing.” This flush removes naturally occuring Psi Points from the stone. Once it is fully flushed, the stone must regenerate its power for a full 24 hours.

Each stone has 6d4 Psi Points when it is fully recharged. It possesses a barely detectable interior glow if it holds a low-level of points. A stone charged with more points glows more brightly, but never enough to provide illumination in its own right when fully charged.  When a Stone regains its charges (after 24 hours) the user must pick it up and “connect” with it again. At this time, the player must made a roll of 1d20 and a roll of “1” indicates that the stone overloads, exploding in the psion’s grasp. At this time, the psion experiences “Brainburn” as the power stone improperly manifests the stored energy. The resultant psionic surge will knock the Psion off her feet, causing her to become Prone.  This surge deals 1d6 points of damage per Psi Point (6d4) in the stone.

Citrine Stones provide access to the following powers:

Avatar of Healing (5 psi)
You project an aura of
resilience. While you aren’t incapacitated, each
ally within 30 feet of you who can see you
regains additional hit points equal to your
Intelligence modifier (minimum of 0.)


Step from Sight (3 psi; conc., 1 min.)

As a
bonus action, cloak yourself from sight. You can
target one additional creature for every
additional psi point you spend on this ability.
The added targets must be visible to you and
within 60 feet of you.
Each target turns invisible and remains so
until your concentration ends or until
immediately after it targets, damages, or
otherwise affects any creature with an attack, a
spell, or another ability

Mend Wounds (1–7 psi)

As an action, you can
spend psi points to restore hit points to one
creature you touch. The creature regains 1d8 hit
points per psi point spent

Truesight (5 psi; conc., 1 min.) 

As a bonus
action, you gain truesight with a radius of 30
feet, which lasts until your concentration ends.




Hundreds of tiny cactus needles cover the green Cactus Cloak. When worn, the cloak moves and flows so that its wearer never need fear being pricked by the needles. The cloak acts as masterwork armor spikes, even if the wearer isn’t wearing armor. When used as armor spikes, the wearer gains proficiency in their use. They do 1d6 points of piercing damage (x2 crit) on a successful grapple and count as a light weapon when used as a melee weapon. Once per day, the wearer can whip the cloak in a chosen direction and fire a volley of needles. This volley of needles fills a 30-foot-long cone; all creatures in this area must make a DEX save (DC 17) or suffer 9d6 points of piercing damage. This damage is physical and is subject to damage reduction. Those who succeed at the saving throw take half damage.

Also, by wrapping the cloak about the body, the wearer can assume the shape of a Medium-size cactus; doing so is a standard action. The wearer can remain in cactus form for up to 9 hours. Once deactivated, this power cannot be activated again for 24 hours. The closest inspection cannot reveal that the cactus is anything other than a normal cactus, unless magic such as detect magic or true seeing is used. While in cactus form, the wearer can observe all that transpires around him as if he were in his normal form. The wearer’s hit points and saving throws are unaffected. A wearer gains a +10 natural armor bonus to AC but has an effective Dexterity score of 1. The wearer is also immune to critical hits while in cactus form, and all clothing and gear carried or worn changes with him. The wearer can dismiss the cactus form as a free action.




The autoscribe is an arcane caster’s dream: a writing device that can make spell scrolls day and night. Like all devices seemingly too good to be true, though, it comes at a price in XP and materials. This device was created for “Clockwork Wonders” by in 2001.


The autoscribe resembles a scribe’s writing desk. It’s taller than it is wide, with three pewter inkpots built into the top, a sloping writing surface, and a metal-nib attached to a series of writing arms and levers. When in operation, it hums and scratches while moving the nib slowly across the paper. It can make use of gold illumination, magical inks, and even special colors and waxes to create the perfect arcane scroll. Its three arms are attached to the top and side of the writing surface and can reach a set of interchangeable quills and inkpots in its interior.

Use and Powers

To use an autoscribe, a spellcaster must use the attached metal quill to write out a fair copy of a spell scroll in the usual way, and make a successful Concentration check (DC 20 + spell level) while doing so. If successful, this process “teaches” the autoscribe that spell. An autoscribe can contain 10 spells in its internal collection at any time; if it already has 10 spells, it cannot learn more until one or more spells are removed. It can be taught arcane or divine spells, but not both at the same time. A divine caster wishing to teach it divine spells must clear out the entire collection if there are arcane spells in the machine’s collection. Casting an erase spell on an autoscribe removes one spell from its collection, while casting a feeblemind on it removes all spells from its collection.

Once taught a spell, the autoscribe knows how to make additional copies of that scroll. Any spellcaster who has that spell on her class spell list can command the autoscribe to make usable scrolls of it. The copies take 1 hour per spell level to create instead of the usual 1 day per 1,000 gp value of the scroll, and the user must spend one additional hour loading the autoscribe with the appropriate materials. The materials cost half the gp value of the scroll, as usual for making scrolls, and the autoscribe can hold enough materials to make 10 copies of all 10 of the spells in its collection before needing to be reloaded. The XP cost for the scroll is doubled (so spell level x caster level x 2), and must be paid by the spellcaster commanding the autoscribe. Spell scrolls are created at the minimum caster level for the spell in question, and the autoscribe can only put one spell on a scroll.

An autoscribe can be commanded by non-spellcasters using Use Magic Device with a successful check DC (20 + caster level of the scroll to be produced). If the check fails, the autoscribe jams or otherwise becomes damaged by the attempt and must be repaired by an artificer. The cost in XP for non-casters is twice the cost that a legitimate spellcaster pays, and the non-caster must still supply the materials if the autoscribe is out.


We recently started playing a swashbuckling pirate themed campaign set in Forgotten Realms called “Really Bad Eggs.” Since I enjoy using random charts to hand out treasure, I created two different downloadable charts that you can add to your collection if you like.

Here’s an example of one of the charts:


  1.  75 cp, 55 sp, 22 ep, 15 gp, and a Gold Earring set with a tiny ruby (30 gp).
  2.  180 sp, 130 gp, and a silk pouch containing five carnelians (10 gp each), two peridots (15 gp each), and one pearl (100 gp)
  3.  Scroll of charm person and a scroll of fireball.
  4.  Leather bag containing 35 sp, 20 ep, 20 gp, 5 pp, one pearl (100 gp) 5 55 cp, 75 sp, 22 gp
  5.  Healing Potion (2d4+2)
  6. Roll twice on this chart

Pirate Booty Sheet #1

Pirate Booty Sheet #2

My DM Toolbox Page






Stone Bridge was a bridge located along the River Dessarin, connecting the Red Larch and the Long Road to the High Forest. The bridge, which was also a temple to Moradin, was a single arch, about two miles in length and 400ft high, made of granite, roughly six paces wide, with no railings or barriers. The gigantic stone archway comfortably spans the widest spring flood of the Dessarin River. It is made of smooth, fused hard granite. The Bridge is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. It is the only crossing of the Dessarin River between Ironford and Yartar, though, so travelers and caravans frequently use it although with great care. It was originally built to connect the two halves of the realm of Besilmer, and was wide enough to cope with the broadest flow of the river in times of flooding.




Wondrous item, uncommon (requires attunement)

While wearing these gloves, you gain a +5 bonus to Strength (Athletics) checks made while grappling.

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.