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CHAPTER 7<br />
RAGNORRA<br />
Skincasting (Sp) As a standard action, Ragnorra can activate<br />
the ability of any worldskin feature (see page 102) within<br />
1,000 feet.<br />
Anathematic Secrecy (Su) Ragnorra is immune to all divine<br />
divination spell effects.<br />
Nondetection (Su) As the nondetection spell; continuous;<br />
caster level 20th.<br />
Spell to Spore (Su) Whenever Ragnorra’s spell resistance allows<br />
her to resist a spell, she has a chance to capture its<br />
magical energy. The caster of the spell must attempt a DC<br />
26 caster level check. If this check fails, Ragnorra stores<br />
the captured spell’s energy and can use it to grow a new<br />
feature of the worldskin or regenerate an existing one.<br />
The energy of each captured spell level contributes<br />
5 hit points toward growing a new worldskin feature. For<br />
example, accumulating six levels’ worth of spells would<br />
allow Ragnorra to grow a vaporous abscess (30 hp) immediately<br />
or save up the magical energy to produce larger<br />
growths. Captured spell energy must be expended within<br />
1 hour, or it fades away with no effect.<br />
THE TRUE MOTHER<br />
When Ragnorra has restored herself sufficiently, or when she<br />
comes under attack, she sheds her current form and merges<br />
with the neurotangle (page 102). In her True Mother form,<br />
Ragnorra is impossible to attack directly and gains new<br />
abilities. However, she is also weakened in some ways and<br />
is vulnerable to attacks that target her connection with the<br />
world. See encounter 7–3 (page 110) for details.<br />
The following stat block lists only changes to Ragnorra<br />
once she has assumed her True Mother form.<br />
Ragnorra, True Mother CR 19<br />
hp 200 (60 HD)*<br />
*Assuming Ragnorra has taken damage earlier in the encounter.<br />
Otherwise, she has regenerated to 1,000 hp.<br />
AC variable (True Mother chord)<br />
Fort +30, Ref +25, Will +37<br />
Weakness True Mother chord (see text)<br />
Speed 0 ft.<br />
Melee 2 slams +41 each (3d8+12 plus 1 vile)<br />
Space see text; Reach see text<br />
Base Atk +45; Grp +69<br />
Atk Options Automatic Still Spell, Awesome Blow, Enlarge<br />
Supernatural Ability (bolt of corruption), Improved Bull<br />
Rush, Improved Overrun, Power Attack, Quicken Spell-<br />
Like Ability (regenerate worldskin), Quicken Spell-Like<br />
Ability (skincasting), Still Spell, Widen Supernatural Ability<br />
(positive energy aura)<br />
Special Actions bolt of corruption<br />
Spell-Like Abilities (CL 30th):<br />
At will—regenerate worldskin 50, skincasting<br />
Abilities Str 26, Dex 13, Con 23, Int 26, Wis 21, Cha 26<br />
Feats Automatic Still Spell ELH , Awesome Blow, Enlarge Supernatural<br />
Ability ToM (bolt of corruption), Epic Fortitude ELH ,<br />
Epic Leadership ELH , Epic Reflexes ELH , Great Fortitude, Improved<br />
Bull Rush, Improved Overrun, Improved Sunder,<br />
Leadership, Lightning Reflexes, Positive Energy Aura ELH ,<br />
Power Attack, Quicken Spell-Like Ability (regenerate<br />
worldskin), Quicken Spell-Like Ability (skincasting), Still<br />
Spell, Vile Natural Attack (slam), Widen Supernatural<br />
Ability ToM (positive energy aura) (3)<br />
Skills Concentration +69, Intimidate +71, Knowledge (arcana)<br />
+71, Knowledge (nature) +71, Knowledge (the planes)<br />
+71, Knowledge (religion) +71, Listen +68 (+83 in the neurotangle),<br />
Spellcraft +77, Spot +68 (+83 in the neurotangle),<br />
Survival +68 (+74 aboveground or on other planes)<br />
Corrupt Positive Energy Aura (Su) As Ragnorra, except all undead<br />
creatures within 15 feet of the neurotangle’s surface<br />
are automatically affected by a turn undead attempt (CL<br />
20th). Undead that have 10 or fewer HD are automatically<br />
destroyed.<br />
Impervious to the Divine (Su) As Ragnorra.<br />
Space/Reach (Ex) When merged with the neurotangle, Ragnorra<br />
is as big as the crater itself. She can form a pseudopod<br />
to attack any creature within the heart of the crater<br />
(see page 102).<br />
True Mother Chord (Ex) Ragnorra’s consciousness has<br />
bonded with the neurotangle, and she cannot be attacked<br />
directly. However, the True Mother chord links her life<br />
energy to the worldskin and is vulnerable to attack. See<br />
encounter 7–3 (page 110) for more information.<br />
Bolt of Corruption (Su) Once per round as a standard action,<br />
Ragnorra can fi re a bolt of corrupt positive energy in a<br />
line 90 feet long. Creatures in the bolt’s path can attempt<br />
a DC 36 Reflex save to avoid it. Each round thereafter for<br />
18 rounds, the affected creature can attempt a DC 36 Fortitude<br />
save to end the effect.<br />
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PROGENY OF RAGNORRA<br />
Sentient beings corrupted or raised by Ragnorra’s overpowering<br />
sign become aberrations known as progeny of Ragnorra.<br />
“Progeny of Ragnorra” is an acquired template that can be<br />
added to any living, corporeal creature that has an Intelligence<br />
score of 6 or higher.<br />
A progeny of Ragnorra uses all the base creature’s statistics<br />
and special abilities except as noted here.<br />
Size and Type: The creature’s type changes to aberration. Do<br />
not recalculate the creature’s Hit Dice, base attack bonus, or<br />
saves. Size is unchanged.<br />
Special Attacks: Progeny gain Ragnorra’s skincasting and regenerate<br />
worldskin special abilities (caster level equals Hit Dice).<br />
See Ragnorra’s statistics for details.<br />
Special Qualities: A progeny of Ragnorra has all the special<br />
qualities of the base creature, plus darkvision out to 60 feet.<br />
If the base creature already has darkvision, its range does<br />
not change.<br />
A progeny of Ragnorra is unable to act against Ragnorra’s wishes.<br />
The elder evil establishes a telepathic link with the mind of her<br />
children, much like that of a dominate monster spell. This link is<br />
permanent and can be broken only by defeating Ragnorra.<br />
Ragnorra always takes action to prevent attacks upon herself,<br />
the True Mother chord (see above), or spawning spores (page<br />
103) but otherwise leaves progeny to their own devices. Whenever<br />
a progeny takes an action against her wishes, the elder evil<br />
can override it with a command of her own as an immediate<br />
action. A progeny can attempt to resist this control with a DC 39<br />
Will save; a successful save allows it to act freely for 1 round.<br />
Abilities: Adjust the base creature’s abilities as follows: Con<br />
+2, Cha –4.<br />
Challenge Rating: As base creature +2.<br />
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