08.11.2014 Views

Elder Evils

Elder Evils

Elder Evils

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

SERTROUS IN EBERRON<br />

The teachings of Sertrous have a subtle effect in Eberron,<br />

since the deities of this world are much less invested in the<br />

workings of their followers. Clerics who gain their powers<br />

from personal faith rather than service to a deity are common,<br />

and as a result the heretics of the Vanguard can efficiently<br />

conceal the nature of their beliefs.<br />

The Serpent Reliquary’s entrance is located on a remote<br />

island in the northeastern Lhazaar Principalities. Far enough<br />

out of the way that it serves no real naval role, this nameless<br />

rock is little more than 300 yards in diameter and hosts flocks<br />

of deformed wyverns in its crags. Many pirates have buried<br />

their treasures here, but to date none have discovered the<br />

shallow cavern that hides the secret door that opens into the<br />

Reliquary’s entrance.<br />

SERTROUS IN FAERÛN<br />

Faerûn has a large number of deities, and even those who<br />

choose not to worship a deity have specific fates to look<br />

forward to in the afterlife. As part of the world-changing<br />

menace, those who worship Sertrous and do not venerate<br />

the gods do not travel to the Fugue Plane when they die.<br />

Although technically these souls are counted among the<br />

False, they escape punishment in the City of Judgment and<br />

pass directly into Sertrous’s realm in the Abyss to await his<br />

return. Worshipers of Kelemvor who know of this hold a<br />

special hatred for the Vanguard as a result.<br />

The entrance to the Serpent Reliquary is hidden far<br />

from traditional yuan-ti dwellings to minimize accidental<br />

discovery. This entrance is an out-of-place standing stone<br />

carved of deep purple porphyry protruding from a low<br />

mound of earth on the far side of the Lake of Tears from<br />

Castle Perilous. The standing stone has been the obsession<br />

of several bickering orc tribes for many centuries,<br />

although none of them know of the secret ritual that<br />

causes the stone to split apart, forming a shimmering<br />

archway that transports those who pass through into the<br />

Reliquary’s entrance.<br />

SERTROUS<br />

When resurrected, Sertrous appears as an immense<br />

nightmare of slimy coils and shining scales. His aspect is<br />

serpentine only because that is the closest analogy the fragile<br />

mortal mind can assign to his writhing bulk, a sight that can<br />

instill a paralyzing fear of all things snakelike.<br />

Sertrous’s body is a sickly green with a pale yellow belly.<br />

Winding red stripes run down his length like rivers of<br />

blood. Two serpentine arms split off his central body at<br />

approximately his midsection, each ending in a three-taloned<br />

claw. His head is that of a deformed snake with dead black<br />

eyes, its jaws split so that when it opens its many-fanged,<br />

five-jawed maw it looks like the bloom of an unholy and<br />

monstrous flower.<br />

Sertrous once dwelt on the bleak and poisonous 380th<br />

layer of the Abyss, a realm of fens and black bottomless lakes<br />

called Hungry Tarns. As his power grows, this realm becomes<br />

increasingly infested with serpentine menaces.<br />

Aspect of Sertrous CR 22<br />

hp 460 (23 HD); fast healing 10; DR 20/cold iron and lawful<br />

CE Gargantuan outsider (chaotic, evil, extraplanar, obyrith)<br />

Init +7; Senses blindsight 500 ft., darkvision 60 ft., true seeing;<br />

Listen +31, Spot +31<br />

Aura form of madness (60-ft. radius, Will DC 30), poisoner’s<br />

breath (240-ft. radius, Fort DC 33)<br />

Languages Abyssal, Aquan, Celestial, Infernal; telepathy<br />

1,000 ft., tongues<br />

AC 39, touch 9, flat-footed 36<br />

Immune acid, anathematic secrecy (malefi c property), poison,<br />

impervious to the divine (malefi c property), elder<br />

evil immunities (page 6)<br />

Resist cold 20, electricity 10, fi re 20; SR 33<br />

Fort +25, Ref +16, Will +18<br />

Speed 50 ft. (10 squares)<br />

Melee bite +35 (6d6+16 plus poison) and<br />

2 claws +33 each (2d6+8) and<br />

tail +33 (4d6+8)<br />

Space 20 ft.; Reach 20 ft.<br />

Base Atk +23; Grp +51<br />

Atk Options Awesome Blow, Improved Bull Rush, Power Attack,<br />

constrict 4d6+16, improved grab, poison (Fort DC 33, 2d6<br />

Con/2d6 Con), souldrink<br />

Special Actions Dark Speech, poisoned whisper<br />

Spell-Like Abilities (CL 23rd):<br />

At will—astral projection, desecrate, detect good, detect<br />

law, fly, greater dispel magic, greater teleport, poison<br />

(DC 21), telekinesis (DC 22), unhallow, unholy blight<br />

(DC 21)<br />

3/day—quickened poison (DC 21), symbol of insanity (DC<br />

25), veil (DC 23)<br />

1/day—scintillating pattern (DC 25)<br />

Abilities Str 42, Dex 16, Con 34, Int 22, Wis 20, Cha 25<br />

SQ nondetection, sign (infestation)<br />

Feats Ability Focus (form of madness), Awesome Blow,<br />

Dark Speech, Improved Bull Rush, Improved Initiative,<br />

Multiattack, Power Attack, Quicken Spell-Like Ability<br />

(poison)<br />

Skills Bluff +33, Climb +42, Concentration +38, Diplomacy<br />

+15, Hide +17, Intimidate +37, Knowledge (history) +32,<br />

Knowledge (nature) +32, Knowledge (religion) +32,<br />

Knowledge (the planes) +32, Listen +31, Move Silently<br />

+29, Sense Motive +31, Spot +31, Swim +42<br />

True Seeing (Su) As the true seeing spell; continuous; caster<br />

level 20th.<br />

Form of Madness (Su) Any creature within 60 feet that observes<br />

Sertrous must attempt a DC 30 Will save. Failure<br />

indicates the victim develops an overwhelming fear of<br />

snakes and serpentine creatures (including hydras, golothomas,<br />

yuan-ti, and Sertrous himself).<br />

As long as a serpentine creature is in sight, the victim<br />

is distracted and takes a –4 penalty on Will saving throws.<br />

It also takes a –4 penalty on attack rolls against these<br />

types of creatures. In the fi rst round of combat against a<br />

serpentine creature, the victim must make a DC 28 Will<br />

save or be paralyzed with fear for 1d6 rounds.<br />

Heal or greater restoration can cure the effect if the<br />

caster succeeds on a DC 30 caster level check. Miracle<br />

or wish automatically cures the condition. A creature that<br />

succeeds on this save is immune to Sertrous’s form of<br />

madness for 24 hours. Blindness is no protection against<br />

Sertrous’s form of madness—his presence is an affront<br />

to all fi ve senses. This is a mind-affecting fear ability that<br />

does not affect chaotic evil outsiders or yuan-ti.<br />

CHAPTER 8<br />

SERTROUS<br />

115

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!