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Elder Evils

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to flee for her life from the temple-city of Veshlivenk due to<br />

her heretical belief that the serpent deity Merrshaulk had<br />

died and his “priests” were covering up his death to retain<br />

their positions of power. The first heretic—Avamerin—found<br />

Seghulerak broken and dying in a swamp. After saving<br />

her and gaining her allegiance, he aided the yuan-ti in her<br />

triumphant return to Veshlivenk, where she slaughtered the<br />

priests and established the city as the capital of the Vanguard<br />

of Sertrous.<br />

GOALS<br />

Seghulerak wants to sow discord and serve Sertrous, and<br />

she has quickly come to enjoy her power as the general of<br />

the latest incarnation of the Vanguard. She is one of the few<br />

members of the group who knows that Sertrous is dead and<br />

that Avamerin is its true leader, and she takes great delight<br />

in that hidden knowledge. She wants little more than to see<br />

Sertrous resurrected from the dead and secretly hopes that<br />

for her service she might ascend to a position of power as his<br />

consort in the Abyss.<br />

USING SEGHULERAK<br />

The PCs shouldn’t encounter Seghulerak until late in the<br />

campaign, but they should know her name long before then.<br />

The members of the Vanguard hold her in great reverence.<br />

Many of her commanders carry small icons of her as tokens,<br />

and some fantasize that if they succeed in their missions,<br />

they’ll be selected as a consort. Vanguard members who can<br />

create golems invariably use her image as the model for their<br />

creations. By the time the PCs finally reach Veshlivenk and<br />

fight Seghulerak, she should be established as a source of<br />

yuan-ti obsession and adoration.<br />

DESCRIPTION<br />

Seghulerak is much more lithe and streamlined than the<br />

standard bulky yuan-ti abomination, an appearance that<br />

masks her actual strength and power. Her serpentine body<br />

is bright crimson with black coils along its length, and her<br />

underbelly glows a fiery orange. Her head is that of a sleek<br />

mamba with large emerald eyes, and her arms are slender<br />

and decidedly feminine. She wields a spiked chain crafted<br />

to look like a barbed metallic skeletal snake with a fanged<br />

skull at both ends. Her full plate and shield likewise display<br />

snake motifs, and her crownlike helmet features five snakes<br />

coiling upward in fanged array.<br />

Seghulerak CR 18<br />

hp 271 (24 HD)<br />

Female yuan-ti abomination cleric 10/thaumaturgist 5<br />

CE Large monstrous humanoid<br />

Init +4; Senses darkvision 60 ft., scent; Listen +21, Spot +21<br />

Languages Abyssal, Common, Draconic, Yuan-ti<br />

AC 38, touch 13, flat-footed 38<br />

Resist fi re 10; SR 18<br />

Fort +18, Ref +10, Will +29; +2 against good or divine spells<br />

Speed 20 ft. (4 squares) in full plate, base speed 30 ft., climb<br />

20 ft., swim 20 ft.<br />

Melee +31/+31/26/+21/+16 +1 speed anarchic spiked chain<br />

(2d6+14 plus 2d6 against lawful creatures) and<br />

bite +23 (2d6+7 plus poison)<br />

Ranged +22/+17/+12/+7 +3 composite longbow (2d6+12/×3)<br />

Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain)<br />

Base Atk +18; Grp +30<br />

Atk Options Chosen of Evil (+6 bonus), Combat Expertise,<br />

Improved Disarm, Improved Trip, Thrall to Demon (+1<br />

luck bonus while performing evil act 1/day), constrict<br />

1d6+12, improved grab, poison (Fort DC 21, 1d6/1d6<br />

Con), smite 1/day (+4 to attack roll, +10 damage)<br />

Special Actions Dark Speech, aversion, contingent conjuration,<br />

produce acid, rebuke undead 8/day (+7, 2d6+17)<br />

Cleric Spells Prepared (CL 15th):<br />

8th—persistent bear’s endurance†, mass cure critical<br />

wounds, polymorph any object D (DC 30), summon<br />

monster VIII<br />

7th—disintegrate D (+17 ranged touch, DC 29), persistent<br />

divine favor†, persistent protection from evil†,<br />

persistent shield of faith†, summon monster VII<br />

6th—antilife shell, blade barrier (DC 28), greater dispel<br />

magic, heal, mislead D (DC 28), summon monster VI<br />

5th—extended death ward, flame strike (2) (DC 27),<br />

extended greater magic weapon (2)†, mass inflict light<br />

wounds D (DC 27), plane shift (DC 27)<br />

4th—air walk, confusion D (DC 26), cure critical wounds (3),<br />

extended magic vestment† (2), sending<br />

3rd—blindness/deafness (DC 25), contagion D (+25 touch,<br />

DC 25), cure serious wounds (4), dispel magic, meld into<br />

stone, searing light (+17 ranged touch)<br />

2nd—cure moderate wounds (4), death knell (+25 touch,<br />

DC 24), hold person (DC 24), invisibility D , resist energy,<br />

spiritual weapon<br />

1st—command (DC 23), cure light wounds (5), disguise<br />

self D (DC 23), endure elements, sanctuary (DC 13)<br />

0—create water, cure minor wounds (2), guidance,<br />

mending, read magic<br />

D: Domain spell; Domains: Destruction, Trickery.<br />

† already cast<br />

Spell-Like Abilities (CL 10th):<br />

At will—animal trance (DC 17), detect poison (CL 6th),<br />

entangle (DC 16)<br />

3/day—deeper darkness, neutralize poison (DC 19),<br />

suggestion (DC 18)<br />

1/day—baleful polymorph (DC 20; into snake form only),<br />

fear (DC 19)<br />

Abilities Str 26, Dex 11, Con 24, Int 22, Wis 34, Cha 21<br />

SQ alternate form, chameleon power, extended summoning,<br />

improved ally, planar cohort, spontaneous casting (infl ict<br />

spells)<br />

Feats Abyss-Bound Soul B , Alertness B , Augment Summoning B ,<br />

Blind-Fight B , Combat Expertise, Chosen of Evil B , Dark<br />

Speech, Evil Brand B , Exotic Weapon Profi ciency (spiked<br />

chain), Extend Spell, Improved Disarm, Improved Initiative,<br />

Improved Trip, Persistent Spell*, Slave to Evil B †,<br />

Spell Focus (conjuration), Thrall to Demon B<br />

* Persistent Spell CAr increases the duration of a spell with<br />

a fi xed or personal range to 24 hours, using up a spell slot<br />

six levels higher than the spell’s actual level.<br />

† Effects vary with intensity of Sertrous’s sign; see feat<br />

description, page 14.<br />

Skills Bluff +15, Concentration +34, Diplomacy +9 (+11<br />

against evil creatures), Disguise +5 (+7 acting), Hide<br />

+13 (+23 with chameleon power), Intimidate +7 (+9<br />

against evil creatures), Knowledge (arcana) +28, Knowledge<br />

(religion) +33, Knowledge (the planes) +33, Listen<br />

+26, Move Silently +7, Sense Motive +32, Spellcraft +33,<br />

Spot +26<br />

CHAPTER 8<br />

SERTROUS<br />

117

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