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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