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must make a DC 15 Concentration check to cast spells.<br />
Its reflexive desire to accept shadow causes it to take a<br />
–4 penalty on saving throws against spells of the shadow<br />
subschool and against a golothoma’s acid and ravenous<br />
shadow abilities. Shadows and other creatures from the<br />
Plane of Shadow gain a +4 bonus on attack rolls against<br />
such a creature.<br />
This madness can be cured by heal, greater restoration,<br />
miracle, or wish. A creature that succeeds on the<br />
save is immune to that particular golothoma’s form of<br />
madness for 24 hours. This is a mind-affecting ability that<br />
does not affect chaotic evil outsiders.<br />
Acid (Ex) A golothoma’s tail runs with thick, sticky coils<br />
of black shadow. A golothoma deals 8d6 points of acid<br />
damage to any creature it strikes with its tail, attacking<br />
with a melee touch attack. A creature struck by this attack<br />
must succeed on a DC 28 Refl ex save, or some of<br />
this shadow<br />
clings to it<br />
and deals<br />
another 4d6<br />
points of acid<br />
damage at the<br />
start of its next<br />
turn.<br />
Dimensional Reach<br />
(Su) A golothoma<br />
can reach between<br />
dimensions<br />
to strike at distant<br />
targets with its<br />
claws. This ability<br />
allows a<br />
golothoma to<br />
make ranged<br />
attacks with<br />
its claws. These<br />
attacks have a<br />
range increment<br />
of 120 feet, up to<br />
a maximum of fve<br />
range increments.<br />
They are otherwise<br />
treated as thrown<br />
weapons. A golothoma<br />
can mix<br />
its attacks between<br />
melee and ranged as it<br />
wishes, and it does not<br />
provoke attacks of opportunity<br />
when using its dimensional<br />
reach.<br />
Ravenous Shadow (Su) A golothoma has no mouth. It feeds<br />
by absorbing flesh through its writhing shadow. Any<br />
creature within the golothoma’s reach might fall into the<br />
creature’s shadow. A DC 27 Reflex save allows a creature<br />
to avoid the shadow for that round. A creature that moves<br />
through a golothoma’s space gets no saving throw to<br />
avoid the shadow. Failure indicates the creature takes<br />
1d12 points of Constitution drain.<br />
A golothoma’s shadow exists despite the surrounding<br />
lighting. In fact, in complete darkness, it’s more diffi cult<br />
to see the shadow’s boundaries, and Reflex saves made<br />
to avoid it take a –4 penalty. A golothoma’s ravenous<br />
shadow has no effect on a creature that doesn’t have a<br />
Constitution score.<br />
Golothoma<br />
SERPENT RELIQUARY<br />
The Serpent Reliquary is the heart of the Vanguard’s presence<br />
in the multiverse. Built around an extradimensional<br />
cube trapped between the planes, the Reliquary was constructed<br />
by the fallen planetar Avamerin to serve as a place<br />
for him to rest between incursions and as a place to safely<br />
keep Sertrous’s head secure from those who would attempt<br />
to destroy it.<br />
KEY FEATURES<br />
The layout of the rooms within the Serpent Reliquary disrupts<br />
most mapping attempts. This complex is constructed<br />
around a tesseract, a structure whose sides connect in ways<br />
that are unfathomable in a three-dimensional world.<br />
The chambers within the complex are aligned to the different<br />
sides of the tesseract, producing seemingly impossible<br />
(at least, from a three-dimensional point of view) room<br />
connections within the complex. Arrows on the<br />
map show what other rooms can be reached<br />
from each area.<br />
Each of the complex’s sections<br />
is located on its own demiplane,<br />
separate from but contained<br />
wholly by the complex itself.<br />
The ranges of all divinations<br />
cast within the complex are<br />
limited to the area where the<br />
spell is cast.<br />
DEFENSES<br />
Although the walls inside<br />
of each complex<br />
are made of magically<br />
enhanced stone, they<br />
are still subject to<br />
effects and damage<br />
as normal. Where<br />
faces of the tesseract<br />
touch,<br />
door-shaped portals<br />
allow movement between<br />
them. Passage<br />
through these portals<br />
feels no different from<br />
moving through a doorway,<br />
but a creature under the effect of dimensional<br />
anchor cannot pass through.<br />
Physical objects can pass with ease, and a creature in one area<br />
can observe events in an adjacent area by looking through<br />
an open portal.<br />
Air within the complex constantly refreshes, and rooms<br />
are humid and warm.<br />
ENCOUNTER AREAS<br />
The following locations correspond to those indicated on<br />
the Reliquary map.<br />
A. Entrance<br />
No matter how one travels to the Serpent Reliquary, the<br />
traveler finds himself stepping through a portal and emerging<br />
into this grandly appointed hall. The polished floor<br />
Illus. by S. Srisuwan<br />
CHAPTER 8<br />
SERTROUS<br />
119