08.11.2014 Views

Elder Evils

Elder Evils

Elder Evils

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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

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

Saved successfully!

Ooh no, something went wrong!