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ENCOUNTER 8-1<br />
G RAND TEMPLE OF SERTROUS<br />
Encounter Level 20<br />
SETUP<br />
This encounter begins as soon as the PCs enter area B.<br />
Seghulerak (S) waits to confront the PCs at the left of<br />
the headless snake statue of Sertrous. If the Reliquary<br />
is on alert, the Vanguard assassins hide behind the six<br />
smaller snake statues; otherwise, they come from area C<br />
at Seghulerak’s command. The babaus and anacondas do<br />
not appear until Seghulerak summons them.<br />
When the PCs enter the room, read:<br />
The air in this large chamber carries an<br />
unpleasant stink, like a large reptile’s den. A wide<br />
set of steps leads up to a platform at the far end of<br />
the room, in the middle of which looms an<br />
immense statue of a headless snake coiled as if to<br />
strike. Thick bubbling streams of glowing green<br />
fluid drain from the headless stump into a pool<br />
before it. Smaller statues of snakes with their heads<br />
intact stand along the walls. The churning green<br />
liquid in the pool at the base of the headless snake<br />
runs slowly over the lip, flowing down the steps in<br />
languid ribbons and draining into a larger pool.<br />
The ceiling arches to a height of 80 feet overhead,<br />
where an immense carving of a snake’s leering<br />
visage peers down on the room below.<br />
TACTICS<br />
If forewarned, Seghulerak casts antilife shell, extended death<br />
ward, and air walk on herself. She wastes no time with<br />
threats once she sees the first PC, but immediately casts<br />
blade barrier down the center of the room between her and<br />
them. Over the next few rounds, she summons fiendish<br />
anacondas with her summon monster spells. If the PCs still<br />
haven’t reached her in melee, she continues to fight using<br />
her ranged spells. As soon as she takes any damage, her<br />
contingent conjuration activates, calling a babau demon<br />
to her side. She is fond of moving into a pool of poison<br />
while constricting foes.<br />
Four assassins move up to engage the PCs, using charge<br />
attacks from hiding (trying to use sneak attacks) and then<br />
moving to flank foes in the following rounds. The remaining<br />
two assassins hang back to observe PC spellcasters,<br />
launching death attacks 3 rounds later. If a poison pool<br />
or river is in reach, they take a move action to dip their<br />
falchions into the poison.<br />
Seghulerak CR 18<br />
hp 271 (24 HD)<br />
See page 117 for statistics.<br />
6 Vanguard Assassins CR 13<br />
hp 87 (14 HD)<br />
Yuan-ti pureblood ranger 3/assassin 7<br />
CE Medium monstrous humanoid<br />
Init +8; Senses darkvision 60 ft.; Listen +9, Spot +9<br />
Languages Abyssal, Common, Draconic, Yuan-ti<br />
AC 21, touch 15, flat-footed 17; improved uncanny dodge<br />
SR 24<br />
Fort +8, Ref +20, Will +7; +3 against poison, +2 against<br />
good or divine spells<br />
Speed 30 ft. (6 squares)<br />
Melee mwk falchion +15/+10/+5 (2d4+3)<br />
Ranged +2 composite longbow +18/+13/+8 (1d8+4/19–20/×3)<br />
or<br />
+2 composite longbow +16/+16/+11/+6 (1d8+4/19–20/×3)<br />
with Rapid Shot<br />
Base Atk +12; Grp +14<br />
Atk Options Point Blank Shot, Precise Shot, Rapid Shot,<br />
Thrall to Demon (+1 luck bonus while performing<br />
evil act 1/day), favored enemy humans +2, sneak<br />
attack +4d6<br />
Special Actions death attack (DC 19)<br />
Combat Gear potion of fly, potion of haste<br />
Spell-Like Abilities (CL 4th):<br />
At will—animal trance (DC 12), cause fear (DC 11),<br />
charm person (DC 11), darkness, entangle (DC 11)<br />
Abilities Str 14, Dex 18, Con 14, Int 14, Wis 10, Cha 10<br />
SQ alternate form, detect poison, poison use, wild<br />
empathy +3<br />
Feats Abyss-Bound Soul B , Alertness B , Blind-Fight B ,<br />
Endurance B , Evil Brand B , Improved Critical (longbow),<br />
Improved Initiative, Point Blank Shot, Precise Shot,<br />
Rapid Shot B , Stealthy, Thrall to Demon B , Track B<br />
Skills Bluff +7, Concentration +12, Diplomacy +0 (+2<br />
against evil creatures), Disguise +14 (+19 impersonating<br />
a human), Hide +23, Intimidate +0 (+2 against evil<br />
creatures), Knowledge (religion) +9, Listen +9, Move<br />
Silently +23, Spot +9, Survival +8<br />
Possessions combat gear, +2 studded leather armor,<br />
masterwork falchion, +2 composite longbow (+2 Str<br />
bonus) with 20 arrows, ring of protection +1<br />
Alternate Form (Sp) A vanguard assassin can assume the<br />
form of a viper (size Tiny to Large) as with a polymorph<br />
effect, but it does not gain any hit points for changing<br />
forms.<br />
Detect Poison (Sp) As the detect poison spell; at will; CL 6th.<br />
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