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Elder Evils

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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 />

122

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