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Summoned Babau CR —<br />
hp 80 (7 HD); DR 10/cold iron or good<br />
CE Medium outsider (chaotic, extraplanar, evil, tanar’ri)<br />
Init +1; Senses darkvision 60 ft.; Listen +19, Spot +1<br />
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.<br />
AC 19, touch 11, flat-footed 18<br />
Immune electricity, poison<br />
Resist acid 10, cold 10, fire 10; SR 14<br />
Fort +12, Ref +6, Will +6<br />
Speed 30 ft. (6 squares)<br />
Melee 2 claws +14 each (1d6+7) and<br />
bite +12 (1d6+3)<br />
Base Atk +7; Grp +14<br />
Atk Options Cleave, Power Attack, sneak attack +2d6<br />
Spell-Like Abilities (CL 7th):<br />
At will—darkness, dispel magic, see invisibility, greater<br />
teleport (self plus 50 pounds of objects only)<br />
Abilities Str 25, Dex 12, Con 24, Int 14, Wis 13, Cha 16<br />
SQ protective slime<br />
Feats Cleave, Multiattack, Power Attack<br />
Skills Climb +17, Disable Device +12, Disguise +13, Escape<br />
Artist +11, Hide +19, Listen +19, Move Silently +19, Open<br />
Lock +11, Search +20, Sleight of Hand +11<br />
Protective Slime (Su) A slimy red jelly coats a babau’s skin.<br />
Any weapon that touches it takes 1d8 points of acid<br />
damage; this damage bypasses hardness. A magic<br />
weapon can attempt a DC 20 Reflex save to avoid the<br />
damage. A creature that strikes a babau with an unarmed<br />
attack, touch spell, or natural weapon takes this damage<br />
as well unless he succeeds on the Reflex save.<br />
Sneak Attack (Ex) A babau can make a sneak attack like a<br />
rogue, dealing an extra 2d6 points of damage whenever a<br />
foe is denied his or her Dexterity bonus, or when the<br />
babau is flanking.<br />
Summoned Fiendish Anaconda CR —<br />
hp 85 (11 HD); DR 10/magic<br />
Fiendish giant constrictor snake<br />
CE Huge magical beast<br />
Init +3; Senses darkvision 60 ft., scent; Listen +7, Spot +7<br />
Languages Abyssal (cannot speak)<br />
AC 15, touch 11, flat-footed 12<br />
Resist cold 10, fire 10; SR 16<br />
Fort +10, Ref +10, Will +4<br />
Speed 20 ft. (6 squares), climb 20 ft., swim 20 ft.<br />
Melee bite +15 (2d6+13)<br />
Space 15 ft.; Reach 10 ft.<br />
Base Atk +8; Grp +23<br />
Atk Options constrict 1d8+12, improved grab, smite good 1/<br />
day (+11 damage)<br />
Abilities Str 29, Dex 17, Con 17, Int 3, Wis 12, Cha 2<br />
Feats Alertness, Improved Natural Attack (bite), Skill Focus<br />
(Hide), Toughness<br />
Skills Balance +11, Climb +17, Hide +10, Listen +9, Spot +9,<br />
Swim +16<br />
FEATURES OF THE AREA<br />
Lighting: This area is bathed in shadowy illumination from<br />
the glowing poison.<br />
Poison: Any character in a square that contains the green<br />
fluid must make a DC 15 Reflex save to avoid touching the<br />
poison (contact, Fort DC 22, one negative level/1d4 negative<br />
levels). Chaotic evil creatures are unaffected.<br />
Pools of Poison: Both pools of poison are 5 feet deep; each<br />
has the same effect as the poison river above. A creature immersed<br />
in the poison has a –4 penalty on saves to resist the<br />
poison.<br />
Serpent Statue: 10 feet thick; AC 3; hardness 9; 2,000<br />
hp; break DC 50; Climb DC 15. The statue of Sertrous is<br />
made of stone and can provide cover, but it is not dangerous.<br />
Statue of Sertrous: The six smaller statues of Sertrous are<br />
all traps.<br />
Serpent Guardian Trap: CR 14; magic device; proximity<br />
trigger (detect chaos, detect good; automatic reset; Atk +24 melee<br />
(bite, 2d6+10 plus poison); poison (Fort DC 25, 3d6 Con/3d6<br />
Con); Search DC 40; Disable Device DC 40; AC 3; hardness<br />
10; hp 120.<br />
Steps: A creature standing on steps is on higher ground<br />
(and gains a +1 bonus on attacks against creatures on the floor).<br />
A creature on the dais at the northern end of the room is on<br />
higher ground than a creature on the steps.<br />
ENCOUNTER 8-1<br />
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