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Elder Evils

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Zuvexus CR 19<br />

hp 267 (18 HD); DR 10 good and cold iron<br />

Female marilith dervish CW 2<br />

CE Large outsider (chaotic, extraplanar, evil, tanar’ri)<br />

Init +6; Senses darkvision 60 ft., true seeing; Listen +30,<br />

Spot +30<br />

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.<br />

AC 34, touch 19, flat-footed 28; Dodge, Mobility<br />

Immune electricity, poison<br />

Resist acid 10, cold 10, fire 10; SR 25<br />

Fort +20, Ref +19, Will +16<br />

Speed 45 ft. (6 squares); air walk<br />

Melee +1 wounding scimitar +30/+25/+20/+15 (1d8+12/15–20<br />

plus 1 Con) and<br />

5 +1 scimitars +30 each (1d8+6/15–20) and<br />

tail slap +23 (4d6+5)<br />

Space 10 ft.; Reach 10 ft.<br />

Base Atk +18; Grp +33<br />

Atk Options Combat Expertise, constrict 4d6+18, improved<br />

grab<br />

Special Actions dervish dance 1/day, summon tanar’ri<br />

Combat Gear wand of cure serious wounds (23 charges), 3<br />

potions of barkskin +4, wand of haste (44 charges), scroll of<br />

heal, scroll of greater restoration<br />

Spell-Like Abilities (CL 16th):<br />

At will—align weapon, blade barrier (CR 24), magic weapon,<br />

project image (DC 25), see invisibility, telekinesis (DC 23),<br />

greater teleport (self plus 50 pounds of objects only),<br />

unholy aura (DC 26)<br />

Abilities Str 33, Dex 22, Con 31, Int 18, Wis 16, Cha 26<br />

SQ movement mastery, slashing blades<br />

Feats Combat Expertise, Combat Reflexes, Dodge, Improved<br />

Critical (scimitar), Mobility, Multiweapon Fighting,<br />

Weapon Focus (scimitar)<br />

Skills Bluff +27, Concentration +29, Hide +21, Intimidate<br />

+29, Knowledge (religion) +9, Listen +30, Move Silently<br />

+25, Perform (dance) +23, Sense Motive +22, Spellcraft<br />

+15, Spot +30, Tumble +25, Use Magic Device +27 (+29<br />

scrolls)<br />

Possessions combat gear plus +1 wounding scimitar, five +1<br />

scimitars, ring of protection +2, ring of airwalking, platinum<br />

snake earrings worth 5,000 gp, 12 gold rings set with<br />

precious stones (worth 1,000 gp each), 8 silver and jade<br />

bracelets (worth 500 gp each)<br />

True Seeing (Su) As the true seeing spell; continuous; CL 16th.<br />

AC Bonus (Ex) As a dervish, Zuvexus gains a +1 bonus to her<br />

AC as long as she’s not wearing medium or heavy armor<br />

and not carrying a shield. She loses this bonus when she<br />

is immobilized or helpless.<br />

Fast Movement (Ex) Zuvexus has a +5-foot enhancement<br />

bonus to her speed.<br />

Constrict (Ex) Zuvexus deals 4d6+18 points of damage<br />

with a successful grapple check. A constricted creature<br />

must make a DC 29 Fortitude save or lose consciousness<br />

for as long as it remains in her coils and for 2d4 rounds<br />

thereafter.<br />

Improved Grab (Ex) Zuvexus can start a grapple as a free<br />

action without provoking attacks of opportunity whenever<br />

she hits an opponent with her tail slap attack. If she<br />

succeeds on the grapple check, she can constrict.<br />

Dervish Dance (Ex) Once per day, Zuvexus can become a<br />

whirling dancer of death. While in this dance, she can take<br />

a full attack action (for melee attacks only) and still move<br />

up to her speed as long as she moves a minimum of 5 feet<br />

between each attack (and does not return to a square she<br />

just left). She gains a +1 bonus on damage rolls with<br />

slashing weapons while dervish dancing, and can do so<br />

only when wielding a slashing weapon and not wearing<br />

medium or heavy armor. While dervish dancing, she<br />

cannot use skills or abilities that require concentration or<br />

standing still, but she can use Combat Expertise. The<br />

dance lasts for 1 round for every 2 ranks of Perform<br />

(dance)—thus, Zuvexus can dance for up to 7 rounds. She<br />

becomes fatigued for the duration of the encounter once<br />

her dance ends.<br />

Summon Tanar’ri (Sp) Once per day, Zuvexus can attempt to<br />

summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee<br />

with a 50 % chance of success, or one glabrezu or another<br />

marilith with a 20% chance of success.<br />

Movement Mastery (Ex) Zuvexus can take 10 when making<br />

Jump, Perform (dance), or Tumble checks, even when<br />

threatened or distracted.<br />

Slashing Blades (Ex) Zuvexus treats scimitars as light<br />

weapons.<br />

16 Viper Swarms CR 3<br />

hp 27 each (5 HD)<br />

Diminutive animal (swarm)<br />

Init +6; Senses low-light vision, scent; Listen +7, Spot +7<br />

AC 16, touch 12, flat-footed 14<br />

Immune critical hits, flanking, spells that target a specific<br />

number of creatures, weapon damage<br />

Fort +5, Ref +6, Will +2<br />

Weakness 150% damage from area effects, susceptible to<br />

high wind<br />

Speed 15 ft. (3 squares), climb 15 ft.<br />

Melee swarm (1d6 plus poison)<br />

Space 10 ft.; Reach 0 ft.<br />

Base Atk +3; Grp —<br />

Atk Options distraction, poison (Fort DC 15, 1d4 Con/1d4 Con)<br />

Abilities Str 1, Dex 15, Con 12, Int 1, Wis 12, Cha 2<br />

Feats Ability Focus (poison), Improved Initiative<br />

Skills Balance +10, Climb +12, Hide +8, Listen +7, Spot +7<br />

Distraction (Ex) Any living creature that begins its turn with<br />

a viper swarm in its space must succeed on a DC 13<br />

Fortitude save or be nauseated for 1 round.<br />

ENCOUNTER 8-2<br />

125

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