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Elder Evils

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ENCOUNTER 8-3<br />

I<br />

NMOST VAULT<br />

Encounter Level 23<br />

SETUP<br />

Avamerin spends all his time here in morbid contemplation<br />

while the Vanguard is unleashed on the world; he<br />

ventures out only when he needs to select a new agent.<br />

The corrupted planetar stands near the skull of Sertrous.<br />

Sertrous himself does not appear until the PCs defeat<br />

Avamerin, either by slaying him or otherwise incapacitating<br />

him to the point where he can no longer guard the<br />

Inmost Vault. At this point, Sertrous is forced to resurrect<br />

as his aspect, rather than in his true form. In this form, the<br />

PCs might have a chance to defeat him. Four golothoma<br />

demons writhe up out of the bog around the island to join<br />

the fray at this time as well.<br />

When the characters enter the vault, read:<br />

The shaft opens into a vast bog dotted here and<br />

there with sick, twisted trees nourished on<br />

whatever their bulging roots can pull from the<br />

rancid waters. Clouds of gnats buzz in the air,<br />

and the sky above is the featureless gray of an<br />

overcast day. The air is choking in its foulness.<br />

The shaft’s exit rises from a low well at one end<br />

of an hourglass-shaped area of soggy peat. At the<br />

other end sits a slightly crooked and cracked<br />

pillar, atop of which rests the skull of a snake with<br />

five jaws arrayed around the head like the petals<br />

of a dead rose.<br />

126<br />

Avamerin CR 20<br />

hp 250 (20 HD); regeneration 10; DR 10/evil<br />

Advanced elite planetar<br />

CE Large outsider (angel, extraplanar, good)<br />

Init +10; Senses darkvision 60 ft., low-light vision; Listen<br />

+28, Spot +28<br />

Aura corrupted aura (20 ft.)<br />

Languages Celestial, Infernal, Draconic; tongues<br />

AC 41, touch 14, flat-footed 37<br />

Immune acid, cold, critical hits, petrification, sneak attacks<br />

Resist electricity 10, fire 10; SR 30<br />

Fort +20, Ref +18, Will +19; +4 against poison<br />

Speed 30 ft. (6 squares), fly 90 ft. (good)<br />

Melee +3 speed greatsword +34/+34/+29/+24/+19<br />

(3d6+21/17–20)<br />

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

Base Atk +20; Grp +33<br />

Atk Options Improved Bull Rush, Improved Sunder, Power<br />

Attack<br />

Special Actions Dark Speech<br />

Cleric Spells Prepared (CL 17th):<br />

9th—gate, implosion D (DC 26)<br />

8th—cloak of chaos D (DC 25), quickened death ward, fire<br />

storm (DC 25)<br />

7th—quickened cure serious wounds, destruction<br />

(DC 24), disintegrate D (+25 ranged touch, DC 24),<br />

quickened dispel magic<br />

6th—antilife shell, greater dispel magic, harm D (DC 23),<br />

heal (2), quickened sound burst (DC 19)<br />

5th—greater command (DC 22), mass inflict light<br />

wounds D (DC 22), quickened divine favor, righteous<br />

might, quickened shield of faith, slay living (+31 melee<br />

touch, DC 22)<br />

4th—chaos hammer D (DC 21), cure critical wounds (2),<br />

divine power, freedom of movement, inflict critical<br />

wounds (DC 21), poison (+31 melee touch, DC 21)<br />

3rd—bestow curse (+31 melee touch, DC 20), contagion D<br />

(+31 melee touch, DC 20), cure serious wounds (4),<br />

protection from energy, searing light (+25 ranged<br />

touch)<br />

2nd—calm emotions (DC 19), cure moderate wounds<br />

(4), hold person (DC 19), shatter D (DC 19), silence<br />

(DC 19)<br />

1st—command (DC 18), cure light wounds (4),<br />

deathwatch, inflict light wounds D (+31 melee touch,<br />

DC 18), sanctuary (DC 18)<br />

0—cure minor wounds (2), guidance (2), mending (2)<br />

D: Domain spell; Domains: Chaos, Destruction<br />

Spell-Like Abilities (CL 17th):<br />

At will—continual flame, dispel magic, holy smite<br />

(DC 20), invisibility (self only), lesser restoration,<br />

remove curse (DC 19), remove fear, speak with dead<br />

(DC 19)<br />

3/day—blade barrier (DC 22), flame strike (DC 21),<br />

polymorph (self only), power word stun, raise dead,<br />

waves of fatigue<br />

1/day—earthquake (DC 24), greater restoration, mass<br />

charm monster (DC 24), waves of exhaustion<br />

Abilities Str 34, Dex 22, Con 26, Int 20, Wis 24, Cha 22<br />

Feats Dark Speech, Improved Bull Rush, Improved Critical<br />

(greatsword), Improved Initiative, Improved Sunder,<br />

Power Attack, Quicken Spell<br />

Skills Bluff +18, Concentration +31, Diplomacy +31, Hide<br />

+29, Intimidate +31, Knowledge (arcana) +28,<br />

Knowledge (history) +28, Knowledge (religion) +28,<br />

Knowledge (the planes) +28, Listen +30, Move Silently<br />

+29, Sense Motive +30, Search +28, Spot +30<br />

Possessions +3 heavy fortification mithral breastplate, +3<br />

speed greatsword, belt of giant strength +6<br />

Corrupted Aura (Su) Avamerin’s protective aura has<br />

become corrupted. It now provides a –4 penalty to AC<br />

and a –4 penalty on saving throws to anyone but the<br />

planetar within 20 feet. This aura suppresses any<br />

protection from evil effects within its reach. This aura<br />

can be dispelled, but the angel can create it again as a<br />

free action on its next turn.<br />

Regeneration (Ex) A planetar takes normal damage from<br />

evil-aligned weapons and from spells and effects that<br />

have the evil descriptor.

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