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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.