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Elder Evils

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When Avamerin is defeated, read:<br />

The deformed angel has but a moment to register<br />

surprise before his expression twists into a knot of<br />

pain. His scream has barely begun before his head<br />

further deforms into that of a snake with five jaws<br />

and extends from his body on a blood-streaked<br />

serpentine neck. Then, as the immense snake within<br />

coils and flexes, the angel’s ruined body flies apart in<br />

a kaleidoscopic burst of flesh and bone. Where once<br />

stood a humanoid foe now coils something far more<br />

monstrous, a shape the mind refuses to accept.<br />

Aspect of Sertrous CR 22<br />

hp 379 (23 HD); fast healing 10; DR 20/cold iron and lawful<br />

See page 115 for statistics<br />

4 Golothomas CR 16<br />

hp 243 each (18 HD); fast healing 10; DR 15/cold iron and<br />

lawful<br />

See page 118 for statistics<br />

TACTICS<br />

When Avamerin becomes aware of the PCs’ arrival, he<br />

greets them with a friendly but tired welcome, congratulating<br />

them on achieving the Inmost Vault of the Serpent<br />

Reliquary. He then apologizes to the PCs, informing them<br />

that there is no Sertrous—there never was. The Vanguard<br />

was a sham, and the infestation of serpents is a trial placed<br />

upon the world by the gods as a test to mortal life. Avamerin<br />

proudly proclaims the PCs the saviors of their world and<br />

congratulates them on proving to the gods that mortal life<br />

can indeed stand against such horror and peril. He then<br />

offers to send the PCs back to their homes; if the PCs accept,<br />

he casts gate to open a portal for them.<br />

Of course, these are all lies. Avamerin is merely attempting<br />

to convince the PCs to leave the Inmost Vault so that he can<br />

flee to somewhere else with the skull of Sertrous and rebuild<br />

his lair. Whether the gate actually leads back to the PCs’ home<br />

or to a horrific layer of the Abyss cunningly disguised to look<br />

like their home is up to you.<br />

If the PCs attack (as Avamerin expects), the fallen planetar<br />

does his best to slay them all. As he attacks, his true nature<br />

slithers into being; he is not the handsome angel the PCs<br />

initially spoke to, but a hunchbacked creature with scaly<br />

skin and a partially serpentine face, complete with forked<br />

tongue. Although he has a large number of spell-like abilities,<br />

he prefers to fight in melee, resorting to spells only to<br />

defend himself or strike at foes beyond his immediate reach.<br />

He makes liberal use of his quickened spells in the first few<br />

rounds of combat.<br />

When Avamerin is slain, Sertrous is forced to manifest to<br />

defend himself. The demon lord uses the body of his first<br />

and greatest minion to fuel the manifestation of his avatar,<br />

and he calls upon four golothomas to aid him in the battle<br />

as well. Sertrous uses Awesome Blow to hurl PCs into the<br />

diseased trees to cause explosions of poisonous spores.<br />

CONCLUSION<br />

With the defeat of the aspect of Sertrous, the PCs slay the<br />

obyrith lord for the second time. Since they have prevented<br />

his return to the Abyss where he can rebuild his true form,<br />

what becomes of Sertrous’s spirit is up to you. When the PCs<br />

return to their world, they find the infestation brought about<br />

by Sertrous’s presence already fading.<br />

ENCOUNTER 8-3<br />

FEATURES OF THE AREA<br />

Diseased Tree: These soaking and shuddersome trees can<br />

provide cover, but any attempt to climb them results in great<br />

swaths of diseased wood and bark coming away by the handful.<br />

This action or any solid blow struck against a tree unleashes a<br />

cloud of green spores in a 10-foot-radius spread. All creatures<br />

in this area must succeed on a DC 20 Fortitude save or take<br />

1d6 points of Constitution damage and become nauseated for<br />

1d6 rounds. A successful save indicates the victim is merely<br />

sickened for 1d6 rounds. Creatures that are immune to disease<br />

or poison are immune to this effect.<br />

Deep Bog: These spaces cost Medium or larger creatures 4<br />

squares of movement to enter. Small and smaller creatures must<br />

swim to enter these spaces.<br />

The water provides cover for Medium or larger creatures,<br />

while Small and smaller creatures receive improved cover (+8<br />

bonus to AC, +4 bonus on Reflex saves). Medium or larger<br />

creatures can crouch to gain improved cover. Creatures that<br />

have improved cover take a –10 penalty on attacks against<br />

creatures not underwater.<br />

Tumble checks are impossible in deep bog, and the DC of<br />

Move Silently checks increases by 2.<br />

Shallow Bog: These squares cost 2 squares of movement<br />

to enter. The DC of Tumble checks in these squares increases<br />

by 2.<br />

127

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