08.11.2014 Views

Elder Evils

Elder Evils

Elder Evils

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

ENCOUNTER 9-2<br />

T<br />

AR PIT<br />

Encounter Level 20<br />

SETUP<br />

This tactical encounter can occur anywhere along the<br />

shores of the tar pit. Change the compass on the map to<br />

match the direction your PCs travel. Have the players<br />

place their miniatures anywhere near the bottom edge of<br />

the map. The scion of Kyuss lies hidden beneath the tar<br />

as indicated on the tactical map.<br />

When one or more of the PCs approach the shore,<br />

read:<br />

A great green-brown bubble rises from the tar,<br />

bursting and releasing a repellent gas. A moment<br />

later, the entire surface breaks as a tremendous<br />

wormlike creature tears free, ropes of the sticky tar<br />

hanging from its undulating body.<br />

TACTICS<br />

The scion of Kyuss lurches forward, swimming through<br />

the tar, and must succeed on a DC 25 Swim check to<br />

move 5 feet. It slides forward each round, closing on the<br />

PCs until it escapes the tar. Once it takes damage from a<br />

ranged attack, it activates its tendrils, damaging any character<br />

within 40 feet.<br />

When it gets within reach of a PC, it bites the character<br />

using a 5-point Power Attack (for –5 on attack rolls and<br />

+10 on damage rolls). If it hits, it makes a grapple check as<br />

a free action without provoking attacks of opportunity. If<br />

it wins, it makes a grapple check on its next turn and, if it<br />

succeeds, it swallows the character.<br />

If the PCs manage to reduce the scion’s hit points to 100<br />

or fewer, it uses its breath weapon on its next turn and then<br />

uses the skeletons it vomited up to cover its retreat.<br />

140<br />

Scion of Kyuss CR 20<br />

hp 382 (51 HD); fast healing 3; DR 10/magic and piercing<br />

Evolved advanced ulgurstasta FF<br />

CE Colossal undead<br />

Init +10; Senses darkvision 60 ft.; Listen +57, Spot +57<br />

Languages understands Common<br />

AC 23, touch 8, flat-footed 17; Dodge, Mobility<br />

Immune acid, cold, undead immunities (MM 317)<br />

SR 23<br />

Fort +19, Ref +25, Will +30<br />

Speed 50 ft. (10 squares); Spring Attack<br />

Melee bite +31 (6d6+21 plus 1 vile/19–20)<br />

Space 30 ft.; Reach 30 ft.<br />

Base Atk +25; Grp +55<br />

Atk Options Awesome Blow, Cleave, Combat Reflexes,<br />

Great Cleave, Improved Bull Rush, Improved Sunder,<br />

Power Attack, improved grab, necromantic acid,<br />

swallow whole<br />

Special Actions breath weapon, spawn skeletons, tendrils<br />

Spell-Like Abilities (CL 20th):<br />

1/day—creeping doom<br />

Abilities Str 38, Dex 23, Con —, Int 18, Wis 16, Cha 19<br />

Feats Awesome Blow, Boost Spell Resistance BoVD , Cleave,<br />

Combat Reflexes, Dodge, Great Cleave, Great Fortitude,<br />

Improved Bull Rush, Improved Critical (bite), Improved<br />

Initiative, Improved Natural Attack (bite), Improved<br />

Sunder, Improved Toughness LM , Lightning Reflexes,<br />

Mobility, Power Attack, Spring Attack, Vile Natural<br />

Attack (bite)<br />

Skills Intimidate +58, Knowledge (arcana) +58, Knowledge<br />

(history) +58, Knowledge (religion) +58, Knowledge<br />

(the planes) +58, Listen +57, Search +58, Spot +57,<br />

Survival +3 (+9 on other planes, +9 following tracks),<br />

Swim +14<br />

Improved Grab (Ex) To use this ability, the scion of Kyuss<br />

must hit a smaller opponent with a bite attack. It can<br />

then attempt to start a grapple as a free action without<br />

provoking attacks of opportunity. If it wins the grapple<br />

check, it establishes a hold and can try to swallow the<br />

opponent in the following round.<br />

Swallow Whole (Ex) The scion of Kyuss can try to swallow<br />

a grabbed opponent by making a successful grapple<br />

check.<br />

A scion’s gizzard can hold 2 Gargantuan, 8 Huge,<br />

32 Large, 128 Medium, or 512 Small or smaller<br />

opponents.<br />

Necromantic Acid (Su) A creature swallowed by the scion of<br />

Kyuss takes 1d8 points of Constitution drain each<br />

round. Upon death, the victim gains the skeleton<br />

template and remains dormant until the scion vomits it<br />

up. A swallowed creature can cut its way out by using a<br />

light slashing or piercing weapon to deal 50 points of<br />

damage to the gizzard (AC 17). Once the creature exits,<br />

muscular action closes the hole; another swallowed<br />

opponent must cut its own way out.<br />

Breath Weapon (Su) 60-ft. cone, 1/day, damage 3d6 Con<br />

drain, Reflex DC 35 for 1d6 Con drain. Creatures killed<br />

by the scion’s breath weapon gain the skeleton template<br />

and rise to fight on the following round. In addition, any<br />

dormant skeletons are vomited up as well. Place them<br />

anywhere within the breath weapon’s cone. After the<br />

scion uses this ability, swallowed creatures do not take<br />

Constitution drain from necromantic acid.<br />

Spawn Skeletons (Su) As a full-round action, a scion can<br />

regurgitate dormant skeletons. It holds in its gizzard 6<br />

forest giant skeletons, former island natives. The<br />

skeletons are under the scion’s command. For 1d6<br />

rounds after being vomited up, the skeletons are<br />

covered in necromantic acid, and their attacks deal 1<br />

point of Constitution drain.<br />

Tendrils (Ex) As a free action, the scion can extend its<br />

tendrils, rendering it immune to projectile weapons and<br />

dealing 1d12 points of damage each round to all<br />

creatures within 40 feet of it. Anyone in the area also<br />

takes a –2 circumstance penalty on attack rolls.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!