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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.