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Elder Evils

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denizens, and learn that Zargon is entombed in the ziggurat<br />

on the surface.<br />

EL 12–17 (Overwhelming Sign): The cultists free Zargon<br />

from his prison and the elder evil destroys them all, spewing<br />

his slime and transforming them into his whelps. The PCs<br />

must enter the ziggurat, contend with the horrors inside, and<br />

face the elder evil before it breaks free to wreak havoc.<br />

ZARGON IN EBERRON<br />

Zargon is an abominable creation of the daelkyrs. During<br />

their invasion, he was one of the greatest terrors to stalk the<br />

land, legendary for his resilience to mortal weapons and his<br />

ability to regenerate his wounds. When the daelkyrs were<br />

entrapped deep within Khyber, Zargon fled into the Demon<br />

Wastes, where he conquered a petty kingdom. He was defeated<br />

and sealed into a prison of his own and now bides his time<br />

to break free and release his former masters.<br />

The Ziggurat and the surrounding Valley of Death lie within<br />

the Demon Wastes, somewhere south of the Lake of Fire in a<br />

sandy stretch of land. The remnants of Cynidicea are remote,<br />

forgotten, and all but ignored; few have reason to travel to<br />

the Demon Wastes, let alone to some obscure city.<br />

ZARGON IN FAERÛN<br />

When Asmodeus flung Zargon from the Nine Hells, the elder<br />

evil fell to the lands that became the heart of the Imaskar<br />

Empire. As the nation grew, one small city blossomed over<br />

the very site of Zargon’s fall. That city’s name was Cynidicea.<br />

When the cult of Zargon came to power, the cultists attending<br />

to the beast were slain. If Zargon should return, he would<br />

raise up the madmen who live in the Lost City and form an<br />

army to create a new Imaskar Empire, in his image.<br />

The Valley of Death lies in the Giant’s Belt on the edge<br />

of Raurin, the Dust Desert. A brown dragon makes its<br />

home in the cliff overlooking the sand-choked valley, bound<br />

here by a great power to ensure that nothing disturbs the<br />

sleeping being.<br />

ZARGON<br />

Zargon stands 30 feet tall from the nest of his squirming<br />

tentacles to the tip of his great black horn. One’s eyes cannot<br />

help but fall upon Zargon’s monstrous head. A wide maw<br />

filled with curving teeth stretches across his reptilian face,<br />

and oozing brown slime hangs from his chin and forms<br />

smoking clots on the hardened flesh of his torso. A 7-foot-long<br />

black horn speckled with silver flecks thrusts out from the<br />

center of his forehead, and pale yellow fluid weeps from its<br />

base. Perhaps the most disturbing thing about Zargon is the<br />

bulging bloody eye just below his horn.<br />

The rest of Zargon’s form is no less repellent. A muscular<br />

torso bears the signs of countless injuries, crisscrossed with<br />

seeping wounds and pestilential tumors. In place of arms,<br />

Zargon has a knot of flesh at each shoulder, from which six<br />

long tentacles whip out, each with a thorny barb perfect for<br />

embedding into flesh and bone and holding victims fast.<br />

Six thick, muscled tentacles grow from the base of his trunk,<br />

and when he moves, one or more of these appendages darts<br />

out to find purchase and drag his awfulness forward, leaving<br />

a stinking trail of bloody slime, fingers, slippery organs, and<br />

other undigested flesh wherever he travels.<br />

Zargon the Returner CR 16<br />

hp 342 (18 HD); regeneration 50; DR 15/epic<br />

LE Huge outsider (evil, lawful)<br />

Init +2; Senses blindsight 500 ft., darkvision 60 ft., true seeing;<br />

Listen +30, Spot +30<br />

Languages telepathy 1,000 ft., tongues<br />

AC 32, touch 10, flat-footed 30<br />

Immune acid, anathematic secrecy (malefi c property), disease,<br />

poison; elder evil immunities (page 6)<br />

Resist cold 20, fi re 20; SR 28<br />

Fort +28, Ref +19, Will +26<br />

Speed 40 ft. (8 squares), swim 60 ft.<br />

Melee 12 tentacles +36 each (2d6+20/19–20) and<br />

gore +34 (3d6+10) and<br />

bite +34 (2d6+10 plus 3d6 acid plus slime)<br />

Space 15 ft.; Reach 15 ft. (30 ft. with tentacles)<br />

Base Atk +18; Grp +46<br />

Atk Options Cleave, Great Cleave, Power Attack, aligned<br />

strike (evil, lawful), constrict 2d6+20, epic strike, improved<br />

grab, slime<br />

Special Actions divine enervation (malefi c property), spew<br />

slime, summon ooze<br />

Spell-Like Abilities (CL 18th):<br />

At will—freedom of movement, magic circle against good,<br />

rusting grasp (+36 melee touch), transmute rock to mud<br />

(DC 26)<br />

3/day—lightning bolt (DC 24), miasma of entropy SC (DC<br />

25), slime wave SC (DC 28 C<br />

1/day—acid cloud, mind fog (DC 26)<br />

Abilities Str 50, Dex 15, Con 32, Int 21, Wis 28, Cha 33<br />

SQ horn, nondetection, sign (eerie weather)<br />

Feats Cleave, Great Cleave, Improved Critical (tentacle), Improved<br />

Natural Attack (gore), Improved Natural Attack<br />

(tentacle), Multiattack, Power Attack<br />

Skills Climb +41, Concentration +32, Decipher Script +26,<br />

Diplomacy +13, Hide +15, Intimidate +32, Knowledge (arcana)<br />

+26, Knowledge (religion) +26, Listen +30, Search<br />

+26, Sense Motive +30, Spellcraft +28, Spot +30, Survival<br />

+9 (+11 following tracks), Swim +49<br />

True Seeing (Su) As the true seeing spell; continuous; caster<br />

level 20th.<br />

Tongues (Su) As the tongues spell; continuous; caster level<br />

20th.<br />

Regeneration (Ex) Cold and fi re deal normal damage to<br />

Zargon. If Zargon loses a limb or body part it grows back<br />

in 1 minute. The creature can reattach the severed member<br />

instantly by holding it to the stump.<br />

Constrict (Ex) Zargon deals 2d6+20 points of damage with a<br />

successful grapple check, in addition to damage from its<br />

tentacle attack.<br />

Improved Grab (Ex) To use this ability, Zargon must hit an<br />

opponent of up to Huge size with a tentacle attack. It can<br />

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

provoking attacks of opportunity. It receives a +2 bonus<br />

on the grapple check for each tentacle that hits. If it wins<br />

the grapple check and maintains the hold in the next<br />

round, it automatically bites the foe at that time.<br />

Slime (Ex) Creatures damaged by Zargon’s bite attack must<br />

succeed on a DC 30 Fortitude save or become polluted<br />

with slime. Each day, the victim must succeed on another<br />

save or take 1d6 points of Constitution, Intelligence, and<br />

Charisma damage. Victims reduced to Constitution 0 collapse<br />

into a puddle of foul slime, dead. Those reduced to<br />

Intelligence 0 or Charisma 0 become whelps of Zargon<br />

(see page 154). They retain none of their previous abilities.<br />

A remove disease or heal spell removes the effect.<br />

CHAPTER 10<br />

ZARGON<br />

147

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