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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