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Elder Evils

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ENCOUNTER 10-2<br />

156<br />

D<br />

EN OF EXCESS<br />

Encounter Level 14 or 16<br />

SETUP<br />

Place the cult guards (G) as indicated on the map. The players<br />

place their miniatures in the hallway leading into the<br />

southernmost room. If Vanessa (V) has not been encountered<br />

elsewhere, she’s here.<br />

When the PCs open the door, read:<br />

Two tiger-masked men wearing long, red robes<br />

turn toward you with weapons drawn.<br />

Two rounds after combat begins, bring the thralls (J)<br />

into the room and read:<br />

Through the northern door burst two screaming<br />

men in ornate breastplates wielding morningstars.<br />

Their flesh glistens beneath a coating of slime.<br />

Four rounds after combat begins, bring the cultist<br />

(Z) into the room and read:<br />

Following the others is a gaunt humanoid wearing<br />

a red-faced rat mask. He curses in a guttural<br />

tongue as he levels a finger at your group.<br />

Vanessa CR 14<br />

hp 86 (14 HD)<br />

See page 149 for statistics<br />

2 Cult Guards CR 8<br />

hp 58 each (9 HD)<br />

Male Cynidicean warrior 9<br />

LE Medium humanoid (human)<br />

Init +6; Senses low-light vision; Listen +4, Spot +4<br />

Languages Undercommon<br />

AC 19, touch 12, flat-footed 17<br />

Fort +8, Ref +5, Will +2<br />

Weakness light sensitivity<br />

Speed 20 ft. (4 squares) in chainmail, base speed 30 ft.<br />

Melee mwk longsword +14/+9 (1d8+3/17–20)<br />

Ranged mwk light crossbow +12 (1d8/19–20)<br />

Base Atk +9; Grp +12<br />

Atk Options Power Attack<br />

Combat Gear potion of cure moderate wounds<br />

Abilities Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 12<br />

Feats Alertness, Improved Critical (longsword), Improved<br />

Initiative, Power Attack, Weapon Focus (longsword)<br />

Skills Intimidate +13, Knowledge (religion) +6, Listen +4,<br />

Spot +4<br />

Possessions combat gear plus masterwork chainmail,<br />

masterwork heavy steel shield, masterwork longsword,<br />

masterwork light crossbow with 10 bolts, animal mask,<br />

10 gp<br />

Light Sensitivity (Ex) Cult guards are dazzled in bright<br />

sunlight or within the radius of a daylight spell.<br />

2 Thralls of Juiblex (Raging) CR 10<br />

hp 108 each (10 HD); DR 1/—<br />

Male Cynidicean barbarian 8/thrall of Juiblex BoVD 2<br />

CE Medium humanoid (human)<br />

Init +1; Senses low-light vision; Listen +12, Spot +4<br />

Aura sickening slime (5 ft., DC 16)<br />

Languages Common<br />

AC 20, touch 9, flat-footed 20; improved uncanny dodge<br />

Fort +13, Ref +6, Will +4<br />

Weakness light sensitivity<br />

Speed 30 ft. (6 squares) in breastplate, base speed 40 ft.<br />

Melee +2 morningstar +18/+13 (1d8+7)<br />

Base Atk +10; Grp +15<br />

Atk Options Power Attack, Thrall to Demon (+1 luck bonus<br />

while performing evil act 1/day), corrosive touch +2d6<br />

acid, rage 3/day (7 rounds)<br />

Combat Gear 2 potions of cure light wounds<br />

Abilities Str 20, Dex 12, Con 18, Int 10, Wis 8, Cha 14<br />

SQ trap sense +2<br />

Feats Improved Unarmed Strike, Power Attack, Thrall to<br />

Demon, Weapon Focus (morningstar), Willing<br />

Deformity<br />

Skills Escape Artist +3, Intimidate +18, Knowledge<br />

(religion) +7, Listen +12, Spot +4, Use Rope +1 (+3<br />

bindings)<br />

Possessions combat gear plus +2 breastplate, +1 heavy<br />

steel shield, +2 morningstar, amulet of natural armor +1<br />

Sickening Slime (Ex) All creatures within 5 feet of a thrall of<br />

Juiblex must succeed on a DC 16 (14 if not raging)<br />

Fortitude save or take a –1 circumstance penalty on<br />

attack rolls and skill checks for as long as they remain<br />

within range.<br />

Light Sensitivity (Ex) Thralls of Juiblex are dazzled in bright<br />

sunlight or within the radius of a daylight spell.<br />

Corrosive Touch (Ex) Three times per day, a thrall of Juiblex<br />

can secrete a slime. The next time he makes an<br />

unarmed attack, that attack does not provoke attacks<br />

of opportunity and deals an additional 2d6 points of<br />

acid damage.<br />

When not raging, the thralls of Juiblex have the following<br />

changed statistics:<br />

hp decrease by 20<br />

Aura sickening slime (5 ft., DC 14)<br />

AC 22, touch 11, flat-footed 22<br />

Fort +11, Will +4<br />

Melee +2 morningstar +16/+11 (1d8+5)<br />

Grp +13<br />

Abilities Str 16, Con 14

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