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Elder Evils

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Llymic for the glory of the dark goddess. These individuals<br />

have set up camp near his prison, and although some<br />

have already been transformed, they still search for ways<br />

to free him.<br />

FATHER LLYMIC<br />

In his true and unnatural form, Father Llymic looks like<br />

a cross between a gigantic crystalline praying mantis<br />

and a horrible demon, with two scythelike claws in place<br />

of arms. His head bears a trio of compound eyes above a<br />

gaping maw of fangs. The rest of his translucent body is<br />

covered in shards of crystal that form a deadly armor plating.<br />

When he moves, these plates grind and shatter against<br />

one another, with new ones endlessly taking their place.<br />

A cloud of freezing cold mist surrounds him, obscuring<br />

his alien bulk.<br />

While he is imprisoned, Father Llymic appears as a<br />

strangely colored stain deep beneath the surface of a great<br />

glacial flow. If he were to be dug out, it would take only a<br />

few days of darkness to revive him. Without such effort, it<br />

might take centuries for him to find the strength to break<br />

free, and then only through the conversion of countless<br />

brood. Even dormant, however, Father Llymic has ways<br />

of influencing the world around him. His tendrils worm<br />

through the surface of the ice, so that any who stand directly<br />

above him are affected by his corruption. In addition, he<br />

can project an image—a shard of his dreaming mind—into<br />

the world around him.<br />

Father Llymic projects the illusory image of a wizened<br />

elf man, bent with age. Calm and inoffensive in appearance,<br />

the image’s clothes are ragged and worn. He walks<br />

with a staff and never makes any noise. This projection can<br />

be seen near Father Llymic’s tomb, beckoning explorers<br />

closer. Although the projection is slow of gait and never<br />

aggressive, it can never be caught. Whenever anyone draws<br />

too close, it steps out of sight, reappearing some distance<br />

away. If its targets refuse to follow it, the image grows<br />

agitated, appearing before them and silently screaming<br />

from a maw of razor-sharp ice fangs, then leaving to find<br />

other prey.<br />

Father Llymic CR 18<br />

hp 360 (24 HD); dark healing 20; DR 10/epic<br />

CE Huge outsider (chaotic)<br />

Init +7; Senses blindsight 500 ft., darkvision 60 ft., true seeing;<br />

Listen +30, Spot +30<br />

Aura deadly chill (30 ft.)<br />

Languages Abyssal, Celestial, Infernal, Terran; telepathy<br />

1,000 ft., tongues<br />

AC 31, touch 11, flat-footed 28<br />

Immune cold, anathematic secrecy (malefi c property), elder<br />

evil immunities (page 6)<br />

Resist acid 20, electricity 20, fi re 20; SR 30<br />

Fort +21, Ref +17, Will +21<br />

Weakness light torpor, sonic vulnerability<br />

Speed 50 ft. (10 squares), fly 30 ft. (perfect); ice step<br />

Melee 2 claws +33 each (3d6+11/18–20/×3 plus 2d6 cold<br />

plus soul chill) and<br />

bite +31 (2d8+5 plus 2d6 cold plus soul chill)<br />

Space 15 ft.; Reach 15 ft.<br />

Base Atk +24; Grp +43<br />

Atk Options Cleave, Combat Reflexes, Great Cleave, Improved<br />

Sunder, Power Attack, augmented critical, soul chill<br />

Special Actions discord and woe (malefi c property, DC 30),<br />

brood seed, summon brood<br />

Spell-Like Abilities (CL 24th):<br />

At will—cone of cold (DC 23), heightened deeper darkness,<br />

detect magic, dimension door, dispel magic, nightmare<br />

(DC 23), sleet storm, wall of ice<br />

3/day—quickened cone of cold (DC 23), greater dispel<br />

magic, polar ray<br />

Abilities Str 32, Dex 17, Con 25, Int 20, Wis 17, Cha 26<br />

SQ nondetection, sign (dead sun)<br />

Feats Cleave, Combat Reflexes, Epic Will ELH , Great Cleave,<br />

Improved Initiative, Improved Sunder, Multiattack, Power<br />

Attack, Quicken Spell-Like Ability (cone of cold)<br />

Skills Bluff +35, Climb +38, Concentration +34, Diplomacy<br />

+43, Intimidate +39, Jump +46, Knowledge (arcana) +32,<br />

Knowledge (the planes) +32, Listen +30, Move Silently<br />

+30, Search +32, Sense Motive +30, Spot +30<br />

Dark Healing (Su) This ability functions like fast healing, but<br />

only when Father Llymic is in complete darkness or inside<br />

an area of darkness, deeper darkness, or a similar effect.<br />

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

level 20th.<br />

Deadly Chill (Su) The area around Father Llymic is incredibly<br />

cold. Anyone within 30 feet of Father Llymic takes 4d6<br />

points of cold damage each round and gains one level of<br />

soul chill (see below). A DC 29 Fortitude save halves the<br />

damage and negates the soul chill.<br />

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

20th.<br />

Discord and Woe (Su) Each round as a standard action,<br />

Father Llymic can force a creature within 100 miles to<br />

attempt a DC 30 Will save. An affected creature enters a<br />

barbarian rage (PH 25), attacking the closest creature and<br />

taking 1 point of vile damage per round until it is killed or<br />

the effect ends. The creature can attempt a new Will save<br />

each round to escape of the effect.<br />

Light Torpor (Ex) Father Llymic is extremely susceptible<br />

to light. When in the radiance of any natural or magical<br />

light, he is slowed (as the spell) with no save. Father<br />

Llymic is considered undead when targeted by spells that<br />

deal damage based on light, such as searing light and<br />

sunburst. When exposed to actual sunlight, Father Llymic<br />

must make a successful DC 30 Fortitude save each<br />

round or slip into suspended animation (as the temporal<br />

stasis spell). This condition can be removed only by<br />

keeping Father Llymic in complete darkness for at least<br />

1 round.<br />

Sonic Vulnerability (Ex) Father Llymic takes half again as<br />

much (+50%) damage as normal from sonic attacks,<br />

regardless of whether a saving throw is allowed, or if the<br />

save is a success or failure.<br />

Ice Step (Ex) Father Llymic ignores all movement penalties<br />

associated with snow or ice on the ground. He<br />

always succeeds on Balance checks against effects<br />

caused by ice or spells or special abilities that have the<br />

cold descriptor.<br />

Augmented Critical (Ex) Father Llymic’s claws are extraordinarily<br />

sharp. They threaten a critical hit on a natural<br />

attack roll of 18–20, dealing triple damage on a successful<br />

critical hit. Father Llymic’s claws are not subject to<br />

effects such as keen edge that would further improve his<br />

threat range.<br />

CHAPTER 3<br />

FATHER<br />

LLYMIC<br />

35

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