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Elder Evils

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CHAPTER 3<br />

FATHER<br />

LLYMIC<br />

38<br />

Illus. by W. England<br />

Abilities: A brood spawn’s<br />

ability scores are modified as follows:<br />

Str +6, Con +2, Wis +2,<br />

Cha +4.<br />

Special Qualities: A brood<br />

spawn loses all the special<br />

qualities of the base creature.<br />

It gains blindsight out to 60<br />

feet and the special qualities<br />

described below.<br />

Damage Reduction (Ex): A<br />

brood spawn’s crystalline body<br />

is incredibly tough. Brood<br />

spawn gain damage reduction<br />

based on their adjusted Hit<br />

Dice (after the application of<br />

the template), as noted on the<br />

table below.<br />

Ice Step (Ex): Brood spawn<br />

ignore all movement penalties<br />

associated with snow or ice on<br />

the ground. They always succeed<br />

on Balance checks against<br />

effects caused by ice or spells<br />

or special abilities that have the<br />

cold descriptor.<br />

Immunities (Ex): Brood spawn<br />

are immune to ability damage,<br />

ability drain, cold, mind-affecting<br />

spells and abilities, polymorph,<br />

and petrification.<br />

Light Sickness (Ex): Brood<br />

spawn are sickened whenever<br />

they are in the area of<br />

a light spell or similar effect.<br />

When in natural sunlight,<br />

they are slowed (as the spell).<br />

Brood spawn are treated as<br />

undead when targeted by<br />

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

and sunburst.<br />

Sonic Vulnerability (Ex): Brood spawn take half again as<br />

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

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

success or failure.<br />

Spell Resistance (Ex): Brood spawn gain spell resistance<br />

equal to their adjusted HD +5 (maximum 25).<br />

Resistances (Ex): Brood spawn are resistant to fire and<br />

electricity damage, based on their adjusted Hit Dice (after<br />

the application of the template), as follows:<br />

Resistance to Damage<br />

Hit Dice Electricity and Fire Reduction<br />

4–6 5 —<br />

7–9 5 5/magic<br />

10–12 10 5/magic<br />

13–15 10 10/magic<br />

16 or more 20 10/magic<br />

Feats: A brood spawn retains all the feats of the base<br />

creature (even those it can no longer take advantage of)<br />

and gains Power Attack and Improved Critical (claw) as<br />

bonus feats.<br />

Skills: A brood spawn gains skill points as an outsider<br />

and has skill points equal<br />

to (8 + Int modifier) ×<br />

(HD + 3). Do not include<br />

Hit Dice from class levels<br />

in this calculation—a<br />

brood spawn gains outsider<br />

skill points only for its racial<br />

Hit Dice and<br />

gains the normal<br />

amount of<br />

skill points for<br />

its class levels.<br />

Advancement:<br />

By Hit Dice.<br />

Level Adjustment:<br />

—.<br />

GLACIAL<br />

TOMB<br />

An imposing mountain<br />

holds Father Llymic’s tomb.<br />

Surrounded by jagged hills,<br />

the mountain is studded<br />

with icy crags, treacherous<br />

ice bridges, and perilous<br />

cliffs. Few paths make their<br />

way to the summit; all of<br />

them are home to dangerous<br />

mountain predators<br />

and, as the time of Father<br />

Llymic’s wakening<br />

draws near, swarms of alien<br />

brood spawn.<br />

As the light of the sun begins<br />

to dim and the cold increases,<br />

great sheets of ice cover the mountain and the surrounding<br />

hills. Eventually, this glacier begins to move across the surrounding<br />

countryside at an accelerated rate. The mountain<br />

becomes home to cascades of deadly ice spears, thunderous<br />

avalanches, and strange vistas of unnatural ice formations.<br />

Some areas begin to exhibit odd geometric patterns in the<br />

ice, many of which defy logic or reason.<br />

Brood spawn ogre<br />

KEY FEATURES<br />

When planning for activity around the glacial tomb, be sure<br />

to familiarize yourself with the rules for mountain terrain<br />

(DMG 89) and cold dangers (DMG 302). If you have access to<br />

the Frostburn supplement, that book has additional details<br />

on adventuring in cold environments.<br />

Snow and ice cover the mountain. Temperatures hover<br />

just above freezing during the day and plummet to well<br />

below at night (the exact temperature varies depending on<br />

the time of the year and the power of the dead sun sign). The<br />

environment is severe cold, progressing to extreme cold as<br />

Father Llymic begins to stir.

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