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Elder Evils

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ENCOUNTER 3-3<br />

46<br />

F<br />

ATHER LLYMIC<br />

Encounter Level 18<br />

SETUP<br />

This encounter occurs at the summit of the glacial tomb<br />

and is the site where Father Llymic has spent countless<br />

centuries in wait. Have the players place their miniatures<br />

anywhere along the eastern edge of the map. Father Llymic<br />

(F) is still imprisoned when the PCs reach this site and is<br />

not visible. The great crevasse in the middle of the map<br />

does not form until Father Llymic breaks free.<br />

When the PCs reach the summit, read:<br />

The path you have followed has led to this lonely<br />

summit atop the frozen mountain. It is quiet here,<br />

as if the storms below cannot reach this lofty<br />

height. Before you lies a broad plain of smooth<br />

black ice, in the center of which stand seven stone<br />

pillars, each carved with a series of eldritch runes.<br />

Suddenly, one of the pillars cracks and crumbles.<br />

The PCs have only 2 rounds to prepare as the remaining six<br />

pillars crack and crumble in succession. If the overwhelming<br />

sign has not yet manifested, it does so now.<br />

After 2 rounds, read:<br />

With a thunderous crack, the final pillar crumbles<br />

and the entire surface of the ice shudders. A great<br />

rent opens in the ice as a titanic crystalline<br />

insectlike creature crawls up from the depths. Its<br />

proportions are like those of a praying mantis, but<br />

its features are truly alien. Three eyes peer out from<br />

its brow above a maw full of fangs. It peers at you<br />

for a moment before charging.<br />

TACTICS<br />

Father Llymic opens combat by using his discord and woe<br />

malefic property. He then calls forth three brood spawn<br />

barbarians (B) from the surrounding caves. These brood<br />

spawn charge and attack the nearest enemy. In the following<br />

rounds, Father Llymic uses his abilities to their best<br />

effect, targeting any character that has a functioning light<br />

source before all others. If no light source presents itself<br />

(which is likely considering the overwhelming dead sun<br />

sign), Father Llymic instead closes with the nearest enemy<br />

to use his melee attacks while exposing as many PCs as<br />

possible to his deadly chill. He also uses his quickened cone<br />

of cold spell-like ability whenever he can catch multiple<br />

PCs in the blast. If the PCs prove resistant to cold, he uses<br />

greater dispel magic in hopes of weakening their resistance.<br />

If facing only a single foe, Father Llymic tries to implant<br />

his brood seed.<br />

Father Llymic CR 18<br />

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

See page 35 for statistics.<br />

3 Brood Spawn Barbarians CR 5<br />

hp 75 (8 HD); DR 5/magic<br />

Male human barbarian 5<br />

CE Medium outsider (native)<br />

Init +5; Senses blindsight 60 ft.; Listen +13, Spot +13<br />

Languages Common<br />

AC 15, touch 11, flat-footed 14<br />

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

spells and abilities, polymorph, petrification<br />

Resist electricity 5, fire 5; SR 13<br />

Fort +9, Ref +7, Will +8<br />

Weakness light sickness, sonic vulnerability<br />

Speed 50 ft. (10 squares); ice step<br />

Melee 2 claws +14 each (1d8+6/19–20 plus 1d6 cold) and<br />

bite +9 (1d6+3 plus 1d6 cold)<br />

Base Atk +8; Grp +14<br />

Atk Options Cleave, Power Attack<br />

Special Actions breath weapon<br />

Spell-Like Abilities (CL 8th):<br />

1/day—sleet storm<br />

3/day—darkness<br />

Abilities Str 22, Dex 13, Con 16, Int 8, Wis 14, Cha 14<br />

Feats Abominable Form B , Cleave, Improved Critical<br />

(claw) B , Power Attack, Toughness, Willing Deformity B<br />

Skills Climb +17, Concentration +14, Hide +12, Intimidate<br />

+16, Jump +17, Listen +13, Move Silently +12, Spot +13<br />

Light Sickness (Ex) Brood spawn are sickened whenever<br />

they are in the area of a light spell or similar effect.<br />

When in natural sunlight, they are slowed (as the spell).<br />

Brood spawn are treated as undead when targeted by<br />

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

light and sunburst.<br />

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

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

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

the save is a success or failure.<br />

Ice Step (Ex) Brood spawn ignore all movement penalties<br />

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

succeed on Balance checks against effects caused by<br />

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

descriptor.<br />

Breath Weapon (Su) 15 ft. cone, once per day, 3d6 cold<br />

plus brood fever, Reflex DC 17 half and negates disease.

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