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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.