You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
DESCRIPTION<br />
When quiescent, the four female Hulks of Zoretha look<br />
nearly identical and stand in a circle facing each other. They<br />
resemble stone monoliths over 20 feet in height, blocky but<br />
vaguely humanoid and traced with indecipherable carvings<br />
that occasionally seem to move out of the corner of one’s eye.<br />
They do not look female in any mammalian sense and are not<br />
beautiful. One monolith is mottled red and orange; one is<br />
gray stone with pale blue veins; a third is brown with sickly<br />
green blotches; and the fourth female hulk is dark blue with<br />
white veins like crystal.<br />
The male Hulk of Zoretha looks different from the other<br />
four. He still resembles a stone monolith but is slightly<br />
smaller, especially around the base. He is all black, and<br />
his back bulges as if somewhat deformed. Though basically<br />
humanoid, the black Hulk exhibits no mammalian<br />
male traits. He stands just outside the circle of females,<br />
facing out.<br />
When they awaken, the Hulks of Zoretha become slightly<br />
more organic in their overall shape and appearance, but their<br />
tough hides still resemble stone. The carvings that covered<br />
them become tattoos. They remain alien and sexless in overall<br />
appearance.<br />
After the first use of any physical attack, a female Hulk<br />
shows signs of her associated energy type. The red and orange<br />
hulk begins to flicker with pale flames, while the gray and<br />
pale blue hulk is brushed lightly with frost. Foul liquid drips<br />
from the brown and green hulk, and the dark blue and white<br />
hulk crackles slightly with static electricity. Upon awakening,<br />
the male Hulk of Zoretha unfurls large black wings and<br />
reveals a graceful, slightly shadowy form, perfectly molded<br />
to human standards of beauty.<br />
Hulk of Zoretha (Female) CR 16<br />
hp 336 (16 HD); fast healing 15; DR 10/epic<br />
CE Huge outsider (evil)<br />
Init +0; Senses blindsight 500 ft., darkvision 60 ft., true seeing;<br />
Listen +23, Spot +23<br />
Languages Abyssal, Celestial, Infernal, telepathy 1,000 ft.,<br />
tongues; Aquan (ice hulk), Auran (lightning hulk), Ignan<br />
(fi re hulk), Terran (acid hulk)<br />
AC 32, touch 8, flat-footed 32<br />
Immune anathematic secrecy (malefi c property), elder evil<br />
immunities (page 6), paralysis; plus<br />
fi re (fi re hulk) or<br />
cold (ice hulk) or<br />
acid (acid hulk) or<br />
electricity (lightning hulk)<br />
Resist acid 20, electricity 20 (fi re hulk and ice hulk) or<br />
fi re 20, electricity 20 (acid hulk) or<br />
fi re 20, cold 20 (lightning hulk);<br />
SR 24 (all)<br />
Fort +23, Ref +10, Will +14<br />
Speed 60 ft. (12 squares)<br />
Melee slam +31/+26/+21/+16 (2d10+25 plus 2d6 energy [fi re,<br />
cold, acid, or electricity])<br />
Space 15 ft.; Reach 15 ft.<br />
Base Atk +16; Grp +41<br />
Atk Options Awesome Blow, Cleave, Great Cleave, Improved<br />
Bull Rush, Improved Overrun, Power Attack<br />
Special Actions breath weapon, summon elemental, waking<br />
nightmare<br />
Abilities Str 45, Dex 10, Con 37, Int 16, Wis 19, Cha 10<br />
SQ dark visiting (malefi c property), nondetection, quiescent<br />
invulnerability, sign (blood moon)<br />
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull<br />
Rush, Improved Overrun, Power Attack<br />
Skills Climb +36, Diplomacy +2, Intimidate +19, Jump +48,<br />
Knowledge (arcana) +22, Knowledge (the planes) +22,<br />
Knowledge (religion) +22, Listen +23, Search +22, Sense<br />
Motive +23, Spot +23, Swim +36<br />
Breath Weapon (Su) 50-ft. cone, once every 1d4 rounds,<br />
damage 14d10 energy (of an energy type appropriate to<br />
that hulk), Reflex DC 31 half.<br />
Summon Elemental (Sp) A female Hulk of Zoretha can summon<br />
elementals once per day—one elder, two greater, or<br />
four Huge. The elementals arrive in 1d4 rounds and serve<br />
for 1 day or until released. The fi re hulk summons fi re<br />
elementals; the ice hulk summons water elementals; the<br />
acid hulk summons earth elementals; and the lightning<br />
hulk summons air elementals. All hulks summon chaotic<br />
evil elementals.<br />
Waking Nightmare (Su) The female Hulks of Zoretha are so<br />
horrifying that they induce waking nightmares in their<br />
opponents. Three times per day as a swift action, a Hulk<br />
can induce waking nightmares in all opponents within a<br />
5-foot radius. Opponents thus affected must make a DC<br />
22 Will save or be subjected to the following effects for<br />
1d6 rounds as they are immersed in a waking dream.<br />
Hulk<br />
Fire<br />
Ice<br />
Acid<br />
Lightning<br />
Effect on Opponent<br />
Attacks self in melee as a standard action,<br />
seeing a monster burrowing under own skin<br />
Begins to drown without water; Fortitude save<br />
each round (DC 22, +1 per round) or fall<br />
unconscious for 1d4 rounds<br />
Screams in terror from horrible visions;<br />
can take only move actions<br />
Wracked with phantom pain; –4 to all rolls,<br />
takes 2d6 nonlethal damage<br />
Anathematic Secrecy (Su) The female Hulks of Zoretha are<br />
immune to all divine divination spell effects.<br />
Dark Visiting (Su) Any divine spellcaster who sleeps within<br />
100 miles of the Hulks must succeed on a DC 18 Will<br />
save or take 1d4+1 points of Wisdom damage and be<br />
fatigued for the day. The spellcaster additionally cannot<br />
regain spells, power points, or any similar ability that<br />
requires rest. A spellcaster who is reduced to half normal<br />
Wisdom is affected by insanity while within this area.<br />
Nondetection (Su) As the nondetection spell; continuous;<br />
caster level 20th.<br />
Quiescent Invulnerability (Su) When dormant, a Hulk of Zoretha<br />
cannot be harmed by any means. Once awakened,<br />
Hulks of Zoretha cannot become dormant again.<br />
CHAPTER 4<br />
THE HULKS OF<br />
ZORETHA<br />
51