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Elder Evils

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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

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