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CHAPTER 4<br />
THE HULKS OF<br />
ZORETHA<br />
Illus. by R. Horsley<br />
Hulk of Zoretha (Male) CR 16<br />
hp 256 (16 HD); fast healing 15; DR 10/epic<br />
CE Huge outsider (evil)<br />
Init +12; 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<br />
AC 44, touch 20, flat-footed 32; uncanny dodge<br />
Immune anathematic secrecy (malefi c property), elder evil<br />
immunities (page 6), poison, paralysis<br />
Resist acid 20, fi re 20, cold 20, electricity 20; SR 24<br />
Fort+18, Ref +22, Will +14<br />
Speed 80 ft. (16 squares); fly 80 ft. (clumsy); Flyby Attack<br />
Melee 2 claws +26 each (1d8+11 plus poison) and<br />
bite +24 (2d6+11 plus poison)<br />
Ranged spikes +26/+21/+16/+11 (2d8 plus poison)<br />
Space 15 ft.; Reach 15 ft.<br />
Base Atk +16; Grp +35<br />
Atk Options Point Blank Shot, Precise Shot, poison (Fortitude<br />
DC 26, 1d6 Con/2d6 Con), sneak attack +8d6<br />
Special Actions hypnotic gaze, summon displacer beast<br />
Abilities Str 33, Dex 35, Con 27, Int 33, Wis 19, Cha 24<br />
SQ dark visiting (malefi c property), improved uncanny<br />
dodge, nondetection, quiescent invulnerability, sign<br />
(blood moon)<br />
Feats Flyby Attack, Hover, Multiattack, Point Blank Shot, Precise<br />
Shot, Weapon Finesse<br />
Skills Balance +33, Bluff +26, Climb +30, Concentration<br />
+27, Diplomacy +30, Hide +23, Intimidate +28, Jump<br />
+52, Knowledge (arcana) +30, Knowledge (history) +30,<br />
Knowledge (the planes) +30, Knowledge (religion) +30,<br />
Listen +23, Move Silently +31, Search +30, Sense Motive<br />
+23, Spellcraft +32, Spot +23, Tumble +33<br />
Spikes (Ex) The male Hulk of Zoretha can shoot up to four<br />
poisoned spikes per round from his forearms as a ranged<br />
weapon with a range increment of 100 feet. Spikes regenerate<br />
immediately after use.<br />
Hypnotic Gaze (Su) The male Hulk of Zoretha can hypnotize<br />
foes into helplessness. Five times per day as a swift action,<br />
the Hulk can force a target opponent to make a DC<br />
22 Will save or lose all sensory and time perception until<br />
the end of the Hulk’s action. On a failed Will save, the<br />
target loses her Dex and shield bonus to AC, is treated as<br />
if blinded, and is held immobile until the Hulk fi nishes his<br />
action for the round.<br />
Summon Displacer Beast (Su) The male Hulk of Zoretha can<br />
summon a displacer beast pack lord once per day. The<br />
displacer beast pack lord summoned is chaotic evil. It arrives<br />
in 1d4 rounds and serves for 1 day or until released.<br />
Anathematic Secrecy (Su) The male Hulk of Zoretha is immune<br />
to all divine divination spell effects.<br />
Dark Visiting (Su) Any divine spellcaster who sleeps within<br />
100 miles of the male Hulk must succeed on a DC 25<br />
Will save or take 1d4+1 points of Wisdom damage and<br />
be 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 />
52<br />
Waking Hulks