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ENCOUNTER 4-2<br />
60<br />
S<br />
TOP THE RITUAL<br />
Encounter Level 17<br />
SETUP<br />
The creatures present here include skindancers (S),<br />
greathorn minotaurs (M), and a cave troll (T). Many of<br />
them hide in the ambush spot and behind support pillars.<br />
Soelma Nilaenish (SN) stands at the Hulks’ feet and<br />
doesn’t stop her ritual after combat begins.<br />
When the PCs enter the cavern, read:<br />
The cavern stretches before you, illuminated only<br />
by light from a domed roof of thick ice. Five<br />
monoliths stand in the center of the cavern. The<br />
Hulks are motionless, but as your eyes adjust you<br />
see creatures in the shadows and Soelma Nilaenish<br />
leading a ritual at the monoliths’ feet.<br />
Cave Troll MM3 CR 8<br />
hp 112 (9 HD); fast healing 8<br />
CE Large giant<br />
Init +1; Senses darkvision 90 ft., low-light vision, scent;<br />
Listen +6, Spot +6<br />
Languages Giant<br />
AC 21, touch 10, flat-footed 20<br />
Fort +14, Ref +4, Will +6<br />
Speed 40 ft. (8 squares)<br />
Melee 2 claws +14 each (2d6+9) and<br />
bite +9 (1d6+4)<br />
Space 10 ft.; Reach 10 ft.<br />
Base Atk +6; Grp +19<br />
Atk Options Power Attack, dazing blow, improved grab,<br />
pounce, rake, rend<br />
Abilities Str 29, Dex 13, Con 27, Int 3, Wis 13, Cha 6<br />
Feats Alertness, Iron Will, Power Attack, Track<br />
Skills Jump +16, Listen +6, Spot +6, Survival+4 (+8<br />
tracking by scent)<br />
Dazing Blow (Ex) If a cave troll hits with both claw attacks,<br />
the opponent must make a DC 22 Fortitude save or be<br />
dazed for 1 round.<br />
Improved Grab (Ex) To use this ability, a cave troll must hit<br />
with its bite attack. It can then attempt to start a<br />
grapple as a free action without provoking attacks of<br />
opportunity.<br />
Pounce (Ex) If a cave troll charges a foe, it can make a full<br />
attack, including two rakes.<br />
Rake (Ex) Attack bonus +9, damage 2d6+4. A cave troll<br />
that gets a hold can make two rake attacks with its<br />
hind legs.<br />
Rend (Ex) If a cave troll hits with both claw attacks, it<br />
latches onto the opponent’s body and tears the flesh.<br />
This attack automatically deals an extra 4d6+13 points<br />
of damage.<br />
When a character gets a clear view of the foes, read:<br />
You see a tall, thickset minotaur with short, slatecolored<br />
fur. It steps into a wall while you are<br />
charged by a hulking, troll-like creature with claws<br />
and a rubbery hide. More than half a dozen<br />
humanoids with iridescent skin also charge.<br />
7 Skindancers MM3 CR 11<br />
hp 202 (15 HD); DR 15/special (see text)<br />
NE Large monstrous humanoid<br />
Init +7; Senses darkvision 90 ft., low-light vision, scent;<br />
Listen +14, Spot +14<br />
Languages Common<br />
AC 25, touch 18, flat-footed 22<br />
Resist adaptive energy resistance<br />
Fort +14, Ref +12, Will +14<br />
Speed 40 ft. (8 squares)<br />
Melee 2 slams +20 each (2d6+6)<br />
Space 10 ft.; Reach 10 ft.<br />
Base Atk +15; Grp +25<br />
Atk Options Combat Reflexes, Power Attack, trip<br />
Abilities Str 22, Dex 17, Con 29, Int 5, Wis 16, Cha 6<br />
SQ reactive skin<br />
Feats Alertness, Combat Reflexes, Improved Initiative,<br />
Improved Natural Attack (slam), Iron Will, Power<br />
Attack<br />
Skills Listen +14, Spot +14<br />
Damage Reduction (Su) A skindancer gains damage<br />
reduction based on the damage type of the last weapon<br />
that damaged it.<br />
Damage<br />
DR<br />
Piercing<br />
15/bludgeoning or slashing<br />
Bludgeoning<br />
15/piercing or slashing<br />
Slashing<br />
15/bludgeoning or piercing<br />
Bludgeoning and piercing 15/slashing<br />
Bludgeoning and slashing 15/piercing<br />
Piercing and slashing 15/bludgeoning<br />
This damage reduction lasts for 1 minute or until<br />
another type of weapon damages the skindancer. A<br />
skindancer does not have damage reduction at the<br />
beginning of combat.<br />
Adaptive Energy Resistance (Su)A skindancer gains<br />
resistance 20 to the energy type that last dealt damage<br />
to it. This resistance to energy lasts for 1 minute or<br />
until another type of energy damages the skindancer. A<br />
skindancer does not have resistance to energy at the<br />
beginning of combat.<br />
Trip (Ex) A skindancer that hits with a slam attack can<br />
attempt to trip its opponent (+10 check modifier) as a<br />
free action without making a touch attack or provoking<br />
attacks of opportunity. If the attempt fails, the<br />
opponent cannot react to trip the skindancer.<br />
Reactive Skin (Su) A skindancer has a +6 deflection bonus<br />
to Armor Class.