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Elder Evils

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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.

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