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3 Greathorn Minotaurs MM4 CR 7<br />
hp 104 (11 HD); DR 5/—<br />
CE Large monstrous humanoid<br />
Init –1; Senses darkvision 60 ft., scent, tremorsense 120 ft.;<br />
Listen +8, Spot +8<br />
Languages Giant, Undercommon<br />
AC 15, touch 8, flat-footed 15<br />
Fort +10, Ref +6, Will +7<br />
Speed 30 ft. (6 squares); earth glide<br />
Melee gore +17 (2d6+10) or<br />
Melee greathammer +17/+12/+7 (3d6+10/×4) and<br />
gore +12 (2d6+3)<br />
Space 10 ft.; Reach 10 ft.<br />
Base Atk +11; Grp +22<br />
Atk Options Awesome Blow, Power Attack<br />
Special Actions earth warp<br />
Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10<br />
SQ natural cunning<br />
Feats Awesome Blow B , Great Fortitude, Improved Natural<br />
Attack (gore), Power Attack, Track<br />
Skills Intimidate +3, Listen +8, Search +3, Spot +8, Survival +3<br />
Possessions greathammer<br />
Earth Glide (Ex) A greathorn minotaur can glide through<br />
stone, dirt, or any other sort of earth except metal as<br />
easily as a fish swims though water. Its burrowing leaves<br />
behind no tunnel or hole, nor does it create any ripple or<br />
other signs of its presence.<br />
Earth Warp (Su) As a swift action, a greathorn minotaur can<br />
cause the earth and rock around it to twist and warp in a<br />
60-foot-radius emanation, doubling movement costs<br />
through that area. Natural stone, finished stone, and dirt<br />
surfaces are subject to this effect. The effect does not<br />
move with the minotaur; when the minotaur leaves the<br />
area, the ground returns to normal. A minotaur ignores<br />
the movement penalties generated by its own or another<br />
greathorn’s earth warp ability.<br />
Natural Cunning (Ex) Greathorn minotaurs have immunity to<br />
maze spells, never become lost, and can track enemies.<br />
They are never caught flat-footed.<br />
FEATURES OF THE AREA<br />
Ambush Spot: Just to the left of the PCs as they enter the<br />
cavern is a perfect ambush spot. This alcove is not in line of<br />
sight to those coming up the entrance tunnel until they have<br />
fully entered the cavern by at least 10 feet. Stone formations<br />
and support pillars grant anyone crouching here a +5 bonus<br />
on Hide checks in all but full daylight.<br />
The Hulks of Zoretha serve as little more than terrain<br />
features during this battle. Keep in mind that since they are<br />
not really stone, the earth glide ability of the greathorn minotaurs<br />
does not work for passing through them.<br />
Support Columns: The columns around the outer edge of<br />
the cavern are wide enough to provide cover for creatures of<br />
Medium size or smaller.<br />
Low Ceiling: Though 150 feet tall at its highest, the ceiling<br />
in the great cavern arches down to 20 feet tall at the walls,<br />
which is slightly shorter than the Hulks themselves. They will<br />
not enter the low-ceiling area indicated on the map unless they<br />
need to fight the PCs. The low ceilings in that area give them<br />
a –1 distraction penalty on attack rolls and to Armor Class.<br />
ENCOUNTER 4-2<br />
TACTICS<br />
As the characters make their presence known, Soelma Nilaenish<br />
sends a few particular combatants to keep the party<br />
busy while she finishes her ritual.<br />
The cave troll and the skindancers charge to attack as<br />
quickly as they can, while the greathorn minotaurs use their<br />
earth glide ability to circle behind the characters and surround<br />
them. Once the PCs are surrounded, the creatures try<br />
to herd them farther into the cavern, thus exposing them to<br />
more ranged attacks.<br />
Obedient to Nilaenish’s instructions, the creatures try to<br />
keep the PCs together in a group and away from the ritual if<br />
they possibly can. Nilaenish herself, even if attacked at range,<br />
does not join in the fight until her ritual is interrupted. She<br />
has cast several defensive spells on herself, however.<br />
Once joined in the battle, Soelma attempts to stay out of<br />
melee with the PCs, taking cover behind a monolith and casting<br />
spells to support her allies. When she runs out of spells,<br />
Soelma—who is by now completely insane—voluntarily<br />
goes into a blood moon rage and fights to the death in melee<br />
with her rapier.<br />
If the PCs do not stop Soelma Nilaenish’s ritual after 10<br />
rounds of fighting, the Hulks awaken. However, if a PC<br />
attacks Soelma in melee or otherwise disturbs her ritual<br />
before a minute has passed, she angrily devotes her full<br />
energy to the battle. When Soelma falls, the remaining creatures<br />
flee into other parts of the temple.<br />
CONCLUSION<br />
Even after Soelma is defeated, the battle is won, and the<br />
temple is cleared of cultists, the blood moon effect does<br />
not diminish. There appears to be no further danger at<br />
the temple.<br />
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