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Elder Evils

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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 />

61

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