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ENCOUNTER 4-3<br />
T<br />
HE HULKS AWAKEN<br />
Encounter Level 20<br />
SETUP<br />
Place the four female Hulks of Zoretha (H1–H4) where<br />
indicated on the map. The male (H5) should not be placed<br />
on the map unless the PCs’ Spot checks exceed his Hide<br />
check. He is waiting for the PCs in the ambush spot.<br />
When the players have finished placing their figures,<br />
read:<br />
The Hulks of Zoretha have moved! The four largest<br />
stand still before you, but all of them face you instead<br />
of each other now,. The black Hulk is missing.<br />
TACTICS<br />
The Hulks of Zoretha are aware of the PCs’ approach no<br />
matter how stealthy they are. The black Hulk has circled<br />
around to the ambush spot, hoping to use his sneak attack.<br />
The other Hulks spread out to surround the party and to<br />
avoid being caught in area spells. The black Hulk specifically<br />
targets spellcasters.<br />
All five Hulks use their summon powers before the<br />
combat is engaged (see pages 66–67 and 95–101 of the<br />
Monster Manual). The summoned creatures attempt to keep<br />
the PCs together so the female Hulks can make better use<br />
of their breath weapons.<br />
The five Hulks are mates and breeding partners. They<br />
become angry if one of the females is killed, and all the<br />
62<br />
4 Hulks of Zoretha (Female) CR 16<br />
hp 336 (16 HD); fast healing 15; DR 10/epic<br />
CE Huge outsider (evil)<br />
Init +0; Senses blindsight 500 ft., darkvision 60 ft., true<br />
seeing; Listen +23, Spot +23<br />
Languages Abyssal, Celestial, Infernal, telepathy 1,000 ft.,<br />
tongues; Aquan (ice hulk), Auran (lightning hulk), Ignan<br />
(fire hulk), Terran (acid hulk)<br />
AC 32, touch 8, flat-footed 32<br />
Immune anathematic secrecy (malefic property), elder evil<br />
immunities (page 6), paralysis; plus<br />
fire (fire hulk) or<br />
cold (ice hulk) or<br />
acid (acid hulk) or<br />
electricity (lightning hulk)<br />
Resist acid 20, electricity 20 (fire hulk and ice hulk) or<br />
fire 20, electricity 20 (acid hulk) or<br />
fire 20, cold 20 (lightning hulk);<br />
SR 24 (all)<br />
Fort +23, Ref +10, Will +14<br />
Speed 60 ft. (12 squares)<br />
Melee slam +31/+26/+21/+16 (2d10+25 plus 2d6 energy<br />
[fire, cold, acid, or electricity])<br />
Space 15 ft.; Reach 15 ft.<br />
Base Atk +16; Grp +41<br />
Atk Options Awesome Blow, Cleave, Great Cleave,<br />
Improved Bull Rush, Improved Overrun, Power Attack<br />
Special Actions breath weapon, summon elemental,<br />
waking nightmare<br />
Abilities Str 45, Dex 10, Con 37, Int 16, Wis 19, Cha 10<br />
SQ dark visiting (malefic property), nondetection,<br />
quiescent invulnerability, sign (blood moon)<br />
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull<br />
Rush, Improved Overrun, Power Attack<br />
Skills Climb +36, Diplomacy +2, Intimidate +19, Jump +48,<br />
Knowledge (arcana) +22, Knowledge (the planes) +22,<br />
Knowledge (religion) +22, Listen +23, Search +22, Sense<br />
Motive +23, Spot +23, Swim +36<br />
Breath Weapon (Su) 50-ft. cone, once every 1d4 rounds,<br />
damage 14d10 energy (of an energy type appropriate to<br />
that hulk), Reflex DC 31 half.<br />
Summon Elemental (Sp) A female Hulk of Zoretha can<br />
summon elementals once per day—one elder, two<br />
greater, or four Huge. The elementals arrive in 1d4<br />
rounds and serve for 1 day or until released. The fire<br />
hulk summons fire elementals; the ice hulk summons<br />
water elementals; the acid hulk summons earth<br />
elementals; and the lightning hulk summons air<br />
elementals. All hulks summon chaotic evil elementals.<br />
Waking Nightmare (Su) The female Hulks of Zoretha are<br />
so horrifying that they induce waking nightmares in<br />
their opponents. Three times per day as a swift action,<br />
a Hulk can induce waking nightmares in all opponents<br />
within a 5-foot radius. Opponents thus affected must<br />
make a DC 22 Will save or be subjected to the following<br />
effects for 1d6 rounds as they are immersed in a<br />
waking dream.<br />
Hulk<br />
Fire<br />
Ice<br />
Acid<br />
Effect on Opponent<br />
Attacks self in melee as a standard action,<br />
seeing a monster burrowing under own skin<br />
Begins to drown without water; Fortitude save<br />
each round (DC 22, +1 per round) or fall<br />
unconscious for 1d4 rounds<br />
Screams in terror from horrible visions;<br />
can take only move actions<br />
Lightning Wracked with phantom pain; –4 to all rolls,<br />
takes 2d6 nonlethal damage<br />
Anathematic Secrecy (Su) The female Hulks of Zoretha are<br />
immune to all divine divination spell effects.<br />
Dark Visiting (Su) Any divine spellcaster who sleeps within<br />
100 miles of the Hulks must succeed on a DC 18 Will<br />
save or take 1d4+1 points of Wisdom damage and be<br />
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<br />
Zoretha cannot be harmed by any means. Once awakened,<br />
Hulks of Zoretha cannot become dormant again.