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Elder Evils

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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.

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