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Hulk of Zoretha (Male) CR 16<br />
hp 256 (16 HD); fast healing 15; DR 10/epic<br />
CE Huge outsider (evil)<br />
Init +12; 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<br />
AC 44, touch 20, flat-footed 32; uncanny dodge<br />
Immune anathematic secrecy (malefic property), elder evil<br />
immunities (page 6), poison, paralysis<br />
Resist acid 20, fire 20, cold 20, electricity 20; SR 24<br />
Fort+18, Ref +22, Will +14<br />
Speed 80 ft. (16 squares); fly 80 ft. (clumsy); Flyby Attack<br />
Melee 2 claws +26 each (1d8+11 plus poison) and<br />
bite +24 (2d6+11 plus poison)<br />
Ranged spikes +26/+21/+16/+11 (2d8 plus poison)<br />
Space 15 ft.; Reach 15 ft.<br />
Base Atk +16; Grp +35<br />
Atk Options Point Blank Shot, Precise Shot, poison<br />
(Fortitude DC 26, 1d6 Con/2d6 Con), sneak attack +8d6<br />
Special Actions hypnotic gaze, summon displacer beast<br />
Abilities Str 33, Dex 35, Con 27, Int 33, Wis 19, Cha 24<br />
SQ dark visiting (malefic property), improved uncanny<br />
dodge, nondetection, quiescent invulnerability, sign<br />
(blood moon)<br />
Feats Flyby Attack, Hover, Multiattack, Point Blank Shot,<br />
Precise Shot, Weapon Finesse<br />
Skills Balance +33, Bluff +26, Climb +30, Concentration +27,<br />
Diplomacy +30, Hide +23, Intimidate +28, Jump +52,<br />
Knowledge (arcana) +30, Knowledge (history) +30,<br />
Knowledge (the planes) +30, Knowledge (religion) +30,<br />
Listen +23, Move Silently +31, Search +30, Sense Motive<br />
+23, Spellcraft +32, Spot +23, Tumble +33<br />
Spikes (Ex) The male Hulk of Zoretha can shoot up to four<br />
poisoned spikes per round from his forearms as a ranged<br />
weapon with a range increment of 100 feet. Spikes<br />
regenerate immediately after use.<br />
Hypnotic Gaze (Su) The male Hulk of Zoretha can hypnotize<br />
foes into helplessness. Five times per day as a swift<br />
action, the Hulk can force a target opponent to make a<br />
DC 22 Will save or lose all sensory and time perception<br />
until the end of the Hulk’s action. On a failed Will save,<br />
the target loses her Dex and shield bonus to AC, is<br />
treated as if blinded, and is held immobile until the Hulk<br />
finishes his action for the round.<br />
Summon Displacer Beast (Su) The male Hulk of Zoretha<br />
can summon a displacer beast pack lord once per day.<br />
The displacer beast pack lord summoned is chaotic evil.<br />
It arrives in 1d4 rounds and serves for 1 day or until<br />
released.<br />
Anathematic Secrecy (Su) The male Hulk of Zoretha is<br />
immune to all divine divination spell effects.<br />
Dark Visiting (Su) Any divine spellcaster who sleeps within<br />
100 miles of the male Hulk must succeed on a DC 25 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.<br />
FEATURES OF THE AREA<br />
Ambush Spot: See encounter 3–2 on the previous pages.<br />
The male Hulk hides here to await the PCs as they enter.<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, which<br />
is slightly shorter than the Hulks themselves. They will not<br />
enter the low-ceiling area indicated on the map unless they need<br />
to fight the PCs. The low ceilings in that area give them a –1<br />
distraction penalty on attack rolls and to Armor Class.<br />
Support Columns: Support columns have hardness 8 and<br />
15 hit points per inch of thickness (on average 40 inches in<br />
diameter and 600 hp). A support column provides cover.<br />
females are extremely protective of the male, since he is irreplaceable.<br />
Considering its fast healing, a Hulk should not be<br />
considered out of action until it is reduced to less than –10<br />
hit points.<br />
CONCLUSION<br />
The moment the PCs kill the last Hulk of Zoretha, all five<br />
bodies begin to crumble into ash, and the PCs immediately<br />
feel the effect of the blood moon dissipating. The passing of<br />
so great an evil causes the earth to shudder in relief, however,<br />
and the resulting earthquake causes the collapse of<br />
the cavern. PCs should not have much trouble escaping the<br />
Temple of Zoretha unharmed, but if they have not yet looted<br />
the place, it is now too late to do so. Just as they escape, it collapses<br />
completely into rubble with half a crumbled mountain<br />
on top of it. The Hulks of Zoretha and their temple are buried<br />
as if they had never been.<br />
ENCOUNTER 4-3<br />
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