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Elder Evils

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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 />

63

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