CHAPTER 5 THE LEVIATHAN 73
ENCOUNTER 5-1 U PPER TEMPLE Encounter Level 20 SETUP This encounter takes place in the ritual area in the center of the upper temple level. Here, Axihuatl and his minions perform the ritual that rouses the Leviathan. Axihuatl (A) is in the form of Enshaddon, the human priest of the Leviathan. He and the cultists (C) are placed as noted on the map. The players can place their miniatures in any one of the corner areas of the map; once the characters attack, Axihuatl beckons a waterveiled assassin to hold them at bay while he completes the ritual. When the PCs arrive, read: A single column of ivory bone rises from the center of the chamber to the domed ceiling. It is carved with intricate runes that you cannot decipher. A circle surrounded by more of these runes is inscribed in the floor, and around it stand numerous humans, chanting the name “Leviathan.” In the center of the circle near the column stands the high priest Enshaddon. Before him, a small, polished black stone hovers in the air as he too chants and moves his hands in intricate patterns around it. When a character comes within 5 feet of the outer circle, read: Enshaddon catches sight of you and spits a curse. He raises his arms and chants again; nearby, cracks appear in the floor and a great rush of water emerges, coalescing into a mass containing suspended bits of rock, dirt, bones, and the remnants of clothing, weapons and armor. Rushing forward with malign intelligence, the watery form moves toward you. 74 Waterveiled Assassin MM4 CR 15 hp 169 (26 HD); fast healing 5; DR 10/— NE Large elemental (extraplanar, water) Init +10; Senses blindsight 60 ft., darkvision 60 ft.; Listen +20, Spot +20 Languages Aquan, Common AC 25, touch 15, flat-footed 19 Immune elemental immunities Resist liquid body; SR 23 Fort +17, Ref +16, Will +13 Speed 30 ft. (6 squares), swim 60 ft.; malleable form Melee slam +26 (4d8+10) Space 10 ft.; Reach 20 ft. Base Atk +19; Grp +30 Atk Options Combat Reflexes Special Actions churn, engulf SQ elemental traits, one with water Abilities Str 25, Dex 23, Con 15, Int 10, Wis 16, Cha 12 Feats Alertness, Combat Reflexes, Lightning Reflexes, Improved Initiative, Improved Natural Attack (slam), Iron Will, Skill Focus (Hide), Skill Focus (Move Silently), Weapon Focus (slam) Skills Hide +19, Listen +20, Move Silently +23, Spot +20, Swim +15 Liquid Body (Ex) A waterveiled assassin exercises supreme control over its watery form, allowing it to flow around attacks, flatten itself against the ground to avoid a spell’s blast, and so forth. Any effect or spell that allows a Reflex save for half damage has a 50% chance to have no effect on a waterveiled assassin. Malleable Form (Ex) A waterveiled assassin’s control over its form allows it to flow through tiny cracks in objects and move through the earth, walls, and other obstacles. The assassin moves at normal speed through terrain that slows movement. It can move through permeable objects at half speed, but it cannot move through completely solid barriers. For example, an assassin could flow through a wooden or brick wall by squeezing into cracks and channels, but it could not move through a wall of solid iron or rock, such as that produced by wall of stone. If the assassin ends its movement completely within an object, opponents do not have line of sight or line of effect to it. Its reach drops to 0 feet. Any creatures engulfed within the assassin (see engulf, below) fall out, dropping prone at the edge of the object. If only part of the assassin is in an object, but its remaining space cannot hold all the creatures within it, the assassin chooses which ones to release. Churn (Ex) As a swift action, a waterveiled assassin can create mighty currents within its body that grind engulfed creatures, dealing 5d6 points of bludgeoning damage. An engulfed creature that succeeds on a DC 30 Fortitude save takes half damage. Engulf (Ex) As a standard action, a waterveiled assassin can flow over Medium or smaller creatures, entrapping them within its liquid form. The assassin simply moves into the opponents’ space; any creature whose space it completely covers is subject to the engulf attack. The assassin cannot make a slam attack during a round in which it engulfs. It can engulf as many creatures as can fit in its space. Opponents can make attacks of opportunity against the assassin, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on DC 30 Reflex saves or be engulfed. On a success, a creature moves aside or back (opponent’s choice) to get out of the assassin’s path. Engulfed creatures are considered to be grappled within the assassin’s body, and they are subject to its churn attack (see above). Engulfed creatures that breathe air might drown (DMG 304). One With Water (Ex) Since a waterveiled assassin’s body is liquid, it can simply disappear into water. An assassin in a volume of water at least 15 feet wide, 15 feet long, and 15 feet deep is invisible. It remains invisible as long as it remains within water, even if it attacks.
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Contents Introduction. . . . . . .
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Illus. by J. Zhang nd I looked upon
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Encounter Information Each entry ha
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action, we instead wasted time on p
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Vile Feats Feat Prerequisite Benefi
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Benefit: You gain a +2 circumstance
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PROPERTY DESCRIPTIONS Each of the f
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through the void. Perhaps atropals
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ATROPUS Atropus is as much a place
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SQ bardic knowledge +7, siphon spel
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- Page 28 and 29: FEATURES OF THE AREA Altar: The alt
- Page 30 and 31: When a character moves 10 feet or m
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- Page 46 and 47: FEATURES OF THE AREA Icy Plateau: T
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- Page 52 and 53: DESCRIPTION When quiescent, the fou
- Page 54 and 55: SOELMA NILAENISH “The world disgu
- Page 56 and 57: Special Actions bardic music 11/day
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- Page 60 and 61: 3 Whitespawn Berserkers MM4 CR 6 hp
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- Page 64 and 65: Hulk of Zoretha (Male) CR 16 hp 256
- Page 66 and 67: When awakened, however, an elder ch
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Summoned Babau CR — hp 80 (7 HD);
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Zuvexus CR 19 hp 267 (18 HD); DR 10
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When Avamerin is defeated, read: Th
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Through these inscriptions, he disc
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Skills Balance +22, Climb +28, Conc
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Spell Focus (necromancy), Spell Pen
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CHAPTER 9 THE WORM THAT WALKS Centu
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CHAPTER 9 THE WORM THAT WALKS 137
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Gravecrawler MM2 CR 16 hp 162 (25 H
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FEATURES OF THE AREA Deep Bog: Thes
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FEATURES OF THE AREA Blood Rock: An
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The gods blessed Zankar, but their
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denizens, and learn that Zargon is
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Sickening Slime (Ex) All creatures
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CHAPTER 10 ZARGON Adventurers make
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CHAPTER 10 ZARGON 153
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Ochre Jelly CR 5 hp 69 (6 HD); spli
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Cultist of Zargon CR 10 hp 59 (10 H
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FEATURES OF THE AREA Lighting: This