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Elder Evils

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Axihuatl CR 19<br />

hp 206 (24 HD); fast healing 5, regeneration 1 hp/hour<br />

See page 69 for statistics.<br />

16 Cultists CR 5<br />

hp 47 each (5 HD)<br />

Human fighter 5<br />

CE Medium humanoid<br />

Init +6<br />

AC 21<br />

Fort +6, Ref +2, Will +2<br />

Melee longsword +9 (1d8+5/17–20)<br />

Ranged longbow +7 (1d8/×3)<br />

Atk Options Power Attack<br />

Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8<br />

TACTICS<br />

Initially, the waterveiled assassin moves to defend Axihuatl.<br />

Its priority is protecting him, so it moves toward any<br />

characters who attack him. Cultists likewise move to stop<br />

the PCs while Axihuatl completes the ritual, but they are<br />

more likely to be nuisances than any real threat. The focus<br />

initially is simply to slow the party down and buy Axihuatl<br />

some time.<br />

When one or more characters break through and attack<br />

Axihuatl, he turns and fights while the Abyssal Shard begins<br />

to orbit the central column and the runes grow brighter and<br />

brighter. He casts all possible protective spells on himself<br />

before combat if he has time, and once in combat uses his<br />

corrupt inflict spells, starting with the most damaging and<br />

working down. He falls back toward the central column as<br />

he fights.<br />

If Marcus Hape survived previous encounters (see the<br />

EL 10 portion of the timeline on page 66), he is here too and<br />

loyally fights for Axihuatl.<br />

CONCLUSION<br />

The combat continues until Axihuatl has lost half his hit<br />

points. At this point, he staggers and accidentally strikes<br />

the orbiting Abyssal Shard. The entire chamber is rocked<br />

by a massive tremor equivalent to an earthquake spell,<br />

requiring characters to make DC 15 Reflex saves or be<br />

knocked prone.<br />

After the tremor, all the tubes in the floor of the chamber<br />

shoot geysers of seawater into the air, and the chamber<br />

immediately begins to fill with water at a rate of about 1<br />

foot per round. The cultists begin to scream and take no<br />

further actions other than trying to save themselves. Once<br />

the water is 10 feet deep, Axihuatl transforms into his<br />

ixitxachitl form.<br />

Before the PCs can react to “Enshaddon’s” transformation,<br />

they are submerged in the water and must make DC 20 Swim<br />

checks. Moments later, huge waves ripple through the chamber<br />

and smash open one of the walls. The sea comes rushing<br />

in, and the PCs are swept out of the chamber, carried along<br />

by a titanic wave.<br />

FEATURES OF THE AREA<br />

Ritual Circle: The cultists stand around the edge of these<br />

carved runes. A permanent magic circle against law is in effect<br />

inside the circle. Creatures of chaotic alignment (including<br />

Axihuatl and the cultists) receive a +1 circumstance bonus on<br />

attack rolls, skill checks, and saves.<br />

Inner Circle: The magic circle against law effect continues<br />

within the inner circle. In addition, a magic circle against good<br />

is in effect, and creatures of evil alignment receive a further<br />

+1 circumstance bonus on attack rolls, skill checks, and saves.<br />

This stacks with the previous bonus, giving chaotic evil creatures<br />

(such as Axihuatl and the cultists) a +2 bonus.<br />

Central Column: Any lawful or chaotic creatures within<br />

10 feet of the column must roll on the following tables each<br />

round and gain the indicated bonus or penalty.<br />

d% Chaotic Creature<br />

01–25 No effect<br />

26–50 1d6 hit points healed or gain 1d6 temporary<br />

hit points if at maximum<br />

51–75 2d6 hit points healed or gain 2d6 temporary<br />

hit points if at maximum<br />

76–85 Can take an additional standard action this round<br />

86–94 Can take an additional attack and move action,<br />

or an additional full-round action this round<br />

95–100 +2 on ability checks, skill checks, saving throws,<br />

and attack rolls this round<br />

d% Lawful Creature<br />

01–25 No effect<br />

26–50 Lose 1d6 hit points<br />

51–75 Lose 2d6 hit points<br />

76–85 Can take only a single action this round<br />

86–94 Can take no actions this round<br />

95–100 –2 on ability checks, skill checks, saving throws,<br />

and attack rolls this round<br />

ENCOUNTER 5-1<br />

75

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