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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