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Elder Evils

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ENCOUNTER 5-2<br />

R<br />

UNIC ZONES<br />

Encounter Level 19+<br />

SETUP<br />

This encounter occurs after the PCs have agreed to help<br />

Axihuatl put the Leviathan back to sleep. Once they locate<br />

the Leviathan, they have to catch up with it and enter<br />

through the breach in the side of the Spine Temple on level<br />

one. Once inside, they can freely swim down the transport<br />

tubes to the second level. where they are buffeted by wild<br />

currents and eddies. Place the characters randomly on the<br />

map at various depths. For underwater movement, use the<br />

rules on page 92 of the Dungeon Master’s Guide.<br />

When the PCs enter level two, read:<br />

A ferocious current seizes you, dragging you down<br />

out of the tube and spinning you through open<br />

water. As you come to a stop, you find yourself<br />

floating alone in the water. A dim light suffuses<br />

your surroundings, coming from faintly glowing<br />

spots that you can glimpse in the distance.<br />

After 1 round of movement, read:<br />

You feel the waters swirl around you again,<br />

dragging at you with incredible force. All around<br />

you, the waters flash and shine with blue energy. A<br />

76<br />

2 Aspects of the Leviathan CR 16<br />

hp 594 (33 HD); fast healing 5; DR 15/lawful<br />

CN Colossal aberration (aquatic, chaotic)<br />

Init +4; Senses blindsight 500 ft., darkvision 60 ft., lowlight<br />

vision, true seeing; Listen +13, Spot +13<br />

AC 26, touch 2, flat-footed 26<br />

Immune anathematic secrecy (malefic property), elder evil<br />

immunities (page 6), fire<br />

Resist acid 10, cold 20, electricity 10; SR 28<br />

Fort +23, Ref +11, Will +19<br />

Speed 20 ft. (4 squares), swim 60 ft. (12 squares)<br />

Melee bite +32 (4d6+16) and<br />

4 slams +31 each (2d8+8) and<br />

tail slap +30 (4d6+8)<br />

Space 50 ft.; Reach 20 ft.<br />

Base Atk +24; Grp +56<br />

Atk Options Awesome Blow, Combat Reflexes, Improved<br />

Bull Rush, Improved Grab, Improved Overrun, Power<br />

Attack<br />

Special Actions chaotic surge, swallow whole<br />

Abilities Str 42, Dex 10, Con 30, Int 6, Wis 13, Cha 7<br />

SQ nondetection sign (eerie weather), true death (malefic<br />

property)<br />

Feats Alertness, Awesome Blow, Combat Reflexes, Great<br />

Fortitude, Improved Bull Rush, Improved Grab,<br />

Improved Initiative, Improved Natural Attack (slam),<br />

Improved Overrun, Multiattack, Power Attack, Weapon<br />

Focus (slam)<br />

Skills Listen +13, Spot +13, Swim +32<br />

True Seeing (Su) As the true seeing spell; continuous; caster<br />

level 20th.<br />

Chaotic Surge (Sp) Once per day, an aspect of the<br />

Leviathan can release a burst of pure chaotic energy. All<br />

creatures in a 60-foot radius must make a DC 24<br />

Fortitude save or suffer a random chaotic effect, as<br />

determined on the following table.<br />

d% Effect<br />

01–05 Dazed<br />

06–10 Blinded (50%) or deafened (50%) for 1d4 rounds<br />

11–20 Blinded and deafened for 1d4 rounds<br />

21–30 Fascinated for 1d4 rounds<br />

31–45 Stunned for 1d4 rounds<br />

d% Effect<br />

46–60 Confused for 1d4 rounds<br />

61–75 Take 1d4 points of damage to a random ability<br />

76–90 Take 1d3 points of drain to a random ability<br />

91–95 Take 1d6 negative levels<br />

96–99 Paralyzed for 1d4 rounds<br />

100 Dead<br />

Swallow Whole (Ex) An aspect of the Leviathan can try to<br />

swallow a grabbed opponent of up to Huge size by<br />

making a successful grapple check.<br />

The swallowed creature takes 3d8+10 points of<br />

bludgeoning damage and 2d8+4 points of acid damage<br />

per round from the aspect’s gizzard. A swallowed<br />

creature can cut its way out by using a light slashing or<br />

piercing weapon to deal 42 points of damage to the<br />

gizzard (AC 22). Once the creature exits, muscular<br />

action closes the hole; another swallowed opponent<br />

must cut its own way out.<br />

The gizzard of an aspect of the Leviathan can hold 2<br />

Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or<br />

smaller opponents.<br />

Improved Grab (Ex) To use this ability, an aspect of the<br />

Leviathan must hit an opponent of up to Gargantuan<br />

size with a bite attack. It can then attempt to start a<br />

grapple as a free action without provoking attacks of<br />

opportunity. If it wins the grapple check, it establishes a<br />

hold and can try to swallow the opponent in the<br />

following round.<br />

Skills An aspect of the Leviathan has a +8 racial bonus on any<br />

Swim check to perform some special action or avoid a<br />

hazard. It can always choose to take 10 on a Swim check,<br />

even if distracted or endangered. It can use the run action<br />

while swimming, provided it swims in a straight line.<br />

Anathematic Secrecy (Su) The Leviathan is immune to all<br />

divine divination spell effects.<br />

Nondetection (Su) As the nondetection spell; continuous;<br />

caster level 20th.<br />

True Death (Su) Any creature that dies within 1,000 miles of<br />

an aspect of Leviathan cannot be raised by any means.<br />

In addition, all spells and spell-like effects that have the<br />

death descriptor are cast at +4 caster level. This property<br />

does not come into effect until the Leviathan truly wakes<br />

(when its overwhelming eerie weather sign manifests).

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