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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).