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Elder Evils

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ENCOUNTER 5-3<br />

T<br />

HE PIT<br />

Encounter Level 20<br />

SETUP<br />

This encounter area is a water-filled cube. The PCs begin<br />

anywhere on the map, at the very top of the cube, 100 feet<br />

from the bottom.<br />

Two krakens (K) swim at the depths specified on the tactical<br />

map. The greater aspect of the Leviathan (A) and one other<br />

kraken are at 0 feet of depth relative to the other two krakens<br />

The number of krakens assumes that the PCs have access<br />

to a freedom of movement effect, which renders the grapple<br />

attacks of both the krakens and the aspect useless. If some,<br />

but not all the PCs have freedom of movement, reduce the<br />

number of krakens by one. If none of the PCs has access to it,<br />

reduce the number of krakens by two or replace them with<br />

megalodons (MM2 147) or similar lower-CR creatures.<br />

If Axihuatl is with the party, he holds back and doesn’t<br />

help any more than is necessary to protect himself, though<br />

he aids the PCs in disposing of the Abyssal Shard.<br />

When the PCs arrive on the third level, read:<br />

You feel a steady current rising upward from a<br />

yawning black pit a hundred feet below. Eight<br />

monolithic columns of black basalt extend up<br />

around the edges of that pit, and the water around<br />

you is warm. Below you, the pit begins to flicker<br />

and flash with blue light as a number of creatures<br />

emerge, lifted up as if by a rush of water from<br />

below. Finally, a massive serpentine shape<br />

emerges—it seems too big to pass through the<br />

opening, but it does nonetheless.<br />

78<br />

Advanced Aspect of the Leviathan CR 20<br />

hp 840 (42 HD); fast healing 15; 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 +21, Spot +17<br />

AC 36, touch 2, flat-footed 36<br />

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

immunities (page 6), fire<br />

Resist acid 15, cold 20, electricity 15; SR 30<br />

Fort +26, Ref +14, Will +26<br />

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

Melee bite +41 (5d6+18) and<br />

4 slams +40 each (3d8+9) and<br />

tail slap +39 (4d6+9)<br />

Space 60 ft.; Reach 20 ft.<br />

Base Atk +31; Grp +65<br />

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

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

Special Actions chaotic surge, swallow whole<br />

Abilities Str 46, Dex 10, Con 34, Int 6, Wis 13, Cha 7<br />

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

nondetection<br />

Feats Alertness, Awesome Blow, Blind-Fight, Cleave,<br />

Combat Reflexes, Great Cleave, Great Fortitude,<br />

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

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

Multiattack, Power Attack, Weapon Focus (slam)<br />

Skills Listen +21, Spot +17, Swim +46<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 />

d% Effect<br />

21–30 Fascinated for 1d4 rounds<br />

31–45 Stunned for 1d4 rounds<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 />

An aspect of the Leviathan’s gizzard 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 />

Anathematic Secrecy (Su) An aspect of the Leviathan is<br />

immune to all divine divination spell effects.<br />

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

cannot be raised by any means. In addition, all spells<br />

and spell-like effects that have the death descriptor are<br />

cast at +4 caster level. This property does not come into<br />

effect until the Leviathan truly wakes (when its<br />

overwhelming eerie weather sign manifests).<br />

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

caster level 20th.

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