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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.