08.11.2014 Views

Elder Evils

Elder Evils

Elder Evils

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

3 Krakens CR 12<br />

hp 290 each (20 HD)<br />

NE Gargantuan magical beast (aquatic)<br />

Init +4; Senses darkvision 60 ft., low-light vision; Listen +30,<br />

Spot +30<br />

Languages Aquan, Abyssal, Common, Draconic, Infernal,<br />

Undercommon<br />

AC 20, touch 6, flat-footed 20<br />

Fort +21, Ref +12, Will +13<br />

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

Melee 2 tentacles +28 each (2d8+12/19–20) and<br />

6 arms +23 each (1d6+6) and<br />

bite +23 (4d6+6)<br />

Space 20 ft.; Reach 15 ft. (60 ft. tentacles, 30 ft. arms)<br />

Base Atk +20; Grp +44<br />

Atk Options Blind-fight, Improved Critical (tentacle),<br />

Improved Grab, Improved Trip, constrict 2d8+12 or<br />

1d6+6, improved grab<br />

Spell-Like Abilities (CL 9th):<br />

1/day—control weather, control winds, dominate animal<br />

(DC 18), resist energy<br />

Abilities Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20<br />

SQ ink cloud, jet<br />

Feats Alertness, Blind-Fight, Expertise, Improved Critical<br />

(tentacle), Improved Initiative, Improved Trip, Iron Will<br />

Skills Concentration +21, Diplomacy +7, Hide +0, Intimidate +16,<br />

Knowledge (geography) +17, Knowledge (nature) +16, Listen<br />

+30, Search +28, Sense Motive +17, Spot +30, Survival +5<br />

(+7 following tracks), Swim +20, Use Magic Device +16<br />

Improved Grab (Ex) To use this ability, a kraken must hit with<br />

an arm or tentacle 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 constrict.<br />

Constrict (Ex) A kraken deals automatic arm or tentacle<br />

damage with a successful grapple check.<br />

Jet (Ex) A kraken can jet backward once per round as a fullround<br />

action, at a speed of 280 feet. It must move in a<br />

straight line, but does not provoke attacks of opportunity.<br />

Ink Cloud (Ex) A kraken can emit a cloud of ink in an 80-foot<br />

spread once per minute as a free action. The cloud<br />

provides total concealment.<br />

The party must take the Abyssal Shard to the Pit and dispose of<br />

it there. This must be done by a spellcaster and requires that<br />

the user be within 10 feet of the pit while repeating a long<br />

invocation that takes 6 full rounds. If attacked or otherwise<br />

disturbed, the user must make an appropriate Concentration<br />

check. If Axihuatl is within 20 feet of the user, he can assist<br />

in these checks by relaying the required invocation to the<br />

user. After 6 rounds, the Shard can be thrown into the pit,<br />

after which go on to the Conclusion below.<br />

TACTICS<br />

The advanced aspect of the Leviathan is drawn to the character<br />

who has the Abyssal Shard. It attacks this individual<br />

whenever possible and uses its chaotic surge ability as soon<br />

as it is in range. It then attempts to swallow the shard-carrier<br />

whole. If the shard-carrier perishes in the aspect’s gizzard,<br />

see possible outcomes under Conclusion, below.<br />

The krakens attack the other PCs and attempt to keep<br />

them from helping the shard-carrier.<br />

FEATURES OF THE AREA<br />

Obelisks: These polished black columns rise 100 feet from<br />

the edge of the pit.<br />

The Pit: If a creature that was not spawned by the Leviathan<br />

enters this pit, it must make a DC 24 Reflex save or be dragged<br />

down and destroyed as if by a disintegrate spell.<br />

Turbulence: See encounter 5–2.<br />

Thick Zone: See encounter 5–2.<br />

CONCLUSION<br />

After the Abyssal Shard vanishes into the pit, the Leviathan’s<br />

motions abruptly cease as it slowly returns to slumber. If the<br />

aspect of the Leviathan is still alive, it vanishes into a swirl of<br />

blue-white motes. Any surviving krakens flee. The PCs must<br />

swim out of the Spine Temple and ascend to the surface to<br />

escape. The upper levels are inert now—none of the chaos<br />

effects continue.<br />

If the shard-carrier was swallowed and perishes in the<br />

aspect of the Leviathan’s gizzard, the creature fights on for<br />

several rounds, giving the party the chance of retrieving the<br />

shard, then vanishes into the Pit. Either this means that the<br />

party has failed and the world is doomed, or (more optimistically)<br />

the Shard reaches the heart of the Leviathan and merges<br />

with its creator, sending the great beast back to sleep.<br />

Axihuatl’s reaction to the party’s success is up to the DM.<br />

If he escapes, he either disappears or goes on to hatch more<br />

schemes against civilization.<br />

Once the PCs have emerged, they find the world profoundly<br />

changed, since the Leviathan’s rampage displaced oceans and<br />

sent mountain ranges tumbling. Despite the disaster, the<br />

world survived and will recover.<br />

ENCOUNTER 5-3<br />

79

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!