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Melee slam +22 (1d6+4)<br />
Ranged enervation ray +20 ranged touch<br />
Space 5 ft.; Reach 5 ft.<br />
Base Atk +17; Grp +22<br />
Atk Options Combat Casting, aligned strike (lawful), vicious<br />
strike<br />
Special Atk hexblade’s curse 1/day (DC 16), mind over magic<br />
2/day<br />
Combat Gear 2 oils of greater magic weapon (+5), potion of<br />
repair moderate damage ECS<br />
Spell-Like Abilities (CL 13th):<br />
At will—discern lies (DC 19), disguise self, fear (DC 19),<br />
hold person (DC 18), invisibility, locate creature,<br />
quickened suggestion (DC 18)<br />
1/day—hold monster (DC 19), mark of justice<br />
1/week—geas/quest<br />
Abilities Str 20, Dex 14, Con —, Int 10, Wis 20, Cha 20<br />
SQ nondetection cloak (CL 5th), weapon bond<br />
Feats Alertness, Combat Casting, Great Fortitude, Improved<br />
Initiative, Improved Toughness LM , Lightning Reflexes,<br />
Open Minded CAd , Quicken Spell-Like Ability (suggestion),<br />
Weapon Focus (longsword)<br />
Skills Diplomacy +7, Disguise +14, Gather Information +26,<br />
Knowledge (arcana) +5, Listen +13, Search +5, Sense<br />
Motive +19, Spellcraft +7, Spot +13, Survival +5 (+7 following<br />
tracks)<br />
Possessions combat gear plus +5 ghost touch improved fi re<br />
resistance banded mail, +2 adamantine vorpal longsword,<br />
cloak of resistance +2, ring of protection +1<br />
Auravision (Su) Obligatum VII can see magical auras at a<br />
range of up to 60 feet as a free action. This ability otherwise<br />
functions as the detect magic spell. Obligatum<br />
VII cannot use this ability to determine anything but the<br />
number of magical auras present.<br />
Mettle (Ex) If Obligatum VII makes a successful Will or Fortitude<br />
save against an attack that normally would have a<br />
lesser effect on a successful save, it instead negates the<br />
effect.<br />
Vampiric Touch (Su) As the vampiric touch spell (CL 13th);<br />
6d6 damage.<br />
Enervation Ray (Su) As the enervation spell (CL 13th); range<br />
200 feet.<br />
Vicious Strike (Ex) When Obligatum VII readies an attack action<br />
to disrupt a spellcaster, it deals double damage if the<br />
attack hits.<br />
Hexblade’s Curse (Su) Once per day, as a free action, Obligatum<br />
VII curse an opponent within 60 feet that it can<br />
see. The target of the curse takes a –2 penalty on attack<br />
rolls, saves, ability checks, skill checks, and weapon<br />
damage rolls for 1 hour. A successful DC 16 Will save<br />
negates the effect.<br />
Any effect that removes or dispels a curse eliminates<br />
the effect of a hexblade’s curse.<br />
Mind over Magic (Su) Twice per day as a free action, Obligatum<br />
VII can cause a spell or spell-like ability targeted<br />
against itself to rebound onto the originator. This ability<br />
otherwise functions as the spell turning spell (CL 13th).<br />
Nondetection Cloak (Su) As the nondetection spell, but<br />
affects only Obligatum VII and its possessions; caster<br />
level 5th.<br />
Weapon Bond (Su) Obligatum VII deals an extra 1d6 points<br />
of damage with its +2 adamantine vorpal longsword<br />
against a spellcaster or a creature that has spell-like abilities.<br />
If that weapon is lost or destroyed, Obligatum VII<br />
loses the ability to deal the extra damage until it spends 8<br />
days practicing to bond with another weapon of the same<br />
kind of at least masterwork quality.<br />
THE CRYSTALLINE<br />
PRISON COMPLEX<br />
The lost empire’s wizards and artisans constructed a magic<br />
crystalline prison to ensnare Pandorym’s mind. When the<br />
deities obliterated the kingdom, they dared not destroy<br />
the crystal and release their doom. Instead they sealed<br />
the prison away and eliminated all records of its existence.<br />
Still, the deities knew they could not keep the prison secret<br />
forever, so they created defenses around its location. Over<br />
time, the influence of Pandorym’s mind has created undead<br />
guardians, the maddened remnants of those who failed to<br />
release it.<br />
KEY FEATURES<br />
Every mortal being that dies in the frightful complex<br />
surrounding the crystalline prison later serves in some<br />
way as a defender of the site. And every mortal being foolish<br />
enough to enter the complex so far has breathed its<br />
last within.<br />
Physical Hazards<br />
The prison holding Pandorym’s mind lies hidden beneath<br />
crumbling ruins and extensive catacombs. The ravages of<br />
time have created cave-ins and blockages intermittently<br />
throughout the complex. Excavations have attempted to link<br />
areas separated by collapsed sections. Not all those efforts<br />
succeeded, resulting in even more labyrinthine passages.<br />
To further confuse intruders, the deities established decoys<br />
throughout the catacombs: false prisons within completed<br />
but unused circles of binding.<br />
In addition to the natural hazards it presents, the prison<br />
complex has active and dedicated guardians. Original<br />
defenders remain, in the form of constructs. Intruders<br />
fell to the ancient guardians, perished in traps or caveins,<br />
or were destroyed by Pandorym’s oppressive mind,<br />
and now patrol the complex as undead. They oppose any<br />
living creatures they encounter, whether in search of<br />
final rest, out of an abiding hatred for life, or simply as a<br />
release from boredom.<br />
Many defenses were overcome by Lucather Majii and his<br />
band of mercenaries. They deliberately bypassed some wards<br />
or guardians, ran from others, and luckily avoided a few.<br />
Ultimately, though, they succumbed to the awesome might<br />
of Pandorym’s mind or to its near-impenetrable prison.<br />
Aura of Entropy<br />
An aura of entropy fills the underground cavern complex<br />
and all the surrounding ruins. The deities established this<br />
aura to deter intruders and to strengthen existing defenders.<br />
It has the following effects.<br />
• Living creatures within the area do not heal naturally:<br />
They do not regain hit points or heal ability damage by<br />
resting. (Magical healing functions normally.)<br />
• Undead that have been turned or rebuked remain so for<br />
only 5 rounds, instead of the normal 10.<br />
• Fortitude saves to prevent permanent level loss take a –4<br />
penalty if made within the area.<br />
• Any living creature that dies within the area rises as an<br />
undead in 1d4 minutes. Nonsentient beings become<br />
zombies or other mindless undead of equivalent Hit<br />
CHAPTER 6<br />
PANDORYM<br />
87