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Elder Evils

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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

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