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Elder Evils

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ENCOUNTER 6-1<br />

G<br />

UARD ROOM<br />

Encounter Level 20<br />

SETUP<br />

Few of the guard rooms in the ruins surrounding the crystalline<br />

prison remain inhabited, let alone intact, and none<br />

by the original guards. Debris and corpses from earlier expeditions<br />

accumulated and were animated by the powerful<br />

aura encompassing the complex. Now a grisgol defends this<br />

room, while a hidden deathshrieker lurks out of sight.<br />

The players place their miniatures at the doorway on the<br />

eastern side of the map. When the PCs open the door, place<br />

the grisgol (G) in the indicated space but do not place the<br />

advanced deathshrieker until a PC becomes paralyzed, as<br />

described in Tactics below.<br />

When the players have finished arranging their miniatures,<br />

place the grisgol and read:<br />

Near the center of this circular room lie several<br />

dead bodies in a pile surrounding a vaguely<br />

human-shaped heap of detritus, parchment scraps,<br />

and shattered items. Tall statues have toppled on<br />

both sides of the doorway. To the right, a large<br />

shape made up of ancient, yellowed scrolls and<br />

other well-crafted items lurches to its feet.<br />

The first time a PC is paralyzed by the grisgol’s attack,<br />

place the advanced deathshrieker in one of the spaces<br />

occupied by the destroyed grisgol and read:<br />

A shrieking apparition rises from the floor amid<br />

the pile of debris. It drifts forward and reaches with<br />

a ghostly, clawed hand for your helpless companion.<br />

TACTICS<br />

The grisgol moves to attack living creatures it sees entering<br />

the room, attempting to paralyze as many as it can. It does<br />

not stop fighting until it is destroyed or its opponents are.<br />

As soon as a PC becomes paralyzed, the deathshrieker<br />

enters the fight to take advantage of helpless prey. It works<br />

in concert with the grisgol, attempting to paralyze more<br />

opponents and draining Charisma from those affected.<br />

90<br />

Grisgol MM3 CR 15<br />

hp 134 (19 HD); DR 10/piercing and magic<br />

N Large construct<br />

Init +0; Senses darkvision 60 ft., low-light vision; Listen +0,<br />

Spot +0<br />

AC 28, touch 9, flat-footed 28<br />

Immune magic; construct immunities (MM 307)<br />

Fort +6, Ref +6, Will +6<br />

Speed 30 ft. (6 squares)<br />

Melee 2 slams +17 each (1d6+4 plus damaging touch plus<br />

paralysis)<br />

Space 10 ft.; Reach 10 ft.<br />

Base Atk +14; Grp +22<br />

Atk Options damaging touch (1d8+5 negative energy, Will<br />

DC 19 half), paralyzing touch<br />

Spell-Like Abilities (CL 20th):<br />

1/day—chain lightning (DC 19), feeblemind (DC 17),<br />

hold person (DC 14), horrid wilting (DC 22), ice storm,<br />

meteor swarm (DC 23), power word blind, scorching<br />

ray (+13 ranged touch), shield, touch of fatigue (+17<br />

melee touch, DC 10)<br />

Abilities Str 18, Dex 10, Con —, Int —, Wis 11, Cha 11<br />

SQ choking dust, incite madness<br />

Feats —<br />

Skills Listen +0, Spot +0<br />

Immunity to Magic (Ex) A grisgol is immune to any spell or<br />

spell-like ability that allows spell resistance. In addition,<br />

certain spells and effects function differently against a<br />

grisgol, as noted below.<br />

Erase delivered as a touch attack against a grisgol<br />

deals 2d6 points of damage (no save). Casting secret page<br />

on a grisgol renders it invisible, as the invisibility spell.<br />

Damaging Touch (Ex) A grisgol deals an additional 1d8+5<br />

points of negative energy damage to a creature it<br />

touches. A successful DC 19 Will save halves the<br />

damage.<br />

Paralyzing Touch (Su) The slam attack of a grisgol causes<br />

permanent paralysis unless the subject succeeds on a<br />

DC 19 Fortitude save. Remove paralysis or any spell that<br />

can remove a curse can free the victim. The effect<br />

cannot be dispelled. Anyone paralyzed by a grisgol<br />

seems dead, although a successful DC 20 Spot check or<br />

DC 15 Heal check reveals the victim to be alive.<br />

Choking Dust (Ex) Striking a grisgol with anything other<br />

than a piercing weapon causes a disease-carrying,<br />

choking cloud of dust and mold to explode from the<br />

creature. All within a 10-foot radius must succeed on a<br />

DC 23 Fortitude save or take 1d4 points of Constitution<br />

damage. Those who fail the first Fortitude save must<br />

immediately attempt another DC 23 Fortitude save<br />

(adjusted by their new Constitution score); on a failure,<br />

they contract slimy doom (DMG 292) in 24 hours.<br />

Incite Madness (Sp) Anyone examining the strips of<br />

parchment and pages that comprise the wrappings of a<br />

slain grisgol invokes a curse that renders the reader<br />

insane (Will DC 19 negates). The victim of this insanity<br />

becomes convinced that the scraps contain great and<br />

lost arcane secrets that can be rediscovered only by<br />

painstakingly fitting every piece together in the right<br />

order. The affected creature dedicates every waking<br />

hour to this massive undertaking, barely pausing to eat<br />

or rest, and always believes a revelation is close.<br />

The affected creature takes 1 point of Intelligence<br />

drain when the curse is first activated, and 1 extra point<br />

of Intelligence drain every week the curse continues.<br />

The subject dies when it reaches 0 Intelligence.<br />

The Intelligence drain can’t be restored while the<br />

curse is active. Only a limited wish spell or similarly<br />

powerful magic can break this curse.

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