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Advanced Deathshrieker MM3 CR 19<br />
hp 187 (25 HD); DR 10/—<br />
CE Medium undead (incorporeal)<br />
Init +12; Senses darkvision 60 ft.; Listen +22, Spot +17<br />
Aura despair (sight; Will DC 27)<br />
Languages Common<br />
AC 31, touch 31, flat-footed 23; Dodge, death’s grace<br />
Miss Chance 50% (incorporeal)<br />
Immune undead immunities (MM 317)<br />
Resist +4 turn resistance<br />
Fort +10, Ref +18, Will +18<br />
Weakness vulnerability to silence<br />
Speed fly 40 ft. (8 squares) (good)<br />
Melee incorporeal touch +20 (1d4 Cha)<br />
Space 5 ft.; Reach 5 ft.<br />
Base Atk +12; Grp —<br />
Atk Options Combat Reflexes, Charisma drain<br />
Special Actions death rattle, scream of the dying 1/day<br />
Abilities Str —, Dex 27, Con —, Int 8, Wis 14, Cha 20<br />
SQ incorporeal traits<br />
Feats Ability Focus (scream of the dying), Alertness, Combat<br />
Reflexes, Dodge, Great Fortitude, Improved Initiative,<br />
Improved Toughness LM , Iron Will, Lightning Reflexes<br />
Skills Hide +23, Intimidate +22, Listen +22, Search +20, Spot +17<br />
Despair (Su) A creature that sees a deathshrieker must<br />
succeed on a DC 27 Will save or be paralyzed with fear for<br />
1d4 rounds. Whether or not the save is successful, that<br />
creature cannot be affected again by the same<br />
deathshrieker’s despair ability for 24 hours.<br />
Vulnerability to Silence (Ex) Deathshriekers cannot abide<br />
silence and are harmed by it. To even enter the radius of a<br />
silence spell, a deathshrieker must succeed on a Will save<br />
(DC 12 + caster level). Each round that a deathshrieker<br />
remains within the area of a silence spell, it takes 1d10<br />
points of damage (Will half).<br />
Charisma Drain (Su) An individual struck by a deathshrieker<br />
must succeed on a DC 27 Fortitude save or take 1d4<br />
points of Charisma drain (2d4 points on a critical hit). The<br />
death shrieker heals 5 points of damage (10 on a critical<br />
hit) whenever it drains Charisma, gaining any excess as<br />
temporary hit points.<br />
Death Rattle (Su) When a deathshrieker is reduced to 0 hit<br />
points, it immediately releases a final, devastating shriek.<br />
All living creatures within a 300-foot spread must succeed<br />
on a DC 27 Will save or gain 1d4 negative levels. Creatures<br />
that cannot hear or are under the effect of a silence spell<br />
gain a +4 bonus on this save.<br />
Scream of the Dying (Su) Once per day as a full-round action, a<br />
deathshrieker can release a soul-numbing scream that lasts<br />
for up to 3 rounds. After this first round, a deathshrieker<br />
can use a standard action to sustain the scream. This attack<br />
affects all living creatures within a 30-foot spread centered<br />
on the deathshrieker, or within a 60-foot cone extending<br />
from the deathshrieker, at the creature’s option. Once a<br />
deathshrieker chooses the shape, it must maintain that<br />
shape for the duration of the effect. It can aim a cone in a<br />
single direction during its turn. Creatures caught in the<br />
area must succeed on a DC 29 Will save or suffer the<br />
effects described below. The effects are cumulative and<br />
concurrent. Creatures that cannot hear or are under the<br />
effect of a silence spell gain a +4 bonus on this save.<br />
Round 1: Deafened 1d4 rounds.<br />
Round 2: Stunned 1d3 rounds.<br />
Round 3: As insanity (PH 244); CL 18th.<br />
This scream is so loud that normal conversation is<br />
impossible. A spellcaster who attempts to cast a spell that<br />
has a verbal component must succeed on a DC 26<br />
Concentration check or lose the spell.<br />
ENCOUNTER 6-1<br />
Once more than half the opponents have been paralyzed at<br />
least once (even if they are no longer so), the deathshrieker<br />
flies to the top of the chamber and lets loose its scream of<br />
the dying. It maintains the effect for the full 3 rounds.<br />
If the deathshrieker is reduced to 90 hit points or fewer, or<br />
if an opponent casts silence, it flees into the chamber’s floor.<br />
It waits there for several minutes, then attempts to follow<br />
the PCs and catch them in the midst of another fight. If the<br />
grisgol is destroyed, the deathshrieker uses its scream of the<br />
dying ability.<br />
CONCLUSION<br />
In addition to items recovered after defeating the grisgol, the<br />
PCs can find the following treasure among the three corpses:<br />
3 amulets of natural armor +2, bracers of armor +3, 2 bracers of<br />
armor +5, 2 rings of protection +2, +1 dagger, gloves of Dexterity<br />
+2, gloves of Dexterity +4, cloak of Charisma +6, periapt of health<br />
+4, +3 short sword, +3 shortbow, pale blue ioun stone, pink ioun<br />
stone, and 90,000 gp.<br />
FEATURES OF THE AREA<br />
Fallen Statues: These depict heavily armored guards from<br />
the ancient kingdom. The squares they fill are considered difficult<br />
terrain (2 squares of movement to enter).<br />
Destroyed Grisgol: The pile of detritus in the center of the<br />
room is the remains of a grisgol destroyed by Lucather Majii’s<br />
group. The squares it covers are considered difficult terrain (2<br />
squares of movement to enter).<br />
Rubble: A wall section has collapsed, filling the northwest<br />
corner with dense rubble (difficult terrain; increase the DC of<br />
Balance and Tumble checks by 5 and the DC of Move Silently<br />
checks by 2).<br />
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