08.11.2014 Views

Elder Evils

Elder Evils

Elder Evils

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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 />

91

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

Saved successfully!

Ooh no, something went wrong!