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Elder Evils

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Lucather Majii CR 21<br />

hp 155 (23 HD)<br />

Male quell LM enchanter 8/loremaster 10<br />

LE Medium undead (incorporeal)<br />

Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12<br />

Languages Common, Abyssal, Draconic, Dwarven, Elven,<br />

Infernal, Undercommon<br />

AC 26, touch 16, flat-footed 12<br />

Miss Chance 50% (incorporeal)<br />

Resist +4 turn resistance<br />

Immune undead immunities (MM 317); first 43 spell levels<br />

absorbed (up to 8th level)<br />

Fort +6, Ref +11, Will +22; +10 against divine spells<br />

Weakness daylight powerlessness<br />

Speed fly 60 ft. (12 squares) (good)<br />

Melee incorporeal touch +14 (1d4)<br />

Base Atk +11; Grp —<br />

Atk Options Combat Reflexes, Fell Drain (bestow one negative<br />

level when spell damages foe), Silent Spell, Still Spell<br />

Special Actions<br />

Dark Speech, Dark Whispers, intercession 5/day<br />

Wizard Spells Prepared (CL 18th); Unsettling Enchantment<br />

(opponent making a save against Lucather’s enchantment<br />

spells gets –2 attack and AC for 1 round, regardless of<br />

success):<br />

9th—mass hold monster (2) (DC 26), power word kill (DC 26)<br />

8th—fell drain chain lightning (2) (DC 23), mass charm<br />

monster (DC 25), power word stun<br />

7th—fell drain cone of cold (DC 22), insanity (DC 24), mass<br />

hold person (2) (DC 24), power word blind<br />

6th—disintegrate (+14 ranged touch; DC 23), greater dispel<br />

magic, silent fell drain fireball (DC 20), greater heroism,<br />

mass suggestion (DC 23), fell drain wall of fire (DC 21)<br />

5th—break enchantment, dominate person (DC 22), feeblemind<br />

(DC 22), fell drain fireball (2) (DC 20), mind fog<br />

(DC 22)<br />

4th—confusion (DC 21), crushing despair (2) (DC 21), lesser<br />

globe of invulnerability, fell drain scorching ray (2) (+14<br />

ranged touch)<br />

3rd—dispel magic (2), fell drain magic missile (2), magic<br />

circle against chaos, rage, suggestion (DC 20)<br />

2nd—daze monster (DC 19), touch of idiocy (2) (+14<br />

incorporeal touch), resist energy, scorching ray (2) (+14<br />

ranged touch), see invisibility<br />

1st—charm person (DC 18), hold portal, hypnotism (DC<br />

18), magic missile, shield, sleep (DC 18), true strike<br />

0—daze (2) (DC 17), mage hand (2), prestidigitation<br />

Abilities Str —, Dex 16, Con —,Int 24, Wis 17, Cha 15<br />

SQ incorporeal traits, greater lore, lore +24, secrets<br />

(applicable knowledge [Spell Focus (enchantment)], dodge<br />

trick, instant mastery [Survival], secret of inner strength,<br />

secret knowledge of avoidance), true lore<br />

Feats Apostate B , Alertness B , Combat Reflexes, Dark Speech B ,<br />

Dark Whispers B , Eschew Materials, Evil Brand B , Evil’s<br />

Blessing B , Fell Drain LM , Ghostly Grasp LM , Improved<br />

Initiative, Improved Toughness, Silent Spell, Skill Focus<br />

(Knowledge [history]), Spell Focus (enchantment) B , Still<br />

Spell, Unsettling Enchantment CM<br />

Skills Concentration +23, Diplomacy +14, Hide +11,<br />

Intimidate +10 (+12 against evil creatures), Knowledge<br />

(arcana) +32, Knowledge (geography) +28, Knowledge<br />

(history) +32, Knowledge (religion) +11, Knowledge (the<br />

planes) +32, Listen +12, Search +15, Sense Motive +10,<br />

Spellcraft +30 (+32 enchantments), Spot +12, Survival +8<br />

(+10 on other planes, +10 following tracks, +10 to avoid<br />

getting lost and hazards)<br />

Possessions bracers of armor +6, amulet of natural armor +4,<br />

headband of intellect +4, lavender and green ioun stone (43<br />

spell levels remaining)<br />

Spellbook spells prepared plus 9th—Mordenkainen’s<br />

disjunction, time stop; 8th—prismatic wall, greater shout;<br />

7th—symbol of stunning; 1st—comprehend languages, true<br />

strike; 0—all but conjuration and necromancy<br />

Daylight Powerlessness (Ex) Quells are utterly powerless in<br />

natural sunlight (not merely a daylight spell) and flee from it.<br />

Intercession (Su) See page 85.<br />

Greater Lore (Ex) Lucather can understand magic items, as<br />

with the identify spell (PH 243).<br />

Lore (Ex) As the bardic knowledge class feature (PH 28).<br />

True Lore (Ex) Once per day, Lucather can duplicate the<br />

effect of a legend lore (PH 246) or analyze dweomer (PH<br />

197) spell.<br />

ENCOUNTER 6-2<br />

FEATURES OF THE AREA<br />

Outer Circle of Binding: This area falls within the outer<br />

circle of binding, granting the following effects.<br />

Necromancy spells cast within the area are automatically<br />

extended without using up higher-level spell slots.<br />

Casting a conjuration spell within the area requires a Concentration<br />

check (DC 30 + spell level); a failed check results<br />

in the spell being lost.<br />

Rubble: Two wall sections have collapsed, filling parts of<br />

the area with dense rubble (difficult terrain; increase the DC<br />

of Balance and Tumble checks by 5 and the DC of Move Silently<br />

checks by 2).<br />

93

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