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Elder Evils

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ENCOUNTER 6-3<br />

94<br />

C<br />

RYSTALLINE PRISON<br />

Encounter Level 20+<br />

SETUP<br />

Obligatum VII (O) has found its way to the crystal housing<br />

Pandorym’s mind and has begun its attack. It has dealt<br />

enough damage to be close to releasing a mind shard. Six<br />

dread wraiths (D) guard the kolyarut as it single-mindedly<br />

pursues its task. If Lucather Majii survived or avoided the<br />

battle in encounter 6–2, he is also present as indicated on<br />

the map (L).<br />

The players place their miniatures along a map edge,<br />

depending on the direction of their approach. If Obligatum<br />

VII succeeds in freeing a mind shard, it appears in<br />

the center of the room, covering the squares occupied by<br />

the crystalline prison.<br />

When the players have finished arranging their<br />

miniatures, read:<br />

Swirling about this circular chamber are dark,<br />

tattered shades whose red eyes glow with<br />

malevolence. From behind the door of a circular<br />

inner room come the sounds of metal clashing<br />

on stone.<br />

When a character opens the door leading to the inner<br />

chamber, read:<br />

A violet crystal dominates the center of this room,<br />

pulsing with an unholy darkness that seems to<br />

suck in light. Its evil glow casts everything in a<br />

sickly violet pall. A human-shaped being of metal<br />

stands near the massive crystal, chipping away at<br />

it with a sword.<br />

TACTICS<br />

Obligatum VII is focused on releasing Pandorym’s imprisoned<br />

mind. The kolyarut’s +2 adamantine vorpal longsword<br />

ignores hardness, dealing an average of 11 points of damage<br />

per round to the crystal. By the time the PCs arrive, it has<br />

already dealt 50 points of damage to the prison. Once the<br />

damage reaches 100 points, the crystal cracks and a mind<br />

shard of Pandorym forms. (If you want to present a more<br />

difficult challenge for the party, Obligatum VII can have<br />

released a mind shard already and be well on its way to<br />

shattering the crystal.)<br />

The kolyarut is single-minded in its task, but it takes<br />

steps to defend itself if it is reduced to 75 or fewer hit<br />

points. Even then, if allies protect the inevitable it continues<br />

its assault on the crystalline prison regardless of<br />

its injuries.<br />

Dread Wraiths: The dread wraiths work with one<br />

another and Lucather (if he still exists) to defend the<br />

inevitable, but they do not necessarily cooperate with<br />

6 Dread Wraiths CR 11<br />

hp 104 (16 HD)<br />

LE Large undead (incorporeal)<br />

Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Listen<br />

+25, Spot +25<br />

Aura unnatural aura (30 ft.)<br />

AC 25, touch 25, flat-footed 16; Dodge, Mobility<br />

Miss Chance 50% (incorporeal)<br />

Immune undead immunities (MM 317)<br />

Fort +5, Ref +14, Will +14<br />

Weakness daylight powerlessness<br />

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

Melee incorporeal touch +16 (2d6 plus 1d8 Constitution<br />

drain)<br />

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

Base Atk +8; Grp —<br />

Atk Options Blind-Fight, Combat Reflexes, Constitution<br />

drain<br />

Special Actions create spawn<br />

Abilities Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24<br />

SQ daylight powerlessness, incorporeal traits<br />

Feats Alertness B , Blind-Fight, Combat Reflexes, Dodge,<br />

Improved Initiative B , Improved Natural Attack<br />

(incorporeal touch), Mobility, Spring Attack<br />

Skills Diplomacy +9, Hide +24, Intimidate +26, Knowledge<br />

(religion) +22, Listen +25, Search +22, Sense Motive<br />

+23, Spot +25, Survival +4 (+6 following tracks)<br />

Lifesense (Su) A dread wraith notices and locates living<br />

creatures within 60 feet, just as if it possessed the<br />

blindsight ability. It also senses the strength of their life<br />

force automatically, as if it had cast deathwatch.<br />

Unnatural Aura (Su) Animals will not willingly approach<br />

nearer than 30 feet to a dread wraith and panic if forced<br />

to do so; they remain panicked as long as they are<br />

within that range.<br />

Daylight Powerlessness (Ex) Dread wraiths are utterly<br />

powerless in natural sunlight (not merely a daylight<br />

spell) and flee from it.<br />

Constitution Drain (Su) Living creatures hit by a dread<br />

wraith’s incorporeal touch attack must succeed on a<br />

DC 25 Fortitude save or take 1d8 points of Constitution<br />

drain. On each such successful attack, the dread wraith<br />

gains 5 temporary hit points.<br />

Create Spawn (Su) Any humanoid slain by a dread wraith<br />

becomes a wraith in 1d4 rounds. Spawn are under the<br />

command of the dread wraith that created them and<br />

remain enslaved until its destruction. They do not<br />

possess any of the abilities they had in life.<br />

Lucather Majii CR 21<br />

hp 155 or fewer (see encounter 6–2 for statistics)<br />

Obligatum VII CR 20<br />

hp 156<br />

See page 86 for statistics

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