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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