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Exemplars of Evil

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Melee mwk greataxe +22/+17/+12 (3d6+9/×3) or<br />

Melee gore +22 (1d8+3) or<br />

Melee mwk greataxe +22/+17/+12 (3d6+9/×3) and<br />

gore +17 (1d8+3)<br />

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

Base Atk +15; Grp +25<br />

Atk Options Improved Bull Rush (+10), Power Attack<br />

Special Actions blasphemous incantation, powerful charge,<br />

spontaneous casting (infl ict spells)<br />

Combat Gear pearl <strong>of</strong> power (1st level), scroll <strong>of</strong> cure critical<br />

wounds, scroll <strong>of</strong> stoneskin<br />

Cleric Spells Prepared (CL 13th):<br />

7th—blasphemy D (CL 14th, DC 22), destruction (DC 22)<br />

6th—animate objects D , blade barrier (DC 21), mass cure<br />

moderate wounds<br />

5th—dispel good D (CL 14th), flame strike (DC 20),<br />

righteous might, spell resistance, wall <strong>of</strong> stone (DC 20)<br />

4th—chaos hammer D (CL 14th, DC 19), cure critical wounds,<br />

divine power, restoration, sending, spell immunity<br />

3rd—dispel magic (2), magic circle against good D (CL 14th),<br />

invisibility purge, prayer, protection from energy<br />

2nd—calm emotions (DC 17), cure moderate wounds, hold<br />

person (2), shatter D , resist energy (2)<br />

1st—bless, deathwatch (CL 14th), entropic shield, magic<br />

weapon (2), obscuring mist, protection from law D (CL 14th)<br />

0—create water, cure minor wounds (2), detect magic,<br />

detect poison, read magic<br />

D: Domain spell. Deity: Erythnul. Domains: Chaos, <strong>Evil</strong><br />

Abilities Str 22, Dex 8, Con 19, Int 6, Wis 21, Cha 10<br />

SQ natural cunning<br />

Feats Great Fortitude, Improved Initiative, Improved Bull<br />

Rush, Lightning Reflexes, Power Attack, Track, Weapon<br />

Focus (greataxe)<br />

Skills Concentration +16, Listen +8, Spot +8<br />

Possessions combat gear plus +2 full plate, masterwork<br />

greataxe, periapt <strong>of</strong> Wisdom +2, ring <strong>of</strong> protection +3,<br />

amulet <strong>of</strong> health +2, 100 gp<br />

Blasphemous Incantation (Su) Three times per day, Jebrix<br />

can call upon the power <strong>of</strong> Erythnul as a standard action.<br />

All good creatures within 30 feet must succeed on a DC<br />

16 Fortitude save or become sickened for 1 round. (Jebrix<br />

gave up the ability to rebuke undead when taking this<br />

alternative class feature.)<br />

Powerful Charge (Ex) When charging, Jebrix can make a<br />

single gore attack with an attack bonus <strong>of</strong> +22 that deals<br />

4d6+9 points <strong>of</strong> damage.<br />

Natural Cunning (Ex) Jebrix is immune to maze spells, never<br />

gets lost, and is never caught flat-footed.<br />

THE SOTH TARNEL<br />

Emmara Ishandrenn lairs in the Soth Tarnel, an ancient<br />

tomb dedicated to a long-forgotten hero. The sepulcher is cut<br />

into Elliast’s Spire, a spray-drenched, gull-haunted pinnacle<br />

separated from the mainland by half a mile <strong>of</strong> turbulent water.<br />

Carved into the rock is the shape <strong>of</strong> a massive greatsword,<br />

fully 200 feet from its tip to its pommel, which soars the full<br />

height <strong>of</strong> the spire. At its base, a sea cave known as Durrin’s<br />

Rest penetrates the sword’s tip, giving the illusion that the<br />

weapon is broken.<br />

Little vegetation grows on the stark cliffs <strong>of</strong> Elliast’s<br />

Spire, and few creatures live here except for sea birds,<br />

which nest in the stack’s many crevasses and ledges. Vicious<br />

riptides and barely submerged rocks make swimming and<br />

boating near the spire dangerous. At high tide, the dark,<br />

turbulent waters <strong>of</strong> the sea completely cover the opening<br />

to Durrin’s Rest. At low tide, however, it is possible to enter<br />

the cave.<br />

Within the tomb itself, the Stair Martial spirals up from<br />

Durrin’s Rest to the top <strong>of</strong> the spire, where a small network<br />

<strong>of</strong> chambers houses Emmara and her minions.<br />

KEY FEATURES<br />

Skilled stonemasons built the Soth Tarnel hundreds <strong>of</strong> years<br />

ago, but the sea’s constant pounding has taken its toll. All<br />

that remains <strong>of</strong> the beautifully carved, intricately detailed<br />

greatsword is a vague silhouette from a forgotten time.<br />

Unless the PCs can fly, they must cross turbulent waters<br />

to reach the tomb. At 200 or more feet from the spire, the<br />

water is rough and can be crossed only with successful<br />

DC 15 Swim checks or DC 15 Pr<strong>of</strong>ession (sailor) checks.<br />

Within 200 feet <strong>of</strong> Durrin’s Rest, the numerous riptides<br />

and the complex topography <strong>of</strong> the sea bed make the waters<br />

stormy, increasing the DCs <strong>of</strong> the Swim and Pr<strong>of</strong>ession<br />

(sailor) checks by 5.<br />

The cliffs <strong>of</strong> Elliast’s Spire are steep and slick, but they can<br />

be scaled with successful DC 20 Climb checks. Scaling the<br />

carved greatsword is more challenging, adding 5 to the DC<br />

<strong>of</strong> Climb checks.<br />

Structural Properties<br />

Inside Soth Tarnel, many intricate details still survive.<br />

Illumination: The chambers <strong>of</strong> the Soth Tarnel are lit by<br />

continual flame spells cast on iron balls that hang 3 feet down<br />

from the ceiling on thin iron chains. Corridors and stairways<br />

are unlit.<br />

Ceiling: Hallways are normally 10 feet high, and most<br />

rooms extend up to at least 15 feet. The ceilings are vaulted<br />

throughout and are buttressed by stone ribs.<br />

Slender Pillars: In each room, the stone ribs <strong>of</strong> the ceiling<br />

connect to slender pillars (DMG 64). Each pillar has AC<br />

4, hardness 8, and 900 hit points.<br />

Doors: The doors are made <strong>of</strong> stone and have nested<br />

hinges (DMG 62) that allow them to open in either direction.<br />

The outer face <strong>of</strong> each door is carved with scenes depicting<br />

humans slaying orcs. Each door is 4 inches thick and has<br />

hardness 8, 60 hit points, and a break DC <strong>of</strong> 28. All doors<br />

are unlocked.<br />

Walls: The walls are hewn from 3-foot-thick stone and<br />

have hardness 8, 540 hit points, and a break DC <strong>of</strong> 50. They<br />

can be scaled with successful DC 22 Climb checks.<br />

Floor: The floors throughout the Soth Tarnel are made <strong>of</strong><br />

polished granite. In Durrin’s Rest, they are slick with seaweed<br />

and other detritus.<br />

DEFENSES<br />

Emmara prefers solitude. Thus, only a few <strong>of</strong> her trusted<br />

minions dwell with her in the Soth Tarnel. Fanatically<br />

loyal to Emmara, these elite minotaur guards use the lower<br />

ceremonial landing (area 3) as a base. Although they are<br />

some distance from Durrin’s Rest (area 1), they likely hear<br />

any combat that occurs in the sea cave. As soon as they do,<br />

Jebrix casts sending to alert Emmara, then joins the battle to<br />

delay the intruders as long as possible.<br />

Two <strong>of</strong> the tomb’s original guardians—a pair <strong>of</strong> stone<br />

golems—survived the Soth Tarnel’s decline. When Emmara<br />

CHAPTER 6<br />

EMMARA<br />

ISHANDRENN<br />

101

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