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Exemplars of Evil

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ENCOUNTER 6-1<br />

D<br />

URRIN’S REST<br />

Encounter Level 13<br />

SETUP<br />

This encounter begins when the player characters enter<br />

the sea cave. If they swim into the cave or enter by boat,<br />

the lurking scyllan immediately becomes aware <strong>of</strong> them<br />

and attacks. If the PCs fly in, the scyllan must make a successful<br />

Spot check to notice the interlopers.<br />

At low tide, the ro<strong>of</strong> <strong>of</strong> the cave mouth is 15 feet above<br />

sea level. At high tide, the entrance is completely submerged.<br />

Inside, the cave ceiling quickly rises to a height<br />

<strong>of</strong> 40 feet above the wall pierced by the Stair Martial. A<br />

narrow, seaweed-encrusted stairway leads up from the<br />

water to the rock ledge.<br />

Barnacles and hanging clumps <strong>of</strong> seaweed cover the<br />

lower portions <strong>of</strong> the cavern walls. A narrow<br />

staircase, barely visible in the shadowy light, leads<br />

up from the water to a rock ledge. Beyond, a set <strong>of</strong><br />

broad stairs, flanked by two seaweed-draped statues<br />

<strong>of</strong> warriors, leads upward.<br />

If the scyllan notices the PCs, read:<br />

Suddenly, a monstrous creature bursts out <strong>of</strong> the<br />

rough water. Its upper body is a heap <strong>of</strong> lashing<br />

tentacles surrounding two viciously curved claws.<br />

Its massive, fishlike head has a toothy maw that<br />

opens wide as the creature begins to wail.<br />

104<br />

When the PCs enter the cave, read:<br />

Ahead <strong>of</strong> you, a large natural cave extends away<br />

into darkness. The water here is choppy, but not as<br />

tumultuous as the sea outside. Still, the sounds <strong>of</strong><br />

crashing waves echo throughout the cave.<br />

Scyllan Sw CR 13<br />

hp 184 (16 HD); DR 10/magic and silver<br />

LE Huge outsider<br />

Init +7; Senses darkvision 60 ft.; Listen +24, Spot +24<br />

Languages Aquan, Infernal<br />

AC 29, touch 11, flat-footed 26<br />

(–2 size, +3 Dex, +18 natural)<br />

Immune outsider immunities<br />

SR 27<br />

Fort +17, Ref +13, Will +15<br />

Immune outsider vulnerabilities<br />

Speed swim 50 ft. (10 squares)<br />

Melee tentacle +25 (1d8+11) or<br />

Melee 4 tentacles +25 each (1d8+11) and<br />

2 claws +23 each (2d6+5)<br />

Space 15 ft.; Reach 15 ft. (30 ft. with tentacles)<br />

Base Atk +16; Grp +35<br />

Atk Options constrict 1d8+11, improved grab, swallow<br />

whole<br />

Special Actions control water, frightful noise<br />

Abilities Str 33, Dex 17, Con 25, Int 8, Wis 20, Cha 6<br />

SQ outsider traits<br />

Feats Ability Focus (frightful noise), Improved Initiative,<br />

Improved Natural Attack (claw), Multiattack, Swim-By<br />

Attack Sw , Weapon Focus (tentacle)<br />

Skills Hide +14, Intimidate +17, Jump +38, Knowledge<br />

(nature) +20, Listen +24, Spot +24, Survival +26,<br />

Swim +19<br />

Constrict (Ex) A scyllan deals 1d8+11 points <strong>of</strong> damage with<br />

a successful grapple check made with a claw.<br />

Improved Grab (Ex) If a scyllan hits with a tentacle, it can<br />

start a grapple as a free action without provoking<br />

attacks <strong>of</strong> opportunity. If it wins the grapple, it<br />

establishes a hold and can transfer the grabbed creature<br />

TACTICS<br />

As soon as the scyllan becomes aware <strong>of</strong> the player characters,<br />

it bursts forth to do battle. The creature produces<br />

its frightful noise and then uses control water to raise the<br />

water level in the cavern by 32 feet. This action fills the<br />

to a claw as a free action or attempt to swallow it whole.<br />

If it transfers the creature to its claw, the scyllan can<br />

constrict the creature.<br />

Swallow Whole (Ex) A scyllan can try to swallow a grabbed<br />

creature whole by making a successful grapple check. A<br />

swallowed creature takes 2d8+16 points <strong>of</strong> bludgeoning<br />

damage plus 2d6 points <strong>of</strong> acid damage per round. A<br />

swallowed creature can cut its way out by using a light<br />

slashing or piercing weapon to deal at least 25 points <strong>of</strong><br />

damage to the maw (AC 17). Once the creature exits,<br />

muscular contraction closes the hole; other swallowed<br />

creatures must cut their own way out. A scyllan’s maw<br />

can hold two Large creatures, eight Medium creatures,<br />

32 Small creatures, 128 Tiny creatures, or 512<br />

Diminutive or smaller creatures.<br />

Control Water (Sp) 1/hour; CL 16th (PH 214).<br />

Frightful Noise (Su) A scyllan produces a wailing sound<br />

that unsettles creatures within 100 feet that have 16 or<br />

fewer Hit Dice. It starts its wailing as a move action and<br />

can end it as a free action. Creatures that make a<br />

successful DC 18 Will save against the wail are immune<br />

for 24 hours. On a failed save, creatures that have 4 or<br />

fewer Hit Dice are panicked for 2d6 rounds, and<br />

creatures that have between 5 and 16 Hit Dice become<br />

shaken for 2d6 rounds. This is a mind-affecting<br />

compulsion.<br />

Swim-By Attack A scyllan can take a move action and take<br />

another standard action (such as an attack) at any point<br />

during the move. It cannot take a second move action<br />

during a round when it makes a swim-by attack.<br />

Skills A scyllan has a racial bonus <strong>of</strong> +8 on Swim checks to<br />

perform a special action or avoid a hazard. It can take<br />

10 on a Swim check even if distracted or endangered. It<br />

can use the run action while swimming, as long as it<br />

swims in a straight line.

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