Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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ENCOUNTER 6-2<br />
C<br />
EREMONIAL LANDING<br />
Encounter Level 15<br />
SETUP<br />
This encounter takes place on the lowest ceremonial<br />
landing (area 3), where Jebrix and two minotaur guards<br />
reside, and on the stairs leading up to the landing. If<br />
they hear the sounds <strong>of</strong> battle filtering up from Durrin’s<br />
Rest, the minotaur guards move to the top <strong>of</strong> the Stair<br />
Martial and prepare to heave rocks down upon anyone<br />
they hear climbing the steps. Meanwhile, Jebrix casts<br />
sending to warn Emmara <strong>of</strong> intruders before moving<br />
farther back on the landing, using one <strong>of</strong> the alcoves<br />
for cover.<br />
As soon as the guards hear movement on the Stair<br />
Martial (DC 0 Listen checks, modified by the relevant<br />
distance), they hurl chunks <strong>of</strong> masonry down at the intruders.<br />
Each minotaur can throw one chunk <strong>of</strong> masonry per<br />
round. Each piece <strong>of</strong> masonry has an attack bonus <strong>of</strong> +10<br />
and deals 1d6+1 points <strong>of</strong> damage. Treat each chunk as a<br />
line effect that makes an attack roll against every target<br />
in the squares it passes through.<br />
While the PCs are still on the stairway, Jebrix casts animate<br />
object on three chunks <strong>of</strong> masonry, which he directs<br />
down the stairs before casting divine power and righteous<br />
might on himself.<br />
When the minotaurs first hurl masonry down the<br />
stairway, read:<br />
With a thunderous crash, two chunks <strong>of</strong> stone<br />
bounce down the stairs toward you.<br />
When the PCs reach the entrance to the landing,<br />
read:<br />
Two brawny minotaurs stand at the top <strong>of</strong> the<br />
stairs. Each wields a greataxe and wears a thin<br />
chain shirt. At your appearance, they roar in<br />
defiance. The minotaurs block the entrance to a<br />
landing, but you can make out a few details behind<br />
them. Alcoves open to the left and the right <strong>of</strong> the<br />
long, narrow chamber, and on the far wall, an<br />
archway leads to more rising stairs.<br />
2 Minotaur Guards (Raging) CR 11<br />
hp 156 each (13 HD); DR 1/—<br />
Male minotaur barbarian 7<br />
CE Large monstrous humanoid<br />
Init +1; Senses darkvision 60 ft., scent; Listen +10, Spot +6<br />
Languages Common, Giant<br />
AC 18, touch 8, flat-footed 18; improved uncanny dodge,<br />
uncanny dodge<br />
(–1 size, +1 Dex, +5 armor, +5 natural, –2 rage)<br />
Immune maze spells<br />
Fort +16, Ref +11, Will +12<br />
Speed 40 ft. (8 squares)<br />
Melee +1 greataxe +21/+16/+11 (3d6+13/×3) or<br />
Melee gore +20 (1d8+4) or<br />
Melee +1 greataxe +21/+16/+11 (3d6+13/×3) and<br />
gore +15 (1d8+3)<br />
Ranged javelin +16 (1d6+8)<br />
Space 10 ft.; Reach 10 ft.<br />
Base Atk +13; Grp +25<br />
Atk Options Power Attack<br />
Special Actions powerful charge, rage 2/day<br />
Combat Gear potion <strong>of</strong> cure serious wounds, potion <strong>of</strong><br />
displacement, potion <strong>of</strong> haste<br />
Abilities Str 27, Dex 13, Con 22, Int 8, Wis 10, Cha 6<br />
SQ fast movement, illiteracy, natural cunning, trap sense +2<br />
Feats Great Fortitude, Iron Will, Lightning Reflexes, Power<br />
Attack, Track<br />
Skills Climb +13, Jump +16, Listen +10, Spot +6<br />
Possessions combat gear plus +1 chain shirt, +1 greataxe,<br />
cloak <strong>of</strong> resistance +1, 390 gp<br />
Powerful Charge (Ex) When charging, a minotaur can make<br />
a single gore attack with an attack bonus <strong>of</strong> +20 that<br />
deals 4d6+9 points <strong>of</strong> damage.<br />
Natural Cunning (Ex) A minotaur is immune to maze<br />
spells, never gets lost, and is never caught flat-footed.<br />
When not raging, a minotaur guard has the following<br />
changed statistics:<br />
hp decrease by 26<br />
AC 20, touch 10, flat-footed 20<br />
(–1 size, +1 Dex, +5 armor, +5 natural)<br />
Fort +14, Will +10<br />
Melee +1 greataxe +19/+14/+9 (3d6+10/×3) or<br />
Melee gore +18 (1d8+3) or<br />
Melee +1 greataxe +19/+14/+9 (3d6+10/×3) and<br />
gore +13 (1d8+3)<br />
Ranged javelin +14 (1d6+6)<br />
Grp +23<br />
Abilities Str 23, Con 18<br />
Skills Climb +11, Jump +14<br />
Jebrix CR 13<br />
hp 156 (18 HD); see page 100<br />
106