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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

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