Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
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2 Stone Golems CR 11<br />
hp 107 each (14 HD); DR 10/adamantine<br />
N Large construct<br />
Init –1; Senses darkvision 60 ft., low-light vision; Listen +0,<br />
Spot +0<br />
Languages understand Common<br />
AC 26, touch 8, flat-footed 26<br />
(–1 size, –1 Dex, +18 natural)<br />
Immune magic, construct immunities<br />
Fort +4, Ref +3, Will +4<br />
Weakness construct vulnerabilities<br />
Speed 20 ft. (4 squares)<br />
Melee 2 slams +18 each (2d10+9)<br />
Space 10 ft.; Reach 5 ft.<br />
Base Atk +10; Grp +23<br />
Special Actions slow<br />
Abilities Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1<br />
SQ construct traits<br />
Skills Listen +0, Spot +0<br />
Immunity to Magic A stone golem is immune to any spell or<br />
spell-like ability that allows spell resistance. In addition,<br />
certain spells and effects function differently against the<br />
golem. A transmute rock to mud spell slows a stone golem<br />
(as the slow spell) for 2d6 rounds with no saving throw,<br />
while transmute mud to rock heals a wounded golem <strong>of</strong><br />
all its lost hit points. A stone to flesh spell does not<br />
change the golem’s structure, but the spell negates the<br />
creature’s damage reduction and immunity to magic for<br />
1 round.<br />
Slow (Su) Range 10 feet; duration 7 rounds; Will DC 17<br />
negates. A stone golem can use a slow effect (as the<br />
spell) as a free action once every 2 rounds.<br />
FEATURES OF THE AREA<br />
The Chapel <strong>of</strong> Reverence has the following features.<br />
Shattered Sarcophagus: Treat these squares as dense rubble<br />
(DMG 60). Nothing remains within the shattered sarcophagus<br />
except the jumbled bones <strong>of</strong> a powerfully built male human.<br />
Characters who stand atop the sarcophagus can gain a +1 melee<br />
attack bonus for fighting from higher ground.<br />
Light Rubble: Squares adjacent to the shattered sarcophagus<br />
contain light rubble (DMG 60).<br />
Slender Pillar: Each pillar has AC 4, hardness 8, and 900<br />
hit points. Slender pillars grant a +2 cover bonus to Armor<br />
Class and a +1 cover bonus on Reflex saves to characters in<br />
the same square.<br />
Balcony: A flight <strong>of</strong> 5-foot-wide stairs leads up to this<br />
10-foot-high balcony. Characters on this terrace using weapons<br />
with reach can strike targets in floor squares that are adjacent<br />
to the balcony. The stairs are considered steep stairs and affect<br />
the movement <strong>of</strong> creatures climbing up or down the steps (DMG<br />
63). In addition, while on the stairs and attacking opponents<br />
below them, creatures gain a +1 melee attack bonus for fighting<br />
from higher ground. Finally, a low stone balustrade around<br />
the balcony grants cover to anyone behind it.<br />
ENCOUNTER 6-3<br />
CONCLUSION<br />
Emmara does not want to die and tries to leave if combat<br />
goes badly. Ordering any surviving golems to cover her<br />
retreat, she uses dimension door to transport herself (and her<br />
howler, if it is still alive) to the Chambers <strong>of</strong> the Keepers<br />
(area 6). She quickly grabs her spellbook from its hiding<br />
place and uses the secret door to reach the top <strong>of</strong> Elliast’s<br />
Spire. Once there, she drinks one or more potions <strong>of</strong> cure<br />
serious wounds and waits to see if the PCs discover her<br />
bolthole. If they find her, she drinks her potion <strong>of</strong> fly and<br />
flees to the mainland.<br />
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