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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 />

109

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