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Exemplars of Evil

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8 Advanced Hell Hounds CR 12<br />

hp 44 each (8 HD)<br />

LE Medium outsider (evil, extraplanar, fire, lawful)<br />

Init +5; Senses darkvision 60 ft., scent; Listen +11, Spot +11<br />

Languages understands Infernal<br />

AC 20, touch 11, flat-footed 19<br />

(+1 Dex, +4 armor, +5 natural)<br />

Immune fire, outsider immunities<br />

Fort +7, Ref +7, Will +6<br />

Weakness vulnerability to cold, outsider vulnerabilities<br />

Speed 40 ft. (8 squares)<br />

Melee bite +10 (2d6+2 plus 1d6 fire)<br />

Base Atk +8; Grp +10<br />

Atk Options fiery bite<br />

Special Actions breath weapon<br />

Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6<br />

SQ outsider traits<br />

Feats Improved Initiative, Improved Natural Attack (bite),<br />

Run, Track B<br />

Skills Hide +17, Jump +17, Listen +11, Move Silently +17, Spot<br />

+11, Survival +11 (+19 tracking by scent)<br />

Possessions collar <strong>of</strong> mage armor<br />

Fiery Bite (Su) A hell hound deals an extra 1d6 points <strong>of</strong> fire<br />

damage each time it bites an opponent, as if its bite were<br />

a flaming weapon.<br />

Breath Weapon (Su) 10-ft. cone, once every 2d4 rounds,<br />

damage 3d6 fire, Reflex DC 15 half.<br />

FEATURES OF THE AREA<br />

The inner ward shares the same structural properties <strong>of</strong> Gilgirn<br />

(page 118), with no new features.<br />

ENCOUNTER 7-2<br />

If the PCs were trapped in the gatehouse and managed<br />

to enter the inner ward by lifting the back gate portcullis,<br />

the fire giants inside the gatehouse close it again to prevent<br />

them from retreating from the battle.<br />

Helthra tries to position herself so that a chosen foe stands<br />

between her and a lava canal, so that she can use her Awesome<br />

Blow feat (MM 303). If successful, she subtracts 4 from<br />

her melee attack roll with her +2 adamantine flaming greataxe<br />

(attack +29), hoping to knock her target 10 feet through the<br />

air into the lava.<br />

If her chosen foe is not close enough to the lava or has<br />

immunity to fire, Helthra tries to make sunder attempts<br />

instead (opposed attack +41/+36/+31/+26 [+4 per difference<br />

in size category that Helthra is larger than foe], damage<br />

3d6+23). If the princess sunders the character’s weapon<br />

with her greataxe, she begins making normal melee attacks<br />

with a 5-point Power Attack (attack +27/+22/+17/+12, damage<br />

3d6+33/19–20/×3 plus 1d6 fire).<br />

On the same round in which Helthra casts protection from<br />

energy (or spiritual weapon, if the PCs are not using cold-based<br />

attacks), the Urdred attack. They close to within 30 feet <strong>of</strong><br />

the PCs, activate ghost step as a swift action, and ready an<br />

action to shoot any spellcaster who does anything threatening<br />

(attack +21, damage 2d6+9/×3 plus 2d6 sudden strike).<br />

Their intent is to disrupt spells, but they attack even if none<br />

are cast. Ghost step attacks give the death maidens a bonus<br />

<strong>of</strong> +2 on attack rolls and ignore their targets’ Dexterity bonus<br />

to Armor Class (if any).<br />

On subsequent rounds, the Urdred fire Rapid Shot volleys<br />

into melee until the fire giant guards and hell hounds<br />

are reduced to between one-half and one-quarter <strong>of</strong> their<br />

number. At that point, the Urdred drop their longbows and<br />

begin making melee attacks with their +1 longswords. On<br />

the first round in which they can make a full attack, they<br />

activate ghost step as a swift action and make four attacks<br />

while remaining invisible for 1 round (attack +25/+20/+15,<br />

damage 2d6+9/17–20 plus 2d6 sudden strike and +19 slam,<br />

damage 1d4+4 plus 2d6 sudden strike).<br />

If the Urdred are taking a beating and Helthra is not harried<br />

by the PCs, she spontaneously casts invisibility on herself<br />

so that she can walk around, healing the death maidens with<br />

her wand <strong>of</strong> cure moderate wounds.<br />

CONCLUSION<br />

The hell hounds and fire giant guards fight to the death to<br />

protect Gilgirn and their queen. If one <strong>of</strong> the two Urdred<br />

fall, the other attacks the PC most responsible with a deathblade-poisoned<br />

dagger.<br />

If Helthra is reduced to 50 or fewer hit points, she spontaneously<br />

casts invisibility on herself and retreats to the rear<br />

gatehouse (see tactical encounter 7–3, page 126). Along the way,<br />

she heals herself with her wand <strong>of</strong> cure moderate wounds.<br />

Any remaining Urdred use ghost step to retreat when Helthra<br />

does, but they cross the nearest footbridge first, hoping<br />

that one or more PCs will pursue and activate the bridge’s<br />

sonic greater blast glyph.<br />

If the PCs end up alone on the battlefield, any fire giant<br />

guards atop the barracks and gatehouses that have line <strong>of</strong><br />

sight to the characters begin throwing rocks at them. If<br />

approached by multiple PCs, these fire giants retreat<br />

to tactical encounter 7–3, along the curtain wall.<br />

125

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