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Exemplars of Evil

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ENCOUNTER 8-1<br />

138<br />

V<br />

OIDSTONE PILLAR<br />

Encounter Level 17<br />

SETUP<br />

A pillar <strong>of</strong> utterly black voidstone (DMG 157) rises<br />

through the floor in the center <strong>of</strong> the room. A hullathoin<br />

lurks at the base <strong>of</strong> the pillar, and eight xeg-yi float near<br />

the top.<br />

As soon as the PCs enter the room, the hullathoin makes<br />

a Listen check with a penalty <strong>of</strong> –1 per 10 feet <strong>of</strong> distance.<br />

If it hears the intruders, the creature exudes a bloodfiend<br />

locust swarm every other round until it has produced four<br />

swarms. The characters can hear the swarms if they succeed<br />

on DC 10 Listen checks.<br />

When the PCs cross the bridge, read:<br />

Across the bridge, you see a massive gallery in the<br />

shape <strong>of</strong> a bowl. Three staircases descend to the<br />

bottom—a relatively flat area from which a pillar<br />

<strong>of</strong> absolute darkness rises. At the base <strong>of</strong> a thick<br />

column is a grotesque abomination. Its oversized<br />

head is little more than exposed bone, and its<br />

vaguely reptilian body has a mottled, gray-andblack<br />

hide that is spotted with bloody sores. Bloated<br />

locusts wriggle out <strong>of</strong> the sores and swarm about<br />

the creature.<br />

With a deep chuckle, the horrifying beast rises<br />

from its supine position and lumbers toward you.<br />

As it moves, disembodied, pulsing red spheres<br />

descend from the top <strong>of</strong> the spire, touching the<br />

creature with long, strange tendrils.<br />

TACTICS<br />

When the hullathoin comes within reach <strong>of</strong> a lightly<br />

armored foe, it attacks with its bite, using a 5-point<br />

Power Attack (attack +14, damage 2d8+20). When it can<br />

make a full attack, it stops using Power Attack. If the<br />

hullathoin hits with a tentacle attack, it and the target<br />

make opposed grapple checks. If the hullathoin wins<br />

the opposed check, it deals an extra 1d6+5 points <strong>of</strong><br />

damage, and the target must succeed on a DC 19 Fortitude<br />

save or take 1d10 points <strong>of</strong> Strength damage from<br />

the creature’s poison.<br />

If the hullathoin gets a hold on a target, it moves 6 squares<br />

back toward the voidstone pillar on the next round by<br />

making another opposed grapple check. On its next turn,<br />

the creature releases its prey as a free action and makes a<br />

bull rush attempt to push the target against the pillar. The<br />

target can make an attack <strong>of</strong> opportunity, after which the<br />

hullathoin and the target make opposed Strength checks.<br />

The hullathoin gains a +8 bonus on the check, for a total<br />

modifier <strong>of</strong> +18. If the beast pushes the target against the<br />

Hullathoin FF CR 15<br />

hp 104 (16 HD); fast healing 8; DR 15/magic and silver<br />

NE Huge undead (extraplanar)<br />

Init –1; Senses blindsight 60 ft., scent; Listen +22, Spot +22<br />

Languages Common, Draconic<br />

AC 27, touch 7, flat-footed 27<br />

(–2 size, –1 Dex, +20 natural)<br />

Immune cold, electricity, undead immunities<br />

Resist fire 10, sonic 10; +8 turn resistance; SR 26<br />

Fort +9, Ref +6, Will +15<br />

Weakness undead vulnerabilities<br />

Speed 60 ft. (12 squares)<br />

Melee bite +19 (2d8+10/19–20 plus poison)<br />

Melee 2 stamps +16 each (1d8+5) and<br />

2 tentacles +16 each (1d6+5 plus poison)<br />

Space 15 ft.; Reach 10 ft. (20 ft. with tentacle)<br />

Base Atk +8; Grp +28<br />

Atk Options Cleave, Power Attack, deform, improved grab,<br />

improved grapple, poison (DC 19, 1d10 Str/1d10 Str)<br />

Special Actions exude bloodfiend locusts, rebuke undead<br />

4/day (+1, 2d6+21, 20th), ring <strong>of</strong> pus<br />

Abilities Str 30, Dex 8, Con —, Int 12, Wis 16, Cha 12<br />

SQ undead traits<br />

Feats Cleave, Great Fortitude, Improved Critical (bite),<br />

Multiattack, Power Attack, Weapon Focus (bite)<br />

Skills Balance +18, Climb +29, Listen +22, Spot +22,<br />

Swim +29<br />

Deform (Su) Whenever a hullathoin deals damage with a<br />

grapple attack, the target must succeed on a DC 19<br />

Fortitude save or take an extra 1d6 points <strong>of</strong> Charisma<br />

damage.<br />

Improved Grab (Ex) To use this ability, a hullathoin must<br />

hit an opponent <strong>of</strong> up to Large size with a tentacle<br />

attack. It can then attempt to start a grapple as a free<br />

action without provoking attacks <strong>of</strong> opportunity.<br />

Improved Grapple (Ex) A hullathoin does not take a<br />

penalty <strong>of</strong> –20 to grappling checks when using a<br />

tentacle to hold its opponent.<br />

Exude Bloodfiend Locusts (Su) As a standard action, a<br />

hullathoin can produce from its body a swarm <strong>of</strong><br />

bloodfiend locusts that attacks its foes.<br />

Ring <strong>of</strong> Pus (Ex) Once per day, a hullathoin can spray pus<br />

in a 30-foot radius. All creatures in the area become<br />

nauseated for 1d10 rounds, take 5d6 points <strong>of</strong> acid<br />

damage, and take 1d6 points <strong>of</strong> Strength damage. A<br />

successful DC 19 Reflex save negates the nauseated<br />

condition, halves the acid damage, and negates the<br />

Strength damage.<br />

pillar, the target must succeed on a DC 25 Fortitude save<br />

or be destroyed.<br />

Meanwhile, the xeg-yi use the Flyby Attack feat to<br />

deliver negative energy lashes that heal the undead creature.<br />

If prevented from doing so, they fly 30 feet overhead<br />

and fire negative energy rays at the hullathoin instead.<br />

The bloodfiend locusts are mindless and attack the<br />

closest living creature.

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