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Exemplars of Evil

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4 Bloodfiend Locust Swarms FF CR 8<br />

hp 91 each (14 HD)<br />

CE Fine vermin (extraplanar, swarm)<br />

Init +4; Senses darkvision 60 ft.; Listen +1, Spot +1<br />

AC 19, touch 14, flat-footed 15<br />

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

Immune swarm immunities, vermin immunities<br />

Fort +11, Ref +8, Will +5<br />

Weakness swarm vulnerabilities, vermin vulnerabilities<br />

Speed 20 ft. (4 squares), fly 20 ft. (perfect)<br />

Melee swarm (3d6 plus energy drain)<br />

Space 5 ft.; Reach 0 ft.<br />

Base Atk +10; Grp —<br />

Atk Options distraction, energy drain<br />

Special Actions reanimate<br />

Abilities Str 1, Dex 18, Con 14, Int —, Wis 13, Cha 11<br />

SQ swarm traits, vermin traits<br />

Skills Listen +1, Spot +1<br />

Distraction (Ex) Any creature that begins its turn with a swarm<br />

in its square must make a successful DC 19 Fortitude save<br />

or be nauseated for 1 round. Spellcasting or concentrating<br />

on spells requires a successful Concentration check (DC<br />

20 + spell level). Using skills involving patience and<br />

concentration requires a DC 20 Concentration check.<br />

Energy Drain (Su) Living creatures hit by a bloodfiend locust<br />

swarm gain one negative level (Fortitude DC 17 to remove).<br />

Reanimate (Su) A humanoid or monstrous humanoid killed by<br />

the energy drain attack <strong>of</strong> a bloodfiend locust swarm rises<br />

2d6 hours later as a fiendish vampire spawn. For details,<br />

see the vampire spawn (MM 253) and the fiendish<br />

template (MM 108).<br />

8 Advanced Xeg-Yi MoP CR 5<br />

hp 49 (9 HD)<br />

N Medium elemental (extraplanar, incorporeal)<br />

Init +4; Senses darkvision 60 ft.; Listen +0, Spot +6<br />

AC 18, touch 17, flat-footed 14; Dodge<br />

(+4 Dex, +4 deflection)<br />

Immune elemental immunities<br />

Fort +4, Ref +10, Will +3<br />

Weakness elemental vulnerabilities<br />

Speed fly 20 ft. (good); Flyby Attack<br />

Melee 4 incorporeal touches +10 each (1d6)<br />

Ranged negative energy ray +10 (1d8)<br />

Base Atk +6; Grp —<br />

Atk Options Combat Reflexes, negative energy lash<br />

Special Actions explosion, rebuke undead 10/day (+4,<br />

2d6+13, 9th)<br />

Abilities Str —, Dex 18, Con 12, Int 7, Wis 10, Cha 18<br />

SQ elemental traits<br />

Feats Combat Reflexes, Dodge, Extra Turning, Flyby Attack<br />

Skills Hide +10, Listen +0, Spot +6<br />

Negative Energy Ray (Ex) A xeg-yi’s negative energy ray has a<br />

range <strong>of</strong> 30 feet.<br />

Negative Energy Lash (Su) Five times per day, a xeg-yi can<br />

make a ranged touch attack or hit with an incorporeal touch<br />

attack to infuse a target with negative energy. The lash<br />

either deals 2d8+9 points <strong>of</strong> damage to a living creature or<br />

heals an undead creature <strong>of</strong> that amount <strong>of</strong> damage.<br />

Explosion (Su) When reduced to 0 hit points, a xeg-yi<br />

explodes in a 20-foot-radius burst that deals 1d8+9 points<br />

<strong>of</strong> negative energy damage to everything in the area<br />

(Reflex DC 15 half).<br />

ENCOUNTER 8-1<br />

FEATURES OF THE AREA<br />

The chamber has the following features.<br />

Illumination: Because <strong>of</strong> the debilitating nature <strong>of</strong> the<br />

plane, everburning torches spaced around the rim <strong>of</strong> the bottom<br />

level give <strong>of</strong>f only 10 feet <strong>of</strong> bright light and 20 feet <strong>of</strong> shadowy<br />

illumination.<br />

Ceiling: The ceiling in this room is 40 feet high.<br />

Floors and Walls: The floors and walls are covered in ebony<br />

ice. It costs 2 squares <strong>of</strong> movement to enter a square containing<br />

ebony ice, and the DC <strong>of</strong> Balance and Tumble checks increases<br />

by 5 in such a square. A successful DC 10 Balance check is<br />

required to run or charge across the ice. Undead creatures in<br />

an area <strong>of</strong> ebony ice gain a +2 pr<strong>of</strong>ane bonus on attack rolls<br />

and saves and a +4 pr<strong>of</strong>ane bonus to turn resistance.<br />

Staircase: Staircases lead from the bottom <strong>of</strong> the bowl-shaped<br />

gallery up to the promenade. Characters who stand on a staircase<br />

while fighting creatures below can gain a +1 melee attack bonus<br />

for fighting from higher ground.<br />

Promenade: The promenade stands 20 feet above the bottom<br />

level <strong>of</strong> this room.<br />

Pit: Any creature that falls into the pit drops for 80 feet and<br />

leaves the protection <strong>of</strong> the tower, drifting into the void. If the creature<br />

is living, it must succeed on a DC 25 Fortitude save each round<br />

or gain one negative level. If the creature’s negative levels equal<br />

its Hit Dice, the creature dies and instantly rises as a wraith.<br />

Voidstone Pillar: Rising through the floor in the center <strong>of</strong><br />

this room is a pillar <strong>of</strong> black voidstone (DMG 157). A creature<br />

that comes into contact with the pillar must succeed on a DC<br />

25 Fortitude save or be destroyed as if it had come into contact<br />

with a sphere <strong>of</strong> annihilation.<br />

139

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