Exemplars of Evil
Exemplars of Evil
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 />
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