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Exemplars of Evil

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ENCOUNTER 8-3<br />

142<br />

L<br />

AIR OF THE WYRM<br />

Encounter Level 18<br />

SETUP<br />

If Kastya is aware <strong>of</strong> intruders in Bleak Hold, he orders<br />

Albrathax to move to the landing (area 1) and block the<br />

exit. Otherwise, the vampiric dragon does not take the<br />

initiative to help his master; instead, he remains in<br />

this chamber to defend his treasure hoard, which fills a<br />

whole corner.<br />

The room is completely dark; huge breaches in the<br />

walls allow the plane’s negative energy to suck up light.<br />

Ebony ice and heavy debris on the floor make it hard<br />

to move through the room on foot. A trilloch flits near<br />

the largest breach, waiting for the battle to begin so that<br />

it can steal the ebbing life force <strong>of</strong> the dying. The creature<br />

is invisible, but if the PCs are able to see it, the<br />

trilloch resembles a roiling cloud <strong>of</strong> darkness mixed<br />

with sparkling light.<br />

To prepare for the intruders, Albrathax uses his wand <strong>of</strong><br />

greater invisibility on himself, and then uses Hover to hang<br />

near the ceiling.<br />

When the PCs enter this room, read:<br />

The wall opposite the door curves gently toward the<br />

south. Huge fissures in the ancient stone provide a<br />

disturbing view <strong>of</strong> the inky void beyond. Debris<br />

litters the floor near the rents. In the far corner,<br />

where the two walls form an angle, you see a<br />

massive, frost-covered heap <strong>of</strong> coins, gemstones,<br />

and other miscellaneous items.<br />

Albrathax CR 17<br />

hp 231 (22 HD); see page 132<br />

If the trilloch uses its control rage ability on Albrathax,<br />

substitute the following statistics for the duration <strong>of</strong><br />

the effect.<br />

AC 32, touch 9, flat-footed 29; Dodge<br />

(–2 size, +3 Dex, +2 deflection, +23 natural, –4 rage)<br />

Fort +17, Ref +22, Will +24<br />

Melee bite +37 (2d8+17) and<br />

2 claws +35 each (2d6+8 plus energy drain) and<br />

2 wings +35 each (1d8+8) and<br />

tail slap +35 (2d6+25)<br />

Grp +47<br />

Abilities Str 45<br />

Skills Jump +21<br />

TACTICS<br />

Once at least two player characters have entered the room,<br />

Albrathax uses charm in an attempt to seduce the PCs. Any<br />

character within 180 feet who can hear the dragon’s voice<br />

must succeed on a DC 26 Will save or become friendly.<br />

The dragon commands charmed characters to head back<br />

Advanced Trilloch MM3 CR 12<br />

hp 120 (16 HD); DR 15/lawful<br />

CN Small outsider (chaotic, extraplanar, incorporeal)<br />

Init +8; Senses blindsight 60 ft., darkvision 60 ft.; Listen<br />

+23, Spot +23<br />

Languages understand all spoken languages<br />

AC 19, touch 19, flat-footed 15; Dodge, Mobility<br />

(+1 size, +4 Dex, +4 deflection)<br />

Miss Chance 50% natural invisibility<br />

Immune magic, incorporeal immunities<br />

Fort +13, Ref +14, Will +14<br />

Weakness incorporeal vulnerabilities<br />

Speed fly 40 ft. (perfect); Hover<br />

Base Atk +16; Grp —<br />

Special Actions control rage, death knell<br />

Abilities Str —, Dex 19, Con 17, Int 11, Wis 18, Cha 20<br />

SQ incorporeal traits, natural invisibility<br />

Feats Ability Focus (control rage), Dodge, Hover, Improved<br />

Initiative, Mobility, Quicken Spell-Like Ability (death<br />

knell)<br />

Skills Concentration +22, Diplomacy +7, Hide +27,<br />

Intimidate +24, Listen +23, Search +19, Sense Motive<br />

+23, Spot +23, Survival +23 (+25 following tracks)<br />

Immunity to Magic (Ex) A trilloch is immune to any spell or<br />

spell-like ability that allows spell resistance. In addition,<br />

certain spells and effects function differently against<br />

the creature. Detect magic and deathwatch reveal the<br />

trilloch’s location. Death ward protects a creature from<br />

the trilloch’s control rage and death knell abilities. If a<br />

trilloch is encountered somewhere other than the<br />

Negative Energy Plane, holy word or banishment forces<br />

it back to its native plane. Finally, a trilloch is<br />

considered an undead creature for the purposes <strong>of</strong><br />

being affected by cure spells and positive and negative<br />

levels.<br />

Control Rage (Sp) As the rage spell; at will; DC 25; caster<br />

level 8th. This ability affects all living creatures within<br />

180 feet. Each creature gains a +4 morale bonus to<br />

Strength and Constitution, a +2 morale bonus on Will<br />

saves, and a penalty <strong>of</strong> –4 to Armor Class. When the<br />

rage effect ends, the creatures are not fatigued. The<br />

effect lasts as long as the trilloch concentrates and for<br />

8 rounds thereafter.<br />

An affected creature can end its rage prematurely<br />

by making a successful DC 25 Will save. The trilloch<br />

can end the effect for any number <strong>of</strong> creatures<br />

prematurely without affecting other raging creatures. It<br />

can also end a rage caused by any other effect.<br />

Death Knell (Sp) As the death knell spell; at will; DC 17;<br />

caster level 8th. This ability affects all creatures within<br />

180 feet. The trilloch steals the fading life force <strong>of</strong> the<br />

dying to sustain itself, but the creature gains no hit<br />

points or other benefits.<br />

Natural Invisibility (Su) As the greater invisibility spell;<br />

always active; caster level 8th. This ability is not subject<br />

to the invisibility purge spell.

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