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Exemplars of Evil

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Rajief CR 12<br />

hp 154 (19 HD)<br />

Male advanced noble djinni<br />

CG Huge outsider (air, extraplanar)<br />

Init +8; Senses darkvision 60 ft.; Listen +24, Spot +24<br />

Languages Auran, Celestial, Common, Ignan; telepathy 100 ft.<br />

AC 18, touch 12, flat-footed 14; Mobility<br />

(–2 size, +4 Dex, +6 natural),<br />

Immune acid, outsider immunities<br />

Fort +15, Ref +14, Will +13<br />

Weakness outsider vulnerabilities<br />

Speed 20 ft. (4 squares), fly 60 ft. (perfect)<br />

Melee 2 slams +29 each (2d6+10)<br />

Space 10 ft.; Reach 10 ft.<br />

Base Atk +19; Grp +33<br />

Atk Options Stunning Fist<br />

Special Actions air mastery, spell-like abilities, whirlwind<br />

Spell-Like Abilities (CL 20th):<br />

At will—invisibility (self only)<br />

1/day—create food and water, create wine, gaseous form<br />

(as the spell, up to 1 hour), major creation, persistent<br />

image (DC 17), wind walk<br />

Abilities Str 31, Dex 17, Con 18, Int 14, Wis 15, Cha 15<br />

SQ grant wishes, outsider traits, plane shift<br />

Feats Combat Casting, Combat Refl exes, Dodge, Improved<br />

Grapple, Improved Initiative B , Improved Unarmed Strike,<br />

Mobility, Stunning Fist<br />

Skills Appraise +20, Concentration +24, Craft (masonry) +24,<br />

Diplomacy +16, Escape Artist +17, Knowledge (arcana)<br />

+24, Listen +24, Move Silently +25, Sense Motive +24,<br />

Spellcraft +24, Spot +24, Use Rope +3 (+5 with bindings)<br />

Air Mastery (Ex) Airborne creatures take a penalty <strong>of</strong> –1 on<br />

attack rolls and damage rolls against a djinni.<br />

Whirlwind (Su) Rajief can transform into a whirlwind once every<br />

10 minutes and remain in that form for up to 7 rounds.<br />

Grant Wishes (Su) Rajief can grant three wishes to the owner<br />

<strong>of</strong> the magic ring to which he is bound.<br />

IMER THE LOST<br />

In the desert depths lies the fabled city <strong>of</strong> Imer: once a sizable<br />

walled city and a jewel <strong>of</strong> civilization, now little more than a<br />

crumbling ruin that serves as the lair <strong>of</strong> Borak and her spawn.<br />

The hot wind piles sand against the remnants <strong>of</strong> the outer<br />

walls, and many <strong>of</strong> the buildings—long ago crushed or burned<br />

by the dragon—are buried under the shifting dunes.<br />

Only the heart <strong>of</strong> Imer remains relatively intact. The great<br />

palace <strong>of</strong> the Sultan still stands, although it has been cracked<br />

and blasted by the stinging sands, and its paved plazas and<br />

beautiful fountains have been buried.<br />

KEY FEATURES<br />

The ground floor <strong>of</strong> the palace remains intact, though its<br />

once-soaring towers have collapsed and its fabled gardens<br />

turned to dust. The area provides sufficient space for Borak<br />

and her minions, and that is all that concerns the dragon.<br />

Sinkholes<br />

The foundations <strong>of</strong> the palace and the surrounding buildings are<br />

buried beneath the surface <strong>of</strong> the desert, and the shifting sands<br />

create dangerous sinkholes. At any moment, an area <strong>of</strong> sand can<br />

give way without warning, enveloping a victim. Borak adds to<br />

the danger by using hallucinatory terrain to cover any evidence<br />

<strong>of</strong> the sinkholes, making intruders or escaping prisoners more<br />

likely to stumble into them. Only she and the Al-Iborak know<br />

the safe routes to and from the palace.<br />

For every 30 feet a character moves within 100 feet <strong>of</strong> the<br />

palace, he has a 50% chance <strong>of</strong> encountering a sinkhole.<br />

When a sinkhole opens, anyone within 10 feet must make a<br />

successful DC 18 Reflex save to jump aside in time. A failed<br />

save means that the victim is sucked beneath the sand and<br />

takes 2d6 points <strong>of</strong> damage. The victim is buried under the<br />

collapsing sand and must make a DC 20 Strength check to<br />

climb back out. While buried, a victim takes 1d6 points <strong>of</strong><br />

nonlethal damage per minute. Those reduced to 0 hit points<br />

fall unconscious and must make a DC 15 Constitution check<br />

to avoid taking 1d6 points <strong>of</strong> lethal damage per minute.<br />

The Palace<br />

The palace was originally a much larger structure, but<br />

Borak’s destruction <strong>of</strong> Imer and the subsequent march <strong>of</strong><br />

years have left only parts <strong>of</strong> the building intact. The great hall<br />

remains, under the palace’s towering dome—as do parts <strong>of</strong><br />

the wings <strong>of</strong>f the entryway, which hold the dragon’s harem<br />

and barracks for Al-Iborak warriors. The courtyard behind<br />

the great hall also escaped devastation; Borak sometimes goes<br />

there to sun herself in relative shelter and safety.<br />

Structural Properties<br />

The following structural properties apply to the ruins <strong>of</strong> the<br />

sultan’s palace.<br />

Walls: Most <strong>of</strong> the palace walls are made <strong>of</strong> stout stone,<br />

and have hardness 8 and 90 hit points.<br />

Ceilings: In most areas <strong>of</strong> the palace, the ceilings are 10<br />

feet high. The ceiling <strong>of</strong> the harem chamber rises to 20 feet,<br />

and the ceiling <strong>of</strong> the great hall is a vaulted dome that is 45<br />

feet high at its center.<br />

Doors: The palace’s original doors succumbed long<br />

ago to dry rot and age. Most doorways have no doors, but<br />

some—such as the doorways <strong>of</strong> the harem or the quarters <strong>of</strong><br />

the Al-Iborak—have simple curtains <strong>of</strong> fabric or beads that<br />

provide a small measure <strong>of</strong> privacy.<br />

Illumination: During the day, sunlight streams in<br />

through tall windows, creating bright illumination. The<br />

windows have iron shutters that can be closed if desired;<br />

the shutters have hardness 10 and 30 hit points. At night, the<br />

great hall and the human-inhabited areas are lit with torches<br />

and braziers that provide shadowy illumination.<br />

DEFENSES<br />

If the player characters make it past the concealed sinkholes<br />

outside the palace, they face additional challenges within<br />

from the dragon and her followers.<br />

If alerted to the presence <strong>of</strong> intruders, Borak immediately<br />

casts guards and wards to protect the palace. She then casts<br />

polymorph and assumes the form <strong>of</strong> an innocent desert girl<br />

trapped in the harem.<br />

Meanwhile, fully armed Al-Iborak begin searching for<br />

the intruders, with orders to capture them if possible and<br />

kill them if necessary. If it becomes clear that the PCs are<br />

too formidable for the Sons <strong>of</strong> the Dragon, Borak either<br />

intervenes directly, assuming her natural form and attacking<br />

the characters with surprise, or she summons Rajief and<br />

commands the djinni to destroy her enemies.<br />

CHAPTER 9<br />

BORAK, THUNDER<br />

TYRANT<br />

149

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