Exemplars of Evil
Exemplars of Evil
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