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Exemplars of Evil

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ENCOUNTER 3-2<br />

60<br />

C HAPEL<br />

Encounter Level 7<br />

SETUP<br />

The locked door in the antechamber (area 15) leads to<br />

the chapel. If the PCs open the door with the key, they<br />

automatically gain surprise. Otherwise, the chapel’s<br />

residents—a gibbering mouther and a psurlon—are ready<br />

for intruders. The gibbering mouther (M) hides in a small<br />

alcove in the southwest corner. The psurlon (P) activates<br />

its invisibility (or cloud mind) ability and crouches against<br />

the east wall.<br />

When the PCs open the door, read:<br />

As the door swings open, a tremendous stench fills<br />

your nostrils. The rows <strong>of</strong> pews and the altar clearly<br />

indicate that the room is a chapel. However, the<br />

walls and floor are splashed with gore, and rotting<br />

corpses choke the aisles. It’s clear from a glance that<br />

something has been eating these bodies.<br />

Four angelic statues stand on pillars flanking the<br />

dais, each celestial warrior raising a flaming sword<br />

into the air. Carved into the front <strong>of</strong> the altar is a<br />

golden face wreathed in fire.<br />

If the PCs enter the room, read:<br />

An awful muttering noise comes from the back<br />

corner <strong>of</strong> the chapel. It fills your head with mad<br />

CONFUSED CONDITION<br />

A character who fails his Will save against the gibbering<br />

mouther’s gibber ability become confused. Each round, roll<br />

on the following table to determine the character’s action.<br />

d% Action Taken<br />

01–10 Attack the gibbering mouther with melee weapon<br />

or ranged weapon; if an attack is not possible,<br />

close with the creature.<br />

11–20 Act normally.<br />

21–50 Do nothing but babble incoherently.<br />

51–70 Flee from the gibbering mouther at top speed.<br />

71–100 Attack the nearest creature (a familiar counts<br />

as part <strong>of</strong> the subject’s self).<br />

Confused characters who cannot carry out the indicated action<br />

do nothing but babble. A confused character who is attacked<br />

automatically attacks his attackers on the next turn,<br />

as long as he is still confused at that time. A confused character<br />

cannot make attacks <strong>of</strong> opportunity against any creature<br />

that he is not already devoted to attacking.<br />

visions and makes your stomach tighten. As you<br />

reel from the sound, a streak <strong>of</strong> lightning shoots<br />

toward you from the east wall. The bright bolt<br />

dissolves the glamer that concealed the source <strong>of</strong> the<br />

lightning—revealing a horrific creature that looks<br />

like a bipedal worm the size <strong>of</strong> a human, with a<br />

head dominated by a wide, fanged maw.<br />

Gibbering Mouther CR 5<br />

hp 42 (4 HD); MM 126<br />

Average Psurlon LoM CR 5<br />

hp 38 (7 HD); DR 10/magic<br />

NE Medium aberration<br />

Init +6; Senses blindsight 60 ft., darkvision 120 ft.; Listen<br />

+11, Spot +1<br />

Languages Undercommon, telepathy 250 ft.<br />

AC 16, touch 16, flat-footed 14<br />

(+2 Dex, +4 armor)<br />

Immune sleep, charm, compulsion<br />

SR 14<br />

Fort +3, Ref +4, Will +6<br />

Speed 30 ft. (6 squares)<br />

Melee 2 claws +6 each (1d4+1) and<br />

bite +4 (1d6)<br />

Base Atk +5; Grp +6<br />

Spell-Like Abilities (CL 7th):<br />

At will—detect thoughts (DC 15), mage armor†, sound<br />

burst (DC 15)<br />

3/day—hold monster (DC 18), invisibility, lightning bolt<br />

(DC 16), telekinesis (DC 18)<br />

1/day—dimension door<br />

† Already used<br />

Abilities Str 13, Dex 14, Con 12, Int 18, Wis 13, Cha 17<br />

Feats Combat Casting, Improved Initiative, Multiattack<br />

Skills Bluff +13, Concentration +11, Diplomacy +7, Disguise<br />

+3 (+5 acting), Escape Artist +11, Heal +6, Intimidate<br />

+5, Knowledge (arcana) +9, Knowledge<br />

(dungeoneering) +9, Listen +11, Sense Motive +6,<br />

Spellcraft +11, Spot +1, Use Rope +2 (+4 bindings)<br />

If you use Expanded Psionics Handbook, make the following<br />

adjustments to the statistics block.<br />

NE Medium aberration (psionic)<br />

Psi-Like Abilities (ML 7th):<br />

At will—concussion blast (3d6), inertial armor, read<br />

thoughts (DC 15)<br />

3/day—brain lock (all types, DC 15), cloud mind (DC<br />

15), energy bolt (7d6, DC 17)<br />

1/day—psionic dimension door, telekinetic maneuver (+11<br />

check modifier), telekinetic thrust (300 lb., DC 16)<br />

Feats Combat Manifestation, Improved Initiative,<br />

Multiattack<br />

Skills Bluff +13, Concentration +11, Diplomacy +7, Disguise<br />

+3 (+5 acting), Escape Artist +11, Heal +6, Intimidate<br />

+5, Knowledge (dungeoneering) +9, Knowledge<br />

(psionics) +9, Listen +11, Psicraft +11, Sense Motive +6,<br />

Spot +1, Use Rope +2 (+4 bindings)

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