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Exemplars of Evil

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ENCOUNTER 4-2<br />

76<br />

L<br />

OWER DECK<br />

Encounter Level 9<br />

SETUP<br />

The crew uses the lower deck to store cargo because<br />

Gnash insists on keeping the kython in the hold. Crates<br />

and boxes are piled in the corners, and water pools on the<br />

floor beneath the cargo hatch in the ceiling. The planks<br />

are weak in places and sag under pressure.<br />

When the PCs board the Much Kill, the sounds <strong>of</strong> combat<br />

from the main deck alert Fecar, who quickly sets up an<br />

ambush for the intruders on the lower deck. The map<br />

shows the positions <strong>of</strong> Fecar (F) and a pair <strong>of</strong> varag barbarians<br />

known as Fecar’s Boys (V). Just before springing the<br />

ambush, the first mate drinks his potion <strong>of</strong> bear’s endurance<br />

(see his modified statistics below), and each <strong>of</strong> Fecar’s Boys<br />

uses his blur spell-like ability.<br />

A maximum <strong>of</strong> three characters can be on the ladder at<br />

one time.<br />

When the characters climb down to the lower deck,<br />

read:<br />

The stench is particularly foul here, a blend <strong>of</strong><br />

sweat, blood, and dung. The light from above<br />

breaks through the gloom just enough to reveal<br />

what looks like a cargo hold. But before you have a<br />

chance to assess your surroundings, a filthy<br />

hobgoblin springs out <strong>of</strong> the shadows. The creature<br />

screams with rage as it swings its sword.<br />

Fecar the Unclean CR 7<br />

hp 62 (7 HD)<br />

Fort +6<br />

Abilities Con 18<br />

These statistics represent Fecar after he drinks his potion<br />

<strong>of</strong> bear’s endurance; see page 68 for his full normal<br />

statistics.<br />

TACTICS<br />

On their turn, Fecar’s Boys each take 5-foot steps to<br />

attack the first PCs who come down the ladder. Throughout<br />

combat, they use a 5-point Power Attack (+9 attack,<br />

+10 damage), regardless <strong>of</strong> the success or failure <strong>of</strong><br />

their attacks. They remain at the base <strong>of</strong> the ladder<br />

to restrict entry by other PCs and to make attacks <strong>of</strong><br />

opportunity against anyone who gets past them. They<br />

make full attacks each round for 6 rounds, at which<br />

point their blur effect ends. For the remaining 3 rounds<br />

<strong>of</strong> their rage, they use Spring Attack to strike and then<br />

leap away.<br />

Fecar is more careful. He starts by throwing a tanglefoot<br />

bag at the lead character, and while his allies crowd<br />

the ladder, he uses Spring Attack to dart in, attack, and<br />

leap back, always moving to a space where he can take<br />

2 Fecar’s Boys CR 5<br />

hp 81 each (6 HD); DR 5/magic<br />

Male half-farspawn LoM varag MM4 barbarian 3<br />

CE Medium outsider (augmented humanoid, goblinoid,<br />

native)<br />

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

Listen +12, Spot +9<br />

Languages Goblin<br />

AC 18, touch 12, flat-footed 18; uncanny dodge<br />

(+4 Dex, +4 armor, +6 natural, –2 rage)<br />

Miss Chance 20% blur<br />

Immune poison<br />

Resist acid 10, electricity 10; SR 16<br />

Fort +12, Ref +8, Will +7<br />

Speed 70 ft. (14 squares); Run, Spring Attack<br />

Melee +1 greatsword +14 (2d6+13/19–20) and<br />

2 tentacles +8 each (1d4+3)<br />

Space 5 ft.; Reach 5 ft.<br />

Base Atk +5; Grp +13<br />

Atk Options magic strike, rage 1/day (9 rounds)<br />

Special Actions change shape<br />

Combat Gear elixir <strong>of</strong> hiding, potion <strong>of</strong> cure moderate wounds<br />

Spell-Like Abilities (CL 6th):<br />

3/day—blur†<br />

1/day—stinking cloud (DC 14), touch <strong>of</strong> idiocy (+15<br />

melee touch)<br />

† Already used once<br />

Abilities Str 22, Dex 19, Con 22, Int 4, Wis 16, Cha 12<br />

SQ trap sense +1<br />

Feats Improved Initiative, Power Attack, Run B , Spring<br />

Attack B<br />

Skills Intimidate +4, Jump +29, Listen +12, Move Silently<br />

+18*, Spot +9, Survival +9 (+13 tracking by scent)<br />

*Fecar’s Boys can always choose to take 10 on Move<br />

Silently checks, even if rushed or threatened.<br />

Possessions combat gear plus +1 studded leather, +1<br />

greatsword<br />

Change Shape (Su) Fecar’s Boys can transform into horrid,<br />

tentacled masses. The ability works as change shape<br />

(MM 306), except as follows: Their movement modes<br />

remain unchanged; they retain their tentacle attacks;<br />

they become amorphous and immune to flanking and<br />

critical hits; and creatures native to the Material Plane<br />

take a –1 penalty on attack rolls against Fecar’s Boys.<br />

Magic Strike (Su) Fecar’s Boys’ natural weapons are<br />

treated as magic weapons for the purpose <strong>of</strong><br />

overcoming damage reduction.<br />

When not raging, Fecar’s Boys use the following statistics.<br />

hp decrease by 12<br />

AC 24, touch 14, flat-footed 20<br />

Fort +10, Will +5<br />

Melee +1 greatsword +12 (2d6+10/19–20) and<br />

2 tentacles +6 each (1d4+3)<br />

Grp +11<br />

Special Actions change shape, true strike<br />

Abilities Str 18, Con 18<br />

Skills Jump +27<br />

True Strike (Su) As the true strike spell, 1/day.

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