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Exemplars of Evil

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ENCOUNTER 4-3<br />

T<br />

HE HOLD OF MADNESS<br />

Encounter Level 10<br />

SETUP<br />

On one <strong>of</strong> Gnash’s many adventures, he discovered a<br />

strange, rubbery egg. Believing it was a gift from his insane<br />

master, he placed it in the ship’s hold. To his surprise, the<br />

egg hatched, revealing an otherworldly creature. The thing<br />

grew rapidly, and seemed content in the hold as long as<br />

it ate regularly. Lately, more and more water has collected<br />

in the hold, bringing with it various parasites (including<br />

bloodbloaters) that thrive in the stagnant pool. The kython<br />

tolerates the cold, fetid water for now, but if the level rises<br />

much higher, it is certain to break free.<br />

Disturbances such as combat or flashy spellcasting (lightning<br />

bolts and the like) send the kython (K) scuttling into<br />

the shadows and cause the bloodbloaters (B) to quiver.<br />

If any PCs on the lower deck peer down through the<br />

trapdoor, read:<br />

The stench from what looks like a half-flooded<br />

cargo hold is overpowering. In the square <strong>of</strong><br />

light cast by the open trapdoor, you can see the<br />

ribs <strong>of</strong> the ship sticking up out <strong>of</strong> the dark<br />

water. A pale, wrinkled human hand floats<br />

on the oily surface.<br />

If the PCs descend, read:<br />

The hold is dark, and the light from above does<br />

little to illuminate your surroundings. The thighdeep<br />

water is cold, black, and greasy. Down here,<br />

the foul odor is so strong that you find yourself<br />

breathing as little as possible.<br />

If the PCs have a light source or use darkvision, read:<br />

Something massive stirs and splashes toward the<br />

aft, unfolding itself to reveal a vaguely humanoid<br />

creature armored in chitin plates. Its enormous<br />

oblong head splits, showing multiple rows <strong>of</strong><br />

teeth webbed with thick strings <strong>of</strong> drool. The<br />

creature hisses, then surges through the water<br />

toward you.<br />

78<br />

The Thing in the Hold CR 9<br />

hp 209 (22 HD)<br />

Male advanced adult kython BoVD<br />

NE Large aberration<br />

Init +7; Senses blindsight 60 ft.; Listen +12, Spot +2<br />

Languages Abyssal, Infernal<br />

AC 23, touch 11, flat-footed 24; Dodge, Mobility<br />

(–1 size, +2 Dex, +12 natural)<br />

Immune acid, cold<br />

Resist electricity 20, fire 20<br />

Fort +12, Ref +9, Will +15<br />

Speed 45 ft. (9 squares); Spring Attack<br />

Melee bite +23 (4d6+8/19–20 plus poison) and<br />

3 claws +22 each (2d6+4) and<br />

claw +22 (2d6+4 plus mucus pod)<br />

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

Base Atk +16; Grp +28<br />

Atk Options Cleave, Power Attack, mucus pod, poison<br />

(Fort DC 21, 1d6 Str/1d6 Str)<br />

Abilities Str 27, Dex 14, Con 20, Int 10, Wis 14, Cha 11<br />

Feats Cleave, Dash, Dodge, Improved Critical (bite),<br />

Improved Initiative B , Mobility, Multiattack B , Power<br />

Attack, Spring Attack, Weapon Focus (claw)<br />

Skills Escape Artist +13, Hide +14, Jump +12, Listen +12,<br />

Move Silently +17, Spot +2, Use Rope +2 (+4 bindings)<br />

Mucus Pod (Ex) A target struck by a kython’s fourth claw<br />

attack is sprayed by yellow mucus from a pod on the<br />

creature’s arm. The target must succeed on a DC 26<br />

Reflex save or become entangled for 1d6+4 rounds.<br />

Alcohol dissolves the entangling mucus.<br />

7 Bloodbloaters FF CR 1<br />

hp 22 each (2 HD)<br />

N Medium ooze (aquatic, swarm)<br />

Init +1; Senses blindsight 60 ft.; Listen –5, Spot –5<br />

Languages none<br />

AC 11, touch 11, flat-footed 10<br />

(+1 Dex)<br />

Immune critical hits, flanking, mind-affecting spells,<br />

weapon damage, single-target spells, vision-based<br />

effects, poison, sleep, paralysis, polymorph, stunning<br />

Fort +6, Ref +1, Will –5<br />

Weakness vulnerability to area spells and fire<br />

Speed 5 ft. (1 square), swim 30 ft.<br />

Melee swarm (1d6 plus 1 Str)<br />

Space 5 ft.; Reach 0 ft.<br />

Base Atk +1; Grp +1<br />

Atk Options blood drain<br />

Special Actions distraction<br />

Abilities Str 10, Dex 13, Con 22, Int —, Wis 1, Cha 1<br />

SQ amphibious, ooze traits (MM 313), swarm traits (MM 315)<br />

Feats —<br />

Skills Listen –5, Spot –5, Swim +8<br />

Blood Drain (Ex) In each round when a bloodbloater swarm<br />

deals at least 1 point <strong>of</strong> damage to a target, it also<br />

drains blood and causes 1 point <strong>of</strong> Strength damage.<br />

Distraction (Ex) Any PC who begins his turn with a swarm<br />

in his square must make a successful DC 17 Fortitude<br />

save or be nauseated for 1 round. Spellcasting or<br />

concentrating on spells requires a successful<br />

Concentration check (DC 20 + spell level). Using skills<br />

involving patience and concentration requires a DC 20<br />

Concentration check.

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