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Exemplars of Evil

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ENCOUNTER 5-2<br />

A<br />

LTAR EGO<br />

Encounter Level 11<br />

SETUP<br />

Each corner <strong>of</strong> the chapel contains one everburning torch<br />

and a statue <strong>of</strong> a spider. Near the wall opposite the<br />

entrance is a plain altar, above which floats an upsidedown<br />

rapier. The chapel is usually empty unless Calais<br />

comes to pray or conduct a service. Tamesik was more<br />

prone to dogma and enjoyed preaching to her minions,<br />

but Calais dislikes holding ceremonies. Still, a secret<br />

compartment in the altar holds a small store <strong>of</strong> magic<br />

items, so Calais might come here to equip herself for a<br />

fight—especially if she has been alerted to intruders<br />

in the warehouse.<br />

For the most part, the chapel is safe. However, if<br />

anyone touches the altar without possessing a special<br />

key, the shadesteel golem in the rapier is awakened. (See<br />

Features <strong>of</strong> the Area, below.) When this occurs, four tomb<br />

spider broodswarms emerge from the spider statues in<br />

the corners.<br />

If one <strong>of</strong> the PCs touches the altar without the key,<br />

read:<br />

As you touch the cool stone <strong>of</strong> the altar, the<br />

hovering rapier begins to spin in circles. The<br />

spinning rapidly becomes faster, creating a<br />

whirling ring <strong>of</strong> shadow and steel. From this dark<br />

ring emerges a metallic, skeletal monstrosity. At<br />

the same time, hundreds <strong>of</strong> spiders pour out <strong>of</strong> the<br />

statues in the corners <strong>of</strong> the room.<br />

TACTICS<br />

The broodswarms heal whenever the shadesteel golem<br />

releases its negative pulse wave. Reldeth also heals, which<br />

allows him to become a threat again even if he was previously<br />

damaged.<br />

These tactics can backfire, however. If a PC succumbs<br />

to the poison <strong>of</strong> a broodswarm, he can be healed by the<br />

negative energy <strong>of</strong> the golem’s pulse wave, but only for<br />

1 minute.<br />

CONCLUSION<br />

The golem and the broodswarms attack until the PCs<br />

are slain, they are slain, or the intruders retreat. If the<br />

shadesteel golem is slain, it returns to the rapier and<br />

cannot be released again for 24 hours. If the PCs retreat,<br />

the golem returns to the rapier and waits to fulfill its duty.<br />

The same is true for the broodswarms, except that they<br />

return to the statues.<br />

Shadesteel Golem MM3 CR 11<br />

hp 119 (18 HD); DR 10/adamantine and magic<br />

N Medium construct (extraplanar)<br />

Init +3; Senses darkvision 60 ft., low-light vision; Listen +0,<br />

Spot +0<br />

Languages —<br />

AC* 34, touch 14, flat-footed 31<br />

(+3 Dex, +20 natural, +1 dodge from haste)<br />

Immune magic, construct immunities<br />

Fort +6, Ref +10*, Will +6<br />

Weakness construct vulnerabilities<br />

Speed* 60 ft. (12 squares), fly 60 ft. (perfect)<br />

Melee* 3 slams +21 each (2d6+7)<br />

Base Atk +13; Grp 20<br />

Special Actions negative pulse wave<br />

Abilities Str 24, Dex 16, Con —, Int —, Wis 11, Cha 7<br />

SQ construct traits, haste, shadow blend<br />

Feats —<br />

Skills Hide +15, Listen +0, Move Silently +19, Spot +0<br />

Immunity to Magic (Ex) A shadesteel golem is immune to<br />

any spell or spell-like ability that allows spell resistance.<br />

In addition, certain spells and effects function<br />

differently against the creature, as noted below.<br />

A magical effect that has the light descriptor (such<br />

as continual flame) causes the golem to speed up for<br />

2d4 rounds as if affected by a haste spell. The golem is<br />

also hasted if it is subject to a positive energy effect,<br />

such as the turning attempt <strong>of</strong> a cleric, which might<br />

happen if a cleric mistakenly identifies it as a<br />

nightwalker or other undead.<br />

If a shadesteel golem is targeted by or within the<br />

area <strong>of</strong> a spell that has the darkness or shadow<br />

descriptors, the golem heals 1 point <strong>of</strong> damage per<br />

level <strong>of</strong> the spell.<br />

Negative Pulse Wave (Su) A shadesteel golem can<br />

radiate a burst <strong>of</strong> inky black negative energy as a free<br />

action every 1d4+1 rounds. The pulse wave drains life<br />

from all living creatures within 40 feet <strong>of</strong> the golem,<br />

dealing 12d6 points <strong>of</strong> negative energy damage. A<br />

successful DC 19 Fortitude save halves the damage.<br />

Undead creatures within the area are healed <strong>of</strong> 12d6<br />

points <strong>of</strong> damage instead, and any turning effect they<br />

are under is broken. A death ward or similar effect<br />

protects a creature from a shadesteel golem’s<br />

negative pulse wave.<br />

Shadow Blend (Su) A shadesteel golem has concealment<br />

in any illumination other than full daylight.<br />

* Affected by a continuous haste spell that is in effect<br />

because <strong>of</strong> the continual flame spells cast on the<br />

everburning torches. The haste effect (granting one<br />

extra attack when making a full attack, +1 bonus on<br />

attack rolls, +1 dodge bonus to Armor Class, and +1<br />

dodge bonus on Reflex saves) is negated if all the<br />

continual flame spells are dispelled or if the area is<br />

brought into darkness.<br />

92

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