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Exemplars of Evil

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4 Tomb Spider Broodswarms MM3 CR —<br />

hp 22 each (3 HD)<br />

NE Tiny magical beast (swarm)<br />

Init +5; Senses darkvision 60 ft., low-light vision,<br />

tremorsense 60 ft.; Listen +9, Spot +9<br />

Languages —<br />

AC 17, touch 17, flat-footed 12<br />

(+2 size, +5 Dex)<br />

Immune swarm immunities<br />

Resist half damage from piercing and slashing weapons<br />

Fort +5, Ref +8, Will +6<br />

Weakness swarm vulnerabilities<br />

Speed 20 ft. (4 squares), climb 20 ft.<br />

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

Base Atk +3; Grp —<br />

Atk Options distraction, poison (DC 13, 1d4 hp/1d4 hp)<br />

Abilities Str 7, Dex 20, Con 15, Int 1, Wis 16, Cha 2<br />

SQ swarm traits, tomb-tainted soul, web walk (not used)<br />

Feats Alertness, Iron Will<br />

Skills Climb +13, Hide +11, Jump +2, Listen +9, Move Silently<br />

+7, Spot +9<br />

Distraction (Ex) Any creature that begins its turn with a<br />

swarm in its square must make a successful DC 13<br />

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

or 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.<br />

Poison (Ex) Creatures affected by a tomb spider<br />

broodswarm’s poison are healed by negative energy and<br />

harmed by positive energy as if they were undead. This<br />

effect lasts for 1 minute after a failed save.<br />

Tomb-Tainted Soul (Ex) A tomb spider broodswarm is<br />

healed by negative energy and harmed by positive energy<br />

as if it were undead.<br />

Skills A tomb spider broodswarm can always take 10 on<br />

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

FEATURES OF THE AREA<br />

The chapel has the following features.<br />

Illumination: Everburning torches light the four corners <strong>of</strong><br />

the room. They cause the shadesteel golem to act as if under<br />

the effect <strong>of</strong> a continuous haste spell.<br />

Darksteel Rapier: The darksteel rapier is considered magic<br />

and evil for the purpose <strong>of</strong> overcoming damage reduction,<br />

though it does not have an enhancement bonus. The owner <strong>of</strong><br />

a special darksteel key tied to the weapon can touch the altar<br />

without releasing the shadesteel golem. The key also enables<br />

its owner to control the golem once released. The owner can<br />

insert the key into the pommel <strong>of</strong> the rapier, allowing the item<br />

to be carried as a normal weapon.<br />

To set the rapier, the owner <strong>of</strong> the key places the weapon,<br />

blade down, in midair above or near the object to be guarded.<br />

Then he removes the key from the pommel while concentrating<br />

on the object (in this case, the altar), and the rapier becomes<br />

attuned to that object. In all other ways, the weapon acts like<br />

an immovable rod, except that it releases the golem when the altar<br />

is touched.<br />

ENCOUNTER 5-2<br />

Treasure: A secret compartment in the altar can be<br />

found on a successful DC 32 Search check. The compartment<br />

holds 1,000 pp, two diamonds worth 4,000 gp each, a +1<br />

shocking dagger, a scroll <strong>of</strong> banishment, a scroll <strong>of</strong> blade barrier,<br />

a scroll <strong>of</strong> greater restoration, a wand <strong>of</strong> slashing darkness SC (CL<br />

7th, 22 charges), and an extra darksteel key that can control<br />

the golem.<br />

The compartment also contains a set <strong>of</strong> eight small<br />

parchments that are sacred to the devotees <strong>of</strong> Lolth. The<br />

parchments have no inherent magical or material value, but<br />

they are antiquities to the church, making them effectively<br />

priceless. The golem was placed in the chapel to guard the<br />

parchments, not the other treasure.<br />

93

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