Exemplars of Evil
Exemplars of Evil
Exemplars of Evil
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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