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[Lvl 22] - Grasp of the Mantled Citadel.pdf

[Lvl 22] - Grasp of the Mantled Citadel.pdf

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2 Ritual-Born Killers (R) Level 23 SkirmisherMedium aberrant animate (construct) XP 5,100 eachInitiative +<strong>22</strong> Senses Perception +14; low-light visionHP 216; Bloodied 108AC 37; Fortitude 35, Reflex 37, Will 32Immune disease, poison, sleepSpeed 8 Slam (standard; at-will)+28 vs. AC; 3d6 +7 damage, and <strong>the</strong> ritual-born killer shifts1 square. Storm <strong>of</strong> Strikes (standard; encounter)The ritual-born killer shifts up to 4 squares, makes oneslam against all adjacent targets (without shifting), and<strong>the</strong>n shifts 1 square for each attack it made. Wild Slams (standard; recharge )The ritual-born killer shifts up to 4 squares and makes upto two slam attacks.Alignment Unaligned Languages —Skills Athletics +23, Acrobatics +25, Stealth +25Str 24 (+18) Dex 28 (+20) Wis 16 (+14)Con 24 (+18) Int 18 (+15) Cha 10 (+11)The creatures here work well toge<strong>the</strong>r to crushintruders.The chain golem uses chain grab or its chain attackto dump opponents into <strong>the</strong> pits whenever possible. Ifit is unable to maneuver an opponent into a pit, it useschain smash against two nearby opponents.The great flameskull flies high above <strong>the</strong> battle—both flame ray and firestorm can be used from 20squares away, and <strong>the</strong> flameskull uses that range to itsbest advantage. It uses illumination to shed dim lightas needed. It employs firestorm as soon as <strong>the</strong> intrudersbunch up and <strong>the</strong>n reverts to flame ray to dealwith spellcasters and archers.The ritual-born killers hide in <strong>the</strong> passages connecting<strong>the</strong> pits and attack any creature that falls into<strong>the</strong>ir lair. (If no one has fallen into a pit by <strong>the</strong> end <strong>of</strong><strong>the</strong> fourth round, one ritual-born killer emerges to dobattle while <strong>the</strong> o<strong>the</strong>r remains to await prey). If <strong>the</strong>irtarget subsequently escapes, <strong>the</strong>y use teleport to followbefore storm <strong>of</strong> strikes and wild slams to move through<strong>the</strong> party striking whoever gets in <strong>the</strong>ir way.Illumination: Dim light, from an indeterminablesource, fills <strong>the</strong> chamber.Ceiling: The ceiling is 30 feet high.Open Pits: These pits are 30 feet deep. Charactersfalling in take 3d10 falling damage and land prone.Characters can scale <strong>the</strong> pits’ smooth walls with a DC16 Athletics check.Tunnels: Narrow tunnels link <strong>the</strong> four pitstoge<strong>the</strong>r. They are 10 feet high and devoid <strong>of</strong> interestingfeatures.Double Doors: These iron-bound doors allowaccess to <strong>the</strong> rest <strong>of</strong> <strong>the</strong> citadel.Whispers <strong>of</strong> Betrayal: Whispers <strong>of</strong> betrayal areactive in this area (page 49 presents more informationon this ubiquitous feature <strong>of</strong> <strong>the</strong> citadel).Battle here may alert Uthnis Maiali and his lich vestiges(Encounter C2) to <strong>the</strong> presence <strong>of</strong> intruders.October 2009 | DUNGEON 171

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