Darrhkerrar, Level 25 Controller (Leader)Adherent <strong>of</strong> Tiamat (D)Medium natural humanoid, human XP 7,000Initiative +14 Senses Perception +21Shadows <strong>of</strong> <strong>the</strong> Dead (Necrotic) aura 4; Undead within <strong>the</strong>aura gain a +2 bonus to all defenses and a +2 bonus toattack rolls on basic attacks.HP 230; Bloodied 115AC 39; Fortitude 36, Reflex 36, Will 38Immune psychicSpeed 5 Mace (standard; at-will) ✦ Weapon+30 vs. AC; 2d8 + 4 damage, and <strong>the</strong> target is immobilized(save ends). Black Bolt (standard; at-will) ✦ NecroticRanged 10; +29 vs. Reflex; 3d8 + 4 necrotic damage, and<strong>the</strong> target is pushed 2 squares. Dragon’s Teeth (standard; recharge ) ✦ ForceClose burst 2; +29 vs. Reflex; 4d8 + 8 force damage, and<strong>the</strong> target is pushed 3 squares and falls prone. Slavering Death Jaws (standard; encounter) PsychicArea burst 3 within 10; +29 vs. Fortitude; 4d8 + 8 psychicdamage and <strong>the</strong> target is slowed and weakened (save endsboth).Alignment Chaotic evil Languages Common, SupernalSkills Religion +23Str 18 (+16) Dex 14 (+14) Wis 28 (+21)Con <strong>22</strong> (+18) Int <strong>22</strong> (+18) Cha 24 (+19)Equipment plate armor, heavy shield, mace.The dragonborn champion seeks out <strong>the</strong> biggestopponent for single combat. It uses its bastard swordto knock its opponent prone and <strong>the</strong>n employs noremorse to deal extra damage to <strong>the</strong> unfortunate. Iffighting more than one opponent, <strong>the</strong> dragonbornchampion uses dragon breath and furious blade asappropriate.The dread wraiths use phasing to move toward<strong>the</strong> intruders, ganging up on a target to gain combatadvantage. When first bloodied, a dread wraithuses shadow glide to retreat to Area 20 to allow itsregeneration to heal it. Assoon as it is fully healed, itreturns to <strong>the</strong> fight.Darrhkerrar defends<strong>the</strong> fane with righteouswrath. If possible, he capturesdowned charactersto use as sacrifices to hismistress. He uses dragon’steeth to keep opponentsaway from his person andtries to stay near <strong>the</strong> dreadwraiths so that <strong>the</strong>y benefitfrom his shadows <strong>of</strong> <strong>the</strong>dead aura.Illumination: Dimlight from an indeterminablesource fills <strong>the</strong>chamber.Side Chambers: Theside chambers in this areaare described on page 48.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).Dark Altar: The blood <strong>of</strong> countless sacrificesstains this black-hued chunk <strong>of</strong> rock.Necrotic Font: Clouded water oozes into <strong>the</strong>font. This water, drawn from <strong>the</strong> surrounding rivers,is tainted with necrotic energy. Undead within fivesquares <strong>of</strong> <strong>the</strong> font have <strong>the</strong>ir radiant vulnerabilityreduced to 10. Alternatively, a worshipper <strong>of</strong> Tiamatcan, as a standard action, splash <strong>the</strong> necrotic waterupon its face. This heals <strong>the</strong> character one-quarter<strong>of</strong> its normal hit point total and provides a +2 to alldefenses until <strong>the</strong> start <strong>of</strong> its next turn. This effect isavailable but once per day.Stairs: These steep, narrow stairs count as difficultterrain.Statue: These exquisitely carved statues depictTiamat. They provide cover.October 2009 | DUNGEON 171
Encounter Level 24 (29,650 XP)2 living dark transports (L)1 Tiamat mosaic trap3 ritual-born sentinels (R)Irfelujhar stores many <strong>of</strong> his books <strong>of</strong> esoteric knowledgein this chamber. Not trusting living minionswith such treasures, he has created <strong>the</strong> monsters andtrap here to guard his hoard. The creatures attackanyone but Irfelujhar.When <strong>the</strong> PCs enter this area, read:Many bookshelves dominate <strong>the</strong> walls <strong>of</strong> this large chamber.A huge, intricate mosaic <strong>of</strong> Tiamat in all her fearsome,majestic glory covers much <strong>of</strong> <strong>the</strong> main floor.When <strong>the</strong> PCs see a ritual-born sentinel, read:A whirling funnel <strong>of</strong> gray smoke blown by storm-forcewinds whines and moans as it moves toward you.Tiamat MosaicLevel 23 BlasterTrap XP 5,100A beautifully rendered mosaic <strong>of</strong> Tiamat in all her fearsome,majestic glory covers much <strong>of</strong> <strong>the</strong> floor.Trap: This exquisitely-crafted mosaic is infused with <strong>the</strong> ichor <strong>of</strong>evil dragons. The mosaic shows Tiamat with all five headsreared back ready to brea<strong>the</strong>. When <strong>the</strong> trap activates,a randomly determined head rises from <strong>the</strong> mosaic andbrea<strong>the</strong>s at <strong>the</strong> largest concentration <strong>of</strong> intruders. Thisattack may also damage any <strong>of</strong> <strong>the</strong> library’s guardianscaught in <strong>the</strong> area <strong>of</strong> affect.PerceptionDC 36: The character notices that <strong>the</strong> air above <strong>the</strong> mosaic isshimmering with energy.DC 40: The character notices that <strong>the</strong> eyes <strong>of</strong> all five <strong>of</strong>Tiamat’s heads seem to follow <strong>the</strong> characters as <strong>the</strong>y move.Initiative +8TriggerWhen a living or undead creature that is not Irfelujhar enters<strong>the</strong> room, <strong>the</strong> mosaic attacks.AttackStandard Action Close blast 5; <strong>the</strong> trap can use any <strong>of</strong>its squares as <strong>the</strong> origin <strong>of</strong> <strong>the</strong> blastTargets: All creatures in blastAttack: +29 vs. ReflexHit: 5d6 + 8 energy damage and ongoing 10 energy damage(see below).Miss: Half damage.Special: Every round, determine randomly <strong>the</strong> kind <strong>of</strong> energydamage <strong>the</strong> trap inflicts by rolling a d10: 1-2 acid, 3-4 cold,5-6 electricity, 7-8 fire, 9-10 poison.CountermeasuresA character can attack <strong>the</strong> mosaic (AC 32, o<strong>the</strong>r defenses 27;hp 90; resist 15 all).An adjacent character can attempt a DC 35 Thievery check ora DC 31 Arcana check to disable one energy type <strong>of</strong> <strong>the</strong>character’s choice. The trap has no effect for <strong>the</strong> roundwhen a disabled energy type is rolled for <strong>the</strong> attack. Thetrap is completely disabled after five successful checks.2 Living Dark Transports (L) Level 24 Elite SkirmisherLarge aberrant beast (blind, ooze)XP 6,050 eachInitiative +20 Senses Perception +18; blindsight 10Dimension Crush (Teleportation) aura 2; enemies within<strong>the</strong> aura cannot use any power with <strong>the</strong> teleportationkeyword, and enemies that teleport into or out <strong>of</strong> <strong>the</strong> auratake 15 force damage.HP 298; Bloodied 149AC 36; Fortitude 37, Reflex 35, Will 35Immune gaze; Resist insubstantialSaving Throws +2Speed 8Action Points 1 Slam (standard; at-will)+29 vs. AC; 3d6 + 8 damage, and <strong>the</strong> living dark transportteleports 3 squares, and <strong>the</strong> target slides 1 square. Dimensional Slam (standard; recharge ) ✦Teleportation+27 vs. Will; 2d6 + 8 damage, and <strong>the</strong> target is teleported3 squares and takes 15 force damage, and this creatureteleports 3 squares.Alignment Unaligned Languages –Str 28 (+21) Dex <strong>22</strong> (+18) Wis <strong>22</strong> (+18)Con 26 (+20) Int 7 (+10) Cha 14 (+14)If your players seem to need a break from battling <strong>the</strong>denizens <strong>of</strong> <strong>the</strong> citadel, consider placing Irfelujhar’sresearch notes here instead <strong>of</strong> in his personal chambers(Areas 27, 28, and 29).The skill challenge “Understanding <strong>the</strong> Book” presentedin “Conclusion” (page 61) represents <strong>the</strong>characters’ investigations <strong>of</strong> <strong>the</strong> book. After <strong>the</strong>ydefeat <strong>the</strong> library’s protectors, <strong>the</strong>y find <strong>the</strong> bookhidden high up on one <strong>of</strong> <strong>the</strong> bookcases and canperuse its contents.October 2009 | DUNGEON 171