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

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

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3 Ritual-Born Sentinels (R) Level <strong>22</strong> ControllerMedium, aberrant animate (construct) XP 4,150 eachInitiative +18 Senses Perception +19; low-light visionFlaying Windstorm aura 3; winds fill <strong>the</strong> area making itdifficult terrain. Each enemy that ends its turn within <strong>the</strong>aura takes 10 damage.HP 208; Bloodied 104AC 36; Fortitude 35, Reflex 34, Will 32Immune disease, poison, sleepSpeed 6 Storm Buffet (standard; at-will)+27 vs. AC; 3d6 + 8 damage, and <strong>the</strong> target is marked. Storm Blast (standard; at-will)Ranged 5; +26 vs. Reflex; 3d6 + 8 damage, and <strong>the</strong> targetis dazed (save ends). Blasting Strike (standard; recharge )+26 vs. Fortitude; 4d8 damage, and <strong>the</strong> target is pushed 4squares. Cyclone (standard; recharge when first bloodied)+26 vs. Reflex; 4d8 + 8 damage, and <strong>the</strong> target isrestrained (save ends).Alignment Unaligned Languages –Str 27 (+19) Dex 20 (+16) Wis 16 (+14)Con 24 (+18) Int 16 (+14) Cha 10 (+11)The creatures within <strong>the</strong> library defend it ferociouslybut do not pursue fleeing characters down or up <strong>the</strong>stairs.The ritual-born sentinels converge upon <strong>the</strong>party from different directions to trap <strong>the</strong>m in aneasy-to-deal-with bunch. They use storm blast againstcharacters climbing bookcases and cyclone to lockdown mobile enemies. If one or more enemies breakout <strong>of</strong> <strong>the</strong>ir flaying windstorm auras, one <strong>of</strong> <strong>the</strong> ritualbornsentinels pursues it.The living dark transport moves toward <strong>the</strong>nearest opponent using dimensional slam as <strong>of</strong>ten aspossible. When it teleports or shifts an opponent, itmoves it toward one <strong>of</strong> <strong>the</strong> ritual-born sentinels if possibleor toward <strong>the</strong> exit.Illumination: Dim light from an indeterminablesource fills <strong>the</strong> chamber.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).Side Chambers: The side chambers in this areaare described on page 48.Ceiling: The ceiling is 25 feet high.Stairs: The shallow steps leading up to <strong>the</strong> sou<strong>the</strong>rnalcove are not difficult terrain.Tiamat Mosaic: This expansive, incredibly lifelikemosaic depicting Tiamat is part <strong>of</strong> <strong>the</strong> Tiamat Mosaictrap. See <strong>the</strong> Tiamat Mosaic trap’s stat block for moreinformation.Bookshelves: The bookshelves are 10 feet highand are securely fastened to <strong>the</strong> wall. A charactercan climb a bookshelf with a DC 16 Athletics check.Books on a vast range <strong>of</strong> subjects cram <strong>the</strong> shelves.Characters can topple or move atop a bookshelf.See <strong>the</strong> sidebar for more information.The characters may use <strong>the</strong> bookshelves in <strong>the</strong> roomin two ways during battle.Toppling Them: A character can topple a bookcaseby spending a standard action and making a DC 20Strength check. The falling bookcase attacks anycharacter in its path. The character makes a basicmelee attack vs. Reflex; hit: target takes 2d6 + 8damage, is knocked prone and immobilized (saveends); miss: target is pushed 2. Characters beneath abookcase gain superior cover.A fallen bookcase provides cover and creates difficultterrain (it costs 2 extra squares <strong>of</strong> movement to entersuch a square).Moving Atop a Bookcase: Characters can move along<strong>the</strong> top <strong>of</strong> a bookcase; this counts as difficult terrain.Characters trying to leap from bookcase to bookcasemust make a DC 16 Athletics check or fall, taking2d10 falling damage.October 2009 | DUNGEON 171

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