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

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

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8 Abyssal Ghoul Myrmidons (G) Level 21 MinionMedium elemental humanoid (undead) XP 800 eachInitiative +17 Senses Perception +14; darkvisionHP 1; a missed attack never damages a minion.AC 35; Fortitude 35, Reflex 34, Will 31Immune disease, poison; Resist 10 necroticSpeed 8, climb 4 Claws (Standard, at-will)+26 vs. Armor Class; 9 damage, and <strong>the</strong> target isimmobilized (save ends). Dead Blood (when reduced to 0 hit points) ✦ NecroticClose burst 1; all enemies in <strong>the</strong> burst take 5 necroticdamage.Alignment Chaotic evil Languages AbyssalSkills Stealth +<strong>22</strong>Str 27 (+18) Dex 25 (+17) Wis 18 (+14)Con 23 (+16) Int 19 (+14) Cha 13 (+11)The death knight strides forth fearlessly to deal with<strong>the</strong> intruders. It does not maneuver to provide itsundead allies with <strong>the</strong> benefits <strong>of</strong> its marshal undeadaura, expecting <strong>the</strong>m to make <strong>the</strong> effort instead.It uses valiant strike when it has adjacent allies anddivine challenge against any obvious paladins or martialtypes. It waits until <strong>the</strong> ghoul myrmidons haveentered combat to use unholy flames. It saves terrifyingsmite until it can be used to push away an opponentwho is protecting an injured ally.The abyssal ghouls charge into combat, trying toget close to <strong>the</strong> death knight. A few use <strong>the</strong> secret passagesto try and outflank intruders. They do not shut<strong>the</strong> secret doors after <strong>the</strong>y use <strong>the</strong>m.The half-elf baleful thaumaturge stays back frombattle, using his ranged powers against intruders.He uses infernal slam to stay away from enemiesand soul bite to gain temporary hit points. He usesmouths <strong>of</strong> hell to damage intruders trying to get down<strong>the</strong> passageway and wall <strong>of</strong> shadow teeth to inhibi<strong>the</strong>roes trying to get round his undead allies. If badlydamaged, he uses bloody step to teleport behind <strong>the</strong>nearest group <strong>of</strong> allies.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).Ceiling: The ceiling is 15 feet high.Side Chambers: The side chambers in this areaare described on page 49.Secret Doors: Three secret doors pierce <strong>the</strong> walls<strong>of</strong> this area. Each is activated by a slightly raised stoneset into <strong>the</strong> floor on ei<strong>the</strong>r side <strong>of</strong> <strong>the</strong> door. A DC 29Perception check locates <strong>the</strong> secret door and its openingmechanism.Stairs: These steep stairs count as difficult terrain.Doors: All <strong>the</strong> doors are closed but not locked.Single doors with a line <strong>of</strong> sight to <strong>the</strong> main chamberhave small shuttered view ports (all <strong>of</strong> which areopen). Characters looking through a view port havesuperior cover.Once <strong>the</strong> heroes have defeated <strong>the</strong>se creatures, nothingremains to stop <strong>the</strong>m from challenging Irfelujharin his lair. By now, <strong>the</strong> lich is almost certainly aware<strong>of</strong> <strong>the</strong>ir presence and prepared for <strong>the</strong>ir arrival. Referto Encounter C8 for details <strong>of</strong> his preparations.October 2009 | DUNGEON 171

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