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Weapons of Legacy

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ing enemies <strong>of</strong> the aquatic elves, have long fearedCoral’s Bite. To acquire the weapon for her people, amalenti (a sahuagin mutant that perfectly resemblesan aquatic elf) infiltrated an aquatic elf communityand assassinated the most recent wielder <strong>of</strong> Coral’sBite. The malenti delivered Coral’s Bite to Nekulis, asahuagin champion. If the PCs commit to recoveringthe weapon, they have to venture into hostileterritory and assault Nekulis’s personal outpost.There, after defeating the sahuagin fighter and histhree companions, the PCs can claim Coral’s Bite.Nekulis CR 6Male sahuagin fighter 3LE Medium monstrous humanoid (aquatic)Init +2; Senses blindsense 30 ft. (underwater only),darkvision 60 ft., Listen +7 (+11 underwater), Spot+7 (+11 underwater)Languages Aquan, Elven, Sahuagin, speak with sharksAC 20, touch 12, flat-footed 18hp 45 (5 HD); DiehardFort +6, Ref +6, Will +6Weaknesses freshwater sensitivity, light blindness,water dependentSpeed 30 ft. (6 squares), swim 60 ft.Melee Coral’s Bite +12 (1d8+9) andbite +8 (1d4+2) orMelee 2 talons +10 (1d4+5) andbite +8 (1d4+2) orRanged mwk heavy crossbow +8 (1d10/19–20)Base Atk +5; Grp + 10Atk Options Improved Sunder, Power AttackSpecial Actions blood frenzy 1/day, rake 1d4+2Combat Gear 2 potions <strong>of</strong> cure moderate woundsAbilities Str 20, Dex 15 Con 16, Int 14, Wis 14, Cha 6SQ speak with sharksFeats Diehard, Endurance, Least <strong>Legacy</strong> (Coral’s Bite) B ,Improved Sunder B , Multiattack B , Power Attack BSkills Handle Animal +6 (+10 with sharks), Hide +6(+10 when underwater), Intimidate +6, Listen+7 (+11 underwater), Pr<strong>of</strong>ession (hunter) +2(+6 within 50 miles <strong>of</strong> home), Ride +4, Spot +7(+11 underwater), Survival +2 (+6 within 50 miles<strong>of</strong> home), Swim +14Possessions combat gear plus masterwork studdedleather, Coral’s Bite, masterwork heavy crossbowwith 20 boltsSpeak with Sharks (Ex) Nekulis can communicate telepathicallywith sharks up to 150 feet away. The communicationis limited to fairly simple concepts suchas “food,” “danger,” and “enemy.” Nekulis can usethe Handle Animal skill to befriend and train sharks.Freshwater Sensitivity (Ex) A sahuagin fully immersedin fresh water must succeed on a DC 15 Fortitudesave or become fatigued. Even on a success, it mustrepeat the save attempt every 10 minutes it remainsin fresh water.Water Dependent Nekulis can survive out <strong>of</strong> the waterfor 8 hours (after that, refer to the drowning ruleson page 304 <strong>of</strong> the Dungeon Master’s Guide).Light Blindness (Ex) Abrupt exposure to bright light(such as sunlight or a daylight spell) blinds Nekulisfor 1 round. On subsequent rounds, he is dazzledwhile operating in bright light.Rake (Ex) Attack bonus +7, damage 1d4+2. A sahuaginalso gains two rake attacks while swimming.Blood Frenzy (Ex) Once per day, when he is damagedin combat, Nekulis can fly into a frenzy in the followinground, clawing and biting madly until eitherhe or his opponent is dead. He gains +2 Strengthand +2 Constitution, and takes a –2 penalty to AC.Nekulis cannot end his frenzy voluntarily.Skills Can always choose to take 10 on a Swim check.Can use the run action while swimming in astraight line.Sahuagin (3): hp 13, 10, 12 (see page 217 <strong>of</strong> theMonster Manual).Sahuagin OutpostThe sahuagin outpost is an underwater tower carvedout <strong>of</strong> an ocean shelf. It has four levels. A circularopening in the middle <strong>of</strong> each level allows the sahuaginto swim between floors.Top FloorThis is a lookout post. Its walls are pieced by arrowslits. Two sahuagin are on guard here; when intrudersapproach, one alerts the remaining sahuagin whilethe other snipes at the enemy.Middle FloorThis floor contains sleeping areas, consisting <strong>of</strong> beds<strong>of</strong> seaweed. Sahuagin who are not on guard (includingNekulis) usually rest here.Bottom FloorThis level contains the armory, as well as a mechanismfor sealing the tower entrances when under attack. Asa counterweight rises, four gates drop down to seal <strong>of</strong>fthe four entrances to the sublevel. Murder holes in thefloor allow defending sahuagin to fire on intruders. Thecentral opening can be covered with a sliding panel.SublevelFour tunnels dug from the ocean shelf lead intothis chamber.Coral’s Bite in EberronThe sahuagin <strong>of</strong> the Thunder Sea and the Straits <strong>of</strong>Shargon control passage through those dangerousCHAPTER 3ITEMS OFLEGACY59

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