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chromatic dragons.pdf - Free

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3 Bodak Skulks (S) Level 16 LurkerMedium shadow humanoid (undead)XP 1,400 eachInitiative +16 Senses Perception +10; darkvisionAgonizing Gaze (Fear, Gaze, Necrotic) aura 5; a creature in theaura that makes a melee or a ranged attack against the bodakskulk takes 5 necrotic damage before the attack roll is madeand takes a –2 penalty to the attack roll.HP 124; Bloodied 62AC 29; Fortitude 29, Reflex 27, Will 29Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant;a bodak skulk that takes radiant damage cannot weaken atarget until the end of its next turn.Speed 6m Slam (standard; at-will) ✦ Necrotic+21 vs. AC; 1d6 + 5 damage plus 2d6 necrotic damage, and thetarget is weakened until the end of the bodak skulk’s next turn.R Death Gaze (standard; encounter) ✦ Gaze, NecroticRanged 10; targets a living creature; +19 vs. Fortitude; if thetarget is weakened, it is reduced to 0 hit points; otherwise, thetarget takes 1d6 + 6 necrotic damage and loses one healingsurge.Spectral Form (standard; at-will)The bodak skulk turns invisible and gains the insubstantial andphasing qualities. It can do nothing but move in its spectralform, and it can return to its normal form as a free action.Alignment Evil Languages CommonStr 21 (+13) Dex 19 (+12) Wis 15 (+10)Con 22 (+14) Int 6 (+6) Cha 23 (+14)9 Horde Ghouls (G) Level 13 MinionMedium natural humanoid (undead)XP 200 eachInitiative +11 Senses Perception +7; darkvisionHP 1; a missed attack never damages a minion.AC 25; Fortitude 22, Reflex 24, Will 20Immune disease, poison; Resist 10 necroticSpeed 8, climb 4M Claws (standard; at-will)+16 vs. AC; 6 damage, and the target is immobilized (save ends).Alignment Chaotic evil Languages CommonSkills Stealth +16Str 17 (+8) Dex 22 (+11) Wis 14 (+7)Con 18 (+9) Int 13 (+6) Cha 15 (+7)TacticsThe fight proceeds as follows.Round 1: Each bodak skulk returns to its normalform and attacks a different PC, hoping to renderseveral susceptible to being weakened by their deathgaze. The ghouls try to immobilize a character notalready targeted by the bodaks. The reaper leaps intobattle with its greataxe.Round 2: If the bodaks have weakened at leasta few PCs, they switch to gaze attacks in this round;otherwise, they continue melee, as do the ghouls.Round 3+: The undead continue melee. If possible,the ghouls attempt to bull rush immobilizedenemies into the river or over the cliff. Otherwise,flanking and mob attacks are the extent of theirtactics.Features of the AreaIllumination: The cemetery is illuminated by anunvarying ambient gray dim light.Cliff: On the north side of the bridge, a cliffdrops 50 feet to the lake below. The cliff face can beclimbed with a DC 20 Athletics check.Rafters: The PCs can climb up to the rafters bymaking a DC 15 Athletics check. The beams in therafters are wide enough to fight from without requiringfurther checks.Slow-Flowing Water: The PCs can swim theriver with a DC 15 Athletics check. The water is slowand the current is weak, but the chill and the oilytexture make swimming a bit more difficult thannormal.Trees: Each of the trees occupies 1 square. Theyprovide cover and require a DC 15 Athletics check toclimb.WHERE SHADOWS FALLCHAPTER 3 | Dragon Lairs123

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