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2 Sword Wraiths (S) Level 17 LurkerMedium shadow humanoid (undead)XP 1,600 eachInitiative +19 Senses Perception +14; darkvisionRegeneration 10 (if the sword wraith takes radiant damage,regeneration is negated until the end of the sword wraith’s nextturn)HP 90; Bloodied 45; see also death strikeAC 30; Fortitude 29, Reflex 30, Will 32Immune disease, poison; Resist 20 necrotic, insubstantial;Vulnerable 10 radiant (see also regeneration above)Speed fly 8 (hover); phasing; see also shadow glidem Shadow Sword (standard; at-will) ✦ Necrotic+20 vs. Reflex; 2d8 + 7 necrotic damage, and the target isweakened (save ends).M Death Strike (when reduced to 0 hit points) ✦ NecroticThe sword wraith shifts 4 squares and makes a melee basicattack, dealing 2d8 extra necrotic damage on a hit.Combat Advantage ✦ NecroticThe sword wraith deals 2d6 extra necrotic damage against anytarget it has combat advantage against.Shadow Glide (move; encounter)The sword wraith shifts 6 squares.Spawn WraithAny humanoid killed by a sword wraith rises as a free-willedsword wraith at the start of its creator’s next turn, appearing inthe space where it died (or in the nearest unoccupied space).Raising the slain creature (using the Raise Dead ritual) does notdestroy the spawned wraith.Alignment Chaotic evil Languages CommonSkills Stealth +20Str 14 (+10) Dex 24 (+15) Wis 12 (+9)Con 18 (+12) Int 11 (+8) Cha 24 (+15)Features of the AreaIllumination: There is no light in the tunnelsunderneath the cemetery aside from what the PCsbring with them.Broken Coffins (area 8): These coffins havefallen from the surrounding earth and shattered. Thesquares are difficult terrain. The coffin marked “a”contains the hidden treasure.Falling Soil (area 8): Several small cascadesof soil constantly fall from the ceiling. These areasare difficult terrain, and anyone standing in such asquare takes a –2 penalty to ranged and area attackrolls and a –5 penalty to Perception checks.Ledge (area 8): The ledges in the cavern require aDC 20 Athletics check to climb.Holes (area 7): Each tunnel drops 30 feet to theceiling of area 8, which is 20 feet above the floor ofthat chamber. A tunnel can be climbed with a DC 20Athletics check.WHERE SHADOWS FALLTacticsRound 1: Tzevokalas doesn’t use his breathweapon initially; he reserves it until he has taken atleast enough damage to benefit from regaining the 30hit points the breath provides. Instead, it focuses itshungry frenzy on one PC, then spends an action pointto do the same thing again to the same PC. He commandsthe sword wraiths to keep the other PCs busywhile he tries to take down his chosen target.Round 2+: Once he is wounded in subsequentrounds, Tzevokalas positions himself to use hisbreath weapon on the largest number of PCs possible(though not at the cost of opening itself to opportunityattacks). He does not care if his sword wraith alliesare caught in his breath. If his foe manages to get toofar away from it, Tzevokalas uses fly to feast to teleportright back next to the creature he has decided will behis next meal.If Tzevokalas is reduced to one-quarter of his hitpoints, he takes mist form and flees the fight, orderingthe shadow wraiths, if any are yet animate, toguard his escape.CHAPTER 3 | Dragon Lairs125

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