The Drow War Book Two. The Dying Of - RoseRed

The Drow War Book Two. The Dying Of - RoseRed The Drow War Book Two. The Dying Of - RoseRed

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Challenge Rating: 18 Treasure: Standard Alignment: Always lawful neutral Advancement: 31–60 HD (Colossal) Level Adjustment: — The origin of the chihulli is not in doubt. They were purposefully bred to defend Lost Athul against the return of its former masters. A group of archmagi working in the laboratories of Xoth Sarandi crossbred jellyfish with fragile sentient water-intelligences from other planes, tinkered with experimental alchemical steeping tablets, shrugged and dropped them into the breeding vats, infused the pulsing result with reliable growth vibrations and so produced these monstrous creatures. Chihulli are barely visible in their watery environment. Onlookers can only discern the vague, glossy shape of something immense and roughly spherical from whose body hang trailing tentacles. An opponent can make sunder attempts against a chihulli’s tentacles as if they were weapons. A chihulli’s tentacles have 30 hit points. If the creature is currently grappling a target with one tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a chihulli’s tentacle deals damage to the creature equal to half the limb’s full normal hit points. A chihulli regrows severed limbs in 1d10+10 hours. Blindsight (Ex): The chihulli, despite their tough hides, are extremely sensitive to vibrations in water. They notice creatures that are within range in the same body of water as they are without having to make Spot or Listen checks. They cannot use this ability to discern creatures that are not also in water. Engulf (Ex): The chihulli use their tentacles to transfer paralysed prey to their gullets. A chihulli can try to engulf a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus ten points of acid damage per round from the chihulli’s gullet. The gullet does not cause paralysis; the chihulli’s paralysing barbs are in its tentacles. An engulfed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gullet (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal chihulli’s gullet can hold two Huge, eight Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents. Improved Grab (Ex): To use this ability, the chihulli must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to engulf the target on its next turn. Paralysis (Ex): A chihulli’s tentacles contain stinging barbs that have a paralysing effect on the victim (though this is not a poison effect). A creature struck for damage by a chihulli’s tentacle attack must make a Fortitude saving throw (DC 37) or be stricken with paralysis for 2d8+1 rounds. Krakens are especially vulnerable to this attack and suffer a –8 racial penalty to their saving throws against it. Water Transparency (Ex): The chihulli are nearly invisible when immersed in water. While a chihulli is immersed it gains concealment, and attacks against it have a 20% miss chance. The chihulli must be completely submerged for this ability to take effect. If a chihulli has engulfed a visible victim who has not yet been completely absorbed, the effect of the water transparency is negated, as it can be located easily. Skills: A chihulli has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The Termador The archmagi who created the chihulli and set them to guard Lost Athul knew that the krakens would try to send agents into the city who could bypass them. The chihulli were adequate to defend against the krakens, but they could easily miss smaller creatures. The archmagi thus created a group of smaller guardians, the termador, as a second line of defence. These will attack anything that comes close to the ruins. Termador Large Construct Hit Dice: 15d10+30 (112 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 40 ft. Armour Class: 32 (–1 size, +1 Dex, +22 natural), touch 10, flat-footed 31 Base Attack/Grapple: +11/+27 Attack: Pincer +22 melee (1d6+12) Full Attack: 2 pincers +22 melee (1d6+12) Space/Reach: 10 ft./20 ft. Special Attacks: Crush, improved grab, spell-like abilities, stunning pulse, thicken water Ibon Presno Gonzalez (order #73006) 8 83

84 Special Qualities: Amphibious, construct traits, damage reduction 15/chaotic, darkvision 60 ft., defensive armouring, fast healing 10, low-light vision, spell resistance 25, telepathy 100 ft., true seeing Saves: Fort +5, Ref +6, Will +8 Abilities: Str 35, Dex 13, Con —, Int 12, Wis 17, Cha 18 Skills: Climb +18, Diplomacy +7, Hide +6, Listen +11, Move Silently +7, Search +7, Spot +11, Sense Motive +9, Swim +20, Use Rope +4 Feats: Alertness, Great Fortitude Environment: Any aquatic and underground Organisation: Solitary Challenge Rating: 14 Treasure: — Alignment: Always lawful neutral Advancement: 16–28 HD (Large); 29–45 HD (Huge) Level Adjustment: — From the back, these creatures resemble mechanical lobsters made from beaten bronze, standing nine feet tall. When viewed from the front, a mask-like human face and glowing blue eyes can be seen beneath the armoured shell, as if a person were wearing a suit of lobster-like armour. The creature has a set of human arms beneath its lobster claws, which it uses for tasks that require fine manipulation. The lobster claws have a far greater reach than is immediately apparent. The bronze arms telescope out, allowing the creature to snatch up trespassers. Powerful magicians appoint the termador to guard underwater locations. When possible, they disable rather than kill intruders. Termador use their feeblemind spell-like abilities to turn intruders into docile morons, then eradicate their memories of ever having been to the location with their modify memory ability. Those who have encountered the termador – often shipwrecked sailors or treasure seekers – find themselves adrift at sea with no memory of what they have just been through or how they got to where they are now. Amphibious: Though it is designed for underwater duty, a termador functions as well on land as it does beneath the sea. Crush (Ex): A termador deals 1d6+18 damage with a successful Grapple check. Defensive Armouring (Ex): A termador’s jointed armour plates allow it to roll itself up into a ball, protecting itself from harm and allowing it to heal. It does this if it takes too much damage in combat and has no easy way to retreat. A termador can ball up or return to normal as a move action. While balled up, it gains a +8 natural armour bonus to its Armour Class and a +2 resistance bonus to Fortitude saving throws, and its fast healing ability increases from 10 to 15. However, it can take no actions at all other than to uncoil itself. Improved Grab (Ex): To use this ability, the termador must hit with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can crush the target. Spell-like Abilities: At will, as 14 th level sorcerer – feeblemind (DC 19), modify memory (DC 18); 3/day – wall of iron, 1/day – telekinetic sphere. The save DCs are Charisma-based. Stunning Pulse (Sp): A termador disables its opponents by generating a thumping pulse of sound that hammers the water in front of it in a cone 60 feet wide at the base. It does this as a standard action. All creatures in the area of effect suffer 6d6 points of sonic damage, with a Reflex saving throw (DC 21) for half damage. Affected creatures must also make Fortitude saving throws (DC 21) or be dazed for one round. Once a termador has used its stunning pulse, it cannot use it again for 1d4 rounds. The save DCs are Charisma-based. Telepathy (Su): Termador can communicate with one another over distances of up to 100 feet. They cannot use this ability to communicate with creatures other than termador. Ibon Presno Gonzalez (order #73006) 8

Challenge Rating: 18<br />

Treasure: Standard<br />

Alignment: Always lawful neutral<br />

Advancement: 31–60 HD (Colossal)<br />

Level Adjustment: —<br />

<strong>The</strong> origin of the chihulli is not in doubt. <strong>The</strong>y were<br />

purposefully bred to defend Lost Athul against the<br />

return of its former masters. A group of archmagi<br />

working in the laboratories of Xoth Sarandi crossbred<br />

jellyfish with fragile sentient water-intelligences from<br />

other planes, tinkered with experimental alchemical<br />

steeping tablets, shrugged and dropped them into the<br />

breeding vats, infused the pulsing result with reliable<br />

growth vibrations and so produced these monstrous<br />

creatures.<br />

Chihulli are barely visible in their watery environment.<br />

Onlookers can only discern the vague, glossy shape of<br />

something immense and roughly spherical from whose<br />

body hang trailing tentacles.<br />

An opponent can make sunder attempts against a<br />

chihulli’s tentacles as if they were weapons. A chihulli’s<br />

tentacles have 30 hit points. If the creature is currently<br />

grappling a target with one tentacle, it usually uses<br />

another limb to make its attack of opportunity against<br />

the sunder attempt. Severing a chihulli’s tentacle deals<br />

damage to the creature equal to half the limb’s full<br />

normal hit points. A chihulli regrows severed limbs in<br />

1d10+10 hours.<br />

Blindsight (Ex): <strong>The</strong> chihulli, despite their tough hides,<br />

are extremely sensitive to vibrations in water. <strong>The</strong>y<br />

notice creatures that are within range in the same body<br />

of water as they are without having to make Spot or<br />

Listen checks. <strong>The</strong>y cannot use this ability to discern<br />

creatures that are not also in water.<br />

Engulf (Ex): <strong>The</strong> chihulli use their tentacles to transfer<br />

paralysed prey to their gullets. A chihulli can try to<br />

engulf a grabbed opponent of a smaller size than itself<br />

by making a successful grapple check. Once inside, the<br />

opponent takes 2d8+16 points of crushing damage plus<br />

ten points of acid damage per round from the chihulli’s<br />

gullet. <strong>The</strong> gullet does not cause paralysis; the chihulli’s<br />

paralysing barbs are in its tentacles. An engulfed<br />

creature can cut its way out by using a light slashing<br />

or piercing weapon to deal 25 points of damage to the<br />

gullet (AC 17). Once the creature exits, muscular action<br />

closes the hole; another swallowed opponent must cut<br />

its own way out. A Colossal chihulli’s gullet can hold<br />

two Huge, eight Large, 32 Medium, 128 Small, or 512<br />

Tiny or smaller opponents.<br />

Improved Grab (Ex): To use this ability, the chihulli<br />

must hit with a tentacle attack. It can then attempt to<br />

start a grapple as a free action without provoking an<br />

attack of opportunity. If it wins the grapple check, it<br />

establishes a hold and can attempt to engulf the target<br />

on its next turn.<br />

Paralysis (Ex): A chihulli’s tentacles contain stinging<br />

barbs that have a paralysing effect on the victim (though<br />

this is not a poison effect). A creature struck for damage<br />

by a chihulli’s tentacle attack must make a Fortitude<br />

saving throw (DC 37) or be stricken with paralysis for<br />

2d8+1 rounds. Krakens are especially vulnerable to<br />

this attack and suffer a –8 racial penalty to their saving<br />

throws against it.<br />

Water Transparency (Ex): <strong>The</strong> chihulli are nearly<br />

invisible when immersed in water. While a chihulli<br />

is immersed it gains concealment, and attacks against<br />

it have a 20% miss chance. <strong>The</strong> chihulli must be<br />

completely submerged for this ability to take effect.<br />

If a chihulli has engulfed a visible victim who has not<br />

yet been completely absorbed, the effect of the water<br />

transparency is negated, as it can be located easily.<br />

Skills: A chihulli has a +8 racial bonus on any Swim<br />

check to perform some special action or avoid a hazard.<br />

It can always choose to take 10 on a Swim check, even<br />

if distracted or endangered. It can use the run action<br />

while swimming, provided it swims in a straight line.<br />

<strong>The</strong> Termador<br />

<strong>The</strong> archmagi who created the chihulli and set them to<br />

guard Lost Athul knew that the krakens would try to<br />

send agents into the city who could bypass them. <strong>The</strong><br />

chihulli were adequate to defend against the krakens, but<br />

they could easily miss smaller creatures. <strong>The</strong> archmagi<br />

thus created a group of smaller guardians, the termador,<br />

as a second line of defence. <strong>The</strong>se will attack anything<br />

that comes close to the ruins.<br />

Termador<br />

Large Construct<br />

Hit Dice: 15d10+30 (112 hp)<br />

Initiative: +1<br />

Speed: 20 ft. (4 squares), swim 40 ft.<br />

Armour Class: 32 (–1 size, +1 Dex, +22 natural), touch<br />

10, flat-footed 31<br />

Base Attack/Grapple: +11/+27<br />

Attack: Pincer +22 melee (1d6+12)<br />

Full Attack: 2 pincers +22 melee (1d6+12)<br />

Space/Reach: 10 ft./20 ft.<br />

Special Attacks: Crush, improved grab, spell-like<br />

abilities, stunning pulse, thicken water<br />

Ibon Presno Gonzalez (order #73006) 8<br />

83

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