Return of the Pharaohs
Chapter 11d – Chakikoth Isle
Details
When the group reaches the northern coastline of Chakikoth Isle, they will see for themselves the 1000+ foot cliffs surrounding the island and mist-shrouded peaks. Very defensible, this would indeed be the ideal location for a Runelord of envy. Travelling along the western coastline, the longboat will pass by an obvious beach on the northwestern facing side of the island. If questioned, the crew will tell them that there is no access to the interior of the island from that beach. Eventually, after passing a jutting point, they will spot a small beach about 50 yards wide. The crew will begin to use spyglasses to assess the coastline and will welcome any recon assistance from the party. An aerial survey will not reveal any kind of opposition other than few sea lions on the rocks. If the group inspects the beach more closely, they will discover giant-sized tracks that are about less than a day old. Once the ‘coast is clear’ the boat will land and offload its cargo (the party). They will make arrangements to return to this beach each morning and evening for the next week or more if the party desires.
Beach encounter – a hunting party of 9 ettins have been fishing this beach for the past few days. Two of the creatures are currently up in the rocks overlooking the beach for a better vantage point to spear the huge fish that inhabit the local reef (DC28 Per to spot). The remaining ettins are relaxing within the cave just inside the mouth of the Teeth passage. As the group lands on the beach, the two ettins above will start yelling and throwing longspears down upon them.
9 Rune-Enhanced Ettins CR 9
XP 2,400
CE Large humanoid (giant)
Init +6; Senses low-light vision; Perception +15
DEFENSE
AC 23, touch 11, flat-footed 23; (+2 armor, –1 Dex, +11 natural, –1 size)
hp 80 (10d8+35)
Fort +12, Ref +4, Will +7
OFFENSE
Speed 40 ft.
Melee 2 crude flails +15/+10 (2d6+9) each hand
Ranged 2 Longspears +8 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks superior two-weapon fighting
Spark Shower (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 6d6 fire and 6d6 electricity damage; Reflex DC 21 half; usable once every 1d4 rounds). The save DC is Constitution-based.
Runes (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 18 Fortitude save or be blinded for 1 round. The saving throw is Charisma-based.
STATISTICS
Str 26, Dex 10, Con 20, Int 9, Wis 11, Cha 13
Base Atk +10; CMB +17; CMD 26
Feats Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack
Skills Handle Animal +10, Perception +15; Racial Modifiers +4 on Perception
Languages pidgin of Giant, Goblin, and Orc
SPECIAL ABILITIES
Superior Two-Weapon Fighting (Ex) An ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
Adult ettins are about 13 feet tall and weigh 5,200 pounds.
C1 – Passage through the Teeth. The opening of this large cave mouth is about 10’ wide and obvious signs of recent passage by giants is all over the sandy floor. About 20 feet inside the mouth is a large chamber about 50’ in diameter where hunting parties of giants have escaped the foul weather and spent time eating, drinking and other nasty pastimes. Fish carcasses, feces and crude wall carvings adorn the cozy chamber. If the cave is carefully searched (DC30 Per), they will find a buried, rusty, heavy iron chest (detect magic cannot penetrate the 1” thick metal) with some very old treasure within: 1335pp, 2410gp, 8592sp, 14,340cp, Silver comb with gold handle (125 gp), Gold and platinum decanter (1000 gp), platinum mask of elven woman (900 gp), Burglar’s Bracers (3), Potion of Draconic Reservoir (5), Potion of Heroism (5), Potion of Remove Disease (5), Oil of Dispel Magic (5), Scroll of True Strike, Scroll of Mass Invisibility, Wand of Speak with Animals (18ch), Boots of Friendly Terrain – Water (5)
The tunnels from this point on are about 10-20 feet wide in most places. Sometimes the tunnels widen to almost 30’ and other times they narrow down to 5’ where a giant would have to squeeze through single file. Giant tracks can be followed with a DC10 survival check.
C2 – About 50’ prior to reaching this point in the tunnels, a warning has been carved into the wall that reads “bop snakes onna head”
At the intersection of these three passages, the sound of flowing water can be clearly heard. A slight breeze will blow into the party’s faces, carrying with it the briny smell of ocean and rotting fish. The area is riddled with many 1-2’ wide holes in the ground. Living below this part of the tunnel, in a lower chamber that has access to the sea are two hungry aquatic hydras. The giants either move through quickly, ‘bopping’ them to keep them at bay, or if they are carrying their hunting gains, will toss some fish in to the holes to distract the huge beasts. Anyone who crosses this area without tossing a food source into the holes will be attacked by the ‘snakes’.
(2) 7-Headed Hydras
XP 1,200
N Huge magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 19, touch 9, flat-footed 14 (+1 Dex, +10 natural, –2 size)
hp 81 (7d10+42); fast healing 7
Fort +10, Ref +9, Will +5
OFFENSE
Speed 20 ft., swim 20 ft.
Melee 7 bites +10 (1d8+7)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce
STATISTICS
Str 21, Dex 16, Con 22, Int 2, Wis 15, Cha 13
Base Atk +5; CMB +10; CMD 23 (can’t be tripped)
Feats Combat Reflexes (3 extra), Iron Will, Lightning Reflexes
Skills Perception +12, Swim +13; Racial Modifiers +2 Perception
SQ hydra traits, regenerate head
SPECIAL ABILITIES
Fast Healing (Ex) A hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra’s body.
Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
Regenerate Head (Ex) When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.
C3 – The Dank Grotto
Approaching this area, the party will hear the distinct sounds of falling water. The 10’ wide tunnel widens further into a small cave 60’ wide and about 100’ tall. Cascading from the roof of the cave on the west side is a 30’ wide waterfall. Partially submerged in the pool and waterfall are the skeletons of two unfortunate hill giants. The majority of the pool in here is lined with a huge green slime, just below the surface (impossible to detect unless interacted with). Any passing giants know from word of mouth to hug the eastern wall lest they end up as more decorations of the cave. Unfortunately, another opportunistic growth has taken up residence in this wet cave as well. A huge brown mold colony covers the eastern wall, up to a height of about 20’ and anyone coming within 30’ of that wall will begin to feel the cold and within 5’ it drains 3d6 HP from their body. The giants have learned to scoot past this room very quickly. If the group is dumb enough to blast the slime with fire, they may be in for quite a surprise.
Green Slime (CR 4): This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.
A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.
Brown Mold (CR 2): Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes the mold to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.
If the party is able to overcome the slime and mold and they happen to examine the bottom of the pool, 40’ below the surface, they will discover assorted loose gems totaling 4575gp as well as a jade Ring of Freedom of Movement.
C4 – When 3 Tribes go to War
As the group approaches this junction, they will hear the sounds of high-pitched squeals, guttural shouts and general mayhem. Three separate tribes of Troglodytes have been in a constant state of war for the past 30 years, led by three ancient leaders who have recruited and inspired new generations of the monsters to their sides. When the giants pass through here, the trogs usually leave them alone, but a few have been victims of the voracious cannibals. Every few days, one of the tribes’ scouts ventures a little too far into the other’s territory and skirmish breaks out, usually emptying the entire faction of fighting trogs from their home caves. The battle here has been raging for about an hour, so there are many dead and wounded, but still plenty of enraged trogs that will attack anyone not of their home tribe. Each side will think that the interlopers are fighting for the other tribes so the party may end up with all three tribes ganging up on them. If one of the leaders is killed, that faction will attempt to flee back to their own caves. Each tribe has one leader and 75 trog fanatics, fighting in three separate skirmish areas. Some of trogs are fighting, some are wounded and yet others are feasting upon their fallen.
About 100’ before the first junction, the party will hear the sounds of fighting and get a whiff of a nasty, musky odor. With a DC16 Know Nature check, they may recognize the nauseating smell of troglodytes. And the fact that they are in combat will make the area particularly nasty. The first junction is a flashpoint with two of the large trog leaders and their troops in pitched battle. In addition, the trog tribes each have a wrangled a beast which they are barely able to keep under their control (1 umber hulk and 2 hook horrors).
Ancient Troglodyte Warriors (uses Ghonhatine stats, DC25 K:Dung), Gozta, Weetra and Filgr – each has inherited a Rune from an ancestor dating back to ancient Thassilon which will regen the creature after 1 week.
XP 9,600
CE Large aberration
Init –2; Senses darkvision 60 ft., scent; Perception +9
Aura powerful stench (10 ft., DC 24, 1d4 rounds)
DEFENSE
AC 24, touch 7, flat-footed 24 (–2 Dex, +17 natural, –1 size)
hp 162 (12d8+108)
Fort +13, Ref +2, Will +6
Immune acid, critical hits, disease, poison
OFFENSE
Speed 40 ft.
Melee 2 claws +16 (1d6+8), bite +16 (2d6+8), tail slap +14 (1d8+4)
Ranged regurgitate +6 (2d6 acid plus filth fever)
Space 10 ft.; Reach 10 ft. (15 ft. with tail)
Special Attacks feed, filth fever
STATISTICS
Str 27, Dex 7, Con 28, Int 4, Wis 7, Cha 8
Base Atk +9; CMB +18 (+20 bull rush); CMD 26 (28 vs. bull rush)
Feats Awesome Blow, Cleave, Improved Bull Rush, Multiattack, Power Attack, Vital Strike
Skills Climb +12, Perception +9, Stealth +0 (+4 when underground); Racial Modifiers +4 Stealth when underground
Languages Draconic
SPECIAL ABILITIES
Feed (Su) By spending a full-round action devouring the body of a dead or unconscious creature, a ghonhatine gains 1d8+9 temporary hit points and a +2 bonus on attack and damage rolls for 1 minute. The bonus to hit points is Constitution-based.
Filth Fever (Ex) Disease—injury; save Fort DC 25; onset 1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Powerful Stench (Ex) An enraged ghonhatine secretes a tarry, musk-like chemical. Any living, non-ghonhatine creature within 10 feet must succeed at a DC 24 Fortitude save or be nauseated as long as it remains within the affected area and for 1d4 rounds afterward. A creature that saves is sickened as long as it remains in the area, and can’t be affected again by the same ghonhatine’s stench for 24 hours. This is a poison effect. The save DC is Constitution-based.
Regurgitate (Ex) A ghonhatine can expel the contents of its stomach as a ranged attack with a splash weapon that has a range increment of 20 feet. It deals 2d6 acid damage to the target and splashes all adjacent creatures. In addition to taking damage, a target directly hit by a ghonhatine’s regurgitation must make two DC 24 Fortitude saves, the first to resist contracting filth fever, and the second to avoid being nauseated for 1 minute. A nauseated creature can end its nausea early by dousing itself in a gallon of water. All creatures adjacent to the target must make DC 24 Fortitude saves to avoid being sickened for 1 minute. Once a ghonhatine uses this ability it can’t use it again until it feeds. The save DCs are Constitution-based.
They stand over 10 feet tall (hunched to about 8 feet) and weigh upward of 5,000 pounds.
Rune-Enhanced Troglodyte Fanatics (the Rune magic of the leaders has endowed these normal trogs with a bit of old magic enhancement)
XP 1600
CE Medium humanoid (reptilian)
Init +3; Senses Darkvision 90 ft.; Perception +3
Aura stench (30 ft., DC 15, 10 rounds)
DEFENSE
AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural)
hp 33 (5d8+10)
Fort +9, Ref +1, Will +2
Resist Energy (Electric) 10
OFFENSE
Speed 30 ft.
Melee club +4 (1d6+3), claw +0 (1d4), bite +0 (1d4) or 2 claws +4 (1d4+3), bite +4 (1d4+3)
Ranged javelin +3 (1d6+3)
STATISTICS
Str 14, Dex 17, Con 16, Int 12, Wis 13, Cha 13
Base Atk +4; CMB +5; CMD 14
Feats Great Fortitude
Skills Stealth +5 (+9 in rocky areas), Handle Animal +6, Perception +3; Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic
A typical troglodyte stands about 5 feet tall and weighs 150 pounds.
Umber Hulk
XP 4800
CE Large Aberration
Init +2; Senses Darkvision 60 ft.; Tremorsense 60 ft.
Confusing Gaze (Su) 30 ft. Confusion as the spell, CL8, Will DC 15 negates
DEFENSE
AC 20, touch 11, flat-footed 18 (+2 Dex, +8 natural)
hp 92 (8d8+56)
Fort +8, Ref +3, Will +6
OFFENSE
Speed 20 ft., burrow 20 ft.
Melee 2 claws +12 (2d4+7) and bite +10 (2d8+4)
STATISTICS
Str 24, Dex 15, Con 22, Int 11, Wis 11, Cha 13
Base Atk +7; CMB +; CMD
Feats Great Fortitude, Multi-attack, Toughness
Skills Climb +12, Jump +5, Perception +11
Languages Aklo
Gaze (Su) A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect: petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.
A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.
Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.
Hook Horror
XP 2,400
N Large Aberration
Init +3; Senses Perception +9, Blindsight 60ft.
DEFENSE
AC 22, touch 12, flat-footed 19 (-1 size, +3 Dex, +10 natural)
hp 65 (10d8 + 20)
Fort +5, Ref +6, Wis +8
OFFENSE
Speed 20 ft., Climb 20ft.
Melee bite +8 (2d6 + 3); 2 claws +13 (1d8 + 7)
Space 5ft.; Reach 10ft.
Special Attacks: Improved Grab, power sunder, rending bite
STATISTICS
Str 24 Dex 17 Con 14 Int 7 Wis 12 Cha 9
Base Atk +6/1 CMB +14; CMD 27
Feats Cleave, Improved Trip (B), Power Attack, Improved Bull Rush, Awesome Blow, Improved Natural Attack (Claw)
Skills Climb +16, Stealth +8, Acrobat +9, Perception +9
Languages Undercommon
SQ light sensitivity
Combat
Hook horrors attack in groups, using their climbing skills to ambush foes from above. They fight cooperatively and work together against the largest and best armed opponents. Hook horrors use their arm hooks to trip foes. If a battle goes poorly, they retreat by scaling walls.
Improved Grab (Ex) If a hook horror hits an opponent that is at least one size category smaller than itself with both claw attacks, it deals normal damage, and rolls a combat maneuver check to begin a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it automatically hits with its rending bite attack on the same round (this replaces its normal bite attack for that round.) Thereafter, the hook horror has the option to conduct the grapple normally, or simply use its claws to hold the opponent (-20 penalty on combat maneuver checks to grapple, but the hook horror is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals damage for both claw attacks and a rending bite.
Power Sunder (Ex) A hook horror attempting to strike a foe’s weapon or shield does not incur an attack of opportunity. On a successful power sunder attack, a hook horror deals double damage.
Rending Bite (Ex) A hook horror can automatically bite a grabbed foe for 3d6 + 19 points of damage.
Blindsight (Ex) A hook horror emits high-frequency sounds, inaudible to most other creatures, that bounce off nearby objects and creatures. This ability enables it to discern objects and creatures within 60 feet. The hook horror usually does not need to make perception checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the hook horror to rely on its weak vision, which has a range of 10 feet.
Light Sensitivity (Ex) Exposure to bright light (such as sunlight or a daylight spell) imposes a -2 penalty on a hook horror’s attack rolls.
Skills: A hook horror receives a +8 racial bonus on stealth checks when in subterranean areas. This is not included in the calculation of Hook Horror’s stealth check above.
A hook horror stands about 9 feet tall, and weighs approximately 400 pounds. Its long, powerfully built arms and legs end in wickedly curved hooks. Its head resembles a vulture’s, with a monstrous beak. Its torso is shaped like a beetle’s body and covered with a rough, stone-like exoskeleton, studded with sharp, bony protuberances.
If the group decides to ‘invade’ one of the tribe’s territories, they will be up against about 250 more fanatics in various stages of recovery in each area, but will flee through the myriad cracks and crevices of the caves to escape if they are overpowered.
Each tribe has a stash of booty that they have collected over the years from unsuspecting intruders, which if the party bullies their way into the tribes’ homes they will be able to recover. Although most of it is simply a collection of shiny shells, polished stones and broken rusty weapons, they will find:
- 360gp, 1330sp, 5041cp, 3 gems x 25gp, ivory comb 25gp, +1 dart
- 225gp, 624sp, 180cp, Pearl of Power (L3), onyx and silver necklace 110gp
- 432gp, 1015sp, 2360cp, copper chalice with small emeralds 300gp, Major Cloak of Displacement (CL7) actually a Poisonous Cloak – Aura strong abjuration; CL 15th Slot shoulders; Weight 1 lb. Description – This cloak is usually made of a wool, although it can be made of leather. A detect poison spell can reveal the presence of poison in the cloak’s fabric. The garment can be handled without harm, but as soon as it is actually donned, the wearer takes 4d6 points of Constitution damage unless she succeeds on a DC 28 Fortitude save. Once donned, a poisonous cloak can be removed only with a remove curse spell; doing this destroys the magical property of the cloak. If a neutralize poison spell is then used, it is possible to revive a dead victim with a raise dead or resurrection spell.
The remaining complex is fairly safe until they exit on the eastern side.
Chakikoth Isle Properties
This island has several peculiar defensive traits that have lasted since the time of the Runelords. Some of these features remain as they were, while others have decayed or been warped by the passage of the eons.
- The natural barrier cliffs of the island were formed by magical means during the Earthfall event as a last ditch effort to save the capital city and its people.
- Other protective magics were incorporated into the cloud cover of the island, affecting anyone who tries to enter or exit via the sky with a Confusion spell.
Belamarius placed thousands of magical ‘mines’ across the lands surrounding her capital, mainly as a sleeping defense in case one of her rivals attempted to lay siege to Xin-Edasseril. Since their placement, most of the ‘mines’ have since partially eroded or warped with the following results:
- Dead zones; there are numerous areas throughout the island where anti-magic protections have gone awry. For every 3 mi (1 square) that the party travels, there is a 20% chance that they will run into a Dead Magic Zone with a semi-spherical diameter of 1d10x100+1000 ft (1000-2000’). Anyone in the air who intersects these areas may be subject to falling damage (1d6/10’ max 20d6 – of over trees, first 1d6 are non-lethal)
- Wild zones; there are also areas where protective magic has been perverted over the span of eons. For every 3 mi area they travel, there is a 20% chance that they will run into a Wild Magic Zone. When a creature casts a spell, uses a spell-like ability, or activates a magic item in such an area, it causes a wild magic surge.
Table: Wild Magic Surge
| d% | Surge Effect |
| 01–02 | The caster takes 1d6 points of damage per spell level. |
| 03–04 | The caster is affected by a slow spell for 5 rounds. |
| 05 | The spell takes effect at a random location within the spell’s range. |
| 06 | The caster is confused for 1 round (as confusion). |
| 07 | The caster takes 1 point of Constitution bleed. |
| 08 | The caster takes 1 point of ability bleed that matches her spellcasting ability score (determine randomly if the creature isn’t a spellcaster). |
| 09–10 | The caster is dazed for 1 round (as daze monster). |
| 11–12 | The spell deals half as much damage as normal. |
| 13 | The caster takes 1d4 points of bleed damage. |
| 14 | The caster falls asleep for 1 minute (as sleep). |
| 15–16 | The caster can’t cast or concentrate on spells for 1 round. |
| 17 | The caster is affected by reduce person for 1 minute. |
| 18–19 | The caster becomes sickened for 5 rounds. |
| 20 | A zone of truth appears, centered on the caster. |
| 21–29 | The caster is affected as if targeted by the spell. |
| 30–32 | All targets of the spell are affected by lesser restoration. |
| 33–38 | All targets of the spell are healed of 1d8+1 points of damage. This is a positive energy effect. |
| 39–43 | The spell’s area or the targets of the spell become affected by silence for 3 rounds. |
| 44–50 | All targets of the spell become invisible for 1 round (as invisibility). |
| 51–58 | The area of the spell is filled with daylight. |
| 59–64 | A shatter spell affects a 5-foot radius around each target of the spell (or the spell’s area). |
| 65–71 | The spell’s area is coated in grease. |
| 72–74 | One random tree or animal targeted by the spell or in the spell’s area is affected by awaken. |
| 75–78 | An instrument appears adjacent to each target (as summon instrument). |
| 79–80 | Every door within 100 feet of the caster is affected by a knock spell. |
| 81–83 | The caster teleports to a square of her choice adjacent to the spell’s target or within the spell’s area. |
| 84–86 | The next spell targeting the caster is turned back, as spell turning. |
| 87–90 | The caster gains 2d6 temporary hit points that last 1 hour and don’t stack with any other temporary hit points. |
| 91–92 | A random creature from the summon monster I list is summoned in a square adjacent to the caster. It is under the caster’s control. |
| 93–95 | The caster is affected by tongues for 10 minutes. |
| 96–97 | The caster is affected by haste for 5 rounds. |
| 98 | The spell is extended. |
| 99 | The spell is maximized. |
| 100 | The spell slot used to cast the spell is not expended. |
Into the Land of the Lost
When the group reemerges from the tunnels they will find themselves in a beautiful, pristine, almost primordial environment. The air is heavy with moisture and patches of blue sky can be seen between the thick clouds. The interior of Chakikoth Isle has mostly been spared intrusion from the outside world for thousands of years and due to a series of steam vents, created when the Earthfall stone cracked the lands nearby, maintains a humid, jungle-like biome with all manner of odd creatures and humanoids.
When Earthfall occurred, the kingdom of Edasseril mostly sank beneath the seas forming the Ironbound Archipelago. Due to the powerful protective rune magic used by the Runelords of this region, however, the area encompassing the island remained above the seas, although some sections have sunk slightly lower over the centuries. About 1300 years ago, a group of pioneers tried to use stones from the ruins of Xin-Edasseril to found a new city called Melesa, just south west of the old capital. The endeavor never even came close to completion as the settlers were wiped out by a force of ettins who did not brook such an intrusion into their territory.
One of the largest remaining hostile species on the island are the ettercaps. A repulsive cross-breed of humanoid spiders, they have extensive colonies of webbed nests at the areas marked with an ‘E’ where thousands of the creatures live and breed. Large foraging and warring parties constantly patrol the edges of the island, partially protected from the sun by the shadow of the tall cliffs. Although not particularly dangerous for the party on their own, in large numbers, the creatures can pose a threat if not a major annoyance. Small forests of leafy trees are the homes of savage elves who have also lived here for thousands of years, separated from their kin living in the rest of the world. Their ways are primitive and they have honed a fierceness borne out of the harshness of this isolated island.
Along the way the group will run into the desiccated husks of 5 ettins, hanging 20’ in the trees above them. They will find similar victims along their journey.
Unexpected Allies
After the group gets its bearings and they begin the trek to the north-eastern part of the island, they will be attacked the first night by a large raiding party of ettercaps and phase spiders. Two rounds into the battle, the party will gain the assistance of a group of 8 female savage elves who have been tracking down the spider-kin in order to rescue of one of their own, the chieftain’s daughter (Usimone) who was captured the previous day while on a hunt. Once the party has dealt with the ettercaps and spiders, the elves, who only speak their native language will ask
“Why are you outlanders here?” gesturing to the general area.
They will tell the party that “You feeble men will not last long here, so go back to your warm homes”
If the party enquires about the group of elves, they will tell them about their mission to retrieve the kidnapped girl. If the group offers to help, in return they will provide escort or even magical travel near the ruins of Xin-Edasseril (the ‘ancient human village’) and advise about the dangers of wild and dead zones. They have marked these areas for themselves and know them well but can only help if they escort the group.
12 Advanced Phase Spiders (attack in 3 groups of 4 spiders = 3 separate initiatives)
XP 3,200
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 23, touch 18, flat-footed 18 (+5 Dex, +9 natural, –1 size)
hp 84 (8d10+40)
Fort +8, Ref +8, Will +3
Defensive Abilities ethereal jaunt
OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +12 (2d6+9 plus poison and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks ethereal ambush
STATISTICS
Str 28, Dex 25, Con 24, Int 15, Wis 21, Cha 18
Base Atk +8; CMB +14 (+18 grapple); CMD 27 (39 vs. trip)
Feats Ability Focus (poison), Improved Initiative, Skill Focus (Stealth)
Skills Climb +20, Perception +8, Stealth +9
Languages Aklo
SPECIAL ABILITIES
Ethereal Ambush (Ex) A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.
Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
30 Advanced Ettercaps
XP 1,200
NE Medium aberration
Init +9; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 38 (4d8+20)
Fort +8, Ref +6, Will +8
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d6+4 plus poison) and 2 claws +7 (1d4+4)
Special Attacks traps, web (+8 ranged, DC 17, hp 4)
STATISTICS
Str 18, Dex 21, Con 21, Int 10, Wis 19, Cha 12
Base Atk +3; CMB +7; CMD 20
Feats Great Fortitude, Improved Initiative
Skills Climb +19, Craft (trapmaking) +15, Perception +11, Stealth +12; Racial Modifiers +8 on Craft (trapmaking)
Languages Common
SQ spider empathy +9
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 17; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution based.
Spider Empathy (Ex)
This ability functions as the druid’s wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.
Traps (Ex)
The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn’t require gold to build its traps, merely time.
8 Female Savage Elves (Shanley – leader, Lileas, Radha, Giorsal, Seirian, Ryanne, Nemetona, Rhonwen)
XP 2,400
Elf warrior 8
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +10
DEFENSE
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 52 (8d10+8)
Fort +6, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 20 ft.
Melee elven curve blade +10/+5 (1d10+3/18–20)
Ranged +1 composite longbow +12/+7 (1d8+3/×3)
TACTICS
During Combat The warrior uses her +1 flaming arrows on dangerous targets like spellcasters. She falls backs and keeps firing as foes approach her, avoiding melee as long as possible.
STATISTICS
Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 9
Base Atk +8; CMB +10; CMD 22
Feats Deadly Aim, Point-Blank Shot, Rapid Shot, Weapon Focus (composite longbow)
Skills Perception +10, Stealth +5
Languages Common, Elven
SQ elven magic, weapon familiarity
Combat Gear elixir of hiding, +1 flaming arrows (6), potion of cure moderate wounds, potion of divine favor; Other Gear masterwork full plate, +1 composite longbow (+2 Str) with 40 arrows, elven curve blade, 72 gp
Into the Dark Burrow
If the party agrees to assist the elves, the warriors will tell them about a powerful creature known as X’chythl the Ravenous, an Advanced Leng Spider that was summoned from a trap during the attempted founding of Melesa. He is slightly insane and desperate due to the nature of this island but now commands the ettercaps and the phase spiders. The monster hunts the ettins and moves around constantly, so his location is difficult to discern, but the group of elves knows that he is less than a day away and usually heads to the cliffs where he can hide in an underground burrow during the day. They will begin tracking (and accept Balen’s assistance as well) the last group back along their raiding path, hoping that it will lead them to their quarry. Tracking the ettercaps is difficult, however, since they use the trees to move as much as the ground. Survival DC to track is 28 and ½ movement speed due to changes of terrain (ranger can use swift tracking to reduce this to normal speed for -10).
Depending on how the group is travelling, the tracks will lead to an area next to the closest “E’ on the map which is where X’chythl has holed up with his latest victim, a young elf girl who has been poisoned, but is being saved for a later feast when he can enjoy the taste of terror in her sweet flesh. Most of the ettercaps keep a good distance from their ‘leader’ so once the party makes it past the entrance perimeter, they will not encounter much more resistance before they go into the burrow.
With some successful survival tracking rolls (DC28) and a little stealth (DC18), the group will eventually find a clearing, encircled by copses of trees with thick sheets of webbing strung between them. In the center of the clearing is a 10’ diameter hole in the ground, lined with more webbing. The group can either sneak, teleport or fight their way through the perimeter. If they decide to fight, they will need to overcome a group of 10 Phase Spiders (see stats above).
Inside of the burrow, part of a magic-dead zone intersects and will cause spells to fail and magic items to not work. The areas marked with a ‘T’ are locations with an Ettercap deadfall trap. Ettercap Deadfall: CR 3; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +10 melee (4d6), multiple targets (all targets in a 10-ft. square).
The burrow is lined with the same webs that are hanging from the nearby trees as per web spell, but not flammable. The entire area of the web is considered difficult terrain (5’ costs 10’, diagonal costs 15’). Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell’s DC19. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The walls and floor of the Burrow have a criss-cross of large webbed sheets which can be used to climb up to the ceiling of the cave 30’ above.
10 more Phase Spiders lurk just within the burrow to serve as guards to X’chythl, which will attack from all sides anyone who treads upon the interior webbing. The Phase Spiders are aware of the dead magic zone and will attempt to draw enemies to that area if pressed so they can overcome the party more easily, however, they cannot retreat to the ethereal within this area.
X’chythl casts a Mirage Arcana in the back of the warren as soon as fighting breaks out. He has created the illusion of a beach leading to a dark pool with a small island in the center where a large (and hopefully enticing) iron-bound wood chest lays. A large ornate lock can be seen on the hasp of the chest. The illusion is meant to keep the party’s attention down and away from his hiding place on the ceiling 40’ up. If the group approaches the ‘chest’, which radiates strong magic as part of the illusion, he will analyze the party’s magic strength and start casting various spells such as Insanity. He will also use Major Image to create a very realistic elf maid, tied up and gagged behind the chest. If they release her, he will use the illusion to Charm one of the stronger fighters and if they discover X’chythl, she will try to get the charmed person to stop the party.
The princess is unconscious and hanging upside down at the area marked P. Throughout the cave are areas marked with a C which are caches of bones, partially digested corpses and a few odd items of treasure. 1) pouch with 255gp, jeweled silver dagger worth 1200gp 2) Sack of jewelry worth 2460gp which includes an Amulet of Natural Armor +3 (this is in antimagic area) 3) 4 large rubies, 1 holds the imprisoned soul of another Leng Spider which can be released by Dispel Magic vs. lvl 18 or bringing into the anti-magic zone 4) among a stack of bones is a Wand of Remove Disease (CL7 – 9 ch)
X’chythl, Advanced Leng Spider CR 15
XP 52,200
CE Huge magical beast (extraplanar)
Init +15; Senses arcane sight, darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +23
DEFENSE
AC 33, touch 19, flat-footed 22 (+11 Dex, +14 natural, –2 size)
hp 232 (15d10+120); fast healing 10
Fort +19, Ref +20, Will +12
Immune cold, confusion and insanity effects, poison, sonic; SR 26
OFFENSE
Speed 40 ft., climb 40 ft.
Melee mwk flail +24/+19/+14 (3d6+10), bite +18 (2d6+5 plus poison)
Ranged mwk bolas +23 (1d8+10)
Space 15 ft.; Reach 15 ft. (9 legs)
Special Attacks web (+24 ranged, DC 27, 15 hp), web weaponry
Spell-Like Abilities (CL 15th; concentration +23)
Constant—arcane sight, freedom of movement, tongues
At will—dispel magic, fabricate (webs only)
3/day—air walk, invisibility, major image (DC 21)
1/day—charm monster (DC 22), insanity (DC 25), mirage arcana (DC 23), veil (DC 24)
STATISTICS
Str 30, Dex 33, Con 30, Int 25, Wis 21, Cha 26
Base Atk +15; CMB +27; CMD 48 (58 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Improved Trip, Iron Will, Point-Blank Shot, Precise Shot, Vital Strike
Skills Acrobatics +29 (+33 jump), Climb +36, Craft (traps) +22, Knowledge (Arcana, Planes, Nature) +22, Perception +23, Spellcraft +22, Use Magic Device +23
Languages Aklo; tongues
SPECIAL ABILITIES
Poison (Su)
A Leng spider’s venom causes flesh to blister and rot away and the mind to experience vivid and horrific hallucinations—these visions cause the poisoned creature to react in an unpredictable manner, as if confused. The hallucination element of this poison is mind-affecting. The save DC is Constitution-based.
Bite—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 1d4 Con plus confusion for 1 round; cure 2 consecutive saves.
Web Weaponry (Ex)
A Leng spider is talented at using its webs to construct masterwork weapons. This technique of weapon creation allows the spider to effectively create a flail or bolas by attaching a heavy object such as a rock or chunk of metal to a cord of webbing. The spider attaches one end of this webbing to a leg and can then wield the weighted cord as a masterwork flail or a masterwork bolas. It can only wield one such weapon at a time—it must use its other legs to walk. If a Leng spider drops or loses a web weapon, it can create a new one as a full-round action, provided it has access to heavy-weight objects of the correct size (such as loose rocks or skulls).
A Leng spider’s body is 18 feet long and weighs 6,000 pounds. Most Leng spiders possess only 7 legs, but some possess 9, 11, or only 5—they never possess an even number.
Mission Accomplished
Once the party has rescued the princess, the elves’ next priority is to heal up and return the princess to their people. They will offer to assist the group in reaching the ‘cursed’ ruins, or they can give directions and hints about the markers that define the boundaries of ‘bad magic’. If they accept the elves’ help, 2 will come with them and the other 7 will return to their homes. If they just want to know about the markers, the elves will tell them that they maintain a particular fungus that grows at ground level, up in trees where they have discovered bad magic zones and they keep the fungus markers refreshed each time a patrol passes by one. The areas are usually about 2-3 miles in diameter and they know they are through when they see the fungus again.
To spot one of the fungus markers, a person will need to make a DC20 Know Nature or DC28 Per roll if they know to look for them.
The Ruins of Melesa
If the group passes within a mile or two of the ruins, they will spot stacks of ancient worked stone here and there, abandoned when the doomed city was attacked by the ettins during its construction. A very low level magic can be detected on each stone, remains if some ancient protective magic. Small runes here and there hint that these stones once belonged within the city of Xin-Edasseril. Brodert will be very excited to study the stones and will inquire about possibly visiting the ruins of Melesa. He will even try to tempt the group with stories of possible treasures that the builders may have brought back with them from Xin-Edasseril. If the elves are accompanying the group, they will warn of the huge Ettin presence in the old ruins and warn against going there (they will not accompany the group if they go there, but will wait for any survivors). If the group does decide to detour to Melesa, it is only about 2 miles from their most likely route, but they will find that the superstitious ettins have built a stronghold over the ruins around a strange artifact that they discovered.
The majority of the partially constructed settlement of Melesa has been reclaimed over the eons by the jungle and the elements. Some of the rune-enchanted stones brought over from Xin-Edasseril, however, still retain enough magic to stay intact and also hold their power over the rune-enhanced descendants of the original enslaved giants tasked with guarding the city. When the settlers began moving the stones to the site where Melesa would be built, the rune-ettins felt the call of their ancient magical compulsive edict and descended in force to protect the sacred stones. Since that day, the largest population of ettins now resides in the ruins of Melesa, totally more than 400 of the creatures, old and young alike.
If the party decides to explore the Ruins of Melesa, they will find that there are many many rune-enhanced ettins in the area (100’s). If they push forward into the ruins, they will be met with an initial patrol of 12 ettins followed 4 rounds later by a mass of 40 more ettins, attracted by the sounds of combat. (see enhanced ettin stats on pg. 53)
The Wild Ones
Just outside the southern border of the ruins of Xin-Edasseril is the large forest where most of the population of savage elves reside. To circumvent the forest will take the group a few miles out of their way, but also through some unavoidable dead and wild magic zones (see map). The forest here is thick, dense and wet. Movement through this area is at ¼ speed due to the nature of the undergrowth.
Option 1 – Enter the forest with an escort
If the female elves are accompanying the group, they will enter the forest and walk for a few hundred yards until they are met by a mud-covered elf (Elban, D15) and his hidden escort of 20 warriors (Per DC 38 to spot). After a short exchange, the elf will lead the group to an arch of vines and roots. He will say a short incantation and gesture the group through. The escort will bid their new allies farewell and the group will find themselves on the north end of the forest when they emerge through the Aiudara.
Option 2 – Enter the forest without an escort
Same as above, except they will be met with a force of 20 visible elves and 20 snipers who will demand that the group drop all weapons until they are questioned by Elban. If they convince Elban of their sincerity (DC34), he will see them through the Aiudara. Otherwise he will demand that the party stay out of the forest.
Option 3 – Circumvent the forest
If the party travels around the forest by ground, they will run into areas of Wild and Dead magic. In the areas of Wild Magic, each party member has a 20% chance of suffering a Wild Surge effect if they enter with active spells.
If the party travels over the forest, there is much less chance of problems unless they go too high (1000’+).
Into the Valley of Ruin
The thick, lush, tropical overgrowth of the rainforest comes to a startlingly sudden halt ahead of you. After about 200 yards, the green undergrowth you have been travelling through ends, and a desolate plain of spiky stumps rises from a vast depression in the landscape as far as your eyes can see.
Anyone who makes a DC20 Know Nature roll will recognize that the stumps were probably from mangroves or some other swamp-like tree. The ancient city is virtually non-existent now, with only scattered foundations of structures to hint at the size of the massive grand city that once stood there. Flying above the plain is the most efficient means of exploration and there are several areas where the larger structures of Xin-Edasseril still show some minimal footprint.
Although the Temple of Desna is not actually in the direct center of the city, it does not really matter where the group eventually transports from as they will end up at the main gates anyhow. The parts of the old city that are still visible are:
Grand Palace Miasmora – The foundations of the uppermost concentric walls of the Grand Palace are still intact enough to show the extent of this huge building. Most of the stones that were taken to Melesa are from this structure. An outer ring of stones, 200’ in diameter, 1-10’ high and three more inner circles of stones are all that remains.
Amber Span – Eerily similar to the lonely Irespan of Magnimar, sections of the ancient Amber Span still twist high above the crumbled plain. Each section runs from 50’ to 200’ in length and 80’ wide at various heights of 15’ to 100’ above the plain with pillars at 100’ intervals. The lattice structure of the walkways without the characteristic amber magical force walls presents a perplexing, mysterious architecture.
Skyspire – Once the tallest point in the entire city, only the top 120’ now stand on the plain in the northern reaches of the ruins. Over the years, the sheer weight of the ½ mile high structure has driven it deep into the soft, once-marshy ground. Again, the missing magical reinforcements produce a much more delicate looking architecture, although very ornate. The remaining section is a thin cone of stone, 30’ in diameter and 120’ tall. A series of triangular openings stands at ground level.
Pyramid of the Mind – The impressive arcane school which struck awe in most visitors to the city, now rests below the ground level, the tip of its apex jutting slightly from the center of a large 100’ deep and 1000’ wide crater depressed in the plain. The pyramid’s tip rises 40’ out of the bottom of the crater and approximately 40’ per side. There are no entrances into the solid black basalt structure.
Random encounters:
While exploring the ancient ruins, there is a 20% chance per 30 minutes of running into something that guards or hunts within the area. Roll a d10
1-3 12 Rune-enhanced Ettins
4-5 Wild Magic Surge (1 random effect affects each person)
6 Spellwarding Trap (anyone within 20’)
7 3 Mithril Golems (pools of shiny silver)
8 Disjunction Trap
9-10 8 Bonethorns (looks like the spiky trees)
SPELLWARDING TRAP CR 12
Type magic; Perception DC 31; Disable Device DC 31
EFFECTS
Trigger proximity (alarm); Reset automatic
Effect Spellward Curse—You gain spell resistance equal to 5 plus your Hit Dice, which only applies against harmless spells (DC 21 Will negates). Unlike typical spell resistance, you cannot lower the spell resistance from this curse. Only limited wish, wish, or miracle can remove the curse.
DISJUNCTION TRAP CR 10
Type magical; Perception DC 15; Disable Device DC 34
EFFECTS
Trigger timed and touch; Reset automatic
Effect spell effect (mage’s disjunction, 17th-level wizard, DC 23 Will save negates, 17 mins); multiple targets (all magic items or spell effects in a 40-ft. radius)
Item Save = 2+ ½ its caster level, save roll 1 = destroyed
RUNE-ENHANCED ETTIN CR 9
XP 2,400
CE Large humanoid (giant)
Init +6; Senses low-light vision; Perception +15
DEFENSE
AC 23, touch 11, flat-footed 23; (+2 armor, –1 Dex, +11 natural, –1 size)
hp 80 (10d8+35)
Fort +12, Ref +4, Will +7
OFFENSE
Speed 40 ft.
Melee 2 crude flails +15/+10 (2d6+9) each hand
Ranged 2 Longspears +8 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks superior two-weapon fighting
Spark Shower (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 6d6 fire and 6d6 electricity damage; Reflex DC 21 half; usable once every 1d4 rounds). The save DC is Constitution-based.
Runes (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 18 Fortitude save or be blinded for 1 round. The saving throw is Charisma-based.
STATISTICS
Str 26, Dex 10, Con 20, Int 9, Wis 11, Cha 13
Base Atk +10; CMB +17; CMD 26
Feats Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack
Skills Handle Animal +10, Perception +15; Racial Modifiers +4 on Perception
Languages pidgin of Giant, Goblin, and Orc
SPECIAL ABILITIES
Superior Two-Weapon Fighting (Ex) An ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
Adult ettins are about 13 feet tall and weigh 5,200 pounds.
MITHRAL GOLEM CR 16
XP 76,800
N Huge construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 natural, –2 size)
hp 172 (24d10+40)
Fort +8, Ref +15, Will +8
DR 15/adamantine(/bludgeoning), evasion; Immune construct traits, magic
OFFENSE
Speed 50 ft.
Melee 2 slams +33 (4d10+11)
Space 15 ft.; Reach 15 ft.
Special Attacks fluid form, quickness
STATISTICS
Str 33, Dex 24, Con —, Int —, Wis 11, Cha 1
Base Atk +24; CMB +37; CMD 55
Feats Dodge, Mobility, Run, Spring Attack
SPECIAL ABILITIES
Fluid Form (Ex) A mithral golem’s body can take on a form like liquid silver as a swift action. While in this form, the mithral golem’s reach increases to 30 feet and its DR becomes 15/bludgeoning and adamantine. A mithral golem in this form can also move through any crack or hole in a wall or door, no matter how small, without impeding its movement. A mithral golem can maintain this form for up to 10 rounds per day, but these rounds do not need to be consecutive. Reverting to its normal form is a free action.
Immunity to Magic (Ex) A mithral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a mithral golem, as noted below.
• A slow spell cast on the golem causes it to lose its quickness ability for 1d6 rounds.
• A haste spell heals the golem of 1d6 points of damage per level of the caster (maximum 10d6).
• Hitting a mithral golem in fluid form with any spell of 6th level or higher with the cold descriptor causes the golem to take 10d6 points of damage (no save) and lose the use of its fluid form ability for 24 hours.
Quickness (Ex) A mithral golem is incredibly quick. It can take an extra move action during its turn each round. This means it can move up to its speed and still make a full attack.
Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
BONETHORN CR 12
XP 19,200
N Medium plant
Init +10; Senses lifesense, low-light vision; Perception +22
DEFENSE
AC 27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)
hp 150 (20d8+60)
Fort +15, Ref +14, Will +11
Defensive Abilities positive energy absorption; DR 10/bludgeoning; Immune plant traits
OFFENSE
Speed 30 ft.
Melee gore +24 (2d6+9 plus spores), 2 claws +24 (2d6+9/19–20 plus spores)
Special Attacks: critical implantation
STATISTICS
Str 28, Dex 23, Con 17, Int 2, Wis 16, Cha 9
Base Atk +15; CMB +24; CMD 41
Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (claw), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Sickening Critical, Skill Focus (Perception)
Skills Perception +22, Stealth +19
SPECIAL ABILITIES
Critical Implantation (Ex)
If a bonethorn scores a critical hit with any of its natural weapons, the victim takes a –4 penalty on its Fortitude save to resist the spore effect.
Positive Energy Absorption (Sp)
Those attempting to affect a bonethorn with positive energy quickly discover their mistake. Not only does positive energy heal the bonethorn (as it is a living creature, not undead), but it also absorbs the positive energy, boosting its metabolism. Whenever a bonethorn is affected by positive energy, it gains the benefits of haste and fast healing 5 for 1 round. This duration increases to 2 rounds if the bonethorn is not wounded at the time it is affected by positive energy. The durations from multiple exposures to positive energy effects stack.
Spores (Su)
Each time a bonethorn deals damage with its sporeladen natural attacks, its victim must attempt a DC 23 Fortitude save to avoid becoming infested by the fungus. If the victim fails, the fungus swiftly propagates through its body, erupting from wounds and ripping through undamaged flesh, dealing 2d6 points of slashing damage per round at the start of the infected creature’s turn. A creature that has a skeleton and that dies while infested with bonethorn spores is consumed over the course of 2d6 rounds, after which a new bonethorn rises from the remains. A new bonethorn created in this manner from a Large or larger body can animate only a Medium-sized portion of the skeleton, resulting in strange, partially skeletal hosts that have similar statistics to a bonethorn grown from a humanoid host. Burning or otherwise completely destroying the victim’s body before the spores complete their consumption prevents it from becoming a new bonethorn. This is a disease effect. The save DC is Constitution-based.
Bonethorns form from bodies devoured and reanimated by a hideous, flesh-eating fungus.
After consuming a creature’s flesh, the fungus binds to the bones and takes the place of the body’s muscular system. As the fungus spreads across the skeleton, it solidifies into numerous raised spikes used to implant fungal spores into other living creatures. Once permanently affixed, it uses the host skeleton to move around so as to spread spores and create more bonethorns.
A bonethorn has a rudimentary intellect, but spends most of its time seeking new hosts. When flesh isn’t available, the fungus goes dormant and can remain so for hundreds of years. While dormant, the bonethorn is inanimate. As soon as the fungus senses life, it reanimates the skeleton—an action easily confused for a corpse rising from the dead. This can fool clerics into trying to turn the creatures, which absorb the positive energy to their benefit.
A typical bonethorn is 6 feet tall and weighs 60 pounds.