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Those Draconic Blues
Part Two of the Great Wyrm Series
A Therran Mini-Scenario for a party of PCs of ECL 21

 

Summary:

The PCs battle an ancient blue dragon that wants to die.

Assumptions:

The PCs are the Heroes of the Gem and rule the Kingdom of Slumber.

Location:

The southern verges of the Kingdom of Slumber

Historical Date:

N.S. 34, Autumn

A Note to DMs:

This scenario is a sequel to Blue Twilight and the DM should read up on that scenario to have sufficient background as to what is happening in this scenario. The scenario assumes a very specific set of high level PCs known as the Heroes of the Gem, although it could be adapted to accommodate other PCs of a similar level.

DM's Introduction:

Angaralok the Blue is the most powerful blue dragon in Therra. In fact, he is one of the most powerful chromatic dragons ever to dwell in Jerranq, and his name and deeds are legendary amongst the Morakki of the Far East, especially around the Wylag Desert, East Wastes, and Hamasha. It is Angaralok who, in disguise, duped the Heroes of the Gem into slaying two of his rebellious offspring for him, in exchange for which he guided them to the location of a folding boat that allowed them to eventually journey towards the Lost Isle of Flupnir and their ultimate destiny to save the world.

He is a great wyrm who has lived for about 23 centuries. This is the upper end of the normal lifespan of a blue dragon, and he is now having to stave off the onset of twilight and death. His last paramour and sons having died (or been killed by him for betraying him), Angarlok has no one to whom he particularly cares to leave his legacy. However, as befits a dragon as venerable, storied, and powerful as he, he does not wish to end his life by simply fading away towards death.

No, in fact he wishes to fully embrace a horrific existence beyond the grave as a dreaded dracolich. For many centuries Angaralok knew his time was (relatively speaking) growing short, and he delved into the ancient and forbidden lore necessary to become a dracolich. With the help of powerful mages and evil priests he has prepared both the dracolich draught and the phylactery necessary to revert to his new state. Of course, he then slew all of the mages and priests who had served him, and hunted down their clones and any other means they had to return to life.

However, Angaralok is not content to simply change into his new form. He has far-reaching plans as a dracolich, and to begin these plans, he needs time to work behind the scenes. Unfortunately, as an extremely famous dragon, one of the most famous in existence, simply drinking the dracolich draught and turning into an undead creature will not suffice. Many dragons and other powerful entities constantly seek out and attempt to keep track of Angaralok, and he knows this. In addition, he knows that undead have their own unique sets of vulnerabilities and spells that harm them specifically. He needs time to research his own new state and prepare defenses to defend himself against enemies old and new.

Therefore, Angaralok wishes to die publicly, in battle, so that the world believes he has truly perished and is no more. To do this, he intends to fight none other than the Heroes of the Gem. A battle against the Heroes is plausible and, given their many great deeds, his defeat at their hands even moreso. And if, in the battle, Angaralok can slay one or more of the Heroes, all the better!

In any event, that action will take care of one problem. Angaralok will have in his mouth as he fights a contingent capsule of dracolich draught. This item will be keyed to activate if an undetectable alignment spell is cast on Angaralok. The dragon has then prepared a contingency spell on himself that will instantly, upon receiving an attack or spell or other effect that will render the dragon unconscious or slain (if he has his fortunate fate spell up then if that spell will activate the contingency will not), activate an undetectable alignment on himself. This will activate the contingent capsule and the dracolich draught will instantly slay the dragon, sending his soul into his phylactery. Note that the dragon's contingency must activate BEFORE he is dead, and so the spell will activate when an attack hits or a spell hits or a save is blown but before damage is rolled. In the case of a critical hit, the critical can be confirmed first. If the maximum damage from the spell or the attack has the potential to slay him or render him unconscious and his fortunate fate will not kick in, then the contingency will activate. If the contingency is dispelled, then the dragon will have to decide whether to immediately bite down on the contingent capsule or wait and reserve it for an immediate action. If the latter, the dragon will take no chances and will bite down on the contingent capsule under the same conditions as the contingency would have activated. He will also forego taking any swift or immediate actions so that he always has an immediate action available. If caught in an antimagic effect, the dragon will seek to leave it immediately, as the effect will stop the dracolich draught from working.

Angaralok's dead body will lay at the feet of the Heroes of the Gem, but his soul will be transported instantly into his phylactery. And that is where the rest of the story begins.

When a dragon's soul enters a phylactery, and the phylactery is not near his own body, the soul can possess the remains of a nearby creature of certain types. Of these, true dragons work the best. However, when a dragon's soul inhabits remains that are not his own, he does not immediately become a full-fledged dracolich. Instead, he becomes a proto-dracolich (as per page 149 of Draconomicon). Such a proto-dracolich is very limited in his powers and very vulnerable to attack for 2d4 days. Angaralok knows this and he fears that somehow some powerful entity may see through his ruse with the Heroes of the Gem and come for him in his weakened state. And most likely such an entity would be another dragon, either a rival blue, or a rival chromatic dragon, or a do-gooding metallice dragon. But a being as long-lived and clever as Angaralok leaves nothing to blind chance.

So he has taken measures to ensure that he will spend his proto-dracolich stage in a location that is well hidden, generally unknown to non-dragons, and completely protected from other dragons.

Where is such a place?

In the dragon graveyard known as Inwyrextishli (in-weer-EX-tish-lye), a site holy particularly to the blue dragons of the East. This graveyard was, for many centuries, the honoured final resting place of blue dragons. In fact, it was the goal of all blue dragons to die in such a place, and many blue dragons in ancient times had contingency spells with word of recall so that if struck by a death blow they would activate the spell at the instant of death and their body would end up in the graveyard so that their spirit could go with dignity and nobility into the great beyond.

In ancient days, some 1500 years ago, there was a land along the shore of the Inner Sea at what is now the border between the Wylag Desert and the East Wastes. This land was known as the Land of Palliag, and it was founded by a powerful mystic of Xydlont who, it was said, received dreams and prophecies about a great kingdom that would blossom on the shores of the wasteland. The Lord of Palliag, whose name is lost to the mists of time (even Angaralok does not recall his name) led his followers to the site and there he and his people enacted his exotic magics to turn the desert into a green and pleasant land. For over 50 years the Lord of Palliag and his people expanded their greenery, until the blue dragon named Angaralok, at the time a mere ancient blue dragon, began to resent the encroachment on "his" desert and the eventual threat that Palliag might become to him. And so he struck at the kingdom, he and his minions and those blue dragons who served him, and although the Lord of Palliag and his armies were strong, they were not able to withstand Angaralok and his forces. Eventually, the Lord of Palliag saw that he could not defeat Angaralok and the blue dragons. Indeed, he could not hope to keep his kingdom intact in the face of such opposition. But he determined a way that he could strike back at them. A means that would not harm them directly, then, but would one day, he hoped, after he was long in his grave, cause them no end of misery. And so, the Lord of Palliag, having used his visions and divinations to determine the location of Inwyrextishli, journeyed in secret to the site and, with his most powerful minions, cast a curse upon the graveyard that warded it from entrance by any dragon.

In so doing, the Lord then returned to his land and perished in the final battle with Angaralok. He was soon after interred in a tomb in his land and his people fled. Over the centuries, the desert reclaimed the land of Palliag, until all that remains is the lord's tomb, and even this was raided by the Heroes of the Gem who took Palliag's folding boat (as detailed in Part Two of the 2nd edition D&D scenario entitled The Lost Isle).

And so is Angaralok's plan completed. For he wishes for his phylactery to be taken to Inwyrextishli. There he will find a suitable dragon corpse for his soul to inhabit. And there the Lord of Palliag's curse will keep any and all rivals from him. And there he will be able to abide and leave when he is ready because, as a dracolich, he is no longer a dragon...he is undead.

The only piece of his grand plan that is missing is someone to take his phylactery to Inwyrextishli. His minions he does not trust, for in knowing he intends to die, they may betray him. And the way to Inwyrextishli is not an easy one. So he needs to find someone who wants him dead, and in so wanting, will be more than willing to do everything in his power to see that it happens. For Angaralok does not intend to tell this person that he intends to become a dracolich. Indeed, he will tell this person that he merely wishes to die with dignity in the dragon graveyard of his ancestors, that his spirit might dwell in the afterlife with the status he attained in the material world.

And he has found such a person...in the form of Ali Azed Mudeen.

Angaralok convinced Ali and his friends that he simply wants to die in his ancestral graveyard and that they way to bypass the curse was for the dragon to leave his body and house his soul in a special gem. So housed, Angaralok was no longer a dragon per se, and could bypass the curse. Through implied threats and the promise that should his soul be delivered to the graveyard Ali would be given the means to reclaim his lost family, lost love, and become ruler of the tribes, along with promises of treasure, Angaralok got Ali and his companions from the West to take the phylactery to the graveyard. There, they buried it and returned home, thinking that Angaralok the Blue was no more.

Now Angaralok, satisfied that the phylactery is safe, is ready to enact the final piece of his plan, and die in battle against the Heroes of the Gem.

Part One - The Challenge

The Message:

During the time the PCs in Blue Twilight were travelling to the dragon graveyard, Angarlok was busy mustering some allies for his fight with the Heroes. These allies were recruited by Angarlok for this battle even prior to his contacting Ali, and the dragon has promised them good looting and pillaging and a chance at glory. What he has not told his allies is that he knows the battle ahead is ultimately a losing one, and that they are likely to be slaughtered en masse.

But Angarlok needs these allies in order to goad the Heroes into action.

To this end, he has recruited a variety of giants. The frost giants command a pack of winter wolves. Finally, he has recruited a number of trolls. Upon learning that his phylactery has been buried in the dragon graveyard, Angarlok has commanded these creatures to begin to raid the southernmost settlements of Lancre's Canton, and settlements around Gerimane and Thasongir Castle have been ravaged. The Knights of the Canton have been powerless to stop the raids that have taken place over the last 3 days, as they have been quick and struck only at outlying settlements.

Nevertheless, when the latest raid reach within a mile of Gerimane and sacked an entire hamlet, the Lord Marshall of Thasongir began to consider that Lancre should be called. A swift rider has been dispatched to Mordanton and he arrives 2 days later and is granted an immediate audience with Lancre.

The rider delivers a message sealed with the ensign of the Lord Marshall of Thasongir. It reads:

Your most pious majesty, Patriarch of Mordant, Brother Lancre,

It shames me to have to deliver this missive to you, as you are extremely busy and have entrusted watch over the southern borders of the Canton to the holy order of Knights of the Gods, over which I am the Marshall. However, the situation here has gone beyond the means of the knights to handle, and I therefore pray that you will accept this request in light of this fact.

For the last several days, there have been savage raids conducted on the outlying settlements south of the town of Gerimane and west of Castle Thasongir. We were notified of these raids on the day after the first one took place, and I dispatched a company of knights to investigate. The knights found the ravaged settlements, smashed to splinters and with the bodies of the dead torn to shreds, in some cases chewed to pieces. Clearly something large and hungry has preyed upon these poor folk.

For three more days the raids continued, with no appreciable pattern and only against outlying settlements, which made it impossible for the knights to preempt. A local tracker searched the precincts of one such raid and determined that some sort of giant or giants were involved.

Still I would not have bothered to bring this matter to your eminence, except that yesterday (which would be likely 3 days ago as you read this) the raids became more brazen. While the knights patrolled the remaining outlying settlements as aggressively as possible, the raiders struck at a hamlet that is only a mile south of the town of Gerimane! At least two score persons were slain, and the few survivors stated that massive giants and equally massive hounds conducted the attack, and accounts vary from half a dozen to more than twenty of the creatures.

The knights are certainly capable of handling the odd giant or two, but as much as twenty such creatures, plus these massive hounds, may be too much for us.

Therefore, I pray that you will come to us by the quickest possible means. We are at the site of the razed hamlet...called Portenbru, which I am sure your Surveyor can pinpoint for you so that you may arrive here by unnatural conveyance. Perhaps your investigation of the site may sehd some light as to what is going on here and why this is happening.

Your humble servant,

Lord Getrymil Marshall of the Knights of the Canton 

The rider will have nothing further to offer, and any sort of magical communication with Lord Getrymil will have that worthy confirm the contents of his message to Lancre.

What Lancre does at this point is up to him. He can certainly gather together the Heroes of the Gem. For purposes of this scenario, the following Heroes are available:

Eracuss
Queequeg
Morg
Korvar
Cromwell
Dax Gren
and Eracuss' cohort Fendarion

Should Lancre instead wish to travel by himself or with some of his own soldiery or advisors, the DM should not object.

Should Lancre deign to delay coming to the site, the DM should have another rider arrive the next day with a verbal plea from Getrymil that raids are occuring daily and more and more citizens are being horribly killed. This should be sufficient to urge Lancre into action.

Of not, two days later, a final rider will appear delivering a hastily scrawled letter saying that the giants have massed at the Castle and are preparing an assault.

At this point, if Lancre still has not taken action, the DM should continue to describe greater and greater ravages, as well as the sacking of the entire town of Gerimane. Refugees will begin to flood into towns to the north, and the lords of those towns will beg Lancre to take action. Finally, as a last resort, Angarlok will emerge and begin to completely raze whole towns to the ground, calling out his challenge to the Heroes directly to those few survivors he leaves behind. Keep in mind, however, that Angarlok will only do this as a last resort if, for some strange reason, Lancre refuses to come to the hamlet site or somewhere else where he can easily contact him.

Should Lancre end up at a location that is not the hamlet (e.g. at Thasongir Castle), then the Dm can just substitute that location for the hamlet below.

The Hamlet:

When Lancre (and anyone else he has taken along) arrives at the hamlet he will see the remains of a quaint settlement now torn to shreds. Dried blood is aspatter everywhere and every single building has been smashed to bits. Broken bones, torn clothing, strips of rent flesh, and partially consumed bodies are all around.

Getrymil will be there with 3 of his knights, explaining that the rest are off searching for the raiders, evacuating southern settlements, and garrisoning the Castle. He will ask if Lancre can use any of his prayers to gather information about these raids.

Lancre, as a high level cleric, likely has many means to get information. However, they will all only transmit information dealing with the raiders themselves...the giants, trolls, and winter wolves. For example, a speak with dead cast on the body of one of the victims will turn up that a group of giants and massive hounds ravaged the place suddenly in the middle of the night. Spells such as divination and commune will indicate that some powerful force is likely guiding these raids, but little beyond that will be forthcoming. In no way will a commune spell reveal that Angarlok is behind this. He is too powerful an entity and has been too careful to have the gods be aware of his plans in their Slumber.

Specifically, a divination that is successful will turn up a sibilantly spoken bit of doggerel:

The blade seeks not glory upon the field
and of itself no power does wield
While hand and arm perforce are fain
Renown is hoarded by the brain
But light of glory burns and glows
In the reflection of one's utter foes
Keep this in mind as you strive for clue
for what you seek instead seeks you

In any event, while Lancre and any others examine the hamlet and seek answers, eventually a nearby knight will call out and point to the horizon. There, a single human form seems to be limping towards the hamlet, as if injured.

This form is actually a normal human zombie, animated by Angaralok to deliver his message. The zombie is commanded to hand its message to Lancre directly, though obviously it can easily be slain and the message taken.

When the figure is approached, it will be clear that it is a zombie of perhaps a farmer and that it carries a scroll in its hand.

If allowed, the zombie will shamble right up to Lancre, deliver the scroll, and then collapse to the ground unanimated.

The scroll has a dragoneye rune cast on it as well as a magic aura spell. Both have been cast on it by Angaralok, the latter to disguise the aura of the former, so that no magic will be detectable upon the scroll. The magic aura spell was cast 5 days ago and will last another 12 days.

The scroll, once it is opened, is written in Common in silver ink in a flowing hand and reads:

I have done the things you see around you here. And I will do more. Every day. Until the Heroes of the Gem meet me in combat. Come to the field shown below across Lachrinn River near the foothills and there we shall do battle. Do not tarry, for each day more of your people will die.

Below this is a small map showing the way to the field.

The field is to the west by northwest of Gerimane, across the Lachrinn River and reaches west to the foothills of the Haunted Hills. The field is just south of the small woods shown on the map of Lancre's Canton.

No amount of divination or investigation will be able to turn up how has issued this challenge. Should the PCs delay, they will find that every night another raid takes place and more innocents are killed. Clearly, other than perhaps taking a single day to memorize spells and prepare for battle, the Heroes should quickly gather and proceed to the field.

Part Two - The Battle

Angaralok has a plan for springing his battle upon the Heroes of the Gem, but he knows that his plan is not integral and given the capabilities of the Heroes, is likely to not come off precisely as desired. His ideal plan is as follows:

Angarlok knows that the Heroes will likely enter the vicinity with true seeing active, and so he will forego attempting to use any of his illusionary powers (like hallucinatory terrain) against them PCs.

Angaralok will assume that the PCs have kept the scroll given to them by the zombie (in order to follow the map) and so he will use his dragoneye rune to check on their progress while he rests in the back of a cave in the foothills abutting and overlooking the field. Should a check determine that the PCs are approaching the field, then he will use any remaining checks to pinpoint exactly when they arrive in the vicinity.

The minions are normal camped outside the cave entrance. If they know the PCs are about to arrive, they will be arrayed in a skirmish line of sorts some distance before the cave, as illustrated on the map below.

When he feels the PCs are about to arrive, or when he sees them arrive, he will cast fortunate fate on himself (this takes 1 minute to cast), freedom of movement, magic circle against good, and then cast xorn movement on himself and proceed 10 ft underground to a point that is roughly 50 ft behind the PCs (i.e. on the other side as compared to giants, trolls, and hounds). While he proceeds, the cloud giantr will bellow at the Heroes, telling them that he is glad they have heeded his master's call and to state their names. He will then tell the Heroes to step forth to hear the words of his master.

From Angaralok's vantage underground, he can hear and understand normal speech (DC 0 for talking, +30 for 10 ft underground +10 to understand what is being spoken, and +5 for 50 ft distance means DC 48, so even on a check roll of 1 he succeeds). Angaralok will speak back to the PCs using his ventriloquism ability (which has a range of 65 ft).

Should a single Hero or not all of the Heroes arrive, then Angaralok will not emerge, as he wants to fight all of the Heroes (who are available...he certainly demands that Lancre, Morg, Korvar, Eracuss, and Queequeg be present). In this case, the forst giant spiritseeker will parley with the Heroes, announcing that his master requires all of the Heroes be present. Should the Hero(es) attack the giants, then Angaralok will emerge from the cave and attack, making due with the foes he has at hand.

It is possible, in theory, that one or more PCs could somehow infiltrate the area without being noticed and proceed into the cave and notice Angaralok. That's fine should it happen. While it will negate some of Angaralok's sense of dramatic surprise, the battle can still be begun at that time.

In any event, once Angaralok is prepared, he will briefly parley with the PCs in Draconic (so that the giants and trolls do not understand that he means to lose this combat). He will (most likely using ventriloquism from below ground...the sound seeming to come from the air right in front of the PCs on the side opposite the dragon) thank the Heroes from coming and inform them that all of the unpleasant raiding that has taken place was necessary to draw out the Heroes, for he intends to meet and fight them on the field of battle.

With that, Angraralok will emerge from the ground and hover 50 ft in the air. He will announce himself and tell the Heroes that he has come today to do battle with them because his time on this earth has grown short, and he is due to fade into an ignominious death. Rather than allow that to happen, he feels that it is only worthy that the greatest dragon of this age fall in battle against the greatest heroes of this age. Angaralok will tell the PCs that he has little doubt of the outcome of this fight. He will fall at the powerful hands of the Heroes of the Gem. Certainly the same Heroes who slew Lolth and drove the demonlord Kostchtchie from his own citadel are more than a match, combined, against him. However, his eternal rest in the heavens of his ancestors has been secured by an obliging group of humans so that when he falls, his soul will be protected and find its way to the proper great beyond.

Angaralok will chuckle at the thought and say that those stupid humans thought that he would allow them to take the credit for slaying the mighty Angaralok the Blue. Hah! Those humans are not worthy to polish his scales. But the Heroes of the Gem...now death in battle against them is a death worthy of Angaralok...a death that will be sung of by bards for millenia afterwards. And if he can take out a few Heroes ere he falls...so much the better and so much more glory to accrue to this final chapter in his long and storied history. And, of course, he will point out, the Heroes will gain the prestige and fame of having slain Angaralok in open battle.

With that, he will leap to the attack, not allowing the PCs to question or dissuade him in any way. As he attacks (and he will not have surprise), the other minions will move to the assault as well.

Should the PCs leave the field after he has revealed himself, Angaralok will be angry and begin to demolish entire cities in the Cantons until the Heroes engage him.

The Fight:

While Angaralok wants to lose this combat, his pride will not allow him to pull any punches. He wants to be defeated, both for his own measure and because if he lets up the Heroes might become suspicious and begin to infer ulterior motives.

If somehow his thoughts are read, the PCs will read that he does, indeed, expect to and want to die in battle. The fact that he has a contingent capsule or that he plans on becoming a dracolich will not be in his surface thoughts.

If he has had time to prepare (e.g. while moving 40 ft per round underground), he will cast some preperatory spells. The dragoneye rune and magic aura spells cast on the scroll given by the zombie were cast many days ago, so he has his full compliment of spell slots available.

It is likely he has used a xorn movement spell to get underground. He will have also used a ventriloquism. Both of these usages have been decribed above. He also always casts mind blank every day, so that is always active.

He preparatory spells will be as follows:

superior invisibility (lasts for 17 minutes)
true seeing (lasts for 17 minutes)
zone of respite (lasts for 17 minutes)
scintillating scales (lasts for 17 minutes)
shield (lasts for 17 minutes)

When he bursts from the ground or on any first round of combat he will cast arcane spellsurge as a swift action. This will then allow him to move and fight and still cast a spell per round.

In theory, Angaralok could probably just fly at a height of 180 ft and use his Enlarge Breath Weapon to strafe the PCs. Most spells that protect against energy are not going to hold up against 24d8 points of damage (an average of 108 damage). And he will definitely do that at first, but he does not wish to "win" the fight that way, and so if it appears that the PCs cannot get to him after his first Enlarged breath and while he waits for it to recover (which will take 1d4 rounds) he will likely dive down and get a little more up close and personal with the PCs, so that they have a chance to attack him.

Keep in mind that while xorn movement is active, Angaralok can dive down from the sky right into the and beneath the ground. He cannot fly while underground, but he can move at his normal speed.

Should the minions begin to fall, Angaralok might choose to cast animate dead on them. He does not have onyx on his person, so he would have to have the fire giant shaman provide onyx or take it from his bag.

Should the fire giant shaman have time, he will cast protection from good, entropic shield, shield of faith, and spell shield on himself. These all last 4 minutes (5 minutes for the protection from good). He will enable his Divine Vigour in the first round of actual combat, then casting elation and bless while hanging back. Once Angaralok's undead are in the battle, he will try to cast desecrate where it can benefit the undead the most.

The minions will fight fanatically until and unless Angaralok is defeated, at which time they will flee, likely in groups according to species, though the Chaotic hill giants will scatter individually as will the trolls. The winter wolves are pets of the frost giants and will accompany them in any rout. That said, none of these creatures will surrender, preferring to turn and fight than to become a captive or slave.

Part Three - Denoument

DMs should keep very close tabs on Angaralok and when he will bite down on the contingent capsuleI. When this happens, he will die in such a way that it appears that the blow that triggers the capsule killed him. With his Bluff skill of +48, it is not likely the PCs will see through his ruse, but allow a Sense Motive check to notice that the damage from the blow or spell should not have been quite serious enough to slay him, and that his actions did not quite fit (i.e. his scream of anguish cut off a bit too soon, etc.). Of course, if it turns out that the blow or spell that triggered the capsule would have slain him anyways, then the dragon did not really Bluff and there would be no Sense Motive check allowed.

When the dragon dies, his body will be dead and on the field of battle. His soul will be instantly transported to buried gem in the dragon graveyard and will emerge as a proto-dracolich. 2d4 days later, he will become a full-fledged dracolich and sneak away to begin his new unlife. What Angaralok the dracolich does in future years is up to the DM.

If the PCs specifically declare that they are examining the dragon inch by inch or, more likely, they announce that they want to harvest some organs from the dragon's mouth (teeth come to mind immediately), then allow a DC 20 Search check to notice the crushed remains of the contingent capsule. These capsules are quite rare, so a DC 30 Knowledge (arcana) check would be required to have even heard of such things. If the tiny remnants of fluid lining the capule are carefully gathered and taken to a laboratory and a DC 35 Knowledge (arcana) check is made, then after about 1d3 weeks of study it can be determined that the substance was related to potions used by humanoid spellcasters to become liches. If the check is made by 10 or more, then the DM can halve the time to learn this fact.

Should the PCs somehow determine the nature of the draught from the capsule and seek out the dragon graveyard, the DM should decide whether to allow them to find its location and, if Angaralok is still a proto-dracolich, whether they can find him and destroy him before he flies off as an undead dragon.

If somehow the Heroes are defeated, Angaralok will destroy their bodies and fly off, perhaps to find another worthy foe or, perhaps, feeling that no one can slay him and that he will have to simply take his chances developing for 2d4 days as a dracolich.

If the Heroes retreat, as mentioned previously, Angaralok will begin to ravage the Cantons. However, should it become apparent that even this activity will not draw the Heroes into battle, then he will fly off after a time, perhaps to find another worthy foe or, perhaps, feeling that no one can slay him and that he will have to simply take his chances developing for 2d4 days as a dracolich.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

There are no special XP bonuses for this scenario.

Roster:

CLOUD GIANT CR 11
NE Huge giant (air)
Init +1; Senses low-light vision, scent; Listen +15, Spot +15
Languages Giant, Auran, Common


AC 25, touch 9, flat-footed 24
hp 178 (17 HD)
Fort +16, Ref +6, Will +10

Spd 50 ft (10 squares)
Melee gargantuan morningstar +22/+17/+12 (4d6+18)
Melee 2 slams +22 (1d6+12)
Ranged rock +12 (2d8+12)
Space 15 ft; Reach 15 ft
Base Atk +12; Grp +32
Atk Options Cleave, Power Attack
Special Actions
Awesome Blow, Improved Bull Rush, Improved Overrun
Combat Gear gargantuan morningstar, rocks (8)
Spell-Like Abilities (CL 15):
1/day - fog cloud
3/day - levitate (self plus 2,000 lbs), obscuring mist

Abilities Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack
Skills
Climb +19, Craft (instrument) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (stringed instruments) +2, Sense Motive +9, Spot +15
Possessions combat gear plus chain shirt, golden chain belt (2500 gp), gold and amethst diadem (size Huge, 3000 gp), (sack, 375 sp, 560 gp, 137 pp, 16 assorted gems worth 3200 gp in total, masterwork harp (size Huge).


Oversized Weapon (Ex) A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty.

Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 140 feet for a cloud giant’s thrown rocks.

FIRE GIANT CR 10
LE Large giant (fire)
Init -1; Senses low-light vision; Listen +2, Spot +14
Languages Giant, Common


AC 23, touch 8, flat-footed 23
hp 142 (15 HD)
Immune fire
Vulnerable cold
Fort +14, Ref +4, Will +9

Spd 30 ft (6 squares)
Melee greatsword +20/+15/+10 (3d6+15)
Melee 2 slams +20 (1d4+10)
Ranged rock +10 (2d6+10)
Space 10 ft; Reach 10 ft
Base Atk +11; Grp +25
Atk Options Cleave, Great Cleave, Power Attack
Special Actions
Improved Overrun, Improved Sunder
Combat Gear greatsword, rocks (8)

Abilities Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Skills
Climb +9, Craft (weaponsmith) +6, Intimidate +6, Jump +9, Spot +14
Possessions combat gear plus half plate armour, sack, 577 sp, 1600 gp


Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a fire giant’s thrown rocks.

FIRE GIANT SHAMAN CR 12
Male fire giant Cleric 4 (Deceiver)
LE Large giant (fire)
Init -1; Senses low-light vision; Listen +2, Spot +14
Aura moderate evil
Languages Giant, Common


AC 24, touch 8, flat-footed 24
hp 179 (19 HD)
Immune fire
Resist cold 20
Vulnerable cold
Fort +17, Ref +4, Will +12

Spd 30 ft (6 squares)
Melee +1 greatsword +23/+18/+13 (3d6+16)
Melee 2 slams +21 (1d4+10)
Ranged rock +11 (2d6+10)
Space 10 ft; Reach 10 ft
Base Atk +12; Grp +26
Atk Options Cleave, Great Cleave, Power Attack
Special Actions
Divine Vigour, Improved Overrun, Improved Sunder, rebuke undead (4/day, +2 synergy bonus)
Combat Gear +1 greatsword, rocks (8)
Cleric Spells Prepared (CL 4 [CL 5 evil], melee touch +21, ranged touch +11):
2nd - desecrate
(d), elation, silence (DC 23), spell shield
1st - bless, blessed aim, entropic shield, shield of faith, protection from good
(d)
0 - detect magic, guidance, read magic, resistance, summon holy symbol
Domains: Evil (+1 CL evil spells), War (proficient and weapon focus with favoured weapon)

Abilities Str 29, Dex 9, Con 22, Int 10, Wis 14, Cha 13
SQ spontaneous inflict
Feats Cleave, Divine Vigour, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Weapon Focus (greatsword)
Skills
Climb +9, Concentration +9, Craft (armour) +6, Intimidate +6, Jump +9, Knowledge (religion) +5, Spot +14
Possessions combat gear plus +1 half plate armour, cape of major resist energy cold (as ring of major resist energy but size Large only), spell component pouch, iron unholy symbol, 3 vial unholy water, 25 pounds of silver dust (worth 125 gp), sack, 39 onyx worth 100 gp each, 500 gp, 27 pp


Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a fire giant’s thrown rocks.

FROST GIANT CR 9
CE Large giant (cold)
Init -1; Senses low-light vision; Listen +2, Spot +12
Languages Giant, Common


AC 21, touch 8, flat-footed 21
hp 133 (14 HD)
Immune cold
Vulnerable fire
Fort +14, Ref +3, Will +6

Spd 40 ft (8 squares)
Melee greataxe +18/+13 (3d6+13)
Melee 2 slams +18 (1d4+9)
Ranged rock +9 (2d6+9)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +23
Atk Options Cleave, Great Cleave, Power Attack
Special Actions
Improved Overrun, Improved Sunder
Combat Gear greataxe, rocks (8)

Abilities Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Skills
Climb +13, Craft (weaponsmith) +6, Intimidate +6, Jump +17, Spot +12
Possessions combat gear plus chain shirt, sack, 600 sp, 422 gp


Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a frost giant’s thrown rocks.

FROST GIANT SPIRITSEEKER CR 10
Frostburn page 134
CE Large giant (cold)
Init -1; Senses low-light vision; Listen +7, Spot +13
Languages Giant, Abyssal, Common


AC 22, touch 8, flat-footed 22
hp 122 (14 HD)
Immune cold
Resist fire 10 (from frostbrand)
Vulnerable fire
Fort +13, Ref +3, Will +7

Spd 30 ft (6 squares)
Melee frostbrand (+3 frost greatsword) +20/+15 (3d6+15 plus 1d6 cold)
Melee 2 slams +17 (1d4+8)
Ranged rock +8 (2d6+8)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +22
Special Actions
dispel fire effects (from frostbrand)
Combat Gear frostbrand, rocks (8)
Spell-Like Abilities (CL 14):
1/day - dispel magic, invisibility purge, prayer, wall of stone (DC 18)
3/day - blindness/deafness (DC 16), cure serious wounds, fear (DC 17), empowered ice storm
At will - detect magic, doom (DC 15)

Abilities Str 27, Dex 9, Con 18, Int 12, Wis 13, Cha 17
Feats Empower Spell-Like Ability (ice storm), Iron Will, Quicken Spell-Like Ability (prayer), Spell Focus (necromancy), Toughness
Skills
Climb +7, Concentration +16, Intimidate +9, Jump +8, Listen +7, Sense Motive +4, Spot +13
Possessions combat gear plus +2 studded leather armour, gauntlets of ogre power, sack, 1600 sp, 870 gp


Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a frost giant’s thrown rocks.

HILL GIANTS (2) CR 7
CE Large giant
Init -1; Senses low-light vision; Listen +3, Spot +6
Languages Giant


AC 20, touch 8, flat-footed 20
hp 102 (12 HD)
Fort +12, Ref +3, Will +4

Spd 30 ft (6 squares)
Melee greatclub +16/+11 (2d8+10)
Melee 2 slams +15 (1d4+7)
Ranged rock +8 (2d6+7)
Space 10 ft; Reach 10 ft
Base Atk +9; Grp +20
Atk Options Cleave, Power Attack
Special Actions
Improved Bull Rush, Improved Sunder
Combat Gear greatclub, rocks (8)

Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Feats Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
Skills
Climb +7, Jump +7, Listen +3, Spot +6
Possessions combat gear plus hide armour, sack, 370 cp, 900 sp, 130 gp


Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a hill giant’s thrown rocks.

HILL GIANT BARBARIANS (3) CR 9
Male hill giant Barbarian 2
CE Large giant
Init +0; Senses low-light vision; Listen +4, Spot +5
Languages Giant


AC 19, touch 9, flat-footed 19; uncanny dodge
hp 156 (14 HD)
Fort +17, Ref +4, Will +5

Spd 50 ft (10 squares); fast movement
Melee greatclub +20/+15/+10 (2d8+13)
Melee 2 slams +19 (1d4+9)
Ranged rock +13 (2d6+9)
Space 10 ft; Reach 10 ft
Base Atk +11; Grp +24
Atk Options Cleave, Power Attack
Special Actions
Improved Bull Rush, Improved Sunder, rage 1/day (11 rounds)
Combat Gear greatclub, rocks (3)

Abilities Str 29, Dex 11, Con 22, Int 6, Wis 12, Cha 4
SQ illiteracy
Feats Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
Skills
Climb +9, Intimidate +4, Jump +17, Listen +4, Spot +5
Possessions combat gear plus furs (treat as padded armour), sack, 480 cp, 1200 sp, 230 gp


Rock Catching (Ex) A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). The range increment is 120 feet for a hill giant’s thrown rocks.

FERAL TROLL CR 11
Male troll Barbarian 6
CE Large giant
Init +2; Senses darkvision 90 ft, low-light vision, scent, Track; Listen +5, Spot +6
Languages Giant


AC 16, touch 11, flat-footed 16; trap sense +2, improved uncanny dodge, uncanny dodge
hp 150 (12 HD), regeneration 5
Fort +17, Ref +6, Will +5; trap sense +2

Spd 40 ft (6 squares); fast movement, Run
Melee 2 claws +16 (1d6+7) and bite +14 (1d6+3)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +21
Atk Options rend 2d6+10
Special Actions
rage 2/day (12 rounds)

Abilities Str 24, Dex 14, Con 24, Int 6, Wis 9, Cha 6
SQ illiteracy
Feats Alertness, Iron Will, Multiattack, Run, Track
Skills
Listen +5, Spot +6, Survival +11


Regeneration (Ex) Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex) If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

TROLL HUNTER CR 11
Male troll Ranger 6
CE Large giant
Init +4; Senses darkvision 90 ft, low-light vision, scent, Track; Listen +13, Spot +13
Languages Giant


AC 19, touch 13, flat-footed 15
hp 130 (12 HD), regeneration 5
Fort +16, Ref +11, Will +8

Spd 30 ft (6 squares)
Melee 2 claws +17 (1d6+8) and bite +12 (1d6+4)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +22
Atk Options Cleave, Power Attack, rend 2d6+12
Ranger Spell Prepared
(CL 3, melee touch +17, ranged touch +12):
1st - entangle, resist energy

Abilities Str 26, Dex 18, Con 22, Int 10, Wis 15, Cha 10
SQ favoured enemy (elves +4, humans +2), wild empathy +6
Feats Alertness, Cleave, Endurance, Improved Natural Armor, Improved Two-Weapon Fighting, Iron Will, Power Attack, Track, Two-Weapon Fighting
Skills
Knowledge (dungeoneering) +6, Knowledge (nature) +6, Listen +13, Move Silently +12, Search +6, Spot +13, Survival +11 (+13 aboveground or underground and following tracks)


Regeneration (Ex) Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex) If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

ICE TROLL WARRIORS (2) CR 10
Tome of Horrors 3.5 page 350
Male ice troll Fighter 7
CE Large giant (cold)
Init +1; Senses darkvision 90 ft, low-light vision; Listen +4, Spot +5
Languages Giant


AC 16, touch 10, flat-footed 15; Dodge
hp 68 (9 HD), regeneration 3; DR 5/magic
Immune cold
Vulnerable fire, slashing weapons
Fort +11, Ref +3, Will +5

Spd 20 ft (4 squares)
Melee mwk maul +14/+9 (2d8+9/19 x3)
Melee 2 claws +12 (1d6+5)
Space 10 ft; Reach 10 ft
Base Atk +8; Grp +17
Atk Options Power Attack, rend 2d6+7
Special Actions
Combat Reflexes
Combat Gear masterwork maul

Abilities Str 20, Dex 13, Con 16, Int 9, Wis 10, Cha 6
Feats Alertness, Combat Reflexes, Dodge, Improved Critical (maul), Iron Will, Power Attack, Weapon Focus (maul), Weapon Specialization (maul)
Skills
Jump +8, Listen +4, Spot +5, Swim +9
Possessions combat gear plus scale armour


Regeneration (Ex) Fire and acid deal normal damage to an ice troll. If an ice troll loses a limb or body part, the lost portion regrows in 2d6 minutes so long as bith the ice troll and the lost body part are within 30 feet of each other and are both in contact with ice or water. The creature can reattach the severed member instantly by holding it to the stump, but only if the severed member has been in contact with ice or water for at least 1 round.

Rend (Ex) If an ice troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+6 points of damage.

Vulnerability to Slashing Weapons (Ex) If an opponent rolls a natural 20 with a slashing weapon against an ice troll (and subsequently confirms the critical hit), the ice troll must succeed on a Fortitude save (DC 10 + damage taken) or lose a limb (roll 1d6: 1-3 arm, 4-6 leg; 50% chance of either right or left). An ice troll that loses a leg falls to the ground, but can continue moving at one-half speed. Severed limbs cannot attack but move at a speed of 30 feet toward the nearest source of water or ice.

TROLL SLASHERS (2) CR 11
Male troll Fighter 6
CE Large giant
Init +2; Senses darkvision 90 ft, low-light vision, scent, Track; Listen +5, Spot +6
Languages Giant


AC 16, touch 11, flat-footed 14; Dodge, Mobility
hp 144 (12 HD), regeneration 5
Fort +17, Ref +6, Will +5

Spd 30 ft (6 squares)
Melee 2 claws +16 (1d6+7) and bite +14 (1d6+3)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +21
Atk Options Power Attack, rend 2d6+10
Special Actions Combat Reflexes

Abilities Str 24, Dex 14, Con 24, Int 6, Wis 9, Cha 6
Feats Alertness, Combat Reflexes, Dodge, Iron Will, Mobility, Multiattack, Power Attack, Track
Skills
Intimidate +4, Listen +5, Spot +6


Regeneration (Ex) Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex) If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

WAR TROLL CR 5
Monster Manual III page 181
LE Large monstrous humanoid
Init +7; Senses darkvision 90 ft, low-light vision, scent; Listen +11, Spot +12
Languages Giant


AC 31, touch 12, flat-footed 28
hp 138 (12 HD), regeneration 9; DR 5/adamantine
SR 20
Fort +13, Ref +11, Will +12

Spd 30 ft (6 squares)
Melee mwk greatsword +23/+18/+13 (2d8+15) and bite +19 (1d6+5)
Melee 2 claws +21 (1d8+10) and bite +19 (1d6+5)
Ranged mwk composite longbow +15/+10/+5 (2d6+10)
Space 10 ft; Reach 10 ft
Base Atk +12; Grp +22
Atk Options dazing blow
Special Actions
Combat Gear
masterwork greatsword, masterwork composite longbow (+10 Str bonus), arrows (20)

Abilities Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10
SQ illiteracy
Feats Alertness, Improved Initiative, Iron Will, Multiattack, Weapon Focus (greatsword)
Skills
Listen +11, Spot +12
Possessions combat gear plus breastplate


Dazing Blow (Ex): The force of a war troll’s blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 25 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.

Regeneration (Ex): Unlike with their lesser cousins, acid (not fi re) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.

ADVANCED WINTER WOLVES (4) CR 6
NE Large magical beast (cold)
Init +6; Senses darkvision 60 ft, low-light vision, scent, Track; Listen +7, Spot +7
Languages Giant, Common


AC 20, touch 11, flat-footed 18
hp 77 (9 HD)
Immune cold
Vulnerable fire
Fort +9, Ref +8, Will +4

Spd 50 ft (10 squares)
Melee bite +12 (1d8+6 plus 1d6 cold)
Space 10 ft; Reach 5 ft
Base Atk +9; Grp +17
Special Actions
Combat Reflexes, Improved Overrun, Improved Sunder

Abilities Str 18, Dex 14, Con 16, Int 9, Wis 13, Cha 10
Feats Alertness, Combat Reflexes, Improved Initiative, Track
Skills
Hide +0*, Listen +7, Move Silently +8, Spot +7, Survival +2 (+6 when tracking by scent)
Possessions chain shirt barding


Breath Weapon (Su) 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 17 half. The save DC is Constitution-based.

Freezing Bite (Su) A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

Trip (Ex) A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

* Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice.

ANGARALOK THE BLUE CR 25
Male great wyrm blue dragon
LE Gargantuan dragon (earth)
Init +0; Senses Blind-Fight, blindsense 60 ft, darkvision 120 ft, keen senses; Listen +48, Spot +48
Aura frightful presence (360 ft, 38 HD, DC 35)
Languages Draconic, Abyssal, Common, Infernal, Low Morakki, High Morakki, Vashti, sound imitation


AC 44, touch 6, flat-footed 44
hp 565 (39 HD), fast healing 3; DR 20/magic
Immune electricity, sleep, paralysis
SR 31
Fort +29, Ref +21, Will +27

Spd 40 ft (8 squares), burrow 20 ft (4 squares), fly 200 ft (40 squares) (poor); Hover
Melee bite +49 (4d6+14) and 2 claws +47 (2d8+7) and 2 wings +47 (2d6+7) and tail slap +47 (4d6+21); Blind-Fight
Space 20 ft; Reach 15 ft (20 ft wing, 30 ft tail slap)
Base Atk +39; Grp +65
Atk Options Power Attack, Snatch (Medium or smaller)
Special Actions
breath weapon (DC 37, 24d8), create/destroy water 3/day, (DC 35) crush 4d6+21 (DC 37), Enlarge Breath, Extend Spell, Flyby Attack, Heighten Spell, Shape Breath, Silent Spell, tail sweep 2d6+21 (DC 37)
Sorcerer Spells Known (CL 17, melee touch +49, ranged touch +35):
8th (4/day [1 cast]) - mindblank**, superior invisibility
7th (6/day) - arcane spellsurge*, fortunate fate, greater teleport
6th (7/day) - greater dispel magic, heal, true seeing
5th (7/day) - draconic polymorph, flesh to ice (DC 21), xorn movement, zone of respite
4th (7/day) - breath weapon substitution, dispelling breath, freedom of movement, stunning breath (DC 37)
3rd (7/day) - animate dead, magic circle against good, suggestion (DC 19), tongues
2nd (8/day) - dragoneye rune, invisibility, scintillating scales, silence (DC 18), undetectable alignment
1st (8/day) - breath flare, charm person (DC 17), magic aura (DC 17), shield, unseen servant
0 (6/day) - amanuensis, cure minor wounds, detect magic, mage hand, mending, message, no light, open/close, read magic
Spell-Like Abilities (CL 17):
1/day - hallucinatory terrain (DC 35), mirage arcana (DC 35), veil (DC 35)
3/day - ventriloquism (DC 35)

Abilities Str 39, Dex 10, Con 27, Int 22, Wis 23, Cha 22
Feats
Embed Spell Focus, Enlarge Breath, Extend Spell, Fast Healing, Flyby Attack, Heighten Spell, Hover, Large and In Charge, Multiattack, Power Attack, Recover Breath, Shape Breath, Silent Spell, Snatch
Skills
Appraise +6 (+8 studying physical aspects), Bluff +48, Concentration +29, Diplomacy +52, Hide +9, Intimidate +50, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (nature) +27, Knowledge (religion) +27, Listen +48, Move Silently +10, Search +48, Sense Motive +48, Spellcraft +50, Spot +48, Survival +16
Possessions A statuette of Angaralok carved from elephant ivory and decorated with gems (worth 1,500 gp and focusd for his contingency spell), contingent capsule with dracolich draught inside, various spell components tucked under his scaly hide (assume enough to cast a full complement of each spell's daily spell slot allocation [e.g. 7 components for true seeing]

Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Breath Weapon (Su) 120-ft. line (60-ft. cone if shaped, 30-ft. spread if spreading), 24d8 electricity, Reflex DC 37 half. Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4-1 (minimum 1) rounds later. The save DC is Constitution-based.

Create/Destroy Water (Sp) A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a DC 35 Will save or be ruined. This ability is the equivalent of a 1st-level spell. The save DC is Charisma-based.

Crush (Ex) This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against Medium or smaller opponents (three or more size categories smaller than the dragon), though it can attempt normal overrun or grapple attacks against larger opponents.

A crush attack affects as many creatures as can fit under the dragon’s body (20 ft by 20 ft area). Creatures in the affected area must succeed on a DC 37 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.The save DC is Constitution-based.

A crush attack deals 4d6+21 points of bludgeoning damage.

Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a DC 35 Will save remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The save DC is Charisma-based.

Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Sound Imitation (Ex) A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a DC 35 Will save to detect the ruse. The save DC is Charisma-based.

Tail Sweep (Ex) This special attack allows a dragon of at least Gargantuan size to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are Small or smaller (four or more size categories smaller than the dragon). A tail sweep automatically deals2d6+21 points of bludgeoning damage. Affected creatures can attempt a DC 37 Reflex save to take half damage.

* Dragons cast this spell as a swift spell.

** This spell is always active; Angaralok casts it every day at midnight.


CONTINGENT CAPSULE
Price (Item Level):
1,650 gp (5th)
Body Slot: -
Caster Level: 11th
Aura:
Moderate; (DC 20) abjuration
Activation:
Immediate (manipulation)
Weight:
0.1 lbs

This small metal pellet is the size of a small human finger joint and is carved with delicate runes. A wax stopper plugs one end of the device.

A contingent capsules is the magical version of an alchemical capsule (Complete adventurer page 119). Like an alchemical capsule, a contingent capsule is worn on the inside of the mouth, under the tongue. No retainer is needed, as the capsule magically adheres to the gum.

Unlike the non-magical version, the contingent capsule can hold one dose of any liquid or elixir that normally fits inside a vial (not a flask). This includes potions, many elixirs, and even poisons. Loading a liquid into the capsule is a full-round action that provokes attacks of opportunity and requires Concentration.

A contingent capsule is enchanted to react to the wearer's thoughts, so that activating it is an immediate action (as opposed to a swift action for a normal alchemical capsule) by simply biting down on the capsule, crushing it and releasing the contents. This makes a contingent capsule invaluable for items such as potions of cure spells.

Furthermore, a contingent capsule can be set to activate when a certain condition applies. Setting the capsule takes 1 minute of concentration and the item must be worn in the mouth during this time. This condition can be more or less anything applicable to a contingency spell. The condition must be discernible by the wearer, so things that are hidden from the wearer cannot be set as a contingency. In addition, should the wearer be fooled by a condition, the capsule will activate. For example, if the wearer has a capsule filled with a potion of resist energy (fire), and a condition that if he is sees any creature with the fire subtype then the capsule will activate, then the capsule will activate only against a creature that the wearer knows to be of the fire subtype, and will activate even if he sees an illusion of such a creature and believes it to be real.

The immediate activation and contingent activation of a contingent capsule can be set very precisely, so that it activates even after an attack or spell is successful against the wearer or a saving throw has been failed. However, once damage has been rolled or the effects adjudicated, then the capsule cannot be activated before such damage or effect is taken.

So, if a contingent capsule with a potion of cure serious wounds is activated if the wearer suffers a potential killing blow or attack, then any attack that hits that, were it to do maximum damage would be lethal, would activate the capsule even before damage is rolled and even if the rolled damage is far less than maximum and would not have killed or even incapacitated the wearer.

Only one contingent capsule may be worn, no matter what the size of the wearer, and a creature smaller than size Small cannot use one. A contingent capsule cannot be worn at the same time as an alchemical capsule (and vice versa). A contingent capsule can be drunk without wearing it just like a potion or other normal drink (standard action provoking attacks of opportunity). If drunk in this fashion, the capsule may be refilled.

Once a capsule activates via crushing or contingency, the capsule is destroyed and cannot be reused.

Prerequisites: Craft Wondrous Item, contingency.
Cost to Create:
825 gp, 33 XP, 12 days

 

 

 

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