Return to the Therran Scenario Page

 

Heating the Dish
A Therran Mini-Scenario for a party of PCs of ECL 18-19

 

Summary:

The PCs are attacked by a lich who has allied with old adversaries.

Assumptions:

The PCs have taken part in the scenerio "Days of Future Past" and "A Dish Served Cold".

Location:

Aladur

Historical Date:

718 A.C. Summer

DM's Introduction:

This scenario is a "continuation" scenario of two previous ones (as well as, potentially, a third). As such, it postulates a set of three very specific events: mainly 1) that the lilitu demon and ghast lover in the haunted caverns survived and that the PCs have begun to establish a stronghold in the ruins of the Tri-Claw Fortress, 2) the PCs did not manage to track down the lilitu and ghast when they attempted to harrass the PCs, and 3) the PCs have earned the emnity of a powerful Morakki lich. If such events did not occur in the DM's world, then he will have difficulty using this short scenario whole-cloth, although parts of it can be lifted and used or adapted for other situations.

In the Days of Future Past the PCs encountered a lilitu demoness and her ghast sorcerer lover. The lilitu and the ghast escaped the death of the phaerimm Wind of Blood and fled far to the north, where they made a lair. The lilitu had an extensive network of slaves and dupes in Aladur amongst the killoren, and she seeks revenge against the PCs for defeating her master and driving her away.

However, a lilitu demon represents the apex of infiltration and subtle influence and so she carefully noted the powers and capabilities of the PCs and knew that the PCs were formidable foes to be respected. Nevertheless, her pride had been wounded and her hatred of the PCs grew over the years since she was driven forth. At first she attempted to harrass the PCs. She planted a spy in the Eixtenizti Stronghold by means of her lilitu's gift ability. She also murdered an acolyte of the trade temple in the stronghold. The PCs attempted to find her, but failed. However, they later managed to learn of the lilitu's gift and have taken precautions to regularly cast detect magic, detect evil, and detect chaos on all inhabitants of the stronghold (this is usually performed by the Xibalanca priest weekly). Because of these precautions, the lilitu has had to lie low, instead building her power bases elsewhere and biding her time.

In the meantime, the PCs have run afoul of a lich. How this happens is up to the DM. In the historical campaign, the PCs were travelling the Astral Plane during the scenario entitled "Dying of the Light" and encountered the lich and his minions, astrally projecting on some unspecified mission. The PCs defeated the lich, banishing him back to the Material Plane and his abode in the Morakki Lands. The lich was not amused. First, his ancient pride was wounded and he lost face (even if just to himself). Being a Morakki, this is insuffferable. Furthermore, the lich was in a hurry to his Astral destination, and being driven out cost him valuable time. As such, after completing his mission with some difficulty, he now seeks to locate and punish the PCs. This scenario assumes the historical justification and origins of the lich. If the DM likes, he can substitute a lich of similar power who is a wizard, a sorcerer, or whatever else works for his campaign.

Part One - The Prelude

Note: This prelude can take a long time in the campaign. As such it is possible for the DM to run the prelude over the course of several other adventures.

The lich, one Ashinto Nerrigo, finished his Astral mission and returned to his abode, deep within the Vayshan Mountains in the far-off Morakki Lands. Having completed whatever tasks were at hand, he now seeks to locate the interlopers who dishonoured him on the Astral Plane.

At some interval after the PCs return from their latest mission (e.g. slaying the pit fiend Aggashotha), the lich will attempt to scry the PCs by means of a greater scrying spell. He will attempt to do so on whichever PC he encountered was most warrior-like, as he figures such a person is less likely to resist the scrying attempt, detect the scrying, or have magical protections against scrying. If no PC really fits that description, then he will scry randomly on a PC. Such scrying will take place until it succeeds. Remember that, in Therra, different continents on the Material Plane are treated as separate planes for purposes of magic, such as scrying. As such, PCs will gain a +5 bonus to their Will saves. Since the lich only met the PCs once, and presumably does not have a possession or body part of the PCs', then the save DC is at a total of DC 26 (not counting the +5 planar bonus). As such, it may take several attempts for the lich to successfully scry the PCs. Since a person can only be scried once every 24 hours, the lich will try a different PC until he succeeds, rotating through them every day. The lich will use all of his 7th level spell slots to prepare greater scrying spells each day, which means 4 attempts per day. Once the lich succeeds, he will seek to observe and learn the location of the PCs. Since he has no idea that they are on another continent, he is likely to assume they are somewhere on the Material Plane and in Jerranq (unless the PCs are all or mostly Morakki). The lich will note anything in the surroundings that looks unique to Sazhansiir, but still he has no knowledge of the continent of Sazhansiir. The day after successfully scrying, the lich will load up his spells for battle and attempt to greater teleport to the PCs' location with 3 dread wraiths, attempting to catch them by surprise, perhaps to abduct one and torture him to learrn about the others. Alas, his attempt to teleport will fail since the PCs are in Sazhansiir and cannot be teleported to from Morakki Lands (even with greater teleport). This will be the first clue that the PCs are in a distant land across the seas.

Once the first attempt to teleport to the PCs fails, the lich will set his sights on figuring out where the PCs are. This lich is very smart, and knows that the PCs are powerful and dangerous, and so his goal will be to try to view, by scrying on the PCs, a minion or even a passerby whom he can then scry at will with much less risk and greater chance of success. It may be that such an opportunity has already presented itself on the first scrying of the PCs. If not, the lich will have to retry until he can view what looks to him like a servant, slave, or minion of little or no power. Once he has done so, he will commence to scrying this lower powered person and others he sees while scrying him. Eventually, the lich should have an entire repertoire of people to easily scry upon. From there, he will observe and look for clues as to the location of the place. With his ability to cast tongues through his greater scrying, and his Spot bonus of +20, it should be no problem for the lich to read lips and be able to eavesdrop on discussions. Furthermore, the lich is smart enough to note the location of the sun and shadows cast thereby to determine the latitude of the location and by comparing the time in his abode with the time in the area he is scrying, he can determine longitude as well.

This means that at most a few days after scrying minions, the lich should know precisely where the PCs are located. Once he knows where the PCs are, he will travel there. The lich will travel by means of the cloud chariot spell. This allows him to travel at a speed of 600 miles per hour, for 10 minutes at a time (i.e. 100 miles per casting). It is an 8th level spell, and using his 9th level spell slots as well (he is not too worried about wandering encounters travelling that fast) he can cast 5 cloud chariots per day. That means 500 miles of travel per day (or night in this case, as he will prefer to travel at around midnight). He can take 2 dread wraiths with him. When his fifth cloud chariot runs out, he casts rope trick and he and his minions retire for the rest of the day. Since cloud chariots are unaffected by weather, and fly so high and so fast, such a journey is likely to be uneventful.

From his abode in the Vayshan Mountains, it is a journey of about 11,000 miles to the northern coast of Sazhansiir (or approximately 22 days). Once there, the lich will have to travel another 4,500 miles or so from the northern coast of Sazhansiir to Aladur. This will take him another 9-10 days. The lich will not simply charge into the PCs' midst and attack. Its phylactery is in its abode in the Morakki Lands and it does not wish to be destroyed and reappear 1d10 days later and have to repeat this process (indeed, it will not do so if it is defeated by the PCs again, this time). Instead, it will scout some suitable spot near to the PCs' stronghold and then begin to scout out the place, mainly by observing via scrying (not on the PCs but on the peasantry and low powered types in the stronghold) or by means of the polymorph spell.

At some point during this scouting period, which may last for as long as a week, the lich will come in contact with the lilitu. How this occurs precisely is unimportant. Perhaps the lich is scrying on a worker in the fields around the fortress and using detect evil through the scrying in order to locate a potential ally, and comes across the lilitu, who is disguised as a worker and using her detect thoughts ability to read the minds of the workers and catch up on the happenings of the PCs. Or perhaps the lilitu senses the scrying sensor of the lich nearby and investigates and locates the lich.

No matter how it happens, the two parties warily make contact and discover that they have a mutual enemy...the PCs. Since the lich simply wants revenge, and then intends to leave Sazhansiir forever to return to his abode, there is no obvious issue of mistrust or betrayal, as the two parties' interests are completely aligned. Of course, both parties are chaotic evil, and so mistrust and betrayal are always on the table.

In any event, it will take another week or so for the two parties to make contact and establish enough trust to agree to work together. The lich will be shown the lilitu's abode and from there both forces will plan their revenge on the PCs.

Other Happenings:

It is possible things will go awry for Ashinto in his attempt to initially scry on the PCs. PCs of this level may dwell in lairs protected from scrying or may have spells like misdirection or detect scrying always running. In the former case, Ashinto may have to turn to other means to learn the location of the PCs, such as using astral projection to question various extra-planar entities until he finds one who knows of the PCs. Given the PCs' level, they should have left a big mark on the world and even the multiverse by now and it is possible that their fame is known by such entities. If not, then the lich could pay, under disguise, for casting of spells like commune or contact other plane in order to determine the location of the PCs. Or, the DM could simply decide that the PCs have adequately protected themselves from such incidents and terminate this scenario.

Another possibility is that the PCs learn of Ashinto's scrying attempts (most likely by means of a detect scrying spell or by noticing the scrying sensor and then using their own magical means to determine its owner). The PCs may then desire to take the fight to the lich by trying to attack him in his stronghold. Such a scenario is beyond the means of this adventure, and the DM can either design the lich's lair and allow the PCs to attack it, or he can rule that over the centuries the lich has erected powerful wards to prevent anyone from tracking him back to his lair.

It is unlikely that the PCs will be able to track Ashinto or attack him en route, as he always has his mind blank spell running. Even discern location will not defeat that spell.

Part Two - The Main Players

Ashinto Nerrigo is an ancient lich, once a powerful evil wu jen and scourge of the Xydlonti in centuries past. However, when he obtained his lichdom, he disappeared from all record and recollection, and his name is now merely a historical footnote in the Xydlonti annals. The lich has spent centuries wandering the netherplanes from his lair located deep under the fastness of the Vayshan Mountains. The precise nature of his other-worldly quests is unknown, but clearly it is a long time in the making and will serve no purpose of weal.

Ashinto's phylactery is located in his lair, which is itself well-hidden and warded and the phylactery even moreso.

The statistics below show Ashinto's spells prepared under normal circumstances. The DM should note that his spells prepared will change during the scenario as noted in the text.

Once Ashinto meets up with the lilitu, he will replace, from that point on, his whirlwind spell with another mind blank to cast on the lilitu at all times.

ASHINTO NERRIGO CR 19
Complete Arcane page 14
Male lich Wu Jen 17
CE Medium undead
Init +2, watchful spirit; Senses darkvision 60 ft; Listen +20, Spot +20
Aura fear (60 ft, DC 19)
Languages Morakki, Abyssal, Draconic, High Morakki, Infernal


AC 20, touch 15, flat-footed 18
hp 111 (17 HD); DR 15/bludgeoning and magic
Immune cold, electricity, mind-affecting attacks, polymorph
Fort +1, Ref +7, Will +12; +2 vs metal spells

Spd 30 ft (6 squares)
Melee morningstar +8/+3 (1d8) and touch attack +3 (1d8+5 negative energy, DC 19 Will half plus paralyzation DC 19)
Melee touch attack +8 (1d8+5 negative energy, DC 19 Will half plus paralyzation DC 19)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +8
Special Actions Improved Counterspell, Sudden Maximize, Sudden Widen
Combat Gear morningstar, +1 shock spiked chain, katana (component for sword of darkness), potions of inflict serious wounds (10) (CL 5), arcane scroll of dimension door (CL 7), arcane scroll of delayed blast fireball (CL 13), arcane scroll of greater dispel magic (CL 16), arcane scroll of teleport (CL 9)
Wu Jen Spells Prepared (CL 17 [19 metal spells], melee touch +8, ranged touch +10):
9th - absorption, time stop
8th - mind blank**, power word stun (spell secret: Enlarge Spell), whirlwind (DC 27)
7th - decapitating scarf (DC 26) (spell secret: Enlarge Spell)*, energy absorption, power word blind (spell secret: Enlarge Spell), sword of darkness
6th - eyes of the oracle, flesh to stone (DC 25), greater dispel magic (2) (spell secret; Silent Spell), mass suggestion (DC 25)
5th - arc of lightning (2) (DC 24) (spell secret: Enlarge Spell), cone of cold (DC 23), feeblemind (DC 24), sword of deception, telekinesis (DC 24)
4th - dancing blade, dimension door, greater invisibility, heart ripper, mass resist energy, storm of needles (DC 23)*
3rd - discern shapechanger, haste, magnetism (DC 22)*, protection from energy (2), tongues
2nd - blur, entangling scarf (DC 21)*, invisibility, resist energy, see invisibility, sonic whip (DC 21)
1st - comprehend languages, protection from good, magic missile (2), scales of the lizard (spell secret; Extend Spell), shield, true strike (2)
0 - detect magic, mage hand, message, read magic
* denotes a metal element spell

Abilities Str 10, Dex 14, Con -, Int 29, Wis 14, Cha 13
SQ +4 turn resistance, elemental mastery (metal), taboos (cannot eat meat, cannot bathe, cannot drink alcohol, cannot wear yellow, cannot heal or aid an animal), undead traits
Feats Craft Wondrous Item, Extra Spell Secret (2), Improved Counterspell, Skill Focus (concentration), Sudden Maximize, Sudden Widen
Skills Concentration +23, Hide +10, Knowledge (arcana) +29, Knowledge (planes) +29, Knowledge (religion) +29, Listen +20, Move Silently +10, Search +16, Sense Motive +20, Spellcraft +31, Spot +20, Survival +2 (+4 on other planes)
Possessions combat gear plus headband of intellect +6, ring of protection +3, ring of spell turning, blessed book, spell component pouch, masterwork potion belt
Spellbook
spells prepared plus:
9th - astral projection, etherealness, summon monster IX, wish
8th - cloud chariot, earthquake, greater spirit binding, horrid wilting, repel metal or stone, summon monster VIII
7th - adamantine wings, disintegrate, greater scrying, greater teleport, summon monster VII, teleport object
6th - geas/quest, speak with dead, spirit binding, spirit needle, stone to flesh, summon monster VI, veil, wall of iron
5th - baleful polymorph, fabricate, metal skin, passwall, permanency, servant horde, stone shape, summon monster V, wall of force
4th - animate dead, confusion, dismissal, elemental ward, fire shield, lesser spirit binding, poison needles, polymorph, rain of spines, rusted blade, rusting grasp, solid fog, summon monster IV
3rd - all wu jen spells
2nd - all wu jen spells
1st - all wu jen spells
0 - all wu jen spells

Fear Aura (Su) Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 19 Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a DC 19 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).

The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Watchful Spirit (Ex) Once per day a wu jen can reroll an initiative roll he has just made before he knows his place in the initiative order. He takes the better of the two rolls.

** this spell is always active.

 FEATS:

Sudden Maximize (CA p83) - 1/day apply effect of the Maximize Spell feat to any spell you cast.

Sudden Widen (CA p83) - 1/day apply effect of the Widen Spell feat to any spell you cast.

SPELLS:

absorption (SC p6) - r pers, 10 min/lvl or expended; absorb 1d4+6 spell levels of ranged spells targetted at you and use these levels to cast your own spells without expending them.

arc of lightning (SC p15) - r cl, line between 2 creatures, sv R 1/2; 1d6 electricity dmg (max 15d6) to both creatures and anything in line between them.

dancing blade (PHB2 p109) - r touch, weapon, 1 rd/lvl; animates melee weapon to attack adjacent foe (or 10 ft away with reach) att bonus = CL + key ability modifier, dmg bonus = key ability modifier, weapon attacks 1/rd and no AoO.

decapitating scarf (CA p102) - r cl, 1 creature, sv F part see text; ranged attack means save or die, if save successful target takes 1d4/lvl (max 20d4), constructs and most undead are not killed by decapitation and only take 6d4 damage (whether save or not), creatures without a head are immune.

discern shapechanger (SC p66) - 1 rd, r pers, 1 rd/lvl; standard action to see true forms within 60 ft (1 creature/rd).

energy absorption (CM p103) - r touch, creature, 1 hr/lvl or expended, SR; gain resist 10 vs all energy types, as immediate action can expend spell and absorb power of a single energy attack where subject gains immunity to that attack and heals 1/2 hp damage caused by the attack.

entangling scarf (CA p105) - r cl, 1 creature, 1 rd/lvl, sv R neg; ranged touch attack entangles target.

eyes of the oracle (DrM p66) - r pers, 1 rd/lvl or expended; gain +2 insight to AC and Ref sv, at end of turn ready a standard action no matter what actions taken during the turn, if readied action taken spell ends.

heart ripper (SC p111) - r cl, 1 living creature, sv F neg, SR; die if save failed and target has HD equal or lower than caster, if target has higher HD stunned for 1d4 rds on failed save, creatures immune to crits or with no heart or anatomy immune.

magnetism (CA p114) - r cl, ray, 1 rd/lvl, sv see text; once per rd on ranged touch attack draw iron or steel object to you with Str 30 (8000 lbs), held object requires disarm attempt, attended item grabbed on a failed Ref sv otherwise it becomes held and must be disarmed, item secured inside something can be broken or burst with Str check.

scales of the lizard (CA p121) - r pers, 1 min; gain +2 natural AC (+3 at 6th, +4 at 9th, and +5 at 12th).

sonic whip (SC p195) - r 0 ft, whip of force, 1 rd/lvl, sv W neg see text; creates whip of energy you wield as proficient, keeps normal animals at bay (30 ft away) as free action if Will sv failed, on ranged attack normal animal struck save or became frghtened, normal whip vs other creatures.

storm of needles (CM p118) - r 30 ft, cone, sv R 1/2; 1d4/lvl (max 15d4).

sword of darkness (SC p217) - as sword of deception but causes 1 negative level vs living creature, if sword strikes undead grants 5 temp hp/2 CL (max 25 temp hp) for 1 hour.

sword of deception (SC p217) - r md, blade of force, 1 rd/lvl, SR; attacks target in round cast, makes attacks at att bonus = CL (crit 19-20), strikes as a spell (not a weapon) and does 1d8 dmg, each hit provides -2 penalty on target's next save (until dangerous save is made or remove curse) (max penalty -5), multiple attacks possible with full round action but not on round cast or if moved to new target in range as standard action by caster, successful SR dispels the blade.

Note that almost 12 years will have passed since the PCs last encountered the lilitu and the ghast. As such, just as the PCs have gained levels during the interim, so too have the lilitu and ghast sorcerer. Both have ganed 2 levels.

Both the lilitu and ghast tend to cast their longterm spells at midnight (or in one case at nidnight and then again at 3 PM). That means they must wait 8 hours and then meditate for an hour to regain those spell slots. The DM should study the statistics blocks for both beings to see what spells are cast when and when slots are used and/or become available.

The lilitu always casts her screen spell on her lair at midnight. Since she can greater teleport at will, it is never an issue to do so no matter where she happens to be. She also casts an extended nondetection on herself and her ghast lover whenever she leaves her lair. For most of the purposes of this scenario, that will be the case, and so those spells slots will be used up for the first 9 hours after midnight.

The ghast always casts mage's private sanctum at midnight, and as such requires the use of 2 greater teleport spells each day just before and just after midnight. Because of this, if an encounter with the ghast occurs during the first 9 hours after midnight, he will have cast these 3 spells and not had a chance to regain his spell slots (except during the ambush - see below).

ABASASHTHA CR 18
Fiendish Codex: Hordes of the Abyss page 43
Female lilitu Cleric 6
CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)
Init +8; Senses darkvision 60 ft; Listen +22, Spot +22
Languages Abyssal, Sazhan; telepathy 100 ft


AC 31, touch 18, flat-footed 31
hp 171 (20 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 23
Weakness divine magic
Fort +18, Ref +19, Will +19; +4 vs Dark Speech

Spd 40 ft (8 squares)
Melee 4 stingers +29 (1d4+7 plus poison) and 2 claws +27 (1d6+5)
Space 5 ft; Reach 5 ft (10 ft with stingers)
Base Atk +18; Grp +22
Special Actions Combat Reflexes, Extend Spell, lilitu's gift
Combat Gear amulet of mighty fists +2
Cleric Spells Prepared
(CL 15, melee touch +18, ranged touch +23):
8th - antimagic field, greater spell immunity, heat drain (DC 30), polymorph any object (DC 30)
(d)
7th - blasphemy (DC 29), fortunate fate, plague (DC 29), screen (DC 29)
(d)*, wretched blight (DC 29)
6th - fiendish quickening, greater dispel magic (2), harm (DC 28), heal, mislead (DC 28)
(d)
5th - crawling darkness, flame strike (DC 27), greater command (DC 27), nondetection (extended)
(d)*, righteous might, spell resistance, true seeing
4th - abyssal might, cure critical wounds, dampen magic, dimensional anchor, freedom of movement, inflict critical wounds (DC 26) (2), nondetection (extended)
(d)*
3rd - bestow curse (DC 25), dispel magic (2), prayer, inflict serious wounds (DC 25), magic circle against good, mass conviction, mass resist energy, nondetection
(d)
2nd - demoncall
(d), enthrall (DC 24), hold person (DC 24), inflict moderate wounds (DC 24) (4), insight of good fortune, silence (DC 24)
1st - command (DC 23), demonflesh
(d), divine favour, heartache (DC 23), inflict light wounds (DC 23) (4), shield of faith
0 - cause minor wounds (DC 22) (4), detect magic, mending
Domains: Demonic (+1 profane bonus to att and dmg for unarmed strikes and natural attacks), Trickery (Bluff, Disguise, Hide class skills)
Spell-Like Abilities (CL 14):
1/day - dominate person (DC 27), suggestion (quickened) (DC 25), symbol of persuasion (DC 28)
At will - charm monster (DC 26), detect good, detect thoughts (DC 24), disguise self (DC 23, no limit on duration), fly, suggestion (DC 25), greater teleport (self plus 50 pounds of objects only), sending, tongues

Abilities Str 18, Dex 26, Con 18, Int 19, Wis 20, Cha 35
SQ item use, mock divinity, shroud alignment
Feats Combat Reflexes, Craft Wondrous Item, Dark Speech, Extend Spell, Persuasive, Quicken Spell-Like Ability (suggestion), Weapon Finesse
Skills
Bluff +31, Concentration +23, Diplomacy +33, Disguise +29 (+31 acting), Forgery +21, Heal +22, Hide +13, Intimidate +33, Knowledge (arcana) +10, Knowledge (planes) +10, Knowledge (religion) +21, Listen +22, Perform (dance) +29, Sense Motive +22, Spellcraft +22, Spot +22, Survival +5 (+7 on other planes)
Possesions combat gear plus +1 glamered chain shirt, pearl of power (3rd), elixir of truth, cloak of charisma +4, spell component focus - nondetection (123 uses), spell component pouch, jade dust worth 1000 gp (component for false vision spell), unholy token (of bone, hair, and dried blood serves as unholy symbol), skin pouch holding incense of meditation, a gold and peridot necklace (500 gp), a gold and ruby ankle chain (750 gp), diamond dust worth 500 gp (component for a variety of spells), gold dice (4) worth 20 gp each (component for insight of good fortune spell), ointment worth 250 gp (6) (component for true seeing spell), and a silver and sapphire armband shaped like twining serpents (1400 gp)


Item Use (Ex)
A lilitu can use any magic item as though she had successfully used the Use Magic Device Skill

Lilitu's Gift (Su) Once per day, a lilitu can embrace a willing or helpless living creature as a standard action and grant it a +2 profane bonus to Charisma and a +2 profane bonus on saving throws. The effect persists for 24 hours or until the target creature is affected by a dispel chaos. Until the gift expires or is removed, the affected creature radiates chaos as if his alignment were chaotic. Moreover, its natural weapons, as well as any weapon it wields, are treated as chaotic-aligned for the purpose of bypassing damage reduction.

As long as the character possesses the gift, the lilitu's name (written in Abyssal), appears as a tattoo somewhere on the character's body. Most lilitu take pains to place this mark somewhere that's easily hidden. The recipient of a lilitu's gift cannot see his own tattoo. As long as the gift remains active, the lilitu can monitor the character's condition and location as if she has placed a status spell on that characters. She can communicate telepathically with the character at all times, despite any intervening distance (even across planes), and by concentrating can observe the world around the character as if she were there in his place. Lilitus often use this ability to influence and trick a character into performing chaotic or evil acts. Accepting a lilitu's gift is a chaotic act and could have repurcussions on ths recipient's alignment.

A creature can resist gaining a lilitu's gift by making a DC 30 Will save. The save DC is Charisma-based.

Mock Divinity (Ex) A lilitu casts spells as a 9th level cleric (plus any additional cleric levels she obtains), except that she uses her Charisma score to determine bonus spells per day and spell saving throw DCs. She has access to the domains of Demonic and Trickery. She cannot spontaneously cast cure or inflict spells, nor can she turn or rebuke undead.

Poison (Ex) Stinger - injury, Fort (DC 24), 2d6 Wis/1d4 negative levels. The save DC is Constitution-based.

Shroud Alignment (Ex) Spells and spell-like abilities that have the good descriptor treat a lilitu as if her alignment were good. Magic items are similarly fooled.

Vulnerable to Divine Magic (Ex) A lilitu's heretical nature renders her particularly susceptible to divine magic. She makes all saving throws against divine magic at a -2 penalty, and checks to overcome her spell resistance with a divine spell gain a +4 sacred bonus.

* Always cast at midnight (spell slots unavailable until 9 AM).

 

 

FEATS:

Dark Speech (FCHotA p85) - 4 uses:

dread - you take 1d4 Cha damage, all in 30 ft radius must make DC 22 Will save or:

non-evil lvl 1-4 = shaken 1d10 rds and flee until out of sight

evil lvl 1-4 = cower in fear 1d10 rds

non-evil lvl 5-10 = shaken 1d0 rds

evil lvl 5-10 = charmed as charm monster for 1d10 rds

non-evil lvl 11+ = filled with loathing for you but unaffected

evil lvl 11+ = you gain +2 competence bonus on attempts to change target's attitude in future

power - you take 1d4 Cha damage, +1 CL to spell with verbal comp or evil magic item creation

corruption - full-round to reduce hardness of object by 1/2

dark unity - you take 1d4 Con damage, give swarm with Int 2 or less one command as suggestion  spell (CL 14)

SPELLS:

abyssal might (BoVD p84) - r per, 10 min/lvl; gain +2 enhancment to Str, Con, and Dex and increase SR by 2.

crawling darkness (SC p55) - r personal, 1 min/lvl; concealment and hide features, +4 competence bonbus on grapple, Climb, Escape Artist, tentacles strike melee attacker for 1d12 dmg at att bonus of BAB + Wis bonus.

dampen magic (CC p118) - r touch, 1 creature, 1 rd/lvl or discharge, SR; -1 enhancement bonus on any weapon used against subject (plus -1 per 6 lvls above 7th with max of 19th lvl), if bonus fully negated weapon still masterwork, -1 to CL and save DC vs any spell, spell-like or supernatural ability affecting subject (increasing as above), lower or raise field as move action, discharge into antimagic field in 5 ft radius for 1 rd per 5 rds duration left on spell (must have at least 5 rds to activate).

demoncall (FCHotA p92) - swift, r pers; +10 profane bonus on Knowledge (arcana or planes or religion) check in the same turn as spell is cast.

demonflesh (FCHotA p92) - r pers, 1 min / lvl; +1 enchancement to natural armour per 5 CL (min +1, max +4).

fiendish quickening (BoVD p95) - 1 full round, r personal, 1 rd/lvl; caster's teleport or greater teleport ability is quickened.

fortunate fate (SC p99) - 1 min, touch, living creature, 10 min/lvl or discharge, SR; if target would be killed by an effect that would be repaired by a heal spell, subject gains a heal spell effect.

heartache (BoVD p97) - r close, 1 creature, sv W neg, SR; subject helpless for 1 round.

heat drain (SC p112) - 20 ft burst on caster, sv F neg, SR; all living creatures take 1d6 cold /lvl (max 20d6) and for every living creature that takes damage caster gais 2 temp hp for 1 min/lvl.

insight of good fortune (PHB2 p115) - r close, 1 creature, 1 min/lvl or discharge, SR; once during duration roll twice for attack, skill, save, or ability check and take better result.

mass conviction (SC p52) - r md, allies in 20 ft r, 10 m in/lvl, SR; +2 morale bonus to saves (+1 per 6 CL max +5).

mass resist energy (SC p174) - r cl, 1 creature/lvl no two more than 30 ft apart, 10 min/vlv, SR; as resist energy.

plague (PHB2 p121) - r cl, 1 living creature/lvl no two more than 30 ft apart, 1 rd/lvl, sv F neg, SR; fast acting disease of choice affects subjects, subjects must make saves each round instead of day if they fail their first save:

Blinding sickness = 1d4 Str (each time 2+ Str lost, Fort sv or be permanently blinded)

Cackle fever = 1d6 Wis

Filth fever = 1d3 Dex, 1d3 Con

Mindfire = 1d4 Int

Red ache = 1d6 Str

Shakes = 1d8 Dex

Slimy doom = 1d4 Con

wretched blight (BoVD p110) - r med, 20 ft spread, sv F part, SR; good creatures suffer 1d8 dmg/CL (max 15d8) and stunned for 1d4 rds Fort sv for 1/2 dmg and no stun, neutral creatures suffer half dmg or 1/4 with save.

SPELL COMPONENT FOCUS

Price (Item Level): 200 x caster level x spell level plus 500 uses of material component
Body Slot: - (held)
Caster Level: varies
Aura: varies
Activation: -
Weight: 1 lb.

A spell component focus is a means of turning a costly material component for a spell into a focus that can be used over and over again. The cost of creating such an item makes it prohibitive to use except in a case where costly spells are cast frequently. The caster must still cast the spell in question. This item simply takes the place of the material component.

The focus looks like a small representation of the component itself. For example, a spell focus component for a nondetection spell would look like a crystal shaped like a diamond. Each spell component focus works for a specific spell.

Creating a spell focus component requires 500 uses of the material component. In addition, the cost to create is equal to caster level x spell level x 100 gp.

Spell focus components do not last forever. For every 500 uses of the device, there is a 5% cumulative chance that the item shatters and the energies contained within dissipate, rending it useless.

To use a spell component focus, the caster must hold the item in his hand while casting the spell. The activation of the item is considered to be a part of casting the spell, just like using a material component.

Prerequisites: Craft Wondrous Item, the spell in question, Spellcraft 15.

Cost to Create: 500 uses plus CL x spell level x 100 gp, XP = price divided by 25, time = price divided by 1000 times 7 days.

GHAST SORCERER CR 16
Male ghast sorcerer 14
CE Medium undead
Init +4; Senses darkvision 60 ft; Listen +2, Spot +9
Aura stench 10 ft (DC 22)
Languages Sazhan, Abyssal


AC 22, touch 14, flat-footed 18
hp 64 (18 HD)
Fort +4, Ref +8, Will +14

Spd 30 ft (6 squares)
Melee bite +12 (1d8+3 plus paralysis) and 2 claws +10 (1d4+1 plus paralysis)
Space 5 ft; Reach 5 ft
Base Atk +9; Grp +12
Atk Options ghoul fever (bite)
Combat Gear lesser metamagic rod of extend (1 use left)**
Sorcerer Spells Known
(CL 14 [CL 15 abjuration], melee touch +12, ranged touch +13):
7th (3/day*****) - greater teleport*****
6th (6/day) - acid storm (DC 22), greater dispel magic
5th (7/day***) - duelward, lesser planar binding (DC 21), mage's private sanctum***
4th (7/day) - dimensional anchor, dimension door, orb of force, psychic poison (DC 20)****
3rd (7/day) - dispel magic, energy aegis, haste, magic circle against evil
2nd (8/day**) - death armour, false life**, mirror image, resist energy, wings of cover
1st (8/day*,**) - corrosive grasp*, mage armour**, negative energy ray, shield, spirit worm (DC 17)
0 (6/day) - acid splash, dancing lights, detect magic, ghost sound (DC 16), mage hand, message, read magic, resistance, unnerving gaze (DC 16)

Abilities Str 17, Dex 18, Con -, Int 14, Wis 14, Cha 23
SQ turn resistance +2, undead traits
Feats Combat Casting, Magic Disruption, Multiattack, Silent Spell, Still Spell, Toughness
Skills
Balance +10, Bluff +13, Climb +9, Concentration +19, Hide +12, Jump +9, Knowledge (arcana) +14, Move Silently +12, Spellcraft +16, Spot +9
Possesions combat gear plus cloak of charisma +4, spell component pouch, onyx worth 50 gp (focus for death armour spell), acid flasks (8) (component for acid storm spell), key to the manacles in area G


Ghoul Fever (Su)
Disease - bite, Fortitude DC 24, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex) Those hit by a ghast’s bite or claw attack must succeed on a DC 24 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 24 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

* Casts corrosive grasp as a touch spell at midnight (spell slot unavailable until 9 AM).

** Always has these spells cast at midnight using the metamagic rod. This is reflected in the above statistics for mage armour but not for false life. 1 use of the metamagic rod will always be available. The spell slots are unavailable until 9 AM.

*** Always cast at midnight (spell slot unavailable until 9 AM).

**** Always casts this spell at midnight and then at 3 PM (spell slots unavailable until 9 AM).

***** Always casts two of these spells if outside his lair, one just before midnight and one right after (spell slots unavailable until 9 AM).

 

 

FEATS:

Magic Disruption (CM p44) - as long as abjuration spell 3rd + lvl available can as immed action disrupt spell cast within 30 ft and caster must make Concentration check (DC 15 + abjuration spell held) or -2 to save DC and CL of spell being cast, +1 CL to abjuration spells

SPELLS:

acid storm (SC p7) - r med, 20 ft cylinder, Ref 1/2; 1d6 acid dmg (max 15d6).

corrosive grasp (SC p53) - r touch; touch attack causes 1d8 acid damage; may use this attack 1/lvl and may be used with unarmed strike or natural weapon or while dealing grapple damage.

death armour (SC p60) - r pers, 1 rd/lvl; any creature striking you with body or handheld weapon takes 1d4 damage +1 per 2 CL (max +10). SR applies to this damage. Reach weapons do not endanger their wielders.

duelward (SC p74) - r pers, 1 rd/lvl or discharge; counterspell as immediate action, +4 bonus on Spellcraft checks to identify spells being cast, spell dishcarged when a spell is successfully counterspelled.

negative energy ray (TaB p93) - r cl, sv W 1/2, SR; ranged touch deals 1d6 negative energy plus 1d6 per 2 lvls above 1st (max 5d6 total); ray heals undead.

orb of force (SC p151) - r med; ranged touch attack deals 1d6 damage per lvl (max 10d6).

psychic poison (BoVD p101) - 10 min, r cl, 50 ft r or one object or creature, 1 hr/lvl; taints area, creature, or object so anyone casting a mind-affecting or divination spell at the target is subject to a psychic poison.

Black unlyn = area, 1d6 Int, 1d6 Wis, 1d6 Cha dmg (init and second).

Estadrach = creature, 1d8 Wis/2d8 Wis.

spirit worm (SC p202) - r touch, living creature touched, 1 rd / lvl up to 5 rds, Fort neg, SR; targets takes 1 Con damage per round, victim saves each round to end spell.

unnerving gaze (BoVD p108) - r cl, 1 creature, 1 rd / lvl, sv W neg, SR; -1 penalty on attacks.

wings of cover (RoDR p119) - immed, r pers; provides total cover against 1 attack, foe can change targets, provides +8 AC and +4 Ref sv vs area effect.

The Lilitu's Lair:

The lair has been made some 750 miles to the north of Aladur. This is far enough that the lilitu feels safe from the PCs and remote from other parts of civilization including the Scaled Ones. With her greater teleport at will, she can still come and go to Aladur as she desires.

1. The PCs Stronghold

This is where the PCs have made their stronghold. Refer to The Fortress of Eixtenizti for more information.

2. The Lilitu's Lair

The lair is located in a small system of caves nestled in the crook of some steep hills in the highlands above the Rainbow River valley. The river, a small thin ribbon of silver in the sunlight, is visible in the distance. The lair is about 750 ft in elevation and the approaches are screened by tall boulders and scrub, such that the cave entrance is not visible from any distance at all, even from the air.

The lilitu's lair is as presented in "A Dish Served Cold", and since the action of this scenario will likely take place in or near the PCs' stronghold, is not detailed here. However, should it be necessary to utilize the lair, DMs should raise the caster level of spells (not spell-like abilities) cast by the denizens to match their new levels.

While the lich dwells with the lilitu, he and his dread wraiths dwell in area F.

Part Three - The Plan

The troika's plan is simple. They have absolutely no intention of confronting the PCs in their stronghold, where they presumably know the lay of the land, have traps and other magic to aid them, and have the assistance of the entirety of the population of their stronghold. Instead, they intend to lure the PCs to a location of the troika's choosing and waylay them.

Allies:

To assist them in this endeavour, the troika has gathered allies.

The lich has brought 2 dread wraiths servants with him from Morakki Lands. These wraiths are not bound in any way to Ashinto except that in life they were his most loyal bodyguards and they retain that loyalty after death, thankful for their master bringing them everlasting unlife.

DREAD WRAITHS (2) CR 11
LE Large undead
Init +13; Senses darkvision 60 ft, lifesense 60 ft; Listen +25, Spot +25
Aura unnatural aura (30 ft)
Languages Morakki, High Morakki, Infernal


AC 25, touch 25, flat-footed 16; Miss 50% (incorporeal)
hp 104 (16 HD)
Vulnerable daylight powerlessness
Fort +5, Ref +14, Will +14

Spd fly 60 ft (12 squares) (good)
Melee incorporeal touch +16 (2d6 plus 1d8 Constitution drain)
Space 10 ft; Reach 10 ft
Base Atk +8; Grp -
Special Actions Combat Reflexes, create spawn

Abilities Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24
SQ incorporeal traits, undead traits
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Skills Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)

Constitution Drain (Su) Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.

Create Spawn (Su) Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Daylight Powerlessness (Ex) Dread wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it

Lifesense (Su) A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch

Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a dread wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

 

The lich has also, during his time in the lilitu's lair, used 4 castings of greater spirit binding to call forth 8 greater shadows.

GREATER SHADOWS (8) CR 8
CE Medium undead
Init +2; Senses darkvision 60 ft; Listen +9, Spot +9


AC 14, touch 14, flat-footed 12; Dodge, Mobility; Miss 50% (incorporeal)
hp 58 (9 HD)
Fort +3, Ref +5, Will +7

Spd fly 40 ft (8 squares) (good)
Melee incorporeal touch +6 (1d8 Str)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp -
Special Actions create spawn, Spring Attack

Abilities Str -, Dex 15, Con -, Int 6, Wis 12, Cha 14
SQ +2 turn resistance, incorporeal traits, undead traits
Feats Alertness, Dodge, Mobility, Spring Attack
Skills Hide +14*, Listen +9, Search +6, Spot +9

Create Spawn (Su) Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Strength Damage (Su) The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

*A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a -4 penalty on Hide checks.

 

The ghast sorcerer has used his lesser planar binding to bind a band of bar-lgura demons to his service. The ghast has long favoured these creatures for their ability to disrupt enemy groups with their abduction ability.

BAR-LGURAS (4) CR 5
Fiendish Codex - Hordes of the Abyss page 29
CE Medium outsider (chaotic, evil, extraplanar, tanar'ri)
Init +4; Senses darkvision 60 ft; Listen +11, Spot +11
Languages Abyssal, Celestial, Draconic, Slith; telepathy 100 ft


AC 23, touch 14, flat-footed 17; Dodge, Mobility
hp 51 (6 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 16
Fort +9, Ref +9, Will +7

Spd 40 ft (8 squares), climb 20 ft (4 squares); Run
Melee 2 claws +12 (1d6+6) and bite +7 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +12
Special Actions abduction, pounce, summon tanar'ri 1/day
Spell-Like Abilities (CL 6):
2/day - disguise self (DC 12), invisibility, major image (DC 14)
At will - darkness, cause fear (DC 12), dispel magic, greater teleport (DC 18), see invisibility, telekinesis (DC 16)

Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12
SQ tanar'ri traits
Feats Dodge, Mobility, Run
Skills Balance +15, Climb +23, Hide +17, Intimidate +10, Jump +23, Listen +11, Move Silently +13, Spot +11, Tumble +15
Possessions* bracers of armour +1, jewelry worth 600 gp

Abduction (Su) Unlike most tanar'ri, a bar-lgura can use greater teleport to transport other creatures. It can bring up to one Large or two Medium or smaller creatures with it each time it teleports. It can teleport unwilling targets as well, although an unwilling victim can attempt a DC 18 Will save to resist being transported. The save DC is Charisma-based.

Pounce (Ex) If a bar-lgura charges a foe, it can make a full attack.

Summon Tanar'ri (Sp) Once per day, a bar-lgura can attempt to summon another bar-lgura with a 35% chance of success. This ability is the equivalent of a 2nd level spell (CL 6th).

* All of the demon's possessions will return back to the Astral Plane upon its demise.

 

The lilitu has cast greater planar ally in advance to call forth a glabezeru. While she could, in theory, call more planar allies, she does not know precisely when the attack against the PCs will happen and paying the glabezru for services for 1 day/level is already extremely expensive.

GLABEZRU CR 13
CE Huge outsider (chaotic, evil, extraplanar)
Init +0; Senses darkvision 60 ft, true seeing; Listen +26, Spot +26
Languages Abyssal, Celestial, Draconic, telepathy 100 ft


AC 27, touch 8, flat-footed 27
hp 174 (12 HD); DR 10/good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 21
Fort +18, Ref +8, Will +11

Spd 40 ft (8 squares)
Melee 2 pincers +20 (2d8+10) and 2 claws +18 (1d6+5) and bite +18 (1d8+5)
Space
15 ft; Reach 15 ft
Base Atk +12; Grp +30
Atk Options improved grab, Power Attack
Special Actions Cleave, Great Cleave, summon demon
Spell-Like Abilities (CL 14):
1/day - power word stun
At will - chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image (*), reverse gravity (DC 22), greater teleport (self plus 50 lbs of objects only), unholy blight (DC 19)

Abilities Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
SQ wish
Feats Cleave, Great Cleave, Multiattack, Persuasive, Power Attack
Skills
Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +15, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)


Improved Grab (Ex) To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Summon Demon (Sp) Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

True Seeing (Su) Glabrezu continuously use true seeing as the spell (caster level 14th).

Wish (Sp) Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires - but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.

First Strike:

The first phase of the troika's plan is to test the PCs to observe their capabilities. While the lilitu likely encountered the PCs in the haunted caves she dwelt in at one time, that was a long time ago. The lich certainly encountered the PCs recently, but he may not have seen all of their abilities. Therefore, the trio will launch a strike at the PCs that is designed to fail, but to presumably evoke enough of a response so that capabilities can be observed (e.g. what energy types are favoured, special spells cast, psionics, incarnum, et al).

To enact this first test, the lilitu and lich will move within striking range of the stronghold, at about 10 AM (when all of their spell slots are available). The lich will have replaced the first spell in his prepared spells listing in his statistics block of levels 4th through 9th with an appropriate summon monster spell. Furthermore, he will have replaced blur with a second invisbility spell and his second and third prepared 7th level spells with 2 greater teleport spells. His final 7th level spell will be replaced with adamantine wings.

The lilitu will have replaced the last spell in her prepared spells listing in her statistics block of levels 4th through 8th with an appropriate summon monster spell.

The lich will use one of his greater teleport spells to teleport with the lilitu to the vicinity of the PC stronghold. Both will teleport invisibly, by way of the two invisibility spells cast by the lich, and the lich will have cast adamantine wings while the lilitu will be under the effects of her fly ability.

The two will appear about 200 ft from the stronghold, in cover (the lilitu will have previously teleported to the spot and allowed the lich to scry her and thereby see the location). While invisible, the two will begin casting summon monster spells starting with summon monster IV and each round casting a higher level summon monster spell. All such monsters will be given orders to attack the stronghold, causing as much damage as possible. Once the final spells are cast, both the lich and lilitu will fly high enough to observe the battle and the PCs. Both have very good Spot checks, and so are confident to be able to observe even from 200 ft away, although they will likely move forward to about 150 ft away as they fly up to about 100 ft high.

The monsters summoned will be as follows. Each will summon one such creature, so a pair of each will attack except for monster summoning IX, which only the lich can cast:

Summon Monster IV = fiendish giant wasps
Summon Monster V = medium air elementals
Summon Monster VI = jann
Summon Monster VII = bone devils
Summon Monster VIII = vrocks
Summon Monster XI = green slaad

All of the creatures listed above will attack to the best of their abilities. The more intelligent creatures (summon monster VI and above) are given orders to engage the most powerful foes they can find.

The green slaad lacks flying ability on its own, but will use its change shape ability to change into a flyer saurial in order to gain the stronghold before reverting back to its slaad form.

If the PCs figure out these are summoned creatures and use spells like protection from evil to ward them away, those creatures that can will attempt to dispel these wards, otherwise attacking other more vulnerable victims.

Remember that summoned creatures cannot use teleport nor can they summon other creatures. Those abilities have been excluded from their statistics blocks.

FIENDISH GIANT WASPS (2) CR 4
NE Large magical beast (extraplanar)
Init +1; Senses darkvision 60 ft; Listen +1, Spot +9


AC 14, touch 10, flat-footed 13
hp 32 (5 HD); DR 5/magic
Resist cold 5, fire 5; SR 10
Fort +6, Ref +2, Will +2

Spd 20 ft (4 squares), fly 60 ft (12 squares) (good)
Melee sting +6 (1d3+6 plus poison)
Space 10 ft; Reach 5 ft
Base Atk +3; Grp +11
Special Actions smite good (+5 dmg 1/day)

Abilities Str 18, Dex 12, Con 14, Int 3, Wis 13, Cha 11
Skills Spot +9, Survival +1*

Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

*Giant wasps have a +4 racial bonus on Survival checks to orient themselves.

 

MEDIUM AIR ELEMENTALS (2) CR 3
N Medium elmental (air, extraplanar)
Init +9; Senses darkvision 60 ft; Listen +3, Spot +4
Languages Auran


AC 18, touch 15, flat-footed 13; air mastery
hp 26 (4 HD), air mastery
Fort +3, Ref +9, Will +1

Spd fly 100 ft (20 squares) (perfect)
Melee slam +8 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +4
Special Actions Flyby Attack, whirlwind

Abilities Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
SQ elemental traits
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Listen +3, Spot +4

Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 2 rounds. In this form, the elemental can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 30 feet tall. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a DC 13 Reflex save when it comes into contact with the whirlwind or take 1d6 damage. It must also succeed on a second DC 13 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a DC 13 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.

Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.

Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.

The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

 

JANN (2) CR 4
N Medium outsider (native)
Init +6; Senses darkvision 60 ft; Listen +11, Spot +11
Languages Ignan, Terran, Abyssal, telepathy 100 ft


AC 18, touch 12, flat-footed 16; Dodge, Mobility
hp 33 (6 HD)
Resist fire 10
Fort +6, Ref +7, Will +7

Spd 20 ft (4 squares), fly 15 ft (3 squares) (perfect)
Melee scimitar +9/+4 (1d6+4)
Ranged longbbow +8/+3 (1d8)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +9
Special Actions change size, Combat Reflexes, plane shift
Combat Gear scimitar, longbow, arrows (20)
Spell-Like Abilities (CL 12 except as set forth below):
1/day - create food and water (CL 7), ethereal jaunt (1 hour)
3/day - invisbility (self only), speak with animals

Abilities Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
SQ elemental endurance
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility
Skills Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)
Possessions combat gear plus chainmail

Change Size (Sp) Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex) Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Plane Shift (Sp) A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

 

BONE DEVILS (2) CR 9
LE Large outsider (baatezu, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft, see in darkness; Listen +17, Spot +17
Aura fear (5 ft, DC 17)
Languages Infernal, Celestial, Draconic, telepathy 100 ft


AC 25, touch 14, flat-footed 20
hp 95 (10 HD); DR 10/good
Immune fire, poison
Resist acid 10, cold 10; SR 21
Fort +12, Ref +12, Will +11

Spd 40 ft (8 squares)
Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and sting +12 (3d4+2 plus poison)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +19
Spell-Like Abilities (CL 12):
At will - dimensional anchor, fly, invisbility (self only), major image (DC 15), wall of ice (DC 16)

Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14
Feats Alertness, Improved Initiative, Iron Will, Multiattack
Skills Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)

Fear Aura (Su) Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

See in Darkness (Su) Bone devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

 

VROCKS (2) CR 9
CE Large outsider (chaotic, evil, extraplanar, tanar'ri)
Init +2; Senses darkvision 60 ft; Listen +24, Spot +24
Languages Abyssal, Celestial, Draconic, telepathy 100 ft


AC 22, touch 11, flat-footed 20
hp 115 (10 HD); DR 10/good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 17
Fort +14, Ref +9, Will +10

Spd 30 ft (6 squares), fly 50 ft (10 squares) (average)
Melee 2 claws +15 (2d6+6) and bite +13 (1d8+3) and 2 talons +13 (1d6+3)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +20
Atk Options Power Attack
Special Actions Cleave, Combat Reflexes, dance of ruin, spores, stunning screech
Spell-Like Abilities (CL 12):
1/day - heroism
At will - mirror image, telekinesis (DC 18)

Abilities Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Feats Cleave, Combat Reflexes, Multiattack, Power Attack
Skills Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)

Dance of Ruin (Su) To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.

At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Spores (Ex) A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su) Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

 

GREEN SLAAD CR 9
CN Large outsider (chaotic, extraplanar)
Init +5; Senses darkvision 60 ft; Listen +12, Spot +12
Languages Slaad, Draconic

AC 23, touch 10, flat-footed 22
hp 76 (9 HD), fast healing 5
Immune sonic
Resist acid 5, cold 5, electricity 5, fire 5
Fort +10, Ref +7, Will +6

Spd 30 ft (6 squares)
Melee 2 claws +14 (1d6+6) and bite +12 (2d8+3)
Space 10 ft; Reach 10 ft
Base Atk +9; Grp +19
Atk Options Power Attack
Special Action Cleave
Spell-Like Abilities (CL 9):
3/day - dispel law (DC 16), deeper darkness, fireball (DC 14)
At will - chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisbility, shatter (DC 13)

Abilities Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12
Feats Cleave, Improved Initiative, Multiattack, Power Attack
Skills Climb +18, Concentration +10, Hide +9, Jump +18, Listen +12, Move Silently +123, Search +12, Spot +12, Survival +6 (+8 following tracks)

Change Shape (Su) A green slaad can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapos and armour appropriate to its appearance). A green slaad remains in oe form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.
 

If either the lilitu or lich are spotted by the PCs, they will immediately teleport back to their lair. Both will have readied actions (once combat starts) to do so, although if one cannot escape the other will attempt a rescue. Otherwise, they will observe the battle in its entirety, and then teleport back to their lair to discuss their observations with the ghast sorcerer and plan their further actions

Note: Because the PCs are fighting summoned monsters alone, without the participation of the lich and lilitu, the DM should award them XP for defeating the summoned creatures.

Ambush Site:

After the observation of the first assault, the troika will move to the next phase. They will prepare an ambush site within the hunting and farming range of the stronghold. This is detailed below. The lilitu will round up some killorens and kill them, animating their corpses, and send them out to harrass farmers and hunters. In the meantime, several hunters and farmers will go missing over the next week or so, the lich having captured them. These sightings of undead and the missing hunters/farmers should convince the PCs that something is amiss and prompt them to investigate. The captured hunters/farmers (assume 1d3+1 of them) will be chained up at the ambush site, alive to allow the PCs to scry their location and come to the rescue.

In the meantime, the trio and their allies wait nearby for the ambush to be sprung,

Refer below to the map of the ambush site.

Trees are standard and massive as indicated on the map by size. Standard trees are 15 - 20 ft tall while massive trees are 30 - 40 ft tall. There is no undergrowth here. For stealth and viewing purposes, the area should be treated as sparse forest.

ApeZ = dire ape zombie
AS = allosaur skeleton
AZ = ankylosaur zombie
BL = bar-lgura demon
Cap = killoren captives
KS = killoren skeleton
KZ = killoren zombie
LZ = leopard zombie

1. The Clearing (EL 11)


A clearing that is approximately 80 ft in diameter sits amidst a copse of trees. It is clear at once that the clearing is new, and the twisted remains of stumps of trunks dot the place. In the center of the clearing is a structure that looks like some sort of twisted altar made of tree parts, blackened and stretched like rubber into hideous, deformed shapes. The altar is about 10 ft in diameter and 8 ft tall and metal chains have been attached to the wood.


The clearing is made up to looks as if some foul ritual is about to take place. There are 4 killorens chains to the altar (farmers and/or hunters from the PC stronghold).

The altar in the center of the site has had an unhallow spell cast upon it by the lilitu (CL 15) with a dimensional anchor effect attached to it (CL 15). The radius of this effect is shown by the 40 ft radius purple dashed circle.

The also has a desecrate spell cast on it by the lilitu (CL 15). The radius of this effect is shown by the 20 ft radius blue dashed circle. As the lilitu has consecrated the altar to her foul god, its effects are doubled as per the spell description.The desecrate spell repaces her enthrall spell in her prepared spells listing.

Creatures: A total of 6 killoren skeletons and 7 killoren zombies are here, along with 2 zombie leopards, 2 zombie dire apes, 2 skeletal allosaurs, and 2 zombie ankylosaurs. All of these were created by animate dead spells cast by the lilitu and the lich, and represent the maximum amount of HD of undead they can collectively control. All of these undead were created in the confines of a desecrate spell on this altar and so have +2 hp per HD (included in the statistics below).

The 4 bar-lgura demons will watch the fight invisbily from the trees (30 ft up) as indicated on the map. Refer to the Ambush Proper section below for more details on these creatures.

KILLOREN SKELETONS (6) CR 1/3
NE Medium undead
Init +6; Senses darkvision 60 ft; Listen +0, Spot +0

AC 14, touch 12, flat-footed 12
hp 9 (1 HD); DR 5/bludgeoning
Immune cold
Fort +0, Ref +2, Will +2

Spd 30 ft (6 squares)
Melee 2 claws +0 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp +0

Abilities Str 10, Dex 15, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Improved Initiative
 

KILLOREN ZOMBIES (7) CR 1/2
NE Medium undead
Init +0; Senses darkvision 60 ft; Listen +0, Spot +0

AC 13, touch 11, flat-footed 12
hp 20 (2 HD); DR 5/slashing
Fort +0, Ref +1, Will +2

Spd 30 ft (6 squares)
Melee slam +1 (1d6+1)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp +1
Special Actions single actions only

Abilities Str 12, Dex 11, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Toughness

Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
 

ZOMBIE LEOPARDS (2) CR 2
NE Medium undead
Init +3; Senses darkvision 60 ft; Listen +0, Spot +0

AC 16, touch 13, flat-footed 13
hp 54 (6 HD); DR 5/slashing
Fort +2, Ref +5, Will +5

Spd 40 ft (8 squares), climb 20 ft (4 squares)
Melee bite +7 1d6+4)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +7
Special Actions single actions only

Abilities Str 18, Dex 17, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Toughness

Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
 

ZOMBIE DIRE APES (2) CR 3
NE Large undead
Init +1; Senses darkvision 60 ft; Listen +0, Spot +0

AC 16, touch 10, flat-footed 15
hp 88 (10 HD); DR 5/slashing
Fort +3, Ref +4, Will +7

Spd 30 ft (6 squares), climb 15 ft (3 squares)
Melee claw +11 (1d6+7)
Space 10 ft; Reach 10 ft
Base Atk +5; Grp +16
Special Actions single actions only

Abilities Str 24, Dex 13, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Toughness

Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
 

SKELETAL ALLOSAURS (2) CR 5
Monster Manual II page 70
NE Huge undead
Init +6; Senses darkvision 60 ft; Listen +0, Spot +0

AC 17, touch 10, flat-footed 15
hp 85 (10 HD); DR 5/bludgeoning
Immune cold
Fort +3, Ref +5, Will +7

Spd 50 ft (10 squares)
Melee bite +10 (2d8+6) and 2 claws +5 (2d4+3)
Space 15 ft; Reach 15 ft
Base Atk +5; Grp +19

Abilities Str 22, Dex 14, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Improved Initiative
 

ZOMBIE ANKYLOSAURS (2) CR 6
Monster Manual II page 70
NE Huge undead
Init -3; Senses darkvision 60 ft; Listen +0, Spot +0

AC 23, touch 5, flat-footed 23
hp 153 (18 HD); DR 5/slashing
Fort +6, Ref +5, Will +7

Spd 50 ft (10 squares)
Melee tail slap +18 (2d6+15)
Space 15 ft; Reach 10 ft
Base Atk +9; Grp +27
Special Actions single actions only

Abilities Str 31, Dex 5, Con -, Int -, Wis 10, Cha 1
SQ undead traits
Feats Toughness

Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
 

Tactics: The killoren skeletons and zombies are under orders to begin to attack the chained victims as soon as any creature of small or larger size other than undead, or the trio comes within sight. Since animals stay well away from ths area due to the presence of undead, only the PCs are likely to trigger this reaction, and the sight of the undead converging on the helpless victims should spur the PCs to action. The other undead are ordered to ignore the chained victims and to attack any interlopers as defined above.

Developments: The trio will allow the PCs to attack the undead. They have no interest in saving these undead or in the fate of the victims. They merely want the PCs to use up as many of their spells and resources as possible.

Once the undead are defeated or almost defeated, the trio will wait until the PCs come within range of the dimensional anchor effect. They will then unleash the ambush proper.

2. The Hidden Sanctum

This massive tree has its trunk hollowed out and a small cave dugout beneath its roots.

The trunk is open to the west, but this opening is covered by a thin coating of bark (Search DC 10). The eastern side of the trunk (facing the clearing) has a small 1 inch wide 6 inch long viewing slit for a being inside the turnk to observe the clearing.

A crude wooden ladder descends to the cave below, which is 10 ft in diameter and 10 ft tall.

The trio and their allies wait within the confines of a mage's private sanctum spell cast by the ghast over the entire cave. Because the ghast is casting the mage's private sanctum spell here instead of at the lilitu's lair, he does not need to have used any of his greater teleport spells and so those slots remain unused. The lilitu's lair is vulnerable to scrying during this time, but since none of the 3 are there, she doesn't care.

The bar-lgura demons hiding in the two westernmost trees in the clearing can communicate telepathically with the lilitu and keep her apprised of the situation. If the bar-lgura demons are driven away for more than 1 round, she will climb up and view the clearing through the viewing slit in the tree. In doing so, she leaves the confines of the mage's private sanctum spell, but she retains her mind blank and nondetection spells.

Ambush Proper! (EL 22):

The 4 bar-lgura demons observe the initial battle, from the trees as indicated, while invisible. If they are spotted, they simply teleport away to a far away hidden location and then come back next round (still invisible). These are in communication telepathically with the lilitu and will alert her when it is time to spring the ambush proper.

The dread wraiths will not take part in the ambush proper unless it is nighttime or overcast enough that direct sunlight is not shining upon them. A few clouds will not suffice. If the dread wraiths are not able to participate, they will remain at the starting point for the trio, in the cave.

As the fight with the undead in the clearing commences, the trio will begin to cast defensive spells. Anything with a duration of 1 minute/level or longer will be cast as the DM feels is appropriate. When the clearing battle seems to be winding down, they will cast any 1 round/level spells that seem appropriate.

When the ambush begins, the ghast will dimension door the lich to a good spot to begin attacking. In the meantime, the lilitu, under the effects of a fiendish quickening spell, will greater teleport where it can do the most good (i.e. amongst the PC spellcasters) and then ready an action. The glabezru will follow, greater teleporting to menace the same foes. The lilitu will then activate her readied action and cast antimagic field, thereby putting PC spellcasters in a position where they are threatened by two powerful foes and are bereft of their magic.

The bar-lguras are tasked with attempting to abduct one or more PCs. They will all do so en masse, and they have a glade about 5 miles away known to them all (and the trio) so that if a PCs is abducted, all of the bar-lguras will teleport to that glade and attack the PC, along with the glabezru. The bar-lguras know about the dimensional anchor effect and will not attempt to abduct any PC who is under the effect of that spell.

The greater shadows (and dread wraiths if they are able to attack) will target individuals who are not within the antimagic field. They will fly at a run speed just underground until they reach near the clearing (some going under the clearing to the other side!), then coming up on round 2 and enterting the battle from all sides.

Developments: The trio does not wish to perish. The lich is less concerned, because of his phylactery hidden back in his lair, but if he is defeated this time he won't seek out the PCs any more (though the PCs may be inclined to seek him out!). He will fight to the death, however, as his honour demands it. The only loss to him will be his magic items, and although they are a sore loss, he can bear it.

The lilitu also has little to lose other than her possessions. Her body is well hidden on her home plane, and if she is banished to her plane by spell or destruction of her material body, she will emerge intact on her home plane. Therefore, she will also fight to the death, for while she has enjoyed her game with the PCs, she feels it is now or never for her with a lich as an ally, and so she intends to play out al of her cards.

The ghast is in a different boat. If he is slain, his undeath is at an end. So he will be inclined to flee if things go badly, but only if the lilitu is defeated and the lich looks to be in trouble.

Part Four - Alternate Occurence

It is possible, though unlikely, that the PCs could find out the lich's whereabouts after detecting his scrying attempts and ambush him en route. If this happens, the defeated lich will return to his phylactery and form a new body in 1d10 days.

There is almost no conceivable way the PCs could locate his phylactery during this time. It is immensely protected and the PCs have no clue where to begin to look. Even if they determine from his identity as a wu jen that he is of Morakki origin, that is a very large continent to search. Nevertheless, the DM should not discourage such attempts, though they cannot work in the time alotted.

If the lich does reform, without having a chance to have run the ambush, then he will again try to make the trip, grabbing up some spare magic items. In this case, the lich will use the following statistics:

ASHINTO NERRIGO CR 19
Complete Arcane page 14
Male lich Wu Jen 17
CE Medium undead
Init +2, watchful spirit; Senses darkvision 60 ft; Listen +20, Spot +20
Aura fear (60 ft, DC 19)
Languages Morakki, Abyssal, Draconic, High Morakki, Infernal


AC 17, touch 12, flat-footed 15
hp 111 (17 HD); DR 15/bludgeoning and magic
Immune cold, electricity, mind-affecting attacks, polymorph
Fort +1, Ref +7, Will +12; +2 vs metal spells

Spd 30 ft (6 squares)
Melee morningstar +8/+3 (1d8) and touch attack +3 (1d8+5 negative energy, DC 19 Will half plus paralyzation DC 19)
Melee touch attack +8 (1d8+5 negative energy, DC 19 Will half plus paralyzation DC 19)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +8
Special Actions Improved Counterspell, Sudden Maximize, Sudden Widen
Combat Gear morningstar, spiked chain, katana (component for sword of darkness), potions of inflict serious wounds (10) (CL 5), arcane scroll of dimension door (CL 7), arcane scroll of delayed blast fireball (CL 13), arcane scroll of greater dispel magic (CL 16), arcane scroll of teleport (CL 9)
Wu Jen Spells Prepared (CL 17 [19 metal spells], melee touch +8, ranged touch +10):
9th - time stop
8th - mind blank**, whirlwind (DC 25)
7th - decapitating scarf (DC 24) (spell secret: Enlarge Spell)*, energy absorption, power word blind (spell secret: Enlarge Spell), sword of darkness
6th - eyes of the oracle, flesh to stone (DC 23), greater dispel magic (2) (spell secret; Silent Spell), mass suggestion (DC 23)
5th - arc of lightning (DC 22) (spell secret: Enlarge Spell), cone of cold (DC 21), feeblemind (DC 22), sword of deception, telekinesis (DC 22)
4th - dimension door, greater invisibility, heart ripper, mass resist energy (2)
3rd - displacement, fireball (DC 20), haste, protection from energy (3)
2nd - invisibility (3), resist energy (2), see invisibility
1st - protection from good, magic missile (2), scales of the lizard (spell secret; Extend Spell), shield, true strike (2)
0 - detect magic, mage hand, message, read magic
* denotes a metal element spell

Abilities Str 10, Dex 14, Con -, Int 25, Wis 14, Cha 13
SQ +4 turn resistance, elemental mastery (metal), taboos (cannot eat meat, cannot bathe, cannot drink alcohol, cannot wear yellow, cannot heal or aid an animal), undead traits
Feats Craft Wondrous Item, Extra Spell Secret (2), Improved Counterspell, Skill Focus (concentration), Sudden Maximize, Sudden Widen
Skills Concentration +23, Hide +10, Knowledge (arcana) +27, Knowledge (planes) +27, Knowledge (religion) +27, Listen +20, Move Silently +10, Search +18, Sense Motive +20, Spellcraft +29, Spot +20, Survival +2 (+4 on other planes)
Possessions combat gear plus headband of intellect +2, spell component pouch, masterwork potion belt, spellbooks (2)
Spellbook
spells prepared plus:
9th - astral projection, etherealness, summon monster IX, wish
8th - cloud chariot, earthquake, greater spirit binding, horrid wilting, power word stun (spell secret: Enlarge spell), repel metal or stone, summon monster VIII
7th - adamantine wings, disintegrate, greater scrying, greater teleport, summon monster VII, teleport object
6th - geas/quest, speak with dead, spirit binding, spirit needle, stone to flesh, summon monster VI, veil, wall of iron
5th - baleful polymorph, fabricate, metal skin, passwall, permanency, servant horde, stone shape, summon monster V, wall of force
4th - animate dead, confusion, dancing blade, dismissal, elemental ward, fire shield, lesser spirit binding, poison needles, polymorph, rain of spines, rusted blade, rusting grasp, solid fog, summon monster IV
3rd - all wu jen spells
2nd - all wu jen spells
1st - all wu jen spells
0 - all wu jen spells

Fear Aura (Su) Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 19 Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a DC 19 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).

The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Watchful Spirit (Ex) Once per day a wu jen can reroll an initiative roll he has just made before he knows his place in the initiative order. He takes the better of the two rolls.

** this spell is always active.

 FEATS:

Sudden Maximize (CA p83) - 1/day apply effect of the Maximize Spell feat to any spell you cast.

Sudden Widen (CA p83) - 1/day apply effect of the Widen Spell feat to any spell you cast.

SPELLS:

arc of lightning (SC p15) - r cl, line between 2 creatures, sv R 1/2; 1d6 electricity dmg (max 15d6) to both creatures and anything in line between them.

decapitating scarf (CA p102) - r cl, 1 creature, sv F part see text; ranged attack means save or die, if save successful target takes 1d4/lvl (max 20d4), constructs and most undead are not killed by decapitation and only take 6d4 damage (whether save or not), creatures without a head are immune.

energy absorption (CM p103) - r touch, creature, 1 hr/lvl or expended, SR; gain resist 10 vs all energy types, as immediate action can expend spell and absorb power of a single energy attack where subject gains immunity to that attack and heals 1/2 hp damage caused by the attack.

eyes of the oracle (DrM p66) - r pers, 1 rd/lvl or expended; gain +2 insight to AC and Ref sv, at end of turn ready a standard action no matter what actions taken during the turn, if readied action taken spell ends.

heart ripper (SC p111) - r cl, 1 living creature, sv F neg, SR; die if save failed and target has HD equal or lower than caster, if target has higher HD stunned for 1d4 rds on failed save, creatures immune to crits or with no heart or anatomy immune.

scales of the lizard (CA p121) - r pers, 1 min; gain +2 natural AC (+3 at 6th, +4 at 9th, and +5 at 12th).

sword of darkness (SC p217) - as sword of deception but causes 1 negative level vs living creature, if sword strikes undead grants 5 temp hp/2 CL (max 25 temp hp) for 1 hour.

sword of deception (SC p217) - r md, blade of force, 1 rd/lvl, SR; attacks target in round cast, makes attacks at att bonus = CL (crit 19-20), strikes as a spell (not a weapon) and does 1d8 dmg, each hit provides -2 penalty on target's next save (until dangerous save is made or remove curse) (max penalty -5), multiple attacks possible with full round action but not on round cast or if moved to new target in range as standard action by caster, successful SR dispels the blade.

Part Five - Following Up

Should the PCs defeat the trio, they have several options to follow up on that the DM can use to generate further adventures. Of course, the lilitu's lair awaits exploration, although without the trio in residence it should be an easy task for such as the PCs.

The lich, who has now shown a willingness to strike at the PCs, could be pursued to his lair. Such an endeavour would involve learning Ashinto's identity, doing research in the most forbidden and ancient of Morakki lore libraries, and then pursuing clues both mundane and magical to the lich's lair for a final confrontation. Finding a lich's phylactery should never be an easy or casual undertaking!

The lilitu, presumably nnow returned to her home plane, also awaits pursuit. What manner of minions and power she holds on her home plane is up to the DM.

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:

 

Return to the Therran Scenario Page