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Rifts
A Therran Encounter Scenario for PCs of ECL 15

 

Summary:

The PCs must close a rift between the Material Plane and the Elemental Planes and defeat the creatures that have crossed the planar divide.

Assumptions:

None

Location:

Aladur

Historical Date:

Any

DM's Introduction:

Note: This scenario is based on the MMO RIFT. It is less a formal scenario than an encounter that can be used multiple times as the DM deems fit. Additionally, it does not have to take place only in Aladur. With some very minor cosmetic changes to the background, a DM can transplant this encounter into any campaign world.

The Killoren Legend:

In the time before the spirits of refuge moved to this land...before the killoren were born, there was a spirit that wandered, whose name was Garivmindul. This spirit was not the spirit of Aladur itself, but was a divine being who was known to entertain and play tricks on the spirit of the land to the amusement of the spirit and of the creatures that dwelt here.

Then the great wounding occurred and The Destroyer perished in the blast; the six spirits of refuge came and were taken in by the land. This angered and frustrated Garivmindul, for he was used to having the attention of Talinwique to himself. As the spirit of Aladur's lake continually spurned his jests and japes in order to soothe the distressed spirits of refuge, Garivmindul became increasingly jealous and distressed. But the final blow was the birth of the killoren. Here were babes to attract the attention of Talinwique and the spirits of refuge, and Garivmindul felt he had been cast aside completely. He came to hate the spirits of refuge and Talinwique herself, but mostly he hated the killoren, for they were, to him, the final straw in a long chain of perceived slights and, moreso, they were most vulnerable to his anger, since Garivmindul had not the power (or was too cowardly) to strike out against one of the spirits of the land.

So Garivmindul fled the land, and it is said that he wandered eventually out of the world altogether and travelled the otherworlds. Here his affinity as a spirit related to the natural world manifested and he came to some great place of primal elements. While the elementals who dwelt in this otherworld were mostly uncaring of anything but their own existence and the natural forces from which they sprang, there were some who were poisoned by their own somewhat greater sentience. And they became princes of evil. These princes heard the anger and evil in Garivmindul's heart and they sought him out and spoke to him and told him the lies that he wished to hear, and so his corruption became complete. And now Garivmindul is the enemy of the killoren. He is the epitome of evil and he constantly seeks to harm the killoren and in doing so strike at Talinwique.

One way he does this is to, on occasion, open a tear in the fabric of the world and allow elementals who serve him and the evil princes to come through and wreak harm on the killoren. This does not happen very often, for it must be very difficult for him to manage and maintain this. But not a century has gone by without at least a couple of such attempts. When this happens, the tear must be closed in order to stop the evil from crossing into the land and destroying its flora and fauna, including the killoren.

The Situation:

This scenario assumes that a Tear has occured near where the PCs are currently located. If the PCs have taken over the Tri-Claw Fortress in Aladur, then the Tear will open near to that site. In any event, the PCs will encounter a group of killoren tracking the elementals that have come through the Tear. The PCs can fight off this initial wave of elementals and speak with the killoren, learning of the Legend of Garivmindul and gaining some insight into how to close the Tear.

While this encounter can be tailored to any PCs level (using smaller elementals for low level PCs and progressing up to the largest and most powerful for high level PCs), the statistics presented herein assume 6 PCs of level 14 or so (an Effective Party Level of approximately 15). Addditionally, this writeup assumes the PCs are ensconced in their fortress in the foothills near Aladur. DMs should refer to the write up of the Fortress of Eixtenizti for more details.

Part One - The First Attack (EL 16)

While the PCs are residing in their fortress, possibly resting after some grand adventure or crafting items, they will suddenly hear a commotion off in the hills north of the fortress. This commotion consists of a loud roaring sound as if from a large creature. The roar emanates from the earth drake male who dwells in a cave to the northeast of the fortress. An earth elemental from the Tear has earth glided into his cave lair and threatens his mate and youngling.

Shortly thereafter (a mere matter of a couple of rounds), the PCs will hear voices call out in Sazhan "Ware the fortress...enemies approach!" A group of 5 killoren rangers have been tracking the creatures emergant from the Tear and have just come upon them as they approach the fortress.

The first attack should not be extremely threatening. Save that for the battle at the Tear itself. Instead, this combat should introduce the PCs to the foes they are about to face and to the nature of the threat.

In the case of a ECL 15 group of PCs, the encounter should be around EL 16. Such an encounter is presented below.

The killoren rangers (CG, Ranger 3) will not engage the elementals, as they know they are completely outclassed

Creatures: A group of 6 corrupted elementals attacks the fortress. The group is comprised of large elementals including 2 air elementals, 2 earth elementals, a fire elemental, and a water elemental. It should be noted that normally a water elemental cannot travel more than 180 ft from the water from which it was conjured, but the nature of the Tear and the corrupted template allow this water elemental to do so. These elementals are not summoned but rather called through a gate. They are present on the Material Plane in body and in soul, and as such can be destroyed and their bodies scavenged for parts.

ADVANCED CORRUPTED LARGE AIR ELEMENTALS (2) CR 10
Book of Vile Darkness page 186
NE Large aberration (air, augmented elemental, extraplanar)
Init +11; Senses Blind-Fight, darkvision 60 ft; Listen +8, Spot +8
Languages Auran


AC 24, touch 16, flat-footed 17; air mastery, Dodge, Mobility
hp 143 (15 HD), fast healing 7; DR 5/-, 10/magic
Immune acid
Fort +10, Ref +16, Will +4

Spd fly 100 ft (20 squares) (perfect)
Melee 2 slams +17 (3d6+4 plus 7 vile damage)
Space
10 ft; Reach 10 ft
Base Atk +11; Grp +19
Atk Options disruptive attack
Special Actions Combat Reflexes, Improved Flyby Attack

Abilities Str 18, Dex 24, Con 20, Int 6, Wis 9, Cha 9
SQ air mastery, elemental traits
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Improved Flyby Attack, Mobility, Weapon Finesse
Skills
Listen +8, Spot +8

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

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. 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 40 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 28 Reflex save when it comes into contact with the whirlwind or take 2d6 points of damage. It must also succeed on a second DC 28 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 2d6 points of damage each round. A creature that can fly is allowed a DC 28 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 with an additional +4 bonus from its enhanced power.

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.

 

 

ADVANCED CORRUPTED LARGE EARTH ELEMENTALS (2) CR 10
Book of Vile Darkness page 186
NE Large aberration (augmented elemental, earth, extraplanar)
Init -2; Senses darkvision 60 ft; Listen +8, Spot +8
Languages Terran


AC 21, touch 7, flat-footed 21
hp 158 (15 HD), fast healing 7; DR 5/-, 10/magic
Immune acid
Fort +15, Ref +5, Will +7

Spd 20 ft (4 squares); earth glide
Melee 2 slams +21 (3d8+10 plus 7 vile damage); earth mastery
Space
10 ft; Reach 10 ft
Base Atk +11; Grp +25
Atk Options Power Attack
Special Actions Cleave, Great Cleave, push

Abilities Str 30, Dex 6, Con 23, Int 6, Wis 9, Cha 9
SQ earth mastery, elemental traits
Feats Cleave, Great Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills
Listen +8, Spot +8

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Earth Glide (Ex) An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

 

 

ADVANCED CORRUPTED LARGE FIRE ELEMENTAL CR 10
Book of Vile Darkness page 186
NE Large aberration (augmented elemental, extraplanar, fire)
Init +9; Senses darkvision 60 ft; Listen +8, Spot +8
Languages Ignan


AC 21, touch 14, flat-footed 17; burn, Dodge, Mobility
hp 143 (15 HD), fast healing 7; DR 5/-, 10/magic
Immune acid, fire
Vulnerable cold
Fort +12, Ref +14, Will +7

Spd 50 ft (10 squares)
Melee 2 slams +15 (3d6+4 plus 2d6 fire plus 7 vile damage)
Space
10 ft; Reach 10 ft
Base Atk +11; Grp +19
Atk Options burn
Special Actions Combat Reflexes, Spring Attack

Abilities Str 18, Dex 20, Con 20, Int 6, Wis 9, Cha 9
SQ elemental traits
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills
Listen +8, Spot +8

Burn (Ex) A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a DC 26 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

 

 

ADVANCED CORRUPTED LARGE WATER ELEMENTAL CR 10
Book of Vile Darkness page 186
NE Large aberration (augmented elemental, extraplanar, water)
Init +1; Senses darkvision 60 ft; Listen +8, Spot +8
Languages Aquan


AC 23, touch 10, flat-footed 22
hp 173 (15 HD), fast healing 7; DR 5/-, 10/magic
Immune acid
Fort +16, Ref +8, Will +7

Spd 20 ft (4 squares), swim 90 ft (18 squares)
Melee 2 slams +18 (3d8+7 plus 7 vile damage); water mastery
Space
10 ft; Reach 10 ft
Base Atk +11; Grp +22
Atk Options Power Attack
Special Actions Cleave, Great Cleave

Abilities Str 24, Dex 12, Con 24, Int 6, Wis 9, Cha 9
SQ elemental traits, water mastery
Feats Cleave, Great Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Skills
Listen +8, Spot +8

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Drench (Ex) The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 40 feet tall. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, 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 vortex and may be swept up by it. An affected creature must succeed on a DC 28 Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second DC 28 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a DC 28 Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based with an additional +4 bonus from its enhanced power.

Creatures trapped in the vortex 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 make a Concentration check (DC 10 + 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 vortex at one time as will fit inside the vortex’s volume.

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

If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’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 make a Concentration check (DC 15 + spell level) to cast a spell.

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

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

 

 

Tactics: The elementals are not particularly bright and are driven by their corruption to cause as much damage as possible. Therefore, their assault will be straightforward, although they will each use its abilities to the best effect, but the elementals will not coordinate their attacks or help each other in any way other than inadvertantly. They will attack until destroyed, tearing down structures and burning trees and wooden objects until nothing remains alive or standing, at which point they will move on.

Developments: After the elementals are dealt with, the rangers will emerge and consult with the PCs. They will relate the story of Garivmindul and tell the PCs that there is such a rift opened nearby (precise location and distance is up to the DM, but not more than a day's march). The rangers will offer to take the PCs to the vicinity of the rift, but will then wish to head off to warn other killorens.

Part Two - The Rift (EL varies)

The rift is opened in a clearing surrounded by sparse trees within a day of the PCs' starting location. If the killoren rangers have guided the PCs to the spot, then they will depart when they are about 5 minutes from the rift. Otherwise, the PCs can easily track the elementals back to the rift by simply observing the trail of burnt trees and scorch marks and well as uprooted earth leading from their location to the rift site.


You see before you a clearing some 120 ft in diameter. The grass and rocks in the clearing bear scorch marks upon them, and some of the larger stones have been pulverized. In the center of the place is an elongated diamond crystal hovering 10 ft off of the ground. Crystal is 10 ft tall and 2 ft wide at its center. The crystal pulsates with energy and waves of coloured power emanate from its heart. As you watch, the crystal changes from a deep red to a sickly green colour, casting the entire clearing in its light.


The crysal is detailed in the section entitled "The Rift" below

Creatures: Initially, there will be 2 elder earth elementals, an elder fire elemental, and elder air elemental, and a single elder water elemental that will have just emerged from the crystal. While the water elemental will be in the same space as the crystal, the other elementals will be at random locations within the clearing.

CORRUPTED ELDER AIR ELEMENTAL CR 14
Book of Vile Darkness page 186
NE Huge aberration (air, augmented elemental, extraplanar)
Init +14; Senses darkvision 60 ft; Listen +28, Spot +28
Languages Auran


AC 34, touch 18, flat-footed 24; air mastery, Dodge, Mobility
hp 252 (24 HD), fast healing 10; DR 10/-
Immune acid
Fort +14, Ref +24, Will +9

Spd fly 100 ft (20 squares) (perfect)
Melee 2 slams +26 (3d8+8 plus 12 vile damage)
Space
15 ft; Reach 15 ft
Base Atk +18; Grp +34
Atk Options disruptive attack, Power Attack
Special Actions Cleave, Combat Reflexes, Spring Attack

Abilities Str 26, Dex 31, Con 22, Int 10, Wis 9, Cha 9
SQ air mastery, elemental traits
Feats Alertness, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse
Skills
Listen +28, Spot +28

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

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

Whirlwind (Su) The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. 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 60 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 34 Reflex save when it comes into contact with the whirlwind or take 2d8 points of damage. It must also succeed on a second DC 34 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 2d8 points of damage each round. A creature that can fly is allowed a DC 34 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 with an additional +4 bonus from its enhanced power.

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.

 

 

CORRUPTED ELDER EARTH ELEMENTAL CR 14
Book of Vile Darkness page 186
NE Huge aberration (augmented elemental, earth, extraplanar)
Init -2; Senses darkvision 60 ft; Listen +28, Spot +28
Languages Terran


AC 29, touch 6, flat-footed 29
hp 276 (24 HD), fast healing 10; DR 10/-
Immune acid
Fort +21, Ref +6, Will +9

Spd 20 ft (4 squares); earth glide
Melee 2 slams +29 (3d10+12 plus 12 vile damage/19); earth mastery
Space
15 ft; Reach 15 ft
Base Atk +18; Grp +39
Atk Options Power Attack
Special Actions Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, push

Abilities Str 37, Dex 6, Con 25, Int 10, Wis 9, Cha 9
SQ earth mastery, elemental traits
Feats Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Skills
Listen +28, Spot +28

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Earth Glide (Ex) An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

Push (Ex) An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

 

 

CORRUPTED ELDER FIRE ELEMENTAL CR 14
Book of Vile Darkness page 186
NE Huge aberration (augmented elemental, extraplanar, fire)
Init +12; Senses Blind-Fight, darkvision 60 ft; Listen +27, Spot +28
Languages Ignan


AC 32, touch 16, flat-footed 24; burn, Dodge, Mobility
hp 252 (24 HD), fast healing 10; DR 10/-
Immune acid, fire
Vulnerable cold
Fort +16, Ref +22, Will +9

Spd 50 ft (10 squares)
Melee 2 slams +25 (3d8+8 plus 2d6 fire plus 12 vile damage)
Space
15 ft; Reach 15 ft
Base Atk +18; Grp +34
Atk Options burn
Special Actions Combat Reflexes, Spring Attack

Abilities Str 26, Dex 27, Con 22, Int 6, Wis 9, Cha 9
SQ elemental traits
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Skills
Listen +27, Spot +28

Burn (Ex) A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a DC 32 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.

Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

 

 

CORRUPTED ELDER WATER ELEMENTAL CR 14
Book of Vile Darkness page 186
NE Huge aberration (augmented elemental, extraplanar, water)
Init +5; Senses darkvision 60 ft; Listen +28, Spot +28
Languages Aquan


AC 23, touch 14, flat-footed 17
hp 276 (24 HD), fast healing 10; DR 10/-
Immune acid
Fort +21, Ref +15, Will +9

Spd 20 ft (4 squares), swim 90 ft (18 squares)
Melee 2 slams +27 (3d10+11 plus 12 vile damage); water mastery
Space
15 ft; Reach 15 ft
Base Atk +18; Grp +37
Atk Options Power Attack
Special Actions Cleave, Great Cleave, Improved Bull Rush, Improved Sunder

Abilities Str 32, Dex 20, Con 25, Int 10, Wis 9, Cha 9
SQ elemental traits, water mastery
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Skills
Listen +28, Spot +28

Disruptive Attack (Su) The corrupt creature deals additional vile damage when it touches uncorrupted, living, corporeal nonoutsiders. The amount of vile damage dealt is equal to half of the creature's Hit Dice (maximum 20 points of damage).

Drench (Ex) The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

Enhanced Power (Su) The save DCs of any and all of the corrupt creature's special attacks increase by +4.

Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 60 feet tall. The elemental controls the exact height, but it must be at least 10 feet.

The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, 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 vortex and may be swept up by it. An affected creature must succeed on a DC 37 Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second DC 37 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a DC 37 Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based with an additional +4 bonus from its enhanced power.

Creatures trapped in the vortex 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 make a Concentration check (DC 10 + 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 vortex at one time as will fit inside the vortex’s volume.

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

If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’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 make a Concentration check (DC 15 + spell level) to cast a spell.

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

Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

 

 

Tactics: Elder elementals that come through the rift are smart enough to have some of their number remain to guard the rift. That is why the PCs will find a contingent of them here. Normally, the rate of elementals coming through the rift is much slower than the chart below would indicate, however, the presence of the PCs causes the elder elementals to issue forth a mystic call through the rift for others to come and defend it from the PCs. Should the PCs merely spy on the rift undetected by the elementals, then they will see Large elementals come through at a rate of about one per day, gathering into a group of 1d6+4 before heading off to assault the killorens.

The elementals will defend the rift at all costs, to the death. They cannot return through the rift anyways, so are stuck to cause as much damage as possible on the Material Plane. While the elementals prefer to remain within 120 ft of the crystal in order to benefit from its radiated effects, they will pursue the PCs beyond that limit if circumstances dictate.

The Rift:

The rift is powered by the crystal, which is an elongated diamond crystal hovering 10 ft off of the ground. The crystal is 10 ft tall and 2 ft wide at its center and pulsates energy and radiates power, including overwhelming conjuration magic and strong evil.

Each round, at the start of the round, the DM should roll on the table below to determine what colour the crystal becomes (or remains) and what effects are generated therefrom. All effects radiate 120 ft from the crystal. At the start of the encounter the crystal has just turned from red to green. Additionally, if a red, green, brown, or blue result is indicated and the elementals are aware of the presence of the PCs, there is a 25% chance a new elemental will emerge from the crystal (either a Large or Elder corrupted elemental as indicated on the chart below). An elemental that emerges from the crystal will do so at the start of the round but will act in its initiative order.

Roll

Colour

Effect (CL 20)

Calling (25%)
 01-25 Same as before Same as before None
26-40 Red Haste for all corrupted fire elementals Corrupted fire elemental (Large 01-75, Elder 76-00)
41-55 Green Blink for all corrupted water elementals Corrupted water elemental (Large 01-75, Elder 76-00)
65-70 Brown Bull's strength and shield on all corrupted earth elementals Corrupted earth elemental (Large 01-75, Elder 76-00)
71-85 Blue Cat's grace and mage armour on all corrupted air elementals Corrupted air elemental (Large 01-75, Elder 76-00)
86-88 Golden Cure critical wounds for all corrupted elementals None
89-91 Silver Lesser restoration for all corrupted elementals None
92-94 Black Vampiric touch for all corrupted elementals None
95-97 Grey Heroism for all corrupted elementals None
98-00 Prismatic Resist energy (all) for all corrupted elementals None

The crystal has a hardness of 20 and 240 hit points. It also heals its hit points as if it had fast healing 12. It has a bonus of +12 to its saving throws.

The Final Encounter:

When the crystal is destroyed, it will burst in a multicoloured explosion with a radius of 500 ft from the crystal. All corrupted elementals will be drawn into the rift if they are within the radius of the explosion unless they have been prevented from travelling dimensionally (e.g. dimensional anchor). All creatures (including elementals) in the blast radius will suffer 5d8 damage (DC 24 Reflex save for half) and must make a DC 24 Fortitude save or be blinded for 1d4 rounds. If the Fortitude save is made then the victim will be dazzled for 1d4 rounds instead. Creatures with no visual organs or with their eyes shut before the blast will not be subjected to the blindness or dazzling effect.

The round after the crystal explodes, an entity will appear in its place. This is the final guardian of the crystal, and it will seek to slay those who destroyed the crystal. This creature is not summoned, but its true form resides in the palace of the princes of elemental evil on the inner planes, and so when defeated its body and weapons will return to its home plane.

Creatures: The final guardian is an elemental fiend created by the princes of elemental evil. It appears as a nycaloth with each of the four elements reflected in its skin, some of it being aflame, other parts covered in stony plates, still other parts emitting wisps of lightning, and other parts translucent as if made of water.

SPECIAL ADVANCED HALF-ELEMENTAL NYCALOTH CR 18
Manual of the Planes pages 186 and 188
NE Large outsider (air, earth, evil, fire, water)
Init +3; Senses darkvision 60 ft; Listen +19, Spot +19
Languages Abyssal, Draconic, Infernal, telepathy 100 ft


AC 20, touch 12, flat-footed 17; Dodge, Mobility
hp 142 (15 HD); DR 10/good
Immune acid, cold, disease, fire, poison
Resist electricity 10; SR 24
Fort +14, Ref +12, Will +10

Spd 40 ft (8 squares), fly 90 ft (good) (18 squares)
Melee greataxe +22/+17/+12 (2d8+6/19) and 2 claws +16 (1d6+3 plus wounding)
Melee 4 claws +21 (1d6+3 plus wounding)
Space
10 ft; Reach 10 ft
Base Atk +15; Grp +25
Atk Options improved grab, Power Attack
Special Actions Flyby Attack, rake (2 attacks +21, 1d6+3)
Spell-Like Abilities (CL see below):
1/day (CL 15) - acid fog (DC 20), air walk, burning hands (DC 15), chain lightning (DC 20), cone of cold (DC 19), control water (DC 18), control weather, control winds (DC 19), earthquake (DC 22), fire seeds (DC 20), fire shield, fire storm (DC 21), flaming sphere (DC 16), fog cloud, gaseous form, horrid wilting (DC 22), ice storm, incendiary cloud (DC 22), iron body, magic stone, produce flame, soften earth and stone, stone shape, stoneskin, spike stones (DC 18), wall of fire (DC 18), wall of stone (DC 19), water breathing, whirlwind (DC 22), wind wall
2/day (CL 15) - obscuring mist
At will (CL 11 except as indicated) - deeper darkness, desecrate, fear (DC 18), invisibility, mirror image, see invisibility, greater teleport (CL 12, self plus 50 lbs of objects only)

Abilities Str 22, Dex 16, Con 20, Int 15, Wis 12, Cha 18
SQ
Feats Dodge, Flyby Attack, Improved Critical (greataxe), Mobility, Power Attack, Weapon Focus (greataxe)
Skills
Bluff +22, Concentration +23, Diplomacy +13, Hide +17, Intimidate +13, Knowledge (aracana) +12, Knowledge (planes) +12, Listen +19, Move Silently +21, Search +11, Sense Motive +19, Spellcraft +16, Spot +19

Improved Grab (Ex) To use this ability, the nycaloth must hit with both claw attacks. If it gets a hold, it can rake. The nycaloth can only use this ability if it is airborne. If it gets a hold on a non-flying opponent of Medium size or smaller the nycaloth can ascend with the grabbed creature. When carrying a creature weighingmore than 230 lbs, its fly speed drops to 60 ft and it receives a -3 penalty on hide and Move Silently checks. The nycaloth cannot carry a load of more than 496 lbs.

Rake (Ex) A nycaloth that gets a hold can make two rake attacks (+15 melee) with its hind legs for 1d6+5 points of damage each.

Summon Yugoloth (Ex) Once per day, a nycaloth can attempt to summon another nycaloth or 1d3 mezzoloths with a 30% chance of success. This is the equivalent of a 5th level spell.

Wounding (Ex) A nycaloth's claw attacks continue to bleed long after the wound was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumjulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 15) or the application of any cure spell or other healing spell.

 

 

Tactics: The final guardian will telepathically announce that it is here to carry out the will of the princes of elemental evil and take revenge on the PCs for destroying the rift. It will attack until the PCs are destroyed. Even should they flee, it will track them down over the course of years if it has to. Needless to say, it will fight to the death, and is more than happy to fly high and rain its many spell-like abilities upon the PCs. It is not inclined to retreat from a fight unless it can reenter the fight very quickly.

Development: Once the final guardian is defeated, it will disappear and the PCs will incur no further wrath from Garivmindul (at least for now). The killoren rangers will want to hear the tale of the fight, and will head to the capital of the killorens to inform the elders there of the heroism of the PCs, who will now be added to the annals of those who have defeated one of Garvimindul's rifts.

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 experience awards for this scenario

 

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