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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.
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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 elementals 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 creatures 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
whirlwinds 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 whirlwinds 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 whirlwinds 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.
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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 elementals
opposed Strength checks.
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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 elementals
slam attack deals bludgeoning damage plus fire damage from the
elementals flaming body. Those hit by a fire elementals
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 elementals 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.
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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 elementals 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 elementals 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 elementals 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 creatures 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 vortexs 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 vortexs 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 vortexs 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.
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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.
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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 elementals 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 creatures 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
whirlwinds 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 whirlwinds 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 whirlwinds 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.
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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 elementals
opposed Strength checks.
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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 elementals
slam attack deals bludgeoning damage plus fire damage from the
elementals flaming body. Those hit by a fire elementals
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 elementals 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.
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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 elementals 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 elementals 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 elementals 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 creatures 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 vortexs 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 vortexs 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 vortexs 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.
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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.
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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.
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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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