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Ten Songs for a Demoness
A Therran Scenario for a party of PCs of ECL 18-19

 

Summary:

The PCs seek to slay a troublesome lilitu demoness once and for all.

Assumptions:

The PCs are in Sazhansiir and have been plagued by a lilitu demon.

Location:

Aladur

Historical Date:

718 A.C. Late Summer

DM's Introduction:

In the scenario "Days of Future Past", the PCs encountered a lilitu demon that had been called to Therra by a powerful undead phaerimm named Wind of Blood. The PCs defeated the phaerimm, but not before its consort, the lilitu demon Abasashtha, escaped with her lover, a ghast sorcerer.

The two holed up in a cave system about 750 miles north of the PCs' eventual stronghold and the lilitu attempted to infiltrate it several times, as presented in the scenario "A Dish Served Cold", one time even murdering the trade temple acolyte there.

Most recently, a Morakki lich teamed up with the demoness to ambush the PCs in the scenario entitled "Heating the Dish". The PCs managed to defeat the ambush. The lich was destroyed and no longer wishes to tangle with the PCs after he is rejuvenated by his phylactery. The lilitu demoness was also defeated, her form on the Material Plane destroyed and her soul reverted back to her hidden body back on her home plane. The ghast sorcerer fled magically back to the cave lair, but the PCs tracked him down and slew him.

Within the cave the PCs found 10 tuning forks usable for a plane shift spell, left behind by the lilitu.

Now they seek to use the forks to track down the demoness and slay her permanently.

Part One - As You Like It

The Lich:

The lich, Ashinto Nerrigo, is done with the PCs. Having defeated him multiple times now, and in the latest case after the lich had prepared an ambush, he feels he has done everything honour has demanded of him and he must now accept the fact that the PCs are more than a match for him. He does not wish to continue to deal with them.

To this end, about 2 weeks after the last defeat of the lich, he will call forth a spirit in the form of a dread wraith and have it appear at the PC stronghold and deliver his message in Morakki:

I bring forth a message from the most high wu jen Ashinto Nerrigo. You have bested him in combat, even on the ground of his choosing, and so honour has been satisfied. He acknowledges your prowess and no longer wishes to test it. He lays no claim on the items you have taken from him; they are the spoils of battle.

But he tells you this. As of now, his dealings with you are at an end. He knows you are attempting to search for him. Should you continue this endeavour, he will be forced to take action. My master knows you have accumulated many enemies over the course of your career. The demoness told him. She knew quite a bit about you. It would be a shame if my master had to set about gathering your many enemies, including the snakes, into a united force against you.

Instead, call your sage off and all will be well. You and he shall never meet again. If not, he will send you your sage in a box, and you will force his hand.

The dread wraith will then depart. It will not travel back to the lich's lair. It will be freed to return to wherever it was called from. The wraith has no knowledge of the lich's lair, having been called forth from a spot far from it.

If the PCs somehow destroy or interrupt the wraith before it can deliver its message, then the lich will use alternate means to have a minor demonling deliver a paper message to the PCs saying the same thing.

Whether the PCs choose to continue to pursue the lich's lair is up to them and the consequences of that are up to the DM. The lich is true to his word, however. If the PCs seek him no longer, he will not interfere with them ever again.

The Lilitu:

In Therra, outsiders who are native to planes other than the Material Plane are prohibited from bodily entering Therra. This barrier was placed by the Deceiver and reinforced by the other gods when the Deceiver was defeated. Any outsider who comes to the Material Plane by any means actually only has their spirit arrive and a body form around them (much like what happens with an astral projection spell). While doing so, the creature's real body is in hibernation on whatever plane they were on at the time of calling or gate.

The lilitu hid her body on her home plane extremely well. This was important because not only were her demon minions entirely unreliable and likely to slay her body while she was on the Material Plane, but she had also earned the emnity of a powerful balor (which, admittedly, is somewhat redundant) who was searching for her.

Fortunately for her, while her soul was on the Material Plane, spells like discern location could not locate her empty shell of a body. And so he was able to persist on the Material Plane for centuries while her body remained secure.

Now that the PCs have destroyed her form on the Material Plane, she has reverted back to her body. After a few rounds of reorientation, the demoness will realize where she is. Initially, she will be worried that now the balor can find her, but after a moment she will realize that so much time has passed that it is almost impossible to think the balor is still searching for her on a daily basis.

The lilitu is done with the Material Plane for a while, and she is completely done with the PCs. They have defeated her and her lover, even with the aid of a lich and an ambush of multiple undead and demons. From her perspective, the PCs are too powerful and she seeks greener pastures.

However, the PCs can follow her. It will not be easy to do so. If they have discern location available, they will be able to locate her despite her nondetection spell because the only counter to that spell is mind blank and she does not have immediate access to that spell.

In this case, it is likely the PCs will know where she is as soon as 10 minutes after she was destroyed.

If the PCs used discern location to ambush the lich en route then the lich will suspect they have that capability and he will have communicated that fact to the lilitu. Even without that, the lich, in casting mind blank on the lilitu during their alliance, will have warned her that the PCs are certainly powerful enough to know that dweomer.

As such, the lilitu will be somewhat concerned that the PCs will try to locate her and come after her. On the other hand, she is not certain that they will bother. Furthermore, the lilitu will realize that if the PCs have discern location, they will be able to cast it before she can rememorize spells and use plane shift to travel somewhere to purchase mind blank scrolls. She dare not do so on this plane for fear of alerting the balor or his minions. So she will completely discard the idea of trying to foil the PCs via mind blank scrolls (which cost 3,000 gp each!).

He initial strategy is to lie low and in wait for a time. She cannot readily emerge from her hidden lair and try to gather resources or make allies since she fears the balor may still be after her. And so she plans to first spend time securing her current lair and waiting to see if the PCs try to track her down. Being a cleric, she has access to an amazing variety of spells, and so there is much she can do to prepare her lair.

A timeline has been set up for the lilitu to determine what she does when, The DM should carefully track the PCs' actions and compare to the timeline.

The Lilitu's Lair:

The lilitu's lair is located far underground in a small lair several miles outside the grand city/citadel where the balor dwells. It is located on a demiplane that is ruled by the balor. The details of the demiplane are detailed later in this scenario. However, the plane is mildly evil aligned, meaning good aligned creatures have a -2 penalty to Charisma checks.

The lair is some 300 ft below the ground level. This is not the lilitu's main dwelling, which was a more lavish affair. That structure was abandoned by the demoness when she fled the balor's wrath and came to Therra. This was and still is a bolt hole for her to take refuge.

Every day at midnight, starting on day 2, the lilitu casts a screen spell on her entire lair. This is detailed in the Timeline section below.

The walls of the place are made of a seemless dark grey stone that is flecked with veins of yellow and green marble. This material is specially mined from quarries of the plane. The rock is superior masonry and is as hard as iron and is magically treated (hardness 20, 180 hp, break DC 55, Climb DC 25, save DC +10). The walls also have a thin coating of lead in them, suitable to block many detect spells.

Doors are all iron doors (hardness 10, 60 hp, break DC 28).

Floors are of smooth stone of the same type as the walls.

Ceilings are 10 ft high in passageways and 20 ft high in rooms.

All areas are unlit, due to the darkvision possessed by the lilitu.

The place has various fine air holes that circulate air to the surface. Assume there are at least 20 such holes in each chamber up near the ceilings, each about 1/2 inch in diameter. In theory the PCs could use these holes to gain entry to and exit from the lair with the proper magic.

Note the door with a "C" in it in room 1 of the lair. This is a door concealed by the illusion of a screen spell.

1. Main Chamber

If the screen spell is active:


This chamber's walls are carved with battered bas reliefs that are worn with time and unidentifiable.

Dust covers the entire place.

In the center of the chamber is half of a large stone table, once 10 ft square. Half of the table has been cracked and lies in pieces on the floor. 8 stone chairs lie scattered around the table, the cushions long since mouldered away. Metal shelves and cabinets are set along the north, northwest, and northeast walls, the cabinets with shelving askew and broken and littered with broken crockery and utensils and the wall shelves hanging by one end or fallen to the floor and surrounded by glass and pottery shards.

In the center of the north wall is a dusty black cloth that seems to be covering something high on the wall.

Along the south wall are set two battered divans of stone with the rotting remains of cushions. Set before them on the floor are the tattered remains of what was once a massive fur carpet of dull red red fur shot through with faded orange spots.

Iron doors are set in the west and south of the place. Each has a leering horned demonic face carved into it with a long forked tongue lolling out of a grotesque mouth, the final curl of the tongue forming the handle of the door. Cobwebs cover the doors, proceeding from iron tongue to the dust-ridden floor.


Note that the door to the east is covered by the screen spell and not visible.

The real description of the room:


This chamber's walls are carved with bas reliefs of succubi and incubi ravishing nude humanoids.

In the center of the chamber is a large stone table, 10 ft square. Set around it are 8 stone chairs with mauve cushions. Metal shelves and cabinets set along the north, northwest, and northeast walls contain a variety of plates, dishes, ewers, flagons, and utensils.

In the center of the north wall is a deep black cloth that seems to be covering something high on the wall.

Along the south wall are set two divans of stone with lurid pink cushions. Set before them on the floor is a massive fur carpet of some unknown beast with bright red fur shot through with orange spots.

Iron doors are set in the west, east, and south of the place. Each has a leering horned demonic face carved into it with a long forked tongue lolling out of a grotesque mouth, the final curl of the tongue forming the handle of the door.



This is the common and dining room for the lilitu when holed up here. Although the lilitu does not need to eat or sleep, she can do both and enjoys dining on foul meals.

If the lilitu has a chance (see Timeline below), she will have cast a symbol of death on the wall behind the black covering. The symbol is set to activate if the cover is removed, and only the lilitu is attuned to it and therefore immune (the golems are also inherently immune to it). See Traps below.

Creatures: There are 2 clay golems here, shaped like hezrous, which serve the lilitu. They are covered by the screen spell if it has been cast and will not be visible. They will attack anyone they see who is not the lilitu or whom the lilitu has not vouched for to the golems.

ADVANCED CLAY GOLEMS (2) CR 12
N Large construct
Init +0; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0


AC 23, touch 9, flat-footed 22
hp 129 (18 HD); DR 10/adamantine and bludgeoning
Immune magic
Fort +3, Ref +3, Will +3

Spd 20 ft (4 squares)
Melee 2 slams +20 (2d10+8 plus cursed wound)
Space 10 ft; Reach 10 ft
Base Atk +13; Grp +25
Special Action haste

Abilities Str 26, Dex 10, Con -, Int -, Wis 11, Cha 1
SQ berserk, construct traits


Berserk (Ex)
When a clay golem enters combat, there is a 1% chance each time it enters a combat that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.

Cursed Wound (Ex) The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.

 

 

Tactics: The golems will attack intruders anywhere in the lair. They will fight to the death unless instructed by the lilitu.

Traps: A symbol of death may have been cast by the lilitu beneath the black cloth high on the northern wall (see Timeline below). The symbol is set to activate if the cover is removed, and only the lilitu and the unseen servant are attuned to it and therefore immune (the golems are also inherently immune to it). The lilitu will activate the symbol in combat only after she believes she has caused foes enough damage to be subjected to it.

Symbol of Death

CR 9; spell; spell trigger; no reset; spell effect (symbol of death, 15th-level cleric, death to anyone with 150 or fewer hp, DC 28 Fort save neg); multiple targets (all targets within 60 ft.); Search DC 33; Disable Device DC 33.

Secret Doors: The secret door to the east is set behind a cabinet that swings open. It requires a DC 30 Search check to locate and another DC 30 search check to find the catch that operates it.

2. Larder and Storeroom:

If the screen spell is active:


This place seems to have once been used as a storeroom. Piles of rotted sacks and smashed crates vie with the remains of barrels and scattered small metal implements. Dust covers everything.

The real description of the room:

This place seems to be used as a storeroom. There are barrels here, crates stacked neatly against the walls, and cloth sacks hanging from pegs.

In the center of the room is a 2 ft tall, 1 ft square grey stone pedestal shaped like a grinning imp.



The place is tended to by a permanent unseen servant activated by wondrous architecture in the form of the pedestal. The servant can enter any room in the lair, and can open doors.

Aside from following the commands of the lilitu, the servant also keeps the place tidy and dust free by making the rounds every "night" at midnight. It opens the door to room 1 and then spends about 1 round per 5 ft square tidying before proceeding in room number order (including room 2) dusting and cleaning. It uses a duster and cleaning rags from the stores in this room.

The unseen servant does not enter rooms 6 or 7.

When it is finished tidying (a process that takes about 20 minutes), it closes the door to room 1 and remains quiescent unless ordered by the lilitu.

As the unseen servant's cleaning activities are incongruous with the appearance of the place under the screen spell, the lilitu has included it and its cleaning tools as being unperceivable under the screen spell effect. However, observers will notice the doors opening and closing (apparently of their own volition) as the unseen servant makes its rounds.

The crates, bags, and barrels hold a great many unperishable supplies of a mundane nature. Any foodstuffs were disposed of before the lilitu went into her "hibernation".

3. Bedroom

If the screen spell is active:


The western portion of this place is dominated by a large bath, almost a bathing pool, some 10 ft square and 4 ft deep with steps leading down. There is a drain at the bottom. The pool is empty and covered in a mineral scum.

Shelves and racks along the western wall are all akilter, and glass shards are scattered across the floor beneath them.

The eastern portion of the room is dominated by a large pile of rotted furs and scraps. Two dented braziers lie tipped over, and some shelves nearby are fallen to the floor.


The real description of the room:

The western portion of this place is dominated by a large bath, almost a bathing pool, some 10 ft square and 4 ft deep with steps leading down. There is a drain at the bottom. The pool is currently empty.

Shelves and racks along the western wall hold vials, bottles, and linens.

The eastern portion of the room is dominated by a large pile of cushions and furs and the flayed skins of a variety of creatures, some clearly demonic and many not. Two braziers flank this bedding pile, and set near these are shelves holding blocks of incense of a variety of colours.



This is a boudior for the lilitu. She uses the place to relax and the dally with lovers (often before slaying them, eating them, and flaying their skins for her bedding).

The bath can be filled with create water spells. There is no need for her to heat the water due to her resistances to cold. The vials are filled wit perfumes, unguents, oils, and other bath materials.

The incense on the shelves near the brazier are of a variety of exotic scents, including some that are particularly cloying or sicening to mortal noses.

4. Treasury

If the screen spell is active:


This chamber is spattered in dried blood and manacles hang limply from the walls. Empty iron cauldrons with metal pokers set in them dot the place, where once hot coals were held now just cobwebs remain. The floor has metal drains at several points, and the blood stains, very faded, seem to collect around these. Several stone tables are along the south wall, with the remains of leather straps at each corner.

The real description of the room:

This chamber contains 5 iron chests set along the west (2 chests), south (2 chests), and east walls (1 chest). The chest long the east wall is wider than the others, being about 5 ft square.

In the center of the place is a 10 ft diameter circle of black metal inscribed with runes and mystic sigils.



This chamber is used by the lilitu to hold a cache of emergency funds, valuable spell components, and a few other choice items. The items she has in her possession on her statistics block are some of these.

Additionally, the room contains her summoning circle, for those occasions when she binds planar creatures to her service.

The circle is treated as a permanent special diagram for an inward focused magic circle spell.

The chests are unlocked, but trapped as detailed below.

Traps: Each chest is trapped with a symbol of persuasion cast by the lilitu using her spell-like ability. The symbol is scribed onto the inner face of the lid of the chest and is set to activate the moment the lid is opened by anyone other than the lillitu (who is attuned to the symbol and therefore immune to it).

Symbol of Persuasion

CR 7*; spell; spell trigger; no reset; spell effect (symbol of persuasion, 14th-level cleric, charm monster for 14 hours, DC 26 Will save neg); multiple targets (all targets within 60 ft.); Search DC 31; Disable Device DC 31.

* This item is a spell-like ability of the lilitu and is therefore already included in her CR

Anyone affected by the symbol will refuse to loot the chests or allow others to do so.

Treasure: The chests hold the following treasure:

Chest #1: 4,000 cp, 2,500 sp, 1,650 gp, 400 pp

Chest #2: A velvet bag containing powdered diamond and opal worth 10,000 gp (if she has cast the symbol of death and symbol of insanity, then this will be gone) and the bag empty, a large sack containing powdered silver (1,000 gp worth, 200 lbs.), 10 jars of salve usable for a true seeing spell, incense suitable for divine spells worth 2,500 gp, 24 gold dice worth 20 gp each

Chest #3: Empty (once contained her current possessions, which she removed before going into "hibernation").

Chest #4: A cushioned wooden box holding a set of planar forks matching the ones the PCs found (see The Tunes for details), a large book with the names of a variety of demons (suitable for planar binding spells) and notes written in Abyssal on their activities and loyalties (see below), a dozen scrolls bound in black ribbon and stamped with a leering skull that together contain information on the Dark Speech enough that dedicated study for a time (the exact amount is up to the DM) will allow access to the Dark Speech feat (assuming the prerequisites are met).

The book includes 6 succubi, 12 vrocks, 9 hezrous, 3 glabezerus (one of which was the one the PCs faced during the lich and lilitu ambush of the previous scenario), and 1 nalfeshnee. There is a partial name for a marilith, but the notes indicate that this entity is too dangerous to bind for now

Chest #5: This chest is well padded, the inside being swathed in cloth. Within the cloth is a broken mirror which frame is made of gold and carved to resemble tridents (or pitchforks) skewering humanoids. This is a broken magic item. It once was a mirror of life trapping held by a baatezu ages ago. The lilitu was part of a demonic force that assaulted the baatezu's palace. In the battle, the mirror entrapped several demons, and the lilitu had to smash it to release them (and every other being entrapped). She took the broken mirror with her after the battle in the hope of one day somehow repairing it.

That is really not possible, but the mirror could be of use to someone who wants to craft is own. A DC 30 Knowledge (arcana) check will reveal that the item (which does ot radiate any magic) might have once been a mirror of life trapping. The item could then be deconstructed (destroying it utterly) in order to develop a recipe for crafting one's own mirror. Additionally, components from the deconstructed mirror could provide 1/5th of the gold piece cost of crafting a new such mirror. Should the PCs wish to sell the ex-mirror, they could fetch 25,000 gp for it from an interested buyer.

Secret Doors: The secret door to the east requires a DC 30 Search check to locate and another DC 30 search check to find the catch that operates it.

5. Trapped Hallway

If the screen spell is active:


This hallway is dusty from disuse and cobwebs cover the corners.

The real description of the room:

This hallway is frescoed with scenes of quasits harrying celestials with spears and scourges.

This is, for all intents and purposes, a false hallway. While it does indeed lead to room 8, it is not designed to be used by anyone friendly to the lilitu. The lilitu herself would normally use greater teleport to go between room 8 and her other chambers, but this hallway is designed to take attention away from the two secret hallways (rooms 6 and 7).

Traps: There are a variety of traps in this hallway.

First, if enough time has passed, the lilitu has scribed a greater glyph of warding on the ceiling midway down the passage. Anyone but the lilitu or unseen servant passing it will activate the glyph.

Greater Glyph of Warding (Blast)

CR 7; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 15th-level cleric, 10d8 sonic, DC 28 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 31; Disable Device DC 31.

If there has not been enough time, then the glyph will only be a standard glyph of warding:

Glyph of Warding (Blast)

CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 9th-level cleric, 4d8 sonic, DC 23 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

Either of these sonic glyphs is loud enough to alert the lilitu anywhere in the lair.

Second,

There is a single pit trap across those squares marked with an "x". This will open upon bearing more than 50 lbs of pressure, dropping anyone on those squares into the pit below. A round later the lid will close, its edge being razor sharp enough to sever ropes (does 5d6 slashing damage to anything in the way), and remain locked closed for 10 rounds before the pit trap resets.

At the bottom of the 60 ft pit is a pool of acid 10 ft deep. The fall will cause half damage due to the acid (3d6 falling damage). The acid affects wood, glass, paper, cloth, flesh, and metal but not stone. Full immersion causes 10d6 acid damage per round. Contact causes 2d6 damage per round of contact.

Furthermore, when the lid opens, a glass vial containing a chemical will drop and break into the acid. The chemical mixes with the acid and creates a noxious cloud that expands to fill the rest of the pit. The cloud is both poisonous and acidic, causing 4d6 points of acid damage per round exposed to it (this is in addition to damage from the pool below) and requiring a DC 20 Fortitude save or suffer 1d4 Con damage for initial and secondary damage. A poison save is also required for each round of exposure. This is an inhaled poison. The cloud persists for 10 rounds or until magically dispersed. Opening the lid of the pit will not disperse the cloud, which is heavy enough that it will not naturally spill over the lid.

Once the gas cloud activates, it will not function again until manually reset (though the pit trap itself resets after 10 rounds as mentioned above).

Acid-Filled Pit Trap

CR 9; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft deep (3d6, fall plus 10d6 acid per round); multiple targets (all targets in the indicated area); Search DC 27; Disable Device DC 20.

Noxious Cloud Trap

CR 8; mechanical; location trigger; repair reset; cloud effect for 10 rounds (4d6 acid plus poison); poison (DC 20 Fortitude save resists, 1d4 Con/1d4 Con); multiple targets (all targets in the indicated area); Search DC 27; Disable Device DC 24.

Third, there is a pressure plate trap in the squares marked "a". The floor and ceiling here are actually metal, disguised to look like the stone floor surrounding it. A DC 35 Spot check by someone actively looking at the floor or ceiling will detect the difference.

Anyone stepping on the central square with more than 50 lbs of pressure will activate the trap, causing electricity to spring up between floor and ceiling in a curtain of arcing death in all three squares marked "a". The trap is caused by quasi-magical batteries below and above the hallway. The electricity damage is instantaneous, and the trap resets after 1 minute of recharging time.

Electrical Trap

CR 12; mechanical; touch trigger; automatic reset (1 minute); electrical curtain (15d6 electricity damage, DC 26 Reflex save half); multiple targets (all targets in the indicated area); Search DC 28; Disable Device DC 26.

6. Secret Hallway

If the screen spell is active:


This hallway is dusty from disuse and cobwebs cover the corners.

The real description of the room:

This hallway is frescoed with scenes of vrocks, hezrou, and nalfeshnee slaying and consuming devils of all sorts.


This is one of two secret passages used by the lilitu to bring guests into her hibernation room (not a common occurrence), and to provide a means of access to and from room 8 should her greater teleport ability not work. Unlike room 5, this hallway is not heavily trapped, though it does bear some (see Traps below).

Traps: There are two types of traps in this hallway.

First, if enough time has passed, the lilitu has scribed a greater glyph of warding on the ceiling midway down the passage. Anyone but the lilitu or unseen servant passing it will activate the glyph.

Greater Glyph of Warding (Blast)

CR 7; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 15th-level cleric, 10d8 electricity, DC 28 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 31; Disable Device DC 31.

If there has not been enough time, then the glyph will only be a standard glyph of warding:

Glyph of Warding (Blast)

CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 9th-level cleric, 4d8 electricity, DC 23 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

Second, the lilitu has cast a symbol of persuasion on the inside of each secret door, set to activate if anyone but the lilitu or unseen servant see it (and these two are attuned to the symbol).

Symbol of Persuasion

CR 7*; spell; spell trigger; no reset; spell effect (symbol of persuasion, 14th-level cleric, charm monster for 14 hours, DC 26 Will save neg); multiple targets (all targets within 60 ft.); Search DC 31; Disable Device DC 31.

* This item is a spell-like ability of the lilitu and is therefore already included in her CR

Secret Doors: The secret doors from this side at both ends of the hallway are visible and easy to open.

7. Secret Hallway

If the screen spell is active:


This hallway is dusty from disuse and cobwebs cover the corners.

The real description of the room:

This hallway is frescoed with scenes of demons of all types copulating and performing perverted acts upon other demons.


This is one of two secret passages used by the lilitu to bring guests into her hibernation room (not a common occurrence), and to provide a means of access to and from room 8 should her greater teleport ability not work. Unlike room 5, this hallway is not heavily trapped, though it does bear some (see Traps below).

Traps: There are two types of traps in this hallway.

First, if enough time has passed, the lilitu has scribed a greater glyph of warding on the ceiling midway down the passage. Anyone but the lilitu or unseen servant passing it will activate the glyph.

Greater Glyph of Warding (Blast)

CR 7; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 15th-level cleric, 10d8 cold, DC 28 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 31; Disable Device DC 31.

If there has not been enough time, then the glyph will only be a standard glyph of warding:

Glyph of Warding (Blast)

CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 9th-level cleric, 4d8 cold, DC 23 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28.

Second, the lilitu has cast a symbol of persuasion on the inside of each secret door, set to activate if anyone but the lilitu or unseen servant see it (and these two are attuned to the symbol).

Symbol of Persuasion

CR 7*; spell; spell trigger; no reset; spell effect (symbol of persuasion, 14th-level cleric, charm monster for 14 hours, DC 26 Will save neg); multiple targets (all targets within 60 ft.); Search DC 31; Disable Device DC 31.

* This item is a spell-like ability of the lilitu and is therefore already included in her CR

Secret Doors: The secret doors from this side at both ends of the hallway are visible and easy to open.

8. Hibernation Room

If the screen spell is active:


The floor of this chamber is littered with chunks of stone, some of them once intricately carved, made of a deep grey material. Shards of ebony glass reside amongst the stone detritus. Cobwebs cover the corners of the place

The real description of the room:

This chamber is dominated by a massive stone structure or apparatus. The thing is a half cylinder set on its side, some 15 ft wide, 40 ft long, and 7.5 ft tall. The cylinder is made of a deep grey stone and is covered with myriad runes, sigils, and diagrams across its entire length and breadth.

In the top of the cylinder is set a cover of ebony crystal or glass, some 5 ft wide by 20 ft long. The cover follows the curve of the cylinder and replaces the stone.

A variety of protrusions, pipes, and struts of metal and stone emanate from various places in the structure, some of which connect to the walls or ceiling.



This is the chamber in which the lilitu's body rested while she was on the Material Plane. The large apparatus was created by her specifically to house her body safely while her spirit was away from it. The machine is mystical in nature and while it operated it radiated strong abjuration and transformation magic. Now, however, the device is burnt out from long usage and is not operable and does not radiate magic.

When it operated, the machine effectively placed her body into a state of suspended animation and generated a variety of dweomers designed to stop divinations from honing in on it, including a mind blank effect to ward discern location. Upon returning to her body, however, the machine deactivated (as it was supposed to do), but the tremendous amount of time it was operative has resulted in the mystic fuel used to activate the effect being long ago depleted. Therefore, the lilitu cannot reactivate the device without leaving her lair and exposing herself and spending a lot of time gathering the exotic components to do so. As such, this machine is, for now, a useless curiousity.

It was the machine that helped to allow the lilitu to avoid the wrath of the balor for the long time she was on Therra.

The ebony glass at the top of the machine is a door that covers the cockpit of the machine. It is opened by manipulating a combination of carvings on the cylinder near the door. The combination is fairly complicated and unlikely to be stumbled upon by the PCs. The door can also be bashed open. It has a hardness of 8, 35 hp, and a break DC of 22.

Within is a cockpit that is 5 ft deep and the length and width of the door. The cockpit is lined with fur and cushions (which have not rotted due to the previous suspended animation effect that was active).

It is possible that a PC with a very high Knowledge (arcana) skill who spends a very long time studying this device could somewhat reverse engineer it or get it back into working shape. This is beyond the scope of this scenario and is up to the DM to adjudicate.

Creatures: Abasashtha will generally be found in this chamber for the first few days. This is where she will rest to regain her spells (inside the device...even though it is not operating, the symbol spells provide protection for her).

Traps: There is at least one trap on the device.

If the lilitu has had time (see Timeline below), she will have cast a symbol of insanity on the center of the top of the apparatus door. This symbol will activate if anyone but the lilitu or unseen servant see it, and these two are attuned to it and therefore immune to its effects.

Symbol of Insanity

CR 9; spell; spell trigger; no reset; spell effect (symbol of insanity, 15th-level cleric, permanent insanity, DC 28 Fort save neg); multiple targets (all targets within 60 ft.); Search DC 33; Disable Device DC 33.

Additionally, there is a symbol of persuasion cast on the interior of the cockpit, at the head of it. This was a last-ditch defense by the lilitu to hopefully stop someone who made it this far from harming her body. It is set to activate if anyone but the lilitu or unseen servant see it (and these two are attuned to the symbol).

Symbol of Persuasion

CR 7*; spell; spell trigger; no reset; spell effect (symbol of persuasion, 14th-level cleric, charm monster for 14 hours, DC 26 Will save neg); multiple targets (all targets within 60 ft.); Search DC 31; Disable Device DC 31.

* This item is a spell-like ability of the lilitu and is therefore already included in her CR

The Lilitu:

Abasashtha will be found resting in the device in room 8 for at least 9 hours per day (from midnight to 9 AM). The rest of the time she will generally be present in room 1, 3, or 4. She will be a bit bored and stir crazy after a few days, but she is also patient and knows that she needs to wait for the PCs to see if they come after her. It is also possible, she knows, that news of her downfall on the Material Plane may reach her enemies. The glabezru and bar-lgura demons she and her ghast lover called to the ambush are not particularly loyal and might reveal this information. That means her enemies will certainly be looking for her to resume activity on her home plane, and that means she needs to lie low for a while (meaning at least a month or two).

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, tongues


AC 33, touch 18, flat-footed 33
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, evasion

Spd 40 ft (8 squares)
Melee 4 stingers +27 (1d4+5 plus poison) and 2 claws +25 (1d6+3)
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 wand of orb of force (CL 10, 16 ch), wand of lesser restoration (CL 3, 12 ch), wand of dimensional anchor (CL 7, 44 ch), arcane scroll of maze (CL 15), arcane scroll of irresistible dance (CL 15), arcane scroll of displacement (CL 9), potions of cure serious wounds (3) (CL 5), potion of protection against good (CL 7), 6 vials of unholy water
Cleric Spells Prepared
(CL 15, melee touch +18, ranged touch +23):
8th - chain dispel, greater spell immunity, heat drain (DC 30), polymorph any object (DC 30)
(d)
7th - destruction (DC 29), fortunate fate, plague (DC 29), screen (DC 29)
(d)*, wretched blight (DC 29)
6th - greater dispel magic (2), harm (DC 28), heal, mislead (DC 28)
(d), superior resistance*
5th - crawling darkness, flame strike (DC 27), greater command (DC 27), false vision
(d), psychic turmoil (DC 27), righteous might, true seeing
4th - abyssal might, cure critical wounds (2), dampen magic, dimensional anchor
(d), freedom of movement, panacea, sound lance (DC 26)
3rd - battlemagic perception, bestow curse (DC 25), cure serious wounds, dispel magic, energy aegis, magic circle against good, nondetection
(d),protection from energy, unholy storm
2nd - cure moderate wounds (3), demoncall
(d), eagle's splendour, hold person (DC 24), insight of good fortune, resist energy, silence (DC 24)
1st - command (DC 23), conviction, cure light wounds (3), demonflesh
(d), divine favour, heartache (DC 23), shield of faith
0 - cure minor wounds (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 (+33 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 chain shirt, ring of evasion, ring of force shield, cloak of charisma +4, spell component pouch, unholy token (of bone, hair, and dried blood serves as unholy symbol), masterwork potion belt, diamond dust worth 1,500 gp (less 400 gp per greater glyph of warding cast), gold dice (4) worth 20 gp each (component for insight of good fortune spell),


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.

battlemagic perception (HoB p125) - r pers, 10 min/lvl; +5 to Spellcraft to identify a spell being cast, if 5 ranks of Spellcraft sense any spell or spell-like ability within 100 ft with line of effect (determine spell cast with DC 15+spell level), counter spell as free action with line of sight if spell identified but this ends the spell.

chain dispel (PHB2, p105) - r cl, 1 or more creature no two more than 30 ft apart; targetted dispel magic with a maximum CL check of +25.

conviction (SC p52) - r touch, creature, SR; +2 morale bonus to saves (+1 per 6 CL max +5).

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).

energy aegis (PHB2 p111) - immed, r cl, 1 creatrure, 1 rd, SR; gain resistance 20 vs next attack using chosen energy type.

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

panacea (SC p152) - r touch, SR; negates blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned, negates sleep and feeblemind, end poison effects, cure 1d8+1 per CL (max +20) damage.

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

sound lance (SC p196) - r med, 1 creature or object, F 1/2, SR; 1d8 sonic dmg per level (max 10d8).

superior resistance (SC p174) - r touch, creature, 24 hrs, SR; +6 resistance bonus on saves.

unholy storm (SC p226) - 20 ft r 20 ft high cylinder around you, 1 rd/lvl; -4 Listen, Spot, and Search checks, -4 to ranged attacks into or out of or through, extinguish unprotected flames and 50% to extinguish protected flames, 2d6 dmg per round to good creatures (double to good outsiders).

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.

Timeline:

Below is an initial timeline for the lilitu's activities in the first few days after she awakens.

Day 1:

The lilitu will emerge into her body the moment her material form was slain on Therra.

If she has any longterm spells running from the ambush, they may still be active. Abyssal might, mass resist energy, mass conviction, or magic circle against evil are all longterm spell effects that qualify.

A few rounds after regaining her orientation, if she had not cast fortunate fate during the ambush (unlikely since it takes 1 minute to cast), she will do that immediately.

She will also cast greater spell immunity if she has not already used it during the ambush. She will choose spells or psionic powers that are subject to SR and that the PCs exhibited during the ambush. In the case of the historical campaign, she is likely to choose the following 3 spells/powers: recipricol gyre, manyjaws, and energy current.

Finally, she will cast any of the longterm spells listed above that were not cast during the battle. She feels if the PCs are coming after her right away, it will be within the next hour or two. Otherwise, she feels she should be safe at least long enough to rest and rememorize her spells.

Thereafter, she will cast a detect magic spell if available to make sure her dweomers are operating and to see if there is any magic present that did not originate from her.

She will spend the next 5 minutes scanning the entirety of her lair with the detect magic. After that, satisfied her lair is as she left it, she will enter room 8 and spend 10 minutes to cast a sending on her ghast lover (assuming she did not see him die during the ambush against the PCs). If she already knows the ghast is dead, she will instead cast a sending to the lich. If he also fell while she was present, then she will not bother with a sending.

She will immediately begin to relax and meditate in order to be able to regain her spells. Since she spent so many years on Therra, the regaining of her spells is still synchronized to Aladur time, and she will regain them at 9 AM assuming she is able to get 8 hours of rest before then. Otherwise it will be the morning following. It will take her months to resynchronize her spell regaining to the chronology of this plane.

If attacked during this day, before she can rest and regain spells, the DM should use her statistics block from "Heating the Dish" but remove any spells she used. Lower her natural attack bonuses and damage by 2 to account for her loss of her amulet of mightly fists +2.

Day 2+:

The lilitu will now adopt the spells prepared as shown in her stat block above (if there are no psionic foes amongst the PCs then she will replace psychic turmoil with slay living).

The lillitu will cast, at midnight every day, her screen spell. The spell can cover the entire lair easily, and makes the entire place look deserted and unused. Dust covers everything and no creatures will be seen (including the lilitu).

The lilitu will also cast two symbol spells. She only has enough powdered diamond and opal to cast two such spells (a total of 10,000 go worth). These components were originally for her to cast the various lower level symbols that are found around this lair. She was incapable of casting 8th level spells when she left this lair to head to the Material Plane.

She will cast a symbol of death as described in the description of her lair on day 2, and a symbol of insanity as described in the description of her lair on day 3. Each of these will take the place of her heat drain spell for those two days.

She will cast a greater glyph of warding (one in room 5 on day 2, one in room 6 on day 3, and one in room 7 on day 4). Each of these will take the place of her harm spell for those three days.

Assaulting the Lilitu:

The lilitu already knows she is no match for the PCs. That has been proven quite well, even when she had a ghast sorcerer, a lich, and demonic and undead minions and fought ont he ground of their choosing and caught the PCs by surprise! She knows there is no hope of defeating them in her present state, by herself (and her two clay golems).

Therefore, if the PCs attack, they'd better act quickly. Her first action in any combat (unless a single PC happens to arrive by himself) will be to greater teleport away. There is nothing in her lair so valuable that she would risk her eternal life for it. On the other hand, the lilitu will now know that the PCs can follow her anywhere, even across the planes. So she will realize that her life is destined to be a short one at the hands of the PCs unless she takes some sort of desperate and final gambit.

Her gambit will be as follows:

She will greater teleport to the balor who is her most hated enemy. There, she will offer the balor as the price of his forgiveness of her the bodies, souls, and possessions of the PCs. She will tell the balor they are very powerful, but flatter him that he can certainly handle them.

The lilitu is hopeful of one or both of two possible outcomes.

First, if the PCs follow her to the balor's lair, the balor will slay them, thereby ridding her of the PCs. She will then have to hope the balor is pleased enough with her presenting the PC that she will be spared.

Second, and to her mind less likely, if the PCs defeat the balor, she will have to hope she can escape or somehow deceive the PCs into giving her the opportunity to escape. If so, she will be free of the balor and can at least now take measure in the open to somehow elude the PCs.

Both are very desperate gambits but such is her predicement.

As such, unless the PCs can stop her from teleporting on her first turn of combat, they will have to deal with the balor if they want her. Refer to Part Three for more details.

Part Two - Spinning the Wheel

The PCs will have found 10 planar tuning forks in the lilitu's cave in the previous scenario. Presumably, they cast discern location at some point and learn where the lilitu is. They then have to figure out how to get to her.

They have two general possibilities. They can take time to research where each planar fork takes them to when they cast a plane shift spell. It normally takes 2 weeks to craft a planar fork (or a week if you already have a copy). It takes half a week to figure out where a planar fork will take a person to. This requires a successful DC 30 Knowledge (arcana) check and if the check is missed by 5 or more, false information will be gleaned.

If a fork goes to a plane that a PC already has attuned to his own fork, then it will take a half an hour or so to determine precisely the plane of the fork without any chance of failure.

If a planar fork is identified, the precise plane will be determined. However, since there are no Outer Planes in the multiverse of Therra, if a planar fork is attuned to a demiplane in the Astral Plane, then the check will determine that and will give any characteristics of the place (i.e. mildly evil aligned, subjective gravity, enhanced magic, etc.).

The PCs could also simply take their chances and try each planar fork at random. This is probably the best and most expeditious way to do it. If so, the DM should simply determine which fork they try at random. Divination and other such spells will not divulge the exact nature of a fork, but may give cryptic hints as to the plane's nature.

If the PCs use a fork randomly, they will not be able to pre-determine what location they are aiming for. As such, where they end up becomes the DM's whim and the suggested encounters below are appropriate. On the other hand, it may be that the PCs observe they are on a plane not likely to hold the lilitu and immediately leave. If so, the DM can reserve the suggested encounters in case the PCs visit the plane later.

Each planar destination is dealt with below. Of necessity, detailed information on the entire plane is not presented. If the plane is one already presented in the Manual of the Planes, then that book can be used as a guide. If the plane is a demiplane unique to the Astral Plane, then general details are presented below.

Fork #1 - Sazhansiir:

This fork is attuned to the continent of Sazhansiir. Since most PCs of this level will have already attuned such a fork, it should be easily identifiable.

Fork #2 - The Lilitu's Home Plane:

The lilitu's demiplane is a mildly evil-aligned plane. The landscape is of rust red rocky plains dotted by demonic structures and settlements, including the massive iton citadel at the center of the plane. It has a sky of purple clouds that roil and spit lightning constantly in a continually violent thunderstorm with no rain. The suggested encounters on this plane are dealt with in Part One (above) and Part Three (below).

Fork #3 - Demilane of Ida:

This fork is attuned to the demiplane of Ida, a land claimed by guardinals. The demiplane appears as a grassy plain, flat except for a single rocky tor sticking out from the grassy field.

This is the site of Densahl's Challenge, a planar touchstone from the Planar Handbook page 183. The plane is minor positive-dominant (fast healing 2 to all creatures). The DM should determine how far the PCs arrive from the tor and use the encounter chart for the Challenge to determine encounters along the way and at the tor.

The PCs can participate in the Challenge and gain the benefits of the planar touchstone per the appropriate rules.

Fork #4 - Elemental Plane of Air:

The PCs will see in the far distance a large chunk of rock, shaped like an upside down pyramid. The top face of the rock is some 500 ft in diameter and the rock itself is 600 ft from top face to bottom point. As they get closer, they will be able to make out more detail.


Set atop the rock is a grand dome of glass and steel, the glass panes shaped like hexagons. The dome is 100 ft in diameter and 50 ft tall and set atop it is a powder blue banner with a green cyclone as its insignia.

Around the dome, small trees and shrubs dot the face, along with patches of grass and pasture. Stone fences enclose pens where sheep, rams, and pigs can be seen scurrying about.



This is the demesne of a noble djinni and his clan. The dome holds sumptuous quarters, a treasury, and a small library.

Creatures: There is a noble djinni (Sheik Ashanbi), 24 other djinni, 7 janni, and 10 large air elementals who form the clan. The air elementals are generally outside the dome and serve as guardians and pets.

4 of the djinni have 6 levels of Cleric (Queethar-Tul, domains of Air and Summoner). The janni all have 3 levels of Rogue. The sheik has 10 HD and a Strenth of 23 and 8 levels of Fighter.

No statistics are given for these worthies, since conflict and combat are unlikely unless the PCs are evil.

The djinni will be initially wary and untrusting of the PCs, though cordial unless the PCs give them reason to be otherwise. Treat their starting attitude as indifferent. If made friendly they will invite the PCs to stay with them as their guests to exchange tales. The PCs will be given wine and food and any PCs with a high Charisma might be offered a dalliance with a janni or djinni. If the PCs reciprocate the hospitality with gifts (they don't have to be too valuable...it's the thought that counts) then the djinn's attitude will increase to helpful and if the PCs mention their current hunt for the lilitu, two djinni will offer to accompany the PCs on this quest. These two djinni are young and have no class levels.

Additional encounters are up to the DM.

Fork #5 - Astral Plane:

Encounters are up to the DM. The planar touchstone The Astral Sojourner (Planar Handbook page 165) could make an interesting encounter.

Fork #6 - Ethereal Plane:

The PCs will be in the deep Ethereal.

Encounters are up to the DM.

Fork #7 - The Demiplane of Y'tik:

This demiplane is detailed in the scenario entitled "A Fistful of Souls". The PCs could visit the city of Y'tik-foligis, a city inhabited by demons but run at the sufferance of the inevitables.

Fork #8 - Jerranq:

With the help of the lich, the lilitu had just finished crafting a planar fork for the continent of Jerranq before the ambush.

Fork #9 - The Negative Energy Plane:

Encounters are up to the DM.

Fork #10 - The Plane of Naggdisgorr:

This demiplane appears as a rocky land perpetually in twilight. The inhabitants are a race of silver-skinned dwarves who speak Draconic and call themselves the naggdir, and are mostly Lawful Neutral in alignment. They favour fighters amongst their leadership.

The naggdir dwell in crude stone huts and seem to be a ragged race whose finely crafted weapons and armour tend to belie their current degraded state.

The naggdir are in their predicament because several centuries ago their once great mine and city were devastated by a horrific creature. The naggdir do not know where this creature came from, but it slew most of their kin and now roams their city. If the PCs offer to slay the creature, the naggdir will be very excited, but will also warn the PCs that the creature is massive and extremely powerful. Hundreds of their ancestors fell in battle with the creature, including a great many powerful warriors. Nevertheless, if the PCs will aid them, they will agree to pay them a share of the proceeds from the mine (up to 10%).

The naggdir of today are all born after the attack or were mere children who fled. All of the adult naggdir of the time, except for the very old, perished in the fighting. As such, they do not know the precise powers of the creature, but their legends say it spits some sort of horrible acid breath weapon.

The ruined city is about 50 miles from the encampment.

What the PCs do not know is that the creature, a mu spore, came to the plane in order to stop the naggdir from delving deeper because they were digging into a weak multiplanar nexus and their mining threatened to flood the demiplane with flux slime. The mu spore was sent to stop them by an unknown, powerful entity who actually had the best interests of the naggdir at heart. But when the naggdir refused to listen to the mu spore, it became frustrated and took matters into its own hands.

The ruined city was once fairly massive, and likely a good part of it was underground. The ruins that are left are all strangely pockmarked with holes, runnels, and small tunnels, as if thousands of stone eating termites had infested the area.

Several massive holes show where mines and underground chambers collapsed during the struggle.

The mu spore dwells buried within one of the holes. Its keen hearing will allow it to likely notice the approach of intruders. When intruders come within range of its reach, it will suddenly breach up out of the hole and attack.

Despite its origins, the mu spore has attuned itself to this plane and is not extraplanar.

MU SPORE CR 22
CN Colossal Plant
Init +5; Senses blindsight 210 ft; Listen +47, Spot +47
Languages Terran


AC 27, touch -1, flat-footed 27; sticky
hp 562 (35 HD), fast healing 10; DR 10/epic
Resist acid 20
Fort +28, Ref +14, Will +12

Spd 40 ft (8 squares)
Melee 4 tendrils +31 (2d6+13/19) and 1 bite +26 (4d6+6/19)
Space 30 ft; Reach 30 ft
Base Atk +26; Grp +55
Atk Options improved grab, Power Attack
Special Action Great Cleave, spore cough, swallow whole

Abilities Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28
SQ plant traits
Feats Cleave, Epic Reflexes, Epic Toughness (3), Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack, Superior Initiative
Skills Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local), Knowledge (nature) +42, Listen +47, Spot +47


Improved Grab (Ex)
If a mu spore hits with a tendril, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage given for the tendril.

Spore Cough (Su) Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of damage to all creatures and structures in the area, or half damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based.

Sticky (Ex) Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had successfully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option.

Swallow Whole (Ex) If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite damage. A swallowed creature takes the twice the damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again.

 

 

Tactics: If the mu spore is attacked from a distance such that it cannot fight back, it will retreat underground into one of the massive caverns and seek to fight there.

Developments: Once reduced to 25% or fewer of its maximum hit points, the mu spore will begin to rant in Terran, speaking of great destruction should it be destroyed and the mines worked. If the PCs stop and listen, the mu spore will warn the PCs that it was sent by higher powers to stop the mining for fear of the flux slime inundating this plane.

In theory a peace could be brokered, though it would be difficult. The mu spore will be hostile to the PCs, and the naggdir will be unfriendly to the idea of not mining their homeland anymore. There are metals and gems on this plane that are unique to it and so beig offered a mine elsewhere would not instantly become an incentive. Nevertheless, if the PCs make good arguments and offers and succeed on Diplomacy or Intimidate checks enough to bring both sides to friendly, then a peace can be brokered.

If the mu spore is slain and the naggdir return to mine, it will take several years to get the mines operating. Thereafter, the PCs will receive 2d6 x 1,000 gp per year in rare metals and ores for the first 2 years. The PCs will have to arrange the means to collect their share, as the naggdir have no means to travel off of their plane.

The next year the PC share will lower to 1d6 x 1,000 gp as the naggdir begin to encounter pockets of flux slime. There will be no payment the fourth year as the flux slime emerges in force and floods the mines and begins to inundate the entire plane. Within 15 years the plane will be no more and all of the naggdir perished.

Whether the PCs could somehow stem the tide of flux slime is up to the DM.

Part Three - Meeting of the Flame

As mentioned in Part One, the lilitu will immediately attempt to greater teleport to the demesne of a balor whose emnity she earned centuries ago. The precise nature of the offense is left to the imagination, but involved the lilitu turning some favoured minions of the balor against him. Those minions have long since been punished.

The balor is not a fool, but the lilitu is so adept at bluffing that he knows he may not see through any deception or ulterior motives she may have.

Since the PCs are likely to be right on her heels (especially if they have access to trace teleport or other such powers), a round by round accounting of her arrival at the balor's dwelling is set forth below.

If not, then the PCs will be contacted by the balor eventually as set forth below.

Round #1 - The lilitu greater teleports into the balor's throneroom. He is surprised. During the surprise round, she bows before him and telepathically informs him of her name, that she wishes to make amends, and that she has brought him a gift of powerful mortals who are likely to pursue her into this very chamber.

Round #2 - The balor continues to converse telepathically with the lilitu as he causes his sword and whip to manifest. He asks her who are these mortals and why are they chasing her. The lilitu will quickly say that they are a group she ran afoul of on Therra and that they now seek revenge against her. She will briefly summarize the PCs' numbers and whatever classes she knows they possess (i.e. powerful mages, priests, psions, etc.).

While the balor listens to the telepathic reply of the lilitu, he also telepathically orders one of his throne guards to greater teleport and rouse his nearby minions to converge on the throneroom. He orders one of them to bring the dimensional shackles.

Round #3 - The balor's minions begin to converge on the throneroom. One of them appears right behind the lilitu and places the dimensional shackles upon her. She does not resist. The cambion and simulacrum each casts shield.

Round #4 - The lilitu is ordered to stand near the balor. The balor sends instructions to be disseminated throughout the citadel that the mortals are to be allowed entry and escorted to his throneroom unharmed unless they prove hostile. The cambion and simulacrum each casts see invisbility.

Round #5 - Illusions are cast and places swapped. The throneroom is now prepared for the PCs as presented below.

Rounds #6-100 - The assembled will wait for 10 minutes for the PCs to arrive.

Round #101 - The balor telepathically asks the lilitu where her hideout is. She tells him.

Round #102 - The balor telepathically orders a vrock minion to greater teleport to the lair and inform the PCs that he has the lilitu captive in his throneroom. If they wish to bargain for her they may, otherwise the balor shall consider her his property to do with her as he wishes.

If the PCs refuse to parley with the balor or simply do not show up within 24 hours, the balor will have the lilitu tortured over the next week or so and then slain utterly. Her lair will be destroyed and filled with stone. The matter of the lilitu will be decided.

Parley with the Balor:

The balor dwells in a massive iron citadel, formed of eight circular levels, each smaller than the other. Demons of all sorts flap wildly around the place and it should be clear that there are hundreds of demons of all sorts present.

If the PCs arrive at the balor's throneroom, things will get interesting. The balor will not attack the PCs out of hand. He is frankly amused by the situation and seeks to gain some advantage from it. Furthermore, a group of powerful mortals who can roust out the lilitu is probably a force to be reckoned with.

The PCs are free to use magic to enter the balor's throneroom directly. Because he and his minions want to preserve the use of their greater teleport ability, they have not set up any wards against such transport. The PCs can also simply walk in. They will be accosted outside the gates by demonic guards and taken to the throneroom.

When the PCs arrive, the balor will signal his desire to speak. If the PCs attack, he will try to get them to parley with an initial telepathic plea to stand down, but otherwise his full fury will be unleashed.

If a parley can be established, the balor will explain the following. Allow the PCs a DC 30 Knowledge (planes) check to know that Ter-Soth is a lord amongst balors, one of the six most powerful ever known:

Welcome to the throneroom of Ter-Soth!

This naughty little bitch you see cringing before us is someone whom I have been searching for well over 5 centuries as you mortals measure time. I have long fantasized what I would do to her should I catch her, and what do you know? She arrives at my doorstep! It has been a good day so far.

The lying cunt tells me that she has earned the anger of a group of mortals and has lured them here to present them as a gift to me in the hope that by delivering their bodies, souls, and possessions into my grasp, that I might forgive her and allow her to live.

Ha! Ha! Ha!

I am sure her story is half true at best. But I care not. I respect a good liar!

And so now here you are. And here we are.

I am amused by this all. It has turned a boring day into a glorious one, and so I am feeling magnanimous. Enough to strike a bargain with you...perhaps.

She has given me you as a prize. And from what I see it would be a fine prize indeed. I sense a fortune in enchantments upon your persons alone, not to mention the value of your souls. So, the bitch has made her bargain. The question is, can you beat it?

What will you offer me to decline her offer and instead turn her over to you to leave this place and do what you will with her?

There are some implications contained in the balor's speech.

First, the PCs are bargaining not only for the lilitu, but for their own lives. If they ask the balor explicitly if this is the case he will laugh and say "verily, yes!".

Second, the balor is, by even having this conversation, showing respect to the PCs and implying that he will not simply defeat the PCs and keep the lilitu to dispatch at his own whim.

The PCs may want to question the balor.

If they ask what the lilitu did to anger him, he will not say. Such embarrassments are not for public consumption and it should not matter to the mortals anyways.

If they ask how they can trust him, he will say they cannot and should not, except for the fact that if it was his desire to slay the mortals and keep the lilitu, then why is he even having this conversation? But as he said, he feels amused and has no personal grudge against the PCs, and so if they make it worth his while he will refuse the lilitu's offer.

The PCs could try to threaten the balor by telling him of their exploits, including, possibly, the defeat and slaying of other powerful extraplanar entities. The balor will scoff at all of these and say they are not he, and that he is well prepared for a fight.

Amazingly, the balor is being true to his word. The PCs must offer him suitable recompense for the lilitu, and the precise nature and amount of this is not stated, but the DM should make certain that the PCs pay for their safety and deliverance of the lilitu enough to feel the loss. Minor magic items like potions, scrolls, and wands will not suffice and be met with derision by the balor. He will say that the PCs do not think much of themselves and the value of their lives, as well as the value of the lilitu, if they seek to buy him off so cheaply.

In no way do the PCs have to cripple themselves monetarily or magically. It should be painful but doable.

If the PCs indicate they won't meet what the balor considers a worthwhile price, the balor will point out that his throneroom is full of his minions, ready to slay or capture the PCs, and that he can summon every single demon in his lair within less than a minute to assault the PCs. Even should he fall, they will face literally hundreds of demons vying to strike the telling blows and establish themselves as the new masters of this place.

He is telling the truth. This encounter is designed to very powerfully motivate the PCs to bargain their way out of this situation, not fight it out. Of a certain, they could simply attempt to flee, and if they roll well on initiative they might even be able to flee. But if they fight, the cards will fall where they may.

If the PCs do flee, and do not return soon, the balor will assume they have fled for good. He will then torture the lilitu for a week and then have a worshipper of his amongst the Fezen deliver her head to the PCs as a sign that the lilitu is gone.

If the PCs attempt to assault the balor a second time, he will slay the lilitu as soon as possible without torture and tell the PCs they have earned an enemy unlike any other they have had. If they thought the lilitu was a thorn in their side...he shall be a stake in their heart.

The Throneroom:

The balor's throneroom comprises the top level of the citadel. It is 60 ft tall and the outer walls are 1 ft thick and made of magically treated iron (hardness 20, 720 hp, Climb DC 25, break DC 75, save bonus +10).

Inner walls are also made of magically treated iron, 3 inches thick (heardness 20, 180 hp, climb DC 25, break DC 50, save bonues +10).

The level is divided into two rooms. The southern portion is the antechamber. The northern portion (which encompasses the majority of the level) is the megaron.

Antechamber (EL 17)


This chamber is 60 ft tall and the walls, floors, and ceiling are of iron that has a strange sheen to it.

In the center of the place, an iron spiral staircase comes up from the floor below.

To the north are a set of massive iron double doors, each valve being 10 ft wide and 30 ft tall and carved with imposing reliefs of winged demons wielding a lightning bladed sword and a flaming whip trampling lesser demons underfoot.

Halfway along the northwall, somewhat flanking the doors, are two large iron statues of six armed demons with female human upper body and head and serpant body wielding 6 swords.



The doors are magically treated iron doors (hardness 20, 120 hp, break DC 48 if barred).

Creatures: 4 hezrous serve as door guards here.

HEZROUS (4) CR 11
CE Large outsider (chaotic, evil, tanar'ri, native)
Init +0; Senses darkvision 60 ft; Listen +23, Spot +23
Aura stench (10 ft, DC 24)
Languages Abyssal, Celestial, Draconic, telepathy 100 ft


AC 23, touch 9, flat-footed 23
hp 138 (10 HD); DR 10/good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 19
Fort +16, Ref +7, Will +9

Spd 30 ft (6 squares)
Melee bite +14 (4d4+5) and 2 claws +9 (1d8+2)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +19
Atk Options improved grab, Power Attack
Special Action Cleave, summon demon
Spell-Like Abilities (CL 13):
3/day - blasphemy (DC 21), gaseous form
At will - chaos hammer (DC 18), greater teleport (self plus 50 lbs of objects only), unholy blight (DC 18)

Abilities Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Feats Blind-Fight, Cleave, Power Attack, Toughness
Skills Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)


Improved Grab (Ex)
To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stench (Ex) A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Summon Demon (Sp) Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

 

 

The 2 statues are iron golems. Despite their appearance, they cannot attack 6 times per round! These golems are programmed to obey the balor and to defend themselves as well as attack anyone who is not the balor who is an enemy of the hezrou door guards.

IRON GOLEMS (2) CR 13
N Large construct
Init -1; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0


AC 30, touch 8, flat-footed 30
hp 129 (18 HD); DR 15/adamantine
Immune magic
Fort +6, Ref +5, Will +6

Spd 20 ft (4 squares)
Melee 2 slams +23 (2d10+11)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +19
Special Action breath weapon

Abilities Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1
SQ construct traits


Breath Weapon (Su)
10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.

Immunity to Magic (Ex) An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.

An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

 

 

Throneroom (EL 27)


This chamber is 60 ft tall and the walls, floors, and ceiling are of iron that has a strange sheen to it.

To the south are a set of massive iron double doors, each valve being 10 ft wide and 30 ft tall and carved with imposing reliefs of winged demons wielding a lightning bladed sword and a flaming whip trampling lesser demons underfoot.

The north is dominated by a two step dais upon which is set a massive iron throne, suitable for a Huge creature.

A row of six massive iron pillars, three to a side, form an aisleway between the doors and the throne. These columns bear horrific reliefs of glabezrus with massive sexual organs ravishing elves...perhaps drow elves although it is difficult to determine.

To each side, a gallery of iron steps or seats leads up to a platform overlooking the room. Each step is a full 5 ft tall so that the top of the gallery is 20 ft above the level of the floor.



This is the nexus of power of Ter-Soth. He does not have any special enchantments or protections here in his throneroom, instead relying on his own prowess and that of his minions.

Creatures: The number and placement of creatures herein depends upon how much time has passed since the lilitu has arrived. When she first arrives, the balor is here in his throne, flanked on the topmost step of the dais by the cambion wizard (to his left) and the simulacrum (to the right). 2 vrocks are also always in attendance, one perched in the center of each gallery platform.

On round 2, one of the vrocks will greater teleport away. Leaving the other vrock to move down to the eastern steps.

On round 3, the vrock will return right behind the lilitu with a pari of dimensional shackles. A single mature nabassu greater teleports in to take position on the western steps.

On round 4, the vrock who shackled the lilitu moves back to his perch on the western platform. Another mature nabassu arrives and stands on the eastern steps.

On round 5, 2 more mature nabassus arrive, one standing on the western steps and one on the eastern steps. The cambion casts a persistent image on the throne with a likeness of Ter-Soth there. Ter-Soth, meanwhile, moves to stand on the eastern platform. The simulacrum casts a major image of a deep black curtain where the eastern steps reach the easter platform, thereby hiding Ter-Soth behind the illusory curtain, though the latter can see through it with his true seeing ability.

Any parley with Ter-Soth after round 5 will be with the illusion of the balor in the throne, the conversation dictated telepathically by the real Ter-Soth to the cambion.

TER-SOTH THE BALOR CR 26
CE Huge outsider (chaotic, evil, tanar'ri, native)
Init +11 Senses darkvision 60 ft; Listen +52, Spot +52
Languages Abyssal, Celestial, Draconic, telepathy 100 ft, true seeing


AC 51, touch 18, flat-footed 44; Miss 20 % (cloak of minor displacement)
hp 656 (32 HD), death throes; DR 15/cold iron and good
Immune electricity, fire, poison
Resist acid 10, cold 10; SR 30
Fort +34, Ref +25, Will +25

Spd 40 ft (8 squares), fly 90 ft (18 squares) (good)
Melee +1 vorpal longsword +48/+43/+38/+27 (3d6+18) and +1 flaming whip +46/+41/+36 (1d6+9 plus 1d6 fire plus entangle)
Melee 2 slams +46 (2d8+25)
Space 15 ft; Reach 15 ft (30 ft with flaming whip)
Base Atk +32; Grp +57
Atk Options Power Attack
Special Action Great Cleave, Quicken Spell-Like Ability (telekinesis), summon demon
Combat Gear +1 vorpal longsword**, +1 flaming whip**, divine scroll of heal (3) (CL 14), arcane scroll of waves of exhaustion (CL 14), arcane scroll of mage's sword (CL 14), divine scroll of mass heal (CL 17)
Spell-Like Abilities (CL 20):
1/day - fire storm (DC 26), implosion (DC 27)
At will - blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26)*

Abilities Str 44, Dex 24, Con 42, Int 24, Wis 24, Cha 26
Feats Cleave, Great Cleave, Greater Two-Weapon Fighting, Greater Weapon Focus (longsword), Improved Initiative, Improved Spell Resistance, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Skills Bluff +45, Concentration +36, Diplomacy +49, Disguise +8 (+10 acting), Hide +36, Intimidate +47, Knowledge (arcana) +44, Knowledge (planes) +44, Listen +52, Move Silently +44, Search +44, Sense Motive +44, Spellcraft +37 (+39 scrolls), Spot +52, Survival +7 (+9 following tracks), Use Magic Device +38 (+41 scrolls)
Possessions combat gear plus +3 full plate armour, ring of protection +3, amulet of health +6, cloak of minor displacement


Death Throes (Ex)
When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 39 half). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Entangle (Ex) A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.

Flaming Body (Su) The body of a balor is wreathed in flame.

Anyone grappling a balor takes 6d6 points of fire damage each round.

Flaming Whip (Su) A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

Summon Demon (Sp) Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

True Seeing (Su) Balors have a continuous true seeing ability, as the spell (caster level 20th).

Vorpal Sword (Su) Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.

* This spell-like ability is always active.

** These weapons are an inherent part of the balor's nature and can be called forth at will as if drawing a weapon. This balor always has these at the ready. If the balor is slain or if the weapons leave its hands, they disappear (and can be recalled at will in case of the latter).

 

 

MATURE NABASSUS (4) CR 15
Fiendish Codex: Hordes of the Abyss page 48
CE Medium outsider (chaotic, evil, tanar'ri, native)
Init +9 Senses darkvision 60 ft; Listen +23, Spot +23
Languages Abyssal, Draconic, telepathy 100 ft, true seeing


AC 31, touch 15, flat-footed 26
hp 202 (15 HD), regeneration 5; DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 26
Fort +20, Ref +14, Will +16

Spd 40 ft (8 squares), fly 90 ft (18 squares) (good)
Melee bite +24 (2d8+9/19) and 2 claws +19 (1d8+4)
Space 5 ft; Reach 5 ft
Base Atk +15; Grp +24
Atk Options sneak attack +6d6
Special Action death-stealing gaze, feed, summon demon, vampiric link
Combat Gear divine scrolls of remove blindness/deafness (2) (CL 5), arcane scroll of magic circle against good (CL 5), arcane scroll of displacement (CL 5)
Spell-Like Abilities (CL 15):
3/day - blasphemy (DC 23), energy drain (DC 25)
At will - darkness, enervation, ethereal jaunt (not usable on this plane), greater dispel magic, greater teleport (self plus 50 lbs of objects only), hold monster (DC 20), obscuring mist, silence (DC 18), true seeing*, unholy aura (DC 24)*, unholy blight (DC 20)

Abilities Str 28, Dex 20, Con 28, Int 20, Wis 21, Cha 23
SQ camouflage
Feats Ability Focus (death-stealing gaze), Combat Casting, Great Fortitude, Inmproved Critical (bite), Improved Initiative, Iron Will
Skills Balance +7, Bluff +24, Concentration +27 (+31 casting defensively), Diplomacy +8, Gather Information +8, Hide +23 (+31 in underground or barren environments), Intimidate +26, Jump +15, Knowledge (arcana) +23, Knowledge (local) +23, Knowledge (planes) +23, Knowledge (religion) _23, Listen +23, Move Silently +23, Spot +23, Tumble +25, Use Magic Device +24


Camouflage (Ex)
A nabassu has the ability to change the colouration of its flesh between various shades of black, grey, and brown. As a result, it gains a +8 circumstance bonus on Hide checks made in underground or barren environments.

Death-Stealing Gaze (Su) 30 feet, Fortitude DC 25, bestows 1d4 negative levels. Any humanoid creature drained to 0 levels by a mature nabassu's death-stealing gaze dies and is immediately transformed into a ghoul under the nabassu's permanent command. The death-stealing gaze has no effect on creatures that are not humanoids.

As a standard action, a nabassu can actively use its gaze to kill a single creature within range, regardless of the creature's type. A creature that fails the DC 25 Fortitude save against this killing gaze is immediately slain. This is a death effect.

The save DC for either version of the gaze is Charisma-based and includes the +2 bonbus from the nabassu's Ability Focus feat.

Feed (Su) A mature nabassu can feed on the body of a helpless living humanoid, devouring both its flesh and life force. To do so, the nabassu makes a coup de grace attack against the humanoid creature; this provikes an attack of opportunity from any creature s that threaten it. If the victim is slain by the coup de grace, a significant portion of its body is eaten by the nabassu while the remaining portions quickly rot away to a foul-smelling paste. This prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection can restor a devoured victim to life.

A mature nabassu that devours a humanoid in this fashion gains the effects of a death knell soell (CL 20th).

Regeneration (Ex) Damage caused by good-aligned weapons deal lethal damage to a mature nabassu.

Sneak Attack (Ex) A mature nabassu can make a sneak attack as a rogue, dealing an extra 6d6 points of damage whenever a foe is denied his Dexterity bonus, or when the mature nabassu is flanking.

Summon Demon (Sp) Once per day, a mature nabassu can summon 2d4 babaus or 1d4 hezrous with a 70% chance of success, or one glabezru with a 30% chance of success. This ability is the equivalent of a 7th-level spell (CL 15th).

Vampiric Link (Su) As a standard action, a mature nabassu can establish a vampiric link between utself and any living creature within 30 ft that it can see. The targeted creature can resist the link with a DC 23 Will save; otherwise the link remains in place until the target moves out of range or the nabassu targets a different creature. A creature affected by a vampiric link finds that whenever he damages the nabassu, be it with spell or weapon he takes the same amount of damage. Additionally, if the creature targets the nabassu with a spell, the effects of that spell are duplicated and affaect the caster as well, even if the spell fails to penetrate the nabassu's spell resistance or the nabassu makes its saving throw. This is a necromancy effect. The save DC is Charisma-based.

* These spell-like abilities are always active.

 

 

NALFESHNEES (2) CR 14
CE Huge outsider (chaotic, evil, tanar'ri, native)
Init +1 Senses darkvision 60 ft; Listen +23, Spot +23
Languages Abyssal, Celestial, Draconic, telepathy 100 ft, true seeing


AC 27, touch 9, flat-footed 26
hp 175 (14 HD); DR 10/good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 22
Fort +17, Ref +10, Will +15

Spd 30 ft (6 squares), fly 40 ft (8 squares) (poor)
Melee bite +20 (2d8+7) and 2 claws +17 (1d8+3)
Space 15 ft; Reach 15 ft
Base Atk +14; Grp +29
Atk Options Power Attack
Special Action Cleave, Improved Bull Rush, smite, summon demon
Combat Gear divine scrolls of remove blindness/deafness (CL 5), arcane scroll of magic circle against good (CL 5), arcane scroll of displacement (CL 5)
Spell-Like Abilities (CL 12):
At will - call lightning (DC 18), feeblemind (DC 20), greater dispel magic, greater teleport (self plus 50 lbs of objects only), slow (DC 18), unholy aura (DC 23)*

Abilities Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20
Feats Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)
Skills Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls)


Smite (Su)
Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.

Summon Demon (Sp) Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

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

* This spell-like ability is always active.

 

 

VROCKS (4) CR 9
CE Large outsider (chaotic, evil, tanar'ri, native)
Init +2 Senses darkvision 60 ft; Listen +24, Spot +24
Languages Abyssal, Celestial, Draconic, telepathy 100 ft, true seeing


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 Action Cleave, Combat Reflexes, dance of ruin, spores, stunning screech, summon demon
Spell-Like Abilities (CL 12):
1/day - heroism
At will - greater teleport (self plus 50 lbs of objects only), mirror image*, telekineses (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.

Summon Demon (Sp) Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

* This spell-like ability is always active.

 

 

Zadriggios is a favoured progeny of Ter-Soth, made to become a powerful wizard by the balor in order to provide magical support for his physical prowess. While no demon is loyal to any other, and Zadriggios dreams of one day usupring his father and controlling this plane, for now he serves well.

Hidden deep in the citadel, Zadriggios has a clone prepared should he fall. His spellbook is also well hidden deep within the citadel. Should his clone activate, it will likely take the spellbook and flee.

ZADRIGGIOS CR 19
Expedition to the Demonweb Pits page 195
Male cambion Wizard 17
CE Medium outsider (chaotic, evil, native)
Init +3 Senses darkvision 60 ft; Listen +9, Spot +9
Languages Abyssal, Celestial, Draconic, telepathy 100 ft


AC 19, touch 13, flat-footed 19; uncanny dodge
hp 139 (23 HD); DR 5/good or magic
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 16
Fort +19, Ref +19, Will +21

Spd 40 ft (8 squares)
Melee thunderstaff +18/+13/+8 (1d6+6 plus poison)
Ranged barbed javelin +17/+12/+7 (1d10+4 plus poison/19)
Space 5 ft; Reach 5 ft
Base Atk +14; Grp +18
Atk Options aligned strike (chaotic, evil), poison (carrion crawler brain juice, Fort DC 13, paralysis 2d6 minutes/-)
Special Actions alternate form, Sudden Enlarge, Sudden Silent, Sudden Still
Combat Gear thunderstaff (26 ch), barbed javelins (3), potions of cure serious wounds (5) (CL 5), potions of protection from evil (3) (CL 5), potion of bear's endurance (CL 5), arcane scroll of time stop (CL 17), arcane scroll of energy drain (CL 17), arcane scroll of crushing hand (CL 17), arcane scroll of power word kill (CL 17), wand of black tentacles (CL 7, 44 ch), wand of solid fog (CL 7, 39 ch), wand of confusion (CL 7, 19 ch)
Wizard Spells Prepared (CL 17, melee touch +18, ranged touch +16):
9th - mage's disjunction
8th - irresistible dance, maze
7th - avasculate (DC 22), forcecage, greater teleport
6th - disintegrate (DC 21), greater dispel magic (2), superior resistance*
5th - feeblemind (DC 20), flesh to salt (DC 20), persistent image (DC 20), spell theft, wall of force
4th - dimension door, heart of earth, orb of acid (DC 19), ray deflection, true strike (Quickened)
3rd - displacement, elation, haste, scintillating sphere (DC 18), stinking cloud (DC 18)
2nd - blindness/deafness (DC 17), magical backlash, ray of stupidity, resist energy, see invisibility
1st - know protections, lesser orb of sound, magic missile, persistent blade, protection from good, shield
0 - arcane mark, detect magic, mage hand, read magic
Spell-Like Abilities (CL 6):
7/day - levitate
At will - mirror image*

Abilities Str 18, Dex 16, Con 16, Int 20, Wis 7, Cha 8
SQ silent metal
Feats Alertness, Combat Casting, Greater Spell Penetration, Iron Will, Quicken Spell, Scribe Scroll, Skill Focus (concentration), Spell Penetration, Sudden Enlarge, Sudden Silent, Sudden Still, Weapon Focus (longsword)
Skills Balance +5, Climb +13, Concentration +23 (+27 casting defensively), Diplomacy +1, Gather Information +8, Hide +12, Jump +6, Knowledge (arcana) +22, Knowledge (local) +12, Knowledge (planes) +22, Knowledge (religion) +22, Listen +9, Move Silently +12, Sense Motive +7, Spellcraft +24, Spot +9, Survival -2 (+0 on other planes), Tumble +12
Possessions combat gear plus spell component pouch, bracers of armour +4, headband of intellect +4, silvered dagger, masterwork potion belt


Aligned Strike (Ex)
A cambion's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purposes of overcoing damage reduction.

Alternate Form (Su) A cambion can assume the form of a specific Medium humanoid (in this case an aasimar) as a standard action once per day. This ability functions as a polymorph spell cast on itself as a 6th-level caster, except a cambion does not regain hit points for changing form and can assume only the form of that specific creature. A cambion can remain in its humanoid form until it chooses to return to its natural form.

Silent Metal (Ex) A cambion has no armour check penalty on Hide and Move Silently checks.

* This spell-like ability or spell is always active (and reflected in the statistics above).

FEATS:

Sudden Enlarge (MHB p28) - 1/day gain benefit of Enlarge Spell feat.

Sudden Silent (CA p83) - 1/day gain benefit of Silent Spell feat.

Silent Still (CA p83) - 1/day gain benefit of Still Spell feat.

SPELLS:

avasculate (SC p19) - r cl, sv F part, SR; ranged touch attack reduces subject to half its current hp, if Fort sv failed also stunned for 1 round.

ball lightning (SC p23) - r med, 1 ball, 1 rd/lvl, sv R neg, SR; 5 ft ball moves 30 ft/rd and ascend or jump 30 ft, if enters a space with creature stops moving and deals 1d6 electricity/CL (max 15d6), move action to direct ball.

elation (BoED p98) - 80 ft spread from caster, 1 rd/lvl, SR; allies gain +2 morale to Str and Dex, +5 ft to spd.

electric loop (SC p78) - r cl, 1 creature/3 lvl each adjacent, Sv R 1/2 (see below), SR; 1d6 electricity/2 CL (max 5d6), if save failed then a Will save must be made or stun for 1 rd.

flesh to salt (Sand p116) - r med, 1 creature, F part, SR; 1d6 dmg per 2 CL (max 10d6), if takes more than 1/2 current hp must make Fort save or crystallize (gear not transformed).

great thunderclap (SC p107) - r med, 20 ft spread, sv see below; Will sv or be stunned for 1 rd, Fort sv or defeaned for 1 min, Ref save or fall prone, creatures with no ears can still fall prone.

heart of earth (CM p106) - r pers, 1 hr/lvl; +8 bonus to resist bull rush, overrun, or trip, gain temp hp equal to CL x2 (max 30 hp) , discharge as swift action to gain stoneskin for 1 rd/lvl.

know protections (MoF p104) - r cl, 1 creature, sv W neg, SR; learn DR, SR, resistances to energy, immunity to energy.

lesser orb of sound (SC p151) - r cl; ranged touch deals 1d6 sonic dmg plus 1d6/2 Cl above 1st (max 5d6 total).

magical backlash (DoU p62) - r cl, 1 creature, sv F 1/2, SR; 2 dmg/lvl of spells active on target.

orb of acid (SC p150) - r cl, sv F part; ranged touch for 1d6 acid/lvl (mac 15d6) and make sv or be sickened for 1 rd.

persistent blade (SC p154) - r cl, 1 rd/lvl, SR; tiny blade of force flies spd 40 ft (perfect) and attacks target in range 1/rd at BAB + Int or Cha mod for 1d4 dmg (crit 19-20), flanks with allies, standard action to switch targets.

ray deflection (SC p166) - r pers, 1 min/lvl; immune to ranged touch attacks.

ray of stupidity (SC p167) - r cl, SR; target hit by ranged otuch attack suffers penalty to Int of 1d4+1 but Int cannot be reduced below 1.

scintillating sphere (SC p181) - r lg, 20 ft burst, sv R 1/2, SR; 1d6 electrical dmg/lvl (max 10d6).

spell theft (CS p104) - r cl, 1 creature; discern all spells affecting target, you can make dispel check against each effect (max +15) and if check succeeds you gain the effect for the duration and it is dispelled from target, if you cannot be subject of the spell stolen it cannot be dispelled.

superior resistance (SC p174) - r touch, creature, 24 hrs, SR; +6 resistance bonus to saves.

thunderlance (SC p220) - 1 rd/lvl; creates lance of force with up to 20 ft reach, 1H or 2H does 3d6 dmg (crit 20, x3) plus higher of Int or Cha mod, dispel check vs any force effect on foe struck.

MAGIC ITEMS:

thunderstaff (PGF p122) - mithril quarterstaff with spike usable as spear, casts:

shocking grasp (1 ch)
electric loop (1 ch)
lightning bolt (1 ch)
thunderlance (2 ch)
ball lightning (2 ch)
chain lightning (2 ch)
great thunderclap (3 ch)
shapechange (blue dragon only) (3 ch)

Zadriggios has cast a simulacrum spell to create a copy of himself. The copy has equipment that is made to match the appearance of the original, albeit with no magical power. So its staff is spiked and topped with a blue dragon head ornament, just like the original's staff, and so forth.

ZADRIGGIOS' SIMULACRUM CR 9
Expedition to the Demonweb Pits page 195)
Male cambion Wizard 8
CE Medium outsider (chaotic, evil, native)
Init +3 Senses darkvision 60 ft; Listen +8, Spot +8
Languages Abyssal, Celestial, Draconic, telepathy 100 ft


AC 15, touch 13, flat-footed 15; uncanny dodge
hp 67 (11 HD); DR 5/good or magic
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 16
Fort +8, Ref +8, Will +8

Spd 40 ft (8 squares)
Melee quarterstaff +11/+7(1d6+6)
Ranged barbed javelin +10/+5 (1d10+4 plus poison/19)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +11
Atk Options aligned strike (chaotic, evil)
Special Actions alternate form
Combat Gear quarterstaff, barbed javelins (3), wand of scorching ray (CL 7, 19 ch), wand of acid arrow (CL 6, 27 ch)
Wizard Spells Prepared (CL 8, melee touch +11, ranged touch +10):
4th - dimension door, orb of acid (DC 17)
3rd - displacement, haste, major image (DC 16), scintillating sphere (DC 16)
2nd - blindness/deafness (DC 15), magical backlash, resist energy, see invisibility
1st - lesser orb of sound, magic missile, persistent blade, protection from good, shield
0 - arcane mark, detect magic, mage hand, read magic
Spell-Like Abilities (CL 6):
7/day - levitate
At will - mirror image*

Abilities Str 18, Dex 16, Con 16, Int 16, Wis 6, Cha 8
SQ silent metal
Feats Alertness, Combat Casting, Iron Will, Scribe Scroll, Sudden Enlarge, Sudden Silent
Skills Balance +5, Climb +10, Concentration +16 (+20 casting defensively), Diplomacy +1, Gather Information +5, Hide +9, Jump +3, Knowledge (arcana) +17, Knowledge (local) +7, Knowledge (planes) +17, Listen +8, Move Silently +9, Sense Motive +3, Spellcraft +17, Spot +8, Tumble +9
Possessions combat gear plus spell component pouch


Aligned Strike (Ex)
A cambion's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purposes of overcoing damage reduction.

Alternate Form (Su) A cambion can assume the form of a specific Medium humanoid (in this case an aasimar) as a standard action once per day. This ability functions as a polymorph spell cast on itself as a 6th-level caster, except a cambion does not regain hit points for changing form and can assume only the form of that specific creature. A cambion can remain in its humanoid form until it chooses to return to its natural form.

Silent Metal (Ex) A cambion has no armour check penalty on Hide and Move Silently checks.

* This spell-like ability is always active.

FEATS:

Sudden Enlarge (MHB p28) - 1/day gain benefit of Enlarge Spell feat.

Sudden Silent (CA p83) - 1/day gain benefit of Silent Spell feat.

SPELLS:

elation (BoED p98) - 80 ft spread from caster, 1 rd/lvl, SR; allies gain +2 morale to Str and Dex, +5 ft to spd.

lesser orb of sound (SC p151) - r cl; ranged touch deals 1d6 sonic dmg plus 1d6/2 Cl above 1st (max 5d6 total).

magical backlash (DoU p62) - r cl, 1 creature, sv F 1/2, SR; 2 dmg/lvl of spells active on target.

orb of acid (SC p150) - r cl, sv F part; ranged touch for 1d6 acid/lvl (mac 15d6) and make sv or be sickened for 1 rd.

persistent blade (SC p154) - r cl, 1 rd/lvl, SR; tiny blade of force flies spd 40 ft (perfect) and attacks target in range 1/rd at BAB + Int or Cha mod for 1d4 dmg (crit 19-20), flanks with allies, standard action to switch targets.

scintillating sphere (SC p181) - r lg, 20 ft burst, sv R 1/2, SR; 1d6 electrical dmg/lvl (max 10d6).

Tactics: In a high level combat like this with so many special abilities and spells available, there is no way to pre-determine what tactics will be used. The demons are immune to electricity, and so those spells can be cast without worry of harming allies.

The cambion will almost certainly use his mage's disjunction as soon as possible in order to dispel all of the effects on the PCs and to disrupt their magic items.

Vrocks will likely begin to do their dance of ruin. The balor doesn't expect them to complete it, but the mere threat of it will serve to distract opponents.

The hezrous and iron golems from the Antechamber will be called into any battle that occurs here.

Demons will not tend to summon other demons with the battle field this crowded, but if the demons' numbers are reduced then reinforcements will be called using summon demon abilities.

Should even this fail, then the balor (or whomever is in charge) will order a demon to greater teleport away to another part of the citadel and start to rally demons. Thereafter, every round there will be a 25% chance demonic reinforcements greater teleport into the throneroom or as close as they can get (if, for example, there is a dimensional lock on the throneroom). The demons will swarm and fight ad infinitum, so the PCs will have to accomplish what they came for and leave before they are eventually overwhelmed.

The chart below shows the nature of reinforcements. It is assumed minor demons like dretches, manes, and other such creatures will not bother to show up for such a fight. The numbers in parentheses show how many of these creatures can ultimately respond.

D100

Type

Number (Maximum)
01-45 Vrock 1d4 (87)
46-73 Hezrou 1d3 (62)
74-85 Glabezru 1d2 (34)
 86-90 Nalfeshnee 1 (17)
91-00 Succubus 1 (24)

The lilitu will not be idle during this time. Her hands are shackled, so she cannot cast any spells requiring somatic components. She is also restrained by the dimensional shackles and so may not teleport or magically transport in any way. The shackles respond to voice commands of the balor only. Otherwise they must be dispelled or otherwise broken to negate. There is no way the lilitu can beat the DC to escape the shackles, so she is stuck. She can cast spells that have no material or somatic components. As her hands are shackled behind her, there is almost no chance of her being able to reach her material component pouch. Also, remember what spells she may have cast or have running from her encounter with the PCs at her lair.

In any event, she will certainly scramble around to avoid taking damage during the combat. If she sees a chance to scramble for the stairway in the Antechamber she may try it, using her fly spell-like ability to flee and perhaps using her charm monster or suggestion spells to get a demon with dispel magic ability to dispel her shackles. Should that happen, she will simply greater teleport to flee and hope that at least one group of her enemies will not survive the day.

The PCs may pursue a fleeing lilitu, as may the balor if the PCs go after her. The adjudication of such a chase is up to the DM. The lilitu will not be stupid enough to return to her lair. She may simply try to continually greater teleport away every single round for an hour in the hope that her followers will exhaust their means of following her.

Developments: If the PCs bargain successfully with the balor, then he will offer to hand the lilitu to their tender mercies. He will, of course, instead offer to dispose of the lilitu on behalf of the PCs, promising to torture here for a week that will seem like a century to her before she is dispatched. If the PCs insist on taking the lilitu, the balor will allow them to take the dimensional shackles if they pay extra for them. He will also warn them that if she escapes their custody, he has claim on her, and that if she is not dead within the week, he will claim her.

If the PCs allow the balor to take care of the lilitu, about a week and a half later the PCs will have their stronghold visited by a minor demon (like a quasit) who will hand the PCs a metal box. Within is the head of the lilitu, a look of absolute and complete horror upon her face.

If the PCs have fought Ter-Soth and then fled, they will have earned the enmity of a far more powerful enemy than the lilitu ever was...probbaly not a good idea. How Ter-Soth deals with the PCs thereafter 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:

 

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