Illustration by Adam Schmidt
5. Destination Teleport
This
secret door from the cavern of the ruined village, leads down a mist-filled
tunnel to web filled stairs cut from solid rock that descend to another iron
door that has a sliding window. There is
a sigil over the door.
Detect
magic: 1st rd: magic is present here, 2nd
rd: strongest magic radiates from everywhere (two auras), 3rd rd:
everywhere radiates moderate abjuration, the sigil radiates moderate necromancy
The webs are the result of a guards and wards spell, The sigil over the door is a permanent symbol of pain set to trigger if anyone
passes through the portal who does not utter the phrase “I seek to free the
souls imprisoned in the Empyrean Bastille.” The door is arcane locked with and average lock (Disable Device DC 35), but can
only be easily unlocked from the stairwell side. (Disable Device DC 45 from
inside the room) again the Medusa Charissa has the key.
This door is magically treated iron that is
enchanted to reset, close, and lock 1 minute after being opened. This door is 2
inches thick with a break DC of 48 (locked), a hardness of 20 (adamantine
weapons do not ignore this hardness because it is not less than 20), and 120
hp.
Beyond this door and for those who are effected
by a teleport trap.
This appears to be a 50’ square room the walls, ceiling and floor are
covered in iron plating, there is only the single iron door in the southern
wall. Its coat shining vividly, this majestic tiger-like creature which is
about the size of normal man, looks exotic and otherworldly. It gazes with
piercing yellow eyes and stands calmly in the southwestern corner, as though
fearless, but you can easily sense its hungry stare.
This
dwoemercat was once one of the duke’s pet cubs, unfortunately it was being
raised by his acolytes when she got caught in the great flood that trapped her
and a few others. She eventually was able to teleport out of the ruins and
attempted to make her way to the surface but recently became a victim of one of the
teleport traps and the medusa Charissa has been too busy with the duke’s orders
to check up on the prison. It is
desperately hungry and its initial attitude is hostile intending to make a meal
out of whoever it encounters.
The first
layer on the walls, ceilings, and floors, is 3 inch thick, magically treated,
iron plating. It has a break DC of 50, a hardness of 20 (adamantine weapons do
not ignore this hardness because it is not less than 20), and 180 hp. These
walls have a climb DC of 25. The second layer is a 5ft. thick area of magically
treated, unworked stone. It has a break DC of 75, a hardness of 16, and 1,800
hit points; these walls can be climbed with a DC 15 climb check once all of the
iron plating is removed. This prison is the result of Rhys Larkchild’s extreme
paranoia.
Dweomercat CR 7
XP 3,200
CN Medium magical beast
Init +10; Senses darkvision 60 ft., scent; Perception +16
CN Medium magical beast
Init +10; Senses darkvision 60 ft., scent; Perception +16
Defense
AC 23,
touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 85 (10d10+30)
Fort +10, Ref +13, Will +6
DR 5/magic; SR 19
hp 85 (10d10+30)
Fort +10, Ref +13, Will +6
DR 5/magic; SR 19
Offense
Speed 40
ft.
Melee 2 claws +16 (1d4+2), bite +16 (1d6+2)
Special Attacks dweomer leap, pounce, rake (2 claws +11, 1d4+2)
Spell-Like Abilities (CL 10th)
Melee 2 claws +16 (1d4+2), bite +16 (1d6+2)
Special Attacks dweomer leap, pounce, rake (2 claws +11, 1d4+2)
Spell-Like Abilities (CL 10th)
Constant—detect
magic
At will—lesser
globe of invulnerability, dispel
magic
3/day—dimension
door (self only), antimagic field
Statistics
Str 15, Dex 23, Con 16, Int 13, Wis 16, Cha 16
Base Atk +10; CMB +12; CMD 29 (33 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills Climb +6, Knowledge (arcana) +11, Perception +16, Stealth +19; Racial Modifiers +4 Climb
Languages Common, Sylvan
SQ spell link
Base Atk +10; CMB +12; CMD 29 (33 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills Climb +6, Knowledge (arcana) +11, Perception +16, Stealth +19; Racial Modifiers +4 Climb
Languages Common, Sylvan
SQ spell link
Special Abilities
Dweomer Leap
(Su) When a dweomercat is targeted by a spell or
within the area of effect of a spell, it can, as an immediate action, choose to
teleport to a square adjacent to the spell’s caster, effectively appearing
mid-leap and aimed toward the caster. This ability takes effect regardless of
whether or not the spell overcomes the dweomercat’s spell resistance. If it
chooses, the dweomercat can immediately make a full attack against the spell’s
caster as though pouncing. Using this ability does not provoke an attack
of opportunity. If there is no safe space adjacent to the caster—or if the
dweomercat chooses—the dweomercat can forgo using this ability.
Spell Link (Su) When a dweomercat is targeted by a spell or
within the area of effect of a spell, it can, as an immediate action,
forgo its dweomer leap ability to gain an effect related to the school of the
spell targeting it. This effect activates before the dweomercat is affected by
the spell targeting it and regardless of whether or not the spell overcomes
its spell resistance. Each power lasts for 1 minute per level of the spell
targeting the dweomercat, until the dweomercat uses this ability again, or
until the dweomercat chooses to dismiss the effect as a free action, whichever
duration is shortest. This ability does not prevent the spell affecting the
dweomercat from taking effect; it only provides an additional benefit.
- Abjuration: Gains acid, cold, fire, electricity, or
sonic resistance equal to 2 per spell level.
- Conjuration: Gains a deflection bonus to AC
equal to +1 for every 5 levels of the spell.
- Divination: Gains the effects of detect
chaos/evil/good/law.
- Enchantment: Grants the effects of the spell heroism.
- Evocation: Inflicts an amount of damage equal to the
spell’s level upon the spell’s caster.
- Illusion: Grants the effects of invisibility.
This effect ends as per the spell.
- Necromancy: Gains the effects of false life,
as if cast by the opposing spell’s caster.
- Transmutation: Gains an enhancement bonus on
its natural weapons equal to +1 for every 5 levels of the spell.
You can find the start of these encounters here in Area 1.
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