Illustration by Camus Altamirano
8. Broken and Forgotten
As you travel down the mist filled corridor you find a massive boulder
filled with iron ore broke off from some part of the ceiling, and it has since
settled here. The tunnel continues on past the boulder.
Perception DC 20 reveals that the flooding waters
tore off a chuck of the ceiling and shoved it down the tunnel to this point and
then dug a tunnel around its side when the waters could move it no further.
Perception DC 30 reveals a stone door concealed
behind the bolder.
Dragging the
bolder requires a strength score of 42 for a medium sized bipedial creature
(dragging 8,000 lbs), 37 large bipedial creature, 24 large bipedial creature,
(The PCs can use any number of inventive means to move the boulder from beast shape to a mount spell)
Once moved a stone
door is revealed it is subject to an arcane
lock. It has break DC of 38 (locked DC 20), a hardness of 8, and 90 hp.
Beyond the door in the center of the room upon a patchwork blanket of
clothes you see a pile of human bones that appear to have been picked clean and
gnawed upon. In the far back corner is another well of boiling water.
The Broken
Maidens wait in hiding (Peception DC 36) as they float above the entrance until
they can get through the door. Once they can they will attack attempting to
feed as they are ravenously hungry, having been trapped here so long. During
this time they have been haunting the dreams of various creatures they knew in
the dungeon, driving them to despair, madness, and sometimes death.
The Broken Maidens (4) CR 8
XP
4,800
Accursed
Wendigo
CE
Large outsider (cold, native)
Init +8; Senses blindsight 60
ft., darkvision 60 ft., low-light vision; Perception +21
Defense
AC 20,
touch 13, flat-footed 16 (+4 Dex, +7 natural, –1 size)
hp 186
(18d10+90); regeneration 15 (fire)
Fort +11, Ref +12, Will +1
(+8 bonus vs. fear)
DR 7/cold
iron and magic; Resist cold
30; SR 14
Weaknesses vulnerability
to fire
Offense
Speed fly
120 ft. (perfect)
Melee bite
+21 (2d8+4/19–20 plus 4d6 cold and grab), 2 claws +26 (2d6+4/19–20
plus 4d6 cold)
Space 10
ft.; Reach 10 ft.
Special
Attacks dream haunting, howl, rend (2 claws, 1d8+6
plus 4d6 cold plus 1d4 Cha damage), wendigo psychosis
Spell-Like
Abilities (CL 18th; concentration +20)
1/day—control
weather (as druid), nightmare (DC 17)
Statistics
Str 19, Dex 19, Con 21, Int 16, Wis 10, Cha 14
Base
Atk +18; CMB +23 (+27
grapple); CMD 37
Feats
Ability Focus (howl), Critical Focus, Flyby Attack, Improved Critical (bite,
claws), Improved Initiative, Lightning Reflexes, Persuasive, Tiring Critical
Skills Acrobatics
+15, Bluff +13, Diplomacy +4, Fly +21, Intimidate +17, Knowledge (arcana,
geography, nature, religion) +11, Knowledge (planes) +14, Perception +26, Sense
Motive +26, Spellcraft +29, Stealth +26, Survival +26
Languages Aklo,
Common, Giant; telepathy 1 mile
SQ no
breath, deformed nature (loses wind walk), faded existence
Special Abilities
Dream
Haunting (Su) When a wendigo uses its nightmare spell-like
ability, the victim is also exposed to wendigo psychosis.
Faded Existence (Su): Accurse
creatures are only half (50%) as strong as nonaccursed creatures, though
creatures who believe the accursed creatures to be real are
affected by them at full strength. Any creature that interacts with the
accursed can make a Will save (DC 16) to recognize its true nature.
Upon a successful save, the victim only suffers half damage from any of the
accursed creature’s melee, ranged, or special attacks. The Save DC is Charisma
based.
Howl
(Ex) Three times per day as a standard action, a
wendigo can emit a forlorn howl that can be heard up to a mile away. Any who
hear the howl must make a DC 23 Will save to avoid becoming shaken for an hour.
Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30
feet cower with fear for 1d4 rounds. This is a mind-affecting fear effect.
The save DC is Charisma-based.
Reversal (Ex) Upon an accursed creature’s death, surrender, or
flight from battle any supernatural, spell, or spell-like effects that did not
cause hit point damage it created during the previous hour are undone. This
includes, its spell-like abilities, dream haunting, howl and wendigo psychosis,
many accursed creatures plead for their lives by reversing these effects.
Wendigo
Psychosis (Su) Curse—Nightmare; save Will
DC 21; onset 1 minute; frequency 1/day; effect 1d4
Wis drain (minimum Wis 1); cure 3 consecutive saves. When a
victim's Wisdom reaches 1, he seeks an individual of his race to kill and
devour. After completing this act, the afflicted individual takes off at a run,
and in 1d4 rounds sprints up into the sky at such a speed that his feet burn
away into jagged stumps. The transformation into a wendigo takes 2d6 minutes as
the victim wind walks across the sky. Once the transformation
is complete, the victim is effectively dead, replaced by a new wendigo. True
resurrection, miracle, or wish can restore
such a victim to life, yet doing so does not harm the new wendigo. The save is
Charisma-based.
Treasure:
The wendigo
have been hording the belongings of the unlucky Dissentient who had come to
rescue them they are hidden in the room (Perception DC 36).
+1 hide armor
(1,165 gp), potion of haste (750 gp),
oil of make whole (300 gp) masterwork
dire flail (390 gp), Shortbow, composite (+1, 275 gp), royal outfit (200 gp),
You can find the start of these encounters here in Area 1.
You can find the start of these encounters here in Area 1.
Reposting my response from the Pathfinder Facebook page, because threads there tend to get lost quickly.
ReplyDeleteFirst things first... *editor twitch*
1st paragraph, last word should read "boulder."
2nd paragraph, first line: change "chuck" to "chunk."
2nd paragraph, last word should read "boulder."
3rd paragraph, first line: change "bolder" to "boulder."
3rd paragraph, second and third lines: change "bipedial" to "bipedal."
Read-aloud text: Commas around "upon a patchwork blanket of clothes" would be good.
Ultimate paragraph before stat block: I'd go for a rewrite. "The Broken Maidens wait in hiding, floating above the entrance. As soon as the door is open, they attack, attempting to assuage their ravenous hunger from being trapped for so long.
Stat Block, under "Treasure:" Change "hording" to "hoarding." Also, unclear on what a "Dissentient" is. Reference?
There. Now that that's out of the way...
I love this encounter. It has a lot of atmosphere to it, and provides a way to use higher CR monsters for a lower level party. Excellent stuff. I'd probably add something unique to the treasure pile, just to make the rewards for surviving such horror somewhat justified. Thanks for sharing this!