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The Surface World Shall Burn

July 7th, 2010

Justin Holloway

Masters and Minions Archive

               Welcome again to Masters and Minions, where I try to create interesting NPCs and encounters that can be easily placed into your adventures.  As you should all know by now this is EXPLOSIONS! week, and boy, do I have a doozy of an encounter for you.  In fact, you might want to have some build-up beforehand, maybe having the PCs encounter Eye of Drautl cultists. The PCs can find out about the summoning through a prophetic dream that shows the city burning and then, rising up from the ruins of the city, a nightmarishly huge serpent of black fire. The dream should be very compelling, feeling real to the PCs.  They should be able to recognize the city if they have been there, or they can make a Knowledge (geography) check DC 15.


Background
               It all begins 800 years ago, when a young up-and-coming dark stalker by the name of Xerxes joined the Eye of Drautl. The Eye of Drautl is a subterranean cult devoted to the fiendish elder elemental wyrm Drautl the Primordial Tyrant and his three sons: Glaern, Master of the Infinite Mists; Ragnos, Lord of the Elemental Wastes; and Vask, the Rapacious; they worship these wyrms as gods.  Xerxes quickly rose up through the ranks of the cult until, after only a few years, he had be chosen by Xarric, High Priest of Ragnos, to become his harbinger. The Eye of Drautl has three high priests, one for each of Drautl’s sons, and each priest has his or her own harbinger. Xarric gave him two tasks: his first task was to recover the relics necessary for the ritual of summoning; his second task was to locate and secure a suitable location for the ritual to take place. It took Xerxes several years to complete his tasks, and all seemed to be going according to the high priest’s plan, until the day Ragnos was to be summoned. Then, just as the ritual of summoning was merely moments from its completion, an intrepid group of adventurers stormed the temple. Xerxes and the other two harbingers fought hard to stop the adventurers, but in the end they all failed – the ritual was interrupted and the planar gateway collapsed before Ragnos could get through.

               Though Xerxes died that day, he couldn’t pass on into the afterlife, not after coming so close to actual summoning Ragnos into the world only to be stopped by some meddling surface worlders. Stuck between life and death, his spirit cried out in frustration, calling for revenge against the surface world. His cries were answered by none other than Drautl himself.   Xerxes sold his soul to Drautl in exchange for one last chance to unleash Drautl’s youngest son, Ragnos, on the material plane. Xerxes wakes up as an einherjar ,finding himself buried in the ruins of the temple. After digging himself out he begins the arduous task of creating a new ritual of summoning based off what little he knew of the original ritual.
               Now, hundreds of years later, Xerxes and the reformed Eye of Drautl are finally ready to take their revenge on the surface world. The ritual is to take place at an ancient shrine to a long-forgotten god. This shrine is located in a system of caves located 30 ft below a large city of note.

               Xerxes’ new ritual doesn’t just summon Ragnos; it also merges the shrine and above city with a large section of the Elemental Wastes.

               Though time has had no effect on Xerxes’ body, his mind wasn’t so lucky; to him, no time has passed at all and he still expects the original adventurers to try to stop him.

               The Eye of Drautl’s members are mostly subterranean creatures, though there are also demons and some creatures from the plane of fire such as salamanders and the occasional fire elemental enforcer.

Encounter
               When the PCs arrive at the city the sun has already set and they find the city burning.  The cries of those trapped in the burning buildings can barely be heard over the roaring fire.  The center of the city has sunken down into the cave system ,revealing the shrine in its center.  At the center of the shrine is a 60 ft diameter ring of 30 ft tall standing stones.  If the PCs arrive from the air they can (with a Perception check) see a transparent, colossal, and vaguely serpentine shape made of caustic black flames at the center of the ring of stones.  All throughout the city, especially in the sunken section, are large pools and streams filled with a sickly green magma-like substance known as the elemental mire (see Elemental Mire Effects). These pools and streams were formed as the area around the shrine began to merge with a portion of the Elemental Wastes. While in the sunken portion of the city the air temperature is over 140° F (see Extreme Heat), and there is no escape from the toxic fumes being released from the elemental mire.

               Protecting the shrine are Xerxes, one marilith, 2 glabrezus, and 14 babua.  The babua specifically guard the 28 cultists that encircle the stone ring and only enter the fight if the cultists become threatened.  The cultists do not fight even if they are attacked,but continue to chant in the dark folk language; they are always considered flat-footed. These cultists are dark stalkers with 2 levels in cleric, with stats as follows:
AC 14
Hp:  60
Saves: Fort +8, Ref +9, Will +7
Str 12, Dex 18, Con 16, Int 11, Wis 15, Cha 17

               Each cultist has been granted protection from the hostile environment of the Elemental Wastes and is considered immune to the effects of the toxic fumes and to the extreme heat.

               Once the PCs reach the shrine, they have 15 rounds before the ritual is complete and Ragnos is fully summoned into the world. 

               On the first round of combat Xerxes activates his oversoul transformation, declaring that he knew the PCs would come to try to stop him again, but this time he is ready for them.  Xerxes believes the PCs to be the group of adventures that interrupted the first ritual of summoning.

               On the subsequent rounds he tries to get flanking with either the marilith or either of the glabrezus.

               If casters start to pick off the cultists from a range, Xerxes breaks off from his current target and begins to attack the caster till either he or the caster is dead.

If Ragnos is successfully summoned

               One of Ragnos’ favorite tactics is to use his snatch ability to hold an enemy with little to no visible armor in his mouth before using his breath weapon.

               Ragnos also likes to use his awesome blow ability to knock an enemy into one of the many surrounding elemental mire pools.

Hazards

Heat Dangers

               Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage.  Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save).  In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.  Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.

Elemental Mire Effects

               Elemental mire deals 2d6 points of fire and acid damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

               Damage from elemental mire continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to acid and fire also provides immunity or resistance to the elemental mire. A creature immune to acid and fire still risks drowning if completely immersed in the elemental mire (see Drowning).

               The fumes from the elemental mire are inhaled poisons. Those who are adjacent to a large body of elemental mire must make a DC 18 Fortitude save or take 1 point of Constitution damage each round. This poison does not have a frequency, so a creature is safe as soon as it moves away from the acid.

Monsters

Ragnos, Lord of the Elemental Wastes
This nightmarishly huge, four-armed winged dragon has a serpent-like body is made of caustic black flames. The creature’s upper arms have long wicked claws, while its lower arms are more human-like and are not clawed.
Ragnos, Lord of the Elemental Wastes                                                                                                                       CR 20
XP 307,200
Fiendish Elder Elemental Wyrm
NE Colossal dragon (elemental, extraplanar, fire)
Init
+14; Senses darkvision 60 ft, low-light vision; Perception +25
Aura
 frightful presence (300 ft, DC 24)
 DEFENSE
AC 36, touch 17, flat-footed 25 (+5 deflection, +10 Dex, +1 dodge, +19 natural, –8 size)
hp
370 (20d10+260); regeneration 20 (cold)
Fort
+24, Ref +22, Will +10
DR
15/—, Immune acid, elemental traits, fire; Resist cold 10, electricity 10; SR 31
Weaknesses
vulnerability to cold
 OFFENSE
Speed 60 ft, fly 120 ft (good)
Melee
bite +29 (4d6+17 plus burn), 2 claws +29 (2d8+17 plus burn), 2 slams +29 (4d8+17 plus burn)
Space
30 ft; Reach 30 ft
Special Attacks
breath weapon (60 ft line of acidic fire, 10d6 acid and 10d6 fire, Reflex DC 31 half), burn (2d8 fire and 1d8 acid, DC 31), smite good – 1/day
Spell-Like Abilities
(CL 20th)
3/day—darkness, poison (DC 16), unholy aura (DC 20)
1/day—blasphemy (DC 19), contagion (DC 15), desecrate, destruction (DC 19), horrid wilting (DC 20), summon monster IX, unhallow (DC 17), unholy blight (DC 14)
 STATISTICS
Str 44, Dex 30, Con 34, Int 14, Wis 14, Cha 18
Base Atk
+20; CMB +45; CMD 68 (can't be tripped)
Feats
Awesome Blow, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack(B), Improved Bull Rush, Improved Initiative(B), Iron Will, Mobility, Power Attack, Snatch, Toughness
Skills
Acrobatics +33, Climb +44, Escape Artist +33, Fly +26, Intimidate +26, Knowledge (planes) +25, Perception +25, Spellcraft +22
Languages
Aklo, Draconic, Ignan; telepathy 100 ft
SQ death throes
 SPECIAL ABILITIES
Breath Weapon (Su)
Ragnos can use his breath weapon once every 1d4+1 rounds, unlike an ordinary half-dragon which can only use it once per day.
Burn (Ex)
Ragnos deals acid and fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Death Throes (Su)
When Ragnos is slain, his body explodes in a flash of white-hot acidic flame. This acts like a fireball that deals 30d6 points of damage (half acidic fire, half unholy damage) to anything within 100 ft. A DC 31 Reflex save halves this damage. This save is Constitution-based.
Smite Good (Su)
Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except the ability affects a good target instead of an evil target. The smite persists until target is dead or the half-fiend rests.
ECOLOGY
Environment the Elemental Wastes
Organization solitary
Treasure triple

Ragnos is 120 feet long and weighs 48 pounds.

               Ragnos is the youngest of the three elder elemental wyrm brothers, but this doesn’t mean he is the weakest.
Each of the brothers was gifted a para-elemental demiplane by their father Drautl. Glaern’s plane is known as the Infinite Mists. Ragnos’ plane is known as the Elemental Wastes. Vask’s plane was known as the Elemental Void, but it is rumored that Vask’s hunger grew so great that he devoured the whole plane.

               The Elemental Wastes are a nightmarish mixture of the elemental planes of earth, fire, and water. The plane’s swampy landscape is a caustic mixture of acid and molten rock. This elemental mire looks like magma except it gives off a sickly green light instead of fiery orange light.

 

Xerxes, the Fallen (while in oversoul transformation)

CR 18

XP 153,600
Male einherjar dark stalker paladin of slaughter* 8/rogue 4/fighter 1
CE Medium humanoid (dark folk)
Init
+9; Senses see in darkness; Perception +25
Aura
debilitating (10 ft), malice (10 ft)
 DEFENSE
AC 34, touch 24, flat-footed 33 (+5 armor, +9 Dex, +4 natural, +1 dodge, +2 deflection, +1 insight, +1 profane, +1 shield)
hp
259 (19 HD; 10d8+9d10+160); fast healing 2 (fast healing 19 while in oversoul transformation)
Fort
+26, Ref +28, Will +15
Defensive Abilities
disease, divine grace +8, evasion, ferocity, rejuvenation, trap sense +1, uncanny dodge; DR 10/magic (10/good while in oversoul transformation); Immune death effects and energy drain; Resist fire 10
Weaknesses
light blindness
 OFFENSE
Speed 30 ft (40 ft while in oversoul transformation)
Melee
bastard sword +25/+20/+15 (1d10+10 plus 1d6 fire/19–20) and bastard sword +25/+20/+15 (1d10+10 plus 1d6 fire/19–20)
Ranged
fire torrent +24 touch (varies between 1d6 fire damage and 3d6 fire damage, depending on how much fire energy is stored)
Special Attacks
channel negative energy (4d6, DC 22), cruelty: diseased (slimy doom), cruelty: sickened, deadly touch (4d6, DC 22) – 11/day, smite foe – 3/day, sneak attack (+5d6)
Spell-Like Abilities
(CL 19th)
At will—deeper darkness, detect good (CL 8th), detect magic, fog cloud
Paladin Spells Prepared (CL 5th, +24 melee touch)
1st—bane, divine favor, protection from good
2nd—cure light wounds (2), inflict moderate wounds (DC 20)
 STATISTICS
Str 24, Dex 28, Con 24, Int 16, Wis 10, Cha 26
Base
Atk +16; CMB +23; CMD 47
Feats
Dodge, Double Slice, Exotic Weapon Proficiency (bastard sword), Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Weapon Finesse, Weapon Focus (bastard sword)
Skills
Acrobatics +21, Climb +15, Intimidate +16, Knowledge (arcana) +15, Knowledge (history), Knowledge (planes) +15, Perception +25, Sleight of Hand +10, Sense Motive +11, Stealth +29; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages
Common, Dark Folk, Undercommon
SQ
aura of evil, death throes, divine health, divine weapon, immortal form, oversoul transformation, poison use, undying purpose
Treasure
NPC gear (bracers of armor +5, +1 flaming burst celestial steel bastard sword, +1 flaming burst celestial steel bastard sword of lesser fire turning, belt of physical perfection +2, ring of protection +2, amulet of natural armor +2, dusty rose prism ioun stone)
SPECIAL ABILITIES
Aura of Evil (Ex)
The power of a paladin's aura of evil (see the detect evil spell) is equal to her paladin level.
Aura of Malice (Su)
At 8th level, a paladin of slaughter can radiate a 10 ft aura of malign hatred. All attacks originating in the area of this aura gain a +2 morale bonus on damage (this has already been included in his stat block).
Channel Negative Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of her deadly touch ability. A paladin uses her level as her effective cleric level when channeling negative energy. This is a Charisma-based ability.
Cruelty (Su)
At 3rd level, and every three levels thereafter, a paladin can select one cruelty. Each cruelty adds an effect to the paladin's deadly touch ability. Whenever the paladin uses deadly touch to inflict damage to one target, the target also receives the additional effects from one of the cruelties possessed by the paladin. A cruelty lasts for 1/round per paladin level and the victim may make a single Fortitude saving throw at a DC of 10 + 1/2 paladin level + paladin's Charisma modifier to avoid becoming affected.
At 3rd level, the paladin can select from the following initial cruelties:
Fatigued: The target is fatigued.
Shaken: The target is shaken.
Sickened: The target is sickened.
At 6th level, a paladin adds the following cruelties to the list of those that can be selected:
Dazed: The target is dazed.
Diseased: The paladin's deadly touch ability also acts as contagion; this cruelty has a duration of 1/day per two paladin levels.
Staggered: The target is staggered.
Deadly Touch (Su)
Beginning at 2nd level, a paladin can inflict wounds by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can deal 1d6 hit points of damage for every two paladin levels she possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Charisma modifier) to halve the damage dealt.
Alternatively, a paladin can use this destructive power to cure damage to undead creatures, curing 1d6 points of damage for every two levels the paladin possesses. Using this ability is a standard action; if the paladin is undead she may target herself, in which case it is a swift action.
Death Throes (Su)
When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 9d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 24 Reflex save halves this damage. A dark stalker's gear and treasure are unaffected by this explosion. This save is Constitution-based.
Debilitating Aura (Su)
At 3rd level, a paladin of slaughter radiates a malign aura that causes enemies within 10 ft of her to take a -2 penalty to Armor Class. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Bond (Sp)
This ability functions identically to the paladin's divine bond, except as following;
Divine Weapon:
Remove the following weapon properties from the paladin’s choice of weapon properties: axiomatic, defending, disruption, holy, merciful.
Add the following weapon properties from the paladin’s choice of weapon properties: anarchic, bane, unholy, vicious, wounding.
Poison Use (Ex)
Dark stalkers are skilled in the use of poison and never risk accidentally poisoning themselves. Like their diminutive kin, the dark creepers, dark stalkers use black poison on their weapons and generally carry six doses on them.
See in Darkness (Su)
A dark stalker can see perfectly in darkness of any kind, including that created by deeper darkness.
Sense Weakness (Sp)
At will, a paladin can learn the relative strength of her opponents. A paladin of slaughter can, as a move action, concentrate on a single individual within 60 ft and determine its strength relative to her own. Creatures with a CR that is lower than her character level by 2 or more are very weak. Creatures with a CR that is lower than her character level by 1 are weak. Creatures with a CR equal to her character level are of moderate strength. Creatures with a CR that exceeds her character level by 1 are considered challenging. Creatures with a CR that exceeds her character level by 2 are of exceptional strength. Creatures with a CR that exceeds her character level by 3 or more are of overwhelming strength.
Smite Foe (Su)
Once per day, a paladin of slaughter can call out to the powers of chaos and evil to crush her enemies. As a swift action, the paladin chooses one target within sight to smite. The paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Smite foe attacks automatically bypass any DR the creature might possess.
The smite foe effect lasts for 1 round. At 4th level, and at every three levels thereafter, the paladin may smite good one additional time per day, as indicated on Table: Paladin if Slaughter, to a maximum of 7 times per day at 19th level.
 Spellcasting
Replace the standard paladin's spell list with the following spell list:

  • 1st—bane, cause fear, corrupt weapon, create water, curse water, detect poison, detect undead, divine favor, endure elements, inflict light wounds, magic weapon, protection from good, protection from law, read magic, resistance, virtue
  • 2nd—bull's strength, cure light wounds, darkness, delay poison, eagle's splendor, inflict moderate wounds, owl's wisdom, resist energy, undetectable alignment
  • 3rd—blindness/deafness, cure moderate wounds, deeper darkness, dispel magic, greater magic weapon, heal mount, prayer, inflict serious wounds, magic circle against good/law
  • 4th—break enchantment, cure serious wounds, dispel good, dispel law, inflict critical wounds, poison, unholy sword

Code of Conduct
A paladin of slaughter must be of chaotic evil alignment and loses all class abilities if she ever willingly commits a good act. Additionally, a paladin of slaughter's code requires that she disrespect all authority figures who have not proven their physical superiority to her, refuse help to those in need, and sow destruction and death at all opportunities.  

 

*For a fully-updated version of Unearthed Arcana’s Paladin of Slaughter class, be sure to check our Friday column, From the Workshop, next Friday.