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:
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.