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The Infamous Seven--The Hunt Begins! (potential spoilers)


Savage Tide Adventure Path


So my players were checking out Savage Tidings for Dragon 352, and discovered a section on page 77 about The Infamous Seven, (some of) the deadliest monsters on the Isle of Dread, or at least some of the most legendary.

This got them thinking they'd like to go hunting these behemoths, after settling into Farshore. (They're still at the end of HTBM, so I kept my wry smile to myself.)

But it did get me thinking that if ToD offers many possibilities to build Victory Points for the upcoming battle, couldn't rallying Olman natives under the banner of the legendary hunters of The Infamous Seven have a similar effect? Sure! And, my bloodthirsty players get to fight devastating "hidden bosses" of (mostly) my own design. (Albeit, Emraag the Glutton and Temauhti-tecuani have seen print in their appropriate sections of the AP, but five yet remain.)

Since I don't yet have a Monster Manual III (Baaragrauth is supposed to be a dragon eel, and they come from that book), I started with Burbalarg, the gargantuan shambling mound of Blackfen Swamp.

For your amusement...

Burbalarg CR 14
advanced shambling mound
N Gargantuan plant
Monster Manual 222
Init -1; Senses darkvision 60 ft.; low-light vision; Listen +10, Spot +0
AC 27 (-4 size, -1 Dex, +22 natural), touch 5, flat-footed 27
Hp 434 (28 HD)
Resist fire 10
Immune electricity
Fort +26 Ref +7 Will +8
Spd 20 ft.; swim 20 ft.
Melee* 2 slams +21 (6d6+23/19-20)
Space 20 ft.; Reach 20 ft.
Base Atk +21; Grp +46
Atk Options improved grab, constrict (4d6+7), Power Attack
*10-point Power Attack
Abilities Str 37, Dex 8, Con 30, Int 7, Wis 10, Cha 9
Feats Improved Critical (slam), Improved Natural Armor (4), Improved Natural Attack (slam), Improved Toughness (+1 hp/HD), Power Attack, Skill Focus (hide) Weapon Focus (slam)
Skills Hide +12*, Listen +10, Move Silently +10
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A shambler deal 4d6+7 points of damage with a successful grapple check.
Immune to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack (such as shocking grasp or lightning bolt) used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.

...and you can be sure a lightning storm will breakout mid-fight, smacking Burbalarg up with up to 56 more hit points. :)

I'd love to hear if any other DMs have played around with this portion of the Isle of Dread, also.

Qadira

This could be a good lead-in for the Leviathan Hunter PrC from Stormwrack .

Sczarni

Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Roleplaying Game Subscriber
Hierophantasm wrote:

For your amusement...

Burbalarg CR 14
advanced shambling mound
N Gargantuan plant
Monster Manual 222
Init -1; Senses darkvision 60 ft.; low-light vision; Listen +10, Spot +0
AC 27 (-4 size, -1 Dex, +22 natural), touch 5, flat-footed 27
Hp 434 (28 HD)
Resist fire 10
Immune electricity
Fort +26 Ref +7 Will +8
Spd 20 ft.; swim 20 ft.
Melee* 2 slams +21 (6d6+23/19-20)
Space 20 ft.; Reach 20 ft.
Base Atk +21; Grp +46
Atk Options improved grab, constrict (4d6+27), Power Attack
*10-point Power Attack
Abilities Str 37, Dex 8, Con 30, Int 7, Wis 10, Cha 9
Feats Improved Critical (slam), Improved Natural Armor (4), Improved Natural Attack (slam), Improved Toughness (+1 hp/HD), Power Attack, Skill Focus (hide) Weapon Focus (slam)
Skills Hide +12*, Listen +10, Move Silently +10
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity....

not sure if the constrict damage was a typo or not, but it's typically str*1.5 for the damage. Not sure if power attack would add in there, if so, throw in another 20 damage on a successful constrict.

otherwise, nice.

if i can find the green dragon stats i used, i'll throw them up here.

-the hamster


psionichamster wrote:
not sure if the constrict damage was a typo or not, but it's typically str*1.5 for the damage. Not sure if power attack would add in there, if so, throw in another 20 damage on a successful constrict.

Hey, thanks for catching that! Wouldn't want to deprive the monster of his PC-crushing constriction. Heheheh...


Alright! Tonight my PCs throw down with Cerattakatha, the dreaded mega-scorpion of Scorpion Isle, and one of the Infamous Seven. At the end of the last session, my players had a few days before the invasion on Farshore will commence. Since the slaying of Temauhti-tecuani helped to bolster the morale of the citizens of Farshore as evidence of their defenders' prowess, they presume (rightly) that doing so with another member of the Infamous Seven will yield similar results...not to mention that they want the claim to fame.

They took one the Sea Wyvern off to Scorpion Isle, where the found it totally deserted, save for the occasional scorpion, and massive, forty foot in diameter holes leading deeper into the isle. Using Survival, they determined what the safest route would be, and took it further into the isle, the walls crawling with scorpions in increasing density as they descended.

Eventually, they reached a drop, as the tunnel curved sharply downward, a large portion of rock obstructing anything further. The pirate warlock Zatara and knife-throwing fighter Venser safely descended first, for a distance of fifty feet.

Immediately, they saw the colossal form of a scorpion, swarms of scorpions surrounding it in a ten-foot aura, not thirty feet from them. Calling up to their companions regarding the threat (none of whom had line of sight to the legendary vermin), they prepared to do battle.

Since a colossal scorpion is only CR 12, I developed my own template to slap on this bugger, called "brood mother". Rather than bore you with the details, here is the creature with the template applied. Hope she finds a home in someone else's AP, as well! (Spoiler is used to reduce the bulk of the post.)

Spoiler:

The massive scorpion lurched within its dank lair, and the clamoring of smaller shapes swarmed around it. From its bulking back, even more of its kin popped from a nest, borne on the back of the monstrous insect.

Cerattakatha CR 13
Female brood mother monstrous scorpion
N colossal vermin
Monster Manual 288
Init: -2; Senses: darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +4
Aura: broodswarm [10 ft., 2d6 dmg plus poison (DC 18)]
AC 27 (-8 size, -2 Dex, +27 natural), touch 0, flat-footed 27
Hp: 380 (40 HD)
Fort: +27 Ref: +11 Will: +13
Spd 50 ft.
Melee: 2 claws +34 (2d8+12) and sting +29 (2d8+6 plus poison)
Base Atk: +30; Grp +58
Atk Options: improved grab (claw), constrict (2d8+12), poison (DC 35)
Abilities: Str 35, Dex 6, Con 20, Int --, Wis 10, Cha 2
SQ: broodspawn backlash +7 [2d6 plus poison (DC 18)]
Skills: Climb +16, Hide -13, Spot +4
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting; Cerattakatha’s poison has a DC 35 (Fort negates) for initial and secondary damage, and deals 1d10 Con damage on a failed save. The save DCs are Constitution-based.
Broodspawn (Ex): Brood Mothers possess an aura of surrounding vermin in a 5-ft. radius surrounding the brood mother (10-ft. radius for gargantuan and colossal brood mothers). This area is treated as a “swarm” of diminutive creatures of the same variety as the brood mother, and possesses abilities appropriate to the brood mother’s type. All creatures that the broodspawn is composed of are treated as having 1/4th the Hit Dice of the brood mother (round down), for purposes of effects based on hit dice, DCs, etc. [Most brood mothers possess extraordinary abilities (such as poison), where DCs = (10+ ½ HD + Con modifier).]
Swarms with 1-5 effective Hit Dice deal 1d6 damage when attacking, and those with 6-10 Hit Dice deal 2d6, in addition to any other applicable modifiers. Any broodspawn which possesses special attacks or deals ability damage/drain, or imposes a penalty other than hit point damage, does an amount equivalent to the base creature the brood mother template was applied to, but of two size categories smaller.
If the broodspawn ever takes more than 1/8th of the brood mother’s hit point’s in damage, it reduces in radius by 5-ft, to a minimum of a 5-ft. radius; if it ever takes more than ¼ of the brood mother’s hit points in damage, it vanishes entirely. As swarms of diminutive creatures, broodspawn are immune to weapon damage, but take +50% damage from area effects.
All broodspawn also possess the following abilities:
Distraction (Ex): Any living creature that begins its turn with a broodspawn swarm in its space must succeed on a Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Broodspawn Backlash (Ex): Any creature that successfully strikes a brood mother in melee that is within the broodspawn area is subject to a retaliatory strike by the broodspawn. The broodspawn make an attack roll [attack bonus = 1/4th brood mother’s base attack bonus (round down)], and if successful, they deal normal swarm damage for their HD, plus any other effects, if applicable.
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.


BTW, here's a list of the treasure I'm giving my PCs for defeating Cerattakatha:

Spoiler:

On Scorpion Isle, the mighty scorpions have met with little resistance to their dominance. However, the occasional group of “heroes” have sought to make a name for themselves by slaying the beastie. Most notable has been a group of ill-prepared adventurers that accompanied the Vanderborens (Larissa and Verik) years ago. A journal details their trials and tribulations as they adventured deep into the isle, including a run in with Temauthi-tecuani, where they had to high-tail it, losing a member in the process. Though of little monetary value, it provides a +5 bonus on Survival checks to locate other members of the Infamous Seven. Their adventuring gear, which can be located relatively easily amidst the scorpion nest (DC 15 Search) consists of this monster’s bounty. The former group (The Dread Delvers) carried with them: 5 adventurer’s kits (PHB2), a warlock’s scepter (Magic Item Compendium 63), a greater crystal of aquatic action (MIC 25) set into +3 splint mail, an amulet of health +2 (DMG 246), elven chain (DMG 220), and an eternal wand of cure moderate wounds (MIC 159).


To emphasize the savage tide, I thought about adding the savage template to one of the seven (or an 8th). The dragon seems the best bet as her longevity means it could be a remnant from the first tide and because it is not statted elsewhere. The scorpion makes another good choice as it is on an isolated isle and wouldn't spread the disease. Any thoughts? Am I way off the mark here?


I'd suggest you EDIT your Original Post with Spoilers for each of the "Seven" as you progress with them.

This will make it easier for us to find them rather than scanning through what I'm sure will become a long thread.

Rez


Scott & Le Janke wrote:
To emphasize the savage tide, I thought about adding the savage template to one of the seven (or an 8th). The dragon seems the best bet as her longevity means it could be a remnant from the first tide and because it is not statted elsewhere. The scorpion makes another good choice as it is on an isolated isle and wouldn't spread the disease. Any thoughts? Am I way off the mark here?

A savage dragon - presumably old enough to not lose its spellchucking abilities and spell-like abilities - would be REAL hard to stop. IIRC, a savage critter 'hungers' like silver screen zombies crave brains. Given the mobility of a dragon, that means a very high probability of spreading the savage fever far and wide, usually by way of critters than can survive her bite damage and have numerous edible allies (at the time they encountered her) to provide thier escape and eventual descent into savagery themselves...

The scorpion would be suitably nasty ... but again, what would it eat ? The whole of the locale around it would be bare of edibles in short order it would seem...


Scott & Le Janke wrote:
To emphasize the savage tide, I thought about adding the savage template to one of the seven (or an 8th). The dragon seems the best bet as her longevity means it could be a remnant from the first tide and because it is not statted elsewhere. The scorpion makes another good choice as it is on an isolated isle and wouldn't spread the disease. Any thoughts? Am I way off the mark here?

Heh. I have wanted to make--of all things--a savage green dragon. I'm a big Erik Larsen, of Image Comics' "Savage Dragon". The green dragon's big fin on its head totally completes the picture.

I'd have a hard time justifying the presence of a savage creature that's still around and not spreading savage fever across the whole island, but the inside joke may make suspending disbelief a necessary evil.


Turin the Mad wrote:

A savage dragon - presumably old enough to not lose its spellchucking abilities and spell-like abilities - would be REAL hard to stop. IIRC, a savage critter 'hungers' like silver screen zombies crave brains. Given the mobility of a dragon, that means a very high probability of spreading the savage fever far and wide, usually by way of critters than can survive her bite damage and have numerous edible allies (at the time they encountered her) to provide thier escape and eventual descent into savagery themselves...

The scorpion would be suitably nasty ... but again, what would it eat ? The whole of the locale around it would be bare of edibles in short order it would seem...

If my players were into that much backstory I might need to be more careful, but I would explain it as follows.

Dragons can sleep for centuries (that is why this particular 'infamous seven' has not been seen in a while). After eating couple dozen diplidocii (sp?) she retreats to her lair to sleep. She has done this just often enough to stay in the collective memory. Any other dragons that come to the isle are presumably looking for a lair and a hoard. She defeats (and eats) any such interlopers, and after such a large meal is again ready to sleep for a century or so. This is in fact how she became infected. Looking for a lair of her own a five or six centuries ago she woke up one particularly savage dragon. This wyrm had eaten every other dragon on the island by that time and fell into the deep sleep. The two fought, she won but not before being bitten several times. As a green she was not bothered when the other drake burst into acid instead retreating to lick her itching wounds. It took a long time for the infection to reduce her int to zero, she probably fought it for a year, but since then has emerged every so often to gorge herself savagely.

If I thought enough of them had not read the Crystal Shard, I could simply pull the iciingdeath with her (or any others)...


VERY nice with the dragon Scott et al, VERY nice indeed. I haven't run a dragon since the RHoD some few years ago, let alone one of significant age. I tip my hat to you sir(s)!


Update on Cerattakatha:

After having braved the myriad tunnels of Scorpion Isle, the heroes clashed with the monstrous beast of legend...but not without casualties. One aventi druid named Valla met with her untimely end, courtesy of constriction damage, coupled with being dropped into the proximity of the broodswarm aura. Nevertheless, the sheer terror of a colossal mini (thank you, big red) left them shaking from the menace of it alone.

Just before the invasion by the Crimson Fleet, they decided to lure out Burbalarg. The feisty, greedy dragon eel was in the company of three mashers (SWW), but the silver-tongued warlock Zatara managed to recruit the monster to aid in Farshore's defense, with the promise of dozens of pirate morsels sailing into the port. When diplomacy started to go sour, the three mashers showed up, but efforts to soothe the dragonkin allowed for Burbalarg to tell the mashers to "beat it, boys." (If I could've gotten away with portraying Burbalarg with a cigar in his mouth, I would have.)

Advising Farshore's residents and defenders to stay out of the water (dah-dum...dah-dum..dah-dum-dah-dum-dah-DAH-DAH! Jaws!), the recruitment managed to even drum up some bonus VP for the defenders, in a fantastic session.

I plan on having Burbalarg return to Farshore's bay after the PCs depart for Golismorga, segueing into a side-adventure featuring the Jade Ravens having to defeat the dragon eel themselves, just before departing for Scuttlecove (and being the PCs themselves in Porphyry House Horror).

Of course, next up, Emraag, who probably doesn't need any boosts at CR 16. (Thanks to F. Wesley Schneider and James Lafond Sutter for the stat block...unless someone I don't know of did it, which might be possible.)


Hey All,

It is likely that my group will seek out Baaragrauth the Dragon Eel in tonight's game. Since the group is a powerful group of 4 level 9 characters (with a level 6 cohort), I figured a CR 12 will be an appropriate challenge for the group. So I bumped his HD by 2.

Anyone familiar with the ability arrays know if the MMIII monsters use the elite array or the standard array for abilities? I couldn't figure it out, so I ended up just bumping his int so I could take the Jump skill (so he can jump over boats, grabbing people as he goes over), and bumped his Con by 1 for more HP.

I changed some of his feats up for ones in Stormwrack to work better with the dastardly idea of him swimming in fast, grabbing someone then swimming away to digest. If need be he still has his usual boat sinking feats though with Power Attack, Powerful Charge and Improved Sunder.

The sacrifice of Improved Init hurt a little, but I don't want his CR to go past 12.... so I couldn't have everything.

Anyways... let me know what you guys think, and feel free to use this punk of a dragon eel on your party (but please tell me how the fights go!)

Som.

Here are his stats behind a spoiler tag:

Spoiler:

Baaragrauth the Cantankerous Dragon Eel
Large Dragon (Aquatic)
Hit Dice: 16d12+96 (200 hp)
Initiative: +0
Speed: 20 feet, swim 80 feet
Armor Class: 27 (-1 size, +18 natural), touch 9, ff 27
BAB/Grapple: +16/+28
Attack: Bite +23 melee (4d8+12 or with Poweful Charge 4d8+12 plus 2d6)
F.Attack: Bite +23 melee (4d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Blindsense 30 ft., DR 5/adamantine, darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, keen scent
Saves: Fort +16, Ref +10, Will + 11
Abilities: Str 26, Dex 11, Con 22, Int 10, Wis 12, Cha 13
Skills: Bluff +18, Hide +14, Listen +19, Sense Motive +19, Spot +19, Swim +16, Jump +17
Feats: Flying Fish Leap, Improved Bull Rush, Improved Sunder, Power Attack, Powerful Charge, Rapid Swimming, Swim-By Attack
CR: 12


Very nice Sleepwalker.


Yasha0006 wrote:
Very nice Sleepwalker.

Indeed. This version will be sure to see play when the Jade Ravens eventually throw down with the legendary dragon eel. My group just finished ToD, so is too high in level for the fight. However, I'm doing a side quest with the Ravens, and this'll fit just fine!


Turin the Mad wrote:
VERY nice with the dragon Scott et al, VERY nice indeed. I haven't run a dragon since the RHoD some few years ago, let alone one of significant age. I tip my hat to you sir(s)!

O:) My PCs are probably tired of me saying -pass the draconomicom-every time they roll a random encounter. :) I know why (and agree) Paizo left dragons out of the STAP, but since I did not play any of the previous AP, I work them in as best I can. To be honest I have only added two random wyrms and will leave them off the isle itself (barring this one of course).


Scott & Le Janke wrote:
Turin the Mad wrote:
VERY nice with the dragon Scott et al, VERY nice indeed. I haven't run a dragon since the RHoD some few years ago, let alone one of significant age. I tip my hat to you sir(s)!
O:) My PCs are probably tired of me saying -pass the draconomicom-every time they roll a random encounter. :) I know why (and agree) Paizo left dragons out of the STAP, but since I did not play any of the previous AP, I work them in as best I can. To be honest I have only added two random wyrms and will leave them off the isle itself (barring this one of course).

I'm not aware of the reason why - other than general theme not exactly meshing particularly well with the majority of the campaign - Paizo left dragons out of the STAP. I would guess that plenty had been faced down throughout the preceeding Age of Worms Adventure Path...


Well, my players have managed to trounce some of the Infamous Seven by now. Temauti-tecuani (sp?), Cerattakatha, and Burbalarg are all destroyed, with Chakaranka (boy, I should have the names in front of me) being relatively neglected, Emraag having been negotiated with, and Baargrauth being claimed by the Jade Ravens. That leaves Xiureksor...

But for the green dragon, I've decided to amp up the challenge. Prior to my players departing for the central plateau (at the start of CoBI), they decided to take a sidetrip to see the green dragoness, and slay her. Little did they know that I had decided that she would be more than just a simple very old green dragon, but an evolved dracolich one at that!

However, rather than leave my players with an overwhelming defeat without any warning, I developed a lair for her to inhabit, whose very inhospitable nature would be indicative of the power of the foe they sought, as well as some allies of hers to keep her company, and hint at her power.

The journey took the PCs into the swamp of Dragonhaunt Hollow, where a random encounter with a spectre actually tenderized them a bit for the dungeon. The dungeon's entrance was a kind of swamp anomaly I called a "sinkbog"--a kind of thin liquid barrier leading into a gaseous bubble, which was in fact the first room. It's difficult to describe here, but think of it as a soap bubble that is thick and viscous enough so that when foreign matter penetrates it, it doesn't pop, but reseals.

Anyway, it led into a cavern with pointy stalagmites bending up at the feather falling party on its way down. When they landed, out from six other watery channels emerged the remnants of Xiureksor's progeny: 3 evolved skeletal young adult green dragons and 3 evolved zombie young adult green dragons (from Draconomicon), all of which had been corpsecrafted by their mother, including a destruction retribution ability (from Libris Mortis). The ensuing fight was something of a challenge, and prompted the party to return to the Sea Wyvern and the artificer to craft a wand of death ward, which they all hit themselves up with as they returned the next day.

What they found the next day was the result of my cruel design of an undead green dragon's lair. The only means of going from room to cavernous room was by means of water-based pathways, like submerged water slides or plumbing. However, each transport through a "pipe" would inflict 1d6 acid and 1d6 negative energy damage from the heavily chlorinated and unholy water circulating through the ancient lair. (The gaseous nature of the chlorine, coupled with a methane-like gas in the air, allowed for me to "scientifically" justify the existence of the sinkbogs, somewhat.) In fact, many rooms containing no noteworthy/vulnerable matter were laced with a heavy chlorinated gas and unholy residue, inflicting a constant 1d6 acid and/or negative energy each round.

Although the PCs only encountered most of the traps I laid down, including a massive whirlpool of unholy water, requiring a DC 35 Swim check to navigate (they barely made it out of that one), and a confusion room which with the blaring lights and sound emanating from an invisible focus of the trap (humorously resembling a shining silver sphere) was deemed the "dragon's disco", they encountered very few of the enemies I crafted for them. They did however uncover the history of Xiureksor...

(For purposes of space, I have condensed this into a "spoiler" block of text.)

Spoiler:
The story of Xiureksor as it is today begins with the githzerai double agent, T’chakari. Legend holds that over 1500 years ago, the former consort of Tiamat, Dragotha was slain for his heraldry to the imprisoned Wormgod, Kyuss. However, Kyuss’ divine power allowed for the ancient dragon to be remade as an undead monstrosity known as a dracolich, the first of its kind. This created a domino effect, which eventually led to the queen of the githyanki, Vlaakith, to rethink her future as a ruler, notably as an undead one.
As Vlaakith sensed a connection between lichdom and divinity, as previously hinted at by the lich-deity Vecna, and now Dragotha, she sent her people far and wide to seek out the lost secrets of lichdom. For almost five hundred years, the githyanki led a secret quest into the Material Plane for the secret of lichdom now carefully guarded by the followers of Kyuss, Nerull, and other death gods, in a royal crusade that would forever alter the way the githyanki were ruled.
As the githyanki crusaded to this end, the githzerai observed quietly their ancestral counterparts, as they searched for this vile transformative power. Knowing that should the githyanki discover the means by which to prolong their existence beyond death, they would become the unparalleled masters of the Astral Plane, the Zerth Cenobites decided to enact a secret plan to infiltrate and undermine the githyanki efforts. As such, the githzerai sent their most potent shadowminds into the Astral Plane and Tun’narath; one such shadowmind was T’chakari.
T’chakari’s motivations were ones of seeing justice done to his ancestral counterparts, and hoped that by deceiving them into trusting him, they would make themselves vulnerable to a focused attack. But time wooed T’chakari’s motives to that of selfish empowerment.
Disguised as a githyanki, T’chakari became a noteworthy member of the Tun’narath Questing Legion, a force of archaeologists and crusaders plundering ruins and tombs for the secrets of lichdom. Upon one such investigation into the Amedio Jungle, the group discovered the Spire of Long Shadows, the former focus of Kyuss’ divine transformation/imprisonment. A pyrrhic investigation into the temple cost much of the force its lives, but uncovered the secret documentation penned in Kyuss’ own hand the lost art of transformation into a lich, including the crafting of a phylactery. Furthermore, the manual of undeath described how to afford such a power unto, amongst the Material Plane’s most powerful creatures, dragons. Having finally completed their long sought after quest, the githyanki rejoiced, and prepared to return home. T’chakari saw this as his one and only opportunity to plunder the Tome of Undeath, and slew his false allies whole cloth.
Now alone in the jungles of the Amedio, T’chakari considered returning to Limbo to finally complete his mission, by divulging his discovery the Zerths. However, T’chakari became immediately aware of the potential in his hands, and the unique power that possessed the githyanki rulers to obsess so greatly over it, that they would devote centuries to its discovery. And should he yield that power himself, he would certainly be a scion of his people above and beyond what they could ever comprehend possible of a githzerai. He steeled himself to retreat into the shadows of the Material Plane, until he could complete the transformation.
The process involved acquiring various materials from locales all around, but eventually led him to the now-named Isle of Dread, a land once prosperous under the Olmans, but finally thwarted by the twisted energies wrought by demonic forces. However, in this Isle of Dread, T’chakari discovered his ingredients, and in an fluke of fate, Xiureksor. T’chakari was drawn to her melancholy, despair, and rage, having recently lost her mate to Olman adventurers who had infiltrated her lair. Xiureksor had been engaging on a massacre of her own in retaliation for her lost mate, whose life was take as she and her children were surveying the island which would surely become her domain one day.
Knowing both that he would need a powerful ally and guardian, especially a resident of the isle he would need to scavenge for the components for lichdom, he befriended and—with no small effort—seduced the distraught dragoness.
Over the course of their affair, T’chakari convinced Xiureksor of the power lichdom afforded, and the entranced dragoness was all too willing to hear bolstering words from an ally. Xiureksor agreed to aid T’chakari in his quest for undeath, with the promise that she and her kin would also be blessed with undeath. Furthermore, their union produced the half-dragon, half-githzerai acolyte of their efforts, T’chaksor, who was to become the envy of Xiureksor’s other draconic brood. In fact, it was T’chakari’s poison words which eventually forced Xiureksor to slay her own children one by one, following T’chakari’s insinuation that they would surely covet her power and slay her themselves upon ascendance.
T’chakari’s future seemed secure, having formed a family—of sorts—and in short time, becoming a lich. His fondness for undeath flowed into Xiureksor, who became such an avid pupil of her lover, that she became a dracolich herself, and studied the necromantic arts fervently. However, Xiureksor’s progress was not swift enough to save T’chakari.
One fateful night, vengeful githyanki raiders finally tracked their betrayer down to Xiureksor’s lair in the Isle of Dread. Not nearly as well fortified as it is now, the githyanki snuck in easily into the lair, avoided the dracolich, and fought a powerful battle against T’chakari. The githyanki were cunning, and capable of exploiting one of T’chakari’s most fatal mistakes: leaving his phylactery defenseless and unattended after his destruction. The githyanki slew the githzerai, and utterly destroyed his phylactery, just in time for Xiureksor to arrive to try to save her lover.
Having lost another love finally broke the green dracolich’s mind, and she utterly slew the githyanki, whose wraiths still haunt the lair. Dedicated to carrying out her lover’s legacy, she took up reanimating the dead, including her self-slain progeny and half-bred child, whose own twisted loyalty afforded him the chance to voluntarily take up the process of mummification.
Since that fateful day, Xiureksor has become paranoid, constantly outfitting her complex lair with various protective elements, and has even taken up the worship of a god of undeath known as Afflux. Terrified of being left a widow again, she keeps no living creatures near her. Death is her eternal life now.

This served as a deterrent for my PCs, perhaps gently advising them to return when they have become more powerful. Nevertheless, I did end up coming up with a few challenges for them to face, mostly obstacles, but with some encounters, including "githyanki" dread wraiths, an advanced caller in darkness, and an angel of decay--an old buddy named Ap Hen of the Valley.

Below are stats for T'chaksor, Xiureksor, and her brood. Much of the lair has silent alarm spells detectable by T'chaksor and Xiureksor only, typically allowing them some time to cast preparatory spells.

Evolved young adult skeletal green dragon CR 6
Large undead
HD: 17d12+51 (161hp); DR 5/bludgeoning; SR 19; fast healing 3
Initiative: +4
Speed: 40 feet
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +17/+30
Melee: bite +25 (2d6+9) and 2 claws +20 (1d8+4) and 2 wings +20 (1d6+4) and tail slap +20 (1d8+13)
Space/Reach: 10ft/5ft. (10ft w/bite)
Special Attacks: Frightful presence (150ft radius, DC 21 Will negates)
Special Qualities: Blindsense 60ft, immune to acid and cold, keen senses, undead traits, destruction retribution (9d6 dmg; see below)
Saves: Fort +10, Ref +10, Will +10
Abilitites: Str 29, Dex 10, Con --, Int --, Wis 10, Cha 16
Feat: Improved Initiative

Evolved young adult zombie green dragon CR 7
Large undead
HD: 17d12+74 (184hp); DR 5/slashing; SR 19; fast healing 3
Initiative: -1
Speed: 40 ft, fly 150 ft (clumsy), swim 40 ft.
Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +17/+32
Melee: bite +25 (2d6+9) and 2 claws +20 (1d8+4) and 2 wings +20 (1d6+4) and tail slap +20 (1d8+13)
Space/Reach: 10ft/5ft. (10ft w/bite)
Special Attacks: Breath weapon (40ft cone, 5d6 acid, Ref DC 18 half)
Special Qualities: Blindsense 60ft, darkvision 120ft, immunity to acid and cold, keen senses, slow (standard or move action only), undead traits, destruction retribution (9d6 dmg; see below)
Saves: Fort +10, Ref +9, Will +10
Abilities: Str 29, Dex 8, Con --, Int --, Wis 10, Cha 10
Feat: Toughness

Both kinds of undead green dragon brood have been crafted with corpsecrafter and destruction retribution (Libris Mortis 25 and 26). Corpsecrafter grants each undead +4 enhancement bonus to Strength and +2 hit points per hit die. Destruction Retribution causes each undead to release a burst of negative energy upon its destruction, dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature in a 10 foot spread (Ref DC 15 half). This damage is negative energy, and heals undead.

Both types of undead also are evolved (Libris Mortis, p. 100): This grants a +1 bonus to natural armor, fast healing 3, +2 Str and +2 Cha, and a spell-like ability. The skeletal dragons possess cone of cold (CL 17th, DC 18 Ref half, 60ft cone, 15d6 cold), and the zombies possess haste, both 1/day.

T’chaksor CR 16
LE Evolved Mummified Half-Dragon (green) Githzerai psychic warrior 8/monk 1
Libris Mortis 110, Expanded Psionics Handbook 11, Monster Manual 146
Medium undead (corpsecrafted)
Languages: Olman, Gith
Hit Points: 9d12+27 (86hp); fast healing 3; DR 5/-; enemy takes 1d4 force when T'chaksor is struck
Initiative: +5
Speed: 30ft (40 when focused), 60/70 w/haste
Armor Class: 44; 45 vs good (+11 natural, +3 enhancment, +3 insight, +5 armor, +1 deflection +5 Dex, +5 AC (monk), +1 dodge), touch 25 (26), flat 38 (39); 20% miss chance from concealment
Base Attack/Grapple: +6/+19
Melee: 2 unarmed attacks and bite +24/+24/+19 (2d6+16+1d4 force plus disease) and (1d8+7+1d4 plus disease)
Flurry of Blows: 4 unarmed attacks +22/+22/+22/+22 (2d6+16+1d4 force plus disease)
Space/Reach: 5/5
Special Attacks: stunning fist (4/day) (Fort DC 19), flurry of blows, green dragon breath (30ft cone acid, Ref DC 10 half, 6d8), destruction retribution (5d6), despair (Will DC 19, paralyzed for 1d4 rounds on sight), Mummy Rot (su): Fort DC 19—1d6 Con and 1d6 Cha
Special Qualities: darkvision 60ft, low-light vision, immunity to acid, sleep, and paralysis, undead immunities, vulnerable to fire, resist fire 30
Saves: Fort +8 Ref +10 Will +9; +2 to saves made by good creatures
Abilitites: Str 38, Dex 20, Con --, Int 6, Wis 20, Cha 20
Skills: Concentration+18
Feats: (9) Psionic Meditation, Improved Toughness, Improved Natural Attack (unarmed strike), Speed of Thought, Psionic Charge, Psionic Fist, Unavoidable Strike, Stunning Fist 4/day (Fort DC 19), Weapon Focus (unarmed strike), Combat Reflexes
Power Points: 41 (-19 used if prepared)
Powers Known
3rd-level: mental barrier, dimensional slide
2nd-level: dissolving weapon (7pp=+6d6), psionic lion’s charge, hustle
1st-level: (all active and max augment) metaphysical claw (5pp=+2), thicken skin (7pp=+3), defensive precognition (7pp=+3)
Psi-like Abilities: 3/day: inertial armor, psionic daze, catfall, concussion (ML 4th)
Spell-Like Abilities: haste 1/day (CL 9th) (used/factored into stats)
Possessions: monk’s belt, shadow veil (Magic Item Compendium p. 133), rings of force armor (MIC p. 128)

Xiureksor CR 23
LE Evolved Huge undead
HD: 29d12+290 (479hp, 499 w/false life)
Initiative: +0
Speed:40, fly 150 (poor), swim 40ft
Armor Class: 52 (-2 size, +31 natural, +8 armor, +1 dodge (haste), +4 shield), touch 9, flat 51
Base Attack/Grapple: +29/+51
Melee* (w/haste): 2 bites +26 (2d8+33+1d6 cold plus paralysis) and 2 claws +24 (2d6+26+1d6 cold plus paralysis) and 2 wings +24 (1d8+26+1d6 cold plus paralysis) and tail slap +24 (2d6+39+1d6 cold plus paralysis) (+1/+1d6 per spell level w/arcane strike)
*: 20-point power attack
Space/Reach: 15/10 (15 w/bite)
Special Attacks: breath weapon (18d6, Ref DC 35 half), frightful presence (Will DC 33), paralyzing gaze (Fort DC 33; 2d6 rounds), paralyzing touch (see before)
Special Qualities: immune to positive energy, acid, cold, and electricity, undead immunities, SR 28, DR 15/magic and 5/bludgeoning, [resist fire 30, 50% miss chance, 1d4+3 mirror images (AC 8) w/resist energy, displacement, and mirror image, fast healing 3, unholy toughness
Saves: Fort+16 Ref+17 Will+20
Abilitites: Str 37, Dex 10, Con --, Int 18, Wis 19, Cha 28
Active spells (if provided warning): mirror image, haste, displacement, resist energy, shield, see invisibility, false life, nondetection
Skills: Bluff, Hide, Move Silently, Listen, Spot, Search, Concentration, Knowledge (religion) (arcana) and (planes) [bonus equals stat +32 skill points each]
Feats: ability focus (breath weapon), improved toughness, corpsecrafter, dire charge, snatch, power attack, arcane strike, quicken breath, multiattack, destruction retribution
Spells: CL 11th (Some spells have been cast already)
2 5th-level (6/day)—unhallow, hold monster
3 4th-level (8/day)—dimensional anchor, animate dead, confusion
4 3rd-level (7/day)—dispel magic, displacement, gentle repose, nondetection
5 2nd-level (4/day)—resist energy, darkness, mirror image, see invisibility, false life
5 1st-level (8/day)—alarm, magic missile, shield, true strike, comprehend languages
9 0-level
Spell-like Abilities (3/day): suggestion, plant growth; (1/day): haste (cast); (1/3 days): control undead (CL 15th)
Possessions: ring of Charisma +6, amulet of mighty fists +5, bracers of armor +8, ring of positive protection (Magic Item Comp.), pale blue rhomboid ioun stone (+2 Str)


Hey guys, here's my contribution. I had a soft spot for this fella because he was in the original Isle of Dread Adventure and took out his fair share of PCs over the years. Hopefully this version will score a few kills of his own.

Chakaranka – the bull ankylosaur (CR 11)
N Huge Animal
Initiative: +0 Senses: Low-light vision, Scent, Listen +12, Spot +12

AC: 24 (-2 Size, +16 Natural)
HP: 297 (18 HD)
Fort: +23 Ref: +11 Will: +13

Speed: 20 ft.
Melee: Tail Slap +24 (3d6+19)
Space/Reach: 15/15
Base Attack: +13 Grp: +34
Special Actions: Trample (3d6+19), Rage

Abilities: Str: 36, Dex: 10, Con: 30, Int: 1, Wis: 10, Cha: 6
Feats: Alertness, Great Fortitude Improved Toughness (x2), Iron Will, Improved Natural Attack, Ability Focus (Trample)
Skills: Listen +12, Spot +12

Trample (Ex): Reflex Half (DC 32), The Save DC is strength based
Rage (Ex): If Chakaranka takes damage in combat, he flies into a berserk rage on his next turn, stampeding madly about until either he or his opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. Chakaranka cannot end his rage voluntarily.


Per a request on another thread to compile the homebrewed stat blocks on the Infamous Seven:

I have Baaragrauth and Chakaranka for you to peruse:

Baaragrauth Advanced Augmented Antagonist Caller from the Deeps

CR 14 (9+4.5 from +18 elemental HD, +0.5 from augmented antagonist)

Gargantuan Elemental (Water) Neutral Evil
27d8 HD (maximized hit points = 594 [216 HD +378 from Constitution bonus])
Initiative +0 Space/Reach 15ft/15ft
Speed: swim 50 feet
AC: 32 (-4 size, +19 natural, +4 insight); flat-footed AC = 29
Touch AC: 13(-4 size, +4 insight); flat-footed Touch AC = 10

Base Attack Bonus +20/Grapple +44 (BAB+ 20, size +12, STR +12)

Fortitude +29 (b+15), Reflex +11 (b+8), Will +22 (b+8, feat +14 con modifier)

SQ: DR 5/-; Darkvision 60’; Immune to poisons, magic sleep effects, paralysis and stunning; not subject to critical hits nor flanking; insight bonus to AC +4

Tentacle +29 melee (3d6+12) [20-4 size+1 feat +12 STR]
Full Attack = 2 tentacles
• Improved Grab w/ each successful tentacle attack; if it wins the grapple, it establishes a hold & can both constrict (3d6+12) and use its enervating grip.
Enervating Grip (Su): Those who take grappling damage must make a Fortitude saving throw DC 37 (10+13+14 con) or take 1 point of CON damage.

STR 34 (+12), DEX 17(+3), CON 38 (+14), INT 15(+2), WIS 14(+2), CHA 18(+4)

Feats: Combat Reflexes [4 AoO per round], Improved Natural Attack (tentacles), Swim-by Attack, Weapon Focus (tentacles), Hold the Line, Endurance, Die Hard, Steadfast Determination, Run

Siren’s Call 3/day (Sp) [Enchantment (compulsion, mind-affecting)]: standard action; Close range = 90’; SR? Yes; Will negates; duration of 27 rounds (D); up to 13 targeted creatures, no two of which can be more than 30’ apart; Stormwrack p. 122 has the full flavor text. Caster Level 27th.

Summon Watery Ally 1/hour (Sp): Equivalent to a 9th level spell, CL 27th.
Baaragrauth summons a fiendish dire shark to its aid (for no more than 10 minutes’ time out of a given hour) when threatened by creatures interfering with its attempts to feed on those who fall prey to its Siren Call.

No treasure (as per the Caller of the Deeps description).

Fiendish Dire Shark = Huge Magical Beast (Aquatic, Extraplanar)
Space/Reach 15ft/10ft
HD: 18d8+66 (147 hp)
Initiative +2 Speed: Swim 60 feet DR 10/magic
BAB +13/Grapple +27 Resistances: cold 10, fire 10 SR 25

AC 17 (-2 size, +2 dex, +7 natural), ff AC 15, Touch AC 10, ff touch 8

Keen Scent (ex): Can notice creatures by scent in a 180’ radius & detect blood in the water as far as a mile away.

Bite +18 melee (2d8+9) [full attack = same]
• Improved Grab w/ bite = grapple check to establish a hold & attempt to swallow whole on the following round.
• Swallow Whole = up to a Large meat snack with a successful grapple check, inflicting 2d6+6 hp of bludgeoning damage and 1d8+4 acid damage per round the meat snack spends in the gullet. The gullet has an AC of 13 and 25 hp for each creature swallowed, for each time it is swallowed. (2 large, 8 medium or small meat snacks will fit in its gullet, or equivalents thereof.)

Smite Good (Su) =1x/day dealing an extra 20 points of profane damage.

Fort +14, Reflex +13, Will +12

Listen +12, Spot +11, and Swim 14 (take 10 = 24)

STR 23, DEX 15, CON 17, INT 3, WIS 12, CHA 10

Improved Natural Attack (bite), Toughness x4, Weapon Focus (bite)

Darkvision 60’; natural weapon (bite) is treated as a magic weapon to overcome DR.

Chakaranka is the ill-tempered loco weed masticating inhabitant supreme of the Valley of Madness.

Initiative +0 CR 14 (7+5+1+1)
Monstrous Beast Advanced Ankylosaurus, Augmented Antagonist
Gargantuan Magical Beast (Air, Augmented Magical Beast)
AL: Neutral
Space/Reach 20 ft/20 ft
Speed 30ft
27d10 HD = 514 hp (270 hp from hit dice +324 hp from constitution)

Base attack bonus +20/Grapple bonus +48 (20+12 size +16 strength modifier)
Tail Slap +33 melee (4d6+24, 20/x2)[20 -4 size +16 strength +1 weapon focus]

AC 26 [-4 size, +20 natural], Touch AC 6 [-4 size]

Special Attacks:
“Great Belch of Rancid Loco-weed Breath” weapon (Su): sonic, 30’ cone, 2d4 rounds to recharge, 12d6 sonic, Reflex DC 35 half [10+13+12]; Chakaranka has a tendency to belch and fart regularly – these are the really GOOD belches.

Once per day, as a standard action, Chakaranka may unleash a ‘Greater Mighty Burp of Fear’, affecting every foe within 30’ that can hear this burp. Affected creatures must succeed on a Will saving throw DC 25 [10+13+2] or be panicked for 2d6 rounds. This is a supernatural mind-affecting fear effect.

Trample (ex): {4d6+24 hp bludgeoning damage}as a full-round action, Chakaranka can move up to twice its speed, literally running over any foes of no greater than Huge size. Those trampled can attempt an attack of opportunity at a -4 penalty on the attack roll OR they can attempt Reflex saving throws to take half damage (DC 39 [10+13+16 from strength]).

SQ(ex): Blindsight 100’, Darkvision 60’, scent, low-light vision

Fortitude +27 (base +15), Reflex +15 (base +15), Will +8 (base +8)

Feats (10): Endurance, Die Hard , Final Strike (Air, Reflex DC 35 half x2; everything within 60' takes 20d6 bludgeoning and 10d6 sonic), Weapon Focus (tail slap), Improved Natural Attack (tail slap), Improved Natural Attack (trample), Mighty Roar/Greater Mighty Roar, Reverberation (+2 bonus to the saving throw DC of his roar), Extended Reach (tail slap +5’ reach)

Skills: Listen +13, Spot +13, Swim +17, Hide -12

STR 42(+16), DEX 11, CON 34(+12), INT 2 (-4), WIS 10, CHA 10

Swag: none, sad to say.


Turin the Mad wrote:

Per a request on another thread to compile the homebrewed stat blocks on the Infamous Seven:

I have Baaragrauth and Chakaranka for you to peruse:

Baaragrauth Advanced Augmented Antagonist Caller from the Deeps

Turin, you are indeed quite mad. But in a good sorta way. I was considering formalizing something along the lines of the Augmented Antagonist and when I read this I scoured the inter-tubes trying to find that little tidbit. I finally located it in your Savage Tide Journal.

Thanks for bringing the maniacal laugh back to my gaming table!

Cheers!


Hired Sword wrote:
Turin the Mad wrote:

Per a request on another thread to compile the homebrewed stat blocks on the Infamous Seven:

I have Baaragrauth and Chakaranka for you to peruse:

Baaragrauth Advanced Augmented Antagonist Caller from the Deeps

Turin, you are indeed quite mad. But in a good sorta way. I was considering formalizing something along the lines of the Augmented Antagonist and when I read this I scoured the inter-tubes trying to find that little tidbit. I finally located it in your Savage Tide Journal.

Thanks for bringing the maniacal laugh back to my gaming table!

Cheers!

Bows deeply. Just wait until Chakaranka blows up...

If you like, be sure to examine that same thread for the replacements for the 'Blackfang Rhagodessa' (Advanced Augmented Antagonist Rhagodessa) that are properly CR'd, as well as the Bile Gas Rhagodessa (which are the CR 9 that is called for en route and in the environs of Golismorga) in that same journal.

The Bile Gas Deathbugs gave a group of 6 10th/11th level characters a run for their money, nearly killing half of them with but a small brood of 4.

Several others have applied 'AA' to ogres and gotten quite the surprise from the results I've heard... grins maniacally


Bump

Was helping one of my players move today. One of the others said they would like to go after the scorpion, poisoned arrows of this scale should be worth a few victory points in Tides of Dread right? Also going to add some rogdessas as they have not been seen since the first adventure.

Anyway going to need the stats soon so thought a bump was in order.


Curaigh wrote:

Bump

Was helping one of my players move today. One of the others said they would like to go after the scorpion, poisoned arrows of this scale should be worth a few victory points in Tides of Dread right? Also going to add some rogdessas as they have not been seen since the first adventure.

Anyway going to need the stats soon so thought a bump was in order.

The poison is certainly worth some VP's (as part of whacking the critter), mainly due to the sheer number of gallons of it that are to be obtained.

The death bugs are certainly worth the time to sicc on your most unfortunate and unsuspecting player group ... mwahhahahahahahahhah!!

*Clears throat*

Carry on, these are not the stat blocks you are looking for.


Hierophantasm wrote:
Alright! Tonight my PCs throw down with Cerattakatha, the dreaded mega-scorpion of Scorpion Isle, and one of the Infamous Seven. ...

Last night we did the second of the infamous seven. One of the PCs could not make it so I typed it up for him. In way of thanks Hierophantasm for the Brood Mother Cerattakatha here is how it went down.

The Wyverners: Mindhammer (dwarven wizard),
Minas Car (halforc, bbn/ftr/frenzied berserker)
Keelix (phanaton scout) (and the person who missed last night)
Wikee (phanaton bard) with cohort/wife Sarafina (phanaton cleric)
We use the critical hits deck.

The story (in spoiler for space :)

Spoiler:

Mindhammer cast flight on Keelix so he was able to make the most of his skirmish. He was also the only one to attack every round, by staying just off the face of the cliff and firing. The blast orbs went in first which probably saved Minas life. Minas had been grappled by the colossal scorpion and the ten feet worth of swarm. Minas’ first full attack did over 100 points of damage in four attacks. Without the blast orb, he would have either been nauseated (probably saved however) and NOT get to attack or got the attacks AND taken four auto damage/four poison saves as dozens of the tiny critters bite, claw and sting the him. (Minas burned through a lot of action points yesterday ;). Keep in mind this would have been his first attack. With the orb moving the swarm, Minas got this off.

Still Minas was at 12 hit points until Mindhammer transposed places with him. Of course that put Mindhammer in the way and so he was down pretty low as well. While it has heavy damage, the 1d10 con poison (DC 35!) is the REAL scary part. Fortunately Mindhammer blipped himself out of a grapple, concentrated real hard, and force-sphered himself. Even more fortunately, he had already cast spectral hand, and was able to affect three touch spells from the safety of the sphere. After a couple rounds of healing Minas, Sarafina dimension doored herself into the sphere and healed Mindhammer as well. The scorpion chased the other three up the cliff (flying if you remember). This gave Keelix a chance to use his piercer cloak as he stayed above the scorpion, firing down. Mindhammer finished the swarms with a fireball.

Also of note, Minas scored a crit when he THREW his doublesword! (stayed back for healing, but still attacked as a good frenzied berserker would :). One of Keelix shot’s also got a crit when his arrow stuck in the joint of one claw causing the scorpion to roll a 1 on that claw (not really, but it works out well to describe the critical failure :). Minas frequently scores a crit (improved crit/double scimitar). Remember the ONE dragon at monster mash and the ONE crit card that does X3 vs dragons? Well at one point his crit did d6 charisma damage, rolling a 2. Can you guess which colossal Infamous Seven has only 2 charisma? That was early in the game and it is hard to imagine how a scorpion with 0 charisma would be any worse off than one with 2, so I ruled it a null effect. Of course Minas later (somewhere in round 15 or so) confirmed (yet another) crit and drew the card that does d6 DEX damage, rolling a 6.

Can you guess which colossal Infamous Seven has only 6 dex?

Even helpless it still took a couple of rounds to finish off the critter’s 500+ hp.

So good game and thanks, I plan to include your book for the treasure as well.

Savage Tide, though now passe is still one heck of fun to play.


Here are my Deadly Seven.

Temauhti-Tecuani

Spoiler:
Temauhti-Tecuani (CR 14)
N Huge Animal
Init +7; Senses Low light, scent, Perception +29
Languages Sauran
_____________________________________________________________

AC 22 (+3 Dex, +11 natural, -2 size), touch 11, flat-footed 19, combat 58
hp 561 (36d8 + 399)
Fort +32, Ref +25, Will +18
_____________________________________________________________

Speed 40 ft.
Melee Bite +41 (4d6 + 25 /19-20) or
Power Attack +27 (4d6 + 46 /19-20)
Space 15 ft.; Reach 10 ft.
Base Atk +27; Combat +43
Atk Options Cleave, power Attack
Special Attacks improved grab, swallow whole
_____________________________________________________________

Abilities Str 38, Dex 16, Con 30, Int 4, Wis 19, Cha 18
Feats Alertness, Cleave, Combat Reflexes, Diehard, Endurance, Great Fortitude, Greater Weapon Focus (bite), Greater Weapon Specialization (bite), Improved Critical (bite), Improved Initiative, Improved Natural Weapon (bite), Iron Will, Lightning Reflexes, Power Attack, Run, Toughness, Weapon Focus (bite), Weapon Specialization (bite)
Skills Perception +29, Stealth +6, Survival +15
_____________________________________________________________

Improved Grab To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can make a combat maneuver check as a free action to grapple without provoking an attack of opportunity. If it grapples its foe, it can attempt to swallow the creature the next round.

Swallow Whole A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Chakaranka

Spoiler:
Chakaranka (CR 13)
Neutral Huge Animal
Init
+3; Senses low light vision, scent; Perception +19
_____________________________________________________________

AC 30 (-1 Dex, +23 natural, -2 size), touch 7, flat-footed 30, combat 49; DR 10/piercing
hp 432 (26d8 + 315)
Fort +28, Ref +14, Will +10
_____________________________________________________________

Speed 20 ft.
Melee Tail +32 (3d8 + 21 /19-20/x3) or
power attack tail +19 (3d8 + 47 /19-20/x3)
Space 15 ft.; Reach 15 ft.
Base Atk +19; Combat +34
Attack Options Power attack
Special Actions: Counterattack, stun
_____________________________________________________________
Abilities Str 36, Dex 8, Con 32, Int 2, Wis 10, Cha 13
Feats Endurance, Great Fortitude, Greater Weapon Focus (tail), Greater Weapon Specialization (tail), Improved Critical (tail), Improved Initiative, Improved Natural Attack, Iron Will, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (tail), Weapon Specialization (tail)
Skills Perception +27, Survival +10
_____________________________________________________________

Counterattack (Ex): As an immediate action, Chakaranka can make a tail attack against a creature attacking it in melee. If the counter attack hits, the creature (assuming it isn't stunned, see below) takes a -4 penalty to its attack roll.

Stun (Ex): A creature struck by Chakaranka's tail must make a Fortitude save (DC 36) or be stunned for one round.


Burbalarg

Spoiler:
Burbalarg (CR 12)
N Gargantuan Plant
Init
+4; Sensesdarkvision, low-light; Perception +20
_____________________________________________________________

AC 25 (+19 natural, -4 size), touch 6, flat-footed 25, combat 50
hp 315 (25d8 + 203); DR 10/slashing
Fort +23, Ref +8, Will +12
Resistance fire 20
Immunities electricity, critical hits, mind-affecting, paralysis, poison, polymorph, stunning
_____________________________________________________________

Speed 40 ft., swim 40 ft.
Melee 4 slams +28 (6d6 + 13)
Space 20 ft.; Reach 20 ft.
Base Atk +18; Combat +35
Attack Options constrict, improved grab, power attack
_____________________________________________________________
Abilities Str 37, Dex 10, Con 25, Int 7, Wis 15, Cha 16
Feats Cleave, Great Fortitude, Improved Initiative, Improved Natural Attack (slam), Iron Will, Power Attack, Toughness, Weapon Focus (slam)
Skills Perception +20, Stealth +17, Swim +21
_____________________________________________________________

Constrict (Ex: 4d6 + 19

Electricity Absorption (Ex): Any electricity damage dealt to a shambling mound heals it and grants it 1d4 points of temporary Con.

Cerattakatha

Spoiler:
Cerattakatha (CR 15)
N Colossal Vermin
Init
+1; Senses darkvision, tremorsense 60 ft; Perception +4
_____________________________________________________________

AC 29 (+1 Dex, +25 natural, -8 size), touch 3, flat-footed 28, combat 82
hp 570 (60d8 + 300)
Fort +37, Ref +21, Will +21
Immunities mind affecting
_____________________________________________________________

Speed 50 ft.
Melee 2 claws +51 (2d8 + 14) and
sting +46 (3d8 + 7 plus poison)
Space 40 ft.; Reach 30 ft.
Base Atk +45; Combat +67
Attack Options constrict, improved grab
Special Actions: Poison
_____________________________________________________________
Abilities Str 38, Dex 12, Con 21, Int -, Wis 12, Cha 2
Skills Climb +18, Perception +4, Stealth -12
_____________________________________________________________
Constrict 2d8 + 21

Improved Grab (Ex): Cerattakatha must hit a foe of Huge size or smaller with its claw attack.

Poison (Ex) Injury, DC 45, 2 Con (5)

Emraag the Glutton

Spoiler:
Emraag the Glutton (CR 16)
NE Gargantuan Dragon (Aquatic)
Init
+0; Senses darkvision, low-light, scent; Perception +31
Languages Aquan, Common, Draconic
_____________________________________________________________

AC 35 (+29 natural, -4 size), touch 6, flat-footed 35, combat 62
hp 412 (25d12 + 250)
Immune fire, paralysis, sleep
Fort +24, Ref +8, Will +13
_____________________________________________________________

Speed 20 ft., swim 30 ft.
Melee Bite +36 (6d6 + 16) and
2 claws +31 (4d8 + 9 )
Space 10 ft.; Reach 5 ft.
Base Atk +25; Combat +47
Attack Options Power attack, cleave
Special Actions: Breath weapon, capsize
_____________________________________________________________
Abilities Str 39, Dex 10, Con 30, Int 12, Wis 16, Cha 14
Feats Blind-Fight, Cleave, Improved Bull Rush, Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Power Attack, Swim-by Attack, Toughness, Weapon Focus (bite), Weapon Focus (claw), Weapon Specialization (bite), Weapon Specialization (claw)
Skills Intimidate +30, Knowledge (local) +16, Knowledge (nature) +17, Perception +31, Sense Motive +31, Stealth +20, Survival +31, Swim +50
_____________________________________________________________

Breath Weapon (Ex): Cloud of superheated steam 40 feet high, 50 feet wide, and 100 feet long, once every 1d4 rounds, damage 25d6 fire, Reflex DC 32 half; effective both on the surface and underwater.

Capsize (Ex): If Emraag surfaces under a boat or ship less than 60 feet long, he capsizes the vessel 95% of the time. He has a 50% chance to capsize a vessel from 60 to 180 feet long and a 20% chance to capsize one over 180 feet long.

Kong

Spoiler:
Kong (CR 12)
N Huge Animal
Init
+9; Senseslow-light, scent; Perception +15
Languages Ape
_____________________________________________________________

AC 23 (+5 Dex, +10 natural, -2 size), touch 13, flat-footed 18, combat 52
hp 394 (27d8 + 219)
Fort +24, Ref +20, Will +13
_____________________________________________________________

Speed 40 ft., climb 30 ft.
Melee 2 slams +34 (3d6 + 15) and
bite +31 (1d8 + 7) and
2 slams +31 (1d10 + 7)
Space 15 ft.; Reach 15 ft.
Base Atk +20; Combat +37
Attack Options Improved grab, power attack
Special Actions Rend
_____________________________________________________________
Abilities Str 40, Dex 20, Con 24, Int 9, Wis 15, Cha 13
Feats Combat Reflexes, Dodge, Endurance, Great Fortitude, Improved Initiative, Improved Natural Attack (slam), Iron Will, Mobility, Multiattack, Power Attack, Skill Focus (Perception), Spring Attack, Toughness, Weapon Focus (slam)
Skills Acrobatics +21, Climb +31, Perception +15, Survival +10
_____________________________________________________________

Rend (Ex): If Kong hits an opponent with two slam attacks, he can rend, dealing 3d6 + 22 damage. Each additional slam attack that successfully strikes increases the damage. (+29 three, +37 four)

Baaragrauth

Spoiler:
Baaragrauth (CR 14)
NE Huge Dragon (Aquatic)
Init
+4; Senses blind sense 30 ft., darkvision, keen scent; Perception +17
_____________________________________________________________

AC 32 (+24 natural, -2 size), touch 8, flat-footed 32, combat 54
hp 337 (25d12 + 175); DR 10/adamantine
Fort +21, Ref +14, Will +18
Immunities paralysis, sleep
_____________________________________________________________

Speed 20 ft., swim 80 ft.
Melee Bite +37 (8d8 + 22)
Space 15 ft.; Reach 10 ft.
Base Atk +25; Combat +39
Attack Options Cleave, power attack
Special Actions: Swallow whole
_____________________________________________________________
Abilities Str 34, Dex 11, Con 25, Int 11, Wis 15, Cha 16
Feats Cleave, Great Cleave, Greater Weapon Focus (bite), Greater Weapon Specialization (bite), Improved Bull Rush, Improved Initiative, Improved Natural Weapon (bite), Improved Sunder, Iron Will, Power Attack, Swim-by Attack, Weapon Focus (bite), Weapon Specialization (bite)
Skills Bluff +31, Intimidate +31, Perception +30, Sense Motive +30, Stealth +20, Swim +48
_____________________________________________________________

Swallow Whole: swallowed creatures take 2d8+12 bludgeoning and 10 acid per round. Gizzard has AC 20, and 40 points of damage from the inside frees swallowed creature.

Keen Scent (Ex): detect creatures by scent within 180 feet, and smell blood in the water up to a mile away.


I have yet to design the Infamous Seven for my campaign but I was thinking of using the "Legendary" template from Monster Manual II. I figured it made sense. Not sure if I want to add the titanic template as well. At any rate, while the pcs are the stars, I wanted to impress upon them that defeating any of the Seven requires considerable effort. Meaning, they should lead a hunting party against one of these monsters. I think it would make for a more climatic battle if they are ralling Olman natives and phanaton hunters alike to trap and defeat these creatures which have long plagued generation after generation of natives.

CB out.


I've posted mine two or three times now... Google "Kirth Gersen + Berbalarg" or something if you like.


I'd love to know (and see) what minis you used for the Infamous Seven.


Kirth Gersen wrote:
I've posted mine two or three times now... Google "Kirth Gersen + Berbalarg" or something if you like.

Yuppers, you've put some good stuff together, Kirth!


Kirth Gersen wrote:
I've posted mine two or three times now... Google "Kirth Gersen + Berbalarg" or something if you like.

HERE, I think. Thanks, Turin! Happy gaming to all!


cthulhudarren wrote:
I'd love to know (and see) what minis you used for the Infamous Seven.

I just used what ever I had that was big enough for the baddie. Since many of the Infamous Seven are Huge, the plastic purple worm mini was a common sight at the table. Think I used the bulette for the cranky, gassy ankylosaur and the two gargantuan dragons (blue and black) for another two of them.

If one was Colossal, I gave serious consideration to using a house cat as the foe and ruling that what the cat did was what the monster did. Pure carnage would result I'm sure ... Awesome Blow in full demonstration!


Turin the Mad wrote:
cthulhudarren wrote:
I'd love to know (and see) what minis you used for the Infamous Seven.

I just used what ever I had that was big enough for the baddie. Since many of the Infamous Seven are Huge, the plastic purple worm mini was a common sight at the table. Think I used the bulette for the cranky, gassy ankylosaur and the two gargantuan dragons (blue and black) for another two of them.

If one was Colossal, I gave serious consideration to using a house cat as the foe and ruling that what the cat did was what the monster did. Pure carnage would result I'm sure ... Awesome Blow in full demonstration!

I think Tarasque is French for house cat.... at least that is what my DM says every time we have a random encounter on the coffee table...

He also told us 'random encounter' in French is "here kitty, kitty, kitty..."


Turin the Mad wrote:
I gave serious consideration to using a house cat as the foe and ruling that what the cat did was what the monster did. Pure carnage would result I'm sure ... Awesome Blow in full demonstration!

We were having that problem at houstonderek's table, when his gigantic pet horned lizard Puff, normally dormant (like the tarrasque) would suddenly and unpredictably go on a rampage, knocking over all the miniatures and attacking the dice.


Curaigh wrote:


Last night we did the second of the infamous seven. One of the PCs could not make it so I typed it up for him. In way of thanks Hierophantasm for the Brood Mother Cerattakatha here is how it went down...

Glad it sounded like it was as much fun for you and yours as it was for my players. Tense, cool moments like the ones you described are the best parts of D&D. When my players encountered Cerattakatha, they felt the sting (pun intended) of the aura effect in particular. Long story short, the fight ended with the players moving up a forty-foot surface they descended to fight the beast in its lair, with the half-orc crusader readying his attack to strike the infamous scorpion queen upon approach, finally delivering the felling blow.

BTW, we used the colossal red for Cerattakatha, because--IIRC--she actually was 40ft by 40ft.


Hierophantasm wrote:

...

BTW, we used the colossal red for Cerattakatha, because--IIRC--she actually was 40ft by 40ft.

I used the polar ice drake from Mage knight. I liked the scyth-eness of his tail. I put the wings on upside down, to better mimic the claws, but really it was just a mini they had never seen before that had them interested.

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