Mon May 22, 2006 12:55 pm
Mon May 22, 2006 4:11 pm
I scared my group a bit and almost accomplished a TPK. Their cockiness has been replaced with a sense of vulnerablity. A quick summary of what happened to them:
Teleporting to a remote temple of Unklar the party decides to camp outside of the temple before going into it, a swarm of Manc bugs (thanks Serleran) destroys or neuters their magic items. This could have been avoided by the party going directly into the temple, where they had the chance of finsing a secret room that could be locked and was free of Manc bugs.
In the lower levels of the temple the party finds a ungern "hive" where ungern are breed by leeching energy from captured humanoids. They destroy the "materinity ward" where the newly hatched ungern are prepared for combat. After uncountering several patrols of ungern weilding pavis and greatbows they find the entrance to the main temple.
Guarding this entrance they meet an old character (player left game, he liked feats too much to play) who had been turned into a extraordinary undead which I call a Juggernaut for lack of a better name. This guy beat the crap out of the party and the session will commence in two weeks with the conclusion of the temple of unklar. Here is the monster stas fot the juggernaut.
HD: 16 (d12)
Move: 30 ft.
Attacks: 4 Slam (1d6) or by weapon (4 attacks)
Special: Damage Resistance, Deadly Strike, Rage, Spell Resistance, Turning Immunity, Final Spite
Alignment: Chaotic Evil
These undead a created by torturing a live humanoid to death by slicing its ligaments and muscles and riveting hot plates of steel to its body. The extreme pain and torture is accompanied by dark magic and alchemy, the resulting monster has been modified to have four arms, minimal intelligence and an intense hatred for all life. They are employed as guards and shock troops by powerful necromancers and evil priests
Combat: The juggernaut is a vessel of pure destruction, its creators usually arm it with one weapon for each of its hands, favoring cleaving weapons such as axes or crushing weapons such as hammers or maces. They use their rage ability whenever possible, swinging their weapons with all four arms in a blinding furry of death.
Damage Resistance: A juggernauts scarred skin and metal plates make it more resistant to damage, they ignore 3 point of damage from all attacks.
Deadly Strike: The blows of a juggernaut are particularly devastating, they receive +6 damage to all melee attacks.
Rage: A juggernaut can enter a destructive rage, granting a +2 to all to hit and damage modifiers. While in rage the juggernaut receives a -2 AC penalty. The juggernaut can use this ability 3/day.
Spell Resistance: The large amount of magic required to create a juggernaut lingers making them especially resistant to magic, granting a Spell Resistance of 13.
Turning Immunity: Juggernauts are created by arcane and divine magic; their arcane origin makes them immune to turning by clerics.
Final Spite: When a juggernaut reaches 0 HP it explodes in a rage of dark miasma and carnage. All creatures within 60 ft. of the juggernaut when this happens suffer 5d6 damage. A successful Dexterity save reduces this damage in half.
Mon May 22, 2006 5:47 pm