The Ruins of Lythar- Module A6

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The Ruins of Lythar- Module A6 PDF SAMPLE THE RUINS OF LYTHAR- MODULE A6 PDF SAMPLE This sample includes a variety of pages to better show the overall content of our products. DUNGEON ADVENTURE CREDITS Design and Development: Epic Quest Publishing, LLC Co- Designer: Kyle Windsor Illustrator: Andres Canals Editor: Hanna Riddle Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See Paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See Paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. The Dragonwars of Trayth- The Ruins of Lythar Copyright 2011-2015 Epic Quest Publishing, LLC. All Rights Reserved., Open Game License Copyright 2010 Wizards of the Coast. All rights Reserved. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress as well as all other descriptors listed in the OGL section 1(e). (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The foliage clears a bit here but the path is blocked by some determined creatures that attack from the air and the ground. The serpents will split and attempt to encircle the druid and focus their attacks on him or focus on the strongest in the group. The Hellfire bats will then try to flyby and attack him at every opportunity. The serpents are powerful but will give the bats a chance to get at the druid. Although they do not communicate with each other, some strange force coordinates their efforts. A- Hell Serpent of the Flame B- Hellfire Bat TREASURE- Boots of Speed, 5,956 s.p, 890 g.p. 10 Broken base pieces of old walls remain in this area that may have had many entrances. Now overgrown, there is no sign of the flooring stones or ceilings that once were part of the fortress. Among the foliage and piles of rubble many creatures block your path. Scattered in the rubble are the remains of furniture. Only the metal hinges and straps remain and even these are very rusted and old. It is clear that some things here were partially protected from the damage the elements caused over time. A- Achaierai TREASURE- Slippers of Spider Climb, Winged Boots B- Hell Serpent of the Flame This section, out of the way and difficult to get to, is mostly wall bases and rubble. Some rubble is piled 5ft high making it hard to see into the clearing in the center. The Arachniflora will target the druid as soon as he is in its range. The other creatures will assist by attacking the rest of the group so they cannot help in rescuing him from its grasp. A- Hellhound B- Arachniflora Maximus C- Rast TREASURE- Wand of Floating Disk (10 charges) 11 PDF SAMPLE NOTE- Each Dragonwars of Trayth Module has a removable Monster section for ease of use and maximized playability. A B HELL SERPENT OF THE FLAME HELLFIRE BAT CE Large elemental (fire) N Medium animal Init +7; Senses darkvision 60 ft.; Perception +7 Init +4; Senses blindsense 40 ft.; Perception +14 DEFENSE DEFENSE AC 23, touch 13, flat-footed 20 (+3 Dex, +11 natural, -1 size) AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural) hp 98 (9d8+27); DR 5/magic hp 48 (6d8) Fort +6, Ref +9, Will +3 Fort +4, Ref +7, Will +3 Vulnerability Cold Immune Fire OFFENSE Weaknesses Vulnerable to cold Speed 40 ft.; fly 60 ft. OFFENSE Melee bite +13 (1d8+5 plus 1d6 fire) Speed 20 ft., fly 40 ft. (good) Space 10 ft.; Reach 5 ft. Melee bite +9 (1d8+3 plus 1d6 fire) Special Attacks Tumbling Flame STATISTICS STATISTICS Str 16, Dex 18, Con 11, Int 2, Wis 14, Cha 6 Str 20, Dex 17, Con 16, Int 4, Wis 11, Cha 10 Base Atk +6; CMB +9; CMD 22 Base Atk +9; CMB 14; CMD 28 Feats Alertness, Stealthy Feats Alertness, Impr Init., Pwr Attack, Skill Focus: Acrobatics Skills Fly +11, Perception +14, Stealth +6; Skills Fly +8, Perception +7, Acrobatics +11 Racial Modifiers +4 Perception when using blindsense Languages Ignan, Draconic SPECIAL ABILITIES SPECIAL ABILITIES Fiery Body (Ex) – A fire bat’s body is made of solid flame. Any creature Tumbling Flame (Ex) – Whenever a hell serpent uses the Acrobatics that strikes or touches a fire bat with its body or that grapples a fire bat skill to successfully move through an opponent's square, that creature automatically takes 1d6 points of fire damage. A creature can take this takes 6d6 points of fire damage (Reflex DC 17 half). A creature can take damage only once per round. this damage only once during the hell serpent's turn. Fiery Body (Ex) – A hell serpent's body is made of solid flame. Any creature that strikes or touches a hell serpent with its body or that grapples a hell serpent automatically takes 1d6 points of fire damage. A creature can take this damage only once per round. A B ACHAIERAI HELL SERPENT OF THE FLAME LE Large outsider (evil, extraplanar, lawful) CE Large elemental (fire) Init +3; Senses darkvision 60 ft.; Perception +12 Init +7; Senses darkvision 60 ft.; Perception +7 DEFENSE DEFENSE AC 22, touch 13, flat 18 (+3 Dex, +1 dodge, +9 natural, –1 size) AC 23, touch 13, flat-footed 20 (+3 Dex, +11 natural, -1 size) hp 106 (9d10+16) hp 98 (9d8+27); DR 5/magic Fort +7, Ref +8, Will +4 SR 20 Fort +6, Ref +9, Will +3 OFFENSE Vulnerability Cold Speed 50 ft. OFFENSE Melee bite +13 (2d6+4), 2 claws +13 (1d6+4) Speed 40 ft.; fly 60 ft. Space 10 ft.; Reach 5 ft. (10 ft. with claw) Melee bite +13 (1d8+5 plus 1d6 fire) STATISTICS Space 10 ft.; Reach 5 ft. Str 19, Dex 17, Con 14, Int 11, Wis 14, Cha 16 Special Attacks Tumbling Flame Base Atk +9; CMB +14; CMD 27 (32 vs. trip) STATISTICS Feats Combat Reflexes, Dodge, Mobility, Spring Attack Str 20, Dex 17, Con 16, Int 4, Wis 11, Cha 10 Skills Acro +11 (+19 jump), Climb +14, Perception +12, Stealth +7 Base Atk +9; CMB 14; CMD 28 SPECIAL ABILITIES Feats Alertness, Impr Init., Pwr Attack, Skill Focus: Acrobatics Black Cloud (Su) An achaierai can exhale a cloud of choking, toxic Skills Fly +8, Perception +7, Acrobatics +11 smoke three times per day. All creatures within 10 ft of the achaierai Languages Ignan, Draconic immediately take 2d6 points of damage as their flesh melts and rots SPECIAL ABILITIES away. The cloud erodes sanity as well as flesh, and anyone who takes Tumbling Flame (Ex) – Whenever a hell serpent uses the Acrobatics damage from the black cloud must also make a DC 15 Fortitude save or skill to successfully move through an opponent's square, that creature become confused. Every round, the victim may attempt another DC 15 takes 6d6 points of fire damage (Reflex DC 17 half). A creature can take Fortitude save to recover from the confusion; otherwise it persists, this damage only once during the hell serpent's turn. lasting indefinitely until the condition is removed or the victim eventually Fiery Body (Ex) – A hell serpent's body is made of solid flame. Any makes her saving throw. The confusion element of a black cloud is a creature that strikes or touches a hell serpent with its body or that mind-affecting effect. grapples a hell serpent automatically takes 1d6 points of fire damage. A creature can take this damage only once per round. M4 A B C HELL HOUND ARACHNIFLORA MAXIMUS RAST LE Med outsider (extraplanar, fire,lawful) N Medium aberration N Medium outsider (extraplanar, fire) Init +5; Senses darkvision 60 Init +10; Senses darkvision 60 ft., keen sight, Init +5; Senses darkvision 60 ft.; ft., scent; Perception +9 tremorsense 30 ft.; Perception +8 Perception +10 DEFENSE DEFENSE DEFENSE AC 23, touch 11, flat-footed 22 (+1 Dex, +12 AC 24, touch 16, flat 14 (+6 Dex, +4 natural) AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural) hp 144 (12d8+48) natural) hp 84 (7d10+14) Fort +8, Ref +10, Will +12 Immune fire hp 104 (8d10+24) Fort +7, Ref +7, Will +2 OFFENSE Fort +8, Ref +7, Will +3 Immune fire Speed 10 ft., burrow 10 ft., fly 90 ft. (perfect) Immune fire Vulnerable to cold Vulnerable to cold Melee bite +19 (2d6+9 plus burrowing bite) OFFENSE OFFENSE STATISTICS Speed 5 ft., fly 60 ft. (good) Speed 40 ft. Str 23, Dex 22, Con 18, Int 3, Wis 10, Cha 3 Melee bite +12 (1d6+6 plus grab), 4 claws Melee bite +13 (1d10+1 plus 1d6 fire) Base Atk +12; CMB +16; CMD 31 (no trip) +13 (1d4+2) Special Attacks breath weapon (15-ft.
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