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AC 26, touch 11, flat-footed 25 hp 151 (17d8+68) Fort +16, Ref +6, Will +15 Speed land 20 ft. (4 squares) Melee rod of flailing +17/+12 (1d8+7) and rod of flailing +17/+12 (1d8+7) Base Atk +12; Grp +16; Attack Options spells, rebuke/command undead Cleric Spells Prepared (6/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1, save DC = 16 + spell level): 8thcloak of chaos*C, summon monster VIIIC. 7thresurrection, whirlwind of teeth*, word of chaosC 6thblade barrier, greater dispel magic, heal, hold monster*, word of recall (to area 101) 5thcharm monster*, dispel lawC, flame strike, righteous might, slay living, true seeing 4thair walk, chaos hammer*C, cure critical wounds, divination, divine power, sending 3rdbestow curse, cure serious wounds, deeper darkness, greater magic fang*, protection from energy, speak with dead, wind wall 2ndalign weapon, bull's strength*, cure moderate wounds (2), hold person, lesser restoration, shatter, spiritual weapon 1stbane, command, cure light wounds (3), divine favor, protection from law*C, sanctuary 0create water, detect magic, guidance, mending, read magic, resistance *Domain Spell. Domains: Chaos (cast chaos spells at +1 caster level, 1stprotection from law, 2ndshatter, 3rdmagic circle against law, 4thchaos hammer, 5thdispel law, 6thanimate objects, 7thword of chaos, 8thcloak of chaos, 9thsummon monster IX), Bestial (gains scent extraordinary ability, 1stmagic fang, 2ndbull's strength, 3rdgreater magic fang, 4thclaws of the savage, 5thcharm monster, 6thhold monster, 7thwhirlwind of teeth, 8thspread of savagery, 9thwere-doom). CChaotic spell. Abilities Str 18, Dex 13, Con 19, Int 8, Wis 22, Cha 8. Feats Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Improved Two-Weapon Fighting, Exotic Weapon Proficiency (dire flail), Two-Weapon Fighting. Skills Concentration +9, Knowledge (religion) +5, Listen +12. Possessions +2 animated heavy steel shield, +2 full plate, rod of flailing, periapt of wisdom +4, shirt of health +4, pearl of power (3rd level), wand of cure moderate wounds (21 charges left), two potions of barkskin +3, unholy symbol, blood-stained robes, gold ring with a hyena face with tiny ruby eyes (worth 2,500 gp), two vials of holy water, two pouches filled with diamonds (each pouch contains 10,000 gp in diamonds), key to door at area 45. Yug-Anark is an imposing sight. She stands nearly eight feet tall and her eyes are a sinister feral red. As a devotee of Yeenoghu, her robes and fur is foul with dried blood and bits of flesh (the primary source of the rotting meat smell). Yug-Anark is not a member of the Seekers, and her reasons for resurrecting Eli Tomorast are hidden and sinister. At the time Eli was slain 25 years ago, Yug-Anark dwelt many miles away in the Cairn Hills, enjoying a life as a local soothsayer and shaman for several gnoll tribes. All this changed when she was granted a powerful, compelling vision of Yeenoghu standing above a ruined castle, glorious and terrible, at the head of an army of gnolls and undead. At the head of this army stood a strange human with demonic arms, and at his side stood Yug-Anark herself. For many months, Yug-Anark was tormented by the vision, and she eventually abandoned her home and began to wander the Cairn Hills looking for answers. She found them several years later after she stumbled upon the ruins of Maure Castle and recognized it as the castle from her vision. Alas, she could not find a way into the ruins. She did, however, find Rel, Eli Tomorast's one-time familiar. Rel had survived Eli's death, and managed to steal away with his master's tongue. For the next several years, Rel kept Eli's tongue in a jar of brine, hoping one day to find someone who would be willing to restore his master to life. He found this ally in Yug-Anark. When Rel described his master's appearance to the gnoll cleric, she knew that bringing this man back to life was undoubtedly the next step to seeing her vision come to life. But she could not yet wield the power required to work such magic. So for the next several years, she and Rel wandered the Cairn Hills and the Abbor-Alz uplands, gathering power and magic until she was finally able to cast resurrection to restore Eli to life. Eli was grateful for the favor, but rightfully suspicious of her motives. Yug-Anark simply told him that Yeenoghu directed her to bring him back so he could finish what he started; this was good enough for Eli. He allowed her to join forces with him, and it is largely due to her assistance that he was able to rebuild his band of Seekers and re-establish himself in Maure Castle's dungeons. Eli, of course, knows that without Yug-Anark he would be nowhere, and as such he allows her free reign in the dungeon. Yug-Anark has quietly bided her time, slowly building a loyal troupe of minions (mostly gnolls and shoosuvas on the level below) and waiting for the last stage of her vision to be made reality. Tactics: Yug-Anark isn't cowardly, but neither does she enjoy fighting on the defensive. If the PCs manage to surprise her here, she only fights for a couple of rounds, using word of chaos on the first round to test the strength of the party and activating her rod of flailing's power to grant a +4 deflection bonus to her AC and a +4 resistance bonus on her saving throws. If they mostly succumb to the effects, she'll stick around to finish the job by casting righteous might and divine power and then use her melee attacks to crush the PCs. If they make it through the word of chaos, or if they can't be taken down after two or three rounds of combat, Yug-Anark uses word of recall to flee to area 101. One thing she avoids doing, if at all possible, is using her more destructive spells (like flame strike or blade barrier) in this room; she doesn't want to ruin her belongings! Whirlwind of Teeth Evocation [Evil] Level: Bestial 7, Sor/Wiz 7 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 5-ft./level radius cylinder 10 ft./level high Duration: 1 round/level Saving Throw: Reflex half Spell Resistance: Yes The caster creates an opaque area of swirling energy in the form of roaring, screeching mouths full of teeth. Anyone within the area takes 1d8 points of damage for every two caster levels (maximum 10d8) from the magically created biting mouths and tearing teeth. The whirlwind moves as the caster mentally directs (as a free action), with a speed of 40 feet. Arcane Material Component: A handful of bloody teeth.
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Copyright © 2015 by Brianna Sollandry <brianna at hambo dot com> |
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn. |
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