July 15, 2005 at 10:48 pm #552304Quillion
- Posts : 35
This dungeon assumes you start with 4 iconic characters (mage, rogue, priest, warrior) of at least 20th level. Xp is awarded normally.
The light in this room is provided by a prismatic door way and red hot lava
This massive cavern holds a colossal lavafall and menecing whirlpool of magma, the room is enshrouded in multicolored vapors but sight is not difficult. The sound of roaring lava fills one’s ears in this room. Through the toxic mist you can make out a shimmering multicolored door
Initial Attitude: Hostile
Encounter Conditions: Posionous Gas (Unbreathable, Posion DC 25 initial and secondary Con 1d10); Distracting Noise (10).
Encounter: If the party aproaches within 50′ feet of the far door a jade collosus is dropped on the party
Jade Collossus from Ceiling: CR 10; mechanical-magical; proximity trigger (alarm, non-detection DC 40), lever trigger; Atk +52 melee (4d8+ 27); multiple targets (all targets in a 30-ft.-by-30-ft. area); standard action for collossus, using its whole body, effective only against opponents three or more size categories smaller than the jade collosus this affects as many creatures as can fit under the collossos’ body. Creatures in the affected area must succeed on a Reflex save (DC 32) or be pinned, automatically taking bludgeoning damage; during the next round unless the colossus moves off them. If the collossus chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they donâ€™t escape. proximity trigger (alarm) Search DC 40; Disable Device DC 40
The far door is a prismatic door (varient prismatic wall), If a passage token is presented the doors will open, otherwise the normal spells must be cast to destory the door. (the stone walls are venere covering other prismatic walls) A trained juvenile primasaurous “Prism” is under the effects of a a permanent energy immunity (fire) and guards this area against all intruders it does not recognise
Tactics: Prisim has been trained to spot and locate invisible creatures, and defends the prismatic door, he often hides on the other side of the door (which has a Caster level of X so his SR always is never overcome by the door) sticking just his head out from the bottom of the door (Spot DC X) once he notices someone who should not be in the entrance chamber he triggers that jade colossus trap if it has not already been triggerede and will charge out attacking the first creature within range.
If reduced to below 1/3 of his total hit points, prism retreats through the prismatic door, until he is fully healed by the ward in Room X2
Scaling: To increase the challenge of the encounter, add an additional prismasaurus, to decrease the challenge of the encounter, remove the healing ward from room X2.
Large Magical Beast
Hit Dice: 44d10+308 (550hp)
Initiative: +16 (+8 Dex, +8 Superior Initiative)
Armor Class: 43 (+8 Dex, -1 size, +26 natural), touch 17, flat-footed 35
Base Attack/Grapple: +44/+55
Attack: Bite +52 melee (7d10+7/ 19â€“20 (+1d6 on critical hit))
Full Attack: Bite +52 melee (7d10+7/ 19â€“20 (+1d6 on critical hit)), tail +45 melee (9d6+3)
Face/Reach: 10 ft./5 ft.
Special Attacks: Prismatic emanations
Special Qualities: Immunities, prismatic blur, SR 29, DR 5/â€“
Saves: Fort +31, Ref +32, Will +16
Abilities: Str 24, Dex 26, Con 25, Int 4, Wis 15, Cha 10
Skills: Listen+37, Spot +37
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Improved Critical (bite,), Improved Initiative, Power Attack, Weapon Focus (bite,)
Epic Feats: Devastating Critical (bite DC 39), Epic Weapon Focus (bite), Epic skill Focus (Listen, Spot) Overwhelming Critical (bite,), Superior Initiative (13)
15 total feats from HD
Environment: Any sunny land
Organization: Solitary or pair
Challenge Rating: 19
Alignment: Always neutral
Advancement: (44-49) HD large
Prismatic Emanations (Su): The reflected and refracted light from the prismasaurusâ€™s crystalline ridge functions very similarly to the prismatic spray spell. Any creature of less than 8 HD that is within 30 feet of the creature is automatically blinded for 2d4 rounds. In addition, any creature within 20 feet of the prismasaurus is randomly struck by one or more rays of light, as determined by the table that accompanies the prismatic spray spell. This effect is as the prismatic spray spell in a 30-foot-radius spread, but is otherwise as cast by a 20th-level caster. The save DC for the prismatic spray effects is 32. The save DC is charisma based.
Immunities (Su): It is immune to poison, gases, petrification, and mind-affecting attacks.
Prismatic Blur (Ex): The reflected and refracted light that constantly surrounds the creature blurs the creatureâ€™s outline and makes it difficult to properly target. All melee and ranged attacks against the creature have a 50% miss chance.
Advanced Colossus, Jade
Hit Dice: 44d10+80 (322 hp)
Speed: 40 ft. (8 squares) (can’t run)
Armor Class: 32 (-8 size, +30 natural), touch 2, flat-footed 32
Base Attack/Grapple: +33/+68
Attack: Slam +44 melee (4d8 +19)
Full Attack: 2 Slam +44 melee (4d8 +19)
Space/Reach: 30 ft./30 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, Damage reduction 15/adamantine, darkvision 60ft., immunity to magic, light reflection, low-light vision,
Saves: Fort +14, Ref +14, Will +14
Abilities: Str 49, Dex 10, Con -, Int -, Wis 11, Cha 1
Environment: Any land
Challenge Rating: 19
Alignment: Usually neutral
Level Adjustment: –
This massive automaton stands five times as tall as a normal human and resembles a massive humanoid carved of smooth green stone
A jade colossus is 35 fet tall and wighs over 60.000 pounds
Jade colossi do not speak.
A jade colossus pummels a foe with itâ€™s hardened fists. It almost always opens combat with itâ€™s breath weapon.
Breath Weapon (su): Once every 1d4 rounds, as a standard action, a jade colossus can spray a blast of green energy in either a 60-foot cone or a 120-line. A creature in the affected area takes 15d6 points of damage (Reflex save DC 32 for half). A creature slain as the result of this breath weapon transforms into jade. The save DC is constitution based.
A creature turned to jade has hardness 6 hp 40. this effect can be reversed by casting stone to flesh, wish, or miracle. This restores the creatures body to flesh; afterwards, it may be raised or resurrected normally. A jade creatures that suffers 40 or more points of damage, or is subjected to a shatter or disintegrate spell is immediately destroyed. A destroyed creature can be restored only through the successful casting of a miracle or wish spell.
Light Reflection (Ex): The angles that make up a jade colossusâ€™s formh allow it to reflect any light or prismatic based attacks or effects(it cannot reflect natural sunlight however). Reflected light acts as an emanation (lasting 1 round ) that blinds all creatures (as the blindness spell) within 40 feet for 1d4 rounds. Affected creatures that succeed on a DC 32 Reflex save are not blinded. Undead and similar creatures to whom sunlight is harmful to take 6d6 points of damage (a successful DC Reflex save halves the damage). The DC for the save is Constitution based.
Immunity to magic (Ex): A jade colossus is immune to any spell or spell-like ability that allows spell resistance. In addition certain spells and effects function differently against the creature, as noted below.
A disintegrate spell slows a jade colossus (as the slow spell) for 1d6 rounds, with no saving throw.
A shatter spell deals 3d12 points of damage to a jade colossus, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the jade colossus and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed itâ€™s full normal hit points, it gains any excess as temporary hit points (24 hours). A jade colossus receives no saving throw against fire effects.
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