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| Zakraylia, the Fallen Lillend Zakraylia
Half Medusa Half Fiend Lillend (CR: 11)
Large Outsider (Chaotic, Extraplanar, Good) HD: 7d8+21 ; 77 hp Init +6 Spd: 20 ft, fly 70 ft. (average) AC: 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16 BA/Grapple: +7/+16 Attack: Short sword +14/+9 melee (1d8+8 +2d6 v. Good creatures/19-20) and tail slap +11 melee (2d6+3) and snakes +11 melee (1d4+3 plus poison) and bite +11 (1d8+3) and Claw +11 (1d6+3) S/R: 10 ft./10 ft. SA: Constrict 2d6+5, improved grab, spells, spell-like abilities SQ: Bardic Music [6th level Bard], Darkvision 60 ft., immunity to poison, resistance to acid, cold, electricity, fire 10, DR 5/magic AL Chaotic evil Fort +8, Ref +11, Will +8 Str 24, Dex 23, Con 17, Int 18, Wis 16, Cha 22 Skills: Appraise +14, Concentration +13, Diplomacy +18, Hide +12, Knowledge (arcana) +14,
Listen +13, Move Silently +16, Perform (any one) +16, Sense Motive +13, Spellcraft +14,
Spot +13, Survival +17 Languages: Abyssal, Celestial, Common, Draconic, Infernal, Sylvan Feats: Ability Focus [Poison], Multiattack, Sudden Extend Advancement: 8-10 HD (Large); 11-21 HD (Huge) Petrifying Gaze (Su): A half-medusa’s gaze is less potent than its full-blooded parent; creatures are not turned to stone simply by looking at it. However, it can focus its power upon a single creature within 30 feet. The targeted opponent can avoid the gaze as normal and, if it fails to avoid the half-medusa’s gaze, it must succeed at a Fortitude save (DC 19) or be permanently turned to stone. The half-medusa can use this ability a number of times per day equal to 7. Poison (Ex): Snakes, Fortitude save (DC 17); initial Strength damage equal to the snakes’ bite damage and secondary Strength damage equal 8. Medusa Blood (Ex): For all special abilities and effects, a half-medusa is considered both a medusa and the base creature. Half-medusa, for instance, are immune to the gaze attacks of medusas, and vice versa. A lillend’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword. Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. 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. Spells
A lillend casts arcane spells as a 6th-level bard.
Typical Bard Spells Known (4/3; save DC 14 + spell level)
1— charm person, cure light wounds, improvisation, sleep;
2— hold person, invisibility, sound burst. Spell-Like Abilities: 3/day—darkness, hallucinatory terrain (DC 18), knock, light, poison; 1/day—charm person (DC 15), desecrate, speak with animals, speak with plants, unholy blight. Caster level 10th. The save DCs are Charisma-based. Skills: Lillends have a +4 racial bonus on Survival checks. Equipment 20,300gp.
Tiara of Disguise 2,000gp.
+1 Unholy Short Sword 18,300gp Description In her natural form, Zakraylia has the appearance of a Lillend, humanoid torso with a serpent's tail where her legs should be, and great wings sprouting from her back. Unlike a pure Lillend, however, her scales, wings, and hair are a crimson red with dead black streaks. Her skin is darkened and scaly. She is a monstrosity of what she once was. Background
Zakraylia was born different from all the other Lillend, and she knew it ever since she was young. A little voice deep within herself going against her natural feelings. She learned that whenever she gave into that voice, she committed some terrible act. At first it was only a little theft and though that felt wrong, she wasn't caught and she didn't stop, at least not until the day she killed a fellow Lillend. Afterwards, she shoved away that voice deep within herself and ignored it completely. She was never caught for the deed, but her guilty conscience would not let her escape completely free.
She began to help people even moreso than what Lillend are expected to do as if she could make up for what she had done. She gave the poor her money, gave food to the hungry, slayed evil that was troubling people, but that guilt still did not leave her. It drove her to great acts of kindness, but the frustration that nothing she did would help drove her over the edge. She began to do anything, no matter how dangerous. Repeatedly she was almost killed in foolish attempts to stop some great evil.
It did not end until the day she encountered a Medusa. She hadn't known what to expect and though she managed to catch the Medusa off guard, the creature turned to her and everything disappeared except for her deepest thoughts, of which there were only two: to escape and to commit evil acts. She prayed for freedom, yearned for it, yet it was long in coming.
Zakraylia doesn't know who freed her, and she doesn't know whether to thank her patron or not. She became free, but her body was fused with the Medusa she had sought to kill. She heard the voice of the Medusa and that deep voice she had heard when younger chimed in even louder than before since it had an ally. She could not fend herself from two voices and she did the only thing which allowed her to avoid going insane: she gave in to the voices.
She is no longer in control and watches miserably as she commits horrible acts of violence against others. She no longer has no goals in life beyond what to bring pain to next victim. Tactics
In a battle she is next expecting, she attempts to talk her way out of it, if possible. If not, she opens up with her petrifying gaze, followed by normal attacks. If entering a battle she is aware of, it is generally her ambushing someone who believes her to be good and an ally. Adventure Hooks Adventure Hooks Background
Two hundred years ago in the city of Klargef was an event that changes the lives of all its citizens. There was a great battle beneath the city of Angels and Demons. It waged for a long time and though the citizens above were not a part of this battle, the ground frequently shook and sounds of battle drifted to the surface. Finally a man named Baramus gathered together a small number of soldiers and led them beneath the city. They encountered the Demons and fought them off. The battle turned before this brave man and as they allied with the Angels, they drove the Demons out of Klargef. Baramus and one of the Angels, during this time, fell in love. She returned into the city above ground with him. He was proclaimed a hero. He settled down with the unnamed Angel and after a time, the tales became nothing more than stories and the name Baramus was nearly forgotten.
Few people know what it was the Angels and Demons fought over, and the Angels locked away the item and set a Guardian before it for all eternity. The item is a powerful artifact, said to be able to change an Angel into an Evil version of herself and a Demon into a Good version of itself.
Zakraylia herself fought in this battle alongside the Angels. A little known fact, a thing only hinted at in a rare few stories, was that she also fell in love with Baramus, but he did not love her because of the shape of her body.
1. Hook: The PCs are approached by a man named Willem, a historian in the city of Klargef. He hires them to put a stop to this. Background: Zakraylia is killing descendants of Baramus [a fact Willem himself only recently discovered]. He believes that it is out of vengeance for her spurned heart. These people are being brutally tortured before finally being killed. Worst of all, this is occurring to entire families. After the third family was killed, the city of Klargef became a terrified city and people began to stay in their homes, though that did not stop two more families from being killed. Willem approaches the PCs when there is but a single family remaining. Adventure: A simple adventure, the goal of the PCs is to protect the remaining family and stop Zakraylia from her reign of terror. Options: The PCs kill Zakraylia. She is now evil and can be killed without repercussions.
OR
The PCs realize that she is a Lillend and know that Lillend's are generally Good creatures and that something bad must have happened to turn her into what she is now. However, it is unlikely that the PCs will be able to convince Zakraylia to become good no matter what they do. The problem the PCs find themselves in if they want to save her is that killing her is bad, but they can't let her escape because she will then go after the last of Baramus's descendants, and then later the PCs. Of course then the PCs need to figure out how to turn her... Continuing the Adventure: See below.
2. Hook: The PCs are either asked by a pair of Lillend to help out their fallen sister by recovering an item which will revert her back to her old self or, if done as the second part of the pair, the PCs find out information about the item that the Angels and Demons fought over several hundred years ago. This could be either through Baramus or perhaps one of his contacts. If so desired, the Lillend could show up anyway. Adventure: The PCs must travel beneath the city of Klargef and retrieve the sealed item. Really, this can be as easy or as difficult as you desire. Options: The item is all but lost to time and the only guardian is the one given the task to protect the item by the Angels.
OR
Zakraylia has a Demon benefactor. He wants this item and is contect to let the PCs find it for him. However, he does not want Zakraylia to touch it because he fears she will revert back to her old self and the voices within her will disappear. This benefactor has sent out some Demons, some to free Zakraylia, some to kill Baramus, and some to wait for the PCs to defeat the Guardian and then defeat the PCs while they are injured. Ending/Continuing the Adventure: This adventure ends either when the PCs revert Zakraylia back to her normal self in which case they will have gained an ally and a powerful enemy [the Demon benefactor] who will be angry at them and will later attempt to kill them and revert Zakraylia back again to her Evil self. Or when the PCs fail to grab the item and it is spirited away. This will come back to haunt the PCs when the Demon benefactor begins turning Angels into Demons. The PCs's goal must then be to steal it from him, preferably before an all-out breaks loose, although that could certainly be an alternative option as well. Half-Fiend Template: Monster Manual
Half-Medusa Template: Book of Templates: Deluxe Edition [Named Padrafyte]
Lillend: Monster Manual
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Last edited by Dog Moon; 6th June 2006 at 11:02 AM..
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