P. 1
Expedition to the Demonweb Pits

Expedition to the Demonweb Pits


|Views: 10,057|Likes:
Published by lolmoo

More info:

Published by: lolmoo on Apr 15, 2011
Copyright:Attribution Non-commercial


Read on Scribd mobile: iPhone, iPad and Android.
download as PDF, TXT or read online from Scribd
See more
See less









Encounter Level 13

Use this encounter with the area description on page 124.


When the PCs walk around the Council Chamber, the
oculus demon Unsharje notices the ancient legacy long-
bow Thaas—it’s an obvious clue that the characters are not
diabolists or cultists or otherwise demon-friendly mortals.
They have a weapon for demonwreckers and paladins and
other creatures of good and law! The demon challenges the
owner of the sword as a spy.
If the PCs have taken pains to hide Thaas, make an opposed
check using Hide or Disguise, depending on whether they
are hiding the bow carrier or just the weapon of legacy itself.
The oculus demon has a Spot modifier of +26.
The demon is no fool, and it casts mirror image and pro-
tection from law before making its accusation.

If the oculus demon confronts the party about Thaas,

You are walking among the crowds of demons
when you spot one with four horns and fifty eyes.
All its eyes stare at you. Many duplicates suddenly
surround the demon, and it focuses its eyes on your
archer, who is carrying Thaas, the weapon of

“This one is no friend of ours!” growls the
many-eyed demon. “It’s carrying a demon-killer!”
Dark gray bolts of power leap from its eyes and fly
through the air at you. The demons around it all
step back, and it speaks in the harsh tones of
Abyssal, saying, “This fight is between the mortals
and myself! Let no one interfere!”


CR 13

See page 200
hp 187 (15 HD); DR 10/cold iron and good

Oculus demon
CE Medium outsider (chaotic, evil, extraplanar)
Init +9; Senses all-around vision, darkvision 120 ft.;
Listen +18, Spot +26
Languages Abyssal; telepathy 100 ft.

AC 28, touch 19, flat-footed 19; Dodge, Mobility
Immune electricity, fire, poison
Resist acid 10, cold 10; SR 24
Fort +17, Ref +18, Will +9

Speed 30 ft. (6 squares), fly 70 ft. (perfect); Shot on the Run
Melee +1 unholy longsword +22/+17/+12 (1d8+7/19–20) and
claw +16 (1d8+3)
Ranged 3 eyebolts +24 touch (2d8 plus special)
Base Atk +15; Grp +21
Atk Options Point Blank Shot, Precise Shot; aligned strike
(chaotic, evil)
Special Actions eyebolts, paralyzing gaze
Combat Gear mithral ring of seal portal (6 charges)
Spell-Like Abilities (CL 15th):
At will—greater arcane sight, blindness/deafness (DC 13),
detect law, dispel magic, invisibility, protection from
law, tongues, true seeing, vampiric touch
3/day—dispel law, chaos hammer (DC 15), mirror image

Abilities Str 23, Dex 28, Con 26, Int 10, Wis 10, Cha 12
SQ negative energy affinity
Feats Dodge, Improved Critical (longsword), Mobility,
Point Blank Shot, Precise Shot, Shot on the Run
Skills Concentration +26, Diplomacy +3, Hide +27,
Intimidate +19, Listen +18, Move Silently +27,
Search +26, Sense Motive +18, Spot +26, Survival +0 (+2
following tracks)
Possessions combat gear plus +1 unholy longsword, purse
containing 20 chunks of amber, each worth 100 gp

All-Around Vision (Ex) An oculus’s eyes give it a +8 racial
bonus on Search and Spot checks, and it can’t be flanked.
Aligned Strike An ocilus demon’s natural weapons, as well
as any weapons it wields, are treated as chaotic-aligned
and evil-aligned for the purpose of overcoming damage
Eyebolts (Su) As a free action that doesn’t provoke attacks
of opportunity, an oculus demon can project three
separate beams of pale gray negative energy from any
three of the eyes that cover its body. Each ray has a
range of 70 feet. On a successful ranged touch attack,
an eyebolt deals 2d8 points of negative energy damage.
A creature damaged by an eyebolt must make a
DC 25 Fortitude save to avoid the mind-numbing fear
and nausea the energy inflicts on living souls. On a
failed save, the victim’s body becomes wracked with
pain and fever—the creature becomes sickened and
takes a –2 penalty on attack rolls, weapon damage rolls,
saving throws, skill checks, and ability checks. These
effects persist for 1 hour, or until they are removed by
anything that removes a fear effect.
A creature that is already sickened by an eyebolt
becomes panicked for 1d4 rounds if struck by another
eyebolt and it fails to make the DC 25 Fortitude save.
A creature that is already panicked by an eyebolt is
rendered unconscious if struck by another eyebolt and it
fails to make the DC 25 Fortitude save. A DC 20 Heal
check or any form of magic healing restores
consciousness to the victim; otherwise, he remains
unconscious for 1d4 hours.
These additional eyebolt effects are mind-affecting
necromantic fear effects.
Paralyzing Gaze (Su) Paralysis for 1d4 rounds, 30 feet,
Fortitude DC 18 negates.
Negative Energy Affinity (Ex) Any negative energy spell
targeted at an oculus demon repairs damage taken
by the demon at the rate of 1d10 hit points per level of
the spell.

95568720_Ch06_Enc.indd 152
95568720_Ch06_Enc.indd 152

2/13/07 10:17:02 AM
2/13/07 10:17:02 AM





The oculus depends on its mirror image and protection from
law to protect it in the first round. It prefers to attack from a
distance, so it makes its ranged eyebolt attacks and then flies
up into the space above the floor, around the level of the mez-
zanine, to avoid charge attacks. It continues to concentrate
its eyebolts on the character carrying Thaas, the longbow
weapon of legacy. When that character falls or withdraws
from combat, it uses vampiric touch and then descends for
melee combat against any other character who entered the
fight between it and the carrier of Thaas.
If reduced to fewer than 40 hit points, the oculus demon
uses invisibility to get out of the fight.
The other creatures in the chamber take Unsharje at its
word and do not help or hinder either side in any way.


If the oculus demon is killed or bypassed, the PCs gain
some respect from the demons in the chamber, and they
can continue through the room unopposed. If it is defeated
in less than 3 rounds, the aspect of Obox-ob steps forward
to demand that one of the PCs swear fealty to it.

Go to encounter F14: Aspect of Obox-ob on page 154.

Refer to the Grand Council Chamber map on page 121 for
additional encounters in this room.


Creatures: The aspect of Obox-ob (O) has little interest
in the PCs unless they kill the oculus demon Unsharje (U)
or accept a skin of Obox-ob.
The aspect of Demogorgon (D) is in the vicinity, but is
expounding from the pulpit and does not deign to notice any
conflict concerning the oculus demon or the aspect of Obox-
ob. Similarly, one of Baphomet’s minotaurs (M) is close
enough to witness what goes on but does not get involved.
Spider Silk Pillars: These white pillars are somewhat
sticky to the touch and provide a +2 circumstance bonus on
Climb checks involving the pillars.

. b
. Z

95568720_Ch06_Enc.indd 153
95568720_Ch06_Enc.indd 153

2/13/07 10:17:09 AM
2/13/07 10:17:09 AM

You're Reading a Free Preview

/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->