You are on page 1of 1

E N CO U N T E R K 7 : H A L L O F K N OW L E D G E

3 Rakshasa Warriors (W)

Level 15 Soldier

Medium natural humanoid


XP 1,200 each
Initiative +13
Senses Perception +16; low-light vision
HP 142; Bloodied 71
AC 31; Fortitude 29, Reex 28, Will 28
Speed 6
m Longsword (standard; at-will) Weapon
The rakshasa warrior makes two attack rolls and keeps the
better result; +21 vs. AC; 1d8 + 5 damage, and the target is
marked until the end of the rakshasas next turn.
m Claw (standard; at-will)
+21 vs. AC; 1d8 + 5 damage.
M Tiger Pounce (immediate reaction, when a marked enemy within 5
squares of the rakshasa warrior shifts; at-will) Weapon
The rakshasa shifts to the nearest square adjacent to the enemy
and makes a basic attack against it.
Deceptive Veil (minor; at-will) Illusion
The rakshasa warrior can disguise itself to appear as any Medium
humanoid. A successful Insight check (opposed by the rakshasas
Bluff check) pierces the disguise.
Alignment Evil
Languages Common
Skills Athletics +15, Bluff +14, Intimidate +14
Str 20 (+12)
Dex 18 (+11)
Wis 18 (+11)
Con 14 (+9)
Int 12 (+8)
Cha 14 (+9)
Equipment scale armor, heavy shield, longsword

Tactics
Varun immediately recognizes the adventurers as the
intruders he has been warned about and tasked with
researching. He first attempts to talk to them in order
to discover what has so far eluded his divination techniques. Why have you spent so much energy attacking
this lonely place? he asks. Any other information they
willingly volunteer he eagerly collects to later share
with Urishtar. If asked about the Orcus shrine, Varun
shrugs and says, This onepointing to the abyssal
zealotlikes it.
After a brief exchange, or at the first sign that the
intruders are turning violent, Varun commands the
others to attack. Dont kill them! he orders, We must
interrogate them more strenuously before Urishtar
returns.
The warriors and assassin stride forward to engage
the intruders in melee, working to provide flanks for
each other. The abyssal zealot stands back and peppers
the adventurers with abyssal arrows for as long as possible, but isnt above slipping in and hitting a foe with
death tail when the opportunity presents itself.
Varun also keeps his distance from melee, using
mind twist to deal damage and phantom lure to move the
intruders into flanks. It watches to determine the strongest and most dangerous of the intruders, and targets
that character with frightful phantom.
If the adventurers are defeated, those that survive
wake to find themselves strapped into the torture
devices of the Hall of Inquisition (Location K8).

Features of the Area


Illumination: Bright light from everburning lanterns hanging throughout the area.
Ceiling: 40 feet high.
Stairs: The eastern stairs lead down past Locations
K6, K5, and K4; the western stairs lead up to Location K8.
Altar: This crude altar of black stone is dedicated to
Orcus, but only the abyssal zealots make use of it these
days.
Statues: All of the statues in this chamber are
carved from dark stone. A DC 20 Religion check allows
a character to recognize aspects of Orcus in each statue.
Magic Circle: Although this circle is useful as a
component in many different types of rituals, it has no
power of its own. It isnt active when the adventurers
arrive here.
Library: The books in this chamber all deal with
death, including anatomies, fictions, philosophies, and
books of prayers to the Raven Queen, to Orcus, and to
Vecna.
Treasure: A comprehensive search of the shelves
(requiring 20 minutes to accomplish and a DC 20 Perception check) reveals two ritual books. One contains
Magic Circle, Sending, Consult Oracle, and Planar
Portal; the other has Speak with Dead, Raise Dead, and
Shadow Walk.

59

300_21892740_001_Nightwyrm_64.indd 59

1/7/09 8:55:24 AM

Related Interests