H02

Visitor from the Stars

Scout by Land: (Perception 10) Animals in this area are panicked and seem to be fleeing from a point several miles to the north, likely where the meteor you saw fell. Further investigation reveals a 300ft radius crater of blasted dirt and shattered trees (treat as extremely difficult terrain – 4x movement cost, and no 5 ft steps) with a 15ft tall glowing green stone piercing the ground and pulsing occasionally. (DC 20 Perception) You also notice that fragments of the green pillar seem to litter the entirety of the crater. (DC 20 Survival) Several fresh tracks in the shattered earth seem to be of a strange an unusual shape – something resembling a canine but distinctly unlike anything you’ve encountered before.

Scout by Air:
{Perception DC 5) You easily locate the impact crater of the meteor you saw fall earlier – the crater is nearly 600ft across and made of shattered, broken ground with a pulsing green column of stone embedded into the ground in the middle. Occasionally, it seems to pulse with an unearthly light. (Perception 30) You see, milling about in the foliage, strange beasts that look something like purple lions with manes of writhing tentacles and glowing white eyes.

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The Crater is very steep and slippery requiring a DC 17 Climb Check to descend safely. A failed Check results in 1d6 slashing damage and 1d6 nonlethal.
If the PCs enter the crater, have them make Perception checks to spot the hiding Akatas maintaining a distance of 80ft (DC 33). The Akatas do not move to engage until the PCs stop to investigate the noquil husks or fragments in the ground, or until the PCs trigger the Obelisk.

A player can make a DC 25 Appraise or knowledge(arcana) check, or a Dwarf with Stonecunning can make a DC 13 Wisdom check to identify the green material as an incredibly rare type of starmetal known as Noqual, with the same strength and weight of Mithril. There are four large piles of spun noqual fibers on the ground about 100ft into the crater, that upon investigation appear to be cocoons… (each weighs 10 pounds and can be sold back in Tymon for 2000gp apiece and don’t fit inside a bag of holding). If the players attempt to move the cocoons, the Akatas attack whether or not the Destrachan has emerged.

If the players approach the obelisk, a crack appears in it and a enormous humanoid emerges – nearly 12 feet tall. Its spindly thin arms end in thick, three taloned hands and its head seems to be a single enormous, tooth filled maw. In its left hand, it grasps what appears to be the hilt of a sword with four writhing tentacles that reach eagerly for you. It speaks in a wretched and unpronouncable language, but the meaning of its words spiders into your minds, “YOU THREE SHALL SUFFICE. FEEL HONORED, FOR YOU SHALL BECOME THE VANGUARD OF MY NEW KINGDOM.” Roll initiative.

AKATA
This bizarre creature has the shape of a lion, but its hairless body shimmers a shade of oily blue. Where a noble mane should be instead quiver and twitch dozens of thick tentacles, probing and lashing out at the air around a fierce, many-fanged maw. Behind the beast, connected to the hindquarters of a predatory body of strange musculature and proportions, whips a pair of long tentacular tails. The creature itself is swift and sure in its movements, yet is also unnervingly silent.

Tactics The Akatas attempt to attack PCs who are out of position, using their exceptional mobility and Outflank to always attack from the ideal angle. After a player has been affected by the Void Death disease, the Akatas focus on grappling him and seperating him from the group before leaving him and rejoining the fray against the other two.

Akata CR 5
Always N Medium aberration
Init 6; Senses darkvision 120 ft., scent; Listen —, Spot
DEFENSE
AC 15, touch 12, flat-footed 11
(
2 Dex, 1 natural)
hp 33 (6d8
6)
Fort 2, Ref +5, Will +7
Defensive Abilities deaf, no breath, Freedom of Movement; Immune cold, disease, fire,
poison, suffocation; SR 15
Weakness saltwater vulnerability
OFFENSE
Spd 40 ft.; climb 20 ft.
Melee bite +9 (1d6
5 plus void death + trip) and Outflank
2 tendrils 7 (1d32+Grab) and Outflank
Grapple +13, Trip +9
STATISTICS
Str 20, Dex 16, Con 12, Int 16, Wis 16, Cha 16
Base Atk +4; CMB +9; CMD +12
Feats Improved Initiative, Multiattack, Outflank
Skills Acrobatics +10, Climb +18, Stealth +15
SQ hibernation
SPECIAL ABILITIES
Deaf (Ex) Akatas cannot hear. They are immune to spells and
effects that rely on the target’s hearing to function, but
they cannot make Listen checks.
No Breath (Ex) Akatas do not breathe, and as such are immune to inhaled toxins (but not odor-based effects).
Void Bite (Ex) Akatas hold hundreds of microscopic larval young within their mouths, spreading these parasitic larvae to hosts through their bite. Once spread to a creature, the larvae leech off a humanoid host. Only humanoids make suitable hosts for akata young—all other creature types are immune to this parasitic infection. The infection itself is known as void death, and it can be cured in the same methods as normal diseases. Creatures that are immune to disease are also immune to an akata’s void bite.
Void Death—bite, Fortitude DC 12, incubation period 1 hour, damage 1d3 Dex and 1d3 Con. Should a creature perish while infected, it rises as a void zombie 2d4 hours later (see below). Skills An akata has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. In addition, akatas are unnaturally quiet, and have a +4 racial bonus on Move Silently checks.

DESTRACHAN
NE Large aberration
Init +5; Senses blindsight 100 ft.; Perception +27

DEFENSE
AC 19, touch 11, flat-footed 17 (1 Dex, +1 dodge, +8 natural, -1 size)
hp 90 (12d8
36)
Fort +9, Ref +7, Will +12; +4 vs sonic attacks
Defensive Abilities protection from sonics; Immune gaze attacks, visual effects, illusions, and attacks relying on sight; Resist sonic 30

OFFENSE
Speed 30 ft.
Melee bite 12 (2d64), 2 claws 12 (1d84)
Space 10 ft.; Reach 5 ft.
Special Attacks destructive harmonics

STATISTICS
Str 18, Dex 13, Con 16, Int 13, Wis 18, Cha 13
Base Atk +9; CMB +14; CMD 26
Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Vital Strike
Skills Climb +19, Perception +27, Sense Motive +16, Stealth +12, Survival +19; Racial Modifiers +8 Perception (hearing only)
Languages Common (cannot speak)

SPECIAL ABILITIES
Destructive Harmonics (Su)
A destrachan can project a blast of sonic energy in a cone up to 80 feet long or in a 30-foot radius burst centered on itself as a standard action. It can adjust the harmonics of its sonic cry to generate one of two different effects on targets within the area of effect, but can only create one of these effects with each use of this ability. The save DCs are Constitution-based.
Destruction: All creatures within the area of effect of the destructive harmonics take 8d6 points of sonic damage—a DC 19 Reflex save halves this damage. If the destrachan wishes, this damage can instead deal nonlethal damage rather than sonic damage. Alternatively, the destrachan can target a single crystal, metal, stone, or wooden object within 80 feet with this attack—that object takes 8d6 points of damage. This damage is not halved when applied to the object’s hit points, but is reduced by the object’s hardness. A magical or attended object can attempt a DC 19 Reflex save to halve the damage.
Pain: Rather than deal damage, the destrachan can cause intense pain and overwhelming sound to affect all creatures within the area. Targets in the area must succeed on a DC 19 Fortitude save to avoid being stunned for 1 round and deafened for 1d6 rounds.

Protection from Sonics (Ex)
A destrachan gains a +4 racial bonus on all saves against sonic attacks. It is immune to the effects of its own destructive harmonics. A destrachan whose sense of hearing is impaired is effectively blinded, treating all targets as if they had total concealment.

Rod That Should Not Be
After opening combat with a Pain roar, the Destrachan moves into melee with its claws and bite, allowing the Rod That Should Not Be to attack at +12 to hit touch AC for 4d8 damage and DC 18 Will save vs. paralysis for 1 turn. The Rod is lootable – it is an intelligent item with an Ego of 8 that merely wishes for bloodshed. A character with a free hand will benefit from this the most, given that the rod attacks on its own.

H02

Totally Not GG michaelroyston