J08

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============= Guardian Lake =============

On a map, this lake, 65 feet at its deepest point, appears to be fed by multiple rivers, but PC’s examining any find that all four rivers flow out from the lake.

Scout By Land: A scout that approaches the lake on foot can see Lakeside in J07, but nothing else of great note. A DC 25 Perception allows them to see a splash in the water several hundred feet out as the titular “Guardian” dives back to the bottom of the lake after momentarily surfacing.

Scout By Air: The crystal clear water below you is some of the purest you have seen in all the river kingdoms – you can only guess as to how it stays this clean so far from any apparent sources. (DC 15 Perception) However, the massive column of upwards-drifting bubbles in the center of the lake indicates a potential source of water, and as you complete your lap of the lake’s perimeter, you note that all four major rivers connected to the lake seem to be flowing out of it, rather than into. (DC 20 Perception) You also note an enormous shadow under the surface of the water near the center column of bubbles – maybe 30ft long but too amorphous to make out what it may belong to.

The lake takes up the entirety of the hex, plus a little more of the surrounding hexes. If the PCs have not yet encountered the city of Lakeside on the northern shore (J07), they can clearly see the fishing village on the far shore.

If the PC’s go out onto the lake, a DC 15 Perception Check will allow them to see the silhouette of Hekaton 40 or so feet beneath the surface. Hekaton will ignore the PC’s unless they dive to a depth of 30 feet or deeper, at which point he will attack (see Tactics, below).

If the PC’s make it to the bottom of the lake, they discover its source: a Decanter of Endless Water, which is presumably the source of all the water in the local region. They also discover three hundred years worth of tribute on the lake bottom, including a watertight chest containing a Belt of Physical Might +2 (STR and DEX); a small, wooden, hand-carved holy symbol of Gozreh; and a golden locket containing a picture of an elf woman and a half-elf child, 52,347 copper pieces, 31,990 silver pieces, 1,292 gold pieces, and 98 platinum pieces, and assorted gemstones worth a total of 2,340 gp and one 1,000 gp diamond.

If Hekaton escapes the PC’s, it uses its Jet to avoid them. If the PC’s manage to kill Hekaton, its body sinks to the bottom of the lake, where it will be discovered by Maakor 1d4+1 days later. When this discovery is made, the villagers’ and Maakor’s attitudes towards the PC’s become Hostile. If any enemy parties arrive at the village, Maakor will tell them all the information he knows about the Hekaton-killing party, and then command them to leave, as “they are interrupting a time of mourning”.

============= Stat Blocks =============

Hekaton the Guardian
Giant Lake Octopus CR 10
XP 9,600
Advanced giant octopus
N Huge animal (aquatic)
Init +6; Senses low-light vision; Perception +9

DEFENSE
AC 22, touch 10, flat-footed 20 (2 Dex, +12 natural, –2 size)
hp 142 (15d8
75)
Fort +14, Ref +13, Will +8
Defensive Abilities ink cloud (30-ft.-radius sphere)

OFFENSE
Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite 18 (2d69/19–20 plus poison), 8 tentacles 16 (1d64 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with tentacle)
TACTICS

Fights territorially, rather than aggressively. Attacks PC’s deeper than 30 feet, ignores retreating PC’s but will attack aggressive ones. If it grabs a PC, it does NOT drag them downwards to drown, but it does bite them and attempt to eat them. Only uses Jet to retreat, not to pursue fleeing PC’s or drag PC’s down.

Morale: The octopus uses Jet to flee back into the waters of the lake when reduced to 50 hit points or fewer. It is dumb enough to “forget” that it is holding on to a PC, if it is relevant at the time.

STATISTICS
Str 28, Dex 15, Con 21, Int 2, Wis 12, Cha 3
Base Atk 11; CMB +22 (26 grapple); CMD 34 (can’t be tripped)
Feats: Combat Reflexes, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Stealth), Stealthy
Skills: Escape Artist +19, Perception +9, Stealth +15, Swim +17; Racial Modifiers +10 Escape Artist, +8 Stealth
SPECIAL ABILITIES
Ink Cloud (Ex)
A giant lake octopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.

Jet (Ex)
A giant lake octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.

Poison (Ex)
Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves.

====

Maakor
N undine male druid [aquatic druid, nature’s bond: aquatic domain] 10
Init 7; Senses low-light vision; Perception +13
DEFENSE
AC 28, touch 15, flat-footed 25 (
7 armor, 1 deflection, +4 Dex, +3 natural, +3 shield)
hp 88 (10d8
40)
Fort +10, Ref +10, Will +12; +4 vs. fey and plant effects
Immune poison; Resist cold 10

OFFENSE
Speed 20 ft; Swim
Melee 1 scimitar +7/2 (1d6–1/18–20)
Ranged dart 11/6 (1d3–2)
Special Attacks wild shape 4/day
Domain Spell-Like Abilities (CL 10th; concentration +14)
7/day—icicle

Druid Spells Prepared (CL 10th; concentration +14)
5th—call lightning storm (DC 19), ice stormD, wall of thorns
4th—control waterD, dispel magic, flame strike (2, DC 18), freedom of movement
3rd—call lightning (DC 17), cure moderate wounds, greater magic fang (2), water breathingD
2nd—barkskin (2), cat’s grace, fog cloudD, lesser restoration, resist energy
1st—cure light wounds (2), endure elements, faerie fire, obscuring mistD, speak with animals
0 (at will)—create water, detect poison, light, purify food and drink
D Domain spell; Domain Water

TACTICS
Before Combat The druid casts barkskin and cat’s grace. He casts
endure elements every morning.
During Combat The druid keeps her distance from opponents. She
casts freedom of movement, then wild shapes into an air elemental
to fly away. Once she feels she has the tactical advantage, she
relies on summon spells and ranged abilities to avoid melee.

Feats Improved Initiative, Lightning Reflexes, Natural Spell, Skill
Focus (Bluff), Toughness
Skills Bluff +10, Diplomacy +5, Fly +7, Handle Animal +10, Knowledge
(geography) +9, Knowledge (nature) +11, Linguistics +4,
Perception +13, Profession (merchant) +15, Sense Motive +10,
Spellcraft +12, Survival +17
Languages Abyssal, Common, Draconic, Druidic, Elf, Gnome, Sylvan
SQ nature bond (Water domain), nature sense, trackless step, wild
empathy +11, woodland stride

Loot: feather token (whip), scroll of longstrider; Other Gear
+1 dragonhide breastplate, +1 heavy wooden shield, +1 scimitar,
darts (5), cloak of resistance +1, headband of inspired wisdom +2,
ring of protection +1, holly and mistletoe, ink vial, inkpens (2), paper
(5 sheets), scroll case, spell component pouch, waterskin, 33 gp

J08

Totally Not GG N0S13NM