Page 187 - Tomb of Annihilation
P. 187

If  the atropal has not been destroyed, it shrieks as the
                                                             Acererak (see appendix D) rolls initiative and attacks
           souls of the dead escape from the wreckage of the   with all his power, hoping to slay the intruders and
           Soul  monger.                                     reap their  souls. The archlich carries the Staff  of  the
                                                             Forgotten One (see appendix C) and is accompanied
           LAVA PIT
                                                             by a sphere of  annihilation, which he controls using a
           The lava pit is 30 feet below the floor of the room and
                                                             talisman of  the sphere worn about bis neck. Because the
           100 feet deep. Any creature that falls into the lava or
                                                             Tomb of  the Nine Gods is not Acererak's home, he bas
           starts its turn there takes 55 (lOdlO) fire damage. Any
                                                             no access to lair actions during this battle.
           object that falls into the lava takes damage on initial
                                                              Acererak  speaks to the adventurers in condescending
           contact and once per round thereafter until it is removed
                                                             tones, referring lo them as "puny mortals" as he sets out
           from the lava or destroyed.
                                                             to destroy them.
                                                              Wrath of  the Trickster Gods. When Acererak ap-
           PHYLACTERIES
                                                             pears, any character inhabited by the spirit of  a trickster
           Along the east and west walls of the chamber, two balco-
                                                             god hears that spirit cry out for vengeance. In addition to
           nies stand 30 feet above the lava pit.
                                                             the power granted by his or her trickster god, the char-
                                                             acter gains the following benefits while he or  she can
            Two facing balconies halfway along the room are littered   see Acererak:
            by ornate glass bottles, fluted silver urns, ivory caskets,   The character gains 50 temporary hit points at the
            and other vessels- all of  them inscribed with bale-  start of  each of his or her turns.
            ful slgils.                                      •  When the character makes an attack roll against
                                                              Acererak and hits, the attack deals an extra 3d6 psy-
                                                              chic damage.
           Acererak  has disciples scattered throughout the mul-
           tiverse, including many Hches that seek to become as   A CERERAK.'S DEFEAT
           powerful as him. He keeps their phylacteries here.   If  Acererak drops below 100 hit points, he casts teleport
            Each balcony has 2d6 +  5 lich phylacteries on it. Any   on his next turn and flees. As be departs, read:
          character who succeeds on a DC 15 Intelligence (Ar-
          cana) check recognizes the phylacteries for what they
                                                              "We'll meet again, fools!" says the lich. "And on that day,
          are. Destroying a phylactery is no simple task and often
                                                              you will die!" With that, Acererak raises his staff, utters
           requires a special ritual, item, or weapon. The phylac-
          teries here are all unique, and discovering the key to   some arcane syllables, and is gone.
          each one's destruction will require time and expensive
          research. There's a  10 percent chance that any one
                                                            If  the characters succeed in killing Acererak before he
          of  these phylacteries would be destroyed by hurling it
                                                            has a chance to escape, read:
          into the lava.
          MIST GATE
                                                              A look of  horror passes over the lich's face as his body
          The balcony at the south end of  the room holds the gate-
                                                              turns to dust. His tattered robes fall  to the ground, as do
          way to the final chambers of the Tomb of the Nine Gods.                                        l
                                                              his staff and talisman.
            An ornate archway looms over this balcony. Grinning
                                                            Acererak's body reforms near his phylactery, which is
            skulls are molded into its frame, and glowing mist
                                                            hidden in some far-flung demiplane, but his possessions
            swirls within.
                                                            are left behind for the characters to pilfer. The sphere
                                                            of  annihilation remains stationary until someone takes
                                                            control of  it using the talisman. Because it's not a crea-
          A detect magic spell or similar effect reveals an aura of
                                                            ture, the sphere is not teleported if it enters the mist gate
          conjuration magic around the gate. Any creature that
                                                            (see "Mist Gate" above).
          steps into the archway emerges from a similar archway
          in area 78, along with anything it is wearing or carrying.
                                                            78.  C HAPEL OF HATE
          A CERERAK'S REVENGE
                                                            Any creature that passes through the mist gate in area
          U the characters kill the atropal, read:
                                                            77 emerges from a similar arch set into the south wall of
                                                            this room. The gate also allows travel back to area 77.
           A  skeletal figure wrapped in moldering robes and clutch·
            ing a skull·tipped staff  appears on the south balcony.
            Hateful pinpricks of  white light burn in its eye sockets,
           and a two-foot-diameter sphere of  utter darkness floats
           in the air beside it.
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