Tal ai and Hakkari Forces

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Small in number but vicious, Hakkar's followers battle zealously to keep their ruined temple and city free of invaders. The Hakkari provide much of the priests' military magic and are a strange group: All of them are willing and ready to battle their enemies, and thus all could be considered members of their military. In addition, just about all Hakkari are priests of at least some talent, so invaders are up against a lot of magical pain. In addition, undead Atal'ai, returned to a semblance of life through god-granted necromancy, supplement the ranks.

The Hakkari don't like taking chances; they want nothing to disturb Hakkar, now that he is manifest. Thus, priests patrol halls in teams of 2 or 3. If they run into trouble, they do not hesitate to call for reinforcements, so intruders soon find themselves facing a small army of angry troll priests.

The Hakkari are intelligent opponents, but their fervor dilutes their cunning. Some priests charge into battle, eager to smash their foes in melee combat, when staying away from the enemy and casting spells may be a better option. These zealots' cooler-headed comrades perform this function, staying away from the enemy — especially types that look like they could put on the hurt in melee combat—and cast spells to throw their enemies into confusion. They favor spells like shadow word pain, dispel magic, summon undead and death coil. Powerful priests make liberal use of blasphemy. After they exhaust the offensive spell slots in their two highest levels, they enhance themselves and their allies with inner fire, heroism and avatar and charge into melee. Once there, they strike with their weapons and with spells like inflict critical wounds and harm.

HakkaRi High PRiest, 13ch-Level PRiest Male Jungle Troll: CR 13; Medium humanoid (jungle troll); HD 13d8+13, hp 75; Init +7; Spd 30 ft.; AC 32, touch 17, flat-footed 29; Base Atk +9; Grp +8; Atk +10 melee (1d8+1 plus corruption, heavy mace); Full Atk +10/+5 melee (1d8+1 plus corruption, heavy mace) or +14 ranged (1d6, javelin); SA smite, spells; SQ low-light vision, aegis, compel, Death domain (lesser), Destruction domain (greater), greater aegis, turn/rebuke, jungle troll traits; AL CE; SV Fort +12, Ref +7, Will +16; Str 8, Agy 16, Sta 12, Int 9, Spt 18, Cha 11.

Languages Spoken: Common and Zandali.

Skills: Concentration +22, Knowledge (religion) +17, Spellcraft +15.

Feats: Brew PotionB, Combat Casting, Dodge, Empower SpellB, Improved Initiative, Magic Energy Control, Mobility, Vision Questt.

Priest Spells (6/6/6/5/5/3/2/1; save DC 14 + spell level): The Atal'ai high priest's high Spirit score and ranks in Spellcraft allow him to prepare 12 spells per level; he can prepare most of the spells on the priest spell list. He favors the following spells:

5th—anti-magic shellt; 6th—greater shadow word pain, harm.

Domain Spells: 1st—burning hands; 2nd—lesser death coil; 3rd—shadow word pain; 4th—rain of fire; 5th— summon undead V; 6th—harm; 7th—mass inflict serious wounds.

Domains: Death domain (death touch 1/day, 13d6), Destruction domain (nuke 1/day, 13d6, DC 20; the high priest casts Destruction spells as a 14th-level caster).

Possessions: +2 corrupting heavy mace, +1 returning javelin, +4 chain shirt, +2 heavy wooden shield, amulet of natural armor +3*, circlet of persuasion, four major healing draughts, invisibility philter, nose-ring of good mojot, philter of shadow power, ring of adaptation, ring of protection +4.

t See the Horde Player's Guide.

* See the Monster Guide.

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