Area Mael Shelubs Tower EL variable

Read the following when the heroes investigate this location.

reach from wall to wall at two levels above the ground, marking where the second and third stories once were. The place is shrouded in gloom. Groaning and shuffling sounds come from the zombies that crowd the floor. The zombies do not immediately react to your presence.

Add the following if Mael, hidden in the darkness near the ceiling, detects the heroes.

A rasping voice sounds from the shadows above. "Welcome to my lair, intruders. This meeting need not end in bloodshed."

This must be the intact tower visible from outside. The interior floors have collapsed, making the tower a tall, hollow tube. Wooden planks, dripping with cobwebs,

This ruined tower belongs to Mael Shelub and his undead. Assuming he is aware of intruders in Gaval Moch (perhaps the zombie from Area 2 alerted him), he is prepared and has summoned a small army of zombies from the Twisting Nether (with his recall undeadff spell). For a long time, Mael has felt that joining forces with a hated forsaken was a poor idea, though he has not been able to determine how to extirpate himself from the situation. When intruders arrive, he figures that this might be his chance. If allowed to parley, he offers to join forces with the heroes (sending zombies ahead and coming behind himself with a withered ogre retinue). See the "Factious Leaders" sidebar, above, for tips on adjudicating these actions. Note that the heroes cannot trust Mael Shelub, and he could easily turn on them if they grow weak or vulnerable.

Creatures: If Mael did not have a chance to call his zombies, only 9 are here (8 if the zombie from Area 2 never arrived). If Mael summoned his zombies, he has cast all his 2nd-level spells for the day.

Mael Shelub, male nerubian Sor6/Ncr3: CR 13; Large aberration; HD 4d8+9d4+26, hp 81; Init +7; Spd 40 ft., climb 20 ft.; AC 17, touch 12, flat-footed 14; Base Atk+7; Grp +12; Atk +7 melee (1d8+1 plus poison, bite), or +8 melee (1d8+1/x3, longspear); Full Atk +7/+2 melee (1d8+1 plus poison, bite) and +2 melee (1d4+1, 2 claws), or +8/+3 melee (1d8+1/x3, longspear), or +7 melee (touch, spell), or +9 ranged (touch, spell); Space/Reach: 10 ft./5 ft. (10 ft. with longspear); SA death touch2/day, poison, web; SQ darkvision 60 ft., familiar, animate dead 2/day, death pact 1/day, resistance to cold 5, frozen mind; AL NE; SV Fort+6, Ref+7, Will +12; Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 20§ (18).

§ Increase due to magical equipment.

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Skils: Climb +9, Concentration +18, Hide +7, Jump +7, Knowledge (religion) +12, Listen +5, Spellcraft +6, Spot +9.

Feats: Ability Focus (poison), Greater Spell Focus (necromancy), Improved Initiative, Spell Focus (necromancy), Undead MasterytT.

Poison (Ex): The Fortitude save DC for Mael Shelub's poison is 22.

Web (Ex): The Reflex save DC for Mael Shelub's web ability is 17.

Arcane Spells Known (6/8/7/7/5; save DC 15 + spell level): 0—arcane mark, detect magic, detect poison, mage hand, prestidigitation, ray of frost, read magic, touch of fatigue§; 1st—alarm, chill touch§, magic missile, mysterious purple blastTT, protection from good; 2nd—command undead§, recall undeadtt§, soul preservationTT§, unholy frenzy§; 3rd—dark sacrificeTT§, death coil*§, frost nova*; 4th—enervation§, summon undead IVTT§-

§ These spells belong to the necromancy school. Due to Mael Shelub's Spell Focus feats, the DC for these spells is 17 + spell level.

Possessions: Masterwork longspear; amulet of natural armor +3; cloak of charisma +2; wand of dispel magic (caster level 8th, 9 charges); wandofstoneskin (2 charges); scrolls of frost armor* (x3), mage armor (x2), pass un-knownTT and teleport; divinity potionTT; potion of cure critical wounds.

Gnoll Zombies (8, 9 or 30): hp 46 each. See Area 1.

Spectre: hp 45. See the MM, Chapter 1: Monsters A to Z.

Tactics: If pressed into combat, Mael Shelub remains above the fray. He uses a charge from his wand of stoneskin in the first round. He quaffs his divinity potionff and uses a scroll of frost armor* if the heroes assault him with ranged weapons or magic or seek to confront him in melee. His spectre ally protects him against flying and climbing opponents. Mael pounds his enemies with spells, favoring enervation and frost nova*. He casts magic missile on enemy spellcasters giving him grief. At all times, he remains on the walls near the ceiling, and if pressed uses his web ability to choke the tower. Mael Shelub flees via his scroll of teleport if reduced to 15 hit points or fewer.

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