Scourge of the Tikranor Plateau

High up on the Tikranor Plateau of Rakore...

Two Will-o'-Wisps have 'acquired' a behir, and the two species have developed a strong symbiosis. The Will-o'-Wisps occasionally lure their behir, whom they have named Ish'tir, to new victims, while Ish'tir provides excellent protection for the Will-o'-Wisps. Ish'tir is also immune to the Will-o'-Wisps' electrical charges, and allows that the 'blinking lights' can lead him to food. Ishtir ate the third of the Will-o'-Wisps, when it tried to cow him and wouldn't shut up; since then, the two remaining Will-o'-Wisps have developed a healthy respect for their behir, and leave it be when it's irritable.

The three of them have carved out a niche for themselves near the lake that is the headwaters for the Tikranor Flow. The terrain is rough and jagged, but supports bountiful herds of goats, sheep, mountain antelopes, wild donkeys, and even small herds of long-horn cattle. Most of the predators are big cats, bear -- and behir. Ishtir destroyed a small human community to make his lair, and ranges as far as 30 miles out. His lair has accumulated various 'shinies' and other objects of his affection, and the Will-o'-Wisps have led him to caravans, adventurers, dwarven nomads, and even undead with bits of flesh still on them during leaner times. The Will-o'-Wisps also serve as an early-warning system against roc-hawkes, allowing Ish'tir to become big and powerful, even for a behir.

Ish'tir: behir; huge magical beast (50ft long, 5,000lbs, blue-brown coloration, cat-like attitude and mentality); CR 12; HD 12d10+84; hp 168; Init +3 (+3 Dex); Spd 40ft, climb 15ft; AC 22/19/11 (-2 size, +3 Dex, +11 natural); BA/G +12/+7/+2 / +30/+25/+20; Attack +20/+15/+10 melee (bite 1d6+10, crit20x2); S/R 15ft/10ft; SA breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole; SQ cannot be tripped, darkvision 60ft, immunity to electricity, low-light vision, scent; SV Fort +16, Ref +11, Will +7; AL CN; Str 31, Dex 16, Con 26, Int 7, Wis 16, Cha 13. Skills and Feats: Climb +18, Hide +12, Listen +5, Sense Motive +3, Spot +5, Survival +3, Alertness, Cleave, Power Attack, Stealthy, Track.
Breath Weapon (Su): 7d6 electrical damage (Reflex DC19 for half) every 10 rounds; Con-based save. Constrict (Ex): Deals 2d8+8 damage with successful grapple check, and can make six rakes against a grappled foe.
Improved Grab (Ex): If it hits with a bite, then can attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold, and can attempt to constrict opponent or swallow the opponent in the following round.
Rake (Ex): Attack +15 melee (claws, 6d4+24, crit20x2).
Swallow Whole (ex): Can try to swallow Medium or swallow opponents; can use Cleave to bite and grab another opponent. Swallowed creatures take 2d8+8 bludgeoning and 8 points acid damage per round from the gizzard. Swallowed creatures can cut their way out with slashing or piercing weapons, dealing 25 points of damage to the gizzard, AC 15. Each exit closes by muscular action. Gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

2x Will-o'-Wisps: small aberration (air) (blue-ish colored, 1ft wide, 3lbs); CR 6; HD 9d8; hp 40; Init +13; Spd Fly 50ft (perfect); AC 29/29/20 (+1 size, +9 Dex, +9 deflection); BA/G +6/-3; Attack +16 melee (touch, 2d8 electrical, no crit); S/R 5ft/5ft; SA -; SQ darkvision 60ft, immunity to magic, natural invisibility; SV Fort +3, Ref +12, Will +9; AL CE; Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12. Skills: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks), Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse.
Immunity to Magic (Ex): Immune to all but magic missile and maze.
Natural Invisibility (Ex): With it's glow extinguished, it becomes as per the spell invisibile

The behir's lair contains considerable treasure, including the remains of a small clan of dwarves. The only things the behir did not destroy were silvery, shiny things such as platinum, silver pieces, and highly bossed armor. Everything else was eaten -- but what could not be digested, was regurgitated and scattered about his lair.

Ish'Tir's Treasure: Armor - silvered tower shield, chain shirt +4 (16,250 gp), dwarven full plate +3 with enough detail and friezes to give an idea of what it does, and perhaps who it belonged to (10,650 gp). Rings - ring of Disease Immunity (8,000 gp), ring of force shield (8,500 gp) (curse: item undetectably leaches 5hp/round once activated), ring of invisibility (20,000 gp), ring of protection +3 (18,000 gp). Weapons - living quarrel +1 (17,301 gp) [Int 15, Wis 9, Cha 8, Ego: 5, empathic, AL CG, grants bearer free use of sunder when fired, deals an extra 3d4+9 damage to targets], 25x arrow +3 (18,325 gp), bastard sword +1 (2,335 gp), dagger +2 (8,302 gp), unholy siangham +3 (50,303 gp). Wondrous Items - bracers of armor (+3) with powerful protection runes inscribed on them in platinum (9,000 gp), iridescent ioun stone with the symbols for 'air' in a number of languages (15,000 gp), maul of the titans (25,000 gp). Coin: 2,607 platinum pieces, 1,400 electrum pieces, 17,403 silver pieces. Jewels: 13,000gp worth of assorted gems, including a 1,500gp ruby.

| Campaign VI | Gaeleth |