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D1-3 Descent/Kuo-Toa/Drow
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<blockquote data-quote="Garnfellow" data-source="post: 2366354" data-attributes="member: 1223"><p><strong>Trog Cavern Area 12: Cave of the Emissaries (EL 9)</strong></p><p></p><p><strong>Creatures:</strong> Two ghasts.</p><p></p><p><strong>GHASTLY EMISSARIES (2) CR 7</strong></p><p>Advanced ghast rogue 3</p><p>CE Medium undead</p><p><strong>Init</strong> +10; <strong>Senses</strong> darkvision 60 ft; Listen +9, Spot +15</p><p><strong>Languages</strong> Undercommon</p><p>----------</p><p><strong>AC</strong> 20, touch 16 flat-footed 14</p><p><strong>hp</strong> 70 (11 HD)</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +11, <strong>Will</strong> +10; evasion</p><p>----------</p><p><strong>Spd</strong> 30 ft</p><p><strong>Melee</strong> bite +11 (1d8+5 plus paralysis) and 2 claws +9 (1d4+2 plus paralysis)</p><p><strong>Base Atk</strong> +6 <strong>Grp</strong> +11</p><p><strong>SA</strong> ghoul fever, paralysis, sneak attack +2d6, stench</p><p>----------</p><p><strong>Abilities</strong> Str 20, Dex 22, Con —, Int 12, Wis 16, Cha 19</p><p><strong>SQ</strong> trapfinding, trap sense +1, turn resistance +2, undead traits</p><p><strong>Feats</strong> Combat Reflexes, Improved Initiative, Multiattack, Toughness</p><p><strong>Skills</strong> Balance +14, Climb +13, Diplomacy +7, Escape Artist +9, Hide +20, Jump +13, Listen +9, Move Silently +20, Sense Motive +6, Spot +15, Tumble +9</p><p>----------</p><p><strong>Ghoul Fever (Su):</strong> Disease—bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity.</p><p><strong>Paralysis (Ex):</strong> Those hit by a ghast’s bite or claw attack must succeed on a DC 18 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis.</p><p><strong>Stench (Ex):</strong> The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 18 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A <em>delay poison</em> or <em>neutralize poison</em> spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.</p><p><strong>Evasion (Ex):</strong> If these ghasts make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage.</p><p><strong>Turn Resistance (Ex):</strong> These ghasts are treated as undead with 10 HD for purposes of turn, rebuke, command, or bolster attempts.</p><p></p><p><strong>Treasure:</strong> The ghasts have a sack which contains 3 pieces of jewelry (worth 5,000, 3,000, and 1,800 gp) and 2 tubes. One is a scroll of 3 divine spells (<em>cure light wounds</em>, <em>tongues</em>, <em>summon monster V</em>). The other tube contains a map showing the northeast passage leading to the tertiary route leading to area S/T-17 (not detailed in this adventure). Draw this in on the players’ map.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 2366354, member: 1223"] [b]Trog Cavern Area 12: Cave of the Emissaries (EL 9)[/b] [B]Creatures:[/b] Two ghasts. [B]GHASTLY EMISSARIES (2) CR 7[/B] Advanced ghast rogue 3 CE Medium undead [B]Init[/b] +10; [B]Senses[/b] darkvision 60 ft; Listen +9, Spot +15 [B]Languages[/b] Undercommon ---------- [B]AC[/b] 20, touch 16 flat-footed 14 [b]hp[/b] 70 (11 HD) [B]Fort[/b] +3, [B]Ref[/b] +11, [B]Will[/b] +10; evasion ---------- [B]Spd[/b] 30 ft [B]Melee[/b] bite +11 (1d8+5 plus paralysis) and 2 claws +9 (1d4+2 plus paralysis) [B]Base Atk[/b] +6 [B]Grp[/b] +11 [B]SA[/b] ghoul fever, paralysis, sneak attack +2d6, stench ---------- [B]Abilities[/b] Str 20, Dex 22, Con —, Int 12, Wis 16, Cha 19 [B]SQ[/B] trapfinding, trap sense +1, turn resistance +2, undead traits [B]Feats[/b] Combat Reflexes, Improved Initiative, Multiattack, Toughness [B]Skills[/b] Balance +14, Climb +13, Diplomacy +7, Escape Artist +9, Hide +20, Jump +13, Listen +9, Move Silently +20, Sense Motive +6, Spot +15, Tumble +9 ---------- [B]Ghoul Fever (Su):[/b] Disease—bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. [B]Paralysis (Ex):[/b] Those hit by a ghast’s bite or claw attack must succeed on a DC 18 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. [B]Stench (Ex):[/b] The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 18 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A [i]delay poison[/i] or [i]neutralize poison[/i] spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. [B]Evasion (Ex):[/b] If these ghasts make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. [B]Turn Resistance (Ex):[/b] These ghasts are treated as undead with 10 HD for purposes of turn, rebuke, command, or bolster attempts. [B]Treasure:[/b] The ghasts have a sack which contains 3 pieces of jewelry (worth 5,000, 3,000, and 1,800 gp) and 2 tubes. One is a scroll of 3 divine spells ([i]cure light wounds[/i], [i]tongues[/i], [i]summon monster V[/I]). The other tube contains a map showing the northeast passage leading to the tertiary route leading to area S/T-17 (not detailed in this adventure). Draw this in on the players’ map. [/QUOTE]
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