• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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4. Shrine of the Asphyxiating God (Owain 'Dirigible' Abramczyk)

Door: The northward-facing wooden door is unlocked but is barred from the outside; thus, PCs approaching from room #3 will have no trouble opening it (Break DC 18 [20 with bar in place]; Hardness 5; Hit points 15).

Dim, reddish light suffuses this almost bare room, where the air itself feels entombed. A pair of intricate wrought-iron braziers are the source of the illumination, and also pour forth a cloying, dead-tasting smoke that vanishes into the air. Between the braziers, against the far wall is a low rectangular structure, an altar that seems to be carved in the image of several intertwined, contorted bodies. There is nothing erotic or arousing about the sight, though... instead it brings to mind slow death and smothering isolation.

Traps: The braziers. (Magical; triggered by action; automatic reset; gas; all targets in a 25' by 25 room; never miss; onset delay (1 round); Search DC 26; Disable Device DC 26.

This trap takes the form of smoke that billows up from the braziers when they are fanned by the wings of the smoke mephits. After a one round delay, the smoke reaches dangerous levels, as described in The Environment (DMG, pg x).

Features: The altar depicts two nude male and female forms in the grips of death by suffocation. Luckily for the PCs, it does not carry any lingering curse. The walls are flat and bland, but are marked with faint images of contorted bodies and pleading hands that almost seem to be reaching out of the walls.

Encounter: [EL 6] Three human warrior skeletons stand in the middle of the room. They are armed only with their bare claws, and are heavily overgrown with a mat of brown moss (it is a mundane fungus, with no special properties or dangers). The skeletons attack as soon as the door is opened, and are not affected either by the concealment or the suffocation of the smoke, being undead.
A smoke mephit dwells in each of the braziers. They trigger the smoke trap as soon as PCs enter the room, hoping to weaken the PCs through coughing, choking and obscured vision while they deal with the skeletons.

Skeleton (3): Medium undead CR 1/3; HD 1d12; 6hp; Init +5; Speed 30ft (6 squares); AC 13 (+2 natural, +1 dex); Base Attack +0; Grapple +1; Attack claw +1 melee (1d6+1); Full attack 2 claws +1 melee (1d6+1); Space/Reach 5'/5'; Special Qualities: DR 5/bludgeoning, darkvision 60ft, immunity to cold, undead traits; Saves: Fort +0, Ref +1, Will +2; AL neutral evil; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.

Smoke Mephit (2): Small outsider (air, extraplanar) CR 3; HD 3d8; 13hp; Init +7; Speed 30ft (6 squares), fly 50ft (average); AC 17 (+1 size, +3 dex, +3 natural); Base Attack +3; Grapple -1; Attack claw +4 melee (1d3); Full attack 2 claws +4 melee (1d3); Space/Reach 5'/5'; Special Attacks: Breath weapon, spell-like abilities; Special Qualities: DR 5/magic, darkvision 60ft, fast healing 2; Saves: Fort +3, Ref +6, Will +3; AL neutral evil; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15.
Skills and Feats: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings); Dodge, Improved Initiative.
Breath Weapon (Su): 10-foot cone of hot smoke , damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour, a smoke mephit can surround itself with a plume of smoke, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling smoke that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): A smoke mephit heals only if in an arid, sooty environment.

Smoke mephits are simply a cosmetic alteration of dust mephits. These specimens have been bound for so long they have lost their summon abilities.

Other Features: Hidden in an alcove on the convoluted surface of the altar (Search DC 23) is a heavy sceptre of black jade, worth 3,000 gp. It also acts as a wand of silence (caster level 6) with one charge remaining.

Notes: This room is a long-abandoned shrine to the Asphyxiating God, a minor, evil deity of death, suffocation, living entombment, imprisonment and the undead. After the Crypt as a whole was finished, the clerics of the Asphyxiating God that had overseen the construction bound the mephits here as guardians and sealed the shrine and left it.
 
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#6 not baged yet? I'll try and get it done when I get home from school. No underlying plot, like the whole place was a dwarven mine cause if not don't blame me if my encounter sticks out like a sore thumb.
 

Man, I wish there was a scaled-down breed of mephit... they'd make create CR 1 or 2 critters, if not for all those piled-on abilities.

If you feel CR 5 is too high, take away one of the meph's an it'll drop to CR 4.
 

Room #9 - Freshly Broken Graves (by Anthony "Creamsteak" Heman)
Door: The south facing simple wooden door is stuck (Strength DC 13). Hardness 5, 10 hp. The west facing secret door is hidden by a faded tapestry depicting a female knight wielding an oversized lance atop a pegasus on a simple red background. The door is a small crawlspace between this chamber and the next corridor. The crawlspace is too small for more than one character to fit through at a time, was originally intended to limit the number of individuals permitted into the corridor of coffins. A Search Check (DC 20) is required to discover the crawlspace, which is partially buried by the broken ground in the room.
This room, unlike the rest of the crypt, is covered in mottled soil marking freshly dug graves. The tools used to break the ground appear to be littered about, including four shovels and a heavy pick. The scent of mold and decay fills the room mixes with the smell of rotting fruit. The ground gives the illusion that it sinks into the center of the room like the sand on the top of a hourglass. On the west wall is a tapestry depicting a female knight holding a lance atop a pegasus on a simple red background.
Traps: None
Encounter (6th Level):

This room, unlike the rest of the crypt, has not yet been laid over by stone. Only the broken ground of freshly filled graves and the remaining tools hint at the creatures sleeping within. Four workers occupied this room until a pair of ferocious and invisible plant monsters crawled their way up, digging through the dirt below. These intruders quickly killed and devoured the men in their entirety, save for the blood absorbed into the dirt. A Search check (DC 30) anywhere in the room reveals that there are traces of blood in the dirt and along the edges of the walls, but little else. After devouring and nesting near the corpses, the first of the phantom fungus died of a necromantic disease. This disease killed and raised the fungus as a ghostly parasite, the other barely staving off a similar fate. After the crypt was abandoned, this room has seen a number of visitors pass through. Most of these have been unlikely prey for the living fungus, who waits impatiently for something to come to it, hoping to avoid a slow and painful death.

Phantom fungus ghost: CR 5; Medium undead (Incorporeal); HD 2d12+3 (16 hp); Init +0; Spd fly 30 ft. (perfect) (6 squares); AC 11 (+1 deflection), touch 11, flat-footed 11, or 14 (+4 natural), touch 10, flat-footed 14; Base Atk +2; Grp+3; Atk bite +1 melee or +3 against ethereal foes (1d6 or 1d6+3 against ethereal foes); Full Atk bite +1 melee or +3 against ethereal foes (1d6 or 1d6+3 against ethereal foes); Space/Reach 5 ft./5 ft.; SA Draining touch, frightful moan; SQ low-light vision, greater invisibility, rejuvenation, +4 turn resistance, undead traits; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con -, Int 2, Wis 11, Cha 13.
Skills and Feats: Listen +2, Move Silently +6, Spot +2; Toughness.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against non-ethereal opponents, it adds its Dexterity modifier to attack rolls only.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (DC 12) or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Greater Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.

This creature died of phantom fungus wilting, a magical necromantic disease that only affects Phantom Fungus creatures (Contact, Fortitude save DC 12, 1d4 days, 1d4 Con). Any infected phantom fungus becomes an unwilling carrier of the disease and can share it with any other phantom fungus it makes contact with. If a creature dies of phantom fungus wilting, it arises as a ghostly phantom fungus 1d4 days later with the frightful moan and draining touch abilities. These creatures become more violent in undeath, but avoid killing infected members of their former kind due to a disease induced understanding of the repercussions of infection. These creatures have the advantage of incorporeality and stealth, making them incredibly deadly hunters. They tend to follow their living kin about, and prolonged interaction can lead to the ghost infecting a living phantom fungus.

Diseased phantom fungus: CR 3; Medium plant; HD: 2d8-3 (6 hp); Init: +0; Spd 20 ft. (4 squares); AC: 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +3; Atk bite +3 melee (1d6+3); Full Atk: bite +3 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA —; SQ low-light vision, plant traits, greater invisibility; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con 5, Int 2, Wis 11, Cha 9
Skills and Feats: Listen +2, Move Silently +6, Spot +2; Toughness.
Greater Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.
Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.

This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about.
This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants.
This particular Phantom Fungus is suffering from phantom fungus wilting, described above. This disease has fully incubated, and will soon result in the death and future undeath of this creature. It suffers, sickly, in the corner of the room. It will attempt to attack and kill anything it can get it's hands on in hopes of staving off death. The creature will go after small prey such as most familiars and animal companions before it would attack a larger creature like a human.
 
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Room 13 - A Cold Hate (created by Aaron Webb)

The iron door before you is very cold to the touch.

Door: The Iron Door to the South is locked (unlock DC 26) Break DC 28. Hardness 10, Hit points 60.

Room:
Frigid air hits your face as you enter past the door. This room is covered in a layer of ice. You smell nothing as your nose begins to dry from the cold. Carved bas relief of black marble covers the south, east and west walls with carved trim reaching to the top of the ceiling. The trim resembles bones. The relief depicts faces contorted in abject horror. The faces fill the entire wall. Each face has holes behind the eyelids where the eyes should be. None of the faces have teeth, just an empty hole beyond the contorted lips. A set of iron double doors twice the hight of a man fills the north wall. Embosed on each of the iron doors are 12 panels in groups of two they depict before and after scenes of death. The ceiling reaches another ten feet and terminates in gothic arches. The apexes of which run the length of the room.

In the center of the room a sarcophagus made of what appears to be ice contains some sort of black form inside. There is no source of light in this room whatsoever. Hanging from the ceiling in each visible corner, contained in ice covered silver nets is a light blue crystal sphere. The spheres (4) hang about five feet above the ground.

Traps : None.

Hazard: Ice covered floor. 1/2 movement. Increase Balance and Tumble check DCs by 5. A DC 10 Balance check is required to run or charge accross an ice sheet.

Conditions: Severe Cold. DMG p.302.

Features: In the center of the room on a dias is a coffin shaped block od ice. The Floor is made of black marble as are the walls. Both the floor and the walls (in fact the surface of the whole room) is covered in ice. In the north wall there is a large 10ft tall double false door with a complete working magical lock (DC 28 unlocks, DC 32 and time trying to pick it to indentify it as having nothing to do with the door). The ice, the door and the lock are all magical and radiate a binding magic. The doors were put here to magically direct any wraith spawned in this room to the nine hells. The lock was put in the room to bind the wraith to the ice in the room. The ice was put here to bind the wraith to this execution chamber. Should the lock be unlocked, the wraith will be sucked into the nine hells by the door.

Encounter: Inside the ice sarcophagus is a wraith. Ages ago this soul was once an executioner that entered into a pact of undeath. Time and madness destroyed the soul and form of its being long ago. It remembers nothing except extinguishing the lives of the living for its master. And so the wraith waits for a time when it will once again be called upon to extinguish the lives of the hated living. Because the wraith is incorporeal it can easily leave the sarcophagus at will (really just a coffin sized block of ice) but it must stay within 5 feet of the ice (which is connected to the coffin) at all times.

Stats: Wraith, Medium Undead (Incorporeal), Hit Dice: 5d12 (32 hp), Initiative: +7, Speed: Fly 60 ft. (good) (12 squares), Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12, Base Attack/Grapple: +2/-, Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution Drain), Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution Drain), Space/Reach: 5 ft./5 ft., SA: Constitution drain, create spawn, SQ: Darkvision 60ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura, Saves: Fort +1, Ref +4, Will +6, Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15, Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks), Feats: Alertness(B), Blind-Fight, Combat Reflexes, Improved Initiative(B)

Tactics: The wraith will attack from within the coffin anyone touching it or getting within 5ft. It will attack only from within its block of ice, the walls ceiling or floor (the floor is its favorite); moving through those to maintain its cover. When attacking from inside the block of ice, the floor, or the ceiling, the wraith has a 50% miss chance which it can reroll once if it fails because of blind fight. The wraith will begin by concentrating on the first character it is aware of. If that character dies (and gets sucked into hell) the wraith will hunt for another. Should the heros leave the room, the wraith does not follow. Should the wraith be turned it will retreat to its block of ice and will not attack for the duration of the turning.

Other Features: Aside from the ice block sarcophagus, the spheres hanging in the corners and the iron doors on the north wall there are no other features in this room.

Notes: The silver nets are worth 50gp apiece. The spheres generate the cold. Breaking all of them will allow the room to thaw, melting all ice in the room over the course of 24 hours. The sarcopahgus takes 3 days to melt completely unless other forms of heat are applied. Breaking a sphere extinguishes all flames in the room and causes 5d6 points of cold damage to anyone within 20 ft. Reflex save (DC 14) halfs. Each crystal sphere is 1ft in diameter and weighs 7 pounds. They are keyed to the room and become empty (worth 100gp each) if removed. Obviously the way to thaw out the room is to remove the spheres rather than break them. Thawing the room and melting all the ice will also send the wraith to hell via the iron doors. The scenes depicted on the doors are known as the tweleve deaths of the nine hells. Simply put they are methods of execution that damn the soul of the executed to hell and were the favorite methods used by the wraith. Anyone making a DC 21 knowledge (planes) check will know this bit of trivia.
 
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12. Library (Shannon ‘Thullgrim’ Troester)
As you approach the door the faint voices you have heard intermittently as you moved through the hallway seem to be coming from the beyond the door.

Door: Lock double doors on the eastern wall (Open Lock DC 18; Strength DC 16; Hardness 5; 15 hit points)

Opening the doors your ears are assaulted by sibilant voices. At one seems to be alternately yelling and crying, while the other voice mutters and cries. The room itself appears to have been a library. Each wall of the room is lined in massive shelves craft from some dark lustrous wood. There is also a deep pile carpet covering the floor from wall to wall and a pedestal holding a book at the far end of the room.
Traps: None

Features:
Closer inspection reveals the books themselves are all in good to excellent condition. The tomes themselves are bound in the skin of humanoids or other intelligent creatures. The book on the pedestal appears to be bound in the hide of a small dragon judging from the size of the small gold scales and is entitled “Myth of Religaros: An Examination of the Fate of the Empire”.

Encounter (EL 5): The voices originate from a pair of floating vaguely humanoid shapes. You see a head with no features perched atop a torso that fades away in sinister vapor. As the creatures move about the room faint tendril of gray smoke trail after them.

Allip (2): medium undead (incorporeal) CR 3; Hit Dice 4d12; hp 26, 26; Init +5; Speed Fly 30ft (6 square)(Perfect); AC 15 (+1 Dex, +4 Deflection) Touch 15, Flat-footed 14; Base Attack/Grapple: +2/-; Attack incorporeal touch +3 melee (1d4 Wis drain); Space/Reach 5’/5’; Special Attacks: babble, madness, wisdom drain; Special Qualities: Darkvision 60’, incorporeal traits, +2 turn resistance, undead traits; Saves: Fort+1, Ref +4, Will +4; AL neutral evil; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes
Babble (Su): All sane creatures within 60’ must succeed on DC 16 Will Save (Cha based) or be affected as per Hypnotism for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that save are immune to same allip’s babble for 24 hours.
Madness (Su): Anyone targeting allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wis damage.
Wisdom Drain (Su): Allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each successful attack it gains 5 temporary hit points.

Other Features: There are 5 rare books in this room that might be of value to the proper collector. ‘Icons of Slaughter: A history of Erynthulian Art’, ‘Myth of Religaros: An Examination of the Fate of the Empire’, ‘Advanced Animations for the soulless’, ‘History of Heretics: The True History of the Incursion’, ‘Parallel Paths Through Time’. To the right collector each of these books is worth 250gp.
 
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Filling up fast. Think I'll stay on the support end of this one and leave the room building to the rest of you. Kick some ass, gang! :)
 

Room #7 - Kitchen of the Relentless Chef (Leopold/Jonathan Weismann)

Door: Unlocked

Room:
This room is comparable to more of a butchers shop than any type of kitchen you have seen before. Bodies hang upended from hooks and blood is dripping down from them onto tables piled high with flesh, some old some new. Walls on the east wall have cupboards full of bottles that contain strange ingredients such as:

“Eye of derro”, “Tongue of Wight”, “Finger of Ghoul” ,"Salivated spleens of Otyugh", "Masticated intestines of Kobold", "Pulpy bits of bugbear","Pickled pig's feet brine", "Bloodied pimentos parts". In the midst of all this blood and decay is a small wispy figure in a long white blood splattered apron. He mumbles incoherently about “So the boss wants it like THIS today does he!” and “Oh they’ll eat whatever I cook for them today!” in between chopping of body parts with a large cleaver he wields in his hand.

Traps: No traps

Features: The walls are lined with cupboards that have ingredients in there for strange and nasty brews. Walls are lined with hooks that have carcasses of humanoids (some look fresh, some are weeks old). Most of this could, at one point, be considered edible but not in it's current shape.

Encounter: Cookie the Goblin Chef.

Cookie, Male Goblin Warrior3 CR 5; Size: S Type Incorporeal (Ghost) Humanoid ; HD 3d12; hp 21; Init +5 (+1 Dex, +4 Misc); Spd Walk 30', Fly 60'; AC 13 (flatfooted 12, touch 13), *Cleaver +1 0'/S (1d6-1 20/x3 Primary M ) or ; SA: Corrupting Gaze (Su) DC11, Malevolence (Su) DC16, Manifestation (Su), Rejuvenation (Su), Telekinesis (Su) DC11, Turn Resistance +4 (Ex); Vision: Darkvision (60'), Normal AL: CE; Sv: Fort +3, Ref +2, Will +3; Str 8, Dex 12, Con *, Int 10, Wis 10, Cha 12

Skills and Feats: Bluff +3, Hide +14, Listen +9, Search +9, Spot +9; Improved Initiative, Iron Will
Possessions: 1 Cleaver +1

Cookie was the chef here for a tribe of goblins that used to live in this area. One day his cooking didn’t fit in with what the Chief requested for the evening and he became the meal instead of cooking it. In rage over having become the dinner for the tribe he rose from the dead and hacked apart the chief with his cleaver shouting “So you don’t like my cooking?!?!?! Not enough bat flesh or spice of elf?!?!” The tribe broke apart after this and Cookie kept on making meals for them finding other inhabitants to make into his ghastly feasts.

Tactics: Cookie is an irritable, temperamental chef. When he first sees the PC’s he assumes they are either here to cart off the meal to feed the other inhabitants. He will ask first off “What does the boss want tonight? HUH?!?!” and wait for an answer. If he does not receive an answer from them he will shout at them inflicting his gaze at them and tell them “Well since your not here to take his order I guess you’ll be their dinner!” and proceed to attack them with his cleaver. He will fight in this manner if he can get close, if he cannot or there are many PC’s he will use telekinesis to hurl chunks of flesh or bottles at the PC’s. At this point roll a 1d6, on a roll of a 1 the PC is hit by something vile, poisonous, and contaminated, etc from what Cookie is throwing. Have them make Fortitude save (DC 14) to prevent them from gagging and vomiting for 1d4 rounds.

He will retreat only into the ethereal when he hits 5 hit points or less shouting “You can’t get rid of me that easy!” and then disappear only to reappear when he is fully healed back to working on preparing the 'food'.

Cookie’s soul is tied to his cleaver. He cannot be destroyed unless his cleaver is destroyed. He will follow his cleaver around screaming and shouting at them to “It ain’t yours give it back!” and “What ain’t got your own?!?!!” He can only be removed from following the cleaver if he gets some cooking tool that is in better shape or fancier than the tool he has now. He prefers sharp slicing instruments but will make do if he sees something golden or silver coated.

If he is presented with another cooking tool he will squeal in a loud girlish fashion and then vanish the room never to return leaving behind his old cleaver. Give the PC's full experience points for defeating him in this fashion if they haven't encountered him before.


Other Features: None

Notes: This room used to be the original kitchen but was taken over by Cookie who follows with his cleaver.
 
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