Spires of Xin-Shalast
Spires of Xin-Shalast
Vekkers’ Cabin
The Tailings
• The Horror Tree has 300 Hp
• There are 2 Horror Trees (if all 6 PCs are present)
Ore Separation
• Gold-Eating Dwarf CR10
• Suggestion DC 24
• Poison DC 24
Ore Shaft
• The Haunted Chain has 330 HP
• There are Two Haunted Chains and they both have improved grab with there slam
Living Area
• Cannibal Urgings CR 10
• Fortitude DC 24 for the Hunger Pain
• Will DC 24 Wisdom Damage
Larder
• The Hungry Dead the Attacks are from ghosts so they will be touch attacks
Cannibal Fury
• Round 6: The DC to avoid the Hunger Pains is 20
• Round 7: The DC to avoid the Possession is 22
Hungry Ghost
• Karivek Vekker has 210 Hp
• Vekker has Unholy Fortitude (Ex) Vekker gains bonus hit points equal to his Charisma modifier times its Hit Dice, and a bonus on its Fortitude saves equal to its Charisma modifier.
• Fort +11, Ref +6, Will +12
• Melee vicious bite +15 touch (3d6+7/15–20 plus eater of flesh)
• Additional Feat Improved Critical Bite
The Wendigo Siege
• The Wendigo has 305 Hp
Giant Sentinels
• The Cloud giants have 204 Hp each
• Attacks Gargantuan Dire Flail +22/+17/+12 (4d8+18 17-20x2)
• Feats Cleave, Iron Will, Full Opportunity (Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks. You may use this ability only once per round, regardless of how many attacks of opportunity you are allowed to make), Improved Critical Dire Flail, Large Bruiser (When fighting foes smaller than you, once per round you get to make an attack of opportunity when they take a 5-foot step in your threatened area. This attack counts against your total number of attacks of opportunity each round.) Power Attack,
• There is a Cloud Giant per PC
Final Guardian
• As the PCs are getting close to Xin-Shalast an old man stops the PCs asking them what they are looking for here in these mountains. A DC 30 Spot check he is wearing a ring with the Sihedron rune on it this old man is a corrupted Silver Dragon under the control of Karzoug
Linaliel
• Mature Adult Silver Dragon (CR 18)
• Huge LE Dragon
• Init +0 Senses Blindsense 60ft Dark vision 120ft Keen Senses Spot +34 Listen +34
• AC 43 (Size -2 +24 Natural +4 Armor, +4 Shield +3 Deflection) Touch 11, Flat-Footed 43
• Aura Frightful Presence (210 ft., DC 27)
• Hp 375
• Saves Fort +22, Ref +15, Will +22
• Immune Acid, Cold, Sleep, Paralysis, Vulnerability to Fire (Resist Fire 20 Half Damage from Fire)
• SR 24
• 40ft, Fly 150ft poor, Cloud Walking
• Melee +44 2d8+12 19-20 x2 Grapple +42
• Full Attack
o Bite +44 3d8+12
o Claw +42 2d6+7
o Claw +42 2d6+7
o Wing +42 2d6+7
o Wing +42 2d6+7
o Tail +42 2d6+16
• 15ft/10ft (15ft with Bite)
• Special Attacks Breath Weapons (50 ft. Cone, 14d8 Cold, DC 29) (50 ft Cone Paralyzing Gas 1d6+6 rounds DC 27), Crush (2d8+12, DC 27)
• Spell-Like Abilities (CL 9th)
o Feather Fall 2xday
o Fog Cloud 3xday
• Spells Known CL 9th
o 4th (5/Day) Dimension Door, Fire Shield
o 3rd (7/Day) Displacement, Haste, Cure Serious Wounds
o 2nd (7/Day) Mirror Image, Resist Energy, Invisibility, Bears Endurance
o 1st (8/Day) Shield, Mage Armor, Magic Missile, True Strike, Identify
o 0 Level Read Magic, Detect Magic, Message, Mage Hand, Prestidigitation
• Spells Cast (Before Combat)
o Fire Shield CL 9th
o Displacement CL 9th
o Haste CL 9th
o Mirror Image CL 9th
o Resist Energy CL 9th (Fire)
o Bears Endurance CL 9th (+50Hp)
o Shield CL 9th
o Mage Armor CL 9th
• Feats Ability Focus (Breath) Altitude Affinity, Dodge, Hover, Improved Critical (bite), Power Attack, Improved Natural Attack (bite), , Multiattack, Snatch
• Skills Bluff +31, Concentration +34, Hide +21, Intimidate +33, Knowledge History +30, Listen +34, Sense Motive +30, Spellcraft +33, Spot +34, Use Magic Device +31
• Gear Sihedron Ring, Amulet of Mighty Fists +3
Wandering Monsters in Xin-Shalast
There’s a 10% chance of an encounter—check once per day and night.
D% Roll Encounter Average EL Source
01–15 1d8 Lamia Kuchrimas 12 Page 80
16–22 2d4 Hill Giants 12 MM 123
23–28 1d6 Frost Giants 12 MM 122
29–32 1d6 Vampire Skulks 12 Page 37
33–37 1 Frost Worm 12 MM 111
38–44 1d6 Abominable Snowmen 13 Page 33
45–48 1d4 Cloud Giants 13 MM 120
49–53 1 Storm giant 13 MM 120
54–57 1 Death Giant 15 MMIII 54
58–66 1 Eldritch Giant 15 MMIII 56
67–75 1 Shadow Giant 16 FF 82
76–80 1d4 lamia harridans 14 Page 82
81–87 1 mountain roper 15 Page 41
88–91 1 lamia hungerer 15 Page 84
92–95 1d3 rune giants 16 Page 86
96–97 Gamigin 16 Page 40
98–100 Ghlorofaex 21 Page 43
Extra Giants around Xin Shalast
• Eldritch Giant MMIII 56
• Eldritch Giant has 25d8+255 405 Hp
• Add +3 Deflection Bonus and +3 Resistance Bonus from Sihedron ring
• Change in feats drop great cleave and cleave for
• Full Opportunity [General]
Benefit: Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks. You may use this ability only once per round,
• Large Bruiser [General]
You use your large size and great reach against smaller foes.
Benefit: When fighting foes smaller than you, once per round you get to make an attack of opportunity when they take a 5-foot step in your threatened area. This counts against your total number of attacks of opportunity each round
• There are two Storm Giants with the Eldritch Giant (if all 6 PCs are present)
• The Death Giant MMIII pg 54
• The Death Giant has 253 Hp
• Add +3 Deflection Bonus and +3 Resistance Bonus from Sihedron ring
• Change feats precise shot and point blank shot to
• Full Opportunity [General]
Benefit: Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks. You may use this ability only once per round,
• Large Bruiser [General]
You use your large size and great reach against smaller foes.
Benefit: When fighting foes smaller than you, once per round you get to make an attack of opportunity when they take a 5-foot step in your threatened area. This counts against your total number of attacks of opportunity each round
• Shadow Giant Fiend Folio pg 82
• Shadow Giant has 250 Hp
• Add +3 Deflection Bonus and +3 Resistance Bonus from Sihedron ring
• Change Alertness to Ability Focus Death Attack
• Death Attack DC 22
Krak Naratha
• The Kuchrima’s have 110 Hp
• AC 28, touch 16, flat-footed 22 (+6 Dex, +8 Natural +4 Shield)
• Ranged Large Mwk Composite Longbow +17/+11/+6 (2d6+2/19-20×3)
• Feats Altitude Affinity*, Endurance, Improved Critical Composite Longbow, Point Blank Shot
• Catastrophic Shot now is 17-20 on the critical
• Spell Like Abilities
o At will Feather Fall
o 1/ Day Shield, True Strike
• Spell Effects
o Shield CL 11th
• There are 3 Kuchrima’s per PC
Abominable Dome
• The Abominable Snowmen have 150 Hp each
• There are 1.5 Abominable Snowmen per PC
Lair of the Hidden Beast
• The Hidden Beast has 475 Hp (+1d10+10) Fast Heal 5
• AC 37, touch 16, flat-footed 29 (+5 Armor, +3 Deflection, +4 Dexterity, +12 Natural, +4 Shield, –1 Size)
• Saves Fort +21, Ref +17, Will +22
• Spells Known (CL 10th, +19 ranged touch)
o 5th (5/day)—Baleful Polymorph (DC 24)
o 4th (7/day)—Greater Invisibility, Phantasmal Killer (DC 25)
o 3rd (7/day)—Dispel magic, Displacement, Lightning Bolt (DC 22)
o 2nd (8/day)—Blindness/Deafness (DC 21), False Life, Mirror Image, Scorching Ray
o 1st (9/day)—Alarm, Magic Missile, Ray of Enfeeblement, Shield, Ventriloquism (DC 22)
o 0 (day)—Acid Splash, Dancing Lights, Detect Magic, Ghost Sound (DC 21), Mage Hand, Message, Open/Close, Prestidigitation, Read Magic
• Spells Cast
o Greater Invisibility CL 10th
o Displacement CL 10th
o Mirror Image CL 10th
o Extended False Life CL 10th
o Invisibility CL 3rd
o Alarm CL 10th x3
o Shield CL 10th
o Silent Ventriloquism CL 10th
• Special Abilities
• Unholy Fortitude (Ex) The Hidden Beast gains bonus hit points equal to its Charisma modifier times its Hit Dice, and a bonus to its Fortitude saves equal to its Charisma modifier.
• The Vampire Skulks have 80 Hp each
The Tangle
• This area is controlled by The Root of the Tangle and is full of powerful plant life
The Root of the Tangle
• Colossal Plant
• Hit Dice 27d8 + 297 (460)
• Initiative +8
• Speed: 5 ft. (1 square)
• Armor Class: 18 (-8 size, +4 Dex, +12 natural), touch 6, flatfooted 14
• Base Attack/Grapple: +18/ +54
• Attack: Pollen Spray +14 Ranged Touch (Pollen Spray) or Tendril +30 Melee (3d6+20) 19-20 x2
• Full Attack: Pollen spray +14 Ranged Touch (Pollen Spray) and 2 Tendrils +30 Melee (3d6+20) 19-20 x2
• Space/Reach: 30ft/20ft
• Special Attacks: Create Yellow Musk Zombie, Intelligence Damage, Pollen Spray
• Special Qualities: Blindsight 30 ft., Plant Traits, Rejuvenation
• Saves: Fort +26, Ref +15, Will +11
• Abilities: Str 50 Dex 18 Con 32 Int 20 Wis 15 Cha 10
• Skills Search +31, Spot +31, Sense Motive +31, Diplomacy +31 Knowledge Local +31, Intimidation +31
• Feats Multi Attack, Improved Multi Attack, Altitude Affinity, Improved Natural Attack (Intelligence Damage), Improved Initiative, Combat Reflexes, Lightning Reflexes, Improved Critical Tendril , Power Attack, Cleave
• Challenge Rating: 17
• Create Yellow Musk Zombie (Su): A victim reduced to Intelligence 0 becomes a yellow musk zombie in 1 hour under the control of the creeper that created it. If the yellow musk creeper is slain before the yellow musk zombie rises, the transformation can be prevented by the casting of neutralize poison followed by heal or restoration spell.
• Intelligence Damage (Ex): As a free action, a yellow musk creeper can insert hundreds of tiny roots into the head of an entranced foe within any space occupied by the creeper. An entranced foe does not resist this attack and does not receive a saving throw to break free of its entranced state. This attack deals 1d6 points of Intelligence damage each round. A victim reduced to Intelligence 0 becomes a yellow musk zombie in 1 hour (see that entry in this book).
• Pollen Spray (Ex): A yellow musk creeper can spray a tiny cloud of hypnotic pollen at a single creature within 30 feet. An opponent hit by the cloud must succeed on a DC 34 Fortitude save or be entranced for 1d4 minutes (as by a charm monster spell). Entranced creatures can take no action other than to move at their normal speed into a space occupied by the yellow musk creeper. An entranced creature resists any attempt to halt its progress. A victim within a space occupied by the yellow musk creeper stands there and offers no resistance to the monster’s attacks. The save DC is Constitution-based.
• Blindsight (Ex): The yellow musk creeper has no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
• Rejuvenation (Ex): A yellow musk creeper can be killed only if its root is dug up, then burned, hacked apart, or otherwise destroyed. Reducing the creeper to 0 or less hit points puts it out of commission, allowing excavation of its roots. The main root is a large object with a hardness of 8 and 1200 hit points. The root can be affected by spells or effects that affect an area or targeted by spells that affect an individual target. As long as the root remains intact, a yellow musk creeper regrows in about 2 weeks.
• Other Creatures of the Tangle
Advanced Shambling Mound
• Huge Plant
• Hit Dice 24d8 + 168 (312)
• Initiative -1
• Speed 20ft Swim 20ft
• Armor Class 21 (-2 Size, +14 Natural -1 Dex ) Touch 7 Flat-Footed 21
• Base Attack/Grapple: +18/ +41
• Attack: Slam +28 4d6+11 19-20 x2
• Full Attack: 2 Slams +28 4d6+11 19-20 x2
• Special Attacks: Improved Grab Constrict 3d6+16
• Special Qualities: Darkvision 60ft, Immunity to Electricity, Low Light Vision, Plant Traits, Resistance to Fire 10
• Space/Reach: 15ft/15ft
• Saves: Fort +21 , Ref +9, Will +10
• Abilities: Str 32, Dex 8, Con 24, Int 7, Wis 10, Cha 9
• Skills: Hide +5, Listen +10 Move Silently +10 Spot +10
• Feats: Improved Critical (Slam) Power Attack, Weapon Focus (Slam) Improved Natural Attack (Slam), Iron Will, Lightning Reflexes, Improved Grapple
• Challenge Rating:12
Advanced Tendriculos
• Gargantuan Plant
• Hit Dice: 27d8 + 243 (405)
• Initiative: +4
• Speed: 20ft
• Armor Class: 19 (Size -4, +13 Natural) Touch 6, Flatfooted 19
• Base Attack/Grapple: +20/+49
• Attack: Bite +30 4d8+13 19-20 x2
• Full Attack: Bite +30 4d8+13 19-20 x2 and 2 Tendrils +29 2d6+6 19-20 x2
• Special Attacks: Improved Grab, Paralysis, Swallow Whole
• Special Qualities: Low-Light Vision, Plant Traits, Regeneration 10
• Space/Reach: 20ft/20ft
• Saves: Fort + 24, Ref +9, Will +8
• Abilities: Str 36, Dex 10, Con 28, Int 3, Wis 8, Cha 3
• Skills: Hide +12, Listen +5, Move Silently +12, Spot +5
• Feats: Improved Critical (Bite), Power Attack, Improved Natural Attack (Bite), Improved Natural Attack (Tendril), Multi Attack, Improved Multi Attack, Improved Grapple, Improved Initiative, Improved Critical (Tendril)
• CR 14
• Special Abilities
• Swallow Whole/Paralysis A tendriculos can try to swallow a grabbed opponent by making a successful grapple check Once inside the plant’s mass, the opponent must succeed on a DC 32 or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 3d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids Paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the Tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Gargantuan Tendriculos’s interior can hold 1 Huge, 4 Large, 16 Medium, 64 Small, 128 Tiny, or 256 Diminutive or smaller opponents.
Yellow Musk Zombie Cloud Giant
• Huge Plant
• Hit Dice: 17d8+102
• Armor Class: 27 (-2 Size -1 Dex +16 Natural, +4 Chain Shirt) Touch 7, Flat Footed 27
• Initiative:-1
• Speed 50ft
• Base Attack/Grapple: +12/+32
• Attacks Gargantuan Dire Flail +22/+17/+12 (4d8+18 19-20x2) or Slam +22 2d6+11
• Special Attacks: None
• Special Qualities: Oversized Weapon, Darkvision, Link to Creator, Sprout New Creeper
• Space/Reach 15ft/15ft
• Saves: Fort +16 , Ref +4, Will +5
• Abilities: Str 35, Dex 8, Con 23, Int 2, Wis 10, Cha 1
• Skills None
• Feats None
• CR 10
• Special Abilities
• Oversized Weapon A Cloud Giant may wield a Gargantuan weapon with out penalty
• Link to Creator (Ex): A yellow musk zombie is linked to the yellow musk creeper that created it and can never move more than 2000 feet from it.
• Sprout New Creeper (Ex): After about 2 months of service to a yellow musk creeper, the yellow musk zombie wanders up to 1 mile away from its creator (the link to creator is broken) and dies. Where it falls, new yellow musk seedlings sprout from its head and the corpse, take root, and within one hour, a new fully grown yellow musk creeper blossoms.
Heptaric Locus
• Gamigin has 252 Hp
• Spell Effects
o Unholy Aura CL 13th
o Fly CL 13th
• Dread Wraiths have 160 Hp
• There are 4 Dread Wraiths (if all 6 PCs are present)
Spolarium
• This place is infested with Angels of Decay and Boneyards from Librium Mortis
Hidden Path
• The Roper has 250 HP
• There are two Ropers (if all 6 PCs are present)
House of Divine Consumption
Temple of the Beast
• The Temple of the Beast is guarded by an Advanced Demonic Knight and Advanced Shadow Demons. The Demonic Knights name is Drogan he is here because this place still holds one of Lamashtu’s most prized relics and she doesn’t want any one to find it. Drogan has been here since the fall of Xin Shallast and he hates everything because he feels he has been cursed to stay here and guard this worthless place. He will talk to the PCs to get any useful information out of them before killing them. Karzoug has contacted him and is offering him help in getting unbound to Lamashtu’s relic in return for aiding him that’s why he has a Sihedron Ring
Advanced Elite Demonic Knight
• Medium Outsider (Chaotic, Evil, Extraplanar)
• Hit Dice: 21d8+168 (294)
• Initiative: +3
• Speed: 20 ft. (4 squares); base 30 ft. without armor
• Armor Class: 33 (+3 Dex, +11 Armor (+3 Mithral Full plate of Light Fortification), +6 Natural, +3 Deflection), touch 13, flat-footed 26
• Base Attack/Grapple: +21/+30
• Attack: +2 Unholy Anarchic Great Sword +33 Melee (2d6+16) 17-20 x2 or Slam +30 Melee (1d6+9)
• Full Attack: +2 Unholy Anarchic Great Sword +33 +28 +23(x2) +19 (2d6+16) or 2 Slams +30 Melee (1d6+9)
• Space/Reach: 5 ft. /5 ft.
• Special Attacks: Breath of Unlife, Create Spawn, Fear, Spelllike Abilities, Summon Demons
• Special Qualities: Damage reduction 10/cold iron and magic, Darkvision 60 ft., outsider traits, SR 31, Shadow Step, Shadow Blend, Light Fortification
• Saves: Fort +23, Ref +18, Will +19
• Abilities: Str 28, Dex 16, Con 26, Int 16, Wis 18, Cha 20
• Skills: Bluff +24, Climb +21*, Concentration +24, Diplomacy +24, Hide +21* Intimidate +24, Knowledge (the planes) +24, Listen +24, Move Silently +21*, Search +24, Spellcraft +24, Spot +24
• Feats: Blind-Fight, Cleave, Power Attack, Improved Critical Great Sword, Weapon Focus Great Sword, Rapid Strike Great Sword,( Select a melee weapon that you are proficient with and that you wield with the Weapon Focus feat. Once per day per level, as part of a full attack action, you can use this weapon to make one additional attack, with a base attack bonus of one-half your highest normal base attack bonus.), Full Opportunity (Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks.)
• CR 16
• Items: Sihedron Ring, +2 Unholy Anarchic Great Sword, +3 Mithral Full plate of Light Fortification
• Special Abilities
• Spell-Like Abilities: At will—Detect Magic, See Invisibility, Wall of Ice (DC 19); 2/day—dispel magic; 1/day—Fireball (DC 18), Symbol of Pain (DC20), Symbol of Fear (DC 21). Caster level 20th. The save DCs are Charisma-based.
• Fear (Su): A demonic knight generates fear with but a word. Those within 30 feet that hear the knight speak must succeed on a DC 25 Will save or flee in terror for 2d4 rounds. A creature that makes a successful save is immune to the fear effect of that demonic knight for one day. The save DC is Charisma-based.
• Breath of Unlife (Su): Once every 1d4 rounds, a demonic knight can exhale a blast of negative energy in a 10-foot cone. Creatures in the area must succeed on a DC 28 Reflex save or take 2d4 points of Strength damage. A creature reduced to Strength 0 by a demonic knight dies. The save DC is Constitution-based.
• Create Spawn (Su): Any humanoid slain by a demonic knight’s Breath of Unlife becomes a Advanced Elite Shadow Demon (see that entry) in 2d4 rounds. Spawn are under the command of the Demonic Knight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
• Summon Demons (Sp): Once per day, a demonic knight can attempt to summon 1d4 Shadow Demons, 2 Babaus, or 1 Vrock or Hezrou with a 50% chance of success. This ability is the equivalent of a 4th-level spell.
• Shadow Blend (Su): During any conditions other than full daylight, he can disappear into the shadows, giving him total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, will.
• Shadow Step (Su): He has the Ability to travel between shadows as if by the means of Dimension Door at will. The limitation is that the magical transport must begin and end in an area with at least some shadow
Advance Elite Shadow Demon
• Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
• Hit Dice: 11d8+77 (140 hp)
• Initiative: +15
• Speed: Fly 40 ft. (perfect) (8 squares)
• 21 (+7 Dex, +4 Deflection), Touch 21, Flatfooted 14
• Base Attack/Grapple: +11/—
• Attack: Incorporeal claw +18 Melee (1d8)
• 2 Incorporeal Claws +18 Melee (1d8) and Incorporeal Bite +13 Melee (1d8)
• Space/Reach: 5 ft. /5 ft.
• Special Attacks: Pounce, Rake 1d8, Spell-like Abilities
• Special Qualities: Darkvision 60 ft., Immunity to Poison and Electricity, Incorporeal Traits, Leap, Outsider Traits, Resistance to Acid 10, Cold 10, and Fire 10, Quick Sprint, Shadow Blend, Sunlight Powerlessness, Telepathy 100 ft.
• Saves: Fort +14, Ref +14, Will +10
• Abilities: Str —, Dex 22, Con 22, Int 14, Wis 16, Cha 19
• Skills: Bluff +17, Hide +21, Intimidate +17, Jump +25, Knowledge (Local) +17, Knowledge (The Planes) +17, Listen +17, Search +17, Sense Motive +17, Spot +17, Survival +17 (+19 on other planes, +19 following tracks)
• Feats: Blind-Fight, Improved Initiative, Improved Natural Attack, Greater Initiative (+4 Init Stacks with Improved Initiative)
• Challenge Rating: 10
• Special Abilities
• Pounce (Ex): If a Shadow Demon charges a foe, it can make a full attack, including two rakes.
• Rake (Ex): A shadow demon that charges, can rake with its hind-claws (+18 melee) for 1d8 points of damage each.
• Spell-like Abilities: 1/Day—Deeper Darkness, Fear (DC 18); 1/Week—Magic Jar (DC 19). Caster level 10th. The save DCs are Charisma-based.
• Leap (Ex): The incorporeal wings of a shadow demon grant it a +20 racial bonus on Jump checks. This bonus is already included in the statistics block.
• Quick Sprint (Ex): Once per minute, a Shadow Demon may rapidly beat its incorporeal wings. This allows it to move at six times its normal speed (240 feet) for one round.
• Shadow Blend (Su): During any conditions other than full daylight, a shadow demon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability; a daylight spell, however, will.
• Sunlight Powerlessness (Su): Shadow Demons are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A shadow demon caught in sunlight cannot attack and can take only a single move or attack action.
Ghlorofaex’s Lair
• (I have changed Ghlorofaex to Ancient Blue Dragon, for a couple of reasons: One he needs to be much more challenging then the Silver Dragon that was there at the entrance, With 6 hard core players and I think they will be 16th or 17th level at the time it needs to be a solid challenge, and I have the DND Icons Blue Dragon that I want to use.)
Ghlorofae
• Male Ancient Blue Dragon (Earth)
• LE Gargantuan Dragon
• Init +0; Senses Blindsense 60 ft., Darkvision 120 ft., Keen Senses; Listen +37, Spot +37
• Aura Frightful Presence (300 ft., DC 31)
• AC 51, touch 13, flat-footed 38 (+4 Armor, +3 Deflection, +0 Dexterity, +32 Natural, +4 Shield, –4 Size)
• Hp 560
• Fort +25, Ref +18, Will +23
• DR 15/Magic; DR 10 Adamantine (130HP) 50 Percent Miss Chance, Immune Electricity, Paralysis, Sleep; Resist Cold 30; SR 27
• Spd 40 ft., Burrow 20 ft., Fly 200 ft. (Clumsy)
• Melee Bite +45 (4d6+12/19–20) Grapple +57
• Full attack
o Bite +45 (4d6+12/19–20)
o 2 claws +43 (2d8+6) and
o 2 wings +43 (1d8+6) and
o tail slap +43 (2d8+18/19-20)
• Space and Reach: 20ft/15ft (20ft With Bite)
• Special Attacks: Breath Weapon (120 ft. line, 20d8 electricity, DC 35 1d4-1 rounds ), Crush (4d6+18, DC 33), Tail Sweep (2d6+18, DC 33) Sound Imitation (DC 31)
• Spell-Like Abilities (CL 13th)
o 3/Day—Create/Destroy Water, Ventriloquism (DC 16) 1/Day Hallucinatory Terrain, (DC 19) Veil (DC 21)
• Spells Known (CL 13th)
o 6th (4/Day) Greater Dispel Magic, Heal
o 5th (7/Day) True Seeing, Teleport, Wall of Force
o 4th (7/Day) Black Tentacles, Stone Skin, Dimension Door, Invisibility Greater
o 3rd (7/Day) Cure Serious Wounds, Haste, Displacement, Suggestion
o 2nd (7/day) Invisibility, Lesser Restoration, Resist Energy, Mirror Image, Locate Object
o 1st (8/day) Alarm, Cure Light Wounds, Mage Armor, Magic Missile, Shield
o 0 (/day) Detect Magic, Detect Poison, Mage Hand, Mending, Message, Prestidigitation, Read Magic
• Spells Cast
o True Seeing CL 13th
o Stone Skin CL 13th
o Invisibility Greater CL 13th
o Haste CL 13th
o Displacement CL 13th
o Mirror Image CL 13th 1d4+4 Images
o Mage Armor CL 13th
o Shield CL 13th
• Feats: Ability Focus (Breath) Altitude Affinity, Hover, Improved Critical (Bite), Improved Critical (Tail), Multiattack, Snatch, Power Attack, Quicken Breath Weapon, Efficient Breath Weapon
• Skills Bluff +37, Concentration +37, Hide +21, Intimidate +37, Knowledge (architecture and engineering) +37, Listen +37, Sense Motive +37, Spellcraft +37 Spot +37, Use Magic Device +37
• Gear Sihedron Ring, Ring of Greater Cold Resistance
• CR 21
The Occluding Field
• The DC for The Occluding Field is now 24
• The Damage from The Occluding Field is 10d6 and 1d6 Wisdom Damage
Fugue Towers
• The halls are still guarded by powerful Advanced Iron Golems
Advanced Iron Golem
• Huge Construct
• Hit Dice: 34d10+40 (345)
• Initiative: -1
• Speed: 20ft
• Armor Class: 32 (-2 size, -1 Dex, +25 natural) Touch 7 Flatfooted 32
• Base Attack/Grapple: +24/+48
• Attack: Slam +40 4d8+16
• Full Attack: 2 Slams +40 4d8+16
• Space/Reach: 15ft/15ft
• Special Attacks: Breath Weapon
• Special Qualities: Construct Traits, Damage Reduction 15/Adamantine, Darkvision 60ft, Immunity to Magic, Low Light Vision
• Saves: Fort +12, Ref +11, Will +12
• Abilities: Str 42, Dex 9, Con -, Int -, Wis 11, Cha 1
• Skills: Nil
• Feats: Nil
• CR 18
• Special Abilities
• Breath Weapon (SU) 10-Foot cube, cloud of Poisonous Gas Lasting 1 round, Free Action once every 1d4+1 rounds; Initial Damage 1d4 Con, Secondary Damage 3d4 Con, Fortitude DC 23 Negates.
The Pinnacle of Avarice
Entrance Ramp
• Warden of Wind each have 204 Hp
• AC 34, touch 12, flat-footed 33 (+10 armor, +3 deflection, +1 Dexterity, +12 natural, –2 size)
• Attacks Gargantuan Heavy Flail +22/+17/+12 (4d8+18/17-20x2)
• Fort +19, Ref +9, Will +13
• Feats Cleave, Iron Will, Full Opportunity (Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks. You may use this ability only once per round, regardless of how many attacks of opportunity you are allowed to make), Improved Critical Heavy Flail, Large Bruiser (When fighting foes smaller than you, once per round you get to make an attack of opportunity when they take a 5-foot step in your threatened area. This attack counts against your total number of attacks of opportunity each round.) Power Attack,
• Gear +2 Full Plate, Sihedron Ring
• There is a Warden of Wind per PC
• Warden of Thunder each have 228 Hp
• AC 34, touch 12, flat-footed 33 (+10 armor, +3 deflection, +1 Dexterity, +12 natural, –2 size)
• Attacks Great Sword +26/+21+16 Melee (4d6+21/17-20)
• Fort +20, Ref +11, Will +16
• Feats Cleave, Combat Reflexes, Iron Will, Full Opportunity (Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks. You may use this ability only once per round, regardless of how many attacks of opportunity you are allowed to make), Improved Critical Great Sword, Large Bruiser (When fighting foes smaller than you, once per round you get to make an attack of opportunity when they take a 5-foot step in your threatened area. This attack counts against your total number of attacks of opportunity each round.) Power Attack,
• Gear +2 Full Plate, Sihedron Ring
Central Hall
• Warden of Wind each have 204 Hp
• Warden of Thunder each have 228 Hp
• See previous entry for stats
• There is a Warden of Wind per PC
Throne Room
• Viorian Dekanti, Champion of Shalast has 288 Hp
• Init +3; Senses Listen +3, Spot +3
• AC 36, touch 14, flat-footed 33 (+13 armor, +3 deflection, +1 Dexterity, +1 Dodge +8 Shield, +1 Weapon, –1 size)
• Melee Chellan +30/+25(2d6+19/15–20) or Chellan +28/+28/+23/+18/+13/+8 (2d6+19/15–20) and Shield Bash +23 (1d6+4) (+4 to confirm Crits)
• Hasted Chellan +29/+29/+29/+24/+19/+14/+9 (2d6+19/15–20) and Shield Bash +24 (1d6+4)
• Feats Altitude Affinity, Dodge Full Opportunity, Shield Specialization (+1 Additional Shield Bonus), Improved Shield Specialization (You can block one melee attack with your shield if you succeed at an opposed check using your attack roll against the attacker’s attack roll. This is a free action that you can use once per round on another character’s turn.) Greater Weapon Focus (Scimitar), Greater Weapon Specialization (Scimitar), Melee Weapon Mastery – Slashing, Improved Shield Bash, Iron Will, Lightning Reflexes, Slashing Fury , Power Attack, Power Critical, Two-Weapon Fighting, Weapon Focus (Scimitar), Weapon Specialization (Scimitar) Weapon Supremacy (Scimitar) (When fighting with a Scimitar, receive the following benefits:
o a) +4 bonus to avoid being Disarmed;
o b) If Grappled, you may still attack with the chosen weapon as a Standard Attack or a Full Round Attack without penalty;
o c) When you make a Full Round Attack, you may assign a +5 bonus on any attack roll after the 1st;
o d) You may “Take 10” on your attack roll, once per round;
o e) +1 bonus to AC.
• Spell Effects
o Haste CL 5th
o Fly CL 5th
• Wardens of Ruin each have 260 HP
• Feats Altitude Affinity, Full Opportunity (Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks. You may use this ability only once per round, regardless of how many attacks of opportunity you are allowed to make), Cleave, Large Bruiser (When fighting foes smaller than you, once per round you get to make an attack of opportunity when they take a 5-foot step in your threatened area. This attack counts against your total number of attacks of opportunity each round.), Improved Critical (great sword), Power Attack, Quick Draw
Harridan Dwellings
• The Harridans have 204 hp each
• There is 1.5 Harridan per PC
The Leng Device
• Denizens of Leng each have 120 Hp each
• The Thing from beyond Time has 336 Hp
• Feats Remove Lightning Reflexes and Improved Init and Give him Improved Critical on both attacks, changing his initiative to +9 and his Reflex save to +24
Rune Giant Cells
• Each Ruin Giant has 260 Hp
• Feats Altitude Affinity, Full Opportunity (Whenever you make an attack of opportunity, you can use the full attack action to make all of your attacks. You may use this ability only once per round, regardless of how many attacks of opportunity you are allowed to make), Cleave, Large Bruiser (When fighting foes smaller than you, once per round you get to make an attack of opportunity when they take a 5-foot step in your threatened area. This attack counts against your total number of attacks of opportunity each round.), Improved Critical (Great Sword), Power Attack, Quick Draw
• There is 1.5 Ruin Giant per PC
Khalib’s Quarters
• Khalib has 145 Hp +1d10+10
• Spells Known (CL 16th; ranged touch +12)
o 8th—Quickened Orb of Acid (DC 21), Prismatic Wall, Temporal Stasis (DC 26)
o 7th—Delayed Blast Fireball (DC 23), Finger of Death (DC 24), Reverse Gravity , Force Cage
o 6th—Disintegrate (DC 24), Flesh to Stone (DC 24), Greater Dispel Magic, Repulsion (DC 22) Empowered Orb of Acid (DC 21)
o 5th—Quickened Magic Missile x2, Overland Flight, Baleful Polymorph (DC 23), Wave of Fatigue (DC 22), Wall of Force
o 4th—Black Tentacles (Grapple +24) Dimension Door, Stoneskin, Fear, Mnemonic Enhancer, Wall of Ice
o 3rd—Dispel Magic, Lightning Bolt (DC 19), Greater Magic Weapon, Haste, Nondetection, Slow (DC 21), Protection from Energy
o 2nd—Bear’s Endurance, Blindness/Deafness ( DC 19), Cat’s Grace, False Life, Glitterdust (DC 19), Resist Energy, Spectral Hand,
o 1st—Alarm, Expeditious Retreat, Feather Fall, Magic Missile x2, Shield x2
o 0—Acid Splash, Light, Mage Hand, Message, Prestidigitation
• Spell Effects
o Overland Flight CL 16th
o Stone Skin CL 16th
o Mnemonic Enhancer (Pro from Energy)
o Greater Magic Weapon CL 16th
o Haste CL 16th
o Nondetection CL 16th
o Tongues CL 16th
o Darkvision CL 16th
o Protection from Energy CL 16th (most common party energy type)
o Arcane Sight CL 16th
o Resist Energy CL 16th (most common party energy type)
o Bear’s Endurance CL 16th
o See Invisibility CL 16th
o Cat’s Grace CL 16th
o False Life CL 16th
o Spectral Hand CL 16th
o Expeditious Retreat CL 16th
o Shield CL 16th
• Feats Altitude Affinity, Empower Spell, Craft Wondrous Item, Greater Spell Focus (Transmutation), Quicken Spell, Scribe Scroll, Spell Focus (Conjuration, Necromancy, Transmutation), Sudden Maximize Spell, Sudden Empower Spell
• Contingency When Khalib is grappled a Dimension Door is cast on him freeing him from the grapple
Wardens of Wind
• Warden of Wind each have 204 Hp
• See Previous Entry
• There are 2 Wardens of Wind per PC
Wardens of Thunder
• Warden of Thunder each have 228 Hp
• See Previous Entry
• There are Wardens of Thunder equal to PCs +1
Reliquary
• Most High Ceoptra has 377 Hp
• Melee +4 Unholy Dagger +31/+26/+21/+16 (1d8+8/19–20) and touch +22 (1d8 Wisdom drain)
• Spells Prepared (CL 16th, +23 touch, +19 ranged touch)
o 8th—Quickened Cure Critical Wounds, Fire Storm (DC 28), Heightened Destruction (DC 28), Quickened Unholy Blight D (DC 24)
o 7th—Quickened Cure Serious Wounds, Destruction x2 (DC 27), Disintegrate D (DC 27), Quickened Searing Light
o 6th—Blade Barrier (DC 26), Quickened Cure Moderate Wounds, Greater Dispel Magic, Harm D (DC 26), Heal
o 5th—Quickened Cure Light Wounds, Dispel Good D, Greater Command (DC 25), Flame Strike (DC 25), Slay Living x2 (DC 25), Wall of Stone
o 4th—Air Walk, Cure Critical Wounds, Death Ward, Greater Magic Weapon, Freedom of Movement, Unholy Blight D (DC 24), Poison (DC 24)
o 3rd—Blindness/Deafness (DC 23), Contagion D (DC 23), Cure Serious Wounds (2), Dispel Magic, Magic Vestment, Prayer, Searing Light
o 2nd—Cure Moderate Wounds x1, Hold Person x2 (DC 22) , Resist Energy, Shatter D (DC 22), Silence (DC 22), Spiritual Weapon, Bears Endurance
o 1st—Cure Light Wounds (5), Divine Favor, Obscuring Mist, Protection from Good D, Sanctuary (DC 20)
o 0 — Stabilize, Bleed, Guidance, Mending, Detect Magic, Read Magic
• Spell Cast
o Air Walk CL 16th
o Death Ward CL 16th
o Greater Magic Weapon CL 16th
o Freedom of Movement CL 16th
o Magic Vestment CL 16th
o Prayer CL 16th
o Resist Energy CL 16th (most common energy type)
o Bears Endurance CL 16th (+42 Hp)
o Divine Favor CL 16th
o Protection from Good CL 16th
• Feats, Altitude Affinity, Craft Wondrous Item, Dodge, Heighten Spell, Iron Will, Multiattack, Quicken Spell, Sudden Maximize, Sudden Empower
• Harridans have 204 Hp each (+79 HP from spells)
• Gargantuan
• Melee touch +23 (1d8 Wisdom drain) or Mwk Greatsword +33/28/+23/+18 (6d6+18/19–20) and 2 claws +31 (1d8+9)
• AC 36, touch 11, flat-footed 34 (+8 armor, +3 deflection, +2 Dexterity, +1 Dodge +16 Natural, –4 size )
• Fort +17, Ref +15, Will +13
• Spells Known CL 12th
o 6th—Heal, Greater Dispel Magic, Harm D (DC 19)
o 5th—Dispel Good D (DC 18), Flame Strike (DC 18), Righteous Might, True Seeing
o 4th—Air Walk, Divine Power, Freedom of Movement, Inflict Critical Wounds D
o 3rd— Contagion D (DC 16), Dispel Magic, Invisibility Purge, Meld into Stone, Protection from Energy x2,
o 2nd—Aid, Bears Endurance, Cure Light Wounds x3, Eagles Splendor, Desecrate D
o 1st—Command (DC 14), Comprehend Languages, Cure Light Wounds, Divine Favor , Death Watch , Protection from Good D, Shield of Faith
o 0—Detect Magic, Detect Poison, Bleed, Light, Read Magic, Resistance
• Spells Cast
o Righteous Might CL 12th
o True Seeing CL 12th
o Air Walk CL 12th
o Divine Power CL 12th
o Freedom of Movement CL 12th
o Protection from Energy CL 12th (most common energy type)
o Protection from Energy CL 12th (most common energy type)
o Bears Endurance CL 12th
o Eagles Splendor CL 12th
o Aid CL 12th
o Divine Favor CL 12th
• Feats Altitude Affinity*, Dodge, Iron Will, Power Attack, Multiattack, Divine Might
• Divine Might 8 times a day +5 damage bonus for a round
Eye of Avarice
• Karzoug im going to look through some non OGL books and make him even better