D&D 3E/3.5 Elder Dragons

ElectricDragon

Explorer
Veil of Shadows
The spirits of the night were first recorded soon after Kanelon Starsword, a powerful soulless knight, sometimes known as the Keeper, started his studies into the creation of the Veil of Shadows. He finished the arcane construct and began to implement its powers across his empire, calling and commanding many incorporeal undead to fuel his armies. Spectre cadres and wraith squads protected his flanks, and companies of shadows roamed behind the lines as his secret police. He relied on ghouls, ghasts, and wights for his main force. He had a royal guard of ghosts, a dozen maleficent beings, while spirits of the night worked as guards, spies, and scouts. Sages call this time the Age of Shadows because of all the shadowy creatures that made their first recorded appearances then. Erevann, a well-known bard insists that the artifact created by Starsword was either directly or indirectly to blame for the appearance of all these shadowy creatures.
The Veil of Shadows appears as spun black silk, exceptionally thin and durable. When worn, the veil can easily be seen through by the wearer, though the wearer appears as a malformed person to others while wearing the veil. The veil must be worn to activate any of the major powers, minor powers, or the minor malevolent effect (Charisma penalty); but ownership is enough to activate the major malevolent effect. The veil takes up no body slot and can be worn over armor and other worn magic items. The veil covers the face and head of the wearer, hanging down to the chest.

History:
The veil is said to allow its wearer to see through shadows and move as one, as well as giving its wearer the ability to command all shadowy creatures with only a thought. This artifact is believed to have been built by the soulless knight, Kanelon Starsword, eons ago when he ruled the known world, as a means of expanding his influence over undead (particularly incorporeal undead). Unbeknownst to the feared soulless knight, his creation was flawed from the start for the final act of creating the veil was to meld the soulless knight’s greatsword soul weapon into the veil as instructed by Nethrancor. Supposedly, the veil would then become the repository of his essence and allow him to return at full hit points even if his soul armor were destroyed. The duped soulless knight ensured that he was the first victim of the veil. Ancient tales say he was destroyed eons ago but there is no mention of what happened to the veil.

Powers:
Command Undead (Major Power):
The wearer of the veil can command incorporeal undead as a 20th level evil cleric up to six times per day. For purposes of this ability, the wearer’s Charisma modifier gains a +10 enhancement bonus for turning checks and turning damage rolls. Even incorporeal undead creatures normally immune to commanding are affected by this ability.
Creatures that would normally be rebuked instead of commanded are instead commanded.

Corporeal undead are immune to commanding or rebuking from this artifact. Command lasts until the next sunrise hits the veil. There is no limit to the number of Hit Dice of incorporeal undead that can be commanded by the veil. Commanding undead is a standard action that does not provoke attacks of opportunity. The veil must be owned to activate this ability.

Shadow Form (Major Power): The wearer of the veil can use shadow form upon himself as often as desired. Shadow form is the ability to assume the shape of a living shadow for up to 40 minutes per use and gain all the properties of the gaseous form spell. This ability is activated as if by a 20th level caster and is a standard action that does not provoke attacks of opportunity. The veil must be worn to activate this ability.

Ghost Touch (Minor Power):
The veil is empowered with the ghost touch ability so that incorporeal and corporeal creatures alike can use it and have no trouble touching or being touched by incorporeal creatures. The veil must be worn to use this ability; it is constant as long as the veil is worn.

See Incorporeal (Minor Power):
The wearer sees all incorporeal creatures outlined in a blue light that makes them easy to spot (+10 to Spot checks to notice incorporeal creatures). This allows pinpointing such creatures as a free action. The veil must be worn to use this ability; it is constant as long as the veil is worn.

See Through Shadows (Minor Power): The wearer can see through shadows as if they didn’t exist. This is neither low-light vision nor darkvision, just a piercing of the shadows as if they did not exist for whatever vision type the wearer possesses. This essentially extends low-light vision and normal vision to virtually unlimited distances. Spot modifiers for distance do not apply. Vision is limited only by physical obstructions (though smoke, mist, and fog still have their usual effects). Darkvision cannot be used with the veil, as darkness does not exist for the wearer. This also gives total immunity to all spells with the [Darkness] descriptor and makes the wearer unable to use shadows for hiding (he can’t see them). The veil must be worn to activate this ability; it is constant as long as the veil is worn.

Curses:
Minor Malevolent Effect:
The wearer’s Charisma is reduced by 6 for all purposes other than those named herein. This is a temporary adjustment; when the veil is removed, the wearer’s Charisma score returns to normal. This is a profane penalty. The veil must be worn to suffer this penalty.

Major Malevolent Effect: Ownership of the veil means that the wearer will eventually become a soulless knight (if of high enough level [13+]) or a spirit of the night otherwise. Creatures changed into soulless knights have no soul weapon and no soul armor. Their essence is tied to the veil itself. Unlike normal soulless knights, if they are destroyed; they cannot reform, because they have no soul weapon in which their essence is stored, and the veil devours their essence to power its abilities. Spirits of the night created by the veil are also devoured upon their expiration.

The process of becoming a soulless knight or spirit of the night from owning the veil happens slowly: only after the owner has used any of the major powers a total of nine times. The veil need not be worn (or even carried) during this time to activate this malevolent effect; ownership is enough to activate this curse. This effect will happen after the owner has activated a major power nine times, no matter how many different major powers are activated and no matter how many planes separate the veil and its owner. Undead creatures who use the veil are unaffected by this curse so the veil is usually found in the possession of and worn by some type of undead (usually a spirit of the night or a soulless knight). The number of planes that separate a destroyed soulless knight created by the veil or a destroyed spirit of the night created by the veil and the Veil of Shadows does not matter: the undead’s essence is tied to the artifact. A wish or miracle can be used to reset the major power usage number, but only before the ninth usage. Deities of at least Lesser status can also reset this number. Intermediate and Greater Deities can remove ownership of the veil as long as the veil is then abandoned.

Veil of Shadows
Type:
Small Object
Wt.: 1 lb.
Hardness: 3
Hit Points: 20
Saves: Fort +20, Ref +20, Will +20
Damage, even enough to destroy the veil, is repaired overnight. Physically (temporarily) destroying the veil does not change ownership.

Object:
The veil is immune to acid, cold, lightning, and sonic energy. It takes half damage from fire. It is not subject to critical hits, nonlethal damage, ability drain, energy drain, fatigue, and exhaustion effects. It has immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. It is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It repairs all physical damage overnight.

Suggested Means of Destruction:
The Veil of Shadows can only be destroyed in one specific way. Unfortunately, Kanelon Starsword, knowing this, began a campaign of misinformation by forging ancient texts and changing their wording in this respect. Because of this, many ways are said to be able to destroy the veil; chief among them is the following method:
  • The veil must be bathed in the pure light of creation for a year and a day. This will release all the captured essences and allow them to achieve their final reward, while the veil itself disintegrates into nothingness.

    Some of the other commonly mentioned methods of destroying the Veil of Shadows are:
  • Transport it to the positive material plane and let it burn up.
  • Drop it in the sun.
  • Place it in the undying light of the sun god.
  • Research and name each creature that has ever been devoured by the veil; and using powerful magics, resurrect them all in sunlight.
  • Build a temple dedicated to light and use the veil as a canopy over a special divine ceremony to be conducted on the first summer solstice in that temple.
Only trial and error will discover which method (if it is truly any of these) actually destroys the veil.
 
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ElectricDragon

Explorer
Divine Interference
Desinora has often had scrapes with Nethrancor in the past. Over a millennia ago, she caused one of his artifacts to be lost in the realm of Arkonseptsis. This was in part, retaliation for Nethrancor’s obstruction in her personal war with Farrag; and mainly because she felt that Nethrancor was treading on her portfolio of revenge, retribution, and vengeance through his soulless knights.

Desinora thought she could bully Farrag into becoming her vassal; something easy for her. She flooded his body with madmen and lunatics gathered into several cults set to wipe out Farrag’s small priesthoods. It was working too, until Farrag appealed to Nethrancor for succor. Nethrancor, seeing a chance to gain Farrag as his own vassal, agreed and brought his own cults to the battle along with Hollow Night rituals that eventually created five different Infernal Cesspools on Farrag’s body. His cults had orders to only use Desinora’s madmen as sacrifices to keep the ritual going.

Today, only three Infernal Cesspools remain with constant holidays; each tended by a powerful undead that owes Nethrancor a service. The other two Infernal Cesspools are abandoned and have no one tending ritual. The Hollow Night holiday in these areas no longer happens there. The proscription against using creatures that do not follow Desinora's teachings has been rescinded and now any creature can be used for sacrifice. One Infernal Cesspool needs only ten years in order to develop a permanent gate, which will give Nethrancor more influence over Farrag’s body. Once all three Infernal Cesspools have developed a permanent gate, Farrag will become Nethrancor’s vassal. Desinora’s lunatics are now mostly gone, except for the occasional mad hermit living in exile far from civilization. These hermits are unpredictable and very dangerous.

Nethrancor has also sent representatives to The Eye to start a Hollow Night ritual there. It is located deep in the Swartzen Fen and its ritual masters have to import sacrifices (except for animals) from the mainland using various flying magics, because teleportation magic does not work anywhere close to the cloud island. The holiday is still relatively new and the ongoing ritual has not formed an Infernal Cesspool yet. Nethrancor assigns undead that owe him a service to tend the area, protect it from Moretta’s and Blitzhavoc’s servants, and conduct the monthly rituals. Around six hundred years of rituals remain before an Infernal Cesspool forms which will increase Nethrancor’s influence over The Eye and its two masters.

Nethrancor has also infiltrated several of Zephillious’ goblin strongholds, corrupting the shaman leaders with a free copy of the Hollow Night ritual, “accidently” found. The resulting rituals have only been going on for seven to thirteen years, ingrained into the tribes now, but far from becoming Infernal Cesspools. Such goblin tribes are more likely to save captured creatures to sacrifice for this monthly festival.

Nethrancor continued his infiltration by making available the mummy ritual, also “accidently” found. One shaman has begun making mummies from captured creatures as tribal guardians.
 
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ElectricDragon

Explorer
Adventure Hooks

A merchant claims to have seen a band of skeletons dancing in the full moonlight on an adjacent hill. Luckily, they headed out away from his camp; but a band of adventurers need to deal with them. (A high level wizard cast dance of the dead, and the effect is still traveling around the area.)

Your party is awakened in the middle of the night with a feeling of cold and dread. An hour later, the feeling passes. A successful Knowledge (religion) check DC 15, allows the party to know they are within range of an Infernal Cesspool. A check of 20 or higher allows them to determine they are right on top of it. Dark centaurs attack.

Leaving the city, your party runs into a strange, dangerous, and powerful shadow. The spirit of the night is just the tip of the iceberg though as it signals that the artifact, Veil of Shadows, is close by guarded by a soulless knight (no soul weapon, no soul armor) bound to the veil.

A small town has hired your adventuring party to determine what is happening to their children. Many have gone missing in the last few weeks. A vampiric priest of Nethrancor is performing the Hollow Night ritual (he has gotten to the second sacrifice, still an animal, but since he has no pets, he intends to use the children for the next six sacrifices (he has captured and confined in a cage, six children from the town).

A necromancer has taken up residence on the outskirts of town. His tower is guarded by a wolf skeleton that the locals have claimed can cast spells. They urge the party to check out the evil magician and shut down his dark plans. [A necromancer, his bone mage wolf skeleton guard, and 3 shadow spies].
 

ElectricDragon

Explorer
The shadowy assassin, Jade Bonds, has returned after a 50 year stay imprisoned in the shadows, she intends to retrieve every piece of her former treasure. Long before she became a shadowy assassin, Puck hired a mage to invisibly mark each piece of her treasure with a personal rune so that she could magically track each piece. The first valued item she always retrieved was a wand of locate objects; then Jade uses it to begin hunting for the rest of her treasures. Unknown to the party, the frontline fighter's main weapon previously belonged to Jade Bonds and is invisibly marked with her rune. She is accompanied by a cadre of shadesteel shadows that appear as noblemen that she once courted just to determine their items worth stealing. She allows the shadows to begin the attack while she hides in the shadows to use her death attack with her poisoned blade.

The dreaded Black Knight has set up at the crossroads, accosting and killing all travelers. He is accompanied by his skeleton butler, five ritual zombies, and his fiendish warhorse. Often, he sends his company to attack while he guards the crossroads; only involving himself if his followers seem to be losing.
 

ElectricDragon

Explorer
PART THREE
Farrag
Cyclopean Stoic Stone


What follows is an excerp from the writings about the fabled Dragens Arcanus by Karthan the Historian.

The eighth tablet tells of a living mountain: Farrag, the Stone. Farrag is a fallen god, who lost much of his power in his epic battle with Desinora [or any chaotic evil deity of revenge] eons ago. Though most reports say he won the battle; he was stripped of most of his portfolio and divine abilities. Desinora [or a the chaotic evil revenge deity] was unable to acquire this immense influx of deific power for herself because of Nethrancor’s [or an undeath deity] interference, so a void of draconic earth god remained. After millennia of languishing as a quasi-deity, Farrag finally climbed back into the ranks of godhood. Though he has again become a demigod; he still does everything in his power to avoid the attention of his former foe. So far he has been succcessful. Either Farrag has no plans to regain his former glory, or he has plans that require multitudes of lifetimes.

Draconic history states that Farrag’s is the back upon which the world was built. All dragonkind avoid his territory in respect for his elder dragon status, his deific status, his immenseness as a dragon, or for some other untold reason.

An observer across time might say Farrag always sleeps; but this is not true. Farrag is all too aware of everything that goes on around him for miles. He sees most things as beneath him, and not worthy of a response. Only those foolish enough to bring something he considers important to his attention have ever seen him move, or worse yet, attack. He is a terrible engine of destruction when angered, causing earthquakes and landslides whenever he moves, destroying cities as though they were anthills. Though his movement is slow; it is always measured and precise.

Most dragons know where Farrag lies and give him a wide berth, allotting him enough space to call his own that any dragon would be proud to claim as its own. Dragons refuse to speak of Farrag, choosing to allow lesser beings (all non-dragons) believe that he is nothing more than a myth.

Farrag speaks all known languages. When he chooses to speak, his voice shakes the ground and shivers the very sky with its volume and timbre. Oftimes, a legendary earthquake, remembered from untold centuries ago, was actually a bit of conversation from “the Stone”.



In order to fully describe Farrag, it is first necessary to outline a new size category: Awesome.
AWESOME SIZE CATEGORY
Awesome is a new size category introduced in this treatise. It is larger than Colossal size and even the epic dragon size, Colossal+, and uses the following game rules: Awesome is not so much as a category as a conglomerate of everything bigger than any other game-described size categories. Objects in this category include cities, very large ships, and large castles.


Armor for Unusual Creatures
Humanoid
Nonhumanoid
Size
Cost
Weight
Cost
Weight
Tiny or smaller1
x1/2​
x1/10​
x1​
x1/10​
Small
x1​
x1/2​
x2​
x1/2​
Medium
x1​
x1​
x2​
x1​
Large
x2​
x2​
x4​
x2​
Huge
x4​
x5​
x8​
x5​
Gargantuan
x8​
x8​
x16​
x8​
Colossal
x16​
x12​
x32​
x12​
Awesome
x32 2​
x16 2​
x64 2​
x16 2​
1 Divide armor bonus by 2.
2 Or more.

Attack Bonus
SizeSize ModifierSizeSize Modifier
Awesome
-16 1​
Medium
+0​
Colossal
–8​
Small
+1​
Gargantuan
–4​
Tiny
+2​
Huge
–2​
Diminutive
+4​
Large
–1​
Fine
+8​
1 Or more as the situation warrants.
Description of Creature Size Categories

Awesome: –16 AC/attacks or more
Dimensions: 128 ft. or more
Weight: 2,500,000 lb. or more* (250 tons or more)
*Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.
Farrag weights at least 25 million pounds (more than 2,500 tons).


Creature Size and Scale

Creature Size
Space1
Natural Reach1
Fine
1/2 ft.​
0​
Diminutive
1 ft.​
0​
Tiny
2-1/2 ft.​
0​
Small
4 ft.​
4 ft.​
Medium
5 ft.​
5 ft.​
Large (tall)
10 ft.​
10 ft.​
Large (long)
10 ft.​
5 ft.​
Huge (tall)
15 ft.​
15 ft.​
Huge (long)
15 ft.​
10 ft.​
Gargantuan (tall)
20 ft.​
20 ft.​
Gargantuan (long)
20 ft.​
15 ft.​
Colossal (tall)
30 ft.​
30 ft.​
Colossal (long)
30 ft.​
20 ft.​
Awesome (long)
50 ft. 2​
30 ft.​
Awesome (tall)
50 ft. 2​
50 ft.​
1 These values are typical for creatures of the indicated size. Some exceptions exist.
2. Depending on the specific creature and the adventure’s needs, space can be as large as the whole map area. Most awesome creatures and objects are bigger than the play area.




Creature Size and Vertical Reach

The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.) Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.
Creature Size Vertical Reach
Awesome256 ft.
Colossal128 ft.
Gargantuan64 ft.
Huge32 ft.
Large16 ft.
Medium8 ft.
Small4 ft.
Tiny2 ft.
Diminutive1 ft.
Fine1/2 ft.




Carrying Capacity
Bigger and Smaller Creatures:
The figures on Table: Carrying Capacity is for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large x2, Huge x4, Gargantuan x8, Colossal x16, Awesome: x32. A smaller creature can carry less weight depending on its size category, as follows: Small x3/4, Tiny x1/2, Diminutive x1/4, Fine x1/8.

Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, multiply the value corresponding to the creature’s Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1-1/2, Large x3, Huge x6, Gargantuan x12, Colossal x24, Awesome x48.


Grapple
The special size modifier for a grapple check is as follows: Awesome +32, Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. Use this number in place of the normal size modifier you use when making an attack roll.


Hide
A creature larger or smaller than Medium takes a size bonus or penalty on Hide checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16, Awesome –32.


Moving through a Square
Creatures of any size smaller than Awesome can move into or through a square occupied by an Awesome sized creature.


Breaking Items
SizeAC Modifier
Awesome
–16​
Colossal
–8​
Gargantuan
–4​
Huge
–2​
Large
–1​
Medium
+0​
Small
+1​
Tiny
+2​
Diminutive
+4​
Fine
+8​




Improving Monsters: Changes to Statistics by Size

Old Size*New SizeStr
Dex
Con
Natural Armor
AC/
Attack
FineDiminutive
Same​
–2​
Same​
Same​
–4​
DiminutiveTiny
+2​
–2​
Same​
Same​
–2​
TinySmall
+4​
–2​
Same​
Same​
–1​
SmallMedium
+4​
–2​
+2​
Same​
–1​
MediumLarge
+8​
–2​
+4​
+2​
–1​
LargeHuge
+8​
–2​
+4​
+3​
–1​
HugeGargantuan
+8​
Same​
+4​
+4​
–2​
GargantuanColossal
+8​
Same​
+4​
+5​
–4​
ColossalAwesome
+8​
Same​
+4​
+6​
–8​
*Repeat the adjustment if the creature moves up more than one size.
Open Doors

Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16, Awesome +32.


Epic Dragons
COMBAT

Epic dragons share all the combat characteristics of standard dragons. Even wyrmling epic dragons are Huge, however, and are capable of making tail sweep and crush attacks. The oldest epic dragons have a greater reach and deal more damage with their attacks than other Colossal dragons, as shown on the Epic Dragon Space and Reach and Epic Dragon Attacks tables below. In addition, the breath weapon of the oldest epic dragons is a larger cone than most Colossal dragons possess. The size modifier for these dragons remains –8.

Some few other dragons, called elder dragons, have achieved an even larger size category; most such creatures will be of deific power. The size modifier for these Awesome-size dragons increases to –16.


Epic Dragon Space and Reach
Size Space/Reach
Huge15 ft./10 ft.
Gargantuan20 ft./15 ft.
Colossal30 ft./20 ft.
Colossal+30 ft./20 ft.
Awesome50 ft./30 ft.
Epic Dragon Attacks

Size
1 Bite
2 Claws
2 Wings
1 Tail Slap
1 Crush
1 Tail Sweep
Huge
2d8​
2d6​
1d8​
2d6​
2d8​
2d4​
Gargantuan
4d6​
2d8​
2d6​
2d8​
4d6​
2d6​
Colossal
4d8​
4d6​
2d8​
4d6​
4d8​
2d8​
Colossal+
8d6​
4d8​
4d6​
4d8​
8d6​
4d6​
Awesome
8d8​
8d6​
4d8​
8d6​
8d8​
4d8​
Epic Dragon Breath Weapons

Size Cone* (Length)
Huge50 ft.
Gargantuan60 ft.
Colossal70 ft.
Colossal+80 ft.
Awesome100 ft.
* A cone is as high and wide as its length.
 
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ElectricDragon

Explorer
_____Farrag
Dragon Mountain, Serpent’s Back, the Earth that Walks, the Sleeper, the Stone, Wyrm Peak, the Holy Rock
Demigod
Symbol:
A heart-shaped chunk of granite
Home Plane: Material (Dragon Mountain)
Alignment: Lawful evil
Portfolio: Earth, earthquakes, mountains, stone
Worshipers: Those that have acquired the dark template and live on Dragon Mountain.
Cleric Alignments: LE, NE, LN (adepts, clerics, druids, fanatics, and rangers)
Domains: Earth, Protection, Strength
Favored Weapon: Bite

Farrag (fr-agg) appears as just another mountain, slightly shaped like a dragon if viewed from far above. Villages are sometimes built upon his back to scratch out an existence in the thick earth that always covers his body. Even lucrative mining operations are worked on his back. His scales appear as solid granite; indistinguishable from normal rock when they pierce through the thick earth on peaks and outcroppings. Even so, it takes an expert to truly tell the difference: DC 30 in Craft (stonemasonry), Knowledge (nature), or Craft (sculpturing) from a close distance of only 10 feet. Creatures with stonecunning ability (like dwarves) automatically know the stone is alive and not actually stone but they must also get within range of their ability, otherwise it still passes for granite.

Farrag is immense even by dragon standards. Since he so rarely moves; villages, groves of trees, bushes, and even rock formations and streams cover his back helping to hide him from notice. Most creatures that live on his body are unaware that he is a dragon or that he is alive; believing instead that they live in a tectonically unstable area.

Though it is possible for Farrag to move underground, he has never been known to do so in recorded history. [Though it is supposed that he hid there during his millinea of languishing as a quasi deity. It would take him 10 minutes to get fully underground using his burrowing movement today.]

Canon
The only thing that Farrag is known to appreciate is an earthquake. If he actually had real clergy, his clerics would be required to cause earthquakes as a method of "speaking to god". Though it is supposed that he wants to reacquire his former deific status; at this point this has nothing to do with the tenets of his faith. Farrag is inscrutible. His aims are unknown, his goals only supposed, and his wants are unapparent.

That said, Farrag is most interested in removing the influence of both gods that have outposts on his body. Nethrancor controls three Infernal Cesspools still working towards becoming gates. Two other Infernal Cesspools remain in Farrag’s control, one by dark goblins, followers of the “Stone”; and one by a dark hydra.

Desinora claims the icy peaks through her lunatic dark frost giant clan.

Dark fire giants, caretakers for the “holy rock”, protect the lifeblood of Farrag, keeping his heart connected to other parts of Farrag’s body through magma streams. The magma streams that rise to the peaks and those that run through the heart of an Infernal Cesspool are often clogged and require constant repair. A small clan of dark stone giants helps the fire giants repair those areas.

Farrag is building up his energy, trying to conserve as much power as possible so that he can retake his former rank as a Lesser Deity. As such, his response to any stiuation is most often: wait.
Farrag speaks in tremors all the time. Most creatures cannot understand this speech; but shamans, clerics, and fanatics of Farrag will often change their tactics after a tremor.

Clerics and Holy Sites
As mentioned before, Farrag has no actual clergy. Instead the beholden undead attached to his heart chamber with divine spellcasting levels are treated as clergy, receiving spells and domain abilities from him in return for protecting his heart chamber. Any divine spellcaster living on his back that has acquired the Dark template, may also receive spells, domain access, and/or domain powers from Farrag if a member of the Church of the Rock, a small cult on his northern slope. Certainly, adepts and clerics of various kinds who lose their connection to their deity because of the Dark template either become fanatics or turn to a darker, formless (to them) deity sometimes called "The Stone" in hushed and reverent tones. This formless deity is actually Farrag. The dark goblins, dark kobolds, dark gnolls, dark stone giants, and dark fire giants follow the directions of the “holy rock”, faithfully translated from daily tremors by their dark clerics and dark adepts.

The Church of the Rock, the holy rock, and the Stone are all different aspects of the worship of Farrag, nothing more than cults really and not full-fledged religions. There are other even smaller groups in remote areas.

Farrag has one temple and one shrine. The temple is an immense structure built on the ridge that the church insists is the back of their god. Now peopled with dark clerics. Known as the Temple of the Stone; it lies on the western slope. This is the only surviving temple from that earlier time when Farrag was a Lesser Deity. Any dwarf can tell that it is the oldest structure he has ever seen and that the builders were expert craftsmen but not much else.

Several dark goblin tribes are lead by shamans (adepts) that worship the “Stone”; but their shrines are temporary affairs or their own personal shrine in their quarters and so cover a very small area.

A small band of dark gnolls worship the “Stone” also and are mercenaries hired by the various dark goblin tribes in their endevors but have no permanent shrines. The dark fire giant clan that tends Farrag's heart chamber and the magma streams that are his lifeblood have an elaborate shrine to the “holy rock” (as they call Farrag’s Heart).

So, the only places normally “holy” to Farrag are his body and his heart chamber. and the Temple of the Stone (which is on his body). Other faiths find it impossible to regain divine spells higher than 2nd level while upon Farrag's body.

Farrag’s most holy of sites is his heart chamber. In the heart chamber, there is a magma pool in the center of which rests Farrag’s Heart on a bed of obsidian. Surrounding the magma pool are quite a few Beholden Undead under orders to protect the heart from anyone. Wading around the pool are several dark fire giant clerics chanting and wading around the “holy rock”.
 
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ElectricDragon

Explorer
Farrag
Awesome
* Dragon (Earth, Evil, Lawful)
Divine Rank:
3
Hit Dice: 50d12 + 850 (1,450 hp)
Initiative: +6
Speed: 5 ft. (can’t run) (1 square), burrow 5 ft.
AC: 60 (touch 7, flat-footed 60)
Base Attack/Grapple: +35/+85
Attacks: Bite +38 melee*; or spell melee touch +37 or ranged touch +20
Full Attack: Bite +38 melee*, two claws +36 melee*; or spell melee touch +37 or ranged touch +20
*Except for melee touch attacks, For any melee attack (including melee touch attacks), Farrag gets a +4 bonus to the attack if his opponent is standing on Farrag's body.
*Physical attacks can only be targeted at Colossal and Colossal+ creatures.
Damage: Bite 12d12+15/19, claw 8d10+7/19; or by spell
Space/Reach*: 100 ft. or more/30 ft. (40 ft. with bite)
In Farrag’s heart chamber, he has no physical attacks and must rely on his beholden undead.
*Farrag will constitute the whole adventuring area so make it as large as needed. The adventure will take place on his back and/or inside his heart chamber.

Special Attacks: Breath weapon, dragon spell-like abilities, spells, domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Dragon traits; fast healing 15; hardness 40; tremorsense; divine aura (30 ft., DC 25); divine immunities; domain powers; DR 15/epic and good or epic and chaotic; fire resistance 16; godly realm; greater teleport at will; PR/SR 35; remote communication; understand, speak, and read all languages; and speak directly to all beings within 1 mile.
Saves: Fort +39, Ref +30, Will +43
Abilities: Str 40, Dex 6, Con 45, Int 31, Wis 33, Cha 34
Skills: Appraise +66*, Bluff +68, Concentration +73, Diplomacy +84, Disguise +42*, Gather Information +72, Hide +25, Intimidate +64, Knowledge (arcana) +56*, Knowledge (geography) +56*, Knowledge (history) +38*, Knowledge (local) +38*, Knowledge (nature) +40*, Knowledge (nobility and royalty) +38*, Listen +67, Search +66, Sense Motive +67, Spellcraft +72, Spot +67, Survival +20
Feats: Cleave, Combat Expertise, Fast Healing (x4) [Epic], Great Fortitude, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Superior Initiative [Epic].


Dragon Traits: Farrag is immune to petrification as he is already living stone. Because of the cursed changes brought about upon his heart by Desinora the Dreamer and Nethrancor, Farrag has gained an immunity to negative energy and necromantic effects. He also has darkvision, frightful presence (500 feet, 50HD or less, DC 50), and low-light vision. Farrag’s damage reduction is special in that either a chaotic epic weapon or a good epic weapon can bypass it.
Frightful Presence is reserved for opponents that could damage or destroy his heart.
Breath Weapon (Su): Petrification gas cone Fortitude save (DC 55) negates. Farrag can use his breath weapon every 1d4 rounds. The cone is 100 feet long and the save DC is Constitution-based.
This attack is only used against Colossal and Colossal+ sized creatures.
Fast Healing (Ex): Farrag heals 15 hit points a round so long as he has at least 1 hit point. At 0 hit points, Farrag literally turns to stone until his fast healing has healed him completely, whereupon he resumes his dragon form. Farrag can only truly be killed by removing or destroying his heart (see below).
Hardness (Ex): Farrag’s skin is harder than the rock it appears to be, giving him a hardness of 40. Piercing and slashing weapons deal only half damage to Farrag.
Cleric Spells/Day: 6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1; base DC = 24 + spell level. Farrag casts spells as a 30th level cleric with the domains of Earth, Protection, and Strength. Farrag can spontaneously cast any inflict spell just like an evil cleric. Any [Earth] descriptor spells (but not spell-like abilities) he casts are cast as free actions, up to 2 per round.
Farrag can only target Colossal and Colossal+ creatures with his spells, unless his heart is at risk.


Divine Immunities: Acid, cold, electricity, transmutation, draining and ability damage, mind effects, disease, poison, paralysis, stunning, disintegration, and death effects.
Domain Powers: Farrag can turn/destroy air creatures or rebuke/command/bolster earth creatures (15/day as 3rd cleric, check: 1d20+15, 2d6+15 turning damage, he can use a protective ward 3/day (+3 to next save, lasts up to 1 hour); he can use a feat of strength 3/day (+3 enhancement bonus to Strength for 1 round). Farrag usually ignores creatures less than Colossal size.
God Curse: Farrag’s Heart (Su): Farrag was cursed by a more powerful deity of madness and destruction during an epic battle for control of the material plane. Draconic legend states that this deity put a hole in Farrag's heart to teach him humility. Even so, Farrag is thought to have won the battle and banished the evil deity back to its home plane through the rituals of his Mountain Priests hidden deep within his fastness. Whatever the real story, Farrag’s heart radiates negative energy strongly enough that nearby living creatures gain one negative level if within 20 ft. of the heart and 2 levels (total) if within 5 ft. of the heart. Living creatures foolish enough to physically touch the heart must make a Fortitude save, DC 30 or lose one level/round of constant touching. A new save is allowed each round. Levels lost from touching the heart are not negative levels but actually lost levels. Corporeal undead creatures gain 5 hp/round of such touching up to double their normal hit points. These hit points are permanent; but, any undead that doubles its hp becomes beholden to Farrag (see Salient Divine Abilities below), no save.
Farrag cannot be killed permanently unless his heart is removed from his body and destroyed; otherwise his animus reanimates his body in just 1 month. Without his heart, Farrag loses his divine status and all divine abilities, but he will still retain his dragon abilities and awaken to full attack mode (no longer limited to only Colossal and Colossal+ targets.
Salient Divine Abilities: Avalanche (Unique Salient Divine Ability), Beholden Undead (Unique Salient Divine Ability), Extra Sense Enhancement (blindsense, tremorsense).
Spell-Like Abilities: Farrag uses these abilities as a 13th-level caster. The save DC's are 25 + spell level. Antimagic field, bull’s strength, clenched fist, crushing hand, divine sending^, earth wave^, earthquake, elemental swarm*, enlarge person, grasping hand, iron body, magic stone, magic vestment, mind blank, prismatic sphere, protection from energy, repulsion, righteous might, sanctuary, shield other, soften earth and stone, spell immunity, spell resistance, spike stones, stone shape, stoneskin, wall of stone
As a dragon, Farrag has the following spell-like abilities, all activated as if cast by a 20th level caster. Save DC’s are 22 + spell level. At will—chill metal and heat metal, 3/day—rusting grasp, transmute mud to rock, and transmute rock to mud, 1/day—commune with nature, move earth, and stone tell.
Spells and spell-like abilities can only be targeted at Colossal and Colossal+ targets, unless his heart is at risk. Of course, many spells and spell-like abilities do not target creatures and can thus be used with impunity.
*Cast as an earth spell only.
^Found in “Domain Spells.”

Avalanche (Unique Salient Divine Ability): Once per day, Farrag can cause part of the build-up of dirt and rocks on his body to fall toward any opponents he might have. This avalanche can be spotted from as far away as 1d10×500 feet down-slope by a character who makes a DC 20 Spot check, treating the avalanche as a Colossal creature. If all characters fail their Spot checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. The avalanche moves at a speed of 100 feet per round (20 squares). It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Listen check can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as when Farrag is speaking: Listen DC 32).
Farrag’s avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried.
Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
Farrag’s typical avalanche has a width of 1d6×100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width.
To determine the precise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. This ability has the [earth] descriptor.
This ability is not limited by target creature size.
Beholden Undead (Unique Salient Divine Ability): Corporeal undead that touch Farrag’s heart gain hit points while touching it. Corporeal undead creatures gain 5 hit points per round of such touching. These hit points are permanent; but, any undead that doubles their hit points becomes beholden to Farrag. An undead is limited to doubling its hit points from this touching, any more causes it to implode into nothingness and be permanently destroyed (even liches and vampires). Beholden undead cannot leave the heart chamber and must protect Farrag’s heart from theft or attack. Farrag’s heart chamber is populated with 10–20 undead beholden to him (usually vampires, liches, and mummies). Farrag’s heart can be considered the radiating point of an infernal cesspool. His body, the mountain, is infernal cesspool terrain and is sure to be populated by many dark creatures (see Dark template).Villages on his body have no churches except for the Temple of the Stone that worships the mountain itself (use Farrag's domains). Other faiths find it impossible to consecrate the ground so other churches, temples, or shrines simply do not exist there.
Skills: Because of the multitude of villages, trees, bushes, and undergrowth on his body; Farrag gains a +6 racial bonus to all Hide checks when attempting to appear as just a mountain (all the time, so this is added in above) and a +10 circumstantial bonus to Disguise checks when trying to appear as a mountain (always).
*Farrag, because of his close association with all things earthen, gains a +6 racial bonus to all Appraise, Craft, Knowledge, and Profession checks involving earth, stones, metals, minerals, or gems.


Other Divine Powers
Senses:
Farrag can see, hear, touch, and smell at a distance of 3 miles (including darkvision and low-light vision). He can also use blindsense and tremorsense at a distance of 6 miles. As a standard action, he can perceive anything within 3 miles of his heart, as well as any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to 2 locations at once and still sense what’s going on nearby.
Once he chooses a remote location to sense, he automatically receives sensory information from that location until he chooses a new location to sense, or until he can no longer sense the location.
He can block the sensing power of deities of his rank or lower at up to two remote locations plus the area within 1 mile of himself at once for up to 3 hours. This block has a radius of 3 miles, centered on his heart, or on a portfolio-related event.
Portfolio Sense: Farrag senses any major mining operation in mountainous terrain when it starts (one that involves 1,000 people or more). He is similarly aware of anything generally that affects the welfare of mountain ranges (5 or more mountains). When Farrag senses an event, he simply knows that the event is occurring and where it is, but he receives no sensory information about the event. Once he notices an event, he can use his remote sensing power to perceive the event.
Automatic Actions: Farrag can use any [earth] descriptor spell as a free action. He can also use any portfolio-related skill as a free action if the DC for the task is 15 or lower. He may perform up to 2 such actions per round.
Create Magic Items: Farrag can create any weapon or item that produces or affects earth, stone, metal, mineral, or gems without need of the item craft feat with a market price of up to 4,500 gp; if he has the feat, the cost (in gold and XP) and creation times are halved.
Godly Realm: Dragon Mountain: Farrag's godly realm is his body which is mountain-sized, an area much larger than normally allowed for a deity of his rank. He has made no changes to it of any kind, it appears as a normal mountain, complete with villages, roads, and various beasts. The weather is normal for the climate where it lies.
DM's option as to where it actually is on the Material plane; but it is suggested that he lies in a temperate zone.
 
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ElectricDragon

Explorer
Domain Spells

Divine Sending

Evocation [see below]
Level: Clr 7, Protection 7
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 day/level
The character can call upon its deity to place another spell upon the character's person so that the latter spell comes into effect under some condition the character dictates when casting divine sending. The divine sending and companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that casting time instead.
The spell to be brought into effect by the divine sending must be one that affects the character's person (heal, righteous might, freedom of movement, neutralize poison, cure critical wounds, and so forth) and be of a spell level no higher than one-third the character's caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the divine sending immediately brings into effect the second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell combination (divine sending and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether the character wants it to. The character can use only one divine sending spell at a time; if a second is cast, the first one (if still active) is dispelled. This spell has all the alignment components of its caster's alignment.
Material Components: Those of the companion spell, plus a vial of (un)holy water poured into a sanctified basin.

Earth Wave
Conjuration.[Earth]
Level: Drd 3, Earth 3, Sor/Wiz.4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Area: 25-ft. cone + 5 feet/3 levels
Duration: Instantaneous
Saving Throw: Special (see below)
Spell Resistance: None
This is a highly effective spell in slowing down a charging army. The spell targets the ground and forces the ground to ripple up like an ocean wave. The wave is instantaneous and goes from where the caster targets and moves outward, away from the caster in the chosen direction. The earth wave rises up four feet high and rolls on until the end of the cone shape of the spell. The ground resumes its normal shape once the wave has passed.
Anyone within the area of the spell is affected. Creatures in the area need to make a Balance check with a DC equal to this spell's save DC in order to stay on their feet (not fall down). Creatures that fall down take 3d6 damage from the fall (the earth throws them up in the air then returns to its normal position) and must spend the next round regaining their feet. This spell has been used to break military formations.
Creatures that are size category: Huge and greater, cannot be knocked prone by this spell. Affected creatures gain a bonus to their Balance checks equal to the number of feet they have more than two. This spell deals bludgeoning damage.

Power Word, Guardian
Conjuration (Calling) [See below]
Level: Blk 4, Clr 6, Pal 4, Protection 5, Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: One summoned creature
Duration: 1 day/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster has learned the power word for protect. Upon casting this spell, she calls forth a guardian creature of her choice from the following table to act as a guardian of a person, place, or thing. The caster must explicitly state what is to be guarded, for how long (up to the spell's duration), and where it is to be guarded (if other than its present location) to the guardian once it shows up or the creature immediately leaves. This spell imparts understanding of its responsibilities and the specifics of its duties to the creature. No other communication is provided by the spell.
If a person is to be guarded; the guardian creature will faithfully follow it and protect it from any molestation for the duration of its service.
If a place is to be guarded; the guardian creature will prevent anyone but the caster from entering the area.
If a thing is to be guarded; the guardian creature stops all beings from approaching within 30 feet of the object except the caster.
The guardian will fight to the death to protect its charge.
A power word, guardian spell has all the alignment components of the creature called to be a guardian.
A paladin can only call good creatures as guardians. A blackguard can only call evil creatures as guardians.
Clerics can only call guardians of either their own alignment or their deity's alignment.


Creature SummonedAlignment
Celestial black bear
LG​
Celestial blink dog
LG​
Celestial leopard
LG​
Celestial warhorse, heavy
LG​
Advanced (3HD) celestial baboon
NG​
Celestial bison
NG​
Celestial giant eagle
NG​
Celestial giant owl
NG​
Celestial cheetah
CG​
Celestial dire badger
CG​
Celestial hippogriff
CG​
Celestial pegasus
CG​
Elemental, Small (any)
N​
Fiendish ape
LE​
Fiendish dire weasel
LE​
Hell hound
LE​
Fiendish snake, Medium constrictor
LE​
Fiendish boar
NE​
Fiendish dire bat
NE​
Fiendish monstrous centipede, Huge
NE​
Fiendish worg
NE​
Fiendish crocodile
CE​
Dretch (demon)
CE​
Fiendish snake, Large viper
CE​
Fiendish wolverine
CE​
 
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ElectricDragon

Explorer
The Realm of Farrag

Farrag’s realm can be divided into six separate regions. First are the four faces of the mountain (east, north, west, and south), then the peak area, and finally, the heart chamber.

The Western Face
The western slope is fairly steep, close to a 45 degree incline with few cliffs. The western face has several features: the dwarven caverns in the north, the Stony Barrens in the center (which also houses the Temple of the Stone, and the haunted forest in the south. The dwarven caverns hide an Infernal Cesspool in their depths, as does the haunted forest.

The Dwarven Caverns
The terrain surrounding the dwarven caverns is mostly rock and shale, with a few stunted trees here and there. Little ground cover is available, but there are plenty of boulders and shale slides. Animals (all with the dark template) are few and consist mainly of deer, goats, and the occasional mountain lion.

The dwarven caverns are home to several dark dwarven clans centered around a town deep inside the mountain. The dark dwarven town is peopled by five clans: Ironbeards , the weaponsmith clan; Warshields, the armorer clan; Steelmugs, the brewer clan; Stonehammers, the stonemason clan; and Gembeards, the mining clan. Each clan produces most of the craftsmen or professionals in their specific field. Warriors, fighters, clerics, mushroom farmers, and rogues are drawn from all five clans.

The entrance to the dwarven caverns is a single cave guarded by two dark dwarven patrols; with four more patrols within alarm bell range that will arrive (in case of attack from the surface) in only 1d4 rounds after the bell is rung.

The single cave soon branches into many (mostly dead ends) tunnels, all natural from 7-10 foot tall, 5-6 foot wide caverns. Following the correct passages (clearly marked in darkvision ink at each intersection) it is easy and relatively quick to find the entrance to the dwarven town of Stonehenge. The town is built like a wheel with the sacrificial altar as the hub, and the five streets each peopled by a single clan and named after the clan.

There are only five exits from the town: the one to the surface that becomes Ironbeard Street, one to each mine (mithral, coal, and iron) at the end of Gembeard, Stonehammer, and Steelmug streets respectively, and one to a series of natural caverns at the end of Warshield street that goes through the mountain to exit on the surface on the eastern slope in several different caves. These caverns house the mushroom fields that provide most of the dark dwarves’ sustenance and the pools that supply their water.

Visitors are not turned away, but weapons must be peace-bonded while in town. Breaking this rule is cause for loss of the limb(s) holding the weapon. Casting a spell, if not a priest of Nethrancor; or operating a magic item are crimes punishable by death on the spot. Merchants and traders are welcomed even though they are not trusted. All the clans are eager to sell their wares for a premium price (2x price listed), anything less is considered an insult.

The ritual area with the sacrificial altar is overseen by Lord Night, a soulless knight. He conducts the monthly rituals and performs the sacrifices. He still has seventy-six years left on his 500 year service to Nethrancor. His service will end with the creation of a gate. He is only too happy to be defeated (if he can be fairly defeated) in order to end this tedious existence. He will not throw the fight just because he is miserable. And the whole town of dark dwarves will probably have to be taken out, too.

Once a year, a dark elven caravan arrives in the town to trade wood stock (to make crossbows, handles, and fires) and food stuffs (mainly fruits, meats, and greens) for suits of mithral armor. And also, half a year later, a dark dwarven caravan travels to the elven town in the center of the primeval forest on the northern face for trading similar merchandise. The dark dwarven caravan consists of 4-8 craftsmen, 8-12 mules, and a Brigade.


Example Dark Dwarves
Dori, Nori, Ori

Dark Dwarf Sergeant, 3rd-Level Warrior
Medium Humanoid ( Augmented, Dwarf, Evil)
Hit Dice:
3d8+6 (19 hp)
Initiative:
+0
Speed:
20 ft. in half plate (4 squares); base speed 20 ft.
Armor Class:
19 (+7 half plate, +2 heavy shield), touch 10, flat-footed 19
Base Attack/Grapple:
+3/+4
Attack:
Mithral dwarven waraxe +5 melee (1d10+1/x3) or light crossbow +6 ranged (1d8/19-20x2) or punch + 4 melee (1d3+1/x2 +3 negative energy)
Full Attack:
Mithral dwarven waraxe +5 melee (1d10+1/x3) or light crossbow +6 ranged (1d8/19-20x2) or punch +4 melee (1d3+1/x2 +3 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
+1 attack bonus vs. orcs and goblinoids, +4 dodge bonus to AC vs. giants, natural attacks +3 negative energy damage
Special Qualities:
Darkvision 60 ft., negative energy dependence, stability, stonecunning, turn vulnerability, turn resistance +5, undead traits, weapon familiarity
Saves:
Fort +5*, Ref +1*, Will 0*
Abilities:
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Skills:
Climb +0, Jump —6
Feats:
Weapon Focus (light crossbow), Weapon Focus (dwarven waraxe)
Environment:
Farrag
Organization:
Patrol (3 plus 1 cutthroat, and 1 officer), Brigade (2-20 plus 2-5 officers, 1-2 aspirants, 0-2 cutthroats and 1 leader), or Congregation (4-16 plus 3 officers, 1 curate, 1 leader, 1-4 aspirants, and 1-6 skeletons)
Challenge Rating:
2
Treasure:
Standard coins; double goods; standard items (including a mithral dwarven waraxe)
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
Speaks: Common and Dwarven.


Bifur, Bofur, Bombur
Dark Dwarf Officer, 5th-Level Warrior
Medium Humanoid ( Augmented, Dwarf, Evil)
Hit Dice:
5d8+10 (32 hp)
Initiative:
+0
Speed:
20 ft. in half plate (4 squares); base speed 20 ft.
Armor Class:
20 (+8 half plate +1, +2 heavy shield), touch 10, flat-footed 20
Base Attack/Grapple:
+5/+7
Attack:
+1 mithral dwarven waraxe +9 melee (1d10+3/x3) or light crossbow +5 ranged (1d8/19-20x2) or punch +7 melee (1d3+2/x2 +5 negative energy)
Full Attack:
+1 mithral dwarven waraxe +9 melee (1d10+3/x3) or light crossbow +5 ranged (1d8/19-20x2) or punch +7 melee (1d3+2/x2 +5 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
+1 attack bonus vs. orcs and goblinoids, +4 dodge bonus to AC vs. giants, natural attacks +5 negative energy damage
Special Qualities:
Darkvision 60 ft., DR 5/good, negative energy dependence, stability, stonecunning, turn vulnerability, turn resistance +5, undead traits, weapon familiarity
Saves:
Fort +6*, Ref +1*, Will 0*
Abilities:
Str 14, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Skills:
Climb +4, Jump —2
Feats:
Weapon Focus (light crossbow), Weapon Focus (dwarven waraxe)
Environment:
Farrag
Organization:
Patrol (1 plus 3 sergeants and 1 cutthroat), Brigade (2-5 plus 2-20 sergeants, 1-2 aspirants, and 0-2 cutthroats ), or Congregation (3 plus 4-16 sergeants, 1 curate, 1 leader, 1-4 aspirants, and 1-6 skeletons)
Challenge Rating:5
Treasure:
Standard coins; double goods; standard items (iincluding a +1 mithral dwarven waraxe and half plate +1)​
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
Speaks: Common and Dwarven.

Theodin
Dark Dwarf Leader, 9th-Level Fighter
Medium Humanoid ( Augmented, Dwarf, Evil)
Hit Dice:
9d10+36 (85 hp)
Initiative:
+1
Speed:
20 ft. in half plate (4 squares); base speed 20 ft.
Armor Class:
23 ( +1 Dex, +10 half plate +3, +2 heavy shield), touch 11, flat-footed 22
Base Attack/Grapple:
+9/+11
Attack:
+3 mithral dwarven waraxe +15 melee (1d10+7/19-20x3) or +1 light crossbow +11 ranged (1d8+1/19-20x2) or punch +12 melee (1d3+4/x2 +9 negative energy)
Full Attack:
+3 mithral dwarven waraxe +15/+10 melee (1d10+7/19-20x3) or +1 light crossbow +11 ranged (1d8/19-20x2) or punch +12/+7 melee (1d3+4/x2 +9 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:+1 attack bonus vs. orcs and goblinoids, +4 dodge bonus to AC vs. giants, natural attacks +9 negative energy damage
Special Qualities:
Darkvision 60 ft., DR 5/good, negative energy dependence, stability, stonecunning, turn vulnerability, turn resistance +10, undead traits, weapon familiarity
Saves:
Fort +10*, Ref +4*, Will +4*
Abilities:
Str 14, Dex 13, Con 19, Int 10, Wis 12, Cha 6
Skills:
Climb +8, Jump +2
Feats:
Power Attack, Cleave, Improved Critical (dwarven waraxe), Improved Critical (light crossbow), Weapon Focus (dwarven waraxe), Weapon Focus (light crossbow), Weapon Focus (punch), Weapon Specialization (dwarven waraxe), Weapon Specialization (punch).
Environment:
Farrag
Organization:
Brigade (1 plus 2-20 sergeants, 2-5 officers, 1-2 aspirants, and 0-2 cutthroats) or Congregation (1 plus 4-16 sergeants, 3 officers, 1 curate, 1-4 aspirants, and 1-6 skeletons)
Challenge Rating:
11
Treasure:
Standard coins; double goods; standard items (including a +3 mithral dwarven waraxe, a +1 light crossbow, and half plate +3)
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.​
Speaks: Common and Dwarven.

Dwalin, Balin
Dark Dwarf Curate, 7th-Level Cleric of Nethrancor
Medium Humanoid ( Augmented, Dwarf, Evil)
Hit Dice:
7d8+21 (52 hp)
Initiative:
+5
Speed:
20 ft. in half plate (4 squares); base speed 20 ft.
Armor Class:
20 ( +1 Dex, +9 half plate +2), touch 11, flat-footed 19
Base Attack/Grapple:
+5/+6
Attack:
+2 mithral scythe +8 melee (2d4+3/x4) or light crossbow +6 ranged (1d8/19-20x2) or punch +6 melee (1d3+1/x2 +7 negative energy)
Full Attack:
+2 mithral scythe +8 melee (2d4+3/x4) or light crossbow +6 ranged (1d8/19-20x2) or punch +6 melee (1d3+1/x2 +7 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
+1 attack bonus vs. orcs and goblinoids, death touch 1/day (7d6 +7 negative energy damage), +4 dodge bonus to AC vs. giants, natural attacks +7 negative energy damage
Special Qualities:
Darkvision 60 ft., DR 5/good, negative energy dependence, stability, stonecunning, turn vulnerability, turn resistance +5, undead traits, weapon familiarity
Saves:
Fort +7*, Ref +3*, Will +8*
Abilities:
Str 13, Dex 13, Con 16, Int 10, Wis 16, Cha 6
Skills:
Concentration +13, Spellcraft +10
Feats:
Extra Turning, Improved Initiative, Improved Turning (Rebuking), Martial Weapon Proficiency (scythe) (D), Weapon Focus (scythe) (D)
Environment:
Farrag, Infernal Cesspool
Organization:
Pilgrimage (1 plus 1-2 aspirants and 1-6 skeletons) or Congregation (1 plus 4-16 sergeants, 3 officers, 1 leader, 1-4 aspirants and 1-6 skeletons)
Challenge Rating:
8
Treasure:
Standard coins; double goods; standard items (including a +2 mithral scythe and half plate +2)
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
Speaks: Common and Dwarven.
Spells: 6/5/4/3/1 plus a domain spell at levels 1 to 4.
Domains: Death, War
Domain Powers: Free blind-fight feat; death touch 7d6, 1/day
Spells in Memory: 0th cure minor wounds, detect magic, guidance, mending, resistance, virtue; 1st bane, bless, cause fear (D), cure light wounds, doom, sanctuary; 2nd bear’s endurance, cure moderate wounds, desecrate, hold person, spiritual weapon (D)
Spell Save DC: 13 + spell level.

Kili, Fili, Oin, Gloin
Dark Dwarf Aspirant, 4th-Level Cleric of Nethrancor
Medium Humanoid ( Augmented, Dwarf, Evil)
Hit Dice:
4d8+12 (30 hp)
Initiative:
+1
Speed:
20 ft. in banded mail (4 squares); base speed 20 ft.
Armor Class:
17 ( +1 Dex, +6 banded mail), touch 11, flat-footed 16
Base Attack/Grapple:
+3/+4
Attack:
+1 mithral scythe +6 melee (2d4+2/x4) or light crossbow +4 ranged (1d8/19-20x2) or punch +4 melee (1d3+1/x2 +4 negative energy)
,
+1 mithral scythe +6 melee (2d4+2/x4) or light crossbow +4 ranged (1d8/19-20x2) or punch +4 melee (1d3+1/x2 +4 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
+1 attack bonus vs. orcs and goblinoids, death touch 1/day (4d6+ 4 negative energy damage), +4 dodge bonus to AC vs. giants, natural attacks +4 negative energy damage
Special Qualities:
Darkvision 60 ft., DR 5/good, negative energy dependence, stability, stonecunning, turn vulnerability, turn resistance +5, undead traits, weapon familiarity
Saves:
Fort +6*, Ref +2*, Will +7*
Abilities:
Str 13, Dex 12, Con 16, Int 10, Wis 16, Cha 6
Skills:
Concentration +10, Spellcraft +7
Feats:
Blind-Fight (D), Martial Weapon Proficiency (scythe), Weapon Focus (scythe)
Environment:
Farrag, Infernal Cesspool
Organization:
Pilgrimage (1-2 plus 1 curate, and 1-6 skeletons), Brigade (1-2 plus 2-20 sergeants, 2-5 officers, 0-2 cutthroats, and 1 leader), or Congregation (1-4 plus 4-16 sergeants, 3 officers, 1 leader, 1-6 skeletons, and 1 curate)
Challenge Rating:
5
Treasure:
Standard coins; double goods; standard items (including a +1 mithral scythe)
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
Speaks: Common and Dwarven.
Spells: 5/4/3 plus a domain spell at levels 1 and 2.
Domains: Darkness, Death
Domain Powers: Free blind-fight feat; death touch 4d6, 1/day
Spells in Memory: 0th detect magic, guidance, mending, resistance, virtue; 1st bless, cause fear (D), cure light wounds, doom, sanctuary; 2nd bear’s endurance, blindness (D), cure moderate wounds, desecrate
Spell Save DC: 13 + spell level.


Sleepy, Sneezy
Dark Dwarf Cutthroat, 4th-Level Rogue
Medium Humanoid ( Augmented, Dwarf, Evil)
Hit Dice:
4d6+12 (26 hp)
Initiative:
+2
Speed:
20 ft. in studded leather (4 squares); base speed 20 ft.
Armor Class:
17 ( +3 Dex, +4 studded leather +1), touch 13, flat-footed 17
Base Attack/Grapple:
+3/+4
Attack:
Mithral short sword +4 melee (1d6+1/19-20/x2) or hand crossbow +6 ranged (1d4/19-20x2) or punch +4 melee (1d3+1/x2 +4 negative energy)
,
Mithral short sword +4 melee (1d6+1/19-20/x2) or hand crossbow +6 ranged (1d4/19-20x2) or punch +4 melee (1d3+1/x2 +4 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
+1 attack bonus vs. orcs and goblinoids, +4 dodge bonus to AC vs. giants, natural attacks +4 negative energy damage, sneak attack +2d6
Special Qualities:
Darkvision 60 ft., DR 5/good, evasion, negative energy dependence, stability, stonecunning, trap finding, trap sense +1, turn vulnerability, turn resistance +5, uncanny dodge, undead traits, weapon familiarity
Saves:
Fort +4*, Ref +7*, Will +1*
Abilities:
Str 12, Dex 16, Con 16, Int 13, Wis 10, Cha 6
Skills:
Balance +10, Climb +8 (+2 w/rope), Craft (armorsmithing, brewing, mining, stonemasonry, or weaponsmithing) +8*, Hide +10, Listen +7, Move Silently +10, Sleight of Hand +10, Spot +7, Use Rope +10
Feats:
Dodge, Mobility
Environment:
Farrag, Infernal Cesspool
Organization:
Pair, Gang (2-8 plus 1 assassin), Patrol (1 plus 3 sergeants, and 1 officer), or Brigade (0-2 plus 2-20 sergeants, 2-5 officers, 1-2 aspirants, and 1 leader)
Challenge Rating:
5
Treasure:
Standard coins; double goods; standard items (including a mithral short sword and studded leather +1)
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal. *Not reflected in the skill check numbers given here.
Speaks: Common and Dwarven.



Bashful, Doc
Dark Dwarf Assassin, 10th-Level Rogue
Medium Humanoid (Augmented, Dwarf, Evil)
Hit Dice:
10d6+30 (65 hp)
Initiative:
+3
Speed:
20 ft. in studded leather (4 squares); base speed 20 ft.
Armor Class:
19 ( +3 Dex, +6 studded leather +3), touch 13, flat-footed 19
Base Attack/Grapple:
+7/+8
Attack:
+2 mithral short sword +10 melee (1d6+3/19-20/x2) or hand crossbow +10 ranged (1d4/19-20x2) or punch +8 melee (1d3+1/x2 +10 negative energy)
,
+2 mithral short sword +10 melee (1d6+3/19-20/x2) or hand crossbow +10 ranged (1d4/19-20x2) or punch +4 melee (1d3+1/x2 +10 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
+1 attack bonus vs. orcs and goblinoids, +4 dodge bonus to AC vs. giants, natural attacks +4 negative energy damage, sneak attack +5d6, spring attack
Special Qualities:
Darkvision 60 ft., DR 5/good, defensive roll, evasion, improved uncanny dodge, negative energy dependence, stability, stonecunning, trap finding, trap sense +3, turn vulnerability, turn resistance +10, uncanny dodge, undead traits, weapon familiarity
Saves:
Fort +6*, Ref +10*, Will +3*
Abilities:
Str 12, Dex 17, Con 16, Int 13, Wis 10, Cha 6
Skills:
Balance +16, Climb +14 (+2 w/rope), Craft (armorsmithing, brewing, mining, stonemasonry, or weaponsmithing) +14*, Hide +16, Listen +13, Move Silently +16, Sleight of Hand +16, Spot +13, Use Rope +16
Feats:
Deadly Precision, Dodge, Mobility, Spring Attack
Environment:
Farrag, Infernal Cesspool
Organization:
Solitary or Gang (1 plus 2-8 cutthroats)
Challenge Rating:
12
Treasure:
Standard coins; double goods; standard items (including a +2 mithral short sword and studded leather +3)
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal. *Not reflected in the skill check numbers given here.
Speaks: Common, Dwarven, and Undercommon.


Dopey, Grumpy

Dark Dwarf Craftsman, 4th-Level Expert
Medium Humanoid ( Augmented, Dwarf, Evil)
Hit Dice:
4d6+8 (22 hp)
Initiative:
+0
Speed:
20 ft. in studded leather (4 squares); base speed 20 ft.
Armor Class:
14 (+0 Dex, +4 studded leather +1), touch 10, flat-footed 14
Base Attack/Grapple:
+3/+4
Attack:
Mithral light mace +4 melee (1d6+1/x2) or punch +4 melee (1d3+1/x2 +4 negative energy)
,
Mithral light mace +4 melee (1d6+1/x2) or punch +4 melee (1d3+1/x2 +4 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
+1 attack bonus vs. orcs and goblinoids, +4 dodge bonus to AC vs. giants, natural attacks +4 negative energy damage
Special Qualities:
Darkvision 60 ft., DR 5/good, negative energy dependence, stability, stonecunning, turn vulnerability, turn resistance +5, undead traits, weapon familiarity
Saves:
Fort +3*, Ref +1*, Will +4*
Abilities:
Str 12, Dex 10, Con 15, Int 12, Wis 11, Cha 6
Skills:
Bluff +5, Craft (armorsmithing, brewing, mining, stonemasonry, or weaponsmithing) +11*, Diplomacy +7, Intimidate +8, Listen +7, Sense Motive +7, Spot +7
Feats:
Skill Focus: Craft, Skill Focus: Intimidate
Environment:
Farrag, Infernal Cesspool
Organization:
Group (2-5 craftsmen)
Challenge Rating:
3
Treasure:
Standard coins; double goods; standard items (including a mithral light mace and studded leather +1)
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal. *Not reflected in the skill check numbers given here.
Speaks: Common, Dwarven, and Giant.



Happy
Dark Dwarf Mushroom Farmer, 3rd-Level Expert
Medium Humanoid ( Augmented, Dwarf, Evil)
Hit Dice:
3d6+6 (16 hp)
Initiative:
+0
Speed:
20 ft (4 squares)
Armor Class:
10 (+0 Dex), touch 10, flat-footed 10
Base Attack/Grapple:
+2/+2
Attack:
Mithral dagger +2 melee (1d4+1/19-20/x2) or punch +2 melee (1d3+1/x2 +3 negative energy)
,
Mithral dagger +2 melee (1d4+1/19-20/x2) or punch +2 melee (1d3+1/x2 +3 negative energy)
Space/Reach:
5 ft./5 ft.
Special Attacks:
+1 attack bonus vs. orcs and goblinoids, +4 dodge bonus to AC vs. giants, natural attacks +3 negative energy damage
Special Qualities:
Darkvision 60 ft., DR 5/good, negative energy dependence, stability, stonecunning, turn vulnerability, turn resistance +5, undead traits, weapon familiarity
Saves:
Fort +3*, Ref +1*, Will +2*
Abilities:
Str 11, Dex 10, Con 14, Int 13, Wis 9, Cha 6
Skills:
Craft (mushroom farming) +10, Craft (armorsmithing, brewing, mining, stonemasonry, or weaponsmithing) +7, Heal +5, Knowledge (nature) +10, Listen +5, Spot +5, Survival +5
Feats:
Skill Focus: Craft (mushroom farming), Skill Focus: Knowledge (nature)
Environment:
Farrag, Infernal Cesspool
Organization:
Solitary or Pair
Challenge Rating:
2
Treasure:
Standard coins; double goods; standard items (including a mithral dagger)
Alignment:
Often Lawful, Always Evil
Dwarf Traits (Ex): Dwarves possess the following racial traits (in addition to those listed above).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal. *Not reflected in the skill check numbers given here.
Speaks: Common, Dwarven, and Orc.
 
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