D&D 3E/3.5 H2 Mines of Bloodstone conversion to 3.5 (For anyone who cares..)

Mystery Man

First Post
Ch. III - Bloodstone Mines, Lower Tunnel
16. The Spirit Naga EL 18


Swim check DC 20 to get to shore after drop down shaft.
The naga's treasure includes 30,600 sp, 6,000 gp, and 500 ep, ring of jumping, potion of levitate, potion of Owl's wisdom, potion of protection from arrows 10/magic, oil of greater magic weapon +4



Naga Sorcerer CR17
Spirit Naga/Sorcerer 11

CE Huge Aberration
Init +4 Senses Listen +18, Spot +26, Darkvision 60 ft.
Languages Common, Abyssal
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AC 18 , touch 9, Flat-footed 18
hp 256 (31 HD)
Fort +11 Ref +9 Will +17
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Speed 40
Melee +29 Bite (3d8+8 plus poison)
Space/Reach 10/10
Base Atk/Grp +22/+37
Attack Options Charming Gaze, Poison, Power Attack
Spells Known


  • 5th (4/day) – Dispel Good, Cone of Cold (Ref DC 23)

  • 4th (7/day) – Unholy Blight (Wil DC 22), Stoneskin, crushing despair (DC 20)
  • 3rd (7/day) – Fly, Fireball(Ref DC 21), lightning bolt (Ref DC 21), displacement
  • 2nd (7/day) – Scorching Ray, Shatter (Wil DC 20), Cat’s grace, Invisibilty, Summon Swarm
  • 1st (7/day) – shield, cure light wounds, true strike, magic missle, shield of faith, mage armor
  • 0 (8/day) – Detect magic, Detect poison, resistance, daze, ray of frost, touch of fatigue, prestidigitation, mage hand, ghost sound, dancing lights
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Abilities Str 26, Dex 13, Con 18, Int 12, Wis 17, Cha 22
SQ Spirit Naga casts spells as an 11th level sorcerer
Feats Ability Focus, Alertness, Combat Casting, Eschew Materials, Greater Spell Focus (Evocation), Improved Initiative, Improved Natural Attack, Improved Natural Armor, Lightning Reflexes, Maxmize Spell, Power Attack, Spell Focus (Evocation), Weapon Focus (Bite)
Skills Concentration +38, Jump +12, Knowledge (Arcana) +4, Listen +18, Spellcraft +35, Spot +26
----------------------------
Charming Gaze (Su): As charm person, 50 ft., Wil Save (DC 21)
Poison (Ex): Bite, Fort Save (DC 18); initial and secondary damage 1d8 temporary Constitution.

 
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frankthedm

First Post
Mystery Man said:
16. The Spirit Naga EL 18

Feats Ability Focus, Alertness, Combat Casting, Eschew Materials, Improved Initiative, Improved Natural Attack, Improved Natural Armor, Lightning Reflexes, Maxmize Spell, Power Attack, Quicken Spell, Spell Focus (Evocation), Weapon Focus (Bite)

So you allow sorcerers to benifit from quicken spell for games you run? If so cool, if not greater spell focus or Practiced spellcaster[if your group uses splats] could be good feats.
 

Mystery Man

First Post
frankthedm said:
So you allow sorcerers to benifit from quicken spell for games you run? If so cool, if not greater spell focus or Practiced spellcaster[if your group uses splats] could be good feats.

Oh hell, I hadn't realized what I was doing there! I'll probably just go for greater spell focus. :( Besides he could only quicken a first level spell anyway...
 


Mystery Man

First Post
Chapter III - The Bloodstone Mines
17. Eggs of the Stoneater

3 boulder size spheres (eggs) diamond encrusted but covered with a corrosive slime. If contact with bare skin 2d6 acid damage plus 2d6 heat damage. Diamond encrusted eggs weigh 120lbs each and are worth 25,000 gold each but if they are taken the Horgar will attack.

Props to the Creature Catalog for this one!


Horgar (Stone Eater) CR 20
NE Gargantuan Aberration
Init +0 Senses blindsight 60 ft., tremorsense 120 ft. Aura - Heat, Noxious Stench, Reflexive Sunder
Languages -
------------------
AC 30 (-4 size, +24 natural) touch 6, flat-footed 30
DR 20/Bludgeoning; immunity to acid, electricity, and fire
hp 30d8+330 (465 hp)
Fort +19, Ref +10, Will +21
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Speed 10 ft. (2 squares)
Melee Acid Squirt +22 ranged touch (20d4 acid plus 5d4 acid splash)
Ranged Acid Squirt +22 ranged touch (20d4 acid plus 5d4 acid splash)
Space/Reach 20 ft./15 ft.
Base Atk +22
Grp +46
Attack Options Point blank shot
Special Actions Acid Squirt, Corrosive Slime
Combat Gear -
Spells Known -
Spells Prepared -
Spell-like Abilities -
-------------------
Abilities Str 35 Dex 11 Con 25 Int 6 Wis 14 Chr 8
SQ Blindsight 60 ft, damage reduction 20/bludgeoning, immunity to acid, electricity, and fire, tremorsense 120 ft
Feats Diehard, Endurance, Great Fortitude, Iron Will, Point Blank Shot, Track, Weapon Focus (acid spray), Epic Toughness (x4)
Skills Climb +16, Listen +11, Search +10, Survival +11 (+13 following tracks)
Possesions
Spellbook

Roleplaying Hook
This appears to be a cooled-down, oblong lava formation at first. It begins to move, giving it the appearance of a slug made from black granite. Even at a distance, the heat generated by this creature is intense, and its acidic odor of ammonia is powerful.

The horgar is an immense, powerful creature that eats its way through solid rock to create subterranean tunnels, passageways, and caverns. It lives deep within the earth, spending all of its time tunneling through and eating rock and earth.

Some races call this creature a stone-eater, though it is commonly known by its dwarven name of horgar, and its less commonly known gnomish name of storgin (both of which mean “stone-eater”). These mysterious creatures are sometimes worshipped as gods by primitive lesser races. Some races try to tame horgar, to use the creatures to make passageways as they want and to attack enemies. Such captive horgar are kept in glass-lined pits, and their keepers (called horgarin in the Dwarf tongue) slip long, thin spears through the cracks in their skin to prod the sensitive flesh below. Thus, a horgarin may control which direction a horgar moves, though a careless handler is likely to lose his life to his charge.

A horgar’s chitinous skin is made from five-foot thick stone, with great cracks that divide it into large plates. These plates shift and slide while the creature moves, creating small fissures from which the horgar secretes its super-heated slime. This acidic slime smells like ammonia, and the gases it produces cause creatures to gag. A horgar also constantly generates searing heat from its body, reaching between 400 and 500 degrees. As a horgar moves, it grinds against the tunnel walls it makes, as its slime and heat melt the rock and fuse it into new formations. The only exposed part of a horgar is its round head, located at one end, which just seems to be a lump of softer-looking stone.

It is easy to detect a fresh stone-eater tunnel, as it remains hot for many hours. Tunnels and other new formations cut through hard rocks such as granite remain permanent, while passages made in softer stone such as sandstone collapse as the horgar moves through them.

A horgar is at least 30 feet long and can grow up to 100 feet in length, and weighs 12,000 pounds.

COMBAT
A horgar is not an aggressive creature, by any stretch of the imagination. A horgar does not recognize most organic things as living creatures, and tends to continue moving whether or not something is in the way. If provoked or attacked, a horgar will usually try to leave. If it cannot run away, a horgar will turn to fight. It can squirt acid from its head up to 20 feet away. It will try to flee again at the first available opportunity. A horgar is both so dangerous and hard to kill that most creatures will simply leave it be.

Acid Squirt (Ex): A horgar can spit a stream of acid from its head at an opponent or area. Treat this as a splash weapon. Thus, the horgar makes a ranged touch attack with a range increment of 10 feet and a maximum range of 20 feet. A direct hit deals 20d4 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 5d4 points of acid damage from the splash.

Corrosive Slime (Ex): A horgar produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone.

A horgar’s mere touch deals 20d4 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a horgar’s slime deals 20d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 40d8 points of damage. The passage of a horgar through earth leaves pools of pure acid that form at the bottom of the tunnel. Any creatures touching these pools with bare flesh take 10d4 points of acid damage. The pools of acid evaporate in 1d3 days.

A creature’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 32 Reflex save. Weapons that strike a horgar or touch one of the pools of acid it leaves behind also dissolve immediately unless the wielder succeeds on a DC 32 Reflex save.

A creature attacking a horgar with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 32 Reflex save. These save DCs are Constitution-based.

Heat (Ex): A horgar’s body generates heat so intense that anything touching its body takes 10d4 points of fire damage. Creatures striking a horgar with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the horgar’s heat. This heat can melt or char weapons; any weapon that strikes a horgar is allowed a DC 32 Fortitude save to avoid destruction. The save DC is Constitution-based.

The tunnels created by a horgar’s slime and body heat remain dangerously hot for three hours. Any creature or object touching the walls of such a tunnel (including the floor) takes 2d10 points of fire damage per round. Metal in contact with such a surface is affected as if by a heat metal spell, though once searing hot it will remain that way until the round after being removed from the wall. Such an item must succeed on a DC 32 Will save to avoid this effect, but must make a new save every round it remains in contact with the surface. The save DC is Constitution-based. After the first three hours, the walls remain hot for a full 24 hours after the horgar has passed, though not hot enough to burn anything.

Noxious Stench (Ex): The fumes from a horgar’s acid are inhaled poisons. Any creature that is adjacent to a horgar or one of the pools of acid it leaves behind must succeed on a DC 32 Fortitude save or take 1 point of Constitution damage. All such creatures must make a second save 1 minute later or take another 1d4 points of Constitution damage. The save DC is Constitution-based.

Reflexive Sunder (Ex): Striking a horgar's body is like hitting a granite boulder, and may destroy manufactured weapons. Any character that strikes a horgar with a slashing or piercing melee weapon must succeed on a DC 32 Reflex save or the weapon takes 3d8+12 points of damage. Weapons made of adamantine are not subject to this attack. The save DC is Constitution-based.
1986 Wizards of the Coast, Inc.
Originally found in module H2 – The Mines of Bloodstone (1986, Michael Dobson and Douglas Niles), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 
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Mystery Man

First Post
Chapter III - The Bloodstone Mines
18-19. The Last Downshaft and Gateway to Deepearth

EL 18+

1 Marilith
2 Nalfeshnee
2 Succubi
4 Duergar Ftr (See above)
2 svirfneblin

Treasure:

Armor: +2 Studded leather (4,175 gp).
Shields: +2 Buckler (4,165 gp).
Goods: Hematite (7 gp); Star ruby (1,000 gp); Azurite (8 gp); Sard (60 gp); Obsidian (11 gp); Chrysoprase (20 gp); Lapis lazuli (15 gp); Fiery yellow corundum (1,300 gp); Tourmaline (120 gp); Chrysoprase (40 gp); Coral (100 gp); Moonstone (50 gp); Golden yellow topaz (400 gp); Silver pearl (120 gp); Golden yellow topaz (600 gp); Violet garnet (300 gp); Coral (100 gp); Rock crystal (clear quartz) (40 gp); Rhodochrosite (8 gp); Tiger eye turquoise (7 gp); Hematite (8 gp); White opal (700 gp); Amethyst (120 gp); Silver pearl (160 gp); Red spinel (110 gp); Deep blue spinel (300 gp); Golden yellow topaz (400 gp); Rhodochrosite (9 gp); Lapis lazuli (9 gp).
Magic: Ring: Swimming, Improved (10,000 gp).
 
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Scary

Explorer
I am looking for conversions for all the H series modules, do you have them?
H1 - Bloodstone Pass
H2 - The Mines of Bloodstone
H3 - The Bloodstone Wars
H4 - The Throne of Bloodstone
Please and thank you
 

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