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<blockquote data-quote="ksbsnowowl" data-source="post: 5725320" data-attributes="member: 14783"><p>SKELETON WARRIOR (template)</p><p>The skeleton warrior is a lich-like undead lord that was once a powerful fighter of at least 10th level. Legend tell that the skeleton warriors were forced into their undead lich-like state many ages ago by a powerful demigod that trapped each of their souls in a golden circlet.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A skeleton warrior appears as a roughly lich-like creature dressed in the same type of armor worn during life. Its clothes and armor usually show signs of wear and age.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A skeleton warriors sole reason for remaining on the Material Plane is to search for and regain the circlet that contains its soul.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A skeleton warrior speaks Common and any other languages it knew in life.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>CREATING A SKELETON WARRIOR</p><p>“Skeleton Warrior” is a template that can be added to any humanoid creature (referred to hereafter as the “character”). The character’s type changes to “undead.” It uses all the character’s statistics and abilities except as noted here.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Hit Dice: Increase to d12</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Speed: Same as the character.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> AC: The skeleton warrior has +4 natural armor or the character’s natural armor whichever is better</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Special Attacks: A skeleton warrior retains all the character’s special attacks and also gains those listed below. Saves have a DC of 10 + 1/2 skeleton warrior’s HD + skeleton warrior’s Charisma modifier unless noted otherwise.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear. Creatures with less than 5 HD and in a 30-foot radius must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the skeleton warrior’s level.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Damage Reduction: Skeleton warriors have damage reduction 15/+1.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Find Target (Sp): The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Special Qualities: A skeleton warrior retains all the character’s special qualities and gains those listed below, and also gains the undead type (Undead, page 6 in the Monster Manual).</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Darkvision (Ex): Range 60 feet.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Turning Immunity (Ex): Skeleton warriors cannot be turned or controlled by clerics of any level or alignment.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Spell Resistance (Ex): SR 20 +1 per character’s level beyond level 10.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Saves: Same as the character</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Abilities: A skeleton warrior gains +4 to Strength and +2 to Wisdom and Charisma, but being undead, has no Constitution score.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Skills: Skeleton warriors gain a +8 racial bonus to Intimidate checks and a +6 racial bonus to Sense Motive and Spot checks. Otherwise, same as character.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Feats: Same as the character.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Climate/Terrrain: Any land</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Organization: Solitary</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Challenge Rating: Same as the character +2</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Treasure: Standard</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Alignment: Any evil</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Advancement: By character class</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>SKELETON WARRIOR’S CIRCLET</p><p>When a fighter is transformed into a skeleton warrior his soul is trapped in a golden circlet. Anyone possessing one of these circlets may control the skeleton warrior whose soul is stored therein within a 300-foot range. The possessor must wear the circlet on his head to control the skeleton warrior. The controller can see through the skeleton warrior’s eyes, but he may not himself move, attack, or cast spells. Other than taking a 5-foot step, the controller may take no action in a round.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The controller may force the skeleton warrior into “active mode”, thereby causing it to fight, search for treasure, and so on. In “passive mode”, the skeleton warrior stands motionless. While in passive mode, the controller cannot see through the warrior’s eyes, but may act normally (move, attack, cast spells, etc.).</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Regardless of the mode of control, once the skeleton warrior and controller move to a distance greater than 300 feet of one another control is broken. It is also broken should the circlet be removed from the controller’s head.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If the circlet remains in the controller’s possession he may resume control at any time, but if it leaves his possession, the skeleton warrior will immediately stop what it is doing and proceed at double move speed to attack and destroy the former controller. If a skeleton warrior gains control of the circlet containing its soul, the warrior “dies” and vanishes. The circlet crumbles to valueless dust.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> When a character first comes into possession of a circlet, he may be unaware of its significance. He may also be unaware that the skeleton warrior whose soul is contained therein is tracking him. As long as the owner of the circlet and the skeleton warrior remain on the same plane of existence, the warrior may track him.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> To gain control of a skeleton warrior, the possessor must place the circlet on his head. The would-be controller cannot wear anything else on his head (including a hat, helmet, etc.). The controller must be able to see the skeleton warrior and he must spend one full round establishing control. If the character is interrupted during this time, he must succeed at a Concentration check in order to establish control in the round he is attacked or distracted.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If a character in possession of a circlet does not attempt control or fails his Concentration check, the skeleton warrior will attack him in an attempt to destroy him and gain possession of the circlet.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>SAMPLE SKELETON WARRIOR</p><p>This example uses a 12th-level human fighter as the character.</p><p>Medium-Size Undead</p><p>Hit Dice: 12d12 (78 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 20 ft</p><p>AC: 25 (+1 Dex, +4 natural, +10 armor)</p><p>Attacks: +2 bastard sword +20/+15/+10 melee</p><p>Damage: +2 bastard sword 1d10+9</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Fear aura, find target</p><p>Special Qualities: Undead, damage reduction 15/+1, SR 22, turning immunity, darkvision 60 ft</p><p>Saves: Fort +11, Ref +6, Will +7</p><p>Abilities: Str 21, Dex 13, Con –, Int 12, Wis 15, Cha 14</p><p>Skills: Climb +9, Intimidate +9, Jump +11, Listen +12, Ride +8, Search +5, Sense Motive +8, Spot +15, Swim +10</p><p>Feats: Alertness, Armor Proficiency (all), Cleave, Great Cleave, Martial Weapon Proficiency (all), Power Attack, Shield Proficiency, Simple Weapon Proficiency (all), Sunder, Track, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Climate/Terrain: Any land</p><p>Organization: Solitary Challenge Rating: 14</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement: By character class</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>COMBAT</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear. Creatures of less than 5 HD in a 30-foot radius must succeed at a Will save (DC 18) or be affected as though by fear as cast by a sorcerer of the skeleton warrior’s level.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Find Target (Sp): The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Magic Items Carried: +2 full plate armor, +2 bastard sword, cloak of resistance +2, boots of speed.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>The Skeleton Warrior first appeared in the Fiend Folio (1981).</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Giant Beetle, Stag </p><p>Large Vermin </p><p>HD: 7d8+21 (52 hp) </p><p>Initiative: +0 </p><p>Speed: 20 ft. </p><p>AC: 19 (-1 size, +10 natural) </p><p>Attacks: Bite +10 melee </p><p>Damage: Bite 4d6+9 </p><p>Face/Reach: 5 ft. by 10 ft./5 ft. </p><p>Special Attacks: Trample 2d8+3 </p><p>Special Qualities: Vermin </p><p>Saves: Fort +8, Ref +2, Will +2</p><p></p><p>Triceratops </p><p>Huge Beast </p><p>Hit Dice: 16d10+112 (200 hp) </p><p>Initiative: -1 (Dex) </p><p>Speed: 30 ft. </p><p>AC: 18 (-2 size, -1 Dex, +11 natural) </p><p>Attacks: Gore +15 melee </p><p>Damage: Gore 2d8+7 </p><p>Face/Reach: 10 ft. by 20 ft./10 ft. </p><p>Special Attacks: Charge for double damage, trample 2d12 +5</p><p>Special Qualities: Scent </p><p>Saves: Fort +17, Ref +9, Will +6 </p><p></p><p>Tyrannosaurus</p><p>Huge Beast</p><p>18d10+72 (171 hp)</p><p>Init: +1 (Dex)</p><p>40 ft.</p><p>AC: 14 (-2 size, +1 Dex, +5 natural)</p><p>Att: Bite +20 melee</p><p>Dmg: Bite 5d8+13</p><p>Reach: 10 ft. by 10 ft./15 ft.</p><p>Improved grab, swallow whole</p><p>Scent</p><p>Fort +15, Ref +12, Will +8</p><p></p><p>Trample (Ex): A triceratops can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity (at a –4 penalty) against the triceratops can attempt a Reflex save (DC 23) to halve the damage.</p><p></p><p>Improved Grab (Ex): To use this ability, the tyrannosaurus must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.</p><p></p><p>Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The tyrannosaurus’s gizzard can hold two Medium-size, eight Small, or thirty-two Tiny or smaller opponents.</p><p></p><p>Attack and hit w/ bite attack – perform grapple check as free action (grap +30) to gain hold – with its next grapple attempt (ie-attack) it can make a grapple check to swallow whole.</p><p>Area A</p><p></p><p>Poison Needle Trap: 1d4 dmg Search (DC 22); Disable Device (DC 20).</p><p></p><p>Poison: Injury DC 24 1d6 Str/1d6 Str</p><p></p><p>A1-a</p><p>Intelligence check (DC 21) for absence of bones</p><p></p><p>Pit trap – Reflex save (DC 25) if within 10 ft of stairs – 2d6 falling dmg</p><p>Two rounds for walls to close in – 20d6 crushing dmg</p><p>On second round stairs flip (Ref DC 28 to avoid falling into pit)</p><p>Search (DC 20) Disable (DC 25)</p><p></p><p>A1-b</p><p>20 ft down ladder- Glyph of Warding – 14d4 dmg</p><p>Strength check (DC 22) to avoid falling – 8d6 falling dmg</p><p></p><p>Power Word Kill – kills anyone with 100 or fewer HP’s</p><p>Raised as a zombie:</p><p></p><p>Small Zombie Medium-Size Zombie</p><p>Small Undead Medium-Size Undead</p><p>Hit Dice: 1d12+3 (9 hp) 2d12+3 (16 hp)</p><p>Initiative: -1 (Dex) -1 (Dex)</p><p>Speed: 30 ft. 30 ft.</p><p>AC: 11 11 (-1 Dex, +2 natural)</p><p>Attacks: Slam +1 melee Slam +2 melee</p><p>Damage: Slam 1d4 Slam 1d6+1</p><p>Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.</p><p>SQs: Undead, partial actions only Undead, partial actions only</p><p>Saves: Fort +0, Ref -1, Will +2 Fort +0, Ref -1, Will +3</p><p></p><p>A1-c</p><p>One round after door is raised – Swinging door (Ref DC 20 – only two PC’s in back 10 ft of room can avoid) – 3d6 dmg +4d6 falling dmg</p><p></p><p>To catch door – Character with 24+ Str must make Ref save (DC 20) AND Strength check (DC 20)</p><p></p><p>A2 (A1-d)</p><p></p><p>Troll attack +4 vs PC’s on ladder</p><p></p><p>Troll (8)</p><p>Large Giant Hit Dice: 6d8+36 (63 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 18 (-1 size, +2 Dex, +7 natural) Attacks: Pole +9</p><p>2 claws +9 melee, bite +4 melee Damage: 1d8+8 + 1d6 + 2d6 acid </p><p>Claw 1d6+6, bite 1d6+3 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rend 2d6+9 Special Qualities: Regeneration 5, scent, darkvision 90 ft. Saves: Fort +11, Ref +4, Will +3 Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Skills: Listen +5, Spot +5</p><p></p><p>Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.</p><p></p><p>Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.</p><p></p><p> Black Pudding (8)</p><p> Medium Ooze</p><p>Hit Dice: 2d10+17 (28 hp)</p><p>Initiative: -5 (Dex)</p><p>Speed: 20 ft., climb 20 ft.</p><p>AC: 5 (-5 Dex)</p><p>Attacks: Slam +10 melee</p><p>Damage: Slam 2d6+4 and 2d6 acid</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Improved grab, acid, constrict</p><p> 2d6+4 and 2d6 acid</p><p>Special Qualities: Blindsight, split, ooze</p><p>Saves: Fort +7, Ref -2, Will –2</p><p></p><p>Improved Grab (Ex): To use this ability, the black pudding must hit with its slam attack. If it gets a hold, it can constrict.</p><p></p><p>Acid (Ex): The pudding secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The pudding’s acidic touch deals 50 points of damage per round to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds at a Reflex save (DC 19).</p><p></p><p>Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.</p><p></p><p>Split (Ex): Weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half the original’s hit points (round down). A pudding with only 1 hit point cannot be further split.</p><p></p><p>Grapple rules w/ constrict:</p><p>Successful slam attack and deal slam and acid damage</p><p>Make an opposed grapple check as a free action (grap +10)</p><p>Successful grapple check deals 2d6 +4 slam and 2d6 acid damage</p><p>Pudding moves into PC’s square, provoking AoO’s (from others, not the grapplie).</p><p>Successive rounds it makes grapple checks (+10) and if successful deals 4d6 +8 slam and 4d6 acid damage</p><p></p><p>To escape grapple:</p><p>Must win opposed grapple check</p><p>Beat grappler’s grapple check (DC) with an Escape Artist check</p><p></p><p>A4</p><p></p><p>Secret Panel on west wall – Search DC 40</p><p>Head Studs – Search DC 30</p><p>Intel check for second stud – DC 22</p><p></p><p>A5</p><p>Lock DC 30</p><p></p><p>Area B</p><p></p><p>Mind Switch effect – Will save DC 24</p><p>First mind gets NO save</p><p>New switch happens once every 3 rounds – all following switches get saves.</p><p></p><p>B2</p><p>Cursed Basin – Will save (DC 19) or become cursed</p><p>Withering Curse – lose 1 HP per round until healed with Remove Curse</p><p></p><p>Evil Coffer</p><p>Releases an evil energy blast – Will save (DC 20) or alignment changes to Chaotic Evil</p><p>-All magical items have a 30% chance to become intelligent with Chaotic Evil alignment</p><p>-All Good aligned priests and paladins lose all prepared spells, even with a successful save</p><p>-Priests and Paladins must make a second saving throw or go unconscious for 1d10 x 10 rounds</p><p>-All evil beings in areas A, B, and C are healed 3d6 points</p><p>-Same evil beings learn of the location of any good aligned beings</p><p></p><p>-Raises Blood Elemental</p><p></p><p>Blood Elemental, Large</p><p>Large Elemental</p><p>Hit Dice: 8d8+32 (68 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 20 ft.</p><p>AC: 20 (-1 size, +2 Dex, +9 natural)</p><p>Attacks: Slam +10/+5 melee</p><p>Damage: Slam 2d8+7</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Fear</p><p>Special Qualities: Elemental, damage reduction 10/+2</p><p>Saves: Fort +10, Ref +4, Will +2</p><p>Abilities: Str 20, Dex 14, Con 19,</p><p> Int 6, Wis 11, Cha 11</p><p>Skills: Listen +10, Spot +10</p><p>Feats: Cleave, Power Attack</p><p></p><p>Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.</p><p></p><p>Fear: Will (DC 14) – 8 rounds</p><p>The affected creatures become panicked. They suffers a –2 morale penalty on saving throws, and they flee. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it is away from the blood elemental). If unable to flee, the creature cowers (granting the elemental a +2 to attacks).</p><p></p><p>B3</p><p></p><p>Flesh Golems (5) </p><p>Large Construct </p><p>Hit Dice: 9d10 (49 hp) </p><p>Initiative: -1 (Dex) </p><p>Speed: 30 ft. (can’t run) </p><p>AC: 18 (-1 size, -1 Dex, +10 natural)</p><p>Attacks: 2 slams +10 melee </p><p>Damage: Slam 2d8+5 </p><p>Face/Reach: 5 ft. by 5 ft./10 ft. </p><p>Special Attacks: Berserk </p><p>Special Qualities: Construct, magic immunity, damage reduction 15/+1 </p><p>Saves: Fort +3, Ref +2, Will +3</p><p></p><p>Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the golem’s berserk chance to 0%.</p><p></p><p>Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against electricity effects.</p><p></p><p></p><p>Bronze Key – Glyph of Warding – Ref Save (DC14) – 5d8 cold dmg – Search and Disable (DC 28)</p><p></p><p>Green Key – Sepia Snake Sigil – Ref Save (DC 17) – Suspended Animation Field for 1d4+15 days</p><p>Dispel Sigil – DC 26</p><p></p><p>Silver Key – Cursed – Possessor suffers –2 on ALL die rolls</p><p></p><p>B4</p><p></p><p>Umber Hulk</p><p>HD: 8d8 (68 HP)</p><p>+1 init</p><p>Speed: 20 ft</p><p>AC: 18</p><p>Attacks: 2 claws +11 and bite +9</p><p>Damage: claws 2d4+6, bite 2d8+3</p><p>Reach: 10 ft.</p><p>Tremorsense 60 ft</p><p>Confusing gaze</p><p>Saves: Fort +6 Ref+3 Will+6</p><p>Str23, Dex 13, Con 19, Int 9, Wis 11, Cha 13</p><p></p><p>Confusing Gaze: Will save (DC 15) neg</p><p>Duration of 8 rounds</p><p> Roll each round (except result of 1)</p><p>1d10</p><p>1 – wander away for 10 rounds</p><p>2-6 – do nothing for 1 round</p><p>7-9 – attack nearest creature for 1 round</p><p>10 – attack normally for one round</p><p>-- if attacked, automatically attack attacker next round</p><p></p><p>Nightmare</p><p>Large Outsider (Evil) Hit Dice: 6d8+18 (45 hp) Initiative: +6 Speed: 40 ft., fly 90 ft. (good) AC: 24 (-1 size, +2 Dex, +13_natural) Attacks: 2 hooves +9 melee, bite +4 melee Damage: Hoof 1d8+4 and 1d4 fire, bite 1d8+2 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Flaming hooves, smoke Special Qualities: Astral projection, etherealness Saves: Fort +8, Ref +7, Will_+6 Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12 Feats: Alertness, Improved Initiative</p><p></p><p>Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.</p><p></p><p>Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare’s vision at all. The nightmare can suppress the smoke as a free action.</p><p></p><p>Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.</p><p></p><p></p><p>Roper</p><p>Large Magical Beast Hit Dice: 10d10+30 (85 hp) Initiative: +5 Speed: 10 ft. AC: 24 (-1 size, +1 Dex, +14 natural) Attacks: 6 strands +11 ranged, bite +8 melee Damage: Strand (see text), bite 2d6+2 Face/Reach: 5 ft. by 5 ft./10 ft. (50 ft. with strand) Special Attacks: Strands, attach, weakness Special Qualities: Electricity immunity, cold resistance 30, fire vulnerability, SR 28 Saves: Fort +10, Ref +8, Will +8 Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha_12 Skills: Climb +7, Hide +10*, Listen +13, Spot +13 Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)</p><p></p><p>Strands (Ex): Most encounters with a roper begin when it fires its strong, sticky strands. The creature has six such members that can strike up to 50 feet away (no range increment). A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (AC 20).</p><p>Ropers speak Terran and Undercommon</p><p></p><p>Attach (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity) unless that creature breaks free, which requires a successful Escape Artist check (DC 23) or Strength check (DC 19). The roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round.</p><p></p><p>Weakness (Ex): A roper’s strands can sap an opponent’s strength. Anyone caught by a strand must succeed at a Fortitude save (DC 18) or take 2d8 points of temporary Strength damage.</p><p></p><p>Fire Vulnerability (Ex): A roper takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.</p><p></p><p>Average Xorn </p><p>Medium-Size Outsider (Earth) </p><p>Hit Dice: 7d8+14 (45 hp) </p><p>Initiative: +0 </p><p>Speed: 20 ft., burrow 20 ft. </p><p>AC: 22 (+12 natural) </p><p>Attacks: Bite +10 melee, 3 claws +8 melee </p><p>Damage: Bite 4d6+3, claw 1d4+1 </p><p>Face/Reach: 5 ft. by 5 ft./5 ft. </p><p>Special Attacks: Burrow </p><p>Special Qualities: Xorn qualities </p><p>Saves: Fort +7, Ref +5, Will +5 </p><p>Abilities: Str 17, Dex 10, Con 15, </p><p> Int 10, Wis 11, Cha 10 </p><p>Skills: Hide +10, Intuit Direction +10, </p><p> Listen +10, Move Silently +10, </p><p> Search +10, Spot +14 </p><p>Feats: Multiattack, Power Attack </p><p></p><p> Burrow (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.</p><p></p><p>Xorn Qualities:</p><p>Immunities (Ex): Xorns are immune to fire and cold. </p><p></p><p>Resistances (Ex): Xorns have electricity resistance 10. </p><p></p><p>Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage. </p><p></p><p>All-Around Vision (Ex): Xorns’ symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Xorns can’t be flanked. </p><p></p><p>Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground. </p><p></p><p> </p><p></p><p></p><p>Basilisk</p><p>Medium-Size Magical Beast (Reptilian) Hit Dice: 6d10+12 (45 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 16 (-1 Dex, +7 natural) Attacks: Bite +8 melee Damage: Bite 1d8+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Petrifying gaze Saves: Fort +9, Ref +4, Will +3 Abilities: Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha_10 Skills: Hide +1*, Listen +7, Spot +7</p><p></p><p>Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude negates DC 13.</p><p></p><p>Ettin</p><p>Large Giant Hit Dice: 10d8+20 (65 hp) Initiative: +3 Speed: 30 ft. (hide armor); base 40 ft. AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide) Attacks: 2 greatclubs +12/+7 melee </p><p>Damage: Greatclub 1d10+6 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Superior two-weapon fighting Special Qualities: Darkvision 90 ft. Saves: Fort +9, Ref +2, Will +3 Abilities: Str 23, Dex 8, Con 15, Int 6, _Wis 10, Cha_11 Skills: Listen +10, Search +0, Spot +10 Feats: Alertness, Improved Initiative, Power Attack</p><p></p><p>If Mind Switched – Player 60% chance of action/ Ettin 40% action</p><p></p><p>B5</p><p>Intel Check DC 23 (warriors get +4 bonus) to notice that placement of weapons/bodies doesn’t make sense.</p><p>Those making the first check make a second check (DC 19) to realize drow were killed with own weapons.</p><p></p><p>Living Weapons</p><p>Strike +10</p><p> -fight for 10 rounds</p><p> -only dispel magic will stop them</p><p></p><p>Locked Cabinet – Pick lock DC 30</p><p></p><p>Ring Box – Pick lock DC 30 (1) and DC 40 (2)</p><p>Poison gas trap on 1st lock – Search DC 35, Disable Device DC 30</p><p>Poison gas – 10’ cubic cloud - Fort DC 15 or die in 1d6 rounds</p><p></p><p>Corpse possessions: 43 pp, 235 gp, pearl (100 gp), three +2 short swords, five suits of +2 chain mail, a +2 heavy mace, a Staff of Frost (13 charges), two +2 bucklers, and a +4 short sword.</p><p></p><p>Area C</p><p>C1</p><p>Vytholus Images: AC 20; 50 hp; 10 HD</p><p>Attacks: Touch +9</p><p>Dmg: Energy drain (2d4 Neg levels)</p><p> Injured only by +1 or better weapons</p><p> Immune to all spells but dispel magic (DC 31)</p><p></p><p>Secret Door Knee Knob – Search DC 22</p><p></p><p>C2</p><p>Prismatic Wall (DC 22)</p><p>Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.</p><p></p><p>Color Order Effect of Color Negated By</p><p>----- ----- --------------- ----------</p><p>Red 1st Stops nonmagical ranged weapons Cone of Cold</p><p> Deals 20 ponts of fire damage (Reflex half)</p><p>Orange 2nd Stops magical ranged weapoins Gust of Wind</p><p> Deals 40 points of acid damage (Reflex half)</p><p>Yellow 3rd Stops poisons, gasses, and petrification Disintegrate</p><p> Deals 80 points of electricity damage (Reflex half)</p><p>Green 4th Stops breath weapons Passwall</p><p> Poison (Kills; Fortitute partial to take 20 points of damage instead)</p><p>Blue 5th Stops divination and mental attacks Magic Missile</p><p> Turned to stone (Fortitude negates)</p><p>Indigo 6th Stops all spells Daylight</p><p> Will save or become insane (as insanity spell)</p><p>Violet 7th Energy field destroys all objects and Dispel Magic</p><p> Creatures are sent to another plane (Will negates)</p><p></p><p>The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above).</p><p></p><p>C4</p><p></p><p>ROT GRUB</p><p>Fine Vermin Hit Dice: 1/4d8 (1 hp) Initiative: +1 (Dex) Speed: 5 ft Armor Class: 18 (+8 size) Attacks: Slam +4 melee Damage: Slam 0 Face/Reach: 1/2 ft by 1/2 ft/0 ft Special Attacks: Burrow Special Qualities: Vermin, tremorsense Saves: Fort +2, Ref +0, Will +0 </p><p>Burrow (Ex): A rot grub secretes an anesthetic when it bites. A burrowing grub can be noticed if the victim succeeds at a Wisdom check (DC 15). If successful, the victim sees strange rippling beneath his skin. If failed, the creature does not notice the grubs.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A burrowing grub deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies. The grubs then look for a new host. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 2d6 points of damage to the victim, but kills the grubs. After the second round, only a remove disease can kill the grubs as they burrow to the victim’s heart and devour it (still dealing 2d6 points of temporary Constitution damage each round).</p><p></p><p></p><p></p><p>Otyugh</p><p>Large Aberration Hit Dice: 6d8+6 (33 hp) Initiative: +0 Speed: 20 ft. AC: 17 (-1 size, +8 natural) Attacks: 2 tentacle rakes +3 melee, bite -2 melee Damage: Tentacle rake 1d6, bite 1d4 Face/Reach: 5 ft. by 5 ft./10 ft. (15 ft. with tentacle) Special Attacks: Improved grab, constrict 1d6, disease Special Qualities: Scent Saves: Fort +3, Ref +2, Will +6</p><p></p><p>Improved Grab (Ex): To use this ability, the otyugh must hit a Medium-size or smaller opponent with a tentacle attack. If it gets a hold, it can constrict.</p><p></p><p>Constrict (Ex): An otyugh deals automatic tentacle damage to a Medium-size or smaller opponent with a successful grapple check.</p><p></p><p>Disease (Ex): Filth fever [bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.]</p><p></p><p></p><p>Full Grapple rules w/ constrict:</p><p>Make a successful tentacle attack and deal damage (1d6)</p><p>Make an opposed grapple check (grap +7)</p><p>If opposed roll is successful, constrict damage is dealt (1d6 dmg)</p><p>Move into target’s square as free action, provoking AOO’s from all eligible except target</p><p>Each round an attacking grapple check is won, you deal attack damage (1d6) and constrict damage (1d6)</p><p>Successful defending grapple checks deal only 1d3 damage</p><p>If making a full attack, make two grapple checks and one bite attack</p><p></p><p>To escape a grapple:</p><p>Must win opposed grapple check</p><p>Beat grappler’s grapple check (DC) with an Escape Artist check</p><p></p><p>C5</p><p>Gas detectable on 1 in 20 (4 in 20 w/ scent feat)</p><p>Lighting Bolt – 10d6 dmg</p><p>2 saves required for half dmg (Ref DC 18)</p><p>Poison Gas – Fort DC 20 – 1d4 Str dmg for 1d6 hours (Only affects mammals)</p><p></p><p>C6</p><p>Secret door – Search DC 18</p><p>3 Plugs – Search DC 22</p><p>Dispell magic on EACH plug – DC 25</p><p>Break down door – 30 hp, hardness 11</p><p></p><p>Thornslinger </p><p></p><p>Large<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Plant </p><p>Hit Dice: 4d8+8<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />(26 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 0 ft</p><p>AC: 12 (+1 Dex, -1 size, +2 natural)</p><p>Attacks:2-8 thorns +3 ranged</p><p>Damage: Thorn 1d2</p><p>Face/Reach: 5 ft. by 5 ft./0 ft</p><p>Special Attacks: Thorns, acid</p><p>Special Qualities: Plant, adhesive, blindsight</p><p>Saves: Fort +6 Ref +2 Will -3 </p><p></p><p>Acid (Ex): Anything touching the central core of the thornslinger is subject to 1d4 points of damage per round from the plant's digestive juices. Adhesive (Ex): The thornslinger's central plant core is covered in a strong adhesive dew. Anything that touches this plant will be stuck to it and held immobile unless a Strength check (DC 14) is successful. Victims caught by this adhesive are automatically subject to the creature's acid attack. Victims can try a new Strength check each round.</p><p></p><p>C6a</p><p></p><p>Gelatinous Cube </p><p>Huge Ooze </p><p>Hit Dice: 4d10+36 (58 hp) </p><p>Initiative: -5 (Dex) </p><p>Speed: 15 ft. </p><p>AC: 3 (-2 size, -5 Dex) </p><p>Attacks: Slam +1 melee </p><p>Damage: Slam 1d6 and 1d6 acid </p><p>Face/Reach: 10 ft. by 10 ft./10 ft. </p><p>Special Attacks: Engulf, paralysis, acid </p><p>Special Qualities: Blindsight, transparent, electricity </p><p>Saves: Fort +5, Ref –4, Will –4</p><p></p><p>Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body.</p><p></p><p>Paralysis (Ex): Gelatinous cubes secrete an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed at a Fortitude save (DC 16) or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.</p><p></p><p>Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.</p><p>Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a successful Spot check (DC 15) to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.</p><p></p><p>Drowning: Character can hold breath a number of rounds equal to twice his Con score.</p><p>After that point the character must make a Con check (DC 10 +1/round) every round.</p><p>After a failed Con check she falls unconscious (0 hp’s); the next round she falls to –1 hp and is dying; the third round she drowns.</p><p></p><p>1d6 falling dmg + 4d4 spike dmg</p><p></p><p>Hold Person – Will save (DC 20) – duration of 10 rounds</p><p></p><p>Sigil Panel – Search DC 15</p><p></p><p>C8</p><p></p><p>Flaming Iron – Will save (DC 13)</p><p>1d4 metal items on each person affected by heat metal</p><p>unattended magic items receive a save with a bonus of 2+ half (creator’s) caster level</p><p></p><p>Each round – Will save (DC 18) or one non-magical item on person turned into iron and automatically affected by Heat Metal</p><p></p><p>Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw (unless its own is higher).</p><p>A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it’s holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.</p><p></p><p>Round Temperature Damage</p><p>----- ----------- ------</p><p>1 Warm None</p><p>2 Hot 1d4 points</p><p>3–5 Searing 2d4 points</p><p>6 Hot 1d4 points</p><p>7 Warm None</p><p>Any cold intense enough to damage the creature negates heat damage from the spell (and vice versa) on a point-for-point basis.</p><p></p><p>C9</p><p></p><p>With SIGIL 4 – Key hangs on wall next to door</p><p></p><p>Door – If the door is touched in any way except by picking the lock, player must make a Will Save (DC 27) or activate an Insect Plague – 20 ft – 20 rounds</p><p></p><p>A horde of insects swarm in a thick cloud when the character casts this spell. The insects limit vision to 10 feet, and spellcasting within the cloud is impossible. Creatures inside the insect plague, regardless of Armor Class, sustain 1 point of damage at the end of each round they remain within. Invisibility is no protection. All creatures with 2 or fewer HD are driven from the cloud at their fastest possible speed in a random direction and flee until they are at least 100 feet away from the insects. Creatures with 3 to 5 HD flee as well, though a Will save negates this effect. (This urge to flee is an extraordinary fear effect.)</p><p>Heavy smoke drives off insects within its bounds. Fire also drives insects away. A single torch is ineffective against this vast horde of insects. Lightning, cold, and ice are likewise ineffective, while a strong wind (21+ mph) that covers the entire plague area disperses the insects and ends the spell.</p><p></p><p>Picked Lock attempt summons a Summon Swarm of insects. –NO save – 10 ft – 20 rounds</p><p></p><p>A swarm of little creatures carpets the effect’s area, viciously attacking all other creatures there. A creature in the swarm who takes no actions other than fighting off the swarming creatures takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 +6 points of damage. Spellcasting or concentrating on spells within the swarm is impossible.</p><p></p><p>Chests – 1d4 bites if touched</p><p> Fort save (DC 18) or die/ 4d10 dmg if save</p><p></p><p>4th chest contains 3 +2 daggers in a leather bandolier, a +2 light mace, and the listed potions and scrolls.</p><p></p><p>Area D</p><p></p><p>Daergul and Yquis</p><p></p><p>D2</p><p></p><p>Medusa, Greater</p><p>Large-Size Monstrous Humanoid Hit Dice: 8d8 +8 (44 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 17 (-1 size, +2 Dex, +6 natural) Attacks: Shortbow +9/+4 ranged; or dagger +8/+3 melee, snakes +3 melee Damage: Shortbow 1d6 +1; or dagger 1d4+2, snakes 1d4 and poison Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Petrifying gaze, poison, poisonous blood</p><p>Special Qualities: SR 12 Saves: Fort +3, Ref +7, Will +6 Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha_15 Skills: Bluff +11, Disguise +11, Move Silently +9, Spot +10 Feats: Point Blank Shot (already factored into bow attacks), Precise Shot, Weapon Finesse (snakes)</p><p></p><p>Staff of Fire (27 Charges) – </p><p>Burning Hands (Ref DC 11) – Fireball (Ref DC 14) – Wall of Fire (Ref DC 16)[2 charges]</p><p></p><p>+2 dagger and potion of cure serious wounds</p><p></p><p>Combat</p><p>Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).</p><p></p><p>Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.</p><p></p><p>Poisonous Blood (Ex): The blood of a greater medusa is highly toxic, even after it is dead. Fortitude save (DC 15) or initial 1d6 temporary Strength damage and secondary 2d6 temporary Strength damage.</p><p></p><p>Medusa 2</p><p>AC: 20</p><p>Attacks: Dagger +6/+1 melee, snakes +3 melee</p><p>Dmg: 1d4 1d4 and poison</p><p></p><p>Wand of Hold Person (32 Charges) – (Will DC 16)</p><p></p><p>Cloak of Protection +3</p><p></p><p>Manticores (6)</p><p>Huge Magical Beast Hit Dice: 6d10+24 (57 hp) Initiative: +2 Speed: 30 ft., fly 50 ft. (clumsy) AC: 16 (-2 size, +2 Dex, +6 natural) Attacks: 2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged Damage: Claw 2d4+5, bite 1d8+2; or spike 1d8+2 Face/Reach: 10 ft. by 20 ft./10 ft. Special Attacks: Spikes Special Qualities: Scent Saves: Fort +9, Ref +7, Will +3 Abilities: Str 20, Dex 15, Con 19, Int 7, Wis_12, Cha 9 Skills: Listen +9, Spot +9* Feat: Multiattack</p><p></p><p>Combat</p><p>A manticore begins most attacks with a volley of spikes, then closes. </p><p></p><p>Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.</p><p></p><p>D3</p><p></p><p>Jumping on platforms requires a jump check (DC 15) and a Dex Check (DC 15)</p><p>Every 3rd platform has an Antipathy spell placed on it vs any good alignment.</p><p></p><p>Antipathy</p><p>Will DC 23</p><p>Duration – 40 hours</p><p>Enchantment Spell Resistance: Yes</p><p></p><p>The character causes an object or location to emanate magical vibrations that repel either a specific order of intelligent creature or creatures of a particular alignment, as defined by the character. The particular sort of creature to be affected must be named specifically. Larger groups (types and subtypes) are not specific enough. Likewise, the specific alignment must be named. A compulsion forces creatures of the designated sort or alignment to abandon the area or item, never willingly returning to it while the spell is in effect. A creature who makes a successful saving throw can stay in the area or touch the item, but feels very uncomfortable doing so. This discomfort reduces the creature's Dexterity score by 4 points.</p><p></p><p>Large Skeleton Huge Skeleton</p><p>Large Undead Huge Undead</p><p>Hit Dice: 2d12 (13 hp) 4d12 (26 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft. 40 ft.</p><p>AC: 13 (-1 size, +1 Dex, +3 natural) 13 (-2 size, +1 Dex, +4 natural)</p><p>Attacks: 2 claws +2 melee 2 claws +4 melee</p><p>Damage: Claw 1d6+2 Claw 1d8+4</p><p>Face/Reach: 5 ft. by 5 ft./10 ft. 10 ft. by 10 ft./15 ft.</p><p>Special Qualities: Undead, immunities Undead, immunities</p><p>Saves: Fort +0, Ref +1, Will +3 Fort +1, Ref +2, Will +4</p><p></p><p>Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.</p><p></p><p>Bigby’s Clenched Fist</p><p>Speed: 60 ft.</p><p>AC 20 (9 touch)</p><p>Hp’s: 60</p><p>Attack: Slam +35</p><p>Dmg: 1d8+12</p><p> Fort save DC 23 or stunned for 1 round</p><p>Saves: Fort +11 Ref +5 Will +14</p><p>Dispel DC 26</p><p>Spell Resistance applies vs the hand</p><p></p><p>D4</p><p></p><p>Wall of Force moves South to North at 30 ft/ round</p><p>Moves with initiative count Wall deals 3d10 Electrical Dmg on contact</p><p>Init. Count Dist. Moved But shorts out for remainder of round</p><p>15 5 ft</p><p>12 10 ft</p><p>9 15 ft</p><p>6 20 ft</p><p>3 25 ft</p><p>0 30 ft</p><p></p><p>Wooden Door – Pick Lock DC 30 Str. Check Break DC 25 10 hp, hardness 5</p><p></p><p>D5</p><p></p><p>Crystal wall indestructible except by Wish or Miracle</p><p></p><p>For every question asked of the spirits, DM secretly rolls a Will Save (DC 23)</p><p> If Failed, the spirit enters the PC</p><p> </p><p>If under spirit’s control – 90% - flee from other PC’s / 10% lure others to touch the wall.</p><p> Wisdom Check each round for PC to maintain control (DC 14)</p><p>After 3 rounds of PC control, the spirit exits the PC</p><p></p><p> After 3 spirits have been truly freed, 20th Sigil Appears.</p><p></p><p>D6a</p><p></p><p>Iron Golem</p><p>Large Construct</p><p>Hit Dice: 18d10 (99 hp)</p><p>Initiative: -1 (Dex)</p><p>Speed: 20 ft. (can’t run)</p><p>AC: 30 (-1 size, -1 Dex, +22 natural)</p><p>Attacks: 2 slams +23 melee</p><p>Damage: Slam 2d10+11</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Breath weapon</p><p>Special Qualities: Construct, magic immunity, damage</p><p> reduction 50/+3, rust vulnerability</p><p>Saves: Fort +6, Ref +5, Will +6</p><p></p><p>Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.</p><p>Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a iron golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.</p><p>Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.</p><p></p><p>RUSSET MOLD</p><p>CR 6</p><p>immune to all attacks involving fire, weapons, and cold, </p><p>vulnerable to applications of alcohol, acid, and other things harmful to plants (such as salt).</p><p>Russet mold is killed instantly if cure disease or continual light is cast on it.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Living creatures that disturb it or come within 5 feet of it cause the russet mold to release a cloud of spores in a 5-foot radius cloud. All those in the area must succeed at a Fortitude save (DC 15) or take 2d6 points of temporary Constitution damage. Another Fortitude save (DC 15) is required 1 minute later to avoid taking 3d6 points of temporary Constitution damage.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A creature killed by russet mold will rise as a vegepygmy (q.v.) 1d4+20 hours later, unless a hold plant spell is cast within 1 hour. Hold plant does not actually prevent the creature from becoming a vegepygmy, but it does delay the process for the duration of the spell. After that, only a wish or miracle can prevent the creature rising.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Russet mold is lumpy and has a texture similar to cold porridge. Small hair-like growths stand upright and constantly waver back and forth.</p><p></p><p>D7</p><p>Ram and Pit trap</p><p>1st character in marching order doesn’t get a save</p><p>All others roll Reflex save (DC 25)</p><p>All hit take 2d6 points of damage and pushed back to pit trap</p><p></p><p>20’ – Pit trap</p><p>Search (DC 20), Disable (DC 40)</p><p>2d6 falling damage</p><p></p><p>10’ – Pit traps – 1 round later</p><p>1d6 falling damage</p><p></p><p>Sigil 10</p><p></p><p>Snake circlet</p><p>Attack: Bite +5 melee</p><p>Damage: Bite 1d4 and Poison</p><p>Poison: Fort DC 11, initial and secondary damage 1d6 temp Constitution</p><p></p><p>Circlet teleports back to the rod (and once again appears as a snake) in 3 rounds.</p><p></p><p>Sigil 12</p><p></p><p>Two rounds after the circlet is removed from the rod, corner rods project.</p><p></p><p>Polymorph Any Object (1d3 non-magical items/ person)</p><p>Object Will save (DC 22) negates</p><p></p><p>Winged Snake</p><p>Medium-Size Viper</p><p>Medium-Size Animal</p><p>Hit Dice: 4d8 (18 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 20 ft., fly 30 ft.</p><p>AC: 16 (+3 Dex, +3 natural) </p><p>Attacks: Bite +4 melee</p><p>Damage: Bite 1d4 and poison</p><p>Face/Reach: 5 ft. by 5 ft.</p><p>Special Attacks: Poison</p><p>Special Qualities: Scent, Electricity immunity</p><p>Saves: Fort +3, Ref +6, Will +1</p><p></p><p>Immune to Electricity</p><p>Poison: Fort DC 11, initial and secondary damage 1d6 temp Constitution</p><p></p><p>D9</p><p>Dispel Magic trap – vs. spells only (not items, potions, etc.)</p><p>Targeted dispel – opposed roll</p><p>1d20 +18 (dispel) vs. DC 11 + PC caster level</p><p>Each time a spell is cancelled, the subject takes 1d8 damage</p><p></p><p>Area E</p><p>E1</p><p>Throne</p><p>Maximized Blast Glyph –Triggered by touching the throne</p><p>Reflex (DC 23) for half damage</p><p>Max 5d8 (40) sonic damage</p><p></p><p>Curse – Will save (DC 23) negates</p><p>Not triggered if wearing serpent ring</p><p></p><p>Secret Door to room E1c – Search (DC 30)</p><p></p><p>E1a</p><p>Locked door – Open Lock (DC 30)</p><p></p><p>E1b</p><p></p><p>Chest – Glyph of Warding – 4d8 fire damage</p><p>Affects toucher and all w/in 5’ of him</p><p>Reflex save (DC 17)</p><p>Chest contains clothing, personal effects, 241 GP, a golden light mace (150 gp value), One scroll containing the spells Insect Plague, Heal, and Word of Recall, and a second scroll of Spell Resistance (9th caster level)</p><p></p><p>Marilith </p><p>Large Outsider (Chaotic, Evil)</p><p>Hit Dice: 9d8+45 (85 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 40 ft.</p><p>AC: 29 (-1 size, +2 Dex, +18 natural)</p><p>Attacks: Weapon +14/+9 melee, 5 weapons</p><p> +14 melee, tail slam +11 melee</p><p>Damage: Weapon 1d8+6, weapons 1d8+3,</p><p>tail slam 4d6+2</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Spell-like abilities, improved grab,</p><p>constrict 4d6+7, summon demon</p><p>Special Qualities: Damage reduction 20/+2, SR 25,</p><p>poison and electricity immunity, cold, fire, and acid </p><p>resistance 20, telepathy</p><p>Saves: Fort +11, Ref +8, Will +10</p><p>Abilities: Str 21, Dex 15, Con 21, </p><p>Int 18, Wis 18, Cha 16</p><p>Skills: Bluff +14, Concentration +15, Hide +10, </p><p>Listen +24, Move Silently +12, Scry +14, </p><p>Search +14, Sense Motive +15, Spellcraft +14, </p><p>Spot +24</p><p>Feats: Cleave, Multiattack, Multidexterity, </p><p> Multiweapon Fighting, Power Attack</p><p></p><p>Spell-Like Abilities: At will-animate dead, bestow curse, chaos hammer, cloudkill, comprehend languages, darkness, desecrate, detect good, detect law, detect magic, inflict serious wounds, magic circle against good (self only), magic weapon, project image, polymorph self, pyrotechnics, see invisibility, shatter, telekinesis, teleport without error (self plus 50 pounds of objects only), unholy aura, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).</p><p></p><p>Improved Grab (Ex): To use this ability, the marilith must hit a Medium-size or smaller opponent with its tail slam attack. If it succeeds, it can constrict.</p><p></p><p>Constrict (Ex): A marilith deals 4d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. The constricted creature must succeed at a Fortitude save (DC 19) or lose consciousness for at long as it remains in the coils and for 2d4 rounds thereafter.</p><p></p><p>Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success.</p><p>Telepathy (Su): Mariliths can communicate telepathically with any creature within 100 feet that has a language.</p><p></p><p>Possessions: six +1 longswords</p><p></p><p>E1c</p><p>The Apparatus of Kwalish:</p><p></p><p>Any time the emerald key is used, the process starts over.</p><p>Any time the emerald key is used, the apparatus will teleport to room E1c.</p><p>Any time the emerald key is used in E1d, the entire contents of room E1d is teleported to E1c.</p><p></p><p>1. The first teleport will take the apparatus to room E1c</p><p>2. After 30 rounds the apparatus and its contents are teleported to room E1d.</p><p>3. After another 30 rounds the apparatus is teleported to E1c, leaving its contents in E1d.</p><p>4. After another 30 rounds the apparatus is teleported to E1d, leaving its contents behind, wherever that happens to be.</p><p>5. The process is complete; nothing more happens unless the emerald key is used again.</p><p></p><p>E2</p><p>Whirlpool trap</p><p>Room spins for 2d6 rounds</p><p>Swim check (DC 24) to avoid being thrown to the wall</p><p>Damage: 1d6 impact and 4d4 piercing</p><p></p><p>Lever must be reset before entering shaft, otherwise door to E3 is opened.</p><p></p><p>E3</p><p>Door is only opened 3 ways:</p><p>1. The shaft is entered without resetting the lever</p><p>2. Magical means</p><p>3. Strength check – break DC 28</p><p></p><p>Corpse possessions:</p><p>+2 Banded mail, +1 Bastard Sword, Bag of Holding (bag 2), Figurine of Wondrous Power (golden lions), Potion of Cure Serious Wounds, 125 GP, 32 PP, and a black pearl (500 gp).</p><p></p><p>Purple Worm</p><p>Gargantuan Beast Hit Dice: 16d10+112 (200 hp) Initiative: -2 (Dex) Speed: 20 ft., burrow 20 ft., swim 10 ft. AC: 19 (-4 size, -2 Dex, +15 natural) Attacks: Bite +20 melee, sting +15 melee Damage: Bite 2d8+12, sting 2d6+6 and poison Face/Reach: 30 ft. by 30 ft. (coiled)/15 ft. Special Attacks: Improved grab, swallow whole, poison Special Qualities: Tremorsense Saves: Fort +17, Ref +8, Will +4 Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8</p><p></p><p>In battle, a purple worm forms into a coil 15 feet across, biting and stinging anything within reach.</p><p></p><p>Improved Grab (Ex): To use this ability, the purple worm must hit with its bite attack. If it gets a hold, it can attempt to swallow the foe.</p><p></p><p>Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.</p><p>The worm’s interior can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller opponents.</p><p></p><p>Poison (Ex): Sting, Fortitude save (DC 24); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.</p><p></p><p>Tremorsense (Ex): A purple worm can automatically sense the location of anything within 60 feet that is in contact with the ground.</p><p></p><p>E4</p><p>Anyone without an appropriate sigil is treated as not there as far as the statues are concerned.</p><p></p><p>Sigil 14 – hands stone wedge to a wizard or sorcerer.</p><p> -If there is no mage in the group, it is handed to a cleric or druid</p><p> -Cleric/Druid must make a Will save (DC 25) or be affected by a Greater Dispelling (1d20 +15)</p><p></p><p>Sigil 16 – hands stone wedge to a cleric or druid.</p><p> -If there is no priest in the group, it is handed to a fighter</p><p> -Fighter must make a Will save (DC 25)…as above</p><p></p><p>Sigil 17 – hands stone wedge to a rogue.</p><p> -If there is no rogue, it is handed to a mage.</p><p> -Mage must make saves as above</p><p></p><p>Sigil 18 – hands stone wedge to a fighter, barbarian, or ranger.</p><p> -If there is no fighter, it is handed to a priest</p><p> -Priest must make saves as above</p><p></p><p>Sigil 19 – hands stone wedge to a bard.</p><p> -If there is no bard, it is handed to a mage.</p><p> -Mage must make saves as above</p><p></p><p>Sigil 20 – hands stone wedge to a paladin.</p><p> -If there is no paladin, it is handed to a fighter.</p><p> -Fighter must make saves as above</p><p></p><p>Area F</p><p>F1</p><p>Octagonal hallway – Intelligence check (DC 20) reveals that the area was created for creatures that don’t distinguish a difference between the floor, walls, and ceiling.</p><p></p><p>Any non-flying PC’s fighting in the tubes receive a –2 penalty to attacks and physical skills due to the uneven surface</p><p></p><p>F2</p><p></p><p>Beholders (3)</p><p>Large Aberration</p><p>HD: 11d8 +11 (60 hp’s)</p><p>Init: +4</p><p>Spd: 5 ft, Fly 20 ft (good)</p><p>AC: 20 (21)</p><p>Attack: Eye rays +7 ranged touch, bite +2 melee, Snake bite +2 melee</p><p>Dmg: Bite 2d4, snake bites 1d6 and poison, eye rays</p><p>SQ: all-around vision (can’t be flanked), antimagic cone, fly</p><p>Saves: Fort +4, Ref +3, Will +11</p><p>Skills: Hide +7, Listen +15, Spot +20</p><p>Feats: Flyby Attack, Shot on the run</p><p></p><p>B1: AC 21 (ring of protection +1) Uses telekinesis to pick up foes (moves 20 ft per round) and drop them (60 ft ceilings – 6d6 fall damage)</p><p>B2: Initially invisible (potion) – likes to bite opponents in melee and use eye rays against others</p><p>B3: Uses shot on the run to fire and take full cover behind pillars</p><p></p><p>Snake-stalk Poison: Fort save (DC 20) – Initial damage 1d6 temp Con, Secondary damage death</p><p></p><p>Antimagic cone: 150 ft cone straight forward.</p><p>Can decide if it is on or off (by closing eye) once per round.</p><p>Eye rays do not function in cone.</p><p></p><p>Eye Rays: any 3 (but only 3) can be fired in any arc (except all can be fired up)</p><p>Charm Person: Will neg (DC 18)</p><p>Charm Monster: Will neg (DC 18)</p><p>Disintegrate: Fort neg (DC 18)</p><p>Fear: Will neg (DC 18)</p><p>Finger of Death: Fort partial (DC 18) 3d6 +13 damage on successful save</p><p>Flesh to Stone: Fort neg (DC 18)</p><p>Inflict Moderate Wounds: Will half (DC 18) – 2d8 +10 damage</p><p>Sleep: Will neg (DC 18) – affects one creature with any number of hit dice.</p><p>Slow: Will neg (DC 18)</p><p>Telekinesis: Will neg (DC 18) – 325 lbs. Limit</p><p></p><p>Roost #5: contains 384 gp, 266 sp, and a +2 short sword.</p><p></p><p>F2a</p><p>Secret Door – Search (DC 35) to find keyhole.</p><p>Requires Red key from room B3 - MUST be turned to the LEFT – if anything else is stuck in the hole or key is turned right, poison gas is released in 20 ft radius.</p><p></p><p>Poison – Inhaled – Fort (DC 22)</p><p> Initial Damage – Death, Secondary Damage – 3d6 Con</p><p></p><p>Dimension Door - character becomes trapped in the Astral Plane. Each round that the character is trapped in the Astral Plane in this way, the character may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location.</p><p>Ethereal Jaunt – Shunted to nearest open space and take 1d6 damage per 5 ft displaced.</p><p>Teleport – Stuck in rock – Suffocation – Can hold breath for 2x (Con mod) rounds; after that must make Constitution check (DC 10 +1/round) each round. At failed check he falls unconscious (0 hp’s); next round falls to –1 hps; third round he suffocates.</p><p></p><p>F3</p><p>Magical eyes (50)</p><p>Constructs</p><p>Attack: Slam +10</p><p>Dmg: 1d4</p><p></p><p>Each PC attacked 1d6 times per round</p><p></p><p>Only affected by dispel magic and similar spells</p><p>-Caster rolls 1d20 to determine how many eyes are dispelled within radius</p><p></p><p>F4</p><p>Secret panel – Search (DC 35)</p><p></p><p>Area G</p><p></p><p>Lamia (wizard 8)</p><p>Medium-Size Magical Beast Hit Dice: 9d10+9 (86 hp) Initiative: +2 (Dex) Speed: 60 ft. AC: 17 (+2 Dex, +5 natural) Attacks: Touch +13 melee; or dagger +15/+10/+5 melee Damage: Touch 1 permanent Wisdom drain; or dagger 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities, Wisdom drain, Spells Saves: Fort +9, Ref +10, Will +13 Abilities: Str 10, Dex 15, Con 12, Int 14, Wis 15, Cha 12 Skills: Bluff +13, Concentration +11, Hide +14 Feats: Dodge, Iron Will, Mobility, Weapon Finesse (dagger), Scribe Scroll,</p><p></p><p>Spell-Like Abilities: 1/day-charm person (Will neg, DC 12), major image(will disbelief [if interacted with] DC 12), mirror image, and suggestion(will neg, DC 14). These abilities are as the spells cast by a 9th-level sorcerer (save DC 11 + spell level).</p><p>Wisdom Drain (Su): By making a successful touch attack, a lamia permanently drains 1 point of Wisdom. Lamias try to use this power early in an encounter to make foes more susceptible to charm person and suggestion.</p><p></p><p>Spells: DC 12 + spell level</p><p>0 – Detect Magic, Prestidigitation, Detect Poison, Ghost Sound</p><p>1 – Grease, Magic Missile(4 missiles), Shield, Mage Armor, Expeditious Retreat</p><p>2 – Invisibility, Levitate, Pyrotechnics, Glitterdust</p><p>3 – Gust of Wind, Lightning Bolt, Displacement</p><p>4 – Emotion, Polymorph Other</p><p></p><p></p><p>Nine-Headed Hydra</p><p>Huge Beast</p><p>Hit Dice: 9d10+45 (94 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 20 ft., swim 20 ft.</p><p>AC: 15 (-2 size, +1 Dex, +6 natural)</p><p>Attacks: 9 bites +9 melee</p><p>Damage: Bite 1d10+5</p><p>Face/Reach: 20 ft. by 20 ft./10 ft.</p><p>Special Qualities: Scent</p><p>Saves: Fort +11, Ref +7, Will +3</p><p>Abilities: Str 21, Dex 12, Con 20,</p><p> Int 2, Wis 10, Cha 9</p><p>Skills: Listen +7, Spot +8</p><p>Feats: Combat Reflexes</p><p></p><p>Hydras can attack with all their heads at no penalty, even if they move or charge during the round.</p><p></p><p>Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.</p><p></p><p>A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra’s original hit point total, divided by its original number of heads, (10 points) in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss.</p><p></p><p>Lernaean Hydra</p><p>The only way to slay a Lernaean hydra normally is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day.</p><p>To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.</p><p>Spells such as disintegrate, finger of death, and slay living kill a Lernaean hydra outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the hydra’s heads.</p><p></p><p></p><p>Troll (4)</p><p>Large Giant Hit Dice: 6d8+36 (63 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 18 (-1 size, +2 Dex, +7 natural) Attacks: 2 claws +9 melee, bite +4 melee Damage: Claw 1d6+6, bite 1d6+3 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rend 2d6+9 Special Qualities: Regeneration 5, scent, darkvision 90 ft. Saves: Fort +11, Ref +4, Will +3 Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Skills: Listen +5, Spot +5</p><p></p><p>Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.</p><p></p><p>Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.</p><p></p><p></p><p>Shambling Mound (3)</p><p>Large Plant Hit Dice: 8d8+24 (60 hp) Initiative: +0 Speed: 20 ft. AC: 20 (-1 size, +11 natural) Attacks: 2 slams +10 melee Damage: Slam 2d6+5 Face/Reach: 5 ft by 5 ft./10 ft. Special Attacks: Improved grab, constrict 2d6+7 Special Qualities: Plant, electricity immunity, fire resistance 30 Saves: Fort +9, Ref +2, Will +2 Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 Skills: Hide +12, Listen +4, Move Silently +4</p><p></p><p>Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict.</p><p></p><p>Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting.</p><p></p><p>Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.</p><p></p><p>Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour.</p><p></p><p>G2</p><p>Locked Tower Door: Open Lock (DC 30)</p><p></p><p>Magical Adhesive Trap:</p><p>40% chance each round that a PC steps on and gets stuck in a sticky patch. Once activated, the adhesive holds for 1d10 rounds before becoming brittle. A PC can then break free easily as a free action.</p><p></p><p>Monstrous Scorpion, Large (3)</p><p>Large Vermin</p><p>Hit Dice: 7d8+14 (45 hp)</p><p>Initiative: +0</p><p>Speed: 50 ft.</p><p>AC: 14 (-1 size, +5 natural)</p><p>Attacks: 2 claws +7 melee, sting +2 melee </p><p>Damage: Claw 1d6+3, sting 1d6+1 and poison</p><p>Face/Reach: 5 ft. by 10 ft./5 ft.</p><p>Special Attacks: Improved grab, squeeze, poison</p><p>Special Qualities: Vermin</p><p>Saves: Fort +7, Ref +2, Will +2</p><p>Abilities: Str 17, Dex 10, Con 14, Int -, Wis 10, Cha 2</p><p>Skills: Climb +11, Hide +3, Spot +7</p><p></p><p>Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings.</p><p></p><p>Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value.</p><p></p><p>Vermin: Immune to mind-influencing effects.</p><p></p><p>Poison (Ex): Fort DC 18 Initial and Secondary 1d6 Str Damage</p></blockquote><p></p>
[QUOTE="ksbsnowowl, post: 5725320, member: 14783"] SKELETON WARRIOR (template) The skeleton warrior is a lich-like undead lord that was once a powerful fighter of at least 10th level. Legend tell that the skeleton warriors were forced into their undead lich-like state many ages ago by a powerful demigod that trapped each of their souls in a golden circlet. :):) A skeleton warrior appears as a roughly lich-like creature dressed in the same type of armor worn during life. Its clothes and armor usually show signs of wear and age. :):) A skeleton warriors sole reason for remaining on the Material Plane is to search for and regain the circlet that contains its soul. :):) A skeleton warrior speaks Common and any other languages it knew in life. :) CREATING A SKELETON WARRIOR “Skeleton Warrior” is a template that can be added to any humanoid creature (referred to hereafter as the “character”). The character’s type changes to “undead.” It uses all the character’s statistics and abilities except as noted here. :):) Hit Dice: Increase to d12 :):) Speed: Same as the character. :):) AC: The skeleton warrior has +4 natural armor or the character’s natural armor whichever is better :):) Special Attacks: A skeleton warrior retains all the character’s special attacks and also gains those listed below. Saves have a DC of 10 + 1/2 skeleton warrior’s HD + skeleton warrior’s Charisma modifier unless noted otherwise. :):) Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear. Creatures with less than 5 HD and in a 30-foot radius must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the skeleton warrior’s level. :):) Damage Reduction: Skeleton warriors have damage reduction 15/+1. :):) Find Target (Sp): The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location. :):) Special Qualities: A skeleton warrior retains all the character’s special qualities and gains those listed below, and also gains the undead type (Undead, page 6 in the Monster Manual). :):) Darkvision (Ex): Range 60 feet. :):) Turning Immunity (Ex): Skeleton warriors cannot be turned or controlled by clerics of any level or alignment. :):) Spell Resistance (Ex): SR 20 +1 per character’s level beyond level 10. :):) Saves: Same as the character :):) Abilities: A skeleton warrior gains +4 to Strength and +2 to Wisdom and Charisma, but being undead, has no Constitution score. :):) Skills: Skeleton warriors gain a +8 racial bonus to Intimidate checks and a +6 racial bonus to Sense Motive and Spot checks. Otherwise, same as character. :):) Feats: Same as the character. :) :):) Climate/Terrrain: Any land :):) Organization: Solitary :):) Challenge Rating: Same as the character +2 :):) Treasure: Standard :):) Alignment: Any evil :):) Advancement: By character class :) SKELETON WARRIOR’S CIRCLET When a fighter is transformed into a skeleton warrior his soul is trapped in a golden circlet. Anyone possessing one of these circlets may control the skeleton warrior whose soul is stored therein within a 300-foot range. The possessor must wear the circlet on his head to control the skeleton warrior. The controller can see through the skeleton warrior’s eyes, but he may not himself move, attack, or cast spells. Other than taking a 5-foot step, the controller may take no action in a round. :):) The controller may force the skeleton warrior into “active mode”, thereby causing it to fight, search for treasure, and so on. In “passive mode”, the skeleton warrior stands motionless. While in passive mode, the controller cannot see through the warrior’s eyes, but may act normally (move, attack, cast spells, etc.). :):) Regardless of the mode of control, once the skeleton warrior and controller move to a distance greater than 300 feet of one another control is broken. It is also broken should the circlet be removed from the controller’s head. :):) If the circlet remains in the controller’s possession he may resume control at any time, but if it leaves his possession, the skeleton warrior will immediately stop what it is doing and proceed at double move speed to attack and destroy the former controller. If a skeleton warrior gains control of the circlet containing its soul, the warrior “dies” and vanishes. The circlet crumbles to valueless dust. :):) When a character first comes into possession of a circlet, he may be unaware of its significance. He may also be unaware that the skeleton warrior whose soul is contained therein is tracking him. As long as the owner of the circlet and the skeleton warrior remain on the same plane of existence, the warrior may track him. :):) To gain control of a skeleton warrior, the possessor must place the circlet on his head. The would-be controller cannot wear anything else on his head (including a hat, helmet, etc.). The controller must be able to see the skeleton warrior and he must spend one full round establishing control. If the character is interrupted during this time, he must succeed at a Concentration check in order to establish control in the round he is attacked or distracted. :):) If a character in possession of a circlet does not attempt control or fails his Concentration check, the skeleton warrior will attack him in an attempt to destroy him and gain possession of the circlet. :) SAMPLE SKELETON WARRIOR This example uses a 12th-level human fighter as the character. Medium-Size Undead Hit Dice: 12d12 (78 hp) Initiative: +1 (Dex) Speed: 20 ft AC: 25 (+1 Dex, +4 natural, +10 armor) Attacks: +2 bastard sword +20/+15/+10 melee Damage: +2 bastard sword 1d10+9 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Fear aura, find target Special Qualities: Undead, damage reduction 15/+1, SR 22, turning immunity, darkvision 60 ft Saves: Fort +11, Ref +6, Will +7 Abilities: Str 21, Dex 13, Con –, Int 12, Wis 15, Cha 14 Skills: Climb +9, Intimidate +9, Jump +11, Listen +12, Ride +8, Search +5, Sense Motive +8, Spot +15, Swim +10 Feats: Alertness, Armor Proficiency (all), Cleave, Great Cleave, Martial Weapon Proficiency (all), Power Attack, Shield Proficiency, Simple Weapon Proficiency (all), Sunder, Track, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) :) Climate/Terrain: Any land Organization: Solitary Challenge Rating: 14 Treasure: Standard Alignment: Always neutral evil Advancement: By character class :) COMBAT :):) Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. :):) Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear. Creatures of less than 5 HD in a 30-foot radius must succeed at a Will save (DC 18) or be affected as though by fear as cast by a sorcerer of the skeleton warrior’s level. :):) Find Target (Sp): The skeleton warrior can track and find the possessor of its circlet unerringly, as though guided by discern location. :):) Magic Items Carried: +2 full plate armor, +2 bastard sword, cloak of resistance +2, boots of speed. :) :) The Skeleton Warrior first appeared in the Fiend Folio (1981). :) Giant Beetle, Stag Large Vermin HD: 7d8+21 (52 hp) Initiative: +0 Speed: 20 ft. AC: 19 (-1 size, +10 natural) Attacks: Bite +10 melee Damage: Bite 4d6+9 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Trample 2d8+3 Special Qualities: Vermin Saves: Fort +8, Ref +2, Will +2 Triceratops Huge Beast Hit Dice: 16d10+112 (200 hp) Initiative: -1 (Dex) Speed: 30 ft. AC: 18 (-2 size, -1 Dex, +11 natural) Attacks: Gore +15 melee Damage: Gore 2d8+7 Face/Reach: 10 ft. by 20 ft./10 ft. Special Attacks: Charge for double damage, trample 2d12 +5 Special Qualities: Scent Saves: Fort +17, Ref +9, Will +6 Tyrannosaurus Huge Beast 18d10+72 (171 hp) Init: +1 (Dex) 40 ft. AC: 14 (-2 size, +1 Dex, +5 natural) Att: Bite +20 melee Dmg: Bite 5d8+13 Reach: 10 ft. by 10 ft./15 ft. Improved grab, swallow whole Scent Fort +15, Ref +12, Will +8 Trample (Ex): A triceratops can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity (at a –4 penalty) against the triceratops can attempt a Reflex save (DC 23) to halve the damage. Improved Grab (Ex): To use this ability, the tyrannosaurus must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe. Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The tyrannosaurus’s gizzard can hold two Medium-size, eight Small, or thirty-two Tiny or smaller opponents. Attack and hit w/ bite attack – perform grapple check as free action (grap +30) to gain hold – with its next grapple attempt (ie-attack) it can make a grapple check to swallow whole. Area A Poison Needle Trap: 1d4 dmg Search (DC 22); Disable Device (DC 20). Poison: Injury DC 24 1d6 Str/1d6 Str A1-a Intelligence check (DC 21) for absence of bones Pit trap – Reflex save (DC 25) if within 10 ft of stairs – 2d6 falling dmg Two rounds for walls to close in – 20d6 crushing dmg On second round stairs flip (Ref DC 28 to avoid falling into pit) Search (DC 20) Disable (DC 25) A1-b 20 ft down ladder- Glyph of Warding – 14d4 dmg Strength check (DC 22) to avoid falling – 8d6 falling dmg Power Word Kill – kills anyone with 100 or fewer HP’s Raised as a zombie: Small Zombie Medium-Size Zombie Small Undead Medium-Size Undead Hit Dice: 1d12+3 (9 hp) 2d12+3 (16 hp) Initiative: -1 (Dex) -1 (Dex) Speed: 30 ft. 30 ft. AC: 11 11 (-1 Dex, +2 natural) Attacks: Slam +1 melee Slam +2 melee Damage: Slam 1d4 Slam 1d6+1 Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. SQs: Undead, partial actions only Undead, partial actions only Saves: Fort +0, Ref -1, Will +2 Fort +0, Ref -1, Will +3 A1-c One round after door is raised – Swinging door (Ref DC 20 – only two PC’s in back 10 ft of room can avoid) – 3d6 dmg +4d6 falling dmg To catch door – Character with 24+ Str must make Ref save (DC 20) AND Strength check (DC 20) A2 (A1-d) Troll attack +4 vs PC’s on ladder Troll (8) Large Giant Hit Dice: 6d8+36 (63 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 18 (-1 size, +2 Dex, +7 natural) Attacks: Pole +9 2 claws +9 melee, bite +4 melee Damage: 1d8+8 + 1d6 + 2d6 acid Claw 1d6+6, bite 1d6+3 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rend 2d6+9 Special Qualities: Regeneration 5, scent, darkvision 90 ft. Saves: Fort +11, Ref +4, Will +3 Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Skills: Listen +5, Spot +5 Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Black Pudding (8) Medium Ooze Hit Dice: 2d10+17 (28 hp) Initiative: -5 (Dex) Speed: 20 ft., climb 20 ft. AC: 5 (-5 Dex) Attacks: Slam +10 melee Damage: Slam 2d6+4 and 2d6 acid Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Improved grab, acid, constrict 2d6+4 and 2d6 acid Special Qualities: Blindsight, split, ooze Saves: Fort +7, Ref -2, Will –2 Improved Grab (Ex): To use this ability, the black pudding must hit with its slam attack. If it gets a hold, it can constrict. Acid (Ex): The pudding secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The pudding’s acidic touch deals 50 points of damage per round to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds at a Reflex save (DC 19). Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid. Split (Ex): Weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half the original’s hit points (round down). A pudding with only 1 hit point cannot be further split. Grapple rules w/ constrict: Successful slam attack and deal slam and acid damage Make an opposed grapple check as a free action (grap +10) Successful grapple check deals 2d6 +4 slam and 2d6 acid damage Pudding moves into PC’s square, provoking AoO’s (from others, not the grapplie). Successive rounds it makes grapple checks (+10) and if successful deals 4d6 +8 slam and 4d6 acid damage To escape grapple: Must win opposed grapple check Beat grappler’s grapple check (DC) with an Escape Artist check A4 Secret Panel on west wall – Search DC 40 Head Studs – Search DC 30 Intel check for second stud – DC 22 A5 Lock DC 30 Area B Mind Switch effect – Will save DC 24 First mind gets NO save New switch happens once every 3 rounds – all following switches get saves. B2 Cursed Basin – Will save (DC 19) or become cursed Withering Curse – lose 1 HP per round until healed with Remove Curse Evil Coffer Releases an evil energy blast – Will save (DC 20) or alignment changes to Chaotic Evil -All magical items have a 30% chance to become intelligent with Chaotic Evil alignment -All Good aligned priests and paladins lose all prepared spells, even with a successful save -Priests and Paladins must make a second saving throw or go unconscious for 1d10 x 10 rounds -All evil beings in areas A, B, and C are healed 3d6 points -Same evil beings learn of the location of any good aligned beings -Raises Blood Elemental Blood Elemental, Large Large Elemental Hit Dice: 8d8+32 (68 hp) Initiative: +2 (Dex) Speed: 20 ft. AC: 20 (-1 size, +2 Dex, +9 natural) Attacks: Slam +10/+5 melee Damage: Slam 2d8+7 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Fear Special Qualities: Elemental, damage reduction 10/+2 Saves: Fort +10, Ref +4, Will +2 Abilities: Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11 Skills: Listen +10, Spot +10 Feats: Cleave, Power Attack Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Fear: Will (DC 14) – 8 rounds The affected creatures become panicked. They suffers a –2 morale penalty on saving throws, and they flee. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it is away from the blood elemental). If unable to flee, the creature cowers (granting the elemental a +2 to attacks). B3 Flesh Golems (5) Large Construct Hit Dice: 9d10 (49 hp) Initiative: -1 (Dex) Speed: 30 ft. (can’t run) AC: 18 (-1 size, -1 Dex, +10 natural) Attacks: 2 slams +10 melee Damage: Slam 2d8+5 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Berserk Special Qualities: Construct, magic immunity, damage reduction 15/+1 Saves: Fort +3, Ref +2, Will +3 Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the golem’s berserk chance to 0%. Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against electricity effects. Bronze Key – Glyph of Warding – Ref Save (DC14) – 5d8 cold dmg – Search and Disable (DC 28) Green Key – Sepia Snake Sigil – Ref Save (DC 17) – Suspended Animation Field for 1d4+15 days Dispel Sigil – DC 26 Silver Key – Cursed – Possessor suffers –2 on ALL die rolls B4 Umber Hulk HD: 8d8 (68 HP) +1 init Speed: 20 ft AC: 18 Attacks: 2 claws +11 and bite +9 Damage: claws 2d4+6, bite 2d8+3 Reach: 10 ft. Tremorsense 60 ft Confusing gaze Saves: Fort +6 Ref+3 Will+6 Str23, Dex 13, Con 19, Int 9, Wis 11, Cha 13 Confusing Gaze: Will save (DC 15) neg Duration of 8 rounds Roll each round (except result of 1) 1d10 1 – wander away for 10 rounds 2-6 – do nothing for 1 round 7-9 – attack nearest creature for 1 round 10 – attack normally for one round -- if attacked, automatically attack attacker next round Nightmare Large Outsider (Evil) Hit Dice: 6d8+18 (45 hp) Initiative: +6 Speed: 40 ft., fly 90 ft. (good) AC: 24 (-1 size, +2 Dex, +13_natural) Attacks: 2 hooves +9 melee, bite +4 melee Damage: Hoof 1d8+4 and 1d4 fire, bite 1d8+2 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Flaming hooves, smoke Special Qualities: Astral projection, etherealness Saves: Fort +8, Ref +7, Will_+6 Abilities: Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12 Feats: Alertness, Improved Initiative Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight. Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmare’s vision at all. The nightmare can suppress the smoke as a free action. Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer. Roper Large Magical Beast Hit Dice: 10d10+30 (85 hp) Initiative: +5 Speed: 10 ft. AC: 24 (-1 size, +1 Dex, +14 natural) Attacks: 6 strands +11 ranged, bite +8 melee Damage: Strand (see text), bite 2d6+2 Face/Reach: 5 ft. by 5 ft./10 ft. (50 ft. with strand) Special Attacks: Strands, attach, weakness Special Qualities: Electricity immunity, cold resistance 30, fire vulnerability, SR 28 Saves: Fort +10, Ref +8, Will +8 Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha_12 Skills: Climb +7, Hide +10*, Listen +13, Spot +13 Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand) Strands (Ex): Most encounters with a roper begin when it fires its strong, sticky strands. The creature has six such members that can strike up to 50 feet away (no range increment). A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (AC 20). Ropers speak Terran and Undercommon Attach (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity) unless that creature breaks free, which requires a successful Escape Artist check (DC 23) or Strength check (DC 19). The roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round. Weakness (Ex): A roper’s strands can sap an opponent’s strength. Anyone caught by a strand must succeed at a Fortitude save (DC 18) or take 2d8 points of temporary Strength damage. Fire Vulnerability (Ex): A roper takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it. Average Xorn Medium-Size Outsider (Earth) Hit Dice: 7d8+14 (45 hp) Initiative: +0 Speed: 20 ft., burrow 20 ft. AC: 22 (+12 natural) Attacks: Bite +10 melee, 3 claws +8 melee Damage: Bite 4d6+3, claw 1d4+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Burrow Special Qualities: Xorn qualities Saves: Fort +7, Ref +5, Will +5 Abilities: Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10 Skills: Hide +10, Intuit Direction +10, Listen +10, Move Silently +10, Search +10, Spot +14 Feats: Multiattack, Power Attack Burrow (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save. Xorn Qualities: Immunities (Ex): Xorns are immune to fire and cold. Resistances (Ex): Xorns have electricity resistance 10. Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage. All-Around Vision (Ex): Xorns’ symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Xorns can’t be flanked. Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground. Basilisk Medium-Size Magical Beast (Reptilian) Hit Dice: 6d10+12 (45 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 16 (-1 Dex, +7 natural) Attacks: Bite +8 melee Damage: Bite 1d8+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Petrifying gaze Saves: Fort +9, Ref +4, Will +3 Abilities: Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha_10 Skills: Hide +1*, Listen +7, Spot +7 Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude negates DC 13. Ettin Large Giant Hit Dice: 10d8+20 (65 hp) Initiative: +3 Speed: 30 ft. (hide armor); base 40 ft. AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide) Attacks: 2 greatclubs +12/+7 melee Damage: Greatclub 1d10+6 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Superior two-weapon fighting Special Qualities: Darkvision 90 ft. Saves: Fort +9, Ref +2, Will +3 Abilities: Str 23, Dex 8, Con 15, Int 6, _Wis 10, Cha_11 Skills: Listen +10, Search +0, Spot +10 Feats: Alertness, Improved Initiative, Power Attack If Mind Switched – Player 60% chance of action/ Ettin 40% action B5 Intel Check DC 23 (warriors get +4 bonus) to notice that placement of weapons/bodies doesn’t make sense. Those making the first check make a second check (DC 19) to realize drow were killed with own weapons. Living Weapons Strike +10 -fight for 10 rounds -only dispel magic will stop them Locked Cabinet – Pick lock DC 30 Ring Box – Pick lock DC 30 (1) and DC 40 (2) Poison gas trap on 1st lock – Search DC 35, Disable Device DC 30 Poison gas – 10’ cubic cloud - Fort DC 15 or die in 1d6 rounds Corpse possessions: 43 pp, 235 gp, pearl (100 gp), three +2 short swords, five suits of +2 chain mail, a +2 heavy mace, a Staff of Frost (13 charges), two +2 bucklers, and a +4 short sword. Area C C1 Vytholus Images: AC 20; 50 hp; 10 HD Attacks: Touch +9 Dmg: Energy drain (2d4 Neg levels) Injured only by +1 or better weapons Immune to all spells but dispel magic (DC 31) Secret Door Knee Knob – Search DC 22 C2 Prismatic Wall (DC 22) Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present. Color Order Effect of Color Negated By ----- ----- --------------- ---------- Red 1st Stops nonmagical ranged weapons Cone of Cold Deals 20 ponts of fire damage (Reflex half) Orange 2nd Stops magical ranged weapoins Gust of Wind Deals 40 points of acid damage (Reflex half) Yellow 3rd Stops poisons, gasses, and petrification Disintegrate Deals 80 points of electricity damage (Reflex half) Green 4th Stops breath weapons Passwall Poison (Kills; Fortitute partial to take 20 points of damage instead) Blue 5th Stops divination and mental attacks Magic Missile Turned to stone (Fortitude negates) Indigo 6th Stops all spells Daylight Will save or become insane (as insanity spell) Violet 7th Energy field destroys all objects and Dispel Magic Creatures are sent to another plane (Will negates) The violet effect makes the special effects of the other six colors redundant, but they are included here because certain magic items can create prismatic effects one color at a time, and SR might render some colors ineffective (see above). C4 ROT GRUB Fine Vermin Hit Dice: 1/4d8 (1 hp) Initiative: +1 (Dex) Speed: 5 ft Armor Class: 18 (+8 size) Attacks: Slam +4 melee Damage: Slam 0 Face/Reach: 1/2 ft by 1/2 ft/0 ft Special Attacks: Burrow Special Qualities: Vermin, tremorsense Saves: Fort +2, Ref +0, Will +0 Burrow (Ex): A rot grub secretes an anesthetic when it bites. A burrowing grub can be noticed if the victim succeeds at a Wisdom check (DC 15). If successful, the victim sees strange rippling beneath his skin. If failed, the creature does not notice the grubs. :):) A burrowing grub deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies. The grubs then look for a new host. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 2d6 points of damage to the victim, but kills the grubs. After the second round, only a remove disease can kill the grubs as they burrow to the victim’s heart and devour it (still dealing 2d6 points of temporary Constitution damage each round). Otyugh Large Aberration Hit Dice: 6d8+6 (33 hp) Initiative: +0 Speed: 20 ft. AC: 17 (-1 size, +8 natural) Attacks: 2 tentacle rakes +3 melee, bite -2 melee Damage: Tentacle rake 1d6, bite 1d4 Face/Reach: 5 ft. by 5 ft./10 ft. (15 ft. with tentacle) Special Attacks: Improved grab, constrict 1d6, disease Special Qualities: Scent Saves: Fort +3, Ref +2, Will +6 Improved Grab (Ex): To use this ability, the otyugh must hit a Medium-size or smaller opponent with a tentacle attack. If it gets a hold, it can constrict. Constrict (Ex): An otyugh deals automatic tentacle damage to a Medium-size or smaller opponent with a successful grapple check. Disease (Ex): Filth fever [bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.] Full Grapple rules w/ constrict: Make a successful tentacle attack and deal damage (1d6) Make an opposed grapple check (grap +7) If opposed roll is successful, constrict damage is dealt (1d6 dmg) Move into target’s square as free action, provoking AOO’s from all eligible except target Each round an attacking grapple check is won, you deal attack damage (1d6) and constrict damage (1d6) Successful defending grapple checks deal only 1d3 damage If making a full attack, make two grapple checks and one bite attack To escape a grapple: Must win opposed grapple check Beat grappler’s grapple check (DC) with an Escape Artist check C5 Gas detectable on 1 in 20 (4 in 20 w/ scent feat) Lighting Bolt – 10d6 dmg 2 saves required for half dmg (Ref DC 18) Poison Gas – Fort DC 20 – 1d4 Str dmg for 1d6 hours (Only affects mammals) C6 Secret door – Search DC 18 3 Plugs – Search DC 22 Dispell magic on EACH plug – DC 25 Break down door – 30 hp, hardness 11 Thornslinger Large:)Plant Hit Dice: 4d8+8:)(26 hp) Initiative: +1 (Dex) Speed: 0 ft AC: 12 (+1 Dex, -1 size, +2 natural) Attacks:2-8 thorns +3 ranged Damage: Thorn 1d2 Face/Reach: 5 ft. by 5 ft./0 ft Special Attacks: Thorns, acid Special Qualities: Plant, adhesive, blindsight Saves: Fort +6 Ref +2 Will -3 Acid (Ex): Anything touching the central core of the thornslinger is subject to 1d4 points of damage per round from the plant's digestive juices. Adhesive (Ex): The thornslinger's central plant core is covered in a strong adhesive dew. Anything that touches this plant will be stuck to it and held immobile unless a Strength check (DC 14) is successful. Victims caught by this adhesive are automatically subject to the creature's acid attack. Victims can try a new Strength check each round. C6a Gelatinous Cube Huge Ooze Hit Dice: 4d10+36 (58 hp) Initiative: -5 (Dex) Speed: 15 ft. AC: 3 (-2 size, -5 Dex) Attacks: Slam +1 melee Damage: Slam 1d6 and 1d6 acid Face/Reach: 10 ft. by 10 ft./10 ft. Special Attacks: Engulf, paralysis, acid Special Qualities: Blindsight, transparent, electricity Saves: Fort +5, Ref –4, Will –4 Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. Paralysis (Ex): Gelatinous cubes secrete an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed at a Fortitude save (DC 16) or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. Acid (Ex): A gelatinous cube’s acid does not harm metal or stone. Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a successful Spot check (DC 15) to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed. Drowning: Character can hold breath a number of rounds equal to twice his Con score. After that point the character must make a Con check (DC 10 +1/round) every round. After a failed Con check she falls unconscious (0 hp’s); the next round she falls to –1 hp and is dying; the third round she drowns. 1d6 falling dmg + 4d4 spike dmg Hold Person – Will save (DC 20) – duration of 10 rounds Sigil Panel – Search DC 15 C8 Flaming Iron – Will save (DC 13) 1d4 metal items on each person affected by heat metal unattended magic items receive a save with a bonus of 2+ half (creator’s) caster level Each round – Will save (DC 18) or one non-magical item on person turned into iron and automatically affected by Heat Metal Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw (unless its own is higher). A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it’s holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. Round Temperature Damage ----- ----------- ------ 1 Warm None 2 Hot 1d4 points 3–5 Searing 2d4 points 6 Hot 1d4 points 7 Warm None Any cold intense enough to damage the creature negates heat damage from the spell (and vice versa) on a point-for-point basis. C9 With SIGIL 4 – Key hangs on wall next to door Door – If the door is touched in any way except by picking the lock, player must make a Will Save (DC 27) or activate an Insect Plague – 20 ft – 20 rounds A horde of insects swarm in a thick cloud when the character casts this spell. The insects limit vision to 10 feet, and spellcasting within the cloud is impossible. Creatures inside the insect plague, regardless of Armor Class, sustain 1 point of damage at the end of each round they remain within. Invisibility is no protection. All creatures with 2 or fewer HD are driven from the cloud at their fastest possible speed in a random direction and flee until they are at least 100 feet away from the insects. Creatures with 3 to 5 HD flee as well, though a Will save negates this effect. (This urge to flee is an extraordinary fear effect.) Heavy smoke drives off insects within its bounds. Fire also drives insects away. A single torch is ineffective against this vast horde of insects. Lightning, cold, and ice are likewise ineffective, while a strong wind (21+ mph) that covers the entire plague area disperses the insects and ends the spell. Picked Lock attempt summons a Summon Swarm of insects. –NO save – 10 ft – 20 rounds A swarm of little creatures carpets the effect’s area, viciously attacking all other creatures there. A creature in the swarm who takes no actions other than fighting off the swarming creatures takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 +6 points of damage. Spellcasting or concentrating on spells within the swarm is impossible. Chests – 1d4 bites if touched Fort save (DC 18) or die/ 4d10 dmg if save 4th chest contains 3 +2 daggers in a leather bandolier, a +2 light mace, and the listed potions and scrolls. Area D Daergul and Yquis D2 Medusa, Greater Large-Size Monstrous Humanoid Hit Dice: 8d8 +8 (44 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 17 (-1 size, +2 Dex, +6 natural) Attacks: Shortbow +9/+4 ranged; or dagger +8/+3 melee, snakes +3 melee Damage: Shortbow 1d6 +1; or dagger 1d4+2, snakes 1d4 and poison Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Petrifying gaze, poison, poisonous blood Special Qualities: SR 12 Saves: Fort +3, Ref +7, Will +6 Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha_15 Skills: Bluff +11, Disguise +11, Move Silently +9, Spot +10 Feats: Point Blank Shot (already factored into bow attacks), Precise Shot, Weapon Finesse (snakes) Staff of Fire (27 Charges) – Burning Hands (Ref DC 11) – Fireball (Ref DC 14) – Wall of Fire (Ref DC 16)[2 charges] +2 dagger and potion of cure serious wounds Combat Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15). Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. Poisonous Blood (Ex): The blood of a greater medusa is highly toxic, even after it is dead. Fortitude save (DC 15) or initial 1d6 temporary Strength damage and secondary 2d6 temporary Strength damage. Medusa 2 AC: 20 Attacks: Dagger +6/+1 melee, snakes +3 melee Dmg: 1d4 1d4 and poison Wand of Hold Person (32 Charges) – (Will DC 16) Cloak of Protection +3 Manticores (6) Huge Magical Beast Hit Dice: 6d10+24 (57 hp) Initiative: +2 Speed: 30 ft., fly 50 ft. (clumsy) AC: 16 (-2 size, +2 Dex, +6 natural) Attacks: 2 claws +9 melee, bite +7 melee; or 6 spikes +6 ranged Damage: Claw 2d4+5, bite 1d8+2; or spike 1d8+2 Face/Reach: 10 ft. by 20 ft./10 ft. Special Attacks: Spikes Special Qualities: Scent Saves: Fort +9, Ref +7, Will +3 Abilities: Str 20, Dex 15, Con 19, Int 7, Wis_12, Cha 9 Skills: Listen +9, Spot +9* Feat: Multiattack Combat A manticore begins most attacks with a volley of spikes, then closes. Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day. D3 Jumping on platforms requires a jump check (DC 15) and a Dex Check (DC 15) Every 3rd platform has an Antipathy spell placed on it vs any good alignment. Antipathy Will DC 23 Duration – 40 hours Enchantment Spell Resistance: Yes The character causes an object or location to emanate magical vibrations that repel either a specific order of intelligent creature or creatures of a particular alignment, as defined by the character. The particular sort of creature to be affected must be named specifically. Larger groups (types and subtypes) are not specific enough. Likewise, the specific alignment must be named. A compulsion forces creatures of the designated sort or alignment to abandon the area or item, never willingly returning to it while the spell is in effect. A creature who makes a successful saving throw can stay in the area or touch the item, but feels very uncomfortable doing so. This discomfort reduces the creature's Dexterity score by 4 points. Large Skeleton Huge Skeleton Large Undead Huge Undead Hit Dice: 2d12 (13 hp) 4d12 (26 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative) Speed: 40 ft. 40 ft. AC: 13 (-1 size, +1 Dex, +3 natural) 13 (-2 size, +1 Dex, +4 natural) Attacks: 2 claws +2 melee 2 claws +4 melee Damage: Claw 1d6+2 Claw 1d8+4 Face/Reach: 5 ft. by 5 ft./10 ft. 10 ft. by 10 ft./15 ft. Special Qualities: Undead, immunities Undead, immunities Saves: Fort +0, Ref +1, Will +3 Fort +1, Ref +2, Will +4 Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons. Bigby’s Clenched Fist Speed: 60 ft. AC 20 (9 touch) Hp’s: 60 Attack: Slam +35 Dmg: 1d8+12 Fort save DC 23 or stunned for 1 round Saves: Fort +11 Ref +5 Will +14 Dispel DC 26 Spell Resistance applies vs the hand D4 Wall of Force moves South to North at 30 ft/ round Moves with initiative count Wall deals 3d10 Electrical Dmg on contact Init. Count Dist. Moved But shorts out for remainder of round 15 5 ft 12 10 ft 9 15 ft 6 20 ft 3 25 ft 0 30 ft Wooden Door – Pick Lock DC 30 Str. Check Break DC 25 10 hp, hardness 5 D5 Crystal wall indestructible except by Wish or Miracle For every question asked of the spirits, DM secretly rolls a Will Save (DC 23) If Failed, the spirit enters the PC If under spirit’s control – 90% - flee from other PC’s / 10% lure others to touch the wall. Wisdom Check each round for PC to maintain control (DC 14) After 3 rounds of PC control, the spirit exits the PC After 3 spirits have been truly freed, 20th Sigil Appears. D6a Iron Golem Large Construct Hit Dice: 18d10 (99 hp) Initiative: -1 (Dex) Speed: 20 ft. (can’t run) AC: 30 (-1 size, -1 Dex, +22 natural) Attacks: 2 slams +23 melee Damage: Slam 2d10+11 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Breath weapon Special Qualities: Construct, magic immunity, damage reduction 50/+3, rust vulnerability Saves: Fort +6, Ref +5, Will +6 Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death. Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a iron golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects. Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. RUSSET MOLD CR 6 immune to all attacks involving fire, weapons, and cold, vulnerable to applications of alcohol, acid, and other things harmful to plants (such as salt). Russet mold is killed instantly if cure disease or continual light is cast on it. :):) Living creatures that disturb it or come within 5 feet of it cause the russet mold to release a cloud of spores in a 5-foot radius cloud. All those in the area must succeed at a Fortitude save (DC 15) or take 2d6 points of temporary Constitution damage. Another Fortitude save (DC 15) is required 1 minute later to avoid taking 3d6 points of temporary Constitution damage. :):) A creature killed by russet mold will rise as a vegepygmy (q.v.) 1d4+20 hours later, unless a hold plant spell is cast within 1 hour. Hold plant does not actually prevent the creature from becoming a vegepygmy, but it does delay the process for the duration of the spell. After that, only a wish or miracle can prevent the creature rising. :):) Russet mold is lumpy and has a texture similar to cold porridge. Small hair-like growths stand upright and constantly waver back and forth. D7 Ram and Pit trap 1st character in marching order doesn’t get a save All others roll Reflex save (DC 25) All hit take 2d6 points of damage and pushed back to pit trap 20’ – Pit trap Search (DC 20), Disable (DC 40) 2d6 falling damage 10’ – Pit traps – 1 round later 1d6 falling damage Sigil 10 Snake circlet Attack: Bite +5 melee Damage: Bite 1d4 and Poison Poison: Fort DC 11, initial and secondary damage 1d6 temp Constitution Circlet teleports back to the rod (and once again appears as a snake) in 3 rounds. Sigil 12 Two rounds after the circlet is removed from the rod, corner rods project. Polymorph Any Object (1d3 non-magical items/ person) Object Will save (DC 22) negates Winged Snake Medium-Size Viper Medium-Size Animal Hit Dice: 4d8 (18 hp) Initiative: +3 (Dex) Speed: 20 ft., fly 30 ft. AC: 16 (+3 Dex, +3 natural) Attacks: Bite +4 melee Damage: Bite 1d4 and poison Face/Reach: 5 ft. by 5 ft. Special Attacks: Poison Special Qualities: Scent, Electricity immunity Saves: Fort +3, Ref +6, Will +1 Immune to Electricity Poison: Fort DC 11, initial and secondary damage 1d6 temp Constitution D9 Dispel Magic trap – vs. spells only (not items, potions, etc.) Targeted dispel – opposed roll 1d20 +18 (dispel) vs. DC 11 + PC caster level Each time a spell is cancelled, the subject takes 1d8 damage Area E E1 Throne Maximized Blast Glyph –Triggered by touching the throne Reflex (DC 23) for half damage Max 5d8 (40) sonic damage Curse – Will save (DC 23) negates Not triggered if wearing serpent ring Secret Door to room E1c – Search (DC 30) E1a Locked door – Open Lock (DC 30) E1b Chest – Glyph of Warding – 4d8 fire damage Affects toucher and all w/in 5’ of him Reflex save (DC 17) Chest contains clothing, personal effects, 241 GP, a golden light mace (150 gp value), One scroll containing the spells Insect Plague, Heal, and Word of Recall, and a second scroll of Spell Resistance (9th caster level) Marilith Large Outsider (Chaotic, Evil) Hit Dice: 9d8+45 (85 hp) Initiative: +2 (Dex) Speed: 40 ft. AC: 29 (-1 size, +2 Dex, +18 natural) Attacks: Weapon +14/+9 melee, 5 weapons +14 melee, tail slam +11 melee Damage: Weapon 1d8+6, weapons 1d8+3, tail slam 4d6+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Spell-like abilities, improved grab, constrict 4d6+7, summon demon Special Qualities: Damage reduction 20/+2, SR 25, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy Saves: Fort +11, Ref +8, Will +10 Abilities: Str 21, Dex 15, Con 21, Int 18, Wis 18, Cha 16 Skills: Bluff +14, Concentration +15, Hide +10, Listen +24, Move Silently +12, Scry +14, Search +14, Sense Motive +15, Spellcraft +14, Spot +24 Feats: Cleave, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack Spell-Like Abilities: At will-animate dead, bestow curse, chaos hammer, cloudkill, comprehend languages, darkness, desecrate, detect good, detect law, detect magic, inflict serious wounds, magic circle against good (self only), magic weapon, project image, polymorph self, pyrotechnics, see invisibility, shatter, telekinesis, teleport without error (self plus 50 pounds of objects only), unholy aura, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level). Improved Grab (Ex): To use this ability, the marilith must hit a Medium-size or smaller opponent with its tail slam attack. If it succeeds, it can constrict. Constrict (Ex): A marilith deals 4d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. The constricted creature must succeed at a Fortitude save (DC 19) or lose consciousness for at long as it remains in the coils and for 2d4 rounds thereafter. Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. Telepathy (Su): Mariliths can communicate telepathically with any creature within 100 feet that has a language. Possessions: six +1 longswords E1c The Apparatus of Kwalish: Any time the emerald key is used, the process starts over. Any time the emerald key is used, the apparatus will teleport to room E1c. Any time the emerald key is used in E1d, the entire contents of room E1d is teleported to E1c. 1. The first teleport will take the apparatus to room E1c 2. After 30 rounds the apparatus and its contents are teleported to room E1d. 3. After another 30 rounds the apparatus is teleported to E1c, leaving its contents in E1d. 4. After another 30 rounds the apparatus is teleported to E1d, leaving its contents behind, wherever that happens to be. 5. The process is complete; nothing more happens unless the emerald key is used again. E2 Whirlpool trap Room spins for 2d6 rounds Swim check (DC 24) to avoid being thrown to the wall Damage: 1d6 impact and 4d4 piercing Lever must be reset before entering shaft, otherwise door to E3 is opened. E3 Door is only opened 3 ways: 1. The shaft is entered without resetting the lever 2. Magical means 3. Strength check – break DC 28 Corpse possessions: +2 Banded mail, +1 Bastard Sword, Bag of Holding (bag 2), Figurine of Wondrous Power (golden lions), Potion of Cure Serious Wounds, 125 GP, 32 PP, and a black pearl (500 gp). Purple Worm Gargantuan Beast Hit Dice: 16d10+112 (200 hp) Initiative: -2 (Dex) Speed: 20 ft., burrow 20 ft., swim 10 ft. AC: 19 (-4 size, -2 Dex, +15 natural) Attacks: Bite +20 melee, sting +15 melee Damage: Bite 2d8+12, sting 2d6+6 and poison Face/Reach: 30 ft. by 30 ft. (coiled)/15 ft. Special Attacks: Improved grab, swallow whole, poison Special Qualities: Tremorsense Saves: Fort +17, Ref +8, Will +4 Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8 In battle, a purple worm forms into a coil 15 feet across, biting and stinging anything within reach. Improved Grab (Ex): To use this ability, the purple worm must hit with its bite attack. If it gets a hold, it can attempt to swallow the foe. Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The worm’s interior can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller opponents. Poison (Ex): Sting, Fortitude save (DC 24); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. Tremorsense (Ex): A purple worm can automatically sense the location of anything within 60 feet that is in contact with the ground. E4 Anyone without an appropriate sigil is treated as not there as far as the statues are concerned. Sigil 14 – hands stone wedge to a wizard or sorcerer. -If there is no mage in the group, it is handed to a cleric or druid -Cleric/Druid must make a Will save (DC 25) or be affected by a Greater Dispelling (1d20 +15) Sigil 16 – hands stone wedge to a cleric or druid. -If there is no priest in the group, it is handed to a fighter -Fighter must make a Will save (DC 25)…as above Sigil 17 – hands stone wedge to a rogue. -If there is no rogue, it is handed to a mage. -Mage must make saves as above Sigil 18 – hands stone wedge to a fighter, barbarian, or ranger. -If there is no fighter, it is handed to a priest -Priest must make saves as above Sigil 19 – hands stone wedge to a bard. -If there is no bard, it is handed to a mage. -Mage must make saves as above Sigil 20 – hands stone wedge to a paladin. -If there is no paladin, it is handed to a fighter. -Fighter must make saves as above Area F F1 Octagonal hallway – Intelligence check (DC 20) reveals that the area was created for creatures that don’t distinguish a difference between the floor, walls, and ceiling. Any non-flying PC’s fighting in the tubes receive a –2 penalty to attacks and physical skills due to the uneven surface F2 Beholders (3) Large Aberration HD: 11d8 +11 (60 hp’s) Init: +4 Spd: 5 ft, Fly 20 ft (good) AC: 20 (21) Attack: Eye rays +7 ranged touch, bite +2 melee, Snake bite +2 melee Dmg: Bite 2d4, snake bites 1d6 and poison, eye rays SQ: all-around vision (can’t be flanked), antimagic cone, fly Saves: Fort +4, Ref +3, Will +11 Skills: Hide +7, Listen +15, Spot +20 Feats: Flyby Attack, Shot on the run B1: AC 21 (ring of protection +1) Uses telekinesis to pick up foes (moves 20 ft per round) and drop them (60 ft ceilings – 6d6 fall damage) B2: Initially invisible (potion) – likes to bite opponents in melee and use eye rays against others B3: Uses shot on the run to fire and take full cover behind pillars Snake-stalk Poison: Fort save (DC 20) – Initial damage 1d6 temp Con, Secondary damage death Antimagic cone: 150 ft cone straight forward. Can decide if it is on or off (by closing eye) once per round. Eye rays do not function in cone. Eye Rays: any 3 (but only 3) can be fired in any arc (except all can be fired up) Charm Person: Will neg (DC 18) Charm Monster: Will neg (DC 18) Disintegrate: Fort neg (DC 18) Fear: Will neg (DC 18) Finger of Death: Fort partial (DC 18) 3d6 +13 damage on successful save Flesh to Stone: Fort neg (DC 18) Inflict Moderate Wounds: Will half (DC 18) – 2d8 +10 damage Sleep: Will neg (DC 18) – affects one creature with any number of hit dice. Slow: Will neg (DC 18) Telekinesis: Will neg (DC 18) – 325 lbs. Limit Roost #5: contains 384 gp, 266 sp, and a +2 short sword. F2a Secret Door – Search (DC 35) to find keyhole. Requires Red key from room B3 - MUST be turned to the LEFT – if anything else is stuck in the hole or key is turned right, poison gas is released in 20 ft radius. Poison – Inhaled – Fort (DC 22) Initial Damage – Death, Secondary Damage – 3d6 Con Dimension Door - character becomes trapped in the Astral Plane. Each round that the character is trapped in the Astral Plane in this way, the character may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location. Ethereal Jaunt – Shunted to nearest open space and take 1d6 damage per 5 ft displaced. Teleport – Stuck in rock – Suffocation – Can hold breath for 2x (Con mod) rounds; after that must make Constitution check (DC 10 +1/round) each round. At failed check he falls unconscious (0 hp’s); next round falls to –1 hps; third round he suffocates. F3 Magical eyes (50) Constructs Attack: Slam +10 Dmg: 1d4 Each PC attacked 1d6 times per round Only affected by dispel magic and similar spells -Caster rolls 1d20 to determine how many eyes are dispelled within radius F4 Secret panel – Search (DC 35) Area G Lamia (wizard 8) Medium-Size Magical Beast Hit Dice: 9d10+9 (86 hp) Initiative: +2 (Dex) Speed: 60 ft. AC: 17 (+2 Dex, +5 natural) Attacks: Touch +13 melee; or dagger +15/+10/+5 melee Damage: Touch 1 permanent Wisdom drain; or dagger 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities, Wisdom drain, Spells Saves: Fort +9, Ref +10, Will +13 Abilities: Str 10, Dex 15, Con 12, Int 14, Wis 15, Cha 12 Skills: Bluff +13, Concentration +11, Hide +14 Feats: Dodge, Iron Will, Mobility, Weapon Finesse (dagger), Scribe Scroll, Spell-Like Abilities: 1/day-charm person (Will neg, DC 12), major image(will disbelief [if interacted with] DC 12), mirror image, and suggestion(will neg, DC 14). These abilities are as the spells cast by a 9th-level sorcerer (save DC 11 + spell level). Wisdom Drain (Su): By making a successful touch attack, a lamia permanently drains 1 point of Wisdom. Lamias try to use this power early in an encounter to make foes more susceptible to charm person and suggestion. Spells: DC 12 + spell level 0 – Detect Magic, Prestidigitation, Detect Poison, Ghost Sound 1 – Grease, Magic Missile(4 missiles), Shield, Mage Armor, Expeditious Retreat 2 – Invisibility, Levitate, Pyrotechnics, Glitterdust 3 – Gust of Wind, Lightning Bolt, Displacement 4 – Emotion, Polymorph Other Nine-Headed Hydra Huge Beast Hit Dice: 9d10+45 (94 hp) Initiative: +1 (Dex) Speed: 20 ft., swim 20 ft. AC: 15 (-2 size, +1 Dex, +6 natural) Attacks: 9 bites +9 melee Damage: Bite 1d10+5 Face/Reach: 20 ft. by 20 ft./10 ft. Special Qualities: Scent Saves: Fort +11, Ref +7, Will +3 Abilities: Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Skills: Listen +7, Spot +8 Feats: Combat Reflexes Hydras can attack with all their heads at no penalty, even if they move or charge during the round. Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round. A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra’s original hit point total, divided by its original number of heads, (10 points) in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. Lernaean Hydra The only way to slay a Lernaean hydra normally is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear. Spells such as disintegrate, finger of death, and slay living kill a Lernaean hydra outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the hydra’s heads. Troll (4) Large Giant Hit Dice: 6d8+36 (63 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 18 (-1 size, +2 Dex, +7 natural) Attacks: 2 claws +9 melee, bite +4 melee Damage: Claw 1d6+6, bite 1d6+3 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rend 2d6+9 Special Qualities: Regeneration 5, scent, darkvision 90 ft. Saves: Fort +11, Ref +4, Will +3 Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Skills: Listen +5, Spot +5 Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. Shambling Mound (3) Large Plant Hit Dice: 8d8+24 (60 hp) Initiative: +0 Speed: 20 ft. AC: 20 (-1 size, +11 natural) Attacks: 2 slams +10 melee Damage: Slam 2d6+5 Face/Reach: 5 ft by 5 ft./10 ft. Special Attacks: Improved grab, constrict 2d6+7 Special Qualities: Plant, electricity immunity, fire resistance 30 Saves: Fort +9, Ref +2, Will +2 Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 Skills: Hide +12, Listen +4, Move Silently +4 Improved Grab (Ex): To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict. Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move but cannot take any attack actions when constricting. Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Electricity Immunity (Ex): Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Constitution. The shambler loses these points at the rate of 1 per hour. G2 Locked Tower Door: Open Lock (DC 30) Magical Adhesive Trap: 40% chance each round that a PC steps on and gets stuck in a sticky patch. Once activated, the adhesive holds for 1d10 rounds before becoming brittle. A PC can then break free easily as a free action. Monstrous Scorpion, Large (3) Large Vermin Hit Dice: 7d8+14 (45 hp) Initiative: +0 Speed: 50 ft. AC: 14 (-1 size, +5 natural) Attacks: 2 claws +7 melee, sting +2 melee Damage: Claw 1d6+3, sting 1d6+1 and poison Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Improved grab, squeeze, poison Special Qualities: Vermin Saves: Fort +7, Ref +2, Will +2 Abilities: Str 17, Dex 10, Con 14, Int -, Wis 10, Cha 2 Skills: Climb +11, Hide +3, Spot +7 Improved Grab (Ex): To use this ability, the monstrous scorpion must hit with its claw attack. If it gets a hold, it hangs on and stings. Squeeze (Ex): A monstrous scorpion that gets a hold on an opponent of its size or smaller automatically deals damage with both claws, biting and stinging at its full attack value. Vermin: Immune to mind-influencing effects. Poison (Ex): Fort DC 18 Initial and Secondary 1d6 Str Damage [/QUOTE]
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