Preliminary text.
ROOM 15
Locked iron door:2 in thick; Hardness 10; hp 60; Break (DC 28); Open Lock (DC 28).
Bruntel’s Quarters
This room is decorated in garish colors and shiny embroidered tapestries. I room decorated in
such a manner that it is physically disorientating in its conflicting styles. A large bed like
structure is in the far northern corner. It seems a cross between a nest and a once finely made
bedframe, now all that remains is a general outlined square. It is piled high with gaudy silks and
discolored furs. Several chest sit against the walls, some opened but most barely shut bulging
with more cloth. A table nearly 8 feet in length sits midway along the southern wall. Resting on
it are piles of parchment and well worn books haphazardly arranged. The room is lit but a large
candelabra suspended from the ceiling. Also in the nearest northern corner is a set of chains
hanging from the wall at shoulder height.
Often found lounging around Bruntel awaits her companion Vlask. Though they have been
lovers for only a short while Bruntel has managed to sway Vlask into providing for her bad taste
with trade from the dungeon’s other inhabitants. She has a unique taste in the gaudy and clashing
styles of the world. Her eyes unlike others are soothed with the painful conflicting of colors.
What Vlask does not know is this is only the last in a series of places that Bruntel has moved into
and awaited (or caused) the eventual invasion of do-gooder adventurer’s and high muckety-muck
paladins and clerics. She chooses a place that is gaining a dangerous reputation and “camps”
there waiting for intrepid interlopers then using her disguise self to appear as a prisoner she
ambushes the group at her earliest convenience. She had the chains in the wall built to use just
for this ruse.
1/2 Fiendish GREEN HAG/ 8th level cleric
Medium Monstrous Outsider
Hit Dice: 9d8+ 8d8 + 34 (110)
Initiative: +3
Speed: 30 ft. (6 squares), swim 30 ft. Flight 30 (Average)
Armor Class: 32 (+3 Dex, +12 natural + 7 Armor), touch 13, flat-footed 29
Base Attack/Grapple: +15/+21
Attack: Claw +21 melee (1d4+4)
Full Attack: 2 claws +21 melee (1d4+6)
1 bite +16 Melee (1d6 +3 )
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, weakness, mimicry, Smite Good 1 X daily (+17)
Special Qualities: Darkvision 90 ft., spell resistance 27, Immunity Poison, Resist Acid, cold, electricity, fire at 10 Each, DR 10/Magic, Treat Natural weapons as Magic for DR. Freedom of Movement 8 rounds per day. Domains : trickery and travel, Spontaneous casting (Inflict spells), Rebuke undead 8th level,
Saves: Fort +13, Ref +13, Will +14
Abilities: Str 23, Dex 16, Con 14, Int 17, Wis 15 (19), Cha 16
Skills: Concentration +22, Craft (Tailor) +15, Hide +15, Listen +16, Spot +16, Swim +18 (+8), Bluff +20, Disguise +9, Move silent +7, Spellcraft +11, Knowledge Arcana +7, Knowledge religion +7, Knowledge Planes +7, Diplomacy +6
Feats: Alertness, Blind-Fight, Combat Casting, Great Fortitude, Lightening Reflex, Improved Feint, Combat expertise
Challenge Rating: 15
Alignment: chaotic evil
Treasure: Mithral Breastplate +2 (-2 skill penalty), Periapt of Wisdom +4
Spell-Like Abilities: At will—dancing lights, disguise self, ghost sound (DC 13), invisibility, pass without trace, tongues, water breathing. Caster level 17th. The save DC is Charisma-based.
Darkness 3 X daily, Desecrate, Unholy Blight, Poison 3/Day, Contagion, Blasphemy, Unholy aura 3/Day, Unhallow, Horrid Wilting, Summon monster IX (Fiends only) Caster level 17th Saves are Charisma based (base 13 + spell level)
Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 17 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.
Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Spells
0 - detect magic X2, Light, Creat water, Mending X 2
1 - *Long strider, Protection from good, Comprehend Language, Shield of faith, Divine Favor
2 – * Non-Detection, Bear’s endurance, Eagles splendor, Silence, Lesser restoration
3 - * Fly, Protection from energy X2, Dispel Magic, Animate dead
4 – * Dimension door, Spell immunity, Divine Power, Magic Vestment
Treasure - Other than her gear, nothing that is not a complete eye sore.