Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Planescape
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psychotic Jim" data-source="post: 92572" data-attributes="member: 547"><p>Here's the last bit of Out of the Darkness. I will post Into the Light shortly.</p><p></p><p>Chapter 6: Vault of the Drow</p><p></p><p>Notes: Throughout this chapter there are numerous Drow NPCs, with Drow Traits. All drow have SR equal to 11 + class level, +2 racial bonus to Will saves vs. against spells and spell-like abilities, darkvision 120 feat, and light blindness (-1 circumstance penalty to all attack roles, saves, and checks while in bright light) in addition to normal elf traits (sleep immunity, etc).. They can cast 1/day dancing lights, darkness, and faerie fire as a sorcerer equal to their character level.</p><p></p><p>Typical Drow Warrior, male drow Ftr 3 CR 4 HD 3d10+3 hp 18 Initiative +6 (+2 Dex. +6 Improved Initiative) Speed 20 ft (30 ft base) AC 20 (+2 Dex, +6 armor, + 2 shield) Attacks shortsword +8 melee or longbow +6 ranged Damage shortsword 1d6+5/Crit 19-20 or longbow 1d8/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SQ: SR 14, drow traits SV Fort +4, Ref +3, Will +2 Str 16, Dex 15, Con 12, Int 14, Wis 12, Cha 8 AL CE</p><p>Skills and Feats: Climb +4, Jump +4, Handle Animal +4, Listen +3, Ride +8, Search +4, Spot +3 (--5 armor check penalty); Improved Initiative, Power Attack, Weapon focus (shortsword)</p><p>Notes: I recommend dropping the magical stuff.</p><p>Special Equipment: buckler +1, chain mail +1, short sword +1</p><p></p><p>Typical drow priestess, female drow Clr 4 CR 5 HD 4d8 +4 hp 23 Speed 20 ft (30 ft base) AC 20 (+7 armor, +3 shield) Attacks heavy mace +6 melee Damage heavy mace 1d8+5 Face/Reach 5 ft by 5 ft/5 ft SA spells, rebuke undead SQ: SR 15, drow traits SV Fort +5, Ref +1, Will +7 Str 13, Dex 10, Con 12, Int 14, Wis 16, Cha 14 AL CE</p><p>Skills and Feats: Concentration +8, Knowledge (arcana) +9, Knowledge (religion) +9, Listen +5, Search +4, Spellcraft +7 Spot +5; Combat Reflexes, Extra Turning</p><p>Notes: I suggest reducing the magical enchantments on the magical gear.</p><p>Domains: Evil, Destruction </p><p>Spells (5/4+1/2+1) 0: Cure Minor Wounds, Detect Magic (X2), Resistance (X2) 1: Command, Cure Light Wounds (X2), Entropic Shield, Inflict Light Wounds* 2: Hold Person, Summon Monster 2, Shatter*</p><p>Special Equipment: Buckler +2, chain mail +2, heavy mace +2</p><p></p><p>Monstrous Spider, Large CR 2 Large vermin HD 4d8+4 hp 22 Initiative +3 (Dex) Speed 30 ft, climb 20 ft (40 ft, climb 20 ft) AC 14 (-1 size, +3 Dex, +2 natural) Attacks 2 bite +4 melee Damage bite 1d8+3 and poison Face/Reach 10 ft by 10 ft/5 ft SA: poison, web SQ: vermin SV Fort +5, Ref +4, Will +1 Str 15, Dex 17, Con 12, Int -, Wis 12, Cha 2 AL N</p><p>Skills and Feats: Climb +14, Hide +6, Jump +2, Spot +7</p><p>Notes: MM p. 210 Poison (Ex): Initial damage 1d8 Str, secondary damage 1d8 strength, Fortitude Save DC 16 negates</p><p>Web (Ex): Escape DC 26, Break DC 32, HP 12</p><p></p><p>Bugbear CR 2 Medium-size humanoid (goblinoid) HD 3d8+3 hp 15 Initiative +1 (Dex) Speed 30 ft AC 17 (+1 dex, +3 natural, +2 leather, +1 small shield) Attacks Morningstar +4 melee or javelin +3 ranged Damage Morning star 1d8+2 or javelin 1d6+2 Face/Reach 5 ft by 5 ft/5 ft SQ: darkvision 60 ft SV: Fort +2, Ref +4, Will +1 Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9 AL CE</p><p>Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silent +6, Spot +3, Alertness</p><p>Notes: MM pg. 27</p><p></p><p>Troglodyte CR 1 Medium-size humanoid (reptilian) HD 2d8+4 hp 12 Initiative –1 (Dex) Speed 30 ft AC 15 (-1 Dex, +5 natural) Attacks: longspear +1 melee (or 2 claws +1 melee); bite –1 melee or javelin +1 ranged Damage longspear 1d8, bite 1d4, claw 1d4, or javelin 1d6+1 Face/Reach: 5 ft by 5 ft/5 ft SQ: stench, darkvision 60 ft SV Fort +5, Ref –1, Will +0 Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 AL CE</p><p>Skills and Feats: Hide +6, Listen +3; Multiattack, Weapon focus (javelin)</p><p>Notes: MM pg. 179 Stench (Ex): When angry or frightened, can release chemical that does 1d6 temporary Str damage (Fortitude DC 13 to negate) to all creatures (except trogs) within 30 ft and lasts 10 rounds</p><p></p><p>Illithid/Mind Flayer CR 8 Medium-size aberration HD 8d8+8 hp 48 Initiative +6 (+2 Dex, +4 Improved Initiative) Speed 30 ft AC 15 (+2 Dex, +3 natural) Attacks: 4 tentacles +8 melee Damage: Tentacle 1d4+1 Face/Reach 5 ft by 5 ft/5ft SA: mind blast, psionics, improved grab, extract SQ: SR 25, telepathy SV Fort +3, Ref +4, Will +9 Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17 AL LE</p><p>Skills and Feats: Bluff +8, Concentration +10, Hide +8, Intimidate +10, Knowledge (any two) + 9, Listen +10, Move Silent +7, Spot +10; Alertness, Combat Casting, Dodge Improved Initiative, Weapon finesse (tentacle)</p><p>Notes: MM pg.. 136 Mind Blast (Sp): cone 60 ft long, Will Save (DC 17) or be stunned for 3d4 rounds.</p><p>Psionics (Sp): At will: Astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. Abilities cast as if by 8th level sorcerer (Save DC 13+spell level)</p><p>Improved Grab (Ex): To use ability, must hit opponent of Small to Large size with tentacle If mind flayer gets a hold, it attaches tentacle to opponent’s head. After successful grab, mind flayer can try to attach rest of tentacles with a single grapple check. Opponent can attempt to escape with successful grapple or Escape Artist check, but mind flayer gets a +2 circumstance bonus for each tentacle that was attached at the beginning of the opponent’s turn.</p><p>Extract (Ex): Mind flayer that begins its turn with all 4 tentacles attached and succefully maintains hold automatically extracts the opponent’s brain, instantly slaying that creature.</p><p>Telepathy (Su): Can communicate telepathically with any creature within 100 ft that has a language.</p><p></p><p>Githyanki Warrior, male Githyanki Ftr 4 CR 5 HD 4d10+12 hp 36 Initiative +6 (+1 Dex, +4 Improved Initiative) Speed 20 ft (30 ft base) AC 19 (+1 Dex, +6 banded mail, +1 shield) Attacks longsword + 8 melee or longbow +5 ranged Damage longsword 1d8+4/ Crit 19-20 or longbow 1d8/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: Psionics SQ: PR 8 SV Fort +7, Ref +2, Will +1 Str 16, Dex 15, Con 14, Int 16, Wis 10, Cha 8 AL CE</p><p>Skills and Feats: Climb +1, Jump +0, Knowledge (planar) +6, Listen +3, Spot +3 (-7 armor check penalty); Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)</p><p>Notes: From the Psionics Handbook </p><p>Psionics (at will as a 16th level psion): Clairaudience/clairvoyance, dimension slide, telekinesis. Attack/defense modes: mind thrust/empty mind </p><p></p><p>Displacer beast CR 4 Large magical beast HD 6d10+18 hp 46 Initiative: +2 (Dex) Speed 20 ft Attacks: 2 tentacles +9 melee, bite +4 melee Damage: Tentacle 1d6+4, bite 1d8+2 Face/Reach 5 ft by 10 ft/5 ft (15 ft with tentacles) SQ: Displacement, resistant to ranged attacks SV: Fort +8, Ref +7, Will +3 Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8</p><p>Skills and Feats: Hide +12, Listen +3, Move Silently +7, Spot +6; Alertness, Dodge</p><p>Notes: MM pg. 59-60 Displacement (Su): any melee or ranged attack against displacer beast has 50% miss chance unless attacker can locate the beast without using sight. True Seeing spell allows the user to see the beast, but see invisibility spell has no effect.</p><p>Resistance to Range Attacks (Su): Gets a +2 resistance bonus to saves against any ranged spell or magical attack that specifically targets it (except for ranged touch attacks)</p><p></p><p>Nightmare CR 5 Large Outsider (Evil) HD: 6d8+18 hp 45 Initiative +6 (+2 Dex, +4 Improved Initiative) 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 SA: Flaming hooves, smoke SQ: Astral projection, etherealness Saves: Fort +8, Ref +7, Will +6 Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 AL NE </p><p>Skills and Feats: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12; Alertness, Improved Initiative</p><p>Notes: MM p140-141 Flaming Hooves (Su): A blow from nightmare’s hooves sets combustible materials alight.</p><p>Smoke (Su): Nightmare snorts and neighs out smoke that fill 15 foot cone. Anyone in cone must make Fortitude save (DC 16) or suffer –2 morale penalty to attack and damage rolls until 1d6 minutes after they leave the cone. Smoke gives nightmare one-half concealment against creatures 5 ft away and total concealment against creatures 10 ft away but does not impair nightmare’s vision at all. Can suppress the smoke as a free action.</p><p>Astral Projection and Etherealness (Su): As per the spells cast by a 20th level sorcerer.</p><p></p><p>Erehe, male drow Ftr1/Wiz10 CR 12 Medium-size humanoid (elf) HD 1d10+10d4+22 hp 65 Initiative +8 (Dex, +4 Improved Initiative) Speed 30 ft AC 20 (+4 Dex, +6 bracers of armor) Attacks short sword +11/+6 melee damage short sword 1d6+5 Face/Reach 5 ft by 5 ft/5 ft SA: spells SQ: SR 22, drow traits SV: Fort +7, Ref +6, Will +7 Str 14, Dex 19, Con 15, Int 18, Wis 10, Cha 13 AL CE</p><p>Skills and Feats: Bluff +3, Concentration +13, Diplomacy +6, Handle Animal +5, Hide +6, Knowledge (arcane) +13, Knowledge (religion) +13, Listen +2, Move Silently +6, Ride +8, Sense Motive +7, Spellcraft +13, Spot +2; Combat Casting, Craft Wand, Eschew Material Component, Improved Initiative, Scribe Scroll, Silent Spell, Spell Penetration, </p><p>Notes: I suggest reducing the bracers of armor +6 to a lower enchantment. The wand of viscid globs was converted as a variant web spell wand.</p><p>Spells (4/5/55/4/4/2): 0: Detect Magic, Ghost Sound, Mage Hand, Ray of Frost 1: Alter Self, Charm Person, Expeditious Retreat, Mage Armor, Magic Missile, Ventriloquism 2: Blindness/deafness, Detect Thoughts, Invisibility, Web 3: Fly, Lightning Bolt, Slow, Invisibility (with Silent Spell) 4: Dimension Door, Improved Invisibility, Wall of Fire, 5: Telekinesis, Teleport</p><p>Special Equipment: Bracers of armor +6, short sword +3, wand of viscid globs (with 12 charges left)</p><p>Wand of Viscid Globs: shoots out a 5’ radius glob that acts as a web spell (Reflex save DC 13 negates) Caster Level: 3 Prerequisite: Craft Wand, Web Market Price: 4,500 gp</p><p></p><p>Verdaeth, female drow Clr 10 CR 11 Medium-size humanoid (elf) HD 10d8+10 hp 56 Initiative +2 (Dex) AC 26 (+2 Dex, +9 chainmail, +5 buckler) Attacks heavy mace +12/+6 melee Damage Heavy mace 1d8+5 Face/Reach: 5 ft by 5 ft/5ft SA: spells, rebuke undead SQ: SR 21, drow traits SV Fort +8, Ref +5, Will +10 Str 13, Dex 18, Con 13, Int 12, Wis 20, Cha 16 AL CE</p><p>Skills and Feats: Concentration +11, Diplomacy +13, Heal +10, Knowledge (arcane) +4, Knowledge (religion) +9, Listen +9, Search +5, Spot +9; Alertness, Combat Casting, Extra Turning, Spell Penetration</p><p>Notes: Enchanted stuff way too powerful for CR.</p><p>Domains: Death, Destruction</p><p>Spells (6/6+1/5+1/4+1/4+1/3+1) 0: Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Resistance (X2) 1: Command (X2), Cure Light Wounds, Deathwatch, Entropic Shield, Inflict Light Wounds*, Sanctuary 2: Death Knell* Heat Metal, Hold Person (X2), Resist Elements 3: Animate Dead, Blindness/Deafness, Contagion*, Glyph of Warding, Protection from the Elements 4: Cure Critical Wounds, Death Ward*, Divine Power, Tongues 5: Flame Strike, True Seeing, Planeshift, Slay Living</p><p>Special Equipment: buckler +4, chain mail +4, heavy mace +4</p><p></p><p>Bederiss and Fecundil, noble drow, female drow Ftr4/Clr5 CR 10 HD 4d10+5d8+10 hp 66 Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 20 feet (30 ft base) AC 19 (+3 Dex, +6 breastplate) Attacks: Greatsword +13/+6 melee or composite longbow +10/+5 ranged Damage: Greatsword 2d6+8 or longbow 1d8+3 Face/Reach 5 ft by 5 ft/5 ft SA: spells, rebuke undead SQ: SR 20, drow traits SV Fort +10, Ref +5, Will +7 Str 16, Dex 17, Con 13, Int 13, Wis 15, Cha 14 AL CE</p><p>Skills and Feats: Concentration +11, Craft (bowyer/fletcher) +8, Handle Animal +9, Knowledge (religion) +6, Listen +4, Search +4, Spot +4; Combat Casting, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (greatsword), Weapon Specialization (greatsword)</p><p>Notes: These are some of the nobles said in Dead Gods to be accompanying Erehe and Verdaeth.</p><p>Domanins: Death, Destruction</p><p>Spells (5/4+1/3+1/1+1): 0: Cure Minor Wounds, Detect Magic (X2), Virtue, Resistance 1: Cure Light Wounds, Doom, Inflict Light Wounds*, Entropic Shield, Sanctuary 2: Bull’s Strength, Cure Moderate Wounds, Death Knell*, Shatter 2: Contagion*, Dispel Magic</p><p>Special Equipment: Breastplate +1, might composite longbow (+3), greatsword +2</p><p></p><p>Magin, a noble drow, male drow Ftr3/Sorc4 CR 8 HD 3d10+5d4+20 hp 57 Initiative +3 (Dex) Speed 30 ft AC 15 (+3 Dex, +2 bracers of armor) Attacks longsword +6 melee or longbow +7 ranged Damage longsword 1d8+1/Crit 19-20 or longbow 1d8+1/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: spells SQ: SR 19, drow traits SV: Fort +6, Ref +5, Will +6 Str 13, Dex 17, Con 14, Int 16, Wis 12, Cha 16 AL CE</p><p>Skills and Feats: Concentration +12, Handle Animal +8, Hide +6, Knowledge (arcane) +10, Listen +4, Move Silently +6, Spellcraft +11, Ride +10, Search +5, Spot +4; Combat Casting, Point Blank Shot, Precise Shot, Spell Penetration, Weapon focus (longbow)</p><p>Notes: Another drow noble accompanying Erehe and Verdaeth. I gave him some sorcerer levels as a change from all of the wizards in this adventure.</p><p>Spells Per Day (6/7/4)</p><p>Spells Known: 0: Detect Magic, Disrupt Undead, Ghost Sound, Ray of Frost, Read Magic 1: Mage Armor, Magic Missile, True Strike 2: Blur</p><p>Special Equipment: bracers of armor +2, </p><p></p><p>Yochlol CR 5 Medium-size Outsider (Chaotic, Evil) HD 6d6+6 hp 50 Initiative +2 (Dex) Speed 30 ft (climb 20 ft in spider form) AC: Humanoid form 17 (+2 Dex, +5 drow chainmail), Spider form 16 (+2 Dex, -1 size, +5 natural) Ooze Form 12 (+2 Dex) Gaseous Form 11 (+2 Dex, -1 size) Attacks: Humanoid form short sword +10/+5 melee or hand crossbow +8/+3 ranged Spider form: bite +9 melee Ooze form: 8 tentacles +10 melee Gaseous form: none Damage: shortsword 1d6+4/19-20 crossbow 1d4/Crit 19-20/ tentacle 1d4+4, bite 1d8+6 and poison Face/Reach 5 ft by 5 ft/5 ft Spider form: 5 ft by 10 ft/5 ft SA: spell-like abilities, psionics, poison SQ: gaseous form, gas, poison and electricity immunity, fire resistance 20, DR 10/+2, telepathy, SR 15 SV: Fort +6, Ref +7, Will +8 Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16 AL CE</p><p>Skills and Feats: Bluff +12, Climb (in spider form) +12, Concentration +7, Diplomacy +14. Intimidate +14, Knowledge (drow religon) +11, Listen +11, Spot +11; Blind-Fight, Combat Casting</p><p>Notes: From Monsters of Faerun, p. 34-35 Spell-like abilities (Sp): at will as 8th level sorcerers (Save DC 16): charm person, darkness, desecrate, spider climb, stone shape, teleport without error, and web</p><p>Psionics (Sp): at will as 8th level sorcerers: Dominate, Detect Thoughts, and mind blank</p><p>Spider Poison (Ex): Those hit by bite attack must make Fortitude save (DC 14) or be injected with poison. Initial damage 1d6 temporary Con damage, secondary damage is 2d6 points of temporary Con damage</p><p>Gaseous form (Ex): Can transform into large column of gas, 10 ft tall and 5 ft diameter; exactly like the form produced by gaseous form spell, creatures come in contact with gaseous form act as affected by a stinking cloud spell; in gaseous form yochlol can communicate with home plane as per contact other plane spell</p><p>Telepathy (Su): Can communicate telepathically with any creature within 100 ft that has a language</p><p></p><p>Chapter 7: Ruins of Pelion</p><p></p><p>Manhayth, hunter of lycanthropes, male aasimar Rgr 9 CR 9 HD 9d10+18 hp 74 Initiative +3 (Dex) Speed 30 ft AC 18 (+3 Dex, +5 leather) Attacks: greatsword +12/+6 melee or spear +12/+6 ranged Damage greatsword 2d6+4/Crit 19-20 or halfspear 1d6+3/Crit X3 Face/Reach 5 ft by 5 ft/5 ft SA: two-weapon fighting, favored enemy (shapechangers) +2, favored enemy (undead)+1 SQ: aasimar traits, acid cold, and fire resistance 5, 25% chance to detect lycanthropes by smell alone SV: Fort +8, Ref +6, Will +6 Str 17, Dex 16, Con 14, Int 12, Wis 16, Cha 13, AL CG</p><p>Skills and Feats: Animal Empathy +7, Handle Animal +7, Hide +15, Intuit Direction +9, Knowledge (nature) +7, Listen +13, Move Silently +15, Search +9, Sense Motive +8 Spot +13, Wilderness Lore +15 Alertness, Endurance, Power Attack, Quick draw, Track</p><p>Spells (2/1): 1: Animal Friendship, Detect Animals or Plants 2: Cure Light Wounds</p><p>Special Equipment: Boots of speed, leather armor +3</p><p></p><p>Ghast CR 3 Medium-size undead HD 4d12 hp 24 Initiative +2 (Dex) Speed 30 ft AC 16 (+2 Dex, +4 natural) Attacks bite +4 melee, 2 claws +1 melee Damage: Bite 1d8+1 and paralysis, claw 1d4 and paralysis Face/Reach 5 ft by 5 ft/5 ft SA: stench, paralysis, create spawn SA: Paralysis, create spawn SQ: Undead, +2 turn resistance SV Fort +1, Ref +3, Will +6 Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16 AL CE</p><p>Skills and Feats: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8, Multi-attack, Weapon finesse (bite)</p><p>Notes: MM pg. 97 Stench (Ex): Those within 10 ft must make Fortitude Save (DC 15) or become nauseous, suffering a –2 circumstance penalty to all attacks, saves and skill checks for 1d6+4 minutes.</p><p>Paralysis (Ex): Those hit by claw or bite must make Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes. </p><p>Creatue spawn (Su): Bodies of humanoids killed by ghast but are not destroyed arise as ghast in 1d4 days. Casting Protection from evil on the body prevents this.</p><p>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></p><p>Heydril, tomb robber, male human Rog 8 CR 8 HD 9d6+9 hp 34 Initiative +4 (Dex) Speed 35 feet AC 16 (+3 Dex, +3 ring of protection) Attacks: Short sword +6/+1 melee or light crossbow +10/+5 ranged Damage short sword 1d6+2/Crit 19-20 or light crossbow 1d8/Crit 19-20/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: sneak attack +4d6 SQ: evasion, uncanny dodge (can’t be flanked, Dex bonus to AC) SV: Fort +3, Ref +10, Will +2 Str 11, Dex 19,Con 12, Int 15, Wis 10, Cha 8 AL NE</p><p>Skills and Feats: Balance +10, Climb +6, Decipher Script +11, Diplomacy +6, Disable Device +13, Hide +15, Intuit Direction +6, Listen +6, Move Silently +15, Open Locks +15, Pick Pockets +7, Search +13, Spot +6, Wilderness Lore +5; Dash, Dodge, Running</p><p>Notes: Again I suggest toning down the magical gear, perhaps dropping the ring of regeneration. I made the cloak of protection into a ring of protection</p><p>Special Equipment: ring of protection +3, ring of regeneration, short sword +2, Orb of Kadu-Ra</p><p></p><p>Alabaster elf warriors, female and male alabaster elf Ftr 7 CR 7 Medium-size outsiders (Chaotic) HD 7d10+7 hp 59 Initiative –1 (+3 Dex, -4 deafness) Speed 20 ft, (30 ft base) AC 18 (+3 Dex, +4 chain shirt, +1 small wooden shield) Attacks Longsword +11/+6 melee or longbow +11/+6 ranged Damage Longsword 1d8+6/Crit 19-20 or longbow 1d8+3/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SQ: elf traits, sleep immunity, deaf SV: Fort +6, Ref +5, Will +3 Str 16, Dex 17, Con 12, Int 10, Wis 12, Cha 9 AL CN</p><p>Skills and Feats: Climb +5, Jump +5, Wilderness Lore +6; Point Blank Shot, Precise Shot, Track, Weapon focus and specialization (longsword, longbow)</p><p>Notes: Since these elves are all deaf or near deaf, they fail all listen checks and suffer a -4 penalty to initiative. One in ten of them has either a longsword +1 or a short bow +1. </p><p></p><p>Crystal Ooze CR 6 Large Ooze (aquatic) HD 8d10+31 hp 83 Initiative –5 (Dex) Speed 5 ft, Swim 10 ft AC 4 (-5 Dex, -1 size) Attack slam +9 melee Damage slam 4d4+4 and 2d4 acid and paralysis Face/Reach 5 ft by 10 ft/5 ft SA: acid, paralysis SQ: blindsight 120 ft, weapon resistance, transparent, immunities, ooze SV Fort +4, Ref -3, Will –2 Stt 18, Dex 1, Con 14, Int 7, Wis 3, Cha 2 AL NE</p><p>Notes: Acid (Ex): A creature hit by the slam or touches the oozes must make a Fortitude save (DC 16) or take 2d4 acid per round of contact This attack does not harm metal or stone.</p><p>Paralysis (Ex): If hit by the slam, a victim must make a Fortitude save (DC 16) or become paralyzed for 5d4 rounds.</p><p>Weapon Resistance (Ex): Takes only one point of damage from weapon attacks. Corrodes wood weapons that hits it.</p><p>Transparent (Ex): In water, the ooze is almost impossible to see (Spot check DC 20).</p><p>Immunities (Ex): acid, cold, heat, and fire</p><p>Ooze: Immune to critical hits, mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.</p><p></p><p>Wraith worm CR 14 Gargantuan magical beast HD 10d10+110 hp 175 Initiative +0 Speed 30 ft AC 17 (-4 size, +11 natural) Attacks bite +22 melee Damage Bite 1d12+18 and poison and energy drain Face/Reach 20 ft by 40 ft/15 ft SA: poison, level drain, gaze SQ: immunities, turn incorporeal, SR 19, Turning vulnerability SV Fort +18, Ref +7, Will +4 Str 34, Dex 10, Con 24, Int 5, Wis 12, Cha 10 AL N</p><p>Skills and Feats: Listen +12, Spot +11; Alertness, Power Attack</p><p>Notes: Poison (Ex): Delivered via bite, Fortitude save (DC 22) negates. Initial Damage 2d4 Con. Secondary damage 2d4 Dex.</p><p>Gaze (Su): Any creature with less than 6 HD or levels within 30 feet who meets the gaze of the wraith worm must make a Will save (DC 15) or be paralyzed for 2d4 rounds. </p><p> Level Drain (Su): A person hit by a bite receives 2 negative levels. The DC to remove these levels is 22.</p><p>Immunities (Ex): cold, negative energy damage, and level drain,</p><p>Turn Incorporeal (Su): As a standard action, the wraith worm may turn incorporeal. While incorporeal, it is can be hurt only by incorporeal creatures, +1 or better magical weapons, spells, spell-like abilities, or supernatural abilities and can move through solid objects at will. All attacks from corporeal sources against the incorporeal wraith worm suffer a 50% miss chance. Also, it always moves silently but loses its natural armor bonus (but gains a deflection bonus of +1) and cannot make gaze or physical attacks. While incorporeal, it loses its Strength score also.</p><p>Turning Vulnerability (Ex): A wraith worm is vulnerable to turning as an undead of equal HD to the wraith worm +4, but if turned, the worm is only stunned for 2d4 rounds. It cannot be destroyed or controlled.</p><p></p><p>Evreth, custodian of the Words, male Ftr2/Wiz8 CR 10 Medium-size outsider (Chaotic, Good) HD 2d10+8d4+30 hp 66 Initiative +4 (Dex) Speed 30 ft AC 14 (+4 Dex) Attacks object +10/+5 melee Damage object 1d6+5 SA: kinetic energy charge SQ: immunity to mind-influencing effects, SR 16 SV Fort +7, Ref +6, Will +7 Str 21, Dex 18, Con 16, Int 18, Wis 13, Cha 7 AL CG</p><p>Skills and Feats: Concentration +11, Knowledge (arcane) +14, Knowledge (history) +7, Knowledge (religion) +12, Listen +5, Profession (Custodian) +5, Sense Motive +7, Spellcraft +7, Spot +5; Alertness, Craft Wondrous Item, Dodge, Expertise, Spell Penetration, Skill focus (arcane, history)</p><p>Notes: Kinetic Energy Charge (Su): By charging any item with kinetic energy, Evreth can use it as a club doing 1d6 crushing damage.</p><p>Spells (4/5/4/4/3): 0: Detect Magic, Ghost Sound, Mage Hand, Read Magic 1: Burning Hands, Hold Portal, Mage Armor, Shield, Unseen Servant 2: Blur, Detect Thoughts, Mirror Image, Melf’s Acid Arrow 3: Blink, Dispel Magic, Flame Arrow, Hold Person 4: Bestow Curse, Fear, Stoneskin</p><p></p><p>Tchunim, custodian of the Last Words, Exp 4/Ftr3 CR 6 Medium-size outsider (Chaotic, Good) HD 4d6+3d10+18 hp 57 Initiative +1 (Dex) Speed 30 ft AC 11 (+1 Dex) Attacks Object +12/+7 melee Damage object 1d6+6 Face/Reach 5 ft by 5 ft/5 ft SA: kinetic energy charge SQ: immunity to mind-influencing effects, SR 17 SV Fort +7, Ref +3, Will +8 Str 23, Dex 12, Con 16, Int 13, Wis 17, Cha 14</p><p>Skills and Feats: Climb +10 Diplomacy+8, Jump +11, Knowledge (arcane) +12, Knowledge (history)+13, Knowledge (religion) +13, Profession (Custodian) +10, Sense Motive +10; Expertise, Improved Disarm, Skill Focus (knowledge- arcane, history, religion)</p><p>Notes: I gave Tchunim a few levels of Expert to up his skill points. He is a sage, after all.</p><p>Kinetic Energy Charge (Su): By charging any item with kinetic energy, Evreth can use it as a club doing 1d6 crushing damage.</p><p></p><p>Chapter 8: Deepest Pandemonium</p><p></p><p>Pirreg, fallen paladin, male human (Ex)Pal 9 CR 9 medium-size humanoid (human) HD 9d10+27 hp 82 Initiative +0 Speed 20 ft (30 ft base) AC 20 (+9 half-plate, +1 small steel shield) Attacks: bastard sword +17/+12 melee Damage Bastard sword 1d10+8//Crit 19-20 Face/Reach 5 ft by 5 ft/5 ft SV Fort +12, Ref +3, Will +1 Str 20, Dex 12, Con 16, Int 14, Wis 7, Cha 8 AL N</p><p>Skills and Feats: Concentration +10, Handle Animal +5, Intuit Direction –1, Knowledge (planar) +6, Knowledge (religion) +7, Listen +4, Ride +6, Spot +4; Alertness, Exotic WP (bastard sword), Power Attack, Weapon focus (bastard sword)</p><p>Special Equipment: bastard sword +2, half-plate +2, ring of fire resistance, rope of entanglement</p><p></p><p>Antha, fallen cleric of Tyr, female Bariaur (Ex)Clr 8 CR 9 Medium-size outsider HD 8d8 hp 34 Initiative +0 Speed 30 ft (40 ft base speed) AC 17 (+7 half-plate) Attacks: heavy mace +9/+4 melee Damage: Heavy mace 1d8+3 Face/Reach 5 ft by 5 ft/5 ft SA: Charge SQ: bariaur traits, SR 19 SV: Fort +6, Ref +2, Will +10 Str 11 Dex 12, Con 10 Int 15, Wis 18, Cha 13 AL N</p><p>Skills and Feats: Concentration +7, Diplomacy +8, Heal +6, Knowledge (arcane) +4, Knowledge (religion) +13, Listen +6, Sense Motive +9, Spellcraft +4, Spot +6; Combat Casting, Extra Turning, Running</p><p>Notes: Bariaurs can charge doing 2d6 damage and get a +2 racial bonus on Will Saves vs spells and spell-like abilities.</p><p>Special Equipment: heavy mace +3, rod of negation (4 charges left)</p><p></p><p>Cardule, male human Wiz 8 CR 8 Medium-size humanoid (human) HD 8d4+8 hp 31 Initiative +3 (Dex) Speed 30 ft AC 13 (+3 Dex) Attacks Staff +4 melee Damage staff 1d5 Face/Reach 5 ft by 5 ft/5 ft SA: spells SV: Fort +3, Ref +5, Will +6 Str 10, Dex 17, Con 12, Int 18, Wis 10, Cha 9 AL NE</p><p>Skills and Feats: Concentration +12, Gather Information +4, Knowledge (arcana) +15, Knowledge (planar) +15, Listen +7, Spellcraft +15, Spot +7; Alertness, Silent Spell, Spell Penetration, Still Spell</p><p>Spells (4/5/4/4/2): 0: Detect Magic, Light, Ray of Frost, Read Magic 1: Burning Hands, Mage Armor, Magic Missile, Shield 2: Blur, Melf’s Acid Arrow, See Invisibility, Web 3: Dispel Magic, Fire-ball, Flame-arrow, Lightning Bolt 4: Detect Thoughts (with Silent and Still spell feats), Shout, Stoneskin</p><p>Notes: Staves of Striking don’t exist in 3E, and I don’t know how to convert them.</p><p>Special Equipment: potion of cure serious wounds, wand of polymorph other (24 charges left)</p><p></p><p>Gak (male troll) CR 5 Large giant HD 6d8+36 hp 70 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 SA: rend 2d6+9 SQ: Regeneration 5, scent, darkvison 90 ft SV: Fort +11, Ref +4, Will +3 Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 AL CE</p><p>Skills and Feats: Listen +5, Spot +5; Alertness, Iron Will</p><p>Notes: MM pg. 180 Rend (Ex): If Gak hits with both claws, he latches onto the opponent’s body and does 2d6+9 extra damage.</p><p>Regeneration (Ex): Fire and acid do normal damage to Gak. If he loses a a limb or body part, it grows back in 3d6 minutes, or Gak can reattach the severed member instantly by holding it into the stump.</p><p></p><p>Baaravda (ormyrr) CR 4 Huge Aberration HD 7d8+14 hp 53 Initiative +2 (Dex) Speed 30 ft, swim 40 ft AC: 15 (-2 size, +2 Dex, +5 natural) Attacks: 4 claws +6 melee, bite +1 melee, tail slap +1 melee; or 1 short spear +8 melee, longword +8 melee, another longsword +6 melee, short sword +6 melee, bite +1 melee Damage: Claw 2d4+3, bite 2d8+1, tail slap 1d8+1, short spear 1d8+6/Crit X3, longsword (magical) 1d8+6, longsword 1d8+3/Crit 19-20, short sword 1d6+3/Crit 19-20 Face/Reach 10 ft by 20 ft/10 ft SA: improved grab, constict SQ: Amphibious, darkvision 60 ft SV: Fort +4, Ref +4, Will +6 Str 17, Dex 15, Con 15, Int 11, Wis 13, Cha 10 AL LN</p><p>Skills and Feats: Knowledge (planar) +7, Listen +10, Search +7, Spot +10; Alertness, Ambidexterity, Multi-dexterity, Multiweapon Fighting</p><p>Notes: For a conversion of the ormyrr, go The Creature Catalog- Your #1 Source for 3E Converted Monsters</p><p>Improved Grab (Ex): To use this ability, the ormyrr must hit an opponent of up to Huge Size with its tail attack. If it gets a hold, it can constrict.</p><p>Constict (Ex): An ormyrr deals 1d8+3 points of damage with a successful grapple check against Huge or smaller creatures.</p><p>Amphibious (Ex): Ormyrrs can breathe both air and water and can survive on land or in water indefinitely.</p><p>Feats: With its Ambidexterity, Multi-dexterity, and Multi-weapon fighting feats, in combination with its natural prowess using multiple weapons at once, can attack with all arms at no penalty.</p><p>Special Equipment: Long sword +3, short spear +3</p><p></p><p>Reave (3) Medium-size outsider (Evil, Lawful) CR 1 each HD 2d8+4 hp 15 Initiative +0 Speed 20 ft (30 ft base) AC: 19 (+7 half-plate, +2 natural) Attacks 4 longswords +5 melee or 4 javelins +2 ranged Damage longsword 1d8+3/Crit 19-20 or javelin 1d6/range increment 30 ft Face/Reach 5 ft by 5 ft/5 ft SQ: Fading, physical symmetry SV: Fort +5, Ref +3, Will +3 Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 9 AL LE</p><p>Skills and Feats: Intimidate +3, Listen +3, Spot +4, Craft (Weaponsmithing) +3, Jump +5; Multidexterity, Multiweapon Fighting</p><p>Notes: For a more on reaves, go here: Ps3e.com:Beings:Monster:Monster Introduction</p><p>Physical Symmetry (Ex): Due to the odd shape of their bodies, a reave can attack foes on his flank as easily as a normal being can attack someone standing in front of them. Just as importantly, reaves can not be attacked from the rear. Any rear attack will become a flank attack. </p><p>Fading (Su): A reave may become Astral at will, so long as he is on the top layer of any particular Outer Plane, as well as from the Prime. Fading to the Astral takes one round of game time. Once on the Astral, a reave must remain for a minimum of 1-6 rounds. While on the Astral, the reave remains aware of what's going on in the place he just left. Returning from the Astral takes another full round. During the time it takes to transfer from a plane to the Astral or back, the reave has damage reduction 10/+1.</p><p>Feats: With its Multdexterity and Multiweapon fighting feats and its natural ability to fight using all of its limbs, a reave can fight using weapons in all of its arms at no penalty.</p><p>Ingress CR 1/3 Small Outsider (Chaotic) HD 1d8+1 hp 5 Initiative +0 Speed 30 ft AC 11 (+1 size) Attacks claw +2 melee Damage Claw 1d4+2 Face/Reach 5 ft by 5 ft/5 ft SQ: darkvision 60 ft SV: Fort +3, Ref +2, Will +2 Str 12, Dex 11, Con 12, Int 5, Wis 11, Cha 6 AL CN</p><p>Skills and Feats: Listen +4, Spot +4; Alertness</p><p></p><p>Ingress Mother CR N/A Huge (long) Outsider (Chaotic) HD 8d8+40 hp 80 Initiative –2 (Dex) Speed 5 ft AC 10 (-2 Dex, -2 size, +4 natural) Attacks – Damage – Face/Reach 10 ft by 20 ft/10 ft SQ: Darkvision 60 ft, teleport, telepathy SV: Fort +11, Ref +4, Will +8 Str 28, Dex 6, Con 21, Int 8, Wis 14, Cha 7 AL CN</p><p>Skills and Feats: Knowledge (arcane) +12, Knowledge (planar) +12, Knowledge (Pandemonium) +12, Sense Motive +13, Wilderness Lore +13; Skill Focus (knowledge- arcane, planar, and Pandemonium)</p><p>Notes: The Ingress Mother does not have a Challenge Rating since it is basically helpless and can’t defend itself.</p><p>Teleport (Sp): At will, the Ingress Mother can teleport without error creatures that are under its bulk to anywhere in Pandemonium (even between layers) with no chance of error.</p><p></p><p>Quah-Namog, last priest of Orcus-Tenebrous, male half-orc Clr12/Ftr1 CR 13 Medium-size humanoid (orc) HD 12d8+1d10+39 hp 101 Initiative +0 Speed 20 ft (30 ft base) AC 25 (+9 banded mail, +6 shield) Attacks light flail +18/+13 melee Damage Light flail 1d8+8 Face/Reach 5 ft by 5 ft/5 ft SA: Spells, rebuke undead, death touch SQ: Darkvision 60 ft, orc blood SV: Fort +13, Ref +4, Will +13 Str 14 (16), Dex 11, Con 16, Int 13, Wis 20, Cha 7 AL NE</p><p>Skills and Feats: Concentration +18, Knowledge (religion) +7, Knowledge (planar) +7, Sense Motive +12; Combat Casting, Expertise, Improved Trip, Spell Penetration, Weapon focus (light flail)</p><p>Notes: Way too much gear for his CR, but I guess it makes sense since he is the high priest of Orcus-Tenebrous. I made him into a half-orc seeing as there are a lack of half-ogres in 3E. The hp changed a lot because of the difference in generating hp in 3E. I also decided to give Quah a level of fighter in order to be proficient with the flail.</p><p>Domains: Death, Evil</p><p>Spells: (6/7+1/5+1/5+1/4+1/4+1/2+1) 0: Create Water, Cure Minor Wounds (X2), Detect Magic, Resistance (x2) 1: Cause Fear, Command, Comprehend Languages, Cure Light Wounds (x2), Detect Good, Protection From Good*, Sanctuary 2: Death Knell*, Heat Metal, Hold Person (x2), Silence, Spiritual Weapon 3: Animate Dead, Dispel Magic, Locate Object, Magic Circle Against Good*, Prayer, Protection from Elements 4: Cure Critical Wounds, Freedom of Movement, Lesser Planar Ally, Spell Immunity, Unholy Blight* 5: Dispel Good*, Greater Command, Flame Strike, Unhallow, Slay Living, Wall of Stone 6: Blade Barrier, Create Undead*, Word of Recall</p><p>Special Equipment: banded mail +3, gauntlets of ogre power, light flail +4, small steel shield +5</p><p></p><p></p><p></p><p>Chapter 9: Dead Book of the Gods</p><p></p><p>Skeleton CR 1/3 Medium-size undead HD 1d12 hp 12 each Initiative +5 (+1 Dex, +4 Improved Initiative) Speed 30 ft Attacks 2 claws +0 melee Damage claw 1d4 Face/Reach 5 ft by 5 ft/5 ft SQ: undead, immunities SV: Fort +0, Ref +1, Will +2 Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11 AL N</p><p>Skills and Feats: Improved Initiative</p><p>Notes: MM pg. 165 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>Immunities (Ex): Cold immunity. Takes half damage from piercing or slashing weapons.</p><p></p><p>Varrangoin (abyssal bat), Lesser- Type II (1 per PC) CR 4 Medium Size Outsider (Chaotic, Evil) HD 5d8+5 hp 30 each Initiative +2 (Dex) Speed 5 ft, Fly 45 ft (average) AC 20 (+2 Dex, +8 natural) Attacks: 2 claws +6 melee, bite +4 melee Damage: Claw 1d4+2, bite 1d6+1 Face/Reach 5 ft by 5 ft/5 ft SA: Breath weapon SQ: Immunities, Sunlight Weakness. SR 16, DR 10/silver SV: Fort+ 6, Ref +7, Will+6 Str 12, Dex 14, Con 13, Int 11, Wis 12, Cha 9 AL CE</p><p>Skills and Feats: Hide +10, Listen +9 Move Silently +10, Spot +9, Wilderness Lore +9; Fly-by Attack, Multi-attack</p><p>Notes: Breath Weapon (Su): Thrice per day; Reflex Save (DC 14) halves, Cloud of fire, 5d6, 30 feet diameter, 90 feet range</p><p>Immunities (Ex): Immune to fire-based attacks and takes half-damage from acid attacks</p><p>Light Vulnerability (Ex.) All varrangoin are especially vulnerable to light. A light or daylight spell aimed at the varrangoin will inflict on it 2 hp damage per caster level. They suffer a –2 morale penalty when in the area of effect for either spell. A sunray spell or a sunburst from a Wand of Illumination inflicts 6d6 damage on a lesser varrangoin. It is allowed a SR roll to avoid the damage, but it gets no saving throw should the caster make his caster level check</p><p></p><p>Bat (50 per PC) CR 1/10 Diminutive animal HD 1/4d8 hp 2 Initiative +2 (Dex) Speed 5 ft, Fly 40 ft (good) AC 16 (+4 size, +2 Dex) Attacks – Damage – Face/Reach 1 ft by 1 ft/0 ft SQ: blindsight 120 ft SV: Fort +2, Ref +4, Will +2 Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4 AL N</p><p>Skills and Feats: Listen +9, Move Silently +6. Spot +9</p><p>Notes: MM pg. 193</p><p></p><p>Quah-Namog, last priest of Orcus-Tenebrous, male half-orc Clr12/Ftr1 CR 13 Medium-size humanoid (orc) HD 12d8+1d10+39 hp 101 Initiative +0 Speed 20 ft (30 ft base) AC 25 (+9 banded mail, +6 shield) Attacks light flail +18/+13 melee Damage Light flail 1d8+8 Face/Reach 5 ft by 5 ft/5 ft SA: Spells, rebuke undead, death touch SQ: Darkvision 60 ft, orc blood SV: Fort +13, Ref +4, Will +13 Str 14 (16), Dex 11, Con 16, Int 13, Wis 20, Cha 7 AL NE</p><p>Skills and Feats: Concentration +18, Knowledge (religion) +7, Knowledge (planar) +7, Sense Motive +12; Combat Casting, Expertise, Improved Trip, Spell Penetration, Weapon focus (light flail)</p><p>Notes: Quah is unchanged from the previous encounter.</p><p>Domains: Death, Evil</p><p>Spells: (6/7+1/5+1/5+1/4+1/4+1/2+1) 0: Create Water, Cure Minor Wounds (X2), Detect Magic, Resistance (x2) 1: Cause Fear, Command, Comprehend Languages, Cure Light Wounds (x2), Detect Good, Protection From Good*, Sanctuary 2: Death Knell*, Heat Metal, Hold Person (x2), Silence, Spiritual Weapon 3: Animate Dead, Dispel Magic, Locate Object, Magic Circle Against Good*, Prayer, Protection from Elements 4: Cure Critical Wounds, Freedom of Movement, Lesser Planar Ally, Spell Immunity, Unholy Blight* 5: Dispel Good*, Greater Command, Flame Strike, Unhallow, Slay Living, Wall of Stone 6: Blade Barrier, Create Undead*, Word of Recall</p><p>Special Equipment: banded mail +3, gauntlets of ogre power, light flail +4, small steel shield +5</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 92572, member: 547"] Here's the last bit of Out of the Darkness. I will post Into the Light shortly. Chapter 6: Vault of the Drow Notes: Throughout this chapter there are numerous Drow NPCs, with Drow Traits. All drow have SR equal to 11 + class level, +2 racial bonus to Will saves vs. against spells and spell-like abilities, darkvision 120 feat, and light blindness (-1 circumstance penalty to all attack roles, saves, and checks while in bright light) in addition to normal elf traits (sleep immunity, etc).. They can cast 1/day dancing lights, darkness, and faerie fire as a sorcerer equal to their character level. Typical Drow Warrior, male drow Ftr 3 CR 4 HD 3d10+3 hp 18 Initiative +6 (+2 Dex. +6 Improved Initiative) Speed 20 ft (30 ft base) AC 20 (+2 Dex, +6 armor, + 2 shield) Attacks shortsword +8 melee or longbow +6 ranged Damage shortsword 1d6+5/Crit 19-20 or longbow 1d8/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SQ: SR 14, drow traits SV Fort +4, Ref +3, Will +2 Str 16, Dex 15, Con 12, Int 14, Wis 12, Cha 8 AL CE Skills and Feats: Climb +4, Jump +4, Handle Animal +4, Listen +3, Ride +8, Search +4, Spot +3 (--5 armor check penalty); Improved Initiative, Power Attack, Weapon focus (shortsword) Notes: I recommend dropping the magical stuff. Special Equipment: buckler +1, chain mail +1, short sword +1 Typical drow priestess, female drow Clr 4 CR 5 HD 4d8 +4 hp 23 Speed 20 ft (30 ft base) AC 20 (+7 armor, +3 shield) Attacks heavy mace +6 melee Damage heavy mace 1d8+5 Face/Reach 5 ft by 5 ft/5 ft SA spells, rebuke undead SQ: SR 15, drow traits SV Fort +5, Ref +1, Will +7 Str 13, Dex 10, Con 12, Int 14, Wis 16, Cha 14 AL CE Skills and Feats: Concentration +8, Knowledge (arcana) +9, Knowledge (religion) +9, Listen +5, Search +4, Spellcraft +7 Spot +5; Combat Reflexes, Extra Turning Notes: I suggest reducing the magical enchantments on the magical gear. Domains: Evil, Destruction Spells (5/4+1/2+1) 0: Cure Minor Wounds, Detect Magic (X2), Resistance (X2) 1: Command, Cure Light Wounds (X2), Entropic Shield, Inflict Light Wounds* 2: Hold Person, Summon Monster 2, Shatter* Special Equipment: Buckler +2, chain mail +2, heavy mace +2 Monstrous Spider, Large CR 2 Large vermin HD 4d8+4 hp 22 Initiative +3 (Dex) Speed 30 ft, climb 20 ft (40 ft, climb 20 ft) AC 14 (-1 size, +3 Dex, +2 natural) Attacks 2 bite +4 melee Damage bite 1d8+3 and poison Face/Reach 10 ft by 10 ft/5 ft SA: poison, web SQ: vermin SV Fort +5, Ref +4, Will +1 Str 15, Dex 17, Con 12, Int -, Wis 12, Cha 2 AL N Skills and Feats: Climb +14, Hide +6, Jump +2, Spot +7 Notes: MM p. 210 Poison (Ex): Initial damage 1d8 Str, secondary damage 1d8 strength, Fortitude Save DC 16 negates Web (Ex): Escape DC 26, Break DC 32, HP 12 Bugbear CR 2 Medium-size humanoid (goblinoid) HD 3d8+3 hp 15 Initiative +1 (Dex) Speed 30 ft AC 17 (+1 dex, +3 natural, +2 leather, +1 small shield) Attacks Morningstar +4 melee or javelin +3 ranged Damage Morning star 1d8+2 or javelin 1d6+2 Face/Reach 5 ft by 5 ft/5 ft SQ: darkvision 60 ft SV: Fort +2, Ref +4, Will +1 Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9 AL CE Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silent +6, Spot +3, Alertness Notes: MM pg. 27 Troglodyte CR 1 Medium-size humanoid (reptilian) HD 2d8+4 hp 12 Initiative –1 (Dex) Speed 30 ft AC 15 (-1 Dex, +5 natural) Attacks: longspear +1 melee (or 2 claws +1 melee); bite –1 melee or javelin +1 ranged Damage longspear 1d8, bite 1d4, claw 1d4, or javelin 1d6+1 Face/Reach: 5 ft by 5 ft/5 ft SQ: stench, darkvision 60 ft SV Fort +5, Ref –1, Will +0 Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 AL CE Skills and Feats: Hide +6, Listen +3; Multiattack, Weapon focus (javelin) Notes: MM pg. 179 Stench (Ex): When angry or frightened, can release chemical that does 1d6 temporary Str damage (Fortitude DC 13 to negate) to all creatures (except trogs) within 30 ft and lasts 10 rounds Illithid/Mind Flayer CR 8 Medium-size aberration HD 8d8+8 hp 48 Initiative +6 (+2 Dex, +4 Improved Initiative) Speed 30 ft AC 15 (+2 Dex, +3 natural) Attacks: 4 tentacles +8 melee Damage: Tentacle 1d4+1 Face/Reach 5 ft by 5 ft/5ft SA: mind blast, psionics, improved grab, extract SQ: SR 25, telepathy SV Fort +3, Ref +4, Will +9 Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17 AL LE Skills and Feats: Bluff +8, Concentration +10, Hide +8, Intimidate +10, Knowledge (any two) + 9, Listen +10, Move Silent +7, Spot +10; Alertness, Combat Casting, Dodge Improved Initiative, Weapon finesse (tentacle) Notes: MM pg.. 136 Mind Blast (Sp): cone 60 ft long, Will Save (DC 17) or be stunned for 3d4 rounds. Psionics (Sp): At will: Astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. Abilities cast as if by 8th level sorcerer (Save DC 13+spell level) Improved Grab (Ex): To use ability, must hit opponent of Small to Large size with tentacle If mind flayer gets a hold, it attaches tentacle to opponent’s head. After successful grab, mind flayer can try to attach rest of tentacles with a single grapple check. Opponent can attempt to escape with successful grapple or Escape Artist check, but mind flayer gets a +2 circumstance bonus for each tentacle that was attached at the beginning of the opponent’s turn. Extract (Ex): Mind flayer that begins its turn with all 4 tentacles attached and succefully maintains hold automatically extracts the opponent’s brain, instantly slaying that creature. Telepathy (Su): Can communicate telepathically with any creature within 100 ft that has a language. Githyanki Warrior, male Githyanki Ftr 4 CR 5 HD 4d10+12 hp 36 Initiative +6 (+1 Dex, +4 Improved Initiative) Speed 20 ft (30 ft base) AC 19 (+1 Dex, +6 banded mail, +1 shield) Attacks longsword + 8 melee or longbow +5 ranged Damage longsword 1d8+4/ Crit 19-20 or longbow 1d8/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: Psionics SQ: PR 8 SV Fort +7, Ref +2, Will +1 Str 16, Dex 15, Con 14, Int 16, Wis 10, Cha 8 AL CE Skills and Feats: Climb +1, Jump +0, Knowledge (planar) +6, Listen +3, Spot +3 (-7 armor check penalty); Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword) Notes: From the Psionics Handbook Psionics (at will as a 16th level psion): Clairaudience/clairvoyance, dimension slide, telekinesis. Attack/defense modes: mind thrust/empty mind Displacer beast CR 4 Large magical beast HD 6d10+18 hp 46 Initiative: +2 (Dex) Speed 20 ft Attacks: 2 tentacles +9 melee, bite +4 melee Damage: Tentacle 1d6+4, bite 1d8+2 Face/Reach 5 ft by 10 ft/5 ft (15 ft with tentacles) SQ: Displacement, resistant to ranged attacks SV: Fort +8, Ref +7, Will +3 Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8 Skills and Feats: Hide +12, Listen +3, Move Silently +7, Spot +6; Alertness, Dodge Notes: MM pg. 59-60 Displacement (Su): any melee or ranged attack against displacer beast has 50% miss chance unless attacker can locate the beast without using sight. True Seeing spell allows the user to see the beast, but see invisibility spell has no effect. Resistance to Range Attacks (Su): Gets a +2 resistance bonus to saves against any ranged spell or magical attack that specifically targets it (except for ranged touch attacks) Nightmare CR 5 Large Outsider (Evil) HD: 6d8+18 hp 45 Initiative +6 (+2 Dex, +4 Improved Initiative) 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 SA: Flaming hooves, smoke SQ: Astral projection, etherealness Saves: Fort +8, Ref +7, Will +6 Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 AL NE Skills and Feats: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12; Alertness, Improved Initiative Notes: MM p140-141 Flaming Hooves (Su): A blow from nightmare’s hooves sets combustible materials alight. Smoke (Su): Nightmare snorts and neighs out smoke that fill 15 foot cone. Anyone in cone must make Fortitude save (DC 16) or suffer –2 morale penalty to attack and damage rolls until 1d6 minutes after they leave the cone. Smoke gives nightmare one-half concealment against creatures 5 ft away and total concealment against creatures 10 ft away but does not impair nightmare’s vision at all. Can suppress the smoke as a free action. Astral Projection and Etherealness (Su): As per the spells cast by a 20th level sorcerer. Erehe, male drow Ftr1/Wiz10 CR 12 Medium-size humanoid (elf) HD 1d10+10d4+22 hp 65 Initiative +8 (Dex, +4 Improved Initiative) Speed 30 ft AC 20 (+4 Dex, +6 bracers of armor) Attacks short sword +11/+6 melee damage short sword 1d6+5 Face/Reach 5 ft by 5 ft/5 ft SA: spells SQ: SR 22, drow traits SV: Fort +7, Ref +6, Will +7 Str 14, Dex 19, Con 15, Int 18, Wis 10, Cha 13 AL CE Skills and Feats: Bluff +3, Concentration +13, Diplomacy +6, Handle Animal +5, Hide +6, Knowledge (arcane) +13, Knowledge (religion) +13, Listen +2, Move Silently +6, Ride +8, Sense Motive +7, Spellcraft +13, Spot +2; Combat Casting, Craft Wand, Eschew Material Component, Improved Initiative, Scribe Scroll, Silent Spell, Spell Penetration, Notes: I suggest reducing the bracers of armor +6 to a lower enchantment. The wand of viscid globs was converted as a variant web spell wand. Spells (4/5/55/4/4/2): 0: Detect Magic, Ghost Sound, Mage Hand, Ray of Frost 1: Alter Self, Charm Person, Expeditious Retreat, Mage Armor, Magic Missile, Ventriloquism 2: Blindness/deafness, Detect Thoughts, Invisibility, Web 3: Fly, Lightning Bolt, Slow, Invisibility (with Silent Spell) 4: Dimension Door, Improved Invisibility, Wall of Fire, 5: Telekinesis, Teleport Special Equipment: Bracers of armor +6, short sword +3, wand of viscid globs (with 12 charges left) Wand of Viscid Globs: shoots out a 5’ radius glob that acts as a web spell (Reflex save DC 13 negates) Caster Level: 3 Prerequisite: Craft Wand, Web Market Price: 4,500 gp Verdaeth, female drow Clr 10 CR 11 Medium-size humanoid (elf) HD 10d8+10 hp 56 Initiative +2 (Dex) AC 26 (+2 Dex, +9 chainmail, +5 buckler) Attacks heavy mace +12/+6 melee Damage Heavy mace 1d8+5 Face/Reach: 5 ft by 5 ft/5ft SA: spells, rebuke undead SQ: SR 21, drow traits SV Fort +8, Ref +5, Will +10 Str 13, Dex 18, Con 13, Int 12, Wis 20, Cha 16 AL CE Skills and Feats: Concentration +11, Diplomacy +13, Heal +10, Knowledge (arcane) +4, Knowledge (religion) +9, Listen +9, Search +5, Spot +9; Alertness, Combat Casting, Extra Turning, Spell Penetration Notes: Enchanted stuff way too powerful for CR. Domains: Death, Destruction Spells (6/6+1/5+1/4+1/4+1/3+1) 0: Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Resistance (X2) 1: Command (X2), Cure Light Wounds, Deathwatch, Entropic Shield, Inflict Light Wounds*, Sanctuary 2: Death Knell* Heat Metal, Hold Person (X2), Resist Elements 3: Animate Dead, Blindness/Deafness, Contagion*, Glyph of Warding, Protection from the Elements 4: Cure Critical Wounds, Death Ward*, Divine Power, Tongues 5: Flame Strike, True Seeing, Planeshift, Slay Living Special Equipment: buckler +4, chain mail +4, heavy mace +4 Bederiss and Fecundil, noble drow, female drow Ftr4/Clr5 CR 10 HD 4d10+5d8+10 hp 66 Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 20 feet (30 ft base) AC 19 (+3 Dex, +6 breastplate) Attacks: Greatsword +13/+6 melee or composite longbow +10/+5 ranged Damage: Greatsword 2d6+8 or longbow 1d8+3 Face/Reach 5 ft by 5 ft/5 ft SA: spells, rebuke undead SQ: SR 20, drow traits SV Fort +10, Ref +5, Will +7 Str 16, Dex 17, Con 13, Int 13, Wis 15, Cha 14 AL CE Skills and Feats: Concentration +11, Craft (bowyer/fletcher) +8, Handle Animal +9, Knowledge (religion) +6, Listen +4, Search +4, Spot +4; Combat Casting, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (greatsword), Weapon Specialization (greatsword) Notes: These are some of the nobles said in Dead Gods to be accompanying Erehe and Verdaeth. Domanins: Death, Destruction Spells (5/4+1/3+1/1+1): 0: Cure Minor Wounds, Detect Magic (X2), Virtue, Resistance 1: Cure Light Wounds, Doom, Inflict Light Wounds*, Entropic Shield, Sanctuary 2: Bull’s Strength, Cure Moderate Wounds, Death Knell*, Shatter 2: Contagion*, Dispel Magic Special Equipment: Breastplate +1, might composite longbow (+3), greatsword +2 Magin, a noble drow, male drow Ftr3/Sorc4 CR 8 HD 3d10+5d4+20 hp 57 Initiative +3 (Dex) Speed 30 ft AC 15 (+3 Dex, +2 bracers of armor) Attacks longsword +6 melee or longbow +7 ranged Damage longsword 1d8+1/Crit 19-20 or longbow 1d8+1/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: spells SQ: SR 19, drow traits SV: Fort +6, Ref +5, Will +6 Str 13, Dex 17, Con 14, Int 16, Wis 12, Cha 16 AL CE Skills and Feats: Concentration +12, Handle Animal +8, Hide +6, Knowledge (arcane) +10, Listen +4, Move Silently +6, Spellcraft +11, Ride +10, Search +5, Spot +4; Combat Casting, Point Blank Shot, Precise Shot, Spell Penetration, Weapon focus (longbow) Notes: Another drow noble accompanying Erehe and Verdaeth. I gave him some sorcerer levels as a change from all of the wizards in this adventure. Spells Per Day (6/7/4) Spells Known: 0: Detect Magic, Disrupt Undead, Ghost Sound, Ray of Frost, Read Magic 1: Mage Armor, Magic Missile, True Strike 2: Blur Special Equipment: bracers of armor +2, Yochlol CR 5 Medium-size Outsider (Chaotic, Evil) HD 6d6+6 hp 50 Initiative +2 (Dex) Speed 30 ft (climb 20 ft in spider form) AC: Humanoid form 17 (+2 Dex, +5 drow chainmail), Spider form 16 (+2 Dex, -1 size, +5 natural) Ooze Form 12 (+2 Dex) Gaseous Form 11 (+2 Dex, -1 size) Attacks: Humanoid form short sword +10/+5 melee or hand crossbow +8/+3 ranged Spider form: bite +9 melee Ooze form: 8 tentacles +10 melee Gaseous form: none Damage: shortsword 1d6+4/19-20 crossbow 1d4/Crit 19-20/ tentacle 1d4+4, bite 1d8+6 and poison Face/Reach 5 ft by 5 ft/5 ft Spider form: 5 ft by 10 ft/5 ft SA: spell-like abilities, psionics, poison SQ: gaseous form, gas, poison and electricity immunity, fire resistance 20, DR 10/+2, telepathy, SR 15 SV: Fort +6, Ref +7, Will +8 Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16 AL CE Skills and Feats: Bluff +12, Climb (in spider form) +12, Concentration +7, Diplomacy +14. Intimidate +14, Knowledge (drow religon) +11, Listen +11, Spot +11; Blind-Fight, Combat Casting Notes: From Monsters of Faerun, p. 34-35 Spell-like abilities (Sp): at will as 8th level sorcerers (Save DC 16): charm person, darkness, desecrate, spider climb, stone shape, teleport without error, and web Psionics (Sp): at will as 8th level sorcerers: Dominate, Detect Thoughts, and mind blank Spider Poison (Ex): Those hit by bite attack must make Fortitude save (DC 14) or be injected with poison. Initial damage 1d6 temporary Con damage, secondary damage is 2d6 points of temporary Con damage Gaseous form (Ex): Can transform into large column of gas, 10 ft tall and 5 ft diameter; exactly like the form produced by gaseous form spell, creatures come in contact with gaseous form act as affected by a stinking cloud spell; in gaseous form yochlol can communicate with home plane as per contact other plane spell Telepathy (Su): Can communicate telepathically with any creature within 100 ft that has a language Chapter 7: Ruins of Pelion Manhayth, hunter of lycanthropes, male aasimar Rgr 9 CR 9 HD 9d10+18 hp 74 Initiative +3 (Dex) Speed 30 ft AC 18 (+3 Dex, +5 leather) Attacks: greatsword +12/+6 melee or spear +12/+6 ranged Damage greatsword 2d6+4/Crit 19-20 or halfspear 1d6+3/Crit X3 Face/Reach 5 ft by 5 ft/5 ft SA: two-weapon fighting, favored enemy (shapechangers) +2, favored enemy (undead)+1 SQ: aasimar traits, acid cold, and fire resistance 5, 25% chance to detect lycanthropes by smell alone SV: Fort +8, Ref +6, Will +6 Str 17, Dex 16, Con 14, Int 12, Wis 16, Cha 13, AL CG Skills and Feats: Animal Empathy +7, Handle Animal +7, Hide +15, Intuit Direction +9, Knowledge (nature) +7, Listen +13, Move Silently +15, Search +9, Sense Motive +8 Spot +13, Wilderness Lore +15 Alertness, Endurance, Power Attack, Quick draw, Track Spells (2/1): 1: Animal Friendship, Detect Animals or Plants 2: Cure Light Wounds Special Equipment: Boots of speed, leather armor +3 Ghast CR 3 Medium-size undead HD 4d12 hp 24 Initiative +2 (Dex) Speed 30 ft AC 16 (+2 Dex, +4 natural) Attacks bite +4 melee, 2 claws +1 melee Damage: Bite 1d8+1 and paralysis, claw 1d4 and paralysis Face/Reach 5 ft by 5 ft/5 ft SA: stench, paralysis, create spawn SA: Paralysis, create spawn SQ: Undead, +2 turn resistance SV Fort +1, Ref +3, Will +6 Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16 AL CE Skills and Feats: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8, Multi-attack, Weapon finesse (bite) Notes: MM pg. 97 Stench (Ex): Those within 10 ft must make Fortitude Save (DC 15) or become nauseous, suffering a –2 circumstance penalty to all attacks, saves and skill checks for 1d6+4 minutes. Paralysis (Ex): Those hit by claw or bite must make Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes. Creatue spawn (Su): Bodies of humanoids killed by ghast but are not destroyed arise as ghast in 1d4 days. Casting Protection from evil on the body prevents this. 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. Heydril, tomb robber, male human Rog 8 CR 8 HD 9d6+9 hp 34 Initiative +4 (Dex) Speed 35 feet AC 16 (+3 Dex, +3 ring of protection) Attacks: Short sword +6/+1 melee or light crossbow +10/+5 ranged Damage short sword 1d6+2/Crit 19-20 or light crossbow 1d8/Crit 19-20/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: sneak attack +4d6 SQ: evasion, uncanny dodge (can’t be flanked, Dex bonus to AC) SV: Fort +3, Ref +10, Will +2 Str 11, Dex 19,Con 12, Int 15, Wis 10, Cha 8 AL NE Skills and Feats: Balance +10, Climb +6, Decipher Script +11, Diplomacy +6, Disable Device +13, Hide +15, Intuit Direction +6, Listen +6, Move Silently +15, Open Locks +15, Pick Pockets +7, Search +13, Spot +6, Wilderness Lore +5; Dash, Dodge, Running Notes: Again I suggest toning down the magical gear, perhaps dropping the ring of regeneration. I made the cloak of protection into a ring of protection Special Equipment: ring of protection +3, ring of regeneration, short sword +2, Orb of Kadu-Ra Alabaster elf warriors, female and male alabaster elf Ftr 7 CR 7 Medium-size outsiders (Chaotic) HD 7d10+7 hp 59 Initiative –1 (+3 Dex, -4 deafness) Speed 20 ft, (30 ft base) AC 18 (+3 Dex, +4 chain shirt, +1 small wooden shield) Attacks Longsword +11/+6 melee or longbow +11/+6 ranged Damage Longsword 1d8+6/Crit 19-20 or longbow 1d8+3/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SQ: elf traits, sleep immunity, deaf SV: Fort +6, Ref +5, Will +3 Str 16, Dex 17, Con 12, Int 10, Wis 12, Cha 9 AL CN Skills and Feats: Climb +5, Jump +5, Wilderness Lore +6; Point Blank Shot, Precise Shot, Track, Weapon focus and specialization (longsword, longbow) Notes: Since these elves are all deaf or near deaf, they fail all listen checks and suffer a -4 penalty to initiative. One in ten of them has either a longsword +1 or a short bow +1. Crystal Ooze CR 6 Large Ooze (aquatic) HD 8d10+31 hp 83 Initiative –5 (Dex) Speed 5 ft, Swim 10 ft AC 4 (-5 Dex, -1 size) Attack slam +9 melee Damage slam 4d4+4 and 2d4 acid and paralysis Face/Reach 5 ft by 10 ft/5 ft SA: acid, paralysis SQ: blindsight 120 ft, weapon resistance, transparent, immunities, ooze SV Fort +4, Ref -3, Will –2 Stt 18, Dex 1, Con 14, Int 7, Wis 3, Cha 2 AL NE Notes: Acid (Ex): A creature hit by the slam or touches the oozes must make a Fortitude save (DC 16) or take 2d4 acid per round of contact This attack does not harm metal or stone. Paralysis (Ex): If hit by the slam, a victim must make a Fortitude save (DC 16) or become paralyzed for 5d4 rounds. Weapon Resistance (Ex): Takes only one point of damage from weapon attacks. Corrodes wood weapons that hits it. Transparent (Ex): In water, the ooze is almost impossible to see (Spot check DC 20). Immunities (Ex): acid, cold, heat, and fire Ooze: Immune to critical hits, mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Wraith worm CR 14 Gargantuan magical beast HD 10d10+110 hp 175 Initiative +0 Speed 30 ft AC 17 (-4 size, +11 natural) Attacks bite +22 melee Damage Bite 1d12+18 and poison and energy drain Face/Reach 20 ft by 40 ft/15 ft SA: poison, level drain, gaze SQ: immunities, turn incorporeal, SR 19, Turning vulnerability SV Fort +18, Ref +7, Will +4 Str 34, Dex 10, Con 24, Int 5, Wis 12, Cha 10 AL N Skills and Feats: Listen +12, Spot +11; Alertness, Power Attack Notes: Poison (Ex): Delivered via bite, Fortitude save (DC 22) negates. Initial Damage 2d4 Con. Secondary damage 2d4 Dex. Gaze (Su): Any creature with less than 6 HD or levels within 30 feet who meets the gaze of the wraith worm must make a Will save (DC 15) or be paralyzed for 2d4 rounds. Level Drain (Su): A person hit by a bite receives 2 negative levels. The DC to remove these levels is 22. Immunities (Ex): cold, negative energy damage, and level drain, Turn Incorporeal (Su): As a standard action, the wraith worm may turn incorporeal. While incorporeal, it is can be hurt only by incorporeal creatures, +1 or better magical weapons, spells, spell-like abilities, or supernatural abilities and can move through solid objects at will. All attacks from corporeal sources against the incorporeal wraith worm suffer a 50% miss chance. Also, it always moves silently but loses its natural armor bonus (but gains a deflection bonus of +1) and cannot make gaze or physical attacks. While incorporeal, it loses its Strength score also. Turning Vulnerability (Ex): A wraith worm is vulnerable to turning as an undead of equal HD to the wraith worm +4, but if turned, the worm is only stunned for 2d4 rounds. It cannot be destroyed or controlled. Evreth, custodian of the Words, male Ftr2/Wiz8 CR 10 Medium-size outsider (Chaotic, Good) HD 2d10+8d4+30 hp 66 Initiative +4 (Dex) Speed 30 ft AC 14 (+4 Dex) Attacks object +10/+5 melee Damage object 1d6+5 SA: kinetic energy charge SQ: immunity to mind-influencing effects, SR 16 SV Fort +7, Ref +6, Will +7 Str 21, Dex 18, Con 16, Int 18, Wis 13, Cha 7 AL CG Skills and Feats: Concentration +11, Knowledge (arcane) +14, Knowledge (history) +7, Knowledge (religion) +12, Listen +5, Profession (Custodian) +5, Sense Motive +7, Spellcraft +7, Spot +5; Alertness, Craft Wondrous Item, Dodge, Expertise, Spell Penetration, Skill focus (arcane, history) Notes: Kinetic Energy Charge (Su): By charging any item with kinetic energy, Evreth can use it as a club doing 1d6 crushing damage. Spells (4/5/4/4/3): 0: Detect Magic, Ghost Sound, Mage Hand, Read Magic 1: Burning Hands, Hold Portal, Mage Armor, Shield, Unseen Servant 2: Blur, Detect Thoughts, Mirror Image, Melf’s Acid Arrow 3: Blink, Dispel Magic, Flame Arrow, Hold Person 4: Bestow Curse, Fear, Stoneskin Tchunim, custodian of the Last Words, Exp 4/Ftr3 CR 6 Medium-size outsider (Chaotic, Good) HD 4d6+3d10+18 hp 57 Initiative +1 (Dex) Speed 30 ft AC 11 (+1 Dex) Attacks Object +12/+7 melee Damage object 1d6+6 Face/Reach 5 ft by 5 ft/5 ft SA: kinetic energy charge SQ: immunity to mind-influencing effects, SR 17 SV Fort +7, Ref +3, Will +8 Str 23, Dex 12, Con 16, Int 13, Wis 17, Cha 14 Skills and Feats: Climb +10 Diplomacy+8, Jump +11, Knowledge (arcane) +12, Knowledge (history)+13, Knowledge (religion) +13, Profession (Custodian) +10, Sense Motive +10; Expertise, Improved Disarm, Skill Focus (knowledge- arcane, history, religion) Notes: I gave Tchunim a few levels of Expert to up his skill points. He is a sage, after all. Kinetic Energy Charge (Su): By charging any item with kinetic energy, Evreth can use it as a club doing 1d6 crushing damage. Chapter 8: Deepest Pandemonium Pirreg, fallen paladin, male human (Ex)Pal 9 CR 9 medium-size humanoid (human) HD 9d10+27 hp 82 Initiative +0 Speed 20 ft (30 ft base) AC 20 (+9 half-plate, +1 small steel shield) Attacks: bastard sword +17/+12 melee Damage Bastard sword 1d10+8//Crit 19-20 Face/Reach 5 ft by 5 ft/5 ft SV Fort +12, Ref +3, Will +1 Str 20, Dex 12, Con 16, Int 14, Wis 7, Cha 8 AL N Skills and Feats: Concentration +10, Handle Animal +5, Intuit Direction –1, Knowledge (planar) +6, Knowledge (religion) +7, Listen +4, Ride +6, Spot +4; Alertness, Exotic WP (bastard sword), Power Attack, Weapon focus (bastard sword) Special Equipment: bastard sword +2, half-plate +2, ring of fire resistance, rope of entanglement Antha, fallen cleric of Tyr, female Bariaur (Ex)Clr 8 CR 9 Medium-size outsider HD 8d8 hp 34 Initiative +0 Speed 30 ft (40 ft base speed) AC 17 (+7 half-plate) Attacks: heavy mace +9/+4 melee Damage: Heavy mace 1d8+3 Face/Reach 5 ft by 5 ft/5 ft SA: Charge SQ: bariaur traits, SR 19 SV: Fort +6, Ref +2, Will +10 Str 11 Dex 12, Con 10 Int 15, Wis 18, Cha 13 AL N Skills and Feats: Concentration +7, Diplomacy +8, Heal +6, Knowledge (arcane) +4, Knowledge (religion) +13, Listen +6, Sense Motive +9, Spellcraft +4, Spot +6; Combat Casting, Extra Turning, Running Notes: Bariaurs can charge doing 2d6 damage and get a +2 racial bonus on Will Saves vs spells and spell-like abilities. Special Equipment: heavy mace +3, rod of negation (4 charges left) Cardule, male human Wiz 8 CR 8 Medium-size humanoid (human) HD 8d4+8 hp 31 Initiative +3 (Dex) Speed 30 ft AC 13 (+3 Dex) Attacks Staff +4 melee Damage staff 1d5 Face/Reach 5 ft by 5 ft/5 ft SA: spells SV: Fort +3, Ref +5, Will +6 Str 10, Dex 17, Con 12, Int 18, Wis 10, Cha 9 AL NE Skills and Feats: Concentration +12, Gather Information +4, Knowledge (arcana) +15, Knowledge (planar) +15, Listen +7, Spellcraft +15, Spot +7; Alertness, Silent Spell, Spell Penetration, Still Spell Spells (4/5/4/4/2): 0: Detect Magic, Light, Ray of Frost, Read Magic 1: Burning Hands, Mage Armor, Magic Missile, Shield 2: Blur, Melf’s Acid Arrow, See Invisibility, Web 3: Dispel Magic, Fire-ball, Flame-arrow, Lightning Bolt 4: Detect Thoughts (with Silent and Still spell feats), Shout, Stoneskin Notes: Staves of Striking don’t exist in 3E, and I don’t know how to convert them. Special Equipment: potion of cure serious wounds, wand of polymorph other (24 charges left) Gak (male troll) CR 5 Large giant HD 6d8+36 hp 70 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 SA: rend 2d6+9 SQ: Regeneration 5, scent, darkvison 90 ft SV: Fort +11, Ref +4, Will +3 Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 AL CE Skills and Feats: Listen +5, Spot +5; Alertness, Iron Will Notes: MM pg. 180 Rend (Ex): If Gak hits with both claws, he latches onto the opponent’s body and does 2d6+9 extra damage. Regeneration (Ex): Fire and acid do normal damage to Gak. If he loses a a limb or body part, it grows back in 3d6 minutes, or Gak can reattach the severed member instantly by holding it into the stump. Baaravda (ormyrr) CR 4 Huge Aberration HD 7d8+14 hp 53 Initiative +2 (Dex) Speed 30 ft, swim 40 ft AC: 15 (-2 size, +2 Dex, +5 natural) Attacks: 4 claws +6 melee, bite +1 melee, tail slap +1 melee; or 1 short spear +8 melee, longword +8 melee, another longsword +6 melee, short sword +6 melee, bite +1 melee Damage: Claw 2d4+3, bite 2d8+1, tail slap 1d8+1, short spear 1d8+6/Crit X3, longsword (magical) 1d8+6, longsword 1d8+3/Crit 19-20, short sword 1d6+3/Crit 19-20 Face/Reach 10 ft by 20 ft/10 ft SA: improved grab, constict SQ: Amphibious, darkvision 60 ft SV: Fort +4, Ref +4, Will +6 Str 17, Dex 15, Con 15, Int 11, Wis 13, Cha 10 AL LN Skills and Feats: Knowledge (planar) +7, Listen +10, Search +7, Spot +10; Alertness, Ambidexterity, Multi-dexterity, Multiweapon Fighting Notes: For a conversion of the ormyrr, go The Creature Catalog- Your #1 Source for 3E Converted Monsters Improved Grab (Ex): To use this ability, the ormyrr must hit an opponent of up to Huge Size with its tail attack. If it gets a hold, it can constrict. Constict (Ex): An ormyrr deals 1d8+3 points of damage with a successful grapple check against Huge or smaller creatures. Amphibious (Ex): Ormyrrs can breathe both air and water and can survive on land or in water indefinitely. Feats: With its Ambidexterity, Multi-dexterity, and Multi-weapon fighting feats, in combination with its natural prowess using multiple weapons at once, can attack with all arms at no penalty. Special Equipment: Long sword +3, short spear +3 Reave (3) Medium-size outsider (Evil, Lawful) CR 1 each HD 2d8+4 hp 15 Initiative +0 Speed 20 ft (30 ft base) AC: 19 (+7 half-plate, +2 natural) Attacks 4 longswords +5 melee or 4 javelins +2 ranged Damage longsword 1d8+3/Crit 19-20 or javelin 1d6/range increment 30 ft Face/Reach 5 ft by 5 ft/5 ft SQ: Fading, physical symmetry SV: Fort +5, Ref +3, Will +3 Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 9 AL LE Skills and Feats: Intimidate +3, Listen +3, Spot +4, Craft (Weaponsmithing) +3, Jump +5; Multidexterity, Multiweapon Fighting Notes: For a more on reaves, go here: Ps3e.com:Beings:Monster:Monster Introduction Physical Symmetry (Ex): Due to the odd shape of their bodies, a reave can attack foes on his flank as easily as a normal being can attack someone standing in front of them. Just as importantly, reaves can not be attacked from the rear. Any rear attack will become a flank attack. Fading (Su): A reave may become Astral at will, so long as he is on the top layer of any particular Outer Plane, as well as from the Prime. Fading to the Astral takes one round of game time. Once on the Astral, a reave must remain for a minimum of 1-6 rounds. While on the Astral, the reave remains aware of what's going on in the place he just left. Returning from the Astral takes another full round. During the time it takes to transfer from a plane to the Astral or back, the reave has damage reduction 10/+1. Feats: With its Multdexterity and Multiweapon fighting feats and its natural ability to fight using all of its limbs, a reave can fight using weapons in all of its arms at no penalty. Ingress CR 1/3 Small Outsider (Chaotic) HD 1d8+1 hp 5 Initiative +0 Speed 30 ft AC 11 (+1 size) Attacks claw +2 melee Damage Claw 1d4+2 Face/Reach 5 ft by 5 ft/5 ft SQ: darkvision 60 ft SV: Fort +3, Ref +2, Will +2 Str 12, Dex 11, Con 12, Int 5, Wis 11, Cha 6 AL CN Skills and Feats: Listen +4, Spot +4; Alertness Ingress Mother CR N/A Huge (long) Outsider (Chaotic) HD 8d8+40 hp 80 Initiative –2 (Dex) Speed 5 ft AC 10 (-2 Dex, -2 size, +4 natural) Attacks – Damage – Face/Reach 10 ft by 20 ft/10 ft SQ: Darkvision 60 ft, teleport, telepathy SV: Fort +11, Ref +4, Will +8 Str 28, Dex 6, Con 21, Int 8, Wis 14, Cha 7 AL CN Skills and Feats: Knowledge (arcane) +12, Knowledge (planar) +12, Knowledge (Pandemonium) +12, Sense Motive +13, Wilderness Lore +13; Skill Focus (knowledge- arcane, planar, and Pandemonium) Notes: The Ingress Mother does not have a Challenge Rating since it is basically helpless and can’t defend itself. Teleport (Sp): At will, the Ingress Mother can teleport without error creatures that are under its bulk to anywhere in Pandemonium (even between layers) with no chance of error. Quah-Namog, last priest of Orcus-Tenebrous, male half-orc Clr12/Ftr1 CR 13 Medium-size humanoid (orc) HD 12d8+1d10+39 hp 101 Initiative +0 Speed 20 ft (30 ft base) AC 25 (+9 banded mail, +6 shield) Attacks light flail +18/+13 melee Damage Light flail 1d8+8 Face/Reach 5 ft by 5 ft/5 ft SA: Spells, rebuke undead, death touch SQ: Darkvision 60 ft, orc blood SV: Fort +13, Ref +4, Will +13 Str 14 (16), Dex 11, Con 16, Int 13, Wis 20, Cha 7 AL NE Skills and Feats: Concentration +18, Knowledge (religion) +7, Knowledge (planar) +7, Sense Motive +12; Combat Casting, Expertise, Improved Trip, Spell Penetration, Weapon focus (light flail) Notes: Way too much gear for his CR, but I guess it makes sense since he is the high priest of Orcus-Tenebrous. I made him into a half-orc seeing as there are a lack of half-ogres in 3E. The hp changed a lot because of the difference in generating hp in 3E. I also decided to give Quah a level of fighter in order to be proficient with the flail. Domains: Death, Evil Spells: (6/7+1/5+1/5+1/4+1/4+1/2+1) 0: Create Water, Cure Minor Wounds (X2), Detect Magic, Resistance (x2) 1: Cause Fear, Command, Comprehend Languages, Cure Light Wounds (x2), Detect Good, Protection From Good*, Sanctuary 2: Death Knell*, Heat Metal, Hold Person (x2), Silence, Spiritual Weapon 3: Animate Dead, Dispel Magic, Locate Object, Magic Circle Against Good*, Prayer, Protection from Elements 4: Cure Critical Wounds, Freedom of Movement, Lesser Planar Ally, Spell Immunity, Unholy Blight* 5: Dispel Good*, Greater Command, Flame Strike, Unhallow, Slay Living, Wall of Stone 6: Blade Barrier, Create Undead*, Word of Recall Special Equipment: banded mail +3, gauntlets of ogre power, light flail +4, small steel shield +5 Chapter 9: Dead Book of the Gods Skeleton CR 1/3 Medium-size undead HD 1d12 hp 12 each Initiative +5 (+1 Dex, +4 Improved Initiative) Speed 30 ft Attacks 2 claws +0 melee Damage claw 1d4 Face/Reach 5 ft by 5 ft/5 ft SQ: undead, immunities SV: Fort +0, Ref +1, Will +2 Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11 AL N Skills and Feats: Improved Initiative Notes: MM pg. 165 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. Immunities (Ex): Cold immunity. Takes half damage from piercing or slashing weapons. Varrangoin (abyssal bat), Lesser- Type II (1 per PC) CR 4 Medium Size Outsider (Chaotic, Evil) HD 5d8+5 hp 30 each Initiative +2 (Dex) Speed 5 ft, Fly 45 ft (average) AC 20 (+2 Dex, +8 natural) Attacks: 2 claws +6 melee, bite +4 melee Damage: Claw 1d4+2, bite 1d6+1 Face/Reach 5 ft by 5 ft/5 ft SA: Breath weapon SQ: Immunities, Sunlight Weakness. SR 16, DR 10/silver SV: Fort+ 6, Ref +7, Will+6 Str 12, Dex 14, Con 13, Int 11, Wis 12, Cha 9 AL CE Skills and Feats: Hide +10, Listen +9 Move Silently +10, Spot +9, Wilderness Lore +9; Fly-by Attack, Multi-attack Notes: Breath Weapon (Su): Thrice per day; Reflex Save (DC 14) halves, Cloud of fire, 5d6, 30 feet diameter, 90 feet range Immunities (Ex): Immune to fire-based attacks and takes half-damage from acid attacks Light Vulnerability (Ex.) All varrangoin are especially vulnerable to light. A light or daylight spell aimed at the varrangoin will inflict on it 2 hp damage per caster level. They suffer a –2 morale penalty when in the area of effect for either spell. A sunray spell or a sunburst from a Wand of Illumination inflicts 6d6 damage on a lesser varrangoin. It is allowed a SR roll to avoid the damage, but it gets no saving throw should the caster make his caster level check Bat (50 per PC) CR 1/10 Diminutive animal HD 1/4d8 hp 2 Initiative +2 (Dex) Speed 5 ft, Fly 40 ft (good) AC 16 (+4 size, +2 Dex) Attacks – Damage – Face/Reach 1 ft by 1 ft/0 ft SQ: blindsight 120 ft SV: Fort +2, Ref +4, Will +2 Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4 AL N Skills and Feats: Listen +9, Move Silently +6. Spot +9 Notes: MM pg. 193 Quah-Namog, last priest of Orcus-Tenebrous, male half-orc Clr12/Ftr1 CR 13 Medium-size humanoid (orc) HD 12d8+1d10+39 hp 101 Initiative +0 Speed 20 ft (30 ft base) AC 25 (+9 banded mail, +6 shield) Attacks light flail +18/+13 melee Damage Light flail 1d8+8 Face/Reach 5 ft by 5 ft/5 ft SA: Spells, rebuke undead, death touch SQ: Darkvision 60 ft, orc blood SV: Fort +13, Ref +4, Will +13 Str 14 (16), Dex 11, Con 16, Int 13, Wis 20, Cha 7 AL NE Skills and Feats: Concentration +18, Knowledge (religion) +7, Knowledge (planar) +7, Sense Motive +12; Combat Casting, Expertise, Improved Trip, Spell Penetration, Weapon focus (light flail) Notes: Quah is unchanged from the previous encounter. Domains: Death, Evil Spells: (6/7+1/5+1/5+1/4+1/4+1/2+1) 0: Create Water, Cure Minor Wounds (X2), Detect Magic, Resistance (x2) 1: Cause Fear, Command, Comprehend Languages, Cure Light Wounds (x2), Detect Good, Protection From Good*, Sanctuary 2: Death Knell*, Heat Metal, Hold Person (x2), Silence, Spiritual Weapon 3: Animate Dead, Dispel Magic, Locate Object, Magic Circle Against Good*, Prayer, Protection from Elements 4: Cure Critical Wounds, Freedom of Movement, Lesser Planar Ally, Spell Immunity, Unholy Blight* 5: Dispel Good*, Greater Command, Flame Strike, Unhallow, Slay Living, Wall of Stone 6: Blade Barrier, Create Undead*, Word of Recall Special Equipment: banded mail +3, gauntlets of ogre power, light flail +4, small steel shield +5 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Planescape
Top