Okay, aside for checking in with my Tomb of Horrors thread which is getting to the point were I detail my groups adventures into the Tomb, I have listed below the 3.5 conversation that I downloaded from somewhere. I used some of it, but used a few custom things too.
Things I kept the same in the original are the detect secret door method. In the D&D game, you have to have the attention of the players at all times and they have to know that you are in charge. You could convert everything into a DC, but part of the thrill of going through the Tomb of Horrors is the uncertainty of success. I converted a few traps and search rolls into DCs but for the most part, I stuck to the original, you find a secret door in a 4 in 6, or whatever, or the original rules. This kept that players on their toes, rather than just saying, "well, I have a +24 on lock picks and I'll take 10 to open it, what's inside," number one rule of the Tomb of Horroers, you are the DM and what you says goes, don't let the rules lawyers in the group tell you that you are ever wrong, no matter what you decide to do for conversation.
I beefed up the monsters from what was listed. Also, I sealed the entrance to the Tomb of Horrors when they entered and prevented them from leaving by having all teleport type spells fail and automatically summon a demon to fight the party. This partially back fired when the players tried to back out of the Dungeon and summoned a demon. They easily killed the Summoned Succubus. They decided the try and farm for XP, which was there mistake, cause I had ruled that before play began that every teleport or travel type spell would fail and summon a demon in a more progressive manner. So next they summoned a maralith, then a Vrock and so on until they got to the Balor, which did kill a few of them, then, after having run out of demons, I had the demos summoned in multiples, they stopped before two Balors showed up, first wise move they made.
I also prohibited resting in the Tomb. I only allowed them to rest once they got to the second to the last room. In 1st edition AD&D you needed to rest after most of the rooms, in 3.5, if you have a party that is not smart enough to make it to the end, then it really doesn't matter how many times you rest. I have said it before, if you play by the original rules, aside from the monsters, you should beable to play the module with 1st level characters. That is to say, it is totally a thinking mans module and the monsters that are in it, with the exception of the Demi-lich, are really nothing specail, everything is a situation and if you can't think your way through the module, then your character, reguardless of level, will not make it through.
I have to dig for the Lich that I used at the end, but it was a combination the AD&D lich and the 3.0 Epic lich. If I find it I'll post it.
Anyway, here is what I have, hope it helps.
Feel free to e-mail me at
c.e.rocco@comcast.net with questions. But please do your homework first and read everything.
CONVERSION NOTES
This document includes the conversion of creatures and NPCs needed to be compatible with the D&D 3.5 Ed. Rules™ and the SRD. Modification/conversion details in this document are presented in order of occurrence in the module.
However, treasure has not been converted to conform to the treasure per encounter recommendations in the D&D 3.5 Ed. Rules™, though conversions of items presented in the adventure (which do not have 3.5 edition counterparts) has been completed. Feel free to omit or substitute any treasure item as necessary.
Additionally, the Game Master should carefully consider the strength of any player characters, which are sent into this adventure. AD&D modules of this era expected much larger party sizes than the standard d20 System™ adventure. The original text for this module recommends 4-8 characters of 10th-14th level. The encounter levels in this adventure range from EL 1 to EL 17, suggesting that the DM may need to be creative in balancing the adventure for their specific party, especially if there are only 4 players.
NOTES FOR THE DUNGEON MASTER
Creatures: Creatures without descriptions can be found in the D&D 3.5 Edition Monster Manual™.
Character Roster: The character roster in the back of the adventure has not been converted. If you wish to use pre-generated characters, use the statistics for NPCs found in the Dungeon Master’s Guide (p. 47).
Details: One of the keys to successfully running this adventure successfully is to encourage specificity during the adventure. When a player states they are taking an action, ask specifically how the action is being undertaken, and what objects are being used as part of the action. (Example: Using a pole to tap the floor while checking for traps. Also, giving specific details of each encounter area will improve the experience. (Example: The corridor ahead is crumbling and the dust on the floor indicates that it has not been traveled for some time. The cobwebs hanging from the ceiling move gently in the currents created by your party, creating flickering shadows on the walls.)
Experience: The experience for AD&D 1st Ed. Rules™ was based on killing creatures and recovering treasure, which is different in D&D 3.5 Ed. Rules™. It is recommended that the DM give their players alternate experience awards (such as story, goal or time awards) for overcoming the challenges in the tomb.
Traps and Search/Disable Device: The majority of this adventure is laced with devious and diabolic traps. I have provided recommendations for the use of the Search skill and Disable Device skill to give the flavor of the original adventure.
The Search skill should only find a hidden object, door or trap when the character explicitly looks in the correct area for the item. Remember to note the encounter descriptions in the adventure for the specific areas a character must Search to find hidden objects.
The Disable Device skill should only allow the character to determine generally how a trap might work in this adventure. Most of the traps in the adventure cannot be physically disabled, but have notes about how they act. For example, a character searching for traps may find a seal indicating a gas trap from their previous experiences; but they won’t be able to physically disable it. However, based on their Disable Device skill check, they can determine the approximate volume that may be filled by the gas. Another option is to use the variant Disable Device rules in the Dungeon Master’s Guide.
LEGEND OF THE TOMB
Knowledge (history) (DC 30) or Bardic Knowledge (DC 30): Learn background information on the tomb without magical or non-party assistance.
Search (DC 20): Find each tunnel entrance.
Tanar’ric Guardian: On the first round and every 3 subsequent rounds that a creature uses a magical effect to take on an alternate form within the tomb; a demon is summoned. Roll randomly to determine between: vrock, glabrezu, hezrou, nalfeshnee, or marilith. Sample magic, which triggers this effect, includes etherealness, wind walk and gaseous form.
Note: Magic with the Teleportation descriptor does not work within the tomb.
KEY TO THE TOMB
GENERAL NOTES
Pits: All pits throughout the tomb (except where noted to the contrary) are detailed as follows:
Spiked Pit Trap (10 ft. deep): CR 10; mechanical; location trigger; automatic reset; multiple targets (first target in each of two adjacent 5-ft. squares); 10 ft. deep (1d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+1 plus poison each); poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); DC 20 Reflex save avoids; Search DC 20; Disable Device DC 25.
Secret Door and Trap Detection: All magical secret door and trap detection magic of 4th level or lower will not function within the tomb.
1. FALSE ENTRANCE TUNNEL (EL 7)
Cave-In Trap: CR 7; mechanical; touch trigger (prodding the roof or opening the doors); repair reset; multiple targets (all creatures in 20-ft.-by-30-ft. corridor approaching the door); ceiling collapses (8d6 and pinned); pinned (grapple DC 25); DC 20 Reflex save for half and no pin; Search DC 20; Disable Device DC 25.
Note: An investigation of the roof with a successful Craft (stonemasonry) or Knowledge (architecture and engineering) check (DC 20) will determine the weakened state of the roof.
2. FALSE ENTRANCE TUNNEL (EL 6)
Closing Passage Trap: CR 6; mechanical; location trigger; manual reset; multiple targets (all creatures in 10-ft.-by-20-ft. section marked on map); wall moves together (12d6, crush); never miss; onset delay (2 rounds); Search DC 20; Disable Device DC 25.
3. ENTRANCE TO THE TOMB OF HORRORS
A. Search checks will not find this door.
B. If a player completes Search DC 15 checks for the entire length of this corridor, they discover the secret message.
4. FRESCO OF THE WIZARDLY WORK ROOM (EL 12)
Poison Needle Trap: CR 5; mechanical; touch trigger; manual reset; Atk +12 ranged (1 plus poison); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Search DC 20; Disable Device DC 20.
Spiked Pit Trap (30 ft. deep): CR 15; mechanical; location trigger; repair reset; multiple targets (all targets in 10-ft.-by-10-ft. square denoted on the map); 30 ft. deep (3d6, fall); pit spikes (Atk +12 melee, 1d4 spikes per target for 1d4+3 plus poison each); poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); DC 25 Reflex save avoids; Search DC 35; Disable Device DC 35.
5. THE ARCH OF MIST
No updates.
6. THE FACE OF THE GREEN DEVIL
No updates.
7. THE FORSAKEN PRISON (EL 9)
Pit Trap (100 ft. deep): CR 9; mechanical; touch trigger (pushing all levers down); manual reset; multiple targets (all targets in 10-ft.-by-10-ft. room); 100 ft. deep (10d6, fall); never miss; Search DC 30; Disable Device DC 35.
Search (DC 20): Find the hidden ceiling exit.
8. GARGOYLE LAIR (EL 10)
Mutated 4-armed Gargoyle: CR 10; Large Magical Beast (Earth); HD 12d8+72; hp 126; Init +5; Speed 50 ft., fly 80 ft. (average); AC 16 (-1 size, +1 Dex, +6 natural); BAB/Grapple +12/+20; Atk +16 (x4)/+14/+14 (1d6+4, 4 claws; 1d8+2, bite; 1d8+2, gore); Face/Reach 5/10; SQ Damage reduction 10/magic, darkvision 60 ft., freeze; AL CE; SV Fort +14, Ref +9, Will +6; Str 19, Dex 12, Con 22, Int 6, Wis 11, Cha 7.
Skills and Feats: Hide +8 (+16 against stone background), Listen +7, Spot +7, Combat Reflexes, Great Fortitude, Improved Grab, Improved Initiative, Multiattack.
Search (DC 20): Find secret compartment in the gargoyle’s collar.
9. COMPLEX OF SECRET DOORS (EL 5)
Search (DC 20): Find each secret door.
Bolt Trap: CR 4; mechanical; proximity trigger; automatic reset; one target (chosen at random from targets in each room); Atk +10 ranged (1d6/x3, bolt); Search DC 25; Disable Device DC 30.
Door Trap: CR 3; mechanical; touch trigger (pressing outermost studs); repair reset; multiple targets (first target in each of two adjacent 5-ft. squares); door falls inward (3d6, crush); DC 20 Reflex save for half; Search DC 25; Disable Device DC 25.
10. GREAT HALL OF SPHERES
No updates.
11. THE THREE ARMED STATUE
No updates.
12. TRAPPED FALSE DOOR (EL 1)
Spear Trap: CR 1; mechanical; touch trigger (opening the door); repair reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20.
13. CHAMBER OF THREE CHESTS (EL 7)
Search (DC 20): Find secret door.
Slide Trap: CR 1; mechanical; location trigger; automatic reset; 10 ft. deep (1d6, fall); never miss; Search DC 20; Disable Device DC 20.
Gold Chest
· Asps: convert to Snake, Tiny Viper.
Silver Chest
· Fusillade of Darts Trap: CR 3; mechanical; touch trigger (opening the chest); repair reset; multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Atk +15 ranged (1d4+1, dart); Search DC 20; Disable Device DC 22.
Wood Chest
· Fire Giant Skeleton: CR 7; Large Undead; HD 15d12; hp 97; Init +4; Speed 40 ft.; AC 12 (-1 size, +3 natural); Atk +17/+17 melee (1d8+10, 2 claws); Face/Reach 10/10; SQ Undead, cold immunity, damage reduction 5/bludgeoning; AL NE; SV Fort +5, Ref +5, Will +9; Str 31, Dex 11, Con -, Int -, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
14. CHAPEL OF EVIL (EL 10)
Poison Gas Trap: CR 8; mechanical; touch trigger (opening one of the front set of benches); repair reset; gas; multiple targets (all creatures in the room); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con/3d6 Con); never miss; onset delay (2 rounds); Search DC 21; Disable Device DC 22.
A. Opalescent Blue Altar
· Lightning Trap: CR 6; magic device; touch trigger (touching the altar the first time); repair reset; multiple targets (all creatures in 10-ft. aisle between altar and far wall); spell effect (lightning bolt, 10th-level wizard, 10d6 electrical, DC 14 Reflex save for half damage); Search DC 28; Disable Device DC 28.
· Fireball Trap: CR 8; magic device; touch trigger (touching the altar the second time); repair reset; multiple targets (all creatures within 20-ft. radius of altar); spell effect (delayed blast fireball, 15th-level wizard, 15d6 fire, DC 20 Reflex save for half damage); Search DC 32; Disable Device DC 32.
C. Small Slot
· Search (DC 20): Notice the small slot and letter traced above..
15. STONE GATE
Search (DC 10): Find secret door within third pit.
16. LOCKED OAKEN DOOR
No updates.
17. MAGICAL SECRET DOOR
No updates.
18. FALSE CRYPT PROTECTED BY FEAR GAS (EL 8)
Fear Gas: CR 5; mechanical; location trigger; permanent; gas; multiple targets (all creatures on bottom half of stairs and in the room); fear gas (as fear spell, DC 16 Will save negates); Search DC 10; Disable Device –.
Note: A save needs to be made for every 10 ft. moved within the gas unless the creature holds its breath. A creature receives a –2 cumulative circumstance penalty for every 10 ft. advanced.
Pseudo-Lich (Human Zombie with protective spells): CR 5; Medium Undead; HD 2d12+3; hp 27; Init -1 (Dex); Speed 30 ft. (can’t run); AC 11 (-1 size, +2 natural); Atk +2 melee (1d6+1, slam); SQ spell turning (10 levels), stoneskin (150 hp), spell immunity (fireball, lightning bolt, magic missile), spell resistance (SR 27), turn resistance +14, mace vulnerability (per encounter description), single actions only, damage reduction 5/slashing, darkvision 60 ft., undead; AL NE; SV Fort +0, Ref -1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.
Skills and Feats: Toughness.
19. LABORATORY AND MUMMY PREPARATION ROOM (EL 5)
Ooze (Ochre Jelly)
20. HUGE PIT FILLED WITH 200 SPIKES (EL 4)
Fusillade of Spikes Trap: CR 4; mechanical; location trigger (stepping on last 3 feet of open pit); repair reset; multiple targets (fires 2d4 spikes at each target in pit and in adjacent 5-ft. squares of pit); Atk +21 ranged (1d6, spike); Search DC 22; Disable Device DC 22.
21. THE AGITATED CHAMBER (EL 6)
Shaking Floor Trap: CR 1; mechanical; location trigger; automatic reset; multiple targets (anybody in the room); fall down; Balance DC 20 negates; Search DC 22; Disable Device DC 22.
Note: If creature is adjacent to tapestry and they fail their Balance check by 5 or more, then they have torn a tapestry. See tapestry description below.
Small coffers
· Asps: Convert to Snake, Tiny Viper.
Tapestries
· If the tapestry is hanging when it is torn, it covers the area 20 ft. by 10 ft. in front of it.
· If the tapestry is on the floor when it is torn, it covers the area 10 ft. by 5 ft. that it occupies on the floor.
· Creatures within the area affected by torn tapestries are splashed by two patches of green slime each and affected by the brown mold as well.
· Green Slime / Brown Mold: See Dungeon Master’s Guide for details of encounters with green slime and brown mold.
22. THE CAVERN OF SILVER AND GOLD MISTS (EL 7)
Feeblemind Gas: CR 6; mechanical; location trigger; permanent; gas; multiple targets (all creatures in the room); feeblemind gas (as feeblemind spell, DC 17 Will save negates); Search DC 10; Disable Device –.
Siren: CR 5; Medium Fey (Aquatic); HD 4d6; hp 14; Init +4; Speed 30 ft., swim 60 ft.; AC 17 (+4 Dex, +3 deflection); BAB/Grapple +2/+2; Atk +2 melee (1d6/crit 19-20, short sword), or +2 melee touch (1d4 temporary Int, touch); SA Charming song, Intelligence damage, spell-like abilities; SQ Deflection, low-light vision, soothing touch; AL CN; SV Fort +1, Ref +8, Will +7; Str 10, Dex 18, Con 11, Int 13, Wis 16, Cha 17.
Skills and Feats: Animal Empathy +10, Concentration +7, Heal +10, Hide +11, Perform (dancing/singing) +14, Swim +15, Wilderness Lore +10, Dodge, Expertise.
SA – Charming Song (Sp): At will, a siren can sing a special song that functions like a charm person (caster level 2; DC 14), except that it lasts 11 hours and affects every creature that hears it.
SA – Spell-like Abilities (Sp): 1/day – fog cloud, invisibility and polymorph other. Caster level 11th; save DC 13 + spell level.
SQ – Deflection (Su): A siren is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus.
SQ – Soothing Touch (Su): A siren, if it desires, can use its touch to restore 1d6 points of Intelligence damage caused by any siren.
Reward: The party should receive a CR 12 reward for freeing the siren as well as gaining a life-long friend.
Treasure Conversion
· Small Bag of Holding: Convert to Bag of Holding (Type I).
· Bracers AC 6: Convert to Bracers of Armor +4.
· Potions of Extra Healing: Convert to Potions of Cure Serious Wounds.
· Ring of Feather Falling: No conversion necessary.
23. FALSE/TRUE DOOR (EL 13)
Search (DC 20): Find secret door.
Juggernaut Trap: CR 13; mechanical; touch trigger (opening the eastern door); repair reset; gas; multiple targets (all creatures in the passage); poison (sleep gas, DC 18 Fortitude save resists, Unconsciousness/Unconsciousness); never miss; onset delay (1 round); Search DC 30; Disable Device DC 30.
Note: See encounter description for specifics of juggernaut movement and effect.
24. ADAMANTITE DOOR
No updates.
25. THE PILLARED THRONE ROOM (EL 10)
Demon (Type I): Convert to Demon (Retriever).
26. SMALL ROOM WITH DOOR OF ELECTRIC BLUE (EL 3)
Mummy
27. THE PORTAL OF SCINTILLATING VIOLET (EL 9)
Magical Swords & Shield:
· Use the Sunder special attack rules in the Player’s Handbook for details of how to strike the animated items. The shield will always be struck before the sword when sundering.
· Animated Set 1: Small Constructs; hp 5 (sword), 10 (shield); Init 0; Speed 30 ft.; Atk +2 melee (1d8+2/crit 19-20, long sword).
· Set 2: Atk +3 melee (1d8+3, long sword); hardness 10; hp 6 (sword), hp 11 (shield).
· Set 3: Atk +4 melee (1d8+4, long sword); hardness 10; hp 7 (sword), hp 12 (shield).
· and so on…until
· Set 8: Atk +9 melee (1d8+9, long sword); hardness 10; hp 12 (sword), hp 17 (shield).
28. THE WONDROUS FOYER (EL 8)
Key: Protected as per the antipathy spell (Will save (DC 24)), except that it affects all creatures.
29. THE VALVES OF MITHRIL (EL 8)
Blood effects
· Cone of cold – Freeze blood for 3 rounds
· Create water – Turns blood to normal water
· Cure (4 light, 3 moderate, 2 serious, 1 critical or 1 heal) – Staunches blood flow
· Disintegrate – Destroys all blood
· Fire (including fireball and non-magical fire) – Turns blood into deadly poison (Inhaled Fort DC 30, Death/Death). Those within 5 ft. passage to throne receive a +5 circumstance bonus.
· Levitate – Coagulates blood upwards, and becomes an Ooze (Ochre Jelly).
· Polymorph (Any) – Turns blood into 3d4 Wights.
· Raise Dead / Resurrection (Any) – Turns blood into a ghost, which casts bless and circle of healing on the party as a level 10 cleric.
30. THE FALSE TREASURE ROOM (EL 8)
Bronze Urn
· Efreet: Convert to Genie (Efreeti).
Iron Chests
· Poison Needle Trap: CR 5; mechanical; touch trigger; manual reset; Atk +12 ranged (1 plus poison); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Search DC 20; Disable Device DC 20.
Search (DC 15): Find ring pull once statue is moved.
31.
No updates.
32. SECRET DOOR
Search (DC 20): Find the secret door.
33. THE CRYPT OF ACERERAK THE DEMI-LICH (EL 17)
Keyhole Trap: CR 4; magic device; touch trigger (inserting first key); repair reset; explosion (5d6, shrapnel); never miss; Search DC 29; Disable Device DC 29.
Compacting Room: CR 4; mechanical; touch trigger (turning second key); manual reset; multiple targets (all creatures in southern 15-ft. of room); floor moves to ceiling (12d6, crush); never miss; onset delay (1 round); Search DC 20; Disable Device DC 20.
Treasure Conversion
· 12 potions, 6 scrolls, 1 ring, 1 rod, 1 staff: Roll randomly on the appropriate tables using the Medium rating.
· 3 miscellaneous magic items: Roll randomly on the Medium Wondrous Items table.
· +4 sword of defending: Convert to bastard sword +4 (defending).
· 2 cursed swords: Convert to Sword, Berserking and –2 Sword, Cursed.
· Cursed spear of backbiting: Convert to Spear, Cursed Backbiter.
Ghost Wiz10 (Necromancer): CR 15; Medium Undead (Incorporeal); HD 10d12; hp 55; Init +6; Speed fly 30 ft. (perfect); AC 13 (+2 Dex, +1 deflection); BAB/Grapple +5/+5; Atk +7 melee touch (1d6 and drain, touch); SA Spells, corrupting gaze, corrupting touch, draining touch, frightful moan, horrific appearance, malevolence, manifestation, telekinesis; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits; AL CE; SV Fort +4, Ref +8, Will +8; Str 10, Dex 14, Con -, Int 18, Wis 12, Cha 12.
Skills and Feats: Concentration +13, Craft (alchemy) +14, Knowledge (arcane) +17, Knowledge (history) +14, Knowledge (planes) +17, Listen +1, Search +6, Spellcraft +17, Spot +1, Brew Potion, Combat Casting, Craft Wondrous Item, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Penetration.
SA – Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range up to 30 feet. Creature’s that meet the ghost’s gaze must succeed on a Fortitude save (DC 16) or take 2d10 points of damage and 1d4 points of Charisma damage.
SA – Corrupting Touch (Su): A ghost that hits a living target with its incorporeal attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to the attack rolls only.
SA – Draining Touch (Su): A ghost that hits a living target with its incorporeal attack drains 1d4 points from any one ability score it selects. On each successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to the attack rolls only.
SA – Frightful Moan (Su): The ghost can moan as a standard action. All living creatures within 30 ft. radius must make a Will save (DC 16) or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for one day.
SA – Horrific Appearance (Su): Any living creature within 60 ft. that views the ghost must succeed at a Fortitude save (DC 16) or immediately suffer 1d4 points of permanent Strength, 1d4 points of permanent Dexterity and 1d4 points of permanent Constitution drain. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for one day.
SA – Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to magic jar as cast by a 10th level sorcerer, except that it does not require a receptacle. If the attack succeeds, the ghost’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC 16). A creature that successfully saves is immune to that ghost’s malevolence for one day.
SA – Manifestation (Su): As ethereal creatures, ghosts cannot affect or be affected by anything in the material world. When they manifest, ghosts become visible but remain incorporeal. However, a manifested ghost can strike with its touch attack or ghost touch weapon. A manifested ghost remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on material targets.
SA – Telekinesis (Su): The ghost can use telekinesis once per round as a free action, as cast by 12th level sorcerer. When a ghost uses this power, it must wait 1d4 rounds before using it again.
SQ – Rejuvenation (Su): The ghost which is destroyed will reform in 2d4 days. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against a DC 16. The only way to get rid of the ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace.
Spells Prepared (DC 14 + spell level): 4 4 4 3 3 2
0 – disrupt undead*, resistance (x4);
1 – ray of enfeeblement*, burning hands (x2), magic missile (x3);
2 – scare*, blindness/deafness, darkness, scare, shatter (x2);
3 – vampiric touch*, dispel magic, lightning bolt (x3);
4 – enervation*, contagion, fear, minor globe of invulnerability, polymorph other;
5 – magic jar*, cone of cold, transmute rock to mud;
Prohibited School: Enchantment.
* Bonus necromantic spells
Demilich, Lesser: CR 17; Diminuitive Undead; HD 12d12; hp 78; Init +6; Speed fly 90 ft. (perfect); AC 32 (+4 size, +3 Dex, +5 natural, +10 insight); BAB/Grapple +6/-6; Atk +10 melee touch (3d6 and paralyzing touch); Face/Reach 1/0; SA Trap the soul, fear aura, paralyzing touch, spell-like abilities; SQ Undead, damage reduction 15/magic and bludgeoning-, turn resistance +12, immunity (cold, electricity, magic, polymorph), resistance 10 (acid, fire, sonic); AL CE; SV Fort +4, Ref +6, Will +12; Str 10, Dex 14, Con -, Int 23, Wis 17, Cha 15.
Skills and Feats: Alchemy +21, Concentration +15, Hide +21, Knowledge (arcana, undead) +21, Knowledge (planes, dragons, history, local) +16, Listen +14, Move Silently +21, Scry +17, Search +21, Sense Motive +15, Spellcraft +21, Spot +14, Brew Potion, Combat Casting, Craft Wondrous Item, Enlarge Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Penetration.
SA – Trap the Soul (Su): A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects any target within 200 feet. The target is allowed a Fortitude save (DC 24). If the target makes its saving throw, it gains two negative levels and does not count as a use of this ability. If the target fails its save, the soul of the target is instantly drawn from its body and trapped within one of the gems incorporated into the demilich’s form. The gem gleams wickedly for 24 hours, indicating the captured soul within. The soulless body collapses in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices, the demilich slowly devours the soul over 24 hours. At the end of that time, the soul is completely absorbed and the victim is forever gone. If the demilich is overcome before the soul is eaten, crushing the gem releases the soul, after which time it is free to seek the afterlife or be returned to its body by the user of either resurrection, true resurrection, clone, or miracle. A potential victim protected by a death ward spell is not immune to trap the sould, but receives a +5 bonus on its Fortitude saving throw. Negative energy protection is effective against the level loss.
SA – Fear Aura (Su): Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 4 HD in a 60-foot radius that look at the demilich must succeed at a Will save (DC 16) or be affected as though by fear as cast by a 12th level caster.
SA – Paralyzing Touch (Su): Any living creature a demilich touches must succeed at a Fortitude check (DC 24) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect can not be dispelled. Anyone paralyzed by the demilich seems dead, though a successful Spot check (DC 20) or Heal check (DC 15) reveals the victim is still alive.
SA – Spell-like Abilities (Sp): Caster level 12, DC 16 + spell level. At will – alter self, bestow curse, create undead, death knell, dispel magic, enervation, inflight critical wounds (to heal self), telekinesis.
SQ – Magic Immunity (Su): The demi-lich is immune to all spells, spell-like abilities and supernatural effects, except as follows:
· dispel chaos / dispel evil – Inflicts 3d6 points of damage (Fort save for half).
· shatter – Affects demilich as a crystalline creature.
· Holy smite – Affects demilich normally.
Special Module S1: Tomb of Horrors, Dungeons & Dragons, D&D, Advanced Dungeons & Dragons, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of Wizards of the Coast® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/files/ESDpolicy.rtf
The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.
To obtain a digital copy of the original source material this conversion is derived from, please link to: www.svgames.com/tsr9058esd.html
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Special Module S1: Tomb of Horrors, © 1978 Wizards of the Coast, Inc.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.
d20 System™ Conversion of Special Module S1: Tomb of Horrors, ©2003 John P. Gregory. All rights reserved.