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11.

Courtyard Pool
Creature (EL 3): Water Weird
Water Weird: CR 3; Medium Elemental (Water, Extraplanar); HD 4d8+12; hp 30; Init +3; Spd 20 ft.,
Swim 90ft.; AC 21, touch 12, flat-footed 18, (+3 Dex, 8 Natural); BAB +3; Grap +6; Atk Slam +6 melee
(1d8+4); SA Drench, Drown, Improved Grab; SQ DR 5/-, Darkvision 60 ft., Elemental Traits; AL CN; SV
Fort +3, Ref +3, Will +0; Str 16, Dex 17, Con 17, Int 12, Wis 11, Cha 11
Skills & Feats: Listen +3, Spot +4; Weapon Focus (Slam), Combat Reflexes
Drench: The Weirds touch puts out torches, campfires, exposed lanterns and other open
flames of non-magical nature if they are of large size or smaller. The creature can dispel magical fire it
touches as the spell (caster level equals the Weirds HD).
Drown (Ex): If the Weird succeeds on its Improved Grab then the victim is pulled into the
Weirds pool. Each round the victim must make Fortitude save DC 15 or begin drowning
13. Southeast Shrine
Creature (EL 4): Gargoyle
Gargoyle: CR 4; Medium Monstrous Humanoid (Earth); HD 4d8+16 hp 34; Init +2; Spd 40 ft., Fly 60 ft.
(Average); AC 16, touch 12, flat-footed 14, (+2 Dex, +4 Natural ); BAB +4; Grap +6; Atk Claw +9
melee (1d6+2); Full Atk 2 Claws +9 melee (1d6+2) and Bite +7 melee (1d6+1) and Gore +7 melee
(1d6+1); SQ DR 10/Magic, Darkvision 60ft., Freeze; AL CE; SV Fort +5, Ref +6, Will +4; Str 20, Dex 14,
Con 18, Int 6, Wis 11, Cha 7
Skills and Feats: Hide +7, Listen +4, Spot +4; Multiattack, Improved Natural Attack (Claw),
Flyby
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must
succeed on a DC 20 Spot check to notice the gargoyle is really alive.
20. Storage Room
Creatures (EL 8): 5 Siswa, Dusk3
Siswa, Duskblade3: CR 3; Medium Humanoid (Elf); HD 3d8+3; hp 16; Init +6; Spd 30 ft.; AC 17,
touch 12, flat-footed 15, (+2 Dex, +4 Chain Shirt, +1 Light Wooden Shield ); BAB +3; Grap +5; Atk
Mwk Longsword +6 melee (1d8+2/19-20); Full Atk Mwk Longsword +6 melee (1d8+2/19-20); SA SpellLike Abilities, Arcane Channeling; SQ Armored Mage, Low-Light Vision, Immunity to Sleep Effects, +2
racial saving throw against enchantment spells or effects; AL NG; SV Fort +3, Ref +3, Will +3(+5); Str
14, Dex 15, Con 10, Int 16, Wis 11, Cha 10
Skills and Feats: Concentration +11, Decipher Script +7, Knowledge (Arcana) +10,
Knowledge (History) +9, Knowledge (Planes) +9, Spellcraft +12; Improved Initiative, Combat Reflexes,
Combat Casting
Spell-Like Abilities: 6/day Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the
spell through the weapon with a melee attack. Casting a spell in this manner does not provoke an
attack of opportunity. The spell must have a casting time of 1 standard action or less. If the melee
attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Spells Known: (2/4) 0- Acid Splash, Touch of Fatigue; 1 st Color Spray, Ray of Enfeeblement,
Shocking Grasp, True Strike
Spells per day: (5/5; DC 13+Spell Level)
Possessions: Mwk Longsword, Mwk Chain Shirt

21. Hall Junction


Creatures (EL 7): 4 Bandits, Bar3

Bandits, Barbarian 3: CR 3; Medium Humanoid (Human); HD 3d8+6; hp 20; Init +1; Spd 40 ft.; AC
16, touch 11, flat-footed 16, (+1 Dex, +5 Breastplate); BAB +3; Grap +6; Atk Mwk Greatsword +8
melee (2d6+4/19-20) or Longbow +4 ranged (1d8+3/x3); Full Atk Mwk Greatsword +8 melee
(2d6+4/19-20) or Longbow +4 ranged (1d8+3/x3); SQ Fast Movement, Illiteracy, Rage 1/day, Uncanny
Dodge, Trap Sense +1; AL CN; SV Fort +5, Ref +2, Will +2(+5); Str 16, Dex 13, Con 14, Int 12, Wis 12,
Cha 10
Skills and Feats: Survival +8, Listen +8, Jump +7, Climb +3, Swim +1, Handle Animal +6,
Ride +8; Weapon Focus (Greatsword), Dodge, Mobility
Rage (Ex): Gain a +4 bonus to Str/Con, +2 morale bonus to Will Saves, -2 penalty to AC; 7
rounds
Possessions: Mwk Greatsword, Mwk Breastplate, Longbow (16str), 10 Arrows
24. Cloak Room
Creature (EL 3): Alaeki, Dusk3
Alaeki, Duskblade3: CR 3; Medium Humanoid (Elf); HD 3d8+3; hp 27; Init +6; Spd 30 ft.; AC 17,
touch 12, flat-footed 15, (+2 Dex, +4 Chain Shirt, +1 Light Wooden Shield ); BAB +3; Grap +5; Atk
Mwk Longsword +6 melee (1d8+2/19-20); Full Atk Mwk Longsword +6 melee (1d8+2/19-20); SA SpellLike Abilities, Arcane Channeling; SQ Armored Mage, Low-Light Vision, Immunity to Sleep Effects, +2
racial saving throw against enchantment spells or effects; AL NG; SV Fort +3, Ref +3, Will +3(+5); Str
14, Dex 15, Con 10, Int 16, Wis 11, Cha 10
Skills and Feats: Concentration +11, Decipher Script +7, Knowledge (Arcana) +10,
Knowledge (History) +9, Knowledge (Planes) +9, Spellcraft +12; Improved Initiative, Combat Reflexes,
Combat Casting
Spell-Like Abilities: 6/day Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the
spell through the weapon with a melee attack. Casting a spell in this manner does not provoke an
attack of opportunity. The spell must have a casting time of 1 standard action or less. If the melee
attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Spells Known: (2/4) 0- Disrupt Undead, Ray of Frost; 1st Blade of Blood, Kelgores Fire Bolt,
Magic Weapon, Shocking Grasp
Spells per day: (5/5; DC 13+Spell Level)
Possessions: Mwk Longsword, Mwk Chain Shirt
27g. Priesthood Cell
Creatures (EL 6): 3 Siswa, Dusk3
Siswa, Duskblade3: CR 3; Medium Humanoid (Elf); HD 3d8+3; hp 16; Init +6; Spd 30 ft.; AC 17,
touch 12, flat-footed 15, (+2 Dex, +4 Chain Shirt, +1 Light Wooden Shield ); BAB +3; Grap +5; Atk
Mwk Longsword +6 melee (1d8+2/19-20); Full Atk Mwk Longsword +6 melee (1d8+2/19-20); SA SpellLike Abilities, Arcane Channeling; SQ Armored Mage, Low-Light Vision, Immunity to Sleep Effects, +2
racial saving throw against enchantment spells or effects; AL NG; SV Fort +3, Ref +3, Will +3(+5); Str
14, Dex 15, Con 10, Int 16, Wis 11, Cha 10
Skills and Feats: Concentration +11, Decipher Script +7, Knowledge (Arcana) +10,
Knowledge (History) +9, Knowledge (Planes) +9, Spellcraft +12; Improved Initiative, Combat Reflexes,
Combat Casting
Spell-Like Abilities: 6/day Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the
spell through the weapon with a melee attack. Casting a spell in this manner does not provoke an
attack of opportunity. The spell must have a casting time of 1 standard action or less. If the melee
attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Spells Known: (2/4) 0- Acid Splash, Touch of Fatigue; 1 st Color Spray, Ray of Enfeeblement,
Shocking Grasp, True Strike
Spells per day: (5/5; DC 13+Spell Level)
Possessions: Mwk Longsword, Mwk Chain Shirt
27n. Dark Cell

Creatures (EL 8): 5 Siswa, Dusk3


27o. Dark Cell
Creatures (EL 8): 5 Siswa, Dusk3
29. Siswa Guards
Creatures (EL 7): 2 Elite Siswa, Dusk5
Elite Siswa, Duskblade5: CR 5; Medium Humanoid (Elf); HD 5d8+5; hp 25; Init +7; Spd 30 ft.; AC 18,
touch 13, flat-footed 15, (+3 Dex, +5 Breastplate); BAB +5; Grap +7; Atk Mwk Greatsword +8 melee
(2d6+3/19-20); Full Atk Longsword +8 melee (2d6+3/19-20); SA Spell-Like Abilities, Arcane
Channeling; SQ Armored Mage, Quick Cast 1/dayLow-Light Vision, Immunity to Sleep Effects, +2 racial
saving throw against enchantment spells or effects; AL NG; SV Fort +4, Ref +4, Will +4(+6); Str 14,
Dex 16, Con 10, Int 16, Wis 11, Cha 10
Skills and Feats: Concentration +13, Decipher Script +9, Knowledge (Arcana) +12,
Knowledge (History) +11, Knowledge (Planes) +11, Spellcraft +14; Improved Initiative, Combat
Reflexes, Combat Casting
Spell-Like Abilities: 6/day Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the
spell through the weapon with a melee attack. Casting a spell in this manner does not provoke an
attack of opportunity. The spell must have a casting time of 1 standard action or less. If the melee
attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Quick Cast: 1/day you can cast a spell as a swift action, if the casting time is 1 Standard
Action or less
Spells Known: (2/4/2) 0- Acid Splash, Touch of Fatigue; 1st Color Spray, Ray of Enfeeblement,
Shocking Grasp, True Strike; 2nd Animalistic Power, Ghoul Touch
Spells per day: (6/6/3; DC 13+Spell Level)
Possessions: Mwk Greatsword, Mwk Breastplate
30. Hallways of the Great Temple
Creatures (EL 3): Gelatinous Cube
Gelatinous Cube: CR 3; Large Ooze HD 4d10+32; hp 54; Init -5; Spd 15 ft.; AC 4, touch 4, flat-footed
4, (-1 Size, -5 Dex); BAB +3; Grap +7; Atk Slam +2 melee (1d6 plus 1d6 acid); Full Slam +2 melee
(1d6 plus 1d6 acid); SA Acid, Engulf, Paralysis; SQ Blindsight 60ft., Immunity to Electricity, Ooze Traits,
Transparent; AL N; SV Fort +9, Ref -4, Will -4; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1
Skills and Feats: None
Acid (Ex): A gelatinous cube's acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly gelatinous cube can simply mow down Large or smaller
creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The
gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents
can make opportunity attacks against the cube, but if they do so they are not entitled to a saving
throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be
engulfed; on a success, they are pushed back or aside (opponent's choice) as the cube moves forward.
Engulfed creatures are subject to the cube's paralysis and acid, and are considered to be grappled and
trapped within its body.
Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's
melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The
cube can automatically engulf a paralyzed opponent.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes
a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically
engulfed.
35. Great Temple
Creature (EL 8): Bone Golem

Creatures (EL 3): Gelatinous Cube, hp 54


Bone Golem: CR 8; Large Construct; HD 11d10+30; hp 90; Init +6; Spd 30 ft.; AC 21, touch 11, flatfooted 19, (-1 Size, +2 Dex, 10 Natural); BAB +11; Grap +19; Atk Double Bladed Sword +15 melee
(2d6+6); Full Double Bladed Swords +13/+13 melee (2d6+6) and Off-Hand Double Bladed Swords
+13/+13 melee (2d6+3); SA Bone Prison; SQ Construct Traits, DR 5/Adamantine and Bludgeoning,
Darkvision 60ft., Immunity to Magic, Low-Light Vision; AL N; SV Fort +3, Ref +5, Will +3; Str 18, Dex
15, Con -, Int -, Wis 10, Cha 1
Skills and Feats: None
Bone Prison (Ex): As a standard action, make a ranged touch attack to hit a target within
30ft. These bones magically duplicate and form a cage surrounding struck creatures. Each round, the
cage makes a grapple check. The target can escape the grapple normally, or can break out of the
bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the
bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one
bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first
destroy the existing one.
Immunity to Magic (Ex): The Golem is immune to any spell or spell-like ability that allows
SR. In addition, certain spells and effects function differently against the creature, as noted below.

Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4
rounds (no save).

A magical attack that deals negative energy damage breaks any slow effect on the
golem and heals 1 point of damage for every 3 points of damage the attack would
otherwise deal. If the healing would cause the golem to exceed its full normal hit
points, it gains any excess as temporary hit points. A bone golem gets no saving throw
against attacks that deal negative energy damage.

A raise dead, resurrection, or true resurrection spell negates its DR and immunity to
magic for 1 minute.
37. Library
Creatures (EL 9): The Rahib, Clr9
The Rahib: Male human Clr9; CR 9; Medium humanoid (human); HD 9d8+12; hp 84; Init +1; Spd
20 ft.; AC 23, touch 13, flat-footed 22 (+1 Dex, +10 armor, +2 Force Shield); BAB +6; Grap +9; Atk
Morningstar +10 melee (1d8+3,+2d6 vs Good); SQ Rebuke undead 7/day; AL NE; SV Fort +8, Ref
+4, Will +11; Str 16, Dex 13, Con 14, Int 12, Wis 20, Cha 18
Skills & Feats: Concentration +18, Diplomacy +16, Knowledge (religion) +13, Spellcraft +13;
Combat Casting, Scribe Scroll, Silent Spell
Spells Prepared (6/7/6/5/4/3; save DC = 15 + spell level): 0 detect magic, light, read
magic, resistance, detect Poison, Purify Food and Drink; 1st bane, cure light wounds, divine favor,
inflict light wounds, sanctuary, shield of faith, entropic shield*; 2nd bull strength, cure moderate
wounds, inflict light wounds(Silent), resist energy, spiritual weapon, aid*; 3rd bestow curse, cure
serious wounds, inflict moderate wounds(Silent), meld into stone, magic circle vs good*; 4 th cure
critical wounds, divine power, inflict serious wounds(Silent), freedom of movement*; 5 th spell
resistance, spell immunity(Silent), dispel good* (*Domain Spell)
Domains: Luck (1/day Reroll a roll), Evil (cast evil spells at +1 caster level).
Possessions: +2 Full plate, clerical robes, +1 Unholy Morningstar, Staff of Enchantment -16c-,
Ring of Force Shield, Quaals Feather Token (Whip)
40. The Rahibs Bedchamber
Creatures (EL 6): 2 Black Pathers
Black Panther: CR 5; Medium Animal; HD 5d8+10; hp 38; Init +5; Spd 40 ft., Climb 20ft.; AC 16,
touch 15, flat-footed 11, (+5 Dex, +1 Natural); BAB +3; Grap +5; Atk Bite +8 melee (1d6+3); Full Atk
Bite +8 melee (1d6+3) and 2 Claws +3 melee (1d3+1); SA Improved Grab, Pounce, Rake; SQ LowLight Vision, Scent; AL N; SV Fort +6, Ref +9, Will +4; Str 16, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Skills and Feats: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8,
Spot +6; Alertness, Weapon Finesse

Improved Grab (Ex): If the panther hits with the bite it can start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple check it establishes a hold and can
rake.
Pounce (Ex): If the panther charges the foe it can make a full attack, including two rake
attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d3+1
42. Ular-Tamans Room
Creature (EL 10): Guardian Naga (MM 192 if they are dumb enough to fight it)

46. Storage Room


Creatures (EL 4): 8 Fiendish Dire Rats
Fiendish Dire Rat: CR 1/2; Small Magical Beast (Augmented Animal, Extraplanar); HD 1d8+1; hp 5;
Init +3; Spd 40 ft., Climb 20ft.; AC 15, touch 14, flat-footed 11, (+1 Size, +3 Dex, +1 natural); BAB +0;
Grap -4; Atk Bite +4 melee (1d4 plus disease); Full Atk Bite +4 melee (1d4 plus disease); SA Disease,
Smite Good; SQ Darkvision 60ft. Resistance to cold and fire 5, scent, Spell Resistance 6; AL NE; SV Fort
+3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Skills & Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11;
Alertness, Weapon Finesse.
Disease (Ex): Filth feverbite, Fortitude DC 11 incubation period 1d3 days, damage 1d3 Dex
and 1d3 Con.
Smite Good (Su): Once per day, can make a normal melee attack to deal extra damage equal
to its HD total (maximum of+20) against a good foe.
49b. Prisoner Cells
Creature (EL 4): Baik Telor, Mnk4
Baik Telor, Monk 4: CR 4; Medium Humanoid (Human); HD 4d8; hp 32; Init +2; Spd 40 ft.; AC 17,
touch 16, flat-footed 15, (+2 Dex, +5 Wis, +1 Armor, +1 Deflection); BAB +3; Grap +4; Atk Unarmed
Strike +4 melee (1d8+1); Full Atk Unarmed Strike +4 melee (1d8+1) or Flurry of Blows +2/+2 melee
(1d8+1); SA Flurry of Blows, Ki Strike +1; SQ Evasion, Slow Fall 20ft., Still Mind; AL N; SV Fort +4, Ref
+6, Will +7(+9); Str 13, Dex 14, Con 10, Int 12, Wis 16, Cha 10
Skills and Feats: Balance +7, Diplomacy +7, Hide +9, Knowledge (Religion) +6, Move
Silently +9, Sense Motive +10, Tumble +9; Improved Unarmed Strike, Improved Grapple, Deflect
Arrows, Dodge, Mobility, Stunning Fist
Possessions: Bracers of Armor +1, Ring of Protection +1, Oil of Magic Weapon, Potion of
Barkskin +2
49r. Prisoner Cells
Creature (EL 5): Haanes, Dusk5
Haanes, Duskblade5: CR 5; Medium Humanoid (Elf); HD 5d8+5; hp 25; Init +7; Spd 30 ft.; AC 18,
touch 13, flat-footed 15, (+3 Dex, +5 Breastplate); BAB +5; Grap +7; Atk Mwk Greatsword +8 melee
(2d6+3/19-20); Full Atk Longsword +8 melee (2d6+3/19-20); SA Spell-Like Abilities, Arcane
Channeling; SQ Armored Mage, Quick Cast 1/dayLow-Light Vision, Immunity to Sleep Effects, +2 racial
saving throw against enchantment spells or effects; AL NG; SV Fort +4, Ref +4, Will +4(+6); Str 14,
Dex 16, Con 10, Int 16, Wis 11, Cha 10

Skills and Feats: Concentration +13, Decipher Script +9, Knowledge (Arcana) +12,
Knowledge (History) +11, Knowledge (Planes) +11, Spellcraft +14; Improved Initiative, Combat
Reflexes, Combat Casting
Spell-Like Abilities: 6/day Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the
spell through the weapon with a melee attack. Casting a spell in this manner does not provoke an
attack of opportunity. The spell must have a casting time of 1 standard action or less. If the melee
attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Quick Cast: 1/day you can cast a spell as a swift action, if the casting time is 1 Standard
Action or less
Spells Known: (2/4/2) 0- Acid Splash, Touch of Fatigue; 1st Blade of Blood, Chill Touch,
Shocking Grasp, True Strike; 2nd Animalistic Power, Touch of Idiocy
Spells per day: (6/6/3; DC 13+Spell Level)
Possessions: Mwk Greatsword, Mwk Breastplate
51. Corridor of the Unexpected
Creature (EL 6): 2 Bandits, Barb4
Bandits, Barbarian 4: CR 4; Medium Humanoid (Human); HD 4d8+8; hp 26; Init +1; Spd 40 ft.; AC
17, touch 11, flat-footed 15, (+2 Dex, +5 Breastplate); BAB +4; Grap +7; Atk Mwk Greatsword +9
melee (2d6+4/19-20) or Longbow +6 ranged (1d8+3/x3); Full Atk Mwk Greatsword +9 melee
(2d6+4/19-20) or Longbow +6 ranged (1d8+3/x3); SQ Fast Movement, Illiteracy, Rage 1/day, Uncanny
Dodge, Trap Sense +1; AL CN; SV Fort +5, Ref +2, Will +2(+5); Str 16, Dex 14, Con 14, Int 12, Wis 12,
Cha 10
Skills and Feats: Survival +8, Listen +8, Jump +7, Climb +3, Swim +1, Handle Animal +6,
Ride +8; Weapon Focus (Greatsword), Dodge, Mobility
Rage (Ex): Gain a +4 bonus to Str/Con, +2 morale bonus to Will Saves, -2 penalty to AC; 7
rounds
Possessions: Mwk Greatsword, Mwk Breastplate, Longbow (16str), 10 Arrows
58. Outer East Vault
Creatures (EL 3): Gelatinous Cube
Gelatinous Cube: CR 3; Large Ooze HD 4d10+32; hp 54; Init -5; Spd 15 ft.; AC 4, touch 4, flat-footed
4, (-1 Size, -5 Dex); BAB +3; Grap +7; Atk Slam +2 melee (1d6 plus 1d6 acid); Full Slam +2 melee
(1d6 plus 1d6 acid); SA Acid, Engulf, Paralysis; SQ Blindsight 60ft., Immunity to Electricity, Ooze Traits,
Transparent; AL N; SV Fort +9, Ref -4, Will -4; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1
Skills and Feats: None
Acid (Ex): A gelatinous cube's acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly gelatinous cube can simply mow down Large or smaller
creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The
gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents
can make opportunity attacks against the cube, but if they do so they are not entitled to a saving
throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be
engulfed; on a success, they are pushed back or aside (opponent's choice) as the cube moves forward.
Engulfed creatures are subject to the cube's paralysis and acid, and are considered to be grappled and
trapped within its body.
Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's
melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The
cube can automatically engulf a paralyzed opponent.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes
a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically
engulfed.
64. Spider Lair
Creature (EL 1): Monstrous Spider

Monstrous Spider: CR 1; Medium Vermin HD 3d8+3; hp 20; Init +3; Spd 30 ft. Climb 20ft.; AC 14,
touch 13, flat-footed 11, (+3 Dex, +1 Natural); BAB +1; Grap +1; Atk Bite +4 melee (1d6 plus poison);
Full Bite +4 melee (1d6 plus poison); SA Poison, Web; SQ Darkvision 60ft., Tremorsense 60ft., Vermin
Traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +15, Jump +0, Move Silently +8, Spot +4; Weapon Finesse,
Ability Focus (Poison)
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d4 Str, secondary damage 1d4 Str
Web (Ex): 8/day, Range 10ft., Escape Artist DC 12, Break DC 16, HP 6 DR 5/65. Magicians Cell
Creature (EL 6): Merdiz, Human Wiz5
Merdiz: CR 6; Medium Humanoid (Human); HD 6d4+6; hp 32; Init +2; Spd 30 ft.; AC 16, touch 12,
flat-footed 14, (+2 Dex, +4 Mage Armor); BAB +3; Grap +3; Atk Club +3 melee (1d6); Full Club +3
melee (1d6); SA Immediate Magic (Enchantment) ; AL NE; SV Fort +3, Ref +4, Will +5; Str 10, Dex 14,
Con 12, Int 17, Wis 10, Cha 13
Skills and Feats: Concentration +14, Decipher Script +12, Knowledge (Arcana) +12,
Knowledge (History) +12, Spellcraft +12; Scribe Scroll, Spell Mastery (Mage Armor, Tashas Hideous
Laughter, Hold Person), Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Eschew
Materials
Spells Prepared (4/4/4/3; save DC = 13(15) + spell level): 0 Read Magic x4; 1 st Mage
Armorx4; 2nd Tashas Hideous Laughter x4; 3rd Hold Person x3
Spells Known: 0 All, 1st Charm Person, Comprehend Languages, Hypnotism, Mage Armor,
Protection from Good; Shield, Sleep; 2nd Locate Object; Magic Mount; Melfs Acid Arrow, Minor Image,
Summon Monster II, Tashas Hideous Laughter, Touch of Idiocy; 3 rd Blink, Deep Slumber, Hold Person,
Summon Monster III
Possessions: Mwk Sling, 10 Bullets, Sickle, Scarab Golembane, Candle of Truth

76. Kitchen
Creature (EL 8): Karelena, Green Hag Wiz7
Black Panther
Karelena: CR 8; Medium Monstrous Humanoid (Elf); HD 9d8+9 plus 7d4+7; hp 74; Init +2; Spd 30 ft.;
AC 20, touch 12, flat-footed 18, (+2 Dex, +4 Mage Armor, +4 Shield); BAB +12; Grap +16; Atk Mwk
Longsword +13 melee (1d8+4/19-20); Full Atk Mwk Longsword +13 melee (1d8+4/19-20); SA SpellLike Abilities, Weakness, Mimicry; SQ Low-Light Vision, Spell Resistance 18; AL CE; SV Fort +8, Ref +10,
Will +13(+15); Str 19, Dex 14, Con 12, Int 20, Wis 14, Cha 14
Skills and Feats: Concentration +12, Craft (Alchemy) +16, Decipher Script +15, Hide +15,
Knowledge (Arcana) +16, Knowledge (History) +16, Knowledge (Nature) +16, Listen +15, Spellcraft
+17, Spot +15, Swim +17; Combat Casting, Ability Focus (Weakness), Scribe Scroll, Eschew Materials,
Empower Spell, Maximize Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation)
Spell-Like Abilities (Sp): At Will: Dancing Lights, Disguise Self, Ghost Sounds (DC 12),
Invisibility, Pass without Trace, Tongues, Water Breathing; Caster Level 9 th
Weakness (Su): A Green Hag can weaken a foe by making a special touch attack; Fortitude
DC 18 or take 2d4 Strength Damage.
Mimicry (Ex): A Green Hag can imitate the sounds of almost any animal found near its lair.
Spells Prepared (4/6/4/3/1; save DC = 15(17) + spell level):
Spells Known: 0 All, 1st Mage Armor, Shield, Magic Missile, Charm Person, Shocking Grasp,
Reduce Person, Obscuring Mist, Ray of Enfeeblement, Protection from Good, Detect Secret Doors; 2 nd
Ghoul Touch, Arcane Lock, Web, Touch of Idiocy; 3 rd Fireball, Displacement, Gaseous Form, Dispel
Magic; 4th Stoneskin, Phantasmal Killer, (Ice Storm), (Shout); 5th (Cloudkill), (Baleful Polymorph),
[Cone of Cold], [Magic Jar]; 6th [Disintegrate], [Chain Lighting]
Possessions: Circlet of Blasting, Minor; Mwk Longsword

Black Panther: CR 5; Medium Animal; HD 5d8+10; hp 38; Init +5; Spd 40 ft., Climb 20ft.; AC 16,
touch 15, flat-footed 11, (+5 Dex, +1 Natural); BAB +3; Grap +5; Atk Bite +8 melee (1d6+3); Full Atk
Bite +8 melee (1d6+3) and 2 Claws +3 melee (1d3+1); SA Improved Grab, Pounce, Rake; SQ LowLight Vision, Scent; AL N; SV Fort +6, Ref +9, Will +4; Str 16, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Skills and Feats: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8,
Spot +6; Alertness, Weapon Finesse
Improved Grab (Ex): If the panther hits with the bite it can start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple check it establishes a hold and can
rake.
Pounce (Ex): If the panther charges the foe it can make a full attack, including two rake
attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d3+1
77. Gas-filled room.
Creatures (EL 4): 8 Fiendish Dire Rats
Fiendish Dire Rat: CR 1/2; Small Magical Beast (Augmented Animal, Extraplanar); HD 1d8+1; hp 5;
Init +3; Spd 40 ft., Climb 20ft.; AC 15, touch 14, flat-footed 11, (+1 Size, +3 Dex, +1 natural); BAB +0;
Grap -4; Atk Bite +4 melee (1d4 plus disease); Full Atk Bite +4 melee (1d4 plus disease); SA Disease,
Smite Good; SQ Darkvision 60ft. Resistance to cold and fire 5, scent, Spell Resistance 6; AL NE; SV Fort
+3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Skills & Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11;
Alertness, Weapon Finesse.
Disease (Ex): Filth feverbite, Fortitude DC 11 incubation period 1d3 days, damage 1d3 Dex
and 1d3 Con.
Smite Good (Su): Once per day, can make a normal melee attack to deal extra damage equal
to its HD total (maximum of+20) against a good foe.
80. Siswas Room
Creatures (EL 11): 8 Elite Siswa, Dusk5
Elite Siswa, Duskblade5: CR 5; Medium Humanoid (Elf); HD 5d8+5; hp 25; Init +7; Spd 30 ft.; AC 18,
touch 13, flat-footed 15, (+3 Dex, +5 Breastplate); BAB +5; Grap +7; Atk Mwk Greatsword +8 melee
(2d6+3/19-20); Full Atk Longsword +8 melee (2d6+3/19-20); SA Spell-Like Abilities, Arcane
Channeling; SQ Armored Mage, Quick Cast 1/dayLow-Light Vision, Immunity to Sleep Effects, +2 racial
saving throw against enchantment spells or effects; AL NG; SV Fort +4, Ref +4, Will +4(+6); Str 14,
Dex 16, Con 10, Int 16, Wis 11, Cha 10
Skills and Feats: Concentration +13, Decipher Script +9, Knowledge (Arcana) +12,
Knowledge (History) +11, Knowledge (Planes) +11, Spellcraft +14; Improved Initiative, Combat
Reflexes, Combat Casting
Spell-Like Abilities: 6/day Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the
spell through the weapon with a melee attack. Casting a spell in this manner does not provoke an
attack of opportunity. The spell must have a casting time of 1 standard action or less. If the melee
attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Quick Cast: 1/day you can cast a spell as a swift action, if the casting time is 1 Standard
Action or less
Spells Known: (2/4/2) 0- Acid Splash, Touch of Fatigue; 1st Color Spray, Ray of Enfeeblement,
Shocking Grasp, True Strike; 2nd Animalistic Power, Ghoul Touch
Spells per day: (6/6/3; DC 13+Spell Level)
Possessions: Mwk Greatsword, Mwk Breastplate
76. Kitchen
Creature (EL 8): Solorena, Green Hag Wiz7
Black Panther

Karelena: CR 8; Medium Monstrous Humanoid (Elf); HD 9d8+9 plus 7d4+7; hp 74; Init +2; Spd 30 ft.;
AC 20, touch 12, flat-footed 18, (+2 Dex, +4 Mage Armor, +4 Shield); BAB +12; Grap +16; Atk Mwk
Longsword +13 melee (1d8+4/19-20); Full Atk Mwk Longsword +13 melee (1d8+4/19-20); SA SpellLike Abilities, Weakness, Mimicry; SQ Low-Light Vision, Spell Resistance 18; AL CE; SV Fort +8, Ref +10,
Will +13(+15); Str 19, Dex 14, Con 12, Int 20, Wis 14, Cha 14
Skills and Feats: Concentration +12, Craft (Alchemy) +16, Decipher Script +15, Hide +15,
Knowledge (Arcana) +16, Knowledge (History) +16, Knowledge (Nature) +16, Listen +15, Spellcraft
+17, Spot +15, Swim +17; Combat Casting, Ability Focus (Weakness), Scribe Scroll, Eschew Materials,
Empower Spell, Maximize Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation)
Spell-Like Abilities (Sp): At Will: Dancing Lights, Disguise Self, Ghost Sounds (DC 12),
Invisibility, Pass without Trace, Tongues, Water Breathing; Caster Level 9 th
Weakness (Su): A Green Hag can weaken a foe by making a special touch attack; Fortitude
DC 18 or take 2d4 Strength Damage.
Mimicry (Ex): A Green Hag can imitate the sounds of almost any animal found near its lair.
Spells Prepared (4/6/4/3/1; save DC = 15(17) + spell level):
Spells Known: 0 All, 1st Mage Armor, Shield, Magic Missile, Charm Person, Shocking Grasp,
, Protection from Good, Sleep, Burning Hands, Chill Touch, Enlarge Person; 2 nd Tashas hideous
Laughter, Scorching Ray, Knock, Spider Climb; 3rd Stinking Cloud, Lightning Bolt, Fly, Dispel Magic; 4 th
Globe of Invulnerability, Wall of Fire, (Wall of Ice), (Evards Black Tentacles); 5 th (Break
Enchantment), (Summon Monster V), [Dismissal], [Overland Flight]; 6 th [Flesh to Stone], [Eyebite]
Possessions: Wind Fan; Mwk Longsword
Black Panther: CR 5; Medium Animal; HD 5d8+10; hp 38; Init +5; Spd 40 ft., Climb 20ft.; AC 16,
touch 15, flat-footed 11, (+5 Dex, +1 Natural); BAB +3; Grap +5; Atk Bite +8 melee (1d6+3); Full Atk
Bite +8 melee (1d6+3) and 2 Claws +3 melee (1d3+1); SA Improved Grab, Pounce, Rake; SQ LowLight Vision, Scent; AL N; SV Fort +6, Ref +9, Will +4; Str 16, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Skills and Feats: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8,
Spot +6; Alertness, Weapon Finesse
Improved Grab (Ex): If the panther hits with the bite it can start a grapple as a free action
without provoking an attack of opportunity. If it wins the grapple check it establishes a hold and can
rake.
Pounce (Ex): If the panther charges the foe it can make a full attack, including two rake
attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d3+1

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