Вы находитесь на странице: 1из 9

Random Encounters

1. Dust Digger (5) 7. Acid Rain


2. Gynosphinx 8. Ashworm (6-30)
3. Ashworms (2-4) 9. Basilisk (3-6)
4. Dustdigger (1) 10. Huge Monstrous Scorpions (2-5)
5. Dire Puma (1-2) 11. Special Table
6. Dust Storm 12. Special Table

Dust Digger: CR 2; Large Aberration; HD 4d8+16; hp 34; Init +4; Spd 10 ft., Burrow 20 ft.; AC 15, touch 9, flat-
footed 15, (-1 size, +6 natural); BAB +3; Grap +12; Atk Bite +9 melee (1d8+10 minus Armor Bonus); Full Atk Bite
+9 melee (1d8+10 minus Armor Bonus); SA Improved Grab, Engulf, Spell-Like Abilities; SQ Tremorsense 60 ft.; AL N;
SV Fort +8, Ref +1, Will +6; Str 24, Dex 10, Con 18, Int 7, Wis 14, Cha 2
Skills & Feats: Hide +11*; Improved Grapple, Improved Initiative, Skill Focus (Hide).
Engulf (Ex): A Dust Digger that pins an opponent has engulfed his foe. An Engulfed foe takes bite damage
minus his armor bonus plus 1d8+5 acid damage from the digestive juices. The victim can cut his way free with any
light slashing or piercing weapon. (AC 13, 10 hp)
Improved Grab (Ex): To use this ability, a Dust digger must hit with a Bite attack.
Skills: A Dust Digger has a +8 racial bonus to Hide Checks and can always take 10 on Hide Checks.
Spell-Like Abilities: At Will Hallucinatory Terrain, Caster Level 3rd.

Gynosphinx: CR 8; Large Magical Beast; HD 8d10+8; hp 52; Init +5; Spd 40 ft., Fly 60 ft. (Poor); AC 21, touch 10,
flat-footed 20, (-1 size, +1 Dex, +11 natural); BAB +8; Grap +16; Atk Claw +11 melee (1d6+4) or Great Falchion
+12 melee (3d6+7/18-20 plus 1d6 desiccation damage); Full Atk 2 Claws +11 melee (1d6+4) or Great Falchion
+12/+7 melee (3d6+7/18-20 plus 1d6 desiccation damage); SA Pounce, Rake 1d6+2, Spell-Like Abilities; SQ
Darkvision 60 ft., Low-Light Vision; AL N; SV Fort +7, Ref +7, Will +8; Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19
Skills & Feats: Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 Acting), Intimidate +13,
Listen +17, Sense Motive +15, Spot +17; Combat Casting, Improved Initiative, Iron Will, Weapon Proficiency (Great
Falchion)
Rake (Ex): Attack Bonus +11, damage 1d6+2.
Spell-Like Abilities: 3/day Clairaudience/Clairvoyance, Detect Magic, Read Magic, See Invisibility; 1/day
Comprehend Languages, Locate Object, Dispel Magic, Remove Curse (DC 18), Legend Lore. Caster Level 14 th, DCs
are Charisma based. 1/week can create a Symbol of Death, Symbol of Fear, Symbol of Insanity, Symbol of Pain,
Symbol of Persuasion, Symbol of Sleep and Symbol of Stunning as the spells (Caster Level 18 th) except all save DCs
are 22 and each symbol remains a maximum of one week once scribed. The DCs are Charisma-based.
Possessions: +1 Desiccating Great Falchion

Ashworm: CR 2; Large Magical Beast; HD 3d10+9; hp 25; Init +0; Spd 30 ft., Burrow 30 ft., Climb 5 ft.; AC 14,
touch 9, flat-footed 14, (-1 size, +5 natural); BAB +3; Grap +12; Atk Sting +7 melee (1d6+7 plus poison); Full Atk
Sting +7 melee (1d6+7 plus poison); SA Poison; SQ Evasive Diver, Tremorsense 60 ft.; AL N; SV Fort +4, Ref +5, Will
+4; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Skills & Feats: Climb +16, Listen +6, Spot +3; Alerness, Lightning Reflexes.
Poison (Ex): Injury, Fortitude DC 14, Initial and Secondary damage 2d6 Str.
Evasive Diver (Ex): In areas of sand the Ashworm gains Evasion.

Dire Puma: CR 4; Large Animal; HD 6d8+24; hp 51; Init +3; Spd 50 ft., Climb 20 ft.; AC 16, touch 12, flat-footed
13, (-1 size, +3 Dex, +4 natural); BAB +4; Grap +13; Atk Bite +9 melee (1d8+5); Full Atk Bite +9 melee (1d8+5)
and 2 Claws +3 melee (1d6+2); SA Improved Grab, Pounce, Rake 1d6+2; SQ Low-Light Vision, Scent; AL N; SV Fort
+9, Ref +8, Will +6; Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Skills & Feats: Balance +11, Climb +21, Hide +3*, Listen +5, Move Silently +7, Spot +5; Alertness,
Track, Weapon Focus (Bite).
Improved Grab (Ex): To use this ability, a dire puma must hit with its bite attack. It can then attempt to
start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a
hold and can rake.
Pounce (Ex): If a dire puma charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9, damage ld6+2.
Skills: Dire pumas have a +8 racial bonus on Jump checks and a +4 racial bonus on Move Silently checks.
Dire pumas have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on a Climb
check, even if rushed or threatened. *Dire pumas have a +4 racial bonus on Hide checks at night or in dark areas.

Sand Storm: (1d3 nonlethal damage per round, suffocation hazard DC 18 Fort, 75% to smother protected light, DC
20 to avoid getting lost, duration is 3d20x 10 minutes)

Acid Rain: (DC 15 Survival Check or DC 15 Spot Check, Onset Time 1d10+19 Minutes, 1d4 points of Acid Damage
per round, Duration 1d10 minutes)
Basilisk: CR 5; Medium Magical Beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft.; AC 16, touch 9, flat-footed 16, (-1
Dex, +7 natural); BAB +6; Grap +8; Atk Bite +8 melee (1d8+3); Full Atk Bite +8 melee (1d8+3); SA Petrifying
Gaze; SQ Darkvision 60 ft., Low-Light Vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8, Con 15, Int 2, Wis 12,
Cha 11
Skills & Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fighting, Great Fortitude.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet, Fortitude DC 13 negates.
Skills: The basilisks dull coloration and ability to remain motionless for long periods give it a +4 racial
bonus to Hide Checks in natural surroundings.

Huge Monstrous Scorpions: CR 7; Huge Vermin; HD 10d8+30; hp 75; Init +0; Spd 50 ft.; AC 20, touch 8, flat-
footed 20, (-2 size, +12 natural); BAB +7; Grap +21; Atk Claw +11 melee (1d8+6); Full Atk 2 Claws +11 melee
(1d8+6) and Sting +6 melee (2d4+3 plus poison); SA Constrict 1d8+6, Improved Grab, Poison; SQ Darkvision 60 ft.,
Tremorsense 60 ft., Vermin Traits; AL N; SV Fort +10, Ref +3, Will +3; Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 3
Skills & Feats: Climb +10, Hide -4, Spot +4
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous
scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting, DC 18 1d6 Con initial and secondary.
Skills: A monstrous Scorpion has a +4 racial bonus on Climb, Hide and Spot Checks.

Special Encounter Table


1. Pillar of Smoke (H)
2. Pillar of Smoke (K)
3. Devish Hunting Party (10)
4. Symbayan Airlancers (10)
5. Purple Worm
6. Mirage

Pillar of Smoke (H): In the distance a pillar of smoke will appear on the horizon and continue for four days. This
pillar of smoke comes from area H. (Camel-Fry)

Pillar of Smoke (K): In the distance a pillar of smoke will appear on the horizon and continue for four days. This
pillar of smoke comes from area K. (Temple of Amun-Re)

Devish Hunting Party: CR 5; Medium Humanoid (Human); HD 5d8+10; hp 33; Init +3; Spd 40 ft.; AC 20, touch 16,
flat-footed 17, (+3 Dex, +2 Wis, +2 Shield, +2 Barkskin, +1 AC bonus); BAB +5; Grap +9; Atk Mwk Great Scimitar
+11 melee (1d8+4/18-20); Full Atk Mwk Great Scimitar +11 melee (1d8+4/18-20); SA Bloodquest, Flurry of Blows,
Ki Strike +1; SQ Animal Companion, Evasion, Favored Enemy (Humans +4, Undead +2), Link with Companion,
Nature Sense, Share Spells, Still Mind, Wild Empathy, Woodland Stride; AL LN; SV Fort +4, Ref +4, Will +4; Str 18,
Dex 16, Con 14, Int 14, Wis 14, Cha 12
Skills & Feats: Concentration +9, Handle Animal +9, Hide +10, Knowledge (Dungeoneering)+7 ,
Knowledge (Geography)+7 , Knowledge (Nature) +11, Listen +9, Move Silently +10, Ride +12, Spot +9, Survival
+12; Deflect Arrows, Stunning Fist, Rapid Shot, Endurance, Weapon Focus (Great Scimitar), Mounted Combat, Ride-
by Attack
Animal Companion (Ex): This Dervish has a Horse as an animal companion. This creature is a loyal
companion that accompanies the Dervish on its adventures as appropriate for its kind.
(Horse Animal Companion: CR 1; Large Animal; HD 5d8+15; hp 38; Init +2; Spd 60 ft.; AC 15,
touch 11, flat-footed 13, (-1 size, +2 Dex, +4 natural); BAB +3; Grap +10; Atk Hoof +6 melee (1d4+4); Full Atk 2
Hooves +6 melee (1d4+4) and Bite +1 melee (1d3+2); SQ Evasion, Low-Light Vision, Scent; AL N; SV Fort +6, Ref
+5, Will +2; Str 18, Dex 14, Con 17, Int 2, Wis 13, Cha 6 Skills & Feats: Listen +4, Spot +4; Endurance, Run)
Combat Style (Ex): This Dervish has selected archery. He gains the Rapid Shot feat without the normal
prerequisites
Favored Enemy (Ex): This Dervish gains the indicated bonus on his Bluff, Listen, Sense Motive, Spot, and
Survival checks when using these skills against this type of creature. He gets the same bonus on weapon damage
rolls against creatures of this type.
Link with Companion (Ex): This Dervish can handle his animal, companion as a free action, or push it as
a move action, with a +4, bonus on wild empathy and Handle Animal checks made while dealing with that animal.
Share Spells (Ex): This Dervish may have any spell it casts on itself also affect its animal companion if
the latter is within 5 feet at the lime. The Dervish may also cast a spell with a target of "You" on its, animal
companion.
Wild Empathy (Ex): This Dervish can improve the attitude of an animal in the same way as a Diplomacy
check for sentient beings. The Dervish rolls 1d20+10, or 1d20+6 if attempting to influence magical beasts with an
Intelligence score of 1 or 2.
Woodland Stride (Ex): This Dervish may move through natural thorns, briars, overgrown areas, and
similar terrain at its normal speed and without damage or other impairment. However, thorns, briars, and
overgrown areas that are magically manipulated to, impede motion still affect the druid.
Flurry of Blows (Ex): This Dervish may use a full attack action to make one extra attack per round with
an unarmed strike or a special Dervish weapon at his highest base attack, but this attack and each other attack
made that round take a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity the
monk might make before her next action. If armed with a Great Scimitar or Great Falchion, the Dervish makes the
extra attack either with that weapon or unarmed. If armed with two such weapons, he uses one for his regular
attack(s) and the other for the extra attack. In any case, his damage bonus on the attack with her offhand is not
reduced.
Ki Strike (Su): This Dervish can deal damage to a creature with damage reduction as if the blow were
made with a lawful weapon having a +1 enhancement bonus.
Evasion (Ex): If this Dervish makes a successful Reflex saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage.
Still Mind (Ex): This Dervish gains a +2 bonus on saving throws against spells and effects from the
enchantment school.
Dervish Spells Prepared (5/4/3/1; save DC 12 + spell level): 0detect magic, detect poison,
guidance, light, purify food and drink; 1st Cure Light Wounds, Endure Elements, Entangle, Locate Water; 2 nd
Barkskin, Dessicate, Soften Earth and Stone; 3rd Haboob
Possessions: Mwk Great Scimitar, Heavy Wooden Shield

Symbayan Airlancers: CR 5; Medium Humanoid; HD 5d10+15; hp 43; Init +2; Spd 20 ft.; AC 21, touch 11, flat-
footed 20, (+1 Dex, +2 Shield, +8 Full Plate); BAB +5; Grap +9; Atk Khopesh +9 melee (1d6+4/18-20) or Lance
+11 melee (1d8+4/x3) or Composite Shortbow (18 Str) +7 ranged (1d6+4/x3); Full Atk Khopesh +9 melee
(1d6+4/18-20) or Lance +11 melee (1d8+4/x3) or Composite Shortbow (18 Str)+7 ranged (1d6+4/x3); SA Smite
Lawful 2/day; SQ Aura of Courage, Detect Lawful, Divine Grace, Divine Health, Emapthic Link with Mount, Pegasus
Mount, Share Spells; AL CG; SV Fort +7, Ref +4, Will +4; Str 18, Dex 14, Con 16, Int 12, Wis 12, Cha 16
Skills & Feats: Appraise +4, Diplomacy +5, Handle Animal +5, Knowledge (Religion) +5, Ride +8, Sense
Motive +5; Improved Initiative, Weapon Focus (Lance), Mounted Combat, Spirited Charge
Smite Lawful (Su): 2/day this Airlancer may attempt to smite lawful with one normal melee attack. He
adds +3 to hit and +5 extra damage
Aura of Courage (Su): This Airlancer is immune to fear, magical or otherwise. All allies with 10 feet gain
a +4 morale bonus on saving throws against fear effects.
Detect Lawful (Sp): This Airlancer can detect lawful at will as per the spell.
Divine Grace (Su): This Airlancer adds his Charisma bonus if any to all saving throws.
Divine Health (Su): This Airlancer is immune to all disease, including magical ones.
Empathic Link (Su): This Airlancer can communicate telepathically with his mount at a distance of one
mile.
Possessions: +1 Cool Full Plate, Mwk Lance, Khopesh, Composite Shortbow (Str 18) w/20 arrows, Pegasus
Mount w/saddle.
Pegasus: CR 3; Large Magical Beast; HD 6d10+18; hp 51; Init +2; Spd 60 ft., Fly 120 ft. (Average); AC 18,
touch 11, flat-footed 16, (-1 size, +2 Dex, +7 natural); BAB +4; Grap +12; Atk Hoof +7 melee (1d6+4); Full Atk 2
Hooves +7 melee (1d6+4) and Bite +2 melee (1d3+2); SQ Darkvision 60 ft., Improved Evasion, Low-Light Vision,
Scent, Spell-Like Abilities; AL CG; SV Fort +7, Ref +6, Will +4; Str 19, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills & Feats: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8; Flyby Attack, Iron Will
Spell-Like Abilities: At will Detect Evil and Detect Good within a 60 ft. radius. Caster Level 5 th
Skills: Pegasi have a +4 racial bonus on listen and spot checks.

Purple Worm: CR 12; Gargantuan Magical Beast; HD 16d10+112; hp 200; Init +-2; Spd 20 ft., Burrow 20 ft., Swim
10 ft.; AC 19, touch 4, flat-footed 19, (-4 size, -2 Dex, +15 natural); BAB +16; Grap +40; Atk Bite +25 melee
(2d8+12); Full Atk Bite +25 melee (2d8+12) and Sting +20 melee (2d6+6 plus poison); SA Improved Grab, Swallow
Whole, Poison; SQ Tremorsense 60 ft.; AL N; SV Fort +17, Ref +8, Will +4; Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills & Feats: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon
Focus (Bite), Weapon Focus (Sting).
Improved Grab (Ex): To use this ability, a purple worm must hit with its bite attack. It can then attempt
to 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 attempt to swallow the foe the following round.
Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is
Constitution-based.
Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of a smaller size than itself
by making a successful grapple check. Once, inside, the opponent takes 2d8+12 points of crushing damage plus 8
points of acid damage per round from the worm's gizzard. A swallowed creature can cut its way out by using a light
slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular
action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm's interior can
hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: A purple worm has a +8 racial bonus on any Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run
action while swimming, provided it swims in a straight line.

Mirage: An oasis is seen in a random direction two hexes in the distance. It is actually a mirage (DC 12) that will
disappear whenever the party gets within 300 ft. of its apparent location. Characters without water suffer a -2
saving throw penalty per day without water.
Temple Random Encounters
1. Dervishes (2d6)
2. Dervishes (2d6)
3. Dervishes (2d6)
4. Dwarf Adventurers (3)
5. Bandits (8)
6. Dire Rats (1d10+10)

Dervishes: See Above

Dwarf Adventurers: Dwalic Longbeard (Rgr4), Torin Manfriend the Skald (Ftr2/Brd2), Belfar Orcslayer (Clr4)

Dwalic Longbeard: CR 4; Medium Humanoid (Dwarf); HD 4d8+12; hp 30; Init +1; Spd 30 ft.; AC 15, touch 11, flat-
footed 14, (+1 Dex, +5 Chain Shirt); BAB +4; Grap +7; Atk +1 Light Pick +9 melee (1d4+4/x4); Full Atk +1 Light
Pick +7 melee (1d4+4/x4) and Mwk Light Pick +7 melee (1d4+1/x4); SA Favored Enemy (Orcs), Dwarf Traits; SQ
Darkvision 60 ft., Dwarf Traits, Wild Empathy +3; AL CG; SV Fort +7, Ref +5, Will +2; Str 17, Dex 13, Con 16, Int 10,
Wis 12, Cha 8
Skills & Feats: Hide +7, Move Silently +7, Listen +8, Spot +8, Survival +8, Knowledge (Nature) +7;
Endurance, Track, Two-Weapon Fighting, Weapon Focus (Light Pick), Quickdraw.
Ranger Spells Prepared (1; save DC 11 + spell level): 1st- Longstrider
Possessions: +1 Chain Shirt, +1 Light Pick, Mwk Light Pick

Torin Manfriend: CR 4; Medium Humanoid (Dwarf); HD 2d10+2d6+4; hp 22; Init +1; Spd 20 ft.; AC 18, touch 11,
flat-footed 17, (+1 Dex, +5 Chain Shirt, +2 Shield); BAB +3; Grap +5; Atk Mwk Longsword +7 melee (1d8+2/19-
20); Full Atk Mwk Longsword +7 melee (1d8+2/19-20); SA Dwarf Traits; SQ Darkvision 60 ft., Dwarf Traits, Bardic
Knowledge +3, Countersong 2/day, Fascinate 2/day, Inspire Courage +1 2/day; AL NG; SV Fort +4, Ref +4, Will +3;
Str 14, Dex 12, Con 12, Int 13, Wis 10, Cha 15
Skills & Feats: Diplomacy +7, Listen +5, Perform (Sing) +7, Spellcraft +6, Decipher Script +6, Knowledge
(Dungeoneering) +6, Gather Information +7, Intimidate +5, Climb +5; Weapon Focus (Longsword), Combat
Expertise, Improved Initiative, Dodge
Bard Spells Known (3/1; save DC 12 + spell level): 0 - Detect Magic, Lullaby, Mending, Message,
Read Magic; 1st Identify, Tashas Hideous Laughter
Possessions: +1 Chain Shirt, Mwk Longsword, Mithral Heavy Shield

Belfar Orcslayer: CR 4; Medium Humanoid (Dwarf); HD 4d8+4; hp 22; Init +1; Spd 20 ft.; AC 20, touch 11, flat-
footed 19, (+1 Dex, +9 Full Plate); BAB +3; Grap +5; Atk +1 Maul +7 melee (1d10+4/x3); Full Atk +1 Maul +7
melee (1d10+4/x3); SA Turn undead 3/day, Dwarf Traits; SQ Darkvision 60 ft., Dwarf Traits; AL LG; SV Fort +5, Ref
+2, Will +7; Str 14, Dex 12, Con 12, Int 10, Wis 17, Cha 11
Skills & Feats: Concentration +8, Knowledge Religion +7; Combat Casting, Weapon Focus (Maul)
Spells Prepared (5/4+1/3+1; save DC = 13 + spell level): 0 Cure Minor Wounds, Detect Magic,
Detect Poison, Mending, Read Magic; 1st Divine Favor x2, Cure Light Wounds, Shield of Faith, Magic Stones*; Bulls
Strength, Cure Moderate Wounds, Silence, Soften Earth and Stone*
*Domain Spell. Domains: Earth (Turn Air Creatures as a Good Cleric 3/day), Protection (Protective Ward
1/day, +4 Saves for 1 hour or discharged)
Possessions: +1 Full Plate, +1 Maul

Bandits: CR 4; Medium Humanoid (Human); HD 4d12+12; hp 38; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed
15, (+1 Dex, +5 Breastplate); BAB +4; Grap +8; Atk Mwk Great Falchion +10 melee (1d12+6/18-20); Full Atk Mwk
Great Falchion +10 melee (1d12+6/18-20); SQ Rage 2/day, Trap Sense +1, Uncanny Dodge; AL NE; SV Fort +7, Ref
+2, Will +2; Str 19, Dex 12, Con 16, Int 10, Wis 13, Cha 10
Skills & Feats: Listen +8, Ride +8, Survival +8, Spot +4; Weapon Focus (Great Falchion), Power Attack
Uncanny Dodge (Ex): Never Flat-Footed
Rage (Ex): (+4 Str, +4 Con, +2 Will saves, -2 AC for 8 rounds)
Trap Sense (Ex): +1 bonus to Reflex Saves and +1 Dodge Bonus to AC versus Traps
Possessions: Mwk Finned Breastplate, Mwk Great Falchion

Dire Rat: CR 3; Medium Magical Beast (Augmented Animal); HD 6d8+6; hp 27; Init +3; Spd 40 ft., Climb 20ft.; AC
16, touch 13, flat-footed 13, (+3 Dex, +3 natural); BAB +4; Grap +6; Atk Bite +7 melee (1d6+3 plus disease); Full
Atk Bite +7 melee (1d6+3 plus disease); SA Disease; SQ Low-Light Vision Scent; AL N; SV Fort +7, Ref +8, Will +3;
Str 14, Dex 16, Con 14, Int 3, Wis 12, Cha 4
Skills & Feats: Climb +11, Hide +6, Listen +5, Move Silently +6, Spot +4, Swim +11; Alertness,
Improved Natural Armor x2, Weapon Finesse.
Disease (Ex): Filth feverbite, Fortitude DC 11 incubation period 1d3 days, damage 1d3 Dex and 1d3
Con.
Maze Random Encounter Table
1. Wizard (1) 7. Ghasts (2+8 Ghouls)
2. Minotaur (1) 8. Bandits (4)
3. Dopplegangers (3) 9. Minotaurs (12)
4. Bandits (7) 10. Dervishes (3)
5. Dervishes (5) 11. Phase Spiders (5)
6.Minotaurs (3) 12. Doppleganger (1)

Anacleto Vigo: CR 7; Medium Humanoid (Human); HD 7d4+4; hp 35; Init +2; Spd 30 ft.; AC 14, touch 12, flat-
footed 12, (+2 Dex, +2 Bracers of Armor); BAB +3; Grap +3; Atk Mwk Dagger +3 melee (1d4/19-20) or Mwk Light
Crossbow +5 ranged (1d8/19-20); Full Atk Mwk Dagger +3 melee (1d4/19-20) or Mwk Light Crossbow +5 ranged
(1d8/19-20); SA -; SQ -; AL NG; SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 17, Wis 13, Cha 10
Skills & Feats: Concentration +15, Decipher Script +13, Knowledge (Arcana) +13, Knowledge (the
Planes) +13, Knowledge (Dungeoneering) +13, Spellcraft +15; Combat Casting, Scribe Scroll, Spell Focus
(Evocation), Greater Spell Focus, Spell Penetration, Craft Wand
Spells Prepared (4/5/4/3/2; save DC = 13(15) + spell level): 0 Detect Magic, Read Magic, Ray of
Frost x2; 1st Mage Armor, Endure Elements, Detect Secret Doors, Burning Hands, Shocking Grasp; 2 nd Foxs
Cunning, Invisibility, Knock, Scorching Ray; 3rd Dispel Magic, Fireball, Lightning Bolt; 4th Ice Storm, Charm
Monster.
Spells Known: 0 All; 1st Burning Hands, Magic Missile, Shocking Grasp, Tensers Floating Disc, Endure
Elements, Shield, Mage Armor, Identify, Detect Secret Doors; 2 nd Flaming Sphere, Scorching Ray, Shatter, Knock,
Foxs Cunning, Invisibility; 3rd Fireball, Lightning Bolt, Dispel Magic, Tongues, Fly; 4th Ice Storm, Shout, Charm
Monster, Lesser Globe of Invulnerabilty
Possessions: Mwk Dagger, Mwk Light Crossbow, 10 Bolts, Bracers of Armor +2, Cloak of Resistance +1,
Wand of Magic Missile (7th) 17c

Minotaur, 4th Level Fighter: CR 8; Large Monstrous Humanoid; HD 6d8+30+4d10+20; hp 103; Init +0; Spd 30 ft.;
AC 23, touch 9, flat-footed 23, (-1 size, +5 natural, +8 Half-Plate); BAB +10; Grap +22; Atk +1 Thundering Greataxe
+19 melee (3d6+15/x3) or Gore +17 melee (1d8+5); Full Atk +1 Thundering Greataxe +19 melee (3d6+15/x3) and
Gore +17 melee (1d8+8); SA Powerful Charge 4d6+12; SQ Darkvision 60ft., Natural Cunning, Scent; AL CE; SV Fort
+10, Ref +6, Will +6; Str 26, Dex 10, Con 20, Int 7, Wis 10, Cha 8
Skills & Feats: Intimidate +6, Listen +7, Search +2, Spot +7; Great Fortitude, Power Attack, Track,
Weapon Focus (Great Axe), Weapon Specialization (Great Axe), Improved Critical (Great Axe), Cleave
Possessions: +1 Half Plate, +1 Thundering Great Axe
Powerful Charge (Ex): A Minotaur typically begins a battle by charging at an opponent, lowering its head
to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast
to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although Minotaurs are not especially intelligent; they possess innate cunning and
logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them
to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Doppleganger, 4th Level Rogues (3): CR 7; Medium Monstrous Humanoid (Shapechanger); HD 4d8+8+4d6+4;
hp 44; Init +8; Spd 30 ft.; AC 23, touch 14, flat-footed 23, (+4 Dex, +4 Natural, +5 Glamered Chain Shirt); BAB +7;
Grap +9; Atk Mwk Scimitar +10 melee (1d6+2/18-20); Full Atk Mwk Scimitar +10/+5 melee (1d6+2/18-20); SA
Detect Thoughts, Sneak Attack +2d6; SQ Change Shape, Evasion, Immunity to Sleep and Charm, Trapfinding, Trap
Sense +1, Uncanny Dodge; AL NE; SV Fort +4, Ref +12, Will +7; Str 14, Dex 18, Con 15, Int 16, Wis 14, Cha 13
Skills and Feats: Bluff +12(+16), Diplomacy +7, Disable Device +13, Disguise +12(+16), Escape Artist
+10, Hide +13, Intimidate +7, Listen +9, Move Silently +13, Search +13, Sense Motive +11, Spot +9, Use Magic
Device +8; Dodge, Mobility, Improved Initiative
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level
18th; Will DC 12 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In
humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it
chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form
when killed. A true seeing spell or ability reveals its natural form.
Evasion (Ex): If exposed to any effect that allows a Reflex Saving Throw for half, the rogue takes no
damage with a successful saving throw.
Trap Sense (Ex): Gain a +1 bonus to Reflex saves and a +1 dodge bonus to AC versus Traps.
Trapfinding (Ex): Can use Search Skill to locate traps with a DC higher than 20.
Uncanny Dodge (Ex): Retain dexterity bonus to AC even when caught flat-footed.
Possessions: +1 Glamered Chain Shirt, Mwk Scimitar, Mwk Thieves Tools

Bandits (7): See Above

Dervishes (5): See Above


Minotaur, 4th Level Fighters (3): CR 8; Large Monstrous Humanoid; HD 6d8+12+4d10+8; hp 73; Init +0; Spd 30
ft.; AC 22, touch 9, flat-footed 22, (-1 size, +5 natural, +7 Half-Plate); BAB +10; Grap +19; Atk +1 Greataxe +16
melee (3d6+10/x3) or Gore +14 melee (1d8+5); Full Atk +1 Greataxe +16 melee (3d6+10/x3) and Gore +14 melee
(1d8+5); SA Powerful Charge 4d6+7; SQ Darkvision 60ft., Natural Cunning, Scent; AL CE; SV Fort +10, Ref +6, Will
+6; Str 20, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills & Feats: Intimidate +6, Listen +7, Search +2, Spot +7; Great Fortitude, Power Attack, Track,
Weapon Focus (Great Axe), Weapon Specialization (Great Axe), Improved Critical (Great Axe), Cleave
Possessions: Mwk Half Plate, +1 Great Axe
Powerful Charge (Ex): A Minotaur typically begins a battle by charging at an opponent, lowering its head
to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast
to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although Minotaurs are not especially intelligent; they possess innate cunning and
logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them
to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Ghasts (2): CR 3; Medium Undead; HD 8d12+3; hp 55; Init +3; Spd 30 ft.; AC 17, touch 12, flat-footed 14, (+3 Dex,
+4 natural); BAB +4; Grap +8; Atk Bite +8 melee (1d8+4 plus paralysis); Full Atk Bite +8 melee (1d8+4 plus
paralysis) and 2 Claws +5 melee (1d4+2 plus paralysis; SA Ghoul Fever (Bite DC 15 incubation 1 day, 1d3 con and
1d3 dex), Paralysis (DC 15 or paralyzed 1d4+1), Stench (10ft radius, DC 15 of be Sickened for 1d6+4 minutes); SQ
Darkvision 60ft., Undead Traits, +2 Turn Resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str 18, Dex 17, Con -, Int
13, Wis 14, Cha 16
Skills and Feats: Balance +11, Climb +13, Hide +12, Jump +13, Move Silently +12, Spot +12; Multi-
attack, Toughness
Ghoul Fever (Su): Diseasebite, fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3
Dex. The save DC is Charisma-based.
Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be
paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming Living
creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that
successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize
poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and
creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Ghouls (8): CR 2; Medium Undead; HD 3d12; hp 20; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12, (+2 Dex,
+2 natural); BAB +1; Grap +2; Atk Bite +2 melee (1d6+1 plus paralysis); Full Atk Bite +2 melee (1d6+1 plus
paralysis) and 2 Claws +0 melee (1d3 plus paralysis); SA Ghoul Fever (Bite DC 12 incubation 1 day, 1d3 con and
1d3 dex), Paralysis (DC 12 or paralyzed 1d4+1; SQ Darkvision 60ft., Undead Traits, +2 Turn Resistance; AL CE; SV
Fort +1, Ref +4, Will +7; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +7, Climb +6, Hide +7, Jump +6, Move Silently +7, Spot +8; Multi-attack,
Improved Initiative
Ghoul Fever (Su): Diseasebite, fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3
Dex. The save DC is Charisma-based.
Paralysis (Ex): Those hit by a ghouls bite or claw attack must succeed on a DC 12 Fortitude save or be
paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Bandits (4): See Above.

Minotaurs (12): CR 4; Large Monstrous Humanoid; HD 6d8+12; hp 39; Init +0; Spd 30 ft.; AC 14, touch 9, flat-
footed 14, (-1 size, +5 natural); BAB +6; Grap +14; Atk Greataxe +9 melee (3d6+6/x3) or Gore +9 melee (1d8+4);
Full Atk Greataxe +9 melee (3d6+6/x3) and Gore +9 melee (1d8+4); SA Powerful Charge 4d6+6; SQ Darkvision
60ft., Natural Cunning, Scent; AL CE; SV Fort +10, Ref +6, Will +6; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills & Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great Fortitude, Power Attack, Track
Powerful Charge (Ex): A Minotaur typically begins a battle by charging at an opponent, lowering its head
to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast
to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although Minotaurs are not especially intelligent; they possess innate cunning and
logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them
to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Doppleganger, 5th Level Rogue/4th Assassin: CR 12; Medium Monstrous Humanoid (Shapechanger); HD
4d8+8+9d6+9; hp 67; Init +9; Spd 30 ft.; AC 24, touch 14, flat-footed 24, (+4 Dex, +4 Natural, +6 Glamered Chain
Shirt); BAB +10; Grap +12; Atk Assassins Dagger +18 melee (1d4+2/19-20); Full Atk Assassins Dagger +18/+13
melee (1d4+2/19-20); SA Detect Thoughts, Death Attack, Poison Use, Spells, Sneak Attack +5d6; SQ Change
Shape, Evasion, Immunity to Sleep and Charm, Poison Save +2, Trapfinding, Trap Sense +1, Uncanny Dodge; AL NE;
SV Fort +5, Ref +17, Will +8; Str 14, Dex 20, Con 15, Int 16, Wis 14, Cha 13
Skills and Feats: Bluff +17(+1), Diplomacy +8, Disable Device +14, Disguise +17(+21), Escape Artist
+11, Hide +18, Intimidate +8, Listen +14, Move Silently +18, Search +14, Sense Motive +16, Spot +14, Use Magic
Device +8; Dodge, Mobility, Improved Initiative, Weapon Finesse, Weapon Focus (Dagger)
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level
18th; Will DC 12 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In
humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it
chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form
when killed. A true seeing spell or ability reveals its natural form.
Evasion (Ex): If exposed to any effect that allows a Reflex Saving Throw for half, the rogue takes no
damage with a successful saving throw.
Trap Sense (Ex): Gain a +1 bonus to Reflex saves and a +1 dodge bonus to AC versus Traps.
Trapfinding (Ex): Can use Search Skill to locate traps with a DC higher than 20.
Uncanny Dodge (Ex): Retain dexterity bonus to AC even when caught flat-footed.
Improved Uncanny Dodge (Ex): Can no longer be flanked, unless rogue is 4 levels higher.
Poison Use (Ex): Can no longer risk accidentally poisoning themselves
Assassin Spells Known (4/2; save DC 13 + spell level): 1st Feather Fall, Obscuring Mist, Sleep, True
Strike; 2nd Invisibility, Undetectable Alignment
Possessions: +2 Glamered Chain Shirt, Assassins Dagger, Mwk Thieves Tools, 3 doses of Drow Poison,
Potion of Displacement.

Dervishes (3): See Above.

Phase Spider (5): CR 5; Large Magic Beast; HD 5d10+15; hp 42; Init +7; Spd 40 ft., Climb 20ft.; AC 15, touch 12,
flat-footed 12, (-1 Size, +3 Dex, +3 Natural); BAB +5; Grap +12; Atk Bite +7 melee (1d6+4 plus poison); Full Atk
Bite +7 melee (1d6+4 plus poison); SA Poison; SQ Darkvision 60ft., Ethereal Jaunt, Low-Light Vision; AL N; SV Fort
+7, Ref +7, Will +2; Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Skills and Feats: Climb +11, Move Silently +11, Spot +4; Ability Focus (Poison), Improved Initiative.
Ethereal Jaunt )Su): A Phase Spider can shift from the Ethereal Plane to the Material Plane as a free
action and shift back again as a move action (or during a move action). The ability is otherwise identical to Ethereal
Jaunt (15th)
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 con.

Hall of Upper Priesthood Encounter Table


1. Ghasts (2) & 7. Dervishes (4)
Ghouls (7)
2. Dread Wraith (1) 8. Bandits (6)
3. Paladin (1) 9. Ghasts (2) &
Ghouls (7)
4. Cleric (1) 10. Dervishes (5)
5. Wraith (4) 11. Wights (3)
6. Phase Spider (4) 12. Wraiths (5)

Ghasts (2): See Above.

Ghouls (7): See Above.

Dread Wraith: CR 11; Large Undead (Incorporeal); HD 16d12; hp 104; Init +13; Spd Fly 60 ft. (Good); AC 25, touch
25, flat-footed 16, (-1 Size, +9 Dex, +7 Deflection); BAB +8; Grap -; Atk Incorporeal Touch +16 melee (2d6 plus 1d8
Constitution Drain); Full Atk Incorporeal Touch +16 melee (2d6 plus 1d8 Constitution Drain); SA Constitution Drain,
Create Spawn; SQ Darkvision 60ft., Daylight Powerlessness, Incorporeal Traits, Lifesense 60 ft., Undead Traits,
Unnatural Aura; AL LE; SV Fort +5, Ref +14, Will +14; Str -, Dex 28, Con -, Int 17, Wis 18, Cha 24
Skills and Feats: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (Religion) +22, Listen +22, Search
+22, Sense Motive +23, Spot +25, Survival +4 (+6 Follow Tracks); Alertness, Blind-Fighting, Combat Reflexes,
Dodge, Improved Initiative, Improved Natural Attack (Incorporeal Touch), Mobility, Spring Attack
Unnatural Aura (Su): Animals, whether t wild or domesticated, can sense the unnatural presence of a
wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they
remain panicked as long as they are within that range.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight
spell) and flee from it.
Constitution Drain (Su): Living creatures hit by a wraith's incorporeal touch attack must succeed on a
DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such
successful attack, the wraith gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body
remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the
command of the dread wraith that created them and remain enslaved until its death. They do not possess any of
the abilities they had in life.
Lifesense (Su): A dread wraith notices and locates living creatures within 60 ft., just as if it possessed the
blind-sight ability. It also senses the strength of their life force automatically, as if it had cast Deathwatch.

Alhandra (Pal 5): CR 5; Medium humanoid(Human); HD 5d10+5; hp 37; Init +1; Spd 20 ft.; AC 21, touch 10, flat-
footed 20 (+1 Dex, +8 Full Plate, +2 Heavy Steal Shield); Base Atk +5; Grp +7; Atk +9 Mwk Longsword melee
(1d8+2/1920) or +6 Mwk Composite Longbow [+2 Str bonus] ranged (1d8+2/3); Full Atk +9 Mwk Longsword
melee (1d8+2/1920) or +6 Mwk Composite Longbow [+2 Str bonus] ranged (1d8+2/3); SA smite evil 2/day, turn
undead 5/day; SQ aura of courage, detect evil, divine grace, divine health, empathic link with mount, heavy
warhorse mount, lay on hands, share spells with mount; AL LG; SV Fort +8, Ref +5, Will +6; Str 14, Dex 10, Con 12,
Int 10, Wis 14, Cha 17.
Skills and Feats: Concentration +9, Heal +10, Ride +7; Improved Initiative, Lightning Reflexes, Weapon
Focus (longsword).
Smite Evil (Su): Twice per day this paladin may attempt to smite evil with one normal melee attack. She
adds +3 to her attack roll and deals 5 extra points of damage. Smiting a creature that is not evil has no effect but
uses the ability for that day.
Turn Undead (Su): As a 2nd-level cleric.
Aura of Courage (Su): This paladin is immune to fear, magical or otherwise; allies within 10 feet of her
gain a +4 morale bonus on saving throws against fear effects.
Detect Evil (Sp): This paladin can detect evil at will as the spell.
Divine Grace (Su): This paladin applies her Charisma bonus on all saving throws. (This modifier is already
figured into the statistics given above.)
Divine Health (Ex): This paladin is immune to all diseases, including magical diseases such as mummy
rot and lycanthropy.
Lay on Hands (Su): This paladin can heal wounds by touch as a standard action. Each day she can cure
15 hit points. The paladin can cure herself and can divide the curing among multiple recipients. She doesnt have to
use it all at once. Alternatively, the paladin can use some or all of these points to deal damage to undead creatures
as a touch attack.
Share Spells (Ex): This paladin may have any spell she casts on herself also affect her mount if the latter
is within 5 feet at the time. The paladin may also cast a spell with a target of You on her mount.
Paladin Spells Prepared (1; save DC 12 + spell level): 1stbless weapon.
Possessions: Full plate, masterwork heavy steel shield, masterwork longsword, masterwork composite
longbow (+2 Str bonus), 10 normal arrows, 10 cold iron arrows, 10 silvered arrows, 4 potions of cure light wounds,
potion of bears endurance, 2 scrolls of magic weapon, 2 scrolls of protection from evil, bit and bridle (mount),
dagger, 3 flasks holy water, healers kit, masterwork scale mail barding (mount), military saddle (mount),
saddlebags (mount), silver holy symbol.

Empathic Link (Su): This paladin can communicate telepathically with her mount at a distance of up to 1
mile. The paladin has the same connection to an item or a place that the mount does. Heavy Warhorse Mount: For
as much as 10 hours per day, this paladin can call upon the services of a special heavy warhorse mount. The
creatures abilities and characteristics are summarized below.
Heavy Warhorse: Large magical beast; HD 6d8+12; hp 39; Init +1; Spd 50 ft.; AC 18, touch 10,
flat-footed 17; Base Atk +3; Grp +11; Atk +6 melee (1d6+4, hoof ); Full Atk +6/+6 melee (1d6+4, 2
hooves) and +1 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ improved evasion, low-light vision, scent;
SV Fort +7, Ref +5, Will +2; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6. Skills and Feats: Listen +5, Spot
+4; Endurance, Run.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving
throw for half damage, this mount takes no damage if it makes a successful saving throw and half damage
if the saving throw fails.
Low-Light Vision (Ex): Can see twice as far as a human in dim light.
Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Ellywick Oneshoe Nackle (Clr 5): CR 5; Small humanoid (Gnome); HD 5d8+10; hp 36; Init +0; Spd 15 ft.; AC
22, touch 10, flat-footed 22 (+1 size, +0 Dex, +9 Full Plate, +3 Heavy Steel Shield); Base Atk +3; Grp +4; Atk +6
Mwk Morningstar melee (1d6+1) or +3 light crossbow ranged (1d6/1920); Full Atk +6 Mwk Morningstar melee
(1d6+1) or +3 light crossbow ranged (1d6/1920); SA turn undead 4/day, Spell-Like Abilities; SQ Low-Light Vision,
AL NG; SV Fort +6, Ref +2, Will +7; Str 12, Dex 10, Con 14, Int 10, Wis 17, Cha 12.
Skills and Feats: Craft (Alchemy) +2, Concentration +10, Listen +13, Spellcraft +8; Brew Potion,
Lightning Reflexes, Weapon Focus (morningstar).
Spell-Like Abilities: 1/day Speak with Animals (burrowing mammal only, duration 1 minute); 1/day
Dancing Lights, Ghost Sound, Prestidigitation (Caster Level 1 st, Save DC 11+ spell level).
Cleric Spells Prepared (5/5/4/3; save DC 13 + spell level): 0detect magic, guidance (2), light,
resistance; 1stbane, bless (2), sanctuary*, shield of faith; 2ndaid, bulls strength, Invisibility*, sound burst; 3rd
dispel magic, magic circle against evil, protection from energy*.
*Domain spells. Domains: Trickery (Add Bluff, Disguise and Hide as class skills), Protection (protective
ward grants +5 resistance bonus on next save, 1/day).
Possessions: +1 small full plate, +1 small heavy steel shield, small mwk morningstar, small light
crossbow, 10 bolts, 2 scrolls of cure light wounds, wooden holy symbol, 6 torches.
Wraith (4): CR 5; Medium Undead (Incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft. (Good); AC 15, touch 15,
flat-footed 12, (+3 Dex, +2 Deflection); BAB +2; Grap -; Atk Incorporeal Touch +5 melee (1d4 plus 1d6 Constitution
Drain); Full Atk Incorporeal Touch +5 melee (1d4 plus 1d6 Constitution Drain); SA Constitution Drain, Create Spawn;
SQ Darkvision 60ft., Daylight Powerlessness, Incorporeal Traits, Lifesense 60 ft., +2 Turn Resistance, Undead Traits,
Unnatural Aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8,
Spot +12, Survival +2 (+4 Follow Tracks); Alertness, Blind-Fighting, Combat Reflexes, Improved Initiative,
Unnatural Aura (Su): Animals, whether t wild or domesticated, can sense the unnatural presence of a
wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they
remain panicked as long as they are within that range.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight
spell) and flee from it.
Constitution Drain (Su): Living creatures hit by a wraith's incorporeal touch attack must succeed on a
DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such
successful attack, the wraith gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains
intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of
the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had
in life.

Phase Spider (4): See Above.

Dervishes (4): See Above.

Bandits (6): See Above.

Ghasts (2): See Above.

Ghouls (7): See Above.

Dervishes (5): See Above.

Wight (5): CR 4; Medium Undead; HD 8d12; hp 52; Init +1; Spd 30 ft,; AC 20, touch 11, flat-footed 19, (+1 Dex, +4
Natural, +5 Breastplate); BAB +4; Grap +6; Atk Slam +7 melee (1d4+2 plus energy drain); Full Atk Slam +7 melee
(1d4+2 plus energy drain); SA Creat Spawn, Energy Drain; SQ Darkvision 60ft., Undead Traits; AL LE; SV Fort +2,
Ref +3, Will +7; Str 14, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +12, Listen +11, Move Silently +20, Spot +11; Alertness, Blind-Fighting, Weapon
Focus (Slam)
Create Spawn (Su): Any humanoid slain by a Wight becomes a Wight in 1d4 rounds. Its body remains
intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of
the Wight that created them and remain enslaved until its death. They do not possess any of the abilities they had
in life.
Energy Drain (Su): Living creatures hit by a Wights slam attack gain one negative level. The DC is 14 for
the Fortitude save to remove the negative level. The save is Charisa based. For each negative level bestowed, the
Wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move silently Checks.
Possessions: Mwk Finned Breastplate, Mwk Great Falchion

Wraiths (5): See Above.

Вам также может понравиться