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A3.

5 (Converted fewDescent notes: byThis into Jeffis the Wrbelis) aDepths Greyhawk of module, the Earth and with sticking to the stats presented for in Drow the original encountered adventures, are calculated the characteristics using G. Gygaxs scores ability score ranges listed u nder In addition, the drowfor entry those at who the wish back to of keep each the adventure. Greyhawk drow much closer to the ori ginal, the addition stats additional are also level-based included. 3.5 spells DMs from whothe want first to keep the stats lower powere d to the 3.5 disregard themonster bonus class/gender Manual should based simply spells original Greyhawk drow possess (wi th the have All Any drow, drow remained exception with 1/day: unchanged). 4 or ofmore Dancing the class All Lights, These Drow levels, include Darkness, spells, 1/day: theFaerie which following: Detect Fire Magic, Detect good (Know Ali gnment Drow Female was dropped only, 1/day: in 3.0), Clairaudience/Clairvoyance, Levitate Discern Lies, Dispel magic, These Suggestion spells are cast as a sorcerer of the drows total class level, or as a sorce rer at the Ability question. Scores: minimum Thelevel average required ability toscore use the forspell Greyhawk in drow females and males ar e listed any Female: Male: Racial adjustment Str Abilities: Str below 8,11, Dex (rounded for Dex 17, +2 character 17, ConWill to down). Con 10,10, levels. Int saves These Int 14, vs 15, are Wis spells Wis before 10, 13, Cha & spell-like Cha 12 14 abilities, +2 to Encha ntment magic Darkvision 120, saves, Spell immune Resistance: to magical 11+Sleep, class levels. +2 racial bonuses to listen, search door entitles and spot the checks. drow to Coming a free within spot check. 5 of aGreyhawk secret drow are very stealthy (ac cording bonus toto hide their andoriginal move silently write checks. up), gaining Drow struck a +4 racial with bright light (such as s unlight, and remained or adazzled Daylight asspell) long as are they blinded stay within for 1 round, the area of the illumination. A lthough might gain there a +5 isracial no official bonus to rule their for intimidate it, female checks drow vs. male drow, at your d iscretion (this intimidation score would male gofighters a ways to have, countering withoutthe neutering high them against other male Greyhawk drow weapons, Cloak and boots: Greyhawk drow weapons receive their magi s). c-like the drow pluses homeland, from as thewell weird asradiations their mixture of of adamantine alloy. As noted in the to module, sunlight these (Faerzress items irreversibly weapons from rot the when Realms exposed have borrowed upon this). Though fine weapons, always necessarily Greyhawk masterwork drow arms quality, are not nor do their magic-like abilities require to them hide tochecks. be. Drow Drow cloaks boots grant grant a a +5+5 competence competence bonus bonus to move silently checks. The bonuses armor check penalty, for cloakhave and already boots, as been well added as to drow skill totals. All drow, unl ess otherwise boots and cloak noted, theirare race assumed is noted to for be wearing (for some thehefty Hide/move silent mods fo r these black elven elves). chain Greyhawk mail armor, drow similar wear a fine to that meshfound of in the 3.5 DMG (does not imp eded the arcane spell drows failure normal of30 20%, movement Max Dexspeed, bonus +4, has armor an check pent: -2, light armor , weighs chain mail 20has lbs). been The added armor tocheck the skill penalty rank for totals. this All Greyhawk drow receive pr oficiency weapon) and ineither the shortsword, dart or javelin hand crossbow as bonus(exotic weapon proficiencies. Drow hand cros sbows arepoison knockout of therequires Small variety. a primary Greyhawk and secondary Drow DC 15 Fort save or unconscious for each and 2d4 hours. dose is Drow sufficient carry 1d4-1 to cover doses1each, shortsword or 1 dagger, or 10 hand crossb ow special No bolts. prestige classes have been added to any of the higher level drow the pcshave few may modified encounterability (feel free scores to above add them), the norm. though Multi-class a drow have been give n their xp calculation flat levels from the in the conversion appropriate book. classes, (I.e. awith 5th ftr/7th no level wiz 1st editi on drow level character). is exactlyWhere that bonus in this spells module, appear not (or a recalculated 1st edition9th spells had their lev els altered) useful for the I drows substituted assigned or added duties. spells Encounter that would levels behave been estimated, using when the the guide table on page was obviously 49 of the wrong, 3.5 DMG. anHowever, estimate of true EL has been provided. Fo re example, features 15 of Encounter the flying Areabeasts. 4 (Gargoyle According Lair)to the EL table, thats a level 19 enc ounter 11 Full encounter. melee (a bit attacks over-rated, are listed, IMHO). accounting I felt itfor wanted Str,an magic, EL two weapon fighting, w eapon finesse, Finesse while using weapon shield focus, inand offmodifiers hand. Weapon to Specialization and off hand damag e mods are already factored in as well.

Masterwork bucklers (in the absence of rules clarification) still provide the -1 their to hit quality weightprevents penalty the listed additional in the buckler -1 penalty description, (since they butare masterwork) tha t a normal person Encounter (Male Contingent: using Area buckers weapon D3 ten (EL armor finesse. Variable): 3rd check fighters, level penalty forces two 4th on level a fighters, one 6th level fighter,Contingent: (Female one Ftr5th/Wiz7th) Eight 2nd level fighters, two 3rd level fighters, one 6th Cl eric Drow CR 4 ea.; of Lolth, Male Contingent: HD 3d10; one hp 9th21; ten Cleric 3rd level Init of +7; Lolth) Spd male 30ft.; drow Face/Reach: fighters 5/5 ; AC 20, T: 14, FF: 17; 2 atFull +5/+5 Atk melee +1 Shortsword +1 Shortsword (1d6) (d6) +7 & melee +1 Dagger or (offhand 1d4-1); hand crossbow + 6 ranged Dex Saves: SA/SQ: 17,SR Fort Con (1d3 14, 10, +3, + Ref Darkvision poison)/ Int 14, Will +4, Wis Grapple: 120, 10, +1immune Cha (+3 +2; 12; vs. Str to AL spells, Sleep, 8, CE ; Magic +5 vs.save enchantment bonuses.magic); Elf abilities, Feats: light Improved weakness initiative, Rapid Reload (hand crossbow, free action), Two-weapo n fighting, Skills: Climb Weapon +1, Handle Finesse Animal +5, Hide +10, Intimidate +7, Jump +0, Listen +2, Possessions: Move Silently +1+10, Shortsword, Ride +1,+1 Spot Dagger, +2 +1 Elven Chain mail, Hand Crossbow, maste rwork buckler, Spell-like abilities: 10 poisoned (as 3rd bolts level sorcerer, DC: 11 + spell level): Darkness, D ancing Drow CR 5 ea.; Male Lights, Leaders: HD 4d10; Faerie two26; hp Fire 4thInit level +8; fighters Spd 30ft.; Face/Reach: 5/5 ; AC 22, T: 16, FF: 18; or +1) Full 2 at Atk+8/+7 1 at +2 +10Shortsword melee +2 Shortsword (1d6+1) & +2 (1d6 Dagger (offhand 1d4); javelin +3 ra nged10, Con Saves: SA/SQ: (1d6-1 Fort SR Int 15, + Darkvision 14, +4, poison)/Grapple: Wis +5, Ref 10, Will Cha 120, 12; +1immune +3; AL CE (+3 Str vs. ;8, to spells, Sleep, Dex 18, +5 vs.save Magic enchantment bonuses.magic); Elf abilities, Feats: light Improved weakness initiative, Rapid Reload (hand crossbow, free action), Two-weapo n fighting, Skills: (shortsword) Climb Weapon +3, Handle Finesse, Animal Weapon +5,Focus Hide +11, Intimidate +8, Jump +0, Listen +2, Possessions: Move Silently +2+11, Shortsword, Ride +3,+2 Spot Dagger, +2 +2 Elven Chain mail, Hand Crossbow, maste rwork buckler, Spell-like abilities: 3 poisoned (as 4th javelins level sorcerer, DC: 11 + spell level): Darkness, D ancing magic, Drow CR 7 ; Male Lights, Levitate HD Commander: 6d10; Faerie hp 37; 6th Fire, Init level Detect +8; fighter SpdGood, 30ft.; Detect Face/Reach: 5/5 ; AC 25, T: 20, FF: 21; +5) Full orAtk 3 at 2 +12/+7/+9 at +14/+9 or melee +4 Shortsword +4 Shortsword (x2) (1d6 (1d6+5) & +2 Dagger (offhand 1d4); h and crossbow Grapple: Saves: SA/SQ: Fort SR +5; 17, +5, +10 Str Darkvision Ref ranged 8, Dex Will +5, 1d3 19, 120, ++2 Con poison,)/ immune 10, vs. (+4 Int tospells, 14, Sleep, Wis Magic 10,vs. +6 Cha save enchantment 12;bonuses. AL CE ;magic); Elf abilities, Feats: light Combat weakness Expertise, Improved initiative, Rapid Reload (hand crossbow, free action), Weapon Skills: Focus Climb Two-weapon (shortsword), +3, Handle fighting, Animal Weapon Weapon +5, Specialization Hide Finesse, +11, Intimidate (Short Sword) +10, Jump +5, Listen +2 , Move Silently Possessions: +4 Shortsword, +11, Ride +3, +2Spot Dagger, +2 +3 Elven Chain mail, +3 masterwork buckle r, Hand Crossbow, Spell-like abilities: 10 poisoned (as 6th level bolts sorcerer, DC: 11 + spell level): Darkness, D ancing magic, Drow CR 13Male ;Levitate Lights, HDNoble 5d10Faerie Liaison: + 7d4;Fire, hp5th 49; Detect level Init +8; Good, fighter/7th Spd Detect 30ft.; level Face/Reach: mage 5/5 ; AC 24, T: 18, FF: 19; Full Shortsword (1d6+3) Atk 2 or at 3 +15/+10 at +13/+8/+12 melee +2 +2 Shortsword (x2) (1d6+3) & +2 Dagger (offhand (1d3 + poison)/Grapple: 1d4+1); hand crossbow +7; Str+12 8, Dex ranged 19, Con 10, Int 16, Wis 10, Cha 12; AL CE Saves: SA/SQ: ; Fort SR 23, +6, Darkvision Ref +7, Will 120, +6immune (+8 vs. tospells, Sleep, Magic +10 vs. save enchantment bonuses. Elf magic); abilities, Feats: light Combat weakness Casting,, Improved Critical (shortsword), Improved initiative, Spe ll Focus (Evocation), fighting, Weapon Finesse, Two-weapon Weapon Focus defense, (shortsword), Twoweapon Weapon Specialization (Shor t Sword)Climb +5, Concentration +12, Hide +11, Intimidate +9, Jump +5, Knowledge Skills: +5, Possessions: (arcane) Spellcraft +9,+2 Listen +11, Shortsword, Spot +3, +3 Move +2Silently Dagger, +4 +11, Elven RideChain mail, Rope of Entanglement , Hand Crossbow, Spell-like abilities: 10 poisoned (as 12th bolts level sorcerer, DC: 11 + spell level): Darkness, Dancing Lights, Faerie Fire, Detect Good, Detect

2nd magic, Spells 0 1st Detect *Magic Mirror Levitate Prepared: Magic, Missile Image (4/5/4/3/1); Detect (1d4+2), (x2), Poison, Sleep, Protection save Message Ray DC of =from 13+ (x2) Enfeeblement, spell level Arrows, SeeVentriloquism (*14 for evocation): Invisibility, Spider Climb 4th Drow CR 3rd3ea.; Female Dispel *Ice HD Storm Contingent: Magic,hp 2d10; *Lightning 15; eight Init2nd Bolt, +7; level Spd Slow 30ft.; femaleFace/Reach: drow fighters, 5/5 ; AC 21, T: 15, FF: 18; or +1) Full 2 at Atk+3/+3 1 at +1 +5 Shortsword melee +1 Shortsword (1d6+1) &(1d6 +1 Dagger (offhand 1d4+1); +5 ranged ( handDex 11, Saves: SA/SQ: crossbow) Fort SR 16, 13, Con +3, Darkvision (1d3+poison)/Grapple: 10, +3, Ref Int Will 15, 120, Wis +1immune 13, vs. (+3 Cha +2; tospells, 14; StrAL CE Sleep, +5;vs.save Magic enchantment bonuses.magic); Elf abilities, Feats: Skills: light Improved weakness Climb +2, initiative, Handle Animal Two-weapon +3, Hide fighting, +10, Intimidate Weapon Finesse +7, Jump +3, Listen +3, Possessions: Move Silently +1+10, Shortsword, Ride +1,+1 Spot Dagger, +3 +1 Elven Chain mail, +1 masterwork buckle r, Hand Crossbow, Spell-like abilities: 10 poison (as 2nd bolts level sorcerer, DC: 12 + spell level): Darkness, D ancing Clairvoyance, Drow CR 4 ea.; Female Lights, HDContingent: 3d10; Discern Faerie hp 21; Fire, Lies, two Init Clairaudience/ Dispel 3rd +7; level magic, Spd fighters 30ft.; Suggestion Face/Reach: 5/5 ; AC 21, T: 15, FF: 18; or +1) Full 2 at Atk+5/+4 1 at +1 +7 Shortsword melee +1 Shortsword (1d6+1) &(1d6 +1 Dagger (offhand 1d4+1); +3 ranged ( javelins) Dex Saves: SA/SQ: 16,SR Fort Con (1d6 14, 10, +3, Darkvision +Ref Int poison)/Grapple: 15, Will +4, Wis 120, 13, +2immune Cha (+4 +3; 14; vs. Str to AL spells, Sleep, 11, CE ; Magic +6 vs.save enchantment bonuses.magic); Elf abilities, Feats: light Improved weakness initiative, Two-weapon fighting, Weapon Finesse, Weapon Focus (s Skills: Climb +4, Handle Animal +3, Hide +10, Intimidate +8, Jump +3, Listen +3, hortsword) Possessions: Move Silently +1+10, Shortsword, Ride +2,+1 Spot Dagger, +3 +1 Elven Chain mail, +1 masterwork buckle r, 3 poisoned Spell-like abilities: javelins(as 3rd level sorcerer, DC: 12 + spell level): Darkness, D ancing Clairvoyance, Drow Female Lights, Contingent Discern Faerie Lies, Fire, Canon: Clairaudience/ Dispel one 6th magic, level Suggestion Cleric of Lolth (Domains chosen: Des CR 7; HD 6d8; hp 30; Init +6; Spd 30ft.; Face/Reach: 5/5 ; AC 23, T: 18, FF: 21; F truction/Evil) ullranged +6 Atk 1 touch at +5 (Staff-sling**)/Grapple: melee +1 Heavy Mace (1d8+1); +4; Str 11, Dex 15, Con 10, Int 15, Wis Saves: SA/SQ: 17, Cha Fort SR 14; 17, +5, AL Darkvision CE ;+4, Will Ref 120, +8immune (+10 vs. to Sleep, spells,Magic +12 vs. save enchantment bonuses. Elf magic); abilities, Feats: Skills: Light Combat weakness, Concentration Casting, Rebuke +9, Improved Undead Diplomacy initiative, +8, HealExotic +7, Hide Weapon +9, Intimidate (Staff-sling) +2, Knowled ge (Religion) Spellcraft Possessions: +10, +1 +11, Spot Heavy Listen +5 Mace, +5, +3Move Elven Silently Chain mail, +9, +3 masterwork buckler, Staff-sl ing**, 3 glass Spell-like abilities: globes*** (as 6th level sorcerer, DC: 12 + spell level): Clairaudien ce/Clairvoyance, Good, Detect Magic, Darkness, DiscernDancing Lies, Dispel Lights, magic, Detect Faerie Fire, Levitate, Suggestio n 0 1st 2nd Spells Detect Bane, Hold Prepared: poison, Person Cause(5/4+1/4+1/3+1; Fear, (x2), Guidance, Cure Light *Desecrate, Mending, save Wounds Resist DC =(x2), Read 13 + *Inflict Magic, Energy spell Resistance (she level): chooses Light fire Wounds if uncertain), 3rd Silence Animate Dead, Invisibility Purge, *Magic Circle against Good, Remove Disease *Sling-staff: *Domain Spell.Cost: 10gp, Dmg: ---, Crit: ---, Range: 30 (30 min., Max. 90, no hit penalties *** Glass Globes, out to 60), Ranged Wt: touch 4 lbs., attack: Type: Luminous B irritant; 10 diameter burst. Thos e in they that the burst suffer are a loss automatically of 1d4 armor illuminated, class until such the luminous material is washed everyone off, or within 20-50 minutes the clouds have burst elapsed. area Inmust addition, make a Reflex save, DC 18, or be both blinded no Dex to (-2 ac, AC, foes -4 gain search, total Strconcealment) and Dex checks, and dazed (no actions, but no ac pen) ranged Drow for Female 1d4+6 touch turns, Contingent attack due misses, to Evil scratching use the High Priestess furiously. grenade Vlondril: missiles If the9th rules. level Cleric of Lolth ( Domains chosen: Destruction/Trickery)

CR 10; HD 9d8+9; hp 53; Init +7; Spd 30ft/Fly 30 ft. (Good); Face/Reach: 5/5 ; AC 26,Heavy +4 T: 20, Mace FF:(1d8+4)/Grapple: 23; Full Atk 2 at +6; +10/+5 Str 11, melee Dex 17, Con 12, Int 15, Wis 18, Cha 1 4; AL CE; Saves: SA/SQ: Fort SR 20, +9, Darkvision Ref +6, Will 120, +10 immune (+12 to vs.Sleep, spells, save +14bonuses. vs. enchantment Elf abilities, magic) light Feats: Skills: weakness, Combat Concentration Rebuke Casting, Undead +12, Improved Diplomacy initiative, +8, Heal Great +7, Hide Fortitude, +10, Intimidate Spell Penetration +2, Knowl edge (Religion) Spellcraft Possessions: +14, +4 Heavy +14, +5 Spot Listen Mace, +4 +5,Elven Move Chain Silently mail, +10, +3 masterwork buckler, Lurker C Spell-like abilities: (as 9th level sorcerer, DC: 12 + spell level): Clairaudien loak** ce/Clairvoyance, Good, Detect Magic, Darkness, DiscernDancing Lies, Dispel Lights, magic, Detect Faerie Fire, Levitate, Suggestio n 0 1st Spells Detect Bless, Prepared: poison, Cause (6/5+1/5+1/4+1/4+1/1+1; Guidance Fear (x2), (x2), CureMending, Light Wounds save Read DC(x2), Magic, = 14 *Disguise +Resistance spell level): Self, Protection f rom 2nd 3rd 4th 5th *Domain **Lurker Good Augury Deeper *Confusion, Cure Spell. Cloak: Light (x2), Darkness, This Wounds, Cure Hold cloak *Nondetection, Critical Person Mass, allows (x2), *Inflict Wounds, the*Invisibility, Prayer, user Freedom Light to assume Remove Wounds, of Movement, Silence Disease, the Mass formPoison, Speak of a small with Tongues Dead Lurker Above (detailed enhancement). The inwearers the Citywing of the span Spider becomes Queen 2 longer web than his height, and he may l evitate round with up Good or down maneuverability 20 per round, and fly takes at 30/ half damage from bludgeoning weapons w hile in rocky areas thiswith form. little When vegetation, attached to the a ceiling user gains in a +12 bonus to Hide checks. T he users wearer is effectively armor class too remains small unchanged. to make aThe real Lurker Aboves special Smother or C onstrict standard ENCOUNTER (2 Mind Flayers, attacks. action. ARTEA M12 12 Changing (EL 10)to 1 Wererats, Lurker male drow form expert is a (merchant), two poison needle t Poison needled traps, 1 per coffer (CR 6): Attack +8 ranged (1 hp + Wyvern Poiso raps) n DC Search Two CR 8Mind 17DC ea.; 2d6 Flayers 22, HD Con 8d8+8; Disable Primary, hpDC 4320 2d6 & 38; ConInit secondary); +6; Spd 30ft.; Face/Reach: 5/5 ; AC 15, T: 12 , FF: 13; Grapple: Saves: SA/SQ: Fort Mind +7; Full +3, Blast Str Atk Ref 12, (60 4+4, Tentacles Dex cone, Will 14, DC Con +9; +8 17 12, (1d4+1)/ Will Intor 19, stunned Wis 17, 3d4 Cha rds.), 17; AL Psionics, LE; Improved G rab, Extract, Feats: Skills: Combat Bluff +11, SR 25, casting, Concentration telepathy Improved100 Initiative, +11, Diplomacy Weapon +7,Finesse Disguise +3 (+5 acting), Hid e +10, +11, Possessions: Mind Psionics: Move Blast: Intimidate Silently (at 60 See will): cone, text. +9, +10, Charm Knowledge DC Sense 17Monster Will Motive (Local) or(DC stunned +7, 17), +12, Spot 3d4 Detect Listen +11 rds. Thoughts (DC 15), Levitate, P lane Shift, Improved Grab: Suggestion On a successful (DC 16) tentacle attack, the Mind Flayer may start a free round grapple. a Mind If Flayer it winsstarts one tentacle with one istentacle attached. attached, Any it may try a single grapp le check may try ato grapple get all orits escape tentacles artistattached. check to break An opponent free, but the Mind Flayer gets the +2 beginning circumstance of the bonus victims for each round. attached Only, tentacle Small, Medium at or Large foes may be atta cked can foes Extract: withAny be the attacked round tentacles, a Mind thisthough way ifHuge Flayer the all has or larger Mind 4Flayer tentacles can attached, somehow reach he may their attempt head.to extract Twelve CR make 2 ea.; aWererats successful the HDvictims 2d8+3; (1st grapple hp brain. level 12; Init and automatically warriors, +3; Spd presented 30 ft.;in Face/Reach: Hybrid Form) 5/5; AC 16, T: 13, FF: and 13;-1 Full melee AtkBite +6 melee (1d6+disease)/Grapple: +1 Shortswords (1d6+2) +2; Str 13, Dex 17, Con 14, Int 10, Wis Saves: SA/SQ: 11, Cha Fort Alternate 8; +6, AL LE; Ref form, +5,*Curse Will +4; of Lycanthropy, Damage reduction 10/silver, **Dise ase, Low-light Feats: Skills: Alertness, Climb +4, vision, Dodge, Handle Rat Iron Animal empathy, Will, +3, Hide Scent+5, Weapon Finesse Listen +4, Move Silently +4, Spot + 4,Bite Possessions: * Swiminflicts +9 +1 Lycanthropy Shortsword and on failed See text. Fort DC 12 save;

** Disease: Filth Fever; Fort DC 12, Incubation 1d3 days, damage 1d3 Dex, 1d3 Co Male n. CR 1;Drow HD 1d6; Level hp13; Expert Init +3; (Merchant) Spd 30ft.; Face/Reach: 5/5; AC 13, T: 13, FF: 10; Ful l Atk Str Saves: SA/SQ: 8,Fist Dex12, Fort SR -1 17, +0, melee/Grapple: Darkvision Con Ref10, +3,Int Will 120, 14, -1; +2; Wis 10,to immune Cha Sleep, 12; AL Magic CE; save bonuses. Elf abilities, Feats: Skills: light Diligent weakness Appraise(+2 +8,Appraise/Decipher Bluff +5, Decipher Script Script Checks) +8, Diplomacy +5, Forgery +6, Gat her Information Geography) Possessions: KEY-TO DMS NOTE: THE Although +6, CAVERNS See Move +5, text. AND Hide Silently many WARRENS +7,these of Knowledge +7, OFSense THE TROGLODYTES encounters (Underdark Motive are +4 fairly low level, DMs should bear in mind are fairly that close manyto ofothers, these caverns and what might appear to be a fairly easy encounter can2 battles, 1) B) CR Entrance (EL turn ea.; 4)should into Three HD to 3d8+3; aGrand series the bugbear characters hp Cavern of 16; sentries ever-enlarging Initfail +1; Spd to take 30ft.; theFace/Reach: appropriate5/5; caution. AC 19, T: 11, FF: 18; Full Melee (1d8+4) Atk Heavy or +5masterwork Ranged (Masterwork morningstar throwing +6 spear 1d8+2)/Grapple: +4; Str 15 , Dex 12, Saves: CE; SA/SQ: Feats: Skills: Possessions: Fort Darkvision Alertness, Climb Con +2, Ring 13, +0, Ref Int 60, Weapon Hide mail +4, 10, Scent +2, jacket Will Focus Wis Listen +1; 10, (acts (Morningstar) Cha +4, asMove 9; studded ALSilently leather), +4, Spot heavy +4wood shield, mast erwork heavy spears. In the morningstar, original text, two these heavy Heavy throwingmorningstars were listed as giving a dam age3; D) CR (EL bonus HD 3)2d10; of +2. One 2nd hp 15; level Init male +7; drow Spdfighter 30ft.; Face/Reach: 5/5 ; AC 20, T: 14, FF: 18; Full 2 at +2/+2 Atk 1 +1 at Shortsword +4 melee +1(1d6) Shortsword & +1 Dagger (1d6) (offhand or 1d4); + hand crossbow 5 rang ed (1d3+poison)/Grapple: Str Saves: SA/SQ: 8, SR Dex13, Fort 15, +3, Darkvision Con Ref10, +2,Int Will +2; 120, 14, +0immune Wis (+210, vs. to Cha spells, Sleep, 12; AL +4CE; Magic vs.save enchantment bonuses.magic); Elf abilities, Feats: Skills: light Improved weakness Climb +2, initiative, Handle Animal Two-weapon +3, Hide fighting, +9, Intimidate Weapon +7, Finesse Jump +3, Listen +3, Move Silently+1 Possessions: +9, Shortsword, Ride +1, Spot +1 Dagger, +3 +1 Elven Chain mail, +1 masterwork buckle r, Hand Crossbow, Spell-like abilities: 10 poison (as 2nd bolts level sorcerer, DC: 11 + spell level): Darkness, D ancing 2) CR South 1/6; Lights, HD Gallery 1d8;Faerie hp (EL 4;2) Fire Init 14 -3; Piercers Spd 5 ft./Climb 5 ft.; Face/Reach: 2.5x2.5/0; AC 16, Grapple: Saves: SA/SQ: T: 7, Acid FF: Fort +2; 19; +2, (underbelly Str Full Ref 10,-3, Atk Dexcauses Slam Will 4, Con +21d6 +0; Melee 11, acid Int (1d6)/ --,it if Wis touches 10, Cha flesh), 9; AL Darkvision N; 60, Impr oved spells Feats: Skills: 3) CR Glittering 7; Critical HD or N/A Hide 12d8+48; affects) +4 (19-20), Cave (+19 hp (EL with 102; Vermin 7) natural One Init (Immune Trapper +5;stone Spdto 10 background), mindinfluencing ft.; Face/Reach: Listen15x15/10; +13, Spot +3AC 16, T: 9, F F: 15; Darkvision Grapple: Saves: SA/SQ: Full Fort +27; Atk +8, Str Slam Ref 30, 60, +5, +17 Dex Immune Will Melee 12,+10; Con to (2d4+15)/ blunt 19, Int attacks, 14, Wis Fire 15,and Chacold; 14; AL Smother N; (Slam allow s free grappleSuccess opportunity). check against means the target foe is (Nowrapped attack up. of Wrapped foes must hold their breath the following suffocation damage. Each round round, or start the wrapped to take victim takes slam damage automatical ly. An check artist successful will break opposed the grapple hold. Wrapped or escape creatures many only fight with tiny we apons, the grapple and only occurred. if theWrapped tiny weapon foes take was in full hand damage when from any attacks aimed at th e trapper.

Skills:Alertness, Feats: Hide +20 (+24 Blind against Fighting, stone Improved background), Initiative Listen +12, Move Silently +12, Spot Possessions: 4) CR Side 4 +12Cavern ea.; HD 4d8+19; See (EL text. 11) hp15 37; Gargoyles Init +2; Spd 40 ft./Fly 60 ft. (average); Face/Reach : 5/5; +6 Melee (1d4+2) AC 16, T: & one 12, bite FF: 14; +4 melee Full Atk (1d6+1) two claws & one gore +4 melee (1d6+1)/Grapple : +6; Str Saves: SA/SQ: 15,Damage Fort Dex +5, 14, Reduction Con +6, Ref 18, 10/magic, Int 6, Will +4; WisDarkvision 11, Cha 7;60, AL CE; Freeze (Spot DC 20 to notice its Feats: Skills: Possessions: 5) CR alive) SpurHD 12; Multiattack, Hide Cavern 16d10+112; +7(EL See (+15 text. 12) Toughness against hp One 265; Purple stone-2; Init Worm background), Spd (very 20 ft./Burrow large) Listen +4, 20 ft./Swim Spot +4 20 ft.; Face /Reach: Full Str Saves: SA/SQ: Feats: 35, Atk Fort Improved Awesome 20/15; Dex Bite 6,+25 +17, Con Blow, Grab, AC Ref Melee 25, 19, +8, Cleave, Poison*, Int T: (2d8+12) Will 4,Improved 1, FF: Wis +4; Swallow &8, 19; Sting Cha Bull Whole**, +20 8; Rush, AL melee(2d6+6+poison)/Grapple: N; Tremorsense Power Attack, 60Weapon Focus +40; (bit e), Skills: Possessions: * ** DC Grapple Weapon 25 Fort, Listen Focus check See Initial +18, (sting) text. after Swim 1d6 grab. +20 Str, IfSecondary successful, 2d6swallowed Str opponents suffer 2d8+12 cr ushing Light round. damage, slashing/piercing and 8 pts. Of acid weapon damage that each deals 25 hp to AC 17 gizzard cuts a w ay Cave 6) Four free. male (EL Gizzard 2nd 13) level canfighters, hold 8 medium one male sized 4th creatures. level fighter, eight female 3rd level Drow CR fighters, 3 ea.; Males: HD one four 2d10; female 2nd hplevel 8th Init 15; level male+7; fighter, drow Spd fighters, 30ft.; one Nightmare Face/Reach: 5/5 ; AC 19, T: 14, FF: 16; Full Atk Shortsword (1d6) 1 ator +4+1 melee Shortsword or 2 at(1d6) +3/+3&+1 +1 Dagger (offhand 1d4); +5 ranged (ha nd crossbow) Str Saves: SA/SQ: 8, SR Dex13, Fort 17, +3, (1d3)/Grapple: Darkvision Con Ref10, +3,Int Will 120, 14, +1; +0immune Wis (+210, vs. to Cha spells, Sleep, 12; AL +4CE Magic vs. ;save enchantment bonuses.magic); Elf abilities, Feats: Skills: light Improved weakness Climb +1, initiative, Handle Animal Two-weapon +3, Hide fighting, +10, Intimidate Weapon Finesse +7, Jump +3, Listen +3, Possessions: Move Silently +1+10, Shortsword, Ride +1,+1 Spot Dagger, +3 +1 Elven Chain mail, Hand Crossbow, 10 bo Spell-like abilities: (as 2nd level sorcerer, DC: 12 + spell level): Darkness, D lts ancing Drow CR 5 ea.; Male Lights, Commander: HD 4d10; Faerie hp4th Fire, 26; level Init , Suggestion fighter +8; Spd 30ft.; Face/Reach: 5/5 ; AC 22, T: 16, FF: 18; Full Atk Shortsword (1d6+1) 1 at +10 or +2 melee Shortsword or 2 at (1d6+1) +8/+6 +2& +1 Dagger (offhand 1d4); +7 ranged Str Saves: SA/SQ: (hand 8, SR crossbow) Dex Fort 15, 18, +4, Darkvision Con Ref (1d3 10, +5, +Int poison) Will 120, 14, +1immune Wis Grapple: (+3 10, vs. to Cha spells, +3; Sleep, 12; AL +5CE Magic vs. ;save enchantment bonuses.magic); Elf abilities, Feats: light Improved weakness initiative, Rapid Reload (hand crossbow, free action), Two-weapo n fighting, Skills: (shortsword) Climb Weapon +3, Handle Finesse, Animal Weapon +5,Focus Hide +11, Intimidate +8, Jump +0, Listen +2, Possessions: Move Silently +2+11, Shortsword, Ride +3,+1 Spot Dagger, +2 +2 Elven Chain mail, masterwork buckler, Hand Crossbow, Spell-like abilities: 10 poison (asbolts 4th level sorcerer, DC: 11 + spell level): Darkness, D ancing magic, Drow CR 4 ea.; Female Lights, Levitate HDFighters: 3d10; Faerie hp 21; Fire, eight Init Detect 3rd +8; level Good, Spd female 30ft.; Detect drow Face/Reach: fighters5/5 ; AC 20, T: 14, FF: 17; Full Atk Shortsword (1d6+1) 1 at +8 ormelee +1 Shortsword or 2 at +6/+6 (1d6+1) +1 & +1 Dagger (offhand 1d4+1); four ha ve+710, have Str ranged +3 ranged Dex (hand 18, (javelins)(1d6)/Grapple: Con crossbow) 10, Int 15, (1d3)and Wis 13, four +3; 14; AL CE; Cha

SA/SQ: SR Saves: Fort 14, +3, Darkvision Ref +5, Will 120, +2immune (+4 vs. tospells, Sleep, Magic +6 vs.save enchantment bonuses.magic); Elf abilities, Feats: light Improved weakness initiative, Rapid Reload (hand crossbow, free action), Two-weapo n fighting, Skills: Climb Weapon +2, Handle Finesse Animal +5, Hide +11, Intimidate +8, Jump +1, Listen +2, Possessions: Move Silently +1+11, Shortsword, Ride +2,+1 Spot Dagger, +2 +1 Elven Chain mail, Hand Crossbow, 10 bo Spell-like abilities: (as 3rd level sorcerer, DC: 12 + spell level): Darkness, D lts ancing Clairvoyance, Drow CR 7 ; Feale Lights, HD 6d10; Commander: Discern Faerie hp 37;6th Fire, Lies, Init level Clairaudience/ Dispel +8; fighter Spd magic, 30ft.;Suggestion Face/Reach: 5/5 ; AC 23, T: 18, FF: 19; +2 Full Shortsword Atk 2 at(1d6+4) +13/+8 or melee +2 Shortsword or 3 at +11/+6/+8 (x2) (1d6+4) & +2 Dagger (offhand 1d4+2); charging or 1 death added)(1d8+1+1d6 lance charge attack negative at energy +9 (+s+Enervation)/Grapple: for +6; Str 10, Dex 19, ConSR Saves: SA/SQ: Fort 10, 17, Int +5, Darkvision 15, +5, Ref Wis Will 13, 120, Cha +3immune 14; vs. (+5 ALto CE spells, Sleep, ; +7 vs.save Magic enchantment bonuses.magic); Elf abilities, Feats: light Improved weakness initiative, Mounted Combat, Ride-by Attack Two-weapon fighting, Weapon Specialization Skills: Finesse, Climb +3, Weapon Handle (Short Focus Animal (shortsword), Sword) +4, Hide +11, Intimidate +10, Jump +4, Listen +2 , Move Silently Possessions: Death +11, Lance Ride(*Death +5, Spot Spear, +2 Lesser, see below)+2 Shortsword, +2 Dagg er, +2 Elven buckler, Spell-like Nightmare abilities: Chain Mount mail, (as+2 6th masterwork level sorcerer, DC: 12 + spell level): Clairaudien ce/Clairvoyance, Good, Detect magic, Darkness, DiscernDancing Lies, Dispel Lights, magic, Detect Faerie Fire, Levitate, Suggestio n * Lesser Death Spears (From City of the Spider-Queen) ar +1 Long spears that inf lict energy Nightmare CR 5;an HD damage, Enervation 6d8+18; Mountonhp aspell, successful 45; Init as +6; well hit. Spd asThis +1d6 40 ft./fly Spear of negative currently 90 ft. (Good); holds Face/Reach: 6 charges. 10/5; A C 24,+4 (1d8 T:+1d4 11, fire), FF: 22;1Full biteAtk +4 melee 2 hooves (1d8+2)/Grapple: +9 melss +14; Str 18, Dex 15, Con 16 , Int 13, Saves: SA/SQ: Fort Astral Wis +8, 13, Projection, Ref Cha +7, 12; Will AL +6; Darkvision NE; 60, Etherealness, Flaming Hooves, Smoke (15 c one,within all usablemust oncesave eachvs. round DC 16 as Fort free or action, take -2 to attack/damage until 1d6 minute s after gives off leaving provides the50% cone. concealment The smoketo a foes Nightmare 5-9 away, and total concealment to foes at 10 Alertness, Feats: Skills: or Concentration greater Improved +12, Diplomacy initiative, +3, Run Intimidate +10, Knowledge (the Planes) +10, Listen Sense Motive+12, +10,Move SpotSilently +12, Survival +11, Search +10 (+12 +10, on other planes and following trac Possessions: ks) 7) Asberdies Sunken the Cave See Lich: (EL text. 15) CR 22; 1 Lich HD 20d12; hp 130; Init +8; Spd 30ft.; Face/Reach: 5/5; AC 22, (1d8+5, +10/+5 T: 17, FF: Will 18; DCFull 20 for Atkhalf, Touch+attack DC 20 Fort save or *permanent paralysis)/G rapple: 14, Cha 10; +10;(the Str base 10, Dex stats 18,were Con taken ---, Int from 22, the Wis DMG for Wizard (except Dex. To k eep closer modified Saves: SA/SQ: Fort Damage byto both +6, the Reduction Ref level module +10, and 15/bludgeoning Lichs Will the+14; Lich AC) template andand then magic, in the Darkvision monster manual) 60, **Fear AL NE; Aura, Imm une to Combat mind-affecting Feats: cold, electricity, Casting, effects,Craft Paralyzing polymorph Staff,Touch, and Wondrous Craft Turn Resistance Item, Empower +4, Undead Spell, traits Extend S pell, Greater Improved Counterspell, Spell Focus Initiative, (Evocation), Maximize Improved Spell, Quicken Spell, Silent Spell, Spell Focus Skills: Concentration (Evocation) +23, Craft (Alchemy) +27, Decipher Script +19, Diplomacy + 2, Gather+29, (Arcana) Information Knowledge +2, (Geography) Hide +12, +13, Knowledge Knowledge (History) +14, Knowledge (Loc al) +13, +13, Knowledge Knowledge (The(Nobility Planes) +16, and Listen Royalty) +10, Move Silently +12, Search +14, Sens e Permanently Possessions: * Motive +10,+3 Spellcraft paralyzed Ring of foes Protection, +31,appear Spot +10 See text. dead (DC 20 Spot or DC 15 Heal to notice lif e). TheAura Paralysis **Fear affect or(60 magic cannot rad.): thebe can Creatures dispelled, remove under a curse but 5 Remove will HD must cancel Willthe DC 20 effect. save or be affected a s if byPrepared: Spells Fear spell. (4/6/6/5/5/5/5/4/4/4); Save = 24hr. immunity. save DC = 16 (18 for Evocation) + spell 0 level): 1st Detect Burning Magic, Hands, Read Charm Magic, Person, Mage Magic Hand, Missile Open/Close (x2), Ray of Enfeeblement, Ventri loquism

6th Flesh 2nd 3rd 4th 5th Invisibility, Dispel Bestow Cloud Kill, to Magic, Curse, Stone, Cone Mirror Fireball, Confusion, Globe of Cold, Image, ofFly, Charm Invulnerability, Hold Resist Lightning Monster, Energy, Bolt, Dimension Teleport, Repulsion, See Major Invisibility, Door, Wall Image Shadow of Polymorph Force Walk, Web (x2) Summon Mon sterVI 7th 8th Hold Person-Mass, Bigbys Clenched Fist, Limited Charm Wish, Monster-Mass, Mordenkainens Ottos Sword, Irresistible Reverse Gravity Dance, Monster Su mmoning 9th 8) CR Side 4 ea.; Meteor VII Cavern HD 4d8+19; Swarm, (EL 12) Power hp23 37; Word: Gargoyles InitKill, +2; Spd Prismatic 40 ft./Fly Sphere, 60 ft. Time (average); Stop Face/Reach : 5/5; +6 Melee (1d4+2) AC 16, T: & one 12, bite FF: 14; +4 melee Full Atk (1d6+1) two claws & one gore +4 melee (1d6+1)/Grapple : +6; Str Saves: SA/SQ: 15,Damage Fort Dex +5, 14, Reduction Con +6, Ref 18, 10/magic, Int 6, Will +4; WisDarkvision 11, Cha 7;60, AL CE; Freeze (Spot DC 20 to notice its Feats: Skills: Possessions: 9) CR alive) Cavern 3; HD Multiattack, Hide 8d8+40; Stable +7 (+15 See text. (EL hp Toughness 76; against 9) 6 pack Init stone +1; lizards Spd background), 30 ft./climb Listen 30ft.; +4, Face/Reach: Spot +4 10/ 5; AC 15, +10)/Grapple: Saves: SA/SQ: Feats: Skills: Possessions: 10-13) 10) CR T:1(EL 10, ea.; Fort -COMPLEX FF: Move 10) HD32 15; +11, Silently See 2d12; +16; OF Ghouls Full Ref text. LOW Str hp Atk +7, +5, CAVES 13; 25, Bite Will Spot Init Dex (EL +12 +3; 13, +4 +2; Variable) melee Con 30 Spd 21, (2d6 ft.; Int Face/Reach: 2, Wis 12, Cha 5/5; 2; AL ACN; 14, T: 12, FF: 12; Full claws +0 melee Atk Bite (1d3+paralysis)/Grapple: +2 melee (1d6+1+paralysis), +2; Str 2 13, Dex 15, Con ---, Int 13, Wis Saves: SA/SQ: Feats: Skills: Possessions: Ghoul Paralysis: 11) CR 14, 3(EL Cha ea.; Fever: Fort Darkvision Multiattack Balance 6) 12; HD Fort 4 +0, AL DC See DC Ghasts 4d12+3; CE; Ref +6, 12 text. 60, Fort, 12 +2, Climb hp or Ghoul Will 29; incubation: paralyzed +5, Init +5; fever, Hide +3; +6, 1d4+1 paralysis, 1 day, Spd Jump rounds. 30 +5,undead damage ft.; Move Elves Face/Reach: 1d3 Silently traits, Con,immune. are 1d3 5/5; +2Dex +6, turn Spot ACresistance +7 T: 12, FF 17, : claws 2 14; Full +3 melee Atk Bite (1d4+1+paralysis)/Grapple: +5 melee (1d8+3+paralysis), +2; Str 17, Dex 17, Con ---, Int 13, Saves: SA/SQ: Wis 14, Fort Darkvision Cha+1, 16;Ref AL 60, CE;Ghoul +4, Will fever, +6; paralysis, stench, undead traits, +2 turn resi Feats:Fever: stance Skills: Possessions: Ghoul Paralysis: Stench: Multiattack, Balance Creatures Fort SeeDC DC +7, 15 text. within Fort, 15 Toughness Climb or 10 incubation: paralyzed +9,DC Hide 15 Fort +8, 1d4+1 1 day, Jump or rounds. sickened +9, Move damage Elves 1d3 1d6+4 Silently Con, are minutes. NOT 1d3 +8, immune. Dex Spot Successful +8 save Delay = 24 or hr.neutralize immunity from poison same removes Ghasts the stench. effect (and this wont affect creatures imm une (EL 12) 13) Same to stats poison 5) as 6) 2 Ghasts 4 at all) 11)

CR 6; 14) Giant HD 12d8+12; Slug (ELhp 6)87; OneInit Giant +0; Slug Spd 20 ft./Burrow 10 ft.; Face/Reach: 20/ 10; AC +6)/Grapple: Saves: SA/SQ: 16, T:Blindsight Fort 8, FF: +9, +19; 16; Ref Str 60, Full +4, 19, Immune Atk Will Dex Bite +4; 10,Blunt, to +11 Conmelee 12, Spit Int (2d6 acid, -, Wis Vermin 10, Cha traits 2; AL (not N; affected by mind-affecting susceptible Feats: Skills: Possessions: Acid: 5x5x40 --Listen to See spells/powers). salt, +10 stream, text. taking 4d6 damage, 1d8Giant damage Reflex slugs per DC17 are for pound of . salt damage. it contacts. Immune to own acid or ot her5100 15) CR slugs ea.;High HD acid. 9d10+18; Shelf (EL hp7) 67Two ea.; Hieracosphinx Init +2; Spd 30 ft./Fly 90ft. (poor); Face/Reac h: 10/5; melee (1d10+5), AC 19, 2 claws T: 11,+8 FF: melee(1d6+2), 17; Full Atkmay Bite rake +13with each back claw (1d6+2) at Grapple: Saves: SA/SQ: Feats: Skills: Possessions: 16-18) 16) CR +13 5(EL melee ea.; Fort Darkvision Alertness, Troll Listen 13) +18; HD when +8, 10 See Caves 6d8+36; Str +10, trolls pouncing Ref text. 21, 60, Cleave, (EL +8, Spot hp Dex Low-light Variable) Will 63 +14 14, Flyby ea.; +5; Con Attack, Init vision, 15,+2; Int Power Pounce, Spd 6, 30 Wis Attack ft.; 15, Face/Reach: Rake Cha +9) (to 10; AL CE; 10/10; AC 16, T: 11, FF: bite +4 melee 14; Full (1d6+3), Atk 2 automatically Claws +9 melee(1d6+6), rends for 2d6+9 if both claws hit/Grapple: +14; Str Saves: CE; SA/SQ: Feats: Skills: Possessions: *Fire and Fort Darkvision Alertness, Listen 23, acid +11, Dex See +5, deal 14, Ref text. 60, Iron Spot normal Con +4, Low-light Will, +6 23, Will damage. Int Track +3;vision, 6,Lost Wis limbs 9, *Regenerate Chare-grow 6; AL 5, inRend, 1d6 minutes. Scent Severed li mbs bugbears 17) 18) Same 19-23) The reattach (EL stats Cave 14)as 15) 16 18 Warren when in the trolls these held trolls (ELareas toin variable) stump. Area been have 16. equipped with the equivalent of chain shir ts 2 19) CR and (EL ea.; masterwork 5)HD 8 3d8+3; bugbears morningstars. hp 16; Init +1; Spd 30ft.; Face/Reach: 5/5; AC 18, T: 11, FF: 17; Full (1d8+2)/Grapple: Saves: SA/SQ: Feats: Skills: Possessions: Fort Darkvision Alertness, Climb Atk+2, Masterwork Ring +2, Ref +4; 60, Weapon Hide mail +4, Str Scent +3, jacket morningstar Will 15, Focus Listen Dex +1; (acts (Morningstar) 12, +4, +6 as Con Move Melee studded 13, Silently Int leather), 10,+5, WisSpot 10, +4 light Cha wood 9; shield, AL CE; mast erwork 20) 21) Same 22) (EL stats morningstar. 5) 12 6) 8 bugbears as Area 19. bugbears

19) Huge 23) Same (EL stats 6) Cave 14 (EL as bugbears Area Variable) 19. 10 bugbear warriors, 45 female bugbears, 62 young bu 10 female gbears 45 bugbears, bugbears Same stats (based asloosely Area 19. on hobgoblins) CR 1/2; HD 1+1; hp 5; Init +; S pd ft.; Atk BiteFace/Reach: +1 melee (1d4+1)/Grapple: / ; AC 14, T: 11, +2;FF: Str13; 13,Full Dex 12, Con 13, Int 10, Wis 10, C ha 1/4; Saves: SA/SQ: Feats: Skills: Possessions: 62 CR 9; AL young Fort Darkvision Alertness Climb HD CE; (based 1; +1, No +1, hp Ref armor loosely 4; 60 Hide +2, Init or +1, Will on weapons +1; Listen goblin +0; 30 Spd &stats) +2, See ft.; Move text. Face/Reach: Silently +5, 5/Spot 5; AC +2 14, T: 11, FF: 13; F ull Chiefs Dex Saves: SA/SQ: Feats: Skills: Possessions: 25) AtkAlertness 13, Fort Darkvision BiteDen Con Climb 10, +0, +0 None +0, melee Int Ref (EL Hide & 10, +2, See 6) (1d3)/Grapple: +1, Grubblik WisListen Will Text. 9, +-1; Cha the +1, 9; chief, 0+; AL CE; Move Str Silently his 10, son, 2 +5, large Spotfemales +1 (fight as male s),5; Grubblik CR one HDspider. the chief 7d8+14; hp(4th 49; Init level+5; warrior) Spd 30ft.; Face/Reach: 5/5; AC 20, T: 11, FF: 19; Melee Full (1d8+4)/Grapple: Atk Masterwork morningstar +10; Str 18, +12/+7 Dex 12, Con 14, Int 10, Wis 12, Cha 12; AL C Saves: Alertness, E; SA/SQ: Feats: Skills: Fort Darkvision Climb +7, +1, Ref 60, Weapon Hide +5,+1, Scent Will Focus Intimidate +5; (Morningstar), +8, JumpImproved +4, Listen Initiative, +4, Move Silently Iron Will+3, Spot Possessions: Bruzblid CR 4;+4, HD 6d8+12; Swimchiefs the Chain +3 hpShirt, 42; sonInit (3rd Heavy +5; level steel Spdwarrior) 30ft.; shield, Face/Reach: masterwork5/5; morningstar. AC 19, T: 11, FF: 18; Grapple: Saves: SA/SQ: Feats: Full Atk Fort Darkvision Alertness, +10; Masterwork +6, Str Ref 17, 60, Weapon +5, morningstar Dex Scent Will Focus 12,+2; Con (Morningstar), +10 14,(1d8+3)/ Int 10, Improved Wis 11, Cha Initiative, 12; AL CE; Power Attack (to +5) Climb +1, Hide +2, Intimidate +7, Jump +3, Listen +4, Move Silently +4, Skills: Spot Possessions: 2 CR large 2 ea.; +4,females Swim HD 3d8+3; Chain +2 Shirt, hp 16;Light Init +1; steel Spd shield, 30ft.;masterwork Face/Reach: morningstar. 5/5; AC 18, T: 11, FF: 17; Full (1d8+2)/Grapple: Saves: SA/SQ: Feats: Skills: Possessions: Fort Darkvision Alertness, Climb Atk+2, Masterwork Ring +2, Ref +4; 60, Weapon Hide mail +4, Str Scent +3, jacket morningstar Will 15, Focus Listen Dex +1; (acts (Morningstar) 12, +4, +6 as Con Move Melee studded 13, Silently Int leather), 10,+5, WisSpot 10, +4 light Cha wood 9; shield, AL CE; mast erwork tiny Hidden morningstar. spider (Hidden in lid, roll Hide Check vs. searchers Spot check)

CR 1/4; HD 1/2d8; hp 2; Init +3; Spd 20 ft./Climb 10 ft.; Face/Reach: 6/0; AC 15, T: 15, Darkvision +poison/Grapple: Saves: SA/SQ: FF: 12; Fort +2,Full Ref -12; 60, Atk +3, Str *Poison, Bite Will 3, +0; +5 Tremorsense Dex melee 17, Con (1d4-3 10,60, Int Vermin --, Wistraits 10, Cha (immune 2; AL to N; mind-affec ting poison Feats: Skills: Possessions: *The effects) Weapon Climb on See Finesse +11, this text. Hide little +15, vermin Jump is -4,exceedingly Spot +4 deadly for its size, requiring a DC primary 26) Same 27) Ruddik CR 5; (EL 18 stats HD the Fort and 6) Sub-Chiefs 7d8+7; 12 as Sub-chief secondary save bugbears Area hpor 19. 42; Cave the (4th (1 Init victim min level +5; later) suffers warrior) Spd damage. 30ft.; 1d6Face/Reach: Con for both 5/5; AC 20, T: 11, FF: 19; Full Atk (1d8+4)/Grapple: Saves: SA/SQ: Feats: Skills: Fort Darkvision Alertness, Climb Masterwork +6, +0, Ref +9; 60, Weapon Hide morningstar +5, Str Scent +1, Will 17, Focus Intimidate Dex +5; (Morningstar), +11/+6 12, Con +8, Melee 13, Jump Int Improved +3, 10, Listen Wis Initiative, 12, +4,Cha Move 12; Iron Silently AL Will CE; +3, Spot Possessions: The CR 3Sub-chiefs +4, Swim ea.; HD 5d8+5; Chain +2twoShirt, personal hp 31 ea.; Heavy guards Init steel (2nd +1; shield, Spd level 30ft.; masterwork bugbear Face/Reach: warriors) morningstar. 5/5; AC 19, T: 11, FF: 18; Melee (1d8+2)/Grapple: Full Atk Masterwork +4; Str morningstar 16, Dex 12, +6 Con 13, Int 10, Wis 10, Cha 9; AL CE; SA/SQ: Feats: Skills: Possessions: Saves: Alertness, Fort Darkvision Climb +2, Scale +2, Ref 60, Weapon Hide mail +4,+3, Scent Will jacket Focus Listen +1; (Morningstar), (acts +4,as Move studded Silently Power leather), Attack +5, Spot heavy (to +4+4) steel shield, ma sterwork 28-30) T= Trog Unit Male (EL Den morningstar. CR variable) (EL 1; HD 1) 2d8+4; 1 male, Troglodyte hp 1 13; female Caves Init and -1; 2 Spd hatchlings: 30 ft.; Face/Reach: 5/5; AC 15, T: 9 , FF: (1d4) melee 15; Full andAtk bite Club -1 melee +2 melee (1d4); and or: claw2-1 claws +1 melee (1d4) and bite -1 mele e (1d4);/Grapple: Str Saves: SA/SQ: Feats: Skills: Possessions: Trog 10, Female Fort Camouflage, Multiattack, Dex CR Hide 9, +5, +51/2; Stone Con Ref (+13 +1; 14, Darkvision club -1, Weapon HD in1d8+2; Int Will rocky/underground 8,+0; Focus Wis6; 90, hp (Stone 10, Stench, Init Cha Club) -1; 10;Spd settings), AL 30 CE;ft.; Listen Face/Reach: +3 5/5; AC 15, T : 9,bite and FF: -1 15;melee Full (1d4)/Grapple: Atk 2 claws +1 +0; melee Str (1d4) 10, Dex 9, Con 14, Int 8, Wis 10, Cha 1 0; ALHatchling Saves: SA/SQ: Feats: Skills: Possessions: Trog CE; Fort Camouflage, Multiattack Hide+4, +5CR None Ref (+13 1/4; Darkvision -1, inHD Will rocky/underground 1d8; +0; 90, hp 4; Stench, Init -1; settings), Spd 30 ft.; Listen Face/Reach: +3 5/5; AC 15, T: and 1) 9, FF: bite 15; -2Full melee Atk (1d4-1)/Grapple: 2 claws +1 melee -1; (1d4Str 9, Dex 9, Con 11, Int 8, Wis 9, Ch a 10; AL Saves: SA/SQ: Feats: Skills: Fort Camouflage, Multiattack Hide CE;+2, +5 (+13 RefDarkvision -1, in rocky/underground Will -1; 90, Stench,settings), Listen +2

All Trogs have Possessions: None Stench: All living non-trogs within 30 must save vs. Fort DC 13 or skill be sickened and ability (-2 to checks) all attacks, for tendamage, rounds.saves, A save = 24 hr. immunity to that trogs stench. the effect Delay immediately. Poison or Creatures Neutralizeimmune Poisonto will poison remove are unaffected and those with applicable 28) Young poison Long Trog resistance Cave to (EL Male their CR7) get 1; poison 36 HD whatever Male 2d8+4; saves. Trogs bonus hp 13;is Init -1; Spd 30 ft.; Face/Reach: 5/5; AC 15 , T: 9, (1d8) and FF: claw 15;-1 Full melee Atk(1d4) Battleaxe and bite +1 melee -1 melee (1d4); or: 2 claws +1 melee (1d4 ) and Grapple: Saves: SA/SQ: Feats: Skills: Possessions: 29) Gen bite Fort Camouflage, Multiattack, Hide Leaders +1; -1 +5, Str +5 Steel melee Ref (+13 (EL 10, Darkvision battleaxe, (1d4); -1, Weapon 5) Dex in (four Will rocky/underground 9,Focus Javelin Con +0; 1st 90, 1 14, masterwork (Javelin) level +2 Stench, Int ranged Trog 8,settings), Wis javelin warriors, (1d6)/ 10, Cha Listen two 10;2nd AL +3level CE; Trog warrior Four Trog Male 1st level warriors CR 2 ea.; HD 3d8+9; hp 26; Init +3; Spd 30 ft. s) ; Face/Reach: Great Axe +4 melee 5/5; (1d12+3) AC 15, and T: 9, bite FF:+2 15; melee Full(1d4+1); Atk or: 2 claws +4 melee (1d4 +2) and(1d6+2)/Grapple: ranged bite +0 melee (1d4+1); +4; StrJavelin 14, Dex+4 9, Con 16, Int 8, Wis 10, Cha 10; AL CE; SA/SQ: Feats: Skills: Possessions: Two Saves: Elder Fort Camouflage, Improved HideTrog +7, +5 (+13 Steel Ref initiative, Male Darkvision bardiche -1, in 2nd Will rocky/underground level Multiattack, (treat +0; 90, warriors Stench, as Great Weapon CR settings), Axe) 3 ea.; Focus HDIntimidate (Great Axe) 4d8+12; hp+5, 33;Listen Init +3; +3 Spd 30 Full ft.;Atk Face/Reach: Great Axe5/5; +6 melee AC (1d12+4) 15, T: 9,and FF:bite 15; +3 melee (1d4+1); or: 2 claws +6 m elee +6 ranged (1d4+3) (1d6+3)/Grapple: and bite +4 melee +6; Str (1d4+1); 16, Dex Javelin 9, Con 16, Int 8, Wis 10, Cha 10; AL Saves: CE; SA/SQ: Feats: Skills: Possessions: 30) Stats 31) 1d4 Communal Eastern Shriekers are Fort Camouflage, Improved Hide the +8, Cavern +5 Steel Cave same CR Ref initiative, (+13 1(EL Darkvision bardiche as (EL ea.; -1, in 1) females variable) Will rocky/underground HD 8 2d8+2; female Multiattack, (Great +0; 90, in T Shrieker Trogs hp Stench, Axe) above. 11; Weapon Init settings), and Violet -5; Focus SpdFungus Intimidate (Great 0 ft.; Face/Reach: Axe) +6, Listen 5/0; +3 AC 8 , T:-, Dex Saves: SA/SQ: Feats: Skills: Possessions: Shriek: 5,N/A Con Fort Low-light FF:13, N/A Movement 8; +4, See Full Int Ref vision, text. or -, Atk --, light Wis N/A/Grapple: Will Plant 2, -4; source Cha Traits, 1; AL within -4; N; Shriek 10 Strcauses -, the shirker to emit a piercing sound 1d4 Violet for 1d3 Fungus rds.CR 3 ea.; HD 2d8+6; hp 15; Init -1; Spd 10 ft.; Face/Reach: 5/1 0; AC(1d6+2 melee 13, T:+9, poison)/Grapple: FF: 13; Full Atk +3; 4 Str tentacles 14, Dex +38, Con 16, Int -, Wis 11, Cha 9; Saves: SA/SQ: Feats: Skills: Possessions: Poison: AL N; N/A Fort Low-light N/A +6, Injury/Fort SeeRef vision, text. -1,14 DC Will Plant or suffer +0; Traits, 1d4Poison Con and 1d4 Str initial, 1d4 Con and 1d4 Str secondary

32-35) Trolls Dens (EL variable) (Scent Check DC 10 to smell troll-stench over t he reek 32) The Chiefs Chief, of 2nd Fungus DenLevel (EL for 11) Troll areas Chief Fighter 33-35) and five CR 7; consorts HD 6d8+48 + 2d10+16; hp 106; Init +6; S pd 30 FF: 14; ft.; Full Face/Reach: Atk 2 Claws 10/10; +13 melee(1d6+8), AC 16, T: 11, bite +8 melee (1d6+4), automatically rends for Grapple: Saves: SA/SQ: Feats: Fort Darkvision Alertness, +18; 2d6+12 +14, StrRef if 26, 60, Cleave, both +4, Dex Low-light claws Will 14, +4; Improved Con hit vision, 26, Initiative, Int*Regenerate 6, Wis Iron 10,Will, ChaRend, 5, 12; Power AL Scent CE; Attack (to +6), Skills: Track Possessions: *Fire and Intimidate acid See deal text. +6, normal Jumpdamage. +8, Listen Lost+6, limbs Spot re-grow +6 in 1d6 minutes. Severed li mbs reattach Five 1st level when Female heldTroll to stump. Fighters CR 6 ea.; HD 6d8+36 + 1d10+6; hp 79 ea.; In it 11, T: +6; FF: Spd 14; 30 ft.; FullFace/Reach: Atk 2 Claws10/10; +11 melee(1d6+7), AC 16, bite +6 melee (1d6+3), automat icallyand Grapple: Saves: SA/SQ: Feats: Skills: Possessions: *Fire rends Fort Darkvision Alertness, Intimidate +16; acid +13, for See Str deal 2d6+10 Ref text. 24, 60, Improved +5, normal +4, Dex Low-light Listen if Will 14, both Initiative, damage. Con +3; +5, claws vision, 23, Spot Lost hit Int Iron +6 limbs *Regenerate 6,Will, Wis re-grow 9, Power Cha 5, inAttack 10; Rend, 1d6AL minutes. Scent CE; +5), (to Severed Track li mbs5(EL 33) CR reattach ea.; 12) HDEight when Trolls 6d8+36; held hpto 63stump. ea.; Init +2; Spd 30 ft.; Face/Reach: 10/10; AC 16, T: 11, FF: bite +4 melee 14; Full (1d6+3), Atk 2 automatically Claws +9 melee(1d6+6), rends for 2d6+9 if both claws hit./Grapple: Saves: CE; SA/SQ: Feats: Skills: Possessions: *Fire +14; and Str Fort Darkvision Alertness, Listen 23, acid +11, See Dex +5, deal Ref text. 14, 60, Iron Spot normal +4, Con Low-light Will, +6 Will 23, damage. Track Intvision, +3; 6, Lost Wislimbs 9, Cha *Regenerate re-grow 6; AL5, inRend, 1d6 minutes. Scent Severed li mbsUnit 34) 35) Same 36-38) T= 36) Four reattach (EL Guards stats large Additional 13)Trog Den as Ten (EL Quarters when the Trolls 1) Male held trolls Troglodyte 1 1st male, (EL tolevel in 6) stump. 1Area Warren female warriors 33.and (EL CR variable) 2 hatchlings, 2 ea.; HD 3d8+9; see Area hp 26; 28-30 Init for+3; stats. Spd 30 ft.; Full AtkFace/Reach: Battleaxe +4 5/5; meleeAC (1d8+2) 15, T:and 9, bite FF: 15; +2 melee (1d4+1); or: 2 claws +4 me lee (1d4+2) ranged (1d6+2)/Grapple: and bite +0 +4; melee Str (1d4+1); 14, DexJavelin 9, Con 16, +5 Int 8, Wis 10, Cha 10; AL CE; SA/SQ: Feats: Skills: Possessions: 37) 4 Saves: large Guards Fort Camouflage, Improved HideQuarters trogs +7, +5 Metal (same RefBattleaxe, Initiative, (+13 Darkvision -1, stats in (EL #2 Will rocky/underground as6) Multiattack, +0; Area 90,36) one masterwork Stench, Weapon settings), javelin FocusIntimidate (Battleaxe) +5, Listen +3

The 38)Chief, Trog Chieftains Trog Male 4th Lair level (EL warrior 4) CR 5; HD 6d8+18; hp 48; Init +3; Spd 30 f t.; +2 Atk Face/Reach: Bastard Sword 5/5; +10 ACmelee 15, T: (1d10+5) 9, FF: and 15; bite Full +6 melee (1d4+3); or: 2 claws + 8 melee (1d4+3) Masterwork javelin and+9 bite ranged +6 melee (1d6+2) (1d4+3); or Javelin of Lighting (5d6, Reflex DC 14 f or half)/Grapple: Wis Saves: SA/SQ: Feats: 12,Exotic Fort Camouflage, Cha +10, 12; Weapon AL Ref +8; CE; Darkvision +0, (Bastard StrWill 17, Sword), Dex 9, +2; 90, Stench, Con Improved 16, magic Int initiative, 8, javelins Multiattack, Exotic W eapon (Reach Skills: ClimbFlail), +4, Hide *Spirited +5 (+13 in Charge rocky/underground settings), Intimidate +7, Li sten +3 Possessions: +2 Bastard Sword, four masterwork javelins, two Javelins of Lighten ing (roll 1d6, Lightning, as he ondoes 1-2,not hisknow first the cast difference is a Javelin yet),of access to two-handed flail, see below; *When mounted also: on his See wyvern text. and wielding the two handed flail from Area #39, the him trog a bonus chiefs feat close equivalent empathy to with Spirited his mount Charge, grantsuch that his flail will inflict With double such damage a charge, when the his Trog mountChief performs getsaone Flyby attack, attack. at +11, and inflicts 2d10+6 The chief does not gain any of the other feats that normally are required for Sp damage. irited as mount, Charge. with Mounted Thus he Combat, may not and block hedamage must ready to his his action to strike when the w yvern charge 39) CR 6Side ea.; does inGallery mid-air, HD its 7d12+14; Flyby (EL as7) attack the hp Two 59; chief (i.e. Wyverns Init does thenot +1; wyvern Spd have 20 ft./ is the infly ride-by 60 ft.; attack Face/Reach: feat). 10/5; AC poison) 18, T: and 10, Bite FF: 17; +8 melee Full Atk (2d8+4) Stingand +102(1d6+4 Wings +8 + melee (1d8+2) and 2 Talons +8 m elee19, Str Saves: SA/SQ: (2d6+4)/Grapple: Fort Darkvision Dex +7, 12, Ref Con 60, 15, +6, +15; Improved Int 6, Will +6; Wis Grab, 12,Immunity Cha 9; AL toN; sleep and paralysis, Low-light v ision,masterwork Feats: Skills: Possessions: Poison: *This Poison, Ability Hide DC 17*Masterwork +7, Fort, Scent Focus Listen Huge Initial (poison), Reach +13, Heavy &Move Heavy Secondary Alertness, huge Silently Flail (Reach) 2d6 is Flyby +11, a Con unique Flail attack, Spot each. &+16 weapon see Multiattack text. belonging to the Trog and Chief. inflicts It weighs 1d10 points 13 lbs.of and damage. has a reach of 10

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