Beruflich Dokumente
Kultur Dokumente
Revised 09/08/02
CONVERSION NOTES
The original adventure text indicates that it was "designed for 8-12 characters of experience levels 35"; keep this in mind when using it with the d20 System Core Rules, which are balanced for parties of
only 4 characters in general. The median Encounter Level turns out to be about 6th, but there are many
encounters of 11th level or even as high as 14th! A stealthy party may be able to accomplish the
necessary reconnaissance (always avoiding combat in these more dangerous areas) with a group of 4
6th-level characters, or alternatively around 8 4th-level PCs will be required.
Note that the sahuagin leaders in this adventure have been converted in a manner which maintains
the same overall Hit Dice. If compared to the leader-figures specified under the sahuagin "Organization"
entry in Core Rulebook III, their total levels (character levels plus monster Hit Dice) will, in fact, match up
properly. While the various sahuagin priestesses in the fortress have lost their highest level of prepared
spells under this conversion, their total number up of available spells has increased noticeably. The
author therefore considers this to be a balanced conversion methodology.
THE MISSION
VARIATIONS IN THE ABSENCE OF LIZARD MEN
If appropriate, the PCs will have access to two waterproofed scrolls. The first is an arcane scroll of
magic missile, unseen servant, knock, web, water breathing, and remove curse. The second is a divine
scroll of remove fear, aid, glyph of warding, and cure critical wounds.
THE MARSHLANDS
When visibility becomes poor (at night when mist is present), a Wilderness Lore check (DC 10 + 2 per
person in the group) must be made every hour of movement along a marsh trackway or else the whole
party gets lost in the marsh. Movement is then at a x1/2 penalty, with a 1 in 12 chance per 10 minutes of
someone falling into a bog pit. Re-locating the trackway requires another Wilderness Lore check (DC 20).
Bog Pit, 10 Ft. Deep: CR 1; no attack roll necessary; Reflex save (DC 20) avoids; Search (DC 20). Note:
A creature trapped in a bog pit can only get out via an Escape Artist check (DC 25) or help from the
outside. Otherwise, they suffer the effects of the standard drowning rules.
If adventurers are forced to survive off marsh water and/or foraged fruit, a Wilderness Lore check
must be made each day (DC 10). Failure indicates consumption of some form of tainted food or water; the
d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.
characters must then make Fortitude saves (DC 16) to avoid contracting blinding sickness. Presence of a
druid with nature sense or use of the purify food and drink spell will negate this possibility. There is no
particular advantage in this respect to being accompanied by lizardfolk warriors.
Axel, Human Rgr8: Medium Humanoid; CR 8; HD 8d10+16; hp 64; Init +3; Spd 20 ft.; AC 21; Atks
longsword +11/+6 (1d8+3), dagger +11/+6 (1d4+3), +1 longbow +11/+11/+6 (1d8+1); SA Favored
enemies (+2 vs. giants, +1 vs. dragons); AL CG; SV Fort +8, Ref +5, Will +4.
Str 17, Dex 16, Con 14, Int 15, Wis 15, Cha 12.
Skills and Feats: Animal Empathy +12, Hide +10, Listen +13, Move Silently +10, Search +13, Spot
+13, Wilderness Lore +13; Point-Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow).
Possessions: +1 chainmail, +2 small steel shield, longsword, dagger, +1 longbow.
Spells Prepared (2/1; base DC 12 + spell level): 1st -- delay poison, detect snares and pits; 2nd -hold animal.
THE ISLAND
Remember that movement on the island surface is at a x1/2 penalty.
UNDERWATER ADVENTURING
The GM running this adventure is encouraged to download and enforce the d20 System rules for
underwater adventuring available on page 5 of the online web enhancement available here:
http://www.wizards.com/dnd/article.asp?x=dnd/we/we20010713b
LEVEL ONE
1. CAUSEWAY, NORTH ENTRANCE AND GUARD POST (EL 7)
Warriors, Sahuagin (5): armed with halfspear and dagger.
16. LARDER
Reconstructing the skeletons in here requires a Heal check (DC 15).
NOISE
The locations of the daggers on the map indicate places where Listen checks (DC 20) can be made
to hear the construction in area 19. Reduce the check DC by -1 for each 10 ft. beyond the dagger-marks.
LEVEL TWO
20. HALL
No conversions are needed in this area.
25.-26. HATCHERIES
No conversions are needed in these areas.
LEVEL THREE
48. BARRACKS (EL 9)
Warriors, Sahuagin (10): trident, net, dagger.
Lieutenant, Sahuagin War1: halfspear, dagger.
60. DRILL HALL, ASSEMBLY AREA AND SEA CAVE (EL 14)
The sahuagin in the seaweed bed (all except 11 warriors patrolling) receive a +5 circumstance bonus
to Hide checks (Spot DC 25 to see any of them).
Warriors, Sahuagin (35): trident, net, dagger.
Warriors, Sahuagin (21): halfspear, dagger.
Lieutenants, Sahuagin War1 (6): halfspear, dagger.
Chieftains, Sahuagin Rgr2 (2): halfspear, dagger.
APPENDIX
MARINES
Note: The first two marines originally appeared in Dungeon Module U1; their statistics show them
each gaining a level since that time. If the two actually perished in previous adventures, use the same
statistics, but be sure to change the names.
Sergeant Will Stoutly, Human War3: Medium Humanoid; CR 2; HD 3d8+3; hp 23; Init +6; Spd 20 ft.; AC
17 (chainmail); Atks longsword +6 (1d8+3), dagger +6 (1d4+3); AL NG; SV Fort +4, Ref +3, Will +0.
Str 17, Dex 15, Con 12, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +4, Listen +1, Search +3, Spot +1, Swim +0; Alertness, Combat Reflexes,
Improved Initiative.
Corporal Tom Stoutly, Human War2: Medium Humanoid; CR 1; HD 2d8; hp 14; Init +7; Spd 30 ft.; AC
17 (chainmail); Atks longsword +5 (1d8+3), dagger +5 (1d4+3), light crossbow +5 (1d8); AL NG; SV Fort
+3, Ref +3, Will -1.
Str 17, Dex 17, Con 11, Int 9, Wis 8, Cha 9.
Skills and Feats: Climb +3, Listen +1, Spot +1, Swim -2; Alertness, Improved Initiative.
Corporal Ebenezer Smithson, Human War2: Medium Humanoid; CR 1; HD 2d8+2; hp 13; Init +7; Spd
20 ft.; AC 17 (chain); Atks longsword +6 (1d8+3), dagger +5 (1d4+3); AL NG; SV Fort +4, Ref +3, Will -1.
Str 16, Dex 16, Con 12, Int 10, Wis 8, Cha 8.
Skills and Feats: Listen +1, Search +2, Spot +1, Swim -3; Improved Initiative, Weapon Focus
(longsword).
Private Nathaniel Fisher, Human War1: Medium Humanoid; CR 1/2; HD 1d8+3; hp 10; Init +7; Spd 30
ft.; AC 15 (leather); Atks longsword +4 (1d8+2), dagger +3 (1d4+2); AL NG; SV Fort +5, Ref +3, Will -1.
Str 14, Dex 16, Con 16, Int 11, Wis 8, Cha 9.
Skills and Feats: Search +2, Spot +1, Swim +2; Improved Initiative, Weapon Focus (longsword).
Private Dan Fisher, Human War1: use stats given for Nathaniel, above.
Private Jeremiah Brown, Human War1: Medium Humanoid; CR 1/2; HD 1d8+4; hp 11; Init +7; Spd 30
ft.; AC 15 (leather); Atks longsword +6 (1d8+4), dagger +5 (1d4+4); AL NG; SV Fort +6, Ref +3, Will -2.
Str 19, Dex 16, Con 18, Int 6, Wis 7, Cha 6.
d20 System Conversion of U3: The Final Enemy by Daniel R. Collins.
Skills and Feats: Climb +6, Jump +6; Improved Initiative, Weapon Focus (longsword).
Blood Frenzy (Ex): After being hit, gain +2 Str and Con, -2 AC.
Speak with Sharks (Ex): Telepathic to 150 ft.; uses Animal Empathy skill.
Underwater Sense (Ex): Locate creatures in 30 ft. Not fooled by figments.
Light Blindness (Ex): In daylight, blinded for 1 round; -1 morale penalty.
Amphibious (Ex): Can survive out of water for 1 hour per 2 Con points.
Freshwater Sensitivity (Ex): Fort save (DC 15) or -4 morale penalty.
Skills: * Add +4 to Hide, Listen, and Spot checks underwater.
Add +8 to Wilderness Lore and Profession (hunt) checks within 50 miles of home.
The Baron, Sahuagin (Four-Armed) Rgr4: Medium Humanoid (Aquatic); CR 6; HD 2d8+4d10+6; hp 45;
Init +9; Spd 30 ft., swim 60 ft.; AC 20; Atks +1 trident +9 (1d8+5), net of snaring +10 touch (entangle) [or
claw +7 (1d2+2)], 2 daggers +7 (1d4+2), 2 rakes +7 (1d4+2), bite +7 (1d4+2); AL LE; SV Fort +8, Ref +6,
Will +3.
Str 18, Dex 20, Con 12, Int 20, Wis 15, Cha 7.
Skills and Feats: Animal Empathy +5, Hide +14*, Knowledge (nature) +9, Listen +13*, Move Silently
+9, Profession (hunt) +7, Search +9, Spot +13*, Wilderness Lore +7*; Improved Initiative, Multiattack,
Multidexterity, Multiweapon Fighting, Track, Weapon Focus (trident).
Possessions: Net of snaring, +1 trident, daggers (2), platinum armband (value 100 gp), leather
harness with platinum buckles (value 25 gp), belt pouch (7 pp, diamond worth 500 gp, key to personal
coffer).
Spells Prepared (1): 1st -- resist elements.
The Baroness, Sahuagin Ari2: Medium Humanoid (Aquatic); CR 3; HD 4d8+4; hp 25; Init +0; Spd 30 ft.,
swim 60 ft.; AC 15; Atks 2 rakes +3 (1d4+1), 2 claws +1 (1d2), bite +1 (1d4); AL LE; SV Fort +3, Ref +0,
Will +5.
Str 12, Dex 11, Con 12, Int 16, Wis 14, Cha 13.
Skills and Feats: Animal Empathy +5, Gather Information +3, Hide +5*, Intimidate +5, Knowledge
(arcana) +5, Listen +10*, Profession (hunt) +3, Spot +10*, Wilderness Lore +4*; Multiattack, Skill Focus
(Intimidate).
Possessions: Platinum armband (value 100 gp), platinum-drop earrings with pearls (250 gp the pair),
leather harness with platinum buckles (value 25 gp), belt pouch (7 pp and pearl woth 200 gp).
The High Priestess, Sahuagin Clr6: Medium Humanoid (Aquatic); CR 8; HD 8d8; hp 38; Init +2; Spd 30
ft., swim 60 ft.; AC 19 (+2 Dex, +5 natural, +2 deflection); Atks 2 rakes +8 (1d4+3), 2 claws +6 (1d2+1),
bite +6 (1d4+1), or +7 ranged; AL LE; SV Fort +8, Ref +4, Will +9.
Str 17, Dex 14, Con 11, Int 14, Wis 18, Cha 11.
Skills and Feats: Animal Empathy +2, Concentration +6, Diplomacy +6, Hide +7*, Knowledge
(religion) +8, Listen +10*, Profession (hunt) +5, Spellcraft +8, Spot +10*, Wilderness Lore +4*; Craft
Wand, Dodge, Multiattack, Weapon Focus (trident).
Possessions: Staff of the squid (30 charges), +2 ring of protection, platinum armband (value 100 gp),
leather harness with platinum buckles (value 25 gp), pouch (5 pp and a ruby worth 250 gp).
Spells Prepared (5/4*/4*/3*; base DC 14 + spell level): 0 -- cure minor wounds, detect magic, detect
poison, guidance, resistance; 1st -- bane, bless, cause fear, command, magic weapon*; 2nd -- death
knell, hold person (2), silence, spiritual weapon*; 3rd -- bestow curse, cure serious wounds, deeper
darkness, magic circle against good*.
*Domain Spells. Domains: Evil (cast evil spells at +1 caster level), War (free Weapon Focus (trident)).
The Senior Priestess, Sahuagin Clr3: Medium Humanoid (Aquatic); CR 5; HD 5d8; hp 27; Init -1; Spd
30 ft., swim 60 ft.; AC 14; Atks 2 rakes +3 (1d4), 2 claws +1 (1d2), bite +1 (1d4); AL LE; SV Fort +6, Ref
+0, Will +7.
Str 11, Dex 9, Con 11, Int 8, Wis 17 (19), Cha 7.
Skills and Feats: Animal Empathy +0, Concentration +3, Hide +4*, Listen +9*, Profession (hunt) +5,
Spot +9*, Wilderness Lore +4*; Combat Casting, Multiattack, Weapon Focus (trident).
Possessions: Wand of inflict moderate wounds (24 charges, 2d8+3 damage), leather harness with
gold buckles (value 5 gp), gold and coral armband (value 50 gp), platinum chain (value 20 gp) set with a
+2 periapt of wisdom, pouch (10 pp and a key).
Spells Prepared (4/3*/2*; base DC 14 + spell level): 0 -- cure minor wounds, detect magic, guidance,
resistance; 1st -- bane, cure light wounds, obscuring mist, protection from good*; 2nd -- darkness, hold
person, spiritual weapon*.
*Domain Spells. Domains: Evil (cast evil spells at +1 caster level), War (free Weapon Focus (trident)).
The Priestesses, Sahuagin Clr2 (4): Medium Humanoid (Aquatic); CR 4; HD 4d8; hp 22; Init +0; Spd 30
ft., swim 60 ft.; AC 15; Atks 2 rakes +4 (1d4+2), 2 claws +2 (1d2+1), bite +2 (1d4+1); AL LE; SV Fort +6,
Ref +0, Will +5.
Str 14, Dex 11, Con 11, Int 14, Wis 15, Cha 12.
Skills and Feats: Animal Empathy +4, Concentration +2, Hide +5*, Knowledge (arcana) +4,
Knowledge (religion) +4, Listen +8*, Profession (hunt) +3, Spellcraft +4, Spot +8*, Wilderness Lore +2*;
Combat Casting, Multiattack, Weapon Focus (trident).
Possessions: Wand of inflict light wounds (15 charges, 1d8+1 damage), leather harness, gold
armband (value 20 gp), pouch (2-8 gp).
Spells Prepared (4/3*; base DC 12 + spell level): 0 -- cure minor wounds, detect magic, guidance,
resistance; 1st -- bless, cure light wounds, obscuring mist, protection from good*.
*Domain Spells. Domains: Evil (cast evil spells at +1 caster level), War (free Weapon Focus (trident)).
The Senior Chieftain, Sahuagin Rgr3: Medium Humanoid (Aquatic); CR 5; HD 2d8+3d10+5; hp 32; Init
+2; Spd 30 ft., swim 60 ft.; AC 17; Atks halfspear +6 (1d6+3) and dagger +5 (1d4+1) [or 2 claws +7
(1d2+3)], 2 rakes +5 (1d4+1), bite +5 (1d4+1); AL LE; SV Fort +7, Ref +3, Will +1.
Str 16, Dex 14, Con 13, Int 13, Wis 10, Cha 13.
Skills and Feats: Animal Empathy +3, Hide +10*, Listen +9*, Profession (hunt) +4, Spot +9*,
Wilderness Lore +3*; Ambidexterity, Multiattack, Two-Weapon Fighting, Track, Weapon Focus (halfspear).
Possessions: Halfspear, dagger, gold armband with amber beads (value 75 gp), belt pouch (8 pp,
pearl worth 150 gp, key to personal coffer).
Chieftains, Sahuagin Rgr2 (4): Medium Humanoid (Aquatic); CR 4; HD 2d8+2d10+4; hp 24; Init +5; Spd
30 ft., swim 60 ft.; AC 20; Atks halfspear +6 (1d6+4) and dagger +5 (1d4+2) [or 2 claws +7 (1d2+4)], 2
rakes +5 (1d4+2), bite +5 (1d4+2); AL LE; SV Fort +7, Ref +5, Will +2.
Str 18, Dex 20, Con 13, Int 17, Wis 14, Cha 7.
Skills and Feats: Animal Empathy +4, Hide +12*, Listen +10*, Profession (hunt) +5, Spot +10*,
Wilderness Lore +4*; Ambidexterity, Multiattack, Two-Weapon Fighting, Track, Weapon Focus (halfspear).
Possessions: Halfspear, dagger, leather harness with gold buckles (value 5 gp), gold armband with
coral beads (value 50 gp), pouch (10 pp).
Elite Guards, Sahuagin War1 (8): Medium Humanoid (Aquatic); CR 3; HD 3d8+6; hp 20; Init +3; Spd 30
ft., swim 60 ft.; AC 18; Atks halfspear +6 (1d6+4) [or trident +6 (1d8+4), or 2 claws +6 (1d2+4)], 2 rakes
+4 (1d4+2), bite +4 (1d4+2) [or net +5 touch (entangle)]; AL LE; SV Fort +6, Ref +3, Will -1.
Str 18, Dex 16, Con 15, Int 15, Wis 9, Cha 9.
Skills and Feats: Animal Empathy +2, Hide +8*, Listen +5*, Profession (hunt) +1, Spot +5*,
Wilderness Lore +0*; Multiattack, Power Attack.
Possessions: Various weapons, leather harness, electrum armband (value 10 gp), pouch (5 pp).
Lieutenants, Sahuagin War1 (23): Medium Humanoid (Aquatic); CR 3; HD 3d8+3; hp 17; Init +2; Spd 30
ft., swim 60 ft.; AC 17; Atks halfspear +7 (1d6+4) [or 2 claws +6 (1d2+4)], 2 rakes +4 (1d4+2), bite +4
(1d4+2); AL LE; SV Fort +6, Ref +2, Will +1.
Str 18, Dex 15, Con 13, Int 15, Wis 13, Cha 9.
Skills and Feats: Animal Empathy +2, Climb +8, Hide +7*, Listen +7*, Profession (hunt) +2, Spot +7*,
Wilderness Lore +1*; Multiattack, Weapon Focus (halfspear).
Possessions: Halfspear, dagger, leather harness with electrum buckles (value 3 gp), gold armband
(value 20 gp), pouch (8 gp).
Warriors, Sahuagin (219): Medium Humanoid (Aquatic); CR 2; HD 2d8+2; hp 11; Init +1; Spd 30 ft.,
swim 60 ft.; AC 16; Atks trident +3 (1d8+2) [or halfspear +3 (1d6+2), dagger +3 (1d4+2), or 2 claws +3
(1d2+2)], 2 rakes +1 (1d4+1), and bite +1 (1d4+1); or heavy crossbow +2 (1d10), or net +2 touch
(entangle); AL LE; SV Fort +4, Ref +1, Will +1.
Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9.
Skills and Feats: Animal Empathy +2, Hide +6*, Listen +7*, Profession (hunt) +2, Spot +7*,
Wilderness Lore +1*; Multiattack.
Possessions: Various weapons, leather harness, pouch (2-8 sp).
Maid to the Baroness, Sahuagin: hp 10; other statistics as females (below).
Possessions: Leather harness with tiny pearls (value 15 gp), silver necklace with coral beads (value
50 gp), pouch (5 sp).
Females, Sahuagin (40): Medium Humanoid (Aquatic); CR 1; HD 2d8; hp 8; Init +0; Spd 30 ft., swim 60
ft.; AC 15; Atks 2 rakes +2 (1d4+1), 2 claws +0 (1d2), bite +0 (1d4); AL LE; SV Fort +3, Ref +0, Will +0.
Str 12, Dex 11, Con 10, Int 12, Wis 11, Cha 9.
Skills and Feats: Animal Empathy +2, Hide +5*, Listen +6*, Spot +6*; Multiattack.
Possessions: Leather harness, pouch (2-8 sp), gaudy jewelry (value 10-40 gp).
Hatchlings, Sahuagin (20): Tiny Humanoid (Aquatic); CR 1/8; HD 1/2d8; hp 2; Init +0; Spd 10 ft., swim
15 ft.; AC 13; Face/Reach 2 1/2 x 2 1/2 ft./0 ft.; AL N; SV Fort +2, Ref +0, Will -2.
Str 4, Dex 10, Con 10, Int 7, Wis 7, Cha 6.
Skills and Feats: Animal Empathy -1, Hide +5*, Listen +3*, Spot +3*; Multiattack.
SHARKS
Shark, Huge: Huge Animal (Aquatic); CR 4; HD 12d8+24; hp 83; Init +2; Spd Swim 60 ft.; AC 15; Atks
bite +10 (2d6+7); Face/Reach 10x20 ft./10 ft.; SQ Keen scent; AL N; SV Fort +9, Ref +9, Will +4.
Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2.
Skills and Feats: Listen +7, Spot +7.
Sharks, Large (4): Large Animal (Aquatic); CR 2; HD 7d8+7; hp 43; Init +2; Spd Swim 60 ft.; AC 15; Atks
bite +7 (1d8+4); Face/Reach 5x10 ft./5 ft.; SQ Keen scent; AL N; SV Fort +6, Ref +7, Will +3.
Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2.
Skills and Feats: Listen +7, Spot +7.
WILDERNESS ADVENTURES
OCTOPUS ATTACK (EL 10)
Use the rules from the original adventure to assess damage to the ship.
Octopus, Giant (2): Large Animal (Aquatic); CR 8; HD 8d8+8; hp 44; Init +2; Spd 20 ft., swim 30 ft.; AC
18; Atks 8 tentacle rakes +10 (1d4+5), bite +5 (1d8+2); Face/Reach 5x5 ft./10 ft.; SA Improved grab,
constrict; SQ Ink cloud, jet; AL N; SV Fort +7, Ref +8, Will +3.
Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3.
Skills and Feats: Hide +11, Listen +4, Spot +4.
MAGICAL ITEMS
Note: The various staffs of shock in the original adventure have been entirely replaced with wands of
inflict wounds (see sahuagin priestesses above).
Staff of the Squid: Crafted from rare wood and inlaid with expensive coral and silver, this staff allows the
use of the following spells:
- Hold person (1 charge, DC 14)
- Searing light (1 charge, 3d8 versus most targets)
Caster Level: 6th; Prerequisites: Craft Staff, hold person, searing light; Market Price: 20,000 gp.
Rapture Weed: This plant acts as an inebriating poison on any land-dweller who chews it (Fortitude save
DC 20, no initial damage, secondary damage 1d2 hours unconsciousness). The effects of repeated
consumption are as described in the original text. The cures for addiction are either:
(a) neutralize poison followed by break enchantment, or
(b) any one of heal, limited wish, wish, or miracle.
CR AC
HD
hp
5 18 3d10+2d6 33
+4
Pseudodragon
18
2d12+2
2
1
17
15
3d8+3
2d8+2
Marines
Srg. Will, War3
17
3d8+3
1
1
-1
-1
-1
17
17
15
15
15
2
2
-1
20
Init Spd F
+8
30 +4
Saves Skills
R W Lis Spt
Attacks and Qualities
+7 0 +11 +11 longspear +8 (1d8+3), or dagger +7 (1d4+3); sneak attack
(+2d6), immune to sleep, +2 saves vs. enchantment, lowlight vision, gills, evasion
60
+4
+3
+4
+5
0
0
30
30
+3
+1
+3
+3
0
0
0
0
23
+6
20
+4
+3
+1
2d8
2d8+2
1d8+3
1d8+3
1d8+4
14
13
10
10
11
+7
+7
+7
+7
+7
20
20
30
30
30
+3
+4
+5
+5
+6
+3
+3
+3
+3
+3
-1
-1
-1
-1
-2
+1
+1
-1
-1
-2
+1
+1
+1
+1
-2
17
4d8+8
30
+2
20
+6
+5
+1
+4
17
16
12
3d8+6
3d8+6
1d8
22
22
+2
+4
0
20
30
30
+5
+5
+2
+5
+7
0
+1
+1
0
+2
+3
+2
WILDERNESS ADVENTURES
Monster
Octopus, Giant
CR AC
8 18
HD
8d8+8
hp
Init Spd F
+2
30 +7
Saves Skills
R W Lis Spt
Attacks and Qualities
+8 +3 +4 +4 8 tentacles +10 (1d4+5), bite +5 (1d8+2); improved grab,
constrict; ink cloud, jet
Marshland Encounters
Crocodile
2
Sn., Constrict, Lg.
4
Lizard, Giant
2
Leech, Giant
1
15
15
15
12
3d8+9
6d8+6
3d8+9
2d8
+1
+3
+2
+1
30
20
30
10
+6
+6
+6
+3
+4
+8
+5
+1
+2
+3
+2
0
+5
+9
+4
+4
+5
+9
+4
+4
3
4
2
3
3
15
14
17
14
17
4d8+4
8d8+24
3d10+6
5d8
7d12+7
52
+4
+1
+4
+1
0
20
20
15
40
100
+5
+9
+5
+2
+6
+8
+7
+7
+5
+5
+2
+3
+3
+6
+5
+9
+6
+4
+7
+7
+9
+6
+4
+7
+7
Axel, Rgr8
21
8d10+16
64
+3
20
+8
+5
THE FORTRESS
Monster
CR AC
HD
hp
Init Spd
Saves Skills
R W Lis Spt
Sahuagin
All sahuagin have these extraordinary abilities (* underwater bonuses):
+4* +4* blood frenzy; speak with sharks, underwater sense, light
blindness, amphibious, freshwater sensitivity
Baron, Rgr4
20 2d8+4d10 45
+6
+9
60
+8
+6
+3 +13 +13 +1 trident +9 (1d8+5), net of snaring +10 touch (entangle) [or
claw +7 (1d2+2)], 2 daggers +7 (1d4+2), 2 rakes +7 (1d4+2),
bite +7 (1d4+2); favored enemy (+1 vs. tritons)
Baroness, Ari2
15
4d8+4
25
60
+3
19
8d8
38
+2
60
+8
+4
14
5d8
27
-1
60
+6
+7
+9
Priestess, Clr2
15
4d8
60
+6
+5
+8
17 2d8+3d10 32
+5
+2
60
+7
+3
+1
+9
Chieftain, Rgr2
+5
60
+7
+5
20 2d8+2d10
+4
18
3d8+6
+3
60
+6
+3
Lieutenant, War1
17
3d8+3
+2
60
+6
+2
+1
+7
Warrior
16
2d8+2
+1
60
+4
+1
+1
+7
Female
Hatchling
1
-5
15
13
2d8
1/2d8
0
0
60
15
+3
+2
0
0
0
-2
+6
+3
Sharks
Shark, Huge
15
10d8+20
+2
60
+9
+9
+4
+7
Shark, Large
15
7d8+7
+2
60
+6
+7
+3
+7
-1
+1
0
0
0
+1
0
+1
0
30
20
30
30
60
40
40
-3
+3
+2
+1
+2
+3
+4
+8
0
+1
0
+3
0
+1
+3
+6
+4
0
-1
0
0
+1
+4
+3
0
+3
+2
0
+5
+4
+7
+7
0
+3
+2
0
0
+4
+7
+7
5d4-20
1d8+1
1d8
2d8+2
1d8
2d8
3d8+3
6d10+18
83
1
2
1
7
2
11
20
54
Dungeon Module U3: The Final Enemy, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20
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2002 Wizards of the Coast, Inc.
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Dungeon Module U3: The Final Enemy, 1983 Wizards of the Coast, Inc.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.
d20 System Conversion of Babbler 2002 Scott Greene.
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