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Pyramid Temple

K2: Temple Exterior

Creatures (EL 7)
Dervishes (2)

Devishes: 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

K4: High Altar of Amun-re

Creatures (EL 10)


The Assistant Holy Laseda
Dervishes (5)

The Assistant Holy Laseda: CR 9; Medium Humanoid (Human); HD 9d8+18; hp 90; Init +3; Spd 40 ft.; AC 23,
touch 17, flat-footed 20, (+3 Dex, +2 Wis, +2 Shield, +3 Barkskin, +1 AC bonus, +1 Deflection, +1 Natural Armor);
BAB +9; Grap +13; Atk Mwk Great Scimitar +15 melee (1d8+4/18-20); Full Atk Mwk Great Scimitar +15 melee
(1d8+4/18-20); SA Bloodquest, Flurry of Blows, Ki Strike +1; SQ Animal Companion, Evasion, Favored Enemy
(Humans +6, Undead +2, Magic Beast +2), Link with Companion, Nature Sense, Share Spells, Still Mind, Wild
Empathy, Woodland Stride; AL LN; SV Fort +8, Ref +9, Will +8; Str 18, Dex 16, Con 14, Int 14, Wis 15, 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, Manyshot, Track, Improved Disarm
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 7d8+21; hp 38; Init +3; Spd 60 ft.; AC 20,
touch 12, flat-footed 18, (-1 size, +3 Dex, +8 natural); BAB +3; Grap +11; Atk Hoof +7 melee (1d4+5); Full Atk 2
Hooves +7 melee (1d4+5) and Bite +2 melee (1d3+2); SQ Evasion, Low-Light Vision, Scent, Devotion; AL N; SV Fort
+6, Ref +6, Will +2; Str 20, Dex 16, 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 and Manyshot feats
without the normal prerequisites
Improved Evasion (Ex): This dervish takes no damage on a successful Reflex Saving throw and half
damage on a failed one.
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.
Swift Tracker (Ex): This Dervish can track at normal speed without the -5 penalty, or can track at double
speed at a -10 penalty.
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.
Venom Immunity (Ex): Immunity to all Poisons.
Dervish Spells Prepared (6/5/5/3/2/1; save DC 12 + spell level): 0detect magic x2, detect poison,
guidance, light, purify food and drink; 1st Cure Light Wounds, Endure Elements, Entangle, Locate Water,
Longstrider; 2nd Barkskin, Dessicate, Soften Earth and Stone, Spider Climb, Resist Energy; 3 rd Haboob, Sleet
Storm, Cure Moderate Wounds; 4th Freedom of Movement, Cure Serious Wounds; 5th - Stoneskin
Possessions: +1 Great Scimitar, +1 Heavy Wooden Shield, Ring of Protection +1, Amulet of Natural
Armor +1

K7: Priests Quarters

Creatures (EL 12)


Dervishes (27)

Dervishes: See Above.

K8: High Priests Quarters

Creatures (EL 9)
The Holy Laseda

The Holy Laseda: See Above.

The Plundered Tomb


L1. Entrance of the Tomb

Creatures (EL 7)
Dervishes (2)

Dervishes: See Above.

L4. East Offering Temple

Creatures (EL 12)


Dervishes (11)

Dervishes: See Above.

Kordans Master Maze

L14d. Treasure: +1 Disruption Warhammer

L14e: Treasure: Ring of Contrariness

L14m. Treasure: Sword, Berserking

L14q. Treasure: Scroll of Arcane Sight, Heroism (6th lvl)

L14r. Treasure: Ring of Protection +3

L15. Grieving Elves

Creatures (EL 12)


Dopplegangers (5)

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

L16. Minotaur Lair

Creatures (EL 10)


Minotaur, Fighter 4th (2)

Minotaur, 4th Level Fighters (2): 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
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.
Possessions: Mwk Half Plate, +1 Great Axe

L17. Knock Knock

Creatures (EL 11)


Dervishes (9)

Dervishes: See Above.

L18. Trap Room

Creature (EL 5)
Mimic, Advanced 11 HD

Mimic: CR 5; Huge Aberration; HD 11d8+33; hp 83; Init +0; Spd 10 ft.; AC 16, touch 8, flat-footed 16, (-2 size, +8
natural); BAB +8; Grap +24; Atk Slam +15 melee (2d6+9); Full Atk 2 Slams +15 melee (2d6+9); SA Adhesive,
Improved Grab, Engulf; SQ Darkvision 60 ft., Immunity to Acid, Mimic Shape; AL N; SV Fort +8, Ref +5, Will +8; Str
28, Dex 10, Con 21, Int 10, Wis 13, Cha 10
Skills & Feats: Climb +9, Disguise +21, Listen +8, Spot +8; Ability Focus (Adhesive), Alertness, Lightning
Reflexes, Weapon Focus (Slam)
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures
or items that touch it. An adhesive-covered mimic automatically grapple any creature it hits with its slam attack.
Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that
strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC
18 Strength check is needed to pry it off, Strong alcohol dissolves the adhesive, but the mimic still can grapple
normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
Crush (Ex): A mimic deals 2d6+9 points of damage with a successful grapple check.
Mimic Shape (Ex): A mimic can assume the general s any object that fills roughly 150 cubic feet (5 feet
by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door). The creature cannot substantially alter
its size, though. A mimic body is hard and has a rough texture, no matter what appearance it might present.
Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise
check. Of course, by this time it is generally far too late
Skills: A Mimic has a +8 racial bonus to Disguise Checks.

L19. Well of Questions

Creatures (9)
Androsphinx

Androsphinx: CR 9; Large Magical Beast; HD 12d8+48; hp 114; Init +0; Spd 50 ft., Fly 80 ft. (Poor); AC 22, touch 9,
flat-footed 22, (-1 size, +13 natural); BAB +12; Grap +23; Atk Claw +18 melee (2d4+7); Full Atk 2 Claws +18 melee
(2d4+7); SA Pounce, Rake 2d4+3, Roar, Spells; SQ Darkvision 60 ft., Low-Light Vision; AL CG; SV Fort +12, Ref +8,
Will +7; Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Skills & Feats: Intimidate +17, Knowledge(History) +18, Listen +18, Spot +18, Survival +18; Alertness,
Cleave, Great Cleave, Flyby Attack, Power Attack, Track
Rake (Ex): Attack Bonus +18, damage 2d4+3.
Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures
within 500 feet must succeed on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds. If the
sphinx roars a second time during the same encounter, all, creatures within 250 feet must succeed on a DC 19
Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If
it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or
take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must
succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar
is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held
or carried items can avoid damage with a DC 19 Reflex save. Other Androsphinx are immune to these effects. The
save DCs are Charisma-based.
Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing
and Protection domains.
Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0 - Cure Minor Wounds, Detect Magic,
Guidance, Light, Resistance; 1st - Divine Favor, Protection From Evil*, Shield Of Faith, Remove Fear, Summon Monster
I; 2nd - Bull's Strength, Remove Paralysis, Resist Energy, Shield Other*, Summon Monster II; 3 rd - Cure Serious
Wounds*, Daylight, Invisibility Purge, Searing Light. *Domain spells.
Domains: Good and Healing.
L23. Dervish Explorers

Creatures (EL 10)


Dervishes (5)

Dervishes: See Above.

L28. Loose Ceiling

Creatures (EL 5)
Mimic, Advanced 11HD

Mimic, Advanced: See Above.

Halls of the Upper Priesthood

L38. West Hall

Creatures (EL 7)
Wraiths (2)

Wraith (2): 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.

L47. West Cell of the High Priest

Creatures (EL 9)
2 Ghasts
8 Ghouls
Alhandra, Pal5

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.

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.

L48. Priest Catacombs

Creatures (EL 9)
2 Ghasts
8 Ghouls

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.

L50. East High Priests Cell

Creatures (EL 10)


Wratihs (3)

Wraiths: See Above.

Treasure: +2 Short Sword Undead Bane.

L51. Priesthood Cells

Treasure: Potion of Command Undead, Heightened 4th (2)

L56. Grand Hall of the Pharoahs

Creatures (EL 13)


Munafik, Lich Wiz11

Munafik, Lich Wiz11: CR 11; Medium Undead (Augmented Humanoid); HD 11d12+3; hp 74; Init +3; Spd 30 ft.; AC
28, touch 15, flat-footed 25, (+3 Dex, +5 natural, +4 Mage Armor, +4 Shield, +2 Ring of Protection); BAB +5; Grap
+5; Atk Touch +5 melee (1d8+5 negative energy plus paralysis) or Quaterstaff +5 melee (1d6) or Dagger +5 melee
(1d4/19-20) or Mwk Light Crossbow +9 ranged (1d8/19-20); Full Atk Touch +5 melee (1d8+5 negative energy plus
paralysis) or Quaterstaff +5 melee (1d6) or Dagger +5 melee (1d4/19-20) or Mwk Light Crossbow +9 ranged
(1d8/19-20); SA Damaging Touch, Fear Aura, Paralyzing Touch, Spells; SQ +4 Turn Resistance, Damage Reduction
15/Bludgeoning and Magic, Darkvision 60 ft., Immunity to Cold, Electricity, Polymorph and Mind-Affecting Spells,
Undead Traits; AL NE; SV Fort +4, Ref +7, Will +10; Str 10, Dex 16, Con -, Int 24, Wis 14, Cha 13
Skills and Feats: Concentration +20, Decipher Script +17, Hide +15, Knowledge (Arcana) +21, Listen
+12, Move Silently +16, Search +19, Sense Motive +10, Spellcraft +23, Spot +12; Combat Casting, Craft Wondrous
Item, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (Conjuration), Still Spell, Toughness
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a
60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a
sorcerer of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura for
24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save
or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the
bestow curse spell description, page 203 of the Player's Handbook). The effect cannot be dispelled. Anyone
paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still
alive.
Wizard Spells Known: 0 All, 1st All plus Locate Water, Parching Touch, Sunstroke; 2nd All plus Ashstar,
Scimitar of Sand, Dessicate; 3rd All plus Protection from Dessication, Haboob, Tormenting Thirst, Body Blaze, Storm
Mote, Whispering Sand, 4th All plus Blast of Sand, Desert Diversion, Wall of Salt, Wall of Sand, Wall of Water,
Parboil, Searing Exposure, Wither, Fuse Sand, Sandform; 5 th All plus Anti-fire Sphere, Dispel Water, Wall of Magma,
Sleep Mote, Flaywind Burst, Choking Sands, Flesh to Salt, Transmute Sand to Glass, Transmute Sand to Stone,
Transmute Stone to Sand, Unearthly Heat; 6th All plus Symbol of Thirst, Ashen Union, Mass Dessicate, Mummify,
Saclding Mud.
Wizard Spells Prepared (4/6/5/5/4/3/1; save DC 17(19) + spell level): 0 Acid splash, detect magic,
ray of frost, touch of fatigue; 1st Mage Armor, Magic Missile x3, Ray of Enfeeblement, Shield; 2nd Spider Climb,
Mirror Image, Resist Energy, Web, Foxs Cunning; 3rd - Dispel Magic, Displacement, Slow, Stinking Cloud, Fireball; 4 th
Evards Black Tentacles, Enervation, Dispel Magic (Silent)x2; 5 th Magic Missile (Quicken), Lesser Globe of
Invulnerability(Still), Cloudkill; 6th Disintergrate
Possessions: 1,000g, 8 100g pearls, 8 50g peridots, Necklace of Adaptation, Rod of Metal and Mineral
Detection, Ring of Protection +2, Cloak of Protection +2, Scroll of Summon Monster IV (8 th), Wand of Magic Missiles
50c (9th), Potion of Gaseous Form, Headband of Intellect +4

L56a. Chabang Men

Creatures (EL 5)
Magen, Galvan

Magen, Galvan: CR 3; Medium Construct; HD 5d10+20; hp 47; Init +6; Spd 40 ft.; AC 17, touch 12, flat-footed 15,
(+2 Dex, +5 natural); BAB +3; Grap +5; Atk Slam +5 melee (1d6+2); Full Atk Slam +5 melee (1d6+2); SA Spell-
Like Ability; SQ Construct Traits; AL N; SV Fort +1, Ref +5, Will +1; Str 15, Dex 15, Con -, Int 11, Wis 10, Cha 9
Skills and Feats: Listen +8, Spot +8; Improved Initiative, Lightning Reflexes
Spell-like Ability: 3/day Lightning Bolt. Caster Level 5th, DC 13.

L56b. Fire Wall

Trap (EL 9)
Programmed Image (Wall of Stone)
Programmed Image (Wall of Fire)

Programmed Image (Wall of fire): CR 6; magic device; visual trigger (Arcane Eye); automatic reset; spell effect
(Wall of Fire, 12th Level Wizard); Search DC 31; Disable Device DC 31.

Programmed Image (Wall of Stone): CR 6; magic device; visual trigger (Arcane Eye); automatic reset; spell
effect (Wall of Stone, 12th Level Wizard); Search DC 31; Disable Device 31.

L56c. Mirror, Mirror

Trap (EL 10)


Mirror of Opposition

L56d. Pet Fist

Trap (EL 11)


Bigbys Clenched Fist

Bigbys Clenched Fist: CR 8; magic device; visual trigger (Arcane Eye); automatic reset; spell effect (Bigbys
Clenched Fist, 15th Level Wizard); Search DC 33; Disable Device DC 31.

L58. Reading Room

Treasure: Libram of Ineffable Damnation


L64. Hearts Lair

Creature (EL 10)


Clay Golem

Clay Golem: CR 10; Large Construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft.; AC 22, touch 8, flat-footed 22, (-1
Size, -1 Dex, +14 natural); BAB +8; Grap +19; Atk Slam +14 melee (2d10+7 plus Curse Wound); Full Atk 2 Slams
+14 melee (2d10+7 plus Curse Wound); SA Berserk, Cursed Wound; SQ Construct Traits, Damage Reduction
10/Adamantite and Bludgeoning, Darkvision 60 ft., Haste, Immunity to Magic, Low-Light Vision; AL N; SV Fort +3,
Ref +2, Will +3; Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: None.
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its
elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the
nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to
spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.
Cursed Wound (Ex): The damage a clay golem deals doesnt heal naturally and resists healing spells. A
character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on
a DC 26 caster level check, or the spell has no effect on the injured character.
Immunity to Magic (Ex): A clay golem is immune to any spell or spell-like ability that allows spell
resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10
points of damage. The golem gets no saving throw against any of these effects. Any magical attack against a clay
golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the
amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit
points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack
would have dealt 22 points of damage. A clay golem gets no saving throw against magical attacks that deal acid
damage.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day
as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

L67. Tomb of Amun-re

Creatures (EL 15)


Amun-re, Mummy Lord

Amun-re: CR 15; Medium Undead; HD 8d12+10d8; hp 176; Init +5; Spd 15 ft.; AC 30, touch 11, flat-footed 29, (+1
Dex, +10 natural, +9 Half-Plate Armor +2); BAB +11; Grap +19; Atk Slam +20 melee (1d6+12/19-20 plus Mummy
Rot); Full Atk Slams +20 melee (1d6+12/19-20 plus Mummy Rot); SA Despair, Mummy Rot, Rebuke Undead, Spells;
SQ Damage Reduction 5/-, Darkvision 60 ft., Resistance to Fire 10, Undead Traits, Vulnerability to Fire; AL LE; SV
Fort +13, Ref +8, Will +20; Str 26, Dex 12, Con -, Int 8, Wis 20, Cha 17
Skills and Feats: Concentration +17, Knowledge (Religion) +4, Listen +18, Move Silently +5, Spot +18;
Alertness, Combat Casting, Great Fortitude, Improved Critical (Slam), Improved Initiative, Weapon Focus (Slam)
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 17 Will save or be
paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by
the same mummys despair ability for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural diseaseslam, Fortitude DC 17, incubation period 1 minute; damage 1d6
Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim
reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural
disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must
succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy
rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check
for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the
mummy rot can be magically cured as any normal disease. An afflicted creature that dies of mummy rot shrivels
away into sand and dust that blow away into nothing at the first wind.
Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level): 0detect magic (2), guidance, read
magic, resistance, virtue; 1stbane, command, deathwatch, divine favor, doom, sanctuary*, shield of faith; 2nd
bulls strength, death knell*, hold person, resist energy, silence, spiritual weapon; 3rdanimate dead*, deeper
darkness, dispel magic, invisibility purge, searing light; 4thair walk, dismissal, divine power, giant vermin, spell
immunity*; 5thinsect plague, slay living*, spell resistance, symbol of pain.
*Domain Spell. Domains: Death and Protection.
Possessions: +2 half-plate armor, cloak of resistance +2, ring of minor energy resistance (fire), brooch of
shielding.

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