House Of Stone Upper
Floor Rooms
Tower A
Is Haunted by Tenebrius Norman. He Haunts the tower guarding the orb
of Indulgence-Distract with sex/tempt with riches and the Orb of
Love.
Room A1
Stairs - Up to the next level.
When anyone tries to step on a stair leading to the 2nd level a ball
of lightning will form above the shoulders of the headless statues.
The faces are twisted in a rictus that looks like a person being
tortured by electricity. They will continue to bounce around from
char to char for the duration
Chained Haunt of Ball Lightning- CR-11
Notice-16-20
Reset-1 Day
Caster Level 11, HP 45 (persistent),
Attacks-3
Save DC - 10+Spell level+2=16 -School evocation [air,
electricity]
Duration 11 rounds
Saving Throw Reflex negates;
Spell Resistance yes
You create 3 globes of lightning that fly towards the characters
closest to the statues at the time the effects manifests. These
globes fly at a rate of 20 feet per round and have perfect
maneuverability. Wind does not affect a flying sphere's course.
If a globe enters a space with a creature, it stops moving for the
round and deals
3d6 points of electricity damage to that
creature, though a successful Reflex save negates the damage.
Creatures wearing metal armor take a –4 penalty on this saving
throw.
Each globe moves toward a different character each round These
globes have no mass and cannot push aside unwilling creatures or
move solid objects. A
ball
lightning globe winks out if it takes 15 HP of damage
from any physical weapon. It is immune to spells.
Central sarcophagus - This a much larger than man sized tomb.
It is made of unadorned marble covered with a lordly looking red
satin cloth fringed with round balls of silver velvet. On top of
this cloth are the remains of a fine dinner for one. There is a gold
wine caraf, and crystal wine glass, a gold plate on a mother of
pearl charger. The flatware is gold. The remains of food is still
clinging to them.
The items may be removed from the sarcophagus revealing the chiseled
text "Nickadeemus Norman - All for Love" and the stone cover can be
removed. Inside is a corpse curled up in the fetal position. The
underside of the stone cover is streaked with marks from the fingers
and feet of Nick condemned to death inside it.
Pillars each of these is made of the same white stone as the house.
An eye of the house will appear and begin looking around if the
party stays in this room for more than 10 minutes.
3 Statues stand in the corners of this room. They have the bodies of
normal formaly dressed men, but they are all headless. It looks like
the heads have been knocked of intentionally.
Tapestries - They are all the same. Purple Velvet cloth hemmed with
cloth of gold along the borders.
Room A2
The chandelier from the center of this room colors the entire area
with it's purple light. When anyone steps on the stairway going up,
the light in the chandelier flashes down to the floor to each of the
6 points of the star pattern on the floor. These then begin to
sparkle.
Chained Haunt -
Wandering Star Motes - CR11
Notice-16-20
Reset-1 Day
Caster Level 11, HP 45 (persistent),
Attacks-3
Save DC - 10+Spell level+2=16 -
School evocation [air,
electricity]
School illusion (pattern) [light,
mind-affecting];
Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a sprinkle of flash powder)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature and special; see text
Duration 11 rounds and then the effect is gone. Only a
dispel magic will remove the effect before then
Saving Throw Will negates; see text;
Spell Resistance
yes
You create sparkling motes of bright light that shoot toward the
target and swirl around it in a complex pattern. The pattern
clearly outlines the target and radiates light as if it were a
sunrod, negating any concealment for the target. The target must
make a successful Will save. If the target fails its save, it is
dazed for 1 round and must make another save on its next turn or
be dazed again for 1 round. The target must continue making Will
saves each round. While the target is dazed, his attention is
rivited to a voice saying "
if you pass up the stairs, you will
die a hideous death..." over and over again. If a target
makes its Will save, the
wandering
star motes jump to the nearest enemy within 30 feet,
who must now make Will saves every round or be dazed. Any time a
target makes its Will save, the
wandering
star motes jump to the next nearest enemy within 30
feet. A given creature can only be affected by the
wandering
star motes once; once a target has successfully saved
against the spell, it cannot be affected again. If there are no
new targets within 30 feet of a target that has successfully made
its save, the spell immediately ends.
The oddly shaped columns in this room are the white house stone, but
it has grey veins running through it. The red squares in the corners
are 4'x4'x4' cages painted crimson. Each of them has a
skeleton chained inside. They are otherwise empty.
The 4 statues are all women. Each of them is beautiful in a
different way as each is the feminine idealization of the seasons of
the year. Each has a lustful expression on her face and is in a
provocative stance (pelvis extended, bent over, legs spread wide,
holding her quim).
Room A3
The chained haunt in this room was instructed to keep folks out of
the rooms above by blocking the stairs up. The forceful hand seems
to grow out of the protruding red globe in the center of the N.
Wall. The strong magic from the Orb of Indulgence in room A5 can be
felt by any magic user who has a moment to stop and feel the aura.
The hand wil appera when the haunt perceves that any character has
approached withing 20' of the top of the stairs.
Chained Haunt - Bigbys Forceful Hand - CR13
School evocation [force]; Level sorcerer/wizard 6
Notice-17-20
Reset-1 Day
Caster Level 14, HP 52 (persistent),
Attacks-1
Save DC - 10+Spell level+2=16 -School evocation [air,
electricity] School illusion (pattern) [light,
mind-affecting]; Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, F (a soft glove)
Range medium (240')
Effect 10-ft. hand
Duration 14 rounds
HP 67
Saving Throw none; Spell
Resistance yes
Forceful hand creates a Large magic hand that appears
between you and one opponent. This floating, disembodied hand then
moves to remain between the two of you, regardless of where you move
or how the opponent tries to get around it, providing cover (+4 AC)
for you against that opponent. Nothing can fool the hand—it sticks
with the selected opponent in spite of darkness,
invisibility,
polymorphing, or any other attempt at hiding or disguise. The forceful
hand gets one bull rush attack per round. Its CMB
for bull rush is 21. This attack does not provoke an attack of
opportunity. It will always try to force the person in the lead up
the stairs back down again.
An interposing hand is 10 feet long and about that wide
with its fingers outstretched. It has as many hit points as you do
when you're undamaged, and is AC
20 (–1 size, +11 natural). It takes damage as a normal creature, but
most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It
cannot push through a wall
of force or enter an antimagic
field, but it suffers the full effect of a prismatic
wall or prismatic
sphere. The hand makes saving throws as its caster. Disintegrate
or a successful dispel
magic destroys it.
Directing the spell to a new target is a move action. Forceful
hand prevents the opponent from moving closer to you without
first succeeding on a bull rush attack, moving both the forceful
hand and the target closer to you. The forceful hand can
instead be directed to interpose itself, as interposing
hand does.
Room A4
Witchfire Coven - 3 Witchfires and one Green Hag
Green Witch 1 - HP 124 Witch 2 - HP
109 Witch 3 - HP 154
Green Hag 4 - HP 66
Witchfire CR 9
XP 6,400
CE Medium undead
(incorporeal)
Init +10; Senses darkvision 60 ft.; Perception
+16
Defense
AC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1
dodge)
hp 115 (10d8+70)
Fort +10, Ref +11, Will +10
Defensive Abilities incorporeal,
witchflame, Immune fire,
undead
traits
Offense
Speed fly 50 ft. (perfect)
Melee incorporeal
touch +13 (8d6 fire
plus witchflame)
Ranged witchflame bolt +13 (8d6 fire
plus witchflame)
Spell-Like Abilities (CL 9th; concentration +16)
At will—dancing
lights, disguise
self, ghost
sound (DC 17), invisibility,
pyrotechnics
(DC 19), ray
of enfeeblement (DC 18)
1/day—summon (level 4, 2 will-o'-wisps 50%)
Statistics
Str —, Dex 22, Con —, Int 17, Wis
16, Cha 25
Base Atk +7; CMB +13; CMD 31
Feats Combat
Reflexes, Dodge,
Improved
Initiative, Lightning
Reflexes, Mobility
Skills Bluff
+17, Fly
+14, Intimidate
+20, Knowledge
(any two) +13, Perception
+16, Sense
Motive +16, Stealth
+19
Languages Auran, Common, Giant
SQ sound
mimicry (animal
noises)
Ecology
Environment any swamps or woodlands
Organization solitary or coven (3 witchfires and hags—see
below)
Treasure standard
Special Abilities
Witchflame (Su) Any creature damaged by the incorporeal
touch or ranged bolt attacks of a witchfire must succeed on a DC 22
Will save or become engulfed in sickly green flames. While these
eerie flames deal no additional damage, the affected creature glows
as per faerie
fire and becomes sickened. While under the effects of
the witchflame, the victim gains vulnerability to fire
and takes half again as much damage (+50%) from fire
attacks of any sort. This effect persists for 10 minutes. The
supernatural flames can only be extinguished before this duration
expires by a break
enchantment, miracle,
remove
curse, or wish
spell—the effective caster level of the witchflame is equal to the
witchfire's HD (CL 10th for most witchfires). Any creature entering
the same square as a witchfire or striking it with a melee attack
must succeed on a DC 22 Will save or begin burning with witchflame,
even if the attack would not otherwise harm the witchfire because of
its incorporeal
nature. A bolt of witchflame has a range of 60 feet with no range
increment. The save DCs are Charisma-based.
The women were obviously female Normans in life, although the
grotesque undead energy that births them makes them appear young and
attractive and wreathes their insubstantial bodies in a powerful
aura of sickly green flame, a ghostly fire referred to as
"witchflame" in local legends.
Witchfire Covens
This is a hag coven that includes a witchfire. It gains the
following additional coven spell-like abilities: 3/day—blight,
create
undead, fire
storm (DC 21), nightmare
(DC 18), waves
of exhaustion (DC 20). All abilities function at CL 9th,
and save DCs are based on a Charisma score of 16. The use of these
abilities functions identically to other coven abilities. Such
covens must have at least one living hag, as covens of three
witchfires gain no coven-related abilities.
Green Hag CR 5
XP 1,600
CE Medium monstrous
humanoid
Init +1; Senses darkvision 90 ft.; Perception
+15
Defense
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 58 (9d10+9)
Fort +6, Ref +7, Will +7
SR 16
Offense
Speed 30 ft., swim 30 ft.
Melee 2 claws +13 (1d4+4 plus weakness)
Spell-Like Abilities (CL 9th)
Constant—pass
without trace, tongues,
water
breathing
At will—alter
self, dancing
lights, ghost
sound (DC 12), invisibility,
pyrotechnics
(DC 14), tree
shape, whispering
wind
Statistics
Str 19, Dex 12, Con 12, Int 15, Wis
13, Cha 14
Base Atk +9; CMB +13; CMD 24
Feats Alertness,
Blind-Fight,
Combat
Casting, Deceitful,
Great
Fortitude
Skills Bluff
+13, Disguise
+13, Knowledge
(arcana) +11, Perception
+15, Sense
Motive +9, Stealth
+13, Swim
+18
Languages Aklo, Common, Giant
SQ mimicry
Ecology
Environment temperate marshes
Organization solitary or coven (3 hags of any kind)
Treasure standard
Special Abilities
Weakness (Su) A green hag's claws sap strength from those she
strikes. Each time a green hag hits a foe with her claw attack, the
victim takes 2 points of Strength damage unless he resists the
weakness with a DC 16 Fortitude save. Alternatively, a green hag can
attempt to inflict even greater weakness on a foe by making a touch
attack—this variant requires a standard action, and cannot be
attempted in the same round the hag makes claw attacks. The opponent
touched must succeed on a DC 16 Fortitude save or take 2d4 points of
Strength damage. The save DC is Charisma-based.
Mimicry (Ex) she uses disguise
self to assume the forms of a living but bound alluring
young maiden.
This green hag stands 5'6" tall and weighs just under 140 pounds.
Room A5
Orb of Indulgence is on a pedestal in the center of the room.
This is a glass orb about 4" around and looking much like a snow
globe. It has a stand on the bottom that looks like ivory but is
really polished and carve human bone. There is an perfect 3d image
inside the globe that initially looks like a nude beautiful woman
lying on a couch being fanned by two men who's leering faces
indicate what the would prefer to be doing. Golden flacks seem to
float around the figures slowly.
- The seduction. A nude beautiful woman stretches luxuriously
while lying on her back on a fur covered couch being fanned by
two men who's leering faces indicate what the would prefer to be
doing. Golden flacks seem to float around the figures
slowly. Once per hour, roll 1d6; when a 1 is rolled the
cursed character feels a strong urge to rest. If they don't
rest, the cursed one takes a -1 to Con. The effect is removed
when the person sleeps for at least 4 hours. If this is not
satisfied, the -1 will happen every hour. She is Denana Normad.
- The Harem. A man lounges on satin pillows surrounded by
beautiful silk billows of brightly colored fabric. Around him
are 3 women dressed only in elaborate jewelry . One is feeding
the man grapes, one is sitting on his crotch and the other is
kissing his toes. Tiny rubys are floating around them. Once per
hour, roll 1d6; when a 1 is rolled the cursed character feels a
strong urge for sex and will do anything to satisfy the
itch. Masturbation works. If this is not satisfied, the -1 will
happen every hour. Lassan Normad.
- The Drink. A drunken man sits at a table covered with gold
plates and jewel covered goblets. The goblets are on their sides
and the place are pushed away. Empty bottles, gnawed bones and
bits of food in front of him of all tell of a mighty feast. The
man is reaching for a quart sized trophy cup filled with
dark red wine. Once per hour, roll 1d6; when a 1 is rolled the
cursed character craves alcohol in large quantities. They must
drink until a ability score is reduced by 1. Determine which
with a d3 roll for 1-Wisdom, 2-Intellegence, 3-Dexterity. If
this is not satisfied, the -1 will happen every hour. Dinkem
Norman
- The Drug. An androgynous, dreamy visaged person in toga like
robes is sitting in a gazebo on top of a grassy hill
gazing down into a beautiful garden the size of a castle. The
person looks to be inhaling smoke emitting from the mouth of an
elaborately carved figurine of a chromatic dragon that is carved
from a rainbow diamond about 4" in diameter. Inside the dragon
is a small piece of charcoal with something sprinkled over it.
The smoke coming from the pipe wraps around the head of the
smoker and assumes the shapes of creatures of delight found only
in ones fondest dreams. Tiny cherubs of azure blue float about
the scene. A cursed person desires a drug; any drug (not
alcohol. If not taken the cursed one will become confused as the
spell for a hour. If this is not satisfied, the -1 will happen
every hour. Husker Norman.
When the globe is moved, the scene will change to one of the statues
in this room. (1d4)
Who ever touches it craves what ever vice is pictured. Every hour,
roll 1d6 secretly to see if the cursed one begins craving whatever
was in the globe when it was touched. If a 1 is rolled, the person
must satisfy the craving. This will stop when a -6 to any score is
indicated. Indulging the craving removes the minus points but does
not remove the curse.
The orb is guarded by a skeletal horror hanging from a scaffold just
to the side of the stairs up. It is a Gallowdead and will free
itself by convulsively jerking itself off of the scaffold and attack
anyone attempting to enter the room. It will not follow the party
downstairs.
Gallowdead
This skeletal horror staggers under the weight of the massive hook
and chain impaling the bones of its midsection.
Gallowdead CR 16
XP 76,800
CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception
+3
Aura whispers (30 ft., DC 27)
Defense
AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16
natural)
hp 228 (24d8+120)
Fort +13, Ref +12, Will +17
Defensive Abilities channel resistance +6; DR
10/bludgeoning; Immune cold, undead traits
Offense
Speed 30 ft.
Melee spiked chain +26/+21/+16/+11 (2d4+10/19–20 plus chains
of the dead) or
2 claws +25 (2d8+7)
Special Attack chains of the dead
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Statistics
Str 24, Dex 19, Con —, Int 11, Wis
16, Cha 21
Base Atk +18; CMB +25; CMD 40
Feats Bleeding Critical, Combat Reflexes, Critical Focus,
Dodge, Improved Critical (spiked chain), Improved Initiative,
Improved Vital Strike, Lunge, Power Attack, Step Up, Vital Strike,
Weapon Focus (spiked chain)
Skills Climb
+34, Escape
Artist +28, Intimidate
+32, Swim
+31
Languages Common
Ecology
Environment any
Organization solitary, pair, or plague (3–18)
Treasure standard
Special Abilities
Aura of Whispers (Su) A gallowdead constantly whispers vile
secrets and blasphemous chants. Any creature within 30 feet of a
gallowdead must succeed at a DC 27 Will save or be shaken for 1d4
rounds. Already shaken creatures that fail this saving throw become
nauseated by the secrets revealed. Each round, an affected creature
can make a new Will save to recover from the effect—once a creature
recovers from a gallowdead's whispers, it is immune to this ability
for 24 hours. Each overlapping whisper aura from additional
gallowdead increases the save DC by 2. This is a language-based
sonic effect. The save DC is Charisma-based.
Chains of the Dead (Su) When a gallowdead uses its spiked
chain, the first attack that hits a foe during the gallowdead's turn
deals an extra 12d6 points of negative energy damage (Will DC 27
half). This has no effect on undead creatures. In addition, the
gallowdead can make a free combat maneuver check against its target
with a +4 racial bonus. If the check succeeds, the target becomes
grappled, but the gallowdead doesn't gain the grappled condition.
The gallowdead can make a free combat maneuver check each round to
maintain its grip on the victim, but can't take any special grapple
actions against the victim except the move special action. When
grappling a victim in this way, the gallowdead can't attack with its
spiked chain. The save DC is Charisma-based.
Room A6
When the door is opened, snow begins flowing out of the room from
the snowstorm effect of the creatures inside. This rooms is
protected by 3 beautiful, ghostly women.
Blue 1 HP 115 Blue 2 HP 109
Blue 3 HP 121
Yuki-Onna CR 8
XP 4,800
LE Medium undead (cold,
incorporeal)
Init +8; Senses darkvision 60 ft.; Perception
+17
Aura snowstorm (200 ft.)
Defense
AC 21, touch 21, flat-footed 16 (+6 deflection, +4 Dex, +1
dodge)
hp 94 (9d8+54)
Fort +9, Ref +7, Will +11
Defensive Abilities incorporeal;
Immune cold,
undead traits
Weaknesses vulnerable to fire,
snow dependency
Offense
Speed fly 30 ft. (perfect)
Melee 2 touches +10 (4d6 cold
plus chilling touch)
Special Attacks chilling touch, fascinating gaze
Spell-Like Abilities (CL 10th; concentration +16)
Constant—blur
3/day—cone
of cold (DC 21), eyebite
(comatose and panicked only, DC 22), ice
storm
Statistics
Str —, Dex 18, Con —, Int 17, Wis
21, Cha 22
Base Atk +6; CMB +10; CMD 27
Feats Combat
Casting, Dodge,
Improved
Initiative, Mobility,
Spring
Attack
Skills Bluff
+15, Fly
+12, Intimidate
+18, Perception
+17, Sense
Motive +17,Spellcraft
+15, Stealth
+16, Survival
+14
Languages Common
Ecology
Environment any cold
Organization solitary
Treasure standard
Special Abilities
Chilling Touch (Su) A yuki-onna's touch causes 4d6 cold
damage. Whenever a creature takes cold
damage in this manner, it must make a DC 20 Fortitude save to avoid
being staggered by the supernatural cold
for 1 round. This duration stacks. The save DC is Charisma-based.
Fascinating Gaze
(Su) Fascinated for 1d4 rounds, 30 feet, Will DC 20 negates.
The save DC is Charisma-based.
Snow Dependency (Ex) A yuki-onna is staggered if she is ever
in an area without snow while her snowstorm aura is suppressed or
otherwise not functioning.
Snowstorm (Su) A yuki-onna is surrounded by whirling blasts
of snow, even in areas that wouldn't allow for such weather, that
comprise a 200-foot-radius spread. Within this area, the snowfall
and wind gusts cause a –4 penalty on Perception
checks and ranged attacks. The wind itself blows in a clockwise
rotation around the yuki-onna, and functions as severe wind (Core
Rulebook 439). A yuki-onna is unaffected by snowstorms or
blizzards of any kind. Any effect that causes these winds to drop
below severe (such as control
weather or control
winds) cancels the snowstorm effect entirely.
A yuki-onna is the restless spirit of a woman who froze to death in
the snow and was never given a proper burial.
When a yuki-onna is destroyed, her body melts as though ice, leaving
only a small pool of water in its stead. A yuki-onna is 5-1/2 feet
tall.
They will gladly attack anyone entering to seek their own peace and
prevent anyone from possessing the Orb of Indulgence.
Room A7
The only thing in this room is 3 green skinned womens dead bodies.
Each has a matching diamond ring worth 2K gp.
Room A8
Allip - AC 14 Init +5=
Red Hit points
|
1=27 |
2=26 |
3=35 |
4=30 |
5=19 |
Green Hit points |
=37 |
=27 |
=39 |
=29 |
=33 |
This room has been made just like the other room (A7)guarding the
Orb.
Room A9
Something is wildly wrong in this room. From outside you head a
mindless muttering that isn't any known language spoken from dozens
of mouths. It is like the house has gone crazy. There are all
kinds of appendages waving around in this room. None of them are
doing anything but moving around spastically and randomly. There are
arms and legs and waving about on the floor. The ceiling is covered
with 24 eyes all moving in different directions and 9 ass holes that
open and close in the most disgusting way. The walls are full of
arms, legs, noses, and lips on the walls. The lips are murmuring
nonsense sylables.
There are the remains of the furnicture of this room (a small table,
corner cabinets and a low table), but they have all been knocked
down and smashed by the wild arms and legs flailing around.
As long as none of these appendages are damaged, they will take no
notice of those passing through to the spiral stairs in the center
of the room. If anyone damages any of the house parts in this room,
they will all attack!
Arm - Its not really an arm at all, just a stone psudopod. -
Slam: BAB 8, AC 16, Touch: 10 HD (2d12+2) 15 HP, Dam:
2d6+2 only one per 5' area can appear any 1 round
Leg - Slam: BAB 8, AC 16, Touch: 10 HD (2d12+4) 17 HP,
2d8+2 only one per 5' area can appear any 1 round
Lips - These grow on the floor suddenly and will attempt to
grab a character and hold them so they can be hit by another
appendage. BAB 4, AC 12, Touch 10, HD (2d8+2) HP 10, Damage: 1d4, 1
per 10' of floor will form. CMB 20 CMD 20. The mouth will try to
grab a character:--- attempts to start a grapple as a free action
without provoking an attack of opportunity. The creature has the
option to conduct the grapple normally, or simply to use the part of
its body it used in the grab to hold the opponent. If it chooses to
do the latter, it takes a –20 penalty on its CMB check to make and
maintain the grapple, but does not gain the grappled condition
itself. A successful hold does not deal any extra damage unless the
creature also has the constrict special attack. If the creature does
not constrict, each successful grapple check it makes during
successive rounds automatically deals the damage indicated for the
attack that established the hold. Otherwise, it deals constriction
damage as well (the amount is given in the creature's descriptive
text). Creatures with grab receive a +4 bonus on combat maneuver
checks made to start and maintain a grapple.Unless otherwise noted,
grab works only against opponents no larger than the same size
category as the creature.
Asshole - These grow on the ceiling. A spicture will form and
a Wax Rock stone shard will be "spit" at someone. This is as an
arrow. BAB 6, AC 12, Touch 10, HD (2d6+2), HP 8 Damage: 1d8. It
shits stone spikes! I love it!
It may be that the characters in the HOS are killing off the
appendages. In that event the house will try to kill everyone at one
time. A crack in the floor begins where each character is standing
and then begins joining the small cracks into one giant one. The
crack in the ground opens fully in 2 rounds forming itself into a 6'
deep V shaped opening in the floor that slams shut after 30s second.
Any character trapped in the pit takes 5d12 crushing damage.
Room A10
Nickadeemus Norman is the Guardian of the Orb of Love. He will
appear the instant anyone steps onto the floor of this room from the
stairs. He looks like a crazy old man with arthritus twisted hands
and knees. His face is ravaged with age and his mouth moves with
anger but is silent. Until then the room looks empty unless his
spirit can be seen.
Chained Haunt of Prysmatic Spray - CR-11
Notice-18-20
Reset-1 Day
Caster Level 17, HP 66 (persistent),
Attacks-1
Save DC - 10+7+2=19 -School evocation [air, electricity]
Prismatic Spray
School evocation; Level sorcerer/wizard 7
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped burst
Saving Throw see text; Spell
Resistance yes
This spell causes seven shimmering, multicolored beams of light to
spray from your hand. Each beam has a different power. Creatures in
the area of the spell with 8 HD or less are automatically blinded
for 2d4 rounds. Every creature in the area is randomly struck by one
or more beams, which have additional effects.
1d8 |
Color of Beam |
|
1 |
Red |
20 points fire damage (Reflex
half) |
2 |
Orange |
40 points acid damage (Reflex
half) |
3 |
Yellow |
80 points electricity damage (Reflex
half) |
4 |
Green |
Poison (Frequency 1/rd. for 6
rd.; Init. effect death; Sec. effect 1 Con/rd.;
Cure 2 consecutive Fort
saves)* |
5 |
Blue |
Flesh
to stone (Fortitude
negates) |
6 |
Indigo |
Insane, as insanity
spell (Will
negates) |
7 |
Violet |
Sent to another plane (Will
negates) |
8 |
Struck by two rays |
Roll twice more, ignoring any “8” results |
* See poisons |
Room A11
Contains the Orb of Love Guarded by the Nightwalker
The ceiling in this top room is 25' high. The stairs end at the
floor so a person has to kneel and scoot forward until standing up.
There is a identical globe of glass on each of the 6 pedestals in
each corner of this 6 sided room. On the N. one is the Orb of Love.
It contains a fist sized ruby carved in the shape of a heart. Each
of the other orbs also contain an item within the glass. Lifting any
of the orbs except the Orb of Love will set off the explosive trap
in the pedestal. Locate DC 18 Disarm DC 25 If tripped it
will do 6d12 damage to all within the room and an addition 2d12 to
those in 10'.
It stands on a crystal pedestal 5' high.
A poem is inscribed under the globe with the heart. Read this poem
and hand it to them when done.
From Lisim for his Beatrice as he displays his heart before her
We lay down in the graveyard, hinged there.
Emerald moss growing thickly in the chiseled letters.
You’re explaining how trees actually breathe.
Green in the names and trees went up to join gray in the sky.
Then the gray-green sky came down in breaths to my lips and sipped
me.
And I Swooned into darkness again
Nightwalker
This towering, night-black giant has demonic features, including a
huge pair of ram-like horns. Its arms end in massive blades.
Nightwalker CR 16
XP 76,800
CE Huge undead
(extraplanar,
nightshade)
Init +2; Senses darksense, darkvision 60 ft., detect
magic, low-light vision; Perception
+29
Aura desecrating aura (30 ft.)
Defense
AC 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2
size)
hp 241 (21d8+147)
Fort +14, Ref +11, Will +19
DR 15/good and silver; Immune cold,
undead
traits; SR 27
Weaknesses light aversion
Offense
Speed 40 ft.
Melee 2 claws +28 (3d6+15/19–20 plus 4d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks channel energy (8d6, DC 29, 8/day), fear
gaze,
swift sundering
Spell-Like Abilities (CL 16th; concentration +21)
Constant—air
walk, detect
magic, magic
fang
At will—contagion
(DC 19), deeper
darkness, greater
dispel magic, unholy
blight (DC 19)
3/day—confusion
(DC 19), haste,
hold
monster (DC 20), invisibility,
quickened unholy
blight (DC 19)
1/day—cone
of cold (DC 20), finger
of death (DC 22), plane
shift (DC 22), summon (level 7, 4 greater shadows)
Statistics
Str 35, Dex 14, Con —, Int 20, Wis
21, Cha 21
Base Atk +15; CMB +29; CMD 41
Feats Combat
Expertise, Command
Undead, Greater
Sunder, Greater
Vital Strike, Improved
Critical (claws), Improved
Disarm, Improved
Sunder, Improved
Vital Strike, Power
Attack, Quicken
Spell-Like Ability (unholy
blight), Vital
Strike
Skills Intimidate
+29, Knowledge
(arcana) +29, Knowledge
(planes) +26, Knowledge
(religion) +29, Perception
+29, Sense
Motive +29, Spellcraft
+29, Stealth
+18 (+26 in darkness), Swim
+33; Racial Modifiers +8 Stealth
in dim light and darkness
Languages Abyssal, Common, Infernal; telepathy 100 ft.
Ecology
Environment any (Negative Energy Plane)
Organization solitary, pair, or gang (3–4)
Treasure standard
Special Abilities
Fear
Gaze
(Su) Cower in fear
for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear
effect. The save DC is Charisma-based.
Swift Sundering (Su) A nightwalker can make a sunder attempt
as a swift action with one of its claws.
This creature looks like a cross between a devil and its shadow. It
looks insubstancial but still reflects glints of light from what
looks like coal black armor. It's face is a cruel twisting of the
features folks have come to recognize in the Norman family. It has
head hair like the hairs of a flys leg in a windows peak. Its face
looks elongated and its chin comes to a sharp point. Two black horns
curve back from the side of its head and curve around to come out
about 1' from under its arms. It is 20 feet tall and weighs
5,000 pounds.
You can attempt to sunder an item held or worn by your opponent
as part of an attack action in place of a melee attack. If you do
not have the Improved
Sunder feat, or a similar ability, attempting to sunder an
item provokes an attack of opportunity from the target of your
maneuver.
If your attack is successful, you deal damage to the item
normally. Damage that exceeds the object's Hardness is subtracted
from its hit points. If an object has equal to or less than half
its total hit points remaining, it gains the broken condition (see
Conditions).
If the damage you deal would reduce the object to less than 0 hit
points, you can choose to destroy it. If you do not choose to
destroy it, the object is left with only 1 hit point and the
broken condition.
B Tower
Room B1
This room is entirely intact. Although things are dusty, they have
not been destroyed or even moved. Any character (like a Paladin) who
is particularly sensitive to evil or good will immediately sense
emanations of Goodness coming from the room. Directly behind the
door inside the room is a Magic Circle Against Evil. It has
protected this room from the undead or other evil entering. As well,
there is a Permanent Protection from Evil cast on all the large
items in the room.
The only outstanding thing the party will see first is writing
painted in a fine feminine hand in common tongue on the W. Wall that
says "In the Dominion of Orbs, when song becomes silence
and the Seal of Omens fails, the Wand of Miracles shall be
restored"
If a good person enters the room, motes of light begin to come
together very slowly as if this act is requiring an enormous amount
of effort. The motes seem to move like feathers blown on the wind
where puffs of air moves them toward the center of the space where
there is an open space. This process will take more than a minute.
It is not menacing; it is beautiful. This gives the party time to do
things, but they will be powerless to stop the progression.
The figure that is formed of the sparks is made of brilliant white
light in the form of a slender woman with long hair combed back over
the head revealing a pronounced high forehead and widows peak. She
is dressed in a white wedding dress. She smiles and it is the
Smile of the Beyond. Ask the party if they smile back. Those that do
feel a great goodness and satisfaction.
If this is the first time the party has encountered her she will
perform the following pantomime:
She stands still for a moment and appears to sob then brushes
invisible tears from her face.
She tosses her hair and her body shakes as if to shake
off the sadness.
Once again she passes her hands in front of the
writing on the wall this time indicating "song becomes silence
and the Seal of Omens".
Then using her hands indicates a flat horizontal surface
(the alter in front of the Seal of Omens).
She holds up a finger then places an object on that
horizontal surface 8 times.
She turns to the writing again and passes her
hand across the "Wand of Miracles shall be restored".
She turns around once then mimics great surprise.
She leans forward and mimes picking up something long and
thin in both hands.
She cradles it in her left arm and points down with her
right in time with a stepping motion as if going down stairs.
She takes the imaginary wand from her left hand and holds it
in her right passing it from side to side until she stops and
begins making a pointing motion.
She then holds her hands as if in prayer raises her eyes up
and begins to slowly come apart into the tiny motes of light that
she was before.
Once they again fill the area over the chest they begin one
by one to flare deep blue and disappear.
If the party has encounted her they will not see that part of her
mime again. However anyone entering the room who has not yet seen
the Orbs in room B16 will see following mime:
The shade of Beatrice holds up 3 finger on her right hand and 4
fingers on her left hand. Then the walks to the door in the S and
mimes opening it. She then spins 90deg. to the right and mimes
walking. Then another 90deg turn to the right and she mimes
climbing stairs. She then turns to the right 90deg again and walks
forward. She opens another door and walks. She mimes touching the
Top right (she floats to the ceiling), then lower left the lower
right then top left (floating up again) of a 10' spot on the E.
wall.
In the bookcase they will find this letter written in a shakey but
legable hand in green ink. (Print this out for the players).
"To Beatrice
I am so happy! At last I have someone who may understand me to write
about what I feel without fear! You asked me what I thought about my
new surroundings as a new commer so I am sending them to you.
Nestled into a hollow, the hard winds blow over the village leaving
it calm in the midst of even violent weather. Although the rain is
plentiful, it is good for the crops and has carved itself several
rivulets that flow merrily into a large pond at north end of town.
Several of the families have taken up aquaculture and are breeding
several varieties of fish there. Some areas are designated "swimming
holes" and are reserved for recreation. The area of the hollow not
occupied is cultivated with nut and fruit trees. The trees that have
failed are turned into a fragrant firewood that hugs the hollow like
a cloud of incense. Some families have taken to breeding a
semi-flightless bird called butterhens. They happily feed on small
pellets of food made from a combination of ground nuts, leaves and
fish meal that their keepers scatter through the orchards. The trees
get the benefit of their guano and the village enjoys the delicate
flavor of the birds. The birds understand that they are protected
from predators (other than the villagers) inside the hollow and
seldom venture onto the flat land above. Many of the homes there
were built hundreds of years ago. These homes were made from the
mine rock and require no real maintenance. However, the rock is a
poor insulator compared to lumber and tend to be very drafty. The
wooden homes are deemed more comfortable and casual but are still
prized as ancestral heirlooms. These are owned by the more
influential families.
Above the hollow is tillable, fertile land that is good for farming
almost any crop. Many families live in the hollow but walk up the
hill to the flat land to their family land plots. The crops are
varied, but are mostly barely enhanced varieties of plants that are
native to the area. The folk living in the hollow are jealous of
their good fortune and seek to keep their place hidden as much as
practical. For this reason the crops are not laid out in square
patches that tend to be intermixed into maze like patterns that look
like random variations from above. This is really strange but has a
beautiful effect to the lands the crops cover.
I am not going to try to derscribe this horrible house that will
never be my home. I can only stand it when I think of you.
With love - Nameo
"
Beatrice used to live in B1. Among the items there will be found the
following poem: (Print it out and hand it to the players)
"To Nameo Normad in Everlasting Love from Beatrice Norman"
- I follow your smile. And try as I might I can't get it
- Out of my heart It's captured my heart
- I follow your mind And though it may be unwise
- I see nothing else You're part of myself
- I follow your soul I know it will make me whole
- With you I am one My vision is one
- Once I thought my love was so far away
- In my long and endless search
- Now I see Within your smile The way
- Within my heart It ever plays A symphony
- That sings of endless days ahead for us
Room B2
The well in this room glows brightly blue. The water itself is
glowing with a varient light spell (Lvl 4) with a permanence cast on
the basin. There is nothing in the well.
A Blue Water Naga is a guard of this place and will try to
deter any strangers from going into the 2nd floor. She will attack
weaker parties that try to get past her, but will let stronger
parties off with a warning.
The pictures to the N. and S. on the east wall have been slashed and
burnt to be unrecognizable.
Water Naga CR 7
XP 3,200
N Large aberration (aquatic)
Init +6; Senses darkvision 60 ft.; Perception
+17
Defense
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 76 (8d8+40)
Fort +7, Ref +10, Will +9
Offense
Speed 30 ft., swim 50 ft.
Melee bite +10 (2d6+5 plus poison),
tail slap +5 (1d8+2)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 7th; concentration +11)
3rd (5/day)—protection
from energy, suggestion
(DC 17)
2nd (7/day)—acid
arrow, invisibility,
mirror
image
1st (7/day)—expeditious
retreat, magic
missile, obscuring
mist, shield,
true
strike
0 (at will)—acid
splash, daze
(DC 14), detect
magic, light,
mage
hand, open/close,
read
magic
Statistics
Str 20, Dex 23, Con 20, Int 11, Wis
17, Cha 18
Base Atk +6; CMB +12; CMD 28 (can't be
tripped)
Feats Combat
Casting, Eschew
MaterialsB, Lightning
Reflexes, Skill
Focus (Perception),
Skill
Focus (Stealth)
Skills Bluff
+8, Knowledge
(local) +4, Perception
+17, Spellcraft
+11, Stealth
+16, Swim
+13
Languages Aquan, Common
SQ amphibious
Ecology
Environment temperate water
Organization solitary, pair, or nest (3–4)
Treasure standard
Special Abilities
Poison
(Ex) Bite—injury; save Fort DC 19; frequency
1/round for 6 rounds; effect 1d2 Con damage; cure 2
saves.
Spells A water naga casts spells as a 7th-level sorcerer.
With mottled scales of blue and green, water nagas' serpentine
beauty belies their deadliness. Although doubtlessly intelligent,
these nagas have more in common with normal snakes than most of
their kind, preferring to be left to their own devices and lashing
out at any creatures that would disturb them. A typical water naga
measures 10 feet long and weighs 250 pounds.
Where many nagas claim particular lairs as their homes, water
nagas typically have a number of retreats, migrating from one to
the next with the changing of the seasons. These nagas keep
elaborate summer and winter lairs, with several favored shelters
positioned between these so they can make a circuit of familiar
rivers and coasts throughout the year. Fiercely territorial when
it comes to their lairs, water nagas typically attack any that
intrude upon their sanctuaries, only bothering to question
interlopers once such creatures have been weakened by poison, if
at all.
As their yearly treks make many water nagas especially well
traveled, those who live near the serpents' lairs— usually
lizardfolk, fey, and human tribes—often court the snake creatures'
good graces with offerings of rich local delicacies, hoping to
learn of nearby lands and pass on their own stories to distant
neighbors. Enjoying flattery, exciting tales, and the adoration of
those they see as lesser creatures, most water nagas take pride in
their roles as travelers. However, while rarely malicious, they
quickly grow bored of repetitive, mundane anecdotes and often
embellish the stories they've heard with their own fictions—caring
little for the repercussions such misleading tales might cause for
their listeners. The congeniality of some water nagas does not
extend to the entire race, and many unwary souls, even those with
only the best intentions, face these serpentine creatures' deadly
bite.
Room B3
3 Bloody Bones are locked in this room.
The door to B1 is locked, but this is hidden The only sign that this
is locked is a tiny keyhole in the wall to the right of the door.
This lock is DC 24 to open. THey may wish they didn't open it!
The floor of this room is red with fresh blood. It is a slippery
surface (acrobatics -5). When the door is opened there are 2 of the
bloodybones sitting on the sofa by the fire and one is on the bed.
XP 4,800
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +16
Aura nauseating aura (20 ft., DC 19)
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 91 (14d8+28)
Fort +8, Ref +8, Will +10
Defensive Abilities channel resistance +2; DR 10/magic or silver;
Immune cold, undead traits
Speed 30 ft.
Melee 2 slams +15 (1d8+4) or entrails lash +14 (1d4+4 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with entrails lash)
Special Attacks strangulation, vomit gore
Str 19, Dex 14, Con —, Int 12, Wis 12, Cha 14
Base Atk +10; CMB +14 (+18 grapple); CMD 26
Feats Combat Reflexes, Great Fortitude, Improved Initiative,
Improved Natural Attack (slam), Lightning Reflexes, Power Attack,
Weapon Focus (slam) Skills Acrobatics +13, Climb +18, Escape
Artist +14, Intimidate +17, Perception +16, Stealth +17
Languages Common, Infernal
Environment any land
Organization solitary or gang (2–4)
Treasure standard
Nauseating Aura (Su) A rawbones emanates a sickening aura
that reeks of death in a 20-foot radius. Any creature that comes
within that area must succeed on DC 19 Fortitude save or become
nauseated for as long as they remain within the area a 1 minute
after leaving the area. A creature that makes a successful save is
immune to the nauseating aura of that rawbones for one day. The
save DC is Charisma-based.
Strangulation (Ex) When a rawbones hits an opponent of up
to one size larger with its entrails lash, it can then attempt to
start a grapple as a free action without provoking attacks of
opportunity. If it succeeds on its grapple check, it establishes a
hold and deals 1d4 points of strangulation damage per round in
addition to normal damage to the grappled opponent each round that
the hold is maintained.
Vomit Gore (Su) Three times per day, a rawbones can spit a blast
of blood and gore in a 20-foot cone that deals 7d6 points of
damage (DC 19 Reflex save for half). The save DC is
Charisma-based.
A rawbones is an undead creature that comes into being when a
tortured person rises from the grave. Rawbones are commonly found
in ancient dungeons that hold old torture chambers and prison
cells. Some are also found haunting the local cemeteries where a
tortured person was laid to rest. While disgusting in appearance,
there is something in the magic (or evil) of a rawbones that keeps
it looking ‘fresher’ that most of its other undead kin. Like many
undead, rawbones despise the living and seek to harm such
creatures whenever they can. A rawbones is generally a solitary
creature though it is possible more than one could be encountered
together (e.g., an ancient dungeon where a mass torture/execution
took place or a mass grave where tortured and broken bodies where
laid to rest). A rawbones stands 6 to 6-1/2 feet tall and weighs
roughly 140 pounds.
Its bones are stained red with fresh blood which seems to
continually weep from the creature’s body. Bits of flesh and
muscle fall away from it as it moves about and its entrails often
drag the ground behind it or are wrapped around the creature’s
forearms. A rawbones speaks Common and at least one other
language. A rawbones attacks primarily with its powerful fists,
but it has other weapons at its disposal. It can vomit forth a
horrifying spray of blood and gore or use its entrails as a ranged
weapon which it loops around an opponent’s neck in an attempt to
strangle it. While battling its foes, it attempts to keep them
within range of its nauseating aura. A rawbones’ natural weapons
are treated as magic weapons for the purpose of overcoming damage
reduction.
One of these pitiful souls was a high level mage. His possessions
are sparse but valuable.
staff of necromancy (37 charges) (74,740 gp)
Spellbook:
0th -- all cantrips.
1st -- enlarge person; feather fall; identify; mage armor; magic
missile; magic weapon; protection from chaos/evil/good/law
2nd -- alter self; bull's strength; hideous laughter;
invisibility; rope trick; scorching ray
3rd -- deep slumber; dispel magic; fireball; fly; gentle repose;
haste
4th -- charm monster; dimension door; globe of invulnerability,
lesser; polymorph; summon monster IV; wall of ice
5th -- baleful polymorph; break enchantment; dominate person;
teleport; transmute rock to mud; wall of force
6th -- contingency; dispel magic, greater; flesh to stone; true
seeing
Room B4
There is funny smell that is strong and noticable as soon as the
party enters the room. It is an obscure opium laced inscense
smell that will begin to affect the party in 4 rounds.
This room has not been plundered. Although there isn't anything
outside of normal worthless personal items for a middle age man in
here, there are 4 drawers in the bookcases.
Drawer 3 contains the following behind a poison
lock
large silver cloak pin, griffon design (919.5 gp) (Not yet
found)
oaken staff, shod with meteoric iron, and smoky quartz gems set in
the head (1,410.9 gp)
In the W. Shelf silver chalice with eye agate gems
(61.8 gp)
Put in the shelf like a book is a small painting of Pan in a
mythical Forest (530 gp) Says "Boya" on the
back.
In the second drawer are gauntlet of rust (11,500 gp) Thread
pattern of a rust monster on wrist band of gauntlets.
Hidden behind rotting books is a Spell book with platinum book
bindings, encrusted with alabaster and an amethyst locking clasp
(DC 24 to unlock)(2,142.5 gp) and spell book of Ablasten the mage
1st
Cause Fear
Chill Touch
Grease
Ice Dagger
Ray of Enfeeblement |
2nd
Command Undead
Blindness/Deafness
False Life
Spectral Hand |
3rd level
Howling Agony
Catatonia
Ray of Exhaustion |
Room B5
This room is guarded by 6 Silver statues that are standing
motionless next to each of the doors. When anyone enters a voice
says "This far and no further!". When any other door is opened the
statues animate and attack. There is a faint line on the floor which
is the activation zone of the voice effect - Ghost sound,
permanency, contingency is part of this magic effect. When a door is
opened, the statues on either side of the door will attack. Every
other round after that the statues in closet proximity to the door
that was opened will attack. DM Option - if this encounter looks to
strong or wimpy, either make them all attack at once, or delay their
activation
XP 1,400
N Medium construct
Init –1; Senses darkvision
60 ft., low-light
vision; Perception
+0
DEFENSE
AC 19, touch
9, flat-footed
19 (–1 Dex,
+10 natural)
hp 44 (6d10+20)
Fort +2, Ref +1, Will +2
Defensive Abilities conductivity, heat shimmer; DR
5/adamantine;
Immune construct
traits, electricity, fire; SR
17
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (1d8+4 plus 1d6 fire)
Special Attacks heat, molten destruction
STATISTICS
Str 18, Dex 9, Con —, Int —,
Wis 11, Cha 1
Base Atk +8; CMB +12; CMD 21
SPECIAL
ABILITIES
Conductivity (Ex)
A magical attack that deals electricity damage speeds up a
silver guardian (as the haste spell) for 1d4 rounds. A
silver guardian gets no saving
throw against electricity effects.
Heat (Ex)
A silver guardian’s body generates intense heat, dealing 1d6
points of fire damage whenever it hits in melee, or in each
round it grapples. Creatures attacking a silver guardian with
unarmed strikes or natural
weapons are also subject to the golden guardian’s heat.
Molten Destruction (Ex)
When reduced to 0 hit
points, a silver superheats and instantly melts into a
pile of molten silver. All creatures within a 10-foot-radius
spread take 4d6 points of fire damage; a DC 14 Reflex
save halves the damage. The save DC is Constitution-based.
Once cooled, there is 0lbs of silver remaining.
Heat Shimmer (Ex)
The intense heat radiating from a golden guardian’s body
creates a wavering shimmer in the air that makes the construct
difficult to see clearly. This functions as a blur spell (CL 8th), except it
cannot be dispelled.
Room B6
The room has a swarm of bats that have become trapped in this room.
The window in the S is missing the glass and is just a hole in the
stone of the house that has been partially healed over, but still
allows wind, fog and confusion in addition to the swarm of bats.
There is a large mirror (normal!) in the middle of the W. wall.
Bat Swarm
Hundreds of high-pitched squeaks fill the air as a mass of small,
carnivorous bats surges forth, all of them hungry for blood.
Bat Swarm CR 2
XP 600
N Diminutive animal
(swarm)
Init +2; Senses blindsense
20 ft., low-light vision; Perception
+15
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +7, Will +3
Defensive Abilities swarm
traits; Immune weapon damage
Offense
Speed 5 ft., fly 40 ft. (good)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11), wounding
Statistics
Str 3, Dex 15, Con 11, Int 2, Wis
14, Cha 4
Base Atk +2; CMB —; CMD —
Feats Lightning
Reflexes, Skill
Focus (Perception)
Skills Fly
+12, Perception
+15; Racial Modifiers +4 Perception
when using blindsense
SQ swarm traits
Ecology
Environment any temperate or tropical
Organization solitary, pair, flight (3–6 swarms), or colony
(11–20 swarms)
Treasure none
Special Features
Wounding (Ex) Any living creature damaged by a bat swarm
continues to bleed,
losing 1 hit point per round thereafter. Multiple wounds do not
result in cumulative bleeding loss. The bleeding can be stopped by a
DC 10 Heal
check or the application of a cure spell or some other healing
magic.
Bat swarms dwell in large caves, ruins, or even city sewers—anywhere
they can find darkness to hide in during the day and a supply of
food to feast upon at night. They are only encountered outside in a
group at dawn or dusk, or when they have been startled and forced to
flee their lairs.
The room is intact, but looks like it's been looted. Everything is
on the floor, the couch is overturned and ripped up. The bed is
slashed and the corner shelf has been torn down. There are 2
dessicated bodies in the SE corner They looked like they were
embracing and kissing when they died. There is nothing of value
here.
Room B7
Also been vandalized as room B6. The only interesting thing outside
of the normal worthless connections of clothes and personal grooming
items is a desicated body lying next to the bed face down. It is the
body of a very old man who died of fright. His hands and arms are
frozen in places as if holding the bedclothes over his nose and
mouth.
Room B8
Secret door can be seen and opens on DC 24.
This Contract Devil was placed here to disguise the Treasure room
beyond in Room B9. It is a distraction guardian.
With rust-colored skin and a jutting crown of ridge-like horns,
this muscular devil is draped in lengthy contracts.
Contract Devil
CR 10
XP 9,600
LE Medium outsider (devil,
evil,
extraplanar,
lawful)
Init +11;
Senses darkvision 60 ft., see in
darkness;
Perception
+26
Defense
AC 25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7
natural)
hp 136 (13d10+65)
Fort +9,
Ref +15,
Will +16
DR 10/good;
Immune fire,
mind-affecting effects,
poison;
Resist acid 10,
cold
10;
SR 21
Offense
Speed 30 ft.
Melee binding contract (whip) +20/+15/+10 (1d4+7 plus
bleed),
gore +11 (2d6+3)
Space 5 ft.;
Reach 5 ft. (10 ft. with binding
contract)
Special Attacks binding contract,
bleed
(1d6), impale (2d8+4)
Spell-Like Abilities (CL 13th; concentration +19)
Constant—
tongues
At will—
bestow
curse (DC 20),
detect
thoughts (DC 18),
dimension
door,
erase,
identify,
major
image (DC 19),
produce
flame,
sending
3/day—
arcane
eye,
break
enchantment,
greater
teleport (self plus 50 lbs. of objects only),
hold
person (DC 18),
locate
creature,
mage's
private sanctum,
scorching
ray,
silence
(DC 18),
vision
1/day—
contact
other plane,
delayed
blast fireball (DC 23),
dismissal
(DC 21),
plane
shift (DC 23), summon (level 4, 1d6 bearded devils or
1 bone devil 50%),
symbol
of pain (DC 21)
Statistics
Str 17,
Dex 25,
Con 20,
Int 24,
Wis
23,
Cha 22
Base Atk +13;
CMB +16;
CMD 34
Feats Alertness,
Deceitful,
Dodge,
Improved
Initiative,
Iron
Will,
Mobility,
Persuasive
Skills Bluff
+26,
Diplomacy
+26,
Disguise
+8,
Intimidate
+26,
Knowledge
(arcana) +23,
Knowledge
(nobility) +23,
Knowledge
(planes) +23,
Knowledge
(religion) +23,
Linguistics
+20,
Perception
+26,
Profession
(scribe) +19,
Sense
Motive +26,
Sleight
of Hand +20,
Spellcraft
+20
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common,
Draconic, Dwarven, Elven,
Giant,
Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan,
Terran, Undercommon; telepathy 100 ft.,
tongues
SQ infernal contract, infernal investment
Ecology
Environment any (Hell)
Organization solitary, pair, or court (2–12)
Treasure standard
Special Abilities
Binding Contract (Su) All contract devils carry numerous
lengthy contracts draped over their horns or within their numerous
carrying cases. They can wield these contracts like whips, but
deal lethal damage regardless of the armor bonus of their target.
A contract devil modifies attack and damage rolls when using a
binding contract by its Intelligence modifier, not its Strength
modifier (this equates to a +7 bonus for most contract devils).
Wounds created by a binding contract resemble horrifically deep
paper cuts and cause 1d6 points of
bleed
damage. A contract devil can use its binding contract to disarm
and trip foes as if the contract were a whip. If it is itself
disarmed of the contract, the devil can rearm itself with a new
contract as an immediate action.
Impale (Ex) As a swift action, a contract devil can impale
an opponent grappled by its binding contract, dealing 2d8+4 points
of piercing damage.
Infernal Contract (Su) As a full-round action, a contract
devil can produce an infernal contract for a single living mortal
creature. This contract can grant a wide range of abilities and
effects, as detailed on the following page. To receive any of
these bonuses, however, the mortal must sign its true name to the
document of its own free will. Upon doing so, that mortal's soul
is sworn to the contract devil, condemning the soul to an eternity
of servitude in Hell rather than whatever fate would naturally
befall it upon the mortal's death. Breaking a contract with a
contract devil is difficult and dangerous (see the next page); as
long as the infernal contract remains in effect, the victim cannot
be restored to life after death save by a
miracle
or a
wish.
If a mortal is restored to life in this way, the contract devil
immediately senses the development—it not only knows which soul
has been restored to life, but also gains the benefits of a
discern
location spell targeted on the character or creature
that restored the damned soul to life.
Infernal Investment (Su) As a subclause of all infernal
contracts, a contract devil can use
greater
scrying at will upon any creature it has a contract
with. The target creature always fails its save against the
devil's scrying attempt—this ability otherwise functions at caster
level 20th.
A contract devil, also a called phistophilus, always appears
handsome and confident, its chiseled features housing a
perpetually smug grin. Contract devils have red skin and black
hair and stand near 6-1/2 feet in height, not counting their
horns. The thicket of horns around a contract devil's body
increases its height to 7 feet and its weight to 350 pounds.
They exist to keep track of the damned, to manage Hell's endless
ordinances, and, when time and opportunity permit, to coax mortals
into damnation. Most phistophiluses spend their eternities in the
various courts of Hell's nine layers, particularly in the
maze-like fortress-libraries where all infernal laws and oaths are
recorded. Occasionally they serve similar roles on the Material
Plane when summoned by particularly desperate, arrogant, or
foolish mortals.
When one of the souls damned by a contract devil is restored to
life (typically via powerful magic like a
wish
or
miracle),
the phistophilus immediately notices the transgression. Usually,
the contract devil recruits the aid of more powerful allies to
track down and punish such transgressors and to collect the
escaped soul as quickly as possible.
Infernal Contracts
While numerous types of infernal contracts exist, the following
two are those most often offered to mortals by contract devils.
Evil Wishes: Upon signing this
contract, a mortal is granted three wishes, as per the
spell. It must use these wishes within 24 hours of
signing the contract—if it does not, the wishes are
wasted but it remains bound to the contract nevertheless. While
the mortal chooses the intention of the wishes, the
contract devil decides upon the specifics, allowing for its own
diabolical interpretation of the results should the mortal
imprecisely phrase a wish.
Infernal Slave: A mortal can
negotiate with a contract devil for the lifelong service of a
devil. The mortal chooses any type of devil (except for a
contract devil) of a CR equal to or less than its own character
level at the time of the bargain. Upon signing the contract, the
mortal's infernal slave appears and is bound to do the mortal no
harm and follow its orders for as long as it lives. Although the
devil must obey its master's commands, many devils delight in
corrupting the intentions of these orders in all manner of cruel
or mischievous ways.
Breaking an Infernal
Contract
An agreement with a contract devil can only be broken in two
ways. When a contract is signed, a second copy manifests; one
copy is retained by the devil and the other is given to the
mortal. Mortals are free to do whatever they please with the
lengthy, obviously evil documents, while contract devils
typically keep active contracts with them at all times. Should
both copies of a contract be destroyed, any effects caused by
the contract are canceled or reversed and the mortal's soul goes
to its normal place of rest after death and can be resurrected
as normal. Merely absconding with both copies of the contract is
not enough to break the contract—as long as both copies exist,
the signer's soul remains forever damned.
Alternatively, a second mortal might be allowed to adopt the
terms of a contract—with its soul replacing that of the original
contract signer after death. The mortal who seeks to pay the
debt of another must contact the contract devil who holds the
relevant contract. The contract devil has a choice of whether or
not to allow one mortal to pay another's debt, but values
religious and good-aligned souls over others. Shrewd
manipulators, contract devils often only agree to allow one
mortal to pay another's debt in return for some service or proof
of worth. If a contract devil agrees to accept another soul in
payment, the original contract signer retains all of the
benefits of the contract, but is released from damnation and may
be resurrected as normal. The new signer, however, receives no
benefits, cannot be returned to life upon dying, and spends an
eternity in Hell after death.
Room B9
Secret door can be seen and opens on DC 25.
Evil magic item. Demon Armor
Demon Armor
Aura strong necromancy [evil]; CL 13th
Slot armor; Price 52,260 gp; Weight 50 lbs.
Description
This plate armor is fashioned to make the wearer appear to be a
demon. The helmet is shaped to look like a horned demon head, and
its wearer looks out of the open, tooth-filled mouth. This +4
full plate allows the wearer to make claw attacks that deal
1d10 points of damage, strike as +1 weapons, and afflict the target
as if she had been struck by a contagion
spell (Fortitude
DC 14 negates). Use of contagion
requires a normal melee attack with the claws. The “claws” are built
into the armor's vambraces and gauntlets, and cannot be disarmed.
A suit of demon armor is infused with evil, and as a result
it bestows one negative
level on any nonevil creature wearing it. This negative
level persists as long as the armor is worn and disappears
when the armor is removed. The negative
level cannot be overcome in any way (including restoration
spells) while the armor is worn.
Room B10
A pair of penanggalen.
A large vat (about 40 gal)of foul vinegar sits on each of the tables
next to the beds.
Penanggalen - Dourwen Normad CR 5
Human
penanggalen witch 5
NE Medium undead (augmented
humanoid)
Init +4; Senses darkvision 60 ft.; Perception
+16
Defense
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6
natural)
hp 35 (5d6+15); fast healing 5
Fort +4, Ref +5, Will +7
Defensive Abilities channel resistance
+4; DR 5/silver and slashing; Immune undead
traits; Resist cold
10, fire
10
Weaknesses light sensitivity, penanggalen weaknesses
Offense
Speed fly 60 ft. (good)
Melee bite +6 (1d6+4 plus disease),
slam +6 (1d4+4 plus grab
and wither)
Special Attacks blood
drain (1d4 Constitution), create spawn, disease
(filth fever, DC 15), hexes (cackle, evil
eye, misfortune)
Witch Spells Prepared (CL 5th; concentration +8)
3rd—stinking
cloud (DC 16)
2nd—glitterdust
(DC 15), hold
person (DC 16), see
invisibility
1st—charm
person (DC 15), command
(DC 15), mage
armor, obscuring
mist
0 (at will)—bleed
(DC 13), dancing
lights, detect
magic, read
magic, touch
of fatigue (DC 13)
Patron Plague
Statistics
Str 18, Dex 18, Con —, Int
17, Wis 16, Cha 16
Base Atk +2; CMB +6 (+10 grapple); CMD
21
Feats Dodge,
Eschew
Materials, Spell
Focus (enchantment)
Skills Bluff
+11, Fly
+16, Knowledge
(arcana) +19, Knowledge
(nature) +7, Perception
+16, Sense
Motive +14, Spellcraft
+11,
Stealth
+17, Use
Magic Device +11; Racial Modifiers +8 Bluff,
+8 Fly,
+8 Knowledge
(arcana), +8 Perception,
+8 Sense
Motive, +8 Stealth
Languages Common, Draconic, Gnoll, Infernal
SQ separate, witch's familiar (centipede) |
Penanggalen -
Dankidan Normad CR 5
Human
penanggalen Mage 7
NE Medium undead (augmented
humanoid)
Init +4; Senses darkvision 60 ft.; Perception
+16
Defense
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6
natural)
hp 41 (5d6+15); fast healing 5
Fort +4, Ref +5, Will +7
Defensive Abilities channel resistance
+4; DR 5/silver and slashing; Immune undead
traits; Resist cold
10, fire
10
Weaknesses light sensitivity, penanggalen weaknesses
Offense
Speed fly 60 ft. (good)
Melee bite +6 (1d6+4 plus disease),
slam +6 (1d4+4 plus grab
and wither)
Special Attacks blood
drain (1d4 Constitution), create spawn, disease
(filth fever, DC 15), hexes (cackle, evil
eye, misfortune)
Witch Spells Prepared (CL 5th; concentration +8)
3rd—stinking
cloud (DC 16), Prot.
From Energy (DC16)
2nd—glitterdust
(DC 15), hold
person (DC 16), see
invisibility
1st—charm
person (DC 15), command
(DC 15), mage
armor, obscuring
mist
0 (at will)—bleed
(DC 13), dancing
lights, detect
magic, read
magic, touch
of fatigue (DC 13)
Patron Plague
Statistics
Str 18, Dex 18, Con —, Int
17, Wis 16, Cha 16
Base Atk +2; CMB +6 (+10 grapple); CMD
21
Feats Dodge,
Eschew
Materials, Spell
Focus (enchantment)
Skills Bluff
+11, Fly
+16, Knowledge
(arcana) +19, Knowledge
(nature) +7, Perception
+16, Sense
Motive +14, Spellcraft
+11,
Stealth
+17, Use
Magic Device +11; Racial Modifiers +8 Bluff,
+8 Fly,
+8 Knowledge
(arcana), +8 Perception,
+8 Sense
Motive, +8 Stealth
Languages Common, Draconic, Gnoll, Infernal
SQ separate, witch's familiar (centipede) |
Hexes A penanggalen witch can use one of her hexes at will on
any creature within 30 feet. Using a hex is a standard action
(unless otherwise noted) that does not provoke an attack of
opportunity. Save DCs are Intelligence-based.
Cackle Hex (Su) As a move action, the penanggalen may cackle.
Any creature within 30 feet that is under the effects of the
penanggalen's evil eye or misfortune hex has the duration of that
hex extended by 1 round.
Evil Eye Hex (Su) This hex causes the target creature to take
a –2 penalty on one of the following (penanggalen's choice): AC,
ability checks, attack rolls, saving throws, or skill checks. This
effect lasts for 6 rounds, or only 1 round if the target succeeds at
a DC 15 Will save. This is a mind-affecting effect.
Misfortune Hex (Su) This
hex causes a creature to suffer grave misfortune for 1 round.
Whenever the target makes an ability check, attack roll, saving
throw, or skill check during this time, it must roll twice and take
the worse result. A DC 15 Will save negates this effect. A creature
may only be targeted by this hex once per day.
The hideous penanggalen is one of the most horrific vampiric
monstrosities. By day, a penanggalen appears to be a normal
humanoid, but at night or when provoked, the creature's head rips
free from the rest of her body, coils of viscera and entrails
dangling from her throat as she launches into the air, seeking blood
to sate her unholy thirst.
Similar to a lich, a creature works toward becoming a penanggalen.
More than one such transformation ritual exists, but all require
heinous acts that symbolize the casting aside of kindness,
benevolence, and any semblance of feelings other than cruelty. Many
of these rituals call for the repeated consumption of blood, bile,
tears, and other fluids drawn from captured and tortured innocents.
A penanggalen keeps a vat of vinegar in her lair. When returning
from a night of feeding, a penanggalen's organs are swollen with
blood. In order to fit back into her body, the penanggalen must soak
for 1 hour in this vat of vinegar. Once reduced, a penanggalen
slides back into her body. If a penanggalen is slain away from her
body, the body rapidly deteriorates into foul-smelling grit.
They have gathered a hoard of jewelry and gems from other corpses
and keep them in boxes under their beds.
West bed - |
East bed - |
angel's skin (101.9 gp)
blue opal (1,463.9 gp)
carey plume agate (63.5 gp)
clear topaz (674.5 gp)
diopside (brown) (7.4 gp)
eye agate (8.1 gp)
howlite (gray to white, absorbs liquid
VERY easily
- this makes it easily dyed a different color) (46.1
gp)
moonstone (pink) (97.8 gp)
onyx (layers of various shades of red,
pink, orange/brown and honey yellow) (136.4 gp)
purple fluorite (crystals are like
intertwined blocks) (11.2 gp)
rhodochrosite (11.4 gp)
sarbossa (11.7 gp)
sardonyx (white) (52.9 gp)
shandon (112.1 gp)
sunstone (yellow) (8.6 gp)
thuparlial (8.9 gp)
ulvaen (83.7 gp) |
amethyst (purple crystals) (104.6 gp)
boulder opal (brown) (655.9 gp)
demantoid (green garnet) (46.9 gp)
disthene (11.2 gp)
elbaite (orange tourmaline) (63.3 gp)
eye agate (6.4 gp)
girasol (blue opal) (748.8 gp)
gold sheen obsidian (56.2 gp)
gray spodumene (51.6 gp)
leopard agate (9.4 gp)
obsidian (black) (14 gp)
oolite (9.2 gp)
satin spar (gypsum) (12.2 gp)
silkstone (9.9 gp)
sodalite (royal to navy blue) (67.7 gp)
sphene (383.5 gp) |
Room B11
This was a Norman teenagers bedroom. The picture on the W wall is of
a finely dressed man and woman who look normal except for the widows
peak and the weak chin on the woman. In the bottom of the frame is a
small metal plate with "From Father and Mother who will always be
watching. " They are the Bhutta located in B13. There is a fireplace
in the NW corner .
There is an oval shaped trunk in the middle of the E. wall that
looks like it was made from a whiskey keg. The is a sack of 121PP in
the bottom. But when it is opened (not trapped or locked) the
Jumping Jellies will jump out! It is like an explosion of them
coming out all at one time like the spring snake out of the joke
tin. There are 60 of them. They will jump out at 3 different
initative points in 2 rounds, so 10 will be jumping out at init 25,
20 and 15 each round. There is nothing else of value in this room
although it is intact. There is a lot of mundane stuff, but nothing
valuable.
XP 600
N Small ooze
Init +0; Senses blindsight
60 ft.; Perception
-5
DEFENSE
AC 14, touch
10, flat-footed
14 (+4 natural)
hp 12 (2d8+3)
Fort +4, Ref +1, Will -4
Immune ooze
traits
OFFENSE
Speed 20 ft., climb 20
ft.
Melee 4 tendrils +2 (1d4 plus 1d4 acid)
Space 5 ft.; Reach 10 ft.
Special Attacks acid
STATISTICS
Str 11, Dex 10,
Con 17, Int --, Wis 1, Cha
1
Base Atk +2; CMB +2; CMD 12
(can't be tripped)
Skills Climb
+8
SPECIAL
ABILITIES
Acid (Ex)
A jumping jelly secretes a
deadly acid that quickly dissolves organic matter but
does not harm metal or stone. They typically lie hidden
in a container then leap toward any noise they hear. Any
melee hit deals acid damage. Non-metal armor or clothing
dissolves and becomes useless immediately unless it
succeeds on a DC 14 Reflex
save. A wooden weapon that strikes a jumping jelly
dissolves immediately unless it succeeds on a DC 14
Reflex save. The save DCs are Constitution-based.
|
|
ECOLOGY
Environment underground
Organization solitary
Treasure incidental
A jumping jelly, like most oozes,
is a creature that lives off of flesh as their food.
A jumping jelly looks like a pale pink quivering pile of goo with
four short slimy tendrils jutting from the bottom of its blobish
form. The creature's body is rather thick and resilient (hence the natural
armor bonus, usually unheard of for ooze creatures). Its
tendrils are a bit darker in color than its main body. Shoots
of dark blue and black through its body give the appearance of
veins.
Room B12
This room has no light source and is pitch black. It is infected
with 16 shadows! The stairway leads down to B2.
Init=18 - HP=21 Init=6 -
HP=16 Init=13 -
HP=24 Init=18 -
HP=17 Init=19 -
HP=12 Init=19 - HP=16
Init=10 - HP=21 Init=11 -
HP=21 Init=5 -
HP=21 Init=18 -
HP=21 Init=15 -
HP=21 Init=11 - HP=23
Shadows
Barely seen out of the corner of the eye, this wisp of shadow
is vaguely humanoid in outline and writhes with unholy life.
Shadow CR 3
XP 800
CE Medium undead
(incorporeal)
Init +2; Senses darkvision 60 ft.; Perception
+8
Defense
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1
dodge)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +4
Defensive Abilities incorporeal,
channel
resistance +2; Immune undead
traits
Offense
Speed fly 40 ft. (good)
Melee incorporeal touch +4 (1d6 Strength damage)
Special Attacks create spawn
Statistics
Str —, Dex 14, Con —, Int 6, Wis
12, Cha 15
Base Atk +2; CMB +4; CMD 17
Feats Dodge,
Skill
Focus (Perception)
Skills Fly
+11, Perception
+8, Stealth
+8 (+12 in dim light, +4 in bright light); Racial Modifiers
+4 Stealth
in dim light (–4 in bright light)
Ecology
Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
Treasure standard
Special Abilities
Create Spawn (Su) A humanoid creature killed by a shadow's
Strength damage
becomes a shadow under the control of its killer in 1d4 rounds.
Strength Damage (Su) A shadow's touch deals 1d6 points of
Strength damage
to a living creature. This is a negative energy effect. A creature
dies if this Strength damage
equals or exceeds its actual Strength score.
The sinister shadow skirts the border between the gloom of darkness
and the harsh truth of light. The shadow prefers to haunt ruins
where civilization has moved on, where it hunts living creatures
foolish enough to stumble into its territory. The shadow is an
undead horror, and as such has no goals or outwardly visible
motivations other than to sap life and vitality from living beings.
Room B13
This was the bedroom of one of the major branches of the Norman
family. Their fate was the same as the other in the house when the
Event occurred: they became powerful undead -Tarket and Denea
Norman.
Red 1 - Tarket -
14d8+84=167 Rde
2Denea - 14d8+84=160
When the party enters they will Veil themselves as lambs that have
been tortured so that their hoves are facing backwards. They will
pretend to not be able to rise and bleet piteously. If they are
about to be discovered or when the party get close they will strike
out.
This ghostly apparition floats in the air on backward-facing
feet. Its hands end in sharp talons, and its eyes glow with blue
fire.
Bhuta
CR 11
XP 12,800
NE Medium undead (
incorporeal)
Init +7;
Senses darkvision 60 ft.,
scent;
Perception
+13
Defense
AC 25, touch 25, flat-footed 17 (+7 deflection, +7 Dex,
+1 dodge)
hp 147 (14d8+84)
Fort +10,
Ref +11,
Will +10
Defensive Abilities incorporeal,
channel
resistance
+4;
Immune undead traits
Weaknesses cold
iron
Offense
Speed fly 30 ft. (perfect)
Melee 2
incorporeal
claws +17 (5d8 plus
bleed)
Special Attacks bleed
(1d8),
blood
drain (1d6 Constitution)
Spell-Like Abilities (CL 11th; concentration +17)
At will—
animal
trance (DC 18),
speak
with animals, veil
(self only, as animal with backward feet; DC 22)
3/day—
charm
animal (DC 17)
1/day—
magic
jar (animals only, DC 21)
Statistics
Str —,
Dex 25,
Con —,
Int 11,
Wis
8,
Cha 22
Base Atk +10;
CMB +17;
CMD 35
Feats Animal
Affinity,
Dodge,
Flyby
Attack,
Iron
Will,
Lunge,
Mobility,
Stealthy
Skills Bluff
+16,
Escape
Artist +9,
Fly
+15,
Handle
Animal +14,
Knowledge
(nature) +8,
Perception
+13,
Ride
+9,
Sense
Motive +13,
Stealth
+24
Languages Common
Ecology
Environment any above ground natural area
Organization solitary or with a group of animals
Treasure none
Special Abilities
Blood
Drain (Su) As a standard action, a bhuta can suck
blood from an adjacent opponent that is taking
bleed
damage. The target takes 1d6 points of Constitution damage (Fort
DC 23 for half). The bhuta heals 5 hit points when it drains
blood.
Cold
Iron Weakness (Su) A cold
iron weapon is considered to be magical when used against a
bhuta. A magic cold
iron weapon always functions as a ghost
touch weapon when used against a bhuta.
A bhuta is a ghostlike undead creature born of horrible death
or murder in a natural setting. It is a manifestation of rage
at the injustice of a death that interrupted important
business or unsated desires. Doomed to haunt the area of their
death within several miles of the site of its demise, a bhuta
turns to the local fauna as tools for its vengeance.
A bhuta can appear in a variety of animalistic forms by using
its veil
ability, but its natural appearance is that of a bestial
humanoid phantom that floats a foot above the ground as it
moves. While bhutas are incorporeal, the touch of their claws
creates horrific, bleeding wounds. A bhuta's feet point
backward. To disguise its nature, a bhuta can appear solid,
manifesting in long robes that help disguise the fact that it
floats and has strange feet. By means of its magic
jar spell-like ability, a bhuta can also possess
living animals to use as its minions; an animal possessed by a
bhuta casts no shadow, and therefore prefers to lurk in
heavily canopied or thicketed areas, waiting for the right
time to strike out and attack intruders.
Animals find themselves attracted to bhutas, which use their
spell-like abilities to manipulate such victims toward evil
and deceptive ends. Bhutas generally avoid influencing animal
companions or domesticated animals, for changes in behavior
among such creatures can easily arouse suspicion and reveal a
bhuta's presence and influence.
A bhuta might have tasks it wishes to complete from its
previous existence as a living creature, or it might work
against those who slew its living form. This link to its past
life is vague and compulsive rather than clear, unlike that of
a ghost.
Bhutas who have no specific target for retribution still seek
to trouble those living in or near their domains, coaxing
passersby into accepting them as traveling companions and
using their influence over animals as a testament to their
benevolence. When invited to join a group, a bhuta can journey
outside its normal territory. However, a bhuta's hunger for
living blood usually drives it to attack its companions before
it wanders far.
Room B14
Directly in front of the window in the N. wall there is a black
bubble of energy that is a "time dam spell" that creates a barrier
against the passage of time. Anything inside the black sphere become
immune to the passage of time. Inside this spehere is one of the
most evil of the Normans. It is Banik Norman who volunteered to
enter it on the chance of meeting the future and battling for the
family as he had been cursed and was going to die in a day or two.
He used his ring of invisibility before the spell was cast and is
still so when the sphere is dismissed. This is done when anything
corporeal enters the room. He will always get a surprise round.
Also with him is the pole used to pull down the stairs in the
ceiling of room B15 that provides the only access to the levels in
section E. It is 11' long and has a tiny iron hook at the end which
fits into the hole in the ceiling. Denor Norman considers the tower
above to be his private area and has hidden it well!
If the orbs are disturbed, the sphere will be dispelled releasing
Banik. He will use his ring of invisibility to follow the party,
waiting for a chance to attack them when they are at their weakest
by looking for a individual or a small group. If the party stays
together he will follow them out of the dungeon if necessary.
In his fury he will begin attacking the areas living in revenge. He
will leave a note after several attacks saying "Whoever stole the
sacred orbs will cause death and destruction to all those around
them until they are returned to the Stone House."
His attacks take the form of undead creatures he has infected with
plague. This includes Plague Zombies, Plague Horses and even smaller
creatures like Plague Crows and Plague Rats.
Evil Priest
Banik Norman, male human Clr12: CR 12; AL CE;
Size M (5 ft., 8 in. tall); HD 12d8+24; hp 84; Init +1 (+1 Dex); Spd
30 ft.;
AC 11 (+1 Dex);
Attack +11/+6 melee, or +10/+5 ranged;
SV Fort +10, Ref +5, Will +12;
Str 14, Dex 12, Con 15, Int 13, Wis 18, Cha 16.
Skills and feats: Craft (Blacksmithing) +7, Heal +16, Hide +1,
Knowledge (Arcana) +18, Knowledge (Planes) +3, Knowledge (History)
+15, Knowledge (Religion) +12, Listen +4, Move Silently +1, Spot +4;
Craft Wand, Extend Spell, Forge Ring, Improved Turning, Persuasive,
Skill Focus (Knowledge (Arcana)).
Possessions: 27,000 gp in gear - Has 2 magic rings he
made.
Ring of Undead Controlling
Ring of Undead Controlling: They let the user control up to
26 HD of undead per day, as the control
undead spell. At dawn each day, the wearer loses
control of any undead still under his sway. Armor or a shield with
this ability appears to be made of bone; this feature is entirely
decorative and has no other effect on the armor.
Ring of Greater Invisibility - School illusion - Like
invisibility,
except that it doesn't end if the subject attacks.
Cleric Domains: Destruction, War.
Destruction Domain: 1st—magic
weapon, 2nd—spiritual
weapon, 3rd—magic
vestment, 4th—divine
power, 5th—flame
strike, 6th—blade
barrier, 7th—power
word blind, 8th—power
word stun, 9th—power
word kill,
Destructive Smite (Su):
You gain the destructive smite power: the supernatural ability to
make a single melee attack with a morale bonus on damage rolls
equal to 1/2 your cleric level (minimum 1). You must declare the
destructive smite before making the attack. You can use this
ability a number of times per day equal to 3 + your Wisdom
modifier.
Destructive Aura (Su):
At 8th level, you can emit a 30-foot aura of destruction for a
number of rounds per day equal to your cleric level. All attacks
made against targets in this aura (including you) gain a morale
bonus on damage equal to 1/2 your cleric level and all critical
threats are automatically confirmed. These rounds do not need to
be consecutive.
Death Domain Spells:
1st—cause
fear, 2nd—death
knell, 3rd—animate
dead, 4th—death
ward, 5th—slay
living, 6th—create
undead, 7th—destruction,
8th—create
greater undead, 9th—wail
of the banshee.
Bleeding Touch (Sp):
As a melee touch attack, you can cause a living creature to take
1d6 points of damage per round. This effect persists for a number
of rounds equal to 1/2 your cleric level (minimum 1) or until
stopped with a DC 15 Heal check or any spell or effect that heals
damage. You can use this ability a number of times per day equal
to 3 + your Wisdom
modifier.
Death's Embrace (Ex):
At 8th level, you heal damage instead of taking damage from
channeled negative energy. If the channeled negative energy
targets undead, you heal hit points just like undead in the area.
Cleric Spells Per Day: 6/6+1/5+1/5+1/4+1/3+1/2+1
Slay
Living - Poison
- Wall
of Blindness/Deafness - Inflict
Moderate Wounds, Mass - Harm
Room B15
Thisa room is empty as it is really a hallway 10' across. It is lit
by an elaborate chandileer in the center of the room. The carpet is
brilliant red, plush and with pile 1.5" thick that muffles all sound
of footprints. It is also an area where the house can not detect the
movement of the party.
In the center if this area is a trap door in the ceiling. The only
way to get to section E is to find a tiny hole in the ceiling,
insert a hook into it and pull down. This can only be done with a
long pole or a spell allowing the person to fly up to the spot to
find it. There used to be a pole crafted for this purpose, but it is
in the black globe around the mage in room B14. The only way this
hole will be seen is if a player specifically states they are
searching the ceiling. The roll to spot it is a DC 15 once it's
being looked for. The hidden stairs are weighted so it is easy to
pull down and push up.
Room B16
This room is lit by a brilliant red light that comes from what looks
like an oversized ruby. If this ruby is destroyed the demons will be
instantly returned to their home plane. It is a magical red crystal
quartz stone that is very bright. There is a mirror in the center of
the S. wall. The only other things in the room are two glass balls
resting on ivory colored pedestals made of dinosaur bones.
Pedestal A-Orb of Desire - Lawful Neutral - The Note is "Me"
At first this item looks a lot like a small marble encased in a
clear glass globe about 12" around.
Pedestal B - Orb of the Urge - Chaotic Neutral - Inside is a
figurine 4" high made of crude clay depicting a fertility goddess
with accentuated bust and ass.
There are 7 Alu Demons guarding them. The Demon have been tasked
with preventing anyone from touching the orbs so they will guard
them closely. The moment the door is opened, 1 of the demons will
jump through the mirror in the s. and return in 2 rounds with the 2
Kalavakus demons. 3 from pedestal B will spring to attack
anyone coming in the door. 3 from pedestal A will join the attack in
the second round if no one has approached their position.
Alu Demon - 7
This shapely female humanoid has dark hair, dark eyes, and a pair of
small black horns just above her eyes. Small, black, leathery
wings protrude from her shoulders.
XP 800
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 120 ft.; Perception +15
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +4
DR 5/cold iron or good; Immune electricity, poison; Resist
acid 10, cold 10, fire 10; SR 16
Speed 30 ft., fly 50 ft. (average)
Melee longsword +9/+4 (1d8+3/19–20) or 2 claws +9 (1d6+3
plus vampiric touch)
Spell-Like Abilities (CL 8th)
3/day—charm person (DC 14), detect thoughts (DC 15),
disguise self, suggestion (DC 16);
1/day—dimension door
Str 17, Dex 15, Con 15, Int 15, Wis 15, Cha 16
Base Atk +6; CMB +9; CMD 21
Feats Blind-Fight, Cleave, Power Attack
Skills Bluff +11, Diplomacy +12, Escape Artist +11, Fly +6,
Intimidate +12, Knowledge (planes) +11, Perception +15,
Stealth +11, Survival +11; Racial Modifiers +4 Perception
Languages Abyssal, Common; telepathy 100 ft.
Gear longsword
Environment any (Abyss)
Organization solitary
Treasure standard
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to
the damage dealt each time she successfully hits with a claw attack.
She cannot gain more than her target’s current hit points + the
target’s Con score (which is enough to kill the target). The
temporary hit points disappear in one hour.
The alu-demon is the female demonic offspring of a succubus and
human. Though part demon, not all alu-demons are inherently evil
(although good-aligned alu-demons are extremely rare). The typical
aludemon has black or brown hair and dark green, brown, or black
eyes. Alu-demons are always female.
Alu-demons are often sent to the Material Plane to seduce mortals.
When on such missions they typically arrange their flowing hair so
it hides their horns and also fold their wings against their backs
(and tuck them under their robe, shirt, or whatever garment of
clothing one happens to be wearing at the time). Alu-demons attack
with weapons (preferring longswords or maces) or with claws. The
alu-demon mixes in her spell-like abilities regardless of the method
of attack utilized.
This muscular, violet demon walks upon elephantine feet. Large,
razor-sharp horns cover its body.
Kalavakus CR 10
XP 9,600
CE Medium
outsider
(
chaotic,
demon,
evil,
extraplanar)
Init +1;
Senses darkvision 60 ft.;
Perception
+24
Defense
AC 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)
hp 125 (10d10+70)
Fort +10, Ref +8, Will +10
DR 10/good;
Immune electricity,
poison;
Resist acid 10,
cold
10,
fire
10;
SR 21
Offense
Speed 30 ft.
Melee bite +16 (1d6+6), 2 claws +16 (1d8+6), gore +16
(2d6+6)
Special Attacks enslave soul, horns,
powerful
charge (gore, 4d6+12)
Spell-Like Abilities (CL 12th; concentration +15)
At will—
command
(DC 14),
greater
teleport (self plus 50 lbs. of objects only),
telekinesis
(DC 18)
3/day—
air
walk,
dominate
person (DC 18),
haste
1/day—
greater
command (DC 18), summon (level 4, 1 kalavakus 40%),
symbol
of persuasion (DC 19)
Statistics
Str 22,
Dex 13,
Con 24,
Int 15,
Wis
17,
Cha 16
Base Atk +10;
CMB +16 (+22 disarm);
CMD 27
Feats Combat
Expertise,
Improved
Bull Rush,
Improved
Disarm,
Improved
Trip,
Power
Attack
Skills Acrobatics
+14,
Climb
+19,
Intimidate
+16,
Knowledge
(planes) +15,
Perception
+24,
Sense
Motive +16,
Stealth
+14,
se
Magic Device +16;
Racial Modifiers +8
Perception
Languages Abyssal, Celestial, Common, Draconic; telepathy
100 ft.
Ecology
Environment any (the Abyss)
Organization solitary, pair, or slaver gang (3–6
kalavakuses plus 10–20 slaves)
Treasure standard
Special Abilities
Enslave Soul (Su) A kalavakus can attempt to enslave the
soul of any mortal creature within 60 feet as a swift action. The
kalavakus must have line of sight to the target. The target can
resist this special attack with a DC 18 Will save, but is
staggered for 1 round even if the save is successful. If the save
is successful, the creature is immune to this ability for 24
hours. If the save is a failure, the target's soul is
enslaved—this creature takes a –6 penalty on all attack rolls and
saving throws against that kalavakus. If a creature with an
enslaved soul is slain by that kalavakus, the soul immediately
infuses the
demon's
body, affecting it with a
heal
spell (CL 12th). A kalavakus can have only one mortal soul
enslaved at a time—if it enslaves a second soul, the first is
released. This is a mind-affecting death effect. The save DC is
Charisma-based.
Horns (Ex) The kalavakus's numerous horns can easily catch
weapons and yank them away from opponents. The
demon
gains a +4 racial bonus on all disarm attempts as a result.
Known to some as “horned demons,” the kalavakus demons are
hulking, muscled beasts. They work as slavers on the Abyss,
sometimes as harem keepers or captains of the guard for a more
powerful demon, and at other times as mercenaries who sell their
captured victims for profit to anyone with the funds to pay.
A kalavakus is 7 feet tall and weighs 450 pounds. They form from
the souls of evil mortals who were slavers in their mortal lives.
The Orbs both radiate strong magic.
Pedestal A-Orb of Desire - Lawful Neutral - The Note is "Me"
At first this item looks a lot like a small marble encased in a
clear glass globe about 12" around. Inside the globe of solid glass
is a life size replica of a human eye. It is a real eye that has
been placed inside as a close inspection will reveal (Perception 20)
If this item is touched by some one that has a alignment type
matching either Lawful or Neutral the will from then on be able to
use "Charming Smile" ability once a day (Swift action casts
charm person for 8 rounds, They save at DC of 10+charima mod)
If they do not match the alignment they are cursed with -1 to
charisma
Pedestal B - Orb of the Urge - Chaotic Neutral - Inside is a
figurine 4" high made of crude clay depicting a fertility goddess
with accentuated bust and ass.
If someone who is of either chaotic or neutral alignment they are
blessed with - Chaos Blade - It bypasses the corresponding damage
reduction of Lawful opponents. It deals an extra 2d6 points of
damage against all creatures of lawful alignment.
If the one touching it is not of chaotic or neutral alignment they
Suffers the effect of Touch of Chaos against all Lawful opponents -
Roll all attacks twice and always take the lower roll.
Room B17
This room contains the usual non-magical and uninteresting junk. But
in the center of the table near the middle of the E. wall is a black
gem. There is a perfectly preserved body in the bed. The body is
dead, but has been protected from decomposition by a Time Stop spell
made permanent. The body is that of a girl about 4 years old. Beyond
looking dead she looks like she was sickly in life. Her face is
pinched and pale. Her chin is small and weak and the Norman family
widdows peak hair marks her lineage. She is dressed in the height of
finery from 150 years ago including a otter fur coat. She sports a
ruby diadem and shoes studded with gems that are paste but look
valuable. If the gem is destroyed the party will see an incorporeal
dove like protoplasm fly from the gem to the body on the bed. The
body will become alive!
She doesn't know a lot about what was going on when she was
imprisoned except that she had been born and spent her life until
receintly in Camber. Her family moved here very suddenly (they were
tapped as reinforcements to the Noman-Normad struggle and her family
was assigned this room. The Ref should feel free to have her provide
as much or as little of the overall plot points of the dungeon. If
the gem is taken from the house, its effects will be the same. If it
is destroyed the dove shape will fly back to the HOS but not be able
to get in. It will return to haunt who ever crushed the gem! If
destroyed while inside the house but not in the room, it will
animate the body, but will die of thirst inside the room as she is
too weak to open the door.
Room B18
This room was completely engulphed in flame at one time. The walls
are still white but the sofa in front of the fireplace and the bed
are both little more that charcoal.
C Tower
This tower was the bastion of the Normans. As the Normads began to
gain power by encouraging the worship of the Demon gods, the Normans
in self defense (and by the degraded morals caused by the hous)
began to court the gods of the Devils. Thus you will find many
Devils in the rooms here and alters to the devil god. The lower
levels are filled with undead, but the higher you go upstairs the
greater the chance of encountering one of these outsiders.
Room C1
The stairways leading to this room groan as they are walked on. It
sounds like people are being walked on when each step is trodden on.
The only light in this room comes from outside through the rainbow
diamond windows. In the center of the room are the stairs down. The
one to the W. leads to room 3, the other goes to room 20. The room
is outfitted in furniture that would be common in any common room of
fine motels from 250 years ago.
This room is guarded by 2 (or more) Apparations:
XP 3,200
CE Medium undead (incorporeal)
Init +6; Senses darkvision 60 ft., lifesense; Perception +14
Aura unnatural aura (30 ft.)
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 deflection)
hp 52 (7d8+21)
Fort +5; Ref +4; Will +8
Defensive Abilities incorporeal, channel resistance +2; Immune
undead traits
Weaknesses resurrection vulnerability, sunlight powerlessness
Speed fly 60 ft. (perfect)
Special Attacks create spawn, spectral strangulation
Str —, Dex 14, Con —, Int 10, Wis 13, Cha 16
Base Atk +5; CMB +7; CMD 20
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus
(Perception)
Skills Fly +10, Intimidate +13, Knowledge (religion) +10,
Perception +14, Stealth +12
Environment any
Organization solitary or gang (2–4)
Treasure standard
Create Spawn (Su) A humanoid slain by an apparition becomes
an apparition itself in 1d4 rounds. Spawn so created are less
powerful than typical apparitions, and suffer a –2 penalty on all
d20 rolls and checks. They also receive –2 hp per HD, and a -2
penalty to the Will save DC of their spectral strangulation ability.
Spawn are under the command of the apparition that created them and
remain enslaved until its death, at which point they lose their
spawn penalties and become full-fledged and free-willed apparitions.
They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell
cast on an apparition destroys it (Will negates). Using the spell in
this way does not require a material component. Spectral
Strangulation (Su) An apparition attacks an opponent by implanting a
suggestion in the victim’s mind, convincing it that it is being
strangled by the apparition’s bony claws. The apparition must be on
the same plane as the target creature to use this ability.
The target of the spectral strangulation feels the bony, claw-like
fingers of the apparition at its throat—even through armor. The
target must succeed on a DC 16 Will
save to disbelieve the suggestion. A creature that successfully
1saves cannot be affected again by the same apparition’s suggestion
for one day. 7
On a failed save, the victim must immediately succeed on 1a DC 16
Fortitude save or die from fright due to heart failure.
If the Fortitude save succeeds, the victim acts as if affected 1 y a
fear spell for 1d4 rounds. A creature protected by magic circle
against evil or protection from evil cannot be affected by an
apparition’s spectral strangulation. This is a mind-affecting fear
effect. The save DCs are Charisma based.
Sunlight Powerlessness (Ex) Apparitions on the Material Plane
are utterly powerless in natural sunlight (not merely a daylight
spell) and flee from it. An apparition caught in sunlight cannot
attack and is staggered. Apparitions are undead spirits of creatures
that died as the result of an accident. The twist of fate that ended
their life prematurely has driven them totally and completely to the
side of evil. An apparition is often mistaken for a ghost or
spectre. Apparitions hate all living creatures and attack them on
sight. Apparitions are ethereal creatures and they exist mainly on
the Ethereal Plane.
An apparition looks much like it did in life. An apparition has no
physical attacks and attacks by fear alone. By implanting a
suggestion in a victim’s mind, it attempts to actually scare the
life out of its opponent. Once the apparition selects a target, it
uses its spectral strangulation ability. If overpowered or if it
fails in its attempt
to slay a living creature, the apparition flees back to the Ethereal
Plane.
Room C2
Dead rich people who were poisoned at this table.
There is a lot of treasure mixed in with the nasty dead flesh. These
dead will rise up from their chairs in 2d4 rounds of a live person
entering the room. As they rise, their clothing cracks and parts of
it turns to dust and falls away revealing their putrescent
flesh.
- A=13 - - B=6 - - C=13 - - D=11 - -
E=9 - - F=10 - - G=9 - - H=7
8 Gold place settings - Fork, spoon, Butter Knife, gold goblet,
china plate at 120gp each setting. They are all of the same ominous
pattern. The forks are shaped like skeletal hands with the middle 3
fingers extended, The spoons are cupped skeletal baby hands, a tiny
babies skull on a neck is the cups and the knives are like heel
bones. Each gold setting weighs as much as 80gp.
In the bookcase is a box trapped with an explosive rune that will
explode with a 4d6 HP of damage. There is a note inside saying "To
visit home say 'hedawigunat'". If the rune explodes it is destroyed.
Cadaver
This monster resembles a humanoid dressed in tattered rags. Rotted
flesh reveals corded muscles and sinew stretched tightly over its
skeleton. Hollow eye sockets flicker with a hellish glow. Broken and
rotted teeth line its mouth, and its hands end in wicked claws.
XP 600
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +0
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 16 (2d8); reanimation
Fort +0; Ref +1; Will +3
DR 5/bludgeoning; Immune cold, undead traits
Speed 30 ft.
Melee 2 claws +2 (1d4+1 plus disease) and bite +2 (1d6+1
plus disease)
Str 13, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Improved Initiative
Environment any
Organization solitary or gang (2–5)
Treasure standard
Disease (Ex) Filth fever: Claw and bite—injury; save Fort DC 11;
onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con
damage; cure 2 consecutive saves. The save DC is Charisma-based.
Reanimation (Su) When reduced to 0 hit points or less, a cadaver is
not destroyed; rather it falls inert and begins the process of
reanimating by regaining 1 hit point per round. Hit points lost to
magical weapons or spells are not regained. When the creature
reaches its full hit point total (minus damage dealt by magical
attacks and weapons), it stands up, ready to fight again. If the
creature is destroyed by channeled positive energy, it cannot
reanimate. If a cleric casts gentle repose on the cadaver when it is
reduced to 0 hit points, it cannot reanimate. A bless spell delays
the reanimation, causing the creature to regain hit points at half
the normal rate (i.e. 1 hit point every other round).
Cadavers are the undead skeletal remains of people who have been
buried alive or given an improper burial (an unmarked grave or mass
grave for example). They can be found haunting graveyards and
cemeteries. Cadavers are infused with a hatred that rivals many
other undead creatures. This hatred includes its own existence as
well as the existence of all living creatures. Thus, the cadaver
attacks all creatures it encounters.
They have a distinct hatred for light, but it does not damage them.
All encounters with cadavers are at night or places cloaked in
darkness. Encounters are most often with a solitary creature.
Multiple cadavers do not work in concert with each other; being
mindless they simply charge into combat, killing all creatures they
can. Cadavers are sometimes found in the employ of greater undead
(such as wights or ghasts). A cadaver attacks by raking with its
filthy claws or biting with its sharp, disease-infested teeth. They
often lie in shallow graves waiting for potential victims to wander
too close, where they immediately spring to the attack, raking and
biting until destroyed or until all foes are dead.
Room C3
This room is empty,
Room C4
Devil,
Bone is in a status field in the center of the room. It is
guarding a chest full of treasure! The status field will break at a
touch and release the anger of the Devil.
On the other side of the floor of the room is a circle and pentagram
with a body spread out as a human sacrafice.
In the pentagram where the body lies there is a rune of guarding, a
rune of summoning, a rune of binding, a rune of planer travel and a
rune of hell in each point. It is locked with a lock od DC 30. Chest
is trapped with a poison gas trap. 4d6 and make DC 24 or take 6d8 of
poison dam to all in 10'. The chest is 2'x2'x3' of dark wood and
cold iron bands.
Treasure
6,000 gold coins (6,000 gp)
+4 ring of protection (50,000 gp)
+2 longsword, shocking
- Int 14, Wis 9, Cha 8 communicates by Semiempathy, Chaotic
neutral
- Wielder has free use of evasion
- Ego: 6 (28,315 gp)
scroll (arcane)
- detect scrying (l4, cl7)
- web (l2, cl3) (850 gp)
Room C5
This room is filled with ancient normal sized spider webs. Of those
spiders, noly the webs remain. They are mostly located along the N.
wall. The fall from the ceiling like a shroud. There is a noticable
lump in the web at the center of the wall in front of the Rainbow
Diamond window. In the daytime its human "Y" like shadow can be seen
in the webs. If the webs are cleared away a desicated body is
revealed. Its was manicled to a wooden construction that is a "U"
shaped torture device. 2 large beams are attached to the wooden
base. The chains binding the victem are just long enough to allow it
to be always in front of the window. In the pants pocket of the body
is a heart shaped gold locket worth 200gp inscribed "Mine is all too
soft and always yours. JN"
Room C6
Full of ivy vine like vegitation. The witchfire woman is hidden
inside. Full of fog. Sickly green foliage looks like ivy, but
bleeds green sap.
Witchfire CR 9
XP 6,400
CE Medium undead
(incorporeal)
Init +10; Senses darkvision 60 ft.; Perception
+16
Defense
AC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1
dodge)
hp 115 (10d8+70)
Fort +10, Ref +11, Will +10
Defensive Abilities incorporeal,
witchflame, Immune fire,
undead
traits
Offense
Speed fly 50 ft. (perfect)
Melee incorporeal
touch +13 (8d6 fire
plus witchflame)
Ranged witchflame bolt +13 (8d6 fire
plus witchflame)
Spell-Like Abilities (CL 9th)
At will—dancing
lights, disguise
self, ghost
sound (DC 17), invisibility,
pyrotechnics
(DC 18), ray
of enfeeblement (DC 18)
1/day—summon (level 4, 2 will-o'-wisps 50%)
Statistics
Str —, Dex 22, Con —, Int 17,
Wis 16, Cha 25
Base Atk +7; CMB +13; CMD 31
Feats Combat
Reflexes, Dodge,
Improved
Initiative, Lightning
Reflexes, Mobility
Skills Bluff
+17, Fly
+22, Intimidate
+20, Knowledge
(any two) +13, Perception
+16, Sense
Motive +11, Stealth
+19
Languages Auran, Common, Giant
SQ sound
mimicry (animal
noises)
Ecology
Environment any swamps or woodlands
Organization solitary or coven
(3 witchfires and hags—see below)
Treasure standard
Special Abilities
Witchflame (Su) Any creature damaged by the incorporeal
touch or ranged bolt attacks of a witchfire must succeed on a DC 22
Will save or become engulfed in sickly green flames. While these
eerie flames deal no additional damage, the affected creature glows
as per faerie
fire and becomes sickened. While under the effects of
the witchflame, the victim gains vulnerability to fire
and takes half again as much damage (+50%) from fire
attacks of any sort. This effect persists for 10 minutes. The
supernatural flames can only be extinguished before this duration
expires by a break
enchantment, miracle,
remove
curse, or wish
spell—the effective caster level of the witchflame is equal to the
witchfire's HD (CL 10th for most witchfires). Any creature entering
the same square as a witchfire or striking it with a melee attack
must succeed on a DC 22 Will save or begin burning with witchflame,
even if the attack would not otherwise harm the witchfire because of
its incorporeal
nature. The save DCs are Charisma-based.
When an exceptionally vile hag or witch dies with some malicious
plot left incomplete, or proves too horridly tenacious to succumb
to the call of death, the foul energies of these wicked old crones
sometimes spawn incorporeal undead known as witchfires. These
ghostly creatures appear much as they did in life, although the
grotesque undead energy that births them makes them appear young
and attractive and wreathes their insubstantial bodies in a
powerful aura of sickly green flame, a ghostly fire referred to as
“witchflame” in local legends.
Strings of will-o'-wisps are often found in the immediate
vicinity of witchfires and are typically led by the undead,
leading scholars to speculate that the creatures feed off of a
witchfire's flames
and fury.
She will emerge when the ivy is damaged. Until then, the Will o
Whisp will try to lure them in.
Room C7
In the center of the room is a stone sarcophagus. It is made of
granite and has been highly polished. The carving on the top shows a
man with a beneficent face and bears the widows peak and sharp chin
of the Normans clan. The name has been chiseled out and the face has
been scratched. The lid is really heavy but can be shifted to the
side with a strength roll of 40. Two players may combine their
efforts and scores.
Once the inside is visible a skeleton can be seen inside. It has
been mummified with chains that cover its entire body. From the feet
to the entire head, the chains are wrapped. They are rusted and
collapsed as the flesh is long gone and only bones are now encased.
The arms and legs are drawn up to the body not lying at the sides in
rest. If the lid of the sarcophagus is examined, hundreds of
scratches can be seen. This poor soul was wrapped in chains and
thrown into the tomb alive! They will find only sorrow here.
Room C8
This room is covered with wild red and black paint warning against
going up the stair. "Passing up will be passing on." "Death awaits
above that will fly on swift wings." "If you want to be boned, go
upstairs". A group of 8 Host devils awaits their arrival at c14 on
the 3rd floor. Parties in this room will notice a swarm of flies at
the top of the stairs.
Room C9
40 Wraiths
A=48 - - B=42 - - C=47 - - D=44 - - E=42
- - F=45 - - G=50
H=42 - - I=43 - - J=48 - - K=44 - - L=55
- - M=55 - - N=39
O=48 - - P=43 - - Q=46 - - R=47 - - S=40
- - T=47 U=44
A1=48 - - B1=42 - - C1=47 - - D1=44 - -
E1=42 - - F1=45 - - G1=50
H1=42 - - I1=43 - - J1=48 - - K1=44 - -
L1=55 - - M1=55 - - N1=39
O1=48 - - P1=43 - - Q1=46 - - R1=47 - -
S1=40 - - T1=47 U1=44
There is an invisible chest in the SE corner of the room. It locked
DC 22, trapped with a gas trap DC 20 On opening and a poison
pin DC24
It's 4'x2'x2' and contains
Cloak of Elvenkind
Cloak of Firey Vanishing
2,000 gold coins (2,000 gp)
goldet circlet with four aquamarines (1,000 gp)
a golden comb, its handle carved into a dragon's head with a ruby
set as an eye (800 gp)
a golden comb, its handle carved into a dragon's head with a ruby
set as an eye (400 gp)
a jewel coffer of chased silver, depicting wooded scenes with birds
in branches on back and sides, the top is graced by an engraving of
a maiden combing her hair while looking into a pool at her
reflection (10 gp)
a platter of chased and pierced gold, delicate and easily damaged,
but in good condition, oval-shaped, 2 feet long by 1 foot wide at
widest point (400 gp)
a cork bottle stopper, fastened by an ornate wire twisting to a
large, brilliant-cut topaz (700 gp)
gemstone - brown-green garnet (130 gp), gemstone - malachite (11
gp), gemstone - alexandrite (500 gp), gemstone - sard (50 gp),
gemstone - alexandrite (600 gp), gemstone - star ruby (1,300 gp),
gemstone - aquamarine (600 gp), gemstone - tiger eye turquoise (11
gp)
+3 bastard sword
scroll (divine)
- find traps (l2, cl3)
- summon monster II (l2, cl3) (300 gp)
scroll (arcane)
- mirror image (l2, cl3) (150 gp)
potion: delay poison (300 gp)
wand of shocking grasp (6 charges) (750 gp)
Wraith
This ghostly creature is little more than a dark shape with two
flickering pinpoints of light where its eyes should be.
Wraith CR 5
XP 1,600
LE Medium undead
(incorporeal)
Init +7; Senses darkvision 60 ft., lifesense; Perception
+10
Aura unnatural aura (30 ft.)
Defense
AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
hp 47 (5d8+25)
Fort +6, Ref +4, Will +6
Defensive Abilities channel
resistance +2, incorporeal;
Immune undead
traits
Weaknesses sunlight powerlessness
Offense
Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d4 Con
drain)
Special Attack create spawn
Statistics
Str —, Dex 16, Con —, Int 14, Wis
14, Cha 21
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight,
Combat
Reflexes, Improved
Initiative
Skills Diplomacy
+10, Fly
+7, Intimidate
+13, Knowledge
(planes) +7, Perception
+10, Sense
Motive +10, Stealth
+11
Languages Common, Infernal
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure none
Special Abilities
Create Spawn (Su) A humanoid slain by a wraith becomes a
wraith in 1d4 rounds. These spawn are less powerful than typical
wraiths, and suffer a –2 penalty on all d20 rolls and checks,
receive –2 hp per HD, and only drain
1d2 points of Constitution on a touch. Spawn are under the command
of the wraith that created them until its death, at which point they
lose their spawn penalties and become free-willed wraiths. They do
not possess any of the abilities they had in life.
Constitution Drain (Su) Creatures hit by a wraith's touch
attack must succeed on a DC 17 Fortitude save or take 1d6 points of
Constitution drain.
On each successful attack, the wraith gains 5 temporary hit points.
The save DC is Charisma-based.
Lifesense (Su) A wraith notices and locates living creatures
within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A wraith caught in sunlight
cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within
30 feet of a wraith, unless a master makes a DC 25 Handle
Animal, Ride,
or wild empathy check.
Wraiths are undead creatures born of evil and darkness. They hate
light and living things, as they have lost much of their connection
to their former lives.
Room C10
This room has a large rune painted on the floor. It is a room of
teleportation. There is a small piece of paper with the word
"hedawigunat" that will activate the teleport. It goes to room 22 in
the Norman Castle building. The S door in the south is a tongue that
unrolls. It opens with a foot stamp in the W corner of the door
area. This area is
described here.
Room C11
18
Necrophidius
The soft scrape of bone reveals the long, sinuous skeleton of a
large snake, its head a humanoid skull with a snake's jaws.
Necrophidius CR 3
XP 800
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision;
Perception
+0
Defense
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 36 (3d10+20)
Fort +1, Ref +4, Will +1
DR 5/bludgeoning; Immune construct
traits
Offense
Speed 30 ft.
Melee bite +6 (1d8+4 plus paralysis)
Special Attacks dance of death
Statistics
Str 16, Dex 17, Con —, Int —, Wis
11, Cha 1
Base Atk +3; CMB +6; CMD 19 (can't be
tripped)
Skills Stealth
+15; Racial Modifiers
+12 Stealth
Ecology
Environment any
Organization solitary or coil (2–6)
Treasure none
Special Abilities
Dance of Death (Ex) A necrophidius can entrance opponents by
swaying back and forth as a full-round action. All creatures within
30 feet who can see the necrophidius when it uses its dance of death
must succeed on a DC 15 Will save or be dazed for 2d4 rounds. This
is a mind-affecting effect. The save DC is Constitution-based and
includes a +4 racial bonus.
Paralysis (Su) Any living creature that is bitten by a
necrophidius must succeed on a DC 13 Fortitude save or be paralyzed
for 1d4 rounds. The save DC is Constitution-based and includes a +2
racial bonus.
Despite its sinister appearance, the snake-like necrophidius is not
an undead creature. Rather, it is a magical construct built from the
skeleton of a giant snake and then mounted with the skull of a
humanoid creature. Fangs are cemented into the jaws of the skull,
after which the entire creation can be brought to life by a series
of obscure and expensive rituals—these rituals are traditionally
well guarded by those who discover them.
As a mindless construct that requires neither food nor sleep, a
necrophidius makes an excellent guardian, and its innate stealth
allows it to slip up on the unwary undetected. In certain areas, the
necrophidius is commonly employed as an assassin, able to disable
its quarries with its dance of death or paralyzing bite before
disposing of them in a gruesome manner—as long as the assassination
doesn't require any particular intelligence to carry out.
Particularly macabre creators might even construct the creature from
the skull of a friend or loved one of the intended victim in order
to magnify the horror of the assassination, leaving much of the
flesh on the skull so the victim can recognize its source. This
flesh rots eventually—only freshly crafted necrophidiuses have this
grisly feature (although regular applications of gentle
repose spells can keep such a morbid decoration fresh
for a much longer period of time).
Although a necrophidius is mindless, it can follow the simple
commands of its creator. These can include commands to lie dormant
until some specific condition is met or to follow and kill an
indicated target to the exclusion of all other activities.
A typical necrophidius is 10 feet long and weighs 200 pounds.
Room C12
Ilesial - Undead Cleric of evil
Level 12 and surrounded by 3 skeletal warriors. The cleric may
summon the Necrophidius any time needed.
Evil Cleric Undead Ilesial, female 1/2 Elf Cleric Level 12: CR
12;
Size M (4 ft., 9 in. tall);
HD 12d8; hp 55; Init +0;
Spd 30 ft.; AC 10;
Attack +10/+5 melee, or +9/+4 ranged;
SV Fort +8, Ref +4, Will +12; - AL LE;
Str 13, Dex 11, Con 11, Int 12, Wis 18, Cha 13.
Languages Spoken: Common, Elven, Gnome.
Skills and feats: Concentration +10, Craft (Bowmaking) +6,
Craft (Sculpting) +8, Craft (Woodworking) +10, Heal +18, Hide +0,
Listen +6, Move Silently +0, Search +3, Spot +6; Blind-Fight, Craft
Rod, Craft Wondrous Item, Heighten Spell, Still Spell.
Possessions: 27,000 gp in gear.
Cleric Domains: Death, Destruction.
0/1 /2 /3 /4
/5 /6
Cleric Spells Per Day: 6/6+1/5+1/5+1/3+1/3+1/2+1
Zia, male human Ftr11: CR 11; Size M (6 ft., 6 in. tall); HD
11d10+11; hp 70; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex);
Attack +13/+8/+3 melee, or +12/+7/+2 ranged; SV Fort +8, Ref +4,
Will +2; AL LE; Str 14, Dex 13, Con 13, Int 8, Wis 8, Cha 6.
Languages Spoken: Common.
Skills and feats: Handle Animal +3, Hide +1, Intimidate +11,
Jump +11, Listen +1, Move Silently +1, Ride +5, Spot +1; Alertness,
Cleave, Combat Reflexes, Endurance, Point Blank Shot, Power Attack,
Skill Focus (Intimidate), Toughness.
-----------------------------
Skeletal Warriors 2 of each below!
undead.
HD to d8 - All are wearing chain and shield for Base AC 16-Str +2,
Dex +2. BAB equals 3/4 of its HD. - gains Improved
Initiative - Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD
+ 2.
1-Kolya, male human Ftr8: CR 8; Size M (5 ft., 11 in. tall);
HD 8d10+32; hp 89; Init -2 (-2 Dex); Spd 30 ft.; AC 8 (-2 Dex);
Attack +12/+7 melee, or +6/+1 ranged; SV Fort +10, Ref +2, Will +4;
AL LE; Str 18, Dex 6, Con 18, Int 14, Wis 14, Cha 13.
Skills and feats: Climb +9, Craft (Trapmaking) +9, Diplomacy
+1.5, Handle Animal +12, Heal +2.5, Hide -2, Jump +13, Knowledge
(Nobility and Royalty) +2.5, Listen +4, Move Silently -2, Perform
(Comedy) +3, Perform (Percussion Instruments) +4, Ride +8, Search
+3, Spot +4; Alertness, Blind-Fight, Combat Expertise, Far Shot,
Lightning Reflexes, Persuasive, Point Blank Shot, Weapon Focus
(rapier), Weapon Focus (longsword).
-----------------------------
2-Solvi, male human Ftr12: CR 12; Size M (5 ft., 3 in. tall);
HD 12d10+12; hp 75; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30
ft.; AC 13 (+3 Dex); Attack +14/+9/+4 melee, or +15/+10/+5 ranged;
SV Fort +9, Ref +9, Will +5; AL CE; Str 14, Dex 16, Con 12, Int 7,
Wis 13, Cha 11.
Skills and feats: Craft (Leatherworking) +6, Hide +3, Listen
+1, Move Silently +3, Ride +10, Spot +1, Swim +16, Use Rope +4.5;
Blind-Fight, Dodge, Endurance, Exotic Weapon Proficiency (urgosh,
dwarven), Improved Critical (rapier), Improved Initiative, Lightning
Reflexes, Mobility, Power Attack, Track, Weapon Focus (rapier).
-----------------------------
Room C13
Locked Door from room 10. Unlock at a DC 45 with a hasp lock .
Inside is a treasure room guarded by a steel golum.
40 Modified JuJu Zombies laying on the floor.
Green slimy stuff covers their bodies and is burning to the touch.
Their skin looks pickled and smells of lye due to experiments on the
corpses by one of the Norman clerics trying to make them immune to
raising. The attempt failed as it only made the zombies more
dangerous.. Save VS poison at DC 15 or take 1d4 of damage within 1d4
rounds of a successful hit by either them or a party member.
Juju Zombie Fighter Save VS Reflex on a hit or take 1d4 splash base
damage from the lye they were preserved with.
This creature looks like a desiccated humanoid with grayish white
leathery skin.
Room C14
The stairs here go down to room C8
Guarding this room as it is the gateway to the other rooms. A Pair
of Erinyes in opposite corners of the room.
Green 1 - HP
104
Green 2 - HP 92
Erinyes CR 8
XP 4,800
LE Medium outsider
(devil,
evil,
extraplanar,
lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true
seeing; Perception
+16
Defense
AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6
natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid
10, cold 10; SR 19
Offense
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming
composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope
+15 touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true
seeing
At will—fear
(single target, DC 19), greater
teleport (self plus 50 lbs. of objects only), minor
image (DC 17), unholy
blight (DC 19)
1/day—summon
(level 3, 2 bearded devils, 50%)
Statistics
Str 20, Dex 23, Con 21, Int 14, Wis
18, Cha 21
Base Atk +9; CMB +14; CMD 31
Feats Combat
Reflexes, DodgeB,
MobilityB,
Point-Blank
Shot, Precise
Shot, Rapid
Shot, Shot
on the Run
Skills Acrobatics
+18, Bluff
+17, Diplomacy
+14, Escape
Artist +12, Fly
+19, Intimidate
+17, Knowledge
(planes) +8, Knowledge
religion) +8, Perception
+16, Sense
Motive +10, Stealth
+15
Languages Celestial, Common, Draconic, Infernal; telepathy
100 ft.
Ecology
Environment any (Hell)
Organization solitary or trio
Treasure triple (+1 longsword, +1 flaming
composite longbow [+5 Str bonus], rope)
Special Abilities
Entangle (Su) Each erinyes carries a 50-foot-long rope that
entangles opponents of any size as an animate
rope spell (CL 16th, DC 20). An erinyes can hurl its
rope 30 feet with no range penalty. An erinyes's rope functions only
for the erinyes who made it and no other. The save DC is
Dexterity-based.
Known by many names—the Fallen, the Ash Wings, and the Furies—the
devils called erinyes mock the form of the angelic hosts in their
exaction of vengeance and bloody justice. Executioners, not
judges, erinyes alight upon the bladed eaves of Dis, Hell's
cosmopolitan second layer, ever attentive for chances to soar into
battle, whether in defense of Hell, on the whims of diabolical
masters, or at the impassioned summons of jilted mortal summoners.
All erinyes weave deadly living ropes from their own hair, which
they use in battle to lift their foes into the air, mocking and
condemning their victims for their transgressions before dropping
them from great heights.
Erinyes appear as darkly beautiful angels, augmenting their
sensuality with deliberate bruises and scars. Yet despite their
beauty, erinyes are not seducers—they lack the subtlety and
patience required for such fine emotional manipulations, and
instead vastly prefer to solve their problems with swift and
excruciating violence. Often, an erinyes will stay her hand before
attempting to slay a foe simply so she can draw out the victim's
suffering. Death is usually the only way to escape an erinyes's
not-so-tender attentions, and the most powerful of these devils
excel at keeping their enemies alive but helpless so as to extend
their torment—many going as far as to keep their victims alive
with magic. Rumors hold that the most powerful erinyes torturers
have skills that allow their torment to continue even after their
subject has died from their attentions. Most erinyes stand just
under 6 feet tall and weigh approximately 140 pounds, even with
their black- feathered wings that stretch over 10 feet wide.
Room C15
There are 10 of these constructions in this room waiting forever to
prevent the entry of anyone through the door behind them. They are
man sized statues the have been made out of the wax stone the House
of Stone is made of. Each one contains a small piece of rainbow
diamond that contains the remains of a human servants soul. The
veins of a human can faintly be seen under the white stone if under
a bright light. They shimmer with the colors of the rainbow. There
is no detail at all; there is only the shape of the human form. They
are faceless and almost look incomplete but at the same time
beautiful in their abstract nature. When they are killed the white
stone they are made of melts into the floor revealing the rainbow
gem inside that the party may then take. It is worth 2Kgp, but as a
set they are worth 40Kgp
Red
- 15d10+50=128
- 15d10+50=147 -
15d10+50=138 -
15d10+50=134 -
15d10+50=117
Blue
- 15d10+50=146
- 15d10+50=121 -
15d10+50=133 -
15d10+50=124 -
15d10+50=119
Soulbound Shell CR 12
XP 19,200
N Medium construct
Init +1; Senses darkvision 60 ft., low-light vision;
Perception
+15
Defense
AC 26, touch 11, flat-footed 25 (+4 armor, +1 Dex, +11
natural)
hp 132 (15d10+50)
Fort +5, Ref +6, Will +7
DR 10/adamantine and magic; Immune construct traits;
SR 23
Weaknesses cemented mind, susceptible to mind-affecting
effects
Offense
Speed 30 ft.
Melee mwk dagger +17/+12/+7 (1d4+1/19–20)
Wizard Spells Prepared (CL 12th; concentration +17)
6th—beast
shape IV, disintegrate
(DC 21)
5th—cloudkill
(2, DC 22), dominate
person (DC 21), passwall
4th—black
tentacles (2), fire
shield, shout
(DC 19)
3rd—fly,
lightning
bolt (2, DC 18), stinking
cloud (2, DC 20)
2nd—false
life (already cast), glitterdust
(DC 19), hideous
laughter (DC 18), make
whole, mirror
image
1st—charm
person (2, DC 17), expeditious
retreat, grease
(DC 18), mage
armor (already cast), unseen
servant
0—acid
splash, detect
magic, mage
hand, read
magic
Statistics
Str 13, Dex 13, Con —, Int 20, Wis
10, Cha 13
Base Atk +15; CMB +16; CMD 27
Feats Combat Casting, Craft
ConstructB, Greater Spell Focus (conjuration),
Improved Iron Will, Iron Will, Skill Focus (Spellcraft),
Spell Focus (conjuration), Spell Focus enchantment), Toughness
Skills Craft
(sculptures) +20, Disguise
+16, Knowledge
(arcana) +20, Knowledge
(engineering) +20, Perception
+15, Spellcraft
+26, Use
Magic Device +16
Languages Aklo, Common, Draconic
SQ soul focus
Ecology
Environment any land
Organization solitary or workshop (1 plus 2–8 other
constructs)
Treasure standard (mwk dagger, other treasure)
Special Abilities
Cemented Mind (Ex) A soulbound shell can never change its
known or prepared spells.
Soul Focus (Su) The soul bound to the shell lives within a
gem inside its chest. As long as this soul focus remains intact, it
can be used to animate another shell, at the same cost as creating a
new soulbound shell, and retains its personality and memories. A
soul focus has hardness 8, 12 hit points, and a break DC of 20.
Spells A spellbound shell casts spells as a 12th-level
cleric, witch, or wizard, but does not gain any other class
abilities.
Susceptible to Mind-Affecting Effects (Ex) A soulbound shell
is not immune to mind-affecting effects.
A soulbound shell is the perfected version of a soulbound
allowing the soul to retain its spellcasting.These constructs
contain a fragment of another creature's soul. The binding process
strips most of the individuality from the soul, making a new
soulbound doll an almost blank slate. Despite this process,
fragments of the original creature's personality may
remain.Soulbound dolls can serve as companions, surrogate children,
servants, guards, and sentries, as desired by their creators.
Creators of soulbound dolls typically take care to take soul
fragments from people whose personality traits the crafters wish to
see in their dolls.
The binding process is sophisticated enough to leave much of the
soul's personality intact. Most are crafted to allow a faithful
servant to remain with a prestigious family or to allow a dying
loved one to remain among the living in a limited way. Because the
mannequin's face is expressionless and its voice has little
inflection, it carries several masks that it uses to convey
emotions. It often serves its creator as a bodyguard, companion,
servant, sentry, or even paramour.
Room C16
This room has a stairway that goes up to room D1.
The creatures in this room are clustered around the stairs up and
will protext it from bing used at all costs. They have no int so
they will not use any specific strategies so will be easy to flank
and such!
Taxidermic Creatures - All are built on a wire frame so heat metal
and electrical attacks to double damage.
Constructs are immune to death effects, disease,
mind-affecting effects (charms, compulsions, phantasms, patterns,
and morale effects), necromancy effects, paralysis, poison, sleep,
stun, and any effect that requires a Fortitude save (unless the
effect also works on objects, or is harmless). Constructs are not
subject to nonlethal damage, ability
damage, ability
drain, fatigue, exhaustion, or energy drain. Constructs are
not at risk of death from massive damage.
-
HD 28 +30HP (CR9) Large (AC23)- Dark Vision, low-light vision,
All ST are 10 Construct Traits - Move 50'
Red - Giant Crab 2 Claws (d10+12 per hit) HP 160
Blue - Dire Bear 2 Claws (d6+12) and bite (d8+12) HP 174
Green - Dire Crocodile Bite (2d12+20) HP 152
Purple - Dire Ape 2 Claws (2d10+2) Bite (2d6+4) HP 176
White - Dire Lion 2 Claws (2d10+2) and Bite (2d8+4) HP 166
The stairway up is trapped. There is a House Quake Trap.
This it like a earthquake trap but it is the top of the house that
is shaking.
CR 15; magic; Perception DC 30; Disable Device DC 26; Trigger
location 4 step up the stairs; Reset 1 day;
Effect earthquake (13d6 damage, DC 20 Reflex save for half damage);
multiple targets (all targets in Rooms C15 through 17)
Room C17
A servant of Gloomera has been conjured and imprisoned in this room
against its will by . It has been geased to attack anyone in the
entering the room and prevent them from going into the room beyond.
It wants to perform this task and get away.
In the center of the room is a rune that is holding the Ignisean in
the HOS. If it is removed, the creature will return to Gloomera and
leave the HOS and the players alone. It will tell them this as it is
obeying his compulsion to kill them all!
It will be invisible unless it is surprised. It will wait until
the players are in danger of locating it and then begin shooting its
bow for all 5 attacks. It will then drop the bow and draw the
Halbard raising the greater darkness providing them only a glimpse
of what their attacker is. It looks like a female angel that has
been intentionally disfigured. Its limbs have been broken and healed
at odd angles. Its backbone is shaped like a Z and the face which
was once a beautiful womans has been marked with a X scar in the
middle of her face. And embelish at will!
Shafts of blackness spill out through cracks in this humanoid
being's clothing and armor, and its four wings are composed of
ultraviolet purple darkness.
Ignisean CR 20 Fallen
Angel, Ignisean - Servent of Gloomera
XP 307,200
LE Large outsider (dark angel, extraplanar, evil)
Init +12; Senses darkvision 60
ft., low-darkness vision, detect
good, detect
snares and pits, true
seeing; Perception +38
Defense
Aura protective aura
AC 38, touch 38, flat-footed 30 (+8 Dex, +7
insight, +14 sacred, -1 size; +4 deflection vs. evil)
hp 387 (25d10+250); regeneration 15 (evil
artifacts)
Fort +24, Ref +18, Will
+24; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities heed no call, uncanny dodge;
DR 15/piercing and evil; Immune acid,
cold, petrification; Resist electricity 10, fire
10; SR 31
Offense
Speed 50 ft., fly 120 ft. (evil)
Melee +1 cursed halberd +36/+31/+26/+21
(2d8+16/19-20/×3) or
slam +34 (2d8+15)
Ranged +1 Evil composite longbow
+33/+28/+23/+18 (2d6+11/×3)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect
evil, detect
snares and pits, discern
lies(DC 21), true
seeing
At will—aid, atonement, break
enchantment, commune, continual
flame, dimensional
anchor, greater
dispel magic, lesser
restoration, neutralize
poison, curse,
cause
disease, fear,
resist
energy, speak
with dead
3/day—blade
barrier (DC 23), dispel
evil (DC 22), heal (DC 23), mass
charm monster (DC 25), permanency, resurrection,
sympathy (DC 25)
1/day—greater
restoration, power
word stun, wish
Cleric Spells Prepared (CL 20th; concentration +30)
9th—gate, mass
cause wounds (DC 29), miracle, overwhelming
presence(DC 29),
8th—antimagic
field, discern
location, quickened divine power, greater
spell immunity, holy
aura (DC 28)
7th—control
weather, holy
word (DC 27), greater
scrying (DC 27), repulsion (DC 27), waves
of ecstasy (DC 27)
6th—heal (DC 26), heroes' feast, joyful
rapture, quickened silence (DC 22), wind
walk, word
of recall
5th—breath
of life, quickened divine
favor, fickle
winds, greater
command (DC 25), plane
shift (DC 25), serenity (DC 25)
4th—death
ward, dismissal (DC 24), divine power,
freedom
of movement, greater
magic weapon (2)
3rd—daydarkness, invisibility
purge, locate object, prayer, stone
shape, wind
wall
2nd—consecrate, Invisibility,
grace (2), make
whole, remove
paralysis, silence (DC 22)
1st—bless, divine
favor, endure
elements, obscuring
mist (2), remove
sickness, shield
of faith
0—create
water, detect
magic, guidance, purify
food and drink
Statistics
Str 30, Dex 27, Con
30, Int 23, Wis 30, Cha
25
Base Atk +25; CMB +36; CMD
75
Feats Combat
Reflexes, Dazing
Assault, Deadly
Aim, Furious
Focus, Improved
Critical (halberd), Improved
Initiative, darknessning
Reflexes, Manyshot,
Point-Blank
Shot, Power
Attack, Quicken
Spell, Rapid
Shot, Weapon
Focus (halberd)
Skills Craft (any) +34, Diplomacy +35, Disguise
+15, Fly +23, Heal +17, Knowledge (history, planes, religion) +34,
Perception +38, Perform (any one) +35, Sense Motive +38, Spellcraft
+31, Stealth +32, Use Magic Device +32
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter
self), Ignisean insights, lucent arms, lucent body
Ecology
Environment any evil-aligned planes
Organization solitary
Treasure double (mwk halberd, mwk composite longbow
[+10 Str], other treasure)
Special Abilities
Ignisean Insights (Ex) Igniseans have insight into
the way creatures act, and it serves them well in battle. Igniseans
gain an insight bonus to their Armor Class equal to their Charisma
bonuses.
Heed No Call (Ex) Igniseans are ancient beyond
measure and directly serve the gods. They are immune to all calling
spells, unless they choose to allow themselves to be called or are
commanded by their god to attend to anothers will.
Lucent Arms (Ex) An Ignisean infuses its weapons
with its own inner darkness. Its cursed halberd has the opposite of
the Brilliant
Touch property, as it is Brilliant Darkness. It shrouds this
room in Deeper
Darkness.
An Ignisean needs no ammunition for its bow (or for any other ranged
weapon it may possess), as it can simply fire arrows of darkness.
Lucent Body (Ex) Each Ignisean is formed of the
ancient essence of evil. Its lucent body melds perfectly with its
armor and clothing, forming a single whole. An Ignisean gains a
sacred bonus to its Armor Class equal to the total armor bonus of
its infused armor (typically +14 from infused +5 full plate),
but it suffers no restrictions or penalties for wearing armor. An
Ignisean can never gain an armor bonus or natural armor bonus to its
Armor Class through any means.
Spells Igniseans can cast divine spells as
20th-level clerics. They do not gain access to domains or other
cleric abilities.
Igniseans are a race of ancient angels created by the gods before
the dawn of mortalkind. Among the angelic hosts, Igniseans serve
outside of the usual chain of command. Standing 15 feet tall and
clad in the trappings of mortality, which wrap their brilliant forms
in a shape mortals and other angels can easily understand, Igniseans
are physical embodiments of the evil energy of a deity or deific
being, and they answer only to that higher power.
Igniseans serve as secret agents for deities—operatives who can be
trusted to perform sensitive tasks, especially those that require a
long view. They often become slayers of great good.
Room C18
At first this room looks empty. But a pedestal is hidden behind a
mirror that is cleverly place to reflect the floor and make it look
like the wall behind it. There is a small chance (DC 32) that this
can be detected from any where in the room other than right in from
of it directly under the light fixture on the S. Wall. If the room
is searched there is no chance the orb will remain hidden.
On a pedestal against the S wall of the room is the deep blue Orb of
Pride. It is about 2' in diameter and made of a gigantic piece of
lapis lazuli. Inside the gem is a figurine of a prideful man made of
something deeper blue than the stone surrounding it. He is standing
with a straight back, his chin tilted upward, arms stiff at the
sides and chest thrown out.
Room C19
This room has a Undead Paladin who was cursed with the loss of his
body. This was the man Sondrin Normad son of Sondross. He was cursed
with the condition called "Bodylessness" which is a form of undead
that gives him some positive energy spells. The more he casts the
positive energy spells, the fainter his spectral form appears. He
has a high forehead, a deep widows peak, the gowns of a wealthy land
owner, a sad countenance and is short in stature. He know something
about the undead in this place. He can not move out of the 2nd floor
area without dissappearing. If he can help parties with a good
alignment he will.
This room was his tomb and his body lies in state in a sarcophagus
with his likeliness carved on top.
He can even do a restoration. His body is in the sar. but it is
nothing more than a skeleton that has been chained all over. The
chain is secured by a lock at the feet. The name has been chissled
out of the sar.The body was put into the sarcophagus alive.
Room C20
In this room are 8 Host Devils
Host Devil (Magaav) CR 6
XP 2,400
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., detect
magic, see in darkness; Perception
+11
Defense
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8
natural)
hp 59 (7d10+21)
Fort +8, Ref +9, Will +3
DR 5/good; Immune fire, poison; Resist acid
10, cold 10; SR 17
Offense
Speed 20 ft., fly 50 ft. (average)
Melee mwk ranseur +12/+7 (2d4+6/×3) or
2 claws +11 (1d6+4 plus 2 bleed)
Special Attacks noxious breath, rend (2 claws, 1d6+6 plus 2
bleed)
Spell-Like Abilities (CL 12th; concentration +12)
Constant—detect
magic
At will—greater
teleport (self plus 50 lbs. of objects only)
1/day—summon (CL 3rd, 1 magaav 40%)
Statistics
Str 18, Dex 19, Con 16, Int 10, Wis
12, Cha 11
Base Atk +7; CMB +11; CMD 26
Feats Combat Reflexes, Dodge, Hover,
Mobility
Skills Acrobatics
+14 (+10 when jumping), Escape
Artist +14, Fly
+14, Intimidate
+10, Perception
+11, Stealth
+14
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ master grappler, shared senses
Ecology
Environment any (Hell)
Organization solitary, pair, or flock (2–6)
Treasure standard (mwk ranseur, other treasure)
Special Abilities
Master Grappler (Ex) A magaav can wield a weapon and still
attempt grapple checks. While not wielding a weapon, a magaav
gains +4 bonus on grapple checks.
Noxious Breath (Su) Three times per day, as a standard action
a magaav can exhale a breath that reeks of pure corruption upon a
creature within 5 feet. The target must succeed at a DC 16 Fortitude
save or be sickened for 1d4 rounds. Creatures that successfully save
cannot be affected by the same magaav's noxious breath for 24 hours.
This is a poison effect. The save DC is Constitution-based.
Shared Senses (Su) All magaavs within 100 feet of one another
share the same senses. Thus, if one individual perceives something
(for example, with a successful Perception
check), all others within range are immediately aware of it. Senses
are instantly relayed from one magaav to the next, allowing for the
senses of a single devil to potentially spread through and inform an
entire swarm instantly. It is still possible for a magaav to be
flat-footed for other reasons even if other magaavs nearby are not.
Hunters of souls, host devils retrieve Hell's most elusive property.
Whether souls that have long evaded capture upon the plains of
Avernus, damned beings who have somehow managed to escape Hell, or
creatures that have reneged upon infernal contracts, vast flocks of
these winged fiends fly from the Pit to recover their prey. Rarely
seen alone, host devils travel in great swarms that often number in
the thousands. These four-winged mockeries of the angelic form swarm
in enormous columns, moving in tandem as though they were one
colossal, infernal beast controlled by a single brain.
Magaavs stand 5-1/2 feet tall and weigh 150 pounds, with wingspans
reaching 10 feet across. Their fetid breath draws flies that swarm
over their bodies.
Room C21
This room contains 5 imps for every player
Devil, Imp
Fiendish wings and a whipping scorpion-like tail lash behind this
diminutive, red-skinned nuisance.
Imp CR 2
XP 600
LE Tiny outsider
(devil,
evil,
extraplanar,
lawful)
Init +3; Senses darkvision 60 ft., detect
good, detect
magic, see in darkness; Perception
+7
Defense
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1
natural, +2 size)
hp 16 (3d10); fast
healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist
acid 10, cold 10
Offense
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect
good, detect
magic
At will—invisibility
(self only)
1/day—augury,
suggestion
(DC 15)
1/week—commune
(6 questions, CL 12th)
Statistics
Str 10, Dex 17, Con 10, Int 13, Wis
12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge,
Weapon
Finesse
Skills Acrobatics
+9, Bluff
+8, Fly
+21, Knowledge
(arcana) +7, Knowledge
(planes) +7, Perception
+7, Spellcraft
+7
Languages Common, Infernal
SQ change
shape (boar, giant spider, rat, or raven, beast
shape I)
Ecology
Environment any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 13; frequency
1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
The save DC is Constitution-based, and includes a +2 racial bonus.
Born directly from the pits of Hell, imps are among the least of the
true devils; these vicious, manipulative fiends, however, hold an
important role in the corruption of mortal souls. Unfettered from
the ranks and duties of diabolical armies, imps delight in any
opportunity to travel to the Material Plane and subtly tempt mortals
toward acts of ever-greater depravity. Willingly serving
spellcasters as familiars, imps play the role of dutiful servants,
often granting their masters cunning advice and infernal insights.
In truth, though, an imp works to deliver souls to Hell, assuring
that its master's soul—and as many collateral souls as
possible—faces damnation upon death.
Imps vary widely in appearance, ranging through a spectrum of
bestial traits and grotesque body shapes, though most take the forms
of red-skinned, winged humanoids with bulbous features. Such a
typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and
weighs 10 pounds.
Room C22
Empty except for some egg shells.
Room C23
3 Grave Knights
- 10d10+80=145
- 10d10+80=133 -
10d10+80=144
- 10d10+80=145
- 10d10+80=133 -
10d10+80=144
XP 12,800
Human
graveknight fighter 10
LE Medium undead (augmented
humanoid)
Init +5; Senses darkvision 60 ft.; Perception
+19
Aura sacrilegious aura (30 ft., DC 19)
Defense
AC 27, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4
natural)
hp 139 (10d10+80)
Fort +13, Ref +6, Will +6; +3 vs. fear
Defensive Abilities bravery +3, channel resistance
+4, rejuvenation; DR 10/magic; Immune acid, cold,
electricity, undead raits; SR 22
Offense
Speed 30 ft.
Melee +1 greatsword +25/+20 (2d6+19 plus 2d6 acid)
Ranged composite longbow +14/+9 (1d8+11/×3)
Special Attacks channel destruction, devastating blast (6d6
acid, DC 19), undead mastery (DC 19), weapon training (heavy lades
+2, bows +1)
tatistics
Str 27, Dex 12, Con —, Int 15, Wis
12, Cha 18
Base Atk +10; CMB +20; CMD 29
Feats Cleave,
Critical
Focus, Dazzling
Display, Greater
Weapon Focus (greatsword), Improved
InitiativeB, Mounted
CombatB, Power
Attack, Ride-By
AttackB, Shatter
Defenses, Spirited
Charge, ToughnessB,
Trample,
Unseat,
Vital
Strike, Weapon
Focus (greatsword), Weapon
Specialization (greatsword)
Skills Climb
+13, Intimidate
+25, Knowledge
(nobility) +12, Perception
+19, Ride
+19, Swim
+13; Racial Modifiers +8 Intimidate,
+8 Perception,
+8 Ride
Languages Common, Dwarven, Infernal
SQ armor training 2, phantom mount, ruinous revivification
Ecology
Environment any land
Organization solitary or troop (graveknight plus 12–24
skeletal champions)
Treasure NPC gear (+1 full plate, +1 greatsword,
composite longbow [+8 Str] with 20 arrows, belt
of giant
strength +2, other treasure)
Undying tyrants and eternal champions of the undead, graveknights
arise from the corpses of the most nefarious warlords and disgraced
heroes—villains too merciless to submit to the shackles of death.
They bear the same weapons and regalia they did in life, though
warped or empowered by their profane resurrection. The legions they
once held also flock to them in death, ready to serve their wicked
ambitions once more. A graveknight's essence is fundamentally tied
to its armor, the bloodstained trappings of its battle lust. This
armor becomes an icon of its perverse natures, transforming into a
monstrous second skin over the husk of desiccated flesh and scarred
bone locked within.
They will begin summoning etherial undead to themselves in 2 rounds.
They are not corporial and do 1d3 points of con damage unless a Fort
save of 26 is made.
The plate armor is +2 plate (no shield)
The 3 greatswords are +1.
The 3 Composite bows can only be drawn by a char with a STR of 22
(+6) and are +1
They have 9 arrows that do 1d12+4
They take everything that is in the room.
HP 5d8+30
- 3d8+30=42 -
3d8+30=44 -
3d8+30=41 -
3d8+30=46
- 3d8+30=45 -
3d8+30=36 -
3d8+30=44 -
3d8+30=48
Room 24
This door is locked and trapped. The Trap is an electrical trap with
a DC 28 to find and to Disarm. Failure is 8d8 of damage or with half
damage with a reflex save.
Terror opens the door and triggers the trap.
Razr tries to disarm it and succeeds.
The room smells strongly of vinegar with a foul musky edge. Inside
24 is a pile of headless skeletons. There is a oval gold locket on a
gold chain worth 240gp with fine filigree work. that has fallen to
the floor. They look like the bodies have been dipped in hydrocloric
acid to remove the flesh.
D Tower
Room D1
This room is bathed in deep blue light as if it was in the bottom of
the ocean. In the center of the S. wall is a pillar of blue glass
about 2' square that touches the ceiling and the floor. Inside the
blue stone are constantly flickering bolts of electricity. It is
reflected on the N. wall by a mirror.
On the E there is a stone pit disguised by invisibility. Treasure is
buried in the pit.
On the West wall pedestal with the orb of Gluttony sitting on it.
Room D2
Greater Ice Elemental CR 9
XP 6,400
N Huge outsider (air, cold, elemental, extraplanar, water)
Init +8; Senses darkvision 60 ft., snow vision; Perception +16
Defense
AC 23, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +10 natural, –2
size)
hp 123 (13d10+52)
Fort +12, Ref +14, Will +4
DR 10/—; Immune cold, elemental traits
Weaknesses vulnerable to fire
Offense
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee 2 slams +20 (2d8+9 plus 2d6 cold)
Space 15 ft.; Reach 15 ft.
Special Attacks numbing cold (DC 20)
Statistics
Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +24; CMD 39 (can't be tripped)
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Lightning
Reflexes, Power Attack, Vital Strike
Skills Escape Artist +20, Intimidate +16, Knowledge (planes) +15,
Perception +16, Stealth +12, Swim +17
SQ ice glide, icewalking
Ice Glide (Su) A burrowing ice elemental
can pass through nonmagical ice and snow as easily as a fish swims
through water. Its burrowing leaves behind no tunnel or hole, nor
does it create any ripple or other sign of its presence. A control
water spell cast on an area containing a burrowing ice elemental
flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds
on a DC 15 Fortitude save.
Icewalking (Ex) This ability works like the spider
climb spell, but the surfaces the elemental
climbs must be icy. The elemental
can move across icy surfaces without penalty and does not need to
make Acrobatics
checks to run or charge on ice.
Numbing Cold
(Su) When an ice elemental
deals cold
damage to a creature, that creature must succeed on a Fortitude save
or be staggered for 1 round. The save DC is listed in the elemental's
stat block and is Constitution-based.
Snow Vision (Ex) An ice elemental
can see perfectly well in snowy conditions and does not take any
penalties on Perception
checks while in snow.
Room D3
Greater Lightning Elemental CR 9
XP 6,400
N Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +16
Defense
AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2
size)
hp 110 (13d10+39)
Fort +11, Ref +17, Will +6
DR 10/—; Immune electricity, elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +20 (2d8+6 plus 2d6 electricity)
Space 15 ft.; Reach 15 ft.
Special Attacks metal mastery, spark leap
Statistics
Str 22, Dex 29, Con 16, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +21; CMD 41
Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron
Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +25, Escape Artist +25, Fly +13, Intimidate +16,
Knowledge (planes) +15, Perception +16
Metal Mastery (Ex) A lightning elemental
gains a +3 bonus on attack rolls if its opponent is wearing metal
armor, is wielding a metal weapon, or is made of metal (such as an
iron golem).
Spark Leap (Ex) A lightning elemental
gains a +10 bonus on bull rush, disarm, overrun, and trip attacks
when it charges a creature against whom its metal mastery ability
applies.
Room D4
Huge Magma Elemental CR 7
XP 3,200
N Huge outsider (earth, elemental, extraplanar, fire)
Init +3; Senses darkvision 60 ft.; Perception +13
Defense
AC 17, touch 7, flat-footed 17 (–1 Dex, +10 natural, –2 size)
hp 85 (10d10+30)
Fort +10, Ref +6, Will +3
DR 5/—; Immune fire, elemental traits
Weaknesses vulnerable to cold
Offense
Speed 20 ft., burrow 20 ft.; earth glide
Melee 2 slams +14 (2d6+6 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (1d8, DC 16), lava puddle
Statistics
Str 22, Dex 8, Con 17, Int 6, Wis 11, Cha 11
Base Atk +10; CMB +18; CMD 27
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved
Initiative, Power Attack
Skills Climb +19, Knowledge (dungeoneering) +11, Perception +13,
Stealth +4
Burn (Ex) A magma elemental's
burn DC includes a –2 racial penalty, as their fires don't burn
quite as hot as true elemental
flames.
Earth
Glide (Ex) A burrowing magma elemental
can pass through stone, dirt, lava, or almost any other sort of earth
except metal as easily as a fish swims through water. Its burrowing
leaves behind no tunnel or hole, nor does it create any ripple,
though the area it passes through feels warm for 1 round afterward
and often retains a strangely smooth texture, as if the stone had
been polished. A move
earth spell cast on an area containing a burrowing magma
elemental
flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds
on a DC 15 Fortitude save.
Lava Puddle (Su) Once per day as a full-round action, a magma
elemental
can vomit forth a puddle of lava that fills its space to a depth of
2–3 inches and counts as difficult terrain. Any creature that moves
through this puddle of lava takes 2d6 points of fire
damage. This damage continues for 1d3 rounds after the creature
leaves the lava pool, although then it only inflicts 1d6 points of fire
damage per round. The lava puddle solidifies and is safe to touch
after a number of rounds equal to the elemental's
Hit Dice. At the GM's discretion, this puddle of lava could start
secondary fires.
Room D5
Greater Mud Elemental CR 9
XP 6,400
N Huge outsider (earth, elemental, extraplanar, water)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception
+16
Defense
AC 22, touch 13, flat-footed 17 (+4 Dex, +1 dodge, +9 natural, –2
size)
hp 123 (13d10+52)
Fort +12, Ref +14, Will +4
DR 10/—; Immune acid, elemental traits
Offense
Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
Melee 2 slams +20 (2d8+9 plus entrap)
Space 15 ft.; Reach 15 ft.
Special Attacks entrap (DC 20, 10 minutes, hardness 10, hp 15)
Statistics
Str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11
Base Atk +13; CMB +24; CMD 39
Feats Awesome Blow, Cleave, Dodge, Great Cleave, Greater Bull Rush,
Improved Bull Rush, Lightning Reflexes, Power Attack
Skills Climb +25, Escape Artist +20, Knowledge (planes) +15,
Perception +16, Stealth +12, Swim +17
Earth
Glide (Ex) A burrowing mud elemental
can pass through dirt, gravel, or other loose or porous solid matter
as easily as a fish swims through water. It cannot use this ability
to pass through a solid barrier such as a stone or brick wall. Its
burrowing leaves behind no tunnel or hole, nor does it create any
ripple or other sign of its presence. A move
earth spell cast on an area containing a burrowing mud elemental
flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds
on a DC 15 Fortitude save.
Entrap
(Ex) The mud from an elemental's
entrap
ability can be washed away in 1d3 rounds of immersion in water.
Room D6
This room is the top of Tower D. It is 50' high and pitch dark
The Air Elemental is hiding in the top of the tower chasing it's
tail as soon as it hears any activity on the stairway (Perception
16). It will begin it's attack by creating a
Guardian of the Orb of Gluttony - Elder Air Elemental
Elder Air Elemental CR 11
XP 12,800
N Huge outsider (air, elemental, extraplanar)
Init +15; Senses darkvision 60 ft.;Perception +19
Defense
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2
size)
hp 152 (16d10+64)
Fort +14, Ref +21, Will +7
Defensive Abilities air mastery; DR 10/—; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +25 (2d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 27)
Statistics
Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +27; CMD 49
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack,
Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon
FinesseB
Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge
(planes) +19, Perception +19, Stealth +22
Air elementals are fast, flying creatures made of living air.
Primitive and territorial, they resent being summoned or doing the
bidding of mortals, and much prefer to spend their time on the Plane
of Air, swooping and racing through the endless skies.
Although all air elementals of a similar size have identical
statistics, the exact appearance of an air elemental can vary wildly
between individuals. One might be an animated vortex of wind and
smoke, while another might be a smoky bird-like creature with
glowing eyes and wind for wings.
An air elemental prefers to attack flying or otherwise airbone
targets, not only because its mastery over flight gives it a slight
advantage, but also because it detests the thought of having to
touch the ground. An air elemental can move underwater, and although
it is an elemental and thus runs no risk of drowning, it has no
ranks in Swim and loses much of its speed and mobility when
underwater.
Whirlwind (Su) Some creatures can transform themselves into
whirlwinds and remain in that form for up to 1 round for every 2 HD
they have. If the creature has a f ly speed, it can continue to f ly
at that same speed while in whirlwind form, otherwise it gains a f
ly speed equal to its base land speed (average maneuverability)
while in whirlwind form.<br>
The whirlwind is always 5 feet wide at its base, but its height and
width at the top vary from creature to creature (minimum 10 feet
high). A whirlwind’s width at its peak is always equal to half of
its height. The creature controls the exact height, but it must be
at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if
the creature enters the space another creature occupies. Another
creature might be caught in the whirlwind if it touches or enters
the whirlwind, or if the whirlwind moves into or through a
creature’s space.
<br>A creature in whirlwind form cannot make its normal
attacks and does not threaten the area around it. Creatures one or
more size categories smaller than the whirlwind might take damage
when caught in the whirlwind (generally damage equal to the
monster’s slam attack for a creature of its size) and may be lifted
into the air. An affected creature must succeed on a Ref lex save
(DC 10 + half monster’s HD + the monster’s Strength modif ier) when
it comes into contact with the whirlwind or take damage as if it
were hit by the whirlwind creature’s slam attack. It must also
succeed on a second Ref lex save or be picked up bodily and held
suspended in the powerful winds, automatically taking the indicated
damage each round. A creature that can f ly is allowed a Ref lex
save each round to escape the whirlwind. The creature still takes
damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where
the whirlwind carries them or to escape the whirlwind. Trapped
creatures can otherwise act normally, but must succeed on a
Concentration check (DC 15 + spell level) to cast a spell. Creatures
caught in the whirlwind take a –4 penalty to Dexterity and a –2
penalty on attack rolls. The whirlwind can have only as many
creatures trapped inside at one time as will fit inside the
whirlwind’s volume. The whirlwind can eject any carried
|
Height
|
Weight
|
Vortex Save
|
Vortex Height
|
Elder Air Elemental
|
40 ft. |
12 lbs. |
27 |
10–60 ft. |
Room D7
The Orb of Gulttony
In the NW corner
E Tower
This area was the primary home of the Normad side of the family
during the great conflict. Their allies were the demons. The deamons
agreed to help them for worship to their god (TBD) and for a place
to manifest and possibly spread their influence. They were tricked
though. The power of the house held them in once they were summoned.
They want to get home and are very angry.
The Demons in E 8, 9 and 10 were those specifically summoned to
guard the last of the Orbs - The orb of Pride.
All of the demons in this area were bound htre by the Norbad family
using their Wand of Binding. This item was crafted by a demigod who
owed the Normads for their contribution of Rainbow Window gems to
them. THey are held in place until a outside force releases them as
they are guarding the way up to retrive the last of the orbs.
Room E1
Hydrodaemon CR 8
XP 4,800
NE Large outsider
(aquatic,
daemon,
evil,
extraplanar)
Init +2; Senses darkvision 60 ft., detect
magic; Perception
+15
Defense
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +9, Will +3
DR 10/cold iron or silver; Immune acid, death
effects, disease,
poison,
waters of the River Styx; Resist cold
10, electricity 10, fire
10; SR 19
Offense
Speed 30 ft., fly 40 ft. (average; see glide, below), swim 60
ft.
Melee bite +13 (1d8+4 plus grab),
2 claws +13 (1d6+4)
Ranged sleep spittle +11 (sleep)
Space 10 ft.; Reach 10 ft.
Special Attacks rake
(2 claws +13, 1d6+4)
Spell-Like Abilities (CL 9th; concentration +11)
Constant—detect
magic, water
walk
At will—acid
arrow, deeper
darkness
3/day—control
water, greater
teleport (self plus 50 lbs. of objects only), summon
monster V (Large water elemental only)
1/day—desecrate,
summon (level 3, 1 hydrodaemon 50%)
Statistics
Str 18, Dex 15, Con 18, Int 9, Wis
11, Cha 14
Base Atk +10; CMB +15 (+9 grapple); CMD 27
Feats Cleave,
Point-Blank
Shot, Power
Attack, Precise
Shot, Skill
Focus (Perception)
Skills Fly
+0, Intimidate
+14, Knowledge
(planes) +10, Perception
+15, Sense
Motive +12, Stealth
+10, Swim
+21
Languages Abyssal, Infernal; telepathy 100 ft.
SQ amphibious, glide
Ecology
Environment any (Abaddon)
Organization solitary, gang (2–5), or mob (6–12)
Treasure standard
Special Abilities
Glide (Ex) A hydrodaemon can launch itself into the air
and glide along for 1 minute, gaining a fly speed of 40 feet with
average maneuverability. While gliding, the hydrodaemon gains the pounce
ability.
Sleep Spittle (Su) A hydrodaemon can spit at a single target
within 20 feet, making a ranged touch attack as a standard action. A
target hit by this spittle must succeed on a DC 19 Will save or fall
asleep for 6 rounds. The save DC is Constitution-based.While at
first glance these creatures seem like enormous and foul boggards,
their dangerous gait, dead eyes, and wicked claws give away their
fiendish nature. In their home environment, hydrodaemons swim the
sickening rivers and seas of Abaddon and the River Styx, ducking
beneath the rivers of pus and bile only to leap out at enemies and
rend their flesh with tooth and claw. It is said these are among the
few creatures able to survive in the deadly waters of the River
Styx. When called to the Material Plane, hydrodaemons serve powerful
spellcasters, protecting domains dotted with pools, streams, and
even sewer complexes. Associated with death by drowning, these
fiends use a favored tactic to draw the most anguish from their
victims. Hydrodaemons first attack with their inky black sleep
spittle, hoping to render victims unconscious. With their opponents
unable to fight back, hydrodaemons drag their enemies into the foul
waters they call home and delight as the liquid fills their victims'
gasping lungs. If unable to drown a victim, they finish the job with
jaws and claws.
Hydrodaemons possess an awkward gait, springing back on their heels
and leaping about like humanoid frogs. Even so, they move in an
unpredictable manner, twisting their bodies with each hopping
movement. Hydrodaemons can also unfurl flaps of skin that allow them
to glide through the air. Hydrodaemons stand 10 feet tall and weigh
upward of 3,000 pounds.
Room E2
This room is filled with dead bodies. They are piled 3 high in the
center. The top ones are skeletons but the ones on the body are
still putrid. This is the site of a mass ritual suicide. It is
inhabited by a Haunt
Whispers From Beyond CR 10
The murmurs worm their way into the minds of all who hear
them and leave lasting wounds.
XP 9,600
CE free-roaming persistent variant haunt (30-ft. radius)
Caster Level 9th; Notice Perception
DC 25 (to hear whispers emerging from inside the skulls of all
nearby creatures)
hp 45; Weakness harmed by Knowledge
(arcana, planes, or religion) DC 25 (immune to positive energy); Trigger
proximity; Reset 1 day
Effect
The whispers drift toward sentient beings, particularly those
whose minds they have touched before. Each creature in the area
must succeed at a DC 16 Will
save or take 1d8 points of Wisdom
damage, or 1 Wisdom
damage on a successful save (or if you are using the sanity
system, 1d6 points of sanity damage on a successful save or 2d8
points on a failed save). The DC increases by 1 for each round a
creature spends within the haunt’s
area (these rounds need not be consecutive, though a given
creature’s DC resets to 16 after 24 hours and whenever the haunt
is dispersed). Each time a creature damages this haunt, it must
succeed at a Will
save with a DC equal to its Knowledge
check result or take 1d4 Wisdom
drain (or, if you are using the sanity system, 1d8 points of
sanity damage on a successful save or 2d10 points on a failed
save).
DESTRUCTION
The haunt is destroyed if the corpses of all the cultists who
created it are cremated and buried on consecrated ground.
Psychic Haunt (Anger) CR 10
The psychic echo below lies in the heart of an abandoned village.
A group of raiders drove the villagers from their home by the
sword, but an echo of the villagers’ fury persists, stoking hatred
against all members of the raiders’ ethnic group.
XP 9,600
N persistent variant haunt (30-ft. radius)
Caster Level 11th; Notice Sense Motive
DC 25 (to sense an internal spark of anger)
hp 45; Weakness emotion effects and calm
emotions (immune to positive energy); Trigger
proximity; Reset 1 day
Effect
Range close (25 ft. + 5 ft./2 levels)
Target any number of living creatures, no two of which can
be more than 30 ft. apart
Duration 1 hour/level (D)
Saving Throw Will
negates; Spell Resistance yes
Building upon your targets’ innate prejudice against the lizard
folk, stoking it from a simmer to the full flame of hatred. Humans
will attack all Tannics in the party.
Targets who hold no ill will toward and have a completely
positive opinion of the chosen creatures automatically succeed
at their saving throws, while targets with a particular hatred
toward the chosen creature (such as the dwarf’s
hatred racial ability) take a –4 penalty on their saving throws.
Targets that fail their saving throws become hostile toward all
creatures of the chosen type and never treat them as allies for
the spell’s duration. Affected creatures take everything
creatures of the chosen type do in the worst possible light.
Since most creatures don’t hold ill-will toward their own race,
you can use foster hatred toward a smaller subset of creatures
of your chosen type, such as worshipers of Shelyn, in order to
focus the hatred onto your chosen targets.
, except any creature that fails a DC 19 Will
save becomes hostile toward members of the raiders’ ethnic group.
DESTRUCTION
To destroy the haunt, Beatrice and Lissim must be reunited in
front of the orbs.
Room E3
Heart Explosion CR 13
The spirits responsible for this haunt were scared to death, and in
their attempt to force mortals to understand their fear,
they cause their victims’ hearts to race faster and faster until
they explode.
XP 25,600
CE fast persistent haunt (60-ft. radius)
Caster Level 13th; Notice Heal or Perception
DC 20 (for affected characters to feel pressure building around
their hearts)
hp 58; Trigger proximity; Reset 1 day
Effect
The spectral form of a giant beating heart appears, and the
hearts of everyone within the haunt’s area begin to accelerate out
of control. All creatures within the area are sickened,
and must succeed at a DC 21 Fortitude
save each round or be dazed
and take 1d6+2 Constitution
drain. If a creature who fails this saving throw has fewer
than 10 hit
points or reaches a Constitution
score of 0, its heart forcefully explodes out of its chest,
killing it instantly. The pressure of the explosion throws
fragments of rib cage in all directions, dealing 2d6 points of
slashing damage to all creatures within 10 feet (Reflex
DC 21 negates). Creatures without hearts are immune to this haunt.
DESTRUCTION
The heart explosion haunt is destroyed if a good-aligned creature
spends 3 days motionlessly meditating in the center of its area.
Room E4
This room is furnished, but is empty of personal effects.
Haunt Name:
Alignment and Area: This room
Caster Level: 12
Notice: This indicates the skill check and DC required to
notice the haunt in the surprise
round before it manifests.
hp: t
points are equal to its CR × 4.5 (round fractions down).
Weakness: A
Trigger: Living perrson entering the room
Reset: This is the amount of time that must pass before a
haunt can attempt to reset.
Effect:
Destruction: Taking away the Orb they are guarding
Room E5
This room is obviously devoted to Hellish worship and summoning.
Pentangle on the floor, all sorts of evil runes etc.
Most interesting is a rune the seems to address summoning through
"living rock". This will allow the party to do summoning and plane
travel spells inside the HOS.
There is a spiral stairway hidden in the center of the ceiling of
this room. If the players say they are focusing their attention on
the ceiling and make a perception roll DC30, they will see a small
hole. If something is put into this 1" diameter hole, the stone of
the house will react as if tickled and the ceiling will unfold. This
will lead to room E10 where the Orb is located.
The master of the room. He will summon one after another of the
deamons at his command that will come from the rooms around this
central area.
Demon, Balor
This winged fiend's horned head and fanged visage present the
perfection of the demonic form, fire spurting from its flesh.
Balor CR 20
XP 307,200
CE Large outsider
(chaotic,
demon,
evil,
extraplanar)
Init +11; Senses darkvision 60 ft., low-light vision,
true
seeing; Perception
+38
Aura flaming body, unholy
aura (DC 26)
Defense
AC 36, touch 20, flat-footed 29 (+4 deflection, +7 Dex, +16
natural, –1 size)
hp 370 (20d10+260)
Fort +29, Ref +17, Will +25
DR 15/cold iron and good; Immune electricity, fire,
poison; Resist acid 10, cold 10; SR 31
Offense
Speed 40 ft., fly 90 ft. (good)
Melee +1 vorpal
unholy
longsword +31/+26/+21/+16 (2d6+13), +1 vorpal
flaming
whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle) or 2 slams
+31 1d10+12)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Spell-Like Abilities (CL 20th)
Constant—true
seeing, unholy
aura (DC 26)
At will—dominate
monster (DC 27), greater
dispel magic, greater
teleport (self plus 50 lbs. of objects only), power
word stun, telekinesis
(DC 23)
3/day—quickened telekinesis
(DC 23)
1/day—blasphemy
(DC 25), fire
storm (DC 26), implosion
(DC 27), summon
(level 9, any 1 CR 19 or lower demon 100%)
Statistics
Str 35, Dex 25, Con 36, Int 24, Wis
24, Cha 27
Base Atk +20; CMB +33; CMD 54
Feats Cleave,
Combat
Reflexes, Greater
Two-Weapon Fighting, Improved
Initiative, Improved
Two-Weapon Fighting, Iron
Will, Power
Attack, Quicken
Spell-Like Ability (telekinesis),
Two-Weapon
Fighting, Weapon
Focus (longsword)
Skills Acrobatics
+27, Bluff
+31, Diplomacy
+31, Fly
+32, Intimidate
+31, Knowledge
(history) +27, Knowledge
(nobility) +27, Knowledge
(planes) +30, nowledge
(religion) +27, Perception
+38, Sense
Motive +30, Stealth
+26, Use
Magic Device +31; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy
100 ft.
SQ death throes, vorpal strike, whip mastery
Ecology
Environment any (Abyss)
Organization solitary or warband (1 balor and 2–5 glabrezus)
Treasure standard (+1 unholy
longsword, +1 flaming
whip, other treasure)
Special Abilities
Death Throes (Su) When killed, a balor explodes in a blinding
flash of fire that deals 100 points of damage (half fire, half
unholy damage) to anything within 100 feet (Reflex DC 33 halves).
The save DC is Constitution-based.
Entangle (Ex) If a balor strikes a Medium or smaller foe with
its whip, the balor can immediately attempt a grapple check without
provoking an attack of opportunity. If the balor wins the check, it
draws the foe into an adjacent square. The foe gains the grappled
condition, but the balor does not.
Flaming Body (Su) A balor's body is covered in dancing
flames. Anyone striking a balor with a natural weapon or unarmed
strike takes 1d6 points of fire damage. A creature that grapples a
balor or is grappled by one takes 6d6 points of fire damage each
round the grapple persists.
Vorpal Strike (Su) Any slashing weapon a balor wields
(including its standard longsword and whip) gains the vorpal weapon
quality. Weapons retain this quality for one hour after the balor
releases the weapon, but after this the weapon reverts to its
standard magical qualities, if any.
Whip Mastery (Ex) A balor treats a whip as a light weapon for
the purposes of two-weapon fighting, and can inflict lethal damage
on a foe regardless of the foe's armor.
When folk whisper frightened tales of the demonic, what most
envision is a towering figure of fire and flesh, a horned nightmare
armed with flaming whip and sword flying through the night in search
of its latest victim. The demon these folk fear is the balor, and
that fear is justly placed, for few demons can match the mighty
balor in strength or brutality.
On the Abyss, most balors serve demon lords as generals or captains
(those balors who don't are even more potent, and are known as balor
lords—see below). A balor typically commands vast legions of demons,
and while it often lets these slavering and eager minions fight its
battles, the balor is far from a coward. If resented with an
opportunity to join a fight, few balors choose to resist.
In combat, a balor relies upon its spell-like abilities to fight
foes wise enough to avoid melee range, favoring destructive powers
like fire
storm or implosion
and saving dominate
monster for use against the rare foe it would prefer to
capture alive. A balor usually uses telekinesis
to disarm ranged weapons or pull foes into melee—with the use of a
quickened telekinesis,
a balor can use the latter tactic and still inflict a full-round
attack on a hapless foe. A balor reduced to fewer than 50 hit points
almost always seeks to flee via teleportation, but if that and
flight prove impossible it seeks to position itself such that, if it
is slain, its death throes are as devastating as possible to the
enemy host.
A balor stands 14 feet in height and weighs 4,500 pounds. Only the
cruelest mortal souls can fuel the creation of a balor—unlike in the
cases of most other demons, it often takes multiple souls of
powerful villains to trigger the birthing of a new balor.
Room E6
Glabrezu CR 13
XP 25,600
CE Huge outsider
(chaotic,
demon,
evil,
extraplanar)
Init +0; Senses darkvision 60 ft., true
seeing; Perception
+26
Defense
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 186 (12d10+120)
Fort +18, Ref +4, Will +11
DR 10/good; Immune electricity, poison; Resist
acid 10, cold 10, fire 10; SR 24
Offense
Speed 40 ft.
Melee 2 pincers +20 (2d8+10/19–20), 2 claws +20 (1d6+10),
bite +20 (1d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 2d8+15)
Spell-Like Abilities (CL 14th)
Constant—true
seeing
At will—chaos
hammer (DC 19), confusion
(DC 19), dispel
magic, mirror
image, reverse
gravity (DC 22), greater
teleport (self plus 50 lbs. of objects only), veil
(self only), unholy
blight
1/day—power
word stun, summon
(level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
1/month—wish
(granted to a mortal humanoid only)
Statistics
Str 31, Dex 11, Con 31, Int 16, Wis
16, Cha 20
Base Atk +12; CMB +24; CMD 34
Feats Cleave,
Great
Cleave, Improved
Critical (pincer), Persuasive,
Power
Attack, Vital
Strike
Skills Bluff
+28, Diplomacy
+22, Intimidate
+22, Knowledge
(history) +18, Knowledge
(local) +18, Perception
+26, Sense
Motive +18, Stealth
+7, Use
Magic Device +17; Racial Modifiers +8 Bluff,
+8 erception
Languages Abyssal, Celestial, Draconic; telepathy
100 ft.
ecology
Environment any (Abyss)
Organization solitary or troop (1 glabrezu, 1 succubus, and
2–5 vrocks)
Treasure standard
Whereas the succubus is a demon that works her wiles by exploiting
the physical lusts and needs of her prey, the glabrezu is a tempter
of a different sort. Ferocious and bestial in form, the glabrezu is
in fact a master of trickery and lies. With its ability to cloak its
true form in pleasant illusions, the glabrezu uses its magic to
grant wishes to mortal humanoids as a method of rewarding those who
succumb to its guile and deceit. A wish granted by a glabrezu always
fulfills the wisher's need in the most destructive way
possible—although such methods might not be immediately apparent. A
struggling weaponsmith might wish for fame and skill at his craft,
only to find that his best patron is a cruel and sadistic murderer
who uses the weapons to further his destructive desires. A lonely
man who wishes for a companion might have his wish granted in the
form of a lost love returned to “life” as a vampire, and so on—the
glabrezu is nothing if not creative in addressing a mortal's
desires.
A glabrezu stands 18 feet tall and weighs just over 6,000 pounds.
These treacherous demons form from the souls of the treasonous, the
false, and the subversive—souls of mortals who, in life, bore false
witness or used treachery and deceit to ruin the lives of others.
Room E7
Seraptis CR
15
XP 51,200
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +10; Senses darkvision 60
ft., deathwatch,
true
seeing; Perception +30
Aura gaze of despair (30 ft., DC 22), unholy
aura (DC 23)
Defense
AC 30, touch 20, flat-footed 24 (+4 deflection, +6
Dex, +10 natural)
hp 217 (15d10+135); blood healing
Fort +22, Ref +15, Will
+17
DR 10/cold iron and good; Immune
bleed, electricity, poison; Resist acid 10, cold
10, fire 10; SR 26
Offense
Speed 50 ft.
Melee +3 wounding scimitar +27/+22/+17 (1d6+11/15-20), 3
claws +21 (1d6+4 plus grab), gore +21 (2d6+4) or
4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
Special Attacks compelling domination, constrict
(4d6+12 plus 2d6 bleed and 1d4 Strength drain), multi-arm grab
Spell-like Abilities (CL 15th; concentration +20)
Constant—deathwatch,
true
seeing, unholy
aura (DC 23)
At will—crushing
despair (DC 18), dispel
magic, greater
teleport (self plus 50 lbs. of objects only), telekinesis
(DC 20)
3/day—confusion (DC 19), demand (DC 23), dominate
person (DC 19), fly
1/day—symbol
of insanity (DC 23), summon (level 5, 1 seraptis 20% or
1 glabrezu 40%)
Statistics
Str 26, Dex 23, Con
28, Int 16, Wis 19, Cha
21
Base Atk +15; CMB +21 (+25
grapple); CMD 41
Feats Bleeding
Critical, Combat
Reflexes, Critical
Focus, Improved
Critical (scimitar), Improved
Initiative, Multiattack,
Power
Attack, Weapon
Focus (scimitar)
Skills Acrobatics +24 (+32 when jumping), Bluff
+23, Fly +24, Intimidate +23, Knowledge (planes) +21, Knowledge
(religion) +21, Perception +30, Sense Motive +22, Stealth +24; Racial
Modifiers +8 erception
Languages Abyssal, Celestial, Draconic; telepathy
100 ft.
Ecology
Environment any (Abyss)
Organization solitary or cult (1 plus 2-6 succubi)
Treasure double (+3 wounding scimitar,
other)
Special Abilities
Blood Healing (Su) Whenever a creature within 30
feet of a seraptis takes bleed damage caused by that seraptis, the
blood flows through the air into the seraptis's maw, and the
seraptis heals an equal amount of damage.
Compelling Domination (Su) When a seraptis uses dominate
person, its victims do not actively resist and never
gain a new saving throw when ordered to take actions against their
nature.
Gaze of Despair (Su) Creatures within 30 feet of a
seraptis that fail a DC 22 Will save take 1d6 points of Charisma
drain and are staggered for 1d6 rounds. If the Charisma drain would
reduce a creature's Charisma to 0, that creature instead succumbs to
overwhelming suicidal urges and attempts to end its life by the most
convenient method at hand, subject to the GM's discretion. The
creature remains in that state until its Charisma is restored to its
normal maximum—otherwise, the victim must be restrained at all times
to prevent further suicide attempts. This is a mind-affecting
effect. The save DC is Charisma-based.
Multi-Arm Grab (Ex) When a seraptis successfully
grabs a creature, the maws on her arms begin to gnaw on it. This
ability functions as constrict, except the damage type is
bludgeoning, piercing, and slashing. A seraptis gains a cumulative
+4 bonus on grapple attempts with her grab ability for each
successive claw attack after the first that hits a given target that
round.
Room E8
Demon, Nalfeshnee
A towering, corpulent beast, this fiend has the hideous head of a
boar and arms ending in fatty, four-fingered hands.
Nalfeshnee CR 14
XP 38,400
CE Huge outsider
(chaotic,
demon,
evil,
extraplanar)
Init +5; Senses darkvision 60 ft., true
seeing; Perception
+31
Aura unholy
aura (DC 23)
Defense
AC 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16
natural, –2 size)
hp 203 (14d10+126)
Fort +22, Ref +9, Will +21
DR 10/good; Immune electricity, poison; Resist
acid 10, cold 10, fire 10; SR 25
Offense
Speed 30 ft., fly 40 ft. (poor)
Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks unholy nimbus
Spell-Like Abilities (CL 12th)
Constant—true
seeing, unholy
aura (DC 23)
At will—call
lightning (DC 18), feeblemind
(DC 20), greater
dispel magic, slow
(DC 18), greater
teleport (self plus 50 lbs. of objects only)
1/day—summon
(level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)
Statistics
Str 32, Dex 13, Con 29, Int 23, Wis
22, Cha 20
Base Atk +14; CMB +27; CMD 42
Feats Awesome
Blow, Cleave,
Improved
Bull Rush, Improved
Critical (bite), Improved
Initiative, Iron
Will, Power
Attack
Skills Bluff
+22, Diplomacy
+22, Fly
+10, Intimidate
+19, Knowledge
(arcana) +23, Knowledge
(planes) +23, Knowledge
(any one other) +20, Perception
+31, Sense
Motive +23, Spellcraft
+23, Stealth
+10, Use
Magic Device +22; Racial Modifier +8 on Perception
Languages Abyssal, Celestial, Draconic; telepathy
100 ft.
Ecology
Environment any (Abyss)
Organization solitary or warband (1 nalfeshnee, 1 hezrou, and
2–5 vrocks)
Treasure standard
Special Abilities
Unholy Nimbus (Su) Three times per day as a free action a
nalfeshnee can create a nimbus of unholy light, causing nauseating
beams of writhing color to play around its body. One round later,
the light bursts in a 60-foot radius. Any non-demon creature caught
within this area must succeed on a DC 22 Will save or be dazed for
1d10 rounds as visions of madness hound it. The save DC is
Charisma-based.
Few demons understand the inner workings of the Abyss like the
nalfeshnee, and it is not unusual to see a nalfeshnee seeming to
serve the Abyss itself rather than a demon lord. Some claim
stewardship over the fleshy realms that birth new demons, while
others guard sites of particular significance deep in the plane's
secret reaches. Often, a nalfeshnee's realm in the Abyss surpasses
the strength and size of the largest of mortal kingdoms, for
nalfeshnees display a singular gift for managing and ordering the
chaos of the Abyss. Mortal summoners often seek them out for their
unparalleled yet mad intellects, ever taking care to comb through
bargains with such demons for hidden and unwanted consequences, for
there is little a nalfeshnee will agree to do that does not, in some
sinister way, advance the needs and desires of the Abyss.
Nalfeshnees stand 20 feet tall and weigh 8,000 pounds. They form
from the souls of greedy or avaricious evil mortals, particularly
those who ruled over empires of slavery, theft, banditry, and more
violent vices.
Room E9
Demon, Marilith
This snake-bodied fiend has a six-armed woman's torso, pointed
ears, and glittering, otherworldly eyes.
Marilith CR 17
XP 102,400
CE Large outsider
(chaotic,
demon,
evil,
extraplanar)
Init +4; Senses darkvision 60 ft., true
seeing; Perception
+31
Aura unholy
aura (DC 25)
Defense
AC 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15
natural, –1 size)
hp 264 (16d10+176)
Fort +25, Ref +18, Will +13
DR 10/cold iron and good; Immune electricity and
poison; Resist acid 10, cold 10, fire 10; SR 28
Offense
Speed 40 ft.
Melee +1 longsword +24/+19/+14/+9 (2d6+8/17–20), 5 +1
longswords +24 (2d6+4/17–20), tail slap +17 (2d6+3 plus grab)
or 6 slams +22 (1d8+7), tail slap +17 (2d6+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict
(tail slap, 2d6+10 plus crushing coils), infuse weapon, multiweapon
mastery
Spell-Like Abilities (CL 16th)
Constant—true
seeing, unholy
aura (DC 25)
At will—greater
teleport (self plus 50 lbs. of objects only), project
image (DC 24), telekinesis
(DC 22)
3/day—blade
barrier (DC 23), fly
1/day—summon
(level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at
60%)
Statistics
Str 25, Dex 19, Con 32, Int 18, Wis
18, Cha 25
Base Atk +16; CMB +24 (+28 grapple); CMD 42
(can't be tripped)
Feats Bleeding
Critical, Combat
Expertise, Combat
Reflexes, Critical
Focus, Improved
Critical (longsword), Improved
Disarm, Power
Attack, Weapon
Focus (longsword)
Skills Acrobatics
+23, Bluff
+26, Diplomacy
+26, Fly
+18, Intimidate
+26, Knowledge
(engineering) +20, Perception
+31, Sense
Motive +23, Stealth
+19, Use
Magic Device +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy
100 ft.
Ecology
Environment any (Abyss)
Organization solitary, pair, or platoon (1 marilith, 1–3
glabrezus, and 3–14 babaus)
Treasure double (6 mwk longswords, other treasure)
Special Abilities
Crushing Coils (Ex) A creature that takes damage from a
marilith's constrict attack must succeed on a DC 25 Fortitude save
or lose consciousness for 1d8 rounds. The save DC is Strength-based.
Infuse Weapon (Su) Any weapon a marilith wields gains a +1
enhancement bonus to attack and damage, and strikes as if it were a
chaotic and evil cold iron weapon (in addition to retaining the
qualities of its actual composition).
Multiweapon Mastery (Ex) A marilith never takes penalties to
her attack roll when fighting with multiple weapons.
The leaders of Abyssal hordes and queens of Abyssal nations, the
dreaded mariliths serve demon lords as governesses, advisors, and
even lovers, yet their brilliance as tacticians makes them most
sought after as generals and commanders of armies. The most powerful
mariliths serve no one, and instead command ravenous fiendish
legions.
A marilith is 6 to 9 feet tall and measures 20 feet from head to
tail tip. It weighs 4,000 pounds. Only the most arrogant and proud
evil souls, typically those of cruel kings, sadistic generals, and
exceptionally violent warlords, can trigger the manifestation of a
marilith.
Room E10
Orb of Pride - the Standing Man
Daemon, Olethrodaemon
Crowned with a wicked array of twisted horns, this wide-mouthed,
spherical behemoth stands on four stout legs.
Olethrodaemon CR 20
XP 307,200
NE Gargantuan outsider
(daemon,
evil,
extraplanar)
Init +12; Senses darkvision 60 ft., true
seeing; Perception
+31
Aura unholy
aura
Defense
AC 38, touch 18, flat-footed 30 (+4 deflection, +8 Dex, +20
natural, –4 size)
hp 370 (20d10+260)
Fort +29, Ref +18, Will +26
DR 10/good and silver; Immune acid, death effects, disease,
poison;
Resist cold
10, electricity 10, fire
10; SR 31
Offense
Speed 40 ft., burrow 50 ft.
Melee 2 bites +28 (2d8+12/19–20 plus grab),
4 claws +28 (2d6+12 plus grab),
gore +28 (2d8+12)
Space 20 ft.; Reach 20 ft.
Special Attacks drain soul, soul-drained breath, trample
(2d8+18, DC 32)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—air
walk, true
seeing, unholy
aura (DC 25)
At will—greater
teleport (self plus 50 lbs. objects only), telekinesis,
wall
of fire, wall
of ice
3/day—quickened disintegrate
(DC 23), wall
of force
1/day—blasphemy
(DC 24), summon (level 9 any 1 CR 19 or lower daemon, 100%), wail
of the banshee (DC 26)
Statistics
Str 35, Dex 26, Con 37, Int 12, Wis
26, Cha 25
Base Atk +20; CMB +36 (+40 grapple); CMD 54
(58 vs. trip)
Feats Awesome
Blow, Cleave,
Great
Cleave, Improved
Bull Rush, Improved
Critical (bite), Improved
Initiative, Improved
Sunder, Iron
Will, Power
Attack, Quicken
Spell-Like Ability (disintegrate)
Skills Climb
+35, Intimidate
+30, Knowledge
(planes) +24, Perception
+31, Sense
Motive +31, Stealth
+19, Survival
+31
Languages Abyssal, Infernal; telepathy 100 ft.
SQ adamantine claws
Ecology
Environment any (Abaddon)
Organization solitary, pair, or apocalypse (3–5)
Treasure standard
Special Abilities
Adamantine Claws (Ex) Able to tear through stone, an
olethrodaemon's claws are treated as though they were adamantine.
This ability also allows an olethrodaemon to make use of its burrow
speed through tone.
Drain Soul (Su) A creature grappled by an olethrodaemon's grab
attack from its claws can be transferred to its mouth as a move
action requiring no combat maneuver check. As a standard action, an
olethrodaemon that begins its turn with an opponent grappled in
either of its mouths can swallow the opponent by succeeding on
another grapple check. If successful, the creature is swallowed into
one of the olethrodaemon's many stomachs. These stomachs grind their
contents and drain the life force from living creatures. Every round
a creature remains in an olethrodaemon's stomach, it takes 4d8+18
points of damage and gains 1d4 negative levels. The creature can
attempt to cut its way out of the olethrodaemon's stomach, but it
suffers the chance of just cutting into another stomach chamber. An
olethrodaemon's stomach is AC 20 and has 40 hit points. Once a
creature deals enough damage to allow escape, it has a 50% chance to
end up in another stomach chamber instead of escaping. Due to the
multiple stomach chambers, an olethrodaemon can house and drain up
to four medium creatures at one time. This ability otherwise
functions as the swallow whole special attack. It is a DC 33
Fortitude save to remove negative levels gained in this fashion.
This save is Constitution-based.
Soul-Drained Breath (Su) An olethrodaemon can convert life
energy it has consumed into a potent breath
weapon. Up to three times per day, but no more often than once
every 1d4 rounds, an olethrodaemon can expel a 120-foot line or a
60-foot cone of shrieking black smoke and wind from one of its
mouths as a standard action. Any living creature in the area of this
attack takes 20d10 points of damage from negative energy, or half on
a successful DC 27 Reflex save. Undead
creatures caught in this negative energy are healed for the same
amount instead of damaged. The save DC for this effect is
Charisma-based.
While some of the more powerful daemons are servitors to one of the
Four Horsemen, olethrodaemons serve as juggernauts for all of the
Four. These massive creatures are the embodiment of death and
destruction—the very vessels of apocalypse that daemons wish to see
wrought upon the multiverse. These nihilistic behemoths roam the
gray expanses of Abaddon, feasting on the souls of evil mortals
damned to their realm. When on the Material Plane, olethrodaemons
act as agents of destruction, spreading ruin and devouring mortal
souls as they plow through cities and countrysides, bent on
devastation. It's rare for a mortal to be able to control such a
potent force, but sometimes mad spellcasters utilize effects like gate
to urge an olethrodaemon to visit a devastating holocaust upon an
enemy region—the olethrodaemon generally does not hold a grudge
against a mortal that asks such a service from it.
These immense creatures stand over 25 feet tall and weigh close to
12,000 pounds, their powerful, muscular bodies covered by durable
plates and head thronged with dangerous, twisted horns.
Olethrodaemons stand on four stout legs, and possess an equal number
of arms, each ending in wickedly sharp claws able to tear through
stone as easily as flesh. The creature's eyes, as well as its two
mouths, glow like coals in a kiln. The creature feeds on souls and
has multiple stomachs to digest mortal essences.
While not as intelligent or scheming as many other powerful daemons
(or other fiends who match their power, for that matter),
olethrodaemons remain dangerous foes. They do not generally wish to
lead armies and gain power by control, but rather to revel in the
evil purity of annihilation. Among olethrodaemons, the greatest
desire is to be the one to devour the very last mortal soul. They
angle and shove for this honor, often ceding a city or group of
victims to a rival if they believe that, in so doing, they might
gain the advantage of positioning to consume the final soul once the
multiverse has been devoured.