Boss Battle
In the Corredor leading to Room 1
Any creature approaching the entrance to Room 1 (the passage that leads
to the Amphatheatre) will summon this creature to prevent their
passage. It will try to trap the party in a restricted area as it's
shape give it an advantage.
Dead Slug (as GRAVECRAWLER)
Small Undead (Earth)
Hit Dice: 25d12 (162 hp)
Initiative: +2
Speed: 20 ft., burrow 20 ft.
AC: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Attacks: Bite +13
Damage: Bite 1d4/19–20 plus 1d4 Constitution drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Calcifying aura, Constitution drain
Special Qualities: Burrow, speak with dead, SR 30, tremorsense, turn
resistance +6, undead traits
Saves: Fort +8, Ref +10, Will +16
Abilities: Str 10, Dex 15, Con —, Int 16, Wis 11, Cha 11
Skills: Balance +4, Bluff +5, Diplomacy +12, Escape Artist +10, Hide
+21, Intimidate +2, Jump +2, Knowledge (history) +20, Knowledge (local)
+20, Knowledge (undead) +20, Listen +7, Sense Motive +5, Spot +2,
Tumble +7
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved
Critical (bite), Iron Will, Mobility, Skill Focus
This horifying creature looks like a 20' long worm with skeletal arm
and legs flailing madly all around it's body. It is made from the
bodies of innumberable skeletons. The skeletons have been fused
together at the hips and shoulders to form a long worm-like shape with
the arms and legs of the skeletons being used to dig through the earth.
It's head is a 5' diameter ball made of skulls fused together to form a
single giant skull.
The Dead Slug is an intelligent, sluglike undead with the power to turn
flesh (dead or living) to stone. Gravecrawlers can be found in
wilderness areas, but they are most often found in cemeteries,
boneyards, and necropoli. There they slowly turn the surrounding dead
bodies to a brittle stone that cannot be animated even by the animate
dead spell.
Dead slugs can communicate with the spirits of the dead they consume,
and as such they often become repositories of local lore, history, and
gossip. Because of this fact, some societies view gravecrawlers as
beneficial creatures. Even those who consider them benefactors,
however, tend to give their lairs a wide berth, since the presence of
these creatures has a grievous effects on the living. Gravecrawlers are
frequently sought out by those who seek hidden knowledge and lost bits
of history, but they are hated both by necromancers and by
corpse-devouring creatures such as the ghoul and the corpse gatherer.
COMBAT
Horrific Appearance (Su): Any
living creature within 60
feet
that views a ghost must succeed on a Fortitude save (DC 20) or
immediately take
1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4
points of Constitution damage. A creature that successfully saves
against this effect cannot be affected by the same ghost's horrific
appearance for 24 hours.
Calcifying Aura (Su): The
presence of a gravecrawler is enough to cause flesh (living or dead) to
harden and calcify, turning slowly into stone. This effect is a
30-foot-radius emanation centered on the gravecrawler, and it is always
active. Every creature within the area must make a Fortitude save (DC
22) each round or take 1d2 points of Constitution damage. (Unlike the
drain from its bite, the loss from the gravecrawler’s calcifying aura
is restored at the rate of 1 point per day.) A character brought to a
Constitution score of 0 in this manner turns completely to stone. A
gravecrawler is immune to its own calcifying aura and to those of
others of its kind. If the save is made, the creatures in the affected
area take 2 HP per round as their skin gradually turns to stone. Their
skin begins to flake off falling on the ground as sand.
Constitution Drain (Su): Any
creature bitten by a gravecrawler must make a Fortitude save (DC 22) or
permanently lose 1d4 points of Constitution (or twice that amount on a
critical hit). The gravecrawler heals 5 points of damage (10 on a
critical hit) whenever it drains Constitution, gaining any excess as
temporary hit points. A creature affected by this Constitution drain
finds parts of its flesh turned to hard, brittle stone. At 0
Constitution, the target becomes a stone statue. A gravecrawler is
immune to its own Constitution drain and to those of others of its kind.
Burrow (Ex): Gravecrawlers can
move through stone, dirt, and earth, leaving no indication of their
passage. A move earth spell cast on an area containing a burrowing
gravecrawler flings the creature back 30 feet and stuns it for 1 round,
unless it succeeds at a Fortitude save (DC 22).
Speak with Dead (Su): At will,
a gravecrawler can produce an effect like that of a speak with dead
spell (caster level 20th), except that it can be used to communicate
with only one corpse per week. This ability does not allow
communication with calcified remains.
Tremorsense (Ex): A
gravecrawler can automatically sense the location of anything within 60
feet that is in contact with the ground.
Turn Resistance (Ex): A
gravecrawler is treated as an undead with 31 Hit Dice for the
purpose of turn, rebuke, command, and bolster attempts.
Undead Traits: A gravecrawler
is immune to mind-affecting effects, poison, sleep, paralysis,
stunning, disease, death effects, necromantic effects, and any
effect that requires a Fortitude save unless it also works on objects.
It is not subject to critical hits, subdual damage, ability damage,
ability drain, energy drain,
or death from massive damage. A gravecrawler cannot be raised, and
resurrection works only if it is willing. The creature has darkvision
(60-foot range).
Entrance to Room 1
The door to this room is locked and trapped.
It is made of stone and is 3' thick. It weighs 500 lbs and can only be
opened by creatures with a combined strength score of 40. It is 10'
wide and 10' high. Carved into it's surface are the words in common
tongue "Turaha Lives Here and does not see visitors. Intruders will not
survive."
It is also thick with protective spells:
Just inside the door is another guardian spell:
MAW OF STONE
Transmutation
Level: Cavern 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One cave mouth or natural
tunnel up to 20 ft. in diameter
Duration: 10 minutes/level (D)
Saving Throw: Reflex partial;
see text
Spell Resistance: No
The rock comes alive, opening into a
huge
maw of deadly stone.
You cause a single natural opening or
natural chamber to become animated.
The opening or chamber cannot move,
but it can attack. You can order it to
attack any creature, or a specific type of creature. You also can order
it to attack
under a specific circumstance, such as
when creatures try to leave or when
they touch something.
An animated opening can attack
only creatures that try to move through
it. An animated chamber can attack
every creature inside. Only one maw
of stone can be in effect on a particular
opening or chamber at a time.
The animated opening has an attack
bonus equal to your level +10. The
maw of stone deals damage equal to 2d8
points + your caster level.
An animated opening can make one
immediate attack against a creature
passing through. If it succeeds, the
target must make a Reflex save or it
cannot pass through the maw.
The animated stone has an Armor
Class of 15 and hardness 8. Dealing 60
points of damage to it ends the spell.
There is a guardian of some sort at every intersecdion.
A - Stone Guardian
B - Carytrid Columns
D- Chain Guardian
Medium-Size Construct
Hit Dice: 7d10 (38 hp)
Initiative: +3
Speed: 30 ft. (can’t run)
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Attacks: 2 chain rakes +9 melee
Damage: Chain rake 1d8+4 plus wounding
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Chain barrier, wounding
Special Qualities: Construct traits, magic immunity,
resistance to ranged attacks
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 18, Dex 17, Con —, Int —, Wis 11, Cha 1
Feats: Dodge (B), Expertise (B), Improved Disarm (B),
Improved Trip (B)
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8–10 HD (Medium-size); 11–21
HD (Large)
The body of a chain golem is composed entirely of shifting
chains that vary in size and shape, ranging from
extremely thin and razor-sharp to thick and mounted with
barbs, spikes, and blades. A chain golem clanks and
screeches continually as its chains slide around its body.
Because it has a mostly humanoid shape, it is often mistaken
for a kyton.
A chain golem always obeys its master’s commands to
the letter, sacrificing itself in the execution of its duties if
necessary. Should a chain golem’s master die, the creature
immediately becomes the servant of another kyton.
COMBAT
A chain golem typically uses its long reach to grab at foes
and knock them to the ground. Then it activates its vicious
chain barrier to shred the fallen creature’s flesh.
Chain Barrier (Ex): As a full-round action, a chain
golem can surround itself with a whirling, slicing shield
of chains, similar in effect to a
blade barrier spell. Anyone
adjacent to
a chain barrier
must make a
successful
Reflex save
(DC 17) ortake 7d6 points of damage. Any creature or object entering
or passing through such a barrier automatically takes that
amount of damage. The chain barrier moves with the
golem and serves as one-half cover for it (+4 bonus to AC).
Maintaining the barrier once it has been activated is a
standard action.
Wounding (Ex): A wound resulting from a chain golem’s
chain rake attack bleeds for an additional 2 points of damage
per round thereafter. Multiple wounds from such attacks
result in cumulative bleeding loss (two wounds for 4 points
of damage per round, and so on). The bleeding can be
stopped only by a successful Heal check (DC 10) or the
application of a cure spell or some other healing spell (heal,
healing circle, or the like).
Construct Traits: A chain golem is immune to mindaffecting
effects, poison, sleep, paralysis, stunning, disease,
death effects, necromantic effects, and any effect that
requires a Fortitude save unless it also works on objects. The
creature is not subject to critical hits, subdual damage, ability
damage, ability drain, energy drain, or death from massive
damage. It cannot heal itself but can be healed through
repair. It cannot be raised or resurrected. A chain golem has
darkvision (60-foot range).
Magic Immunity (Ex): A chain golem is immune to
all spells, spell-like abilities, and supernatural effects
except as follows. An electricity
effect slows it (as the slow
spell) for 2 rounds (no
saving throw). A fire
effect breaks any slow
effect on the chain
golem and cures 1 point
of damage for each 2 points
of damage it would otherwise
deal. A chain golem gets no saving
throw against fire effects.
Resistance to
Ranged Attacks
(Su): A
chain golem gains a
+2 resistance bonus on saving throws
against ranged spells or ranged magical
attacks that specifically target it (except
ranged touch attacks).
E - 22 Animated Stone Men made by the Beholder
Animated Object, Medium
Tiny Construct Small Construct Medium Construct
Hit Dice:2d10+20 (31 hp)
Initiative: +0
Speed: 30 ft. (6 squares);
Armor Class: 13 touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d6+1)
Full Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Construct traits, darkvision 60 ft.
Saves: Fort +0, Ref +0, Will –5
Abilities: Str 12, Dex 10, Con —,Int —, Wis 1, Cha 1
Room 1
2 Beholders
A
103
B
97
Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 26 (–1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +8/+12
Attack: Eye rays +9 ranged touch and bite +2 melee (2d4)
Full Attack: Eye rays +9 ranged touch and bite +2 melee (2d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Eye rays
Special Qualities: All-around vision, antimagic cone, darkvision 60
ft., flight
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15
Skills: Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot
+22, Survival +2 (+4 following tracks)
Feats: AlertnessB, Flyby Attack, Great Fortitude, Improved Initiative,
Iron Will
A beholder is an 8-foot-wide orb dominated by a central eye and a
large, toothy maw. Ten smaller eyes on stalks sprout from the top of
the orb.
Combat
Beholders often attack without provocation. Though not powerful
physically, they often plow right into groups of opponents to use as
many of their eyes as they can. When closing with an enemy, a beholder
tries to cause as much disruption and confusion as possible.
Eye Rays (Su): Each of a
beholder’s ten eye rays resembles a spell cast by a 13thlevel caster.
Each eye ray has a range of 150 feet and a save DC of 17. The save DCs
are Charisma based.
The ten eye rays include:
Charm Monster: The target must
succeed on a Will save or be affected as though by the spell. Beholders
use this ray to confuse the opposition, usually employing it early in a
fight. The beholder generally instructs a charmed target to either
restrain a comrade or stand aside.
Charm Person: The target must
succeed on a Will save or be affected as though by the spell. Beholders
use this ray in the same manner as the charm monster ray.
Disintegrate: The target must
succeed on a Fortitude save or be affected as though by the
spell. The beholder likes to use this ray on any foe it considers a
real threat.
Fear: This works like the spell, except that it targets one creature.
The target must succeed on a Will save or be affected as though by the
spell. Beholders like to use this ray against warriors and other
powerful creatures early in a fight, to break up the opposition.
Finger of Death: The target
must succeed on a Fortitude save or be slain as though by the spell.
The target takes 3d6+13 points of damage if its saving throw succeeds.
Beholders use this ray to eliminate dangerous foes quickly.
Flesh to Stone: The target must
succeed on a Fortitude save or be affected as though by the spell.
Beholders like to aim this ray at enemy spellcasters. They also use it
on any creature whose appearance they find interesting. (After the
fight, the beholder takes the statue to its lair as a decoration.)
Inflict Moderate Wounds: This
works like the spell, causing 2d8+10 points of damage (Will half ).
Sleep: This works like the
spell, except that it affects one creature with any number of Hit Dice
(Will negates). Beholders like to use this ray against warriors and
other physically powerful creatures. They know their foes can quickly
awaken the sleepers, but they also know that doing so takes time and
can delay an effective counterattack.
Slow: This works like the
spell, except that it affects one creature. The target can make a Will
save to negate the effect. Beholders often use this ray against the
same creature targeted by their disintegrate, flesh to stone, or finger
of death ray. If one of the former rays fails to eliminate the foe,
this ray might at least hamper it.
Telekinesis: A beholder can
move objects or creatures that weigh up to 325 pounds, as though with a
telekinesis spell. Creatures can resist the effect with a successful
Will save.
Antimagic Antimagic Cone (Su):
A beholder’s central eye continually produces a 150- foot cone of
antimagic. This functions just like antimagic field (caster level
13th). All magical and supernatural powers and effects within the cone
are suppressed—even the beholder’s own eye rays. Once each round,
during its turn, the beholder decides whether the antimagic cone is
active or not (the beholder deactivates the cone by shutting its
central eye).
This is the entry to the Lair of Turaha.
he primary weapon of both the gauth and the beholder is a series
of deadly eye rays.
Eye Rays (Su): Each of a beholder’s small eyes can produce
a magical ray once per round as a free action. During a single
round, a creature can aim only two eye rays (gauth) or three eye
rays (beholder) at targets in any one 90-degree arc (up, forward,
backward, left, right, or down). The remaining eyes must aim at
targets in other arcs, or not at all. A beholder can tilt and pan its
body each round to change which rays it can bring to bear in any
given arc.
Each eye’s effect resembles a spell (caster level 8th level for a
gauth, or 14th for a beholder), but follows the rules for a ray (see
Aiming a Spell, page 175 of the Player’s Handbook).
All-Around Vision (Ex): Beholders are exceptionally alert and
circumspect. Their many eyes give them a +4 racial bonus on Spot
and Search checks, and they can’t be flanked.
Flight (Ex): A beholder’s body is naturally buoyant. This
buoyancy allows it to fly at a speed of 20 feet. This buoyancy also
grants it a permanent feather fall effect (as the spell) with personal
range.
Room 2
Room 3
Room 4
Room 5
Room 6
Room 7
Room 8
Room 9
Turaha's Redoubt
Room 10
Turahas spells
Epic Mage Armor (AC +20)
9 - Absorbtion, BLACK BLADE OF
DISASTER
, EFFULGENT
EPURATION, EYE OF POWER,
MAGIC MIASMA,Prismatic
Sphere, Time Stop
8 - Protection from
Spells, Prismatic Wall, Symbol of Death, Telekinetic
Sphere, Mind
Blank
6 - Globe
of Invulnerability
5-BALL LIGHTNING
, Mind
Fog, Cloudkill:, Dominate Person:,
4- ENERGY SPHERES, Fireball,
Black Tentacles:,
Arcane Eye:, Resilient Sphere:,
Mnemonic Enhancer
3 - SCINTILLATING
SPHERE. Slow:, Magic
Circle against Good , Suggestion, Heroism:, Hold Person:,
Dispel Magic
Charm
Animal, Charm
Monster, Charm
Person,