Monday, May 11, 2020

The Price of a High Passage: Passengers in Traveller

Further off and to one side, on some high ground well away from the danger of the field and the smell of the camp, sat a prim collection of prefabricated huts and inflatable tents. There sat the money and the comfort money could provide—the tourists who travelled High, doped with quick-time so that a day seemed an hour, a week a day. Those in the camp had travelled like Dumarest—Low. Those who rode Middle stayed with the ships which were their home.

The Winds of Gath.

E.C. Tubb was a British science fiction novelist and a primary influence on the Traveller game through his long-running Dumarest of Terra series. The Winds of Gath (1967), the first Dumarest novel, uses familiar Traveller terms, starting with the word traveller itself as well as concepts like High, Middle, and Low passage and the low lottery. An important subplot concerns travellers stranded on a backwater planet trying to scrape together enough funds to buy passage offworld.

My PCs’ ship, the Starjammer, is a packet, which as described in Traveller5 provides unscheduled passenger service. (In historical use, packets provided scheduled mail service, but that niche is covered by x-boats in the OTU.) Based on this, I took a quick look at how passenger service has worked across different editions of the game.

Passengers

The basic procedure for taking on passengers is consistent across all editions. Once a captain has determined a destination for the starship, checks are made for the number of passengers interested in traveling to that system. One check is made for each type of passage—High, Middle, and Low—modified by the population of the world of departure and crew skills. A good ship’s steward, for example, can help attract lucrative High passage travellers.

It wasn’t surprising that High, Middle, and Low passage appear in every edition of the Traveller game. But I was surprised by the consistency in pricing across editions, as summarized in the following table:

Passage Pricing (Cr) across Editions
PassageCT, MT, TNE1, T4, T5,
Traveller Hero, T20
GURPS
Traveller2
MGT 1e3MGT 2e3
High10,0003,5006,0008,500
Middle8,0001,7503,0006,200
Low1,0001751,000700
1 In TNE, Middle passage outside the Regency is Cr5,000.
2 Prices (per Far Trader) reflect a J-1 or J-2 free trader.
3 Prices reflect 1-parsec of travel.

Interestingly, the editions that have different pricing—GURPS: Traveller and Mongoose Traveller—scale their ticket prices based on the distance traveled, so in MGT 2e a High passage ticket for 3 parsecs commands a price of Cr20,000. In all other editions prices are static regardless of the distance jumped. To me, it makes sense that a higher jump number, representing significant time savings, would command a higher price premium.

Most editions describe “Working Passage,” in which a Traveller pays for passage of up to three jumps with professional services during the journey. This can help a penniless but skilled PC travel to a more promising world, or help a captain with a crew shortfall meet his ship requirements.

TNE, Traveller5, and MGT also have a Basic or Steerage class that sits below middle passage but is much less risky than low passage. Basically, travellers in this class share a double-occupancy stateroom. This seems like a pretty reasonable extension of the classic three-tier structure.

Most editions—including CT, MT, GT, and MGT—assume that Middle and High passengers are berthed in the same basic staterooms, with High passage being distinguished by better food, entertainment, and privileges such as a larger baggage allowance. This allows liners to use the same staterooms for both types of passengers, bumping Middle passengers if a passenger traveling High shows up. MGT allows ship designers to include larger (x1.5 and x2.5) deluxe staterooms that increase the chances of drawing more lucrative High passengers, but it’s clear that High passengers can still be berthed in standard staterooms.

While ship design in Traveller5 also has much larger (x3) luxury staterooms as an option, it’s unclear from my reading whether these luxury staterooms are required for High passage or not. In Traveller5, High passage clearly requires specialized Life Support, though I’m not sure what that actually entails: extremely sensitive temperature controls? Hypoallergenic atmo filters? UV-free lights?

A passage ticket, presumably, is issued for one specific starship and one specific trip. Passengers may purchase tickets for a tramp ship directly from the ship’s crew: Traveller5 notes that the ship’s steward, normally the 4th officer, “sells tickets and arranges accommodations for passengers when in port” (Book 1, 161). GURPS Traveller: Far Trader also describes passenger agents and brokers who work (presumably on commission) to match up travellers with outbound ships.

But passage can also be secured with generic vouchers redeemable for specific tickets on any ship and destination. Most famously, a Travellers’ Aid Society membership provides one free passage per year. (The exact type of passage varies by edition.) Agent of the Imperium also mentions Imperial vouchers, presumably used to move government officials across the Imperium. I assume that a specific ticket takes precedence over a generic voucher unless the voucher is for a higher passage class, in which case the ticket-holder gets bumped.

Finally, Traveller5 introduces the StarPass, “a multi-use pass for Middle Passage valid for one year after first use” (Book 1, 68). This seems both a pretty logical thing for the OTU setting and fairly convenient Referee tool. A StarPass has a value of Cr250,000. Agent of the Imperium notes that a StarPass could put a passenger “on routed jumpliners when they had space available” (135).

Starship Charters

In addition to buying passenger tickets, another—and much more expensive—way for travellers to move between systems is to charter an entire starship. As GURPS Traveller: Far Trader points out, “Charters are an excellent mechanism for getting a group of traders involved in a different kind of adventure for a change . . . or for providing a framework for a related series of adventures“ (109).

CT, MT, TNE, T4, and T20 all have very similar rules around charters. The following language is from The Imperial Encyclopedia:

Charter price for a starship is computed based on that particular starship’s revenue-generating capacity. Starships are chartered in two-week blocks; the charge for chartering a starship is Cr900 per ton of cargo hold, plus Cr9000 per high passage berth and Cr900 per low passage berth. The owner of the starship being chartered pays all overhead expenses and supplies a crew for the trip (90).

The charges here are calculated using 90% of the standard per-unit price.

Strangely enough, Traveller5 does not include rules for charters, even though Book 2 has “Charter” as a mission type for Adventure Class ships (68), and describes at least two ships types that focus on this service: the Type K Safari Ship (38) and the Type U Packet (39). Given that Traveller5 uses the same pricing structure for passages as CT, one could assume CT costs for charters could be used in Traveller5 without modification.

Neither Mongoose Traveller 1e nor 2e mentions charters at all. Presumably one could use the basic CT formula for costing charters but apply MGT’s per parsec pricing, which is detailed on page 142 of the 1e Core Rulebook and page 207 of the 2e Core Rulebook. So that would be 90% of the price per ton of cargo hold, plus 90% of the price per high passage berth and 90% of the price per low passage berth.

Using that approach, here are the costs for a standard two-week charter for my PCs’ J-3 Pemami-class armed packet (Type UG-CA33).

Pemami Charter Prices (Cr) by Edition
Edition1 Parsec2 Parsecs3 Parsecs
CT, MT, TNE, T4, T20126,000126,000126,000
MGT 1e82,800151,200241,200
MGT 2e108,450157,050266,400

Note that with only 12 staterooms available, a Pemami charter is always more expensive than buying individual tickets regardless of edition, even if all of the passengers are traveling High. This strongly implies that travellers chartering this ship have both the means and the motivation to want a ship all to themselves. This limits the charter clientele to nobles, government agents, corporate types, or wealthy eccentrics, and the destinations are probably systems that—for whatever reason—do not enjoy scheduled liner service.

The charter prices appear pretty lucrative at first glance, but it’s important to look at this potential revenue against a Pemami’s expected monthly costs. As we have seen in our review of crew costs, these expenses can vary widely between editions. For simplicity’s sake, I’ve focused on Mongoose 2e costs:

Pemami Monthly Costs (Cr)
Life Support:36,500
Fuel:9,100 (unrefined) to 45,500 (refined)
Crew Salary:22,000
Maintenance:9,321
40-year Mortgage1:372,950
Total:449,871 to 486,271
1 Assumes purchase price of MCr111.885 and 20% down.

Based on this, it’s pretty clear that two-week Pemami charters, even at Cr266,400 a pop, aren’t going to easily meet the overhead, and it’s the mortgage payment that’s far and away the real crusher here. Even if a captain managed two 3-parsec charters a month, that’s only a 10–18% profit margin, and two a month is unsustainable for very long.

But let’s assume that our standard charter price represents only the absolute minimum charter price. The Traveller Adventure has a patron willing to pay 5 times the standard charter rate, and it makes sense to allow charters at anywhere from 2–6 x the standard rate based on special circumstances such as amber or red zones, cross-border excursions, special expenses, or just plain desperation.

With that in mind, a Pemami-class packet could potentially make a decent living off charters to and from dangerous or prohibited systems—just the sort of assignments that result in exciting adventures!

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, April 27, 2020

Flood or Drought

After a couple of years of not running a regular game, I suddenly find myself with more games than I know what to do with. I’m currently running three different Roll20 games:

  • Age of Worms. This is the restart of a fun Roll20 game that ran weekly from 2013 to 2015 before getting derailed by real life. We used the classic Dungeon magazine adventure path adapted for Pathfinder 1e. The PCs have just started the 11th installment, “Into the Wormcrawl Fissure,” and are at 18th level. I think it will probably need 6–12 more sessions to polish this off. So far I’m really looking forward to completing this campaign, but it’s been something of a learning curve going back to a high level 3.5e/PF game after mostly playing lower level 5e for the last few years. 
  • Into the Interface. This is an open-ended sandbox campaign set in Magyar sector circa 1100 and using Mongoose Traveller 2e rules. I’ve enjoyed being able to run a regular Traveller game, though I wish Roll20 offered better support for the Mongoose Traveller system. And I’ve discovered that running a sandbox game with Roll20 has had some unexpected challenges. Any virtual tabletop is designed to use grids, maps, tokens, and so on. With an adventure path, you know more-or-less what visual materials you need before each session. But a sandbox, by its very nature, can very quickly move into unexpected directions. I can already see the utility of having some generic terrain sets purchased and ready to go if necessary.
  • Out of the Abyss. This is a 5e campaign using the Wizards of the Coast module designed by Green Ronin. There’s a lot to like—demons! the Underdark!—but the implementation of the sandbox here is a bit shaky; this might have been better with a more conventional adventure path structure. The PCs are 4th–5th level, so we’re roughly a third of the way through.

The only downside to suddenly having so many games is that I’ve got a lot less time for blogging or painting miniatures. Certainly an acceptable trade-off!

Stanko Downport Patron Encounters

The benefit of playing through so much Traveller is I’ve been using a lot of patron encounters to give the players a taste for the Third Imperium setting. Here are three patrons that I’ve used lately; they could be dropped into Imperial starports almost anywhere.

1. Lord Rush, Noble

Locations The Chapel, Piwiarnia, Sipsmith

Required Skills None 

Required Equipment None

Player’s Information

Lord Rush is a pale, priggish youth of fifteen, the son of the Baroness Leonila Folse, the Imperial representative to Stanko (Magyar 2810 A555649-C). The boy is accompanied by his tutor, Dr. Silvio Medved, a gaunt and rather officious fellow. Four years ago the widowed Baroness married a cunning opportunist, Crawford Folse. While the Baroness was at first completely smitten by her new husband, Crawford soon revealed himself to be a wastrel and philanderer, spending his days carousing and gambling with a group of off-world hanger-ons at Stafford, the Folse family estate on the outskirts of Racimir, the planetary capital. A year ago Lord Rush and Crawford quarreled so violently that the boy fled Stafford in the middle of the night. 

Referee’s Information

Dr. Medved can offer the PCs Cr20,000 if they will drive the wicked Crawford out of Stafford forever, by any means necessary. Crawford has become politically connected, so straight-up violence will likely draw the attention of the local authorities. The attractive but lonely Baroness could also be swayed by the charms of a suitor or even just the kindness of an earnest friend.

Crawford Folse
Ex-Army (3 terms)
Str 7, Dex 9 (+1), End 8, Int 10 (+1), Edu 6, Soc 8
Skills Carouse 2, Deception 2, Diplomat 0, Drive 0, Gambler 1, Gun Combat (slug) 1, Melee 0, Persuade 2, Recon 0, Streetwise 0
Possessions Cloth armor (+4), revolver (10, 3d6-3)
Comments Crawford is a shrewd and perceptive man. He is also impulsive and temperamental, so could be drawn into a duel or humiliated socially. An inveterate gambler, he could be enticed into a high stakes game of chance.

2. Captain Caterina Zheng, Merchant

Locations The Lone Star, Luksus Grand, Scout’s Lounge

Required Skills Investigate, Streetwise 

Required Equipment None

Player’s Information

Captain Zheng is a short, dark-skinned woman with curly brown hair and an intense, abrupt manner. She is the half owner of the free trader Dust in the Wind, which has plied the backwaters of the Walpurgian Main for several years but with only mixed success. A month ago her first officer and business partner, Fitz Kelsey, skipped out with their ship. She has traced the Dust to Stanko, and has determined that Kelsey sold the lucrative cargo of pharmaceuticals and is now living high on the hog with the proceeds. 

Referee’s Information

Captain Zheng will pay the party Cr15,000 to help her locate and apprehend Kelsey before their lender, the Walpurgis Central Trust, repossesses the Dust. Complicating matters is the recent onworld arrival of Made Merric, an experienced skip tracer from the Trust. Kelsey is hiding out in the Luksus Grand hotel.

Made Merric
Skip Tracer (3 terms)
Str 8, Dex 9 (+1), End 7, Int 9 (+1), Edu 7, Soc 5 (-1)
Skills Admin 0, Carouse 0, Drive 0, Electronics 0, Gun Combat (slug) 1, Investigate 2, Melee (unarmed) 2, Persuade 1, Stealth 0, Streetwise 2A
Possessions ceramic carapace (+10, +16 against lasers, fire), autopistol (3D-3), stunstick (2D, stun), 4 stun grenades (3D, Blast 9, Stun)
Comments Made is an experienced skip tracer, but also a thorough pragmatist who could be bought off for Cr10,000.

3. Bathshua Munro, Colonist

Locations Bang!, Dear Zosia, Scout’s Lounge

Required Skills Flyer, Mechanic, Recon 

Required Equipment None

Player’s Information

Bathshua is a tall, resolute woman in her early thirties with a fair complexion and brown hair pulled back. She lives with her husband Gabriel in Jane’s Point, a farming town of some 5,000 located nearly 15,000 km away on the eastern shore of the Sweitny Ocean. Bathshua wants to hire a crew to fly an old ornithopter loaded with farming equipment to Jane’s Point.

Referee’s Information

The biotech megacorporation Schunamann and Sohn AG (SuSAG) has been attempting to buy up land around Jane’s Point to establish a research station for genetically engineered crops. The independent farmers have rejected all offers, so SuSAG has sent in a small security team to harass the holdouts. The team is composed of armed, vat-grown mercenaries. As all weapons outside the home are illegal on Stanko, the farmers have been relatively defenseless against the clones and recently Gabriel was badly wounded in a confrontation. 

Bathsua has traveled to Racimir to purchase a smuggled shipment of 50 Hero HR-5 hunting rifles. The weapons are hidden in the ornithopter, which will not make the entire journey without significant mechanical interventions.

She will offer Cr10,000 for this service, but is authorized to offer up to Cr12,000. 

SuSAG Operator
Vat-Grown
Str 8, Dex 8, End 10 (+1), Int 8, Edu 7, Soc 6
Skills Athletics 0, Gun Combat (slug) 2, Melee (unarmed) 2, Navigation 0, Stealth 0, Survival 1, Recon 1
Possessions assault shotgun (4D, range 50, Auto 2, Bulky), ballistic vest (+4)
Comments These identical clones have standard military training and equipment. Their extreme psychological conditioning makes them nearly immune to bribery or fear.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, March 23, 2020

A Guide to the Stanko System

Stanko (Magyar 2810 A555649-C).

Like many gamers these days, we have turned to a virtual tabletop to keep playing. It’s not a completely new experience: I ran a pretty fun weekly Age of Worms campaign on Roll20 for a couple of years. The PCs had gotten all the way through the tenth adventure, “Kings of the Rift,” before real life intervened and we lost all momentum. I have been hankering for a more frequent game for a couple of years now, but just didn’t take the initiative until last week.

We played a session of our Into the Interface Traveller game last Thursday on Roll20. Well, “played” is probably being generous, as most of the session was spent tinkering with the technology and generally goofing around. We had previously used Google Hangouts for video chat, and that had worked reasonably well. Last week we tried Roll20’s native chat function and with six people the results were pretty terrible. I could only see two other players and hear two more. Also, people kept dropping on and off. After a while we switched to Discord for chat, which seems to be a popular solution.

Most of the rest of the session was spent setting up Discord accounts and playing around with that technology. But we did accomplish at least one thing: introducing two new PCs to the crew of the Starjammer: Sublieutenant Richy Jamoor, an ex-Navy officer, and Brogue, an ex-smuggler. The whole group is stuck on the agricultural world of Stanko while their ship undergoes routine maintenance and inspection.

Name Richy Jamoor UPP 2C4CA3
Service Navy, 3 terms Rank Sublieutenant
Birthdate 272-1068 Homeworld Kline (Magyar 3012 A642987-E)
Skills Admin 1, Athletics 0, Electronics (comms) 1, Electronics (sensors) 1, Engineer (power) 1, Flyer 0, Gun Combat 0, Gunner (turrets) 1, Leadership 1, Mechanic 2, Melee (blade) 1, Pilot (small craft) 1, Pilot (spacecraft) 1, Vacc Suit 1
Possessions cutlass, snub pistol Money Cr10,000
Comments Richy attended the Imperial Naval Academy (Magyar Branch), located at Seloo (Magyar 2102 A4319BA-E). He was assigned to Flight branch, 109th Fleet. For most of his three terms he served on Gionetti-class light cruisers as part of the 180th CruRon. The 180th was occasionally used for cross-border raids into the Solomani Confederation

Name Brogue UPP 7B5B65
Service Rogue, 6 terms Rank N/A
Birthdate 301-1060 Homeworld Sinott (Magyar 2512 A431742-E)
Skills Admin 0, Athletics 0, Gun Combat 0, Deception 2, Electronics (computer) 1, Gambler 4, Language 0, Recon 2, Stealth 2, Streetwise 1
Possessions wafer jack, submachine gun Money Cr60,000
Comments “Lieutenant” Brogue had a long and successful career as a smuggler and occasional thief, evading authorities on both sides of border.

Stanko

Stanko (Magyar 2810 A555649-C). A wet, temperate, medium-sized agricultural world with a thin oxygen-nitrogen atmosphere. The Stanko system is located on the Walpurgian Main in Anise subsector. The M1 V primary, Dot, has a very close M9 V companion, Dash, which orbits Dot at 0.04 AU every four days. The rest of the system orbits this stable binary pair.

The mainworld has a resonant orbit at 0.23 AU with an eccentricity of 1.12 and an orbital period of 60.6 days. Each day on Stanko is 121.2 standard days in length. The 100-diameter limit of Dot is 0.47 AU, and a notable secondary world, Unkishi (HCAA524-7), a frozen glacier planet, orbits just outside this limit at 0.62 AU with an orbital period of 262 days. Ships looking for wilderness refueling usually opt for Makinis, the innermost of the system’s five gas giants, which orbits at 0.95 AU.

Known as Ishisi to the Vilani, Stanko has no natural magnetosphere and no known native life; consequently the planet was only lightly settled until the Third Imperium era. In 733 a magnetic dipole shield was deployed at the Stanko L1 Lagrangian point. This shield protects the mainworld from solar wind and radiation, allowing the planet to become an agricultural producer. The growing population never expressed much interest in the nascent Solomani Movement, and Stanko embraced the Imperium following the Solomani Rim War. Since then the mainworld has grown into a representative democracy with a population of 3.28 million, a high law level, and average Imperial tech, and is an important link on the revived xboat network. Most of Stanko’s inhabitants live in and around the numerous small cities that ring the Sweitny Ocean.

Stanko controls the nearby world of Burvee (Magyar 2809 E557466-7). The current Imperial representative is the Baroness Leonila Folse. Although Stanko does not possess enough population to support its own system defense force, the Imperial Navy considers the world’s strategic location important enough to station a guard ship in system, the INS Anash, an Ershur-class battleship drawn from the 279th BatRon.

World Map Grid
World Name (and UWP) Stanko A555649-CSubsector and Sector Location of World Anise/Magyar
Date of Preparation 107-1100Hexagon Scale (km) 1,005
IS Form 8-ESize 5 World Map Grid

Stanko Downport

The class A starport has no highport, just a large downport located outside the planetary capital of Racimir, which has a population of some 141,000. Allied Prefabricated Ships & Vessels owns and operates the adjacent shipyard, which primarily services small merchant vehicles. The port handles some 3 million displacement tons of cargo and 150,000 passengers per year, worth approximately GCr0.75 revenue.

Stanko Downport Directory of Services
ServiceLocation
Allied Prefabricated Ships & Vessels ShipyardConcourse A
AstroburgerMain Court
Bang! (self defense supply)Main Court
Cackomart (souvenirs)Main Court
ChapelConcourse B
Customs and ImmigrationConcourse A
Dear Zosia (bar)Main Court
Downport Data TerminalsConcourse A
Downport Freight DocksConcourse A
Downport Message CenterConcourse A
Downport Passenger AssistanceConcourse B
Emergency Medical ServicesConcourse A
Extravehicular and More (vacc suits)Main Court
Hiring HallConcourse B
Hortalez et Cie (financial services)Concourse B
Ikarkagi Loans (financial services)Main Court
Imperial ConsulateConcourse B
Imperial Starport AuthorityConcourse B
Interface Passenger AgentsConcourse B
Libertine Hospitality (entertainment)Concourse A
LSP Medical (medical supplies and pharmaceuticals)Main Court
Luksus Grand Hotel and CasinosMain Court
Naasirka Assistants (robots)Main Court
Odeon HoloAmusementsMain Court
Omega Fine ClothierMain Court
Outworld Outfitters (survey and exploration equipment)Main Court
Piwiarnia (fine dining)Main Court
Racimir Cargo MarketConcourse A
Racimir ChartersMain Court
Racimir Transport HubConcourse A
Recruiting OfficeConcourse B
Sarshikir (cargo brokers)Concourse A
Scout LoungeConcourse B
Sipsmith (bar)Main Court
Solar Shipping Passenger ServiceConcourse B
Solomani Association for Culture and TradeConcourse B
Stanko Bureau of CommerceConcourse B
Stanko Office for TourismConcourse A
Telecommunities (personal electronics)Main Court
The Lone StarMain Court
The Mainframe (computers and software)Main Court
Tranquility SpaMain Court
Transstar Bookings (cross-border passenger service)Concourse B
Traveller’s Aid Society ServicesConcourse A
Valiant Partners Cargo BrokersConcourse A
Walpurgis Central Trust (commercial banking)Concourse B

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2020 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications' copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Monday, March 16, 2020

More of the Armed Packet

Type UG-CA33 Armed Packet.

We recently played a session of our Into the Interface Traveller game, but unfortunately didn’t have a lot of time to run a proper adventure. (It ended up being a heavy D&D weekend.)

The PCs entered the Stanko (Magyar 2810 A555649-C) system, where their ship was briefly detained by the Imperial Navy. An intelligence officer debriefed them about their recent excursion into the Solomani Confederation and their encounter with a pirate in the Kench (Magyar 2510 E310584-9) system. The Starjammer then landed at the mainworld, where the crew sought out a second engineer for their ship. After interviewing a variety of candidates, they hired a promising ex-Navy hand, Vladan Merritt, as Chief Engineer.

As I prepared for the session, I asked around to see if anyone would be able to take my hand-drawn deckplans for the Starjammer and translate them into something a bit neater. Both Adrian Ford and Ian Stead were good enough to help out, providing really nice renderings that I was able to use. Ian had also done some nice drawings of the packet ship for Traveller5, and he used the deckplans to update his model (seen above).

I had designed the Starjammer as an Armed Packet, a 300 ton, jump-3 ship described in early versions of Traveller5 as a Type UF-CA33, offering “unscheduled passenger service for those in a hurry. The crew can be trusted, but these little ships still find themselves jumping in harm’s way.” No other details were provided. The latest version (dot10) of Traveller5 included details on a “Packet” as one of the stock Adventure Class Ships. But this ship, a Type U-EA42, is rather different than the Armed Packet: larger (500 ton), with only J-2 capability.

I find this larger, slower Packet to be much less useful as a PC ship than the old Armed Packet. Why the change? I grew curious whether the old Armed Packet could be created in the latest version of Traveller5. But instead of running through the entire design sequence, I used the wonderful ShipBuilder, a simplified Traveller starship design system described in issue 1 of Rob Eaglestone’s Xboat fanzine. Rob has a great facility for compressing very fiddly, complex systems down to their essentials. With ShipBuilder you add up a series of components built around a standard 1,000 ton hull, and then scale the results back to your ship.

I changed the mission modifier code for the Armed Packet from “F” to “G” for “Gunned/Upgunned” per the chart on page 68 of Traveller5. Walking through the ShipBuilder steps:

Type UG-CA33 Armed Packet (UG for short).

  • The UG starts as a 1,000 ton streamlined design, for MCr62.
  • The UG is a J3 M3 vessel, so it has a crew of 15, has 423 tons free, and costs MCr310 so far.
  • The UG has a bridge and 3 triple turrets, which reduce tons free to 363 and increases its cost to MCr325 (310 + 5 + 10).
  • The UG is 20% cargo, 80% passengers, so the cargo hold is 20% of free space (72 tons) and there is room for 0.2 x 363 = 72 passengers with standard accommodations. The ship’s cost increases by 0.1 x 72 = MCr7.26, to MCr332.26.
  • Finally, the UG is actually a 300 ton ship, so all values are multiplied by 0.3.

Putting all of these details together, you get the following:

Pemami deck plan.

The Pemami-class Armed Packet (UG-CA33)

  • Volume: 300 tons
  • Performance: Jump-3, Maneuver-3
  • Crew: 15 x 0.3 = 4 or 5
  • Bridge: 50 x 0.3 = 15 tons
  • Emplacements: 10 x 0.3 = 3 triple turrets
  • Cargo hold: 72.6 x 0.3 = 21 tons
  • Passengers: 72.6 x 0.3 = 21 passengers, standard accommodations
  • Cost: 332.26 x 0.3 = MCr99.678

Overall, the UG design seems to work using the latest version of Traveller5. And the results are surprisingly close to what I got using Mongoose Traveller’s High Guard rules. If you add in the costs for the three triple turret weapons (one beam laser and two missile racks), the final ShipBuilder cost of MCr103.978 is nearly within 7% of the MgT cost of MCr111.885.

Copyright Information

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Monday, March 2, 2020

Underworld Encounters

The Underworld beneath the Halls of
King Snurre Iron Belly.

We recently revived our Out of the Abyss campaign, and the PCs are still wandering through the Underdark. Having discovered the presence of Zuggtmoy they fled Neverlight Grove in search of the duergar city of Gracklstugh. The Underdark encounter tables are fairly well done, with a good mix of interesting terrain and monsters. But that said, I have a very large group of PCs that needs more challenging encounters and much more XP. So I thought I would dust off some older books for additional inspiration.

The following is a 3.5e conversion of the random underworld encounter tables from the classic modules D1 - Descent into the Depths of the Earth, D2 - Shrine of the Kuo-Toa, and D3 - Vault of the Drow. Given the old school nature of the source texts, the conversion relied heavily on Necromancer Games’ invaluable Tome of Horrors. Also included are the statblocks for several advanced Underdark versions of standard D&D monsters.

There are separate tables for random encounters in the tunnels, according to the size of the passage or proximity to a special encounter area. Make one random encounter check for each mile (hex) of tunnel traveled through, plus one check per night as the party decamps. The probabilities of such an encounter vary according to the locale, and are shown on each table.

Encounters marked with an asterisk are special encounters and are detailed after the tables. Full creature statistics are provided following the descriptions of the special encounters.

Primary Tunnels are generally about 30 feet wide. Ceiling height ranges from 20 feet to 50 feet, the average being about 35 feet. A DC 10 Balance check is required to run or charge across the surface. Failure means the creature can still act, but can’t run or charge in this round.

Primary Passage
(1 in 10 chance of Encounter)
1d100EncounterAverage EL
01–031 ancient gibbering mouther9
04–061 beholder*13
07–11Bugbear slaver party*11
12–143d4 deep gargoyles11
15–18Drow merchant, large train*13
19–23Drow merchant, medium train*12
24–28Drow merchant, small train*11
29–33Drow patrol with bugbears*11
34–35Drow patrol with trogs*11
36–38Drow patrol with ghouls*10
39–43Drow patrol, female*12
44–48Drow patrol, male*10
49–531 elder basidirond9
54–551 elder black pudding12
56–571 elder ochre jelly 9
58–601 enormous giant slug10
61–751d4+1 fire beetles1
76–80Ghoul pack*11
81–821d6 grells6
83–87Illithid Agents* A, B10
88–891 purple worm 12
90–91Shadow spies*11
92–96Trog band* A11
97–981d4+1 underdark phycomids9
99–1001 yellow mold6

Secondary passages are generally about 30 feet wide, and the roof overhead varies from 15 feet to 40 feet above the floor, with 25 feet being usual. A DC 10 Balance check is required to run or charge across the surface of a secondary passage. Failure means the creature can’t move in this round.

Secondary Passage
(1 in 12 chance of Encounter)
1d100EncounterAverage EL
01–05Bugbear slaver party*11
06–081d3+2 chuul B11
09–111 deepearth serpent E9
12–131 delver C9
14–18Drow merchant, medium train*12
19–23Drow merchant, small train*11
24Drow patrol with bugbears*11
25Drow patrol with ghouls*10
26–28Drow patrol with trogs*11
29–33Drow patrol, male*10
34–361 enormous giant slug10
37–461d4+1 fire beetles1
47–51Ghoul pack*11
52–541 great lurker10
55–561d6 grells6
57–61Illithid Agents* D10
62–641 mammoth ascomoid7
65–71Pack of giant spiders*10
72–741d4+8 piercers 9
75–771 purple worm 12
78–801d2 ropers13
81–83Shadow spies* 11
84–88Shrieking patch*9
89–931d4+1 subterranean lizards B7
94–951d4 underoerth phase spiders9
96–1002 venerable subterranean lizards8

Tertiary tunnels are narrow, usually only about 10 feet wide. The ceiling ranges from 8 feet to 25 feet high, with an average of 15 feet or so. The secret tertiary passages are even lower, with ceilings ranging from just 5 feet to 15 feet high, with an average height of 10 feet. Each square of a tertiary tunnel counts as 2 squares of movement. (Each diagonal move into a tertiary tunnel square counts as 3 squares.) Running and charging are impossible. Because of the uneven nature of the stone tunnels, any square adjacent to a wall provides concealment.

Tertiary Passages
(1 in 12 chance of Encounter)
1d100EncounterAverage EL
01–031d3+1 bodaks11
04–061d4+6 cloakers11
07–11Deep gnome squad* D8
12–141 devourer 11
15–171d2 driders8
18–22Drow merchant, small train*11
23–24Drow patrol with ghouls*10
25–27Drow patrol with trogs*11
28–32Drow patrol, male*10
33–351 elder ochre jelly E9
36–381d4+1 elder xorn11
39–461d4+1 fire beetles1
47–52Giant ants*11
53–541 great lurker10
55–571d4 gricks5
58–641d3+6 grimlock raiders C11
65–671d4+3 hook horrors11
68–691 humongous trapper9
70–72Illithid Agents*11
73–741 noxious nothic5
75–861d4+8 piercers 9
87–89Shadow spies* 11
90–92Shrieking patch*9
93–971d4+1 subterranean lizards7
98–1001d3+1 umber hulks10

Footnotes

A If within 6 miles of the kuo-toan shrine, the encounter is with a party of kuo-toan clerics instead.

B If within 6 miles of the Vault of the Drow, the encounter is a drow patrol (mixed type)

C If within 6 miles of the kuo-toan shrine or other kuo-toan outpost, the encounter is with a kuo-toan war party instead.

D If within 6 miles of the kuo-toan shrine or other kuo-toan outpost, the encounter is with a band of kuo-toan pilgrims instead.

E If within 6 miles of the Vault of the Drow, the encounter is with a vrock, hezrou, or glabrezu demon instead.

Special Encounters

Beholders are generally friendly with the illithids and will aid them.

Bugbear slaver parties consist of 1d8+4 bugbear guards and 1d6+18 slaves. These groups are maintenance crews going about their duties of clearing paths and passages blocked by rockfalls or anything else. Use the Races of Slaves table (described below under drow merchant trains) to determine the composition of slaves.

Deep gnome squads are made up of relatives of common gnomes. A squad includes 1d4+1 deep gnome soldiers, 1d2 deep gnome sergeants, and 1 deep gnome lieutenant. Reclusive creatures, they hate the drow.

Drow merchant trains are associated with one of the various drow merchant clans, and almost all drow on the train will bear a brooch identifying their clan allegiance. Often this brooch is well hidden. To randomly determine clan affiliation, roll on the following Brooches of the Merchant Clans table.

Brooches of the Merchant Clans
1d20Brooch descriptionAllied Noble House
1–2Bars, 4 (pewter)Eilservs
3Bone, white enameledEilservs
4Chain links (3), brassTormtor
5Crescent, silverAleval
6–7Gem, red enameledDespana
8Hook, black ironKilsek
9Horsetail mushroom, pink enameledNoquar
10Lozenge, green enameledEverhate
11Morel mushroom, white enameledGodeep
12Mushrooms (2), yellow enameledNoquar
13–14Puffball mushroom, tan enameledKilsek
15–16Prism, blue enameledTormtor
17Shelf fungi, russet enameledDespana
18Star, lilac enameled (5-pointed)Eilservs *
19Urn, violet enameledNone **
20Whip, bronze coiledEilservs

* inclination only, no formal alliance

** currently uncommitted, no inclination

The merchant trains are found in three different sizes, which determines the number and composition of its members. It also determines the chance of the train carrying valuables other than the usual trade goods.

In addition to the normal (relatively worthless) goods (cloth, leathers, wood, foodstuffs, wine, etc.) typically found in a drow merchant train, some trains occasionally transport much more valuable items, as detailed on the following table. All ingots weigh 10 pounds each.

Merchants’ Valuables
1d100Valuables Carried
01–45110–300 silver ingots (worth 10 gp each)
46–751d20+30 gold ingots (worth 100 gp each)
76–801d4+6 platinum ingots (worth 500 gp each)
81–831d4+1 mithril ingots (worth 2,500 gp each)
84–851d4 adamantite ingots (worth 4,000 gp each)
86–891d100 gems (base value 50 gp each)
90–941d8+4 minor potions
95–981d4 minor scrolls
99–00 1 minor ring, rod, staff, wand, or wondrous item

Each train includes slaves, which are a mixture of various races. Use the following Races of Slaves table to determine the exact types. Bearers are always leg-chained in files of up to six. Bugbear and troglodyte slaves are enslaved for disobedience, committing some error, etc.

Races of Slaves
1d20Race of Slave
1bugbear
2dwarf
3elf
4–5gnoll
6goblin
7half-elf
8–9half-orc
10–12hobgoblin
13–17human
18–19orc
20troglodyte

Drow patrols in the underworld include three types—all-male, all-female, and mixed (drow and other creatures). The number and type of non-drow troops are determined by the size of the passage in which they are encountered.

Nearly every drow wears a brooch indicating his or her allegiance with a noble house. Whenever such brooches are left to random determination, use the following table to find the exact type and determination.

Brooches of the Noble Houses
1d8Brooch descriptionNoble House
1Crossbow, platinumGodeep
2Daggers, silver (crossed)Everhate
3Javelin, electrumTormtor
4Mace, adamantiteDespana
5Nightmare’s head, bronzeNoquar
6Staff, copperEilservs
7Sword, mithrilKilsek
8Wand, goldAleval

Ghoul packs are drow connected and consist of 1d4+6 underworld ghouls and 1d2+1 underworld ghasts. They report to the female drow nobles and serve Lolth.

Giant ants are encounters with 1d4+8 giant underworld worker ants and 1 giant underworld soldier ant

Illithid agents are exploring and observing, as the mind flayers wish to expand into this area despite drow resistance to this aim, although they do not wish any open conflict at this time. In the primary and secondary tunnels, such groups consist of 1d2 illithids and 1d4+1 wererats, while in the tertiary tunnels such groups comprise 1d4+1 illithids.

Kuo-toan pilgrims include 1d6+4 kuo-toan pilgrims, 1d4+1 kuo-toan soldiers, 1 kuo-toan patrol leader, 1 kuo-toan monitor, 2 kuo-toan priests, and 1d4+10 slaves bearing shell offerings to the Sea Mother and equipment (food, clothing, etc.).

Kuo-toan clerics include 1d6+3 kuo-toan soldiers, 2 kuo-toan patrol leaders, 3 kuo-toan priests, 1 kuo-toan lama, and 1d4+4 slave bearers carrying supplies and fire beetle abdomen lights. The group will be going to or coming from the shrine.

Kuo-toan war parties includes 1d4+4 kuo-toan soldiers, 2 kuo-toan patrol leaders, 2 kuo-toan whips, 2 kuo-toan monitors, 1 kuo-toan priest-lord, and 12 slave bearers with miscellaneous gear and equipment (who can also be eaten if the need arises).

Packs of giant spiders consist of 2d4 giant underworld spiders. These fiendish horrors will not attack drow of any sort, and they are able to converse with and will obey drow female clerics who serve the demoness Lolth. Killing of spiders is a sacrilege to all drow and incurs their enmity and wrath. (30% of all drow encountered are cryptic worshippers of the Elder Elemental God, and will be disposed to ignore arachnid slayers.) Spiders attacked but not exterminated will hasten to inform their mistress that there are enemies approaching.

Shadow spies consist of 1d4+1 greater shadows. These undead are servants of the drow, for they are the major creations of Lolth.

Shrieking patches are fungal infestations consisting of 1d3+2 shriekers and 1d4+1 baneful violet fungi

Trog bands consist of 1d3 trolls and 1d4+6 trog guards. They are drow servants, usually checking on something specific or going to report for service.

Creature Statistics

Ancient Gibbering Mouther CR 9

Advanced elite gibbering mouther

N Large aberration

Monster Manual 126

Init +5; Senses darkvision 60 ft.; Listen +10, Spot +15

Languages Undercommon (but seldom say anything other than gibberish)

AC 20, touch 10, flat-footed 19

hp 191 (12 HD); DR 5/bludgeoning

Fort +15, Ref +7, Will +10

Immune critical hits; can’t be flanked

Spd 10 ft., swim 20 ft.

Melee 6 bites +12 (1d2+3), spittle +9 ranged touch (1d6 acid plus blindness)

Space 10 ft.; Reach 5 ft.

Special Attacks blood drain, gibbering, ground manipulation, improved grab, spittle, swallow whole

Str 16, Dex 12, Con 32, Int 4, Wis 15, Cha 16

Base Atk +9; Grp +16

Feats Ability Focus (gibbering), Alertness, Improved Initiative, Lightning Reflexes, Weapon Focus (bite)

Skills Listen +10, Spot +15, Swim +21

SQ amorphous

Amorphous (Ex) Not subject to critical hits, cannot be flanked.

Blood Drain (Ex) A swallowed opponent automatically takes 1d6 points of Constitution damage each round.

Gibbering (Su) As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 21 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours.

Ground Manipulation (Su) At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

Improved Grab (Ex) To use this ability, a gibbering mouther must hit a Large or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spittle (Ex) As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack. if it hits, it deals 1d6 points of acid damage, and the target must succeed on a DC 27 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.

Swallow Whole (Ex) The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn’t actually "swallow" the opponent—it engulfs it within its amorphous form—but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 10 points of damage to the gibbering mouther (same AC). The gibbering mouther’s body can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine creatures.

Baneful Violet Fungus CR 3

Advanced elite violet fungus

N Medium plant

Monster Manual 113

Init +0; Senses low-light vision; Listen +1, Spot +1

AC 14, touch 10, flat-footed 13

hp 54 (6 HD)

Fort +11, Ref +2, Will +3

Immune plant traits

Spd 10 ft.

Melee 4 tentacles +10 (1d6+4 plus poison)

Space 5 ft.; Reach 10 ft.

Special Attacks poison (DC 19, 1d4 Str/1d4 Str)

Str 18, Dex 10, Con 22, Int —, Wis 13, Cha 8

Base Atk +4; Grp +10

Plant Traits Immune to critical hits, mind-affecting spells and abilities, paralysis, poison, polymorph, sleep, and stunning.

Beholder CR 13

LE Large aberration

Monster Manual 25

Init +6; Senses all-around vision, darkvision 60 ft.; Listen +18, Spot +22

Aura antimagic (150 ft. cone)

Languages Beholder, Undercommon

AC 26, touch 11, flat-footed 24

hp 93 (11 HD)

Fort +9, Ref +5, Will +11

Immune flanking

Spd 5 ft., fly 20 ft. (good)

Melee bite +7 (2d4), 10 eye rays +9 ranged touch (various effects, see below)

Space 10 ft.; Reach 5 ft.

Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15

Base Atk +8; Grp +12

Feats Alertness, Flyby Attack, Improved Initiative, Iron Will

Skills Hide +12, Knowledge (arcana) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks)

SQ flight

All-Around Vision (Ex) Beholders have a +4 racial bonus to Spot and Search checks, and can’t be flanked.

Antimagic Cone (Su) A beholder’s central eye continually produces a 150 ft. cone of antimagic that functions just like antimagic field (CL 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).

Eye Rays (Su) Each of the ten small eyes can produce a magical ray once a round as a free action. During a single round, the creature can aim only three eye rays at targets in any 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 pivot its body each round to change which rays it can bring to bear in any given arc

Each eye’s effect resembles a spell cast by a 13th-level caster, but follows the rules for a ray. Each ray has a range of 150 feet and a save DC of 17. The ten eye rays include:

  • Charm Monster: Will negates.
  • Charm Person: Will negates.
  • Disintegrate: Fort negates.
  • Fear: Will negates; single target only.
  • Finger of Death: On a failed Fortitude save, the target dies. On a success it takes 3d6+11 points of damage.
  • Flesh to Stone: Fort negates.
  • Inflict Moderate Wounds: 2d8+10 points of damage (Will DC 17 half).
  • Sleep: Affects any one creature, regardless of Hit Dice (Will DC 17 negates).
  • Slow: Will negates; single target only.
  • Telekinesis: Moves objects or creatures that weigh up to 325 pounds (Will DC 17 negates).

Flight (Ex) A beholder can fly at a speed of 20 ft. and has a permanent feather fall effect (as the spell) with personal range.

Bodak CR 8

CE Medium undead (extraplanar)

Monster Manual 28

Init +6; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Undercommon

AC 20, touch 12, flat-footed 18

hp 58 (9 HD); DR 10/cold iron

Fort +3, Ref +5, Will +7

Immune electricity; undead traits; Resist acid 10, fire 10

Weakness vulnerability to sunlight

Spd 20 ft.

Melee slam +6 (1d8+1)

Special Attacks death gaze (DC 15)

Str 13, Dex 15, Con —, Int 6, Wis 12, Cha 12

Base Atk +4; Grp +5

Feats Alertness, Dodge, Improved Initiative, Weapon Focus (slam)

Skills Listen +11, Move Silently +10, Spot +11

Death Gaze (Su) Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later.

Vulnerability to Sunlight (Ex) Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.

Undead Traits Immune to ability damage to Str, Dex or Con, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning, and any effect that requires a Fortitude save (unless it also affects objects or is harmless.

Bugbear Guard CR 5

Male bugbear warrior 4

CE Medium humanoid (goblinoid)

Monster Manual 29

Init +1; Senses darkvision 60 ft., scent; Listen +2, Spot +1

Languages Undercommon, Goblin

AC 22, touch 11, flat-footed 21

hp 41 (7 HD)

Fort +10, Ref +3, Will +2

Spd 30 ft.

Melee +1 morningstar +10/+5 (1d8+4)

Ranged mwk spear +8 (1d8+3/x3)

Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 9

Base Atk +6; Grp +9

Feats Blind-Fight, Endurance, Great Fortitude

Skills Climb +8, Hide +2, Listen +2, Move Silently +6, Search +2, Spot +1, Survival +0

Possessions +1 chain shirt, +1 heavy steel shield, +1 morningstar, 2 masterwork spears

Scent (Ex) Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Chuul CR 7

Large aberration (aquatic)

Monster Manual 35

Init +7; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Undercommon

AC 22, touch 12, flat-footed 19

hp 93 (11 HD)

Fort +7, Ref +6, Will +9

Immune poison

Spd 30 ft., swim 20 ft.

Melee 2 claws +12 (2d6+5)

Space 10 ft.; Reach 5 ft.

Special Attacks constrict (3d6+5), improved grab, paralytic tentacles (DC 19)

Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5

Base Atk +8; Grp +17

Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Skills Hide +13, Listen +11, Spot +11, Swim +13 (+21 to perform some special action or avoid a hazard)

SQ amphibious

Amphibious (Ex) Although chuuls are aquatic, they can survive indefinitely on land.

Constrict (Ex) On a successful grapple check, a chuul deals 3d6+5 points of damage.

Improved Grab (Ex) To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.

Paralytic Tentacles (Ex) A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles.

Cloaker CR 5

CN Large aberration

Monster Manual 36

Init +7; Senses darkvision 60 ft.; Listen +13, Spot +13

Languages Undercommon

AC 19, touch 12, flat-footed 16

hp 45 (6 HD)

Fort +5, Ref +5, Will +7

Spd 10 ft., fly 40 ft. (average)

Melee tail slap +8 (1d6+5), bite +3 (1d4+2)

Space 10 ft.; Reach 10 ft. (5 ft. with bite)

Special Attacls engulf, moan

Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15

Base Atk +4; Grp +13

Feats Alertness, Combat Reflexes, Improved Initiative

Skills Hide +8, Listen +13, Move Silently +12, Spot +13

SQ shadow shift

Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.

Moan (Ex) A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hrs.

  • Unnerve: -2 penalty on attack and damage rolls, 60-foot spread, no save. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.
  • Fear: Panicked for 2 rounds, 30-foot spread, Will DC 15 negates.
  • Nausea: Knocked prone and nauseated for 1d4+1 rounds, 30-foot cone, Fort DC 15 negates.
  • Stupor: Hold monster as the spell for 5 rounds, single creature within 30 ft., Fort DC 15 negates. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again.

Shadow Shift (Su) A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects:

  • Obscure Vision: The cloaker gains concealment (20% miss chance) for 1d4 rounds.
  • Dancing Images: mirror image as the spell (caster level 6th).
  • Silent Image: silent image as the spell (DC 15, caster level 6th).

Deep Gargoyle CR 5

Advanced elite gargoyle

CE Medium monstrous humanoid (earth)

Monster Manual 113

Init +3; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages Terran, Undercommon

AC 17, touch 13, flat-footed 14

hp 71 (6 HD); DR 10/magic

Fort +7, Ref +7, Will +5

Spd 40 ft., fly 60 ft. (average)

Melee 2 claws +10 (1d6+4), bite +8 (1d6+2), gore +8 (1d6+2)

Str 18, Dex 17, Con 23, Int 6, Wis 12, Cha 4

Base Atk +6; Grp +10

Feats Improved Natural Attack (claws), Multiattack, Toughness

Skills Hide +8 (+16 against a background of stone), Listen +6, Spot +6

SQ freeze

Freeze (Ex) An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Deep Gnome Lieutenant CR 5

Male svirfneblin warrior 5

N Small humanoid (gnome)

Monster Manual 132

Init +2; Senses darkvision 120 ft., low-light vision; Listen +4, Spot +4

Languages Gnome, Common, Undercommon

AC 24, touch 17, flat-footed 18

hp 30 (5 HD)

Fort +7, Ref +5, Will +3

SR 16

Spd 15 ft.

Melee +1 heavy pick +6 (1d4+1/x4)

Ranged mwk dart +9 (1d3)

Spell-Like Abilities (CL 5th) 1/day—blindness/deafness (DC 13), blur, disguise self

Str 11, Dex 14, Con 12, Int 10, Wis 11, Cha 4

Base Atk +5; Grp +1

Feats Alertness, Toughness

Skills Cimb -2, Hide +7 (+9 underground), Listen +4, Search +0 (+2 to notice unusual stonework), Spot +4

SQ gnome traits, nondetection, stonecunning

Possessions +1 banded mail, +1 buckler, +1 heavy pick, +1 dagger, 4 masterwork darts, 4d6 gems (10 gp each)

Gnome Traits (Ex) +1 racial bonus on attack rolls against kobolds and goblinoids.

Nondetection (Su) Continuous nondetection as the spell (CL 5th).

Stonecunning A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Deep Gnome Sergeant CR 4

Male svirfneblin warrior 4

N Small humanoid (gnome)

Monster Manual 132

Init +2; Senses darkvision 120 ft., low-light vision; Listen +4, Spot +4

Languages Gnome, Common, Undercommon

AC 26, touch 17, flat-footed 20

hp 24 (4 HD)

Fort +7, Ref +5, Will +3

SR 15

Spd 15 ft.

Melee +1 heavy pick +6 (1d4+1/x4)

Ranged mwk dart +8 (1d3)

Spell-Like Abilities (CL 4th) 1/day—blindness/deafness (DC 13), blur, disguise self

Str 11, Dex 14, Con 12, Int 10, Wis 11, Cha 4

Base Atk +4; Grp +0

Feats Alertness, Toughness

Skills Hide +7 (+9 underground), Listen +4, Search +0 (+2 to notice unusual stonework), Spot +4

SQ gnome traits, nondetection, stonecunning

Possessions +1 banded mail, +1 buckler, +1 heavy pick, 4 masterwork darts, dagger, 2d6 gems (10 gp each)

Gnome Traits (Ex) +1 racial bonus on attack rolls against kobolds and goblinoids.

Nondetection (Su) Continuous nondetection as the spell (CL 5th).

Stonecunning A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Deep Gnome Soldier CR 3

Male svirfneblin warrior 3

N Small humanoid (gnome)

Monster Manual 132

Init +1; Senses darkvision 120 ft., low-light vision; Listen +4, Spot +4

Languages Gnome, Common, Undercommon

AC 25, touch 16, flat-footed 20

hp 19 (3 HD)

Fort +7, Ref +5, Will +4

SR 14

Spd 15 ft.

Melee mwk heavy pick +5 (1d4/x4)

Ranged mwk dart +6 (1d3)

Spell-Like Abilities (CL 3rd) 1/day—blindness/deafness (DC 13), blur, disguise self

Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4

Base Atk +3; Grp -1

Feats Alertness, Toughness

Skills Hide +5 (+7 underground), Listen +4, Search +0 (+2 to notice unusual stonework), Spot +4

SQ gnome traits, nondetection, stonecunning

Possessions +1 banded mail, +1 buckler, cloak of resistance +1, masterwork heavy pick, 4 masterwork darts, dagger, 3d6 gems (10 gp each)

Gnome Traits (Ex) +1 racial bonus on attack rolls against kobolds and goblinoids.

Nondetection (Su) Continuous nondetection as the spell (CL 5th).

Stonecunning A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Deepearth Serpent CR 9

Advanced elite dire snake

N Gargantuan animal

Monster Manual II 74

Init +11; Senses low-light vision, scent; Listen +11, Spot +11

AC 22, touch 13, flat-footed 15

hp 191 (16 HD)

Fort +17, Ref +18, Will +12

Spd 30 ft., climb 20 ft., swim 20 ft.

Melee bite +21 (3d6+21 plus poison)

Space 20 ft.; Reach 15 ft.

Special Attacks constrict 2d6+21, improved grab, poison (DC 27, 1d8 Con/1d8 Con)

Str 38, Dex 27, Con 24, Int 1, Wis 14, Cha 10

Base Atk +12; Grp +38

Feats Ability Focus (poison), Alertness, Endurance, Improved Initiative, Skill Focus (Hide), Toughness

Skills Balance +19, Climb +23, Hide +10, Listen +11, Spot +11, Survival +2, Swim +22

Constrict (Ex) On a successful grapple check, a deepearth serpent deals 2d6+21 points of damage.

Improved Grab (Ex) To use this ability, a deepearth serpent must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Scent (Ex) A deepearth serpent can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Delver CR 9

N Huge aberration

Monster Manual 39

Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +20, Spot +20

Languages Terran, Undercommon

AC 24, touch 9, flat-footed 23

hp 145 (15 HD)

Fort +12, Ref +6, Will +11

Immune acid

Spd 30 ft., burrow 10 ft.

Melee 2 slams +17 (1d6+8 plus 2d6 acid)

Space 15 ft.; Reach 10 ft.

Special Attacks corrosive slime

Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12

Base Atk +11; Grp +27

Feats Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness

Skills Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)

SQ stone shape

Corrosive Slime (Ex) A delver produces a mucus-like slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save.

Stone Shape (Ex) A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th).

Tremorsense (Ex) A delver is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

Devourer CR 11

NE Large undead (extraplanar)

Monster Manual 58

Init +4; Senses darkvision 60 ft.; Listen +18, Spot +18

Languages Undercommon

AC 24, touch 9, flat-footed 24

hp 78 (12 HD)

Fort +4, Ref +4, Will +11

Immune spell deflection; undead traits; SR 21

Spd 30 ft.

Melee 2 claws +15 (1d6+9)

Space 10 ft.; Reach 10 ft.

Special Attacks energy drain, trap essence

Spell-Like Abilities (CL 18th) 1/round—confusion (DC 17), control undead (DC 20), ghoul touch (DC 15), lesser planar ally, ray of enfeeblement (DC 14), spectral hand, suggestion (DC 16), true seeing

Str 28, Dex 10, Con —, Int 16, Wis 16, Cha 17

Base Atk +6; Grp +19

Feats Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (claw)

Skills Climb +24, Concentration +18 (+22 casting defensively), Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5 following tracks)

Energy Drain (Su) Living creatures hit by a devourer’s claw attack or spectral hand ability gain one negative level. The DC is 19 for the Fortitude save to remove a negative level.

Spell Deflection (Su) The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnosis, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the devourer of its spell-like abilities until it can consume another victim.

Trap Essence (Su) The devourer is named for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. The affected creature must succeed at a DC 19 Fortitude save or die instantly. A slain creature’s essence is trapped within the devourer’s ribs, and the tiny figure takes on that victim’s features. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time.

The trapped essence provides a devourer with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence gains one negative level for every five times the devourer uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is destroyed. If an essence is freed, the restored creature must succeed on a DC 19 Fortitude save for each negative level or lose that level permanently.

At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses).

Undead Traits Immune to ability damage to Str, Dex or Con, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning, and any effect that requires a Fortitude save (unless it also affects objects or is harmless.

Drider CR 7

CE Large aberration

Monster Manual 89

Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9

Languages Common, Elven, Undercommon

AC 17, touch 11, flat-footed 15

hp 45 (6 HD)

Fort +5, Ref +4, Will +8

SR 17

Spd 30 ft., climb 15 ft.

Melee 2 daggers +3 (1d6+2/19–20, 1d6+1/19–20), bite +1 (1d4+1 plus poison)

Ranged shortbow +5 (1d8/x3)

Space 10 ft.; Reach 5 ft.

Special Attacks poison (DC 16; 1d6 Str/1d6 Str)

Sorcerer Spells Known (CL 6th)

3rd (4/day)—lightning bolt (DC 16)

2nd (6/day)—invisibility, web (DC 15)

1st (7/day)—mage armor, magic missile, ray of enfeeblement (+6 ranged touch), silent image

0 (6/day)—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance

Spell-Like Abilities (CL 6th) 1/day—dancing lights (DC 13), clairaudience and clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16)

Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16

Base Atk +4; Grp +10

Feats Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

Skills Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9

Possessions daggers, shortbow, arrows (40)

Poison (Ex) Injury, Fortitude DC 16, Initial and secondary damage 1d6 Strength.

Drow Elite Commander CR 8

Female drow cleric 7 (Lolth)

CE Medium humanoid (elf)

Monster Manual 103

Init +3; Senses darkvision 120 ft.; Listen +6, Spot +6

Languages Common, Elven, Undercommon

AC 20, touch 13, flat-footed 17

hp 35 (7 HD)

Fort +5, Ref +5, Will +9 (+11 vs. spells or spell-like abilities, +13 vs. enchantments)

Immune sleep; SR 18

Weakness light blindness

Spd 30 ft.

Melee +1 light mace +6 (1d6+1)

Special Attacks rebuke undead 5/day (+2, 2d6+9 HD, 7th), rebuke spiders 5/day (+2, 2d6+9 HD, 7th)

Typical Spells Prepared (CL 7th)

4th—armor of darkness D (+4 deflection bonus to AC and +2 on saving throws against any holy, good, or light spells or effects for 70 minutes), poison (+5 melee touch, DC 18), tongues

3rd—blacklight D (creates 20-ft.-radius emanation of total darkness impenetrable to normal vision and darkvision for 7 rounds; the caster can see normally within the blacklit area), blindness (DC 17), deeper darkness, prayer

2nd—blindness D (DC 16), darkness, hold person (2, DC 16), silence (DC 16)

1st—cause fear (DC 15), cause light wounds (+5 melee touch), command (DC 15), cure light wounds (2), spider climb D

0—cure minor wounds (2), detect magic, inflict minor wounds (2, +5 melee touch), resistance

D Domain spell

Domains Darkness, Spiders

Spell-Like Abilities (CL 7th) 1/day—clairaudience/clairvoyance, dancing lights, discern lie (DC 16), dispel magic, faerie fire, suggestion (DC 15), veil of shadows

Str 10, Dex 16, Con 10, Int 10, Wis 18, Cha 15

Base Atk +5; Grp +5

Feats Blind-Fight, Combat Casting, Craft Wondrous Item, Lolth’s Blessing

Skills Concentration +10 (+14 casting defensively), Diplomacy +5, Hide +3 (+8 with cloak drawn), Knowledge (arcana) +3, Listen +6, Move Silently +8, Search +2, Spellcraft +4, Spot +6

SQ drow traits

Possessions scroll of deeper darkness, dispel magic, and hold person, potion of resist fire 20, drow cloak, drow boots, +1 mithral shirt, +1 buckler, +1 light mace, masterwork dagger, periapt of wisdom +2, drow brooch, 5 pp

Drow Elite Leader CR 6

Female drow elf fighter 5

CE Medium humanoid (elf)

Monster Manual 103

Init +4; Senses darkvision 120 ft.; Listen +5, Spot +4

Languages Common, Elven, Undercommon

AC 21, touch 14, flat-footed 17

hp 37 (5 HD)

Fort +5, Ref +5, Will +2 (+4 vs. spells or spell-like abilities, +6 vs. enchantments)

Immune sleep; SR 16

Weakness light blindness

Spd 35 ft.

Melee +1 short sword +11 (1d6+3/19–20 plus poison)

Ranged mwk hand crossbow +10 (1d4/19–20 plus poison)

Special Attacks poison (DC 13, unconsciousness 1 minute/unconsciousness 2d4 hours)

Spell-Like Abilities (CL 5th) 1/day—dancing lights, faerie fire, veil of shadows

Str 10, Dex 18, Con 12, Int 10, Wis 13, Cha 14

Base Atk +5; Grp +5

Feats Dash, Stealthy, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword)

Skills Hide +8, Listen +5, Move Silently +7, Search +4, Spot +4

SQ drow traits

Possessions potion of spider climb, 2 potions of cure light wounds, +1 mithral shirt, +1 buckler, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (5 doses), drow brooch, 147 gp

Drow Elite Trooper CR 4

Female drow elf fighter 3

CE Medium humanoid (elf)

Monster Manual 103

Init +3; Senses darkvision 120 ft.; Listen +5, Spot +4

Languages Common, Elven, Undercommon

AC 18, touch 13, flat-footed 15

hp 23 (3 HD)

Fort +4, Ref +4, Will +2 (+4 vs. spells or spell-like abilities, +6 vs. enchantments)

Immune sleep; SR 14

Weakness light blindness

Spd 35 ft.

Melee +1 short sword +8 (1d6+1/19–20 plus poison)

Ranged hand crossbow +6 (1d4/19–20 plus poison/19–20)

Special Attacks poison (DC 13, unconsciousness 1 minute/unconsciousness 2d4 hours)

Spell-Like Abilities (CL 3rd) 1/day—dancing lights, faerie fire, veil of shadows

Str 10, Dex 17, Con 12, Int 10, Wis 13, Cha 14

Base Atk +3; Grp +3

Feats Dash, Stealthy, Weapon Finesse, Weapon Focus (short sword)

Skills Hide +7, Listen +5, Move Silently +5, Search +3, Spot +4

SQ drow traits

Possessions mithral shirt, masterwork buckler, +1 short sword, masterwork dagger, hand crossbow and 10 bolts, drow poison (4 doses), drow brooch, 22 gp

Drow Commander CR 7

Male drow fighter 1/wizard 5

CE Medium humanoid (elf)

Monster Manual 103

Init +7; Senses darkvision 120 ft.; Listen +5, Spot +4

Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Goblin, Undercommon

AC 20, touch 13, flat-footed 17

hp 28 (6 HD)

Fort +3, Ref +4, Will +4 (+6 vs. spells or spell-like abilities, +8 vs. enchantments)

Immune sleep; SR 17

Weakness light blindness

Spd 30 ft.

Melee +1 short sword +7 (1d6+2/19–20 plus poison)

Ranged mwk hand crossbow +7 (1d4/19–20 plus poison)

Special Attacks poison (DC 13, unconsciousness 1 minute/unconsciousness 2d4 hours)

Spells Prepared (CL 5th, 10% spell failure)

3rd—fireball (DC 17), empowered magic missile

2nd—levitate, mirror image, web (DC 16)

1st—comprehend languages, magic missile (2), sleep (DC 15)

0—acid splash (+6 ranged touch), detect magic (2), detect poison

Spell-Like Abilities (CL 6th) 1/day—dancing lights, faerie fire, veil of shadows

Str 13, Dex 16, Con 10, Int 18, Wis 10, Cha 10

Base Atk +3; Grp +4

Feats Combat Casting, Empower Spell, Improved Initiative, Improved Toughness, Scribe Scroll, Weapon Finesse

Skills Concentration +8, Decipher Script +8, Hide +6 (+11 with cloak drawn), Knowledge (arcana) +8, Listen +5, Move Silently +6, Search +9, Spellcraft +8, Spot +4

SQ drow traits

Possessions scroll of darkness, invisibility, levitation, drow cloak, +1 mithral shirt, +1 buckler, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (5 doses), drow brooch, 1 pp

Spellbook all spells prepared plus 0—arcane mark, mage hand; 1—burning hands, shield; 2—spider climb; 3—tongues

Drow Leader CR 4

Male drow elf warrior 4

CE Medium humanoid (elf)

Monster Manual 103

Init +1; Senses darkvision 120 ft.; Listen +4, Spot +4

Languages Common, Elven, Undercommon

AC 17, touch 11, flat-footed 16

hp 18 (4 HD)

Fort +4, Ref +2, Will +0 (+2 vs. spells or spell-like abilities, +4 vs. enchantments)

Immune sleep; SR 15

Weakness light blindness

Spd 30 ft.

Melee +1 short sword +8 (1d6+3/19–20 plus poison)

Ranged mwk hand crossbow +7 (1d4/19–20 plus poison)

Special Attacks poison (DC 13, unconsciousness 1 minute/unconsciousness 2d4 hours)

Spell-Like Abilities (CL 4th) 1/day—dancing lights, faerie fire, veil of shadows

Str 14, Dex 13, Con 10, Int 12, Wis 9, Cha 10

Base Atk +4; Grp +6

Feats Weapon Focus (hand crossbow), Weapon Focus (short sword)

Skills Hide +3, Listen +4, Search +5, Spot +4

SQ drow traits

Possessions mithral shirt, +1 light steel shield, +1 short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (4 doses), drow brooch, 28 gp

Drow Merchant CR 6

Male drow elf cleric (Lolth) 4/fighter 1

CE Medium humanoid (elf)

Monster Manual 103

Init +0; Senses darkvision 120 ft.; Listen +5, Spot +5

Languages Abyssal, Common, Elven, Drow Sign Language, Goblin, Undercommon

AC 16, touch 10, flat-footed 17

hp 26 (5 HD)

Fort +7, Ref +1, Will +7 (+9 vs. spells or spell-like abilities, +11 vs. enchantments)

Immune sleep; SR 16

Weakness light blindness

Spd 30 ft.

Melee mwk light mace +6 (1d6+1)

Special Attacks rebuke undead 5/day (+1, 2d6+5 HD, 4th)

Spell-Like Abilities (CL 5th) 1/day—dancing lights, faerie fire, veil of shadows

Typical Spells Prepared (CL 4th)

2nd—cure moderate wounds, darkness, hold person (DC 15), spider climb D

1st—command (DC 14), cure light wounds (2), obscuring mist, summon swarm D

0—cure minor wounds, detect magic (2), detect poison, mending

D Domain spell

Domains Evil, Spider

Str 12, Dex 10, Con 11, Int 16, Wis 16, Cha 12

Base Atk +4; Grp +5

Feats Combat Casting, Combat Expertise, Craft Wondrous Item

Skills Appraise +6, Concentration +7 (+11 casting defensively), Diplomacy +4, Handle Animal +3, Hide +0 (+5 with cloak drawn), Knowledge (arcana) +8, Listen +5, Move Silently +5, Profession (merchant) +9, Ride +3, Search +5, Spellcraft +8, Spot +5

SQ drow traits

Possessions scroll of deeper darkness and dispel magic, drow cloak, drow boots, +1 mithral shirt, +1 buckler, masterwork light mace, masterwork dagger, drow brooch, 15 pp, 15 gp, 2 gems (100 gp)

Drow Trooper CR 2

Male drow elf warrior 2

CE Medium humanoid (elf)

Monster Manual 104

Init +1; Senses darkvision 120 ft.; Listen +3, Spot +3

Languages Common, Elven, Undercommon

AC 17, touch 11, flat-footed 16

hp 9 (2 HD)

Fort +3, Ref +1, Will -1 (+1 vs. spells or spell-like abilities, +3 vs. enchantments)

Immune sleep; SR 13

Weakness light blindness

Spd 30 ft.

Melee mwk short sword +5 (1d6+1/19–20 plus poison)

Ranged hand crossbow +4 (1d4/19–20 plus poison)

Special Attacks poison (DC 13, unconsciousness 1 minute/unconsciousness 2d4 hours)

Spell-Like Abilities (CL 2nd) 1/day—dancing lights, faerie fire, veil of shadows

Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10

Base Atk +2; Grp +3

Feats Weapon Focus (short sword)

Skills Hide +3, Listen +3, Search +4, Spot +3

SQ drow traits

Possessions mithral shirt, +1 light steel shield, masterwork short sword, masterwork dagger, masterwork hand crossbow and 10 bolts, drow poison (4 doses), drow brooch, 3 gems (10 gp each), 20 pp

Elder Basidirond CR 9

Advanced elite basidirond

N Large plant

Tome of Horrors 29

Init +2; Senses tremorsense 60 ft.; Listen +1, Spot +1

AC 19, touch 11, flat-footed 17

hp 177 (15 HD)

Fort +16, Ref +7, Will +6

Immune cold, plant traits

Weakness vulnerability

Spd 20 ft.

Melee slam +20 (2d6+13 plus spores)

Special Attacks hallucination cloud (DC 24), spores (DC 24)

Str 28, Dex 14, Con 24, Int —, Wis 12, Cha 1

Base Atk +11; Grp +25

Hallucination Cloud (Ex) As a standard action, a basidirond can release a cloud of invisible spores in a 20-foot radius centered on its form. Creatures within the area must succeed on a DC 24 Fortitude save or be affected as by a confusion spell for as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area.

Spores (Ex) A basidirond’s slam attack transfers poisonous spores to its opponent. A creature struck must succeed on a DC 24 Fortitude save or take 1d6 points of Constitution damage. Each round thereafter, for 15 rounds, the character must succeed on a DC 24 Fortitude save or take another 1 point of Constitution damage. If remove disease is cast on an affected character, the Constitution damage is halted.

Tremorsense (Ex) A basidirond can automatically sense the location of anything within 60 feet that is in contact with the ground.

Vulnerability (Ex) A basidirond takes no damage from a cold effect, but is slowed (as the spell) for 1 round per two caster levels. During this time, a basidirond cannot use its spores or hallucination cloud special attacks.

Plant Traits Immune to critical hits, mind-affecting spells and abilities, paralysis, poison, polymorph, sleep, and stunning.

Elder Black Pudding CR 12

N Gargantuan ooze

Monster Manual 201

Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5

AC 1, touch 1, flat-footed 1

hp 290 (20 HD)

Fort +15, Ref +1, Will +1

Immune ooze traits; split

Spd 20 ft., climb 20 ft.

Space 20 ft.; Reach 20 ft.

Melee slam +19 (3d6+12 plus 3d6 acid)

Special Attacks acid (DC 21), constrict (2d8+12 plus 2d6 acid), improved grab

Str 26, Dex 1, Con 28, Int —, Wis 1, Cha 1

Base Atk +15; Grp +35

Skills Climb +16

Acid (Ex) The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes an elder black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based. The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Blindsight (Ex) An ooze can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex) An elder black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex) To use this ability, an elder black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex) Slashing and piercing weapons deal no damage to an elder black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Ooze Traits Immune to critical hits, flanking, gaze attacks, mind-affecting spells and abilities, paralysis, poison, polymorph, sleep, stunning, visual attacks.

Elder Ochre Jelly CR 9

N Huge ooze

Monster Manual 202

Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5

AC 6, touch 3, flat-footed 6

hp 243 (18 HD)

Fort +14, Ref -5, Will -1

Immune ooze traits; split

Spd 10 ft., climb 10 ft.

Melee slam +18 (2d6+12 plus 1d6 acid)

Space 10 ft.; Reach 5 ft.

Special Attacks acid, constrict (2d6+12 plus 1d6 acid), improved grab

Str 26, Dex 1, Con 26, Int -, Wis 1, Cha 1

Base Atk +12; Grp +28

Skills Climb +16

Acid (Ex) An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

Blindsight (Ex) An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex) An ochre jelly deals automatic slam and acid damage with a successful grapple check.

Improved Grab (Ex) To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Split (Ex) Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.

Ooze Traits Immune to critical hits, flanking, gaze attacks, mind-affecting spells and abilities, paralysis, poison, polymorph, sleep, stunning, visual attacks.

Elder Xorn CR 8

N Large outsider (extraplanar, earth)

Monster Manual 260

Init +0; Senses all-around vision, darkvision 60 ft., tremorsense 60 ft.; Listen +18, Spot +22

Languages Common, Terran

AC 25, touch 9, flat-footed 25

hp 130 (15 HD); DR 5/bludgeoning

Fort +13, Ref +9, Will +9

Immune cold, fire, flanking; Resist electricity 10

Spd 20 ft., burrow 20 ft.; earth glide

Melee bite +21 (4d8+7), 3 claws +19 (1d6+3)

Space 10 ft.; Reach 10 ft.

Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10

Base Atk +15; Grp +21

Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness

Skills Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival +18 (+20 following tracks or underground)

All-Around Vision (Ex) A xorn gas +4 racial bonus on Spot and Search checks and can’t be flanked.

Earth Glide (Ex) A xorn can glide through stone, dirt, 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 or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Enormous Giant Slug CR 10

Advanced giant slug

N Huge vermin

Tome of Horrors 33

Init +0; Senses blindsight 60 ft.; Listen +0, Spot +0

AC 16, touch 8, flat-footed 16

hp 110 (20 HD)

Fort +13, Ref +6, Will +6

Immune blunt weapons, mind-affecting spells and abilities

Weakness salt

Spd 20 ft., burrow 10 ft.

Melee bite +18 (2d6+7)

Space 15 ft.; Reach 10 ft.

Special Attacks spit acid (DC 21)

Str 21, Dex 10, Con 12, Int —, Wis 10, Cha 2

Base Atk +15; Grp +28

Blindsight (Ex) Giant slugs have no visual organs but can ascertain all foes within 60 feet using sound, scent, and vibration.

Immune to Blunt Weapons (Ex) Due to its soft tissue and lack of bones, a giant slug takes no damage from bludgeoning attacks.

Salt Vulnerability (Ex) A giant slug is highly susceptible to salt, taking 1d8 points of damage per pound of salt.

Spit Acid (Ex) Stream of acid, 5 feet high, 5 feet wide, and 60 feet long, once per round, damage 4d8, Reflex half DC 21. Giant slugs are immune to their own acid and that of other giant slugs.

Giant Underworld Soldier Ant CR 4

Advanced giant soldier ant

N Large vermin

Monster Manual 284

Init -1; Senses scent; Listen +1, Spot +1

AC 17, touch 8, flat-footed 17

hp 53 (6 HD)

Fort +8, Ref +1, Will +3

Immune mind-affecting spells and abilities

Spd 50 ft., climb 20 ft.

Melee bite +9 (2d6+9)

Space 10 ft.; Reach 5 ft.

Special Attacks improved grab, acid sting

Str 22, Dex 8, Con 18, Int —, Wis 13, Cha 11

Base Atk +4; Grp +14

Feats Track

Skills Climb +14, Survival +1 (+5 when tracking by scent)

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+11 attack bonus). A hit with the sting attack deals 1d6+1 points of piercing damage and 1d6 points of acid damage.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Scent (Ex) A giant ant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Giant Underworld Spider CR 5

Advanced elite fiendish Large monstrous spider

CE Large magical beast (extraplanar)

Monster Manual 107, 288

Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +1, Spot +5

Language Abyssal

AC 16, touch 14, flat-footed 11

hp 52 (7 HD); DR 5/magic

Fort +8, Ref +7, Will +3

Immune mind-affecting spells and abilities; Resist cold 5, fire 5; SR 12

Spd 30 ft., climb 20 ft.

Melee bite +7 (1d8+4 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks poison (DC 16, 1d6 Str/1d6 Str), smite good 1/day (+7 dmg), web (+9 ranged touch)

Str 17, Dex 20, Con 16, Int 3, Wis 12, Cha 2

Base Atk +5; Grp +12

Skills Climb +11, Hide +3 (+11 when using webs), Jump +2, Move Silently +0 (+8 when using webs), Spot +4

Tremorsense (Ex) Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.

Web (Ex) A spider strand is strong enough to support the spider and one Large creature. A giant underworld spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Huge size. A creature can escape with a successful DC 16 Escape Artist check or burst it with a DC 20 Strength check, both are standard actions.

Giant underworld spiders often create sheets of webbing thirty feet square. They can position these sheets to snare flying creatures or to trap prey on the ground. Creatures must succeed on a DC 20 Spot check to notice a web or stumble into it and become trapped as by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the 12 hit points, and sheet webs have damage reduction 5/—. Giant underworld spiders can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Giant Underworld Worker Ant CR 3

Advanced giant worker ant

N Large vermin

Monster Manual 284

Init -1; Senses scent; Listen +1, Spot +1

AC 17, touch 8, flat-footed 17

hp 39 (6 HD)

Fort +7, Ref +1, Will +3

Immune mind-affecting spells and abilities

Spd 50 ft., climb 20 ft.

Melee bite +7 (1d8+6)

Space 10 ft.; Reach 5 ft.

Special Attacks improved grab

Str 18, Dex 8, Con 14, Int —, Wis 12, Cha 9

Base Atk +4; Grp +12

Feats Track

Skills Climb +12, Survival +1 (+5 when tracking by scent)

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+9 attack bonus). A hit with the sting attack deals 1d6+1 points of piercing damage and 1d6 points of acid damage.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Scent (Ex) A giant ant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Glabrezu Demon CR 13

CE Huge outsider (chaotic, extraplanar, evil)

Monster Manual 43

Init +0; Senses darkvision 60 ft., true seeing; Listen +26, Spot +26

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 27, touch 8, flat-footed 27

hp 174 (12 HD); DR 10/good

Fort +18, Ref +8, Will +11

Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 21

Spd 40 ft.

Melee 2 pincers +20 (2d8+10), 2 claws +18 (1d6+5), bite +18 (1d8+5)

Space 15 ft.; Reach 15 ft.

Special Attacks improved grab, summon demon 1/day

Spell-Like Abilities (CL 14th)

At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19)

1/day—power word stun

Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20

Base Atk +12; Grp +30

Feats Cleave, Great Cleave, Multiattack, Persuasive, Power Attack

Skills Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)

SQ wish

Improved Grab (Ex) To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Summon Demon (Sp) Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th level spell.

True Seeing (Su) Glabrezu continuously use true seeing as the spell (caster level 14th).

Wish (Sp) Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.

Great Lurker CR 10

Advanced elite lurker above

N Huge aberration

Tome of Horrors 258

Init +6; Senses darkvision 60 ft.; Listen +9, Spot +9

AC 17, touch 8, flat-footed 15

hp 189 (18 HD)

Fort +12, Ref +8, Will +13

Spd 10 ft., fly 40 ft. (average)

Melee slam +24 (2d6+19)

Space 15 ft.; Reach 10 ft.

Special Attacks smother

Str 36, Dex 14, Con 22, Int 2, Wis 14, Cha 8

Base Atk +13; Grp +34

Feats Alertness, Improved Initiative, Improved Natural Armor (x3), Improved Natural Attack (slam), Skill Focus (Hide)

Skills Hide +8 (+20 against stone surface), Listen +9, Spot +9

Smother (Ex) A successful attack indicates the lurker deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the lurker succeeds at the grapple, it has wrapped itself around its prey. The following round, the victim must either hold her breath or begin taking suffocation damage. (A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature must succeed at a Constitution check (DC 10) in order to continue holding its breath. The check must be repeated each round, and the DC increases by +1 for each previous success.) If the victim runs out of breath, it falls unconscious (0 hp). In the following round, it drops to -1 hit points and is dying. In the third round, the creature suffocates. A grappled creature takes slam damage each round the hold is maintained.

A victim can escape the lurker’s hold by making an opposed grapple roll or an Escape Artist roll against the lurker’s grapple roll. While engulfed, a creature can only use a Tiny weapon, and then only if it was in hand when the creature was first enveloped. Damage inflicted on a lurker while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons inflict full damage upon the victim but do not harm the lurker above.

Greater Shadow CR 8

CE Medium undead (incorporeal)

Monster Manual 221

Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9

AC 14, touch 14, flat-footed 12

hp 58 (9 HD)

Fort +3, Ref +5, Will +7

Immune incorporeal traits, undead traits; Resist +2 turn resistance

Spd fly 40 ft. (good)

Melee incorporeal touch +6 (1d8 Str)

Special Attacks create spawn, strength damage

Str –, Dex 15, Con –, Int 6, Wis 12, Cha 14

Base Atk +4; Grp

Feats Alertness, Dodge, Mobility, Spring Attack

Skills Hide +14 (+18 in areas of shadowy illumination, +10 in brightly lit areas), Listen +9, Search +6, Spot +9

Create Spawn (Su) Any humanoid reduced to Strength 0 by a greater shadow becomes a greater shadow under the control of its killer within 1d4 rounds.

Strength Damage (Su) The touch of a greater shadow deals 1d8 points of Strength damage to a living foe.

Incorporeal Traits Immune to all nonmagical attack forms. Can be harmed only by other incorporeal creatures, magic weapons, or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, has a 50% chance to ignore any damage from a corporeal source, except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons. Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

Undead Traits Immune to ability damage to Str, Dex or Con, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning, and any effect that requires a Fortitude save (unless it also affects objects or is harmless.

Grell CR 3

NE Medium aberration

Lords of Madness 108

Init +2; Senses blindsight 60 ft; Listen +4, Spot +4

Languages Grell (understand Undercommon)

AC 16, touch 12, flat-footed 14

hp 32 (5 HD)

Fort +3, Ref +3, Will +4

Immune electricity, paralysis; sightless

Spd 5 ft., fly 30 ft. (perfect)

Melee 10 tentacles +5 (1d4+1 plus paralyzation), bite +0 (1d6)

Reach 5 ft. (10 ft. with tentacles)

Special Attacks constrict 1d6+1, expert grappler, improved grab, paralysis

Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 9

Base Atk +3; Grp +14

Feats Flyby Attack, Weapon Finesse

Skills Hide +8, Listen +4, Move Silently +8, Spot +4

SQ flight

Blindsight (Ex) A grell is blind, but it maneuvers and fights as well as a sighted creature by using scent and vibration to ascertain its surroundings. This ability enables it to discern objects and creatures within 60 ft. The grell does not need to make Spot or Listen checks to notice creatures within range of its blindsight.

Constrict (Ex) On a successful grapple check, a grell deals 1d6+1 points of damage.

Expert Grappler (Ex) A grell that chooses to grapple with one tentacle and remains ungrappled itself takes a -10 penalty instead of the normal -20 penalty. Grell have a +10 racial bonus grapple checks.

Flight (Ex) A grell can fly at a speed of 30 ft. (perfect maneuverability) and has a permanent feather fall effect with personal range.

Improved Grab (Ex) To use this ability, a grell must hit an opponent of its size or smaller with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Paralysis (Ex) A grell’s tentacles are lined with small spiny barbs, much like a squid’s. Any creature hit by a grell’s tentacle must make a DC 10 Fortitude save or be paralyzed for 2d4 rounds. Creatures struck by multiple tentacle attacks in the same round do not make multiple saving throws; instead, they, they make a single saving throw, but the DC increases by 1 for every additional tentacle that hits in the same round.

Sightless (Ex) A grell is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Grick CR 3

N Medium aberration

Monster Manual 139

Init +2; Senses darkvision 60 ft., scent; Listen +6, Spot +6

AC 16, touch 12, flat-footed 14

hp 9 (2 HD); DR 10/magic

Fort +0, Ref +2, Will +5

Spd 30 ft., climb 20 ft.

Melee 4 tentacles +3 (1d4+2), bite -2 (1d3+1)

Special Attacks magic strike

Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

Base Atk +1; Grp +3

Feats Alertness, Track

Skills Climb +10, Hide +3 (+11 in natural rocky areas), Listen +6, Spot +6, Survival +2

Scent (Ex) A grick can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Grimlock Raider CR 5

Male grimlock warrior 5

NE Medium monstrous humanoid

Monster Manual 140

Init +1; Senses blindsight 40 ft., scent; Listen +6, Spot +4

Languages Grimlock, Undercommon

AC 15, touch 11, flat-footed 14

hp 38 (7 HD)

Fort +5, Ref +5, Will +5

Immune gaze attacks, visual effects, illusions

Spd 30 ft.

Melee* mwk battleaxe +9/+4 (1d12+8/x3)

*2-point Power Attack

Str 16, Dex 13, Con 13, Int 10, Wis 8, Cha 6

Base Atk +7; Grp +10

Feats Alertness, Iron Will, Power Attack, Track

Skills Climb +10, Hide +3 (+13 when in mountains or underground), Listen +6, Spot +4, Survival -1

Possessions masterwork battleaxe

Blindsight (Ex) Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment Grimlocks are susceptible to sound-based and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud spell or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded

Immunities Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Scent (Ex) A grimlock can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Hezrou Demon CR 11

CE Large outsider (chaotic, extraplanar, evil)

Monster Manual 44

Init +0; Senses darkvision 60 ft.; Listen +23, Spot +23

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 23, touch 9, flat-footed 23

hp 138 (10 HD); DR 10/good

Fort +16, Ref +7, Will +9

Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 19

Spd 30 ft.

Melee bite +14 (4d4+5), 2 claws +9 (1d8+2)

Space 10 ft.; Reach 10 ft.

Special Attacks improved grab, stench (DC 24), summon demon

Spell-Like Abilities (CL 13th)

At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18)

3/day—blasphemy (DC 21), gaseous form

Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18

Base Atk +10; Grp +19

Feats Blind-Fight, Cleave, Power Attack, Toughness

Skills Climb +18, Concentration +22, Escape Artist +13, Hide +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)

Improved Grab (Ex) To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Stench (Ex) A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Summon Demon (Sp) Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Hook Horror CR 6

N Large aberration

Monster Manual II 126

Init +3; Senses blindsense 60 ft.; Listen +13

Languages Undercommon

AC 22, touch 12, flat-footed 19

hp 65 (10 HD)

Fort +5, Ref +6, Will +8

Weakness light sensitivity

Spd 20 ft., climb 20 ft.

Melee 2 claws +13 (1d6+7), bite +9 (2d6+3)

Space 10 ft.; Reach 10 ft.

Special Attacks improved grab, power sunder, rending bite (3d6+10)

Str 24, Dex 17, Con 14, Int 7, Wis 12, Cha 9

Base Atk +7; Grp +18

Feats Cleave, Improved Trip, Power Attack, Skill Focus (Listen)

Skills Climb +16, Hide +3 (+11 in subterranean areas), Jump +11, Listen +8

Blindsense (Ex) A hook horror usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the hook horror and the hook horror still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a hook horror. A hook horror is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. A silence spell negates the ability and forces the hook horror to rely on its weak vision, which has a range of 10 ft.

Improved Grab (Ex) To use this ability, a hook horror must hit an opponent of any size with both claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can use its rending bite.

Light Sensitivity (Ex) A hook horror takes a -2 circumstance penalty on attack rolls in bright sunlight or within the radius of a daylight spell.

Power Sunder (Ex) A hook horror does not provoke an attack of opportunity when it attempts to sunder a foe’s weapon or shield and does double damage to any object it hits.

Rending Bite (Ex) A hook horror automatically hits with its bite if it grapples a foe, dealing 3d6+10 points of damage.

Humongous Trapper CR 9

Advanced trapper

N Huge aberration

Tome of Horrors 346

Init +5; Senses darkvision 60 ft.; Listen +29, Spot +29

Languages Undercommon (cannot speak)

AC 17, touch 9, flat-footed 16

hp 190 (20 HD)

Fort +11, Ref +9, Will +15

Immune fire, cold

Spd 10 ft.

Melee slam +23 (2d6+15/19–20)

Space 15 ft.; Reach 10 ft.

Special Attacks smother

Str 30, Dex 12, Con 20, Int 14, Wis 16, Cha 14

Base Atk +15; Grp +33

Feats Alertness, Blind-Fight, Improved Critical (slam), Improved Initiative, Improved Natural Armor, Improved Natural Attack (slam), Lightning Reflexes

Skills Hide +24, Listen +29, Move Silently +24, Spot +29

Smother (Ex) A successful attack indicates the trapper deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (Grapple, page 137 in the Player’s Handbook). If the trapper succeeds at the grapple, it has wrapped itself around its prey. The following round, the victim must either hold her breath or begin taking suffocation damage. (A creature can hold its breath for 2 rounds per point of Constitution. After this time, the creature must succeed at a DC 10 Constitution check in order to continue holding its breath. The check must be repeated each round, and the DC increases by +1 for each previous success.) If the victim runs out of breath, it falls unconscious (0 hp). In the following round, it drops to -1 hit points and is dying. In the third round, the creature suffocates.

A victim can escape the trapper’s hold by making an opposed grapple roll or an Escape Artist roll against the trapper’s grapple roll. While engulfed, a creature can only use a Tiny weapon, and then only if it was in hand when the creature was first enveloped. Damage inflicted on a trapper while it encompasses a victim causes an equal amount of damage to the victim. Blunt weapons deal full damage to the victim but do not harm the trapper.

Illithid CR 8

LE Medium aberration

Monster Manual 186

Init +6; Senses darkvision 60 ft.; Listen +11, Spot +11

Languages Undercommon, telepathy

AC 15, touch 12, flat-footed 13

hp 44 (8 HD)

Fort +3, Ref +4, Will +9

SR 25

Spd 30 ft.

Melee 4 tentacles +8 (1d4+1)

Special Attacks improved grab, extract, mind blast (DC 17)

Psionics (CL 8th) At will—charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16)

Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17

Base Atk +6; Grp +7

Feats Combat Casting, Improved Initiative, Weapon Finesse

Skills Bluff +11, Concentration +11 (+15 casting defensively), Diplomacy +7, Disguise +3 (+5 acting), Hide +10, Intimidate +9, Knowledge (dungeoneering) +12, Listen +11, Move Silently +10, Sense Motive +7, Spot +11

Improved Grab (Ex) To use this ability, the illithid must hit a Small, Medium, or Large creature with its tentacle attack. It can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head. An illithid can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If an illithid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.

Extract (Ex) An illithid that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

Mind Blast (Sp) This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 17 Will save or be stunned for 3d4 rounds. Illithids often hunt using this power and then drag off one or two of their stunned victims to feed upon. This ability is the equivalent of a 4th-level spell.

Telepathy (Su) An illithid can communicate telepathically with any other creature within 100 ft. that has a language.

Kuo-Toan Lama CR 9

Male kuo-toa cleric 7 (Blibdoolpoolp)

NE Medium monstrous humanoid (aquatic)

Monster Manual 163

Init +3; Senses keen sight; Listen +10, Spot +14

Languages Aquan, Kuo-Toan, Undercommon

AC 17, touch 9, flat-footed 17

hp 71 (9 HD)

Fort +7, Ref +5, Will +8

Immune poison, paralysis; Resist electricity 10

Weakness light blindness

Spd 20 ft., swim 50 ft.

Melee mwk shortspear +10/+5 (1d6+2/x3), bite +4 (1d4)

Ranged shortspear +7 (1d6+2/x3)

Special Attacks rebuke fire creatures 4/day (+3, 2d6+4 HD, 7th), rebuke undead 4/day (+3, 2d6+8 HD, 7th), smite 1/day (+4 atk, +7 dmg)

Typical Spells Prepared (CL 7th)

4th—control water D, cure critical wounds, inflict critical wounds (+9 melee touch)

3rd—contagion D (+9 melee touch, DC 18), dispel magic, magic circle against good, prayer

2nd—calm emotions, fog cloud D, hold person (2, DC 17), silence

1st—bless, cure light wounds (2), deathwatch, detect good, doom (DC 16), inflict light wounds D (+9 melee touch)

0—cure minor wounds, detect magic, inflict minor wounds (+9 melee touch), resistance

D Domain Spell

Domains Destruction, Water

Str 15, Dex 8, Con 14, Int 12, Wis 21, Cha 12

Base Atk +7; Grp +9

Feats Alertness, Combat Casting, Great Fortitude, Improved Initiative, Improved Toughness

Skills Concentration +9 (+13 casting defensively), Escape Artist +7, Knowledge (arcana) +8, Knowledge (religion) +11, Listen +10, Move Silently +2, Search +8, Spot +14, Swim +10

SQ adhesive, amphibious, slippery

Possessions masterwork shortspear, adhesive heavy wooden shield

Kuo-Toan Monitor CR 8

Male kuo-toa monk 7

LE Medium monstrous humanoid (aquatic)

Monster Manual 163

Init +7; Senses keen sight; Listen +9, Spot +13

Languages Aquan, Kuo-Toan, Undercommon

AC 24, touch 18, flat-footed 21

hp 62 (9 HD)

Fort +9, Ref +11, Will +12 (+14 against spells and effects from the school of enchantment); evasion

Immune natural disease, poison, paralysis, Resist electricity 10

Weakness light blindness

Spd 40 ft., swim 50 ft.

Melee unarmed strike +10/+5 (1d8+3), bite +5 (1d4+1) or
flurry of blows (unarmed strike) +9/+9/+4 (1d8+3), bite +4 (1d4+1)

Ranged javelin +10 (1d6+3)

Special Attacks Deflect Arrows; flurry of blows, ki strike (magic), unarmed strike

Str 16, Dex 16, Con 14, Int 13, Wis 18, Cha 8

Base Atk +7; Grp +10

Feats Alertness, Combat Reflexes, Deflect Arrows, Great Fortitude, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist

Skills Balance +12, Concentration +9, Escape Artist +11, Hide +10, Jump +12, Knowledge or Craft (any one) +4, Listen +9, Move Silently +6, Search +8, Spot +13, Swim +11, Tumble +12

SQ amphibious, slippery, slow fall (30 ft.), wholeness of body (heal 14 hp/day)

Possessions 4 javelins

Kuo-Toan Patrol Leader CR 6

Male kuo-toa fighter 5

NE Medium monstrous humanoid (aquatic)

Monster Manual 163

Init +1; Senses keen sight; Listen +8, Spot +12

Languages Aquan, Kuo-Toan, Undercommon

AC 19, touch 11, flat-footed 19

hp 61 (7 HD)

Fort +9, Ref +5, Will +7

Immune poison, paralysis; Resist electricity 10

Weakness light blindness

Spd 20 ft., swim 50 ft.

Melee shortspear +12/+7 (1d6+6), bite +6 (1d4+2)

Ranged shortspear +9 (1d6+6)

Str 18, Dex 13, Con 16, Int 12, Wis 16, Cha 6

Base Atk +7; Grp +11

Feats Alertness, Dodge, Great Fortitude, Mobility, Point Blank Shot, Weapon Focus (shortspear), Weapon Specialization (shortspear)

Skills Craft (any) +9, Escape Artist +9, Jump +9, Listen +8, Move Silently +4, Search +8, Spot +12, Swim +17

SQ adhesive, amphibious, immunities, slippery

Possessions shortspear, adhesive heavy wooden shield

Kuo-Toan Pilgrim CR 2

Male and female kuo-toa

NE Medium monstrous humanoid (aquatic)

Monster Manual 163

Init +0; Senses keen sight; Listen +7, Spot +11

Languages Aquan, Kuo-Toan, Undercommon

AC 16, touch 10, flat-footed 16

hp 11 (2 HD)

Fort +3, Ref +3, Will +5

Immune poison, paralysis; Resist electricity 10

Weakness light blindness

Spd 20 ft., swim 50 ft.

Melee bite +3 (1d4+1)

Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8

Base Atk +2; Grp +3

Feats Alertness, Great Fortitude

Skills Escape Artist +8, Knowledge or Craft (any one) +4, Listen +7, Move Silently +3, Search +5, Spot +11, Swim +9

SQ amphibious, slippery

Possessions 4d4 sp, 2d4 pp

Kuo-Toan Priest CR 5

Male kuo-toa cleric 3 (Blibdoolpoolp)

NE Medium monstrous humanoid (aquatic)

Monster Manual 163

Init -1; Senses keen sight; Listen +7, Spot +14

Languages Aquan, Kuo-Toan, Undercommon

AC 17, touch 9, flat-footed 17

hp 36 (5 HD)

Fort +5, Ref +4, Will +6

Immune poison, paralysis; Resist electricity 10

Weakness light blindness

Spd 20 ft., swim 50 ft.

Melee mwk shortspear +7 (1d6+2/x3), bite +1 (1d4)

Ranged shortspear +4 (1d6+2/x3)

Special Attacks rebuke fire creatures 4/day (+1, 2d6+4 HD, 3rd), rebuke undead 4/day (+1, 2d6+4 HD, 3rd), smite 1/day (+4 atk, +3 dmg)

Typical Spells Prepared (CL 3rd)

2nd—fog cloud D, hold person (2, DC 17)

1st—bless, cure light wounds (2), detect good, inflict light wounds D (+6 melee touch)

0—cure minor wounds, detect magic, inflict minor wounds (+6 melee touch), resistance

D Domain Spell

Domains Destruction, Water

Str 15, Dex 8, Con 14, Int 12, Wis 20, Cha 12

Base Atk +4; Grp +6

Feats Alertness, Combat Casting, Great Fortitude

Skills Concentration +5 (+9 casting defensively), Escape Artist +7, Heal +8, Knowledge (arcana) +4, Knowledge (religion) +4, Listen +7, Move Silently +2, Search +8, Spot +14, Swim +10

SQ adhesive, amphibious, slippery

Possessions masterwork shortspear, adhesive heavy wooden shield

Kuo-Toan Priest-Lord CR 10

Male kuo-toa cleric 4 (Blibdoolpoolp)/rogue 1/assassin 3

NE Medium monstrous humanoid (aquatic)

Monster Manual 163

Init +2; Senses keen sight; Listen +15, Spot +19

Languages Aquan, Kuo-Toan, Undercommon

AC 19, touch 13, flat-footed 16; uncanny dodge

hp 64 (10 HD)

Fort +8, Ref +11, Will +12

Immune poison, paralysis; Resist electricity 10

Weakness light blindness

Spd 20 ft., swim 50 ft.

Melee mwk pincher staff +10/+5 (1d10+3), bite +4 (1d4+1)

Space 5 ft.; Reach 5 ft. (10 ft. with pincher staff)

Special Attacks death attack (DC 16), poison use, rebuke undead 1/day (-1, 2d6+3, 4th), smite 1/day (+4 atk, +4 dmg), sneak attack +3d6

Cleric Spells Prepared (CL 4th)

2nd—death knell, fog cloud, hold person (DC 16), shatter D (DC 16)

1st—bless, cure light wounds (2), detect good, inflict light wounds D (+9 melee touch)

0—create water, cure minor wounds, detect magic, guidance, inflict minor wounds (+9 melee touch)

D Domain Spell

Domains Destruction, Water

Assassin Spells Known (CL 3rd)

2nd (1/day)—darkness, invisibility, pass without trace

1st (3/day)—disguise self, jump, obscuring mist, true strike

Str 14, Dex 15, Con 12, Int 16, Wis 19, Cha 6

Base Atk +7; Grp +9

Feats Alertness, Exotic Weapon Proficiency (pincher staff), Improved Toughness, Great Fortitude, Stealthy

Skills Concentration +8, Disguise +2, Escape Artist +10, Hide +18, Knowledge (religion) +13, Listen +15, Move Silently +17, Search +11, Spot +19, Swim +10

SQ adhesive, amphibious, slippery

Possessions masterwork pincher staff

Death Attack (Ex) If the priest-lord studies its victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (priest-lord’s choice). While studying the victim, the priest-lord can undertake other actions so long as its attention stays focused on the target and the target does not detect the priest-lord or recognize the priest-lord as an enemy. If the victim of such an attack fails a DC 16 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+3 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the priest-lord has completed the 3 rounds of study, it must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the priest-lord does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before it can attempt another death attack.

Pincer Staff This two-handed exotic weapon deals 1d10 points of bludgeoning damage, threatens a critical hit on a 20, and deals double damage on a critical hit. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of damage each round the hold is maintained.

Kuo-Toan Soldier CR 4

Male kuo-toa fighter 2

NE Medium monstrous humanoid (aquatic)

Monster Manual 163

Init +1; Senses keen sight; Listen +8, Spot +12

Languages Aquan, Kuo-Toan, Undercommon

AC 19, touch 11, flat-footed 18;

hp 36 (4 HD)

Fort +8, Ref +4, Will +6

Immune poison, paralysis; Resist electricity 10

Weakness light blindness

Spd 20 ft., swim 50 ft.

Melee shortspear +9 (1d6+4), bite +3 (1d4+2)

Ranged shortspear +6 (1d6+4)

Str 18, Dex 13, Con 16, Int 12, Wis 16, Cha 6

Base Atk +4; Grp +8

Feats Alertness, Dodge, Great Fortitude, Mobility, Weapon Focus (shortspear)

Skills Craft (any) +6, Escape Artist +9, Jump +6, Listen +8, Move Silently +4, Search +8, Spot +12, Swim +14

SQ adhesive, amphibious, slippery

Possessions shortspear, adhesive heavy wooden shield, dagger

Kuo-Toan Whip CR 6

Female kuo-toa rogue 2/fighter 1/assassin 1

NE Medium monstrous humanoid (aquatic)

Monster Manual 163

Init +1; Senses keen sight; Listen +12, Spot +16

Languages Aquan, Kuo-Toan, Undercommon

AC 19, touch 11, flat-footed 18

hp 40 (6 HD)

Fort +6, Ref +9, Will +4; evasion

Immune poison, paralysis; Resist electricity 10

Weakness light blindness

Spd 20 ft., swim 50 ft.

Melee shortspear +9 (1d6+4), bite +3 (1d4+2)

Ranged shortspear +6 (1d6+4)

Special Attacks death attack (DC 14), poison use, sneak attack +2d6

Spells Known (CL 1st)

1st (1/day)—obscuring mist, true strike

Str 18, Dex 13, Con 14, Int 16, Wis 12, Cha 8

Base Atk +4; Grp +8

Feats Alertness, Exotic Weapon Proficiency (net), Great Fortitude, Stealthy, Weapon Focus (shortspear)

Skills Climb +6, Disguise +3, Escape Artist +11, Hide +12, Jump +6, Knowledge (religion) +6, Listen +12, Move Silently +12, Search +16, Spot +16, Swim +12

SQ adhesive, amphibious, slippery, trapfinding

Possessions shortspear, adhesive heavy wooden shield, dagger, garrote

Death Attack If the whip studies its victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (whip’s choice). While studying the victim, the whip can undertake other actions so long as its attention stays focused on the target and the target does not detect the whip or recognize the whip as an enemy. If the victim of such an attack fails a DC 14 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+1 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the whip has completed the 3 rounds of study, it must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the whip does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before it can attempt another death attack.

Mammoth Ascomoid CR 7

Advanced elite ascomid

N Large plant

Tome of Horrors 21

Init +3; Senses tremorsense 60 ft.; Listen +1, Spot +1

AC 19, touch 12, flat-footed 16

hp 128 (13 HD); DR 10/piercing

Fort +13, Ref +7, Will +5

Immune plant traits; Resist fire 10, electricity 10

Spd 40 ft.

Melee slam +15 (1d8+10)

Space 10 ft.; Reach 0 ft.

Special Attacks run over, spores (DC 22)

Str 24, Dex 16, Con 20, Int —, Wis 12, Cha 1

Base Attack +9; Grp +20

Run Over (Ex) An ascomoid can simply run over opponents up to one size smaller as a standard action. It cannot make a slam attack in any round in which it runs over its foes. The ascomoid simply moves over its opponents affecting as many as it can cover. Opponents can make attacks of opportunity against the ascomoid, but if they do so they are not entitled to a save. Those who do not attempt attacks of opportunity must succeed on a DC 24 Reflex save or be knocked prone and run over (taking slam damage). Those that make the save are not knocked prone but are pushed back or aside (opponent’s choice).

Spores (Ex) Once per round, an ascomoid can fire deadly spores in a 30-foot line. Upon impacting a solid surface, the spores billow into a cloud that fills a 20-foot radius. The cloud lasts 1 round before dispersing. Creatures caught within the cloud must succeed on a DC 22 Fortitude save or take 2d6 points of Constitution damage. Even if the save succeeds, affected creatures are blinded and nauseated for 1d4 rounds.

Tremorsense (Ex) An ascomoid can automatically sense the location of anything within 60 feet that is in contact with the ground.

Plant Traits Immune to critical hits, mind-affecting spells and abilities, paralysis, poison, polymorph, sleep, and stunning.

Noxious Nothic CR 5

Advanced nothic

CE Large aberration

Miniatures Handbook 65

Init +4; Senses darkvision 120 ft., see invisibility; Listen +1, Spot +13

Languages Undercommon

AC 15, touch 9, flat-footed 15

hp 103 (9 HD)

Fort +10, Ref +3, Will +9

Spd 30 ft.

Space 10 ft.; Reach 10 ft.

Melee 2 claws +13 (1d8+8)

Special Attacks flesh-rotting gaze

Str 26, Dex 10, Con 24, Int 9, Wis 13, Cha 8

Base Atk +6; Grp +18

Feats Ability Focus (flesh-rotting gaze), Improved Initiative, Improved Natural Attack (claws), Iron Will

Skills Spot +17

Flesh-Rotting Gaze (Su) Deals 1d8 damage, 30 feet, Will DC 22 negates.

See Invisibility (Su) A nothic can see invisible and ethereal creatures as though constantly under the effect of a see invisibility spell.

Pack Lizard CR 3

N Large animal

Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4

AC 15, touch 11, flat-footed 13

hp 65 (6 HD)

Fort +10, Ref +7, Will +3

Spd 30 ft.

Melee bite +6 (1d8+4)

Space 10 ft.; Reach 5 ft.

Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2

Base Atk +4; Grp +11

Feats Alertness, Great Fortitude, Stealthy

Skills Climb +4, Hide +5, Listen +4, Move Silently +5, Spot +4

Piercer CR 2

Tome of Horrors 420

Description Piercers resemble 5 to 6-foot long stalactites and are found underground in caves and caverns hanging from the ceiling waiting for living creatures to pass underneath. Those viewing a piercer must make a DC 20 Spot check to discern its true nature; else it is overlooked and mistaken for a normal stalactite.

Effect When a living creature stands in a square directly below a piercer, it drops and attempts to impale the unsuspecting foe. The creature can make a DC 15 Reflex save to avoid the piercer’s attack. If the save fails, the target sustains 3d6 points of piercing damage. If the save succeeds, the piercer misses its target and may not attack again until it climbs back into position. (Piercers move 5 feet per round). A piercer on the ground is easily dispatched, though touching or attacking it unarmed or with natural weapons causes it to secrete an acid that deals 1d6 points of acid damage to the opponent each time one of its attacks hits.

Purple Worm CR 12

N Gargantuan magical beast

Monster Manual 211

Init -2; Senses tremorsense 60 ft.; Listen +18, Spot -1

AC 19, touch 4, flat-footed 19

hp 200 (16 HD)

Fort +17, Ref +8, Will +4

Spd 20 ft., burrow 20 ft., swim 10 ft.

Melee bite +25 (2d8+12), sting +20 (2d6+6 plus poison)

Space 20 ft.; Reach 15 ft.

Special Attacks improved grab, poison, swallow whole

Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

Base Atk +16; Grp +40

Feats Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)

Skills Listen +18, Swim +20

Improved Grab (Ex) To use this ability, a purple worm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Poison (Ex) Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Strength.

Swallow Whole (Ex) A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Roper CR 12

CE Large magical beast

Monster Manual 215

Init +5; Senses darkvision 60 ft., low-light vision; Listen +13, Spot +13

Languages Terran, Undercommon

AC 24, touch 10, flat-footed 23

hp 85 (10 HD)

Fort +10, Ref +8, Will +8

Immune electricity; Resist cold 10; SR 30

Weakness vulnerability to fire

Spd 10 ft.

Melee 6 strands +11 ranged touch (weakness and drag), bite +13 (2d6+6)

Space 10 ft.; Reach 10 ft. (50 ft. with strand)

Special Attacks drag, strands, weakness (DC 18)

Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Base Atk +10; Grp +18

Feats Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

Skills Climb +12, Hide +10 (+18 in stony or icy areas), Listen +13, Spot +13

Drag (Ex) If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex) Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex) A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage.

Shrieker CR 1

N Medium plant

Monster Manual 113

Init -5; Senses low-light vision; Listen -4, Spot -4

AC 8, touch 5, flat-footed 8

hp 11 (2 HD)

Fort +4, Ref —, Will -4

Immune plant traits

Spd 0 ft.

Space 5 ft.; Reach 0 ft.

Special Attacks shriek

Str —, Dex —, Con 13, Int —, Wis 2, Cha 1

Base Atk +1; Grp -4

Shriek (Ex) Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby.

Plant Traits Immune to critical hits, mind-affecting spells and abilities, paralysis, poison, polymorph, sleep, and stunning.

Subterranean Lizard CR 4

N Huge animal

Init +1; Senses darkvision 60 ft.; Listen +4, Spot +4

AC 15, touch 9, flat-footed 14

hp 57 (6 HD)

Fort +12, Ref +6, Will +3

Spd 30 ft., climb 20 ft.

Melee bite +9 (2d6+10)

Space 15 ft.; Reach 10 ft.

Special Attacks improved grab

Str 25, Dex 13, Con 21, Int 1, Wis 12, Cha 2

Base Atk +4; Grp +19

Feats Alertness, Great Fortitude, Stealthy

Skills Climb +16, Hide +0, Listen +4, Move Silently +4, Spot +4

Improved Grab (Ex) To use this ability, a subterranean lizard must hit an opponent of Large size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Trog Guard CR 4

Male troglodyte warrior 4

CE Medium humanoid (reptilian)

Monster Manual 246

Init -1; Senses darkvision 90 ft.; Listen +5, Spot +0

Aura stench (30-ft. radius, DC 13)

Languages Draconic

AC 21, touch 9, flat-footed 21

hp 54 (6 HD)

Fort +9, Ref +0, Will +1

Spd 30 ft.

Melee +1 battleaxe +6 (1d8+1/x3), bite +3 (1d4) or
2 claws +5 (1d6), bite +3 (1d4)

Ranged javelin +5 (1d6)

Str 10, Dex 9, Con 15, Int 8, Wis 10, Cha 10

Base Atk +5; Grp +5

Feats Multiattack, Improved Toughness, Weapon Focus (javelin)

Skills Hide +3 (+7 in rocky or underground settings), Intimidate +2, Jump +1, Listen +5

SQ chameleon skin

Possessions +1 studded leather, +1 light steel shield, +1 battleaxe

Stench (Ex) When a troglodyte angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of the troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Chameleon Skin (Ex) The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. In rocky or underground settings, this bonus improves to +8.

Troll CR 5

CE Large giant

Monster Manual 247

Init +2; Senses darkvision 90 ft., low-light vision, scent; Listen +5, Spot +6

Languages Giant

AC 16, touch 11, flat-footed 14

hp 63 (6 HD); regeneration 5

Fort +11, Ref +4, Will +3

Spd 30 ft.

Melee 2 claws +9 (1d6+6), bite +4 (1d6+3)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2d6+9)

Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Base Atk +4; Grp +14

Feats Alertness, Iron Will, Track

Skills Listen +5, Spot +6, Survival -1

Regeneration (Ex) Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex) If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Scent (Ex) Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Umber Hulk CR 7

CE Large aberration

Monster Manual 248

Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +11, Spot +0

Languages Terran

AC 18, touch 10, flat-footed 17

hp 71 (8 HD)

Fort +8, Ref +3, Will +6

Spd 20 ft., burrow 20 ft.

Melee 2 claws +11 (2d4+6), bite +9 (2d8+3)

Space 10 ft.; Reach 10 ft.

Special Attacks confusing gaze (DC 15)

Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 13

Base Atk +6; Grp +16

Feats Great Fortitude, Multiattack, Toughness

Skills Climb +12, Jump +11, Listen +11

Confusing Gaze (Su) Confusion as the spell, 30 feet, CL 5th; Will DC 15 negates.

Tremorsense (Ex) Can automatically sense the location of anything within 60 feet that is in contact with the ground.

Underdark Phycomid CR 6

Advanced elite phycomid

N Small plant

Tome of Horrors 293

Init +2; Senses tremorsense 30 ft.; Listen +1, Spot +1

AC 15, touch 11, flat-footed 15

hp 73 (8 HD)

Fort +10, Ref +4, Will +3

Immune plant traits

Spd 10 ft.

Ranged fluid globule +9 touch (1d6 acid plus spore infection)

Space 5 ft.; Reach 0 ft.

Special Attacks spore infection (DC 18)

Str 11, Dex 14, Con 18, Int —, Wis 12, Cha 10

Base Atk +6; Grp +2

Spore Infection (Ex) A creature hit by a phycomid’s fluid globule attack must succeed on a DC 18 Fortitude save or take 1d2 points of Constitution damage as tiny mushroom-like growths sprout from its body. Each minute (10 rounds) thereafter, until the victim receives a remove disease, heal, miracle, or wish, he takes 1 point of Constitution damage. At Constitution 0, the victim dies and his body collapses to the ground, sprouting a new phycomid.

Tremorsense (Ex) A phycomid can automatically sense the location of anything within 30 feet that is in contact with the ground.

Plant Traits Immune to critical hits, mind-affecting spells and abilities, paralysis, poison, polymorph, sleep, and stunning.

Underoerth Phase Spider CR 5

Advanced elite phase spider

N Large magical beast

Monster Manual 207

Init +10; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +5

AC 18, touch 15, flat-footed 12

hp 89 (8 HD)

Fort +10, Ref +11, Will +3

Spd 40 ft., climb 20 ft.

Melee bite +11 (1d8+6 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks poison (DC 21, 1d8 Con/1d8 Con)

Str 19, Dex 22, Con 20, Int 6, Wis 14, Cha 8

Base Atk +8; Grp +16

Feats Ability Focus (poison), Improved Initiative, Improved Natural Attack (bite)

Skills Climb +12, Move Silently +14, Spot +5

SQ ethereal jaunt

Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th)

Underworld Ghoul CR 2

Advanced elite ghoul

CE Medium undead

Monster Manual 118

Init +3; Senses darkvision 60 ft.; Listen +3, Spot +8

Languages Elven, Undercommon

AC 16, touch 14, flat-footed 12

hp 19 (3 HD)

Fort +1, Ref +5, Will +6

Immune undead traits; Resist +6 turn resistance

Spd 30 ft.

Melee bite +3 (1d6+2 plus paralysis), 2 claws +1 (1d3+1 plus paralysis)

Special Attacks ghoul fever (DC 14), paralysis (DC 14)

Str 14, Dex 19, Con —, Int 12, Wis 17, Cha 16

Base Atk +1; Grp +3

Feats Improved Turn Resistance, Multiattack

Skills Balance +9, Climb +6, Hide +9, Jump +6, Move Silently +8, Spot +8

Ghoul Fever (Su) Disease—bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghoul’s bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.

Turn Resistance (Ex) The ghoul is treated as an undead with 9 HD for purposes of turn, rebuke, command, or bolster attempts.

Undead Traits Immune to ability damage to Str, Dex or Con, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning, and any effect that requires a Fortitude save (unless it also affects objects or is harmless.

Underworld Ghast CR 5

Advanced elite ghast

CE Medium undead

Monster Manual 119

Init +4; Senses darkvision 60 ft.; Listen +3, Spot +9

Aura stench (10-ft. radius, DC 19)

Languages Elven, Undercommon

AC 18, touch 14, flat-footed 14

hp 60 (8 HD)

Fort +2, Ref +6, Will +9

Immune undead traits; Resist +6 turn resistance

Spd 30 ft.

Melee bite +10 (1d8+6 plus paralysis), 2 claws +8 (1d4+3 plus paralysis)

Special Attacks ghoul fever (DC 19), paralysis (DC 19)

Str 23, Dex 19, Con —, Int 12, Wis 16, Cha 20

Base Atk +4; Grp +10

Feats Improved Toughness, Improved Turn Resistance, Multiattack

Skills Balance +8, Climb +11, Hide +9, Jump +11, Move Silently +9, Spot +9

Ghoul Fever (Su) Disease—bite, Fortitude DC 19, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity.

Paralysis (Ex) Those hit by a ghast’s bite or claw attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis.

Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Turn Resistance (Ex) The ghast is treated as an undead with 14 HD for purposes of turn, rebuke, command, or bolster attempts.

Undead Traits Immune to ability damage to Str, Dex or Con, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting spells and abilities, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning, and any effect that requires a Fortitude save (unless it also affects objects or is harmless.

Venerable Subterranean Lizard CR 6

Advanced elite subterranean lizard

N Huge animal

Init +2; Senses darkvision 60 ft.; Listen +5, Spot +5

AC 16, touch 10, flat-footed 14

hp 97 (9 HD)

Fort +16, Ref +8, Will +5

Spd 30 ft., climb 20 ft.

Melee bite +14 (3d6+15)

Space 15 ft.; Reach 10 ft.

Special Attacks improved grab

Str 30, Dex 15, Con 26, Int 1, Wis 14, Cha 2

Base Atk +6; Grp +24

Feats Alertness, Great Fortitude, Improved Natural Attack (bite), Stealthy

Skills Climb +19, Hide +4, Listen +5, Move Silently +5, Spot +5

Improved Grab (Ex) To use this ability, a subterranean lizard must hit an opponent of Large size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Vrock Demon CR 9

CE Large outsider (chaotic, extraplanar, evil)

Monster Manual 48

Init +2; Senses darkvision 60 ft.; Listen +24, Spot +24

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

AC 22, touch 11, flat-footed 20

hp 115 (10 HD); DR 10/good

Fort +14, Ref +9, Will +10

Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17

Spd 30 ft., fly 50 ft. (average)

Melee 2 claws +15 (2d6+6), bite +13 (1d8+3), 2 talons +13 (1d6+3)

Space 10 ft.; Reach 10 ft.

Special Attacks dance of ruin (DC 18), spores, stunning screech (DC 22), summon demon 1/day

Spell-Like Abilities (CL 12th)

At will—mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only)

1/day—heroism

Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16

Base Atk +10; Grp +20

Feats Cleave, Combat Reflexes, Multiattack, Power Attack

Skills Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)

Dance of Ruin (Su) To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting. At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half). Stunning, paralyzing, or slaying one of the vrocks stops the dance.

Spores (Ex) A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su) Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round.

Summon Demon (Sp) Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Wererat, ratman form CR 3

Male wererat warrior 2

LE Medium humanoid (human, shapechanger)

Monster Manual 171

Init +4; Senses low-light vision, scent; Listen +3, Spot +3

Languages Common, Undercommon

AC 17, touch 14, flat-footed 13

hp 17 (3 HD); DR 10/silver

Fort +7, Ref +6, Will +4

Spd 30 ft.

Melee +1 short sword +8 (1d6+1/19–20), bite +1 (1d4 plus disease)

Ranged mwk light crossbow +7 (1d8/19–20)

Special Attacks curse of lycanthropy (DC 15), disease (DC 12)

Str 11, Dex 19, Con 14, Int 10, Wis 11, Cha 8

Base Atk +2; Grp +2

Feats Alertness, Iron Will, Stealthy, Weapon Finesse, Weapon Focus (short sword)

Skills Climb +17, Handle Animal +4, Hide +6, Listen +3, Move Silently +6, Spot +3, Swim +17

SQ alternate form, rat empathy

Possessions +1 short sword, +1 leather armor, masterwork buckler, masterwork dagger, masterwork light crossbow and 50 bolts

Wererat, human form: In this form, the wererat has the following changed statistics:

Init +1

AC 16, touch 11, flat-footed 15

DR none

Fort +6, Ref +3

Melee +1 short sword +5 (1d6+1/19–20)

Ranged mwk light crossbow +4 (1d8/19–20)

Dex 13, Con 12

Grp +2

Skills Climb +5, Hide +3, Move Silently +3, Swim +5

Wererat, rat form: The wererat possesses the following changed statistics in this form:

Small humanoid (human, shapechanger)

Init +4

Spd 40 ft., climb 20 ft.

AC 18, touch 26, flat-footed 14

Melee bite +7 (1d4 plus disease)

Grp -2

Skills Climb +17, Hide +10, Move Silently +6, Swim +17

Alternate Form (Su) A wererat can assume a bipedal hybrid form or the form of a dire rat. Changing to or from animal or hybrid form is a standard action.

Curse of Lycanthropy (Su) Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex) Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.

Rat Empathy (Ex) Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Scent (Ex) Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Yellow Mold CR 6

Description This fungus, colored pale yellow to a golden orange, grows in large patches on underground surfaces.

Effect If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a DC 15 Fortitude save or take 1d6 points of Constitution damage. Another DC 15 Fortitude save is required 1 minute later—even by those who succeeded on the first save—to avoid taking 2d6 points of Constitution damage. Fire destroys yellow mold, and sunlight renders it dormant.