and ability checks. A victim suffering from thiseffect who is bitten again by a sinspawn must makea DC 12 Will save or the wrath increases, leavinghim staggered and thus able to take only a singlemove action or standard action each round (but notboth, nor can he take full-round actions). Furtherbites increase the duration of the effect, but notthe magnitude.
Skills
Sinspawn have a +4 racial bonus on Hide andMove Silently checks.
B9. Prisoner Pits (EL 4)
K
ORUVUS
CR 3
Male mutated goblin fighter 2CE Medium humanoid (goblinoid)
Init
+5;
Senses
darkvision 60 ft.; Listen –1, Spot –1
D
EFENSE
AC
15, touch 11, flat-footed 14(+4 natural, +1 Dex)
hp
24 (2d10+9); fast healing 1
Fort
+6,
Ref
+1,
Will
–1
Immune
acid, mind-affecting effects, paralysis, poison
O
FFENSE
Spd
30 ft.
Melee
+1 longsword
+3 (1d8+5/19–20) andmwk handaxe +3 (1d6+2/×3) andsilver dagger +2 (1d4+1/19–20)
Special Attack
breath weapon
T
ACTICS
During Combat
Koruvus takes his duty as guardian ofthis chamber seriously, and immediately attacksanyone who enters the room. He uses his breathweapon on the first round of combat, then moves into engage the largest, most dangerous-looking foewith his weapons.
Morale
Koruvus fights to the death, and pursues foesall the way to the glassworks or the northern exitif necessary before returning here.
S
TATISTICS
Str
19,
Dex
13,
Con
16,
Int
3,
Wis
8,
Cha
10
Base Atk
+2;
Grp
+6
Feats
Great Fortitude, Improved Initiative,Toughness
Skills
Intimidate +5
Languages
Common, Goblin
Other Gear
+1 longsword
, masterwork handaxe, silverdagger
S
PECIAL
A
BILITIES
Breath Weapon (Su)
Once every 1d4 rounds, Koruvuscan spew a 20-foot-long line of foul-smelling andacidic blood from his mouth. Any creatures in thisarea take 2d4 points of acid damage (DC 13 Reflexhalf). A creature that takes damage from the foul-smelling acid must also make a DC 13 Fortitude saveor be nauseated for 1 round. The save DCs areConstitution-based.
H
UMAN
Z
OMBIE
CR ½
NE Medium Undead
Init
-1;
Senses
Darkvision 60’; Listen +0, Spot +0
Languages
understands creator
AC
11, touch 9, flat-footed 11(-1 Dex, +2 natural)
hp
16 (2d12+3);
DR
5/slashing
Fort
+0,
Ref
-1,
Will
+3
Speed
30 ft. (6 squares)
Melee
Slam +2 (1d6+1) or club +2 (1d6+1)
Space
5 ft.;
Reach
5ft.
Base Atk
+1;
Grapple
+2
Atk Options
Single actions only
Abilities
Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.
Feats
Toughness
Skills
None
Single Actions Only (Ex):
Zombies have poor reflexesand can perform only a single move action or attackaction each round. A zombie can move up to itsspeed and attack in the same round, but only if itattempts a charge.
B13. Cathedral of Wrath(EL 5)
E
RYLIUM
CR 4
Female quasit thaumaturge of Lamashtu 3 (MM 46;Book of Fiends, 11)CE Tiny outsider (chaotic, extraplanar, evil)
Init
+5;
Senses
darkvision 60 ft.; Listen +6, Spot +6
Languages
Abyssal, Common, Thassilonian
D
EFENSE
AC
22, touch 17, flat-footed 17(+5 Dex, +5 natural, +2 size)
hp
30 (3d8+3d6+6); fast healing 2
Fort
+5,
Ref
+9,
Will
+6
DR
5/cold iron or good;
Immune
poison; Resist fire 10
O
FFENSE
Spd
20 ft., fly 50 ft. (perfect)
Melee
2 claws +11 (1d3–1 plus poison) andbite +6 (1d4–1)
Ranged
+1 returning dagger
+12 (1d2/19–20)
Burnt Offerings DM NotesPage 3 of 26
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