• Embed Doc
  • Readcast
  • Collections
  • CommentGo Back
Download
 
Catacombs of Wrath
B1. Guard Cave (EL 2)
S
INSPAWN
CR 2
Always NE Medium Aberration
Init
+5;
Senses
Darkvision 60 ft.; Listen +1, Spot +1
D
EFENSE
AC
13, touch 11, flat-footed 12(+1 Dex, +2 natural)
hp
19 (3d8+6); fast healing 1
Fort
+3,
Ref
+2,
Will
+4
Immune
mind-affecting effects,
SR
11
O
FFENCE
Spd
30 ft.
Melee
2 claws +2 (1d4+1) and bite +0 (1d6 pluswrathful bite)
Space
5 ft.;
Reach
5 ft.
ACTICS
During Combat
A sinspawn that faces a single foegenerally attempts to capture its enemy alive,making untrained Heal checks to stop bleeding ifnecessary, so the victim can be returned to thenearest runewell before he is murdered. Againstmultiple foes, the sinspawn focuses its attacks onthe weakest-looking foes first.
Morale
Sinspawn fight to the death.
S
TATISTICS
Str
13,
Dex
12,
Con
14,
Int
10,
Wis
13,
Cha
12
Base Atk
+1;
Grp
+2
Feats
Improved Initiative, Multiattack
Skills
Hide +11, Move Silently +11
Languages
Thassilonian
SQ
martial proficiency
E
COLOGY
Environment
Any (near runewells of wrath)
Organization
Solitary, pair (2), or cult (3–9)
Treasure
No coins, no goods, standard items (weaponsand armor only)
Alignment
Always chaotic evil
Advancement
By character class; Favored Classbarbarian
Level Adjustment
+3
S
PECIAL
A
BILITIES
Martial Proficiency (Ex)
A sinspawn is proficient in allsimple and all martial weapons, and in all forms ofarmor and shields except tower shields.
Scent Sin (Su)
A sinspawn has the scent ability, butonly against extraordinarily wrathful creatures.This includes any creature under the effects of abarbarian rage or similar effect, a creature withthe evil subtype, a creature under the effects ofthe sinspawn’s wrathful bite, or a creature (GM’sdiscretion) that is excessively wrathful.
Wrathful Bite (Su)
A creature bitten by a sinspawnmust make a DC 12 Will save or becomeoverwhelmed by feelings of wrath, anger, and rage.These emotions are so powerful that the affectedcreature finds it hard to do anything but rageimpotently. For 1d6 minutes after succumbing to asinspawn’s wrathful bite, the victim is effectivelysickened, and takes a –2 penalty on all attack rolls,weapon damage rolls, saving throws, skill checks,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.
B4. Washing Pool (EL 2)
V
ARGOUILLE
CR 2
NE Small Outsider (Evil, Extraplanar)
Init
+1;
Senses
Darkvision 60 ft.; Listen +5, Spot +5
Languages
Infernal
D
EFENSE
AC
12, touch 11, flat-footed 11;(+1 size, +1 Dex)
hp
5 (1d8+1)
Fort
+3,
Ref
+3,
Will
+3
O
FFENSE
Spd
Fly 30 ft. (good) (6 squares)
Melee
Bite +3 (1d4 plus poison)
SA
Shriek, kiss, poison
BAB
+1;
Grapple
–3
Space
5 ft.;
Reach
5 ft.
S
TATISTICS
Str
10,
Dex
13,
Con
12,
Int
5,
Wis
12,
Cha
8
Feats
Stealthy, Weapon Finesse
B
Skills
Hide +11, Intimidate +3, Listen +5, Move Silently+7, Spot +5
Burnt Offerings DM NotesPage 1 of 26
 
Shriek (Su)
Instead of biting, a vargouille can open itsdistended mouth and let out a terrible shriek.Those within 60 feet (except other vargouilles) whohear the shriek and can clearly see the creaturemust succeed on a DC 12 Fortitude save or beparalyzed with fear for 2d4 rounds or until themonster attacks them, goes out of range, or leavestheir sight. A paralyzed creature is susceptible tothe vargouille’s kiss (see below). A creature thatsuccessfully saves cannot be affected again by thesame vargouille’s shriek for 24 hours. The shriek isa mind-affecting fear effect. The save DC isConstitution-based and includes a +1 racial bonus.
Kiss (Su)
A vargouille can kiss a paralyzed target witha successful melee touch attack. An affectedopponent must succeed on a DC 15 Fortitude saveor begin a terrible transformation that turns thecreature into a vargouille within 24 hours (andoften much sooner; roll 1d6 separately for eachphase of the transformation). First, over a periodof 1d6 hours, all the victim’s hair falls out. Withinanother 1d6 hours thereafter, the ears grow intoleathery wings, tentacles sprout on the chin andscalp, and the teeth become long, pointed fangs.During the next 1d6 hours, the victim takesIntelligence drain and Charisma drain equal to 1point per hour (to a minimum of 3). Thetransformation is complete 1d6 hours later, whenthe head breaks free of the body (which promptlydies) and becomes a vargouille.This transformation is interrupted by sunlight,and even a
daylight 
spell can delay death, but toreverse the transformation requires
remove disease 
. The save DC is Constitution-based andincludes a +4 racial bonus.
Poison (Ex)
Injury, Fortitude DC 12 or be unable toheal the vargouille’s bite damage naturally ormagically. A
neutralize poison 
or
heal 
spell removesthe effect, while
delay poison 
allows magicalhealing. The save DC is Constitution-based andincludes a +1 racial bonus.
B6. Ancient Prison (EL 4)
S
INSPAWN
CR 2
Always NE Medium Aberration
Init
+5;
Senses
Darkvision 60 ft.; Listen +1, Spot +1
D
EFENSE
AC
13, touch 11, flat-footed 12(+1 Dex, +2 natural)
hp
19 (3d8+6); fast healing 1
Fort
+3,
Ref
+2,
Will
+4
Immune
mind-affecting effects,
SR
11
O
FFENCE
Spd
30 ft.
Melee
2 claws +2 (1d4+1) and bote +0 (1d6 pluswrathful bite)
Space
5 ft.;
Reach
5 ft.
ACTICS
During Combat
A sinspawn that faces a single foegenerally attempts to capture its enemy alive,making untrained Heal checks to stop bleeding ifnecessary, so the victim can be returned to thenearest runewell before he is murdered. Againstmultiple foes, the sinspawn focuses its attacks onthe weakest-looking foes first.
Morale
Sinspawn fight to the death.
S
TATISTICS
Str
13,
Dex
12,
Con
14,
Int
10,
Wis
13,
Cha
12
Base Atk
+1;
Grp
+2
Feats
Improved Initiative, Multiattack
Skills
Hide +11, Move Silently +11
Languages
Thassilonian
SQ
martial proficiency
E
COLOGY
Environment
Any (near runewells of wrath)
Organization
Solitary, pair (2), or cult (3–9)
Treasure
No coins, no goods, standard items (weaponsand armor only)
Alignment
Always chaotic evil
Advancement
By character class; Favored Classbarbarian
Level Adjustment
+3
S
PECIAL
A
BILITIES
Martial Proficiency (Ex)
A sinspawn is proficient in allsimple and all martial weapons, and in all forms ofarmor and shields except tower shields.
Scent Sin (Su)
A sinspawn has the scent ability, butonly against extraordinarily wrathful creatures.This includes any creature under the effects of abarbarian rage or similar effect, a creature withthe evil subtype, a creature under the effects ofthe sinspawn’s wrathful bite, or a creature (GM’sdiscretion) that is excessively wrathful.
Wrathful Bite (Su)
A creature bitten by a sinspawnmust make a DC 12 Will save or becomeoverwhelmed by feelings of wrath, anger, and rage.These emotions are so powerful that the affectedcreature finds it hard to do anything but rageimpotently. For 1d6 minutes after succumbing to asinspawn’s wrathful bite, the victim is effectivelysickened, and takes a –2 penalty on all attack rolls,weapon damage rolls, saving throws, skill checks,
Burnt Offerings DM NotesPage 2 of 26
 
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
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
of 00

Leave a Comment

You must be to leave a comment.
Submit
Characters: ...
You must be to leave a comment.
Submit
Characters: ...