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d20 System Conversion of:

The Lost City


An ESD copy of the above product can be obtained from: http://www.svgames.com/tsr9049esd.html
This material was converted by: Erica Balsley, CountryGrrlHere@aol.com and is hosted at EN World in compliance with Wizards
of the Coast, Inc. ESD Conversion Agreement v1.0.

Part 2: Tiers 1 and 2 (Dungeon Level 1)


Wandering Monsters Table, Level 1: For the centipede, giant and ferret, giant, use the
Monstrous Centipede, Small and Dire Weasel (respectively) from the MM or the SRD.
The Gnome and the Goblin can both be found in the MM and the SRD.
Cave Locust: CR 1; Small Vermin; HD 2d8+2; hp 11; Init +2 (Dex); Spd 20 ft.; AC 16 (+1
size, +2 Dex, +3 natural); Atk Bite +2 melee (1d2); Face 5 ft. 5 ft.; Reach 2 ft.; SA Shriek,
Spit Goo; SQ Blindsight, Jump, Immunities, Vermin; AL N; SV Fort +4, Ref +2, Will +0; Str
10, Dex 15, Con 12, Int , Wis 10, Cha 2.
SA Shriek (Ex): The shriek of a cave locust does no damage, but has a 20% chance to
attract wandering monsters. This shriek can be heard up to 100 feet away. Spit Goo (Ex):
Line of goo 10 ft. long and 1 ft. wide. Reflex save (DC 13) avoids. Target hit and all within
5 ft. must make a Fortitude save (DC 12) or be violently ill and act with a -2 circumstance
modifier to all actions for the next 10 minutes, or until the goo is scraped off. Scraping off
the goo is a full-round action.
SQ Jump (Ex): A cave locust can jump 60 ft. in a single bound. Any creature that
startles a cave locust must make a Reflex save (DC 13) or be struck by it for 1d4 points of
damage. Immunities (Ex): Cave locusts are immune to all poisons and the effects of yellow
mold. Vermin: Immune to mind-influencing effects.
Cynidicean: CR 1/4; Medium-size Humanoid (Human); HD 1d8; hp 4; Init +1 (Dex); Spd 30
ft.; AC 11 (+1 Dex); Atk Short sword +0 melee (1d6); Face 5 ft. 5 ft.; Reach 5 ft.; SQ LowLight Vision, Light Sensitivity; AL CN; SV Fort +0, Ref +3, Will +1; Str 10, Dex 12, Con 10,
Int 10, Wis 8, Cha 12.
Skills and Feats Climb +2, Hide +3, Innuendo +1, Listen +3, Spot +3, Alertness, Iron
Will.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.

Key To Tier 1
Trap 1b, Poison Gas Trap: CR 2; no attack roll necessary; Search (DC 20); Disable Device
(20). Note: Anyone in the room must make a Fortitude save (DC 12) or suffer 1 point of
temporary Constitution per round. Only a Listen check (DC 15) will allow a character to
hear the hiss of escaping gas. Stuffing rags into the holes or otherwise blocking them will
stop the gas from seeping in, but will not disable the trap.
Trap 1c, Dart Trap: CR 1; 3 +3 ranged (1d3 damage); Search (DC 20); Disable Device (DC
20). Note: 20 ft. maximum range.
Trap 1e, Pit Trap (10 ft.): CR 1; no attack roll necessary (1d6); Reflex save (DC 20) avoids;
Search (DC 20); Disable Device (DC 20).

Key to Tier 2
3.

Secret Room.
Stirge (7): The stirge can be found in the MM and the SRD.

5.

Fireworks Store Room.


Sprite (11): CR 1; Tiny Fey; HD 1d6; hp 3; Init +8 (Dex, Improved Initiative); Spd 30 ft.,
fly 50 ft. (good); AC 16 (+2 size, +4 Dex); Atk Tiny short bow +7 ranged (1d3); Face 1 ft.
1 ft.; Reach 1 ft.; SA Spell-like Abilities; SR 17; AL NG; SV Fort +0, Ref +6, Will +4;
Str 4, Dex 18, Con 11, Int 16, Wis 15, Cha 16.
Skills and Feats Animal Empathy +7, Bluff +7, Hide +16, Knowledge (arcana) +7,
Knowledge (nature) +7, Listen +8, Move Silently +8, Perform (sing, dance, flute, poetry)
+7, Pick Pocket +8, Spellcraft +7, Spot +8, Tumble +8, Alertness, Dodge, Improved
Initiative, Point Blank Shot.
SA Spell-Like Abilities (Sp): At will invisibility (self only), detect evil, and detect
good. 1/day bestow curse. These are as the spell cast by an 8th level sorcerer.

6.

Special Store Room.


Giant Beetle, Fire (3): The Giant Beetle, Fire can be found in the MM and the SRD.

7.

Treasure Room.
Giant Bee, Killer (5): CR 1; Tiny Vermin; HD 1/2d8; hp 2; Init +4 (Dex); Spd 10 ft., fly
50 ft. (good); AC 16 (+2 size, +4 Dex); Atk Sting -2 melee (1d3-4); Face 1 ft. 1 ft.;
Reach 1 ft.; SA Poison; SQ Vermin; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex 18,
Con 10, Int -, Wis 12, Cha 9.
Skills Intuit Direction +6, Spot +6.
SA Poison (Ex): Fort save (DC 10); Initial damage 1d6 temporary Constitution,
secondary damage 2d6 Constitution. A giant killer bee may only sting once. Stinging
does 1d4 damage to the bee.
SQ Vermin: Immune to mind-influencing effects.
The 4 bees in the hive have 1HD, which gives them 4 hp., but no other bonuses.
Giant Queen Bee, Killer (1): CR 2; Tiny Vermin; HD2d8; hp 9; Init +4 (Dex); Spd 10
ft., fly 50 ft. (good); AC 16 (+2 size, +4 Dex); Atk Sting -1 melee (1d3-4); Face 1 ft. 1
ft.; Reach 1 ft.; SA Poison; SQ Vermin; AL N; SV Fort +2, Ref +4, Will +1; Str 3, Dex
18, Con 10, Int -, Wis 12, Cha 9.
Skills Intuit Direction +6, Spot +6.
SAPoison (Ex): Fort save (DC 11); Initial damage 1d6 temporary Constitution,
secondary damage 2d6 Constitution. A giant queen killer bee may sting multiple times.
SQVermin: Immune to mind-influencing effects.

8.

Abandoned Room.
Green Slime (CR 4): The Green Slime can be found in the DMG and the SRD.

9.

Abandoned Priests Quarters.


Hidden gecko: Seeing the other gecko on the ceiling requires a Spot check (DC 15).
Any player specifically indicating that his character looks up will automatically see the
gecko.

Gecko, giant (2): CR 2; Medium-size Animal; HD 3d8+9; hp 22; Init +3 (Dex); Spd 30
ft., climb 30 ft.; AC 14 (+3 Dex, +1 natural); Atk Bite +2 melee (1d6); Face 5 ft. 5 ft.;
Reach 5 ft.; SQ Climb; AL N; SV Fort +6, Ref +6, Will +2; Str 10, Dex 17, Con 17, Int 2,
Wis 12, Cha 2.
Skills Climb +14, Hide +11, Listen +4, Move Silently +7, Spot +4.
SQ Climb (Ex): Sticky pads on the geckos feet allow it to climb nearly any surface
with ease at its full movement rate.
11.

Brotherhood of Gorm.
Brother of Gorm (5), male human Ftr1: CR 1; Medium-size Humanoid (Human); HD
1d10+2; hp 12; Init +0 (Dex); Spd 20 ft.; AC 15 (+5 chain mail); Atk Longsword +4
melee (1d8+2); Face 5 ft. 5 ft.; Reach; AL LN; SV Fort +4, Ref +0, Will +0; Str 14,
Dex 11, Con 15, Int 10, Wis 10, Cha 10.
Skills and Feats Climb +0, Jump +0, Ride +3, Swim +5, Cleave, Power Attack,
Weapon Focus (longsword).
Possessions Chain mail, steel helmet, blue tunic, longsword, gold mask of Gorm
(100 gp.).

12.

Grand Master of the Brotherhood of Gorm.


Kanadius secret door: Detecting the secret door in this room requires a Search check
(DC 20).
The five Brothers of Gorm in this room have the same stat block as those in room 11.
Kanadius, Grand Master of the Brotherhood of Gorm, male human Ftr3: CR 3;
Medium-size Humanoid (Human); HD 3d10; hp 24; Init +1 (Dex); Spd 20 ft.; AC 16 (+1
Dex, +5 chain mail); Atk Longsword +6 melee (1d8+2); Face 5 ft. 5 ft.; Reach 5 ft.; AL
LN; SV Fort +3, Ref +1, Will +1; Str 14, Dex 12, Con 10, Int 12, Wis 9, Cha 12.
Skills and Feats Climb +3, Jump +3, Ride +7, Swim +8, Cleave, Combat Reflexes,
Power Attack, Toughness, Weapon Focus (longsword).
Possessions Chain mail, steel helmet, blue tunic, long sword, Grand Masters mask
of Gorm (a helm of telepathy).

Part 3, Tiers 3 and 4 (Dungeon Level 2)


Wandering Monster Table, Level 2: The Hobgoblin can be found in the MM and the
SRD.
Bat, giant: CR 1/4; Medium-size Animal; HD 2d8; hp 8; Init +2 (Dex); Spd 5 ft., fly 60 ft.
(good); AC 14 (+2 Dex, +2 natural); Atk Bite -1 melee (1d6-2); Face 5 ft. 5 ft.; Reach 5 ft.;
SQ Blindsight; AL N; SV Fort +3, Ref +5, Will +0; Str 6, Dex 15, Con 10, Int 1, Wis 10, Cha
2.
Skills Hide +7, Intuit Direction +2, Listen +5, Spot +3.
Note: One of the giant bats is a giant vampire bat. It has the following special attack.
SA Poison (Ex): Fortitude save (DC 11); initial damage none, secondary damage
paralysis for 1d10 rounds.
Brother of Gorm, male human Ftr1: CR 1; Medium-size Humanoid (Human); HD 1d10+2;
hp 12; Init +0 (Dex); Spd 20 ft.; AC 15 (+5 chain mail); Atk Longsword +4 melee (1d8+2);

Face 5 ft. 5 ft.; Reach; AL LN; SV Fort +4, Ref +0, Will +0; Str 14, Dex 11, Con 15, Int 10,
Wis 10, Cha 10.
Skills and Feats Climb +0, Jump +0, Ride +3, Swim +5, Cleave, Power Attack,
Weapon Focus (longsword).
Possessions Chain mail, steel helmet, blue tunic, longsword, mask of Gorm (100 gp.).
Magi of Usamigaras, male or female Human Wiz1: CR 1; Medium-size Humanoid
(Human); HD 1d4; hp 4; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk Dagger +0 melee
(1d4); Face 5 ft. 5 ft.; Reach 5 ft.; SA Spells; AL N; SV Fort +0, Ref +1, Will +3; Str 10,
Dex 13, Con 11, Int 16, Wis 12, Cha 11.
Skills and Feats Concentration +4, Knowledge (arcana) +7, Knowledge (rituals of
Usamigaras) +7, Knowledge (history of Cynidicea) +7, Scry +7, Spellcraft +7, Metamagic
Feat (any 1), Dodge, Scribe Scroll, Summon Familiar.
Spells 0 3; 1st 2. Each knows all 0-level spells and at least one of the following 1st
level spells: charm person, comprehend languages, hold portal, magic missile, protection
from evil, shield, sleep, Tensers floating disc, and ventriloquism.
Possessions Rainbow colored robes, silver mask of Usamigaras (20 gp.), silver dagger
(20 gp.).
Cynidicean: CR 1/4; Medium-size Humanoid (Human); HD 1d8; hp 4; Init +1 (Dex); Spd 30
ft.; AC 11 (+1 Dex); Atk Short sword +0 melee (1d6); Face 5 ft. 5 ft.; Reach 5 ft.; SQ LowLight Vision, Light Sensitivity; AL CN; SV Fort +0, Ref +3, Will +1; Str 10, Dex 12, Con 10,
Int 10, Wis 8, Cha 12.
Skills and Feats Climb +2, Hide +3, Innuendo +1, Listen +3, Spot +3, Alertness, Iron
Will.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.
Rock Baboon: CR 1; Medium-size Animal; HD 2d8+2; hp 11; Init +2 (Dex); Spd 40 ft.,
climb 30 ft.; AC 14 (+2 Dex, +2 natural); Atk Bone club +4 melee (1d4+3) or bite +4 melee
(1d3+3); Face 5 ft. 5 ft.; Reach 5 ft.; SQ Scent; AL N; SV Fort +4, Ref +5, Will +1; Str 16,
Dex 14, Con 13, Int 2, Wis 12, Cha 6.
Skills Climb +14, Listen +5, Spot +5.
Spitting cobra: CR 1/3; Tiny Animal; HD 1/4d8; hp 1; Init +3 (Dex); Spd 15 ft., climb 15 ft.,
swim 15 ft.; AC 17 (+2 size, +3 Dex, +2 natural); Atk Bite +5 melee (1, plus poison) or spit
+5 ranged (poison); Face 21/2 ft. 21/2 ft.; Reach 21/2 ft.; SA Poison; SQ Scent; AL N; SV
Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2.
Skills and Feats Balance +11, Climb +12, Hide +18, Listen +8, Spot +8, Weapon
Finesse (bite).
SA Poison (Ex): Bite: Fortitude save (DC 11); initial and secondary damage 1d6
temporary Constitution. Spit (Ex): Fortitude save (DC 11); initial damage 1 point of
temporary Constitution, secondary damage 1d3 points of temporary Constitution plus
blindness.
Warrior Maiden of Madarua, female human Ftr1: CR 1; Medium-size Humanoid
(Human); HD 1d10+2; hp 12; Init +0 (Dex); Spd 20 ft.; AC 15 (+5 chain mail); Atk
Longsword +4 melee (1d8+2); Face 5 ft. 5 ft.; Reach; AL LN; SV Fort +4, Ref +0, Will +0;
Str 14, Dex 11, Con 15, Int 10, Wis 10, Cha 10.

Skills and Feats Climb +0, Jump +0, Ride +3, Swim +5, Cleave, Power Attack, Weapon
Focus (longsword).
Possessions Chain mail, green robe, longsword, bronze mask of Madarua.

Key to Tier 3
13.

Abandoned Ceremonial Chamber.


Draco: CR 2; Medium-size Animal; HD 3d8+9; hp 22; Init +2 (Dex); Spd 40 ft., fly 70 ft.
(clumsy); AC 14 (+2 Dex, +2 natural); Atk Bite +3 melee (1d8+1); Face 5 ft. 5 ft.);
Reach 5 ft.; AL N; SV Fort +6, Ref +5, Will +2; Str 12, Dex 15, Con 17, Int 2, Wis 12,
Cha 2.
Skills Climb +7, Hide +7, Listen +4, Move Silently +6, Spot +4.

14a. The Chamber of the Magi.


Magi of Usamigaras (12), male or female Human Wiz1: CR 1; Medium-size
Humanoid (Human); HD 1d4; hp 4; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk
Dagger +0 melee (1d4); Face 5 ft. 5 ft.; Reach 5 ft.; SA Spells; AL N; SV Fort +0, Ref
+1, Will +3; Str 10, Dex 13, Con 11, Int 16, Wis 12, Cha 11.
Skills and Feats Concentration +4, Knowledge (arcana) +7, Knowledge (rituals of
Usamigaras) +7, Knowledge (history of Cynidicea) +7, Scry +7, Spellcraft +7,
Metamagic Feat (any 1), Dodge, Scribe Scroll, Summon Familiar.
Spells 0 3; 1st 2. Each knows all 0-level spells and at least one of the following
st
1 level spells: charm person, comprehend languages, hold portal, magic missile,
protection from evil, shield, sleep, Tensers floating disc, and ventriloquism.
Possessions Rainbow colored robes, silver mask of Usamigaras (20 gp.), silver
dagger (20 gp.).
Auriga Sirkinos, Chief Mage of Usamigaras, male Human Wiz3: CR 3; Medium-size
Humanoid (Human); HD 3d4; hp 9; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk
Dagger +0 melee (1d4); Face 5 ft. 5 ft.; Reach 5 ft.; SA Spells; AL CN; SV Fort +1, Ref
+2, Will +2; Str 9, Dex 12, Con 10, Int 18, Wis 10, Cha 15.
Skills and Feats Alchemy +10, Concentration +6, Knowledge (arcana) +10,
Knowledge (rituals of Usamigaras) +10, Knowledge (history of Cynidicea) +10, Scry
+10, Spellcraft +10, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Mastery (charm
person, hold portal, magic missile, sleep), Summon Familiar.
Spells 0 4; 1st 3; 2nd 2.
Spellbook 0 all; 1st charm person, comprehend languages, hold portal, magic
missile, protection from evil, shield, sleep, Tensers floating disc, ventriloquism; 2nd
invisibility, protection from arrows.
Possessions Rainbow colored robes, silver mask of Usamigaras (20 gp.), silver
dagger (20 gp.), silver crown (200 gp.).
Secret compartment in the stone altar: Search (DC 20) to find.
Poison Needle Trap: CR 2; +8 ranged (1, plus nitharit poison); Search (DC 22); Disable
Device (DC 20). Note: Poison; Fortitude save (DC 13); Initial damage 0, secondary
damage 3d6 temporary Constitution.
16.

Quarters of the Chief Mage of Usamigaras.

Wolf (1): The Wolf can be found in the MM and the SRD.
17.

Abandoned Store Room.


Yellow Mold (CR 6): The Yellow Mold can be found in the DMG and the SRD.

17a. Water Trap.


Water Trap: CR 5; no attack roll necessary (see note below); Search )DC 20); Disable
Device (DC 25); Note: Room floods in 4 rounds.
18.

Secret Room.
Snake, Tiny Viper (2): The Snake, Tiny Viper can be found in the MM and the SRD.

19.

Shifting Wall.
Shifting Wall Lever: Finding the controls to shift the wall requires a Search check (DC
20).
Poison Gas Trap: CR 2; no attack roll necessary; Search (DC 20); Disable Device (20).
Note: Anyone in the corridor must make a Fortitude save (DC 12) or suffer 1 point of
temporary Constitution per round.

19a. Storeroom.
Oil Beetle (4): CR 1; Small Vermin; HD 2d8+4; hp 13; Init +0 (Dex); Spd 40 ft.; AC 16
(+1 size, +5 natural); Atk Bite +3 melee (1d6); Face 5 ft. 5 ft.; Reach 5 ft.; SA Oil; SQ
Vermin; AL N; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9.
Skills Listen +5, Spot +5.
SAOil (Ex): Line 5 ft. long and 1 ft. wide; Fortitude save (DC 12) or suffer from
painful blisters for 1 day; -2 circumstance modifier to attack rolls. Cure light wounds will
heal the blisters.
SQVermin: Immune to mind-influencing effects.
22.

Treasure Room of the Warrior Maidens of Madarua.


Falling block trap: CR 2; +5 melee (2d6); Search (DC 20); Disable Device (DC 25).
Note: Can strike all characters in the square immediately in front of the trigger.

23.

The Warrior Maidens of Madarua.


Warrior Maiden of Madarua (7), female human Ftr1: CR 1; Medium-size Humanoid
(Human); HD 1d10+2; hp 12; Init +0 (Dex); Spd 20 ft.; AC 15 (+5 chain mail); Atk
Longsword +4 melee (1d8+2); Face 5 ft. 5 ft.; Reach; AL LN; SV Fort +6, Ref +0, Will
+0; Str 14, Dex 11, Con 15, Int 10, Wis 10, Cha 10.
Skills and Feats Climb +0, Jump +0, Ride +3, Swim +5, Improved Initiative, Great
Fortitude, Weapon Focus (longsword).
Possessions Chain mail, green robe, bronze mask of Madarua.
Warrior Maiden of Madarua (2), female human Ftr2: CR 2; Medium-size Humanoid
(Human); HD 2d10+4; hp 19; Init +4 (Improved Initiative); Spd 20 ft.; AC 15 (+5 chain
mail); Atk Longsword +5 melee (1d8+2); Face 5 ft. 5 ft.; Reach; AL LN; SV Fort +7,
Ref +0, Will +0; Str 14, Dex 11, Con 15, Int 10, Wis 10, Cha 10.
Skills and Feats Climb +1, Jump +1, Ride +4, Swim +5, Combat Reflexes,
Improved Initiative, Great Fortitude, Weapon Focus (longsword).
Possessions Chain mail, green robe, longsword, bronze mask of Madarua.

Pandora, Madaruas Champion, female human Ftr3: CR 3; Medium-size Humanoid


(Human); HD 3d10+6; hp 27; Init +4 (Improved Initiative); Spd 20 ft.; AC 18 (+1 Dex,
+5 chain mail, +2 large steel shield); Atk +1 longsword +8 melee (1d8+5); Face 5 ft. 5
ft.; Reach; AL LN; SV Fort +7, Ref +0, Will +0; Str 17, Dex 12, Con 15, Int 12, Wis 11,
Cha 14.
Skills and Feats Climb +2, Jump +2, Ride +5, Swim +7, Combat Reflexes,
Improved Initiative, Great Fortitude, Power Attack, Weapon Focus (longsword).
Possessions Chain mail, green robe, bronze mask of Madarua, key to the treasure in
room 22, longsword +1.
24.

Door Trap.
Electrified Door: (CR 1); no attack roll necessary (1d4); Reflex save (DC 11) for half
damage; Search (DC 25); Disable Device (DC 25).
Door Lock: Open Locks (DC 20).

24a. The Ceremonial Chambers of Gorm.


Concealed Ladder: Finding the concealed ladder to room 12 on tier 2 requires a Search
check (DC 18).

Key to Tier 4
25.

Noblemans Burial Room.


Ape, White (2): For the white ape, use the Ape found in the MM and the SRD.

25a. Ghostly Haunts.


Ghostly Haunts: Resisting the fear effect of the two haunts requires a Will save (DC 14).
They can be turned as 5HD undead.
26a. Tomb Traps.
Pendulum blade trap: CR 2; three Reflex saves (DC 12); 1d10 damage per failed save;
Search (DC 21); Disable Device (DC 20).
27.

Councilors Burial Room.


Shrew, Dire (3): CR 1/3; Small Animal; HD 1d8+1; hp 5; Init +3 (Dex); Spd 40 ft., climb
20 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk Bite +4 melee (1d4); Face 5 ft. 5 ft.;
Reach 5 ft.; SQ Blindsight; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12,
Int 1, Wis 12, Cha 4.
Skills and Feats Climb +11, Hide +11, Move Silently +6, Weapon Finesse (bite).

28.

High Priests Burial Room.


Ghoul (3): The Ghoul can be found in the MM and the SRD.

29.

Embalming Room.
Shadow (5): The Shadow can be found in the MM and the SRD.

31.

Guard Captains Burial Room.


Skeleton (9): The Skeleton can be found in the MM and the SRD.

32.

Queen Zenobias Burial Chamber.


Queen Zenobia, Wight (1): The Wight can be found in the MM and the SRD.

33.

False Tomb.
Counterfeits: Detecting that the coins and jewels are counterfeits requires an Appraise
check (DC 12).
Concealed Corridors: Finding the concealed corridors requires a Search check (DC 20).

34.

King Alexanders Burial Chamber.


Banshee (1): CR 4; Medium-size Undead (Incorporeal); HD 5d12; hp 32; Init +5 (Dex,
Improved Initiative); Spd Fly 30 ft. (perfect); AC 12 (+1 Dex, +1 deflection); Atk None;
Face 5 ft. 5 ft.; Reach 5 ft.; SA Wail; SQ Turn Immunity, Undead, Incorporeal; AL CN;
SV Fort +1, Ref +2, Will +7; Str , Dex 13, Con , Int 10, Wis 12, Cha 15.
Skills and Feats Hide +7, Intimidate +9, Listen +8, Sense Motive +8, Spot +8,
Improved Initiative, Iron Will.
SA Wail (Su): A banshees wail automatically deals 1d4 points of damage to all
living creatures within 30 ft.
SQ Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning,
and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or
death from massive damage. Incorporeal: Can be harmed only by other incorporeal
creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any
damage from a corporeal source. Can pass through solid objects at will, and own attacks
pass through armor. Always moves silently.

36.

Chamberlains Burial Room


Zombie (6): The Zombie can be found in the MM and the SRD.

37.

Giant Rat Lair.


Rat, Dire (3): The Dire Rat can be found in the MM and the SRD.

39.

Rolling Boulder Trap.


Rolling Boulder Trap: CR 1/4; 3d10 damage; Reflex save (DC 5) avoids; Search (DC
20); Disable Device (DC 20).

39a. Noble Ladys Burial Room.


Hidden Brass Tube: Finding the hidden brass tube containing the map requires a Search
check (DC 18).
40.

Master Thiefs Burial Room.


Carrion Crawler (1): The Carrion Crawler can be found in the MM and the SRD.

Part 4 Tier 5 (Dungeon Level Three)


Wandering Monster Table, Level 2: The Rust Monster can be found in the MM and the
SRD.

Beetle, Giant Tiger: Use the stat block for the Beetlem Giant Bombardier in the MM or
the SRD, but remove the Acid Spray special attack and increase bite damage to 2d6+1.
Cynidicean: CR 1/4; Medium-size Humanoid (Human); HD 1d8; hp 4; Init +1 (Dex); Spd 30
ft.; AC 11 (+1 Dex); Atk Short sword +0 melee (1d6); Face 5 ft. 5 ft.; Reach 5 ft.; SQ LowLight Vision, Light Sensitivity; AL CN; SV Fort +0, Ref +3, Will +1; Str 10, Dex 12, Con 10,
Int 10, Wis 8, Cha 12.
Skills and Feats Climb +2, Hide +3, Innuendo +1, Listen +3, Spot +3, Alertness, Iron
Will.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.
Driver Ant: Use the stat block for the Ant, Giant Soldier in the MM or the SRD.
Lizard, Giant, Tuatara: CR 3; Medium-size Animal; HD 5d8+15; hp 37; Init +2 (Dex); Spd
30 ft.; AC 15 (+2 Dex, +3 natural); Atk Bite +6 melee (1d8+4); Face 5 ft. 5 ft.; Reach 5 ft.;
SQ Darkvision 60 ft.; AL N; SV Fort +7, Ref +6, Will +2; Str 17, Dex 15, Con 17, Int 2, Wis
12, Cha 2.
Skills Climb +9, Hide +7, Listen +4, Move Silently +6, Spot +4.
Thoul: CR 2; Medium-size Monstrous Humanoid; HD 3d8+12; hp 25; Init +2 (Dex); Spd 40
ft.; AC 14 (+2 Dex, +2 natural); Atk 2 claws +5 melee (1d3+3 plus paralysis); Face 5 ft. 5
ft.; Reach 5 ft.; SA Paralysis; SQ Fast Healing 1, Darkvision, Scent; AL CE; SV Fort +5, Ref
+5, Will +3; Str 15, Dex 14, Con 18, Int 9, Wis11, Cha 10.
Skills and Feats Climb +6, Hide +7, Listen +4, Move Silently +7, Spot +4, Combat
Reflexes.
SA Paralysis (Su): Any living creature struck by a thoul must succeed at a Fortitude
save (DC 16) or be paralyzed for 1d3+1 minutes.

Key to Tier 5
41.

Storage Room.
Ogre (3): The Ogre can be found in the MM and the SRD.

42.

Clerics Quarters.
Doppelganger (3): The Doppelganger can be found in the MM and the SRD.

43.

Treasure Room.
Polymar (1): CR 5; Large Shapechanger; HD 10d8+20; hp 65; Init +3 (Dex, Improved
Initiative); Spd 60 ft.; AC 11 (-1 size, +2 natural); Atk 3 slams +9 melee (1d6+3); Face 10
ft. 10 ft.; Reach 10 ft.; SQ Mimic Shape; AL CN; SV Fort +9, Ref +6, Will +7; Str 16,
Dex 8, Con 14, Int 3, Wis 11, Cha 6.
Skills and Feats Disguise +10, Improved Initiative.
SQ Mimic Shape (Ex): A polymar can assume the general shape of any creature of
10HD or less, or any object that fills roughly 100 cubic feet (10 ft. 10 ft. 1 ft., for
example). The creature cannot substantially alter its size, though. A polymars body is
soft and spongy, no matter what appearance it might present. Anyone who examines the
polymar can detect the ruse with a successful Spot check opposed by the polymars
Disguise check.

45.

Bedroom.
Demetrius, male human ghost, Clr6 (Good, Law): CR 8; Medium-size Undead
(Incorporeal); HD 6d12; hp 39; Init +1 (Dex); Spd 30 ft, fly 30 ft. (perfect); AC 13 (+1
Dex, +2 deflection); Atk Light mace +7 melee (1d60); Face 5 ft. 5 ft.; Reach 5 ft.; SA
Spells, Manifestation, Malevolence; SQ Rejuvenation, +4 Turn Resistance, Undead,
Incorporeal; AL LG; SV Fort +5, Ref +3, Will +10; Str (14), Dex 13, Con , Int 10,
Wis 16, Cha 14.
Skills and Feats Concentration +7, Heal +10, Knowledge (religion) +7, Spellcraft
+6, Extra Turning, Heighten Spell, Iron Will, Weapon Focus (light mace).
SA Manifestation (Su): As an ethereal creature, Demetrius cannot affect of be
affected by anything in the material world. When he manifests, he becomes visible but
remains in the ethereal world. He can only use his light mace against ethereal opponents.
Malevolence (Su): Once per round, Demetrius can merge his body with a creature on the
Material Plane. This ability is similar to magic jar cast by a 10th level sorcerer, except that
it does not require a receptacle. The target can resist the attack with a successful Will
save (DC 17).
SQ Rejuvenation (Su): They only way for Demetrius to be truly destroyed, his evil
brother Darius must die. Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only
by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance
to ignore any damage from a corporeal source. Can pass through solid objects at will, and
own attacks pass through armor. Always moves silently.
Spells 0 5; 1st 4; 2nd 4; 3rd 3. Demetrius favorite spells are cure light
wounds, detect evil, bless, hold person, and spiritual weapon.
Domain Spells 1st protection from evil; 2nd calm emotions; 3rd magic circle
against evil.

46.

Kitchen-Dining Room
Rock python, snake, constrictor (2): The Snake, Constrictor can be found in the MM
and the SRD.

47.

Living Room.
Animated Metal Statue (2): Use the stat block for a Medium-size Animated Object from
the MM and the SRD, and add Hardness 10 and Magnetic.
SQMagnetic (Ex): Any opponent striking an animated metal statue with a metal
weapon of any kind must make a Strength check (DC 12) or their weapon will remain
stuck to the statue. Construct: Immune to mind-influencing effects, poison, disease, and
similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain,
or death from massive damage.

48.

Hidden Guardroom.
Wererat (4): The wererat can be found in the MM and the SRD.

49.

Consultation Room.
Gargoyle (2): The Gargoyle can be found in the MM and the SRD.

49a.

Pit Trap.

Spiked pit trap (10 ft. deep): CR 1; no attack roll necessary (1d6), +10 melee (1d4
spikes for 1d4+1 points of damage per successful hit); Reflex save (DC 20) avoids;
Search (DC 20); Disable Device (DC 20).
50a. Secret Entrance to the Underground City.
Secret door: Search (DC 20) to discover.
51.

Chapel.
Foxwere (2): CR 2; Medium-Size Shapechanger; HD 3d8+6; hp 19; Init +2 (Dex); Spd
30 ft.; AC 16 (+2 Dex, +4 natural); Atk Bite +4 melee (1d6), or short sword +2 melee
(1d6); Face 5 ft 5 ft.; Reach 5 ft.; SA Charming Gaze; SQ Alternate Form, Darkvision
60 ft, Scent; SV Fort +5, Ref +5, Will +3; AL N; Str 10, Dex 14, Con 14, Int 12, Wis 11,
Cha 14.
Skills and Feats Bluff +6, Hide +7, Listen +4, Move Silently +7, Spot +4,
Wilderness Lore +4, Dodge, Weapon Finesse (bite).
SA Charming Gaze (Su): 3/day as charm person or charm animal cast by a 3rd
level sorcerer. A foxwere in human form has the ability to charm a person of the opposite
sex. In fox form, the foxwere can charm animals.

52.

Trap Room.
Acid trap: The acid in this room inflicts 2d4 points of acid damage per round to any
creature or object in it. The acid does not harm stone. There is no way to disable this
trap.

53.

Abandoned Clerical Quarters.


Gelatinous Cube (1): The gelatinous cube can be found in the MM and the SRD.

54.

Storage Room.
Owlbear (1): The owlbear can be found in the MM and the SRD. Reduce its claw
melee bonus to +5 and its bite to +0 to reflect the -2 circumstance modifier from
drunkenness.

55.

Party Room.
Cynidicean (9): CR 1/4; Medium-size Humanoid (Human); HD 1d8; hp 4; Init +1 (Dex);
Spd 30 ft.; AC 11 (+1 Dex); Atk Short sword +0 melee (1d6); Face 5 ft. 5 ft.; Reach 5
ft.; SQ Low-Light Vision, Light Sensitivity; AL CN; SV Fort +0, Ref +3, Will +1; Str 10,
Dex 12, Con 10, Int 10, Wis 8, Cha 12.
Skills and Feats Climb +2, Hide +3, Innuendo +1, Listen +3, Spot +3, Alertness,
Iron Will.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in
bright sunlight or within the radius of a daylight spell.

56.

Crashing Walls.
Crashing Walls: CR 5; no attack roll necessary (3d6); Reflex save (DC 15) avoids;
Search (DC 20); Disable Device (DC 25).

56a. Lobby
Cynidicean (10): CR 1/4; Medium-size Humanoid (Human); HD 1d8; hp 4; Init +1
(Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk Short sword +0 melee (1d6); Face 5 ft. 5 ft.;

Reach 5 ft.; SQ Low-Light Vision, Light Sensitivity; AL CN; SV Fort +0, Ref +3, Will
+1; Str 10, Dex 12, Con 10, Int 10, Wis 8, Cha 12.
Skills and Feats Climb +2, Hide +3, Innuendo +1, Listen +3, Spot +3, Alertness,
Iron Will.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in
bright sunlight or within the radius of a daylight spell.
58.

Clerics Chamber.
Darius, male human Clr6 (Chaos, Evil): CR 6; Medium-size Humanoid (Human); HD
6d8+6; hp 34; Init -1 (Dex); Spd 20 ft.; AC 15 (-1 Dex, +6 chainmail +1); Atk Light mace
+6 melee (1d6); Face 5 ft. 5 ft.; Reach 5 ft.; SA Spells; SQ Rebuke Undead; AL CE; SV
Fort +6, Ref +1, Will +10; Str 13, Dex 9, Con 13, Int 9, Wis 16, Cha 14.
Skills and Feats Concentration +6, Knowledge (religion) +3, Knowledge (Zargon)
+3, Spellcraft +4, Heighten Spell, Iron Will, Leadership, Weapon Focus (light mace).
SQ Rebuke Undead (Su): 5/day.
Spells 0 5; 1st 4; 2nd 4; 3rd 3.
Domain Spells 1st protection from law; 2nd desecrate; 3rd magic circle
against good.
Hobgoblin (6): The Hobgoblin can be found in the MM and the SRD.
Cynidicean (12): CR 1/4; Medium-size Humanoid (Human); HD 1d8; hp 4; Init +1
(Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk Short sword +0 melee (1d6); Face 5 ft. 5 ft.;
Reach 5 ft.; SQ Low-Light Vision, Light Sensitivity; AL CN; SV Fort +0, Ref +3, Will
+1; Str 10, Dex 12, Con 10, Int 10, Wis 8, Cha 12.
Skills and Feats Climb +2, Hide +3, Innuendo +1, Listen +3, Spot +3, Alertness,
Iron Will.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in
bright sunlight or within the radius of a daylight spell.

Part 5: Expanding The Adventure


Key to Tier 6 (Dungeon Level 4)
59.

Abandoned Guards Quarters.


Black Pudding (1): The Black Pudding can be found in the MM and the SRD.

60.

Abandoned Overseers Room.


Blink Dog (3): The Blink Dog can be found in the MM and the SRD.

61.

Abandoned Slaves Quarters.


Monstrous Scorpion, Large (1): The Monstrous Scorpion, Large, can be found in the
MM and the SRD.

63.

Abandoned Guard Captains Room.


Wraith (2): The Wraith can be found in the MM and the SRD.

Poison needle trap: CR 2; +8 ranged (1, plus greenblood oil poison); Search (DC 22);
Disable Device (DC 20).
64.

Abandoned Kitchen.
Weretiger (2): The Weretiger can be found in the MM and the SRD.

66.

Old Tool Storeroom.


Wood golem (2): Use the stat block for a Medium-size Animated Object in the MM or
SRD and add the following:
Fire Vulnerability: A wooden animated statue takes double damage from fire attacks
unless it makes its save, in which case it takes half damage.
Concealed Ladder: Finding the concealed ladder down to tier 7 requires a Search check
(DC 20).

69.

Abandoned Slave Barracks.


Medusa (2): The medusa can be found in the MM and the SRD.
Treasure: Replace the potion of animal control with a potion of speak with animals.
Replace the magic-user/elf scroll phantasmal force with an arcane scroll of silent image.
The ring of weakness has similar prerequisites as the ring of clumsiness in the DMG
and the SRD, except the wearer suffers a -4 penalty to Strength.

71.

Abandoned Clerics Quarters (Usamigaras).


Caecilla worm (1): CR 3; Large Beast; HD 6d10+6; hp 39; Init +0 (Dex); Spd 20 ft.,
burrow 10 ft.; AC 14 (+4 natural); Atk Bite +6 melee (1d8); Face 5 ft. 10 ft.; Reach 5
ft.; SA Improved Grab, Swallow Whole; SQ Blindsight, Tremorsense; AL N; SV Fort +4,
Ref +3, Will +1; Str 16, Dex 10, Con 13, Int 1, Wis 10, Cha 5.
Skills Intuit Direction +5, Spot +5.
SAImproved Grab (Ex): To use this ability, the caecilla worm must hit a Mediumsize or smaller opponent with its bite attack. If it gets a hold, it can attempt to swallow
the opponent whole. Swallow Whole (Ex): A caecilla worm can try to swallow a
Medium-size or smaller opponent by making a successful grapple check. The swallowed
creature takes 1d8+8 points of crushing damage per round plus 8 points of acid damage
from the caecilla worms gut. A swallowed creature can cut its way out by using claws or
a Small or Tiny slashing weapon to deal 20 points of damage to the gut (AC 20). Once
the creature exits, muscular action closes the hole; another swallowed opponent must
again cut its own way out. The caecilla worms gut can hold one Medium-size, two
Small, four Tiny, eight Diminutive, or sixteen or smaller opponents.

72.

Abandoned Clerics Quarters (Usamigaras)


Minotaur (2): The Minotaur can be found in the MM and the SRD.

Key to Tiers 7 and 8 (Dungeon Level 5)


74.

Mummy (2): The Mummy can be found in the MM and the SRD.

75.
Weasel, Dire (3): Replace the giant weasels in this room with Dire Weasels from the
MM or the SRD.

77.

Displacer Beast (2): The Displacer Beast can be found in the MM and the SRD.

78.

Troll (2): The Troll can be found in the MM and the SRD.

79.

Hell Hound (2): The Hell Hound can be found in the MM and the SRD.

80.

Werebear (2): The Werebear can be found in the MM and the SRD.

84.

Basilisk (1): The Basilisk can be found in the MM and the SRD.

86.

Hydra, 8-Headed (1): The Hydra, 8-headed can be found in the MM and the SRD.

87.

Djinni (1): The Djinni can be found in the MM and the SRD.

88.

Giant, Hill (2): The Giant, Hill can be found in the MM and the SRD.

89.

Manticore (1): The Manticore can be found in the MM and the SRD.

91.

Spectre (1): The Spectre can be found in the MM and the SRD.
Gas trap: CR 6; no attack roll necessary (see note); Search (DC 21; Disable Device (DC
25). Note: Fortitude save DC 16; initial damage 1d3 temporary Strength and Dexterity
for 2 hours, secondary damage 1d6 temporary Strength and Dexterity for 2 hours. The
gas fills the entire room for one hour.

Key to Tiers 9 and 10 (Dungeon Level 6)


92.
Devil Swine (1): Use the stat block for the Wereboar in the MM and the SRD, and
add the following.
Charm Person (Sp): 3/day Will save (DC 11) negates. This ability is as the spell cast
by a 3rd level sorcerer.
93.

Trap Entrance to Zargons Lair.


Slide trap: CR 3; no attack roll necessary; Reflex save (DC 20) avoids; Search (DC 22);
Disable Device (DC 20).

94.

Vampire (1): The Vampire can be found in the MM and the SRD.

95.

Chimera (1): The Chimera can be found in the MM and the SRD.

96. Bone Golem (1): CR 7; Medium-size Construct; HD 8d10; hp 44; Init -1 (Dex); Spd 40
ft. (cant run); AC 16 (-1 Dex, +7 natural); Atk Longsword +10 melee (1d8+4); Face 5 ft. 5
ft.; Reach 5 ft.; SA Improved Multi-Weapon Fighting; SQ Construct, Magic Immunity, DR
15/+1; AL N; SV Fort +2, Ref +1, Will +2; Str 19, Dex 9, Con -, Int -, Wis 11, Cha 1.
SA Improved Multi-Weapon Fighting (Ex): A bone golem that attacks more than once in
a round has a -2 penalty to hit per attack past the first. It suffers no penalties for fighting with
a longsword in each hand.

SQ Construct: Immune to mind-influencing effects, poison, disease, and similar effects.


Not subject to critical hits, subdual damage, ability damage, energy drain, or death from
massive damage. Magic Immunity (Ex): Bone golems are immune to all spells, spell-like
abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them
(as the spell) for 2d6 rounds, with no saving throw.
Note The bone golem is not undead and it cannot be turned. Use the creation rules for
the golem, flesh in the MM if players later wish to make a bone golem.
97. Blue dragon (1): The blue dragon can be found in the MM and the SRD. The dragon
here is a Very Young blue dragon, in keeping with the 9HD of the dragon in the original
module.
100. The Lair of Zargon.
Zargon, the Tentacled Horror (1): CR 8; Huge Aberration; HD 12d8+36; hp 90; Init -2
(Dex); Spd 30 ft.; AC 20 (-2 size, -2 Dex, +14 natural); Atk 6 tentacles +11 melee
(1d6+4), bite +6 melee (3d8+2); Face 10 ft. 10 ft.; Reach 10 ft.; SA Improved Grab,
Constrict 1d6+6, Rend 2d6+6; SQ Tremorsense, Reform Body; SR 15; AL CE; SV Fort
+7, Ref +2, Will +13; Str 18, Dex 6, Con 17, Int 14, Wis 16, Cha 18.
Skills and Feats Bluff +12, Intimidate +11, Knowledge (arcana) +10, Listen +10,
Sense Motive +10, Spot +10, Cleave, Great Cleave, Iron Will, Power Attack.
SA Improved Grab (Ex): To use this ability, Zargon must hit a Medium-size or
smaller opponent with at least two tentacle attacks. If he gets a hold, he can constrict,
rend, or make an automatic bite attack the following round as a free action. Constrict
(Ex): Zargon deals 1d6+6 points of damage with a successful grapple check against
Medium-size or smaller creatures. Rend (Ex): With a successful grapple check, Zargon
latches onto the opponents body and tears the flesh. This attack automatically deals an
additional 2d6+6 damage.
SQ Reform Body (Su): As long as his horn remains intact, Zargon can completely
regenerate his body over a period of time. If brought to -10 hit points, Zargons
consciousness enters his horn and remains there. The horn will regenerate the body at a
rate of 1 hit point per week until Zargon is back to full strength. Zargons horn is
practically indestructible, and can only be destroyed by sources of extreme heat such as
molten lava. The healing process is far too slow to be effective in combat.

New Monsters
BANSHEE
Medium-size Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 30 ft. fly (perfect)
AC: 12 (+1 Dex, +1 deflection)
Attacks: None (Claw +2 melee)
Damage: None (Claw 1d4)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Wail
Special Qualities: Turn immunity, undead, incorporeal
Saves: Fort +1, Ref +2, Will +7

Abilities: Str - (10), Dex 13, Con -, Int 10, Wis 12, Cha 15
Skills: Hide +7, Intimidate +9, Listen +8, Sense Motive +8, Spot +8
Feats: Improved Initiative, Iron Will
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic neutral
Advancement:
A banshee is the shade of a humanoid female that has transcended death to warn others of
their own eminent demise. A bansee resembles a shadow (q.v.), except it has pale red eyes
and a wide, dark mouth.
Combat
A banshee rarely enters combat, as it is incapable of inflicting physical harm except through
its wail. If fought on the ethereal plane or by an ethereal opponent, a banshee attacks with its
claw-like nails. Its wail can affect ethereal opponents as well as physical ones.
Wail (Su): A banshees wail automatically deals 1d4 points of damage to all living
creatures within 30 ft.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and
disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death
from massive damage.
Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic
weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can
pass through solid objects at will, and own attacks pass through armor. Always moves
silently.
BEETLE, OIL
Small Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +0 (Dex)
Speed: 40 ft.
AC: 16 (+1 size, +5 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6
Face/Reach: 5 ft. 5 ft./5 ft.
Special Attacks: Oil
Special Qualities: Vermin
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9
Skills: Listen +5, Spot +5
Climate/Terrain: Any warm land and underground
Organization: Solitary or swarm (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4HD (Small); 5-6HD (Medium-size)

Oil beetles are large brown beetles with slick carapaces. They feed on offal and refuse, and
are able to consume nearly any organic material.
Combat
When attacked, an oil beetle releases a foul stream of oily liquid that irritates the skin of any
living creature it hits.
Oil (Ex): Line of acid 5 ft. long and 1 ft. wide; Fortitude save (DC 12) or suffer from
painful blisters. Those affected have a -2 circumstance modifier to attack rolls for 1 day.
Cure light wounds will heal the blisters.
Vermin: Immune to mind-influencing effects.
CAVE LOCUST
Small Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: AC 16 (+1 size, +2 Dex, +3 natural)
Attacks: Bite +2 melee
Damage: Bite 1d2
Face/Reach: 5 ft. 5 ft./5 ft.
Special Attacks: Shriek, spit goo
Special Qualities: Blindsight, jump, immunities, vermin
Saves: +4, Ref +2, Will +0
Abilities: Str 10, Dex 15, Con 12, Int -, Wis 10, Cha 2
Climate/Terrain: Underground
Organization: Gang (2-5) or swarm (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4HD (Small); 5-6HD (Medium-size)
Cave locusts are large, pale gray insects that live deep in the earth. They resemble crickets,
except for their size, and are eyeless. A cave cricket bristles with antennae, hairs, and feelers
that enable it to sense movements in the air and ground around it. Feeding on a variety of
subterranean fungus and the occasional corpse, cave locusts are generally harmless unless
startled.
Combat
In combat, cave locusts shriek and jump in apparently random directions as they seek the
fastest possible escape route. A cave locust that lands on an opponent will attempt to bite it
with its weak jaws. If unable to escape, a cave locust will emit a spit a foul-smelling liquid.
Shriek (Ex): The shriek of a cave locust does no damage, but has a 20% chance to attract
wandering monsters. This shriek can be heard up to 100 feet away.
Spit Goo (Ex): Line of goo 10 ft. long and 1 ft. wide. Reflex save (DC 13) avoids.
Target hit and all within 5 ft. must make a Fortitude save (DC 12) or be violently ill and act
with a -2 circumstance modifier to all actions for the next 10 minutes, or until the goo is
scraped off. Scraping off the goo is a full-round action.
Jump (Ex): A cave locust can jump 60 ft. in a single bound. Any creature that startles a
cave locust must make a Reflex save (DC 13) or be struck by it for 1d4 points of damage.
Immunities (Ex): Cave locusts are immune to all poisons and the effects of yellow mold.

Vermin: Immune to mind-influencing effects.


HUMAN (CYNIDICEAN)
Medium-size Humanoid (Human)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 11 (+1 Dex)
Attacks: Short sword +0 melee
Damage: Short sword 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Low-Light Vision, Light Sensitivity, Human Qualities
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 12, Con 10, Int 10, Wis 8, Cha 12
Skills: Climb +2, Hide +3, Innuendo +1, Listen +3, Spot +3
Feats: Alertness, Iron Will
Climate/Terrain: Underground
Organization: Solitary, group (2-12), or colony (100-1,000)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Any chaotic
Advancement: By character class
The Cynidiceans are a race of subterranean humans that developed in the catacombs and
underground city of an ancient pyramid lost in the desert. A Cynidicean has pale skin, and
eyes that have adjusted to living in near darkness. Cynidiceans wear colorful robes and
tunics, and always wear fanciful masks and costumes resembling various animals.
Centuries of inbreeding and dwelling underground has degenerated the Cynidiceans
culture, but also their minds. A Cynidicean lives in a perpetual dream state. This
schizophrenic state of consciousness often bears little resemblance to reality, and a
Cynidicean will often lapse into fits of insanity and hallucination. Some Cynidiceans are
nearly normal, however, and seek to restore their lost culture to its former glory.
Combat
Most Cynidiceans are too involved in their own personal dream state to engage in combat. A
Cynidicean, when he is lucid enough to engage in combat, strikes with his short sword.
Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.
Human Qualities: Humans receive 4 extra skill points at and a free feat at 1st level.
They receive 1 bonus skill point per level after 1st.
Cynidicean Characters
Being, human, Cynidiceans have no favored class. They may freely multiclass without
penalty. The ability score bonuses and penalties for a Cynidicean are +2 Dex, -2 Wis, +2
Cha.
Random Cynidicean Encounters 11 and 12.
Below are the stat blocks for the Cynidicean adventuring party and the Cynidicean cleric of
Zargon.

Cynidicean, human Ftr3: CR 3; Medium-size Humanoid (Human); HD 3d10+3; hp 24; Init


+2 (Dex); Spd 20 ft.; AC 15 (+2 Dex, +3 studded leather armor); Atk Longsword +5 melee
(1d8+1); Face 5 ft. 5 ft.; Reach 5 ft.; SQ Low Light Vision, Light Sensitivity; AL CN; SV
Fort +4, Ref +3, Will +2; Str 13, Dex 14, Con 12, Int 10, Wis 9, Cha 13.
Skills and Feats Climb +5, Craft (weaponsmith) +6, Swim +6, Alertness, Combat
Reflexes, Iron Will, Power Attack, Weapon Focus (longsword).
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.
Cynidicean, human Ftr2 (2): CR 2; Medium-size Humanoid (Human); HD 2d10+2; hp 17;
Init +2 (Dex); Spd 20 ft.; AC 15 (+2 Dex, +3 studded leather armor); Atk Longsword +4
melee (1d8+1); Face 5 ft. 5 ft.; Reach 5 ft.; SQ Low Light Vision, Light Sensitivity; AL
CN; SV Fort +4, Ref +2, Will +1; Str 13, Dex 14, Con 12, Int 10, Wis 9, Cha 13.
Skills and Feats Climb +4, Craft (weaponsmith) +5, Swim +5, Alertness, Combat
Reflexes, Iron Will, Weapon Focus (longsword).
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.
Cynidicean, human Wiz2: CR 2; Medium-size Humanoid (Human); HD 2d4+2; hp 8; Init
+0 (Dex); Spd 20 ft.; AC 11 (+1 padded armor); Atk Dagger +1 melee (1d4); Face 5 ft. 5
ft.; Reach 5 ft.; SA Spells; SQ Low Light Vision, Light Sensitivity; AL CN; SV Fort +1, Ref
+0, Will +4; Str 10, Dex 10, Con 12, Int 14, Wis 9, Cha 13.
Skills and Feats Alchemy +7, Concentration +6, Knowledge (arcana) +7, Knowledge
(Cynidicean history) +7, Spellcraft +7, Alertness, Iron Will, Scribe Scroll, Summon Familiar.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.
Spells 0 4; 1st 3.
Spells Prepared hold person, magic missile (2).
Cynidicean, human Clr2 (Chaos, Trickery): CR 2; Medium-size Humanoid (Human); HD
2d8+2; hp 14; Init +2 (Dex); Spd 20 ft.; AC 15 (+2 Dex, +3 studded leather armor); Atk Light
mace +2 melee (1d6+1); Face 5 ft. 5 ft.; Reach 5 ft.; SQ Low Light Vision, Light
Sensitivity; AL CN; SA Spells, Turn Undead; SV Fort +4, Ref +2, Will +6; Str 13, Dex 14,
Con 12, Int 10, Wis 13, Cha 9.
Skills and Feats Concentration +6, Heal +6, Knowledge (religion) +5, Alertness, Iron
Will.
SA Turn Undead (Su): 3/day.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.
Spells 0 4; 1st 3.
Domain Spells 1st change self; 2nd invisibility.
Cynidicean, human Clr3 (Chaos, Evil): CR 3; Medium-size Humanoid (Human); HD
3d8+3; hp 20; Init +2 (Dex); Spd 20 ft.; AC 15 (+2 Dex, +3 studded leather armor); Atk Light
mace +3 melee (1d6+1); Face 5 ft. 5 ft.; Reach 5 ft.; SQ Low Light Vision, Light
Sensitivity; AL CE; SA Spells, Rebuke Undead; SV Fort +4, Ref +2, Will +6; Str 13, Dex 14,
Con 12, Int 10, Wis 13, Cha 9.
Skills and Feats Concentration +7, Heal +7, Knowledge (Zargonism) +6, Alertness,
Iron Will, Power Attack.

SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright


sunlight or within the radius of a daylight spell.
Spells 0 4; 1st 3; 2nd 2.
Domain Spells 1st protection from law; 2nd desecrate; 3rd magic circle against
good.
Fanatic Follower Cynidicean (12): CR 1/4; Medium-size Humanoid (Human); HD 1d8; hp
4; Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk Short sword +0 melee (1d6); Face 5 ft. 5
ft.; Reach 5 ft.; SQ Low-Light Vision, Light Sensitivity; AL CN; SV Fort +0, Ref +3, Will
+1; Str 10, Dex 12, Con 10, Int 10, Wis 8, Cha 12.
Skills and Feats Climb +2, Hide +3, Innuendo +1, Listen +3, Spot +3, Alertness, Iron
Will.
SQ Sunlight Vulnerability (Ex): Cynidiceans suffer a -1 penalty to attack rolls in bright
sunlight or within the radius of a daylight spell.
FOXWERE
Medium-Size Shapechanger
Hit Dice: 3d8+6 (19 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Bite +4 melee, or short sword +2 melee
Damage: Bite 1d6, short sword 1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Charming Gaze
Special Qualities: Alternate Form, darkvision 60 ft, Scent
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 10, Dex 14, Con 14, Int 12, Wis 11, Cha 14
Skills: Bluff +6, Hide +7, Listen +4, Move Silently +7, Spot +4, Wilderness Lore +4
Feats: Dodge, Weapon Finesse (bite)
Climate/Terrain: Any land
Organization: Solitary or pack (2-4)
CR: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Foxweres are foxes that can change into human form. In human form, the foxwere will have
fox-like red hair.
Combat
Werefoxes are clever and cunning. They live mainly by their wits. If combat is going against
them they will prefer to trick or bribe their opponent rather than fight to the death.
Charming Gaze (Su): 3/day as charm person or charm animal cast by a 3rd level
sorcerer. A foxwere in human form has the ability to charm a person of the opposite sex. In
fox form, the foxwere can charm animals.
FOX
Small Animal
Hit Dice: 1d8 (4 hp)

Initiative: +3(Dex)
Speed: 60 ft.
AC: 15 (+1 size, +3 dex, +1 natural)
Attacks: Bite+4 melee
Damage: Bite 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Scent
Saves: Fort+2, Ref+3, Will+0
Abilities: Str 7,Dex 17,Con 10,Int 2,Wis 10, Cha 10
Skills: Listen +5, Spot +5, Hide +8
Feats: Weapon finesse(Bite)
Climate/Terrain: Any land
Organization: Solitary or Pair
CR: 1/8
Treasure: None
Alignment: Always neutral
Advancement: Range 2-3 HD (Small)
(thanks to ragnarok in the EnWorld forums for his fox stat block!)
POLYMAR
Large Shapechanger
Hit Dice: 10d8+20 (65 hp)
Initiative: +3 (Dex, Improved Initiative)
Speed: 60 ft.
AC: 11 (-1 size, +2 natural)
Attacks: 3 slams +9 melee
Damage: Slam 1d6+3
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Qualities: Mimic shape
Saves: Fort +9, Ref +6, Will +7
Abilities: Str 16, Dex 8, Con 14, Int 3, Wis 11, Cha 6
Skills: Disguise +10
Feats: Improved Initiative
Climate/Terrain: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: Half standard
Alignment: Usually chaotic evil
Advancement: 11-15HD (Large); 16-30 (Huge)
A polymar is a species of shape-changer closely related to mimics. A polymar is larger than a
mimic, however, lacks the intelligence, natural adhesive, and acid immunity of its smaller
kin. The polymar relies more on brute force that subterfuge to catch a meal.
A polymar can flatten itself, covering a wide area such as a wall or floor. Polymars are
certainly related to mimics, and their ability to spread themselves over an area also suggests
that they are perhaps also share a common ancestry with trappers and lurkers above.
Combat

A polymar will lie in wait until a victim is within its range. With blinding speed, the polymar
will lash out with three club-like pseudopods in an attempt to bring down its prey with brute
force. Once it manages to subdue its prey, the polymar wraps itself around it and digests the
meal over a period of several days.
Mimic Shape (Ex): A polymar can assume the general shape of any creature of 10HD or
less, or any object that fills roughly 100 cubic feet (10 ft. 10 ft. 1 ft., for example). The
creature cannot substantially alter its size, though. A polymars body is soft and spongy, no
matter what appearance it might present. Anyone who examines the polymar can detect the
ruse with a successful Spot check opposed by the polymars Disguise check.
TENTACLED HORROR
Huge Aberration
Hit Dice: 12d8+36 (90 hp)
Initiative: -2 (Dex)
Speed: 30 ft.
AC: 20 (-2 size, -2 Dex, +14 natural)
Attacks: 6 tentacles +11 melee, bite +6 melee
Damage: Tentacle 1d6+4, bite 3d8+2
Face/Reach: 10 ft. 10 ft./10 ft.
Special Attacks: Improved grab, constrict 1d6+6, rend 2d6+6
Special Qualities: Tremorsense, SR 15, reform body
Saves: Fort +7, Ref +2, Will +13
Abilities: Str 18, Dex 6, Con 17, Int 14, Wis 16, Cha 18
Skills: Bluff +12, Intimidate +11, Knowledge (arcana) +10, Listen +10, Sense Motive +10,
Spot +10
Feats: Cleave, Great Cleave, Iron Will, Power Attack
Climate/Terrain: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24HD (Huge); 25-36HD (Gargantuan)
Ancient and evil, a tentacled horror is a monstrosity from the unknown depths of the earth.
Exuding a foul oily slime wherever it goes, a tentacled horror has a powerful humanoid torso
that ends in six thick tentacles rather than legs. These tentacles enable it to move about with
surprising speed and agility. Sprouting from the torso are an additional six whip-like
tentacles tipped in cruel barbs. Most horrifying of all, however, is the face. A tentacled
horror has a vaguely reptilian head with a single, huge eye. Above the eye is a glistening
black 2-foot long horn- the very source of the tentacled horrors essence. As long as a its
horn remains intact it is immortal. The mouth of a tentacled horror is a yawning chasm of
sharp teeth eager to sink into living flesh.
Tentacled horrors are highly egotistical and lazy creatures, and put themselves above all
others they encounter. Often, a tentacled horror that finds its way into a subterranean society
will attempt to set itself up as a god. Lesser creatures such as goblins often accept this false
god and bring it sacrifices of living victims. Once ensconced as ruler-deity, a tentacled horror
is content to remain in one place to be cared for by its subjects. A tentacled horror that has
been in power for some time will be surrounded by a pool of its own slime and the scattered
bones of its victims.

Combat
A tentacled horror attacks first with its tentacles, ripping and tearing at its opponent with the
sharp barbs at the tip. Any grappled opponent is immediately bitten.
Improved Grab (Ex): To use this ability, the tentacled horror must hit a Medium-size or
smaller opponent with at least two tentacle attacks. If it gets a hold, it can constrict, rend, or
make an automatic bite attack the following round as a free action.
Constrict (Ex): A tentacled horror deals 1d6+6 points of damage with a successful
grapple check against Medium-size or smaller creatures.
Rend (Ex): With a successful grapple check, a tentacled horror latches onto the
opponents body and tears the flesh. This attack automatically deals an additional 2d6+6
damage.
Reform Body (Su): As long as its horn remains intact, a tentacled horror can completely
regenerate its body over a period of time. If brought to -10 hit points, a tentacled horrors
consciousness enters its horn and remains there. The horn will regenerate the body at a rate
of 1 hit point per week until the tentacled horror is back to full strength. A tentacled horror
horn is practically indestructible, and can only be destroyed by sources of extreme heat such
as molten lava. Obviously, the healing process of a tentacled horror is far too slow to be
effective in combat.
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named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
2002 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
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OPEN GAME LICENSE Version 1.0a
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d20 System Conversion of The Lost City, 2002 Erica Balsley.

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