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Pyramid Temple Dervish Encounter Guide

This document describes the exterior and interior of a pyramid temple, including creatures encountered. On the exterior are two dervishes, detailed as CR 5 humanoids. In the interior high altar area are the Assistant Holy Laseda, a CR 9 dervish, and five additional dervishes. The Assistant Holy Laseda is a powerful dervish with magic abilities and animal companion. Both locations contain dangerous humanoid creatures.

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0% found this document useful (0 votes)
179 views8 pages

Pyramid Temple Dervish Encounter Guide

This document describes the exterior and interior of a pyramid temple, including creatures encountered. On the exterior are two dervishes, detailed as CR 5 humanoids. In the interior high altar area are the Assistant Holy Laseda, a CR 9 dervish, and five additional dervishes. The Assistant Holy Laseda is a powerful dervish with magic abilities and animal companion. Both locations contain dangerous humanoid creatures.

Uploaded by

enabskira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Pyramid Temple

K2: Temple Exterior

Creatures (EL 7)
 Dervishes (2)

Devishes: CR 5; Medium Humanoid (Human); HD 5d8+10; hp 33; Init +3; Spd 40 ft.; AC 20, touch 16, flat-footed 17, (+3 Dex, +2 Wis,
+2 Shield, +2 Barkskin, +1 AC bonus); BAB +5; Grap +9; Atk Mwk Great Scimitar +11 melee (1d8+4/18-20); Full Atk Mwk Great Scimitar +11
melee (1d8+4/18-20); SA Bloodquest, Flurry of Blows, Ki Strike +1; SQ Animal Companion, Evasion, Favored Enemy (Humans +4, Undead +2),
Link with Companion, Nature Sense, Share Spells, Still Mind, Wild Empathy, Woodland Stride; AL LN; SV Fort +4, Ref +4, Will +4; Str 18, Dex 16,
Con 14, Int 14, Wis 14, Cha 12
Skills & Feats: Concentration +9, Handle Animal +9, Hide +10, Knowledge (Dungeoneering)+7 , Knowledge (Geography)+7 ,
Knowledge (Nature) +11, Listen +9, Move Silently +10, Ride +12, Spot +9, Survival +12; Deflect Arrows, Stunning Fist, Rapid Shot, Endurance,
Weapon Focus (Great Scimitar), Mounted Combat, Ride-by Attack
Animal Companion (Ex): This Dervish has a Horse as an animal companion. This creature is a loyal companion that accompanies the
Dervish on its adventures as appropriate for its kind.
(Horse Animal Companion: CR 1; Large Animal; HD 5d8+15; hp 38; Init +2; Spd 60 ft.; AC 15, touch 11, flat-footed 13, (-1
size, +2 Dex, +4 natural); BAB +3; Grap +10; Atk Hoof +6 melee (1d4+4); Full Atk 2 Hooves +6 melee (1d4+4) and Bite +1 melee (1d3+2); SQ
Evasion, Low-Light Vision, Scent; AL N; SV Fort +6, Ref +5, Will +2; Str 18, Dex 14, Con 17, Int 2, Wis 13, Cha 6 Skills & Feats: Listen +4, Spot +4;
Endurance, Run)
Combat Style (Ex): This Dervish has selected archery. He gains the Rapid Shot feat without the normal prerequisites
Favored Enemy (Ex): This Dervish gains the indicated bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using
these skills against this type of creature. He gets the same bonus on weapon damage rolls against creatures of this type.
Link with Companion (Ex): This Dervish can handle his animal, companion as a free action, or push it as a move action, with a +4,
bonus on wild empathy and Handle Animal checks made while dealing with that animal.
Share Spells (Ex): This Dervish may have any spell it casts on itself also affect its animal companion if the latter is within 5 feet at the
lime. The Dervish may also cast a spell with a target of "You" on its, animal companion.
Wild Empathy (Ex): This Dervish can improve the attitude of an animal in the same way as a Diplomacy check for sentient beings.
The Dervish rolls 1d20+10, or 1d20+6 if attempting to influence magical beasts with an Intelligence score of 1 or 2.
Woodland Stride (Ex): This Dervish may move through natural thorns, briars, overgrown areas, and similar terrain at its normal
speed and without damage or other impairment. However, thorns, briars, and overgrown areas that are magically manipulated to, impede
motion still affect the druid.
Flurry of Blows (Ex): This Dervish may use a full attack action to make one extra attack per round with an unarmed strike or a special
Dervish weapon at his highest base attack, but this attack and each other attack made that round take a -2 penalty apiece. This penalty applies
for 1 round, so it affects attacks of opportunity the monk might make before her next action. If armed with a Great Scimitar or Great Falchion,
the Dervish makes the extra attack either with that weapon or unarmed. If armed with two such weapons, he uses one for his regular attack(s)
and the other for the extra attack. In any case, his damage bonus on the attack with her offhand is not reduced.
Ki Strike (Su): This Dervish can deal damage to a creature with damage reduction as if the blow were made with a lawful weapon
having a +1 enhancement bonus.
Evasion (Ex): If this Dervish makes a successful Reflex saving throw against an attack that normally deals half damage on a successful
save, he instead takes no damage.
Still Mind (Ex): This Dervish gains a +2 bonus on saving throws against spells and effects from the enchantment school.
Dervish Spells Prepared (5/4/3/1; save DC 12 + spell level): 0—detect magic, detect poison, guidance, light, purify food and drink;
1st – Cure Light Wounds, Endure Elements, Entangle, Locate Water; 2nd – Barkskin, Dessicate, Soften Earth and Stone; 3rd – Haboob
Possessions: Mwk Great Scimitar, Heavy Wooden Shield

K4: High Altar of Amun-re

Creatures (EL 10)


 The Assistant Holy Laseda
 Dervishes (5)

The Assistant Holy Laseda: CR 9; Medium Humanoid (Human); HD 9d8+18; hp 90; Init +3; Spd 40 ft.; AC 23, touch 17, flat-footed 20, (+3 Dex, +2
Wis, +2 Shield, +3 Barkskin, +1 AC bonus, +1 Deflection, +1 Natural Armor); BAB +9; Grap +13; Atk Mwk Great Scimitar +15 melee (1d8+4/18-
20); Full Atk Mwk Great Scimitar +15 melee (1d8+4/18-20); SA Bloodquest, Flurry of Blows, Ki Strike +1; SQ Animal Companion, Evasion,
Favored Enemy (Humans +6, Undead +2, Magic Beast +2), Link with Companion, Nature Sense, Share Spells, Still Mind, Wild Empathy,
Woodland Stride; AL LN; SV Fort +8, Ref +9, Will +8; Str 18, Dex 16, Con 14, Int 14, Wis 15, Cha 12
Skills & Feats: Concentration +9, Handle Animal +9, Hide +10, Knowledge (Dungeoneering)+7 , Knowledge (Geography)+7 ,
Knowledge (Nature) +11, Listen +9, Move Silently +10, Ride +12, Spot +9, Survival +12; Deflect Arrows, Stunning Fist, Rapid Shot, Endurance,
Weapon Focus (Great Scimitar), Mounted Combat, Ride-by Attack, Manyshot, Track, Improved Disarm
Animal Companion (Ex): This Dervish has a Horse as an animal companion. This creature is a loyal companion that accompanies the
Dervish on its adventures as appropriate for its kind.
(Horse Animal Companion: CR 1; Large Animal; HD 7d8+21; hp 38; Init +3; Spd 60 ft.; AC 20, touch 12, flat-footed 18, (-1
size, +3 Dex, +8 natural); BAB +3; Grap +11; Atk Hoof +7 melee (1d4+5); Full Atk 2 Hooves +7 melee (1d4+5) and Bite +2 melee (1d3+2); SQ
Evasion, Low-Light Vision, Scent, Devotion; AL N; SV Fort +6, Ref +6, Will +2; Str 20, Dex 16, Con 17, Int 2, Wis 13, Cha 6 Skills & Feats: Listen +4,
Spot +4; Endurance, Run)
Combat Style (Ex): This Dervish has selected archery. He gains the Rapid Shot and Manyshot feats without the normal prerequisites
Improved Evasion (Ex): This dervish takes no damage on a successful Reflex Saving throw and half damage on a failed one.
Favored Enemy (Ex): This Dervish gains the indicated bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using
these skills against this type of creature. He gets the same bonus on weapon damage rolls against creatures of this type.
Link with Companion (Ex): This Dervish can handle his animal, companion as a free action, or push it as a move action, with a +4,
bonus on wild empathy and Handle Animal checks made while dealing with that animal.
Share Spells (Ex): This Dervish may have any spell it casts on itself also affect its animal companion if the latter is within 5 feet at the
lime. The Dervish may also cast a spell with a target of "You" on its, animal companion.
Swift Tracker (Ex): This Dervish can track at normal speed without the -5 penalty, or can track at double speed at a -10 penalty.
Wild Empathy (Ex): This Dervish can improve the attitude of an animal in the same way as a Diplomacy check for sentient beings.
The Dervish rolls 1d20+10, or 1d20+6 if attempting to influence magical beasts with an Intelligence score of 1 or 2.
Woodland Stride (Ex): This Dervish may move through natural thorns, briars, overgrown areas, and similar terrain at its normal
speed and without damage or other impairment. However, thorns, briars, and overgrown areas that are magically manipulated to, impede
motion still affect the druid.
Flurry of Blows (Ex): This Dervish may use a full attack action to make one extra attack per round with an unarmed strike or a special
Dervish weapon at his highest base attack, but this attack and each other attack made that round take a -2 penalty apiece. This penalty applies
for 1 round, so it affects attacks of opportunity the monk might make before her next action. If armed with a Great Scimitar or Great Falchion,
the Dervish makes the extra attack either with that weapon or unarmed. If armed with two such weapons, he uses one for his regular attack(s)
and the other for the extra attack. In any case, his damage bonus on the attack with her offhand is not reduced.
Ki Strike (Su): This Dervish can deal damage to a creature with damage reduction as if the blow were made with a lawful weapon
having a +1 enhancement bonus.
Evasion (Ex): If this Dervish makes a successful Reflex saving throw against an attack that normally deals half damage on a successful
save, he instead takes no damage.
Still Mind (Ex): This Dervish gains a +2 bonus on saving throws against spells and effects from the enchantment school.
Venom Immunity (Ex): Immunity to all Poisons.
Dervish Spells Prepared (6/5/5/3/2/1; save DC 12 + spell level): 0—detect magic x2, detect poison, guidance, light, purify food and
drink; 1st – Cure Light Wounds, Endure Elements, Entangle, Locate Water, Longstrider; 2 nd – Barkskin, Dessicate, Soften Earth and Stone, Spider
Climb, Resist Energy; 3rd – Haboob, Sleet Storm, Cure Moderate Wounds; 4th – Freedom of Movement, Cure Serious Wounds; 5th - Stoneskin
Possessions: +1 Great Scimitar, +1 Heavy Wooden Shield, Ring of Protection +1, Amulet of Natural Armor +1

K7: Priest’s Quarters

Creatures (EL 12)


 Dervishes (27)

Dervishes: See Above.

K8: High Priest’s Quarters

Creatures (EL 9)
 The Holy Laseda

The Holy Laseda: See Above.

The Plundered Tomb

L1. Entrance of the Tomb

Creatures (EL 7)
 Dervishes (2)

Dervishes: See Above.

L4. East Offering Temple

Creatures (EL 12)


 Dervishes (11)

Dervishes: See Above.

Kordan’s Master Maze

L14d. Treasure: +1 Disruption Warhammer


L14e: Treasure: Ring of Contrariness

L14m. Treasure: Sword, Berserking

L14q. Treasure: Scroll of Arcane Sight, Heroism (6th lvl)

L14r. Treasure: Ring of Protection +3

L15. Grieving Elves

Creatures (EL 12)


 Dopplegangers (5)

Doppleganger, 4th Level Rogues (3): CR 7; Medium Monstrous Humanoid (Shapechanger); HD 4d8+8+4d6+4; hp 44; Init +8; Spd 30 ft.; AC 23,
touch 14, flat-footed 23, (+4 Dex, +4 Natural, +5 Glamered Chain Shirt); BAB +7; Grap +9; Atk Mwk Scimitar +10 melee (1d6+2/18-20); Full Atk
Mwk Scimitar +10/+5 melee (1d6+2/18-20); SA Detect Thoughts, Sneak Attack +2d6; SQ Change Shape, Evasion, Immunity to Sleep and Charm,
Trapfinding, Trap Sense +1, Uncanny Dodge; AL NE; SV Fort +4, Ref +12, Will +7; Str 14, Dex 18, Con 15, Int 16, Wis 14, Cha 13
Skills and Feats: Bluff +12(+16), Diplomacy +7, Disable Device +13, Disguise +12(+16), Escape Artist +10, Hide +13, Intimidate +7,
Listen +9, Move Silently +13, Search +13, Sense Motive +11, Spot +9, Use Magic Device +8; Dodge, Mobility, Improved Initiative
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 12 negates). It
can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger
loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be
dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Evasion (Ex): If exposed to any effect that allows a Reflex Saving Throw for half, the rogue takes no damage with a successful saving
throw.
Trap Sense (Ex): Gain a +1 bonus to Reflex saves and a +1 dodge bonus to AC versus Traps.
Trapfinding (Ex): Can use Search Skill to locate traps with a DC higher than 20.
Uncanny Dodge (Ex): Retain dexterity bonus to AC even when caught flat-footed.
Possessions: +1 Glamered Chain Shirt, Mwk Scimitar, Mwk Thieves Tools

L16. Minotaur Lair

Creatures (EL 10)


 Minotaur, Fighter 4th (2)

Minotaur, 4th Level Fighters (2): CR 8; Large Monstrous Humanoid; HD 6d8+12+4d10+8; hp 73; Init +0; Spd 30 ft.; AC 22, touch 9, flat-footed 22,
(-1 size, +5 natural, +7 Half-Plate); BAB +10; Grap +19; Atk +1 Greataxe +16 melee (3d6+10/x3) or Gore +14 melee (1d8+5); Full Atk +1 Greataxe
+16 melee (3d6+10/x3) and Gore +14 melee (1d8+5); SA Powerful Charge 4d6+7; SQ Darkvision 60ft., Natural Cunning, Scent; AL CE; SV Fort
+10, Ref +6, Will +6; Str 20, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills & Feats: Intimidate +6, Listen +7, Search +2, Spot +7; Great Fortitude, Power Attack, Track, Weapon Focus (Great Axe),
Weapon Specialization (Great Axe), Improved Critical (Great Axe), Cleave
Powerful Charge (Ex): A Minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns
into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus
that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although Minotaurs are not especially intelligent; they possess innate cunning and logical ability. This gives
them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-
footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Possessions: Mwk Half Plate, +1 Great Axe

L17. Knock Knock

Creatures (EL 11)


 Dervishes (9)

Dervishes: See Above.

L18. Trap Room

Creature (EL 5)
 Mimic, Advanced 11 HD

Mimic: CR 5; Huge Aberration; HD 11d8+33; hp 83; Init +0; Spd 10 ft.; AC 16, touch 8, flat-footed 16, (-2 size, +8 natural); BAB +8; Grap +24; Atk
Slam +15 melee (2d6+9); Full Atk 2 Slams +15 melee (2d6+9); SA Adhesive, Improved Grab, Engulf; SQ Darkvision 60 ft., Immunity to Acid,
Mimic Shape; AL N; SV Fort +8, Ref +5, Will +8; Str 28, Dex 10, Con 21, Int 10, Wis 13, Cha 10
Skills & Feats: Climb +9, Disguise +21, Listen +8, Spot +8; Ability Focus (Adhesive), Alertness, Lightning Reflexes, Weapon Focus
(Slam)
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An
adhesive-covered mimic automatically grapple any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic
is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC
18 Reflex save. A successful DC 18 Strength check is needed to pry it off, Strong alcohol dissolves the adhesive, but the mimic still can grapple
normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
Crush (Ex): A mimic deals 2d6+9 points of damage with a successful grapple check.
Mimic Shape (Ex): A mimic can assume the general s any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a
massive chest, a stout bed, or a wide door). The creature cannot substantially alter its size, though. A mimic body is hard and has a rough
texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check
opposed by the mimic's Disguise check. Of course, by this time it is generally far too late
Skills: A Mimic has a +8 racial bonus to Disguise Checks.

L19. Well of Questions

Creatures (9)
 Androsphinx

Androsphinx: CR 9; Large Magical Beast; HD 12d8+48; hp 114; Init +0; Spd 50 ft., Fly 80 ft. (Poor); AC 22, touch 9, flat-footed 22, (-1 size, +13
natural); BAB +12; Grap +23; Atk Claw +18 melee (2d4+7); Full Atk 2 Claws +18 melee (2d4+7); SA Pounce, Rake 2d4+3, Roar, Spells; SQ
Darkvision 60 ft., Low-Light Vision; AL CG; SV Fort +12, Ref +8, Will +7; Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Skills & Feats: Intimidate +17, Knowledge(History) +18, Listen +18, Spot +18, Survival +18; Alertness, Cleave, Great Cleave, Flyby
Attack, Power Attack, Track
Rake (Ex): Attack Bonus +18, damage 2d4+3.
Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on
a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds. If the sphinx roars a second time during the same encounter, all,
creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for
2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or
take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19
Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to
any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other
Androsphinx are immune to these effects. The save DCs are Charisma-based.
Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing and Protection domains.
Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0 - Cure Minor Wounds, Detect Magic, Guidance, Light, Resistance; 1st -
Divine Favor, Protection From Evil*, Shield Of Faith, Remove Fear, Summon Monster I; 2nd - Bull's Strength, Remove Paralysis, Resist Energy,
Shield Other*, Summon Monster II; 3rd - Cure Serious Wounds*, Daylight, Invisibility Purge, Searing Light. *Domain spells.
Domains: Good and Healing.

L23. Dervish Explorers

Creatures (EL 10)


 Dervishes (5)

Dervishes: See Above.

L28. Loose Ceiling

Creatures (EL 5)
 Mimic, Advanced 11HD

Mimic, Advanced: See Above.

Halls of the Upper Priesthood

L38. West Hall

Creatures (EL 7)
 Wraiths (2)

Wraith (2): CR 5; Medium Undead (Incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft. (Good); AC 15, touch 15, flat-footed 12, (+3 Dex, +2
Deflection); BAB +2; Grap -; Atk Incorporeal Touch +5 melee (1d4 plus 1d6 Constitution Drain); Full Atk Incorporeal Touch +5 melee (1d4 plus
1d6 Constitution Drain); SA Constitution Drain, Create Spawn; SQ Darkvision 60ft., Daylight Powerlessness, Incorporeal Traits, Lifesense 60 ft.,
+2 Turn Resistance, Undead Traits, Unnatural Aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 Follow
Tracks); Alertness, Blind-Fighting, Combat Reflexes, Improved Initiative,
Unnatural Aura (Su): Animals, whether t wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet.
They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Constitution Drain (Su): Living creatures hit by a wraith's incorporeal touch attack must succeed on a DC 14 Fortitude save or take
1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its
spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its
death. They do not possess any of the abilities they had in life.

L47. West Cell of the High Priest

Creatures (EL 9)
 2 Ghasts
 8 Ghouls
 Alhandra, Pal5

Alhandra (Pal 5): CR 5; Medium humanoid(Human); HD 5d10+5; hp 37; Init +1; Spd 20 ft.; AC 21, touch 10, flat-footed 20 (+1 Dex, +8 Full Plate,
+2 Heavy Steal Shield); Base Atk +5; Grp +7; Atk +9 Mwk Longsword melee (1d8+2/19–20) or +6 Mwk Composite Longbow [+2 Str bonus]
ranged (1d8+2/×3); Full Atk +9 Mwk Longsword melee (1d8+2/19–20) or +6 Mwk Composite Longbow [+2 Str bonus] ranged (1d8+2/×3); SA
smite evil 2/day, turn undead 5/day; SQ aura of courage, detect evil, divine grace, divine health, empathic link with mount, heavy warhorse
mount, lay on hands, share spells with mount; AL LG; SV Fort +8, Ref +5, Will +6; Str 14, Dex 10, Con 12, Int 10, Wis 14, Cha 17.
Skills and Feats: Concentration +9, Heal +10, Ride +7; Improved Initiative, Lightning Reflexes, Weapon Focus (longsword).
Smite Evil (Su): Twice per day this paladin may attempt to smite evil with one normal melee attack. She adds +3 to her attack roll
and deals 5 extra points of damage. Smiting a creature that is not evil has no effect but uses the ability for that day.
Turn Undead (Su): As a 2nd-level cleric.
Aura of Courage (Su): This paladin is immune to fear, magical or otherwise; allies within 10 feet of her gain a +4 morale bonus on
saving throws against fear effects.
Detect Evil (Sp): This paladin can detect evil at will as the spell.
Divine Grace (Su): This paladin applies her Charisma bonus on all saving throws. (This modifier is already figured into the statistics
given above.)
Divine Health (Ex): This paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.
Lay on Hands (Su): This paladin can heal wounds by touch as a standard action. Each day she can cure 15 hit points. The paladin can
cure herself and can divide the curing among multiple recipients. She doesn’t have to use it all at once. Alternatively, the paladin can use some
or all of these points to deal damage to undead creatures as a touch attack.
Share Spells (Ex): This paladin may have any spell she casts on herself also affect her mount if the latter is within 5 feet at the time.
The paladin may also cast a spell with a target of “You” on her mount.
Paladin Spells Prepared (1; save DC 12 + spell level): 1st—bless weapon.
Possessions: Full plate, masterwork heavy steel shield, masterwork longsword, masterwork composite longbow (+2 Str bonus), 10
normal arrows, 10 cold iron arrows, 10 silvered arrows, 4 potions of cure light wounds, potion of bear’s endurance, 2 scrolls of magic weapon, 2
scrolls of protection from evil, bit and bridle (mount), dagger, 3 flasks holy water, healer’s kit, masterwork scale mail barding (mount), military
saddle (mount), saddlebags (mount), silver holy symbol.

Empathic Link (Su): This paladin can communicate telepathically with her mount at a distance of up to 1 mile. The paladin has the
same connection to an item or a place that the mount does. Heavy Warhorse Mount: For as much as 10 hours per day, this paladin can call
upon the services of a special heavy warhorse mount. The creature’s abilities and characteristics are summarized below.
Heavy Warhorse: Large magical beast; HD 6d8+12; hp 39; Init +1; Spd 50 ft.; AC 18, touch 10, flat-footed 17; Base Atk +3;
Grp +11; Atk +6 melee (1d6+4, hoof ); Full Atk +6/+6 melee (1d6+4, 2 hooves) and +1 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.;
SQ improved evasion, low-light vision, scent; SV Fort +7, Ref +5, Will +2; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6. Skills and Feats:
Listen +5, Spot +4; Endurance, Run.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, this
mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Low-Light Vision (Ex): Can see twice as far as a human in dim light.
Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Ghasts (2): CR 3; Medium Undead; HD 8d12+3; hp 55; Init +3; Spd 30 ft.; AC 17, touch 12, flat-footed 14, (+3 Dex, +4 natural); BAB +4; Grap +8;
Atk Bite +8 melee (1d8+4 plus paralysis); Full Atk Bite +8 melee (1d8+4 plus paralysis) and 2 Claws +5 melee (1d4+2 plus paralysis; SA Ghoul
Fever (Bite DC 15 incubation 1 day, 1d3 con and 1d3 dex), Paralysis (DC 15 or paralyzed 1d4+1), Stench (10ft radius, DC 15 of be Sickened for
1d6+4 minutes); SQ Darkvision 60ft., Undead Traits, +2 Turn Resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str 18, Dex 17, Con -, Int 13, Wis 14,
Cha 16
Skills and Feats: Balance +11, Climb +13, Hide +12, Jump +13, Move Silently +12, Spot +12; Multi-attack, Toughness
Ghoul Fever (Su): Disease—bite, fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-
based.
Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds.
Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming Living creatures within 10 feet must
succeed on a DC 15 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. The save DC is Charisma-based.

Ghouls (8): CR 2; Medium Undead; HD 3d12; hp 20; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12, (+2 Dex, +2 natural); BAB +1; Grap +2;
Atk Bite +2 melee (1d6+1 plus paralysis); Full Atk Bite +2 melee (1d6+1 plus paralysis) and 2 Claws +0 melee (1d3 plus paralysis); SA Ghoul Fever
(Bite DC 12 incubation 1 day, 1d3 con and 1d3 dex), Paralysis (DC 12 or paralyzed 1d4+1; SQ Darkvision 60ft., Undead Traits, +2 Turn
Resistance; AL CE; SV Fort +1, Ref +4, Will +7; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +7, Climb +6, Hide +7, Jump +6, Move Silently +7, Spot +8; Multi-attack, Improved Initiative
Ghoul Fever (Su): Disease—bite, fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-
based.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds.
Even elves can be affected by this paralysis. The save DC is Charisma-based.

L48. Priest Catacombs

Creatures (EL 9)
 2 Ghasts
 8 Ghouls

Ghasts (2): CR 3; Medium Undead; HD 8d12+3; hp 55; Init +3; Spd 30 ft.; AC 17, touch 12, flat-footed 14, (+3 Dex, +4 natural); BAB +4; Grap +8;
Atk Bite +8 melee (1d8+4 plus paralysis); Full Atk Bite +8 melee (1d8+4 plus paralysis) and 2 Claws +5 melee (1d4+2 plus paralysis; SA Ghoul
Fever (Bite DC 15 incubation 1 day, 1d3 con and 1d3 dex), Paralysis (DC 15 or paralyzed 1d4+1), Stench (10ft radius, DC 15 of be Sickened for
1d6+4 minutes); SQ Darkvision 60ft., Undead Traits, +2 Turn Resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str 18, Dex 17, Con -, Int 13, Wis 14,
Cha 16
Skills and Feats: Balance +11, Climb +13, Hide +12, Jump +13, Move Silently +12, Spot +12; Multi-attack, Toughness
Ghoul Fever (Su): Disease—bite, fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-
based.
Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds.
Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming Living creatures within 10 feet must
succeed on a DC 15 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. The save DC is Charisma-based.

Ghouls (8): CR 2; Medium Undead; HD 3d12; hp 20; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12, (+2 Dex, +2 natural); BAB +1; Grap +2;
Atk Bite +2 melee (1d6+1 plus paralysis); Full Atk Bite +2 melee (1d6+1 plus paralysis) and 2 Claws +0 melee (1d3 plus paralysis); SA Ghoul Fever
(Bite DC 12 incubation 1 day, 1d3 con and 1d3 dex), Paralysis (DC 12 or paralyzed 1d4+1; SQ Darkvision 60ft., Undead Traits, +2 Turn
Resistance; AL CE; SV Fort +1, Ref +4, Will +7; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12
Skills and Feats: Balance +7, Climb +6, Hide +7, Jump +6, Move Silently +7, Spot +8; Multi-attack, Improved Initiative
Ghoul Fever (Su): Disease—bite, fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-
based.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds.
Even elves can be affected by this paralysis. The save DC is Charisma-based.

L50. East High Priest’s Cell

Creatures (EL 10)


 Wratihs (3)

Wraiths: See Above.

Treasure: +2 Short Sword Undead Bane.

L51. Priesthood Cells

Treasure: Potion of Command Undead, Heightened 4th (2)

L56. Grand Hall of the Pharoahs

Creatures (EL 13)


 Munafik, Lich Wiz11

Munafik, Lich Wiz11: CR 11; Medium Undead (Augmented Humanoid); HD 11d12+3; hp 74; Init +3; Spd 30 ft.; AC 28, touch 15, flat-footed 25,
(+3 Dex, +5 natural, +4 Mage Armor, +4 Shield, +2 Ring of Protection); BAB +5; Grap +5; Atk Touch +5 melee (1d8+5 negative energy plus
paralysis) or Quaterstaff +5 melee (1d6) or Dagger +5 melee (1d4/19-20) or Mwk Light Crossbow +9 ranged (1d8/19-20); Full Atk Touch +5
melee (1d8+5 negative energy plus paralysis) or Quaterstaff +5 melee (1d6) or Dagger +5 melee (1d4/19-20) or Mwk Light Crossbow +9 ranged
(1d8/19-20); SA Damaging Touch, Fear Aura, Paralyzing Touch, Spells; SQ +4 Turn Resistance, Damage Reduction 15/Bludgeoning and Magic,
Darkvision 60 ft., Immunity to Cold, Electricity, Polymorph and Mind-Affecting Spells, Undead Traits; AL NE; SV Fort +4, Ref +7, Will +10; Str 10,
Dex 16, Con -, Int 24, Wis 14, Cha 13
Skills and Feats: Concentration +20, Decipher Script +17, Hide +15, Knowledge (Arcana) +21, Listen +12, Move Silently +16, Search
+19, Sense Motive +10, Spellcraft +23, Spot +12; Combat Casting, Craft Wondrous Item, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus
(Conjuration), Still Spell, Toughness
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at
the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich's level. A creature that successfully saves
cannot be affected again by the same lich's aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently
paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, page 203 of the
Player's Handbook). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check
reveals that the victim is still alive.
Wizard Spells Known: 0 – All, 1st – All plus Locate Water, Parching Touch, Sunstroke; 2nd – All plus Ashstar, Scimitar of Sand,
Dessicate; 3rd – All plus Protection from Dessication, Haboob, Tormenting Thirst, Body Blaze, Storm Mote, Whispering Sand, 4 th – All plus Blast of
Sand, Desert Diversion, Wall of Salt, Wall of Sand, Wall of Water, Parboil, Searing Exposure, Wither, Fuse Sand, Sandform; 5 th – All plus Anti-fire
Sphere, Dispel Water, Wall of Magma, Sleep Mote, Flaywind Burst, Choking Sands, Flesh to Salt, Transmute Sand to Glass, Transmute Sand to
Stone, Transmute Stone to Sand, Unearthly Heat; 6th – All plus Symbol of Thirst, Ashen Union, Mass Dessicate, Mummify, Saclding Mud.
Wizard Spells Prepared (4/6/5/5/4/3/1; save DC 17(19) + spell level): 0 – Acid splash, detect magic, ray of frost, touch of fatigue; 1st
– Mage Armor, Magic Missile x3, Ray of Enfeeblement, Shield; 2 nd – Spider Climb, Mirror Image, Resist Energy, Web, Fox’s Cunning; 3 rd - Dispel
Magic, Displacement, Slow, Stinking Cloud, Fireball; 4th – Evard’s Black Tentacles, Enervation, Dispel Magic (Silent)x2; 5th – Magic Missile
(Quicken), Lesser Globe of Invulnerability(Still), Cloudkill; 6th – Disintergrate
Possessions: 1,000g, 8 100g pearls, 8 50g peridots, Necklace of Adaptation, Rod of Metal and Mineral Detection, Ring of Protection
+2, Cloak of Protection +2, Scroll of Summon Monster IV (8th), Wand of Magic Missiles 50c (9th), Potion of Gaseous Form, Headband of Intellect
+4

L56a. Chabang Men

Creatures (EL 5)
 Magen, Galvan

Magen, Galvan: CR 3; Medium Construct; HD 5d10+20; hp 47; Init +6; Spd 40 ft.; AC 17, touch 12, flat-footed 15, (+2 Dex, +5 natural); BAB +3;
Grap +5; Atk Slam +5 melee (1d6+2); Full Atk Slam +5 melee (1d6+2); SA Spell-Like Ability; SQ Construct Traits; AL N; SV Fort +1, Ref +5, Will +1;
Str 15, Dex 15, Con -, Int 11, Wis 10, Cha 9
Skills and Feats: Listen +8, Spot +8; Improved Initiative, Lightning Reflexes
Spell-like Ability: 3/day – Lightning Bolt. Caster Level 5th, DC 13.

L56b. Fire Wall

Trap (EL 9)
 Programmed Image (Wall of Stone)
 Programmed Image (Wall of Fire)

Programmed Image (Wall of fire): CR 6; magic device; visual trigger (Arcane Eye); automatic reset; spell effect (Wall of Fire, 12 th Level Wizard);
Search DC 31; Disable Device DC 31.

Programmed Image (Wall of Stone): CR 6; magic device; visual trigger (Arcane Eye); automatic reset; spell effect (Wall of Stone, 12 th Level
Wizard); Search DC 31; Disable Device 31.

L56c. Mirror, Mirror

Trap (EL 10)


 Mirror of Opposition

L56d. Pet Fist

Trap (EL 11)


 Bigby’s Clenched Fist

Bigby’s Clenched Fist: CR 8; magic device; visual trigger (Arcane Eye); automatic reset; spell effect (Bigby’s Clenched Fist, 15 th Level Wizard);
Search DC 33; Disable Device DC 31.

L58. Reading Room

Treasure: Libram of Ineffable Damnation


L64. Heart’s Lair

Creature (EL 10)


 Clay Golem

Clay Golem: CR 10; Large Construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft.; AC 22, touch 8, flat-footed 22, (-1 Size, -1 Dex, +14 natural); BAB +8;
Grap +19; Atk Slam +14 melee (2d10+7 plus Curse Wound); Full Atk 2 Slams +14 melee (2d10+7 plus Curse Wound); SA Berserk, Cursed Wound;
SQ Construct Traits, Damage Reduction 10/Adamantite and Bludgeoning, Darkvision 60 ft., Haste, Immunity to Magic, Low-Light Vision; AL N;
SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: None.
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and
the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than
itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can
reestablish control.
Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a
conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the
injured character.
Immunity to Magic (Ex): A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain
spells and effects function differently against the creature, as noted below.
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem
gets no saving throw against any of these effects. Any magical attack against a clay golem that deals acid damage heals 1 point of damage for
every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains
any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack
would have dealt 22 points of damage. A clay golem gets no saving throw against magical attacks that deal acid damage.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect
lasts 3 rounds and is otherwise the same as the spell.

L67. Tomb of Amun-re

Creatures (EL 15)


 Amun-re, Mummy Lord

Amun-re: CR 15; Medium Undead; HD 8d12+10d8; hp 176; Init +5; Spd 15 ft.; AC 30, touch 11, flat-footed 29, (+1 Dex, +10 natural, +9 Half-
Plate Armor +2); BAB +11; Grap +19; Atk Slam +20 melee (1d6+12/19-20 plus Mummy Rot); Full Atk Slams +20 melee (1d6+12/19-20 plus
Mummy Rot); SA Despair, Mummy Rot, Rebuke Undead, Spells; SQ Damage Reduction 5/-, Darkvision 60 ft., Resistance to Fire 10, Undead
Traits, Vulnerability to Fire; AL LE; SV Fort +13, Ref +8, Will +20; Str 26, Dex 12, Con -, Int 8, Wis 20, Cha 17
Skills and Feats: Concentration +17, Knowledge (Religion) +4, Listen +18, Move Silently +5, Spot +18; Alertness, Combat Casting,
Great Fortitude, Improved Critical (Slam), Improved Initiative, Weapon Focus (Slam)
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 17 Will save or be paralyzed with fear for 1d4 rounds.
Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is
Charisma-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save
DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described
below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature
afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy
rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a
caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature that dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level): 0—detect magic (2), guidance, read magic, resistance, virtue; 1st—
bane, command, deathwatch, divine favor, doom, sanctuary*, shield of faith; 2nd—bull’s strength, death knell*, hold person, resist energy,
silence, spiritual weapon; 3rd—animate dead*, deeper darkness, dispel magic, invisibility purge, searing light; 4th—air walk, dismissal, divine
power, giant vermin, spell immunity*; 5th—insect plague, slay living*, spell resistance, symbol of pain.
*Domain Spell. Domains: Death and Protection.
Possessions: +2 half-plate armor, cloak of resistance +2, ring of minor energy resistance (fire), brooch of shielding.

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