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11.

Courtyard Pool

Creature (EL 3): Water Weird

Water Weird: CR 3; Medium Elemental (Water, Extraplanar); HD 4d8+12; hp 30; Init +3; Spd 20 ft., Swim 90ft.; AC 21, touch 12,
flat-footed 18, (+3 Dex, 8 Natural); BAB +3; Grap +6; Atk Slam +6 melee (1d8+4); SA Drench, Drown, Improved Grab; SQ DR 5/-,
Darkvision 60 ft., Elemental Traits; AL CN; SV Fort +3, Ref +3, Will +0; Str 16, Dex 17, Con 17, Int 12, Wis 11, Cha 11
Skills & Feats: Listen +3, Spot +4; Weapon Focus (Slam), Combat Reflexes
Drench: The Weird’s touch puts out torches, campfires, exposed lanterns and other open flames of non-magical
nature if they are of large size or smaller. The creature can dispel magical fire it touches as the spell (caster level equals the
Weird’s HD).
Drown (Ex): If the Weird succeeds on its Improved Grab then the victim is pulled into the Weird’s pool. Each round
the victim must make Fortitude save DC 15 or begin drowning

13. Southeast Shrine

Creature (EL 4): Gargoyle

Gargoyle: CR 4; Medium Monstrous Humanoid (Earth); HD 4d8+16 hp 34; Init +2; Spd 40 ft., Fly 60 ft. (Average); AC 16, touch
12, flat-footed 14, (+2 Dex, +4 Natural ); BAB +4; Grap +6; Atk Claw +9 melee (1d6+2); Full Atk 2 Claws +9 melee (1d6+2) and
Bite +7 melee (1d6+1) and Gore +7 melee (1d6+1); SQ DR 10/Magic, Darkvision 60ft., Freeze; AL CE; SV Fort +5, Ref +6, Will +4;
Str 20, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Skills and Feats: Hide +7, Listen +4, Spot +4; Multiattack, Improved Natural Attack (Claw), Flyby
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot
check to notice the gargoyle is really alive.

20. Storage Room

Creatures (EL 8): 5 Siswa, Dusk3

Siswa, Duskblade3: CR 3; Medium Humanoid (Elf); HD 3d8+3; hp 16; Init +6; Spd 30 ft.; AC 17, touch 12, flat-footed 15, (+2 Dex,
+4 Chain Shirt, +1 Light Wooden Shield ); BAB +3; Grap +5; Atk Mwk Longsword +6 melee (1d8+2/19-20); Full Atk Mwk
Longsword +6 melee (1d8+2/19-20); SA Spell-Like Abilities, Arcane Channeling; SQ Armored Mage, Low-Light Vision, Immunity
to Sleep Effects, +2 racial saving throw against enchantment spells or effects; AL NG; SV Fort +3, Ref +3, Will +3(+5); Str 14, Dex
15, Con 10, Int 16, Wis 11, Cha 10
Skills and Feats: Concentration +11, Decipher Script +7, Knowledge (Arcana) +10, Knowledge (History) +9, Knowledge
(Planes) +9, Spellcraft +12; Improved Initiative, Combat Reflexes, Combat Casting
Spell-Like Abilities: 6/day – Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the spell through the weapon
with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting
time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell
is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Spells Known: (2/4) 0- Acid Splash, Touch of Fatigue; 1st – Color Spray, Ray of Enfeeblement, Shocking Grasp, True
Strike
Spells per day: (5/5; DC 13+Spell Level)
Possessions: Mwk Longsword, Mwk Chain Shirt

21. Hall Junction

Creatures (EL 7): 4 Bandits, Bar3

Bandits, Barbarian 3: CR 3; Medium Humanoid (Human); HD 3d8+6; hp 20; Init +1; Spd 40 ft.; AC 16, touch 11, flat-footed 16,
(+1 Dex, +5 Breastplate); BAB +3; Grap +6; Atk Mwk Greatsword +8 melee (2d6+4/19-20) or Longbow +4 ranged (1d8+3/x3);
Full Atk Mwk Greatsword +8 melee (2d6+4/19-20) or Longbow +4 ranged (1d8+3/x3); SQ Fast Movement, Illiteracy, Rage
1/day, Uncanny Dodge, Trap Sense +1; AL CN; SV Fort +5, Ref +2, Will +2(+5); Str 16, Dex 13, Con 14, Int 12, Wis 12, Cha 10
Skills and Feats: Survival +8, Listen +8, Jump +7, Climb +3, Swim +1, Handle Animal +6, Ride +8; Weapon Focus
(Greatsword), Dodge, Mobility
Rage (Ex): Gain a +4 bonus to Str/Con, +2 morale bonus to Will Saves, -2 penalty to AC; 7 rounds
Possessions: Mwk Greatsword, Mwk Breastplate, Longbow (16str), 10 Arrows

24. Cloak Room

Creature (EL 3): Alaeki, Dusk3

Alaeki, Duskblade3: CR 3; Medium Humanoid (Elf); HD 3d8+3; hp 27; Init +6; Spd 30 ft.; AC 17, touch 12, flat-footed 15, (+2 Dex,
+4 Chain Shirt, +1 Light Wooden Shield ); BAB +3; Grap +5; Atk Mwk Longsword +6 melee (1d8+2/19-20); Full Atk Mwk
Longsword +6 melee (1d8+2/19-20); SA Spell-Like Abilities, Arcane Channeling; SQ Armored Mage, Low-Light Vision, Immunity
to Sleep Effects, +2 racial saving throw against enchantment spells or effects; AL NG; SV Fort +3, Ref +3, Will +3(+5); Str 14, Dex
15, Con 10, Int 16, Wis 11, Cha 10
Skills and Feats: Concentration +11, Decipher Script +7, Knowledge (Arcana) +10, Knowledge (History) +9, Knowledge
(Planes) +9, Spellcraft +12; Improved Initiative, Combat Reflexes, Combat Casting
Spell-Like Abilities: 6/day – Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the spell through the weapon
with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting
time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell
is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Spells Known: (2/4) 0- Disrupt Undead, Ray of Frost; 1st – Blade of Blood, Kelgore’s Fire Bolt, Magic Weapon, Shocking
Grasp
Spells per day: (5/5; DC 13+Spell Level)
Possessions: Mwk Longsword, Mwk Chain Shirt

27g. Priesthood Cell

Creatures (EL 6): 3 Siswa, Dusk3

Siswa, Duskblade3: CR 3; Medium Humanoid (Elf); HD 3d8+3; hp 16; Init +6; Spd 30 ft.; AC 17, touch 12, flat-footed 15, (+2 Dex,
+4 Chain Shirt, +1 Light Wooden Shield ); BAB +3; Grap +5; Atk Mwk Longsword +6 melee (1d8+2/19-20); Full Atk Mwk
Longsword +6 melee (1d8+2/19-20); SA Spell-Like Abilities, Arcane Channeling; SQ Armored Mage, Low-Light Vision, Immunity
to Sleep Effects, +2 racial saving throw against enchantment spells or effects; AL NG; SV Fort +3, Ref +3, Will +3(+5); Str 14, Dex
15, Con 10, Int 16, Wis 11, Cha 10
Skills and Feats: Concentration +11, Decipher Script +7, Knowledge (Arcana) +10, Knowledge (History) +9, Knowledge
(Planes) +9, Spellcraft +12; Improved Initiative, Combat Reflexes, Combat Casting
Spell-Like Abilities: 6/day – Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the spell through the weapon
with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting
time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell
is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Spells Known: (2/4) 0- Acid Splash, Touch of Fatigue; 1st – Color Spray, Ray of Enfeeblement, Shocking Grasp, True
Strike
Spells per day: (5/5; DC 13+Spell Level)
Possessions: Mwk Longsword, Mwk Chain Shirt

27n. Dark Cell

Creatures (EL 8): 5 Siswa, Dusk3

27o. Dark Cell

Creatures (EL 8): 5 Siswa, Dusk3


29. Siswa Guards

Creatures (EL 7): 2 Elite Siswa, Dusk5

Elite Siswa, Duskblade5: CR 5; Medium Humanoid (Elf); HD 5d8+5; hp 25; Init +7; Spd 30 ft.; AC 18, touch 13, flat-footed 15, (+3
Dex, +5 Breastplate); BAB +5; Grap +7; Atk Mwk Greatsword +8 melee (2d6+3/19-20); Full Atk Longsword +8 melee (2d6+3/19-
20); SA Spell-Like Abilities, Arcane Channeling; SQ Armored Mage, Quick Cast 1/dayLow-Light Vision, Immunity to Sleep Effects,
+2 racial saving throw against enchantment spells or effects; AL NG; SV Fort +4, Ref +4, Will +4(+6); Str 14, Dex 16, Con 10, Int
16, Wis 11, Cha 10
Skills and Feats: Concentration +13, Decipher Script +9, Knowledge (Arcana) +12, Knowledge (History) +11,
Knowledge (Planes) +11, Spellcraft +14; Improved Initiative, Combat Reflexes, Combat Casting
Spell-Like Abilities: 6/day – Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the spell through the weapon
with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting
time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell
is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Quick Cast: 1/day you can cast a spell as a swift action, if the casting time is 1 Standard Action or less
Spells Known: (2/4/2) 0- Acid Splash, Touch of Fatigue; 1st – Color Spray, Ray of Enfeeblement, Shocking Grasp, True
nd
Strike; 2 – Animalistic Power, Ghoul Touch
Spells per day: (6/6/3; DC 13+Spell Level)
Possessions: Mwk Greatsword, Mwk Breastplate

30. Hallways of the Great Temple

Creatures (EL 3): Gelatinous Cube

Gelatinous Cube: CR 3; Large Ooze HD 4d10+32; hp 54; Init -5; Spd 15 ft.; AC 4, touch 4, flat-footed 4, (-1 Size, -5 Dex); BAB +3;
Grap +7; Atk Slam +2 melee (1d6 plus 1d6 acid); Full Slam +2 melee (1d6 plus 1d6 acid); SA Acid, Engulf, Paralysis; SQ Blindsight
60ft., Immunity to Electricity, Ooze Traits, Transparent; AL N; SV Fort +9, Ref -4, Will -4; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1
Skills and Feats: None
Acid (Ex): A gelatinous cube's acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly gelatinous cube can simply mow down Large or smaller creatures as a standard
action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the
opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they
are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be
engulfed; on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are
subject to the cube's paralysis and acid, and are considered to be grappled and trapped within its body.
Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must
succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to
notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

35. Great Temple

Creature (EL 8): Bone Golem

Creatures (EL 3): Gelatinous Cube, hp 54

Bone Golem: CR 8; Large Construct; HD 11d10+30; hp 90; Init +6; Spd 30 ft.; AC 21, touch 11, flat-footed 19, (-1 Size, +2 Dex, 10
Natural); BAB +11; Grap +19; Atk Double Bladed Sword +15 melee (2d6+6); Full Double Bladed Swords +13/+13 melee (2d6+6)
and Off-Hand Double Bladed Swords +13/+13 melee (2d6+3); SA Bone Prison; SQ Construct Traits, DR 5/Adamantine and
Bludgeoning, Darkvision 60ft., Immunity to Magic, Low-Light Vision; AL N; SV Fort +3, Ref +5, Will +3; Str 18, Dex 15, Con -, Int -,
Wis 10, Cha 1
Skills and Feats: None
Bone Prison (Ex): As a standard action, make a ranged touch attack to hit a target within 30ft. These bones magically
duplicate and form a cage surrounding struck creatures. Each round, the cage makes a grapple check. The target can escape the
grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and
saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison
active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.
Immunity to Magic (Ex): The Golem is immune to any spell or spell-like ability that allows SR. In addition, certain
spells and effects function differently against the creature, as noted below.
 Magical effects that heal living creatures slow a bone golem (as the slow spell) for 1d4 rounds (no save).
 A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point
of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the
golem to exceed its full normal hit points, it gains any excess as temporary hit points. A bone golem gets no
saving throw against attacks that deal negative energy damage.
 A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.

37. Library

Creatures (EL 9): The Rahib, Clr9

The Rahib: Male human Clr9; CR 9; Medium humanoid (human); HD 9d8+12; hp 84; Init +1; Spd 20 ft.; AC 23, touch 13,
flat-footed 22 (+1 Dex, +10 armor, +2 Force Shield); BAB +6; Grap +9; Atk Morningstar +10 melee (1d8+3,+2d6 vs Good);
SQ Rebuke undead 7/day; AL NE; SV Fort +8, Ref +4, Will +11; Str 16, Dex 13, Con 14, Int 12, Wis 20, Cha 18
Skills & Feats: Concentration +18, Diplomacy +16, Knowledge (religion) +13, Spellcraft +13; Combat Casting, Scribe
Scroll, Silent Spell
Spells Prepared (6/7/6/5/4/3; save DC = 15 + spell level): 0 – detect magic, light, read magic, resistance, detect
Poison, Purify Food and Drink; 1st – bane, cure light wounds, divine favor, inflict light wounds, sanctuary, shield of faith,
entropic shield*; 2nd – bull strength, cure moderate wounds, inflict light wounds(Silent), resist energy, spiritual weapon,
aid*; 3rd – bestow curse, cure serious wounds, inflict moderate wounds(Silent), meld into stone, magic circle vs good*; 4 th –
cure critical wounds, divine power, inflict serious wounds(Silent), freedom of movement*; 5 th – spell resistance, spell
immunity(Silent), dispel good* (*Domain Spell)
Domains: Luck (1/day Reroll a roll), Evil (cast evil spells at +1 caster level).
Possessions: +2 Full plate, clerical robes, +1 Unholy Morningstar, Staff of Enchantment -16c-, Ring of Force Shield,
Quaal’s Feather Token (Whip)

40. The Rahib’s Bedchamber

Creatures (EL 6): 2 Black Pathers

Black Panther: CR 5; Medium Animal; HD 5d8+10; hp 38; Init +5; Spd 40 ft., Climb 20ft.; AC 16, touch 15, flat-footed 11, (+5 Dex,
+1 Natural); BAB +3; Grap +5; Atk Bite +8 melee (1d6+3); Full Atk Bite +8 melee (1d6+3) and 2 Claws +3 melee (1d3+1); SA
Improved Grab, Pounce, Rake; SQ Low-Light Vision, Scent; AL N; SV Fort +6, Ref +9, Will +4; Str 16, Dex 20, Con 15, Int 2, Wis 12,
Cha 6
Skills and Feats: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6; Alertness, Weapon
Finesse
Improved Grab (Ex): If the panther hits with the bite it can start a grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check it establishes a hold and can rake.
Pounce (Ex): If the panther charges the foe it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d3+1

42. Ular-Taman’s Room

Creature (EL 10): Guardian Naga (MM 192 if they are dumb enough to fight it)
46. Storage Room

Creatures (EL 4): 8 Fiendish Dire Rats

Fiendish Dire Rat: CR 1/2; Small Magical Beast (Augmented Animal, Extraplanar); HD 1d8+1; hp 5; Init +3; Spd 40 ft., Climb 20ft.;
AC 15, touch 14, flat-footed 11, (+1 Size, +3 Dex, +1 natural); BAB +0; Grap -4; Atk Bite +4 melee (1d4 plus disease); Full Atk Bite
+4 melee (1d4 plus disease); SA Disease, Smite Good; SQ Darkvision 60ft. Resistance to cold and fire 5, scent, Spell Resistance 6;
AL NE; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Skills & Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse.
Disease (Ex): Filth fever—bite, Fortitude DC 11 incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
Smite Good (Su): Once per day, can make a normal melee attack to deal extra damage equal to its HD total (maximum
of+20) against a good foe.

49b. Prisoner Cells

Creature (EL 4): Baik Telor, Mnk4

Baik Telor, Monk 4: CR 4; Medium Humanoid (Human); HD 4d8; hp 32; Init +2; Spd 40 ft.; AC 17, touch 16, flat-footed 15, (+2
Dex, +5 Wis, +1 Armor, +1 Deflection); BAB +3; Grap +4; Atk Unarmed Strike +4 melee (1d8+1); Full Atk Unarmed Strike +4
melee (1d8+1) or Flurry of Blows +2/+2 melee (1d8+1); SA Flurry of Blows, Ki Strike +1; SQ Evasion, Slow Fall 20ft., Still Mind; AL
N; SV Fort +4, Ref +6, Will +7(+9); Str 13, Dex 14, Con 10, Int 12, Wis 16, Cha 10
Skills and Feats: Balance +7, Diplomacy +7, Hide +9, Knowledge (Religion) +6, Move Silently +9, Sense Motive +10,
Tumble +9; Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Dodge, Mobility, Stunning Fist
Possessions: Bracers of Armor +1, Ring of Protection +1, Oil of Magic Weapon, Potion of Barkskin +2

49r. Prisoner Cells

Creature (EL 5): Haanes, Dusk5

Haanes, Duskblade5: CR 5; Medium Humanoid (Elf); HD 5d8+5; hp 25; Init +7; Spd 30 ft.; AC 18, touch 13, flat-footed 15, (+3
Dex, +5 Breastplate); BAB +5; Grap +7; Atk Mwk Greatsword +8 melee (2d6+3/19-20); Full Atk Longsword +8 melee (2d6+3/19-
20); SA Spell-Like Abilities, Arcane Channeling; SQ Armored Mage, Quick Cast 1/dayLow-Light Vision, Immunity to Sleep Effects,
+2 racial saving throw against enchantment spells or effects; AL NG; SV Fort +4, Ref +4, Will +4(+6); Str 14, Dex 16, Con 10, Int
16, Wis 11, Cha 10
Skills and Feats: Concentration +13, Decipher Script +9, Knowledge (Arcana) +12, Knowledge (History) +11,
Knowledge (Planes) +11, Spellcraft +14; Improved Initiative, Combat Reflexes, Combat Casting
Spell-Like Abilities: 6/day – Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the spell through the weapon
with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting
time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell
is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Quick Cast: 1/day you can cast a spell as a swift action, if the casting time is 1 Standard Action or less
Spells Known: (2/4/2) 0- Acid Splash, Touch of Fatigue; 1st – Blade of Blood, Chill Touch, Shocking Grasp, True Strike;
nd
2 – Animalistic Power, Touch of Idiocy
Spells per day: (6/6/3; DC 13+Spell Level)
Possessions: Mwk Greatsword, Mwk Breastplate

51. Corridor of the Unexpected

Creature (EL 6): 2 Bandits, Barb4

Bandits, Barbarian 4: CR 4; Medium Humanoid (Human); HD 4d8+8; hp 26; Init +1; Spd 40 ft.; AC 17, touch 11, flat-footed 15,
(+2 Dex, +5 Breastplate); BAB +4; Grap +7; Atk Mwk Greatsword +9 melee (2d6+4/19-20) or Longbow +6 ranged (1d8+3/x3);
Full Atk Mwk Greatsword +9 melee (2d6+4/19-20) or Longbow +6 ranged (1d8+3/x3); SQ Fast Movement, Illiteracy, Rage
1/day, Uncanny Dodge, Trap Sense +1; AL CN; SV Fort +5, Ref +2, Will +2(+5); Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10
Skills and Feats: Survival +8, Listen +8, Jump +7, Climb +3, Swim +1, Handle Animal +6, Ride +8; Weapon Focus
(Greatsword), Dodge, Mobility
Rage (Ex): Gain a +4 bonus to Str/Con, +2 morale bonus to Will Saves, -2 penalty to AC; 7 rounds
Possessions: Mwk Greatsword, Mwk Breastplate, Longbow (16str), 10 Arrows

58. Outer East Vault

Creatures (EL 3): Gelatinous Cube

Gelatinous Cube: CR 3; Large Ooze HD 4d10+32; hp 54; Init -5; Spd 15 ft.; AC 4, touch 4, flat-footed 4, (-1 Size, -5 Dex); BAB +3;
Grap +7; Atk Slam +2 melee (1d6 plus 1d6 acid); Full Slam +2 melee (1d6 plus 1d6 acid); SA Acid, Engulf, Paralysis; SQ Blindsight
60ft., Immunity to Electricity, Ooze Traits, Transparent; AL N; SV Fort +9, Ref -4, Will -4; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1
Skills and Feats: None
Acid (Ex): A gelatinous cube's acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly gelatinous cube can simply mow down Large or smaller creatures as a standard
action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the
opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they
are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be
engulfed; on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are
subject to the cube's paralysis and acid, and are considered to be grappled and trapped within its body.
Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must
succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to
notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

64. Spider Lair

Creature (EL 1): Monstrous Spider

Monstrous Spider: CR 1; Medium Vermin HD 3d8+3; hp 20; Init +3; Spd 30 ft. Climb 20ft.; AC 14, touch 13, flat-footed 11, (+3
Dex, +1 Natural); BAB +1; Grap +1; Atk Bite +4 melee (1d6 plus poison); Full Bite +4 melee (1d6 plus poison); SA Poison, Web;
SQ Darkvision 60ft., Tremorsense 60ft., Vermin Traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha
2
Skills and Feats: Climb +11, Hide +15, Jump +0, Move Silently +8, Spot +4; Weapon Finesse, Ability Focus (Poison)
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d4 Str, secondary damage 1d4 Str
Web (Ex): 8/day, Range 10ft., Escape Artist DC 12, Break DC 16, HP 6 DR 5/-

65. Magician’s Cell

Creature (EL 6): Merdiz, Human Wiz5

Merdiz: CR 6; Medium Humanoid (Human); HD 6d4+6; hp 32; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14, (+2 Dex, +4
Mage Armor); BAB +3; Grap +3; Atk Club +3 melee (1d6); Full Club +3 melee (1d6); SA Immediate Magic (Enchantment) ; AL NE;
SV Fort +3, Ref +4, Will +5; Str 10, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Skills and Feats: Concentration +14, Decipher Script +12, Knowledge (Arcana) +12, Knowledge (History) +12, Spellcraft
+12; Scribe Scroll, Spell Mastery (Mage Armor, Tasha’s Hideous Laughter, Hold Person), Spell Focus (Enchantment), Greater
Spell Focus (Enchantment), Eschew Materials
Spells Prepared (4/4/4/3; save DC = 13(15) + spell level): 0 – Read Magic x4; 1st – Mage Armorx4; 2nd – Tasha’s
Hideous Laughter x4; 3rd – Hold Person x3
Spells Known: 0 – All, 1st – Charm Person, Comprehend Languages, Hypnotism, Mage Armor, Protection from Good;
Shield, Sleep; 2nd – Locate Object; Magic Mount; Melf’s Acid Arrow, Minor Image, Summon Monster II, Tasha’s Hideous
Laughter, Touch of Idiocy; 3rd – Blink, Deep Slumber, Hold Person, Summon Monster III
Possessions: Mwk Sling, 10 Bullets, Sickle, Scarab Golembane, Candle of Truth
76. Kitchen

Creature (EL 8): Karelena, Green Hag Wiz7


Black Panther

Karelena: CR 8; Medium Monstrous Humanoid (Elf); HD 9d8+9 plus 7d4+7; hp 74; Init +2; Spd 30 ft.; AC 20, touch 12, flat-
footed 18, (+2 Dex, +4 Mage Armor, +4 Shield); BAB +12; Grap +16; Atk Mwk Longsword +13 melee (1d8+4/19-20); Full Atk
Mwk Longsword +13 melee (1d8+4/19-20); SA Spell-Like Abilities, Weakness, Mimicry; SQ Low-Light Vision, Spell Resistance 18;
AL CE; SV Fort +8, Ref +10, Will +13(+15); Str 19, Dex 14, Con 12, Int 20, Wis 14, Cha 14
Skills and Feats: Concentration +12, Craft (Alchemy) +16, Decipher Script +15, Hide +15, Knowledge (Arcana) +16,
Knowledge (History) +16, Knowledge (Nature) +16, Listen +15, Spellcraft +17, Spot +15, Swim +17; Combat Casting, Ability Focus
(Weakness), Scribe Scroll, Eschew Materials, Empower Spell, Maximize Spell, Spell Focus (Evocation), Greater Spell Focus
(Evocation)
Spell-Like Abilities (Sp): At Will: Dancing Lights, Disguise Self, Ghost Sounds (DC 12), Invisibility, Pass without Trace,
Tongues, Water Breathing; Caster Level 9th
Weakness (Su): A Green Hag can weaken a foe by making a special touch attack; Fortitude DC 18 or take 2d4 Strength
Damage.
Mimicry (Ex): A Green Hag can imitate the sounds of almost any animal found near its lair.
Spells Prepared (4/6/4/3/1; save DC = 15(17) + spell level):
Spells Known: 0 – All, 1st – Mage Armor, Shield, Magic Missile, Charm Person, Shocking Grasp, Reduce Person,
Obscuring Mist, Ray of Enfeeblement, Protection from Good, Detect Secret Doors; 2 nd – Ghoul Touch, Arcane Lock, Web, Touch
of Idiocy; 3rd – Fireball, Displacement, Gaseous Form, Dispel Magic; 4th – Stoneskin, Phantasmal Killer, (Ice Storm), (Shout); 5th –
(Cloudkill), (Baleful Polymorph), [Cone of Cold], [Magic Jar]; 6 th – [Disintegrate], [Chain Lighting]
Possessions: Circlet of Blasting, Minor; Mwk Longsword

Black Panther: CR 5; Medium Animal; HD 5d8+10; hp 38; Init +5; Spd 40 ft., Climb 20ft.; AC 16, touch 15, flat-footed 11, (+5 Dex,
+1 Natural); BAB +3; Grap +5; Atk Bite +8 melee (1d6+3); Full Atk Bite +8 melee (1d6+3) and 2 Claws +3 melee (1d3+1); SA
Improved Grab, Pounce, Rake; SQ Low-Light Vision, Scent; AL N; SV Fort +6, Ref +9, Will +4; Str 16, Dex 20, Con 15, Int 2, Wis 12,
Cha 6
Skills and Feats: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6; Alertness, Weapon
Finesse
Improved Grab (Ex): If the panther hits with the bite it can start a grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check it establishes a hold and can rake.
Pounce (Ex): If the panther charges the foe it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d3+1

77. Gas-filled room.

Creatures (EL 4): 8 Fiendish Dire Rats

Fiendish Dire Rat: CR 1/2; Small Magical Beast (Augmented Animal, Extraplanar); HD 1d8+1; hp 5; Init +3; Spd 40 ft., Climb 20ft.;
AC 15, touch 14, flat-footed 11, (+1 Size, +3 Dex, +1 natural); BAB +0; Grap -4; Atk Bite +4 melee (1d4 plus disease); Full Atk Bite
+4 melee (1d4 plus disease); SA Disease, Smite Good; SQ Darkvision 60ft. Resistance to cold and fire 5, scent, Spell Resistance 6;
AL NE; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Skills & Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse.
Disease (Ex): Filth fever—bite, Fortitude DC 11 incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
Smite Good (Su): Once per day, can make a normal melee attack to deal extra damage equal to its HD total (maximum
of+20) against a good foe.

80. Siswa’s Room

Creatures (EL 11): 8 Elite Siswa, Dusk5

Elite Siswa, Duskblade5: CR 5; Medium Humanoid (Elf); HD 5d8+5; hp 25; Init +7; Spd 30 ft.; AC 18, touch 13, flat-footed 15, (+3
Dex, +5 Breastplate); BAB +5; Grap +7; Atk Mwk Greatsword +8 melee (2d6+3/19-20); Full Atk Longsword +8 melee (2d6+3/19-
20); SA Spell-Like Abilities, Arcane Channeling; SQ Armored Mage, Quick Cast 1/dayLow-Light Vision, Immunity to Sleep Effects,
+2 racial saving throw against enchantment spells or effects; AL NG; SV Fort +4, Ref +4, Will +4(+6); Str 14, Dex 16, Con 10, Int
16, Wis 11, Cha 10
Skills and Feats: Concentration +13, Decipher Script +9, Knowledge (Arcana) +12, Knowledge (History) +11,
Knowledge (Planes) +11, Spellcraft +14; Improved Initiative, Combat Reflexes, Combat Casting
Spell-Like Abilities: 6/day – Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic
Arcane Channeling (Su): Can use a standard action to cast any touch spell and deliver the spell through the weapon
with a melee attack. Casting a spell in this manner does not provoke an attack of opportunity. The spell must have a casting
time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell
is resolved.
Armored Mage (Ex): Can ignore arcane spell failure with light armor and light shields.
Quick Cast: 1/day you can cast a spell as a swift action, if the casting time is 1 Standard Action or less
Spells Known: (2/4/2) 0- Acid Splash, Touch of Fatigue; 1st – Color Spray, Ray of Enfeeblement, Shocking Grasp, True
Strike; 2nd – Animalistic Power, Ghoul Touch
Spells per day: (6/6/3; DC 13+Spell Level)
Possessions: Mwk Greatsword, Mwk Breastplate

76. Kitchen

Creature (EL 8): Solorena, Green Hag Wiz7


Black Panther

Karelena: CR 8; Medium Monstrous Humanoid (Elf); HD 9d8+9 plus 7d4+7; hp 74; Init +2; Spd 30 ft.; AC 20, touch 12, flat-
footed 18, (+2 Dex, +4 Mage Armor, +4 Shield); BAB +12; Grap +16; Atk Mwk Longsword +13 melee (1d8+4/19-20); Full Atk
Mwk Longsword +13 melee (1d8+4/19-20); SA Spell-Like Abilities, Weakness, Mimicry; SQ Low-Light Vision, Spell Resistance 18;
AL CE; SV Fort +8, Ref +10, Will +13(+15); Str 19, Dex 14, Con 12, Int 20, Wis 14, Cha 14
Skills and Feats: Concentration +12, Craft (Alchemy) +16, Decipher Script +15, Hide +15, Knowledge (Arcana) +16,
Knowledge (History) +16, Knowledge (Nature) +16, Listen +15, Spellcraft +17, Spot +15, Swim +17; Combat Casting, Ability Focus
(Weakness), Scribe Scroll, Eschew Materials, Empower Spell, Maximize Spell, Spell Focus (Evocation), Greater Spell Focus
(Evocation)
Spell-Like Abilities (Sp): At Will: Dancing Lights, Disguise Self, Ghost Sounds (DC 12), Invisibility, Pass without Trace,
Tongues, Water Breathing; Caster Level 9th
Weakness (Su): A Green Hag can weaken a foe by making a special touch attack; Fortitude DC 18 or take 2d4 Strength
Damage.
Mimicry (Ex): A Green Hag can imitate the sounds of almost any animal found near its lair.
Spells Prepared (4/6/4/3/1; save DC = 15(17) + spell level):
Spells Known: 0 – All, 1st – Mage Armor, Shield, Magic Missile, Charm Person, Shocking Grasp, , Protection from Good,
Sleep, Burning Hands, Chill Touch, Enlarge Person; 2nd – Tasha’s hideous Laughter, Scorching Ray, Knock, Spider Climb; 3 rd –
Stinking Cloud, Lightning Bolt, Fly, Dispel Magic; 4th – Globe of Invulnerability, Wall of Fire, (Wall of Ice), (Evard’s Black
Tentacles); 5th – (Break Enchantment), (Summon Monster V), [Dismissal], [Overland Flight]; 6 th – [Flesh to Stone], [Eyebite]
Possessions: Wind Fan; Mwk Longsword

Black Panther: CR 5; Medium Animal; HD 5d8+10; hp 38; Init +5; Spd 40 ft., Climb 20ft.; AC 16, touch 15, flat-footed 11, (+5 Dex,
+1 Natural); BAB +3; Grap +5; Atk Bite +8 melee (1d6+3); Full Atk Bite +8 melee (1d6+3) and 2 Claws +3 melee (1d3+1); SA
Improved Grab, Pounce, Rake; SQ Low-Light Vision, Scent; AL N; SV Fort +6, Ref +9, Will +4; Str 16, Dex 20, Con 15, Int 2, Wis 12,
Cha 6
Skills and Feats: Balance +12, Climb +11, Hide +8, Jump +11, Listen +6, Move Silently +8, Spot +6; Alertness, Weapon
Finesse
Improved Grab (Ex): If the panther hits with the bite it can start a grapple as a free action without provoking an attack
of opportunity. If it wins the grapple check it establishes a hold and can rake.
Pounce (Ex): If the panther charges the foe it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d3+1

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