check unless a character knows that there is some- thing to search for in the sand pit.
8. ZADHI’S CAVE (EL 10)
This is the lair of Zadhi, the barbaric druidess of the Red Waste. The cavern is lit by small oil lamps placed around the edges of the grotto. To the south is a ledge 20 feet above the cave floor, accessible by a narrow (5 feet wide) stairway carved into the rock. Zadhi has several befriended animal companions, 2 huge viper snakes and a desert hawk. The druidess keeps her few personal belongings atop the ledge and sleeps there, while her animal companions guard the cavern below. On occasion, the druidess has stolen a few eggs from the lair of the wyverns, and extracted wyvern poison from the hatchlings before killing them. This is a weaker form of poison than adult wyvern poison and only causes 1d6 points of initial and secondary Con damage. Treasure: Among Zadhi’s personal items is a string necklace of small pink pearls (worth 1,000 gp), three doses of weak wyvern poison, a suit of wyvern-hide armor (+3 bonus to AC) that she only wears if she expects combat (or if barkskin is not among her memorized spells), and a potion of detect thoughts. Zadhi, female human Bbn5/ Drd5: CR 10; SZ M; HD 5d12+10 plus 5d8+10; hp 75; Init +7; Spd 40 ft; AC 14 (+1 small wooden shield, +3 Dex), touch 13, flat-footed 11; BAB/Grap +8/+11; Atk +13/+8 melee (1d6+4 plus poison, +1 scimitar, 15–20); SA rage (2/day, duration 7 rounds), poison (weak wyvern poison, Fort DC 17, damage 1d6 Con/1d6 Con), spells; SQ animal companion, fast movement, nature sense, resist nature’s lure, trackless step, trap sense (+1), improved uncanny dodge, wild shape (1/day, animal only [Small or Medium]), wild empathy, woodland stride; AL N; SV Fort +10, Ref +7, Will +7; Str 16, Dex 16, Con 14, Int 14, Wis 15, Cha 11. Skills: Climb +16, Concentration +15, Heal +15, Jump +16, Knowledge (nature) +15, Survival +15, Swim +16. Feats: Combat Reflexes, Improved Criti- cal (scimitar), Improved Initiative, Lightning Reflexes, Weapon Focus (scimitar). Druid Spells Prepared (5/4/3/1; base DC 12 + spell level): 0–create water, guidance, know direction, light, resistance; 1st–cure light wounds, endure elements, magic fang, obscuring mist; 2nd–barkskin, heat metal, summon swarm; 3rd–poison. Possessions: +1 scimitar, small wooden shield, gold jewelery (70 gp total), holy symbol (a lizard-skin filled with water during a full moon), light clothing, bone dagger.