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CHAPTER SEVEN: DRAGON CLAW ROCK

Note that the box cannot be found with a Search


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.

69
Gora McGahey (order #19251) 69.13

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