A group of men surround a makeshift trapdoor that leads into the underground. Kerix walks up and greets a sinewy man, Karter Malgren, who is covered with dirt and grime. A sullen look on his face tells the tale of the misfortune the miners have encountered. The half dozen men around the trapdoor look to Kerix as he explains who you are and your mission. They all shake their head in disbelief, but they look at the weapons and armor you wear and wish you well.
Miners:
Panu Keto - Foreman - Wants to gear up and enter the caves and clear it of the menace.
Veli Vionen - saw the
Wynstan Elvey
Gyric Kenway
Ulfgren Alvar
1) Sewer entrance - this 80 foot long section of sewer marks the beginning of Madroo's sewer system. The walkway is 5 feet wide while the sewer channel itself is 10 feet wide and 20 feet deep. It extends into the darkness ahead. The sounds of dripping water from above fills the air with an eeriness. At the end of this area, it appears the miners broke through to two different natural caverns. A 5' passage leads to the north and a narrow hole leads east.
2) The Mouther's first victim
On the ground is a body of a miner. It is face down, his pick lying at his side. A 10 foot corridor leads east into the darkness.
The corpse upon closer inspection has been drained of its blood. The eyes appear to have been burned with acid, and there are bite marks all over the body.
The body has a belt pouch that contains 15sp and a lucky rabbit foot.
3) Streamlet
A small stream of water flows from the east and heads north. It is 2 feet wide and about 6 inches deep as it runs over the rocks. Small fungus along its edge glows a light greenish blue lighting the way to the east and north.
4) The Mouther
The mouther crawled up from the depths below. A 10 foot wide hole to the south drops 320 feet into a raging river that carries further underground. The mouther has been feeding on small animals of the caves, but it does stay away from the spiders to the east.
Gibbering Mouther; CR: 5; XP: 1,600; Align: N; Medium aberration
Init: +3; Senses: all-around vision, darkvision 60 ft.; Perception +12
DEFENSE: AC: 19 ; TAC: 13 ; FFAC: 16 ; HD: 4d8+28; HP: 46 ; Saves: For: +8 , Ref: +4 , Will: +5
DR: 5/bludgeoning ; Special: amorphous; Immune: critical hits, precision damage
OFFENSE: Speed: 10 ft., swim 20 ft.; Melee: 6 bites +7 (1d4 plus grab);
Special Attacks: blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)
Statistics: Str: 10 ; Dex: 17 ; Con: 24 ; Int: 4 ; Wis: 13 ; Cha: 12 ; BAB: +3 ; CMB: +3 (+7 grapple); CMD: 16 (can’t be tripped)
Feats: Weapon Finesse, Weapon Focus (bite)
Skills: Perception +12, Swim +8 ; Racial Modifiers: +4 Perception
Special Abilities:
All-Around Vision (Ex): A gibbering mouther sees in all directions at once. It cannot be flanked.
Amorphous (Ex): A gibbering mouther’s body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter its space when squeezing.
Blood Drain (Ex): On a successful grapple check after grabbing, several of the creature’s mouths attach to its target. Each round it maintains its grapple, its mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as it drains its victim’s blood.
Engulf (Ex): This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther’s body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther’s damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.
Gibbering (Su): As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mothers within 60 feet must succeed on a DC 13 Will save or be confused for 1 round. This is a mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is constitution-based.
Grab (Ex): A gibbering mouther can use its grab attack against a foe of up to Medium size.
Ground Manipulation (Su) At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.
Spittle (Ex): Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC 18 Fortitude save. The save DC is Constitution-based.
Languages: Aklo
Organization: solitary
Treasure: standard, 1,550gp
“This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly.”
Treasure resides in the creature's gullet.
Gems
Agate (9 gp)
Agate (13 gp)
Aquamarine (600 gp)
Carnelian (50 gp)
Carnelian (55 gp)
Garnet (100 gp)
Obsidian (9 gp)
Pyrite (9 gp)
Pyrite (12 gp)
Rose Quartz (45 gp)
Rose Quartz (55 gp)
Smoky Quartz (65 gp)
Turquoise (8 gp)
Total value = 1030 gp
5) A small pool of water to the east is the source of the streamlet that runs through the tunnels. Small fungus around the pool illuminate the waters.
Hiding (Stealth Checks 17, 15) along the pool's edge are two albino cave solifugids. They hunt the fish in the water, but larger prey is welcome.
Solifugid, Albino Cave CR: 4; XP: 1,200; Align: N; Medium vermin
Init: +1; Senses: darkvision 60 ft.; Perception +4
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 6d8+18; HP: 45; Saves: For: +8, Ref: +3, Will: +2; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft.; Melee: bite +7 (1d8+3), 2 claws +7 (1d4+3); Special Attacks: pounce, rend (2 claws, 1d6+4)
Statistics: Str: 16; Dex: 13; Con: 17; Int: - ; Wis: 11; Cha: 2; BAB: +4; CMB: +7; CMD: 18 (26 vs. trip)
Skills: Climb (S) +11, Perception (W) +4, Stealth (D) +5 Racial Modifiers: +4 Perception, +4 Stealth
Environment: any underground
Organization: solitary, pair, or colony (3-6)
Treasure: none
"This spider-like creature's front legs end in immense grasping claws. Its mouth sports a pair of huge vertical mandibles."
In the pool of water are white blind cave fish that can be eaten. A glint of reflective material glints from the bottom of the pool. The pool is 5 feet deep. The glinting material is a small piece of quartz (5gp) that is on the side of the cave wall.
Giant Ant Hive
15 soldiers, 52 workers, 3 drones, 1 knight, 1 queen
Giant Ant Soldier CR: 2; XP: 600; Align: N; Medium vermin
Init: +0; Senses: darkvision 60 ft., scent; Perception +5
DEFENSE: AC: 15; TAC: 10; FFAC: 15; HD: 2d8+9; HP: 18; Saves: For: +6, Ref: +0, Will: +1; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., climb 20 ft.; Melee: bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)
Statistics: Str: 14; Dex: 10; Con: 17; Int: -; Wis: 13; Cha: 11; BAB: +1; CMB: +3 (+7 grapple); CMD: 13 (21 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +10, Perception (W) +5, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Special Abilities:
Poison (Ex): Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
Giant Ant Worker CR: 1; XP: 400; Align: N; Medium vermin
Init: +0; Senses: darkvision 60 ft., scent; Perception +5
DEFENSE: AC: 15; TAC: 10; FFAC: 15; HD: 2d8+9; HP: 18; Saves: For: +6, Ref: +0, Will: +1; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., climb 20 ft.; Melee: bite +3 (1d6+2)
Statistics: Str: 14; Dex: 10; Con: 17; Int: -; Wis: 13; Cha: 11; BAB: +1; CMB: +3 (+7 grapple); CMD: 13 (21 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +10, Perception (W) +5, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
Giant Ant Drone; CR: 3; XP: 800; Align: N; Medium vermin
Init: +2; Senses: darkvision 60 ft.; Perception +7
DEFENSE: AC: 19; TAC: 12; FFAC: 17; HD: 2d8+13; HP: 22; Saves: For: +8, Ref: +2, Will: +3; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., climb 20 ft., fly 30 ft. (average); Melee: bite +5 (1d6+4 plus grab), sting +5 (1d4+4 plus poison)
Statistics: Str: 18; Dex: 14; Con: 21; Int: -; Wis: 17; Cha: 15; BAB: +1; CMB: +5 (+9 grapple); CMD: 17 (25 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +12, Perception (W) +7, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Special Abilities:
Poison (Ex): Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
Giant Ant Knight; CR: 4; XP: 1,200; Align: N; Large vermin
Init: +0; Senses: darkvision 60 ft. scent, tremorsense 30 ft.; Perception +1
DEFENSE: AC: 17; TAC: 9; FFAC: 17; HD: 4d8+24; HP: 42; Saves: For: +9, Ref: +1, Will: +2; Immune: mind-affecting effects
OFFENSE: Speed: 50 ft., burrow 20 ft., climb 20 ft.; Melee: bite +7 (1d8+5 plus grab), sting +7 (1d6+5 plus poison); Space: 10 ft.; Reach: 5 ft.
Statistics: Str: 20; Dex: 10; Con: 21; Int: -; Wis: 13; Cha: 11; BAB: +3; CMB: +9 (+13); CMD: 19 (27 vs. trip)
Feats: Coordinated DefenseB, ToughnessB
Skills: Climb (S) +13
Special Abilities:
Hive Guard (Ex): Knight ants gain Coordinated Defense as a bonus feat, and giant ants from the same colony also gain this feat when adjacent to a knight ant. As a standard action, a knight ant can use its oversized head to provide total cover to creatures behind it or sharing its space, as if wielding a tower shield.
Poison (Ex): Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Str; cure 1 save.
Special Qualities: hive guard
Environment: any warm
Organization: solitary, pair, scouting party (2 plus 1d4 giant ants), colony (3–8 plus 10–100 workers, 3–12 soldiers, and 1 queen)
Treasure: None
"This hulking, wide-headed ant is the size of a horse, its antennae twitching and mandibles scarred."
Giant Ant Queen; CR: 5; XP: 1,600; Align: N; Large advanced giant vermin
Init: +1; Senses: darkvision 60 ft., scent; Perception +7
DEFENSE: AC: 20; TAC: 10; FFAC: 19; HD: 2d8+17; HP: 26; Saves: For: +10, Ref: +1, Will: +3; Immune: mind-affecting effects
OFFENSE: Speed: 10 ft.; Melee: bite +6 (1d8+6 plus grab), sting +6 (1d6+6 plus poison); Ranged: ; Space: 10 ft.
Statistics: Str: 22; Dex: 12; Con: 25; Int: -; Wis: 17; Cha: 15; BAB: +1; CMB: +8 (+12 grapple); CMD: 19 (27 vs. trip)
Feats: ToughnessB
Skills: Climb (S) +14, Perception (W) +7, Survival (W) +5 Racial Modifiers: +4 Perception, +4 Survival
Special Abilities:
Poison (Ex): Poison (Ex): Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save
Environment: any
Organization: solitary, pair, gang (3–6), or hive (7–18 plus 10–100 workers, 2–8 drones, and 1 queen)
Treasure: None
6) Ant bridge
A bridge made of ant carcasses and husks crosses this 20 foot section of chasm that descends into the darkness below.
Perception check (DC 20), can hear water flowing way down 320 feet below.
As group crosses, they will be attacked by 4 giant soldier ants.
7) Food chambers
a) In this room, 15 giant worker and 3 soldier ants crawl over the walls and ceiling as they protect and eat the food gathered. Once the ants are defeated, the players can see what the ants are eating - snails, beetles, fungus, and a young myceloid (Perception check (DC 20))
Treasure: in a pouch made of moss on fungus
Gems
Amethyst (70 gp)
Onyx (60 gp)
Sard (60 gp)
Topaz (650 gp)
Total value = 840 gp
b) 17 giant worker and 3 soldier ants crawl over the walls and ceiling of this food chamber.
Treasure:
An agate worth 500gp, but in actuality is an earth elemental gem that summons a large earth elemental for 11 rounds.
Elemental, Earth, Large; CR: 5; XP: 1,600; Align: N; Large outsider (earth, elemental, extraplanar)
Init: -1; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +11
DEFENSE: AC: 18 ; TAC: 8 ; FFAC: 18 ; HD: 8d10+24; HP: 68 ; Saves: For: +9 , Ref: +1 , Will: +6; DR: 5/-; Special: elemental traits
OFFENSE: Speed: 20 ft., burrow 20 ft., earth glide; Melee: 2 slams +14 (2d6+7); Space: 10 ft.; Reach: 10 ft.
Special Attacks: earth mastery
Statistics: Str: 24 ; Dex: 8 ; Con: 17 ; Int: 6 ; Wis: 11 ; Cha: 11 ; BAB: +8 ; CMB: +16 ; CMD: 25
Feats: Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack
Skills: Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5
Special Abilities:
Earth Glide (Ex): An earth elemental can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage or hint at its presence to creatures that don’t possess tremorsense. A move earth spell cast on an area containing an earth elemental moves the earth elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Organization: solitary, pair, or gang (3-8)
Treasure: none
“This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.”
8) Main chamber
Ants crawl all over this chamber tending to eggs, eating, and defense.
15 worker, 3 soldier, and 2 drones
9) Queen chamber
As you go down this small hallway, a large ant the size of a horse is using its wide head to block the corridor. Behind is an equally as large ant sitting on a cluster of white sacks being tended to by other giant ants.
5 worker, 2 soldier, 1 drone, 1 knight, and 1 queen
10) The streamlet flows into a small pool of water and then travels east under a wall of boulders. Large fungus grows around the pool. In the pool can be seen white cave fish swimming.
A basidirond has taken root near the pool feeding on the rich nutrients transported by the water. When creatures enter the room, it will initiate combat by releasing its hallucination cloud.
Basidirond CR: 5; XP: 1,600; Align: N; Medium plant
Init: +1; Senses: low-light, tremorsense; Perception +0
DEFENSE: AC: 18; TAC: 11; FFAC: 17; HD: 7d8+21; HP: 52; Saves: For: +8, Ref: +3, Will: +2; Immune: cold, plant traits Weaknesses: cold lethargy
OFFENSE: Speed: 20 ft.; Melee: slam +10 (1d8+7 plus spores); Special Attacks: hallucination cloud, spores
Statistics: Str: 20; Dex: 13; Con: 16; Int: - ; Wis: 11; Cha: 1; BAB: +5; CMB: +10; CMD: 21 (25 vs trip)
Special Abilities:
Hallucination Cloud (Ex): As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.
d6 Hallucination
1. You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2. Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3. An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4. You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5. You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
6. You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.
Spores (Ex): Any creature struck by a basidirond’s slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constititon-based.
Basidirond Spores: Disease—inhaled; save Fort DC 16; frequency1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Cold Lethargy (Ex): Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.
Environment: any non-cold underground
Organization: solitary, pair, or grove (3-8)
Treasure: incidental
"This strange plant consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cup filled with spores."
11) This natural chamber is extremely damp. On the north and west walls are small skeletons of vermin in small piles.
This room currently is the home of a gray ooze. It is in the middle of the room waiting for prey. It is noticeable with a Perception check (DC 15)
Gray Ooze; CR: 4; XP: 1,200; Align: N; Medium ooze
Init: -5; Senses: blindsight 60 ft.; Perception -5
DEFENSE: AC: 5; TAC: 5; FFAC: 5; HD: 4d8+32; HP: 50; Saves: For: +9, Ref: -4, Will: -4; Defensive Abilities: ooze traits; Immune: cold, fire
OFFENSE: Speed: 10 ft.; Melee: slam +6 (1d6+4 plus 1d6 acid and grab);
Special Attacks: acid, constrict (1d6+1 plus 1d6 acid);
Statistics: Str: 16; Dex: 1; Con: 26; Int: -; Wis: 1; Cha: 1; BAB: +3; CMB: +6 (+10 grapple); CMD: 11 (can't be tripped)
Special Abilities:
Acid (Ex): The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 20 Reflex save. The ooze’s touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.
Transparent (Ex): Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze’s slam attack and is immediately subject to a grab attempt by the ooze.
Ooze Traits:
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.Languages:
Special Qualities: transparent
Environment: cold marshes and underground
Organization: solitary
Treasure: none
"A seemingly mundane puddle, patch of moist stone, or glistening rock is suddenly revealed to be more as a terrible pseudopod lashes out."
12) Descent
The streamlet flows into a five foot wide hole and disappears into darkness.
The drop is 30 feet, but 20 feet down is a web cutting across the water made by 2 giant spiders.
Spider, Giant; CR: 1; XP: 400; Align: N; Medium vermin
Init: +3 ; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE: AC: 14 ; TAC: 13 ; FFAC: 11 ; HD: 3d8+3; HP: 16 ; Saves: For: +4 , Ref: +4 , Will: +1; Immune: mind-affecting spells, +2 bonus on poison save DCs
OFFENSE: Speed: 30 ft., climb 30 ft.; Melee: bite +2 (1d6 plus poison);
Special Attacks: web (+5 ranged, DC 12, hp 2);
Statistics: Str: 11 ; Dex: 17 ; Con: 12 ; Int: - ; Wis: 10 ; Cha: 2 ; BAB: +2 ; CMB: +2; CMD: 15 (27 vs trip)
Skills: Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers: +4 Perception, +4 Stealth (+8 in webs), +16 Climb
Special Abilities:
Poison (Ex): Bite – inury; save Fort DC 14; frequency1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save
Languages:
Organization: solitary, pair, or colony (3-8)
Treasure: incidental
“A spider the size of a man crawls silently from the depths of its funnel-shaped web.”
13) The streamlet runs through this room and into another hole. To the southeast of the hole is a small sword leaning against the wall.
In front of the sword is a snare (Perception DC 23 for magical trap) cast by one of the nuglubs in the room. To escape can do Escape Artist or Strength check DC 23 to escape. The snare is AC 7 with 5 HP.
The sword is actually a magical creation from one of the nuglub's prestidigitation they cast when they heard the party coming down the tunnel and taking care of the spiders.
2 Nuglubs are hiding: Stealth (DC 23, 26)
Gremlin, Nuglub; CR: 2; XP: 600; Align: CE; Small fey
Init: +4; Senses: darkvision 120 ft.; Perception +9
DEFENSE: AC: 18; TAC: 15; FFAC: 14; HD: 3d6+9; HP: 19; Saves: For: +3, Ref: +7, Will: +2; DR: 5/cold iron; SR: 13
OFFENSE: Speed: 30 ft., climb 20 ft.; Melee: bite +3 (1d4+1 plus grab), 2 claws +4 (1d3+1 plus trip);
Spell-Like Abilities: (CL 3rd, concentraion +4);
At will - prestidigitation
1/hour - heat metal(DC 13), shocking grasp, snare
Statistics: Str: 13; Dex: 18; Con: 15; Int: 8; Wis: 9; Cha: 12; BAB: +1; CMB: +1 (+5 grapple and trip); CMD: 15
Feats: Step Up, ToughnessB, Weapon Focus (claw)
Skills: (6+Int/HD) Acrobatics (D)(c) +10, Bluff (Ch)(c), Climb (S)(c) +9, Craft (traps) (I)(c), Diplomacy (Ch)(c), Disguise (Ch)(c), Escape Artist (D)(c), Fly (D)(c), Intimidate (Ch) +8, Knowledge (Geography) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Perception (W)(c) +9, Perform ( ) (Ch)(c), Sense Motive (W)(c), Sleight of Hand (D*)(c), Stealth (D)(c) +14, Swim (S)(c), Use Magic Device (Ch*)(c) Racial Modifiers: +4 Craft (traps), +4 Intimidate, +4 Perception
Special Abilities:
Kneecapper (Ex): A nuglub has a +4 racial bonus on combat maneuver checks to trip an opponent.
Languages: Undercommon
Special Qualities: kneecapper
Environment: any underground or urban
Organization: solitary, pair, or mob (3–6)
Treasure: standard, 550gp
"This hideous, hunchbacked creature has three glowing blue eyes. Oily hair grows from its head and back, covering it like a cloak."
14) Nuglub lair
4 more nuglubs live here and have trapped the place. Hiding: Stealth (DC 25, 19, 34, 27)
The nuglubs have stolen some treasure over the years of roaming the feylands and have hidden it in the southwest corner of 14a. They have not shared it with Morithatch, the underworld dragon they stole and placed here years ago. It is hidden in the wall (Perception check (DC 20))
Gems
Agate (9 gp)
Agate (10 gp)
Alabaster (12 gp)
Azurite (8 gp)
Azurite (9 gp)
Freshwater Pearl (11 gp)
Jasper (60 gp)
2 x Lapis Lazuli (10 gp)
Malachite (8 gp)
Malachite (9 gp)
Malachite (11 gp)
Milky Quartz (60 gp)
Obsidian (9 gp)
Pyrite (11 gp)
Pyrite (12 gp)
Red Spinel (50 gp)
Rhodochrosite (8 gp)
Rhodochrosite (10 gp)
3 - Rose Quartz (55 gp)
Sardonyx (55 gp)
Shell (9 gp)
Tigereye (10 gp)
Turquoise (10 gp)
Turquoise (12 gp)
Total: 588gp
The three rose quartz are really 3 Crystals of Resist Energy - Acid (275gp)
The 10gp turquoise is really an incandescent blue sphere ioun stone (+2 wisdom enhancement)
15) Feeding pool.
The streamlet finally ends into a pool of water. Around the edges of the pool is a large amount of fungi that illuminates the room with a green glow. To the north is a 10' wide passageway. To the south are several small statues of small disfigured creatures lying around.
Perception: DC 15. Tracks of a small reptilian creature
16) The quarry. Here is the living area of Morithatch, the very young underworld dragon. He was snatched as an egg from his mother by the nuglubs and brought here to this warm pool of water where he hatched. He uses his time to craft small statues and melts them with his breath to get them more molten. The material he used for his statues is mithral. He found a small vein of mithral in his lair and used all of it for his statues. If the players collect all of the misshapen statues, they will collect 25 pounds of mithral. (12,500gp value)
He is in stealth (32) mode north of the pool watching the party as they progress. Interested in them as they are the first non-underworld denizen he has encountered.
Very Young Underworld Dragon; CR: 5; XP: 1,600; Align: LE; Small dragon (fire)
Init: +5; Senses: dragon senses, smoke vision; Perception +10
DEFENSE: AC: 19; TAC: 12; FFAC: 18; HD: 6d12+12; HP: 51; Saves: For: +7, Ref: +6, Will: +6; Immune: fire, paralysis, sleep; Weaknesses: vulnerability to cold
OFFENSE: Speed: 40 ft., burrow 30 ft., fly 150 ft. (average); Melee: bite +11 (1d6+4), 2 claws +10 (1d4+3); Space: 5 ft.; Reach: 5 ft. (10 ft. with bite);
Special Attacks: adamantine claws, breath weapon (40-ft. line, 4d6 fire damage, DC 15); Spell-Like Abilities: ;
Statistics: Str: 17; Dex: 12; Con: 15; Int: 12; Wis: 13; Cha: 12; BAB: +6; CMB: +8; CMD: 19 (+23 vs. trip)
Feats: Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
Skills: (6+Int/HD) Appraise (I)(c) +10, Bluff (Ch)(c), Climb (S)(c) +12, Craft ( ) (I)(c), Diplomacy (Ch)(c), Fly (D)(c) +3, Heal (W)(c), Intimidate (Ch)(c) +10, Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*) +10, Knowledge (Engineering) (I*), Knowledge (Geography) (I*)(c) +10, Knowledge (History) (I*)(c), Knowledge (Local) (I*)(c), Knowledge (Nature) (I*)(c), Knowledge (Nobility) (I*)(c), Knowledge (Planes) (I*)(c), Knowledge (Religion) (I*)(c), Linguistics (I*)(c), Perception (W)(c) +10, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +17, Survival (W)(c), Swim (S)(c), Use Magic Device (Ch*)(c);
Special Abilities:
Adamantine Claws (Ex): The claws of an underworld dragon are made of adamantine, and have the qualities of a weapon made from that material.
Smoke Vision (Ex): A very young and older underworld dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).
Languages: Common, Draconic
Special Qualities:
Environment: any underground
Organization: solitary
Treasure: triple, 4,650gp
"This serpentine dragon has skin the color of deep volcanic rock, enormous claws, and jagged, stonelike horns and scales."
Underworld dragons, also called futsanglungs, are calculating, greedy creatures that carve great labyrinthine tunnels beneath the world, defending their hidden treasures. Preferring the earth to the heavens, they channel the fires of the world’s core within their twisting, stonelike bodies and through flaming breath hot enough to turn granite into slag.
17) Treasure
Masterwork Lyre (350gp)
Carved ivory scroll case (60 gp)
Copper brazier with religious markings (50 gp)
Engraved gold scarab (75 gp)
Engraved mithral scarab (400 gp)
Gold and ivory decanter (400 gp)
Ivory drinking horn with silver ends (110 gp)
Ornate silver flute (80 gp)
Set of six ivory dice (30 gp)
Silver egg with dragon figurine (125 gp)
Silver hand mirror (75 gp)
Silver holy symbol (25 gp)
3 x Carved ivory scroll case (60 gp)
Decorated electrum plate (110 gp)
Decorated gold plate (700 gp)
Decorated silver plate (60 gp)
Gold puzzle box (500 gp)
Ivory drinking horn with silver ends (110 gp)
Platinum holy symbol of Brazen(500 gp)
Set of six ivory dice (30 gp)
Silver cup with royal crest of House Delunrae (dark elf family)(100 gp)
Silver hand mirror (75 gp)
2 x Silver holy symbol of Azzatar, Huxxik (25 gp)
2 x Silver mask (75 gp)
Silver statue of a dragon (65 gp)
Total 4060gp
18) Underground cavern
This 100' tall chamber is filled with life. It is a rough cavern about 150' by 150' with stalactites and stalagmites covering its natural created terrain. A slight bluish green glow permeates the chamber from the fungus that clings to the walls especially around the pool of water at the bottom of the cascading waterfall. Large patches of mushrooms can be seen throughout the chamber as well as several nooks along the walls. The flowing water fills the chamber with a serene sound, but an occasional yipping noise can be heard above its splashing.
The pool is deep and depths of only 10' can be seen with a torch. The pool is actually 30 ft. deep and is extremely cold.
This chamber is wrought with life. Along the ground are various fungal creatures and oozes and the chamber overhead is constantly being flown with doombats that will attack any living creature that can be deemed as food. The myconid colony has been avoiding this chamber as the bats have become more and more aggressive.
As players walk through the chamber, there is a 1 in 6 chance per round of encountering one of the bottom dwellers as well as attracting the doombats flying overhead.
1) Gray Ooze (1 total)
2) Ochre Jelly (1 total)
3) Black Pudding (1 total)
4) Basidirond (4 total)
5) Ascomoid (5 total)
6) Giant Slug (1 total)
7-8) Piercers 1 CR (10 total)
9-10) Piercers 2 CR (10 total)
5 doombats
Bat, Doombat; CR: 4; XP: 1,200; Align: NE; Large magical beast
Init: +5; Senses: blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +14
DEFENSE: AC: 17; TAC: 14; FFAC: 12; HD: 5d10+15; HP: 42; Saves: For: +7, Ref: +9, Will: +2
OFFENSE: Speed: 10 ft., fly 50 ft. (good); Melee: +7 (2d6+3), tail lash +2 (1d6+1); Space: 10 ft.; Reach: 5 ft. (10 ft. with tail);
Special Attacks: shriek, yip;
Statistics: Str: 17; Dex: 21; Con: 17; Int: 2; Wis: 12; Cha: 6; BAB: +5; CMB: +9; CMD: 24
Feats: Stealthy, Skill Focus (Perception, Stealth)
Skills: Magical Beasts: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Escape Artist (D) +7, Fly (D)(c) +11, Perception (W)(c) +14, Stealth (D)(c) +10, Swim (S)(c); Racial Modifiers: +4 Perception when using blindsense
Special Abilities:
Shriek (Ex): A doombat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the doombat’s shriek (except other doombats) within a 100-ft. radius must succeed on a DC 15 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same doombat’s shriek for 24 hours. The save DC is Constitution-based.
Yip (Ex): A doombat yips constantly while in combat. The noise interferes with an opponent’s ability to focus on difficult tasks. Spellcasters within 100 ft. of a yipping doombat must succeed on a concentration check (DC 15 + spell’s level) anytime they attempt to cast a spell. The effect of several doombats yipping at once is not cumulative.
Special Qualities:
Environment: underground
Organization: solitary or colony (2–5)
Treasure: none
"This creature appears as a giant black bat with glowing yellow eyes."
Oozes/Fungus
1) Gray Ooze; CR: 4; XP: 1,200; Align: N; Medium ooze
Init: -5; Senses: blindsight 60 ft.; Perception -5
DEFENSE: AC: 5; TAC: 5; FFAC: 5; HD: 4d8+32; HP: 50; Saves: For: +9, Ref: -4, Will: -4; Defensive Abilities: ooze traits; Immune: cold, fire
OFFENSE: Speed: 10 ft.; Melee: slam +6 (1d6+4 plus 1d6 acid and grab);
Special Attacks: acid, constrict (1d6+1 plus 1d6 acid);
Statistics: Str: 16; Dex: 1; Con: 26; Int: -; Wis: 1; Cha: 1; BAB: +3; CMB: +6 (+10 grapple); CMD: 11 (can't be tripped)
Special Abilities:
Acid (Ex): The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 20 Reflex save. The ooze’s touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.
Transparent (Ex): Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze’s slam attack and is immediately subject to a grab attempt by the ooze.
Ooze Traits:
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.Languages:
Special Qualities: transparent
Environment: cold marshes and underground
Organization: solitary
Treasure: none
"A seemingly mundane puddle, patch of moist stone, or glistening rock is suddenly revealed to be more as a terrible pseudopod lashes out."
2) Ochre Jelly; CR: 5; XP: 1,600; Align: N; Large ooze
Init: -5; Senses: blindsight 60 ft.; Perception +5
DEFENSE: AC: 4; TAC: 4; FFAC: 4; HD: 6d8+36; HP: 63; Saves: For: +8, Ref: -3, Will: -3; Defensive Abilities: split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage
OFFENSE: Speed: 10 ft., climb 10 ft.; Melee: slam +5 (2d4+3 plus 1d4 acid and grab); Space: 10 ft.; Reach: 5 ft.;
Special Attacks: constrict (2d4+3 plus 1d4 acid);
Statistics: Str: 14; Dex: 1; Con: 22; Int: -; Wis: 1; Cha: 1; BAB: +4; CMB: +7 (+11 grapple); CMD: 12 (can't be tripped)
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +10, Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly’s acid damage.
Split (Ex): Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature’s current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Ooze Traits:
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Special Qualities:
Environment: temperate underground or marshes
Organization: solitary
3) Pudding, Black; CR: 7; XP: 3,200; Align: N; Huge ooze
Init: -5; Senses: blindsight 60 ft. Perception -5
DEFENSE: AC: 3; TAC: 3; FFAC: 3; HD: 10d8+60; HP: 105; Saves: For: +9, Ref: -2, Will: -2; Defensive Abilities: split (piercing or slashing, 10 hp); Immune ooze traits; Resist: cold 5
OFFENSE: Speed: 20 ft., climb 20 ft.; Melee: slam +8 (2d6+4 plus 2d6 acid plus grab); Space: 15 ft.; Reach: 10 ft.; Special Attacks: constrict (2d6+4 plus 2d6 acid), corrosion
Statistics: Str: 16; Dex: 1; Con: 22; Int: -; Wis: 1; Cha: 1; BAB: +7; CMB: +12 (+16 grapple); CMD: 17 (27 vs bull rush, can't be tripped)
Skills: Climb (S) +11
Special Abilities:
Acid (Ex): A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Corrosion (Ex): An opponent that is being constricted by a black pudding suffers a -4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction (Ex): The black pudding can create powerful suction against any surfaces as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.
Special Qualities: ooze traits, suction
Environment: cold plains and underground
Organization: solitary
Treasure: none
"This black, amorphous blob piles up on itself, a quivering mound of midnight sludge that glistens darkly before surging forward."
4) Basidirond CR: 5; XP: 1,600; Align: N; Medium plant
Init: +1; Senses: low-light, tremorsense; Perception +0
DEFENSE: AC: 18; TAC: 11; FFAC: 17; HD: 7d8+21; HP: 52; Saves: For: +8, Ref: +3, Will: +2; Immune: cold, plant traits Weaknesses: cold lethargy
OFFENSE: Speed: 20 ft.; Melee: slam +10 (1d8+7 plus spores); Special Attacks: hallucination cloud, spores
Statistics: Str: 20; Dex: 13; Con: 16; Int: - ; Wis: 11; Cha: 1; BAB: +5; CMB: +10; CMD: 21 (25 vs trip)
Special Abilities:
Hallucination Cloud (Ex): As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. The save DC is Constitution-based. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.
d6 Hallucination
1. You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2. Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3. An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4. You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5. You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
6. You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.
Spores (Ex): Any creature struck by a basidirond’s slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. The save DC is Constititon-based.
Basidirond Spores: Disease—inhaled; save Fort DC 16; frequency1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Cold Lethargy (Ex): Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.
Environment: any non-cold underground
Organization: solitary, pair, or grove (3-8)
Treasure: incidental
"This strange plant consists of four spidery stalks, long green tendrils, and an inverted bell-shaped cup filled with spores."
The strange fungal basidirond is a deadly plant monster that feeds on mineral-rich moisture, be it runoff from cave walls or fresh blood. By ensuring a constant flow of nutritious moisture, canny cave dwellers can use basidironds as guardians for their lairs, although they must take care to avoid the plant’s hunting routes lest they become its latest victims.
5) Ascomoid; CR: 5; XP: 1,600; Align: N; Large plant
Init: +1; Senses: tremorsense 60 ft.; Perception +0
DEFENSE: AC: 17; TAC: 10; FFAC: 16; HD: 7d8+21; HP: 52; Saves: For: +8, Ref: +3, Will: +2; DR: 10/piercing; Immune: plant traits Resist: electricity 10, fire 10
OFFENSE: Speed: 40 ft.; Melee: slam +8 (2d8+6); Space: 10 ft.; Reach: 5 ft.;
Special Attacks: poison, spores, trample (2d8+6, DC 17)
Statistics: Str: 18; Dex: 13; Con: 17; Int: - ; Wis: 11; Cha: 1; BAB: +5; CMB: +10; CMD: 21 (can't be tripped)
Feats: Improved OverrunB
Special Abilities:
Poison (Ex): Spores - inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 2 saves. The save DC is Constitution-based.
Spores (Ex): Once per round as a free action, an ascomoid can release a jet of deadly spores to a range of 30 feet. Upon impacting a solid surface, such as a wall or creature, the jet billows out into a cloud of spores that fills a 10-foot-radius spread. This cloud lasts for 1 round before dispersing. Any creature in the cloud must make a DC 16 Fortitude save or become nauseated as long as it remains in the cloud. Any creature that fails to save against this nausea is also exposed to the ascomoid's poison (see above). The save DC is Constitution-based.
Environment: underground
Organization: solitary or cluster (2-8)
Treasure: none
"This misshapen sphere of pale yellow-green fungus rolls with an unnerving speed, spewing clouds of foul spheres as it advances."
6) Slug, Giant; CR: 8; XP: 4,800; Align: N; Huge vermin
Init: -4; Senses: blindsight 60 ft.; Perception +0
DEFENSE: AC: 20; TAC: 4; FFAC: 20; HD: 12d8+48; HP: 102; Saves: For: +12, Ref: +0, Will: +4; DR: 10/slashing or piercing; Immune: acid, mind-affecting effects; Weaknesses: susceptible to salt
OFFENSE: Speed: 20 ft.; Melee: tongue +15 (2d10+12 plus 2d8 acid); Ranged: spit acid +3 (10d6 acid); Space: 15 ft.; Reach: 15 ft.;
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: ; CMB: ; CMD:
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Spit Acid (Ex): A giant slug can spit acid at an opponent within 60 feet (no range increment). With a successful ranged touch attack, the target takes 10d6 points of acid damage (no save).
Malleable (Ex): A giant slug’s body is very malleable, allowing it to fit into narrow areas with ease. A giant slug takes no penalty to its speed or checks when squeezing in an area that is one size category smaller than its actual size (10 feet wide for most giant slugs). A giant slug can squeeze normally through an area two size categories smaller than its actual size (5 feet wide for most giant slugs).
Susceptible to Salt (Ex): A handful of salt burns a giant slug as if it were a flask of acid, causing 1d6 points of damage per use.
Special Qualities: malleable
Environment: temperate and warm marshes and underground
Organization: solitary
Treasure: none
"This massive, gray-brown slug leaves a viscous trail of slime in its wake as a long rasping tongue tastes the air for prey."
7-8)
Piercer (Hazard, Aberration)
CR 1/4+
XP varies
Hazard, Aberration
Piercers resemble 1-foot-long stalactites and are found underground in caves and caverns hanging from the ceiling waiting for living creatures to pass underneath. Those viewing a piercer must make a DC 20 Perception check to discern its true nature; else it is overlooked and mistaken for a normal stalactite. Piercers gather in clusters of up to 20 creatures.
When a living creature stands in a square directly below a piercer, it drops and attempts to impale the unsuspecting foe. The creature can make a DC 15 Reflex save to avoid the piercer’s attack. If the save fails, the target sustains 1d6 points of piercing damage. If the save succeeds, the piercer misses its target and may not attack again until it climbs back
into position (moving at a speed of 5 feet per round). A piercer on the ground is easily dispatched, though touching or attacking it unarmed or with natural weapons causes it to secret an acid that deals 1d4 points of acid damage to the opponent each time one of its attacks.
Piercers can grow to tremendous lengths. Those of 2 to 4 feet in length are CR 1 and deal 2d6 points of damage if they hit a foe (1d6 points of acid damage if hit). Those reaching 5 to 6 feet in length are CR 2 and deal 3d6 points of damage if they hit. Their acid deals 1d6 points of acid damage. The DC to avoid a piercer’s attack is 15, regardless of its size
Center of chamber is a fungus garden that is the home of a colony of violet fungus.
5 Fungus, Violet; CR: 3; XP: 800; Align: N; Medium plant
Init: -1; Senses: low-light vision; Perception +0
DEFENSE: AC: 15; TAC: 9; FFAC: 15; HD: 4d8+12; HP: 30; Saves: For: +7, Ref: +0, Will: +1; Immune: plant traits; DR: ; Special:
OFFENSE: Speed: 10 ft.; Melee: 4 tentacles +4 (1d4+1 plus rot); Space: 5 ft.; Reach: 10 ft.;
Statistics: Str: 12; Dex: 8; Con: 16; Int: -; Wis: 11; Cha: 9; BAB: +3; CMB: +4; CMD: 13
Feats:
Skills: Plant: (2+Int/HD) Perception (W)(c), Stealth (D)(c)
Special Abilities:
Rot (Ex): A creature struck by a violet fungus’s tentacle must succeed on a DC 15 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based.
Languages:
Special Qualities:
Environment: any underground
Organization: solitary, pair, or grove (3–12)
Treasure: incidental
"This mushroom grows from a bed of tentacular roots. Deep violet tendrils slither out of the dozens of fissures in its pointed cap."
Treasure: Staff of Healing 10 ch
In front of the SW nook is a patch of yellow mold:
Yellow Mold CR 6; XP 2,400
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a DC 15 Fortitude save or take 1d3 points of Constitution damage. Another DC 15 Fortitude save is required once per round for the next 5 rounds, to avoid taking 1d3 points of Constitution damage each round. A successful Fortitude save ends this effect. Fire destroys yellow mold, and sunlight renders it dormant.
Treasure:
To find treasure takes some searching, but there is quite a bit.
Pool - in the bottom of the pool can be found several pieces of gold (dropped by the gremlins over the years - The gold will take some time to gather if the players do not have a way to breathe underwater,may gather 1-100 per dive), 1,589 gp along with a pair of emerald earrings worth 1,000gp (Perception DC 20), a pale ruby trillian ioun stone (+5 to stealth) (Perception DC 25), and a periapt of health on a silver chain (Perception DC 20).
Uncut gems/Precious Metals - there are several small ore veins here as well as small caches of gemstones in the walls.
Since they have been explosed, it is easier to find these for players.
Pool - DC 20 - Rose Quartz Deposit (50gp)
East - DC 20 - Copper vein
19)
Myconid Colony (35)
1 - 7th level druid
1 - 6th level monk
30 - level 1 monks
3 - level 3 monks
G'derekloch - Magg of Melgauth
Myconid, Druid 7; CR: 6; XP: 2,400; Myconid druid 7 Align: N; Small plant
Init: +3; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 17; TAC: 10; FFAC: 16; HD: 7d8+14+7; HP: 56; Saves: For: +8, Ref: +2, Will: +7 (+4 saves vs. fey and plant-target effects);
Immunity: mind-affecting effects, paralysis, poison, polymorph, sleeping effects, stunning
OFFENSE: Speed: 20 ft.; Melee: masterwork club +9 (1d4+2); Ranged: javelin +5 (1d4+2);
Special Attacks: wild shape 2/day;
Spell-Like Abilities: (CL 7, concentration +8);
1/day - spore cloud (as an obscuring mist spell)
Druid Spells Prepared: (CL 7, concentration +8);
4th - 1 - strong jaw
3rd - 2 - greater magic fang, vengeful comets
2nd - 3 - bear's endurance, bull's strength, ironskin
1st - 4+1 - ice armor, jump, longstrider, magic fang
0 - 4 - create water, detect magic, guidance, know direction
Statistics: Str: 14; Dex: 9; Con: 14; Int: 9; Wis: 12; Cha: 4; BAB: +5; CMB: +6; CMD: 14
Feats: Dodge, Improved Initiative, Natural Spell, Power Attack
Skills: Druid (4+Int): Climb (S)(c), Craft ( ) (I)(c), Fly (D)(c), Handle Animal (Ch*)(c), Heal (W)(c), Knowledge (Geography) (I*)(c) +3, Knowledge (Nature) (I*)(c) +8, Perception (W)(c) +11, Profession ( ) (W*)(c), Ride (D)(c), Spellcraft (I*)(c) +9, Survival (W)(c), Swim (S)(c)
Special Abilities:
Sporespeech: Myconids are physically incapable of speaking and instead communicate with others that have been exposed to their spores via a limited form of telepathy called "sporespeech." Myconids may still cast spells with verbal components and/or make use of bardic music abilities (and any other effect that requires audible communication) using sporespeech just as well as a speaking creature can. Their passive spores travel as far as a voice can carry and a myconid can choose who "hears" their sporespeech about as well as a normal person can (in a manner similar to adjusting the volume of one's voice). Sporespeech can be "overheard" with a Perception check just as easily as a normal voice can. Myconids who are sufficiently bound cannot use sporespeech as it prevents the spread of their spores. A myconid may still use Silent Spell to cast spells while so bound, or without anyone "hearing" the verbal component of their spells.
Languages: Sporespeech, Common, Sylvan, Treant, Undercommon
Special Qualities: nature bond, nature sense, no need to sleep, orisons, resist nature's lure, sporespeech, trackless step, wild empathy, wild shape 1/day, woodland stride
Environment: any underground
Organization: solitary, gang (2–6), or tribe (7–30 plus 1 chieftain)
Treasure: NPC Gear (+1 hide armor, masterwork club, heavy wooden shield, javelins (2), holly and mistletoe, spell component pouch, dire collar (on animal companion), cloak of resistance +1, wand of cure moderate wounds (50 charges), scroll of entangle (2)), 1,450gp of gemstones
Wild Shape - (+2 Str, +2 Natural AC)
Wolverine, Medium animal;
Spelled up with bear's endurance, bull's strength, ice armor and ironskin and greater magic fang and strong jaw
Init: +3; Senses: low-light vision, scent; Perception +11
DEFENSE: AC: 17 (27); TAC: 13; FFAC: 14 (24); HD: 7d8+14+7; HP: 56(70); Saves: For: +8, Ref: +2, Will: +7 (+4 saves vs. fey and plant-target effects);
OFFENSE: Speed: ; Melee: 2 claws +8(+12) (1d6(2d6)+3(+7)), bite +8(+12) (1d4(1d8)+3(+7))
Statistics: Str: 16(20); Dex: 9; Con: 14(18); Int: 9; Wis: 12; Cha: 4; BAB: +5; CMB: +8(+10); CMD: 17(19) (21(23) vs. trip)
Giant Raven, Medium animal;
Spelled up with bear's endurance, bull's strength, ice armor and ironskin and greater magic fang and strong jaw
Init: +3; Senses: low-light vision; Perception +10
DEFENSE: AC: 16(26); TAC: 13; FFAC: 13(23); HD: 7d8+14+7; HP: 56(70); Saves: For: +8, Ref: +2, Will: +7 (+4 saves vs. fey and plant-target effects);
OFFENSE: Speed: 20 ft., fly 50 ft. (average); Melee: bite +8(+10) (1d6(2d6)+3(+5));
Statistics: Str: 16(20); Dex: 9; Con: 14(18); Int: 9; Wis: 12; Cha: 4; BAB: +5; CMB: +8(+10); CMD: 17(19)
Lion; (+4 Str, -2 Dex, +4 Natural AC)
Init: +7; Senses: low-light vision, scent; Perception +9
DEFENSE: AC: 17(27); TAC: 9; FFAC: 16(26); HD: 6d8+12+6; HP: 56(70); Saves: For: +8, Ref: +2, Will: +7 (+4 saves vs. fey and plant-target effects);
OFFENSE: Speed: 40 ft.; Melee: bite +8(+12) (1d8+4(+8) plus grab), 2 claws +8(+12) (1d4+4(+8)); Space: 10 ft.; Reach: 5 ft.;
Special Attacks: pounce, (at 8th level) rake (2 claws +7, 1d4+5);
Statistics: Str: 18(22); Dex: 7; Con: 14(18); Int: 9; Wis: 12; Cha: 4; BAB: +5; CMB: +10(+12); CMD: 18(20) (22(24) vs. trip)
Animal Companion - Cretch
Corpse Eater Fungus; CR: - ; XP: - ; Align: N; Medium plant
Init: +1; Senses: darkvision 60 ft.; Perception +4
Enlarged
DEFENSE: AC: 23(21); TAC: 11(9); FFAC: 21(20); HD: 6d8+12; HP: 48; Saves: For: +7, Ref: +6, Will: +2; Defensive Abilities: evasion; SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: bite +11(+11) (1d8(2d6)+6(+7)+1d4 acid); Ranged: ; Space: (10 ft.); Reach: (10 ft.);
Special Attacks: spit acid (range touch-attack 30-foot range, 1d8 acid damage); Spell-Like Abilities: ;
Statistics: Str: 20(22); Dex: 12(10); Con: 14; Int: 1; Wis: 11; Cha: 4; BAB: +4; CMB: +11(+12); CMD: 20(21) (+12 vs. trip)
Feats (3): Armor Proficiency (light), Combat Reflexes, Weapon Focus (bite),
Bonus Tricks (3): detect, flank, hunt
Skills (6): Acrobatics (D)(ac)(c), Appraise (I), Bluff (Ch), Climb (S)(ac)(c), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D)(ac), Fly (D)(ac)(c), Handle Animal (Ch*), Heal (W), Intimidate (Ch)(ac), Knowledge (arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W)(ac)(c) +4, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D)(ac)(c) +9, Survival (W)(ac), Swim (S)(ac)(c), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Languages:
Special Qualities: devotion, evasion, link, share spells
Environment:
Organization:
Treasure: NPC Gear (+1 hide armor, dire circlet (cast enlarge person on animal 1/day), amulet of mighty fists +1
"This pale mass of fungal matter looks something like a spider with a thorny, acidic mouth in place of a body."
Taegvmnspokulksdfj - Kort
Myconid Monk 6; CR: 5; XP: 1,600; Myconid monk 6 Align: N; Small plant
Init: +4; Senses: darkvision 60 ft.; Perception +11
DEFENSE: AC: 17; TAC: 16; FFAC: 14; HD: 6d8+18+6; HP: 54; Saves: For: +9, Ref: +7, Will: +8; +2 vs enchantment spells and effects; Immunity: disease, mind-affecting effects, paralysis, poison, polymorph, sleeping effects, stunning, Defensive Abilities: evasion
OFFENSE: Speed: 40 ft.; unarmed strike +9 (1d6+3) or unarmed strike flurry of blows +9/+9/+4 (1d6+3) or club +8 (1d4+3); Ranged: javelin +6 (1d4+3);
Special Attacks: flurry of blows, stunning fist (6/day, DC 14);
Spell-Like Abilities: (CL 1, concentration +2);
1/day - spore cloud (as an obscuring mist spell)
Statistics: Str: 17; Dex: 12; Con: 16; Int: 10; Wis: 14; Cha: 4; BAB: +4; CMB: +8; CMD: 16
Feats: Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Stunning Fist, Unarmed Strike, Weapon Focus (unarmed strike)
Skills: Monk (4 + Int/Level): Acrobatics (D)(c) +10 (+20 when jumping), Climb (S)(c), Craft ( ) (I)(c), Escape Artist (D)(c), Intimidate (Ch)(c), Knowledge (History) (I*)(c), Knowledge (Religion) (I*)(c) +9, Perception (W)(c) +11, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Stealth (D)(c) +10, Swim (S)(c)
Special Abilities:
Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Increase his speed by 20 feet for 1 round, or
- Give himself a +4 dodge bonus to AC for 1 round.
- +20 on Acrobatic checks for 1 round
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Sporespeech: Myconids are physically incapable of speaking and instead communicate with others that have been exposed to their spores via a limited form of telepathy called "sporespeech." Myconids may still cast spells with verbal components and/or make use of bardic music abilities (and any other effect that requires audible communication) using sporespeech just as well as a speaking creature can. Their passive spores travel as far as a voice can carry and a myconid can choose who "hears" their sporespeech about as well as a normal person can (in a manner similar to adjusting the volume of one's voice). Sporespeech can be "overheard" with a Perception check just as easily as a normal voice can. Myconids who are sufficiently bound cannot use sporespeech as it prevents the spread of their spores. A myconid may still use Silent Spell to cast spells while so bound, or without anyone "hearing" the verbal component of their spells.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Stunning Fist (Ex): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Languages: Sporespeech, Common, Sylvan, Treant, Undercommon
Special Qualities: AC bonus (add Wis modifier if unarmored +1), bonus feat (Deflect Arrows, Dodge, Mobility), evasion, fast movement, flurry of blows, high jump, ki pool (3 points, magic), maneuver training, no need to sleep, purity of body, slow fall 30 ft., sporespeech, still mind, Stunning Fist, Unarmed Strike,
Environment: any underground
Organization: solitary, gang (2–6), or tribe (7–30 plus 1 chieftain)
Treasure: NPC Gear (club, javelins (2), belt of giant strength (+2), ring of protection +1, +1 cloak of resistance, bracers of armor +1, potion of bull strength, potion of cure moderate wounds, potion of mage armor, potion of magic weapon, potion of owl's wisdom), 250gp of gemstones
Myconid; CR: 1/2; XP: 200; Myconid monk 1 Align: N; Small plant
Init: -1; Senses: darkvision 60 ft.; Perception +5
DEFENSE: AC: 11; TAC: 11; FFAC: 10; HD: 1d8+2+1; HP: 11; Saves: For: +4, Ref: +1, Will: +3; Immunity: mind-affecting effects, paralysis, poison, polymorph, sleeping effects, stunning,
OFFENSE: Speed: 20 ft.; unarmed strike +2 (1d4+1) or unarmed strike flurry of blows +1/+1 (1d4+1) or club +2 (1d4+1); Ranged: javelin +0 (1d4+1);
Special Attacks: flurry of blows, stunning fist (1/day, DC 11);
Spell-Like Abilities: (CL 1, concentration +2);
1/day - spore cloud (as an obscuring mist spell)
Statistics: Str: 13; Dex: 9; Con: 14; Int: 9; Wis: 12; Cha: 4; BAB: +0; CMB: +2; CMD: 8
Feats: Dodge, Improved Unarmed Strike, Stunning Fist, Unarmed Strike
Skills: Monk (4 + Int/Level): Acrobatics (D)(c) +3, Climb (S)(c), Craft ( ) (I)(c), Escape Artist (D)(c), Intimidate (Ch)(c), Knowledge (History) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +5, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Stealth (D)(c) +3, Swim (S)(c)
Special Abilities:
Sporespeech: Myconids are physically incapable of speaking and instead communicate with others that have been exposed to their spores via a limited form of telepathy called "sporespeech." Myconids may still cast spells with verbal components and/or make use of bardic music abilities (and any other effect that requires audible communication) using sporespeech just as well as a speaking creature can. Their passive spores travel as far as a voice can carry and a myconid can choose who "hears" their sporespeech about as well as a normal person can (in a manner similar to adjusting the volume of one's voice). Sporespeech can be "overheard" with a Perception check just as easily as a normal voice can. Myconids who are sufficiently bound cannot use sporespeech as it prevents the spread of their spores. A myconid may still use Silent Spell to cast spells while so bound, or without anyone "hearing" the verbal component of their spells.
Stunning Fist (Ex): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Languages: Sporespeech, Common, Sylvan, Treant, Undercommon
Special Qualities: AC bonus (add Wis modifier if unarmored), bonus feat (Dodge), Unarmed Strike, flurry of blows, no need to sleep, sporespeech, Stunning Fist,
Environment: any underground
Organization: solitary, gang (2–6), or tribe (7–30 plus 1 chieftain)
Treasure: NPC Gear (club, javelins (2)), 50gp of gemstones
Myconid; CR: 2; XP: 600; Myconid monk 3 Align: N; Small plant
Init: -1; Senses: darkvision 60 ft.; Perception +7
DEFENSE: AC: 12; TAC: 11; FFAC: 11; HD: 3d8+6+3; HP: 26; Saves: For: +5, Ref: +2, Will: +4; +2 vs enchantment spells and effects; Immunity: mind-affecting effects, paralysis, poison, polymorph, sleeping effects, stunning, Defensive Abilities: evasion
OFFENSE: Speed: 30 ft.; unarmed strike +5 (1d4+1) or unarmed strike flurry of blows +4/+4 (1d4+1) or club +4 (1d4+1); Ranged: javelin +2 (1d4+1);
Special Attacks: flurry of blows, stunning fist (3/day, DC 12);
Spell-Like Abilities: (CL 1, concentration +2);
1/day - spore cloud (as an obscuring mist spell)
Statistics: Str: 13; Dex: 9; Con: 14; Int: 9; Wis: 12; Cha: 4; BAB: +2; CMB: +5; CMD: 11
Feats: Deflect Arrows, Dodge, Improved Unarmed Strike, Stunning Fist, Unarmed Strike, Weapon Focus (unarmed strike)
Skills: Monk (4 + Int/Level): Acrobatics (D)(c) +5, Climb (S)(c), Craft ( ) (I)(c), Escape Artist (D)(c), Intimidate (Ch)(c), Knowledge (History) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +7, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Stealth (D)(c) +5, Swim (S)(c)
Special Abilities:
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Sporespeech: Myconids are physically incapable of speaking and instead communicate with others that have been exposed to their spores via a limited form of telepathy called "sporespeech." Myconids may still cast spells with verbal components and/or make use of bardic music abilities (and any other effect that requires audible communication) using sporespeech just as well as a speaking creature can. Their passive spores travel as far as a voice can carry and a myconid can choose who "hears" their sporespeech about as well as a normal person can (in a manner similar to adjusting the volume of one's voice). Sporespeech can be "overheard" with a Perception check just as easily as a normal voice can. Myconids who are sufficiently bound cannot use sporespeech as it prevents the spread of their spores. A myconid may still use Silent Spell to cast spells while so bound, or without anyone "hearing" the verbal component of their spells.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Stunning Fist (Ex): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Languages: Sporespeech, Common, Sylvan, Treant, Undercommon
Special Qualities: AC bonus (add Wis modifier if unarmored), bonus feat (Deflect Arrows, Dodge), evasion, fast movement, flurry of blows, maneuver training, no need to sleep, sporespeech, still mind, Stunning Fist, Unarmed Strike,
Environment: any underground
Organization: solitary, gang (2–6), or tribe (7–30 plus 1 chieftain)
Treasure: NPC Gear (club, javelins (2), bracers of armor +1, potion of bull strength, potion of cure light wounds, potion of mage armor, potion of magic weapon, potion of owl's wisdom), 50gp of gemstones
Myconid Treasure:
They found a deposit of amethyst (100 gp cut value) and were able to withdraw 100 gems that they have placed around their chambers as decoration.
In the center of their back chamber is a skull of a stag beetle that emits a green light caused by a Chaos Emerald.