General
Dungeon Walls Natural Stone (Climb DC 15)
Dungeon Floor Hewn Stone (Balance DC 10 to charge or run)
Temperature Average
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)
Corridors
a Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25
c Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; poison gas (Burnt Other Fumes); multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset delay (3 rounds); Search DC 21; Disable Device DC 21
e A large demonic idol with ruby eyes sits in an alcove here
i Withered corpses are nailed to the corridor walls
m Howling fills the corridor
n A 15-foot wide chasm cuts across the corridor
r Several square holes are cut into the walls here
s Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft. by 10 ft. area); Search DC 26; Disable Device DC 20
Wandering
Monsters
1 4 x Phantom Fungus, trying to lure the party into an ambush
2 9 x 1st Level Warrior Drow (elf), scavenging for food and treasure
3 8 x Shrieker (fungus), bloodied and fleeing a more powerful enemy
4 5 x Grimlock, wandering senselessly
5 13 x Human Commoner Zombie, trying to lure the party into an ambush
6 1 x Gargoyle, returning to their lair with plunder
Room #1
West Entry #1 Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp) (slides down, +1 to break DC)
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Monster 2 x Violet Fungus
Violet fungus: CR 3; Medium plant; HD 2d8+6; hp 15; Init -1; Spd 10 ft. (2 squares); AC 13 (-1 dex, +4 natural), touch 9, flat-footed 13; Base Atk +1; Grp +3; Atk +3 melee (1d6+2 plus poison, tentacle); Full Atk +3 melee (1d6+2 plus poison, 4 tentacles); Space/Reach 5 ft./10 ft.; SA Poison; SQ Low-light vision, plant traits; AL N; SV Fort +6, Ref -1, Will +0; Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9
Skills and Feats: -; -
Room #2
East Entry #1 Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides down, +1 to break DC)
Ⓣ Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect (Power Word Stun, 13th level wizard); Search DC 32; Disable Device DC 32
East Entry #2 Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ A bookcase and concealed door pivots smoothly
East Entry #3 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Room Features The floor is covered in perfect hexagonal tiles, and several pieces of rotten rope are scattered throughout the room
Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Iron Chest (hard 10, 60 hp)
Contact Poison: CR 5; mechanical; touch trigger, no reset; contact poison (sassone leaf residue [contact, Fort DC 16, 2d12 hp/1d6 Con]); Search DC 22; Disable Device DC 22
300 gp; Moonstone Box inlaid with Platinum (1200 gp); Arcane Scroll (Darkvision (150 gp)) (total 150 gp), Arcane Scroll (Disguise Self (150 gp), Fox's Cunning (150 gp), Hypnotic Pattern (150 gp)) (total 450 gp), Headband of Intellect (+2) (4000 gp) (inscription provides clue to function); hoard total 6100 gp
Room #3
North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
North Entry #2 Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed within a mosaic of a god of evil
Monster 4 x Phantom Fungus
Phantom fungus: CR 3; Medium plant; HD 2d8+6; hp 15; Init +0; Spd 20 ft. (4 squares); AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Low-light vision, plant traits, greater invisibility; AL N; SV Fort +6, Ref +0, Will +0; Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Skills and Feats: Listen +4, Move Silently +6, Spot +4; Alertness
flash beetle
dungeon dragon, mature
rat swarm
greater barghest
minotaur bleeding horror
iron maiden golem
kyton
Tomb of Dorvin
Dorvin the Mangler, was the leader of an adventuring party of bloodthirsty dwarves known as "Dragar's Monmur" (Dragar's Will). Dorvin was cruel to all, but fortunately, his anger was often taken out on orcs. With his axe, "Orstr Olgad" (Orc Killer), Dorvin would venture into the wild hunting down orcs for the sheer pleasure of slaying them and torturing their leaders in front of their women and children to impose fear on them. Although other dwarves of clan Ironhammer did not approve of his and his band's methods, they did not stop him from slaying their enemies. Unfortunately, Dorvin met his end at the hands of stone giant during one of his ventures into the mountains. The giant was unable to follow the dwarves into a small recess as they retreated to fight another day - however, with their leader dead, the small band dispersed, there whereabouts unknown. Clan Ironhammer, to honor the bloodthirsty dwarven warrior, dedicated a hidden tomb to him to the east, where he often ventured (The elders of the village dare not have one of such malice buried within their kingdom for fear of his curse. Due to his violent ways, the dwarves of Ironhammer often would reprimand Dorvin to the point where the dwarf would spend more of his days outside the hall than in. Miffed by the treatment from his brethren, Dorvin swore that upon his death, his body would rise again to fight all who would defame him to prove that his way was the way of Dragar.
Orstr Olgad - +1 Dwarven War Axe, Furyborn
Dorvin's Tomb - +1 platemail, Helm - Maw of the Wyrm - Blue, Belt of Giant Strength +4, Gloves of Swimming and Climbing. 3 uncut rubies, 3 uncut diamonds, 3 uncut emeralds tucked in his boots
9
Flash Beetle; CR: 1/2; XP: 200; Align: Small vermin
Init: +2; Senses: low-light vision; Perception +2
DEFENSE: AC: 16; TAC: 13; FFAC: 14 (+3 natural, +2 Dex, +1 size); HD: 1d8+2; HP: 6; Saves: For: +4, Ref: +2, Will: +2; Immune: mind-affecting effects
OFFENSE: Speed: 30 ft., fly 30 ft. (poor); Melee: bite +3 (1d4+2);
Statistics: Str: 14; Dex: 15; Con: 15; Int: -; Wis: 14; Cha: 11; BAB: +0; CMB: +1; CMD: 13 (21 vs. trip)
Feats: -
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D) +0, 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:
Flash (Ex): A flash beetle can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 10-foot burst must make a DC 12 Fortitude save or be dazzled for 1d3 rounds. The save DC is Constitution-based.
Languages: -
Special Qualities: flash
Environment: any
Organization: solitary, cluster (2–6) or colony (7–12)
Treasure: none
10
Rat Swarm; CR: 2; XP: 600; Align: N; Tiny animal (swarm)
Init: +6; Senses: low-light vision, scent; Perception +8
DEFENSE: AC: 14; TAC: 14; FFAC: 12 (+2 Dex, +2 size); HD: 3d8+3; HP: 16; Saves: For: +4, Ref: +5, Will: +2; Defensive Abilities: swarm traits
OFFENSE: Speed: 15 ft. climb 15 ft., swim 15 ft.; Melee: swarm (1d6 plus disease); Space: 10 ft.; Reach: 0 ft.; Special Attacks: disease, distraction (DC 12)
Statistics: Str: 2; Dex: 15; Con: 13; Int: 2; Wis: 13; Cha: 2; BAB: +2; CMB: -; CMD: -
Feats: Improved Initiative, Skill Focus (Perception)
Skills: Animal: (2+Int/HD) Acrobatics (D)(c) +6, Climb (S)(c) +10, Fly (D)(c), Perception (W)(c) +8, Stealth (D)(c) +14, Swim (S)(c) +10; Racial Modifiers: uses Dex to modify Climb and Swim
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:
Swarm Traits: as a swarm of tiny creatures, a Rat Swarm takes only half damage from piercing and slashing attacks
Disease (Ex): Filth fever: Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Languages: -
Special Qualities:
Environment: any
Organization: solitary, pack (2–5 swarms), or infestation (6–12 swarms)
Treasure: none
"A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path."
A rat swarm typically consists of a biting, roiling mass of hundreds of disease-ridden rats driven to uncharacteristic heights of aggression by fantastic and overwhelming hunger. In such numbers, they become voracious hunters, capable of killing a full-grown human with hundreds of bites. Rat swarms are often found in the sewers of large human settlements.
Rat swarms surround and attack any warm-blooded prey in their path.
Valkuhl
Barghest, Greater; CR: 7; XP: 3,200; Align: LE; Large outsider (evil, extraplanar, lawful, shapechanger)
Init: +6; Senses: darkvision 60 ft., scent; Perception +16
DEFENSE: AC: 20; TAC: 11; FFAC: 18 (+2 Dex, +9 natural, -1 size); HD: 9d10+36; HP: 85; Saves: For: +9, Ref: +10, Will: +10; DR: 10/magic
OFFENSE: Speed: 40 ft.; Melee: bite +14 (1d8+6), 2 claws +10 (1d6+6);
Spell-Like Abilities: (CL 9th);
At Will - blink, levitate, misdirection
1/day - charm monster (DC 18), crushing despair (DC 18), dimension door, mass bull's strength, mass enlarge
Statistics: Str: 23; Dex: 15; Con: 19; Int: 18; Wis: 18; Cha: 18; BAB: +9; CMB: +16; CMD: 28 (32 vs. trip)
Feats: Combat Casting, Combat Reflexes, Improved Initiative, Great Fortitude, Lightning Reflexes
Skills: Outsider (6+Int/HD): Acrobatics (D)(c) +14, Bluff (Ch)(c) +16, Climb (Str) +15, Craft ( ) (I)(c), Diplomacy (Ch)(c) +16, Intimidate (Ch)(c) +16, Knowledge (Planes) (I*)(c), Perception (W)(c) +16, Sense Motive (W)(c) +16, Stealth (D)(c) +16, Survival (W) +16, Swim (Str)(c) +15
Special Abilities:
Feed (Su): Once per month, a barghest can devour a nonevil humanoid’s corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, a barghest’s caster level for its spell-like abilities and its CR increase by +1. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing all of its growth points (and bonuses) but gaining the stats presented on the page for a greater barghest.
Languages: Common, Goblin, Infernal
Special Qualities: change shape (goblin or wolf, polymorph)
Environment: any
Organization: solitary or cult (1 plus goblin tribe)
Treasure: standard, 2,600gp
"This snarling, canine beast pads forward on all fours, its slender front limbs looking more like hands than a wolf’s paws."
Greater barghests often seek out a tribe of goblins or other creatures to rule.
Gems
Carnelian (50 gp)
Jet (100 gp)
Rose Quartz (55 gp)
Topaz (450 gp)
Zircon (50 gp)
Total value = 705 gp
Art Objects
Carved ivory scroll case (60 gp)
Engraved gold scarab (75 gp)
Gold and platinum statuette of a deity (750 gp)
Gold and silver chess set (100 gp)
2 x Polished darkwood chalice (50 gp)
Total value = 1085 gp
3
Bleeding Horror Minotaur; CR: 7; XP: 3,200; Align: CE; dead (augmented monstrous humanoid)
Init: +0; Senses: darkvision 60 ft.; Perception +10
DEFENSE: AC: 21; TAC: 11; FFAC: 21 (+2 deflectiom, +10 natural, -1 size); HD: 6d8+18 plus 6); HP: 51; Saves: For: +7, Ref: +5, Will: +5; SR: 18; DR: 10/magic; Defensive Abilities: channel resistance +4, natural cunning
OFFENSE: Speed: 30 ft.; Melee: greataxe +9/+4 (3d6+6/x3) and gore +4 (1d8+2) or 2 claws +9 (1d8+4); Space: 10 ft.; Reach: 10 ft.;
Special Attacks: blood consumption, create spawn, find target, horrific appearance, powerful charge (gore, 2d8+6);
Spell-Like Abilities: (CL 8th);
3/day - bloodstorm (DC 16)
Statistics: Str: 19; Dex: 10; Con: -; Int: 7; Wis: 10; Cha: 16; BAB: +6; CMB: +11; CMD: 23
Feats:
Skills: Undead: (4+Int/HD) Climb (S)(c), Disguise (Ch)(c), Fly (D)(c), Intimidate (Ch)(c) +8, Knowledge (Arcana) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +10, Sense Motive (W)(c), Spellcraft (I*)(c), Stealth (D)(c) +2, Survival (W) +11; Racial Modifiers: +4 Perception, +4 Survival
Special Abilities:
Bloodstorm (Sp): Bleeding horrors can cast bloodstorm up to three times per day as an 8th–level cleric.
Blood Consumption (Su): When a bleeding horror successfully hits a living opponent with a claw attack, it heals a number of hit points equal to the damage dealt. However, it can’t gain more than the subject’s Bleeding Horror current hit points + the subject’s Constitution score, which is enough to kill the subject. A bleeding horror can’t gain more hit points than the maximum hit points allowed by its Hit Dice. For example, a 12-HD bleeding horror may not have more than 144 hit points.
If a bleeding horror hits an opponent with both claw attacks in a single round, that opponent suffers catastrophic blood expulsion, taking 1d4+2 points of Constitution damage. A successful Fortitude save reduces the damage by half. For each point of Constitution damage dealt, a bleeding horror gains 5 temporary hit points.
Create Spawn (Ex): Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes under the command of its creator.
Find Target (Sp): If the axe of blood is taken from a bleeding horror before the creature is destroyed, it can find it unerringly, as though guided by discern location.
Horrific Appearance (Su): A living creature within 60 feet that views a bleeding horror must succeed on a Fortitude save or take 1d6 points of Strength damage. This damage cannot reduce a victim’s Strength below 0, but anyone reduced to Strength 0 is helpless. Creatures affected by this power or those that successfully save against it cannot be affected again by the same bleeding horror’s horrific appearance for one day.
Powerful Charge (Ex): A bleeding horror minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 2d8+6 points of damage.
Natural Cunning (Ex): Although bleeding horror minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat–footed.
Languages: Giant
Special Qualities:
Environment: temperate ruins or underground
Organization: solitary, pair, or gang (3–4)
Treasure: standard (greataxe, other gear), 2,600gp
"This creature appears as a hulking bull–headed humanoid whose body constantly drips and oozes thick blood. Its eyes are small pinpoints of red light and shine with evil. It wields a massive axe in its clawed hands."
A bleeding horror minotaur stands more than 7 feet tall and weighs about 700 pounds.
A bleeding horror minotaur’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Gems
Amber (120 gp)
Azurite (9 gp)
Citrine (45 gp)
Green Spinel (45 gp)
Lapis Lazuli (12 gp)
Onyx (65 gp)
Opal (500 gp)
Peridot (55 gp)
Rock Quartz (7 gp)
Rock Quartz (9 gp)
Rose Quartz (50 gp)
Tigereye (7 gp)
Turquoise (10 gp)
Turquoise (12 gp)
Amber (110 gp)
Aquamarine (500 gp)
Aquamarine (550 gp)
Black Pearl (600 gp)
Chrysoprase (55 gp)
Citrine (45 gp)
Freshwater Pearl (12 gp)
Jasper (55 gp)
Jet (130 gp)
Milky Quartz (60 gp)
Onyx (50 gp)
Red Spinel (55 gp)
Sardonyx (60 gp)
Shell (9 gp)
Tourmaline (100 gp)
Total value = 3337 gp
2 - Yattik & Lixrol
Kyton; CR: 6; XP: 2,400; Align: LE; Medium outsider (evil, extraplanar, kyton, lawful)
Init: +7; Senses: darkvision 60 ft.; Perception +14
DEFENSE: AC: 21; TAC: 13; FFAC: 18 (+4 armor, +3 Dex, +4 natural); HD: 8d10+16; HP: 60 regeneration 2 (good weapons and spells, silver weapons); Saves: For: +8, Ref: +9, Will: +3; SR: 17; DR: 5/silver or good; Immune cold
OFFENSE: Speed: 30 ft.; Melee: 4 chains +11 (2d4+2); Space: 5 ft.; Reach: 5 ft. (10 ft. with chains); Special Attacks: dancing chains, unnerving gaze;
Statistics: Str: 15; Dex: 17; Con: 14; Int: 11; Wis: 12; Cha: 12; BAB: +8; CMB: +10; CMD: 23
Feats: Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain)
Skills: Outsider (6+Int/HD): Acrobatics (D)(c) +14, Bluff (Ch)(c), Climb (S) +13, Craft (I)(c) (blacksmithing) +11, Escape Artist (D)(c) +14, Intimidate (Ch)(c) +12, Knowledge (Planes) (I*)(c), Perception (W)(c) +14, Sense Motive (W)(c), Stealth (D)(c) + 4 others dependent on creature's theme.
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:
Chain Armor (Ex): The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Dancing Chains (Su): A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the kyton’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Languages: Common, Infernal
Special Qualities: chain armor
Environment: any
Organization: solitary, pair, link (3–6), or chain (7–20)
Treasure: standard, 2,000gp
"Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars."
Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Many suggest that kytons were natives of Hell who existed there before the advent of devilkind, while others hypothesize they were later brought to the plane by some sadistic power. Regardless of their origins, kytons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches.
The kyton presented here is a typical member of this fiendish race of outsiders, but is by no means the only type of its kind. Just as there are numerous different species of demon and devil, rumor holds that different kinds of kytons dwell in their jangling cities in Hell and on the Plane of Shadow. These kytons are invariably more powerful than the one presented here, often having spell-like abilities or hideous and unsettling special attacks along the themes of torture and pain. Rumor holds that the most powerful kytons are completely inhuman, and that these monsters are the true progenators of the kyton race—the kyton presented here but the result of unholy dalliances with their unfortunate victims.
Art Objects
Carved ivory scroll case (60 gp)
Carved stone idol (30 gp)
Decorated electrum plate (110 gp)
Engraved jade scarab (85 gp)
Gold and silver hand mirror (120 gp)
Gold chalice with dragon carvings (600 gp)
Ivory bowl with animal carvings (40 gp)
Mithral scepter with gold inlay and dragon head ornament (600 gp)
Set of six ivory dice (30 gp)
Silver brazier with religious markings (80 gp)
2 x Silver candelabra with holy symbol - Dragar (75 gp)
2 x Bronze flagon with warrior images - dwarf (50 gp)
Decorated silver plate (60 gp)
Engraved gold scarab (75 gp)
Gold and platinum statuette of a deity - Dragar (750 gp)
Gold and silver hand mirror (120 gp)
Set of six ivory dice (30 gp)
Silver noble family seal (60 gp)
Total value = 3100 gp