1) Giant Scorpions - 4
Scorpion, Giant; CR: 3; XP: 600; Align: N; Large vermin
Init: +0; Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE: AC: 16; TAC: 9; FFAC: 16 (+7 armor, –1 size); HD: 5d8+15; HP: 37; Saves: For: +7, Ref: +1, Will: +1; Immune mind-affecting effects
OFFENSE: Speed: 50 ft.; Melee: 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison); Ranged: ; Space: ; Reach: ; Special Attacks: constrict (1d6+4);
Statistics: Str 19, Dex 10, Con 16, Int —, Wis 10, Cha 2; BAB: +3; CMB: +8 (+12 grapple); CMD: 18 (30 vs. trip)
Feats:
Skills: Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S) +8, 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) +4, Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D) +0, Survival (W), Swim (S), Use Magic Device (Ch*); Racial Modifiers: +4 Climb, +4 Perception, +4 Stealth
Special Abilities:
Poison (Ex): Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.
Languages:
Special Qualities:
Environment: warm or temperate deserts, forests, plains, or underground
Organization: solitary
Treasure: none
"The sixteen-foot-long scorpion scrabbles forward, ferocious claws raised in challenge, stingered tail arched over its back."
2) Beetles - 5
Beetle, Giant Stag; CR: 4; XP: 1,200; Align: N; Large vermin
Init: +0; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 17 ; TAC: 9 ; FFAC: 17 ; HD: 7d8+14; HP: 45 ; Saves: For: +7 , Ref: +2 , Will: +2; Immune mind-affecting spells
OFFENSE: Speed: 20 ft., fly 20 ft. (poor) ; Melee: bite +8 (2d8+6); Space: 10 ft. ; Reach: 5 ft.; Special Attacks: trample (1d6+6, DC 17)
Statistics: Str: 19 ; Dex: 10 ; Con: 15 ; Int: - ; Wis: 10 ; Cha: 9 ; BAB: +5 ; CMB: +10 ; CMD: 20 (28 vs. trip)
Feats: -
Skills: Fly -6
Organization: solitary, pair, or cluster (3-6)
Treasure: none
“With a sleek body and huge mandibles raised in a threatening pose, this large beetle stands firm in defense of its territory.”
3) Solifugids - 4
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."
4) Cave Troll Watch Room - 3
Troll, Cave; CR: 4; XP: 1,200; Align: CE; Medium humanoid (giant)
Init: +6; Senses: darkvision 90 ft., low-light vision, scent; Perception +7
DEFENSE: AC: 22; TAC: 17; FFAC: 15 (+6 Dex, +1 dodge, +5 natural); HD: 5d8+25 plus 5; HP: 52; Saves: For: +9, Ref: +10, Will: +0; SR: ; DR: ; Special:
OFFENSE: Speed: 60 ft., climb 20 ft.; Melee: 2 claws +6 (1d4+2), claw (from haste) +6 (1d4+2), and bite +6 (1d6+2); Special Attacks: rend (2 claws, 1d4+3);
Statistics: Str: 15; Dex: 22; Con: 20; Int: 6; Wis: 9; Cha: 6; BAB: +3; CMB: +5; CMD: 22
Feats: Lightning Reflexes, Skill Focus (Perception), Toughness
Skills: Humanoid: (2+Int/HD) Climb (S)(c) +10, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Perception (W) +7, Profession ( ) (W*)(c), Ride (D)(c), Survival (W)(c)
Special Abilities:
Haste (Su): A cave troll is affected by a permanent haste spell (caster level 8th). This grants the cave troll a +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves (both already figured into the stat block above). Any condition that makes the cave troll lose its Dexterity bonus to AC also makes it lose its dodge bonus. This is an inherent bonus and cannot be dispelled or negated.
When making a full attack action, a cave troll can make one extra attack with any weapon it is holding or one extra claw attack (if using natural weapons). The extra attack is at the cave troll’s full attack bonus.
Spider Climb (Su): A cave troll can climb sheer surfaces as though by a spider climb spell (caster level 4th). This ability is always active, but can be negated or dispelled. The cave troll can restart it again on its next turn as a free action.
Languages: Giant
Special Qualities: haste, spider climb
Environment: underground
Organization: solitary or gang (2-4)
Treasure: standard, 1,150gp
"This ugly humanoid appears to be about 6 feet tall. Its leathery skin is blackish-gray and its eyes are yellow. It has long, upright ears, almost elven in nature. Its arms and legs are long and slender and end in wicked-looking claws."
Treasure:
Coins 29 pp, 284 gp, 200 sp
Gems
Amethyst (80 gp)
Carnelian (45 gp)
Chrysoprase (45 gp)
Jasper (55 gp)
Lapis Lazuli (10 gp)
Lapis Lazuli (12 gp)
Rhodochrosite (10 gp)
Rhodochrosite (11 gp)
Rose Quartz (60 gp)
Tigereye (9 gp)
Tigereye (12 gp)
Topaz (400 gp)
Zircon (40 gp)
Total value = 789 gp
Masterwork Items
Masterwork Breastplate (350 gp)
Masterwork Composite Shortbow (+1 Str bonus) (450 gp)
Total value = 800 gp
Magic Items
Oil of Ablative Barrier (uc, 300 gp)
Oil of Mage Armor (cr, 50 gp)
Oil of Purify Food and Drink (cr, 25 gp)
Potion of Resistance (cr, 25 gp)
Potion of Shield of Faith (cr, 50 gp)
Scroll of Fog Cloud (cr, 150 gp)
Wand of Disrupt Undead (cr, 375 gp)
Total value = 975 gp
5) Dark-filled room
This room is unnaturally dark. No creatures under 8 HD will enter it. It will provide cover for the group for rest, but they cannot see.