Troll King - Bloodmaw rules these warrens infested with Cave Trolls. He has them gather all of the treasure they fid and bring it to his vaulted cavern at 3a. He has been making routine attacks against caravans which is one reason they stopped in this area.
Bloodmaw
Cave Troll Barbarian 2; CR: 6; XP: 2400; Cave troll barbarian 2 Align: CE; Medium humanoid (giant)
Init: +7; Senses: Darkvision 90 ft., Low-light Vision, Scent; Perception +2
DEFENSE: AC: 23; TAC: 18; FFAC: 23 (+5 natural armor); HD: 4d8+28+2d12+14+2; HP: 83, regeneration 3 (fire, acid); Saves: For: +14, Ref: +8, Will: +1; SR: ; DR: ; Special:
RAGING: DEFENSE: AC: 21; TAC: 16; FFAC: 21; ; HP: 95; Saves: For: +16, Ref: +8, Will: +3;
OFFENSE: Speed: 70 ft., Climb 20 ft. (spider climb); Melee: bite +9 (1d8+4) and 2 claws +10 (1d4+4); Ranged: ; Space: ; Reach: ;
RAGING: OFFENSE: bite +11 (1d8+6) and 2 claws +13 (1d4+6)
Special Attacks: rage (13 rounds/day), Rend (2 claws (1d4+6);
RAGING: Special Attacks: Rend (2 claws (1d4+9)
Statistics: Str 19; Dex 25; Con 24; Int 6; Wis 10; Cha 4; BAB: +5; CMB: +9; CMD: 26
RAGING: Statistics: Str 23; Dex 25; Con 28; Int 6; Wis 10; Cha 4; BAB: +5; CMB: +11; CMD: 28
Feats: Combat Reflexes, Raging Regeneration, Weapon Focus (claws)
Skills: Humanoid: 4x(2+Int/HD)/Barbarian (4 + Int/Lvl) Acrobatics (Dex)(c), Climb (Str)(c), Craft (Int)(c), Handle Animal (Cha)(c), Heal (W)(c), Intimidate (Cha)(c), Knowledge (nature) (Int)(c), Perception (Wis)(c) +2, Profession ( ) (W*)(c), Ride (Dex)(c), Stealth (D) +14, Survival (Wis)(c) +7, and Swim (Str)(c); Racial Modifiers: +2 Perception, Stealth, Survival
RAGING: Humanoid: 4x(2+Int/HD)/Barbarian (4 + Int/Lvl) Acrobatics (Dex)(c), Climb (Str)(c), Craft (Int)(c), Handle Animal (Cha)(c), Heal (W)(c), Intimidate (Cha)(c), Knowledge (nature) (Int)(c), Perception (Wis)(c) +2, Profession ( ) (W*)(c), Ride (Dex)(c), Stealth (D) +14, Survival (Wis)(c) +7, and Swim (Str)(c); Racial Modifiers: +2 Perception, Stealth, Survival
Special Abilities:
Fast Movement (Ex): Speed +10 ft. in medium armor or less
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Raging Regeneration: While you are raging, fire and acid damage don’t make your regeneration stop functioning on the round following the attack, and instead reduce the number of hit points regained by regeneration each round by 2 until the end of your next turn.
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, regeneration 3 (fire or acid), spider climb, rage power (lesser atavism totem, uncanny dodge)
Environment:
Organization:
Treasure: standard, 2,000gp
Each of the 5 warrens is home to a small group of Cave trolls.
3a) Bloodmaw & 4 trolls
3b) 4 cave trolls
3c) 4 cave trolls & 3 cave lizards
3d) 4 cave trolls & a trapped Myconid Druid
3e) 3 cave trolls
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
Lizard, Cavern; CR: 4; XP: 1,600; Align: N; Large magical beast
Init: +2; Senses: darkvision 60 ft. low-light vision, scent; Perception +9
DEFENSE: AC: 16; TAC: 11; FFAC: 14; HD: 5d10+15; HP: 42; Saves: For: +7, Ref: +6, Will: +4
OFFENSE: Speed: 30 ft., climb 20 ft.; Melee: bite +10 (2d6+7 plus grab); Space: 10 ft.; Reach: 5 ft.
Statistics: Str: 20; Dex: 15; Con: 17; Int: 3; Wis: 12; Cha: 2; BAB: +5; CMB: +11; CMD: 23 (24 vs. trip)
Feats: Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills: Climb +22, Perception +9, Stealth +10 (+14 in areas of natural stone or rock); Racial Modifiers: +4 Climb, +4 Stealth (+8 in areas of natural stone or rock)
Environment: underground
Organization: solitary
Treasure: 50% standard
"A 10-foot long gray lizard with large wide feet and sapphire-gold bulging eyes stares. Balanced on thick and muscled legs, its feet cling to surfaces upon small suction cup-like pads. Its head is angular and somewhat flat and its mouth sports a row of long, serrated teeth."
Myconid, Druid 5; CR: 4; XP: 1,200; Myconid druid 5 Align: N; Small plant
Init: +3; Senses: darkvision 60 ft.; Perception +9
DEFENSE: AC: 16; TAC: 9; FFAC: 16; HD: 5d8+10+5; HP: 41; Saves: For: +7, Ref: +1, Will: +6 (+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 +7 (1d4+2); Ranged: javelin +3 (1d4+2);
Special Attacks: wild shape 1/day;
Spell-Like Abilities: (CL 5, concentration +6);
1/day - spore cloud (as an obscuring mist spell)
Druid Spells Prepared: (CL 5, concentration +6);
3rd - 1 - greater magic fang
2nd - 2 - bull's strength, ironskin
1st - 3+1 - ice armor, 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: +3; CMB: +4; CMD: 12
Feats: 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) +6, Perception (W)(c) +9, Profession ( ) (W*)(c), Ride (D)(c), Spellcraft (I*)(c) +7, 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, cloak of resistance +1, wand of cure light wounds (50 charges), scroll of entangle (2)), 250gp of gemstones
Wild Shape - (+2 Str, +2 Natural AC)
Wolverine, Medium animal;
Spelled up with bull's strength, ice armor and ironskin and greater magic fang
Init: +3; Senses: low-light vision, scent; Perception +9
DEFENSE: AC: 16 (26); TAC: 12; FFAC: 14 (24); HD: 5d8+10+5; HP: 41; Saves: For: +7, Ref: +1, Will: +6 (+4 saves vs. fey and plant-target effects);
OFFENSE: Speed: ; Melee: 2 claws +6(+10) (1d6+3(+7)), bite +6(+10) (1d4+3(+7))
Statistics: Str: 16(20); Dex: 9; Con: 14; Int: 9; Wis: 12; Cha: 4; BAB: +3; CMB: +6(+8); CMD: 15(17) (19(21) vs. trip)
Animal Companion
Corpse Eater Fungus; CR: - ; XP: - ; Align: N; Medium plant
Init: +1; Senses: darkvision 60 ft.; Perception +4
DEFENSE: AC: 22; TAC: 11; FFAC: 20; HD: 5d8+10; HP: 42; Saves: For: +6, Ref: +5, Will: +1; Defensive Abilities: evasion; SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: bite +9 (1d8+5+1d4 acid); Ranged: ; Space: ; Reach: ;
Special Attacks: spit acid (range touch-attack 30-foot range, 1d8 acid damage); Spell-Like Abilities: ;
Statistics: Str: 20; Dex: 12; Con: 14; Int: 1; Wis: 11; Cha: 4; BAB: +3; CMB: +8; CMD: 19 (+12 vs. trip)
Feats (3): Armor Proficiency (light), Combat Reflexes, Weapon Focus (bite),
Bonus Tricks (2): detect, flank
Skills (5): 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) +8, Survival (W)(ac), Swim (S)(ac)(c), Use Magic Device (Ch*); Racial Modifiers:
Special Abilities:
Languages:
Special Qualities: evasion, link, share spells
Environment:
Organization:
Treasure: NPC Gear (hide armor)
"This pale mass of fungal matter looks something like a spider with a thorny, acidic mouth in place of a body."
Treasure at 3a)
Coins 125 pp, 1830 gp, 3821 sp, 12980 cp
Gems
Agate (10 gp)
Alabaster (10 gp)
Amethyst (90 gp)
Amethyst (110 gp)
Aquamarine (600 gp)
Azurite (11 gp)
Black Pearl (350 gp)
Carnelian (40 gp)
Carnelian (55 gp)
Chrysoprase (35 gp)
Citrine (50 gp)
Freshwater Pearl (8 gp)
Freshwater Pearl (10 gp)
Freshwater Pearl (12 gp)
Green Spinel (60 gp)
Hematite (10 gp)
Ivory (50 gp)
Ivory (65 gp)
Jade (100 gp)
2 x Jasper (50 gp)
Lapis Lazuli (10 gp)
Lapis Lazuli (11 gp)
Malachite (7 gp)
2 x Malachite (8 gp)
Milky Quartz (50 gp)
Obsidian (8 gp)
2 x Obsidian (9 gp)
3 x Obsidian (12 gp)
Peridot (45 gp)
Peridot (50 gp)
Pyrite (11 gp)
Rhodochrosite (8 gp)
Rhodochrosite (9 gp)
Rhodochrosite (10 gp)
2 x Rock Quartz (10 gp)
Rock Quartz (13 gp)
Rose Quartz (40 gp)
Rose Quartz (45 gp)
Rose Quartz (60 gp)
Sard (45 gp)
2 x Sard (55 gp)
Sardonyx (45 gp)
Shell (8 gp)
2 x Smoky Quartz (45 gp)
Tigereye (9 gp)
2 x Tigereye (11 gp)
Topaz (550 gp)
Turquoise (10 gp)
Turquoise (12 gp)
Total value = 3144 gp
Masterwork Items
2 x Masterwork Breastplate (350 gp)
Masterwork Chainmail (300 gp)
Masterwork Club (300 gp)
Masterwork Greataxe (320 gp)
2 x Masterwork Greatclub (305 gp)
Masterwork Hide (165 gp)
Masterwork Leather Armor (160 gp)
Masterwork Light Crossbow (335 gp)
Masterwork Light Steel Shield (159 gp)
Masterwork Longbow (375 gp)
Masterwork Longsword (315 gp)
Masterwork Rapier (320 gp)
Masterwork Scale Mail (200 gp)
Masterwork Shortsword (310 gp)
Total value = 4569 gp
Magic Items
Full Plate (+2 armor) (5650 gp)
Rod of Maximize Metamagic (lesser) (14000 gp)
Oil of Bless Weapon (cr, 50 gp)
2 x Oil of Light (cr, 25 gp)
3 x Oil of Mage Armor (cr, 50 gp)
Oil of Obscure Object (cr, 300 gp)
4 x Oil of Purify Food and Drink (cr, 25 gp)
Oil of Shillelagh (cr, 50 gp)
Potion of Cure Light Wounds (cr, 50 gp)
Potion of Endure Elements (cr, 50 gp)
Potion of Enlarge Person (cr, 50 gp)
Potion of Hide from Animals (cr, 50 gp)
Potion of Hide from Undead (cr, 50 gp)
2 x Potion of Keen Senses (apg, 50 gp)
Potion of Protection from Chaos (cr, 50 gp)
Potion of Reduce Person (cr, 50 gp)
Potion of Remove Fear (cr, 50 gp)
Potion of Remove Sickness (um, 50 gp)
2 x Potion of Sanctuary (cr, 50 gp)
Potion of Shield of Faith (cr, 50 gp)
Potion of Vanish (apg, 50 gp)
Scroll of Acid Arrow (cr, 150 gp)
Scroll of Bless (cr, 25 gp)
2 x Scroll of Burning Hands (cr, 25 gp)
Scroll of Chill Metal (cr, 150 gp)
Scroll of Comprehend Languages (cr, 25 gp)