The * Frilond * Campaign
The Halls of Tizun Thane

The Halls of Tizun Thane was a classic D&D adventure that first appeared in issue 18 of the British magazine White Dwarf (April/May 1980). Designed by Albie Fiore, a long-standing editor of the regular Fiend Factory column, this adventure showcased several monsters from the Fiend Folio, as well as a few completely new monsters. It proved so popular that it was reprinted in the first Best of White Dwarf Scenarios, and is still remembered fondly by many old-timers.

This scenario is set against a dark, exotic backdrop reminiscent of the writings of both Robert E. Howard and Jack Vance. Tizun himself is apparently modeled after the character “Tuzun Thune” from REH’s Kull story, “The Mirrors of Tuzun Thune.” The original adventure was written in a very minimalist style typical of that period in gaming; in the adventure key only the most important points were noted, leaving it to the DM to complete the descriptions of rooms, other travelers, villagers, and so on.

The original “Halls of Tizun Thane” was designed for 6–12 PCs of 1st- or 2nd-level, while this 3.5e conversion has been designed for a party of four 3rd-level characters. Appendix A provides stat blocks for all monsters used in this adventure; Appendix B details new monsters. As “Halls of Tizun Thane” uses several unusual old-school monsters, a copy of Necromancer Games’ Tome of Horrors is highly recommended. Appendix C details new magic items.

Trademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. D20 System and D&D are trademarks of Wizards of the Coast, Inc; Tome of Horrors is a trademark of Necromancer Games; and the Advanced Player's Manual is a trademark of Green Ronin Publishing, LLC. The original adventure text and all artwork is copyright © Games Workshop 1980. All copyrights are acknowledged and remain the property of the owners. All rights reserved by their respective owners. This page is for entertainment only.

Adventure Background

The Halls of Tizun Thane

Tizun Thane was once a mighty wizard, as cruel as he was cunning. He rose swiftly and surely to prominence, aided by a collection of magical mirrors that offered him ready access to many far lands and distant worlds. Soon Tizun amassed enough wealth and power to acquire a great palace in the wilderness, and there he dwelt with his extensive retinue.

Also sharing Tizun’s palace were his brother, Diker, and his half-brother, Sega—though neither Diker nor Sega were nearly as powerful as Tizun. Diker and Sega bore no brotherly love for the wizard and constantly plotted to overthrow him. Tizun tolerated this with condescending amusement, confident that his constant bodyguard, Thraaak, could prevent any threat from the disloyal brothers. This Thraaak was a gu’en-deeko, a strange creature able to absorb the very memories of those whose brains he devoured.

Sega, however, devised a clever plan to use this very bodyguard against Tizun. First, an assassin was hired to slay the wizard. The would-be killer was told that Tizun was plotting to murder not only Diker and Sega, but also the loyal Thraaak, whom the wizard had tired of. The assassin was also informed that Tizun was at his weakest when transporting through one of the magic mirrors. Diker and Sega knew that the assassin would never get past Thraaak, but this was intended. As planned, Thraaak killed the assassin and in his normal manner, devoured the brain of the unfortunate dupe. Thraaak then knew everything the assassin had been told—but not how or why the assassin had come to know it.

Believing Tizun was about to betray him, Thraaak decided to kill the wizard with his newly acquired assassin’s skills. And so, as Tizun and his bodyguard returned from an adventure through a magical mirror, Thraaak struck silently from behind, killing the wizard outright. He then devoured Tizun’s brain. But here Sega’s plan went awry: Thraaak absorbed Tizun’s great knowledge and it drove him insane. Thraaak now believed himself to be Tizun Thane.

Ever since then Thraaak has roamed the palace, dressed in Tizun’s ill-fitting robes, insane with power and grief, as he now knows that his former master had no intention of killing him. Thraaak has so far proved too powerful for Sega and Diker, so they lure adventurers to the palace, hoping that they will do battle with Thraaak and so deplete his spells—and eventually weaken the former bodyguard enough to allow Sega and Diker to strike. The two half-brothers now no longer trust each other, and once Thraaak has been dealt with, each will soon turn on one another.

Also in the palace is the Temple of the Nighttide Dancers. The dancers are fearsome and blood-thirsty servants to a dark lord of the lower planes. Tizun always ensured that human sacrifices were available to keep the nighttide dancers appeased, but since his demise, the supply has dried up. Now, during the night, the dancers roam free, terrorizing the local population, especially in the nearest village of Cahli, where Diker sometimes sends men for supplies.

Adventure Synopsis

“The Halls of Tizun Thane” is a large palace complex that was, until fairly recently, the lively and lavish court of a powerful wizard. But since Tizun’s death six months ago, the halls have slowly fallen into decay as the regular servants have abandoned their duties and as greedy plunderers and hungry monsters have begun to encroach on the palace grounds, looking for loot, magical treasures, or just an easy meal.

The adventure begins with the PCs entering the hamlet of Cahli at nightfall. In Cahli they hear strange rumors concerning the Halls of Tizun Thane. The PCs then make a short journey through wilderness to reach the palace, where they may investigate the wizard’s disappearance.

Adventure Hooks

Here are a few reasons that might draw the PCs to the distant settlement of Cahli:

Part One: The Hamlet of Cahli

The Hamlet of Cahli

As soon as the PCs are in sight of the settlement, read or paraphrase the following:

You have been traveling along a small track through a thick forest. The forest was unnaturally quiet, with few signs of wildlife but occasional indications that pixies dwell in the forest. It is approaching dusk as you reach a tiny village on the banks of the river Asro. The river is wide and swift, much too dangerous to cross by any means other than the ferry.

The main trade of this village is obviously timber from the forest, as there is a woodyard near the river, and wood carvings, pieces of bark, and other such products lie around most houses, which are curiously built of stone, obviously carried at great pains from the mountains visible to the south. The houses are all comparatively new and have strong doors and metal shutters.

As you move through the village to the river landing, you find that the ferry is closed for the day; both the boat and boatman are locked in the boathouse. A few villagers can be seen closing the heavy metal shutters on their houses for the night. The only promising sign of activity in the village comes from the nearby Ferryboat Tavern and the stable next to it.

The hamlet is shown on the map above.

Cahli (hamlet): Conventional; AL N; 100 gp limit; Assets 450 gp; Population 90; Isolated (human 86, halfling 2, elf 1, half-elf 1).

The buildings are all made of stone with metal shutters as the old wooden buildings proved no defense against what the villagers call the Night Things that have been marauding in the woods for the last six months (these horrors are the nighttide dancers, described in Appendix B). Many villagers have been slain, and now at nightfall the frightened villagers lock and shutter themselves in their homes. Any villager will advise the PCs to stay in the Tavern overnight and not venture out. There is a trading store in the village where the PCs can buy supplies in the morning. Other buildings of note in the hamlet are described below.

1. The Ferryboat Tavern

There are a few villagers in the tavern, quietly finishing drinks whereupon they will scuttle home. There are also a few travelers who, like the PCs, have been forced to stay overnight. Rooms are cheap.

As the sun sets, the landlord will lock and bolt the doors and pull the shutters closed and fix them with heavy iron bars. He is quite genial and will tell the PCs the following:

When the PCs retire to their room, the landlord locks them in. He explains that he has done this because, should they open their window, the Night Things will not be able to get beyond their room. Should the PCs be foolish enough to ignore the landlord’s advice, shortly after midnight they will see dark shapes in the woods. One of these nighttide dancers will come to the tavern and climb up to their open window.

Nighttide Dancer: hp 46; Appendix B.

2. The Stables

The stables are run by a deformed cripple, the victim of an accident while tree felling. He will gladly stable the PCs’ horses for a small fee, but will tell them that they can’t get the horses back before daylight as he will be locking up because of the Night Things. He will recommend that they stay overnight in the Tavern. Once the horses are stabled, he will lock up and bed down in the stable.

3. The Ferry

The boat and boatman are locked up for the night. From behind his locked door, the boatman will refuse to take anyone across until daybreak.

4. The Timber Yard

The yard consists of a large building with a stockade around it. Piles of seasoned lumber lie in the yard.

Part Two: The Path to the Halls

The Forest (EL 4)

The path that the villagers say leads to the Halls of Tizun Thane is a small, overgrown track running south from Cahli. The forest is dense, and treat as jungle terrain for effects on movement. Any encounters in the forest will be with a single pixie, who may give advice to the PCs, depending on alignments and whether elves are present.

Pixie: hp 3; Appendix A.

The Ravine (EL 4)

The Crater

Approximately 5 miles south of Cahli are some hill-lands at the foot of a cliff. The track leads through a narrow ravine shown on the larger map. The ravine is wide enough for single file only. The small shaded areas in the ravine are caves in which men and horses can shelter.

Creatures: Any encounters in the ravine will be either a physical projection of 1d2 berbalangs or 2d4+4 nandies who will attack from high ledges by hurling rocks.

Berbalang: hp 22; Appendix A.

Nandies: hp 5; Appendix B.

Treasure: At the point marked ‘x’ is the dead body of a man in armor who has obviously been killed by a rock from above. He still has some weapons and in his backpack is a parchment bearing a wax seal in which the words ‘Tizun Thane’ are barely legible. Written on the parchment is this message in Common: “To gain entrance, say to the guard, ‘Take us to your master.’” There is nothing else of interest on the body.

The Crater

The ravine leads into an old volcanic crater filled with water. A waterfall cascades down in the southeast. The path leads out onto a rocky peninsula with sheer sides dropping 20 feet to water level. To the east is a stagnant marshy area in which some dark shapes can be seen splashing in the water. Wheeling over some rocky islets to the west are some large birds. At the end of the peninsula stands an impressive building, now looking a little unkempt. Strange, ape-like things can be seen clambering about on the roof. Through the entrance arch can be seen a large figure, apparently a guard of some sort.

The water flows quickly west from the waterfall, indicating a subterranean exit.

Creatures: The dark shapes splashing in the water to the east are 1d2 giants frogs, the large birds to the west are 1d6+2 blood hawks, and the ape-like things on the roof are 2d4+4 nandies. The large figure in the entrance arch is the iron golem from area 1.

Blood Hawks: 6 hp each; Appendix A.

Giant Frogs: 15 hp each; Appendix A.

Nandies: hp 5 each; Appendix B.

Part Three: The Halls of Tizun Thane

Palace Features

Palace Map Key

Due to the unusual activity cycle of the nighttide dancers (area 39), it is very important to keep careful track of time in this scenario. You should also make sure that the PCs are well aware of the time, adding little reminders to the room descriptions—for example, “this room is partly in shadow as the sun is low in the sky behind the lip of the crater.”

The titles of the rooms denote their use when Tizun Thane was alive. Brief overall descriptions are given, but it is left to you to complete room descriptions, describe the appearance of the occupants and to value trinkets, necklaces, silver boxes, and so forth, according to taste.

Sounds: In most rooms, the sound of nandies running and chattering on the roof will be heard.

Ceiling Height: The ceiling height is 15 feet in single story rooms and 30 feet in double height rooms. The upper section of a double height room is denoted by the number on the plan being underlined. The courtyards are all open.

Walls: Walls are of smooth stone.

Smooth Stone Walls: 1 ft. thick; Break DC 35; Hardness 8; hp 90; Climb DC 25.

Doors: Doors with a short bar through the center have a heavy metal bar that can be used to bar the door shut from the room side. Only human occupants of a room will bar the door shut, and even then will only do so during nighttime hours to prevent the nighttide dancers from gaining access. It takes a DC 30 Strength check to break through a door with a iron bar.

Good Wooden Door: 1-1/2 in. thick; Hardness 5; hp 15; Break DC 16; Open Locks DC 18.

Secret Doors: There are several secret doors located throughout the palace. Unless noted otherwise in the adventure key, all such doors require a DC 20 Search check to find.

Windows: All windows, other than those in the tower (areas 6165), patios, and the high level ones in the various halls, have protective iron bar grids on the outside. The windows in the tower all have heavy metal shutters which can be barred shut. It takes a DC 30 Strength check to break through a barred iron shutter.

Iron Bars or Shutters: 1 in. thick; Hardness 10; hp 30; Break DC 25; Open Locks DC 25.

Wandering Monsters

Encounters occur 15% of the time; check every 20 minutes. For any chance encounters in the Halls of Tizun Thane, roll on the following table. Nandies, nandie-bears, and nighttide dancers are detailed in Appendix B, New Monsters. Stat blocks for other encounters are provided in Appendix A.

Daytime
d%
Nighttime
d%
EncounterEL
01–07Bandits3
08–2001–171 berbalang3
21–221d3 bugbears4
23–2418–201d3 dire bats4
25–2621–232d4+4 dire rats3
27–30Fighters5
31–3424–291d6+6 fire beetles3
35301d4 ghouls2
36311d3 giant ticks2
37–4032–371d4+1 giant worker ants3
41–45Girl
46–471d4+2 gnolls3
482d4+4 goblins3
49381 harpy4
50–511d4+8 kobolds3
52–532d3 lizardfolk4
54–554Magic-users5
56392d6+1 Medium monstrous centipedes4
57401d3 Medium monstrous spiders2
58–60Mite trap3
61411 nandie-bear4
62–7842–622d4 nandies3
63–761d2 nighttide dancers4
791 ogre3
80–812d4+4 orcs4
82–831 pixie4
84771 rust monster3
85781d2 shadows4
86–8779–812d4 skeletons2
88–9082–852d6 stirges4
86–871d6+3 svarts2
90–93Thief3
9488–931d3+1 troglodytes3
95–96941 wight3
97–10095–1002d4 zombies3
A mite.
Mite illustration by Russ Nicholson from the 1st edition Fiend Folio copyright © 1981, TSR Hobbies, Inc. Used without permission

Bandits: This is an encounter with 2d4+2 bandits (Appendix A). Bandits are 80% likely to be former guards, who will only know the layout and former use of areas 15 and 49, 49a, and 49b, as well as the following:

Fighters: This is an encounter with 1 swordsman (human fighter 3; Appendix A) and 1d3 veteran fighters (human fighters 1; Appendix A). Half of these groups will be Neutral in alignment, while the other half will be Chaotic Evil.

Girl: A lone female human expert 1, formerly of the harem (see areas 2429).

Magic-users: This encounter is with a single magic-user (human wizard 3; Appendix A) and 1d3 apprentice magic-users (human wizard 1; Appendix A). Half of these groups will be Neutral in alignment, while the other half will be Chaotic Evil.

Mite Trap: A group of 1d4+1 mites (Appendix A) have carefully set a large net and wait in hiding for the PCs to spring their trap.

Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save.

Thief: This is an encounter with a solitary thief (human rogue 3; Appendix A).

Ground Floor

Ground Floor

1. The Entry Courtyard (EL 13)

A few decorative clay urns lie around in this open air, gravel yard. Some urns are cracked and overgrown with weeds.

Creature: An iron golem stands guard in front of the main doors. It is instructed to peaceably repel intruders unless the visitors say, ‘take us to your master,’ whereupon it will gesture for them to stable their horses in area 2, and lead them via areas 3, 5, 18b, to the corpse in area 23 where it will leave them and return to its post. It will restrain any who attempt to wander off en route. These were the last instructions to it from Tizun Thane and it is impossible for anyone to countermand them. Any other attempt to gain access to the palace will be peaceably warded off.

Iron Golem: hp 129; Appendix A.

2. The Stable

This area is lined with wooden stalls. There is hay on the floor, while harnesses, blankets, and saddles are hung on the walls.

3. Banquet/Entry Hall

This imposing hall exudes musty decadence. The ceiling rises 30 feet from the floor. Dust covers every surface, though many footmarks are scattered across the floor. There is a large table and many seats. The walls are bedecked with tapestries and pennants. At the north end, high on the wall, is a large painting of a wizard dressed in purple robes.

The wizard in the painting is Tizun Thane; the eyes are peepholes through which Thraaak (see area 64) will be watching if alerted by any commotion on arrival or in the building (30% chance). He will not attack unless the painting is fired upon or some other attack is launched. The painting is also a secret door to area 49.

Thraaak: hp 45; Appendix A.

3a. Murder Room

Once used to ambush guests, this small room has narrow secret panels for firing arrows through. The only access is by a ladder on the north wall leading up to trapdoor in area 49. In the room is the long-dead body of an assassin—the victim of Thraaak. The skull has been smashed and the brain chewed out.

Treasure: On the body is a vial of poison (1 dose of greenblood oil), a masterwork short sword, and 500 gp.

4. Barracks (EL 4)

This whole place is a mess. Tables, chairs and benches are strewn about haphazardly. A huge, gaping hole has been torn into the ceiling. The floor is littered with bits of roofing; beams hang down at crazy angles.

Creatures: A colony of nandies has torn holes in the roof and set up residence. There are 8 present at any time, climbing and leaping on the hanging beams. The colony is headed by a nandie-bear that lounges in room 4l.

Nandies (8): hp 5; Appendix B.

4a–j. Bunkrooms

Scattered in each of these rooms is an amazing amount of debris: broken beds, tables, twigs, leaves, etc. Items of interest include the following:

4l. Nandie-Bear (EL 4)

Creature: This bunkroom is inhabited by a nandie-bear, which rules over the colony of nandies.

Nandie-Bear: hp 37; Appendix B.

Treasure: This room is crammed with the nandies’ treasure, which comprises anything that glitters and gleams in any way: several highly burnished weapons, bits of mirror and shards of glass, a silver necklet, a silver dagger, a small silver box, a silver hookah, a gold dragon scale, a small stoppered glass phial (empty), a silver phial (contains potion of heroism), 2 gems (50 gp each), 97 mint copper pieces, 4 sp, and 168 gp.

4m. Murder Room

This room is much like area 3a, but there is no body.

5. Hall of Audience

This grand hall is richly decorated, though dusty. The ceiling rises 30 feet above the marble floor, which is emblazoned with sweeping patterns and strange symbols. To the east sits a black throne upon a dais, with heavy purple drapes hanging on the wall behind.

The throne is of ebony, carved with writhing vines and flowers. The buds of the flowers are carved eyes, inlaid with a light colored wood. The dots by either side of each door mark the positions of standing figures clad completely in half-plate armor, with heavy steel shields and longswords. They are nothing but suits of armor containing solid stuffing.

6. Servant Dining Room (EL 1)

The unsavory smell of putrid food lingers in this room, which contains several wooden chairs and a table, as well as rows of shelving with broken plates and other pieces of crockery. Brooms, mops, and overturned buckets are scattered on the floor along with rubbish.

The wooden table and chairs all bear scratch marks.

Creatures: There are 4 dire rats here amidst the debris.

Dire Rats (4): hp 5; Appendix A.

Treasure: Amongst the rubbish on floor are the following: garlic, marrow-bone, wooden club, longsword, 3-foot length of pole (obviously broken from a longer one), gold wristband, 50-foot length of rope, 3 silver tipped arrows, a silver mirror, 27 cp, and 15 sp.

6a. Kitchen (EL 3)

This whole place smells foul. The floor is strewn with cooking utensils, split sacks, and broken barrels leaking flour, as well as piles of rotten food.

There is a large stone cooking hearth in the southwest corner of the room; the hearth is filled with ashes and half burnt logs.

Creatures: There are 6 dire rats nosing about the abandoned kitchen.

Dire Rats (6): hp 5; Appendix A.

Treasure: In the rubbish are a wooden stake and mallet, 2 empty water skins, 9 iron spikes, a composite bow, a light crossbow, 62 cp, 5 sp, and 49 gp A secret compartment in the side of fireplace (DC 20 Search check to find) contains a wooden box with 569 gp and 2 gems (100 gp value).

Servants Quarters (Areas 7–9, 45–48)

All of these areas were modest bedrooms for Tizun Thane’s servants except areas 9 (a lounge area) and 48 (a storeroom). Most furnishings are wrecked; the rooms are now occupied by a tribe of troglodytes and their pets, who have tunneled up to the surface world.

7. Servant Bedroom (EL 3)

Creatures: 2 troglodytes with 216 gp are stationed in this room.

Troglodytes (2): hp 13 each; Appendix A.

8. Servant Bedroom (EL 3)

Creatures: 2 giant worker ants, pets to the troglodytes, nest here.

Giant Worker Ants (2): hp 9 each; Appendix A.

9. Servant Lounge (EL 4)

This room contains modest tables, benches, and chairs, all in bad repair.

Part of the floor of this room is missing, revealing a tunnel that extends downward, following a fissure in the rocks below. This fissure leads deep below to the Troglodyte Caverns, a scenario for you to develop should you desire to extend the adventure.

Creatures: 3 troglodytes with 315 gp guard the entrance to their caverns.

Troglodytes (3): hp 13 each; Appendix A.

45. Servant Bedroom (EL 3)

Creatures: There are 2 more giant ants in this room.

Giant Worker Ants (2): hp 9 each; Appendix A.

46. Servant Bedroom (EL 4)

Creatures: There are 2 troglodytes here with their leader; they have 527 gp.

Troglodytes (2): hp 13 each; Appendix A.

Troglodyte Leader: hp 30; Appendix A.

47. Servant Bedroom (EL 1)

Creatures: There are 4 giant fire beetles here.

Giant Fire Beetles (4): hp 4 each; Appendix A.

Treasure: Under a loose floorboard (DC 15 Search check) is the old head servant’s savings of 1,258 gp.

48. Servant Storeroom

This room contains piles of blankets, sheets, and towels.

The bedding stores are relatively unscathed.

Guest Wing (Areas 10–16a)

All of these rooms were guest bedrooms, the lower areas used for aides, while the upper chambers (marked a) were reserved for their masters. The lower areas all have wooden beds, horsehair mattresses, plain washstands, and bowls, etc. The upper chambers have the same furnishings, except they are much plusher.

Each of the upper chambers contain floor-to-ceiling mirrors that conceal secret doors. The mirrors are one-way, viewing into the rooms from area 50. Any adventurers holing up in one of these rooms for the night will probably fall prey to Diker Thane.

Traps: Both the upper and lower chambers have a secret steel shutter in the wall above each window capable of sliding down to seal the window (see area 50). The only trace of these are a hairline crack in the upper surface of each window opening and a faint groove in the sill where they land. It requires a DC 25 Search check to notice a shutter.

Similarly, both the upper and lower chambers of all rooms have a small secret compartment in the ceiling. In each compartment are two small fragile bubbles containing a sleep gas. The bubbles are so fragile that they shatter on impact with any surface.

Triggering devices located in area 50 allow Diker or his men to simultaneously lower the shutters and open the secret compartment, releasing the bubbles to shatter on the floor. If a compartment is forced open, the bubbles still fall enough to shatter.

Sleep Gas Trap: CR 3; mechanical; touch trigger; manual reset; never miss; multiple targets (all creatures in the room); onset delay (2 rounds); gas (DC 14 Fortitude save or sleep for 1d4+1 minutes); Search DC 20; Disable Device DC 20.

10–10a. Guest Chambers (EL 4)

The ground floor door to this room may be barred from inside.

Creatures: There are 11 goblin emissaries holed up here. They came to meet with Tizun Thane and are at the moment debating what they should do, having found him slain.

Goblins (11): hp 5; Appendix A.

Treasure: The goblins have 389 gp, 125 sp, 89 cp, a small gold ring, and a parchment as found in ravine.

11–11a. Guest Chambers

The ground floor door to this room may be barred from inside. There is nothing of interest in these rooms.

12–12a. Guest Chambers (EL 2)

The ground floor door to this room may be barred from inside. The barred grids are missing from the windows.

Creatures: 4 stirges flit about the room.

Stirges (4): hp 5; Appendix A.

Treasure: 2 dead bodies lie on the floor. One has a longsword, a 50-foot length of rope, a hammer, a spear, 32 cp, and 108 gp; the other body has belladonna, a pot of honey, a steel mirror, an arcane scroll of clairaudience/clairvoyance, and 112 gp.

13–13a. Guest Chambers (EL 1/2)

The ground floor door to this room may be barred from inside.

Creature: Nestling on a ripped up mattress in the corner of 13a is Tizun Thane’s pet carbuncle, a strange little creature that resembles a cross between and anteater and an armadillo. This is a fine specimen worth 2,000 gp Despite its appearance, a carbuncle is an intelligent and telepathic creature with a mischievous sense of humor. Play wisely—it only uses its discord ability as a last resort to test the morale and loyalty of the PCs to the limit. The carbuncle will never portray events contrary to the nature of the subjects in the telepathed pictures. It knows every nook and cranny of the palace, including the main treasure—but it is unlikely to reveal this information to the PCs.

Carbuncle: hp 8; Appendix A.

14–14a. Guest Chambers

The ground floor door to this room may be barred from inside. These rooms are unoccupied, but still inside the partly ripped mattress downstairs is a small pouch containing 5 gp (Search DC 15).

15–15a, 16–16a. Guest Chambers

The ground floor doors to these rooms may be barred from inside. There is nothing of interest in these rooms.

17. Guest Patio (EL 4)

This high-ceilinged room contains large windows on the south and west walls and is furnished with cushions, tapestries, and several small rosewood tables. Two silver hookahs sit on two of the tables, along with a small silver box and a small onyx box. On the floor are 4 bodies.

Creatures: Roosting in the shadows under the roof are 2 dire bats.

Dire Bats (2): hp 30 each; Appendix A.

Treasure: The small silver box on the table is empty, while the small onyx box contains dried Cagayan Sable black lotus leaves (Appendix C). There is enough in the box for 2 smokes. Neither the boxes nor the hookahs have any monetary value.

The bodies have the following items on them:

18. Cloistered Courtyard (EL 3)

This open-air courtyard contains many carefully planted shrubs and trees, but is now overgrown and filled with weeds, vines, and creepers. A great splashing fountain stands in the center of the yard.

The fountain is fed by a natural spring and ‘drains’ back down to crater. The water is warm and pure. The location marked ‘a’ is the statue of a warrior holding a longsword aloft; location ‘b’ is a statue much like ‘a’ except that pulling the sword arm down opens the secret door behind. The iron golem from area 1 will do this when ushering the PCs in. Otherwise, a DC 25 Search check will identify this mechanism.

Creatures: There is a 50% chance there will be 6 nandies screeching in the trees.

Nandies (6): hp 5 each; Appendix B.

19 & 20. Open Lounges

This covered space, which opens on to the courtyard, has embroidered cushions, low tables, and a brass hookah.

Treasure: A small wooden box beside the hookah in area 20 contains dried leaves of Umrissian 2nd grade black lotus (Appendix C). There is enough for two smokes.

21 & 22. Meditation Rooms

The walls here have mystic murals but the rooms are full of old, cobwebby bits and pieces.

These rooms were last used as junk rooms.

23. The Hall of Mirrors

This entire room is actually a minor artifact, the Hall of Mirrors (Appendix C), which is keyed to a set of magical rings. The rings enable a wearer to use the mirrors to view and even visit distant locations.

The ceiling rises 30 feet from the floor of this massive hall. Adorning the walls of this hall are eight huge mirrors, each sitting in an elaborately carved frame. One mirror is shattered; in front of it lies a skeleton clad in purple robes and lying face down, its feet towards the mirror.

The mirrors are labeled a through i; mirror f is shattered. The skeleton lying in front of f is the long-dead corpse of Tizun Thane. His skull is caved in; there is no trace of the brain. One hand is concealed beneath the body.

Treasure: Stitched into the lining of Tizun’s robe is an arcane scroll with two levitation spells on it. The old scroll requires a DC 25 Search check to be found—even Tizun had forgotten it was there.

On Tizun’s concealed hand is a gold ring with a zigzag, bright green line running round it. It is worth only 50 gp, but radiates strong conjuration magic. This is one of the keyed rings designed to work with the Hall of Mirrors.

The Harem (Areas 24-29)

The rooms in this area were once lavishly furnished but are now dingy. All but one of the girls (see area 29) has fled.

24. Patio

This patio contains large silk cushions, empty wine jugs, empty platters, large feathered fans, and some burnt-out braziers. A bank of tall windows runs along the entire southern wall.

25. Master Bedroom (EL 4)

Creatures: A small gang of bandits are bivouacked here. They are ex-members of Tizun Thane’s guard, now thrown in with Diker Thane. They are here to guard the girl in area 29. Their leader is a man named Brazuro; the rest of his thugs are Alama, Ignall, Jude, Karmell, and Margen.

Brazuro: hp 17; Appendix A.

Brazuro’s Thugs (5): hp 3 each; Appendix A.

The bandits know nothing of what transpired with Tizun Thane, but they know of Thraaak.

Treasure: In the corner of the room are some bamboo flutes and a lute type instrument.

26 & 27. Bed Chambers

These rooms are unoccupied.

28. Bed Chamber (EL 3)

Creature: This room is occupied by an ogre eunuch, a former harem guard. He has stayed voluntarily to protect Izis, the girl in area 29, for whom he has a dog-like devotion and loyalty. Should anyone cause her physical injury, the ogre will go berserk, gaining a +2 morale bonus on Will saves, a -2 penalty to Armor Class, and fighting to the death. Diker Thane allows him to stay to ensure that none of his men injure her.

Ogre Eunuch: hp 22; Appendix A.

Treasure: A DC 16 Search check will find the 562 gp that the ogre buried under a loose stone slab in the floor.

29. Bed Chamber

The door to this room is heavily padlocked on the outside; the key is with Diker Thane. It requires a DC 25 Open Lock check to pick the padlock.

Creature: This room is occupied by a harem girl named Izis, who is still dressed in harem clothes. Diker has kept her here against her will (though the ogre in 28 doesn’t know this—to him, she is still doing her job) to consort with his men. She would be grateful to any who aid her to escape. She knows about the nighttide dancers and that they killed the merchant’s daughter in the forest (see Adventure Hooks). The merchant will give half the reward for the news of his daughter.

Izis: hp 9; Appendix A.

Treasure: In the secret compartment in the west wall (requiring a DC 20 Search check to find), Izis has concealed items she has stolen from Tizun Thane and Diker’s men. They are all tied up in a bundle of silk: 207 gp, an arcane scroll of magic missile, hold portal, and invisibility, and 2 berbalang slaying arrows (Appendix C). Izis knows what the arrows are. She may give some or all of her possessions if the PCs need persuading to rescue her.

30. Open Courtyard (EL 3)

A covered walkway runs along the west side of this open-air courtyard. To the east is a pool almost completely covered with large waterlily leaves. The shrubs and flowers are overgrown with weeds.

Creatures: In the 15-foot deep pool are two lizardfolk. They will generally (70%) avoid contact unless their treasure is located.

Lizardfolk (2): hp 11 each; Appendix A.

Treasure: Their treasure is concealed in large clutches of bubbles adhered to the underside of four large lily pads in the center of the pool, requiring a DC 20 Search check to find. It consists of 429 gp, a +1 short sword; and a blue-gold, streaked ring (ring of protection +1).

31. Guard Hall

This hall is deserted. The north wall is decorated with various weapons, such as crossed swords and crossed halberds.

Eunuch’s Rooms (Areas 32–34)

Each of these plain, utilitarian rooms contains only a bed, table, and spare personal effects.

32. Eunuch Room

This room is unoccupied.

33. Eunuch Room

On the floor are five human corpses, dumped here by Sega Thane to be animated at a later date. They are carrying the following:

34. The Pet of Sega Thane (EL 3)

Creature: This room is inhabited by a water mephit that collects all sorts of odds and ends, which it keeps in area 34a.

Water Mephit: hp 19; Appendix A.

34a. The Mephit’s ‘Treasure’

Heaped up in this room is an amazing collection of bric-a-brac.

Mundane items include assorted weapons, door handles, 2 picture frames, a wooden cross, a 1-1/2 ft. long wooden tube of 1-inch diameter, a shepherd’s crook, 2 dragon eggs, and mummified human legs and arms (have fun dreaming up odd items).

Treasure: Items of value include a ring of thievery (Appendix C), 2 rusting arrows (Appendix C), a gold necklet, 1 gem (10 gp), 31 cp, 87 sp, and 145 gp.

Sega Thane and His Minions (Areas 35–38)

35. Zombie Room (EL 2)

The southern door to this room will be barred at night.

Creatures: 4 zombie minions of Sega Thane guard this room.

Zombies (4): hp 16 each; Appendix A.

The secret door in the north wall leads to area 38a, while the secret door in the east wall leads to area 35a.

35a. Secret Room (EL 2)

Trap: This room only contains a locked and trapped chest. Sega Thane has a key.

Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17.

The chest is empty.

36. Bone Room

Thirteen large animal bones are spread about on the floor. A green lichen with tiny pink mold spots is growing on the bones.

The bones are of varying sorts, including skulls, forelegs, and vertebra. The lichen is harmless.

37. Sega’s Guardroom (EL 3)

The northern door to this room will be barred at night.

Eight figures clad completely in half-plate armor stand along the edges of this irregularly shaped room. They bear longswords and shields, and the visors of their helmets are down, completely hiding their faces. The large double doors to the east are elaborately carved.

The double doors open to a set of stairs that lead down to the underlevel (areas 43–44).

Creatures: The positions of the standing figures are marked on the map by eight dots. Inside the suits of armor are animated skeletons under the command of Sega Thane. They activate if commanded or interfered with.

Skeletons (8): hp 6 each; Appendix A.

Development: Any loud noises in this room will attract the attention of Sega Thane in area 38, who will spy on the commotion through a secret hole in the southern door.

Treasure: The secret compartment in the east wall (found on a DC 20 Search check) contains a large ring of keys hanging on a hook. These are the keys to the cells in area 43.

38. Sega Thane’s Chamber (EL 5)

This room is macabrely furnished. The door to area 37 has a secret spy hole.

Creature: Tizun Thane’s half-brother Sega is a loner, considered by many to be mentally unstable. He is a tall figure swathed in black robes under which can be seen the glint of a black breastplate. A large black hood covers his head and shadows his face—in the shadow only two gleaming eyes are visible. The clasp of his cape is a small gold skull. He wields a black greatsword with a gem in the hilt.

In the original adventure, Sega was presented as a necromancer, a White Dwarf variant sub-class. This conversion uses the eldritch weaver class from Green Ronin’s Advanced Player’s Guide.

Sega Thane: hp 25; Appendix A.

Treasure: In a secret compartment in the floor (found on a DC 20 Search check) is a chest containing 2,679 gp, 3 gems (100 gp each), a wand of animate dead (3 charges), and Sega’s spellbook.

Sega’s Spellbook: 0—daze, detect magic, disrupt undead, ghost sound, ray of frost, read magic, touch of fatigue; 1—cause fear, detect undead, ray of enfeeblement, shield, summon monster I, true strike, unseen servant; 2—bull’s strength, command undead, daze monster, summon swarm.

38a. Trapped Room (EL 2)

Standing along the north wall are three figures clad completely in half-plate armor, bearing heavy steel shields and longswords. Their faces are hidden by their helmets.

Trap: The positions of the 3 armored figures are marked on the map by dots. These suits of armor contain only solid stuffing. However, they are delicately balanced, and if any of them is knocked over, the southernmost 5-foot wide strip of flooring of the entire length of the room swings down, dropping any on it down a greased chute that ramps slightly southeast and comes out 10 feet below water level (the last 10 feet of the ramp is water filled) in the part of the lake outside area 33.

Characters falling down the chute begin their next turn underwater and must hold their breath or else risk drowning. (See the Swim skill description for more information.) It requires a DC 10 Swim check for characters to move one-half their speed (as a full-round action) or at one-quarter their speed (as a move action) through the still waters of the lake.

Camouflaged Pit Trap: CR 2; mechanical; touch trigger; manual reset; DC 20 Reflex save avoids; 30 ft. long chute (no damage, end turn 10 feet under water); multiple targets (all targets standing in southernmost 5-ft. squares); Search DC 25; Disable Device DC 25.

39. Hall of the Nighttide Dancers (EL varies)

In the center of this expansive circular hall is a round, blood-stained altar with chains and manacles set into the stone. The walls rise 30 feet high, and a ring of 16 large, tall windows encircle the entire upper half of the hall.

During the day, each niche in this hall contains a 12-foot tall, elegantly slim, black ebon statue. The statues are in various poses, but all look as though they are performing some kind of ritual dance.

Creatures: At night, as the moonlight shafts in through the upper openings, the statues come alive as the moonlight hits them. Obviously not all will activate at the same time, and on cloudy nights only some may come alive. Given these variables, at night 1d8+2 of the statues will be absent (off terrorizing nearby lands), 1d4 will be active in the room, and the remainder will be inanimate.

Nighttide Dancers (14): hp 46 each; Appendix B.

Personal Servant’s Quarters (Areas 40–42)

40. Lounge (EL 2)

Both the secret door and the standard door in the western wall have metal bars and will be barred during nighttime hours.

This room contains a jumble of tables, chairs, and benches.

Trap: A trap is set on the stairs—a weighted net is concealed above and can be released by the guard at the north end of area 50.

Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in a square on the stairs are grappled by net (Str 18) if they fail a DC 14 Reflex save.

41. Bedroom

This room contains several beds, chairs, small tables, and chests of drawers.

42. Bedroom

This room contains several beds, chairs, small tables, and chests of drawers, as well as several large kegs, casks, and sacks.

This former bedroom is now used as storeroom by Diker Thane’s men at areas 5160.

Treasure: Here Diker’s men have stashed large kegs of wine and water, large sacks of flour and beans, a keg of oil, and 3 short swords.

42a: This room is empty, but there is a trapdoor in the floor under which steps lead down under area 42 to the boathouse which is the same size as, and directly under, area 61. There is a large rowing boat (seats 12) in a water-filled channel leading to the east wall. There is a large secret door in that wall to allow the boat out into the lake (Search DC 18 to locate). There are oars, fishing nets, and other gear stored around the room.

The Underlevel (Areas 43–44)

This underground section of the palace can only be accessed from Sega’s guardroom (area 37).

Underlevel

43. Cellblock (EL 3)

All of these cells are locked (DC 25 Open Lock). The keys are in the secret compartment hidden in the east wall of Sega’s guardroom (area 37).

Creature: All of the cells are empty, but the projection of a berbalang (see area 44) is in the area.

Berbalang: hp 22; Appendix A.

44. Torture Chamber (EL 5)

This room contains torture implements, including numerous chains, whips, ropes, knives, and braziers.

Creatures: There are 12 berbalangs here, of which all but 2 are in a trance. Berbalangs are dark and evil creatures that spend most of their lives in a comatose state while their spirits wander the Astral Plane. A berbalang is a gaunt biped, approximately 5-1/2 feet tall, with black, leathery skin. Its wide glowing eyes are watery and white in color. Two broad, bat-like wings sprout from the creature’s back. These berbalangs are allies of Sega Thane.

Berbalangs (2): hp 22 each; Appendix A.

First Floor

First Floor

45–48. Servant’s Quarters

These rooms are detailed above along with areas 79.

49. Secret Passage

This hidden passage opens for attack on lower rooms. The central secret door in the south side is the painting in area 3. The eyes are peepholes to look out. It is from this vantage that Thraaak will watch arrivals and departures, only revealing himself to attack if molested in some manner e.g. someone fires an arrow at the painting and hits it, the arrow going through the canvas. The two marked trapdoors open to iron ladders leading down to areas 3a or 4m.

49a & 49b. Ambush Points

These are areas of flat roof from which Tizun Thane’s guards fired arrows when ambushing guests in area 3.

Diker Thane and His Men (Areas 50–60)

Areas 5160 are bedrooms currently occupied by some of Diker’s men. All rooms contain a bunk, a table, and chairs, except for Diker’s room (area 59).

50. Corridor (EL 1)

The 5-foot wide section running to the south and then west, then north, is directly under the sloped roofing running down over the cloisters. Chinks of daylight are visible and nandies can be heard scampering across the roof.

Creatures: The two dots mark the position of guards of Diker Thane.

Amnor, Diker’s Basher: hp 4; Appendix A.

Churk, Diker’s Cutter: hp 3; Appendix A.

The secret doors to areas 10a16a are all one-way mirrors viewing into the rooms. Beside each is a silver button. If this is pushed the gas bubbles (see 10–16a) are released in both the upper and lower chambers corresponding to that button, the secret shutters to the windows also slide down. (This is how Tizun acquired sacrifices for the nighttide dancers.) Pushing the button a second time lifts the shutters and closes the ceiling compartment. Diker will use this method to capture any PCs who stay the night in these rooms, otherwise he will not bother.

51–53. Guardroom

These rooms are currently unoccupied.

54. Guardroom (EL 3)

Creatures: This room contains 6 of Diker’s lackeys: a basher named Roker, a cutter named Duval, and three maulers—Vado, Ulgon, and Viga.

Diker’s Basher: hp 4; Appendix A.

Diker’s Cutter: hp 3; Appendix A.

Diker’s Maulers (3): hp 4 each; Appendix A.

55–58. Guardroom

These rooms are currently unoccupied.

59. Diker Thane’s Chamber (EL 5)

This chamber contains plush furnishings: a large bed, leather chairs, several tables, and a fine desk.

Creature: Diker Thane wears half-plate armor with a dark green cape and has a black shield. He knows everything about the palace except the location of Tizun Thane’s treasure, though he suspects it is in the tower somewhere.

Diker Thane: hp 38; Appendix A.

Tactics: Diker is a cunning schemer; he plants the parchment on the body in the ravine in order to lure adventurers to the Halls, hoping they will battle Thraaak and weaken the monster. Diker will attack the PCs if he feels it will benefit him, but this is unlikely; he would prefer to make a deal with the PCs even if they initially attack. If he captures them either with net or by sleep bubbles during the night, he will tie them up and then make a deal with them. Basically he wants Thraaak attacked and weakened and will free the PCs to do this; he may even pay them after. Should the PCs attack Thraaak anywhere other than in the tower and Diker thinks that he and his men could turn the tide against Thraaak, he will come to the aid of the PCs. If the PCs are on the verge of defeat he will attempt to rescue them to prevent Thraaak from becoming any more powerful. If Thraaak is successfully dealt with, Diker may enlist the PCs against Sega if opportunity presents itself.

Treasure: There are many parchment rolls and Tizun Thane’s seal in the room. Hidden in the room (DC 15 Search check to find) is the key to the chest in 59a.

59a. Diker’s Treasure (EL 1)

Trap: The door to area 50 is wired and rings a bell if opened.

Alarm Trap: CR 1; mechanical; touch trigger; automatic reset; alerts guards in area 50; Search DC 25; Disable Device DC 18.

Treasure: In the room against the east wall is a large locked chest. The key is in area 59. The chest contains 3,539 gp and 4 gems (100 gp each).

60. Guardroom (EL 3)

Creatures: This room contains Diker Thane’s captain Agapor and his guards Beza and Toku.

Agapor: hp 8; Appendix A.

Beza, Diker’s Mauler: hp 4; Appendix A.

Toku, Diker’s Cutter: hp 3; Appendix A.

The Tower of Tizun Thane (Areas 61–65)

All the windows in the tower have heavy metal shutters, which are all closed. All rooms are lavishly and ornately furnished. Within the tower, lurking in solitary silence is Thraaak, insane since he slew his master. He ventures from the tower on rare occasions, usually just to observe from behind the painting in area 49.

61. Dining Room

This dining room is opulently furnished, with a large fireplace in the east wall. A small gold statue stands on the mantelpiece.

The statue is of Tizun Thane and is worth 50 gp.

62. Lounge

A fireplace is located in the east wall of this lavishly furnished lounge.

The Tower

63. Library

The shelves of this extensive library are crammed with musty, leather-bound books. A fireplace is positioned in the east wall.

This books are reference materials on the arcane arts, but none are magical.

64. Bed Chamber (EL 5)

Creature: This room is where Thraaak spends most of his time. He is wracked with guilt and sorrow and believes himself to be Tizun Thane, though he lacks Tizun’s confidence. He sports a black cape and is wearing Tizun Thane’s tattered purple robes, which ripped on being forced over his massive frame. Thraaak appears both fearsome and comic in the ill-fitting garments.

Thraaak will prefer to simply observe the PCs, unless attacked—which will provoke a swift and fierce response. When casting a spell he utters a strange laugh—his version of Tizun’s laugh when bettering a foe.

Thraaak: hp 45; Appendix A.

Thraaak knows where Tizun’s treasure is, though he is unable to reach it—but he will protect it.

65. Workroom

The room is packed with ingredients for potions, as well as alchemical tools and containers such as phials, jars, scales, and pestle and mortars.

Treasure: Magical tomes abound here, including a spellbook containing 9 0-level spells, 9 1st-level spells, 6 2nd-level spells, 3 3rd level spells, and 1 4th level spell (spellbook value 2,150 gp). In one phial is a potion of nondetection in another is a potion of cure moderate wounds.

Tizun Thane hid his real treasure in the roof space above this room, and it is accessible only through a secret trapdoor in the center of the ceiling 20 feet above. A DC 30 Search check is required to locate the trapdoor, and furthermore, a searcher must be within 10 feet of the searched surface. The ceiling is shaped to follow the lines of the roof above and has beams, rafters etc., as though it were the underside of the roof. In this concealed space is a huge hoard of treasure, gems, jewels and 2 magic items. This treasure is left to the DM’s discretion.

65a. Minor Treasure Room (EL 3)

Creature: This space contains the final guardian—a large skeletal snake construct known as a necrophidius.

Necrophidius: hp 46; Appendix A.

Treasure: A large chest contains 2,390 gp, 114 pp, and 2 gems (200 gp each). This treasure is a dupe should any ever invade Tizun’s Tower; the real treasure is actually in the roof space above area 65.

Appendix A: Monster Statistics

Agapor CR 1

Male human warrior 2

CN Medium humanoid

Init +3; Senses Listen +1, Spot +1

Languages Common

AC 20, touch 10, flat-footed 20

hp 8 (2 HD)

Fort +0, Ref +3, Will +3

Spd 20 ft.

Melee mwk longsword +4 (1d8+1/19-20)

Base Atk +2; Grp +3

Abilities Str 12, Dex 16, Con 5, Int 6, Wis 12, Cha 13

Feats Iron Will, Toughness

Skills Intimidate +5, Jump -2, Search -1

Possessions masterwork half-plate, +1 heavy steel shield, masterwork longsword, 100 gp

Apprentice Magic-User CR 1

Male or female human wizard 1

N or CE Medium humanoid

Init +2; Senses Listen +3, Spot +3

Languages Common, Draconic, Goblin

AC 12, touch 12, flat-footed 10

hp 3 (1 HD)

Fort -1, Ref +2, Will +3

Spd 30 ft.

Melee mwk dagger +2 (1d4+1/19-20)

Base Atk +0; Grp +1

Spells Prepared (CL 1st)

1st—magic missile, sleep (DC 13)

0—arcane mark, detect poison (2)

Abilities Str 13, Dex 14, Con 8, Int 15, Wis 12, Cha 10

SQ familiar

Feats Alertness, Combat Casting

Skills Concentration +3 (+7 casting defensively), Decipher Script +6, Disguise +2, Knowledge (arcana) +6, Spellcraft +6

Possessions mwk dagger, 3d6 gp

Spellbook all spells prepared plus 0—detect magic, light, mage hand, open/close, read magic; 1st—hold portal, protection from evil, shield

Bandit CR 1/2

Male human warrior 1

N Medium humanoid

Init +1; Senses Listen +1, Spot +1

Languages Common

AC 14, touch 11, flat-footed 13

hp 4 (1 HD)

Fort +2, Ref +1, Will -1

Spd 30 ft.

Melee mwk short sword +3 (1d6+1/19-20) or
shortspear +2 (1d6+1)

Ranged shortspear +2 (1d6+1)

Base Atk +1; Grp +2

Abilities Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8

Feats Alertness, Stealthy

Skills Climb +5, Hide +3, Intimidate +3, Jump +5, Listen +1, Move Silently +3, Spot +1

Possessions masterwork leather, masterwork light wooden shield, masterwork short sword, shortspear, 2d4 gp

Berbalang CR 3

A berbalang

Berbalang illustration by Russ Nicholson from the 1st edition Fiend Folio copyright © 1981, TSR Hobbies, Inc. Used without permission

CE Medium monstrous humanoid

Init +2; Senses darkvision 120 ft.; Listen +7, Spot +7

Languages Abyssal, Draconic

Creature Catalog

AC 14, touch 12, flat-footed 12; Dodge

hp 22 (4 HD)

Fort +2, Ref +6, Will +5

Spd 20 ft., fly 60 ft. (good); Flyby Attack

Melee 2 claws +5 (1d4+1) and bite +0 (1d6+1)

Base Atk +4; Grp +5

Abilities Str 13, Dex 15, Con 13, Int 12, Wis 12, Cha 13

SQ astral travel, material projection

Feats Dodge, Flyby Attack

Skills Hide +8, Listen +7, Move Silently +6, Search +3, Spot +7

Astral Travel (Su) The berbalang is able to shift from the Material plane to the Astral Plane at will, as a full round action. This ability works similarly to the astral projection spell, with some significant differences. This ability does not enable the berbalang to bring any other creature to the Astral Plane, nor does it enable the berbalang to travel to any other plane through the Astral Plane. In order to return to the Material plane, the berbalang must return to the spot in the Astral Plane that it first entered through. If the berbalang’s helpless physical body is destroyed, its astral form is also slain.

Material Projection (Su) When the berbalang is not on the Astral Plane, it can create an exact duplicate of itself as a free action. Remaining in its trance state, the berbalang manifests its spirit into a solid form on the Material plane. This projection can travel up to a distance of three miles from its physical body. This material projection looks and acts as the true berbalang, and is under the direct control of its creator. It fights in exactly the same manner as the berbalang itself, and has all of the berbalang’s abilities save that it is not able to enter the Astral Plane or create another projection of itself. It is immune to all mind-affecting effects (including charms, compulsions, phantasms, patterns, and morale effects). If the projection is slain, the material berbalang must succeed at a DC 15 Will save or die as well. If the projection is wounded, the berbalang cannot produce another for a number of days equal to the total points of damage suffered. When the projection returns to its master, it dissipates, and the material berbalang awakens from its trance.

Blood Hawk CR 1/2

N Small magical beast

Tome of Horrors 38

Init +2; Senses low-light vision, scent; Listen +4, Spot +4 (+12 in daylight)

AC 15, touch 13, flat-footed 13

hp 6 (1 HD)

Fort +3, Ref +4, Will +2

Spd 10 ft., fly 80 ft. (average)

Base Atk +1; Grp -2

Melee 2 claws +4 (1d4+1) and bite -1 (1d6)

Abilities Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6

Feats Weapon Finesse

Skills Listen +4, Spot +4 (+12 in daylight)

Brazuro CR 2

Male human fighter 1/rogue 1

CN Medium humanoid

Init +5; Senses Listen +4, Spot +4

Languages Common, Giant

AC 17, touch 11, flat-footed 16

hp 17 (2 HD)

Fort +4, Ref +3, Will -1

Spd 20 ft.

Melee mwk longsword +4 (1d8+2/19-20)

Base Atk +1; Grp +3

Atk Options Blind-Fight, sneak attack +1d6

Combat Gear potion of reduce person

Abilities Str 15, Dex 12, Con 14, Int 12, Wis 8, Cha 13

SQ trapfinding

Feats Blind-Fight, Improved Initiative, Persuasive

Skills Bluff +8, Disable Device +6, Intimidate +10, Jump +3, Listen +4, Open Lock +6, Search +6, Spot +4, Tumble +0, Use Rope +6

Possessions combat gear, masterwork chainmail, masterwork light steel shield, masterwork longsword, 116 gp

Sneak Attack (Ex) Any time Brazuro’s opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.

Trapfinding Brazuro can use the Search skill to find traps with Search DCs higher than 20.

Brazuro’s Thugs CR 1/2

Male human warrior 1

CN Medium humanoid

Init +0; Senses Listen +0, Spot +0

Languages Common

AC 15, touch 10, flat-footed 15

hp 3 (1 HD)

Fort +1 Ref +0 Will +0

Spd 30 ft.

Melee mwk short sword +3 (1d6+1/19-20)

Base Atk +1; Grp +2

Abilities Str 13, Dex 11, Con 9, Int 10, Wis 10, Cha 11

Feats Stealthy, Toughness

Skills Handle Animal +4, Hide +1, Jump +4, Move Silently +1, Ride +4

Possessions masterwork chain shirt, masterwork light steel shield, masterwork short sword, 2d12+10 gp

Bugbear CR 2

CE Medium humanoid (goblinoid)

Init +1; Senses darkvision 60 ft., scent; Listen +4, Spot +4

Languages Goblin, Common

AC 17, touch 11, flat-footed 16

hp 16 (3 HD)

Fort +2, Ref +4, Will +1

Spd 30 ft.

Melee morningstar +5 (1d8+2)

Ranged javelin +3 (1d6+2)

Base Atk +2; Grp +4

Abilities Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9

Feats Alertness, Weapon Focus (morningstar)

Skills Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4

Possessions morningstar, javelin, leather armor, light wooden shield

Carbuncle CR 1/2

A carbuncle

Carbuncle illustration by Alan Hunter from the 1st edition Fiend Folio copyright © 1981, TSR Hobbies, Inc. Used without permission

N Small aberration

Tome of Horrors 51

Init -1; Senses darkvision 60 ft.; Listen +6, Spot +6

Languages telepathy 100 ft.

AC 18, touch 13, flat-footed 18

hp 8 (1 HD)

Fort +1, Ref +2, Will +6

Spd 10 ft.

Melee bite +1 (1d2-2)

Base Atk +0; Grp -6

Special Action discord (DC 14)

Abilities Str 7, Dex 10, Con 12, Int 10, Wis 18, Cha 8

SQ foresight

Feats Toughness, Weapon Finesse B

Skills Hide +6, Listen +6, Sense Motive +6, Spot +6

Discord (Su) As a standard action, a carbuncle can sow discord in a creature within 30 feet using its telepathy ability. It can use this ability once per round to affect one creature. An affected creature must succeed on a DC 14 Will save or fall into loud bickering and arguing with those around him. Meaningful communication is impossible. If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds. Fighting begins 1d4 rounds into the bickering and lasts 2d4 rounds. This is a mind-affecting effect.

Foresight (Su) A carbuncle has a +2 insight bonus to AC and Reflex saves (both already included in the statistics block above). This ability is always active and cannot be negated or dispelled.

Telepathy (Su) Carbuncles can communicate telepathically with any creature within 100 feet that has a language.

Diker Thane CR 5

Male human cleric 4/rogue 1

CN Medium humanoid

Init +2; Senses Listen +1, Spot +1

Languages Common, Giant

AC 21, touch 10, flat-footed 21

hp 38 (5 HD)

Fort +6, Ref +7, Will +5

Spd 20 ft.

Melee mwk heavy mace +5 (1d8+1)

Base Atk +3; Grp +4

Atk Options good fortune 1/day, sneak attack (+1d6)

Special Action turn undead 5/day (+4, 2d6+6 HD)

Spells Prepared (CL 4th, +4 melee touch, +5 ranged touch)

2nd—aid, hold person (DC 13), invisibility D

1st—bless water (DC 12), disguise self D, cause light wounds (+4 melee touch, DC 12), protection from good (DC 12), shield of faith (DC 12)

0—detect magic, guidance (DC 11), inflict minor wounds (DC 11), purify food and drink (DC 11), virtue (DC 11)

D Domain Spell

Domains Luck, Trickery

Abilities Str 13, Dex 15, Con 15, Int 13, Wis 12, Cha 15

SQ trapfinding

Feats Lightning Reflexes, Leadership, Negotiator

Skills Bluff +9, Concentration +9, Diplomacy +13, Disguise +11, Hide +1, Intimidate +5, Knowledge (Religion) +6, Sense Motive +6, Spellcraft +6

Possessions +1 half-plate, +1 heavy steel shield, masterwork heavy mace, silver holy symbol, ring keyed to the Hall of Mirrors, key to area 29

Hook “I’m sure you’ll agree that we can talk about this like reasonable people.”

Good Fortune (Ex) Once per day Diker may reroll one roll that he has just made before the game master declares whether the roll results in success or failure. He must take the result of the reroll, even if it’s worse than the original roll.

Sneak Attack (Ex) Any time Diker’s opponent is denied their Dexterity bonus to AC, or if he flanks his opponent, he deals an extra 1d6 points of damage.

Turn Undead (Su) Diker can turn or destroy undead 5 times per day as a 4th level cleric.

Trapfinding Diker can use the Search skill to find traps with Search DCs higher than 20.

Diker’s Basher CR 1/2

Male human warrior 1

CN Medium humanoid

Init +2; Senses Listen +1, Spot +1

Languages Common

AC 14, touch 8, flat-footed 14

hp 4 (1 HD)

Fort +2, Ref -2, Will +1

Spd 20 ft.

Melee mwk heavy mace +4 (1d8+1)

Base Atk +1; Grp +2

Abilities Str 13, Dex 7, Con 11, Int 9, Wis 12, Cha 10

Feats Improved Initiative, Weapon Focus (heavy mace)

Skills Intimidate +4, Jump +1, Ride -1

Possessions masterwork breastplate, masterwork light steel shield, masterwork heavy mace, 1d4+1 x 10 gp

Diker’s Cutter CR 1/2

Male human warrior 1

CN Medium humanoid

Init +1; Senses Listen +0, Spot +0

Languages Common, Gnoll

AC 17, touch 11, flat-footed 16

hp 3 (1 HD)

Fort +1, Ref +1, Will +0

Spd 20 ft.

Melee mwk longsword +4 (1d8+1/19-20)

Base Atk +1; Grp +2

Abilities Str 13, Dex 12, Con 8, Int 12, Wis 11, Cha 12

Feats Toughness, Weapon Focus (longsword)

Skills Disable Device +3, Jump +1, Ride +5, Swim -3

Possessions mwk scale mail, mwk heavy steel shield, mwk longsword, 1d4+1 x 10 gp

Diker’s Mauler CR 1/2

Male human warrior 1

CN Medium humanoid

Init -1; Senses Listen +2, Spot +2

Languages Common, Gnoll

AC 15, touch 9, flat-footed 15

hp 4 (1 HD)

Fort +2, Ref -1, Will +0

Spd 20 ft.

Melee mwk warhammer +5 (1d8+2/x3)

Base Atk +1; Grp +3

Abilities Str 14, Dex 9, Con 10, Int 12, Wis 11, Cha 10

Feats Alertness, Weapon Focus (warhammer)

Skills Intimidate +4, Jump +3, Ride +3, Swim +0

Possessions masterwork breastplate, masterwork light steel shield, masterwork warhammer, 1d4+1 x 10 gp

Dire Bat CR 2

N Large animal

Init +6; Senses blindsense 40 ft., Listen +12, Spot +8

AC 20, touch 15, flat-footed 14

hp 30 (4 HD)

Fort +7, Ref +10, Will +6

Spd 20 ft., fly 40 ft. (good)

Melee bite +5 (1d8+4)

Space 10 ft.; Reach 5 ft.

Base Atk +3; Grp +10

Abilities Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6

Skills Hide +4, Listen +12, Move Silently +11, Spot +8

Feats Alertness, Stealthy

Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Dire Rat CR 1/3

N Small animal

Init +3; Senses low-light vision, scent; Listen +4, Spot +4

AC 15, touch 14, flat-footed 12

hp 5 (1 HD)

Fort +3, Ref +5, Will +3

Spd 40 ft., climb 20 ft.

Melee bite +4 (1d4 plus disease)

Base Atk +0; Grp -4

Atk Options disease (DC 11)

Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4

Feats Alertness, Weapon Finesse

Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Disease (Ex) Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.

Ghoul CR 1

CE Medium undead

Init +2; Senses darkvision 60 ft.; Listen +2, Spot +7

Languages Common

AC 14, touch 12, flat-footed 12

hp 13 (2 HD)

Immune undead traits

Resist turn resistance +2

Fort +0, Ref +2, Will +5

Spd 30 ft.

Melee 2 claws bite +2 (1d6+1 plus paralysis) and 2 claws +0 (1d3 plus paralysis)

Base Atk +1; Grp +2

Atk Options ghoul fever (DC 12), paralysis (DC 12)

Abilities Str 13, Dex 15, Con –, Int 13, Wis 14, Cha 12

Feats Multiattack

Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Ghoul Fever (Su) Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex) Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.

Turn Resistance (Ex) A ghoul treated as an undead with 4 HD for purposes of turn, rebuke, command, or bolster attempts.

Undead Traits Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage.

Giant Fire Beetles CR 1/3

N Small vermin

Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0

AC 16, touch 11, flat-footed 16

hp 4 (1 HD)

Immune mind-affecting

Fort +2, Ref +0, Will +0

Spd 30 ft.

Melee bite +1 (2d4)

Base Atk +0; Grp -4

Abilities Str 10, Dex 11, Con 11, Int –, Wis 10, Cha 7

Giant Frog CR 2

N Medium animal

Tome of Horrors 206

Init +0; Senses low-light vision, scent; Listen +1, Spot +3

AC 13, touch 10, flat-footed 13

hp 15 (2 HD)

Fort +6, Ref +3, Will -1

Spd 20 ft., swim 30 ft.

Base Atk +1; Grp +4

Melee tongue +1 ranged (grapple) and bite +3 (1d8+3) or
bite +4 (1d8+3) or bite +7 (2d6+5)

Space 5 ft.; Reach 5 ft. (10 ft. with tongue)

Atk Options improved grab, rake (1d6+1), swallow whole

Special Action leap

Abilities Str 16, Dex 11, Con 16, Int 2, Wis 9, Cha 6

Feats Alertness

Skills Hide +7, Jump +7, Spot +1, Swim +11

Improved Grab (Ex) To use this ability, a giant frog must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and reels its opponent in and bites in the same round, gaining a +4 bonus on its attack roll to bite (already included in the monstrous frog’s full attack line above. A giant frog’s tongue can be attacked. (AC 15; Damage dealt to the tongue is not dealt to the frog itself.) If successful, the frog does not attempt a grapple against that opponent for the remainder of the combat.

Leap (Ex) A giant frogs can leap and make a single attack in the same round (treat this as a charge attack).

Rake (Ex) Giant frogs that leap on an opponent can make two rake attacks (+4 melee attack, 1d6+1 damage).

Swallow Whole (Ex) A giant frog can try to swallow a grabbed Tiny or smaller opponent by making a successful grapple check. Once inside, the opponent takes 1d4 points of crushing damage plus 2 points of acid damage per round from the frog’s stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the stomach (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant frog’s interior can hold 2 Tiny, 8 Diminutive or 32 Fine opponents.

Skills A giant frog can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Giant Worker Ant CR 1

N Medium vermin

Init +0; Senses scent; Listen +0, Spot +0

AC 17, touch 10, flat-footed 17

hp 9 (2 HD)

Immune vermin traits

Fort +3, Ref +0, Will +0

Spd 50 ft., climb 20 ft.

Melee bite +1 (1d6)

Base Atk +1; Grp +1

Atk Options improved grab

Abilities Str 10, Dex 10, Con 10, Int –, Wis 11, Cha 9

Feats Track B

Skills Climb +8, Survival +0 (+4 when tracking by scent)

Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Giant Tick CR 1

N Small vermin

Tome of Horrors 344

Init +0; Senses darkvision 60 ft., scent; Listen +0, Spot +0

AC 17, touch 11, flat-footed 17

hp 9 (2 HD)

Immune vermin traits

Fort +3, Ref +0, Will +0

Spd 10 ft.

Melee bite +2 (1d4)

Base Atk +1; Grp -3 (+1 when attached)

Atk Options attach, blood drain, disease (DC 11)

Abilities Str 11, Dex 10, Con 11, Int –, Wis 10, Cha 2

Skills Climb +4

Attach (Ex) If a giant tick hits with a bite attack, it uses it latches onto the opponent’s body. An attached giant tick is effectively grappling its prey. The giant tick has an AC of 17, and holds on with great tenacity. Giant ticks have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached giant tick can be struck with a weapon or grappled itself. To remove an attached giant tick through grappling, the opponent must achieve a pin against the giant tick.

Blood Drain (Ex) A giant tick drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 8 points of Constitution damage, it detaches crawls off to digest the meal. If its victim dies before the giant tick’s appetite has been sated, the giant tick detaches and seeks a new target.

Disease (Ex) Fifty percent of all giant ticks carry and deliver red ache with a bite attack. Roll individually for each giant tick in the cluster or nest.

Red ache Fortitude DC 11, incubation period 1d3 days, 1d6 Strength damage. The save DC is Constitution- based.

Gnoll CR 1

CE Medium humanoid

Init +0; Senses darkvision 60 ft.; Listen +2, Spot +3

Languages Gnoll

AC 15, touch 10, flat-footed 15

hp 11 (2 HD)

Fort +4, Ref +0, Will +0

Spd 30 ft.

Melee battleaxe +3 (1d8+2/x3)

Ranged shortbow +1 (1d6/x3)

Base Atk +1; Grp +3

Atk Options Power Attack

Abilities Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Feats Power Attack

Skills Listen +2, Spot +3

Possessions battleaxe, leather armor, heavy steel shield, shortbow, arrows (40)

Goblin CR 1/3

Male goblin warrior 1

NE Small humanoid (goblinoid)

Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Goblin

AC 15, touch 12, flat-footed 14

hp 5 (1 HD)

Fort +3, Ref +1, Will -1

Spd 30 ft.

Melee morningstar +2 (1d6)

Ranged javelin +3 (1d4)

Base Atk +1; Grp -3

Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Feats Alertness

Skills Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

Possessions leather armor, light shield, morningstar, javelin

Harpy CR 4

CE Medium monstrous humanoid

Init +2; Senses darkvision 60 ft.; Listen +7, Spot +3

Languages Common

AC 13, touch 12, flat-footed 11; Dodge

hp 31 (7 HD)

Fort +2, Ref +7, Will +6

Spd 20 ft., fly 80 ft. (average); Flyby Attack

Melee club +7/+2 (1d6) and 2 claws +2 (1d3)

Base Atk +7; Grp +7

Special Action captivating song (DC 16)

Abilities Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17

Feats Dodge, Flyby Attack, Persuasive

Skills Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

Captivating Song (Su) The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic, mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Iron Golem CR 13

N Large construct

Init -1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

AC 30, touch 8, flat-footed 30

hp 129 (18 HD); DR 15/adamantine

Immune construct traits, magic

Fort +6, Ref +5, Will +6

Spd 20 ft.

Melee 2 slams +23 (2d10+11)

Space 10 ft.; Reach 10 ft.

Base Atk +12; Grp +28

Special Action breath weapon (DC 19)

Abilities Str 33, Dex 9, Con –, Int –, Wis 11, Cha 1

Breath Weapon (Su) 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates.

Immunity to Magic (Ex) An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects. An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Izis CR 2

Female human rogue 2

N Medium humanoid

Init +6; Senses Listen +1, Spot +2

Languages Common

AC 12, touch 10, flat-footed 10; Dodge

hp 11 (2 HD)

Fort +1, Ref +5, Will +1; evasion

Spd 30 ft.

Melee mwk club +1 (1d6-1)

Base Atk +1; Grp +0

Atk Options sneak attack +1d6

Abilities Str 8, Dex 15, Con 12, Int 10, Wis 13, Cha 18

SQ trapfinding

Feats Dodge, Improved Initiative

Skills Appraise +5, Bluff +8, Diplomacy +11, Escape Artist +7, Hide +6, Intimidate +9, Move Silently +7, Sense Motive +6, Sleight of Hand +7, Spot +2

Possessions masterwork club

Sneak Attack (Ex) Any time Izis’s opponent is denied her Dexterity bonus to AC, or if a she flanks her opponent, she deals an extra 1d6 points of damage.

Trapfinding Izis can use the Search skill to find traps with Search DCs higher than 20.

Evasion (Ex) If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Izis takes no damage with a successful saving throw.

Kobold CR 1/4

Male kobold warrior 1

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2

Languages Draconic

AC 15, touch 12, flat-footed 14

hp 4 (1 HD)

Fort +2, Ref +1, Will -1

Weakness light sensitivity

Spd 30 ft.

Melee spear +1 (1d6-1/x3)

Ranged sling +3 (1d3)

Base Atk +1; Grp -4

Abilities Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8

Feats Alertness

Skills Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2

Possessions leather armor, spear, sling with 20 stones

Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Lizardfolk CR 1

N Medium humanoid (reptilian)

Init +0; Senses Listen +0, Spot +0

Languages Draconic

AC 17, touch 10, flat-footed 17

hp 11 (2 HD)

Fort +1, Ref +3, Will +0

Spd 30 ft.

Melee 2 claws +2 (1d4+1) and bite +0 (1d4) or
club +2 (1d6+1) and bite +0 (1d4)

Ranged javelin +1 (1d6+1)

Base Atk +1; Grp +2

Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10

SQ hold breath

Feats Multiattack

Skills Balance +4, Jump +5, Swim +2

Possessions heavy wooden shield, club, 2 javelins

Hold Breath A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Magic-User CR 3

Male or female human wizard 3

N or CE Medium humanoid

Init +2; Senses Listen +1, Spot +1

Languages Common, Draconic, Elven

AC 12, touch 12, flat-footed 10

hp 6 (3 HD)

Fort +2, Ref +3, Will +4

Spd 30 ft.

Melee mwk dagger +2 (1d4/19-20)

Base Atk +1; Grp +1

Combat Gear potion of cure serious wounds, scroll of levitate, wand of burning hands (50 charges)

Spells Prepared (CL 3rd)

2nd—web (DC 14)

1st—burning hands (DC 13), mage armor, magic missile

0—acid splash (+3 ranged touch), light, prestidigitation (2, DC 12)

Abilities Str 10, Dex 14, Con 8, Int 15, Wis 13, Cha 12

SQ familiar

Feats Combat Casting, Extend Spell, Great Fortitude

Skills Concentration +5 (+9 casting defensively), Decipher Script +8, Intimidate +4, Knowledge (arcana) +8, Spellcraft +8

Possessions combat gear, masterwork dagger, 4d6 gp

Spellbook all spells prepared plus 0—arcane mark, detect magic, message, read magic; 1st—detect secret doors, identify, shocking grasp

Medium Monstrous Centipede CR 1/2

N Medium vermin

Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4

AC 14, touch 12, flat-footed 12

hp 4 (1 HD)

Immune vermin traits

Fort +2, Ref +2, Will +0

Spd 40 ft., climb 40 ft.

Melee bite +2 (1d6-1 plus poison)

Base Atk +0; Grp -1

Atk Option poison (DC 10)

Abilities Str 9, Dex 15, Con 10, Int –, Wis 10, Cha 2

Feats Weapon Finesse B

Skills Climb +10, Hide +10, Spot +4

Poison (Ex) A monstrous centipede has a poisonous bite (Fort DC 10, damage initial and secondary 1d3 Dex).

Medium Monstrous Spider CR 1

N Medium vermin

Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +12

AC 14, touch 13, flat-footed 11

hp 11 (2 HD)

Immune vermin traits

Fort +4, Ref +3, Will +0

Spd 40 ft., climb 20 ft.

Base Atk +1; Grp +1

Melee bite +4 (1d6 plus poison)

Atk Options poison (DC 12)

Abilities Str 11, Dex 17, Con 12, Int –, Wis 10, Cha 2

Feats Weapon Finesse B

Skills Climb +11, Hide +7*, Jump +10, Spot +12

Poison (Ex) A monstrous spider has a poisonous bite (DC 12, initial and secondary damage 1d4 Str).

Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Mite CR 1/4

Mite warrior 1

LE Small humanoid (goblinoid)

Tome of Horrors 266

Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0

Languages Mite

AC 12, touch 12, flat-footed 11

hp 5 (1 HD)

Fort +1, Ref +3, Will +0

Spd 20 ft.

Melee club +3 (1d4) and bite -2 (1d3)

Base Atk +1; Grp -3

Abilities Str 11, Dex 13, Con 12, Int 8, Wis 11, Cha 6

Feats Weapon Focus (club)

Skills Craft (trapmaking) +4, Hide +6, Move Silently +2, Spot +1

Necrophidius CR 3

A necrophidius

Necrophidius illustration by Alan Hunter from the 1st edition Fiend Folio copyright © 1981, TSR Hobbies, Inc. Used without permission

N Large construct

Tome of Horrors 275

Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0

AC 18, touch 12, flat-footed 15

hp 46 (3 HD); DR 5/bludgeoning

Immune construct traits

Fort +0, Ref +3, Will +0

Spd 30 ft.

Melee bite +4 (1d8 plus paralysis)

Space 10 ft.; Reach 5 ft.

Base Atk +2; Grp +6

Atk Options paralysis (DC 12)

Special Action dance of death (DC 12)

Abilities Str 10, Dex 17, Con –, Int –, Wis 11, Cha 12

Feats Weapon Finesse B

Skills Move Silently +11

Dance of Death (Ex) A necrophidius can entrance opponents by swaying back and forth. Those within 30 feet viewing the dancing snake must succeed on a DC 12 Will save or be unable to act for 2d4 rounds. Victims are dazed (as the daze spell) for the duration of the effect and cannot take any action (other than defending themselves). This is a mind-affecting effect.

Paralysis (Su) A living creature bitten by a necrophidius must succeed on a DC 12 Fortitude save or be paralyzed for 1d6 minutes.

Ogre CR 3

CE Large giant

Init -1; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2

Languages Giant

AC 16, touch 8, flat-footed 16

hp 29 (4 HD)

Fort +6, Ref +0, Will +1

Spd 30 ft.

Melee greatclub +8 (2d8+7)

Ranged javelin +1 (1d8+5)

Space 10 ft.; Reach 10 ft.

Base Atk +3; Grp +12

Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Feats Toughness, Weapon Focus (greatclub)

Skills Climb +5, Listen +2, Spot +2

Possessions hide armor, greatclub, 2 javelins

Ogre Eunuch CR 3

CE Large giant

Init +0; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +3

Languages Giant

AC 17, touch 9, flat-footed 17

hp 22 (4 HD)

Fort +5, Ref +1, Will +1

Spd 40 ft.

Melee* mwk falchion +6 (2d6+10/18–20)

Space 10 ft.; Reach: 10 ft.

Base Atk +3; Grp +11

* 2-point Power Attack

Abilities Str 18, Dex 11, Con 13, Int 7, Wis 10, Cha 8

Feats Power Attack, Weapon Focus (falchion)

Skills Listen +4, Spot +3

Possessions studded leather armor, masterwork falchion

Orc CR 1/2

Orc warrior 1

CE Medium humanoid

Init +0; Senses darkvision 60 ft., Listen +1, Spot +1

Languages Orc, Giant

AC 13, touch 10, flat-footed 13

hp 5 (1 HD)

Fort +3, Ref +0, Will -2

Weakness light sensitivity

Spd 30 ft.

Melee falchion +4 (2d4+4/18-20)

Ranged javelin +1 (1d6+3)

Base Atk +1; Grp +4

Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6

Feats Alertness

Skills Listen +1, Spot +1

Possessions studded leather armor, falchion, 2 javelins

Light Sensitivity (Ex) Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Pixie CR 4

NG Small fey

Init +4; Senses low-light vision; Listen +8, Spot +8

Languages Common, Sylvan

AC 16, touch 15, flat-footed 12; Dodge

hp 3 (1 HD); DR 10/cold iron

SR 15

Fort +0, Ref +6, Will +4

Spd 20 ft., fly 60 ft. (good)

Base Atk +0; Grp -6

Melee short sword +5 (1d4-2/19–20)

Ranged longbow +5 (1d6-2 and sleep/x3)

Atk Options sleep arrows (DC 15)

Spell-Like Abilities (CL 8th) 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only)

Abilities Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16

SQ greater invisibility

Feats Dodge B, Weapon Finesse

Skills Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8

Greater Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Sleep Arrows (Ex) Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell.

Rust Monster CR 3

N Medium aberration

Init +3; Senses darkvision, scent; Listen +7, Spot +7

AC 18, touch 13, flat-footed 15

hp 27 (5 HD)

Fort +2, Ref +4, Will +5

Spd 40 ft.

Melee antennae touch +3 (rust) and bite -2 (1d3)

Base Atk +3; Grp +3

Atk Options rust

Abilities Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Feats Alertness, Track

Skills Listen +7, Spot +7

Rust (Ex) A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

Sega Thane CR 5

Male human fighter 1/eldritch weaver 4

CE Medium humanoid

Advanced Player’s Guide 17

Init +0; Senses Listen +2, Spot +2

Languages Abyssal, Common, Giant, Gnoll

AC 16, touch 10, flat-footed 16

hp 25 (5 HD)

Fort +5, Ref +2, Will +7

Spd 20 ft.

Melee* mwk greatsword +5 (2d6+7/19–20)

Base Atk +3; Grp +5

Special Actions minor thread power 2/day (lesser skills at arms, rebuke undead [+5, 2d6+4 HD], sickening touch [+5 melee touch, DC 14], strengthen servant)

Spells (CL 4th, 5th for undead thread spells; 15% arcane failure)

2nd—command undead U (DC 15), daze monster (DC 15)

1st—cause fear (DC 14), detect undead U, true strike

0—daze (DC 13), detect magic, disrupt undead, ghost sound, ray of frost (+3 ranged touch), touch of fatigue (+5 melee touch, DC 13)

U Undead thread spell

Threads blight, factotums, undead, the warrior

*2-point Power Attack

Abilities Str 15, Dex 10, Con 12, Int 17, Wis 14, Cha 17

Feats Armored Caster, Combat Casting, Power Attack B, Weapon Focus (greatsword)

Skills Climb +3, Craft (alchemy) +7, Craft (trapmaking) +7, Concentration +8 (+12 casting defensively), Decipher Script +8, Jump -3, Knowledge (arcana) +8, Knowledge (religion) +8, Intimidate +7, Spellcraft +12 (+14 with scrolls), Swim +0, Use Magic Device +10 (+14 with scrolls)

Possessions +1 breastplate, cloak of resistance +1, masterwork greatsword, the key to the chest in 35a, 52 pp, a 100 gp gem

Hook “Splendid—more minions to serve me!”

Lesser Skill at Arms (Su) Upon invoking this power, Sega Thane gains proficiency in all simple and martial weapons, and gains 12 temporary hit points. Both effects last for one hour.

Rebuke Undead (Su) Sega Thane can rebuke undead as an evil cleric of 2nd level.

Sickening Touch (Su) At Sega Thane’s touch, any aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider must make a successful DC 14 Fortitude save or become sickened for 1d4+1 rounds.

Strengthen Servant (Su) Sega Thane can use this power as a free action when casting any conjuration spell that produces a creature which serves him, with the creature gaining a +2 bonus to Strength and a +2 bonus on all attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws. The creature also gains a +8 deflection bonus to AC and 4 temporary hit points. These benefits lasts 1d4+1 minutes, or until the spell that produced the creature expires. If the spell produces multiple creatures, Sega Thane chooses which single creature is affected when the spell is cast, and this choice cannot be changed (even if the chosen creature is slain or dispelled before the effect ends). Sega Thane can use this power only once per spell, though his Wisdom bonus still determines how often he can use it each day.

Shadow CR 3

CE Medium undead (incorporeal)

Init +2; Senses darkvision 60 ft.; Listen +7, Spot +7

AC 13, touch 13, flat-footed 11; Dodge

hp 19 (3 HD)

Immune incorporeal traits, undead traits

Resist turn resistance +2

Fort +1, Ref +3, Will +4

Spd fly 40 ft. (good)

Melee incorporeal touch +3 (1d6 Str)

Base Atk +1; Grp

Atk Options create spawn, strength damage

Abilities Str –, Dex 14, Con –, Int 6, Wis 12, Cha 13

Feats Alertness, Dodge

Skills Hide +8 (+12 in shadowy areas, +4 in brightly lit areas), Listen +7, Search +4, Spot +7

Create Spawn (Su) Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Strength Damage (Su) The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

Incorporeal Traits Harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. Immune to all nonmagical attack forms. Even when hit by spells or magic weapons, has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).

Turn Resistance (Ex) Treated as an undead with 5 HD for purposes of turn, rebuke, command, or bolster attempts.

Undead Traits Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage.

Skeleton Human Warrior CR 1/3

NE Medium undead

Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0

AC 23, touch 10, flat-footed 23

hp 6 (1 HD); DR 5/bludgeoning

Immune cold, undead traits

Fort +0, Ref +1, Will +2

Spd 30 ft.

Melee longsword +1 (1d8+1/19–20)

Base Atk +0; Grp +1

Abilities Str 13, Dex 13, Con –, Int –, Wis 10, Cha 1

Feat Improved Initiative

Possessions longsword, half-plate armor, heavy steel shield

Stirge CR 1/2

N Tiny magical beast

Init +4; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4

AC 16, touch 16, flat-footed 12

hp 5 (1 HD)

Fort +2, Ref +6, Will +1

Spd 10 ft., fly 40 ft. (average)

Melee touch +7 (attach)

Space 2-1/2 ft.; Reach 0 ft.

Base Atk +1; Grp -11 (+1 when attached)

Atk Options attach, blood drain

Abilities Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6

Feats Alertness, Weapon Finesse B

Skills Hide +14, Listen +4, Spot +4

Attach (Ex) If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex) A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.

Svart CR 1/3

CE Small fey

Frilond conversion

Init +2; Senses darkvision 90 ft.; Listen +5, Spot +5

Languages Sylvan

AC 13, touch 13, flat-footed 11
(+2 Dex, +1 size)

hp 3 (1 HD); DR 1/cold iron

Fort +0, Ref +4, Will +1

Weakness light vulnerability

Spd 20 ft.

Melee short sword +0 (1d4-1/19–20)

Base Atk +0; Grp -5

Abilities Str 9, Dex 14, Con 11, Int 10, Wis 9, Cha 10

Feats Alertness

Skills Hide +10, Listen +5, Move Silently +6, Profession (miner) +3, Spot +5, Use Rope +5

Possessions short sword

Light Vulnerability (Ex) Svarts are adversely affected by light. If exposed to a strong light source (anything brighter than a torch), the creature is dazzled. If exposed to sunlight or a daylight spell, it takes 1 point of damage each round and is blinded.

Swordsman CR 3

Male human fighter 3

N or CE Medium humanoid

Init +6; Senses Listen -1, Spot -1

Languages Common

AC 19, touch 12, flat-footed 17; Dodge, Mobility

hp 24 (3 HD)

Fort +4, Ref +3, Will +0

Spd 30 ft.

Melee mwk longsword +7 (1d8+2/19-20) or
mwk dagger +6 (1d4+2/19-20)

Ranged mwk heavy crossbow +6 (1d10/19-20)

Base Atk +3; Grp +5

Abilities Str 15, Dex 14, Con 13, Int 19, Wis 8, Cha 12

Feats Dodge, Improved Initiative, Mobility, Quick Draw, Weapon Focus (longsword)

Skills Handle Animal +6, Intimidate +3, Jump +3, Knowledge (Local) +1, Ride +8

Possessions masterwork chain shirt, +1 heavy steel shield, masterwork longsword, masterwork dagger, masterwork heavy crossbow with 30 bolts, 2d6+7 gp

Thief CR 3

Male or female human rogue 3

CN Medium humanoid

Init +2; Senses Listen +2, Spot +1

Languages Common, Draconic, Giant

AC 15, touch 12, flat-footed 13; Dodge

hp 16 (3 HD)

Fort +2, Ref +5, Will +2; evasion

Spd 30 ft.

Melee mwk rapier +0 (1d6-1/18-20) and mwk dagger +3 (1d4+1/19-20)

Ranged mwk shortbow +5 (1d6/x3)

Base Atk +2; Grp +1

Atk Options sneak attack +2d6

Abilities Str 8, Dex 15, Con 13, Int 14, Wis 12, Cha 10

SQ trapfinding, trap sense +1

Feats Dodge, Two-Weapon Fighting, Weapon Finesse

Skills Balance +8, Climb +4, Disable Device +7, Hide +7, Intimidate +6, Knowledge (Local) +4, Listen +2, Move Silently +7, Open Lock +8, Search +8, Sleight of Hand +7, Swim +5, Use Rope +7

Possessions +1 leather, mwk rapier, mwk dagger, mwk short bow with 30 arrows, masterwork thieves’ tools, 5 sp, 3 cp

Evasion (Ex) If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the thief takes no damage with a successful saving throw.

Sneak Attack (Ex) Any time the thief’s opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 2d6 points of damage.

Tra