5th level planar dungeon crawl [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

08-31-04, 02:05 PM
Let me know what you think of this. I'm already using it on my pc's, and I just thought I'd share.


Planar Maze
The starting area.
For level 5 characters
Current XP: 11,350
Target XP: 15,000+

Room A
Our hero’s awaken in one end of a 15 foot by 15ft room. At the opposite end is a double-door. A search check dc:24 will reveal a trap-door in the ceiling, but it is inaccessible and can be opened only from above. The other side has a huge zombie (p192, 55hp, CR3) instructed to attack anybody who opens the door. The door provides ½ cover to those on either side of it once opened.
Room A2
After this is a small 15 feet wide and 10ft long, at the end of which is a single door at the far left. The room has a shrieker in the middle, but there is nothing else. On the door is the following riddle written in common: There is a thing that nothing is, and yet it has a name. It's sometimes tall and sometimes short, joins our talks, joins our sport, and plays at every game. What is it?

Room B
The next room contains a dark hallway 10ft wide and 60ft long. Upon entering green orbs lining the walls slowly ignite filling the place with an eerie green light, filling the area with shadowy illumination. At the end of the hallway is a fiendish dusk beast. When they enter, the beast attacks them, whispering threats in infernal about how the visitors bring the green light, doors, the master’s plan, tentacles, and about the party “trying to steal dark food box”.

Fiendish Dusk Beast
Medium-Size Outsider(Evil)
Hit Dice: 8d8+8 (44hp)
Initiative:+6
AC: 15 (touch 12)
Attacks: 2 bites+10, tail barb+8
Damage: Bite 1d8+2, Tail 1d4+1
Face/Reach: 5ft/10ft
Special Attacks: Smite good (once per day, +8 against good foe)
Special Qualities: SR16, Cold resistance 15, Fire Resistance 15, DR5/+2
Saves: Fort+7,Ref+8,Will+8
Str14,Dex15,Con13,Int8,Wis15,Cha13
Skills:Clibm+11,Hide+17, Move Silently+13, Listen+9, Spot+13
Feats: Combat Reflexes, Improved initiative, multiattack
CR:5
Treasure: 1/10 coins, 50% goods; 50% items
Alignment: Neutral Evil

After the dusk beast is killed, the lights will go up to full strength, and its body will melt away and sink into the walls revealing the treasure. In addition new doors will appear, six in all lining the wall, three on each side. They are listed as D1,D2,D3,D4,D5, and D6. In addition, a treasure chest of onyx and ebony with a lock of bone and a purple glowing gem will become visible. This chest releases one hungry terror shadow from it, and each time a door is opened it lets out another.

Terror Shadow
Tiny Undead (Incorporeal)
HD:1/2d12(3hp)
Initiative:+2(dex)
Speed: 10ft, fly 10ft(perfect)
AC:14(+2 size, +2 dexterity)
Attacks: Incorporeal touch +2 melee
Damage: 1 cold subdual
Face/Reach: 2 1/2ft/ 2 1/2ft
Special Attacks: Incorpereal touch, consume fear, induce fear
Special Qualities: Undead, Incorporeal, Transparency
Saves: Fort+0, Ref+2, Will+2
Abilities: Str-, Dex14, Con-, Int2, Wis14, Cha8
Skills: Intimidate+4, Hide +14 minus three per point of fear bonus (see below)
Feats:None
________________________________________
____________
Climate/Terrain: Any
Organization: Cluster(2-5), gang(4-8), or scare (9-12 plus one evil undead or creature with frightful presence)
Challenge Rating: Maybe 1/4 ???
Alignment: Always neutral
Advancement: None

Transparency(ex): In its natural state (IE: when it has not fed recently) a terror shadow appears only as a slightly darkish blur. It takes a spot check (dc:20) to notice one even under ideal conditions. This dc is reduced by 3 times the terror shadow's current fear bonus (see below).

Consume Fear(ex): When a creature suffers a fear effect, a terror shadow can syphon of some of the emotional energy with a successful incorporeal touch attack. It gains a temporary fear bonus to all skills, checks, and roll. It gains a deflection bonus to AC equal to its fear bonus. Furthermore, it heals 2 points of damage point of fear bonus gained, retaining any excess as temporary hit points lasting 1 hour. This bonus is equal to +1 if the creature is shaken, +2 if the creature is frightened, and +3 if the creature is panicked. Fear bonuses stack with each other, but may not exceed +3. The fear bonus drops by 1 point each four hours, and dissapears after reaching zero.

Induce fear(su): A terror shadow can cause an opponent to become shaken for 3 rounds with a simple intimidate check vs. the opponent's will save. Regardless of whether the attempt is successful, a terror shadow cannot use this power on a given foe more than once a day.

Terror shadows are spectral wisps of negative energy with animalistic minds. These creatures appear as vaguely darkened blurs when hungry, but after having fed they condense into miniscule shadowy humanoid figures with whispy tails for legs, long claw-like fingers, and dark purple foggy eyes.
These creatures feed off of the fear of others, and usually follow more powerful creatures capable of producing fear or lurk in scary places. They normally just wait for the more powerful creatures or simply the intimidating ambience to scare targets, using their induce fear only when they are starving.
After 36 hours of not having any nourishment, a terror shadow begins to fade, taking 2 points of charisma damage each day without sustenance. Once it's charisma score reaches zero, it dissolves into nothingness.

Terror shadows recieve a +4 racial bonus to intimidate checks and a +10 racial bonus to hide checks, minus three per points of fear bonus.

After opening one door, two potions of cure light wounds and five beds, each with a freshly prepared cheap meal will rise from the floor. After opening three more, two potions of cure light wounds, one of cure moderate wounds, and a potion of lesser restoration will rise from the floor. After the opening of each second door another meal will rise.
D1
Has a picture of a dragon with a tiny green spot underneath it’s pelvis. A spot check dc:18 reveals the spot to be a tiny drawing of a frog. Upon opening this door which leads to a 5ft by 5ft room, a pedestal at the center (rises up taking six seconds) with a toad-like red creature on it, bearing scales, crests, and two wing-like stubs on its back. A lighting-shaped rune on the wall lights, glowing brighter for one round (spot check dc:14) and then discharges a jolt of electricity at the toad-thing dealing one damage and startling it, upon which the toad opens its mouth to release a breath weapon(The toad thing is in fact a half red dragon toad created by mixing draconic semen with frogspawn). If the party destroys the rune (1hp, ac13), a blue diamond of the same stats will do the same thing with a charge of cold energy, followed by a green drop(acid), a series of orange arcs (sonic) and a purple cube (force). If the party gets the toad off the pedestal non of them will hit and it will hop back into a small hole and leave the party alone. The 30ft cone of fire deals 6d8 damage, reflex save dc:20 for half. After firing the pedestal will lower again. This entire encounter has a CR of 1.

D2
Has a question mark on it. Upon entering the players are pushed by an unknown force to the end of a 5ft wide 20ft long corridor where there is a steel grate for a floor in a space 30ft wide. The steel gate is above a pit slowly filling with acid that deals 1d4 damage per round, set a timer for effect, although the acid will stop filling in shortly before it reaches the steel gate. Sliding doors close behind them, and they are faced with a blank wall. On it is the following riddle:
“I am the beginning of eternity and the end of time.” (Answer: The letter E)
If they answer correctly, the door opens. If they answer wrongly, a letter E will be branded on their forehead (dealing 1d4+1 fire damage), and the riddle will change. If they answer correctly, the door will open and they will be faced with the next riddle. This riddle has a CR of 1/3. There are two more sliding doors with riddles after the first one. Here are some listed with their CRs, answers, and punishments for a wrong answer (each riddle also only allows 5 minutes for guessing, the penalty shall be taken if an answer is not given by that time. These five minutes are counted by a small, blue, incorporeal hourglass floating in the air)

What is long and slim, works in light; has but one eye, and an awful bite?
Answer: "a needle"
Penalty: a narrow needle-like dart shoots out with an attack bonus of +4 dealing 1 peircing damage. The needle is laced with quasit poison, save dc:13 initial 1d4 temp dex secondary 2d4 temp dex.
CR:1

What is red and blue, and purple and green? No one can reach it, not even the queen.
Answer: "a rainbow"
Penalty: A color spray spell is cast, save dc:14, caster level 3.
CR:1/2

Golden treasures I contain, guarded by hundreds and thousands. Stored in a labyrinth where no man walks, yet men come often to seize my gold. By smoke I am overcome and robbed, then left to build my treasure anew. What am I?
Answer: "a bee hive"
Penalty: A celestial giant bee is summoned and attacks the party for 4 rounds before vanishing.
CR:1/3

I weaken all men for hours each day. I show you strange visions while you are away. I take you by night, by day take you back, none suffer to have me, but do from my lack. What am I?
Answer: "sleep"
Penalty: Sleep spell, save dc:12, caster level 1.
CR:1/4

I'll lap at your heels, if you give me the chance. Though I won't fetch or stay, I surely will dance. What am I?
Answer: "fire"
Penalty: A flaming sphere spell, caster level 4, save dc16
CR: 1

The man who makes it sells it. The man who buys it never uses it. The man who uses it never sees it. What is it?
Answer: "a coffin"
Penalty: A coffin appears and opens up and releases a medium zombie.
CR: ½



D3
The door has on it a symbol of a volcano gushing forth red to meet some blue icicles. Beyond is a 10ft long 30ft wide room with a chaotic evil medium ice elemental (CR3, MotP page 181) at one end and a lawful evil magma elemental (CR3) at another. They both will attack those entering on sight.

D4
This 20 by 30ft room is filled with dangling chains and torture gear, a series of grates and patforms suspended over a magma coursing with unholy black energy. Any holy water instantly boils and evaporates. All spells with the good or chaos descriptor take a spellcraft check dc:15 to cast. All spells with the law or evil descriptor get a +1 to overcome spell resistance, +2 to dc, and deal 1.5 times as much damage. Every fourth round, a random gusher of hellfire spouts at one of the PCs, dealing 1d6 fire damage and 1d6 unholy damage (half against evil, double against good, nothing against evil outsiders, quadruple for good outsiders) unless negated by a reflex save dc16. This encounter has an EL of +1 with a CR4 spinagon (Manual of the Planes p167), for a total EL of 5.

D5
This room contains three statues. One is of a maiden, another is an ugly and fearsome creature with a lizard-like visage, the other is of a distinguished looking knight holding a golden heavy mace. In the middle is a pedestal with an armored skeleton behind it with a scroll of stone to flesh in its outstretched hands. A plaque on the pedestal reads “choose carefully” in terran. The scroll is in fact cursed, upon casting it the scroll ignites into flames dealing 1d4 fire damage to the caster. The knight then drops the mace, his helmet falls of to reveal wickedly curved horns, he commands the skeleton to attack in abyssal, and proceeds to attack the PCs.

Knight
Medium Outsider (Earth, Evil)
HD:4d10+20(44)
Init:+4
Speed:45ft, Fly75ft average
AC:18(+4dex,+4natural)
Attacks: 2 claws +8 melee, bite+6 melee, gore+6 melee
Damage: Claw 1d4+2, bite 1d6+1, gore 1d6+1
Special Attacks: Darkness 3/day, Desecrate
Special Qualities: DR15/+1, freeze, darkvision 60ft, poison immunity, acid, cold, electricity, and fire resistance 20,
Saves: Fort+8, Ref+6, Will+1
Abilities: Str15,Dex18,Con20,Int10,Wis11,Cha9
CR:6
Alignment: Chaotic evil


Skeleton
HD:1d12 (6hp)
Initiative:+5
AC:18(+1dex,+2natural,+4 mail shirt,+1 small shield)
Speed:30ft
Attacks: Masterwork Longsword+1 melee
Damage: Longsword 1d8 crit 19-20/x2
Fort+0,Ref+1,Will+2
Str10,Dex12,Con-,Int-,Wis10,Cha11
CR: ½



D6
This door has upon it the numbers one through zero, the alphabet, and a picture of a paper and pen.Upon entering this door, the strong door closes behind you and a row of steel grates seal behind it. (Steel grates have 5hp, hardness of normal, and any creature touching them receives the effect of a shocking grasp spell).
Before them the PCs find a variety of tomes on the planes, arcana, and religion. A wispy shape of smoke appears and informs them that they will receive one test on each of those three subjects. They can study as long as they like, but they may not go to sleep. It also tells them that they have only enough air to survive for 36 hours. Each hour they spend studying they can make an intelligence check dc:15 to gain one rank in the knowledge skill appropriate. They are served crappy food consisting of gruel, burnt tater tots, meatloaf surprise, and apple crisp on metal plates every three hours. After eight hours they are asked if they are ready to take the test. When they take a test they sit down in an uncomfortable chair that is nailed to the floor while golden snakes bind them to their seat and a bronze ithillid head lowers itself down and wraps its tentacles around their head. The planes test requires a knowledge(the planes) check dc:26 to pass. The arcana test requires a knowledge(arcana) check dc:25. The Religion test requires a knowledge(religion) check dc:24. For each point they exceed the dc on the planar test, they receive 10pp of “scholarship and travel expense money”. Upon passing the religion test they get a randomly generated divine scroll and for the arcana a randomly generated arcane scroll. Once all three tests have been passed the steel grates will retreat and the door will open. Each test is a CR1/2 challenge.

After all doors have been opened the chest will open to release a swirling blend of color-laced shadows. This “chaos shadow” will proceed to attack the party. If they finished last door 2 or door 6, they will being the combat as normal. If they finished with any other door the chaos shadow attacks from behind and gets a surprise round.

Chaos Shadow
Medium Undead (extraplanar)
7d12(45hp)
Initiative:+2
Speed:30ft, fly 40ft good
AC:13(+2dex,+1deflection)
Attacks: Incorporeal touch+5 melee
Damage: Incorporeal touch 1d6 temporary strength damage
Special Attacks: Strength Damage, Create Spawn, smite law once per day +7 damage
Special Qualities: SR 14, Turn Resistance+2, undead, incorporeal, Acid, cold, electricity, fire, and sonic resistance 5, immune to polymorphing and petrification, fast healing 1
Saves: Fort+2, Ref+4,Will+6
Abilities:Str-,Dex14,Con-,Int6,Wis12,Cha13
Skills: Hide+8, Spot+7, Listen+7
Feats: Dodge
____________
CR:5
Alignment: chaotic evil


At the bottom of the of the box is a scroll of summon monster 5 (shadow only) caster level 9, a vial of medium monstrous spider venom (dc15 damage 1d4str), as well as two black potions of cure light wounds and lesser restoration. The chest also has a magical opal that, when picked up initially will cause the party to fall into a light sleep for 8 hours. Henceforth it can be used to produce the effect of a sleep spell once per day.

After defeating the chaos shadow (and after the party awakes if they used the moonstone), the floor sinks down into a row of steps leading to another part of the dungeon.

C1
The stench of rot and mold eminated from the area. There is a small patch of shriekers (p93 of MM) interspersed throughout the 60ft by 70ft cavern. One cannot navigate any course without setting them off. Wherever the PCs go a pair of axiomic violet fungi, an axiomic grey fungus, and a fungal haunt arrive within 1d12 round and begin the attack.
After losing one of their number and others suffering injuries the fungi will telepathically surrender and retreat.

Axiomic Violet Fungus
Medium Plant (extraplanar)
2d8+6(15hp)
Init:-1
Speed: 10ft
AC:13(-1dex,+4natural)
Attacks: 4 tentacles+3 melee
Damage: Tentacle 1d6+2 and poison
Face/Reach: 5ft/10ft
Special Attacks: Smite chaos+2
Special Qualities: Linked Minds, SR4, Fire, electric, cold, and sonic res. 5
Fort+6, Ref-1, Will+0
Abilities:Str14, Dex8,Con16,Int3, Wis11,Cha9
CR:3
Alignment: LN
Treasure: 1/10 coins, 50% goods, 50% items
Poison initial 1d4str and secondary 1d4con dc:13

Fungal Haunt
Medium Undead
HD: 3d12(19hp)
Initiative:-1
Speed:10ft, fly5ft(perfect, supernatural)
AC:12(-1dex,+2natural,+1deflection)
Attacks: Four tentacles+3 melee
Damage: Black Tentacle 1d6+2 and touch of fatigue, Blue Tentacle 1d6+2 and chill touch, green tentacle 1d6+2 and ghoul touch, red tentacle 1d6+2 and vampiric touch
Special Attacks: Death touches, shriek of terror, shriek of death, create spawn, smite chaos once per day
Special Qualities: DR5/magic, Cold immunity, light sensitivity, plant traits, parsley aversion,
Saves:Fort+0,Ref-1,Will+0
Abilities:Str14,Dex12,Con-,Int2,Wis11,Cha12
Skills:None
Feats:None
_________________
Organization: Solitary, Patch(2-4), cluster (1-3 fungal haunts and 2-4 violet fungi) or mixed patch (2-4 fungal haunts, 1-3 gray fungi, 2-4 violet fungi and 3-5 shriekers)
Treasure: None
CR:4
Alignment: Always Neutral
Advancement:4-6hd

A fungal haunt appears as a tall, transparent white mushroom with four tentacles each glowing a different color.

Fungal haunts are a kind of undead formed from animate mushrooms such as shriekers and violet fungi. They seek to supernaturally consume flesh living and dead just as they feasted upon the same organic matter when alive. After absorbing enough energy they can spawn their fellow fallen fungi as faded phantoms.

Combat: Fungal haunts are usually found amongst their living kin. The shriekers accomplish virtually nothing by just screaming, while the violet fungi taint with their virulent poisons and the haunts attack with an onslaught of necromantic tentacles and using turning and terryfying screams to drive away tougher or troublesome foes. All fungi benefit from the hunt, even the shriekers, those useless greedy bastards.

Death Touches(su): A creature hit by one of a fungal haunts magic tentacles must make a fortitude save (dc:14) or be suffer the effects of the spell of the same name, with the duration as if cast by a level 3 sorcerer. The fungal haunt can gain temporary hit points from vampiric touch until it reaches twice its maximum hit points.

Shriek of terror(ex): Once per day, a fungal haunt can release a blood-curdling shriek that causes intelligent creatures within 80ft to become frightened for 1d6+2 rounds.

Turning Shriek(su): Once per day a fungal haunt can release a chilling scream that channels the force of death itself, turning living non-outsiders as a good cleric turns undead. This follows all the normal rules for turning as if by a 3rd level cleric, except that it affects living non-outsiders rather than undead and it has no effect on fellow fungi.

Create Spawn(su): Once per day a fungal haunt that has absorbed a number of temporary hit points equal to twice its maximum hp can tranform a fallen shrieker, violet fungus, or gray fungus with at least 3 hit dice into a fungal haunt. This process drains the haunt and reduces it to its maximum hit points.

Light Sensitivity(ex): A fungal haunt suffers a -1 penalty to attack rolls and AC when in bright light, such as full sunlight or a daylight spell.

Parsley Aversion(su): Parsley patches are treated as consecrated for a fungal haunt, and it will not enter them except under extreme duress. When it does go into such a field, it must make a will save dc:15 or become shaken for the duration of its stay (bypassing the normal undead fear immunity).
A sprig of parsley may be used by any person to turn a fungal haunt, following the normal rules for turning undead except using half the character level in lue of a cleric level. Once used thusly, the negative energy backlash causes it to shrivel and crumble away, expended.
If the sprig is fresh (less than 1 hour old) the user gains a +2 circumstantial bonus to the turning check.
Shortly afterwards a dire rat goes up and tries to bite when of the party members. When they attack it scurries off to some glowing blue fungus and eats some of it. The rat’s wounds then glow blue and heal. The fungus cures 4hp and one point of ability damage for each piece eaten (takes one round to consume). After 1 minute plus 1d4 rounds, a gray fungus will come near and telepathically tell the party members to leave its crop lest it attack.

C2
Beyond the cavern is a deep mud pit 20ft wide and 20ft long. The ground is a thick knee-deep mud. It has a small earth elemental, a small water elemental, a small ooze elemental, and a gelatinous cube. The passageways in the area of ooze lead to the left and two the right, the left being a stream and the right being a tunnel.

D1
The left leads to an area knee-deep in water, but filled with deeper parts. This place contains an insane celestial polimun 1B which attacks all who enter and a pseudonatural squid with the special ability color spray once per day instead of true strike.

Squid
Medium outsider (extraplanar)
HD:3d8(13hp)
Init:+3
Speed: Swim60ft
AC:17(+3dex,+3natural,+1insight)
Attacks: 10 arms+5 melee, bite+0 melee
Damage: bite 1d6+1
Face/Reach: 5ft/5ft
Special attacks: Improved grab, alternate form, color spray (wisdom based), ink cloud
Special Qualities: Acid and electricity resistance 5, jet
Saves: Fort+3, Ref+6, Will+2
Abilities:Str14,Dex17, Con11, Int3,Wis12,Cha2
AL: NG
CR:1

D2
This stable pond has a water elemental tiger (MotP p195) and at the end is a blue and sea green treasure chest containing three pearls each worth 100gp, a scroll to summon a small water elemental, and a black pearl with the power to take you to a shadowy transitive demiplane similar to the ethereal for 5 rounds and then back twice per day. The demiplane extenends 100ft from the place the pear was activated. Each round spent there you have a 3% cumulative chance of encountering an undead shadow with hit dice equal to the pearl’s user. In this shadowy place all bright illumination is reduced to normal, all normal is reduced to shadowy, and shadowy is replaced with darkness. Spells that produce light cannot be cast, and healing spells have a 50% chance of failure. Aside from that it is identical to the ethereal plane.

F1
Beyond the water area the PCs find a 40ft by 40ft room composed of some rolling substance resembling a mixture of colored clays. Each round there is 25% chance for each PC that they will drift 5ft in a random direction. Each round they must make a reflex save dc:13 or be knocked prone. Thru this float blobs and rivelets of shifting plasma that somebody with a knowledge(the planes) check dc:14 will recognize as pure chaos-stuff, the kind that can be harvested and put in flasks. There is a 50% chance that there will be a rain of chaos, and each round there is a 1 out of 12 chance that a blob of anarchic water equal to one flask will fall with a +5 attack bonus towards a random PC. In this area are two Yarghees, one chaotic evil (Bejurk) and one chaotic neutral (Bruzz). The two will speak in slaad saying that they are going to start a mock-fight, although Bejurk intends to slay the party and steal their loot. They will start out dealing subdual damage, but if attacked with lethal damage they will become enraged and fight full-out. If slain or defeated, the area the PC’s are standing on stabilizes and a long strip of stability extends from it to a chest and a doorway. The chest has a scroll of summon monster three (chaotic only), a potion of cure light wounds, a potion of inflict light wounds, a ring of protection from law, and a six-pack of sodas of wonder.

Bejurk
Small Outsider (Chaos, Extraplanar)
HD:3d8+3 (16hp)
Initiative:+1
Speed: 20ft
AC:14 (+1size,+1dex,+2natural) against lawful 16 (+2deflection)
Attacks: Bite+4 melee tail+2 melee or chaos blast+3 ranged touch
Damage: Bite 1d6+1, tail 1d4
Special Attacks: chaos magic, sudden mutation, chaotic touch, chaos blast
Special Qualities: DR5/law, fire, acid, cold, electric, and sonic resistance 5, Spell resistance 8, chaos skin, natural mutation, vibrant passion, fast healing 1
Saves: Fort+4, Ref+4, Will+3
Abilities: Str13,Dex13,Con12,Int6,Wis10,Cha12
Skills: Tumble+8, Escape artist+8, Jump+7, spot+7, listen+6, use magic device+7 (other yarghee may have swim instead of jump, disable instead of use magic device, hide instead of spot, and/or move silently instead of listen)
(+1 chaotic bonus to tumble and escape artist checks)
Feats: Blind fight, multiattack, dodge
______________________________
Climate/Terrain: The roiling chaos of limbo
Organization: Solitary, trio, cluster(2-6), or band (3-5 plus 1 red slaad)
CR:2
Alignment: chaotic evil
Treasure: Standard, no coins, double art (sculptures only)

Description: Protruding eyes on either side of head, right arm ends in a metallic blaster, left limb is a large wing, body ends in snake like tail. Color is teal, symbol is an orange three-pronged line


Chaos Blast: fires an orb with a range touch attack dealing 1d12+1 chaos damage, subdual damage against neutral and no effect on chaotic creatures, deals 1 damage with recoil unless held in place by other limb



Bruzz
Small Outsider(chaos)
HD:3d8+3 (16hp)
Initiative:+1
Speed: 20ft
AC:14 (+1size,+1dex,+2natural)
BAB/Grapple:+3/+0
Attacks: Bite+4 melee, tail+2 melee, claw+2 melee
Damage: Bite 1d6+1, Tail 1d4, claw 1d4
Face/Reach:5ft/5ft
Special Attacks:
Special Qualities: SR 8 Yarghee traits, blindsight 60ft
Abilities: Str13,Dex13,Con12,Int6,Wis10,Cha12
Saves: Fort+4, Ref+4, Will+3
________________
CR:2
Alignment: CN
Treasure: Standard, no coins, double art (sculptures only)

Description: Left arm clawed, snake-like tail and torso, humanoid right arm, long moth-like antennae instead of eyes

Chaos Magic(sp): Once per day a yarghee can unleash a blast of unpredictable magical energy. Roll d12 for effect.
1 Yarghee takes 1d8+1 electric damage and is stunned for 1 round (no save)
2-3 All creatures within 60ft take 2d6 chaos damage (subdual against chaotic creatures, double against lawful, reflex save dc:17 for half)
4 Yarghee heals 2d8 hp
5-6 Flash of colors blind all within 120ft for 1d4 rounds
7-10 Enemy takes 1d20 fire damage
11-12 Enemy is reduced 10% for 1 minute as per spell (no save)

Sudden Mutation(su): Once per day a yarghee mutate a chosen part of its body (roll the mutation table for the part). This magic cannot be reversed, the only way to change a body part is to mutate it again.

Chaos Touch(su): A yarghee's wild chaotic energies are harmful to lawful creatures. All of a yarghee's natural and unarmed attacks deal 1 chaotic damage to lawful creatures, likewise a lawful creature using an unarmed or natural attack on a yarghee or touching a yarghee takes 1 chaos damage.

DR5/law, fire, acid, cold, electricity, and sonic resistance 5, spell resistance 8, fast healing 1

Chaos Skin(sp): A yarghee is constantly surrounded by a protection from law spell. If broken it takes a free action to renew it. Caster level 2.

Natural Mutation(ex): Once every 1d4+1 days, roll a mutation on the mutation chart and apply it.

Vibrant Passion(mental ability[is not lost or gained by 3.5 polymorphing or exchanging bodies but is non-magical]): After having been reduced to at least 3/4ths full hp (12hp), or if fighting for the life of another close friend (npc reaction helpful or better) or lover a yarghee enters a state of fury gains a +2 morale bonus to attack and damage rolls, will saves, fortitude saves, and a -2 morale penalty to AC.

E1
Those entering this area have a spot check dc:19 to notice 1d4 sparkling diamonds, each worth 1d12x100gp. There is also a lot of coal. A little further the tunnel narrows to ten feet wide and is covered with a slick of oil similar to a grease spell. Beyond the slick the PC’s find a death slick which attacks them.
After that there is a treasure chest of brown black and gold guarded by an earth elemental huge zombie equipped with three potions of cure moderate wounds.
Huge Earth Elemental Zombie.
HD:8d8+3(39hp)
Initiative:-2
Speed: 40ft, burrow 20ft
AC:13(-2size,-2dex,+7natural)
Attacks: Slam+9 melee (earth mastery)
Damage: Slam 2d6+9
Special Attacks: Burrow
Special Qualities: DR5/+1
Abilities:Str23,Dex6,Con-,Int-,Wis10,Cha1
Saves: Fort+6,Ref+0,Will+2
CR: 4

The treasure chest contains a variety of random gems and 123 gold pieces, as well as a scroll of summon small earth elemental (3 rounds). There is an oriental fan that can produce a gust of wind effect once per day (command word is the auran word for blow).

G
The next room contains a series of turning cogs suspended over a 20ft deep pool of axiomic water. At the center is an advanced axiomic huge-sized skeleton armed with a gargantuan scythe. It informs the PCs that the master wills it to attack them and then does so.

Axiomic Skeleton
HD:8d12(52hp)
Initiative:+5
Speed: 40ft
AC:13
Attacks: Gargantuan Scythe +8 melee
Damage: Scythe 2d8+6, crit 20/x4
Face/Reach: 10ft/15ft
Special Attacks: Smite Chaos+8
Special Qualities: SR16, Fire, electric, cold, and sonic resistance 15
Saves: Fort+1,Ref+2,Will+4
________________
CR: 5
AL:LN


H (final room)

This room is dark and nearly lightless. A 10ft wide river of lava divides the middle both ways forming a cross shape, and it provides the only light in the room. The room is 40feet wide and 40ft long. At the end is a double door which seems to have light eminating from the cracks. What appears to be a bookshelf rests on the far right corner, and the far left corner is adorned with various objects of art. The near left corner is damp and smells of mildew, with a pool in the middle smelling of waterfalls and death. A voice that seems to eminate from the very air itself begins to speak.
“I have been long expecting you here. First, if you have any spark of intellect, you should know that if I wished simply to kill you, you would have died long ago. Do you think the beds and healing potions where placed there by an act of carelessness on my part? Did you belief the healing fungus was put their by chance? Did you think it simple luck that all the enemies you encountered where within your ability to slay? And what idiocy would lead somebody to leave treasure lying around in a big box instead of hiding it away in their quarters? No, your survival is due to the calculations of a superior mind for a grander plan.
Long have I been troubled by the difficulties of training and battle. Life is to short to waste and risk in years of painful and dangerous combat with deadly monstrosities and tenacious adversaries. As a highly intelligent and reasonably wealthy entity, I have always been able to get others to do most of my work, but never been able to achieve such results in the field of training. That is, until now.
Within your brains are contained each a vigorous saga of struggle and battle. All kinds of tests and achievements lie locked within your gray matter, from pure fights of brute strength to confounding puzzles with deadly answers, from nightmare exchanges of weapon and claw to skull-rattling study and research of centuries worth of obscure lore. That is the information I intend to extract.
The voice then laughs trailing off into silence.

The doors lead outside to the area where the PCs were first captured. Het-Gebb is invisible and will try to fly over to position himself best for a mind blast that will hit them all. After that he will go after one of the stunned with his tentacles to try to consume their brain and the water will animate and form into a large water elemental skeleton (normal skeleton with water mastery +1 to attack and damage on opponents touching water, touch puts out fires of nonmagical origin and those of a sorcerer with HD less than it, elemental with undead traits, 9hp instead of 13, CR1) to distract the PCs from Het’Gebb. Once he falls to 11hp or less or is facing great danger Het’Gebb will plane shift to the astral)


Het’gebb
Medium Outsider
HD:6d8+6(33hp)
Initiative:+6
Speed:20ft, Fly 10ft(perfect)
AC:19 (+2dex, +2 natural, +5 chainmail)
BaB/Grapple:+6/+
Attacks: Scimitar+9/+4 melee, or longbow+8/+3 ranged, or 4 tentacles+9 melee scimitar+4 melee
Damage: Scimitar 1d8+4, longbow 1d8, tentacle 1d4+3 and scimitar 1d8+1
Face/Reach: 5ft/5ft
Special Attacks: Spell-like abilities, improved grab, extract, mind blast
Special Qualities: SR16, Plane shift, fire resistance 30, elemental endurance, telepathy, darkvision 60ft
Saves: Fort+6, Ref+7, Will+7
Abilities: Str16,Dex15,Con12,Int18,Wis19,Cha17
Skills: Appraise+8, Concentration+7, Craft(any two)+7, Escape artist+6, Listen+8, Move Silently+6, Ride+6, Sense Motive+6, Spot+8
Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility
CR:7
Treasure: Double standard
Alignment: Lawful Evil

Plane Shift(sp): To the material plane, astral plane, or an elemental plane.

Spell-Like Abilities: 3/day: Invisibility, 2/day enlarge or reduce and speak with animals. Caster level 12, dc13 plus spell level. Once per day: Create food and water and ethereal jaunt for one hour.
Psionics: 3/day Detect thought (dc15), suggestion(dc16), levitate

Elemental Endurance: Can survive on any elemental plane for up to 48 hours.

Extract: If Het’gebb successfully maintains its hold with all four tentacles for one full round it automatically extracts the opponents brain at the beginning of the next turn.

Mind Blast(sp): Once per day, 40ft cone, those caught within must make a will save dc17 or be stunned for 1d4 rounds.
R.M.G.C.L.F.

01-04-05, 05:55 PM
bump