UK5 Eye Of The Serpent
An AD&D 1st Edition One-on-One or Group Adventure for First Level Characters
Product Number: 9125
Year Published: 1984
Converted from 1st Edition to 3rd Edition D&D
By Simon Collins: simoncollins@eircom.net
Last Updated: 10.7.01
This conversion presumes that you own UK5 Eye of the Serpent. It is recommended that you also own the AD&D 1st Edition Monster Manual I and II, and the Fiend Folio, for monster descriptions beyond statistics and special abilities, as these are not included in the conversion. Please note that I deliberately did not use the 2nd Edition Monstrous Manual for conversion purposes, in order to keep the flavour of the original 1st Edition monsters. Where possible, I have also retained the hit points and alignment of the original monsters.
There are many monsters new to 3rd Edition in this module, for which I used a mixture of the text of the module, the statistics from the 1st Edition manuals, the 3rd Edition Monster Manual, Skip Williams’ ‘How To Create A Monster’ article, and at times my own interpretation, to convert them. But nobody’s perfect. Not even me! If you spot mistakes in this and want to correct me, feel free to politely do so by sending me an e-mail and I’ll do my best to make any amendments as soon as possible. 
Random Encounters
•	2 Wolves – MM p.204, 12 hp each
•	1d3+5 Giant Rats – see Dire Rat, MM p.56, 3 hp each
•	2 Giant Killer Frogs – see Encounter 28, below, 9 hp each
•	2 Blood Hawks – see Encounter 9, below, 6 hp each
•	5 Giant Bats – see Dire Bat, MM p.57, 5 hp each
•	2 Giant Ants – MM p.205, 9 hp each
•	2 Giant Fire Beetles – MM p.206, 8 hp each
•	1 Eagle – MM p.196, 6 hp

1. Roc’s Nest
Rocs – MM p.156
Rocs (2): CR 9; Gargantuan Beast; HD 18d10+126 (90 hp each); Init +2 (Dex); Spd 20 ft., fly 80 ft. (average); AC 14 (-4 Size, +2 Dex, +6 natural); Atk +21 melee (2d6+12, 2 claws), +16 melee (2d8+6, bite); Face/Reach 20 ft. by 40 ft./10 ft.; SA Snatch; AL N; SV Fort +18, Ref +13, Will +7; Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11. MM p.156.
Skills: Listen +4, Spot +4*.
Special Attacks: 
Snatch (Ex): A roc that hits a creature of at least Small size, but no larger than Huge, with a claw attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the roc achieves a hold, it can fly off with its prey and automatically make a bite attack each round in lieu of a claw attack. It can drop a snatched creature as a free action or use a standard action to fling it aside. A flung creature travels 90 feet and takes 9d6 points of damage. If the roc flings it while flying, the creature suffers this amount of damage or falling damage, whichever is greater.
Skills: * Rocs receive a +4 racial bonus to Spot checks during daylight hours.

Ice Heights
2. Vilstrak Attack 
Vilstrak (1): CR ½; Medium-size Aberration; HD 1d8 (4 hp); Init + 0; Spd 20 ft.; AC 18 (+8 natural); Atk +1 melee (1d4+1, 2 slams); SQ Camouflage, Meld Into Stone; AL NE; SV Fort +0, Ref +0, Will +2; Str 13, Dex 10, Con 11, Int 5, Wis 10, Cha 6.
Skills: Hide +4, Climb +3, Spot +4.
Special Qualities:
Camouflage (Ex): Since a Vilstrak resembles a rock, if it is at rest it takes a successful Spot check (DC 15) to notice it before it attacks. A dwarf with the Stonecunning racial feature gains his bonus for this check.
Meld Into Stone (Su): A Vilstrak has the ability to meld into stone, as per the spell description, at will and indefinitely, as a standard action.
•	A Track check (DC 15) enables a PC to find the trail back to the Vilstrak’s lair. The rock leading to the Vilstrak’s lair is Hardness 8, with 7 hp.

3. Snow Cat
Snow Cat (1): CR 1; Medium-size Animal; HD 3d8+3 (15 hp); Init +4; Spd 40 ft., climb 20 ft.; AC 15 (+4 Dex, +1 natural); Atk +4 melee (1d6+4, bite), -1 melee (1d3+2, 2 claws); SA Pounce, Improved Grab, Rake; SQ Scent; AL N; SV Fort +, Ref +7, Will +; Str 11, Dex 19, Con 13, Int 2, Wis 12, Cha 6.
	Skills: Balance +10, Climb +5, Hide +10*, Listen +6, Move Silently +10, Spot +6. Feats: Weapon Finesse (bite, claw).
Special Attacks:
Pounce (Ex): If a snow cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): See MM p.9. To use this ability, the snow cat must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A snow cat that gets a hold can make two rake attacks (+4 melee) with its hind legs for 1d3+2 damage each. If the snow cat pounces upon an opponent, it can also rake.
Special Qualities:
Scent (Ex): See MM p.10.
Skills: A snow cat receives a +4 racial bonus to Balance, Hide and Move Silently checks. * In areas of snow or ice, the Hide bonus improves to +8.

4. Musk Oxen
Musk Oxen, male (2): CR 1; Large Animal; HD 4d8+4 (18 hp each); Init +0; Spd 40 ft.; AC 13 (-1 Size, +4 natural); Atk +5 gore (1d8+3, horns); Face/Reach 5 ft by 10 ft./5 ft.; SA Stampede; SQ Scent; AL N; SV Fort +5, Ref +1, Will +1; Str 17, Dex 11, Con 13, Int 2, Wis 11, Cha 4.
Skills: Listen +7, Spot +4.
Musk Oxen, female (11): CR 1; Large Animal; HD 3d8 (12 hp each); Init +0; Spd 40 ft.; AC 13 (-1 Size, +4 natural); Atk +3 butt (1d4+2, head); Face/Reach 5 ft by 10 ft./5 ft.; SA Stampede; SQ Scent; AL N; SV Fort +3, Ref +1, Will +1; Str 14, Dex 11, Con 11, Int 2, Wis 11, Cha 4.
Skills: Listen +6, Spot +4.
Musk Oxen, young (12): CR ½; Medium-sized Animal; HD 1d8 (5 hp each); Init +0; Spd 40 ft.; AC 13 (-1 Size, +4 natural); Atk +1 butt (1d4+1, head); SA Stampede; SQ Scent; AL N; SV Fort +2, Ref +0, Will +0; Str 12, Dex 11, Con 10, Int 2, Wis 11, Cha 4.
Skills: Listen +5, Spot +4.
Special Attack:
Stampede (Ex): A frightened herd of musk oxen flee as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size Large or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd. A successful reflex save (DC 15) halves the damage.
Special Qualities:
Scent (Ex): See MM p.10.

5. Ghoul Under The Ice
Lacedon (1): CR 1; Medium-size Undead; HD 2d12 (6 hp); Init +2 (Dex); Spd 30 ft., swim 30 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1 and paralysis, bite), +0 melee (1d3 and paralysis, 2 claws); SA Paralysis, create spawn; SQ Undead, +2 Turn Resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con - , Int 13, Wis 14, Cha 16. MM p.97.
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7. Feats: Multiattack, Weapon Finesse (bite).
Special Attacks:
Paralysis (Ex): Those hit by a lacedon’s bite or claw attack must succeed at a Fortitude save (DC 14) or be paralysed for 1d6+2 minutes. Elves are immune to this paralysis.
Create Spawn (Su): In most cases, lacedons devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as lacedons themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.
Special Qualities:
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Turn Resistance: See MM p.10.

6. Egg In The Pool
Ice Mephit (1): CR 3; Small Outsider; HD 3d8; hp 12 (19); Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft., fly 50 ft. (perfect); AC 18 (+1 Size, +3 Dex, +4 natural); Atk +4 melee (1d3 and 2 cold, 2 claws); SA Breath weapon, spell-like abilities, summon mephit; SQ Cold subtype, fast healing 2, damage reduction 5/+1; AL LE; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15. MM p.132
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6. Feats: Improved Initiative.
Special Attacks:
Breath weapon (Su): Cone of ice shards, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their save are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. This imposes a –4 morale penalty to AC and a –2 morale penalty to attack rolls for 3 rounds.
Spell-like abilities: 1/hour – magic missile as the spell cast by a 3rd-level sorcerer. 1/day – chill metal as the spell cast by a 6th-level sorcerer.
Summon Mephit (Sp): Once per day, an ice mephit has a 25% chance to summon another ice mephit. An ice mephit that has just been summoned cannot use its own summon ability for 1 hour.
Special Qualities:
Cold subtype (Ex): Cold immunity; double damage from fire except on a successful save.
Fast Healing (Ex): A mist mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is freezing or below.
Damage Reduction (Su): See MM p.9.

Remorhaz, young (1): CR 3; Small-size Magical Beast (3 ft. long); HD 1d10+2 (7hp); Init +1 (Dex); Spd 30 ft., burrow 20 ft.; AC 20 (+1 Size, +1 Dex, +8 natural); Atk +3 melee (1d4+1, bite); SQ Tremorsense; AL N; SV Fort +4, Ref +3, Will +1; Str 12, Dex 13, Con 14, Int 2, Wis 12, Cha 10. MM p.155, variant.
Skills: Listen +3, Spot +3. Feats: Power Attack.
Special Qualities:
Tremorsense (Ex): A remorhaz can automatically sense the location of anything within 60 feet that is in contact with the ground.
Skills: A remorhaz receives a +4 racial bonus to Listen checks.

7. Steam Mephit
Steam Mephit (1): CR 3; Small Outsider; HD 3d8; hp 13 (18); Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., fly 50 ft. (average); AC 16 (+1 Size, +1 Dex, +4 natural); Atk +4 melee (1d3 and 2 fire, 2 claws); SA Breath weapon, spell-like abilities, summon mephit; SQ Fire subtype, fast healing 2, damage reduction 5/+1; AL CE; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15. MM p.132
Skills: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6. Feats: Improved Initiative.
Special Attacks:
Breath weapon (Su): Cone of steam, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their save are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a –4 morale penalty to AC and a –2 morale penalty to attack rolls for 3 rounds.
Spell-like abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a rainstorm of boiling water that affects an area 20 feet square. Living creatures caught in the storm take 2d6 points of damage (Reflex half DC15).
Summon Mephit (Sp): Once per day, a steam mephit has a 25% chance to summon another steam mephit. A steam mephit that has just been summoned cannot use its own summon ability for 1 hour.
Special Qualities:
Fire subtype (Ex): Fire immunity; double damage from cold except on a successful save.
Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.
Damage Reduction (Su): See MM p.9.
•	Characters within 30 feet of the geyser when it blows will suffer 1d10 points of boiling water and steam damage. A Reflex save (DC 15) halves this damage. 

8. Koalinth Trap
Trap: Sliding Rock Slab: CR ½; no attack roll necessary (see note below); Search (DC 18); Disable Device (DC 20). Note: Characters must make a Reflex save (DC 15) or tumble into the lake, and are automatically flat-footed for the next round. 
Koalinth (1): CR ½; Medium-size Humanoid (Goblinoid); HD 1d8+1 (7 hp); Init +1 (Dex); Spd 30 ft., swim 30 ft.; AC 11 (+1 Dex); Atk +1 melee/+2 ranged (1d8/crit x 3, shortspear); SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
Skills: Hide +1, Listen +3, Move Silently +3, Spot +3. Feats: Alertness.
Skills: Koalinths receive a +4 racial bonus to Move Silently checks.
Ring of Warmth – DMG p.195

Grafenvolk Dale
The Marshes
Characters should make a Wilderness Lore check (DC 15) every round to avoid falling into a quagmire if they deliberately leave the path. Unless rescued, they will go under the surface after 1d4+2 rounds, and will then drown (see ‘The Drowning Rule’ – DMG p. 85). Poor visibility due to mists gives one-quarter concealment (see PHB p.133) in this area.
The River
Characters falling into the rapids, attempting to swim in them, or trying to navigate a boat or raft through them, will take damage as described in ‘Water Dangers’ (DMG p.85).

9. Blood Hawks
Blood Hawk (2): CR ½; Small-size Beast; HD 1d10+1 (6 hp); Init +3 (Dex); Spd 10 ft., fly 80 ft. (average); AC 14 (+1 Size, +3 Dex); Atk +4 melee (1d6, bite), -2 melee (1d4, 2 claws); AL N; SV Fort +3, Ref +5, Will +2; Str 10, Dex 17, Con 12, Int 4, Wis 14, Cha 6.
Skills: Listen +4, Move Silently +6, Spot +9*. Feats: Weapon Finesse (claw, bite).
Skills: Blood Hawks receive a +4 racial bonus to Spot checks during daylight.
•	Getting to the Blood Hawk’s nest requires a Climb check (DC 15).

10. Splanxty
Splanxty (1): CR 1; Small-size Fey; HD 2d6 (12 hp); Init +7 (+3 Dex, +4 Improved Initiative); Spd 40 ft., swim 40 ft.; AC 14 (+1 size, +3 Dex); Atk +4 ranged (1d3, tiny composite shortbow); SA Animate water, special arrows, spell-like abilities; SQ SR 16; AL CN; SV Fort +0, Ref +6, Will +4; Str 7, Dex 17, Con 11, Int 12, Wis 13, Cha 16.
Skills: Bluff +9, Concentration +6, Escape Artist +9, Hide +13, Listen +3, Move Silently +9, Perform +9. Feats: Improved Initiative, Point Blank Shot.
Special Attacks:
Animate Water (Su): A Splanxty can cause jets of water to hit creatures within 5 feet of the torrent. Up to two attacks per round can be made in this way as free actions. Characters must make a Reflex save (DC 13) or take 1 hp damage.
Special Arrows (Ex): In addition to the normal damage from a splanxty’s arrows, they also cause the loss of 1 point of temporary Strength, unless the victim succeeds at a Fortitude save (DC 15).
Spell-like abilities (Sp): At Will – ventriloquism; 1/day - minor image; every three rounds a splanxty can use dimension door to move between any two points joined by flowing water. These abilities are as the spells cast by a 7th-level sorcerer.
Special Qualities:
Spell Resistance (Ex): See MM p.10.
Skills: A splanxty receives a +4 racial bonus to Hide checks when within water.

11. Rocky Gulley
•	PCs should make a Reflex save (DC 15) or suffer 1d4 points of damage from the scree avalanche.
Bowler (5): CR ½; Medium-size Aberration; HD ½ d8 (2 hp); Init -4 (Dex); Spd 10ft.; AC 16 (-4 Dex, +10 natural); Atk +0 melee (1d6, crush*); Face/Reach; SA Crush; SQ Tremorsense, Blindsight, Camouflage; AL N; SV Fort +0, Ref -4, Will +3; Str 10, Dex 2, Con 11, Int 2, Wis 13, Cha 6.
Skills: Listen +5.
Special Attacks:
Crush (Ex): Using the tremorsense and blindsight abilities, a bowler rolls towards its intended victim, gaining 2 feet speed per round to a maximum speed of 40 feet. It then attempts to crush a victim of medium size or less, doing 1d6 damage (*unless the intended victim makes a Reflex save (DC 10), in which case damage is halved).
Special Qualities:
Tremorsense (Ex): A bowler can automatically sense the location of anything within 60 feet that is in contact with the ground.
Blindsight (Ex): Bowlers have no visual organs but can ascertain all foes within 30 feet using sound, scent and vibration.
Camouflage (Ex): Since a bowler resembles a boulder, if it is at rest it takes a successful Spot check (DC 15) to notice it before it attacks. A dwarf with the Stonecunning racial feature gains his bonus for this check.

12. Valley Of Bones
Gambado (1): CR 1; Medium-size Aberration; HD 4d8+4 (18 hp); Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+4 Dex); Atk +5 melee (2d4+2, bite)/ +3 melee (1d4+1, 2 claws); SQ Camouflage; AL CN; SV Fort +2, Ref +5, Will +5; Str 15, Dex 19, Con 12, Int 7, Wis 13, Cha 10.
Skills: Jump +29*, Listen +7, Spot +8. Feats: Improved Initiative, Multiattack.
Special Qualities:
Camouflage (Ex): Since a gambado resembles an animal skull when disguised, if it is at rest it takes a successful Spot check (DC 15) to notice it before it attacks. 
Skills: *A gambado receives a +20 racial bonus to Jump checks.
Feats: A gambado can only use the multiattack feat in the second round of combat and thereafter.

13. Muckdwellers
•	A PC using Track or Search (DC 10) will find the tracks of the muckdwellers.
Muckdweller (8): CR ¼; Small Monstrous Humanoid (Amphibious, Reptilian); HD ½d8+1 (3 hp); Init +1 (Dex); Spd 10ft., swim 30 ft.; AC 14 (+1 Dex, +3 natural); Atk –1 melee (1d4-2, bite), ranged +2 melee (blinded, water jet); SA Spit; SQ Amphibious; AL LE; SV Fort +1, Ref +3, Will +2; Str 7, Dex 12, Con 12, Int 10, Wis 10, Cha 10.
Skills: Craft (trapmaking) +4, Hide +9, Listen +6, Spot +6, Swim +10*. Feats: Alertness.
Special Attacks:
Spit (Ex): A muckdweller can spit a jet of muddy water at their victims’ eyes at a range of up to 10 feet. A victim hit by the water is Blinded for 1d4 rounds.
Special Qualities:
Amphibious (Ex): Although muckdwellers can breathe underwater, they suffer no penalties whilst on land, though their Spit ability does not work whilst fully submerged. 
Skills: *Muckdwellers receive a +8 racial bonus to Swim checks.

14. Island In The Lake
Phantom (1): CR 2; Medium-size Undead; HD - ; hp - ; Init – ; Spd 20 ft.; AC - ; Atk - ; SA Fear; SQ Turn Resistance 10; AL N; SV Fort - , Ref - , Will - ; Str - , Dex - , Con - , Int - , Wis - , Cha - .
Special Attacks:
Fear (Su): See MM p.8. A phantom exudes a Fear Aura (Will save DC 20) in a 60-foot radius.
Special Qualities:
Turn Resistance (Ex): See MM p. 10. Though a phantom has Turn Resistance 10, the spell consecrate will dispel a phantom.

14a. Courtyard
Pit Trap (5 Ft. Deep): CR 1; no attack roll necessary (1d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).

14c. Stairs
Heavy Crossbow Trap: CR 2; +4 ranged (1d10/crit 19-20); Search (DC 20); Disable Device (DC 20). Note: 200-ft. max range, target determined randomly from those in its path.

14d. The Boathouse
•	The PCs must make an oppose Move Silently check or Swilbosh hears them
•	The PCs must perform a successful Search check (DC 30) to find the emerald hidden under the floor slab
Swilbosh, male lizardfolk Exp3 (1): CR 3; Medium-size Humanoid (Aquatic, Reptilian); HD 1d8+1 (lizardfolk) plus 3d6+3 (Expert) (16 hp); Init +0; Spd 30 ft.; AC 15 (+5 natural); Atk +4 melee (1d4+1, 2 claws)/+2 melee (1d4, bite); AL N; SV Fort +2, Ref +2, Will +3; Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10. MM p.128
Skills: Balance +4, Jump +7, Swim +9, Craft (Sculpting) +8, Craft (Trapmaking) +2. Feats: Multiattack, Skill Focus: Craft (Sculpting).
Skills: Lizardfolk get a +4 racial bonus to Balance, Jump and Swim checks.

15. Snake-in-the-Grass
Poisonous Snake (1): CR ½; Small Animal; HD 1d8 (8 hp); Init +3 (Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; AC 17 (+1 Size, +3 Dex, +3 natural); Atk +4 melee (1d2-2 and poison, bite); SA Poison; SQ Scent; AL N; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2. MM p.202 (Small Viper)
Skills: Balance +11, Climb +12, Hide +15, Listen +9, Spot +9. Feats: Weapon Finesse (bite).
Special Attacks:
Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution.
Special Qualities:
Scent (Ex): See MM p.10.
Ring of Protection +1 – DMG p. 194

16a. Courtyard
Crow (7): CR 1/8; Tiny Animal; HD ¼ d8 (2 hp each); Init +2 (Dex); Spd 10 ft., fly 50 ft. (average); AC 14 (+2 Size, +2 Dex); Atk +4 melee (1d3-5, bite); AL N; SV Fort +0, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6.
Skills: Listen +6, Spot +6. Feats: Weapon Finesse (bite).

16b. Lower Room
•	The door to the tower can be accessed with an Open Lock check (DC 25), by breaking down the door (Strength check (DC 25)), or by hacking it to pieces (Hardness 5, 30 hp). 
Pit Trap (10 Ft. Deep): CR 1; no attack roll necessary (1d6); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).
•	The PCs need to make a successful Search check (DC 20) to find the concealed compartment.

16c. Watchroom
Dire Crow (1): CR ½; Small Animal; HD 1d8+1 (6 hp); Init +2 (Dex); Spd 10 ft., fly 40 ft. (average); AC 15 (+1 Size, +2 Dex, +2 natural); Atk +3 melee (1d4-2, bite); AL N; SV Fort +2, Ref +4, Will +2; Str 6, Dex 14, Con 14, Int 3, Wis 14, Cha 6.
Skills: Listen +6, Spot +6. Feats: Weapon Finesse (bite).
Crows – see 16a, above.

17. The Wood
Needleman (1): CR 1; Medium-size Plant; HD 3d8+6 (17 hp); Init +3 (Dex); Spd 30 ft.; AC 14 (+3 Dex, +1 natural); Atk +3 ranged (1d2, 6 needles); SA Shoot Needles; SQ Plant, Magic Vulnerability; AL N; SV Fort +5, Ref +4, Will +1; Str 12, Dex 16, Con 15, Int 6, Wis 11, Cha 10.
Skills: Hide +3*, Move Silently +3*.
Special Attacks:
Shoot Needles: The needleman has small sharp pine needles embedded all over its flesh. Each round it may fire 1d6 of these needles, which inflict 1d2 points of damage per needle. The needles have a maximum range of 20 feet.
Special Qualities:
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Magic Vulnerability: Any damage caused by magic inflicts triple damage on a needleman. Any non-offensive magic used against it will also be triply effective (e.g. control plants).
Skills: When amidst conifers or heavy undergrowth, a needleman gains a +12 racial bonus to Hide and Move Silently checks.
•	A PC may make a Track check (DC 20) to follow the needleman’s tracks back to its lair.
•	Climbing the gorge requires a successful Climb check (DC 30).
Bloodthorn (1): CR 4; Medium-size Plant; HD 6d8+30 (57 hp*); Init +0; Spd 0 ft.; AC 16 (+6 natural); Atk +4 melee (Constitution drain, 1d4 touch); SA Attach, Blood Drain; SQ Blindsight; AL N; SV Fort +10, Ref +2, Will +3; Str 15, Dex 10, Con 20, Int - , Wis 13, Cha 9.
Special Attacks:
Attach (Ex): If a bloodthorn hits with a touch attack from a tendril, the thorns of the tendril pierce the skin of the victim.
Blood Drain (Ex): Once the tendril is attached, the bloodthorn drains blood through its hollow thorns, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once it has drained 4 points of Constitution, it detaches in order to digest its meal.
Special Qualities:
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Blindsight (Ex): A bloodthorn has no visual organs but can ascertain all foes within 30 feet using sound, scent and vibration.
*Each of the 5 tendrils constitutes 5 hit points each of the total hit points of the bloodthorn. A tendril is severed after receiving 5 or more hit points of damage.  

18. Hunting Party
Hunting Dog (3): CR 1/3; Small Animal; HD 1d8+2 (4 hp each); Init +3 (Dex); Spd 40 ft.; AC 15 (+1 Size, +3 Dex, +1 natural); Atk +2 melee (1d4+1, bite); SQ Scent; AL N; SV Fort +4, Ref +5, Will +1; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6. MM p.195 (Dog).
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*.
Special Qualities:
Scent (Ex): See MM p.10.
Skills: *Hunting Dogs receive a +8 racial bonus to Wilderness Lore checks when tracking by scent.

Hobgoblin (1): CR ½; Medium-size Humanoid (Goblinoid); HD 1d8+1 (5 hp); Init +1 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +1 melee/+2 ranged (1d8/crit x 3, shortspear); SQ Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +0; Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10. MM p.119.
Skills: Hide +1, Listen +3, Move Silently +3, Spot +3. Feats: Alertness.
Skills: Hobgoblins receive a +4 racial bonus to Move Silently checks.

19a. Outside The Mine
•	PCs can hear the hammering with a Listen check (DC 15).
•	PCs can find the signs of recent habitation with a Search check (DC 10).

19b. Forge
•	The hot coals thrown by the goblins do 1d2 damage unless a Reflex save is made (DC 15).
Goblin (3): CR ¼; Small Humanoid (Goblinoid); HD 1d8 (3 hp each); Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Size, +1 Dex, +2 leather); Atk +1 melee (1d6-1, short sword); SQ Darkvision 60 ft.; AL LE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. MM p.107.
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3. Feats: Alertness.
Skills: Goblins gain a +4 racil bonus to Move Silently checks.
•	The chest may be unlocked with an Open Lock check (DC 20).
•	Scroll of neutralise poison – see scroll of neutralize poison, DMG p.202

20. Giant Bats
Bat, small (8): CR ½; Small Animal; HD ½ d8 (2 hp each); Init +4 (Dex); Spd 10 ft., fly 40 ft. (good); AC 16 (+1 Size, +4 Dex, +1 natural); Atk -1 melee (1d4-2, bite); SQ Blindsight; AL N; SV Fort +0, Ref +6, Will +2; Str 6, Dex 19, Con 10, Int 2, Wis 14, Cha 4.
Skills: Listen +9, Move Silently +8, Spot +9*.
Special Qualities:
Blindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the bat to rely upon its weak vision, which has a maximum range of 10 feet.
Skills: *Bats receive a +4 racial bonus to Spot and Listen checks. These are lost if Blindsight is negated.

21. Strange Companions
Grey Ooze (1): CR 4; Medium-size Ooze; HD 3d10+10 (16 hp); Init -5 (Dex); Spd 10 ft.; AC 5 (-5 Dex); Atk +3 melee (1d6+1 and 1d6 acid, slam); SA Improved Grab, acid, corrosion, constrict 1d6+1 and 1d6 acid; SQ Blindsight, cold and fire immunity, ooze, camouflage; AL N; SV Fort +1, Ref -4, Will -4; Str 12, Dex 1, Con 11, Int - , Wis 1, Cha 1. MM p.145.
Special Attacks:
Improved Grab (Ex): See MM p.9. To use this ability, the grey ooze must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): A grey ooze secretes a digestive acid that quickly dissolves organic material and metal. Any melee hit deals acid damage. The ooze’s acidic touch deals 40 points of damage per round to wood or metal objects. Armour or clothing dissolves and becomes immediately useless unless it succeeds at a Reflex save (DC 19). The acid cannot harm stone. A metal or wooden weapon that strikes a grey ooze also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Constrict (Ex): A grey ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s armour and clothing suffer a –4 penalty to Reflex saves against the acid.
Special Qualities:
Blindsight: See MM p.9.
Camouflage (Ex): It takes a successful Spot check (DC 15) to recognise a motionless grey ooze for what it really is.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. 

Denzelian: CR - ; Medium-size Beast; HD 6d10+6 (37 hp); Init -5 (Dex); Spd 10 ft., burrow 10 ft.; AC 20 (-5 Dex, + 15 natural); Atk - ; Face/Reach 10 ft. by 10 ft./0 ft.; SQ Blindsight, camouflage; AL N; SV Fort +2, Ref -3, Will -3; Str 11, Dex 1, Con 12, Int 1, Wis 1, Cha 1.
Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. 
Camouflage (Ex): It takes a successful Spot check (DC 15) to recognise a motionless denzelian for what it really is.

22. Gateway into the Valley
•	PCs must make a Reflex save (DC 15) to avoid the falling portcullis, or take 1d8 damage and be pinned (+4 bonus to attack rolls against pinned PC) until the portcullis is raised (Strength check (DC 25)) or destroyed (Hardness 5, 20 hp).
•	The PCs can climb the wall with a Climb check (DC 20).
Potion of speed – see Potion of Haste, DMG p.191.
Kampfult (1): CR 1; Small Plant; HD 2d8 (7 hp); Init +0; Spd 10 ft.; AC 16 (+1 size, +5 natural); Atk +6 slam (1 hp, 6 appendages); SA Improved Grab, Constrict; SQ Camouflage, Blindsight; AL NE; SV Fort +3, Ref +1, Will +2; Str 18, Dex 10, Con 11, Int 7, Wis 13, Cha 9.
Feats: Multiattack.
Special Attacks:
Improved Grab (Ex): See MM p.9. To use this ability, the kampfult must hit with its slam attack.
Constrict (Ex): A kampfult deals 1d2+5 points of damage with a successful grapple check against Medium-size or smaller creatures every round the grapple continues. In addition, if a critical was achieved on the slam attack, the victim is being strangled (see Suffocation – DMG p.88).
Special Qualities:
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Camouflage (Ex): A successful Spot check (DC 20) is required to identify the kampfult as anything other than ropes or a net.
Blindsight (Ex): A bloodthorn has no visual organs but can ascertain all foes within 30 feet using sound, scent and vibration.

Barrow Sward
23. Spiders’ Lair
Monstrous Spider, small (2): CR ½; Small Vermin; HD 1d8 (6 hp each); Init +3 (Dex); Spd 30 ft., climb 20 ft.; AC 14 (+1 Size, +3 Dex); Atk +4 melee (1d4-2 and poison, bite); SA Poison, web; SQ Vermin; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int - , Wis 10, Cha 2. MM p.210.
Skills: Climb +10, Hide +14, Jump –2, Spot +7*. Feats: Weapon Finesse (bite).
Special Attacks:
Poison (Ex): Fortitude save (DC 11). 1d3 Strength initial and secondary damage.
Web (Ex): See MM p.208/210. Escape (DC 18), Break (DC 24),4 hp. 
Special Qualities:
Vermin: Immune to mind-influencing effects.
Skills: Monstrous Spiders receive a +4 racial bonus to Hide and Spot checks.

24. Al-Mi’raj Meadow
Al-Mi’raj: CR ½; Small Beast; HD 1d10 (4 hp); Init +4 (Dex); Spd 50 ft., burrow 10 ft.; AC 15 (+1 Size, +4 Dex); Atk +5 melee (1d4-2, gore); SQ Scent; AL N; SV Fort +2, Ref +6, Will +1; Str 6, Dex 18, Con 10, Int 1, Wis 13, Cha 6.
Skills: Spot +7*. Feats: Weapon Finesse (Horn).
Skills: *Al-Mi’raj have a +4 racial bonus to Spot checks.

25a. Entrance Tunnel
Magical Trap (Flame Burst): CR 1; 5ft. wide, 5 ft. long burst of flame (2d6); Reflex save (DC 12) halves damage; Search (DC 28), Disable Device (28).

25b. Chamber
•	The concealed trap door at the bottom of the sarcophagus can be discovered with a Search check (DC 20), and lifted with a Strength check (DC 10).

25c. Poltergeist’s Cave
Poltergeist (1): CR 1; Medium-Size Undead (Incorporeal); HD ½ d12 (3 hp); Init +0; Spd 20 ft.; AC 10; Atk - ; SA Fear; SQ +2 Turn Resistance*, Damage Reduction 15/Silver, Natural Invisibility; AL LE; SV Fort -, Ref +0, Will +4; Str - , Dex 10, Con - , Int 6, Wis 14, Cha 16.
Special Attacks:
Fear (Su): A poltergeist throws small objects at +3 to attack. Those hit must make a Will save (DC 13) or be affected as if by a fear spell, as if cast by a 5th-level sorcerer.
Special Qualities:
Natural Invisibility (Su): This ability is constant, allowing the poltergeist to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
*The poltergeist’s turn resistance bonus is only effective in the room or corridor in which it was originally killed.

•	A Climb check (DC 15) is required to climb down the shaft to the cavern below.

26. Spiral Stairway
Rat (20): CR1/8; Tiny Animal; HD ¼ d8 (2 hp each); Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 14 (+2 Size, +2 Dex); Atk +4 melee (1d3-4, bite); Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; SQ Scent; AL N; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2. MM p.201.
Skills: Balance +10, Climb +12, Hide +18, Move Silently +10. Feats: Weapon Finesse (bite).
Special Qualities:
Scent (Ex): See MM p.10.

Slough Mires
Characters should make a Wilderness Lore check (DC 15) every round to avoid falling into quicksand if they leave the path. Unless rescued, they will go under the surface after 1d4+2 rounds, and will then drown (see ‘The Drowning Rule’ – DMG p. 85).

27. Cave Behind the Waterfall
Scum Creepers: CR 1; Tiny Beast; HD 1d10-1 (4 hp each); Init -2 (Dex); Spd 5 ft., climb 5 ft.; AC 12 (+2 size, +2 natural, -2 Dex); Atk +3 melee (1 hp, bite); SA Attach; SQ Blindsight, Salt Vulnerability; AL N; SV Fort +1, Ref +0, Will +1; Str 13, Dex 6, Con 9, Int 1, Wis 13, Cha 1.
Special Attacks:
Attach (Ex): A successful melee attack means the scum creeper has managed to attach itself to its victim. A critical means the scum creeper attaches itself to the victims face – the victim is Blinded until the scum creeper is removed.
Special Qualities:
Blindsight (Ex): A scum creeper’s entire body is a primitive sensory organ that can ascertain prey by scent, sound and vibration within 30 feet. 
Salt Vulnerability (Ex): Salt applied to a scum creeper’s flesh causes 2 points of damage per round for 1d4 rounds.

28. Killer Frog
Killer Frog (1): CR 1; Small Aberration; HD 1d8+5 (9 hp); Init +4 (Dex); Spd 15 ft., swim 20 ft.; AC 15 (+1 Size, +4 Dex); Atk +5 melee (1d6-1, bite), +3 melee (1d3-1, 2 claws); Face/Reach 5 ft. by 5 ft./5 ft. (10 ft. with tongue); SA Leap, Adhesive Tongue; AL N; SV Fort +5, Ref +4, Will +5; Str 8, Dex 18, Con 20, Int 2, Wis 13, Cha 6.
Skills: Hide +10*, Jump +13*. Feats: Multiattack, Weapon Finesse (claw, bite).
Special Attacks:
Leap (Ex): In the first round of combat a killer frog can jump up to 50 ft. to attack. The killer frog can still make a full attack after this leap.
Adhesive Tongue (Ex): A killer frog has a tongue 10 feet long. It uses its tongue to draw its prey to its mouth. The killer frog must make a melee attack at +4 to hit (the intended victim gets an attack of opportunity - if the attack of opportunity hits, the frog withdraws its tongue and does not use it against that opponent again). If the frog hits its opponent, and the attack of opportunity misses, the opponent is drawn to the frog next round and takes 5 hit points of damage automatically.
Skills: *Killer frogs get a +4 bonus to Hide checks when in marshy surroundings, due to their natural colouration. They get a +12 racial bonus to Jump checks.

29. Road Block
Bullywug (Barbaric) (4): CR 1; Small Medium-size Humanoid (Aquatic); HD 1d8+3 (5 hp each); Init +0; Spd 20 ft., swim 30 ft.; AC 13 (+3 Natural); Atk +1 melee (1d3 subdual damage, fist); SQ Marsh Move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7. Monsters of Faerûn, page 25.
Skills: Hide +0*, Listen –2, Spot -2. Feats: Endurance.
Special Qualities:
Marsh Move (Ex): Bullywugs suffer no movement penalties for moving in marshes or mud.
Skills: *Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.

30. Lizard Keepers
Bullywugs – see Encounter 29, above.
Giant Lizard (1): CR 2; Medium-size Animal; HD 3d8+9 (19 hp); Init +2 (Dex); Spd 30 ft., swim 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +5 melee (1d8+4, bite); AL N; SV Fort +6, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2. MM p.198.
Skills: Climb +9, Hide +7*, Listen +4, Move Silently +6, Spot +4. Feats: .
Skills: Giant Lizards receive a +4 racial bonus to Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

31. Bullywug Tower
Bullywug (Civilised) (4): CR 1; Small Medium-size Humanoid (Aquatic); HD 1d8+3 (5 hp each); Init +0; Spd 20 ft., swim 30 ft.; AC 19 (+5 Chainmail, +1 shield, +3 Natural); Atk +1 melee (1d8, longsword), +1 ranged (1d6, shortbow); SQ Marsh Move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7. Monsters of Faerûn, page 25.
Skills: Hide +0*, Listen –2, Spot -2. Feats: Endurance.
Special Qualities:
Marsh Move (Ex): Bullywugs suffer no movement penalties for moving in marshes or mud.
Skills: *Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
•	The bullywugs benefit from ¾ cover when up on the battlements.
•	The door to the tower is Hardness 5, 30 hp, Break DC 25
Pendant of Continual Light: This pendant permanently glows, as per the light spell.
Caster Level: 9th; Prerequisite: Craft Wondrous Item, permanency, light; Market Price: 6750 gp; Weight: - .
Trap: see Hail of Needles (DMG, p.115)

32. Mist Mephit
Mist Mephit (1): CR 3; Small Outsider (Cold); HD 3d8 (19 hp); Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., fly 50 ft. (average); AC 16 (+1 Size, +1 Dex, +4 natural); Atk +2 melee (1d3-2, 2 claws); SA Breath Weapon, Spell-like Abilities, Summon Mephit; SQ Cold subtype, Fast Healing 2, Damage Reduction 5/+1; AL NE; SV Fort +3, Ref +4, Will +3; Str 7, Dex 13, Con 10, Int 12, Wis 11, Cha 15.
Skills: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6. Feats: Improved Initiative.
Special Attacks:
Breath Weapon: Cone of noxious vapour, 10 feet; damage 1d4+1, Reflex half DC 12. Living creatures that fail their saves are tormented by burning lungs and eyes unless they are immune to or protected from poison. The victim is Blinded, and in addition suffers a –4 morale penalty to AC and a –2 morale penalty, to attack rolls for 3 rounds. A mist mephit can use its breath weapon once every 1d4 rounds as a standard action.
Spell-like Abilities: Once per hour, a mist mephit can exude mist from its skin, duplicating the effects of a blur spell, as if cast by a 3rd-level sorcerer. Once per day, a mist mephit can create a fog cloud and assume gaseous form, both as if cast by a 6th-level sorcerer. A mist mephit does not suffer concealment miss chances in mist or fog.
Summon Mephit (Sp): Once per day, a mist mephit has a 25% chance to summon another mist mephit. A mist mephit that has just been summoned cannot use its own summon ability for 1 hour.
Special Qualities:
Cold subtype (Ex): See MM p.6.
Damage Reduction (Su): See MM p.9.
Fast Healing (Ex): A mist mephit heals only if it is touching fog or mist.

33. Enemies on the Ledge
Kobolds (6): CR 1/6; Small Humanoid (Reptilian); HD ½ d8 (2 hp each); Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Size, +1 Dex, +1 natural); Atk -1 melee (1d2-2 subdual damage, fist); SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +0, Ref +1, Will +2; Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10. MM p.123.
Skills: Craft (Trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2. Feats: Alertness.
Special Qualities: 
Light Sensitivity (Ex): Kobolds suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds receive a +2 racial bonus to Craft (trapmaking), Profession (mining) and Search checks.

Gnoll (1): CR 1; Medium-size Humanoid (Gnoll); HD 2d8+2 (6 hp); Init +0; Spd 30 ft.; AC 11 (+1 natural); Atk +3 melee (1d8+2, battleaxe), +1 ranged (1d6, shortbow); SQ Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8. MM p.105.
Skills: Listen +3, Spot +3. Feats: Power Attack.
•	PCs should make a Search check (DC 20) to find the hatpin in the wall.

34. Wild Cats
Wild Cat (2): CR ¼; Small Animal; HD 1d8 (6 hp each); Init +3 (Dex); Spd 30 ft.; AC 15 (+1 Size, +3 Dex, +1 natural); Atk +4 melee (1d3-2, 2 claws), -1 melee (1d4-2, bite); AL N; SV Fort +2, Ref +5, Will +1; Str 6, Dex 16, Con 10, Int 2, Wis 12, Cha 6.
Skills: Balance +11, Climb +7, Hide +18*, Listen +4, Move Silently +10, Spot +4*. Feats: Weapon Finesse (claw, bite).
Skills: Wild cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. * In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

The Eye Of The Serpent

Reaching The Island
•	To get ashore on the rocky shore to the east requires a Climb check (DC 25) .

Arn Flowmane
“Arn Flowmane”, male human Clr4: CR 4; Medium-size Humanoid; HD 4d8+8 (25 hp); Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Leather Armour, +2 Dex); Atk +4 melee (1d6+1, quarterstaff); SA Spells; AL LN; SV Fort +6, Ref +3, Will +6; Str 13, Dex 15, Con 15, Int 12, Wis 15, Cha 11.
Skills: Concentration +9, Intimidate +5, Knowledge (Religion) +8, Spellcraft +8. Feats: Combat Casting, Combat Reflexes, Skill Focus: Intimidate.
	Spells (5/4/3): 0 – guidance, light, read magic, resistance, virtue; 1st – bless, command, divine favor, sanctuary; 2nd – aid, silence, speak with animals.
Domain Spells (Animal, Protection): 1st – calm animals; 2nd – hold animal.
(Note: Arn Flowmane was a 5th-level Cleric in the original module, with prayer as his only 3rd-level spell. I have retained most of his statistics as a converted 4th-level cleric, and the extra spells he has gained I believe compensate for the loss of prayer (i.e. guidance, resistance, virtue, bless, divine favor, and aid.)
36. Spiked Fence
•	PCs climbing the fence sustain 1d6 hit points of damage from the thorns, unless they succeed in a Reflex save (DC 20) in which case damage is halved.

37. Snake and Obelisk
Constrictor Snake (1): CR 2; Medium-size Animal; HD 3d8+3 (21 hp); Init +3 (Dex); Spd 20 ft., climb 20 ft. swim 20 ft.; AC 15 (+3 Dex, +2 natural); Atk +5 melee (1d3+4, bite); SA Improved grab, constrict 1d3+4; SQ Scent; AL N; SV Fort +4, Ref +6, Will +2; Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2. MM p.201.
Skills: Balance +11, Climb +14, Hide +11, Listen +9, Spot +9.
Special Attacks:
Improved Grab (Ex): See MM p.9. To use this ability, the constrictor snake must hit with its bite attack. If it gets a hold, it can constrict.
Constrict (Ex): A constrictor snake deals 1d3+4 points of damage with a successful grapple check against medium-size or smaller creatures.
Special Qualities: 
Scent (Ex): See MM p.10.

38. Pool of Flame and Crystal Door
•	Characters touching the flames will endure damage as described in ‘Catching On Fire’ (DMG p.86).
•	The concealed door can be seen from the clearing with a successful Spot check (DC 22) – dwarves can use their Stonecunning racial bonus for this check.

39. Passage
The dwarves cast continual flame (PHB p.188) into the heart of the translucent rock.

40. Dwarves’ Shrine
•	The shrine area is affected by an unhallow spell (PHB p.268), though the fixed spell effect has worn off. Thus, a magic circle against good guards the shrine area, and all turning checks to turn undead suffer a –4 profane penalty.

Small Skeleton Snake (1): CR ¼; Small Undead; HD 1d12 (6 hp); Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 13 (+1 Size, +1 Dex, +1 natural); Atk +1 melee (1d4, bite); SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con - , Int - , Wis 10, Cha 11.
Feats: Improved Initiative.
Special Qualities:
Undead: Immune to all mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): A skeleton snake has cold immunity. They take only half damage from slashing or piercing weapons.

Tiny Skeleton Snake (6): CR 1/6; Tiny Undead; HD ½ d12 (2 hp each); Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 13 (+2 Size, +1 Dex); Atk +2 melee (1d3-1, bite); Face/Reach 2½ ft. by 2½ ft./0 ft.; SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 8, Dex 12, Con - , Int - , Wis 10, Cha 11.
Feats: Improved Initiative.
Special Qualities:
Undead: Immune to all mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): A skeleton snake has cold immunity. They take only half damage from slashing or piercing weapons.

41. Stirge Cave
Stirge (2): CR ½; Tiny Beast; HD 1d10 (4 hp each); Init +4 (Dex); Spd 10 ft., fly 40 ft. (average); AC 16 (+2 Size, +4 Dex); Atk +6 melee (1d3-4, touch); Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; SA Attach, blood drain; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. MM p. 173.
Skills: Hide +14. Feats: Weapon Finesse (touch).
Special Attacks:
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 has an AC of 12.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of temporary Constitution damage each round it remains attached. Once it has drained 4 points of Constitution, it detaches and flies off to digest its meal.

Piercer (1): CR ½; Small Beast; HD 1d10 (5 hp); Init -5 (Dex); Spd 5 ft., climb 5 ft.; AC 17 (+1 Size, -5 Dex, +11 natural); Atk +3 melee (1d4+2, pierce); SQ Camouflage, Blindsight; AL N; SV Fort +2, Ref -3, Will +1; Str 15, Dex 1, Con 10, Int 1, Wis 13, Cha 1.
Skills: Listen +3.
Special Qualities:
Camouflage (Ex): It requires a Spot check (DC 30) to distinguish the piercer from a stalactite.
Blindsight (Ex): A piercer can sense its prey using heat sensitivity and sound.

42. Snake Pit
•	PCs should make a Balance check (DC 5) in order not to disturb any snakes.
Poisonous Snakes (20): CR ½; Small Animal; HD 1d8 (8 hp); Init +3 (Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; AC 17 (+1 Size, +3 Dex, +3 natural); Atk +4 melee (1d2-2 and poison, bite); SA Poison; SQ Scent; AL N; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2. MM p.202 (Snake, Small Viper).
Skills: Balance +11, Climb +12, Hide +15, Listen +9, Spot +9. Feats: Weapon Finesse (bite).
Special Attacks:
Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution.
Special Qualities:
Scent (Ex): See MM p.10.

43. Dark Shrine
Necrophidius (1): CR 2; Medium-size Construct; HD 2d10 (7 hp); Init +3 (Dex); Spd 30 ft., climb 10 ft.; AC 18 (+3 Dex, +5 natural); Atk +2 melee (1d6+1 plus paralysis, bite); SA Dance of death, Paralysis, Sneak Attack; SQ Construct traits; AL N; SV Fort +0, Ref +3, Will +0; Str 13, Dex 16, Con - , Int - , Wis 11, Cha 11. Living Greyhawk RPGA Magazine Vol 1, Number 4, page 24 (Author: Sean K Reynolds).
Special Attacks:
Paralysis (Su): A creature bitten by a necrophidius must succeed at a Will saving throw (DC 11) or be paralysed and unconscious for 10 minutes.
Dance of Death (Su): A necrophidius can sway in a hypnotic manner, riveting the attention of any creature within 30 feet that can see it.  Creatures that fail a Will saving throw (DC 11) are dazed for as long as the creature continues its dance. Creatures that make their saving throw may avert their eyes from the necrophidius as if they were avoiding a gaze attack (50% chance per round of not having to make a saving throw, 20% miss chance for attacks against the necrophidius). The necrophidius can move up to its normal speed as a move-equivalent action even if performing its dance of death. This is a mind-influencing effect.
Sneak Attack (Ex): The necrophidius can sneak attack as a 3rd-level rogue for an additional +2d6 hit points of damage.
Special Qualities:
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Skills (Ex): A necrophidius has a +8 racial bonus to Hide and Move Silently checks.

“Linden”, Buckawn (1): CR 1; Small Fey; HD 1d6+1 (5 hp); Init +4 (Dex); Spd 30 ft.; AC 17 (+1 Size, +4 Dex, +2 natural); Atk +5 melee (1d4-2/crit 19-20, dagger), +5 ranged (1d4, dart); SA Spell-like abilities, SQ Keen Senses, See Invisibility, SR 16; AL N; SV Fort +1, Ref +6, Will +5; Str 7, Dex 18, Con 13, Int 12, Wis 16, Cha 14.
Skills: Bluff +6, Climb +2, Escape Artist +8, Hide +12, Listen +15, Move Silently +8*, Sense Motive +7, Spot +7, Wilderness Lore +7. Feats: Weapon Finesse (dagger).
Special Attacks:
Spell-like abilities: At will – change self, dancing lights, ghost sound, and invisibility (self only); 1/day – animate rope, entangle, pass without trace, and summon swarm. These abilities are as the spells cast by a 6th-level sorcerer.
Special Qualities:
Keen Senses (Ex): A buckawn has low-light vision and 60-foot darkvision.
See Invisibility (Su): Buckawn continuously see invisibility as the spell cast by a 6th-level sorcerer.
Skills: Buckawn have an innate +8 racial bonus to Listen checks. * In forests, buckawn gain a +5 racial bonus to Move Silently checks. 

Potion of Fire Resistance – see Potion of Protection from Elements (Fire) – DMG p.191
Potion of Animal Control – this potion allows the imbiber to control animals for 1 hour after drinking. 
Caster Level: 5th; Prerequisites: Brew Potion, dominate animal; Market Price: 750 gp.

44. School for Duergar
Duergar, female (2): CR 1; Medium-size Humanoid (Dwarf); HD 1d8+1 (6 hp each); Init +0; Spd 15 ft.; AC 15 (+5 Chainmail); Atk +1 melee/ranged (1d8/crit x 3, shortspear) or (1d4, light hammer); SA Spell-like abilities, dwarven traits; SQ Darkvision 120 feet, Immunities, light sensitivity, dwarven traits; AL LE; SV Fort +3, Ref +0, Will +0; Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8. MM p. 79/81.
Skills: Appraise +2, Listen +3, Move Silently +4, Perform +2, Spot +3. Feats: Alertness.
Special Attacks:
Dwarven Traits (Ex): See MM p.80.
Spell-like abilities: 1/day – enlarge and invisibility as a 3rd-level wizard; these affect only the duergar and what it carries
Special Qualities:
Dwarven Traits (Ex): See MM p.80
Immunities (Ex): Immune to paralysis, phantasms, and magical or alchemical poisons (but not normal poisons)
Light Sensitivity (Ex): Duergar suffer a –2 circumstance penalty to attack rolls, saves and checks in bright sunlight or within the radius of a daylight spell.

Duergar, children (5): CR - ; Small Humanoid (Dwarf); HD 1d8+1 (3 hp each); Init +0; Spd 15 ft.; AC 15 (+5 Chainmail); Atk - ; SQ Darkvision 120 feet, Immunities, light sensitivity, dwarven traits; AL LE; SV Fort +3, Ref +0, Will +0; Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8. MM p. 79/81, variant.
Skills: Listen +3, Move Silently +4, Spot +3. Feats: Alertness.
Special Qualities:
Dwarven Traits (Ex): See MM p.80
Immunities (Ex): Immune to paralysis, phantasms, and magical or alchemical poisons (but not normal poisons)
Light Sensitivity (Ex): Duergar suffer a –2 circumstance penalty to attack rolls, saves and checks in bright sunlight or within the radius of a daylight spell.

46. Duergar Warriors
Duergar, male War1 (2): CR 2; Medium-size Humanoid (Dwarf); HD 1d8+1 (duergar) plus 1d8+1 (warrior) (9, 4 (8) hp); Init +0; Spd 15 ft.; AC 16 (+5 Chainmail, +1 Shield); Duergar #1: Atk +3 melee/ranged (1d8+1/crit x 3, +1 shortspear, +2 vs. giants, +3 vs. orcs and ogres)/ -2 melee (1d4, light hammer), Duergar#2: Atk +2 melee/ranged (1d8/crit x 3, shortspear)/ -3 melee (1d4, light hammer); SA Spell-like abilities, dwarven traits; SQ Darkvision 120 feet, Immunities, light sensitivity, dwarven traits; AL LE; SV Fort +5, Ref +0, Will +0; Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 8. MM p. 79/81.
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +5, Spot +4. Feats: Alertness.
Special Attacks:
Dwarven Traits (Ex): See MM p.80.
Spell-like abilities: 1/day – enlarge and invisibility as a 3rd-level wizard; these affect only the duergar and what it carries
Special Qualities:
Dwarven Traits (Ex): See MM p.80
Immunities (Ex): Immune to paralysis, phantasms, and magical or alchemical poisons (but not normal poisons)
Light Sensitivity (Ex): Duergar suffer a –2 circumstance penalty to attack rolls, saves and checks in bright sunlight or within the radius of a daylight spell.

47. Treasury
•	The treasury door can be bypassed with an Open Lock check (DC 30). 
Light Crossbow Trap: CR 1; +20 ranged (1d8/crit 19-20); Search (DC 20); Disable Device (DC 20). 
•	The book can be found with a Search check (DC 10).