Advanced Dungeons & Dragons

Dungeon Module  #I1

Dwellers of the Forbidden City
by David Cook

Product Number: 9046
Year Published: 1981

Converted from 1st Edition to 3rd Edition D&D
by Stephen Jung, jung@mbcl.rutgers.edu
Last Updated: 6/6/01

Summary of Conversion:All monsters, NPCs, and new magic items have been converted to conform to 3rd Edition rules. Weapons for rogues and druids have been changed to fit the class restrictions from the Player’s Handbook.  Armor classes and hit points are adjusted for the 3rd Edition ability modifiers. Spells prepared are increased to account for bonus spells. Some characters are given ability scores from the NPC statistics section of the DUNGEON MASTER’S Guide, pages 49–57. Characters of 4th level and above have their ability score addition.
   The number of platinum pieces, silver pieces, and copper pieces have been halved to account for the doubling of value from 1st Edition to 3rd Edition. The ep (electrum piece) is worth 1/2 gp.

My thanks to Scott Greene and his Creature catalog site
http://www.rpgplanet.com/dnd3e/creaturecatalog/ for the piercer and giant frog conversions

The bullywug is from Monster Compendium: Monsters of Faerûn.

page 4
A1
If the characters stop to listen (DC 10) for sounds coming from the cave mouth, all that will be heard is the faint splash of water far away.

A2
Movement rate when paddling is 15 feet. If characters try to drift with the current, they will discover there is noticeable movement (5 feet).

In the pool lives a large crocodile and four normal crocodiles.

Large Crocodile:  CR 2 (XP x 1 1/3); Medium-Size Animal (Aquatic); HD 4d8+12; hp 33; Init +1 (Dex); Spd 20 ft., swim 30 ft.; AC 15 (+1 Dex, +4 natural); Atk +7 melee (1d8+6, bite), or +7 melee (1d12+6, tail slap); SA improved grab; AL N; SV Fort +7, Ref +5, Will +2; Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2.

Skills and Feats: Hide +7*, Listen +5, Spot +5. * A crocodile gains a +12 racial bonus to Hide checks when submerged.
SA: Improved Grab (Ex)—To use this ability, the crocodile must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains the pin.

Crocodile:  CR 2; Medium-Size Animal (Aquatic); HD 3d8+9; hp 27, 27, 27; Init +1 (Dex); Spd 20 ft., swim 30 ft.; AC 15 (+1 Dex, +4 natural); Atk +6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap); SA improved grab; AL N; SV Fort +6, Ref +4, Will +2; Str 19, Dex12, Con 17, Int 2, Wis 12, Cha 2.

Skills and Feats: Hide +7*, Listen +5, Spot +5. * A crocodile gains a +12 racial bonus to Hide checks when submerged.
SA: Improved Grab (Ex).

A successful Str check (DC 15) indicates that it has done so. If successful, each character in that canoe must make a successful Reflex save (DC 15) to avoid falling out.…  If there are no characters in the water or they are all dead, the crocodiles will attack the canoes (AC 10; hardness 5; hp 10). If the canoe’s hit points are reduced to 0, all the occupants must make another save as indicated above. Characters fighting in the water (which is 12 feet deep) will suffer a –2 circumstance penalty to their attack rolls. Characters in heavy armor will not be able to fight, as all their efforts must be directed to keeping their heads above water.

page 5
A4
Sitting near the fire are 4 large, big-headed, hairy creatures armed with throwing axes and glaives.

The four creatures are bugbears assigned to guard this entrance.

Bugbears (4):  CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 18, 18, 18, 18; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 natural, +2 leather armor); Atk +4 melee (1d10+2, x3, glaive), or +3 ranged (1d6+2, throwing axe); Reach 10  ft.; SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +3, Hide +4, Listen +3, Move Silently +7, Spot +3; Alertness.
SQ: Darkvision (Ex)—60 ft.
Possessions: Glaive, leather armor, throwing axe, pouch with 1–4 pp and one carries a large sack filled with raw meat.

A5
Four bugbears are waiting in this room, in case their comrades in room A4 require assistance.

Bugbears (4): CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 19, 19, 19, 19; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 natural, +2 leather armor); Atk +4 melee (1d10+2, x3, glaive), or +3 ranged (1d6+2, throwing axe); Reach 10 ft.; SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10,Cha 9.

Skills and Feats: Climb +3, Hide +4, Listen +3, Move Silently +7, Spot +3; Alertness.
SQ: Darkvision (Ex)—60 ft.
Possessions: Glaive, leather armor, throwing axe, pouch with 2–20 gp.

Hidden behind this wall they will have 50% cover (+4 to AC, +2 to Reflex saves).…  Due to the difficulty of getting over the barricading furniture, the bugbears will get an attack of opportunity against all characters attempting to cross the wall.

A6a
If a dispel magic is used, the spell on the door has been cast by a twelfth level wizard. This spell is similar to an arcane lock  except that a particular key (or keys) is required to work the lock.

The chest itself is locked and trapped with fear gas.

Fear gas: CR 4; no attack roll necessary; Search (DC 21); Disable Device (DC 25). The gas will create a 10 ft. by 10 ft. cloud and all who fail a Will save (DC 18) will flee at their full movement rate for one round (an action which will result in the character falling to the floor).

Inside the chest are 500 sp, 60 gp (the treasure of the bugbears), and a jade key (3,000 gp value) that will open the door.

A7
Hiding in the shadows of the vine canopy are 12 tasloi carrying short swords, javelins, and nets.

Tasloi (6): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 6 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 15 (+1 size, +2 Dex, +1 natural, +1 small wooden shield); Atk +0 melee (1d6–1, 19–20/x2, short sword), or +3 ranged (1d6–1, javelin); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +3, Climb +6, Hide +6*, Listen +2, Move Silently +4, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex)—Tasloi suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Possessions: Javelin (4), short sword, small wooden shield.

Tasloi (6): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 6 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +0 melee (1d6–1, 19–20/x2, short sword), or +3 ranged (special, net); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Net, short sword.

They will not attack until signalled by their leader, a snake-headed, halfblood yuan-ti.

Halfblood Yuan-ti (snake head, flexible torso): CR 5; Medium-Size Monstrous Humanoid; HD 7d8+7; hp 39; Init+5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+1 Dex, +1 natural, +2 leather armor, +2 masterwork large wooden shield); Atk +10/+5 melee (1d8+2, masterwork heavy mace), and +4 melee (1d6+1 and poison, bite); SA psionics, poison; SQ SR 16; AL CE;SV Fort +3, Ref +7, Will +9; Str 15, Dex 13, Con 13, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +8*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion; Poison (Ex)—bite, Fortitude save (DC 17), initial damage 1d6 Con, secondary damage 1d6 Con.
Possessions: Leather armor, masterwork heavy mace, masterwork large wooden shield.

He is standing in a cave mouth, 30 feet above the level of the floor, hidden from sight by a tangle of creepers (3/4 concealment). With him are 6 more tasloi armed with javelins and short swords.

Tasloi (6): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 5 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 15 (+1 size, +2 Dex, +1 natural, +1 small wooden shield); Atk +0 melee (1d6–1, 19–20/x2, short sword), or +3 ranged (1d6–1, javelin); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +3, Climb +6, Hide +6*, Listen +2, Move Silently +4, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Javelin (4), short sword, small wooden shield.

A slender but stout vine extends from the cave mouth to the floor of the chamber. The vine will support three characters at a time (Climb, DC 15). When the first character appears in the cave mouth, the yuan-ti will order the attack. Any character climbing  the vine suffers a –2 penalty to attack rolls and loses any Dex bonus to AC. Anyone attacking a climbing character gains a +2 circumstance bonus to attack rolls.

page 6
A8
Subterranean Lizards (2):  CR 3 (XP x 1 2/3); Medium-Size Animal; HD 5d8+15; hp 55, 46; 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.

Skills: Climb +9, Hide +7*, Listen +4, Move Silently +6, Spot +4. * In forested or overgrown areas, the Hide bonus improves by +4.

Tasloi (6): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 5 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 15 (+1 size, +2 Dex, +1 natural, +1 small wooden shield); Atk +0 melee (1d6–1, 19–20/x2, short sword), or +3 ranged (1d6–1, javelin); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +3, Climb +6, Hide +6*, Listen +2, Move Silently +4, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Javelin (4), short sword, small wooden shield.

Three boulders will be dropped every ten minutes. The boulders have a +4 attack bonus and will do 2d6 points of damage (150 pounds, 40 ft. drop) if they hit. Those boulders which miss characters will strike the planking of the bridge (AC 1, hardness 5), doing the same damage to it. When the bridge takes 50 points of damage (from boulders and area-attack spells), the last 20 feet of planking will shatter and fall away. If the bridge suffes 100 or more points of damage, the stone rings holding the ropes will be broken and the bridge will fall.

A9
The man sitting on the throne and the man with the snake’s tail are yuan-ti halfbloods, the man in armor is a pureblood, and the creature at the bottom is a female yuan-ti abomination.

Halfblood Yuan-ti (no legs, flexible torso): CR 5; Medium-Size Monstrous Humanoid; HD 7d8+7; hp 53; Init +5 (+1Dex, +4 Improved Initiative); Spd 20 ft., climb 15 ft., swim 15 ft.; AC 16 (+1 Dex, +1 natural, +2 leather armor, +2 masterwork large wooden shield); Atk +10/+5 melee (1d6+2, 18–20/x2, masterwork scimitar); SA spell-like abilities, psionics, constrict; SQ SR 16; AL CE; SV Fort +3, Ref +7, Will +9; Str 15, Dex 13, Con 13, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +8*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Spell-Like Abilities—1/day: Animal Trance, Cause Fear, Deeper Darkness, Entangle, Neutralize Poison, Suggestion,and Polymorph Other.  These abilities are as spells cast by an 8th-level sorceror (save DC 13 + spell level); Psionics (Sp)—at will:  Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion; Constrict (Ex)—A halfblood with a snake tail instead of legs deals 1d6+3 points of damage with a successful grapple check against Medium-size or smaller creatures.
Possessions: Leather armor, masterwork large wooden shield, masterwork scimitar.

Halfblood Yuan-ti (snake tail, flexible torso):  CR 5; Medium-Size Monstrous Humanoid; HD 7d8+7; hp 58; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., swim 15 ft.; AC 16 (+1 Dex, +1 natural, +2 leather armor, +2 masterwork large wooden shield); Atk +10/+5 melee (1d6+2, 18–20/x2, masterwork scimitar); SA spell-like abilities, psionics, constrict; SQ SR 16; AL CE; SV Fort +3, Ref +7, Will +9; Str 15, Dex 13, Con 13, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +8*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Spell-Like Abilities—1/day: Animal Trance, Cause Fear, Deeper Darkness, Entangle, Neutralize Poison, Suggestion,and Polymorph Other.  These abilities are as spells cast by an 8th-level sorceror (save DC 13 + spell level); Psionics (Sp)—at will:  Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion; Constrict (Ex)—A halfblood with a snake tail deals 1d4+3 points of damage with a successful grapple check against Small or smaller creatures.
Possessions: Leather armor, masterwork large wooden shield, masterwork scimitar.

Pureblood Yuan-ti: CR 5; Medium-Size Monstrous Humanoid; HD 6d8; hp 44; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft. (masterwork scale mail), base 30 ft.; AC 18 (+1 Dex, +1 natural, +4 masterwork scale mail, +2 masterwork large wooden shield); Atk +7/+2 melee (1d6+2, 18–20/x2, masterwork scimitar); SA spell-like abilities, psionics; SQ SR 16; AL CE; SV Fort +2, Ref +6, Will +9; Str 11, Dex 13, Con 11, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +9, Craft (any two) or Knowledge (any two) +9, Hide +5* (+7*), Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Spell-Like Abilities—1/day: Animal Trance, Cause Fear, Deeper Darkness, Entangle, Neutralize Poison, Suggestion,and Polymorph Other.  These abilities are as spells cast by an 8th-level sorceror (save DC 13 + spell level); Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion.
Possessions: Masterwork large wooden shield, masterwork scale mail, masterwork scimitar.

Yuan-ti Abomination (human arms): CR 7; Large Monstrous Humanoid; HD 9d8+27; hp 91; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., climb 20 ft., swim 20 ft.; AC 21 (–1 size, +1 Dex, +10 natural, +1 masterwork small wooden shield); Atk +13/+8 falchion (2d4+6, 18–20/x2, masterwork falchion), and +12 melee(2d6+6 and poison, bite); Reach 10 ft.; SA psionics, improved grab, constrict, poison; SQ SR 16; AL CE; SV Fort +6, Ref +7, Will +10; Str 19, Dex 13, Con 17, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +9*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion; Improved Grab (Ex)—To use this ability, a snake-headed abomination must hit with its bite attack. If it gets a hold, it can constrict;Constrict (Ex)—An abomination deals 1d6+6 points of damage with a succcessful grapple check (using the bite attack bonus) against Large or smaller creatures; Poison (Ex)—bite, Fort save (DC 17), initial damage 1d6 Con, secondary damage 1d6 Con.
Possessions: Masterwork falchion, masterwork small wooden shield.

If the yuan-ti are not surprised, they will attempt to use their spell-like abilities against the party in the following order: polymorph other, deeper darkness, and suggestion (“Your cause is hopeless, leave!”) and then their other abilities. After using their powers,, the yuan-ti will advance and melee with the party.

The snake is a giant constrictor and it is about to kill its sacrifice, the chief’s son. Hidden in the rafters 20 feet in front of this scene are two more constrictor snakes that will drop on the first two characters passing underneath them. All attempts to strike by characters being constricted will suffer a –4 penalty to attack rolls.

A10
Constrictor Snakes (3): CR 4 (XP x2); Large Animal; HD 6d8+18; hp 57, 61, 64; Init +2 (Dex); Spd 20 ft., climb 20 ft., swim 20 ft.; AC 15 (–1  size, +2 Dex, +4 natural); Atk +10 melee (1d4+8, bite); Reach 10 ft.; SA improved grab, constrict; SQ scent; AL N; SV Fort +8, Ref +7, Will +3; Str 25, Dex 15, Con 17, Int 1, Wis 12, Cha 2.

Skills: Balance +10, Climb +18, Hide +10, Listen +9, Spot +9.
SA: Improved Grab (Ex)—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 1d4+8 points of damage with a successful grapple check against Medium-size or smaller creatures.
SQ: Scent (Ex).

Zura, the Chief’s Son:  Male Human Ftr3; CR 3; Medium-Size Humanoid; HD 3d10+6; hp 26; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 11 (+1 Dex); Atk +5 melee (1d3+2 subdual, slam); AL N; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +8, Jump +8, Wilderness Lore (cc) +4; Exotic Weapon Proficiency (bastard sword), Exotic Weapon Proficiency (kukri), Improved Initiative, Power Attack, Weapon Focus (bastard sword).

Near the sacrifice area are 2 sacks containing 250 sp, three golden disks (each worth 50 gp), and arope of climbing.

B
Reaching from the top of the cliff wall (at B) to the bottom are tangled, sturdy-looking lianas. A successful Climb check (DC 15, use Int instead of Str) will tell that the vines are secure and strong enough to climb down. If the area of vines is carefully observed for 30 minutes (Spot, DC 16), a character will see a giant wasp fly to the vines at a point 100 feet below the top of the cliff.

page 7
At the point where the giant wasp disappeared is a small ledge (5 feet wide and 10 feet long), where four giant wasps are building thier mud nest.

Giant Wasps (4): CR 3; Large Vermin; HD 5d8+10; hp 44, 42, 38, 35; Init +1 (Dex); Spd 20 ft., fly 60 ft. (good); AC 14 (–1 size, +1 Dex, +4 natural); Atk +6 melee (1d3+6 and poison, sting); Face 5 ft. by 10 ft.; SA poison; SQ vermin; AL N; SV Fort +6, Ref +2, Will +2; Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11.

Skills: Intuit Direction +7, Spot +9.
SA: Poison (Ex)—sting, Fort save (DC 18), initial damage 1d6 Dex, secondary damage 1d6 Dex.
SQ: Vermin—Immune to mind-influencing effects.

The flying wasps will attempt to sting any but the lead climbers; these characters will be attacked by the climbing wasps with stings. Characters attacked while climbing suffer a –2 penalty to attack rolls and loses any Dex bonus to AC. Anyone attacking a climbing character gains a +2 circumstance bonus to attack rolls. Only one-handed weapons may be used and only spells with no somatic component may be cast.

C1
This wall and the pathway are actually a mirage arcana  created by a monster lurking in the murky waters of the river. If the party is advancing normally, each character in the first rank gets no saving throw and falls into the river. Other characters gain a Will save (DC 18) with a +4 bonus. A cautious partyprobing the floor or taking similar precautions will gain a Will save (DC 18).

The creature creating the mirage arcana is called an aboleth.

Aboleth: CR 7; Huge Aberration (Aquatic); HD 8d8+40; hp 82; Init +1 (Dex); Spd 10 ft., swim 60 ft,; AC 16 (–2 size, +1 Dex, +7 natural); Atk +12 melee (1d6+9 and transformation [x4], 4 tentacles); Face 10 ft. by 20 ft.; Reach 10 ft.; SA transformation, psionics, enslave; SQ mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17.

Skills and Feats:Concentration +16, Knowledge (any one) +7, Listen +16, Spot +16; Alertness, Combat Casting, Iron Will.
SA: Transformation (Ex)—A blow from an aboleth’s tentacle can cause a terrible transformation. Affected creatures must succeed at a Fort save (DC 19) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. A transformed creatures mustremain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes. A remove disease  spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the change; Psionics (Sp)—At will: hypnotic pattern, illusory wall, mirage arcana, persistant image, programmed image, project image, and veil.  These effects are as the spells cast by a 16th-level sorceror (save DCs, where applicable, are 13 + spell level);Enslave (Su)—Three times a day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed at a Will save (DC 17) or be affected as though by a dominate person  spell cast by a 16th-level sorceror. An enslaved creature obeys the aboleth’s telepathic commands (but will not fight on its behalf) until freed by remove curseor dispel magic,  and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than one mile from its slave.
SQ: Mucus Cloud (Ex)—An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into content with and inhaling this substance must succeed at a Fort save (DC 19) or lose the  ability to breathe air for the next 3 hours. The affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fort save continues the effect for another 3 hours.

Live offerings are taken by the aboleth to its underwater city (about a mile downstream), there to be slaves.

C2
The humanoids are bullywugs, intelligent humanoid frogs.

Bullywugs (4): CR 1; Medium-Size Humanoid (Aquatic); HD 1d8+3; hp 8, 8, 8, 8; Init +0; Spd 20 ft., swim 30 ft.; AC 16 (+3 natural, +2 leather armor, +1 small wooden shield); Atk +1 melee (1d6, x3, halfspear); SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Listen –2, Spot –2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SQ: Marsh Move (Ex)—Bullywugs suffer no movement penalties for moving in marshes or mud.
Possessions: Halfspear, leather armor, small wooden shield.

All characters behind the waterfall behind the waterfall will take 2d6 points of damage (Ref save for half damage, DC 15) and will have a 50% chance of slipping from the ledge into the pool below. The first 20 feet of falling do no damage. The next 20 feet do subdual damage (1d3 per 10-foot increment). Characters within 5 feet of the flaming waterfall will take 1d4 points of splash damage (Ref save for half damage, DC 15).…  The last three bullywugs will have the benefit of one-quarter cover (+2 to AC, +1 to Reflex saves).

page 8
C3a
As the gates start to open, a trap will be triggered overhead. This trap is a large (10 ft. by 20 ft.) wooden framework set with sharpened stakes and weighted with rocks. It is hidden in a recess over the gate and is only visible from directly below (CR 2;  +10 melee (2d8 minus special; Search, DC 20; Disable Device, DC 20). Characters hit by the trap will suffer 2d8 points of damage, minus one point of damage for each level of armor class more than 10. (For example, an AC 16 character would take 2d8–6 points of damage). There is a 75% chance that each character struck will be knocked to the ground and stunned for 1d4+1 rounds.

As soon as the trap is sprung, the shuttered windows will open to reveal tall narrow windows. At each window will be two tasloi who will hurl javelins at the party. They have 75% cover (+7 to AC, +3 to Reflex saves).

Tasloi (4): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 4 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +3 ranged (1d6–1, javelin), or +0 melee (1d6–1, 19–20/x2, short sword); SQ darkvision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Darkvision (Ex)—60 ft.; Light Sensitivity (Ex).
Possessions: Javelin (15), short sword.

Hidden in the shadows behind the pillars are twelve more tasloi. Six stand to either side of the passage.

Tasloi (8): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 4 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 15 (+1 size, +2 Dex, +1 natural, +1 small wooden shield); Atk +0 melee (1d6–1, 19–20/x2, short sword); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +3, Climb +6, Hide +6*, Listen +2, Move Silently +4, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Short sword, small wooden shield.

Tasloi (4):  CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 4 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +3 ranged (special, net); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Net.

If in melee, these tasloi will fight with ferocity, (+2 to attack rolls), using their short swords.

In one of the blockhouses, hidden in one of the piles (Search, DC 15) are 50 gp and two gems (base value 10 gp).

C3b
This small passage ends in a blank wall which is actually a secret door (Search, DC 20) for bypassing the gate.

C4
When the party aprroaches within 20 feet of the cave, three yellow musk zombies will scramble out from behind rocks to attack the rear of the party.

Yellow Musk Zombies (2): CR 1; Medium-Size Plant; HD 4d10; hp 18, 25; Init +0; Spd 20 ft.; AC 17 (+6 banded mail, +1 small wooden shield); Atk +1 melee (1d8+1, 19–20/x2, longsword); SQ plant, no spells; AL N; SV Fort +4, Ref +1, Will +1; Str 10, Dex 10, Con 10, Int 2, Wis 10, Cha 10.

SQ: Plant—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits; No Spells (Ex)—Yellow musk zombies cannot use any spells, psionics, or spell-like abilities they had before their transformation.
Possessions: Banded mail, longsword, small wooden shield.

Yellow Musk Zombie: CR 1; Medium-Size Plant; HD 4d10; hp 31; Init +0; Spd 20 ft.; AC 17 (+6 banded mail, +1 small wooden shield); Atk +2 melee (1d8+2, 19–20/x2, longsword +1—Animal Bane); SQ plant, no spells; AL N; SV Fort +4, Ref +1, Will +1; Str 10, Dex 10, Con 10, Int 2, Wis 10, Cha 10.

SQ: Plant—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits; No Spells (Ex)—Yellow musk zombies cannot use any spells, psionics, or spell-like abilities they had before their transformation.
Possessions: Banded mail, longsword +1—Animal Bane, small wooden shield.

These flowers are part of a yellow musk creeper.

Yellow Musk Creeper: CR 1; Large Plant; HD 3d8; hp 20; Init +0; Spd 0 ft.; AC 13 (–1 size, +4 natural); Atk +2 ranged (special [x7], 7 flowers); Face 10 ft. by 10 ft.; Reach 0 ft.; SA pollen, intelligence drain, create spawn; SQ plant, blindsight; AL N; SV Fort +3, Ref +1, Will +1; Str 2, Dex 10, Con 11, Int 1, Wis 10, Cha 3.

SA: Pollen (Ex)—Creepers are dormant until a creature approaches within 10 feet; then the nearest flowers turn toward the prey and puff musky pollen. A victim hit by the pollen must make a successful Will save (DC 10) or act as if under the influence of acharm person spell and walk toward the plant; Intelligence Drain (Su)—When the victim reaches the creeper, a green bud extends its roots into the victim’s head, and reach the brain in two rounds. The victim loses 1d4 points of Intelligence per round after that. A victim reduced to 0 Intellegence or less dies instantly; Create Spawn (Su)—A victim reduced to Intelligence 1 or 2 becomes a yellow musk zombie under the creeper’s control. If the plant dies before reducing its prey to zombie status, 1 point of Intelligence is regained per day, or a heal  or restoration will restore lost Intelligence instantly. If the mother plant is destroyed first, a yellow musk zombie can be cured by a neutralize poison followed by a  heal spell and four weeks of constant rest.
SQ: Plant—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits;Tremorsense (Ex)—The yellow musk creeper can automatically sense the location of anything in contact with the ground within 60 feet of its body.

C5a
Seven giant worker ants and three giant soldier ants are moving in a group, either leaving or returning to the nest in each of these areas.

Giant Worker Ants (7):  CR 1; Medium-Size Vermin; HD 2d8; hp 10 each; Init +0; Spd 50 ft., climb 20 ft.; AC 17 (+7 natural); Atk +1 melee (1d6, bite); SA improved grab; SQ vermin; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 9.

Skills: Climb +8, Listen +5, Spot +5.
SA: Improved Grab (Ex)—To use this ability, the giant ant must hit with its bite attack.
SQ: Vermin—Immune to mind-influencing effects.

Giant Soldier Ants (3):  CR 2; Medium-Size Vermin; HD 2d8+2; hp 16 each; Init +0; Spd 50 ft., climb 20 ft.; AC 17 (+7 natural); Atk +3 melee (2d4+3, bite); SA improved grab, acid sting; SQ vermin; AL N; SV Fort +4, Ref +0, Will +1; Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11.

Skills: Climb +10, Listen +6, Spot +6.
SA: Improved Grab (Ex)—To use this ability, the giant ant must hit with its bite attack. A giant ant soldier that gets a hold can sting; Acid Sting (Ex)—The giant ant soldier has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4points of acid damage.
SQ: Vermin.

C5b
There are 30 giant worker ants and 10 giant soldier ants busily moving about the floors and walls, hauling food and eggs and tending to the queen.

Giant Worker Ants (30):  CR 1; Medium-Size Vermin; HD 2d8; hp 9 each; Init +0; Spd 50 ft., climb 20 ft.; AC 17 (+7 natural); Atk +1 melee (1d6, bite); SA improved grab; SQ vermin; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 9.

Skills: Climb +8, Listen +5, Spot +5.
SA: Improved Grab (Ex).
SQ: Vermin.

Giant Soldier Ants (10): CR 2; Medium-Size Vermin; HD 2d8+2; hp 12 each; Init +0; Spd 50 ft., climb 20 ft.; AC 17 (+7 natural); Atk +3 melee (2d4+3,bite); SA improved grab, acid sting; SQ vermin; AL N; SV Fort +4, Ref +0, Will +1; Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11.

Skills: Climb +10, Listen +6, Spot +6.
SA: Improved Grab (Ex); Acid Sting (Ex).
SQ: Vermin.

The queen is near the far wall, surrounded by other giant ants.

Giant Queen Ant: CR 4 (XP x2); Huge Vermin; HD 8d8+24; hp 66; Init –2 (Dex); Spd 40 ft.; AC 18 (–2 size, –2 Dex, +12 natural); Atk +11/+6 melee (2d8+8, bite); SA improved grab; SQ vermin; AL N; SV Fort +8, Ref +0, Will +3; Str 24, Dex 7, Con 17, Int —, Wis 13, Cha 11.

Skills: Listen +7, Spot +7.
SA: Improved Grab (Ex).
SQ: Vermin.

page 9
C6
If the characters remain in the room for more than 10 minutes, a xorn will quietly enter the chamber, using its burrowing ability to step out of the wall near the exit.

Average Xorn:  CR 6; Medium-Size Outsider (Earth); HD 7d8+14; hp 42; Init +0; Spd 20 ft., burrow 20 ft.; AC 22 (+12 natural); Atk +10 melee (4d6+3, bite), and +8 melee (1d4+1 [x3], 3 claws); SA burrow; SQ xorn qualities;AL N; SV Fort +7, Ref +5, Will +5; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10. Height 5 ft., Weight 1,100 lb.

Skills and Feats: Hide +10, Intuit Direction +10, Listen +10, Move Silently +10, Search +10, Spot +14; Multiattack, Power Attack.
SA: Burrow—A xorn can glide through stone, dirt, or almost any sort of earth excepot metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A  move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds at a Fort save.
SQ: Immunities (Ex)—Xorns are immune to fire and cold; Resistances (Ex)—Xorns have electricity resistance 10; Half Damage from Slashing (Ex)—Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage; All-Around Vision (Ex)—Xorns’  symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus o Spot and Search checks. Xorn’s can’t be flanked; Tremorsense (Ex)—Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.

C7
Circling the opening to the chimney are four piercers that will drop on characters who walk to the chimney.

Small Piercer: CR 3 (XP x2); Small Vermin; HD 2d8; hp 8; Init –3 (Dex); Spd 5 ft., climb 5 ft.; AC 15 (+1 size, –3 Dex, +7 natural), 8 underbelly (+1 size, –3 Dex); Atk +4 melee (1d8+2, 19–20/x2, pierce); Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SA improved critical, acid; SQ vermin; AL N; SV Fort +3, Ref –3, Will +0; Str 14, Dex 4, Con 11, Int —, Wis 11, Cha 9.

Skills: Hide +4*, Listen +13, Spot +3. * Piercers receive a +15 racial bonus to Hide checks when against a background of natural stone.
SA: Improved Critical (Ex)—A piercer threatens a critical on an attack roll of 19–20; Acid (Ex)—The piercer’s soft underbelly is coated with a corrosive acid that deals 1d6 points of damage if it contacts exposed flesh.
SQ: Vermin—Immune to mind-influencing effects.

Medium-Size Piercers (3): CR 4 (XP x3); Medium-Size Vermin; HD 3d8+3; hp 18, 21, 22; Init –4 (Dex); Spd 5 ft., climb 5 ft.; AC 13 (–4 Dex, +7 natural), 6 underbelly (–4 Dex); Atk +6 melee (2d6+4, 19–20/x2, pierce); Reach 0 ft.; SA improved critical, acid; SQ vermin; AL N; SV Fort +3, Ref –3, Will +1; Str 18, Dex 2, Con 13, Int —, Wis 11, Cha 9.

SA: Improved Critical (Ex); Acid (Ex).
SQ: Vermin.

After the piercers attack, a carrion crawler will shoot down from the chimney where it lives.

Carrion Crawler: CR 4, Large Aberration; HD 3d8+6; hp 25; Init +2 (Dex); Spd 30 ft., climb 15 ft.; AC 17 (–1 size, +2 Dex, +6 natural); Atk +3 melee (paralysis [x8], 8 tentacles), and –2 melee (1d4+1, bite); Face 5 ft by 10 ft.; SA paralysis; SQ scent; AL N; SV Fort +3, Ref +3, Will +5; Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6.

Skills and Feats: Climb +10, Listen +6, Spot +6; Alertness.
SA: Paralysis (Ex)—Those hit by a carrion crawler’s tentacle attack must succeed at a Fort save (DC 13) or be paralyzed for 2d6 minutes).
SQ: Scent (Ex).

C8
The“boulders” are actually the back of a giant bloodworm. It will wait until the characters are on the middle of its back or halfway across the chamber before attacking.

Giant Bloodworm: CR 5; Huge Vermin; HD 6d8+24; hp 64; Init –1 (Dex); Spd 20 ft., burrow 10 ft.; AC 16 (–2 size, –1 Dex, +9 natural); Atk +10 melee (1d8+8, bite); Face 10 ft. by 20 ft.; Reach 10 ft.; SA improved grab, blood drain; SQ vermin, fire vulnerability; AL N; SV Fort +10, Ref +1, Will +2; Str 26, Dex 8, Con 19, Int —, Wis 10, Cha 8.

Skills: Climb +11, Listen +3, Spot +3.
SA: Improved Grab (Ex)—To use this ability, the giant bloodworm must hit with its bite attack. A giant bloodworm that gets a hold can drain blood; Drain Blood (Ex)—A giant bloodworm can drain blood from a grappled opponent. It automatically deals bite damage and drains blood, dealing 1d8 points of temporary Con damage each round.
SQ: Vermin—Immune to mind-influencing effects; Fire Vulnerability (Ex)—A giant bloodworm takes double damagefrom fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Then it will only burn for one round (doing 1d6 points of fire damage) but will create an immense amount of smoke (page 89 of the DMG).

page 10
C10a
Stretched across the passage to the northwest are a number of extremely fine and strong spiderwebs. Characters must make a successful Spot check (DC 20) to notice before walking into the webs. Hidden out of sight are one large monstrous spider and two small monstrous spiders.

Large Monstrous Spider: CR 2; Large Vermin; HD 4d8+4; hp 23; Init +3 (Dex); Spd 30 ft., climb 20 ft.; AC 14 (–1 size, +3 Dex, +2 natural); Atk +4 melee (1d8+3 and poison, bite); Face 10 ft. by 10 ft.; SA poison, web; SQ vermin; AL N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2.

Skills: Climb +14, Hide +6*, Jump +2, Spot +7. * Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs.
SA: Poison (Ex)—bite, Fort save (DC 16), initial damage 1d6 Str, secondary damage 1d6 Str; Web (Ex)—Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinningspiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 ft., with a range increment of 10 ft., and is effective  against targets up to one size smaller than the spider. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 26) or burst it with a Str check (DC 32) as a standard action.
SQ: Vermin.

Small Monstrous Spiders (2):CR 1/2; Small Vermin; HD 1d8; hp 5, 5; 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.

Skills: Climb +10, Hide +14*, Jump –2, Spot +7. * Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs.
SA: Poison (Ex)—bite, Fort save (DC 11), initial damage 1d3 Str, secondary damage 1d3 Str; Web (Ex)—An entangled creature can escape with a successful Escape Artist check (DC 18) or burst it with a Str check (DC 24) as a standard action.
SQ: Vermin.

The small spiders will scuttle down the web to bite any characters trapped there. The large spider will attempt to prevent other characters from rescuing the trapped characters.

Wrapped in silk near the top of the web (Search, DC 18) are 11 sp and 50 gp.

C10b
Moving down this passage are a group of 16 tasloi armed with short swords, being led by a pureblood yuan-ti.

Tasloi (16): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 6 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +0 melee (1d6–1, 19–20/x2, short sword); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +1, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Short sword.

Pureblood Yuan-ti: CR 5; Medium-Size Monstrous Humanoid; HD 6d8; hp 36; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+1  Dex, +1 natural, +2 leather armor, +2 masterwork large wooden shield); Atk +7/+2 melee (1d6+2, 18–20/x2, masterwork scimitar); SA spell-like abilities, psionics; SQ SR 16; AL CE; SV Fort +2, Ref +6, Will +9; Str 11, Dex 13, Con 11, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +9, Craft (any two) or Knowledge (any two) +9, Hide +7*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Spell-Like Abilities—1/day: Animal Trance, Cause Fear, Deeper Darkness, Entangle, Neutralize Poison, Suggestion,and Polymorph Other.  These abilities are as spells cast by an 8th-level sorceror (save DC 13 + spell level); Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion.
Possessions: Leather armor, masterwork large wooden shield, masterwork scimitar,potion of cure light wounds, pouch with 2 gems (1,000 gp each).

C11
Standing just outside the tunnel mouth out of sight, one to either side, are two halfblood yuan-ti. One appears man-like except for his scaled skin and distorted snake-like head. The other also appears man-like. However, instead of arms, snakes sprout from his shoulders.

Halfblood Yuan-ti (snake head, scaled skin): CR 5; Medium-Size Monstrous Humanoid; HD 7d8+7; hp 47; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., swim 15 ft.; AC 18 (+1 Dex, +4 natural, +2 leather armor, +1 ring of protection +1); Atk +10/+5 melee (1d10+3, x3, masterworkhalberd) and +4 melee (1d6+1 and poison, bite); SA psionics, poison; SQ SR 16; AL CE; SV Fort +3, Ref +6, Will +9; Str 15, Dex 13, Con 13, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +9*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion; Poison(Ex)—bite, Fort save (DC 14), initial damage 1d6 Con, secondary damage 1d6 Con.
Possessions: Leather armor, masterwork halberd, ring of protection +1.

Halfblood Yuan-ti (snake arms, flexible torso):  CR 5; Medium-Size Monstrous Humanoid; HD 7d8+7; hp 53; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., swim 15 ft.; AC 14 (+1 Dex, +1 natural, +2 leather armor); Atk +10/+5 melee (1d4+2 and poison [x2], 2 bites); SA spell-like abilities, psionics, poison; SQ SR 16; AL CE; SV Fort +3, Ref +7, Will +9; Str 15, Dex 13, Con 13, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +9*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Spell-Like Abilities—1/day: Animal Trance, Cause Fear, Deeper Darkness, Entangle, Neutralize Poison, Suggestion,and Polymorph Other.  These abilities are as spells cast by an 8th-level sorceror (save DC 13 + spell level); Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion; Poison (Ex)—bite, Fort save (DC 14), initial damage 1d6 Con, secondary damage 1d6 Con.
Possessions: Leather armor.

D
Fifty feet from the end of the trail (30 feet above the valley floor) are 7 mongrelmen. The trail twists and overhangs in such a manner that it is impossible to see the mongrelmen from elsewhere on the trail. They are well hidden and will surprise the party 

Mongrelmen (6): CR 1/2; Medium-Size Humanoid (Mongrelman); HD 1d8+1; hp 8 each; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +2 ranged (1d4 and poison, dart), or +0 melee (1d6, 19–20/x2, short sword); SQ low-light vision, camouflage, mimicry; AL LN; SV Fort +1, Ref +4, Will +0; Str 10, Dex 15, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Hide +11, Listen +3, Pick Pocket +9, Spot +4; Alertness.
SQ: Low-Light Vision (Ex); Camouflage (Ex)—A mongrelman can hide itself and its items with great skill. After  ten minutes spent preparing the camouflage, the target gains a +6 bonus to Hide checks. Each additional hour spent preparing the camouflage increases the Hide bonus by +1, up to an additional +3. This bonus lasts until the target moves or is touched.; Mimicry (Ex)—A mongrelman may imitate the sounds made by any monster or creature it has encountered. Sonic attacks cannot be imitated.
Possessions: Darts (3) coated with giant wasp venom, short sword.

Mongrelman Leader: Male Mongrelman Rog3; CR 3; Medium-Size Humanoid (Mongrelman); HD 3d6+3; hp 21; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 natural); Atk +5 ranged (1d4 and poison, dart), or +2 melee (1d6, 19–20/x2, short sword); SA sneak attack; SQ low-light vision, evasion, uncanny dodge, camouflage, mimicry; AL LN; SV Fort +2, Ref +6, Will +1; Str 10, Dex 16, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Climb +6, Hide +17, Listen +8, Move Silently +9, Pick Pocket +15, Search +6, Spot +8; Alertness, Combat Reflexes.
SA: Sneak Attack (Ex)—+2d6.
SQ: Low-Light Vision (Ex); Evasion (Ex); Uncanny Dodge (Ex)—Dex bonus;Camouflage (Ex); Mimicry (Ex).
Possessions: Darts (3) coated with giant wasp venom, short sword.

E.
* If character is size Small or smaller, treat these die rolls as 5–6 for these characters only.

page 11
However, 50 feet from the base are six tasloi armed with 3 javelins each.

Tasloi (6): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 6 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +3 ranged (1d6–1, javelin); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +0; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Javelins (3).

City Wandering Monster Table

The ants are moving in a column, searching for food. They will attack anything that moves. For every 10 giant ants encountered, 8 will be workers and 2 will be soldiers.

Giant Worker Ants (2–40):  CR 1; Medium-Size Vermin; HD 2d8; Init +0; Spd 50 ft., climb 20 ft.; AC 17 (+7 natural); Atk +1 melee (1d6, bite); SA improved grab; SQ vermin; AL N; SV Fort +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 9.

Skills: Climb +8, Listen +5, Spot +5.
SA: Improved Grab (Ex).
SQ: Vermin.

Giant Soldier Ants: CR 2; Medium-Size Vermin; HD 2d8+2; Init +0; Spd 50 ft., climb 20ft.; AC 17 (+7 natural); Atk +3 melee (2d4+3, bite); SA improved grab, acid sting; SQ vermin; AL N; SV Fort +4, Ref +0, Will +1; Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11.

Skills: Climb +10, Listen +6, Spot +6.
SA: Improved Grab (Ex); Acid Sting (Ex).
SQ: Vermin.

Apes (1–4): CR 2; Large Animal; HD 4d8+8; Init +2 (Dex); Spd 30 ft., climb 30 ft.; AC 14 (–1 size, +2 Dex, +3 natural); Atk +7 melee (1d6+5 [x2], 2 claws), and +2 melee (1d6+2, bite); SQ scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.

Skills and Feats: Climb +18, Listen +6, Spot +6.
SQ: Scent (Ex).

Giant Fire Beetle (1–8): CR 1/3; Small Vermin; HD 1d8; Init +0; Spd 30 ft.; AC 16 (+1 size, +5 natural); Atk +1 melee (2d4, bite); SQ vermin; AL N; SV Fort +2, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int—, Wis 10, Cha 7.

Skills: Climb +4, Listen +3, Spot +3.
SQ: Vermin.

Bugbears (2–12): CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +4 melee (1d8+2, morningstar); Reach 10 ft.; SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SQ: Darkvision (Ex)—60 ft.
Possessions: Leather armor, morningstar, small wooden shield.

Bullywug, Intelligent (2–16): CR 1; Medium-Size Humanoid (Aquatic); HD 1d8+3; hp 9; Init +0; Spd 20 ft., swim 30 ft.; AC 16 (+3 natural, +2 leather armor, +1 small wooden shield); Atk +1 melee (1d6, x3, halfspear); SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Listen –2, Spot –2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SQ: Marsh Move (Ex).
Possessions: Halfspear, leather armor, small wooden shield.

Bullywug, Low Intelligence (1–8): CR 1; Medium-Size Humanoid (Aquatic); HD 1d8+3; hp 9; Init +0; Spd 20 ft., swim 30 ft.; AC 13 (+3 natural); Atk +1 melee (1d2 [x2], 2 claws), and –4 melee (1d4, bite); SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 10, Dex 10, Con 16, Int 5, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Listen –2, Spot –2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SQ: Marsh Move (Ex).

Tiny Monstrous Centipede: CR 1/8; Tiny Vermin; HD 1/4 d8; Init +2 (Dex); Spd 20 ft.; AC 14 (+2 size, +2 Dex); Atk +4 melee (1d3–5 and poison, bite); Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; AL N; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2.

Skills and Feats: Climb +3, Hide +17, Spot +7; Weapon Finesse (bite).
SA: Poison (Ex)—bite, Fort save (DC 11), initial damage 1 Dex, secondary damage 1 Dex.
SQ: Vermin.

Giant Frog: CR 1; Medium-Size Animal; HD 3d8+3; Init +2 (Dex); Spd 15 ft., swim 30 ft.; AC 13 (+2 Dex, +1 natural); Atk +4 ranged (0, tongue), or +2 melee (1d6, bite); Reach 5 ft. (10 ft. tongue); SA leap, adhesive tongue, swallow whole; AL N; SV Fort +4, Ref +5, Will +3; Str 11, Dex 14, Con 13, Int 1, Wis 14, Cha 4.

Skills and Feats: Hide +13, Listen +5, Spot +5; Weapon Finesse (tongue).
SA: Leap (Ex)—A giant frog can leap up to 30 ft. horizontally (10 ft. vertically) and attack with its bite. Treat this as a charge attack. To leap, the giant frog must be at least 10 ft. from its foe; Adhesive Tongue (Ex)—A giant frog can make a grapple attack with its tongue that does not provoke an attack of opportunity. If successful, an opponent is held and automatically takes bite damage each round. A giant frog can attempt to swallow a grappled opponent. A successful attack on the tongue (AC 16) releases the frog’s grip on its prey. If the tongue is successfuly attacked, the frog will not attempt a grapple attack against that opponent for the remainder of the combat; Swallow Whole (Ex)—A giant frog can attempt to swallow a grabbed opponent of Small size or smaller by making a successful grapple check. Once inside, the opponent takes 1d4 points of acid damage per round from the frog’s stomach acids. A swallowed creature may cut its way out of the stomach using claws or a Small or Tiny slashing weapon to deal 4 points of damage to the frog’s gut (AC 13). Once the creature exits,muscular action closes the hole; another swallowed creature must cut its own way out. The frog’s interior can hold two Small, four Tiny, eight Diminutive, or sixteen Fine opponents.

Mongrelmen (1–8): Male Mongrelman War2; CR 2; Medium-Size Humanoid (Mongrelman); HD 2d8+2; hp 12 each; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +2 ranged (1d4 and poison, dart), or +0 melee (1d6, 19–20/x2, short sword); SQ low-light vision, camouflage, mimicry; AL LN; SV Fort +1, Ref +4, Will +0; Str 10, Dex 15, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Hide +12, Listen +3, Pick Pocket +9, Spot +4; Alertness.
SQ: Low-Light Vision (Ex); Camouflage (Ex); Mimicry (Ex).
Possessions: Darts (3) coated with giant wasp venom, short sword.

Tasloi (3–30): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 6 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +3 ranged (1d6–1, javelin); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Javelins (3).

page 12
Pureblood Yuan-ti (1–4):  CR 5; Medium-Size Monstrous Humanoid; HD 6d8; hp 44; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft. (masterwork scale mail), base 30 ft.; AC 18 (+1 Dex, +1 natural, +4 masterwork scale mail, +2 masterwork large wooden shield); Atk +7/+2 melee (1d6+2, 18–20/x2, masterwork scimitar); SA spell-like abilities, psionics; SQ SR 16; AL CE; SV Fort +2, Ref +6, Will +9; Str 11, Dex 13, Con 11, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +9, Craft (any two) or Knowledge (any two) +9, Hide +5* (+7*), Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Spell-Like Abilities—1/day: Animal Trance, Cause Fear, Deeper Darkness, Entangle, Neutralize Poison, Suggestion,and Polymorph Other.  These abilities are as spells cast by an 8th-level sorceror (save DC 13 + spell level); Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion.
Possessions: Masterwork large wooden shield, masterwork scale mail, masterwork scimitar.

Halfblood Yuan-ti (2–4):  CR 5; Medium-Size Monstrous Humanoid; HD 7d8+7; hp 58; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (+1 Dex, +1 natural, +2 leather armor, +2 masterwork large wooden shield); Atk +10/+5 melee (1d6+2, 18–20/x2, masterwork scimitar); SA spell-like abilities, psionics; SQ SR 16; AL CE; SV Fort +3, Ref +6, Will +9; Str 15, Dex 13, Con 13, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +8*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Spell-Like Abilities—1/day: Animal Trance, Cause Fear, Deeper Darkness, Entangle, Neutralize Poison, Suggestion,and Polymorph Other.  These abilities are as spells cast by an 8th-level sorceror (save DC 13 + spell level); Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion.
Possessions: Leather armor, masterwork large wooden shield, masterwork scimitar.

Yuan-ti Abomination (1–3): CR 7; Large Monstrous Humanoid; HD 9d8+27; hp 91; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft., climb 20 ft., swim 20 ft.; AC 21 (–1 size, +1 Dex, +10 natural, +1 masterwork small wooden shield); Atk +13/+8 falchion (2d4+6, 18–20/x2, masterwork falchion), and +12 melee (2d6+6 and poison, bite);  Reach 10 ft.; SA psionics, improved grab, constrict, poison; SQ SR 16; AL CE; SV Fort +6, Ref +7, Will +10; Str 19, Dex 13, Con 17, Int 18, Wis 18; Cha 16.

Skills and Feats:Concentration +11, Craft (any two) or Knowledge (any two) +9, Hide +9*, Listen +15, Spot +15; Alertness, Blind-Fight, Dodge, Expertise, Improved Initiative. * Yuan-ti using  chameleon power receive a +8 circumstance bonus to Hide checks.
SA: Psionics (Sp)—at will: Detect Poison, Alternate Form, Chameleon Power, Produce Acid, Aversion; Improved Grab (Ex)—To use this ability, a snake-headed abomination must hit with its bite attack. If it gets a hold, it can constrict;Constrict (Ex)—An abomination deals 1d6+6 points of damage with a succcessful grapple check (using the bite attack bonus) against Large or smaller creatures; Poison (Ex)—bite, Fort save (DC 17), initial damage 1d6 Con, secondary damage 1d6 Con.
Possessions: Masterwork falchion, masterwork small wooden shield, 5% chance of a magic item.

The ruins are difficult to move through, so movement through these ares should be 3/4 the normal movement speed. Movement across the swamps is very treacherous when venturing off the paths. Characters may only move at 1/2 speed when straying from a path.…  For every ten minutes spent off the path, there is a 20% chance of encountering quicksand. Unless precautions are taken or the quicksand discovered (Wilderness Lore, DC 15), the lead character will sink out of sight in 3–6 minutes. A successful Str check (DC 30) is required to pull a trapped character free.

F
Living in the caves are 15 bullywugs and their leader.

Bullywugs, Low Intelligence (15): CR 1; Medium-Size Humanoid (Aquatic); HD 1d8+3; hp 9 each; Init +0; Spd 20 ft., swim 30 ft.; AC 13 (+3 natural); Atk +1 melee (1d2 [x2], 2 claws), and –4 melee (1d4, bite); SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 10, Dex 10, Con 16, Int 5, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Listen –2, Spot –2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SQ: Marsh Move (Ex).

Bullywug Leader:  Bullywug Bar2; CR 2; Medium-Size Humanoid (Aquatic); HD 2d12+6; hp 22; Init +2 (Dex); Spd 30 ft., swim 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +5 melee (1d2+3 [x2], 2 claws), and +3 melee (1d4+1, bite); SA rage; SQ uncanny dodge, marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 17, Dex 14, Con 16, Int 5, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Jump +5, Listen –2, Spot –2; Endurance, Multiattack. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SA: Rage—1/day.
SQ: Uncanny Dodge (Ex)—Dex bonus; Marsh Move (Ex).

The floor in this area is very muddy and strewn with refuse (move rate x3/4).… In the cage are two poisonous frogs the bullywugs were attempting to train.

Poisonous Frogs (2): CR 1/2; Tiny Animal; HD 1d8+1; hp 7 each; Init +2 (Dex); Spd 20 ft., swim 30 ft.; AC 15 (+2 size, +2 Dex, +1 natural); Atk –2 melee (1d3–4 and poison, bite); Face 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SA poison; AL N; SV Fort +3, Ref +4, Will +2; Str 3, Dex 14, Con 13, Int 1, Wis 14, Cha 4.

Skills: Hide +12, Listen +5, Spot +5.
SA: Poison (Ex)—bite, Fort save DC 11, initial damage 1d2 Dex, secondary damage 1d2 Dex.

Hammered into the walls of the cave in crude patterns are 90 gp, 100 sp and 75 cp. It will take 10 minutes to pry all the coins loose.

G
Characters may only move at 1/2 their movement rate through this area.

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Once characters enter the wood, they must succeed on a Spot check (DC 20) to notice a platform.

G1
At each location are 2 tasloi armed with javelins and daggers.

Tasloi (2): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 4 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +3 ranged (1d6–1, javelin), or +0 melee (1d4–1, 19–20/x2, dagger); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Dagger, javelins (3), rope (100 ft.).

G2
This rickety platform is the home of the chief, 15 males, 10 females, and 10 young (non-combatant).

Chief: Male Tasloi Ftr5; CR 5; Small Humanoid (Tasloi); HD 5d10; hp 35; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +8 melee (1d6+3, x3, halfspear); SQ  low-light vision, light sensitivity; AL CE; SV Fort +4, Ref +3, Will +1; Str 14, Dex 15, Con 11, Int 9, Wis 12; Cha 13.

Skills and Feats:  Balance +4, Climb +12, Hide +7*, Listen +2, Move Silently +3, Spot +1; Exotic Weapon Proficiency (net), Weapon Focus (halfspear). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Halfspear.

Male Tasloi (15): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 5 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +3 ranged (1d6–1, javelin), or +0 melee (1d6–1, 19–20/x2, short sword); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Short sword.

Female Tasloi (10): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 5 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk –1 melee (1d3–1 [x2], 2 claws); SQ low-light vision, light sensitivity; AL CE; SV Fort +0, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +7*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).

In the tree is a large hole, in which are hidden 2 potions (cure moderate wounds, and levitate) and 3 gems (350 gp, 500 gp , and 700 gp).

G3
At each location lives 1 large monstrous spider bred and trained by the tasloi.

Large Monstrous Spider: CR 2; Large Vermin; HD 4d8+4; hp 23; Init +3 (Dex); Spd 30 ft., climb 20 ft.; AC 14 (–1 size, +3 Dex, +2 natural); Atk +4 melee (1d8+3 and poison, bite); Face 10 ft. by 10 ft.; SA poison, web; SQ vermin; AL N; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2.

Skills: Climb +14, Hide +6*, Jump +2, Spot +7. * Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs.
SA: Poison (Ex)—bite, Fort save (DC 16), initial damage 1d6 Str, secondary damage 1d6 Str; Web (Ex).
SQ: Vermin.

G4
Normally summoned by the tasloi, who use the wasps as mounts (hence the strange harnesses), the wasps will land in and around the platform in 2–8 rounds.

G5
Living alone from the rest of the tribe is a tasloi shaman.

Shaman: Male Tasloi Adp5; CR 4; Small Humanoid (Tasloi); HD 5d6; hp 21; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 16 (+1 size, +2 Dex, +1 natural, +2 leather armor); Atk +1 melee (1d4–1, 19–20/x2, dagger); SA spells; SQ low-light vision, light sensitivity; AL CE; SV Fort +1, Ref +3, Will +6; Str 8, Dex 15, Con 10, Int 10, Wis 15; Cha 10.

Skills and Feats: Balance +4, Climb +7, Concentration +3, Hide +7*, Handle Animal +3, Listen  +3, Move Silently +5, Spellcraft +4, Spot +3; Brew Potion, Light Armor Proficiency (leather armor). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).
Possessions: Dagger, leather armor, potion of hiding, wand of magic missile (36 charges).
Spells Prepared (3/3/2): 0—Create Water, Ghost Sound, Guidance; 1st—Bless, Cure Light Wounds (2); 2nd—Darkness, Resist Elements.

Note: Potion of human control no longer exists, replaced with potion of hiding.
Hidden in a spider silk pouch hanging under the platform (Search, DC 20) are 500 pp.

G6
Ten tasloi live here.

Tasloi (10): CR 1/2; Small Humanoid (Tasloi); HD 1d8; hp 3 each; Init +2 (Dex); Spd 25 ft., climb 35 ft.; AC 14 (+1 size, +2 Dex, +1 natural); Atk +0 melee (1d3–1 [x2], 2 claws); SQ low-light vision, light sensitivity; AL CE; SV Fort +2, Ref +2, Will +1; Str 8, Dex 15, Con 10, Int 9, Wis 12; Cha 8.

Skills and Feats: Balance +4, Climb +7, Hide +6*, Listen +2, Move Silently +5, Spot +2; Exotic Weapon Proficiency (net). * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
SQ: Low-Light Vision (Ex); Light Sensitivity (Ex).

Cached in the branches of the tree are eight 30 lb. rocks.… The attack bonus of the rocks is equal to that of the creature dropping the stone. A climber hit by a stone must make a successful Climb check (DC 25) or fall.

Hidden in various little holes on and around the platform are 50 gp, 250 sp, and 75 cp.

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H
This is the abode of the wizard Horan.

Horan: Male Human Wiz12; CR 12; Medium-Size Humanoid; HD 12d4; hp 32; Init +4 (Improved Initiative); Spd 30 ft.; AC 16 (+6 bracers of armor +6); Atk +7/+2 melee (1d4+1, 19–20/x2, dagger of venom); SA spells; AL LE; SV Fort +4, Ref +4, Will +9; Str 11, Dex 10, Con 10, Int 18, Wis 13, Cha 14.

Skills and Feats:Concentration +15, Diplomacy (cc) +9 1/2, Handle Animal (cc) +9 1/2, Knowledge (arcana) +19, Knowledge (local) +5, Spellcraft +19; Alertness, Brew Potion, Combat Casting, Craft Wondrous Item, Extend Spell, Improved Initiative, Leadership, Quicken Spell, Scribe Scroll.
Possessions: Bracers of armor +6, dagger of venom, potion of cure serious wounds, scroll of minor globe of invulnerability (caster level 12), small silver whistle (to summon leopards from area H2), miniature chest (see below).
Spells Prepared(4/5+3/5/5/4/3/2): 0—Daze, Detect Magic, Ray of Frost, Read Magic; 1st—Charm Person, Magic Missile (5), Unseen Servant, Ventriloquism; 2nd—Detect Thoughts, Invisibility, Invisibility (Quickened), Mirror Image, See Invisbility; 3rd—Clairaudience/ Clairvoyance, Haste, Hold Person, Slow, Summon Monster III; 4th—Arcane Eye, Ice Storm, Minor Globe of Invulnerability, Rary’s Mnemonic Enhancer (already cast); 5th—Bigby’s Interposing Hand, Cone of Cold, Mordenkainen’s Faithful Hound; 6th—Guards and Wards.

The miniature elaboarately carved chest is actually part of a Leomund’s secret chest spell. Characters may identify it on a successful Spellcraft check (DC 24).… In the chest is a potion of cure serious wounds, a scroll of cure disease, heal (caster level 11), a periapt of proof against poison, and 2,000 pp.
Note: jewel of flawlessness no longer exists, replaced with periapt of proof against poison.

Horan is assisted by the woman Kwairno.

Kwairno: Female Human Wiz4; CR 4; Medium-Size Humanoid; HD 4d4; hp 12; Init +2 (Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 melee (1d4–1, 19–20/x2, masterwork dagger); SA spells; AL LE; SV Fort +0, Ref +3, Will +4; Str 9, Dex 15, Con 9, Int 16, Wis 11, Cha 10.

Skills and Feats:Concentration +6, Hide (cc) +5 1/2, Knowledge (arcana) +10, Knowledge (local) +10, Spellcraft +10; Brew Potion, Combat Casting, Scribe Scroll, Toughness.
Possessions: Masterwork dagger, ring of freedom of movement, rod of negation.
Spells Prepared (4/4/3): 0—Daze, Detect Poison, Light, Read Magic; 1st—Alarm, Magic Missile (2), Shield; 2nd—Ghoul Touch, Melf’s Acid Arrow, Web.

Horan is normally found in area H7. If attacked there, he will attempt to cast invisibility (quickened) on himself, move to an exit, cast  ventriloquism, and leave. While the party is distracted, Horan will summon his leopards, find Kwairno and move to what seems the safest location.

If the alarm is sounded before the characters find Horan, he will immediately summon the leopards, cast guards and wards and follow that with Mordenkainen’s faithful hound. He will then useclairvoyance/clairaudience and/ordetect thoughts to locate and spy on the party.

From this position she will use her web or Melf’s acid arrow. At night she will castalarm  (mental alarm) in the center of area 6a.

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H2
In the section of lane between the gates prowl three leopards.

Leopards (3):  CR 2; Medium-Size Animal; HD 3d8+6; hp 25, 22, 20; Init +4 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+4 Dex, +1 natural); Atk +6 melee (1d6+3, bite), and +1 melee (1d3+1 [x2], 2 claws); SA pounce, improved grab, rake; SQ scent; AL N; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.

Skills and Feats: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +9, Spot +6; Weapon Finesse (bite, claw). * In areas of tall grass or heavy undergrowth, the Hide racial bonus increases by +4.
SA: Pounce (Ex)—If a leopard leaps upon a foe during the first round of combat, it can make a full attack even though it has already taken a move action; Improved Grab (Ex)—To use this ability, the leopard must hit with its bite attack. If it gets a hold, it can rake; Rake (Ex)—A leopard that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the leopard pounces on an opponnent, it can also rake.
SQ: Scent (Ex).

H3
Hidden under one of the overhanging eaves of this tower are two carnivorous apes who guard this entrance.

Apes (2): CR 2; Large Animal; HD 4d8+8; hp 35, 29; Init +2 (Dex); Spd 30 ft., climb 30 ft.; AC 14 (–1 size, +2 Dex, +3 natural); Atk +7 melee (1d6+5 [x2], 2 claws), and +2 melee (1d6+2, bite); SQ scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.

Skills and Feats: Climb +18, Listen +6, Spot +6.
SQ: Scent (Ex).

The apes have collected in their nest 2,000 ep, 500 sp, a ring of fire resistance (minor), and a scroll of remove curse, project image, incendiary cloud  (caster level 15).

H4
This enclosure houses three rust monsters, being raised for experiments by Horan.

Rust Monsters (3): CR 3; Large Aberration; HD 5d8+5; hp 32, 25, 23; Init +3 (Dex); Spd 40 ft.; AC 18 (+3 Dex, +5 natural); Atk +3 melee (rust, antennae touch), and –2 melee (1d3, bite); SA Rust; SQ scent; AL N; SV Fort +2, Ref +4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8.

Skills and Feats: Listen +9, Spot +9; Alertness.
SA: 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 size of the object is immaterial—a full suit of armor rusts away as quickly as a sword. Magic armor and weapons, and other enchanted items made of metal, must succeed at a Ref save (DC 20) or be dissolved. A metal weapon that deals damage to a rust monster also corrodes immediately.
SQ: Scent (Ex).

H5
To see that the egg is protected, Horan has summoned an invisible stalker.

Invisible Stalker: CR 7; Large Elemental (Air); HD 8d8+16; hp 56; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft., fly 30 ft. (perfect); AC 17 (–1 size, +4 Dex, +4 natural); Atk +10/+5 melee (2d6+6, slam); Reach 10 ft.; SQ elemental, natural invisibility, improved tracking; AL N; SV Fort +4, Ref +10, Will +4; Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11.

Skills and Feats: Listen +11, Move Silently +15, Search +11, Spot +13; Combat Reflexes, Improved Initiative, Weapon Focus (slam).
SQ: Elemental—Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits; Natural Invisibility (Su)—This ability is constant, allowing the stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purgespell; Improved Tracking (Ex)—Invisible stalkers are consummate trackers and make Spot checks instead of the usual Wilderness Lore checks to trace a creature’s passage.

page 16
H8
Hidden behind secret sliding panels (Search, DC 20), this small room provides a place of peace and meditation for Horan.…  Each character who fails a Will save (DC 18) will see himself or herself in the position of authority over the rest of the party.

H9
If Kwairno has not been forewarned or is surprised, she will cast a webspell and then attempt to escape (using her ring of freedom of movement to assist).

The bottom drawer is locked (DC 20) and protected by a Leomund’s trap. In the drawers are 500 pp and Kwairno’s spellbook.

Spellbook: 1st—Alarm, Comprehend Languages, Hold Portal, Magic Missile, Shield; 2nd—Continual Flame, Ghoul Touch, Knock, Leomund’s Trap, Melf’s Acid Arrow, Web.

H10
This has been protected with a fire trap (1d4+12 points of damage).

Spellbook: 1st—Charm Person, Comprehend Languages, Erase, Magic Missile, Protection from Good, Ray of Enfeeblement, Unseen Servant, Ventriloquism; 2nd—Detect Thoughts, Invisibility, Leomund’s Trap, Locate Object, Magic Mouth, Mirror Image, Scare, See Invisbility; 3rd—Clairaudience/Clairvoyance, Fly, Haste, Hold Person, Slow, Summon Monster III; 4th—Arcane Eye, Bestow Curse, Fire Trap, Ice Storm, Minor Globe of Invulnerability, Rary’s Mnemonic Enhancer; 5th—Bigby’s Interposing Hand, Cone of Cold, Contact Other Plane, Feeblemind, Mordenkainen’s Faithful Hound; 6th—Control Water, Guards and Wards, Summon Monster VI.

page 17
Failure to make a Will save (DC 18) will cause that character (regardless of race or sex) to grow a beard at a rate of 3 inches per minute. Only a remove curse can stop this growth.

H11
In each, resting in hammocks in the rafters or in the mud on the floor are two bugbears and 4 bullywugs.

Bugbears (2):  CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 16 each; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +4 melee (1d8+2, morningstar), or +3 ranged (1d6+2, javelin); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SQ: Darkvision (Ex).
Possessions: Javelin (2), leather armor, morningstar, small wooden shield.

Bullywugs (4):  CR 1; Medium-Size Humanoid (Aquatic); HD 1d8+3; hp 4 each; Init +0; Spd 20 ft., swim 30 ft.; AC 16 (+3 natural, +2 leather armor, +1 small wooden shield); Atk +1 melee (1d6, x3, halfspear), or +1 ranged (1d6, x3, halfspear); SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Listen –2, Spot –2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SQ: Marsh Move (Ex).
Possessions: Halfspear, leather armor, small wooden shield.

I1
A small family group of bugbears, 1 male, one or two females and one to four young, lives in a shelter—a small lean-to, a hollow in the rocks, or under a broken roof.

Male Bugbear:  CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 16 each; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 natural, +2 leather armor); Atk +4 melee (damage by weapon +2); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SQ: Darkvision (Ex).
Possessions: Leather armor.

Female Bugbear: CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 16 each; Init  +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 natural); Atk +4 melee (damage by weapon +2); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SA: Darkvision (Ex).

Young Bugbear:  CR 1/2; Small Humanoid (Goblinoid); HD 1/2 d8; hp 2 each; Init +2 (Dex); Spd 20 ft.; AC 16 (+1 size, +2 Dex, +3 natural); Atk +1 melee (damage by weapon); SQ darkvision; AL CE; SV Fort +0, Ref +4, Will +0; Str 11, Dex 14, Con 11, Int 10, Wis 10, Cha 9.

Skills and Feats: Hide +3, Listen +2, Move Silently +7, Spot +3; Alertness.
SQ: Darkvision (Ex).

I2
At each location are 1d3 bugbears.

Bugbears:  CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 16 each; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +4 melee (1d8+2, morningstar); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SQ: Darkvision (Ex).
Possessions: Leather armor, morningstar, small wooden shield.

I3
At each location will be found a single bugbear, larger and tougher than most.

Bugbear Veteran:  Male Bugbear3/Ftr1; CR 3; Medium-Size Humanoid (Goblinoid); HD 3d8+1d10+4; hp 28 each; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +3 studded leather armor); Atk +5 melee (1d10+2, x3, glaive), or +6 melee (1d8+2, morningstar); SQ darkvision; ALCE; SV Fort +4, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +1 (+2), Hide +2 (+3), Intimidate +1, Listen +3, Move Silently +5 (+6), Spot +3; Alertness, Weapon Focus (morningstar).
SQ: Darkvision (Ex).
Possessions: Glaive, morningstar, studded leather armor.

Hidden near its campsite (Search, DC 18) are 101–200 gp.

I4
Shruzgrap is a rebellious and deceitful bugbear.

Shruzgrap: Male Bugbear3/Rog1; CR 3; Medium-Size Humanoid (Goblinoid); HD 3d8+1d6+8; hp 32; Init +3 (Dex); Spd 30 ft.; AC 18 (+3 Dex, +3 natural, +2 leather armor); Atk +5 melee (1d8+3, morningstar), or +5 ranged (1d6+3, throwing axe); SA sneak attack; SQ darkvision; AL CE; SV Fort +3, Ref +8, Will +1; Str 16, Dex 17, Con 15, Int 14, Wis 10, Cha 6.

Skills and Feats: Bluff +2, Climb +5, Hide +7, Listen +3, Move Silently +5, Open Lock +5, Search +4, Spot +3; Alertness, Martial Weapon Proficiency (throwing axe).
SA: Sneak Attack (Ex)—+1d6.
SQ: Darkvision (Ex).
Possessions: Leather armor, morningstar, thieves’ tools, throwing axe.

Hidden in Shruzgrap’s campsite (Search, DC 20) are 500 gp and a scroll of emotion, nondetection (caster level 7).

I5
Carefully screened under a small section of wall and roof covered by vines (Search, DC 15) is the dwelling of Yrak, the band’s witch-doctor.

Yrak: Male Bugbear3/Adp4; CR 6; Medium-Size Humanoid (Goblinoid); HD 3d8+3d6+12; hp 34; Init +3 (Dex); Spd 30 ft.; AC 18 (+3 Dex, +3 natural, +2 leather armor); Atk +6 melee (2d6+3, 19–20/x2, greatsword); SA spells; SQ darkvision; AL CE; SV Fort +4, Ref +7, Will +8; Str 14, Dex 16, Con 15, Int 12, Wis 16, Cha 6.

Skills and Feats: Climb +4, Concentration +5, Heal +6, Hide +5, Knowledge (religion) +4, Listen +6, Move Silently +5, Spellcraft +4, Spot +6; Alertness, Martial Weapon Proficiency (greatsword).
SQ: Darkvision (Ex).
Possessions: Greatsword, leather armor, ring of spell turning,unholy symbol.
Spells Prepared (3/3/1): 0—Detect Magic, Guidance, Light; 1st—Cause Fear, Cure Light Wounds, Protection from Good; 2nd—Darkness.

Buried in a corner of Yrak’s dwelling (Search, DC 22) are 25 pp, 1000 gp, and a cursed scroll  (the character who reads it will be obsessed with building the largest, most expensive castle in the world and will spend all of his money to do so).

I6
At the center of the ruins is the camp of the chieftain, commonly called “the boss”   by the other bugbears. As bodyguards he has two large bugbears. The boss also has a pet warthog that always follows him around. Also in the camp are 5 nomral bugbears, 10 female bugbears and 6 infants.

The chieftain: Male Bugbear3/Ftr2/Rog1; CR 4; Medium-Size Humanoid (Goblinoid); HD 3d8+2d10+1d6+12; hp 50; Init +7 (+3 Dex, +4 Improved Initiative; Spd 30 ft.; AC 20 (+3 Dex, +3 natural, +3 studded leather armor, +1 ring of protection +1); Atk +11 melee (1d8+6 and bleeding, 19–20/x2,longsword of wounding +1); SA sneak attack; SQ darkvision; AL CE; SV Fort +6, Ref +8, Will +1; Str 20, Dex 16, Con 15, Int 12, Wis 10, Cha 6.

Skills and Feats: Climb +7 (+8), Hide +6 (+7), Intimidate +1, Listen +3, Move Silently +6 (+7), Spot +4; Alertness, Improved Initiative, Power Attack, Weapon Focus (longsword).
SA: Sneak Attack (Ex)—+1d6.
SQ: Darkvision (Ex).
Possessions: Longsword of wounding +1 (Int 13, Wis 15, Cha 10; empathic; see invisible at will; heal 1/day; AL CN; Ego 8),  ring of protection +1, studded leather armor, thieves’ tools.

Bugbear Guards (2): CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 24, 24; Init +1 (Dex); Spd 30 ft.; AC 16 (+1 Dex, +3 natural, +2 leather armor); Atk +4 melee  (1d8+3, x3, shortspear); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SQ: Darkvision (Ex).
Possessions: Leather armor, shortspear.

Warthog:  CR 2; Medium-Size Animal; HD 3d8+9; hp 24 each; Init +0; Spd 40 ft.; AC 16 (+6 natural); Atk +4 melee (1d8+3, gore); SA ferocity; SQ scent; AL N; SV Fort +6, Ref +3, Will +2; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4.

Skills and Feats: Listen +7, Spot +5.
SA: Ferocity (Ex)—A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying (see page 129 in the Player’s Handbook).
SQ: Scent (Ex).

Male Bugbears (5):  CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 15 each; Init +1 (Dex); Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +4 melee (1d8+2, morningstar); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SQ: Darkvision (Ex).
Possessions: Leather armor, morningstar, small wooden shield.

Female Bugbears (10):  CR 2; Medium-Size Humanoid (Goblinoid); HD 3d8+3; hp 16 each; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 natural); Atk +4 melee (1d8+2, morningstar); SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.

Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3; Alertness.
SA: Darkvision (Ex).
Possessions: Morningstar.

There are also 6 mongrelman slaves fastened to 15-foot long ropes. All six have their tongues cut ou, so none have the normal mimicking ability of their kind. Their leader is tied to a rope from his ankle to a large boulder (250 lb.)

Mongrelmen (6): CR 1/2; Medium-Size Humanoid (Mongrelman); HD 1d8+1; hp 4 each; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +0 melee (1d3, slam); SQ low-light vision, camouflage, mimicry; AL LN; SV Fort +1, Ref +4, Will +0; Str 10, Dex 15, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Hide +11, Listen +3, Pick Pocket +9, Spot +4; Alertness.
SQ: Low-Light Vision (Ex); Camouflage (Ex); Mimicry (Ex).

Mongrelman Leader:  Male Mongrelman Rog2; CR 2; Medium-Size Humanoid (Mongrelman); HD 2d6+2; hp 10; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 natural); Atk +1 melee (1d3, slam), or +4 ranged (1d4 and poison, dart); SA sneak attack; SQlow-light vision, evasion, camouflage, mimicry; AL LN; SV Fort +1, Ref +4, Will +0; Str 10, Dex 16, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Climb +5, Hide +16, Listen +7, Move Silently +8, Pick Pocket +14, Search +5, Spot +7; Alertness.
SA: Sneak Attack (Ex)—+1d6.
SQ: Low-Light Vision (Ex); Evasion (Ex); Camouflage (Ex); Mimicry (Ex).
Possessions: Darts (3) coated with giant wasp venom.

J
There is little to show actual planning or work done on the walls as the compound is camouflaged (Search, DC 25).

J1a
Hidden in the ruins of the wall at each position is a mongrelman guard.

Mongrelman Guard:  Male Mongrelman War3; CR 2; Medium-Size Humanoid (Mongrelman); HD 3d8+3; hp 20; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +3 melee (1d6, club); SQ low-light vision, camouflage, mimicry; AL LN; SV Fort +4, Ref +3, Will +1; Str 12, Dex 15,Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Hide +11, Listen +2, Pick Pocket +8, Spot +4; Alertness.
SQ: Low-Light Vision (Ex); Camouflage (Ex); Mimicry (Ex).
Possessions: Club.

J1b
Hidden on either side of the entrance, in the ruins, are eight mongrelmen who are assigned the duty of greeting unwanted strangers.

Mongrelman:  CR 1/2; Medium-Size Humanoid (Mongrelman); HD 1d8+1; hp 4 each; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +0 melee (1d3, slam); SQ low-light vision, camouflage, mimicry; AL LN; SV Fort +1, Ref +4, Will +0; Str 10, Dex 15, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Hide +11, Listen +3, Pick Pocket +9, Spot +4; Alertness.
SQ: Low-Light Vision (Ex); Camouflage (Ex); Mimicry (Ex).

J2
For the purposes of combat, there are 50 mongrelmen. Although the statistics for individual mongrelmen may vary, the statistics above represent the average of the group.

Mongrelman:  CR 1/2; Medium-Size Humanoid (Mongrelman); HD 1d8+1; hp 7 each; Init +2 (Dex); Spd 30 ft.; AC 15 (+2 Dex, +3 natural); Atk +0 melee (1d6, club); SQ low-light vision, camouflage, mimicry; AL LN; SV Fort +1, Ref +4, Will +0; Str 10, Dex 15, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Hide +11, Listen +3, Pick Pocket +9, Spot +4; Alertness.
SQ: Low-Light Vision (Ex); Camouflage (Ex); Mimicry (Ex).
Possessions: Club.

Hidden in the various hovels is a total of 3,000 cp, 1,000 sp, 800 gp, a ring of regeneration, and a potion of amnesia.  A single sip of this potion will cause a character to forget all memories—name, companions, past adventures, skills, magic items, etc. Memory may be regained through the use of a  heal, mass heal, restoration, greater restoration, miracle, limited wish, or wish. It takes two hours to search the compound to find all these items.

J3
A giant hedgehog is tearing at the dried fruit.

Giant Hedgehog:  CR 3; Large Animal; HD 6d8+18; hp 55; Init +1 (Dex); Spd 20 ft.; AC 15 (+1 Dex, +4 natural); Atk +7 melee (1d8+3, bite), and +2 melee (1d4+1 [1d4], 1d4 bristles); Face 5 ft. by 10 ft.; AL N; SV Fort +8, Ref +3, Will +2; Str 16, Dex 12, Con 17, Int 1, Wis10, Cha 4.

Skills: Listen +5, Spot +5.

J4
It is noticeable (Spot, DC 10) that not a single mongrelman lives within 50 feet of this building. This is because dwelling in the building is Aratheas, a female elven wizard.

Aratheas: CR 6; Female Elven Wiz6; Medium-Size Humanoid (Elf); HD 6d4+6; hp 20; Init +3 (Dex); Spd 30 ft.; AC 13 (+3 Dex); Atk +4 melee (1d4+1, 19–20/x2, dagger +1); SA spells; SQ elven traits; AL CG; SV Fort +4, Ref +6, Will +6; Str 10, Dex 16, Con 13, Int 18, Wis 11, Cha 15.

Skills and Feats:Concentration +10, Hide (cc) +7 1/2, Knowledge (arcana) +13, Listen +2, Move Silently (cc) +4 1/2, Search (cc) +6 1/2, Spellcraft +13, Spot +2; Brew Potion, Combat Casting, Dodge, Scribe Scroll, Spell Mastery (burning hands, scare, sleep, lightning bolt).
SQ: Elven Traits (Ex).
Possessions: Cloak of resistance +1, dagger +1, rod of absorption (can absorb 3 more levels, has 7 levels stored), pouch with 50 sp, 200 gp, 3 gems (1,000 gp each).
Spells Prepared (4/4/4/3): 0—Dancing Lights, Daze, Ghost Sound, Light; 1st—Burning Hands, Enlarge, Sleep (2); 2nd—Pyrotechnics, Scare (2); 3rd—Blink (2), Lightning Bolt.
Spellbook: 1st—3 spells; 2nd—2 spells; 3rd—2 spells.

J5
The leader (whose name resembles the sound of a leopard’s coughing growl) lives here. With him are four companions. The leader is very ugly, having human, ogre, frog, and dog-like features unpleasantly blended together. His arms, chest, and neck are covered by a cross-hatch of scars and only tufts of hair dot his head.

Mongrelman Leader: Male Mongrelman Ftr2/Rog3; CR 4; Medium-Size Humanoid (Mongrelman); HD 2d10+3d6+5; hp 38; Init +2 (Dex); Spd 30 ft.; AC 17 (+2 Dex, +3 natural,+2 leather armor); Atk +8 melee (1d10+4, greatclub); SA sneak attack; SQ low-light vision, evasion, uncanny dodge, camouflage, mimicry; AL LN; SV Fort +5, Ref +5, Will +1; Str 16, Dex 15, Con 12, Int 8, Wis 10, Cha 10.

Skills and Feats: Climb +5, Hide +16, Listen +8, Move Silently +8, Open Lock +8, Pick Pocket +14, Search +5, Spot +8; Alertness, Combat Casting, Improved Unarmed Strike, Power Attack, Weapon Focus (greatclub).
SA: Sneak Attack (Ex)—+2d6.
SQ: Low-Light Vision (Ex); Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus;Camouflage (Ex); Mimicry (Ex).
Possessions: Greatclub, leather armor.

If using the grapple rules on the page 137 of the Player’s Handbook, the combat should proceed as explained there.…  Next, a normal attack roll is made. If a player character is fighting dirty, the attack roll suffers a –4 penalty. If the leader is fighting dirty, the attack roll penalty is only –2.… All damage is subdual damage.

J6
In a cleared space near the center of the room are six mongrelmen gathered in a small circle.

Mongrelmen (6):  Male Mongrelman Rog3; CR 3; Medium-Size Humanoid (Mongrelman); HD 3d6+3; hp 14 each; Init +3 (Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 natural); Atk +2 melee (1d6, club); SA sneak attack; SQ low-light vision, evasion, uncanny dodge, camouflage, mimicry; AL LN;  SV Fort +2, Ref +6, Will +1; Str 10, Dex 17, Con 12, Int 8, Wis 10, Cha 8.

Skills and Feats: Climb +6, Hide +17, Listen +8, Move Silently +9, Pick Pocket +15, Search +5, Spot +8; Alertness, Weapon Focus (small stone).
SA: Sneak Attack (Ex)—+2d6.
SQ: Low-Light Vision (Ex); Evasion (Ex), Uncanny Dodge (Ex)—Dex bonus;Camouflage (Ex); Mimicry (Ex).
Possessions: Club, small stone (8).

The DC to hit the eye sockets is 24; however, the DM should not inform the players what their chance to hit is.

K
The tops are sharply pointed and the whole wall leans outward, making the Climb DC 30. There is a gate in the middle of the south wall, but the path is very muddy (movement rate x 1/2).

Note: bullywugs no longer have a hop ability.

It is always manned by one bullywug armed with a spear.

Bullywug:  CR 1; Medium-Size Humanoid (Aquatic); HD 1d8+3; hp 9; Init +0; Spd 20 ft., swim 30 ft.; AC 16 (+3 natural, +2 leather armor, +1 small wooden shield); Atk +1 melee (1d6, x3, halfspear); SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Listen –2, Spot –2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SQ: Marsh Move (Ex).
Possessions: Halfspear, leather armor, small wooden shield.

K1
Just inside the tunnel mouth is hidden a shallow pit, 10 foot deep, filled with sharpened bamboo stakes. Three pungi stakes are covered with mud. Characters probing the floor must make a successful Search check (DC 10) to notice the stakes, although the pit will be found automatically. Each pit is 7 feet long.

Spiked Pit Trap (10 ft. deep):CR 2; no attack roll necessary (1d6); +10 melee (1d4+1 and disease [1d6], 1d6 spikes); for each spike that hits, there is a 5% cumulative chance that the character contracts filth fever (Injury; DC 12; incubation 1d3 days; damage 1d3 Dex, 1d3 Con); Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20).

In it are four normal bullywugs armed with spears, a leader, and a trained killer frog.

Bullywugs (4): CR 1; Medium-Size Humanoid (Aquatic); HD 1d8+3; hp 5 each; Init +0; Spd 20 ft., swim 30 ft.; AC 16 (+3 natural, +2 leather armor, +1 small wooden shield); Atk +1 melee (1d6, x3, halfspear); SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Listen –2, Spot –2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SQ: Marsh Move (Ex).
Possessions: Halfspear, leather armor, small wooden shield.

Bullywug Leader: Male Bullywug Bbn1; CR 1; Medium-Size Humanoid (Aquatic); HD 1d12+3; hp 13; Init +1 (Dex); Spd 30 ft., swim 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 small wooden shield); Atk +2 melee (1d6+1, x3, halfspear); SA rage; SQ marsh move; AL CE; SV Fort +5, Ref +1, Will –2; Str 12, Dex 12, Con 16, Int 7, Wis 7, Cha 7.

Skills and Feats: Hide +3* (+4), Listen +1, Spot +1; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SA: Rage (Ex)—1/day.
SQ: Marsh Move (Ex).
Possessions: Halfspear, leather armor, small wooden shield.

Killer Frog: CR 1/4; Small Animal; HD 1d8; hp 5; Init +3 (Dex); Spd 15 ft., swim 30 ft.; AC 15 (+1 size, +3 Dex, +1 natural); Atk +3 melee (1d2–1 [x2], 2 claws), and –2 melee (1d4–1, bite); SA leap; AL N; SV Fort +0, Ref +5, Will +2; Str 7, Dex 16, Con 11, Int 1, Wis 14, Cha 4.

Skills and Feats: Hide +18, Listen +5, Spot +5; Weapon Finesse (claws, bite).
SA: Leap (Ex)—A killer frog can leap up to 20 ft. horizontally (10 ft. vertically) and attack with its bite. Treat this as a charge attack. To leap, the killer frog must be at least 10 ft. from its foe.

K2
There are 25 bullywugs at various parts around the room.

Bullywugs (25):  CR 1; Medium-Size Humanoid (Aquatic); HD 1d8+3; hp 7 each; Init +0; Spd 20 ft., swim 30 ft.; AC 16 (+3 natural, +2 leather armor, +1 small wooden shield); Atk +1 melee (1d6, x3, halfspear); SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7.

Skills and Feats: Hide +0*, Listen –2, Spot –2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SQ: Marsh Move (Ex).
Possessions: Halfspear, leather armor, small wooden shield.

These create problems for the characters in combat. There is a 1 in 6 chance each round that a character steps in a pit. The character must make a successful Balance check (DC 10) or slip, requiring a move action to regain his feet.

K3
This is the court, sleeping chamber, treasury, armory, and war room of the self-styled “king” of the bullywugs, Groak. With him are four large bullywugs, his most trusted followers.

Groak: Male Bullywug Bbn2; CR 2; Medium-Size Humanoid (Aquatic); HD 2d12+8; hp 25; Init +2 (Dex); Spd 30 ft., swim 30 ft.; AC 20 (+2 Dex, +3 natural, +4 chain shirt, +1 small wooden shield); Atk +7 melee (1d6+4, x3, halfspear +2); SA rage; SQ marsh move, uncanny dodge; AL CE; SV Fort +7, Ref +2, Will –1; Str 15, Dex 14, Con 19, Int 6, Wis 8, Cha 4.

Skills and Feats: Climb +5 (+7), Hide +0* (+2*), Listen –1, Spot –1, Wilderness Lore +4; Weapon Focus (halfspear). * Bullywugs have a +6 racial bonus on Hide checks  when in marshes because of their skill at camouflage.
SA: Rage—1/day.
SQ: Marsh Move (Ex); Uncanny Dodge—Dex bonus.
Possessions: Chain shirt, halfspear +2, small wooden shield.

Bullywug Followers (4):  Male Bullywug Bbn1; CR 1; Medium-Size Humanoid (Aquatic); HD 1d12+3; hp 13 each; Init +0; Spd 30 ft., swim 30 ft.; AC 16 (+3 natural, +2 leather armor, +1 small wooden shield); Atk +3 melee (1d6+2, x3, halfspear); SA rage; SQ marsh move; AL CE; SV Fort +5, Ref +0, Will –2; Str 14, Dex 10, Con 16, Int 7, Wis 7, Cha 7.

Skills and Feats: Climb +5 (+6), Hide –1* (+0*), Listen –2, Spot –2, Wilderness Lore +2; Endurance. * Bullywugs have a +6 racial bonus on Hide checks when in marshes because of their skill at camouflage.
SA: Rage—1/day.
SQ: Marsh Move (Ex).
Possessions: Halfspear, leather armor, small wooden shield.

Besides the normal items a frog king might collect, the bullywugs guard 750 sp, 5,000 gp, and one gem (700 gp).

K4
Clinging to the ceiling above the pool are eight stirges. They will not attack the bullywugs, but will attack any other creatures who enter the room.

Stirges (8): CR 1/2; Tiny Beast; HD 1d10; hp 6 each; Init +4 (Dex); Spd 10 ft., fly 40 ft. (average); AC 16 (+2 size, +4 Dex); Atk +6 melee (1d3–4, touch); Face 2 1/2 ft. by 2 1/2 ft.; Reach 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.

Skills and Feats: Hide +14; Weapon Finesse (touch).
SA: Attach (Ex)—If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponents body. An attached stirge has an AC of 12; Blood Drain (Ex)—A stirge drains blood, dealing 1d4 points of temporary Con damage each round it remains attached. Once it has drained 4 points of Con, it detaches and flies off to digest the meal.

K5
Hidden in one of the pools is an ochre jelly. It will attack any person who pokes or prods it.

Ochre Jelly: CR 5; Large Ooze; HD 6d10+27; hp 74; Init –5 (Dex); Spd 10 ft., climb 10 ft.; AC 4 (–1 size, –5 Dex); Atk +5 melee (2d4+3 and 1d4 acid, slam); Face 5 ft. by 10 ft.; Reach 10 ft.; SA improved grab, acid, constrict; SQ blindsight, split, ooze; AL N; SV Fort +4, Ref –3, Will –3; Str 15, Dex 1, Con 15, Int —, Wis 1, Cha 1.

SA: Improved Grab (Ex)—To use this ability, the ochre jelly must hit with its slam attack. If it gets a hold, it can constrict; Acid (Ex)—An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage; Constrict (Ex)—An ochre jelly deals automatic slam and acid damage with a successful grapple check.
SQ: Blindsight (Ex)—An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet; Split (Ex)—Weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half the original’s hit points (round down). A jelly with only 1 hit point cannot be further split; Ooze—Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

L
Also lurking in the waters are many crocodiles, which are a threat to any swimmers.

Crocodiles (60+):  CR 2; Medium-Size Animal (Aquatic); HD 3d8+9; hp 24 each; Init +1 (Dex); Spd 20 ft., swim 30 ft.; AC 15 (+1 Dex, +4 natural); Atk +6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap); SA improved grab; AL N; SV Fort +6, Ref +4, Will +2; Str 19, Dex 12,  Con 17, Int 2, Wis 12, Cha 2.

Skills and Feats: Hide +7*, Listen +5, Spot +5. * A crocodile gains a +12 racial bonus to Hide checks when submerged.
SA: Improved Grab (Ex).

This “god” is actually an old pan lung, a type of oriental dragon.

Pan Lung: CR 6; Large Dragon (Water); HD 8d12+24; hp 72; Init +5 (+1 Dex, +4 Improved Initiative); Spd 40 ft., fly 60 ft. (average), swim 30 ft.; AC 18 (–1 size, +1 Dex, +8 natural); Atk +11/+6 melee (1d12+4, bite), and +6/+1 melee (1d6+2 [x2], 2 claws); Face 5 ftx 10 ft.; Reach 10 ft.; SA frightful presence, detect thoughts, scaly command, water fire, spell-like abilities, improved grab, constrict; SQ water breathing, flight; AL CN; SV Fort +9, Ref +7, Will +9.

Skills and Feats: Bluff +10, Concentration +11, Diplomacy +10, Escape Artist +9, Knowledge (history) +11, Knowledge (local) +11, Listen +13, Search +11, Spot +11; Alertness, Improved Initiative.
SA: Frightful Presence (Ex)—A pan lung with 7 Hit Dice or higher radiates an aura of fear like that of dragons. Creatures within 240 ft. are subject to the effect if they have fewer HD than this pan lung. A potentially affected crecreature that succeeds at a Will save (DC 16) remains immune to this pan lung’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds; Detect Thoughts (Su)—A pan lung can continuously detect thoughts as the spell cast by an 8th-level sorceror (save DC 14). It can suppress or resume this ability as a free action;Scaly Command (Sp)—A pan lung can exert a powerful control over the inhabitants of its home lake or swamp once per day. No crocodiles, giant crocodiles, or fish with Intelligence 2 or less will attack a pan lung. This pan lung can also control 6–60 such animals. This control allows no save and lasts for 20–120 minutes. The range of this power is 1/2 mile;Water Fire (Su)—A pan lung can cause the water surrounding it to become aflame at will. The unearthly fire causes any creature within 5 feet of the pan lung to attempt a Reflex save (DC 13) or else suffer 1–6 points of fire damage. Normal or magical fire will cancel water fire for 20–120 minutes; Spell-Like Abilities—At will—invisibility  and polymorph self; 3/day—charm monster. These abilities are as the spells cast by an 8th-level sorceror (save DC 12 + spell level); Improved Grab (Ex)—To use this ability, the pan lung must hit with its bite attack. If it gets a hold, it can constrict;Constrict (Ex)—A pan lung deals 1d12+4 ponts of damage with a successful grapple check against Large or smaller creatures.
SQ: Water Breathing (Ex)—The pan lung can breathe underwater indefinitely and can freely use its abilities while submerged; Flight (Su)—A pan lung can cease or resume flight as a free action.

page 22
In the nest are 2,500 pp, 10,000 gp, and 10,000 cp. There ia also a trident +3, a potion of bull’s strength,and a potion of alter self.

M
As characters enter and walk through this small square, two shambling mounds will lurch out of the stalls, one at each end of the marketplace.

Shambling mounds (2): CR 6; Large Plant; HD 8d8+24; hp 64, 62; Init +0; Spd 20 ft.; AC 20 (–1 size,+11 natural); Atk +10 melee (2d6+5 [x2], 2 slams); Reach 10 ft.; SA improved grab, constrict; SQ plant, electricity immunity, fire resistance 30; AL N; SV Fort +9, Ref +2, Will +2; Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9.

Skills: Hide +0*, Listen +4, Move Silently +4. * Shamblers receive a +12 bonus to Hide checks when in a swampy or forested area.
SA: Improved Grab(Ex)—To use this ability, the shambler must hit an opponent of up to Large size with both arm attacks. If it gets a hold, it can constrict; Constrict (Ex)—A shambler deals 2d6+7 points of damage with a successful grapple check against Large or smaller creatures. The shambler can still move, but cannot take any attack actions when constricting.
SQ: Plant; Electricity Immunity (Ex)—Shamblers take no damage from electricity. Instead, any electrical attack (such as shocking grasp or lightning bolt) used against a shambler grants it 1d4 points of temporary Con. The shambler loses these points at the rate of 1 per hour.

In a stall from where one of the monsters appeared, is a potion of cure serious wounds, and a scroll of cure serious wounds, remove curse, and  neutralize poison (caster level 7).

page 25
Mongrelman
Medium-Size Humanoid (Mongrelman)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Dart +2 ranged or short sword +0 melee
Damage: Dart 1d4 and poison, short sword 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Low-light vision, camouflage, mimicry
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 10, Dex 15, Con 12, Int 8, Wis 10, Cha 8
Skills: Hide +11, Listen +3, Pick Pocket +9, Spot +4
Feats: Alertness
—
Climate/Terrain: Any land
Organization: Solitary, gang (2–5), pack (11–20 plus 1 leader of 2nd-level per 10 mongrelmen), band (21–40 plus 1 2nd-level sergeant per 10 adults, 1 3rd-level lieutenant, and 1 leader of 4th-level), horde (41–100 plus 30% non-combatants plus 1 2nd-level sergeant per 10 adults, 1 3rd-level lieutenant per 30 adults, 1 4th-level captain per 40 adults, 1 leader of 5th-level, and 5 4th-level bodyguards)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class

Mongrelmen are a mixture of the blood of many species: humans, orcs, gnolls, ogres, dwarves, hobgoblins, elves, bugbears, bullwugs, and many others.

Their appearance varies greatly, combining the worst features of their parent stocks. They are usually clad in dirty rags; they are ashamed of thier appearance and try to keep their bodies concealed, especially among strangers.

Because of their appearance, mongrelmen are seldom welcome in any lawful or good society, and are usually enslaved or abused by evil or chaotic groups. Thus mongrelmen are found as either slaves or serfs, working long hours for evil humans or humanoids ina dismal community, or as refugees living in abandoned ruins. Enslaved mongrelmen are not willing to rebel, but wait patiently for their masters to be destroyed by outside forces. They prefer to live an orderly day-to-day existence.

Free mongrelmen raise domestic game and grow fruits and vegetables. They have a long tradition of art, music, and literature. They have no distinct tongue of their own, but speak a debased Common, mixed with grunts, whistles, growls, and gestures. Their names often mimic animal noises.

Combat
A mongrelman prides itself o in the ability to survive; they consider the title “The Survivor”to be more esteemed than “The Great.”  For them, patience is a greater virtue than being good at the arts of war. A mongrelman performs acts of violence only in self-defense or (in the case of slaves) on orders of their masters; free mongrelmen do not hesitiate to kill anyone they believe threatens their community. They prefer to avoid contact with other creatures except in times ofgreat need, when they try to steal what they require (food, tools, etc.). Their darts are coated with giant wasp poison.

Camouflage (Ex): A mongrelman can hide itself and its items with great skill. After ten minutes spent preparing the camouflage, the target gains a +6 bonus to Hide checks. Each additional hour spent preparing the camouflage increases the Hide bonus by +1, up to an additional +3. This bonus lasts until the target moves or is touched.

Mimicry (Ex): A mongrelman may imitate the sounds made by any monster or creature it has encountered. Sonic attacks cannot be imitated.

Skills: *Mongrelmen receive a +8 racial bonus to Hide checks and a +6 racial bonus to Pick Pocket checks.

Mongrelman Characters
A mongrelman’s favored class is rogue, and mongrelmen leaders are either rogues or fighter/rogues. Mongrelmen spellcasters are usually adepts (see page 37 of the DUNGEON MASTER’S Guide).

Pan Lung
Large Dragon (Water)
Hit Dice: 4d12+12 (36 hp)
Initiative: +1 (Dex)
Speed: 40 ft., fly 60 ft. (average), swim 30 ft.
AC: 18 (–1 size, +1 Dex, +8 natural)
Attacks: Bite +7 melee, 2 claws +2 melee
Damage: Bite 1d12+4, claw 1d6+2
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Frightful presence, detect thoughts, scaly command, water fire, spell-like abilities, improved grab, constrict
Special Qualities: Water breathing, flight
Saves: Fort +7, Ref +5, Will +7
Abilities: Str 18, Dex 12, Con 17, Int 16, Wis 17, Cha 14
Skills: Bluff +6, Concentration +7, Diplomacy +6, Escape Artist +5, Knowledge (any two) +7, Listen +9, Search +7, Spot +9
Feats: Alertness
—
Climate/Terrain: Any marsh
Organization: Solitary, pair, clutch (1–4) or family (1–2 and 1–4 offspring)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 5–9 HD (Large); 10–12 HD (Huge)

Pan lung are serpentine dragons with no wings. They live in marshes and swamps and are fierce opponents.

Pan lung are about 54 feet long from snout to the tip of the tail. They are sinuous creatures, with a narrow mottled green body. Pan lung have whiskered faces and a spiny fringe that extends from head to tail.

Being semi-aquatic, pan lung eat fish and other swamp creatures. They speak Draconic.

Combat
Pan lung typically spend most of their time invisible and underwater. This allows them to scout out potential opposition. They will attempt to use their scaly command ability first, to gain reinforcements. In close combat, pan lung will use water fire and then attempt to constrict. If the battle goes against them, they will turn invisible  and flee.

Frightful Presence (Ex): A pan lung with 7 Hit Dice or higher radiates an aura of fear like that of dragons.
Detect Thoughts (Su): A pan lung can continuously detect thoughts as the spell cast by an 8th-level sorceror (save DC 14). It can suppress or resume this ability as a free action.
Scaly Command (Sp):  A pan lung can exert a powerful control over the inhabitants of its home lake or swamp once per day. No crocodiles, giant crocodiles, or fish with Intelligence 2 or less will attack a pan lung. A pan lung can also control a number of such animals equal to  1d10 x (its HD –2). This control allows no save and lasts for 20–120 minutes. The range of this power is 1/2 mile.
Water Fire (Su): A pan lung can cause the water surrounding it to become aflame at will. The unearthly fire causes any creature within 5 feet of the pan lung to attempt a Reflex save (DC 13) or else suffer 1–6 points of fire damage. Normal or magical fire will cancel water fire for 20–120 minutes.
Spell-Like Abilities: At will—invisibilityand polymorph self; 3/day—charm monster.  These abilities are as the spells cast by an 8th-level sorceror (save DC 12 + spell level).
Improved Grab (Ex): To use this ability, the pan lung must hit with its bite attack. If it gets a hold, it can constrict.
Constrict (Ex): A pan lung deals 1d12+4 ponts of damage with a successful grapple check against Large or smaller creatures.
Water Breathing (Ex): The pan lung can breathe underwater indefinitely and can freely use its abilities while submerged.
Flight (Su): A pan lung can cease or resume flight as a free action.

page 26
Tasloi
Small Humanoid (Tasloi)
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 25 ft., climb 35 ft.
AC: 15 (+1 size, +2 Dex, +1 natural, +1 small wooden shield)
Attacks: Net +3 ranged, or short sword +0 melee
Damage: Net special, short sword 1d6–1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Low-light vision, light sensitivity
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 8, Dex 15, Con 10, Int 9, Wis 13, Cha 8
Skills: Balance +3, Climb +6, Hide +7*, Listen +2, Move Silently +4, Spot +2
Feats: Exotic Weapon Proficiency (net)
—
Climate/Terrain: Warm forest
Organization: Warband (2–24), tribe (24–100 plus 1 leader of 3rd–5th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Living in steamy tropical forests, tasloi are rarely seen by man. Shy and malicious, they prefer to lurk in the tree tops where they may surprise the weak and unwary.

Tasloi are long-legged, flat-headed humanoids about 3 feet tall. They walk in a crouching posture, touching their knuckles to the ground from time to time. Their skins are lustrous green and are thinly covered with coarse black hair. Their eyes are similar  to a cat’s and are gold in color.

Tasloi will eat anything, but they particularly like all kinds of flesh, especially humans and elves. Often, they can be heard at night, speaking in their high, whispering voices. Tasloi speak their own tongue. About 5% have learned a pidgin Common that they use when trading. Most tasloi encountered outside their homes are warriors; the information in the statistics block is for one of 1st level (see page 39 in the DUNGEON MASTER’S Guide  for more about the warrior class).

Combat
Tasloi like to hide in tree tops and drop down on the weak and unwary. They are quick and nimble in the trees, but slow and clumsy on the ground.

They normally attack from above, trying to capture if possible. If they gain surprise, they use their nets to trap their prey. If a party is too vigilant or prepared, the tasloi attempt to wear down the group through short, sudden attacks followed by retreat. If possible, tasloi try to steal the enemy’s dead after an attack.

Light Sensitivity (Ex):Tasloi suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylightspell.
Skills: Tasloi gain a +1 racial bonus to Balance checks and a +2 racial bonus to Move Silently checks. * Tasloi receive a +4 racial bonus to Hide checks when in areas of heavy foliage.
Note: Text taken from the module, page 26 and Monstrous Manual, TSR, Inc., 1993, p 340.

Tasloi Characters
A tasloi’s favored class is fighter, and most tasloi leaders are fighters. Most tasloi spellcastersare adepts (see page 37 of the the DUNGEON MASTER’S Guide).

Yellow Musk Creeper
Large Plant
Hit Dice: 3d8 (13 hp)
Initiative: +0
Speed: 0 ft.
AC: 13 (–1 size, +4 natural)
Attacks: 2d6 flowers +2 ranged
Damage: Special
Face/Reach: 10 ft. by 10 ft./0 ft.
Special Attacks: Pollen, intelligence drain, create spawn
Special Qualities: Plant, blindsight
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 2, Dex 10, Con 11, Int 1, Wis 10, Cha 3
—
Climate/Terrain: Temperate forest or underground
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 4–6 HD (Large); 7–9 HD (Huge)

The yellow musk creeper is a plant that attack humanoids, draining intelligence and turning them into yellow musk zombies.

The creeper is a large, light green climbing plant with leaves like ivy, 1d4 dark green buds, and 2d6 bright yellow flowers with splashes of purple. It can cover an area up to 20 feet square from its single bulbous root. The creeper has a sweet, entrancing  odor while dormant.

Combat
Creepers are dormant until a creature approaches within 10 feet; then the nearest flowers turn toward the prey and puff musky pollen. A victim hit by the pollen must make a successful Will save or be entranced and walk toward the plant. When the victim reaches the creeper, a green bud extends its roots into victim’s head, and reach the brain in two rounds to drain intelligence.

Pollen (Ex): Creepers are dormant until a creature approaches within 10 feet; then the nearest flowers turn toward the prey and puff musky pollen. A victim hit by the pollen  must make a successful Will save (DC 11) or act as if under the influence of a charm person spell and walk toward the plant.
Intelligence Drain (Su): When the victim reaches the creeper, a green bud extends its roots into the victim’s head, and reach the brain in two rounds. The victim loses 1d4 points of Intelligence per round after that. A victim reduced to 0 Intellegence or less dies instantly.
Create Spawn (Su): A victim reduced to Intelligence 1 or 2 becomes a yellow musk zombie under the creeper’s control. If the plant dies before reducing its prey to zombie status, 1 point of Intelligence is regained per day, or aheal or restoration  will restore lost Intelligence instantly. If the mother plant is destroyed first, a yellow musk zombie can be cured by a neutralize poison followed by a heal  spell and four weeks of constant rest.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Tremorsense (Ex): The yellow musk creeper can automatically sense the location of anything in contact with the ground within 60 feet of its body.
Note: Text taken fromMonstrous Manual, TSR, Inc., 1993, p 292.

Yellow Musk Zombie

A yellow musk zombie is created when a yellow musk creeper drains most of the Intelligence from a humanoid. The resulting being acts to defend the plant and to spread its seed.

A yellow musk zombie looks almost the same as she did in life. The differences are yellowing of the skin and a glazed look in the eyes.

A zombie can move up to 100 feet from the creeper. She serves the creeper up to two months before moving at least 200 feet and dying; the seedling that has been growing in her head quickly sprouts, flowers, and becomes a new creeper.

A yellow musk zombie doesn't speak.

Creating a yellow musk zombie

“Yellow musk zombie” is a template that can be added to any Medium-size humanoid creature (referred to hereafter as the “character’). The creature’s type changes to “plant.” It uses all the character’s statistics and special abilities except as noted here.

Hit Dice: same as the character’s
Speed: 20 feet
AC: Same as the character, except no Dexterity bonus
Attacks: Attack bonus is +3, no Strength or Dexterity bonus
Special Qualities: A yellow musk zombie retains all the character’s special abilites and those listed below, and also gains the plant type (see page 5 of the Monster Manual).
No Spells (Ex): Yellow musk zombies cannot use any spells, psionics, or spell-like abilities they had before their transformation.
Saves: Same as the character
Abilities: Strength, Dexterity, Constitution, Wisdom, and Charisma become 10 or remain the same as the character’s, whichever is lower. Intelligence is reduced to 1 or 2.
Skills: Yellow musk zombies cannot use any skills they had before their transformation.
Feats: Yellow musk zombies cannot use any feats they had before their transformation.
—
Climate/Terrain: Temperate forest or underground
Organization: Same as the base creature
Challenge Rating: 1
Treasure: Same as the base creature
Alignment: Always neutral
Advancement: None

page 28
Character Roster
No.	Name	Race	Sex	Class	Level	AL	Str	Dex	Con	Int	Wis	Cha	HP
1.	Nasaldromus	H	M	Wiz	5	NG	10	13	12	19	10	15	20
2.	Bruti	D	M	Ftr	6	CG	19	11	16	13	8	7	48
3.	Daniel	H	M	Clr	6	LG	13	15	10	10	18	16	30
4.	Theala	H	F	Mnk	5	LN	15	18	11	10	16	12	27
5.	Olaf Peacock	H	M	Brd	6	CN	15	18	12	13	15	18	30
6.	Hieroman	1/2 E	F	Drd	5	N	12	15	12	13	15	18	30
7.	Orrem	H	F	Clr	6	CG	12	15	14	13	18	10	40
8.	Prandalas	E	M	Ftr/Wiz	3/3	NG	13	8	12	14	10	11	22
9.	Jarl	G	M	Wiz (Ill)	4	LG	6	16	11	18	12	13	10
10.	Donnela	H	F	Rog	7	N	11	14	15	9	12	8	32
11.	Gavin	1/2	M	Rog	6	NE	8	16	10	11	8	12	30
12	Roland	1/2 E	M	Clr/Wiz	3/3	CN	9	8	14	14	13	12	36
13.	Black Morran	D	M	Ftr	5	CG	17	10	12	13	8	14	36
14.	Fairburne	H	M	Pal	6	LG	18	14	12	12	13	18	44
15.	Ursh	1/2 O	M	Clr	4	LE	9	11	13	10	13	10	18
16.	Marcella	H	F	Ran	7	CG	17	12	17	13	15	7	55
17.	Andrea	H	F	Wiz	7	NG	10	12	15	13	10	11	23
18.	Morgana	1/2 E	F	Ftr/Wiz	4/4	LG	14	11	7	12	10	15	24
19.	Stephanos	E	M	Rog/Wiz	3/3	N	13	17	8	16	10	15	18
20.	X the Mystic	H	M	Wiz	7	LG	13	10	9	17	9	14	15

Magic Items
No.	Items
1.	ring of protection +2; staff of frost (4 charges)
2.	chainmail +1; small steel shield +2; throwing axe +2; potion of levitate
3.	half-plate +1; heavy mace +2; scroll of cure serious wounds (caster level 7)
4.	ring of freedom of movement; light crossbow of distance +3
5.	chainmail +1; longsword +1; potion of cure serious wounds
6.	net of entrapment; potion of cure light wounds
7.	heavy mace +2; potion of charisma
8.	ring of fire resistance (minor); bottle of air; amulet of proof against detection and location
9.	dagger +2; scroll of minor globe of invulnerability (caster level 9)
10.	sling +2; gloves of swimming and climbing
11.	short sword +1—Animal Bane
12.	potion of glibness
13.	longsword +1—Aberration Bane; potion of reduce (caster level 5)
14.	half-plate +1; ring of protection +2; Frost Brand
15.	rod of negation; helm of underwater action; potion of clairaudience/clairvoyance
16.	small wooden shield +2; potion of cure light wounds
17.	ring of spell storing; potion of cure serious wounds
18.	helm of comprehending languages and reading magic
19.	dagger +2; wand of major image (10 charges)
20.	potion of cure light wounds; scroll of mirror image, ice storm, slow (caster level 7)

Notes
4.) crossbow of accuracy no longer exists, replaced with crossbow of distance
5.) bastard sword +1 changed to longsword +1, because a bard needs a feat to use bastard swords
7.) warhammer +2 changed to heavy mace +2, because a cleric needs a feat to use warhammers
8.) alchemy jug no longer exists, replaced with bottle of air
9.) scroll of protection from elementals no longer exists, replaced with scroll of minor globe of invulnerability
12.) potion of animal control no longer exists, replaced with potion of glibness
14.) Frost Brand is now a greatsword, so I replaced shield +1with ring of protection +2