Notes from my Return to the Tomb of Horrors conversion

the Jester

Legend
By request, I'm posting some of my notes from the conversion of RttToH I used.

First, a couple of general points: I heavily modified the adventure in order to fit it into my regular high-level game (yes, I ran this in my regular campaign- scared the hell out of my players!). The entire thing was sort of a side adventure on the way to confront their true enemy, Felenga, but I digress.

The party started at around 15th-21st level and by the end was something like 17th-23rd.

My players skipped over almost the entire first couple chapters via an ethereal assault that took them to the entrance of the Tomb (the hall at the back of the Bleak Academy). The initial ethereal assault involved a fight with something like ten glabrezu. Then, in the entry hall, I had positioned a crawling head, and the pcs ended up fighting Ferranifer, the head, the Dim Triad, a Balor, Drake, Ngise and some lesser necromancers all at once.

Also, the Tomb itself was heavily warded against certain divinations- no find the path in there! However, augury, divination and similar things worked.

Without further ado, I'll start with some of the villains from the Bleak Academy.

(If you play in my campaign, don't look at the stuff that's blacked out with the spoiler tag; it might come up again sometime.)

FERRANIFER
Vampire (former human) Necromancer 20


(Stats include spells already cast, including shield, mind blank, contingency/stoneskin, unheavened, detect scrying, ultimate concentration, globe of invulnerability, and energy immunity (extended).)

Hit Dice: 20d12 (162 hp)
Initiative: +10
Speed: 30’
Armor Class: 36 (+4 deflection, +6 armor, +6 dex, +6 natural, +4 shield), touch 20, flat-footed 30
Base Attack/Grapple: +10/+13
Attack: Slam (1d6+3 plus energy drain)
Full Attack: Slam +x/x (1d6+3 plus energy drain)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, create spawn, dominate (DC 24), energy drain (DC 24), spells
Special Qualities: Alternate form, arcane sight, contingency (stoneskin activates when damaged by a weapon), DR 10/silver and magic, darkvision 60’, detect magic, detect scrying, familiar, fast healing 5, gaseous form, globe of invulnerability, immunity to magic missiles (from shield), fire and acid (from energy immunity spell), mind blank, read magic, repulsion (DC 25), resistance to cold 10 and electricity 10, see invisibility, spider climb, tongues, turn resistance +8, ultimate concentration, undead traits, vampire weaknesses
Saves: Fort +10, Ref +16, Will +19 (Note: Ferranifer gets a +4 profane bonus on saves vs. the spells or spell-like abilities of Good outsiders.)
Abilities: Str 16, Dex 23 (with gloves +4), Con -, Int 29 (with headband +4), Wis 17, Cha 18
Skills: Balance +8, Bluff +15, Concentration +30 (with ultimate concentration), Decipher Script +20, Hide +14, Jump +5, Knowledge (architecture and engineering) +12, Knowledge (arcana, religion, the planes) +32, Listen +19, Move Silently +14, Search +17, Sense Motive +11, Spellcraft +35, Spot +19, Survival +3 (+5 on other planes), Tumble +18, Use Magic Device +14 (+18 on checks
involving scrolls)
Feats: Alertness, Chain Spell, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Transdimensional Spell
Challenge Rating: 22
Gear: Amulet of the void, headband of intellect +4, Ferranifer’s brooch, ring of protection +4, bracers of armor +6, cloak of resistance +4, gloves of dexterity +4, vile spell ring, wand of lightning bolt (30 charges), wand of magic missile (5 missiles, maximized) (20 charges), wand of dispel magic (25 charges), wand of slow (9 charges), wand of detect magic (27 charges), scroll (true strike, arcane eye, cruel disappointment), scroll (soul’s treasure lost, wall of eyes), potions of cat’s grace, inflict serious wounds (3d8+15) (3). (Note: several of the above items and spells are in the Book of Vile Darkness.
Alignment: Chaotic Evil

Permanent Spell Effects- arcane sight, tongues, read magic, see invisibility.

Spells: 5/8/7/7/7/7/6/6/6/6; base save DC is 19 + spell level (21 + spell level for Necromancy); opposition schools- Illusion and Enchantment.

Note: Ferranifer’s damaging spells do one point of Vile damage per spell level due to her vile spell ring.

Typical Spells Prepared:

0 level (DC 19/21 necromancy)- acid splash, preserve organ#, prestidigitation, touch of fatigue (2);

1st level (DC 20/22 necromancy)- bite spirit*, magic missile (2), metamorphose liquids, ray of enfeeblement*, shield**, true strike, unseen servant;

2nd level (DC 21/23 necromancy)- darkness, Melf’s acid arrow, speak with undead*, unheavened**#, web, wither limb*# (2);

3rd level (DC 22/24 necromancy)- clairaudience/clairvoyance**, dispel magic, gentle repose*, lightning bolt, Melf’s acid arrow (transdimensional), Melf’s acid arrow (extended), negative energy ray* (empowered);

4th level (DC 23/25 necromancy)- animate dead*, detect scrying**, dimension door, grim revenge*#, ice storm, negative energy ray* (maximized), wrack*#;

5th level (DC 24/26 necromancy)- cloudkill, dismissal, fireball (empowered), magic jar*, magic missile (quickened), stop heart*#, ultimate concentration**;

6th level (DC 25/27 necromancy)- blackmantle*, circle of death*, contingency**, globe of invulnerability**, greater dispel magic, repulsion**;

7th level (DC 26/28 necromancy)- banishment, dimensional anchor (chained), negative energy ray* (empowered), finger of death*, greater teleport (2);

8th level (DC 27/29 necromancy)- bestow greater curse#, energy immunity (extended)**, greater scrying, gutwrench*#, horrid wilting*, mind blank**;

9th level (DC 28/30 necromancy) - blackfire* (2), energy drain*, finger of death* (heightened), incendiary cloud (transdimensional), prismatic sphere, wail of the banshee*.

*Necromancy spell.
**Already cast.
#From the Book of Vile Darkness.

Ferranifer’s Brooch: This brooch pin of obsidian bears an etched fang. If an undead wears it, it increases her turn resistance by +4. If a living creature dons the pin, they must immediately make a Fortitude save, DC 20, or die (as if subjected to a finger of death spell). If the wearer survives, the brooch has no further effect unless removed and then donned again.


The Dim Triad- Absalom, Blaesing and Harrow
ABSALOM

Male Human Vampire Fighter 15 (Medium undead)
Hit Dice: 15d12+8 (140 hp)
Initiative: +6
Speed: 20’
Armor Class: 35 (+7 natural, +10 armor, +6 shield, +2 dex), touch 12, flat-footed 32
Base Attack/Grapple: +15/+24
Attack: Slam +24 melee (1d6+12 plus energy drain) or +4 shock bastard sword +29 melee (1d10+15/17-20 plus lethality)
Full Attack: Slam +24/19/14 melee (1d6+12 plus energy drain); or +4 shock bastard sword +29/24/19 melee (1d10+15/17-20 plus lethality); or +4 shock bastard sword +23/18/13 melee (1d10+15/17-20 plus lethality) and heavy steel shield +14 melee (1d4+9)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 18), create spawn, energy drain (DC 18)
Special Qualities: Alternate form, DR 10/silver and magic, fast healing 5, gaseous form, hide in plain sight, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +12, Ref +12, Will +10
Abilities: Str 29 (including gauntlets), Dex 14, Con -, Int 12, Wis 14, Cha 13
Skills: Bluff +9, Hide +10, Jump +26, Listen +12, Move Silently +10, Search +9, Sense Motive +10, Spot +21
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Improved Shield Bash, Improved Shield Use, Iron Will, Lethality (bastard sword), Lightning Reflexes, Power Attack, Quickdraw, Resilience, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword),
Challenge Rating: 17
Alignment: Chaotic evil

Gear: Eel (+4 shock cold iron bastard sword), Turtle (heavy steel shield +3), full plate +2, gauntlets of ogre power, potions of inflict serious wounds (3d8+15) (3), potion of haste

BLAESING (Medium Undead)
Female Human Vampire Rogue 5/Assassin 10
Hit Dice: 15d12 (100 hp)
Initiative: +10
Speed: 30’
Armor Class: 22 (+6 natural, +6 dex), touch 16, flat-footed 16
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+6 plus energy drain); or +2 longsword +16 melee (1d8+6); or masterwork mighty (+2) shortbow +18 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Full Attack: Slam +14/9 melee (1d6+6 plus energy drain); or ++2 longsword +16/11 melee (1d8+6);; or masterwork mighty (+2) shortbow +18/13 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, death attack (DC 25), dominate (DC 22), create spawn, energy drain (DC 22), sneak attack +8d6, spells
Special Qualities: Alternate form, DR 10/silver and magic, evasion, fast healing 5, gaseous form, improved uncanny dodge, resistance to cold 10 and electricity 10, spider climb, trap sense +1, trapfinding, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +4, Ref +17, Will +4
Abilities: Str 19, Dex 22, Con -, Int 21 (with headband), Wis 10, Cha 20
Skills: Balance +8, Bluff +36, Climb +5 (+7 when involving rope), Diplomacy +9, Disguise +17 (+19 acting in character), Escape Artist +6 (+8 when involving rope), Hide +34, Intimidate +15, Jump +7, Listen +20, Move Silently +34, Search +25, Sense Motive +20, Sleight of Hand +21, Spot +20, Survival +0 (+2 when following tracks), Tumble +21, Use Rope +18
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Sidestep, Stealthy
Challenge Rating: 17
Alignment: Chaotic evil

Gear: Headband of intellect +2, longsword +2, masterwork mighty (+2) shortbow, 24 silver arrows, 24 howling arrows (arrows +1, deal +1d4 sonic damage, those struck must make a Fort save, DC 15, or be deafened for ten minutes), potion of invisibility, potion of bull’s strength, potion of eagle’s splendor, Deception (scarf, grants +5 competence bonus to Bluff; uses amulet slot).

Spells Per Day: 5/4/4/4; base save DC 15 + spell level. Spells Known:

1st level- Disguise self, ghost sound, obscuring mist, true strike;

2nd level- Cat’s grace, darkness, invisibility, undetectable alignment;

3rd level- Magic circle against good, Malford’s dopplegangment, misdirection, nondetection;

4th level- Clairaudience/clairvoyance, dimension door, freedom of movement, greater invisibility.

HARROW
Female Elf Vampire Fighter 4/Evoker 5/Eldritch Knight 6 (Medium undead)
Hit Dice: 15d12 (110 hp)
Initiative: +8
Speed: 60’ (with expeditious retreat) plus lock-step
Armor Class: 33 (+9 natural, +5 armor, +5 shield, +4 dex), touch 14, flat-footed 29 plus 7 mirror images
Base Attack/Grapple: +12/+17
Attack: Slam +17 melee (1d6+7 plus energy drain) or Drowspite +20 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19 ranged (1d8+6/x3) plus power attack
Full Attack: Slam +17/12/7 melee (1d6+7 plus energy drain) or Drowspite +20/15/10 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19/14/9 ranged (1d8+6/x3) plus power attack
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 19), create spawn, energy drain (DC 19), spells
Special Qualities: Alternate form, DR 10/silver and magic and 10/adamantine (absorbs 150 points), fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 21, Dex 18, Con -, Int 20, Wis 13, Cha 14
Skills: Appraise +5 (+7 if related to weapons), Bluff +10, Concentration +18, Craft (weaponsmithing) +21, Diplomacy +4, Handle Animal +3, Hide +12, Intimidate +9, Knowledge (arcana) +18, Listen +11, Move Silently +12, Ride +11, Search +13, Sense Motive +9, Spellcraft +25, Spot +11, Swim +12, Survival +1 (+3 when following tracks)
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Improved Initiative, Improved Trip, Lightning Reflexes, Lock-Step, Monkey Grip, Power Attack, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Still Spell, Weapon Focus (falchion), Weapon Specialization (falchion)
Challenge Rating: 17
Alignment: Chaotic evil

Gear: Bracers of armor +5, buckler +4, Drowspite (keen falchion+2, elfbane), amulet of natural armor +3, mighty (+3) composite longbow +3, adamantine dagger +1, potion of inflict light wounds (1d8+5), scroll (disintegrate).

Spells (5 7 6 5 5 4); opposition schools- Necromancy and Conjuration; base save DC = 15 + spell level (16 + spell level for evocation). Typical Spells Prepared:

0 level (DC 15, evocation 16)- Detect magic, flare*, prestidigitation, ray of frost*, resistance;

1st level (DC 16, evocation 17)- Expeditious retreat**, magic missile (2)*, shocking grasp (2)*, true strike (2);

2nd level (DC 17, evocation 18)- Invisibility, mirror image**, scorching ray (2), touch of idiocy, vertigo;

3rd level (DC 18, evocation 19)- Displacement, fireball (2)*, fly, haste;

4th level (DC 19, evocation 20)- Acid spray*, dispel magic (still), distort summons#, ice storm*, stoneskin**;

5th level (DC 20, evocation 21)- Cone of cold*, seeker missiles (2)*, wall of force*.

*Evocation spell.
**Already cast.
#From the Book of Vile Darkness.
 

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Academician Drake and Instructor Ngise

More from the Bleak Academy. I just noticed that neither of these guys were completely finished- things in parentheses are base numbers, like base save bonus, skill ranks, etc. They'd need some fleshing out if you weren't comfortable winging it.

INSTRUCTOR NGISE
Male Human Necromancer 6/Pale Master 10

Hit Dice: 6d4 + 10d6 +22
Initiative:
Speed:
Armor Class: (+6 natural
Base Attack/Grapple: +8/+8
Attack: Undead graft (+2) melee touch (paralysis, 1d6 str damage, one negative level, 1d6 con drain or death) or deathtooth or spell
Full Attack:
Space/Reach: 5’/5’
Special Attacks: Animate dead, spells, summon undead 2/day, summon greater undead 1/day, undead graft (4/day make a paralyzing (DC 14), weakening, degenerative (DC 14), destructive (DC 14), commanding or pale master (DC 19) touch),
Special Qualities: Darkvision, deathless mastery, deathless vigor, immunity to stunning, not subject to nonlethal damage or critical hits, undead vassal
Saves: Fort (10), Ref (4)+2, Will (12)
Abilities: Str 15, Dex 14, Con 13, Int 18, Wis 14, Cha 7
Skills: Concentration (19), Craft (alchemy) (10), Decipher Script (8), Knowledge (arcana, religion, the planes) (19), Search (6), Spellcraft (19)
Feats: Brew Potion, Empower Spell, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (necromancy), Spell Penetration, Toughness, Weapon Focus (touch),
Challenge Rating: 16
Treasure: Deathtooth (cold iron +2 unholy dagger), bracers of armor +3, ring of protection +3, ring of fire resistance (20), amulet of death (all death effects produced by the wearer have their DCs increased by +2 and gain +2 to spell penetration, stacking with both the Spell Penetration and Greater Spell Penetration feats), potions of cure serious wounds, lesser restoration, arcane sight, fox’s cunning, cat’s grace, scroll of cloudkill, greater invisibility and dismissal, scroll of delayed blast fireball.
Alignment: Neutral Evil

Spells Prepared (opposition schools Abjuration and Transmutation; base save DC 14 + spell level, 15 + spell level for Necromancy, 17 + spell level for Necromantic death effects): 5/6/6/6/5/3/2

0 level (DC 14, necromancy 15): Acid splash, detect magic, disrupt undead*, mage hand, touch of fatigue*;

1st level (DC 15, necromancy 16): Chill touch*, color spray, magic missile, ray of enfeeblement*, shield, true strike;

2nd level (DC 16, necromancy 17): Blindness/deafness*, scorching ray, shatter, spectral hand*, wither limb*;

3rd level (DC 17, necromancy 18): Famish*, follow sorcery’s trail, lance of disruption, ray of exhaustion*, suggestion, vampiric touch*;

4th level (DC 18, necromancy 19): Absorb strength*, bestow curse*, grim revenge*#, Otiluke’s resilient sphere, wall of fire;

5th level (DC 19, necromancy 20): Soul shackles*#, stop heart*#, waves of fatigue*;

6th level (DC 20, necromancy 21, necromantic death effects 23): Circle of death**, disintegrate.

*Necromancy spell.
**Necromantic death effect.
#From the Book of Vile Darkness.

DRAKE
Male Human Necromancer 11/Black Necromancer 5

Hit Dice: 16d4
Initiative:
Speed:
Armor Class: (+6 armor, +3 deflection)
Base Attack/Grapple: +8/+9
Attack:
Full Attack:
Space/Reach: 5’/5’
Special Attacks: Rebuke undead, spells, spontaneous necrotism
Special Qualities: Aura of necromancy, speak with undead, undead master (x3)
Saves:
Abilities: Str 13, Dex 12, Con 15, Int 25 (with ring), Wis 11, Cha 12
Skills: Concentration (19), Decipher Script (19), Knowledge (arcana, religion, the planes) (19)+3, Spellcraft (19), Spot (2), Tumble (8)
Feats: Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (evocation, necromancy),
Challenge Rating: 16
Treasure: Bracers of armor +6, ring of protection +3, amulet of resistance +2, ring of the academician (grants +4 enhancement bonus to Intelligence, +3 competence bonus to knowledge checks), staff of fire (10 charges)
Alignment: Neutral Evil
 
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Here are some goodies the pcs destroyed, so I don't have to spoiler 'em.

THE MOTHER OF ALL FOUR-ARMED GARGOYLES
Advanced Four-Armed Gargoyle Fighter 14

Large Magical Beast
Hit Dice: 26d10+234 (425 hp)
Initiative: +2
Speed: 40’, fly 60’ (average)
AC: 19 (+8 natural, +2 dex, -1 size), touch 11, flat-footed 17
Base Attack/Grapple: +26/+39
Attack: Claw +36 melee (1d6+17/19-20 plus power critical plus lethality) plus mastery
Full Attack: 4 claws +36 melee (1d6+17/19-20 plus power critical plus lethality) plus mastery and bite +35 melee (1d8+6) and horn +34 melee (1d8+4)
Space/Reach: 10’/10’
Special Qualities: DR 10/magic, darkvision 60’, freeze
Saves: Fort +26, Ref +14, Will +10
Abilities: Str 29, Dex 14, Con 28, Int 6, Wis 11, Cha 8
Skills: Hide +3 (+11 when against a background of worked stone), Listen +12, Spot +12
Feats: Cleave, Great Cleave, Greater Weapon Focus (claw), Greater Weapon Specialization (claw), Improved Critical (claw), Improved Multiattack, Improved Sunder, Iron Will, Lethality (claw), Multiattack, Power Attack, Power Critical (claw), Weapon Focus (bite, claw), Weapon Mastery (claw), Weapon Specialization (bite, claw)
Challenge Rating: 20
Alignment: Chaotic Evil


THE ‘PURPORTED’ LICH (from ToH 18)
Spellstitched Human Corpse Creature Monk 15

Medium Undead
Hit Dice: 15d12 (111 hp)
Initiative: +2
Speed: 80’ (spring attack)
Armor Class: 31 (+2 natural, +2 dex, +3 monk, +5 wis, +5 deflection, +4 armor), touch 25, flat-footed 29
Base Attack/Grapple: +11/+12
Attack: Unarmed strike +15 melee (2d6+3/19-20 plus stunning fist)
Full Attack: Unarmed strike +15/+15/+15/+10/+5 melee (2d6+3/19-20 plus stunning fist) (including flurry of blows at no penalty)
Space/Reach: 5’/5’
Special Attacks: Flurry of blows, ki strike (magic, lawful), spell-like abilities, unarmed strike
Special Qualities: Abundant step (dimension door 2/day), DR 10/magic and silver, darkvision 60’, diamond body, evasion, purity of body, quivering palm (DC 22), SR 25, still mind, slow fall 70’, turn resistance +2, wholeness of body (30 hp/day), undead traits
Saves: Fort +16, Ref +18, Will +19
Abilities: Str 17, Dex 14, Con -, Int 6, Wis 20, Cha 7
Skills: Balance +4, Jump +5, Listen +23, Spot +23, Tumble +20
Feats: Deflect Arrows, Dodge, Great Fortitude, Improved Critical (unarmed strike), Improved Trip, Lightning Reflexes, Mobility, Spring Attack, Stunning Fist (15/day, DC 22), Weapon Focus (unarmed strike)
Challenge Rating: 18
Treasure: Cursed ring of protection +5 (won’t come off and drains 1d4 con/day), cursed bracers of armor +4 (won’t come off and gives -6 enhancement penalty to saves vs. spells, spell-like abilities or supernatural abilities employed by undead), backfiring wand of fireball (50 charges, a character who can use it can’t be rid of it; it always jumps into hand as a move action on the character’s turn if not in hand during combat), cursed amulet of resistance +5 (won’t come off, gives -10 penalty to turning checks and attempts to penetrate SR of undead, and a -4 penalty to saves (that replaces the normal +5 bonus) against death effects, disintegration, ability damage and drain and energy drain.
Alignment: Chaotic Evil

Spell-Like Abilities (Sp): 3/day- magic missile, scorching ray; 1/day- acid spheres, disintegrate, dispel magic, fireball, Otiluke’s resilient sphere, see invisibility, shield, stoneskin, waves of fatigue.
 

A few more general notes: the Tomb proper had several revisions in its layout, all serving to make the traps and tricks as deadly as they were originally intended to be. There were quite a few areas not yet explored by the pcs, including the one that would've triggered the trapped items the purported lich above carried; but as the pcs never went there they avoided having the curses manifest and got good items instead.

Most of the traps I winged with an eye to extreme deadliness. The first 30d6 damage roll I managed in 3e was in there! :)

For instance, the infamous slide into lava trap was a swiveling tube of a hallway that slammed the pcs around for 6d6 and a save vs. stunning before letting them fall 100' into lava (20d6 fire plus 10d6 falling).

More to come... hope you enjoy these notes! :)
 


This is so cool, it makes me want to dig out that module and run it. Never did in 2nd but it might be interesting to finally do it now. :)

~Marimmar
 

Marimmar@Home said:
This is so cool, it makes me want to dig out that module and run it. Never did in 2nd but it might be interesting to finally do it now. :)

~Marimmar

It was a blast for us, and included some of the most harrowing moments in my campaign to date-- especially against the Vestige.

The Vestige, of course, is in Libris Mortis as the dream vestige, but it's also apparent that it's the basis for the caller in darkness (in the PsiHB). At the time, that was my base creature for the Vestige- one of the toughest monsters ever faced by pcs in my game, and one of the biggest mismatches- they were incredibly outpowered by it.

Here is my interpretation of some o' the stuff in Moil:

MOILIAN ZOMBIE
Medium Undead (Cold)

Hit Dice: 12d12+3 (up to 147)
Initiative: -1
Speed: 30’ (can’t run)
Armor Class: 21 (-1 dex, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +6/
Attack: Slam +35 melee (1d10+13) or weapon +35 melee (by weapon +9 or +13) or weapon +25 ranged (by weapon)
Full Attack: Slam +35 melee (1d10+13) or by weapon
Space/Reach: 5’/5’
Special Attacks: Aura of cold (DC 19), constant insight, life drain
Special Qualities: Cold subtype, parasitism, single actions only, undead traits
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 28, Dex 8, Con -, Int 6, Wis 10, Cha 17
Skills: Climb +24
Feats: Ability Focus (aura of cold), Great Fortitude, Lightning Reflexes, Power Attack, Toughness
Environment: The City That Waits
Challenge Rating: 15
Treasure: None
Alignment: Always chaotic evil

CREATING A MOILIAN

“Moilian” is a template that can be added to any undead. A Moilian creature has all the base creature’s statistics and special abilities except as noted below.

Size and Type: The Moilian retains the undead type and gains the cold subtype.

Hit Dice: A Moilian’s hit dice increase by 10. Its hit points depend greatly on its life draining abilities (see below).

Armor Class: A Moilian’s natural armor bonus increases by +10. A Moilian also gains a deflection bonus to AC equal to its Charisma bonus, if any.

Base Attack/Grapple: Change to account for increased HD and ability scores.

Attacks: A Moilian uses the base creature’s attacks, but damage for all physical attacks increases by two steps. Its attack bonus increases due to ability score changes, added hit dice and its constant insight ability.

Special Attacks: A Moilian retains all the base creature’s special attacks and gains the following:

Aura of Cold (Su): A Moilian with at least one hit point constantly projects an aura of numbing cold around itself. On its turn each round, each creature within 30’ suffers 3d6 hit points of damage and must make a Fortitude save (DC 10 + ½ HD + Cha bonus) or be frozen in place and paralyzed by an icy coating for 1d4+1 minutes.

Constant Insight (Su): A Moilian has a +20 insight bonus on attack rolls. It is not subject to a miss chance due to concealment.

Life Drain (Su): Any creature within 20’ of a Moilian creature suffers 1d4 points of Con drain each round (no save) on its turn. For each point of Con a Moilian drains, it gains 5 hp (to a maximum of 12 per hit die). A Moilian’s life drain ability even works if it is reduced to 0 hit points or less, unless it is killed by fire, acid or disintegration.

Special Qualities: A Moilian retains all the base creature’s special attacks and gains the following:

Cold Subtype (Ex): A Moilian creature gains the cold subtype and is therefore immune to cold. It suffers 150% normal damage from fire.

Parasitism (Su): A Moilian loses 1 hp per day. It collapses at 0 hit points. A Moilian becomes active again as soon as its hit points rise to 1 or higher. Such a creature survives only by absorbing the life force of others (as noted above).

Abilities: Change from base creature as follows: Str +16, Int +6, Cha +16.

Skills: Recalculate Moilian creatures’ skills based on their new hit dice.

Feats: Recalculate a Moilian’s number of feats based on its new hit dice total.

Challenge Rating: HD 5 or less, same as base creature +15; HD 6 to 12, as base creature +13; HD 13 or higher, as base creature +11.

Alignment: Always Chaotic Evil.

THE VESTIGE
Advanced Paragon Caller In Darkness Variant

Gargantuan Undead (Incorporeal)
Hit Dice: 26d12+312 (624 hp)
Initiative: +9
Speed: 90’, fly 120’ (good)
Armor Class: 38 (-4 size, +9 dex, +7 deflection, +12 insight, +12 luck) plus incorporeal
Base Attack/Grapple: +13/+61
Attack: Incorporeal touch +40 melee (4d6+20 plus steal essence)
Full Attack: 4 incorporeal touches +40 melee (4d6+20 plus steal essence)
Space/Reach: 20’/20’
Special Attacks: Engulf, psionics, spell-like abilities, steal essence
Special Qualities: Daylight powerlessness, DR 15/epic, fast healing 20, incorporeal, resistance to cold 10 and fire 10, SR 37, turn resistance +2, undead traits, unnatural aura
Saves: Fort +24, Ref +31, Will +34
Abilities: Str -, Dex 29, Con -, Int 29, Wis 29, Cha 40
Skills: Bluff +39, Concentration +24, Hide +32, Intimidate +44, Knowledge (arcana) +22 ½, Knowledge (local- Moil, psionics) +33, Listen +50, Psicraft +33, Search +48, Sense Motive +48, Spellcraft +33, Spot +50, Tumble +33,
Feats: Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Weapon (touch), Mental Adversary, Quicken Spell-Like Ability (fear)
Epic Feats: Epic Fortitude, Epic Reflexes
Environment: Moil, the City that Waits
Organization: Solitary
Challenge Rating: 27
Alignment: Neutral evil

Combat:

Engulf (Ex): The vestige may simply flow over as many creatures as will fit within its body, exposing each to its steal essence ability.

Psionics (Sp): At will- clairaudience/clairvoyance, detect psionics, fatal attraction (DC 1d20+37), mass concussion, suggestion (DC 1d20+35); manifester level 48. Attack/Defense Modes: all/all.

Spell-Like Abilities (Sp): at will- fear (DC 51); 3/day- greater dispelling, haste, see invisibility; caster level 15.

Steal Essence (Su): Any creature engulfed or touched by the Vestige must make a Will saving throw (DC 41) or suffer 1d6 points of Intelligence damage. A creature that is killed or has any of its mental attributes reduced to 0 by the Vestige is absorbed into the screaming mass of souls. The body remains behind, but the soul is lost. Only a wish or miracle can free the soul to allow resurrection.

Daylight Powerlessness (Ex): The vestige is utterly powerless in daylight or in the light of the wand of days. In sunlight the vestige can only take a single move or move-equivalent action each round.

FUNDAMENTAL SWARM, NEGATIVE
Tiny Elemental (Evil, Extraplanar, Incorporeal, Swarm)
Hit Dice: 10d8 (45 hp)
Initiative: +6
Speed: Fly 40’ (good)
Armor Class: 14 (+1 size, +2 dex, +1 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +7/-
Attack: Swarm (2d6 plus energy drain- gain one negative level per round)
Full Attack: Swarm (2d6 plus energy drain- gain one negative level per round)
Space/Reach: 10’/0’
Special Attacks: Distraction (DC 15), energy drain (DC 14 to remove)
Special Qualities: Elemental traits, immunity to cold, incorporeal, swarm traits
Saves: Fort (3), Ref (7), Will (3)
Abilities: Str -, Dex 15, Con 11, Int 3, Wis 11, Cha 5
Skills: Hide +15
Feats: Ability Focus (energy drain), Great Fortitude, Improved Initiative, Skill Focus (hide)
Environment: Negative Energy Plane
Organization: Swarm or teem (2-20 swarms)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment:-

SODIUX the Brine Dragon
(Note: Sodiux uses a modified version of the stats of a very old black dragon.)
Huge Dragon (Extraplanar, Water)
Hit Dice: 28d12+196 (408 hp)
Initiative: +4
Speed: 60’, fly 150’ (poor), swim 60’
Armor Class: 35 (-2 size, +27 natural), touch 8, flat-footed 35; plus Combat Expertise
Base Attack/Grapple: +28/+48
Attack: Bite +38 melee (2d8+12)
Full Attack: Bite +38 melee (2d8+12) and 2 claws +33 melee (2d6+6) and 2 wings +33 melee (1d8+6) and +33 melee (tail slap 2d6+18)
Space/Reach: 15’/10’ (15’ with bite)
Special Attacks: Breath weapon (18d4 desiccation, Ref half DC 32), frightful presence (DC 27), spells (plus wears ring of silent spells), spell-like abilities
Special Qualities: Blindsense 60’, DR 15/magic, darkvision 120’, immunity to acid, magic sleep effects and paralysis, low-light vision, SR 23, water breathing
Saves: Fort +24, Ref +16, Will +19
Abilities: Str 34, Dex 10, Con 27, Int 18, Wis 17, Cha 16
Skills: Bluff +18, Concentration +39, Diplomacy +8, Disguise +3 (+5 when acting in character), Hide +23, Intimidate +5, Knowledge (arcana, the planes) +35, Listen +34, Move Silently +31, Search +35, Sense Motive +34, Sleight of Hand +2, Spot +34, Survival +3 (+5 on other planes or when following tracks), Swim +20 (can always take 10)
Feats: Ability Focus (breath weapon), Cleave, Clinging Breath, Combat Expertise, Great Cleave, Improved Initiative, Improved Trip, Power Attack, Quicken Breath, Shock Wave
Challenge Rating: 18
Alignment: Chaotic neutral

Spell-Like Abilities: 3/day- darkness; 1/day- corrupt water, plant growth.
Spells: Sodiux casts spells like a ninth level sorcerer (6/7/7/7/4). Spells known: 0 level- dancing lights, detect magic, disrupt undead, ghost sound, mage hand, ray of frost, resistance; 1st level- burning hands, magic missile, shield, shocking grasp, true strike; 2nd level- detect thoughts, hypnotic pattern, mirror image, shatter; 3rd level- dispel magic, haste, vampiric touch; 4th level- enervation, fire shield.

Treasure: 27,305 gp; 1075 pp; 23 gems (8 worth 10 gp each, 13 worth 100 gp each, 1 worth 500 gp and 1 worth 1,000 gp); an impressive collection of ruined art objects; and ten magic items (the mask of the devourer, a medium-size adamantine breastplate, a pair of matching medium heavy steel shields +4 emblazoned with griffons rampant, a ring of silent spells (worn; 2/day allows the wearer to cast a spell as if the Silent Spell feat had been applied), a figurine of wondrous power (ebony fly), greater bracers of archery, a helm of underwater action, an amulet of inescapable location, a pair of winged boots, and a left arm of Nyr (DotF).

DOCTOR TARR
Unique large construct
Hit Dice: 24d10+30 (175 hp)
Initiative: +1
Speed: 20’
Armor Class: 21 (+10 natural, +1 dex), touch 11, flat-footed 20
Base Attack/Grapple: +12/+22
Attack: Scalpel +17 melee (1d4+6) or manipulator arm +17 melee touch (improved grab)
Full Attack: 4 scalpels +17 melee (1d4+6) and 2 circular saws +17 melee (1d10+6); or manipulator arm +17 melee (improved grab) and 2 circular saws +17 melee (1d10+6)
Space/Reach: 10’/10’ (20’ with manipulator arm)
Special Attacks: Improved grab, perfect limbs, sleep gas
Special Qualities: Construct traits, cure light wounds 3/day, DR 10/-
Saves: Fort +10, Ref +11, Will +13
Abilities: Str 22, Dex 13, Con -, Int 17, Wis 17, Cha 11
Skills: Diplomacy +2, Heal +33, Knowledge (nature) +30, Search +30, Sense Motive +30, Spot +30, Survival +5 (+7 in aboveground natural environments or when following tracks)
Feats: Alertness, Combat Expertise, Great Fortitude, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Skill Focus (heal), Toughness
Challenge Rating: 15
Alignment: Chaotic neutral


Perfect Limbs (Ex): All of Dr. Tarr’s limbs count as primary weapons and use his full attack bonus. (In any round in which he uses the manipulator arm he may not use his scalpel arms, however.)

Sleep Gas (Ex): 3/day, Dr. Tarr can fire a 20’ cone of sleep gas. All creatures within the cone must make Fortitude saving throws, DC 22, or fall asleep for 8 hours.

THE DARKWEAVER OF MOIL
Advanced Darkweaver Assassin 7

Large Aberration
Hit Dice: 27d8+7d6+102 (235 hp)
Initiative: +4
Speed: 20’, climb 20’
Armor Class: 27 (+4 dex, +4 deflection, +10 natural, -1 size), touch 23, flat-footed 23
Base Attack/Grapple: +25/+38
Attack: Tentacle rake +33 melee (1d6+9)
Full Attack: 6 tentacle rakes +33 melee (1d6+9) and bite +28 melee (1d9+9 plus 2d4 str)
Space/Reach: 10’/10’ (15’ with tentacles)
Special Attacks: Death attack (DC 19), improved grab, poison use, shadow strands (base DC 16), sneak attack +4d6, spell-like abilities, spells, strength damage (bite; doubles on a critical hit)
Special Qualities: All-around vision (can’t be flanked), darkvision 60’, DR 15/magic, fast healing 3, improved uncanny dodge, shadow jump, shadowstuff armor, SR 25, sunlight vulnerability, tentacle regeneration, uncanny dodge, undetectable alignment
Saves: Fort +18 (+21 vs. poison), Ref +21, Will +20
Abilities: Str 28, Dex 18, Con 16, Int 15, Wis 16, Cha 18
Skills: Climb +32 (can always take 10), Concentration +18, Diplomacy +4 (+6 against evil creatures), Hide +45, Intimidate +4 (+6 against evil creatures), Listen +41, Move Silently +33, Search +21, Spot +24, Survival +3 (+5 when following tracks)
Feats: Ability Focus (shadow strands), Alertness, Combat Expertise, Combat Reflexes, Evil Brand (BoVD), Greater Ability Focus (shadow strands), Improved Disarm, Improved Trip, Power Attack
Epic Feats: Epic Ability Focus (shadow strands), Epic Fortitude, Epic Reflexes
Challenge Rating: 21
Alignment: Neutral Evil

Spell-Like Abilities: 3/day- confusion (DC 17), darkness, deeper darkness, suggestion (DC 16), tongues, web (DC 15); 1/day- shadow walk.

Spells: As a 7th-level assassin, the Darkweaver of Moil can cast 4/3/2 per day (having already cast undetectable alignment). It knows the following spells (DC 12 + spell level): 1st level- ghost sound, sleep, stupor (BoVD), true strike; 2nd level- cat’s grace, fox’s cunning, invisibility, undetectable alignment; 3rd level- false life, Malford’s dopplegangment, nondetection.

Tactics: As creatures enter the darkweaver’s web it will prepare with invisibility, cat’s grace, fox’s cunning and nondetection. When creatures are a round away it will cast true strike. A Listen check (DC 15 +1/10’ of distance) will allow pcs to hear the spells being cast as whispery voices in the distance; a successful Spellcraft check may allow the identification of the spells being cast.

If possible, the darkweaver will make an assassination attempt (using its death attack to paralyze).

The Trap: When the tower starts shaking, the pcs will twelve rounds to escape before the tower collapses into the Negative Material Plane.

FAERICLES, LORD HIGH EXULTANT OF MOIL
Moilian Swordwraith Fighter 13

Medium Undead (cold)
Hit Dice: 23d12+23 (196 hp)
Initiative: +1
Speed: 20’
Armor Class: 32 (+10 natural, +11 armor, +1 dex), touch 11, flat-footed 31; all plus Combat Expertise
Base Attack/Grapple: +18/+52
Attack: The Blade Perilous +59 melee plus/minus mastery, power attack and/or combat expertise (2d6+28) –add +2 to hit and +2d6+2 plus 1d4 con damage against fighters, barbarians, paladins and blackguards.
Full Attack: The Blade Perilous +59/54/49/44 melee plus/minus mastery, power attack and/or combat expertise (2d6+28) –add +2 to hit and +2d6+2 plus 1d4 con damage against fighters, barbarians, paladins and blackguards.
Space/Reach: 5’/5’
Special Attacks: Aura of cold (30’ radius, 3d6 hp and Fort DC 28 or frozen 1d4+1 minutes), constant insight, life drain (20’ radius, 1d4 Con drain per round, Fort DC 28 avoids)
Special Qualities: Cold subtype, DR 10/magic and slashing, parasitism, SR 20, turn resistance +2
Saves: Fort +11, Ref +8, Will +12
Abilities: Str 39, Dex 13, Con -, Int 17, Wis 13, Cha 24
Skills: Balance +3, Bluff +20, Diplomacy +11, Disguise +7 (+9 acting in character), Intimidate +35, Jump +42, Listen +8, Sense Motive +14, Sleight of Hand +3, Spot +8, Tumble +15
Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Sunder, Improved Toughness, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Mastery (greatsword), Weapon Specialization (greatsword)
Epic Feats: Epic Weapon Focus
Challenge Rating: 26
Alignment: Lawful Evil
Gear: The Blade Perilous, mithral full plate +3, ring of spell resistance (grants SR 20)

When using his full Wall of Swords style (max power attack and expertise) his AC is 50, and his primary attack is at +23-25 (depending on how he allocates his mastery) for 2d6+64... assuming he’s not fighting a warrior type!

The Blade Perilous: This magical greatsword is extremely potent. Designed to defeat warriors, the sword is intelligent, aligned, and willful. It is forged of cold iron, with the face of Orcus set in the tang. The hilt is designed to resemble the butt of Orcus’ dreaded wand.

The Blade Perilous is +3 and glows a ghastly red, shedding shadowy illumination in a 10’ radius. The blade can see invisible objects within 10’ and can bestow such ability upon its wielder if it so chooses. It can also entrance 3/day if the wielder swings it overhead in at least two full circuits. The glowing red pattern created causes all creatures looking at it to make a Will save (DC 20) or become fascinated for as long as the blade is swung overhead, plus 1d4 rounds thereafter (or until attacked). The number of hit dice entranced can be up to thrice the wielder’s base attack, or twice that for the Lord High Exultant.

When fighting against a fighter, warrior, barbarian, paladin or blackguard, the Blade Perilous increases in potency. It has the Bane property against all such targets (increases to +5 enhancement bonus and does an extra 2d6 hp of damage upon hitting). Furthermore, any hit on such a target deals 1d4 point of Con damage unless the target makes a Fort save (DC equal to the damage dealt).

The Blade Perilous has an Intelligence of 15, a Wisdom of 18, a Charisma of 18 and an Ego of 31. It can communicate telepathically with its wielder or any creature with a language within 30’; it may exclude its wielder from a telepathic conversation if it wishes. It is Chaotic Neutral and tends to be reckless and ruthless in its pursuit of warrior-types.

MOILIAN SPECTER
Medium Undead (cold, incorporeal)
Hit Dice: 17d12
Initiative: +7
Speed: 40’, fly 80’ (perfect)
Armor Class: 23 (+10 deflection, +3 dex), touch 23, flat-footed 20
Base Attack/Grapple: +8/-
Attack: Incorporeal touch +32 melee (2d6 plus energy drain) (ignores miss chance for concealment)
Full Attack: Incorporeal touch +32 melee (2d6 plus energy drain) (ignores miss chance for concealment)
Space/Reach: 5’/5’
Special Attacks: Aura of cold (30’ radius, 3d6 plus Fort save DC 30 or frozen in place for 1d4+1 minutes), constant insight, create spawn, energy drain (2 levels; each negative level bestowed gives the Moilian spectre 5 hp; Fort DC 30 to remove), life drain (20’ radius, all creatures must make Fort saves, DC 30, or suffer 1d4 points of Con drain; each point yields 5 hp to the Moilian)
Special Qualities: Cold subtype, incorporeal, parasitism, sunlight powerlessness, turn resistance +2, undead, unnatural aura
Saves: Fort +5, Ref +8, Will +12
Abilities: Str -, Dex 16, Con -, Int 20, Wis 14, Cha 31
Skills: Hide +23, Intimidate +30, Knowledge (religion) +25, Knowledge (the planes) +15, Listen +24, Search +25, Spot +24, Survival +2 (+4 when following tracks or on other planes)
Feats: Ability Focus (aura of cold, energy drain, life drain), Alertness, Improved Initiative, Weapon Focus (touch)
Challenge Rating: 20

THE MOILIAN ZOMBIE GAUNTLET (Area 16.4)
Due to the many overlapping Moilian auras in here, living creatures are exposed to a heinous level of negative energy. Every round the pcs suffer 2d4 points of Con drain and 6d6 points of cold damage. A Fortitude save, DC 26, halves the damage.

THE HEADSMAN OF MOIL
Clockwork Warrior (modified nimblewright) Fighter 13

Hit Dice: 23d10+43 (173 hp)
Initiative: +12
Speed: 40’
Armor Class: 31 (+8 dex, +7 natural, +6 armor), touch 18, flat-footed 23; all plus Combat Expertise
Base Attack/Grapple: +18/+23
Attack: +3 vorpal greataxe +30 melee (1d12+19/18-20 (x3)), plus Power Attack and/or Combat Expertise
Full Attack: +3 vorpal greataxe +30/25/20/15 melee (1d12+21/18-20 (x3)), plus Power Attack and/or Combat Expertise
Space/Reach: 5’/5’
Special Attacks: Spell-like abilities
Special Qualities: Augmented critical, construct traits, resistance to cold, fire and sonic 10, SR 29, vulnerabilities
Saves: Fort +11, Ref +15, Will +10
Abilities: Str 26 (including gauntlets), Dex 26, Con -, Int 10, Wis 17, Cha 19
Skills: (26 construct, 26 fighter)
Feats: Cleave, Close-Quarters Fighting, Combat Brute, Combat Expertise (B), Combat Reflexes, Dodge, Improved Disarm (B), Improved Initiative, Improved Sunder, Improved Toughness, Mobility, Power Attack, Spring Attack, Two-Handed Power Blow, Weapon Focus (greataxe)
Epic Feats: Improved Spell Resistance
Challenge Rating: 21
Alignment: Chaotic evil
Gear: The Headsman’s Axe of Moil (+3 vorpal greataxe), the Headsman’s Hood (suggestion 1/day, Will save DC 20 negates; if suggestion is to put head on an actual execution block the DC increases to 25), gauntlets of might (+6 enhancement bonus to str, gives resistance to fire, cold and sonic 10), leather bracers of armor +6.

ISAFEL
Medusa Wizard 12
Medium Monstrous Humanoid
Hit Dice: 6d8+12d4+18 (75 hp)
Initiative: +3
Speed: 30’
Armor Class: (+3 dex, +3 natural)
Base Attack/Grapple: +12/+12
Attack: Dagger +x ranged or dagger +x melee or snakes +x melee (1d4 plus poison)
Full Attack: Dagger +x/x/x ranged or dagger +x/x/x melee or snakes +x melee (1d4 plus poison)
Space/Reach: 5’/5’
Special Attacks: Petrifying gaze, poison, spells
Special Qualities: Darkvision 60’
Saves: Fort (+6)+1, Ref (+9)+3, Will (+13)+1
Abilities: Str 10, Dex 16, Con 12, Int 18, Wis 13, Cha 16
Skills: Bluff +14, Concentration +16, Diplomacy +4, Disguise +14 (+16 acting), Intimidate +4, Knowledge (arcana) +25, Knowledge (the planes) +15, Move Silently +8, Spellcraft +21, Spot +8, Survival +1 (+3 on other planes)
Feats: Ability Focus (petrifying gaze), Craft Wondrous Item, Point Blank Shot, Precise Shot, Scribe Scroll, Silent Spell, Spell Focus (transmutation), Spell Penetration, Still Spell, Weapon Finesse
Challenge Rating: 16 (14 if battled with present equipment; no xp for slaying her while bound)
Gear: Stomach of sustenance, heart of regeneration
Alignment: Lawful evil

Petrifying Gaze (Su): Turn to stone permanently, 30’, Fort save DC 18.

Poison (Ex): Injury, Fort DC 15, initial damage 1d6 str, secondary damage 2d6 str.

Spells: 4 5 5 5 4 3 2; base save DC is 14 + spell level; spells prepared:

0 level- acid splash, detect magic, disrupt undead, prestidigitation;

1st level- magic missile, mount, prestidigitation (stilled), ray of enfeeblement, shield;

2nd level- false life, fox’s cunning, mirror image, rope trick;

3rd level- displacement, fireball, fly, protective shock, slow;

4th level- bonebreak, charm monster, extend tentacles, fly (stilled);

5th level- cone of cold, dismissal, wall of force;

6th level- dimension door (stilled and silent), greater dispel magic.
 

And here are notes from the Fortress of Conclusion. I used the sample demilich in the ELH for Acererak himself.

Without further ado...

***

DESATYSSO’S RENEWING REWARD:

When pcs find Desatysso, he’s strung up and laced shut as described in room 3 of the Fortress of Conclusion. As the pcs have never heard of him, they may want to know his story; he journeyed through the Tomb of Horrors decades ago, before the Black Academy existed, and found his way through Moil and to the Fortress as described. He wants only release now, even if it is the release of death.

A character that kills Desatysso must make a Fort save, DC 40, or be strung up as described! Only Epic-level magic can dispel this effect safely.

THE OVERSEER OF AGONY
Advanced Babau Fighter 2/Assassin 10
Large Outsider (Chaotic, Evil)
Hit Dice: 8d8+2d10+10d6+x
Initiative: +7
Speed: 30’
Armor Class: 28 (-1 size, +3 dex, +10 natural, +6 armor), touch 12 (incorporeal touch 18), flat-footed 28 (25 against rogues of 14th or higher level)
Base Attack/Grapple: +17/+29
Attack: Claw +x melee (1d8/19-20 plus improved grab) plus power attack
Full Attack: 2 claws +x melee (1d8/19-20 plus improved grab), bite +x melee (1d8) (all plus power attack)
Space/Reach: 10’/10’
Special Attacks: Death attack, poison use, sneak attack +7d6, spell-like abilities, spells, summon tanar’ri
Special Qualities: DR 10/cold iron or good, darkvision 60’, hide in plain sight, immunity to electricity and poison, improved uncanny dodge, protective slime, resistance to acid 10, cold 10, fire 10 and sonic 20, SR 15, telepathy 100’, uncanny dodge
Saves: Fort +19 (+24 vs. poisons), Ref +15, Will +10
Abilities: Str 27, Dex 16, Con 24, Int 17, Wis 13, Cha 16
Skills: Climb +21, Concentration +16, Disable Device +14, Disguise +20 Escape Artist +14, Hide +31, Intimidate +24, Listen +30, Move Silently +31, Open Lock +13, Search +22, Sleight of Hand +14, Survival +1 (+3 following tracks), Use Rope +0 (+2 bindings)
Feats: Ability Focus (death attack), Cleave, Improved Critical (claw), Improved Initiative, Improved Unarmed Strike, Multiattack, Power Attack, Stunning Fist, Weapon Focus (claw)
Challenge Rating: 19
Treasure: Key to the dretch’s chains, blood-encrusted platinum necklace set with a black diamond (20,000 gp value), ring of improved grab (primary natural attack only), bracers of armor +6, ring of sonic resistance 20
Alignment: Chaotic evil


Spell-Like Abilities (Sp): At will- darkness, dispel magic, see invisibility, greater teleport (self plus 50 lbs of objects only). Caster level 7th.

Protective Slime (Su): Any weapon or creature that touches the Overseer takes 1d10 points of acid damage, ignoring hardness (magic weapons get a Ref save, DC 21, to avoid this)

Assassin Spells/Day: 4 4 4 3. Spells Known: 1st level- ghost sound, jump, obscuring mist, true strike; 2nd level- alter self, cat’s grace, fox’s cunning, invisibility; 3rd level- false life, magic circle against good, nondetection, sadism (BoVD); 4th level- freedom of movement, glibness, modify memory, stop heart.

***

THE HALL OF ARTISTIC SPLENDOR

The demons guarding the secret doors are Apok (a terrible advanced vrock), Terristigulth (a zovvut sorcerer 16), Laahkrooh (a myrmyxicus- see the FF) and Felgunnt, a nalfeshnee barbarian 7.

APOK
Advanced Vrock
Huge Outsider (Chaotic, Evil, Tanar’ri)
Hit Dice: 30d8+290
Initiative: +1
Speed: 30’, fly 50’ (average)
Armor Class: 27 (+1 dex, -2 size, +14 natural, +4 deflection), touch 13, flat-footed 26
Base Attack/Grapple: +30/+48
Attack: Claw +x melee (3d6+x plus 1 vile)
Full Attack: 2 claws and bite and 2 talons
Space/Reach: 15’/15’
Special Attacks: Dance of ruin (Ref DC 28), spell-like abilities, spores, stunning screech (DC 34), summon tanar’ri
Special Qualities: DR 10/good, darkvision 60’, immunity to electricity and poison, resistance to acid 10, cold 10 and fire 10, SR 27, telepathy 100’
Saves: Fort +26, Ref +18, Will +20
Abilities: Str 36, Dex 13, Con 29, Int 14, wis 16, Cha 16
Skills: (50)Concentration +42, Diplomacy +5, Hide +6, Intimidate +36, Knowledge (arcana, religion) +27, Knowledge (the planes) +25, Listen +44, Move Silently +14, Search +25, Sense Motive +26, Spellcraft +35, Spot +44, Survival +3 (+5 following tracks), Tumble +16
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Natural Attack (claw), Improved Toughness, Multiattack, Power Attack, Vile Natural Attack (claw), Weapon Focus (claw)
Epic Feats: Epic Prowess
Challenge Rating: 19
Treasure: Sack holding 2566 pp and three unusual and disturbing-looking gems called demon eyes (worth around 1000 each to a standard buyer, or as much as 5000 gp each to someone aware of their nature), potions of cure serious wounds, bull’s strength, barkskin +3, ring of protection +4
Alignment: Chaotic evil

TERRISTIGULTH
Zovvut Sorcerer 16
Hit Dice: 10d8+16d4+104
Initiative:
Speed: 30’, fly 50’ (average)
Armor Class: (+1 dex, +9 natural, +5 deflection)
Base Attack/Grapple: +18/+21
Attack: Claw +13 melee (1d12+3)
Full Attack: 2 claws +13 melee (1d12+3)
Space/Reach: 5’/5’
Special Attacks: Draining gaze (DC 21), spell-like abilities (DC 16 + spell level), spells
Special Qualities: Contingency (brings fiendish quickening into play as soon as anyone attacks or casts a spell at Terristigulth), create spawn, DR 10/good, darkvision 60’, immunity to poison and electricity, resistance to acid 10, cold 10 and fire 10, SR 31
Saves: Fort (12), Ref (12)+4, Will (17)
Abilities: Str 21, Dex 13, Con 19, Int 14, Wis 16, Cha 22
Skills: Bluff +33, Concentration +31, Diplomacy +17, Hide +14, Intimidate +13, Listen +22, Move Silently +14, Search +15, Sense Motive +16, Spellcraft +31, Spot +22
Feats: Alertness, Dodge, Greater Spell Focus (evocation), Improved Concentration, Mobility, Spell Focus (evocation), Spell Penetration, Spring Attack
Epic Feats: Epic Reflexes
Challenge Rating: 20
Treasure: Girdle of Dark Might (gives +4 enhancement bonus to str, con, cha; evil aligned, Ego 24; Int 10, Wis 16, Cha 12; communicates dark messages of evil to its wearer only), ring of protection +5, ring of displacement (12 rounds/day, standard action to activate)
Alignment: Chaotic evil

Spell-Like Abilities (Sp): At will- clairaudience/clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, suggestion, teleport without error (self plus 50 lbs of objects only). Caster level 12th; save DC 16 + spell level.

Spells Per Day: 6 8 8 7 7 7 7 5 3. Base Save DC = 16 + spell level (18 + spell level for Evocations). Spells Known: 0 level- acid splash, arcane mark, detect magic, ghost sound, mage hand, prestidigitation, quicksober, ray of frost,* wizard glue; 1st level- bite spirit, burning hands,* magic missile,* ray of enfeeblement, shield; 2nd level- command undead, gust of wind, Melf’s acid arrow, mirror image, scorching ray*; 3rd level- cruel disappointment (BoVD), fireball,* hold person, slow; 4th level- damning darkness,* shout,* shroud of ash, wrack; 5th level- cone of cold,* dismissal, dread blast,* seeker missiles*; 6th level- chain lightning*, contingency,* fiendish quickening; 7th level- fiendish clarity, prismatic spray;* 8th level- puncture.

Strategy: As soon as he’s attacked, Terristigulth’s contingency will be triggered. He’ll try to keep himself at a distance and fire off his powerful spells, trying out such lovelies as prismatic spray, puncture, cone of cold and dread blast. If he gets hit in the first round, he’ll teleport to gain some distance to try to buff up with mirror image and shield. He’ll try to slow the group within a couple of rounds and try to dismiss the toughest-seeming fighter-type. With his resistances and SR, he’s likely to be much less worried by spellcasters.

DREAD BLAST
Evocation [Evil]
Level: Clr 6, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25’+ 5’/2 levels)
Effect: 5’ wide line of energy
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell inflicts 4d6 points of vile damage on all creatures within the line. See the Book of Vile Darkness for information on vile damage.

FELGUNNT
Nalfeshnee Barbarian 7
Huge Outsider (Chaotic, Evil)
Hit Dice: 14d8+7d12+168 (+42 when in rage)
Initiative: +1
Speed: 30’, fly 40’ (poor)
Armor Class: 27 (-2 size, +1 dex, +18 natural), 9 touch, 26 flat-footed (-2 when in rage)
Base Attack/Grapple: +21/+40
Attack: Bite +30 melee (3d8+11) (+32 for 3d8+13 when in rage)
Full Attack: Bite +30 melee (3d8+11) (+32 for 3d8+13 when in rage) and 2 claws +27 melee (1d8+5) (+29 for 1d8+6 when in rage)
Space/Reach: 15’/15’
Special Attacks: Rage 2/day, smite, spell-like abilities, summon tanar’ri
Special Qualities: DR 10/good and 2/-, darkvision 60’, evasion, immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, cold 10 and fire 10, SR 22, telepathy 100’, true seeing, uncanny dodge
Saves: Fort +24 (+26 when in rage), Ref +12 (+14 vs. traps), Will +17 (+19 when in rage)
Abilities: Str 32, Dex 13, Con 27, Int 19, Wis 22, Cha 20
Skills: Balance +3, Bluff +22, Concentration +35, Diplomacy +16, Disguise +5 (+7 acting), Hide -1, Intimidate +29, Jump +13, Knowledge (arcana) +23, Listen +38, Move Silently +10, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +26 (+28 following tracks), Tumble +12, Use Magic Device +22 (+24 scrolls)
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack (bite), Instantaneous Rage, Multiattack, Power Attack, Weapon Focus (bite)
Challenge Rating: 21
Treasure: Cloak of evasion, gold bracers set with sapphires (severely bent to fit- worth 3000 gp in current condition or 7500 gp if fixed up), bag of holding IV, third eye concentrate, 12,135 gp, 9871 sp, 4220 pp, emerald (5000 gpv), five hematites (50 gp each)
Alignment: Chaotic evil

Smite (Su): 3/day create a nimbus of light around his body; one round later they burst in a 60’ radius; victims must make Will saves, DC 22, or be dazed for 1d10 rounds.

Spell-Like Abilities (Sp): At will- call lightning, feeblemind, greater dispel magic, slow, greater teleport, unholy aura. Caster level 12th; save DCs are 15 + spell level.

WEIGHT OF THE WAIT
Transmutation
Spellcraft DC: 48
Components: V, S, M
Casting Time:
Range: See text
Effect: See text
Duration: Until triggered
Saving Throw: Fort partial (see text)
Spell Resistance: Yes (see text)
To Develop: Seeds: Time (DC 30), afflict (DC 14). Factors: Contingent on special trigger (+25), change from personal to area (+15), 20’ radius (+2). Mitigating factors: increase casting time to 1 day (-22),10d6 backlash damage (-10), expensive material component (-8).

Casting weight of the wait requires you to prepare a special parchment with a clay seal (the material components of the spell). The clay seal must contain a pinch of ash from a magical tome, libram, or manual (a timeless work) worth at least 20,000 gp wholly destroyed in a fire by you. Once the spell is cast the sealed parchment begins to collect temporal energy. The spell stores three out of every four minutes that pass in a 20-foot radius. Creatures within this area do not notice anything strange near the scroll, although everything beyond the radius is obscured in a luminous gray haze. To those outside of the radius, objects and beings within appear frozen in place, as unmoving as statuary. The storage process slows down time, which flows only one-quarter as fast within the area of effect as it does outside.

If the enchanted scroll at the spell’s center is moved more than 10’ beyond its position at the time of casting, or if the seal is broken, the weight of all the accumulated time is released. Everything within a 20’ radius is immediately aged. For example, if an enchanted scroll had been accumulating time for 1000 years before opening, everything within 20’ is suddenly aged 750 years. A living being that makes its save ages only 1/20 as much as a creature that fails its save (in this case about 37 ½ years). Any creature whose age exceeds his allotted time dies.

Nonliving matter and magical effects are affected by the temporal burst as well. In the above example, spells with durations other than permanent likely run out, a torch would burn through its fuel in an instant, food will spoil, etc.

***

The Temple of Elemental Oblivion: This encounter should include six negative energy elementals (EL 19 with the blackfire as an added element of fun).

NEGATIVE ENERGY ELEMENTALS
Large elementals
Hit Dice: 24d8+192 (300 hp)
Initiative: +5
Speed: 30’
Armor Class: 20 (-1 size, +1 dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +18/+32
Attack: Slam +28 melee (4d8+10 plus energy drain)
Full Attack: 2 slams +28 melee (4d8+10 plus energy drain)
Space/Reach: 10’/10’
Special Attacks: Energy drain
Special Qualities: Blindsense 20’ radius, DR 10/-, elemental traits, immunity to cold
Saves: Fort +22, Ref +9, Will +9
Abilities: Str 30, Dex 13, Con 26, Int 6, Wis 13, Cha 6
Skills: Hide +24
Feats: Ability Focus (energy drain), Dodge, Improved Initiative, Improved Natural Attack (slam), Mobility, Spring Attack, Weapon Focus (slam)
Epic Feats: Epic Prowess, Great Strength
Challenge Rating: 13
Treasure: None
Alignment: Always neutral

***

THE GRANDMOTHER OF ALL FOUR-ARMED GARGOYLES
Advanced Four-Armed Gargoyle Fighter 14/Legendary Dreadnought 5
Large Magical Beast
Hit Dice: 26d10+5d12+291 (includes shrug off punishment) (515 hp)
Initiative: +2
Speed: 40’, fly 60’ (average)
AC: 19 (+8 natural, +2 dex, -1 size), touch 11, flat-footed 17
Base Attack/Grapple: +29/+42
Attack: Claw +40 melee (1d6+17/19-20 plus lethality) plus mastery
Full Attack: 4 claws +40 melee (1d6+17/19-20 plus lethality) plus mastery and bite +39 melee (1d8+6) and horn +38 melee (1d8+4)
Space/Reach: 10’/10’
Special Qualities: DR 10/magic and DR 3/-, darkvision 60’, freeze, unstoppable 1/day, unmovable 1/day
Saves: Fort +28, Ref +14, Will +12
Abilities: Str 29, Dex 15, Con 28, Int 6, Wis 11, Cha 8
Skills: Hide +2 (+10 when against a background of worked stone), Intimidate +19, Listen +3, Spot +3
Feats: Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus (claw), Greater Weapon Specialization (claw), Improved Bull Rush, Improved Critical (claw), Improved Multiattack, Improved Sunder, Lethality (claw), Multiattack, Power Attack, Weapon Focus (bite, claw), Weapon Mastery (claw), Weapon Specialization (bite, claw)
Epic Feats: Epic Prowess, Epic Weapon Focus (claw), Epic Weapon Specialization (claw)
Challenge Rating: 25
Alignment: Chaotic Evil

***

TARNHEM
Balor Ravager 5
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 20d8+5d10+275 (315 hp)
Initiative: +11
Speed: 40’, fly 90’ (good)
Armor Class:(-1 size, +7 dex, +19 natural)
Base Attack/Grapple: +25/+41
Attack: Tarnhem’s Sword +45 melee
Full Attack: Tarnhem’s Sword +43/38/33/28 melee (2d6+19 plus 1d6 cold/19-20 vorpal) and slam +38/33/28 melee (1d10+7) plus possible two-weapon rend (1d10+22), or 2 slams +40 melee (1d10+15) plus possible two-weapon rend (1d10+22)
Space/Reach: 10’/10’
Special Attacks: Aura of fear (enemies within 20’ take -2 morale penalty to saves for 12 rounds) 2/day, cruelest cut (declare before attack; if it hits, deal 1d4 con damage) 1/day, death throes, entangle, pain touch (adds 1d4+5 to weapon damage) 2/day, spell-like abilities, summon tanar’ri
Special Qualities: DR 15/cold iron and good, darkvision 60’, flaming body, immunity to electricity and poison, resistance to acid 10 and cold 10, SR 28, telepathy 100’, true seeing
Saves: Fort +25, Ref +21, Will+21
Abilities: Str 40, Dex 25, Con 32, Int 24, Wis 24, Cha 28
Skills: Bluff +32, Concentration +34, Diplomacy +36, Disguise +9 (+11 acting), Hide +26, Intimidate +34, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +32 (+34 scrolls)
Feats: Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Epic Feats: Two-Weapon Rend
Challenge Rating: 25
Treasure: Tarnhem’s Sword (large silver +4 vorpal frost longsword)
Alignment: Chaotic evil

***

TOAD WINTER-WIGHT
As winter-wight, except:

Armor Class: 49 (+10, +1 size, +28)
Attack: Claw +37 (3d8+19)
Full Attacks: 2 claws +37 (3d6+19) and bite +29 (3d4+9)
Special Attacks: Rend (6d6+28)
Skills: Replace Knowledge (undead) with Hide +44
Saves: Ref +20
Abilities: Str 48, Dex 31, Con -, Int 10, Wis 22, Cha 28

***

ACERERAK’S LIBRAM

This potent magical work contains the following spells: ghost sound, levitate, magic mouth, web, lightning bolt, greater magical weapon, animate dead, permanency, programmed image, phase door, reverse gravity, greater teleport, antipathy, sympathy, temporal stasis, apocalypse from the sky (BoVD), create winter-wight.

CREATE WINTER-WIGHT
Necromancy [Evil]
Level: Corrupt 9
Components: V, S, F, Corrupt
Casting Time: 3 months
Range: Close (25’+5’/2 levels)
Effect: One winter-wight
Duration: Permanent
Saving Throw: Special
Spell Resistance: No

This spell turns a properly prepared body into a winter-wight. Preparation of the body requires many days of uninterrupted evil ritual. Create winter-wight can only be cast in conjunction with unique devices capable of focusing and concentrating negative energy into a skeleton as part of the preparation stages of the spell. Even with the use of this spell and the proper focusing devices, this spell has only a 1d10% chance to be effective. Failed attempts result in anything from mere dust to warped, fragmented undead of little mobility and wit. Depending on the focus, it is also possible to create an uncontrolled winter-wight.

Once properly animated, the winter-wight obeys the commands of its creator. The personality of the created creature may vary widely but is certain to combine calculating intelligence with cold cruelty.

Once animated, the winter-wight remains active until destroyed.

Focus components: the body and the focus device. Corruption cost: 3d4 points of constitution drain.

***

THE PHYLACTERY OF THE APOTHEOSIS

The phylactery itself is huge and resistant to harm; it has an AC of 20, hardness 12, hp 350 and SR 50. Each leg of the tripod on which it rests has AC 9, hardness 10, hp 144.

Touching the phylactery requires a Fort save, DC 48, to avoid soul trapping (this is a spell-like effect, caster level 29).

Once Acererak has soul trapped the three most worthy victims (likely to be Patyn,
Angelfire and Orbius) he will spend one round transferring each to the phylactery. Then he will move to directly above the phylactery and initiate the Apotheosis. Once this has begun, only the destruction of the phylactery will have any effect on the Apotheosis. The pcs have only ten rounds to destroy it or the Apotheosis will be completed and Acererak will join with the negative energy plane.
 

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