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The Lair of Mosha 01

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The Lair of Mosha 01

Level 1
General Walls Hewn Stone (Climb DC 25)
Floor Smooth Stone
Temperature Warm
Illumination Bright (lamps or torches every 40
ft.)

Corridor Features a Rolling Rock Trap: CR 1; mechanical; location


trigger; manual reset; Atk +10 melee (2d6, rock);
Search DC 20; Disable Device DC 22
c Someone has scrawled "The cleric will betray you" in
blood here
e A narrow shaft falls into the corridor from above
i Skeletons hang from chains and manacles against
the walls
m Spear Trap: CR 1; mechanical; location trigger;
manual reset; Atk +12 ranged (1d8/x3, spear);
Search DC 20; Disable Device DC 20; Note: 200 ft.
max range, target determined randomly from those
in its path.
n Screaming fills the corridor
r Someone has scrawled "The Hammer of
Compassion shall be lost until the moon is crowned
and the Oath of Chivalry is broken" here
s A hissing noise fills the corridor
u A narrow shaft falls into the corridor from above
v Spiked Pit Trap: CR 3; mechanical; location trigger;
manual reset; DC 20 Reflex save avoids; 20 ft. deep
(2d6, fall); multiple targets (first target in each of two
adjacent 5 ft. squares); pit spikes (Atk +10 melee,
1d4 spikes per target for 1d4+2 each); Search DC
21; Disable Device DC 20
w A chute descends from the corridor into the next
dungeon level down
x A tile labyrinth covers the floor
z Spear Trap: CR 1; mechanical; location trigger;
manual reset; Atk +12 ranged (1d8/x3, spear);
Search DC 20; Disable Device DC 20; Note: 200 ft.
max range, target determined randomly from those
in its path.

Wandering Monsters 1 1 x 1st Level Warrior Drow (elf), wielding bizarre


eldritch powers
2 5 x 1st Level Warrior Goblin, wielding bizarre eldritch
powers
3 2 x Dire Rat, investigating a strange noise

4 3 x 1st Level Warrior Goblin, tracking the party


5 1 x 1st Level Warrior Drow (elf), tracking the party
6 1 x Darkmantle, hunting for food
Room #1 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #3
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Ⓣ Hail of Needles: CR 3; mechanical; location
trigger; manual reset; Atk +20 ranged (2d4); Search
DC 22; Disable Device DC 22
→ Leads to room #4
Room Features A magical statue in the west side of the room
answers simple questions about the dungeon (points
directions), and someone has scrawled "Balde fell
here, his spear sundered" in blood on the east wall

Room #2 North Entry #1 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)

North Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #26, inhabited by 1 x Medium
Monstrous Spider
West Entry Archway
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Empty

Room #3 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #1
Room Features Spirals of red stones cover the floor, and howling
can be heard in the south-east corner of the room

Room #4 West Entry Trapped Wooden Portcullis (lift DC 25, break DC 28;
hard 5, 30 hp)
Ⓣ Hail of Needles: CR 3; mechanical; location
trigger; manual reset; Atk +20 ranged (2d4); Search
DC 22; Disable Device DC 22
→ Leads to room #1
East Entry Trapped and Stuck Stone Door (break DC 28; hard
8, 60 hp)
Ⓣ Acid Arrow Trap: CR 3; magic device; proximity
trigger (alarm); automatic reset; Atk +2 ranged touch;
spell effect (Acid Arrow, 3rd level wizard, 2d4
acid/round for 2 rounds); Search DC 27; Disable
Device DC 27

South Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)

Empty
Room #5 East Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry Archway


Room Features The south and east walls are covered with mould,
and a ruined iron box lies in the north side of the
room

Room #6 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #18, inhabited by 1 x Troglodyte
Zombie
East Entry Locked Simple Wooden Door (Open Lock DC 20,
break DC 15; hard 5, 10 hp)

South Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp) (slides down, +1 to break DC)

Room Features An altar of evil sits in the north side of the room, and
a briny odor fills the north-east corner of the room

Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden


Chest (Open Lock DC 25, break DC 15; hard 5, 10
hp)

130 gp; hoard total 130 gp

Room #7 East Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)

East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
Room Features A large kiln and coal bin sit in the south-east corner
of the room, and the ceiling is covered with scorch
marks

Monster 1 x Ghoul

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init


+2; Spd 30 ft. (6 squares); AC 14 (+2 dex, +2
natural), touch 12, flat-footed 12; Base Atk +1; Grp
+2; Atk +2 melee (1d6+1 plus paralysis, bite); Full
Atk +2 melee (1d6+1 plus paralysis, bite) and +0
melee (1d3 plus paralysis, 2 claws); Space/Reach 5
ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13,
Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6,
Jump +5, Move Silently +6, Spot +7; Multiattack

Room #8 East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)

South Entry #1 Locked Good Wooden Door (Open Lock DC 30,


break DC 18; hard 5, 15 hp)
→ Leads to room #57, inhabited by 9 x Tiny
Monstrous Centipede

South Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features Part of the ceiling has collapsed into the room, and a
simple fireplace sits against the east wall
Room #9 North Entry Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
→ Leads to room #14, inhabited by 1 x 1st Level
Warrior Svirfneblin

West Entry Trapped and Locked Stone Door (Open Lock DC 30,
break DC 28; hard 8, 60 hp)
Ⓣ Fusillade of Darts: CR 1; mechanical; location
trigger; manual reset; Atk +10 ranged (1d4+1, dart);
multiple targets (fires 1d4 darts at each target in two
adjacent 5 ft. squares); Search DC 14; Disable
Device DC 20
→ Leads to room #18, inhabited by 1 x Troglodyte
Zombie

South Entry Trapped and Stuck Good Wooden Door (break DC


18; hard 5, 15 hp)
Ⓣ Ghoul Touch Trap: CR 3; magic device; touch
trigger; automatic reset; spell effect (Ghoul Touch,
3rd level wizard, DC 13 Fort save negates); Search
DC 27; Disable Device DC 27

Room Features A stone dais and throne sits in the north-east corner
of the room, and the ceiling is covered with
bloodstains

Monster 1 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1;


hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor);
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17;
Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5
ft./5 ft.; SA Darkness, improved grab, constrict
1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref
+2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10,
Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative

Room #10 West Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #1 Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 2; mechanical;
location trigger; repair reset; DC 20 Reflex save
avoids; 10 ft. deep (1d6, fall); Search DC 27; Disable
Device DC 20
East Entry #2 Archway
→ Leads to room #47
Room Features A tile mosaic of geometric patterns covers the floor,
and the sound of drums fills the room

Room #11 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #47
South Entry Trapped and Locked Strong Wooden Door (Open
Lock DC 25, break DC 25; hard 5, 20 hp)
Ⓣ Inflict Light Wounds Trap: CR 2; magic device;
touch trigger; automatic reset; spell effect (Inflict
Light Wounds, 1st level cleric, 1d8+1, DC 11 Will
save half damage); Search DC 26; Disable Device
DC 26

Empty
Room #12 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
East Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #42, inhabited by 1 x Ghoul
Room Features A well lies in the north-east corner of the room, and
someone has scrawled "Iles died here" in blood on
the east wall
Trap Swinging Block Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +5 melee (4d6, stone
block); Search DC 20; Disable Device DC 20
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden
Chest (Open Lock DC 25, break DC 15; hard 5, 10
hp)

800 sp; hoard total 80 gp

Room #13 West Entry Locked Good Wooden Door (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
South Entry #1 Archway

South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5,


30 hp)

Room Features A ladder ascends to a catwalk hanging between the


east and west walls, and quicksilver drips from the
ceiling in the center of the room

Room #14 West Entry Archway

South Entry Locked Good Wooden Door (Open Lock DC 20,


break DC 18; hard 5, 15 hp)
→ Leads to room #9, inhabited by 1 x Darkmantle
Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid


(gnome); HD 1d8+4; hp 8; Init +1; Spd 15 ft. in
banded mail armor (3 squares); base speed 20 ft.;
AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail,
+1 buckler), touch 16, flat-footed 18; Base Atk +1;
Grp -3; Atk +2 melee (1d4/x4, heavy pick) or +3
ranged (1d6/19-20, light crossbow); Full Atk +2
melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20,
light crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like
abilities; SQ Gnome traits, svirfneblin traits, spell
resistance 12; AL N; SV Fort +5, Ref +3, Will +2; Str
11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2;
Toughness
Treasure: 200 sp; Tanglefoot Bags (4 bags, 50 gp
each); hoard total 220 gp

Room #15 North Entry Trapped and Stuck Iron Door (break DC 28; hard 10,
60 hp) (slides to one side, +1 to break DC)
Ⓣ Earthmaw Trap: CR 1; magic device; location
trigger; no reset; earthmaw (1d6 damage, DC 10
Reflex save for half damage); Search DC 20;
Disable Device DC 20
West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
Empty
Room #16 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #43

East Entry Locked Iron Door (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
Monster 1 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1;


hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor);
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17;
Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5
ft./5 ft.; SA Darkness, improved grab, constrict
1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref
+2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10,
Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative

Room #17 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #55, inhabited by 8 x Tiny
Monstrous Centipede
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Empty
Room #18 North Entry Trapped and Stuck Simple Wooden Door (break DC
13; hard 5, 10 hp) (slides up, +2 to break DC)
Ⓣ Spear Trap: CR 1; mechanical; location trigger;
manual reset; Atk +12 ranged (1d8/x3, spear);
Search DC 20; Disable Device DC 20; Note: 200 ft.
max range, target determined randomly from those
in its path.
East Entry #1 Trapped and Locked Stone Door (Open Lock DC 30,
break DC 28; hard 8, 60 hp)
Ⓣ Fusillade of Darts: CR 1; mechanical; location
trigger; manual reset; Atk +10 ranged (1d4+1, dart);
multiple targets (fires 1d4 darts at each target in two
adjacent 5 ft. squares); Search DC 14; Disable
Device DC 20
→ Leads to room #9, inhabited by 1 x Darkmantle
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)

East Entry #3 Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #6

South Entry Locked Simple Wooden Door (Open Lock DC 30,


break DC 15; hard 5, 10 hp)
Room Features The walls have been engraved with incoherent
labyrinths, and someone has scrawled "The Jade
Guild looted this place" in dwarvish runes on the
south wall

Monster 1 x Troglodyte Zombie

Troglodyte zombie: CR 1; Medium undead; HD


4d12+3; hp 29; Init -2; Spd 30 ft. (6 squares; can't
run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed
16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1,
greatclub) or +3 melee (1d4+1, bite) or +3 melee
(1d6+1, slam) or +0 ranged (1d6+1, javelin); Full Atk
+3 melee (1d10+1, greatclub) or +3 melee (1d4+1,
bite) or +3 melee (1d6+1, slam) or +0 ranged
(1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -; SQ
Single actions only, damage reduction 5/slashing,
darkvision 60 ft., undead traits; AL NE; SV Fort +1,
Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10,
Cha 1
Skills and Feats: -; Toughness

Room #19 West Entry Locked Simple Wooden Door (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
East Entry Unlocked Good Wooden Door (hard 5, 15 hp)

Room Features Several square holes are cut into the ceiling and
floor, and someone has scrawled "Sharpen thy axe
and ready thy shield" on the south wall
Monster 1 x Homunculus

Homunculus: CR 1; Tiny construct; HD 2d10; hp 11;


Init +2; Spd 20 ft. (4 squares), fly 50 ft. (good); AC 14
(+2 dex, +2 size), touch 14, flat-footed 12; Base Atk
+1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite);
Full Atk +2 melee (1d4-1 plus poison, bite);
Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Construct
traits, darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis
12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes
Room #20 North Entry Locked Stone Door (Open Lock DC 20, break DC
28; hard 8, 60 hp)
South Entry Locked Strong Wooden Door (Open Lock DC 30,
break DC 25; hard 5, 20 hp)
→ Leads to room #26, inhabited by 1 x Medium
Monstrous Spider
Monster 3 x Dire Rat

Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init


+3; Spd 40 ft. (8 squares), climb 20 ft.; AC 15 (+1
size, +3 dex, +1 natural), touch 14, flat-footed 12;
Base Atk +0; Grp -4; Atk +4 melee (1d4 plus
disease, bite); Full Atk +4 melee (1d4 plus disease,
bite); Space/Reach 5 ft./5 ft.; SA Disease; SQ Low-
light vision, scent; AL N; SV Fort +3, Ref +5, Will +3;
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4,
Move Silently +4, Spot +4, Swim +11; Alertness,
Weapon Finesse

Room #21 East Entry Trapped and Unlocked Good Wooden Door (hard 5,
15 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical;
location trigger; manual reset; DC 20 Reflex save
avoids; 30 ft. deep (3d6, fall); multiple targets (first
target in each of two adjacent squares); Search DC
24; Disable Device DC 18
Room Features A chute falls into the room from above, and a ruined
siege weapon sits in the south-east corner of the
room
Monster 1 x Homunculus

Homunculus: CR 1; Tiny construct; HD 2d10; hp 11;


Init +2; Spd 20 ft. (4 squares), fly 50 ft. (good); AC 14
(+2 dex, +2 size), touch 14, flat-footed 12; Base Atk
+1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite);
Full Atk +2 melee (1d4-1 plus poison, bite);
Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Construct
traits, darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis
12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes

Room #22 North Entry Archway


→ Leads to room #23
Room Features A narrow shaft falls into the room from above, and
someone has scrawled "When north becomes south,
the Silver Citadel shall be lost" on the west wall

Monster 10 x Rat (animal)

Rat: CR 1/8; Tiny animal; HD 1/4 d8; hp 1; Init +2;


Spd 15 ft. (3 squares), climb 15 ft., swim 15 ft.; AC
14 (+2 size, +2 dex), touch 14, flat-footed 12; Base
Atk +0; Grp -12; Atk +4 melee (1d3-4, bite); Full Atk
+4 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.;
SA -; SQ Low-light vision, scent; AL N; SV Fort +2,
Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12,
Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +14,
Move Silently +10, Swim +10; Weapon Finesse
Room #23 West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #46
South Entry Archway
→ Leads to room #22, inhabited by 10 x Rat
Trap Magic Missle Trap: CR 3; magic device; proximity
trigger (alarm); no reset; magic missile (1d6 force
damage); never miss; Search DC 22; Disable Device
DC 22
Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden
Chest (Open Lock DC 25, break DC 15; hard 5, 10
hp)

100 gp; hoard total 100 gp

Room #24 East Entry Unlocked Simple Wooden Door (hard 5, 10


hp)

Empty

Room #25 East Entry Archway


South Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #38
Room Features Part of the east wall has collapsed into the room,
and a toppled statue lies in the north-west corner of
the room
Room #26 North Entry Locked Strong Wooden Door (Open Lock DC 30,
break DC 25; hard 5, 20 hp)
→ Leads to room #20, inhabited by 3 x Dire Rat
West Entry Trapped and Stuck Stone Door (break DC 28; hard
8, 60 hp)
Ⓣ Fusillade of Darts: CR 1; mechanical; location
trigger; manual reset; Atk +10 ranged (1d4+1, dart);
multiple targets (fires 1d4 darts at each target in two
adjacent 5 ft. squares); Search DC 14; Disable
Device DC 20
→ Leads to room #56, inhabited by 14 x Tiny
Monstrous Centipede
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #34, inhabited by 1 x Homunculus

South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #2

Room Features A fountain of water sits against the south wall, and
someone has scrawled "right, left, door, right,
straight, right" on the west wall
Monster 1 x Medium Monstrous Spider (vermin)

Medium monstrous spider: CR 1; Medium vermin;


HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6 squares),
climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,
flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee
(1d6 plus poison, bite); Full Atk +4 melee (1d6 plus
poison, bite); Space/Reach 5 ft./5 ft.; SA Poison,
web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex
17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*,
Spot +4*; Weapon Finesse
Treasure: 12 gp; hoard total 12 gp

Room #27 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room Features Someone has scrawled "I'd rather be at the Crossed
Arrows" on the south wall, and a buzzing noise fills
the room
Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid


(gnome); HD 1d8+4; hp 8; Init +1; Spd 15 ft. in
banded mail armor (3 squares); base speed 20 ft.;
AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail,
+1 buckler), touch 16, flat-footed 18; Base Atk +1;
Grp -3; Atk +2 melee (1d4/x4, heavy pick) or +3
ranged (1d6/19-20, light crossbow); Full Atk +2
melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20,
light crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like
abilities; SQ Gnome traits, svirfneblin traits, spell
resistance 12; AL N; SV Fort +5, Ref +3, Will +2; Str
11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2;
Toughness
Treasure: 80 gp; hoard total 80 gp
Room #28 West Entry Locked Iron Door (Open Lock DC 40, break DC 28;
hard 10, 60 hp)
→ Leads to room #48, inhabited by 1 x Troglodyte
Zombie

East Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
South Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #44

Room Features A tile mosaic of arcane patterns covers the floor, and
someone has scrawled a diagram of a mechanical
trap on the south wall
Monster 1 x Spider Swarm

Spider swarm: CR 1; Diminutive vermin (swarm); HD


2d8; hp 9; Init +3; Spd 20 ft. (4 squares), climb 20 ft.;
AC 17 (+4 size, +3 dex), touch 17, flat-footed 14;
Base Atk +1; Grp -; Atk Swarm (1d6 plus poison);
Full Atk Swarm (1d6 plus poison); Space/Reach 10
ft./0 ft.; SA Distraction, poison; SQ Darkvision 60 ft.,
swarm traits, tremorsense 30 ft., vermin traits; AL N;
SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Listen +4, Spot +4;

Room #29 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #37
Room Features A sloped pit lined with iron spikes lies in the north
side of the room, and a pile of rotten rope lies in the
north-east corner of the room
Room #30 North Entry Archway

West Entry #1 Archway


West Entry #2 Secret (Search DC 30) Unlocked Strong Wooden
Door (hard 5, 20 hp)
Ⓢ The door is concealed behind a statue of an
elemental salamander, and opened by setting it
aflame
East Entry #1 Trapped and Locked Good Wooden Door (Open
Lock DC 20, break DC 18; hard 5, 15 hp)
Ⓣ Inflict Light Wounds Trap: CR 2; magic device;
touch trigger; automatic reset; spell effect (Inflict
Light Wounds, 1st level cleric, 1d8+1, DC 11 Will
save half damage); Search DC 26; Disable Device
DC 26
East Entry #2 Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features Someone has scrawled "Death comes on silent
wings" in draconic script on the south wall, and the
north and east walls are covered with cracks
Monster 1 x Homunculus

Homunculus: CR 1; Tiny construct; HD 2d10; hp 11;


Init +2; Spd 20 ft. (4 squares), fly 50 ft. (good); AC 14
(+2 dex, +2 size), touch 14, flat-footed 12; Base Atk
+1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite);
Full Atk +2 melee (1d4-1 plus poison, bite);
Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Construct
traits, darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis
12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes

Room #31 West Entry Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
→ Leads to room #49, inhabited by 1 x Ghoul
East Entry Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
Room Features An iron sarcophagus sits in the south-east corner of
the room, and a bent chisel lies in the west side of
the room
Room #32 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides up, +2 to break DC)
→ Leads to room #54
South Entry Archway
Monster 1 x 1st Level Warrior Drow (elf)

1st level warrior drow: CR 1 (see text); Medium


humanoid (elf); HD 1d8; hp 4; Init +1; Spd 30 ft. (6
squares); AC 16 (+1 dex, +4 chain shirt, +1 light
shield), touch 11, flat-footed 15; Base Atk +1; Grp
+2; Atk +3 melee (1d6+1/18-20, rapier) or +2 ranged
(1d4/19-20, hand crossbow); Full Atk +3 melee
(1d6+1/18-20, rapier) or +2 ranged (1d4/19-20, hand
crossbow); Space/Reach 5 ft./5 ft.; SA Poison, spell-
like abilities; SQ Drow traits, spell resistance 12; AL
NE; SV Fort +2, Ref +1, Will -1*; Str 13, Dex 13, Con
10, Int 12, Wis 9, Cha 10
Skills and Feats: Hide +0, Listen +2, Search +4, Spot
+3; Weapon Focus (rapier)
Treasure: 6000 cp; hoard total 60 gp

Room #33 South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Empty

Room #34 West Entry #1 Unlocked Strong Wooden Door (hard 5, 20 hp)
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
→ Leads to room #26, inhabited by 1 x Medium
Monstrous Spider

Room Features A large demonic idol with ruby eyes sits in the south-
west corner of the room, and a pile of torches lies in
the north side of the room
Monster 1 x Homunculus

Homunculus: CR 1; Tiny construct; HD 2d10; hp 11;


Init +2; Spd 20 ft. (4 squares), fly 50 ft. (good); AC 14
(+2 dex, +2 size), touch 14, flat-footed 12; Base Atk
+1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite);
Full Atk +2 melee (1d4-1 plus poison, bite);
Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Construct
traits, darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis
12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes
Room #35 South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)

Monster 1 x Homunculus

Homunculus: CR 1; Tiny construct; HD 2d10; hp 11;


Init +2; Spd 20 ft. (4 squares), fly 50 ft. (good); AC 14
(+2 dex, +2 size), touch 14, flat-footed 12; Base Atk
+1; Grp -8; Atk +2 melee (1d4-1 plus poison, bite);
Full Atk +2 melee (1d4-1 plus poison, bite);
Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ Construct
traits, darkvision 60 ft., low-light vision; AL N; SV Fort
+0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis
12, Cha 7
Skills and Feats: Hide +14, Listen +4, Spot +4;
Lightning Reflexes
Trap Swinging Block Trap: CR 1; mechanical; touch
trigger; manual reset; Atk +5 melee (4d6, stone
block); Search DC 20; Disable Device DC 20
Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden
Chest (Open Lock DC 25, break DC 15; hard 5, 10
hp)

140 gp; hoard total 140 gp

Room #36 South Entry Secret (Search DC 30) Stuck Stone Door (break DC
28; hard 8, 60 hp)
Ⓢ The door is opened by tracing a labyrinthine
pattern

Hidden Treasure Hidden (Search DC 25) Trapped and Unlocked Iron


Chest (hard 10, 60 hp)
Ghoul Touch Trap: CR 3; magic device; touch
trigger; automatic reset; spell effect (Ghoul Touch,
3rd level wizard, DC 13 Fort save negates); Search
DC 27; Disable Device DC 27

500 sp; hoard total 50 gp

Room #37 North Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
→ Leads to room #29
West Entry Secret (Search DC 20) Stuck Simple Wooden Door
(break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a statue of a
medusa, and opened by uncovering her eyes
Room Features A balcony hangs from the west wall, and someone
has scrawled a basic map of the dungeon on the
east wall

Room #38 North Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #25
South Entry Locked Stone Door (Open Lock DC 40, break DC
28; hard 8, 60 hp)
Empty
Room #39 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #49, inhabited by 1 x Ghoul
West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
Room Features A magical pool in the east side of the room ages
whomever drinks from it (but only once), and the
floor is covered with bones
Monster 1 x Darkmantle

Darkmantle: CR 1; Small magical beast; HD 1d10+1;


hp 6; Init +4; Spd 20 ft. (4 squares), fly 30 ft. (poor);
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17;
Base Atk +1; Grp +0; Atk +5 melee (1d4+4, slam);
Full Atk +5 melee (1d4+4, slam); Space/Reach 5
ft./5 ft.; SA Darkness, improved grab, constrict
1d4+4; SQ Blindsight 90 ft.; AL N; SV Fort +3, Ref
+2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10,
Cha 10
Skills and Feats: Hide +10, Listen +5*, Spot +5*;
Improved Initiative

Room #40 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
East Entry Archway
→ Leads to room #56, inhabited by 14 x Tiny
Monstrous Centipede
Room Features A wooden platform hangs over a deep pit in the
south side of the room, and a rattling noise can be
faintly heard near the south wall
Room #41 East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
Room Features A wooden platform hangs over a deep pit in the
south-west corner of the room, and the south and
west walls have been engraved with arcane symbols
Monster 1 x Medium Monstrous Spider (vermin)

Medium monstrous spider: CR 1; Medium vermin;


HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6 squares),
climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13,
flat-footed 11; Base Atk +1; Grp +1; Atk +4 melee
(1d6 plus poison, bite); Full Atk +4 melee (1d6 plus
poison, bite); Space/Reach 5 ft./5 ft.; SA Poison,
web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex
17, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +7*, Jump +0*,
Spot +4*; Weapon Finesse
Treasure: 6 gp; hoard total 6 gp
Trap Spiked Pit Trap: CR 2; mechanical; location trigger;
automatic reset; DC 20 Reflex save avoids; 20 ft.
deep (2d6, fall); multiple targets (first target in each
of two adjacent 5 ft. squares); pit spikes (Atk +10
melee, 1d4 spikes per target for 1d4+2 each);
Search DC 18; Disable Device DC 15
Hidden Treasure Hidden (Search DC 25) Trapped and Locked Strong
Wooden Chest (Open Lock DC 30, break DC 25;
hard 5, 20 hp)
Inflict Light Wounds Trap: CR 2; magic device; touch
trigger; automatic reset; spell effect (Inflict Light
Wounds, 1st level cleric, 1d8+1, DC 11 Will save half
damage); Search DC 26; Disable Device DC 26

600 sp; Deep Blue Spinel (600 gp); hoard total 660
gp
Room #42 West Entry #1 Trapped and Unlocked Strong Wooden Door (hard
5, 20 hp)
Ⓣ Camouflaged Pit Trap: CR 3; mechanical;
location trigger; manual reset; DC 20 Reflex save
avoids; 30 ft. deep (3d6, fall); multiple targets (first
target in each of two adjacent squares); Search DC
24; Disable Device DC 18
West Entry #2 Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #12
Monster 1 x Ghoul

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init


+2; Spd 30 ft. (6 squares); AC 14 (+2 dex, +2
natural), touch 12, flat-footed 12; Base Atk +1; Grp
+2; Atk +2 melee (1d6+1 plus paralysis, bite); Full
Atk +2 melee (1d6+1 plus paralysis, bite) and +0
melee (1d3 plus paralysis, 2 claws); Space/Reach 5
ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13,
Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6,
Jump +5, Move Silently +6, Spot +7; Multiattack

Room #43 North Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #54
West Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #51, inhabited by 1 x Bat Swarm

East Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #16, inhabited by 1 x Darkmantle

East Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)


(slides up, +2 to break DC)
Room Features Numerous humanoid skulls are scattered throughout
the room, and a rusted iron box lies in the east side
of the room
Room #44 North Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
→ Leads to room #28, inhabited by 1 x Spider
Swarm

South Entry Stuck Simple Wooden Door (break DC 13; hard 5,


10 hp)
→ Leads to room #50
Empty

Room #45 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp) (slides up, +2 to break DC)

Monster 1 x 1st Level Warrior Svirfneblin (gnome)

1st level warrior svirfneblin: CR 1; Small humanoid


(gnome); HD 1d8+4; hp 8; Init +1; Spd 15 ft. in
banded mail armor (3 squares); base speed 20 ft.;
AC 23 (+1 size, +1 dex, +4 dodge, +6 banded mail,
+1 buckler), touch 16, flat-footed 18; Base Atk +1;
Grp -3; Atk +2 melee (1d4/x4, heavy pick) or +3
ranged (1d6/19-20, light crossbow); Full Atk +2
melee (1d4/x4, heavy pick) or +3 ranged (1d6/19-20,
light crossbow); Space/Reach 5 ft./5 ft.; SA Spell-like
abilities; SQ Gnome traits, svirfneblin traits, spell
resistance 12; AL N; SV Fort +5, Ref +3, Will +2; Str
11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills and Feats: Hide +2, Listen +2, Spot +2;
Toughness
Treasure: Masterwork Hand Crossbow (Small) (400
gp); hoard total 400 gp

Room #46 West Entry Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #23

Empty

Room #47 West Entry Archway


→ Leads to room #10
South Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #11
Room Features A narrow pit covered by iron bars lies in the west
side of the room, and a cube of solid stone stands in
the north-west corner of the room
Room #48 North Entry Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
Ⓣ Large Net Trap: CR 2; mechanical; location
trigger; manual reset; Atk +5 melee (see note);
Search DC 20; Disable Device DC 25; Note:
Characters in 10 ft. square are grappled by net (Str
18) if they fail a DC 14 Reflex save.
East Entry Locked Iron Door (Open Lock DC 40, break DC 28;
hard 10, 60 hp)
→ Leads to room #28, inhabited by 1 x Spider
Swarm
Room Features A well lies in the center of the room, and a forge and
anvil sit in the south side of the room
Monster 1 x Troglodyte Zombie

Troglodyte zombie: CR 1; Medium undead; HD


4d12+3; hp 29; Init -2; Spd 30 ft. (6 squares; can't
run); AC 16 (-2 dex, +8 natural), touch 8, flat-footed
16; Base Atk +2; Grp +3; Atk +3 melee (1d10+1,
greatclub) or +3 melee (1d4+1, bite) or +3 melee
(1d6+1, slam) or +0 ranged (1d6+1, javelin); Full Atk
+3 melee (1d10+1, greatclub) or +3 melee (1d4+1,
bite) or +3 melee (1d6+1, slam) or +0 ranged
(1d6+1, javelin); Space/Reach 5 ft./5 ft; SA -; SQ
Single actions only, damage reduction 5/slashing,
darkvision 60 ft., undead traits; AL NE; SV Fort +1,
Ref -1, Will +4; Str 12, Dex 7, Con -, Int -, Wis 10,
Cha 1
Skills and Feats: -; Toughness

Room #49 West Entry #1 Locked Strong Wooden Door (Open Lock DC 20,
break DC 25; hard 5, 20 hp)
West Entry #2 Locked Iron Door (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
East Entry Locked Simple Wooden Door (Open Lock DC 40,
break DC 15; hard 5, 10 hp)
→ Leads to room #31

South Entry Stuck Strong Wooden Door (break DC 23; hard 5,


20 hp)
→ Leads to room #39, inhabited by 1 x Darkmantle
Monster 1 x Ghoul

Ghoul: CR 1; Medium undead; HD 2d12; hp 13; Init


+2; Spd 30 ft. (6 squares); AC 14 (+2 dex, +2
natural), touch 12, flat-footed 12; Base Atk +1; Grp
+2; Atk +2 melee (1d6+1 plus paralysis, bite); Full
Atk +2 melee (1d6+1 plus paralysis, bite) and +0
melee (1d3 plus paralysis, 2 claws); Space/Reach 5
ft./5 ft.; SA Ghoul fever, paralysis; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort
+0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13,
Wis 14, Cha 12
Skills and Feats: Balance +6, Climb +5, Hide +6,
Jump +5, Move Silently +6, Spot +7; Multiattack
Room #50 North Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5,
10 hp)
→ Leads to room #44
East Entry Stuck Stone Door (break DC 28; hard 8, 60 hp)
(slides up, +2 to break DC)
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5,
30 hp)
Empty

Room #51 North Entry Archway


East Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #43
Room Features A stone stair ascends towards the north wall, and
the ceiling is covered with bloodstains
Monster 1 x Bat Swarm

Bat swarm: CR 2; Diminutive animal (swarm); HD


3d8; hp 13; Init +2; Spd 5 ft. (1 square), fly 40 ft.
(good); AC 16 (+4 size, +2 dex), touch 14, flat-footed
12; Base Atk +2; Grp -; Atk Swarm (1d6); Full Atk
Swarm (1d6); Space/Reach 10 ft./0 ft.; SA
Distraction, wounding; SQ Blindsense 20 ft., half
damage from slashing and piercing, low-light vision,
swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str
3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills and Feats: Listen +11, Spot +11; Alertness,
Lightning Reflexes

Room #52 South Entry Secret (Search DC 30) Stuck Good Wooden Door
(break DC 18; hard 5, 15 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Empty

Room #53 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Room Features The south and west walls have been engraved with
geometric patterns, and several torches are
scattered throughout the room
Room #54 North Entry Locked Stone Door (Open Lock DC 25, break DC
28; hard 8, 60 hp)
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides up, +2 to break DC)
→ Leads to room #32, inhabited by 1 x 1st Level
Warrior Drow
East Entry Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp)
Ⓣ Fusillade of Darts: CR 1; mechanical; location
trigger; manual reset; Atk +10 ranged (1d4+1, dart);
multiple targets (fires 1d4 darts at each target in two
adjacent 5 ft. squares); Search DC 14; Disable
Device DC 20
South Entry Stuck Strong Wooden Door (break DC 23; hard 5,
20 hp)
→ Leads to room #43

Room Features Someone has scrawled "This paladin is dead" on the


north wall, and the floor is covered with sand

Room #55 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
East Entry Locked Stone Door (Open Lock DC 20, break DC
28; hard 8, 60 hp)

South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)


→ Leads to room #17

Room Features A tile mosaic of vile acts covers the floor, and a
wooden ladder rests against the north wall
Monster 8 x Tiny Monstrous Centipede (vermin)

Tiny monstrous centipede: CR 1/8; Tiny vermin; HD


1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20
ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus
poison, bite); Full Atk +4 melee (1d3-5 plus poison,
bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ
Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref
+2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha
2
Skills and Feats: Climb +10, Hide +18, Spot +4;
Weapon Finesse
Room #56 West Entry Archway
→ Leads to room #40
East Entry Trapped and Stuck Stone Door (break DC 28; hard
8, 60 hp)
Ⓣ Fusillade of Darts: CR 1; mechanical; location
trigger; manual reset; Atk +10 ranged (1d4+1, dart);
multiple targets (fires 1d4 darts at each target in two
adjacent 5 ft. squares); Search DC 14; Disable
Device DC 20
→ Leads to room #26, inhabited by 1 x Medium
Monstrous Spider
South Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
Room Features Part of the ceiling has collapsed into the room, and a
wooden ladder rests against the south wall
Monster 14 x Tiny Monstrous Centipede (vermin)

Tiny monstrous centipede: CR 1/8; Tiny vermin; HD


1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20
ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus
poison, bite); Full Atk +4 melee (1d3-5 plus poison,
bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ
Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref
+2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha
2
Skills and Feats: Climb +10, Hide +18, Spot +4;
Weapon Finesse

Room #57 North Entry Locked Good Wooden Door (Open Lock DC 30,
break DC 18; hard 5, 15 hp)
→ Leads to room #8

South Entry #1 Unlocked Good Wooden Door (hard 5, 15 hp)

South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp)


Room Features A stream of quicksilver flows along a channel in the
floor, and a set of demonic war masks hangs on the
north wall
Monster 9 x Tiny Monstrous Centipede (vermin)

Tiny monstrous centipede: CR 1/8; Tiny vermin; HD


1/4 d8; hp 1; Init +2; Spd 20 ft. (4 squares), climb 20
ft.; AC 14 (+2 size, +2 dex), touch 14, flat-footed 12;
Base Atk +0; Grp -13; Atk +4 melee (1d3-5 plus
poison, bite); Full Atk +4 melee (1d3-5 plus poison,
bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; SQ
Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref
+2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha
2
Skills and Feats: Climb +10, Hide +18, Spot +4;
Weapon Finesse

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