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3.5 - Adventure - Expedition To The Demonweb Pits
3.5 - Adventure - Expedition To The Demonweb Pits
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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . 4
1: The Demonweb Campaign . . . . . . 5
4: The Demonweb . . . . . . . . . . . . . . . . 52
Demonweb Features. . . . . . . . . . . . . . . . . . . . . . .52
Pathways . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Planar Traits. . . . . . . . . . . . . . . . . . . . . . . . . . . .54
Random Encounters. . . . . . . . . . . . . . . . . . . .55
Arrival Chamber . . . . . . . . . . . . . . . . . . . . . . .56
The Demon Shrine . . . . . . . . . . . . . . . . . . . . .56
Hall of the Great Web . . . . . . . . . . . . . . . . . .57
Encounters D1-D10 . . . . . . . . . . . . . . . . . . . . .58
The Fane of Eclavdra . . . . . . . . . . . . . . . . . . . . . .58
Entering the Fane Without a Fight . . . . . .61
Starting a Fight. . . . . . . . . . . . . . . . . . . . . . . . .62
Patrol Tower. . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Web Drawbridge . . . . . . . . . . . . . . . . . . . . . . .62
Swarm Pits . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Priestess Tower . . . . . . . . . . . . . . . . . . . . . . . . .62
Eclavdras Tower . . . . . . . . . . . . . . . . . . . . . . . .62
The Fane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
Planar Doors and Keys . . . . . . . . . . . . . . . . . . . .64
Planar Door to Caer Sidi . . . . . . . . . . . . . . . .65
TABLE OF
CONTENTS
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
A1: Drow Attack! . . . . . . . . . . . . . . . . . . . . . . . . . . .8
A2: Lizard Riders . . . . . . . . . . . . . . . . . . . . . . . . . . .9
A3: The Gate Room . . . . . . . . . . . . . . . . . . . . . . . . .9
Encounter A2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Encounter A1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Encounter A2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Encounter A3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Appendix . . . . . . . . . . . . . . . . . . . . . . . 168
Prestige Classes. . . . . . . . . . . . . . . . . . . . . . . . . . 168
Demonwrecker . . . . . . . . . . . . . . . . . . . . . . . . . .168
Jaunter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
The Book of Flesh and Mirrors . . . . . . . . . . 176
Items of Legacy . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Spidersilk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Thaas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .182
New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Aspect of Grazzt . . . . . . . . . . . . . . . . . . . . . . . . 184
Aspect of Obox-ob. . . . . . . . . . . . . . . . . . . . . . . 186
Aspect of Yeenoghu . . . . . . . . . . . . . . . . . . . . . 188
Corrupted by the Abyss . . . . . . . . . . . . . . . . . 190
Dabus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Demon, Cambion . . . . . . . . . . . . . . . . . . . . . . . .195
Demon, Carnevus . . . . . . . . . . . . . . . . . . . . . . . 198
Demon, Oculus . . . . . . . . . . . . . . . . . . . . . . . . . 200
Envoy of Lolth . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Giant, Abyssal . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Lamia Noble . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Mirror Mephit . . . . . . . . . . . . . . . . . . . . . . . . . . 208
Ratatosk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210
Viper Tree, Elder . . . . . . . . . . . . . . . . . . . . . . . . 212
Player Handouts . . . . . . . . . . . . . . . . . . . . . . . . . .214
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INTRODUCTION
Introduction
The meeting had been arranged through intermediaries, with
suspicion and treachery on both sides. Now, at last, the two demon
lords had arrived at their secret meeting place. They would have
been more comfortable in his Argent Palace, but the Queen of the
Succubi would agree to that no more than the Dark Prince would
have agreed to meet in her realm of Shendilavri.
If his plans came to fruition, the inconvenienceand this
pretense of civilitywould be worth it.
The idea, Grazzt said, is for mortals to invade the
Demonweb.
Mortals have their uses, Malcanthet agreed, smiling pleasantly. She poured dark red liquid into her goblet from a silver
flagon, not bothering to offer him a cup as well. He wouldnt
have accepted if she did. You intend to incite them against the
Spider Queen? I had no idea your . . . tastes . . . included a desire
for self-destruction.
She was baiting him as she always did, but this time he had no
intention of being seduced by her tricks. Although her cooperation
wasnt required for his plans, Grazzt needed her to agree, or at the
very least, not to interfere. I seek the destruction of our mutual
enemiesyes, our, he said to her raised eyebrow. We waste
strength warring on each other. What we need is unity. The mortals
will provide a pretext, with all their blundering.
Unity in the Abyss. Blasphemous words, some might say. And
dangerous.
Grazzt waved dismissively. For Lolth it might be dangerous. My
own parlor will not be muddied by their boot prints. Well, perhaps
a little, in my city.
How many steps ahead are you planning this, o Prince of
Tyrants? Malcanthets voice was more growl than purr.
As many as you like. Lets say, six steps ahead. Six is my lucky
number. He drummed his fingers on the ebony tabletop.
Malcanthets wings flapped a little as she contemplated the proposal. Mortals are unpredictable. Theyll kill the Spider Queens
aspect, and then what? No one to read the Pact, no one to raise the
armies of the Abyss, and no way for you and I to lead the charge
against the heavens.
Curiosity and ambition ensured her agreement, as he had known
it would. You worry far too much. Lolth is a creature of eightfold
duplicity and glorious paranoia.
Yes. How does that help us if no divine aspect survives to read
the Pact?
What makes you think she has only one aspect?
Ah, the Queen of the Succubi said softly, and smiled.
Grazzt smiled in return, showing his fangs. Even if the Spider
Queen were to be defeated in her own Webwell, that would be
no defeat for him, would it?
WHAT IS EXPEDITION TO
THE DEMONWEB PITS?
The Expedition to the Demonweb Pits campaign adventure is
designed to begin with four to six 9th-level DUNGEONS &
DRAGONS characters, with advancement to 12th level by the
adventures finale.
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Illus. by D. Bircham
xpedition to the Demonweb Pits is usable as a minicampaign on its own, as a story arc in your regular
campaign, or as a series of small side adventures
with a big payoff. The structure is flexible and
eminently customizable. The adventures and encounters fit
seamlessly into campaigns based in the core D&D world and
also those using the FORGOTTEN R EALMS campaign setting.
The adventure is written to allow multiple tactics and strategies to succeed: the three main routes are combat, diplomacy,
and stealth. Some sections favor one of these over another (the
encounters in Sigil are easiest to resolve by the diplomatic
route, for example), but all sections include guidance to the
DM for multiple approaches by the party.
BACKGROUND
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ADVENTURE OVERVIEW
Grazzt already rules three layers of the Abyss, but he
wants more. With his cambion son, Rule-of-Three,
he plots and launches three schemes to grab power:
discredit Orcus, weaken Lolth, and unite the demon
lords under his leadership as the founder and speaker
of a Demon Council.
To start off, Rule-of-Three spreads rumors about
Lolths aggression and hostility against her enemies
in the Abyss. He slanders her in Sigil and in the
ranks of the demon legions, calling her a goddess
who considers herself above mere tanarri concerns.
Given demonic resentment of her divine status, his
lies find a receptive audience. Further, Rule-of-Three
spreads the word among Lolths followers that the
Spider Queen herself will soon attack on a broad
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CHAPTER 1
THE DEMONWEB
CAMPAIGN
The Hook
The PCs hear about increased drow activity in their own lands
or through the kidnap and slaughter of elf cohorts or NPCs in
nighttime raids. The drow have heard the rumors of Lolths
aggression, and they believe their goddess is coming. They
act, believing it is time to kill the surface dwellers.
The PCs encounter the drow, their ogre zombie servants,
and a vrock demon guardian of a gate to Sigil. Among the
spoils of victory, they find a letter with three seals of black,
red, and yellow wax. The letter is from the Styx Oarsman,
Sigil, telling them that a source here confirms the Spider
Queen is on the move. Attack and kill her enemies without
pause or mercy. (See Litharas Letter, page 220.) The writer
promises further details in a later letter, to be picked up in
Sigil by the messenger who carries their reply.
If the party fails to follow up by traveling to Sigil, drow
attacks and elf deaths increase sharply until churches and
local officials beg the party to intervene.
Planar Plot
After the characters arrive in Sigil, they meet the cambion
Rule-of-Three at the Styx Oarsman. He is in one of his favorite
guises, using his hat of disguise to appear as a githzerai scholar.
Rule-of-Three was expecting a return messenger from the
drow, not the PC party, but he is nothing if not flexible.
They can help each other. In return for three errands, he
can offer a gate home and an end to the drow infiltration.
Rule-of-Three asks them to complete errands that he cant
do himself, since he is not exactly welcome throughout the
The Demonweb
The third errand is to visit the Demonweb and gather a spys
report that details Lolths plans. Once they arrive in Lolths
realm in the Abyss, the PCs must evade drow patrols, monstrous spiders, and various demons before they complete
Rule-of-Threes request.
They arrive not long after Grazzt puts forth his Demon
Council plan to the Abyssal lords. The Demon Queen of Spiders takes on her trickster aspect and issues the invitations
herself, taking Grazzts plan for her own. While she doesnt
much care about Abyssal politics or alliances, even Lolth
can see the advantages of turning the demon lords collective power against mutual enemies instead of spending it on
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DROW TRAITS
All the drow that play a part in this adventure have the racial
traits of elves as well as the special racial traits possessed by
dark elves. Those traits include the following abilities:
Immunity to magic sleep spells and effects.
+2 racial bonus on saves against enchantment spells or
effects.
+2 racial bonus on Will saves against spells and spell-like
abilities.
Darkvision (can see in total darkness) out to 120 feet.
Light Blindness (Ex): Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled (1 on attack rolls, saves,
and checks) as long as they remain in the affected area.
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CHAPTER 1
City of Demons
THE DEMONWEB
CAMPAIGN
each other. As usual, Grazzt takes the long view of this turn
of events. If the conference falls apart, the bloodshed would
be on Lolths home ground: no bad thing. If it succeeds, hell
take credit for making it happen.
The PCs explore the upper reaches of the Demonweb
and eventually collect the report for Rule-of-Three, which
includes information about the forthcoming Demon Council. They also learn that to reach the Demonweb Pits, they
must pass through a Black Gate that is beyond their power
to open at this time.
AN ABRIDGED VERSION
This book weighs in at 224 pages and includes more than
fi fty major encounters, fourteen new monsters, and visits to
half-a-dozen infinite planar layers. It takes characters through
a series of events leading to a major victory over evil in the
Abyss. Its all here, complete with planar travel, epic scope,
and a wide range of encounter styles and combats.
For some groups, it might be too much.
Its possible to focus on the adventure highlights, for people
wishing a faster progression to the Demonweb finale or for
groups working under time constraints. This abridged version is intense, fun, and detailed enough to work without any
need for research, item questing, or false starts. The abridged
version drops more than half of the written encounters and
compresses the entire 9th to 12th level progression into a
10th-level adventure and a 12th-level adventure, both set
mostly in the Abyss.
The sections that should be removed include the initial
drow encounters, the Yggdrasil sequence (including the
Beastlands and the Iron Wastes), and probably the Fane of
Eclavdra, which can be a major distraction or red herring
within the Demonweb. The PCs lose out on major elements:
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CHAPTER 1
THE DEMONWEB
CAMPAIGN
No matter which hook youve selected to involve the characters, get the action started quickly with the drow attack.
As the characters approach the Travelers Rest, read:
Near dusk, as you look about for a suitable place to make camp, you
find a building standing off by itself near the rough road youve been
using. It looks maintained, but unoccupied.
A sign above the door proclaims, Travelers RestAll Are
Welcome. A DC 10 Knowledge (religion) check reveals that
this must be one of the occasional hospice buildings erected
and maintained by those who honor Fharlanghn, the deity
of the roads. These buildings provide travelers with shelter.
Each visitor is expected to use what he needs from the shelter and contribute what he can in return. For instance, those
with extra supplies might leave them for the next travelers,
hunters might provide meat, and unskilled folk might chop
wood. In this way, the rest stop is maintained.
Inside the shelter are three sets of bunk beds sufficient
for six travelers to sleep in comfort, fourteen days worth of
food, twenty days worth of animal fodder, a good well outside in the fenced-off corral area, an enclosed privy, plenty
of firewood, and a handaxe in the woodpile. In addition
to general furnishings such as cooking utensils, soap, and
blankets meant to serve all travelers, the building contains
adventuring gear for those who need it. These consist of two
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ENDURING CONTENT
While adventures are rarely replayable within the same campaign, elements of this epic adventure can endure or reappear
later within your campaign arc. As they progress through the
adventure, the characters will make interesting allies or enemies of the demons who sent their aspects to Lolths Council.
Repercussions are bound to occur.
The appendix of monsters provides a mini-monster manual
with several creatures that can easily make encore appearances
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AFTER DUSK
CHAPTER 1
DEVELOPMENT
The trail left by the drow and zombies proves easy to follow.
It follows the road that leads east past the Travelers Rest,
but then it diverges into wilder territory. After following
the tracks for several hours (3 hours if the group moves at
30 feet, 4 if it moves at 20 feet), ask for a DC 15 Spot check. If
successful, the PCs note a small hillock with an opening. If
the check fails, the characters lose the trail and must spend
time searching the area.
The cave entrance is about 10 feet across and shows signs
of fresh use (Search or Survival [track] DC 15) as if several
creatures, including a couple of Large ones (the giant lizards)
have recently passed through. Other than this recent traffic
and perhaps a few small woodland creatures, the caves seem
undisturbed. Read:
THE DEMONWEB
CAMPAIGN
Its easy to backtrack along the drow path, and even someone without the Track feat can attempt it. It requires a DC 8
Survival check to follow the tracks to the cave a few hours
distant from the hospice. Groups hard hit by the Drow
Attack! encounter should be encouraged to rest and follow
the trail in the morning.
A tunnel leads in. Its width varies between 10 and 15 feet. It curves
back and forth until, after about 60 feet, it opens up into a larger
area.
Two drow and their giant lizard mounts wait within for
Lithara to return and lead them on further raids against
the locals.
Go to encounter A2: Lizard Riders on page 12.
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ENCOUNTER A1
DROW ATTACK!
Encounter Level 10
Use this encounter with the area description on page 8.
SETUP
Use this encounter as the sole encounter of the day. Its a
tough fight, but one that 9th-level characters can handle
with their resources at full strength.
While the PCs prepare to rest for the night inside the
hospice, the drow cleric Lithara leads four ogre zombies and
two drow vanguard on a mission of destruction. The hospice
(and the PCs inside) just happen to be in their way.
To trigger this encounter, read:
TACTICS
Lithara notices the activity in and around the hospice and
decides that this will be here first strike against the surface
dwellers of the evening. She has no desire to storm the
shelter if she doesnt have to; shed rather draw the PCs out
into the night for her zombies to pound on. If the sound
of their approach doesnt attract the PCs attention, Lithara
calls challenges to them.
Lithara positions herself atop a steep slope to oversee
the battle. She casts her invisibility spell first. She follows this by casting spells that enable her to maintain
her invisibility, buffing up her allies with bless or prayer,
summoning in monsters (note her Augment Summoning feat), and healing (using her wand of cure moderate
wounds on the other drow and converting spells to inflict
spells to patch up her undead minions as needed). If her
invisibility is negated in some fashion (dispelled, purged,
or seen through), Lithara changes her focus to offensive
spells such as confusion or contagion.
The two drow barbarians hide in the trees. Whenever
reasonable, they rage and charge into combat, preferring
to attack fighter-types (those in heavier armor with martial
weapons). They power up and put their full swing behind
their Power Attack, taking a 5 penalty on their attack rolls
for +10 points of damage. In general, they focus on keeping
Lithara, their squad leader, alive. They view the zombies
as an expendable resource, confident that if they win the
battle, Lithara can simply make more undead minions the
next day.
Left alone, the zombies attack the nearest foes. Theyre
unintelligent and incapable of clever tactics. However, they
do follow Litharas orders. Whether shes visible or invisible,
she shouts occasional commands to them, directing them
to good effect.
Lithara Lolthblessed
CR 9
hp 43 (8 HD)
Female drow cleric 8
NE Medium humanoid (elf)
Init +2; Senses darkvision 120 ft.; Listen +6, Spot +6
Languages Common, Drow Sign Language, Elven,
Undercommon
AC 21, touch 14, flat-footed 18
Immune sleep
SR 19
Fort +7, Ref +7, Will +10 (+12 against spells and spell-like
abilities); +2 against enchantments
Weakness light blindness
Speed 30 ft. (6 squares)
Melee mwk dagger +8/+3 (1d4+1/1920 plus poison)
Base Atk +6; Grp +7
Atk Options poison (Fort DC 13, unconscious 1 minute/
unconscious 2d4 hours), smite 1/day (+4 attack, +8
damage)
Special Actions rebuke undead 3/day (+3, 2d6+11, 8th)
Combat Gear 3 doses drow poison, wand of cure moderate
wounds (34 charges)
Cleric Spells Prepared (CL 8th, 1d20+10 to overcome SR):
4thair walk, confusionD (DC 18), freedom of
movement, summon monster IV
3rdcontagionD (+8 melee touch, DC 17), dispel magic,
invisibility purge, prayer, summon monster III
2ndcure moderate wounds, invisibilityD , silence, sound
burst (DC 16), summon monster II
1stbane (DC 15), bless, doom (DC 15), entropic shield,
inflict light woundsD (+8 melee touch, DC 15),
summon monster I
0cure minor wounds (2), detect magic, detect poison,
guidance, resistance
D: Domain spell. Deity: Lolth. Domains: Destruction,
Trickery.
Spell-Like Abilities (CL 8th):
1/daydancing lights, darkness, faerie fire
Abilities Str 13, Dex 16, Con 12, Int 12, Wis 19, Cha 10
Feats Augment Summoning, Combat Casting, Spell
Penetration
Skills Concentration +12 (+16 casting defensively),
Diplomacy +5, Knowledge (religion) +4, Knowledge
(the planes) +4, Listen +6, Search +3, Spellcraft +12,
Spot +6
Possessions combat gear plus +1 mithral shirt (an item of
legacy, Spidersilk; see page 180), +1 light steel shield,
masterwork dagger, light mace, gloves of Dexterity +2,
periapt of Wisdom +2, ring of protection +1, onyx stones
worth 350 gp
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds drow for 1 round.
In addition, they take a 1 circumstance penalty on
attack rolls, saves, and checks while operating in bright
light.
10
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CR 6
hp 63 each (5 HD)
Male drow barbarian 5
NE Medium humanoid (elf)
Init +1; Senses darkvision 120 ft.; Listen +11, Spot +3
Languages Common, Elven, Undercommon
AC 15, touch 11, flat-footed 15; improved uncanny dodge
SR 16
Fort +9, Ref +2, Will +4 (+6 against spells and spell-like
abilities); +2 against enchantments
Weakness light blindness
Speed 30 ft. (6 squares)
Melee +1 greataxe +11 (1d8+7/3)
Ranged mwk composite longbow +7 (1d8+2/3)
Base Atk +5; Grp +9
Atk Options Power Attack, rage 2/day (8 rounds)
Combat Gear 2 potions of cure moderate wounds, 2 potions of
lesser restoration
Spell-Like Abilities (CL 5th):
1/daydancing lights, darkness, faerie fire
Abilities Str 18, Dex 13, Con 18, Int 10, Wis 12, Cha 12
SQ trap sense +1
Feats Power Attack, Weapon Focus (greataxe)
Skills Climb +9, Jump +9, Listen +11, Search +2, Spot +3,
Survival +9
Possessions combat gear plus +1 breastplate, +1 greataxe,
masterwork composite longbow (+2 Str bonus) with 4
adamantine arrows, 4 cold iron arrows, and 4 silvered
arrows, 3d6 sp
Light Blindness (Ex) Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds drow for 1 round. In
addition, they take a 1 circumstance penalty on attack
rolls, saves, and checks while operating in bright light.
When not raging, the drow vanguard have the following
changed statistics:
hp decrease by 10
AC 17, touch 11, flat-footed 17
Fort +7, Will +2
Melee +1 greataxe +9 (1d8+4/3)
Ranged mwk composite longbow +7 (1d8+2/3)
Grp +7
Abilities Str 14, Con 14
Skills Climb +7, Jump +7
4 Ogre Zombies
CR 3
MM 267
hp 55 each (8 HD); DR 5/slashing
NE Large undead
Init 2; Senses darkvision 60 ft.; Listen +0, Spot +0
AC 15, touch 7, flat-footed 15
Immune undead immunities (MM 317)
Fort +2, Ref +0, Will +6
Speed 40 ft. (8 squares; cant run)
Melee greatclub +9 (2d8+9) or
Melee slam +9 (1d8+9)
Ranged javelin +1 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +14
Abilities Str 23, Dex 6, Con , Int , Wis 10, Cha 1
SQ single actions only, undead traits
Feats Toughness
Skills Listen +0, Spot +0
Single Actions Only (Ex) Zombies have poor reflexes and can
perform only a single move action or attack action each
round. A zombie can move up to its speed and attack in
the same round, but only if it attempts a charge.
Undead Traits (Ex) A zombie is immune to mind-affecting
spells and abilities, poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, and any effect
that requires a Fortitude save unless it also works on
objects. It is not subject to extra damage from critical
hits, nonlethal damage, ability damage, ability drain,
energy drain, or death from massive damage.
ENCOUNTER A1
CONCLUSION
Once the drow and zombies are defeated, the characters
should notice that the drows tracks came from the east. Refer
to page 9 for additional developments.
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ENCOUNTER A2
LIZARD RIDERS
Encounter Level 9 (11 with vrock)
Use this encounter with the area description on page 9.
SETUP
The drow lizard riders take up defensive positions when
the PCs appear at the west entrance, barring the way
farther into the caves. They both cast darkness on their
lizards bridles as soon as they become aware of the PCs
presence.
TACTICS
These two drow lizard riders make good use of their spiked
chains, taking advantage of their Combat Reflexes to make
attacks of opportunity on all who close to fight them.
The lizards have good climb skills and can walk on walls
or ceilings. Both rider and mount have sufficient aptitude
at jumping to clear the small chasm in the cavern.
DEVELOPMENT
Every round after the first, make a Listen check to see if
the vrock in the adjacent room (A3) hears the sound of
battle. It joins the fight 4 rounds after hearing noise, fully
prepared for battle.
CR 7
hp 43 each (6 HD)
Male and female drow fighter 6
NE Medium humanoid (elf)
Init +8; Senses darkvision 120 ft.; Listen +3, Spot +3
Languages Common, Drow Sign Language, Elven,
Undercommon
AC 18, touch 14, flat-footed 14
SR 17
Fort +6, Ref +6, Will +3 (+5 against spells and spell-like
abilities); +2 against enchantments
Weakness light blindness
Speed 40 ft. (8 squares; mounted on riding lizard); base
speed 30 ft.
Melee +1 spiked chain +12/+7 (2d4+4)
Ranged longbow +10/+5 (1d8/3)
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Base Atk +6; Grp +7
Atk Options Combat Reflexes, Mounted Combat
Combat Gear 3 potions of cure light wounds
Spell-Like Abilities (CL 6th):
1/daydancing lights, darkness, faerie fire
Abilities Str 13, Dex 20, Con 12, Int 12, Wis 12, Cha 10
Feats Combat Reflexes, Exotic Weapon Proficiency (spiked
chain), Improved Initiative, Mounted Combat, Weapon
Finesse, Weapon Focus (spiked chain), Weapon
Specialization (spiked chain)
Skills Handle Animal +9, Jump +8, Listen +3, Ride +15,
Search +3, Spot +3
Possessions combat gear plus +1 spiked chain, gloves of
Dexterity +2, chain shirt, longbow with 20 arrows,
15 gp.
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds drow for 1 round.
In addition, they take a 1 circumstance penalty on all
attack rolls, saves, and checks while operating in bright
light.
2 Riding Lizards
CR 2
12
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Encounter Level 9
Use this encounter with the area description on page 9.
SETUP
If the vrock did not join in the fight in encounter A2 or
if he fled from it, he is here perched on the 10-foot-high
Vrock
CR 9
MM 48
hp 115 (10 HD); DR 10/good
CE Large outsider (chaotic, extraplanar, evil, tanarri)
Init +2; Senses darkvision 60 ft.; Listen +24, Spot +24
Languages Abyssal, Celestial, Draconic, Githzerai; telepathy
100 ft.
AC 22, touch 11, flat-footed 20
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 17
Fort +14, Ref +9, Will +10
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee 2 claws +15 each (2d6+6) and
bite +13 (1d8+3) and
2 talons +13 each (1d6+3)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +20
Atk Options Cleave, Combat Reflexes, Power Attack; spores
Special Actions stunning screech, summon tanarri
Spell-Like Abilities (CL 12th):
At willmirror image, telekinesis (DC 18), greater teleport
(self plus 50 pounds of objects only)
1/dayheroism
Abilities Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Feats Cleave, Combat Reflexes, Multiattack, Power Attack
Skills Concentration +20, Diplomacy +5, Hide +16,
Intimidate +16, Knowledge (the planes) +15, Listen +24,
Move Silently +20, Search +15, Sense Motive +16,
Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Possessions boots of elvenkind, cloak of elvenkind
Spores (Ex) A vrock can release masses of spores from its
body once every 3 rounds as a free action. The spores
automatically deal 1d8 points of damage to all creatures
adjacent to the vrock. They then penetrate the skin and
grow, dealing an additional 1d4 points of damage each
round for 10 rounds. At the end of this time, the victim is
covered with a tangle of viny growths. (The vines are
harmless and wither away in 1d4 days.) A delay poison
spell stops the spores growth for its duration. Bless,
neutralize poison, or remove disease kills the spores, as
does sprinkling the victim with a vial of holy water.
Stunning Screech (Su) Once per hour, a vrock can emit a
piercing screech. All creatures except for demons within a
30-foot radius must succeed on a DC 22 Fortitude save
or be stunned for 1 round.
Summon Tanarri (Sp) Once per day, a vrock can attempt to
summon 2d10 dretches or another vrock with a 35%
chance of success. This ability is the equivalent of a 3rdlevel spell.
95568720_Ch01_Enc.indd 13
ENCOUNTER A3
TACTICS
If first encountered in the room, the vrock heard the battle
with the drow lizard riders and is prepared to meet the party.
It has already endeavored to use its summon tanarri ability
to gain an ally. Then, it cast heroism and mirror image. If foes
are nearby, it uses its spores attack.
CONCLUSION
Once the vrock is defeated, the PCs are free to investigate
and perhaps use the archway portal to Sigil. When the PCs
are ready, the portal takes them to Sigil and the next part of
the adventure.
13
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Illus. by D. Bircham
14
he most famous planar metropolis in all existence is the city of Sigil. Located at the center
of the Outer Planes and built on the inner
surface of an enormous ring, Sigil claims
to be the true crossroads of the multiverse.
The city is ruled by the dreaded Lady of Pain, a mystery
credited with enormous powerincluding the ability to
bar divine beings from her realm.
Bards call Sigil the City of Doors due to its large
number of portals, but the locals arent that poetic. They
just call it the Cage, a name suited to a city thats tough to
get into and tough to leave. Not just physicallythough
unless you know a little something about portals, even
thats a challengebut emotionally. After all, what
could you ever need that you couldnt find in Sigil? The
place has everything and then some. Its a filthy, noisy
place, with smoke-choked alleyways and crowded
streets, but Sigil is alive in a way that no other city
could ever hope to be.
As befits its paradoxical nature, Sigil is located
in the center of an infinite plane (the Concordant
Domain of the Outlands), floating above an infinitely tall spire and built inside a gigantic hollow
ring of unknown material. The place has no sun or
moon (see Illumination, below) and no real horizon,
and only nave visitors wonder aloud about whats on
the other side of the ground.
95568720_Ch02.indd 14
The only way in or out of the Cage is through its interplanar portals. Locals claim that you can get anywhere from
Sigil if you know the right portal. While that might be an
exaggeration, it isnt far from the truth. See Entering and
Exiting Sigil, below, for more on the portals that give the
city its reputation as the gateway to everywhere.
Travelers Tip: Of all the planar cities, Sigil is the least inimical to travelers, no matter how extreme their philosophies.
If you can reach Sigil, it can serve as the launching pad for
further explorations, or as an end in itself; Sigil is known
for its strange inhabitants, services, and distractions.
Newcomers should hire a guide (a tout, in local parlance).
As with any large city, Sigil has its bad areas, and wandering
without guidance could lead into dark alleysor worse. A
tout can help travelers find fair-priced inns, places to buy
essential materials, and contacts who can provide needed
information . . . all for a fair fee, of course.
Sigil (Metropolis): Nonstandard; AL LN; 200,000 gp limit;
Assets 250,000,000 gp; Population: 250,000 (37% human, 20%
planetouched [aasimars, mephlings, neraphim, tieflings, and
the like], 10% elves, 10% halflings, 3% dwarves, 20% other).
Authority Figures: The Lady of Pain (LN female, unknown
race); Arwyl Swans Son, leader of the Sons of Mercy (LG
male human paladin 12); Rhys, member of the Sigil Advisory
Council (N female tiefling fighter 2/wizard 15); Shemeshka
the Marauder a.k.a. King of the Cross-Trade, information
broker (NE female arcanaloth).
2/7/07 10:32:51 AM
ENTERING AND
EXITING SIGIL
CHAPTER 2
ARCHITECTURE
SIGIL, CITY OF
DOORS
Sigil might well hold the honor of being both the best- and
worst-protected city in the multiverse. It has no walls or
gates, so it has nothing to fear from sieges or any of the other
threats that face a typical city. On the other hand, just about
anybody or anything can walk right into the city whenever
he, she, or it pleases through the portals that connect Sigil
to other planes.
The portals arent specially marked or decked out as
ornate gateways, but look like average doorways, windows,
arches, fireplaces, and the like. Thats just what they are. Any
bounded space big enough for somebody to walk or wriggle
throughfrom a sewer entrance to a wardrobemight
double as a portal to another plane.
But a visitor to Sigil need not worry about opening his
bedroom closet and accidentally tumbling through to the
Abyss. Portals need a portal key to activate themusually a
specific object that has an affinity for whats on the other side,
but sometimes merely a word, a gesture, or the right state of
mind. Without the correct key, a portal is just an open space.
The citys natives are more than happy to sell keys to specific
portals, or at least sell the knowledge of a keys nature.
Some portals dont cooperate with the commercially
minded, however. Many dont linger long enough to become
well known, and some dont lead to the same place twice in a
row. But since nobody knows how to make or control portals,
little can be done to improve the situation.
Furthermore, theres no way around the portals, no special back door to get into or out of the Cage. You cant call or
summon creatures into or out of Sigil (even with a gate spell),
nor can you use plane shift to get in or out. You also cant use
astral projection, although, strangely enough, the various
teleportation spells work just fine within Sigil itself. Since
the city resides on the Outer Planes, no connection to the
Ethereal Plane exists. Even the deities themselves cant (or
dont want to) overcome these restrictions.
If the DM allows it, a character who makes a succesful
DC 25 Knowledge (the planes) check knows of at least one
portal on his home plane that purportedly leads to Sigil. Thats
not saying that the portal wont be hard to reach or fiercely
guarded, but the route can be discovered.
ILLUMINATION
Despite the lack of a sun or moon, Sigil enjoys days and nights
like any terrestrial city. In the early hours of the morning,
the sky slowly brightens, reaching a peak of illumination as
bright as the noonday sun in a mid-latitude city (tempered
somewhat by the near-perpetual haze). After peak, the illumination fades over the next several hours until darkness
reigns at antipeak, and then the cycle starts over. With no
moon or stars, of course, night in Sigil isnt like a typical
country evening. If its clear, though, you can make out the
flickers of torchlight and lanterns from the other side of the
city high above (remember, the citys built on the inside of a
ring, so the far side of town is directly overhead).
All told, over the course of 24 hours, Sigil has about 6 hours
of bright light and the same amount of darkness. The rest of
the day resembles twilight, allowing beings that are sensitive
or vulnerable to bright light or sunlight the freedom to go
about their business with relative ease.
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CHAPTER 2
SIGIL, CITY OF
DOORS
The second factor keeping the city intact is the dabus (see
page 192), the strange, alien servants of the Lady of Pain.
These silent, humanoid creatures serve as workers, patching
the streets and shoring up buildings; as arbiters of justice, running the city courts; and, when necessary, as peacekeepers,
putting down riots and the like. However, the dabus dont
bother themselves with quelling petty crimes, so the streets
are far from safe.
The third leg propping up the social order in Sigil is a
flimsy one: the people themselves. In the heyday of the factions (see History, below), everybody knew who was in charge
of law and order. Now, the closest thing Sigil has to a police
force (not counting the dabus) is a citizen group called the
Sons of Mercy. Unfortunately, without any official power
to make arrests or carry out sentences, the Sons of Mercy
dont garner much respect from the locals, and thus arent
terribly effective in limiting crime. Similarly, the so-called
Sigil Advisory Council, founded by former members of the
faction known as the Transcendent Order, might have the
citys best interests at heart, but the group lacks real political
power.
HISTORY
No one knows how Sigil came into being. Some say it was
built ten thousand years ago by a deposed duke of Hell.
Others claim it was unconsciously created by an insane demigod while he dreamed in an extradimensional prison. Still
others contend it was constructed from the leftover bits of the
Outer Planes just after the time of creation. Inhabitants of the
Cage dont care about their citys origin. Still, nearly everyone
agrees with the following handful of historical facts.
In some distant past, Sigil was run by guildspowerful
organizations that kept order and peaceand the philosophybased factions were nothing more than dozens of splintered
groups that squabbled incessantly among themselves. Then,
six or seven centuries ago by most accounts, came the Great
Upheaval, when the Lady of Pain decreed that the fi ftyplus warring factions would be cut down to a mere fi fteen.
Despite this shock to the system, people agreed it was a good
decision, because it ended countless feuds nearly overnight.
Unfortunately for the guilds, it also meant the end of their
power structure, as the factions quickly came to dominate
local politics.
The stability proved short-lived. Soon enough, those fi fteen factions started putting themselves on pedestals, each
believing that its way was the right way, both for its members
and for Sigil itself. The factions grew to believe they had a
right to run the city. A few years ago, though, the political
strife turned physical, and the streets ran with blood in the
Faction War.
The Lady decided to start over again. As commandments
go, it was a simple one, delivered to the leaders of each faction: This city tolerates your faction no longer. Abandon it
or die.
Opinions varied as to what exactly the Lady meant by
that, but everyone paid attention. Three of the factions
simply disbanded, ceasing to exist. Six more moved out of
town to other locations and kept preaching their beliefs to
any who would listen. The other six remained in Sigil but
gave up on anything resembling an organization. Whether
those six were the bravestdeciding that the Lady meant
no factions but not no beliefsor the most foolhardy is
open to question.
THE WARDS
Sigil is divided into six regions, called wards. The wards
arent official designationsno walls divide them from
one anotherbut everyone knows the difference between
one ward and the next, even if they dont agree on exactly
where that difference begins and ends. Still, its important
for visitors to know whats where, so they dont wander where
they arent wanted. In some locales that might earn them a
warning, but in others it might get them a knife between
the ribs.
Lower Ward: The Lower Ward is symbolic of the Cage as
a whole. It gets its name from the large number of portals to
the Lower Planes found here, through which a foul, sulfurous
stench billows, filling the area. Still, its hard to avoid the
Lower Ward, since the majority of the citys craftsfolk live and
work here, and the place is full of forges, mills, warehouses,
and workshops.
The Ladys Ward: Going counterclockwise around the
ring of Sigil, the next stop is The Ladys Ward (and yes, the
locals emphasize the capitals on all three of those words). The
Lady of Pain doesnt actually live here, but rich citizens do,
and most of Sigils temples lie within this ward. The Ladys
Ward has power, wealth, and majesty, and knows how to show
it off.
Market Ward: In the Market Ward, everything is for sale.
The wealth of Sigil might be concentrated in The Ladys Ward,
but its spent here, on goods, services, information, reputation, or anything else your heart desires. The best place to
get it all is the Grand Bazaar, an immense plaza filled with
shops, tents, and stalls offering wares from dozens of planes
and strange worlds. As the old saying goes, if you cant find
it here, it probably doesnt (or shouldnt) exist.
Prices can vary wildly, from dirt cheap (for merchants with
an unexpected overstock) to many times the normal value
(for goods in sudden short supply, due to a faulty portal or a
band of planar marauders). Prices are unrelated to Material
Plane prices, since everything is imported. Water is expensive, for example, at ten times the Players Handbook rate, but
metal is (comparatively) cheap (normal PH prices). This is
because so much more water must be brought into the city
than metal, and transporting liquids is more difficult in the
tonnages required.
Guildhall Ward: Visitors cant tell the difference between
the Guildhall Ward and the Market Ward. Even some locals
claim that only tradition separates them. Since guilds havent
played a particularly significant role in Sigil for centuries,
one can guess that the name owes a lot to tradition. Today, the
Guildhall Ward serves as the domain of the middle class of
Sigil. Merchants who hawk their wares in the Market Ward
during the day sleep here at night, and many who deal in
services (rather than selling finished goods) live and work
here as well. The Guildhall Ward also houses racial neighbor-
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CHAPTER 2
SIGIL, CITY OF
DOORS
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Illus. by W. England
CHAPTER 2
SIGIL, CITY OF
DOORS
The partys first encounter in the city at the center of everything is, typically, an unusual one. As the characters walk
through one of the small avenues in Sigil on their way to
the Styx Oarsman, they are approached by a greater swarm
of cranium rats, hundreds and hundreds of the hive-mind
creatures that communicate with them telepathically to warn
the PCs about the dangers of getting involved with Rule-ofThree and angels and demons in general.
If the party refuses to hear their warning or ignores
them, the rats might attack. Read:
You take a shortcut to avoid a religious procession that is freely
scourging bystanders. You duck into an alley littered with dirt and
filled with scurrying black rats. Bits of rotting cloth, sewage, and
rubbish give the alley a pungent reek.
Youre halfway down the alley when you hear the voices: hundreds
of tiny voices, like children, all speaking together. You must listen to
us. Listening? Yes? Scuttle very carefully through this sewer. Demons
are triple liars, but angels are eager to make you martyrs. Go, and
trust neither heaven nor hell. We mean victory for you and defeat
for the Spider Queen.
Theres no sound; the voices are entirely in your head, and they
arent leaving.
If the party doesnt reply, read:
The voices seem to be waiting for an answer. Not listening? Dont
trust them. Dont trust the angels. Tell us you dont trust anyone,
and well let you go.
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CHAPTER 2
SIGIL, CITY OF
DOORS
STAFF
All members of the staff are loyal to the Styx Oarsman and
feel a great affinity to the place.
Bartender: A marilith simply known by the name Marilith (M) is the bartender. She mixes drinks three at a time
and prevents people from going behind the bar. She starts
with an attitude of indifferent. If approached and made
friendly (see NPC Attitudes, PH 72) either through diplomatic interactions or a bribe of at least 100 gp, she gives out a
special token that enables entry to the inn by the back door
for those who wish to have secretive meetings or comings
and goings.
Cleaners: Permanent unseen servant spells keep the inns
rooms neat and tidy. If Marilith needs a Cleaning Crew for
extraordinary circumstances, such as removing a dead body,
she relies on a pair of brothers, fiendish half-orc 4th-level
monks nicknamed Punch and Kick. Theyre regulars at the
establishment.
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CHAPTER 2
SIGIL, CITY OF
DOORS
Owner: The inn is owned and run by a cambion, Rule-ofThree (R) (Knowledge [local] DC 30), one of Grazzts many
children (Knowledge [the planes] DC 25), though he pretends
to just be a patron of the place. Rule-of-Three frequently
spends time at the inn in one of his favorite disguises, that
of a githzerai scholar.
Servers: A trio of humans works as the wait staff of the
inn. Hakim (male fighter 2), Rake (male rogue 1), and Ellissa
(female bard 3) had been part of an adventuring group several years ago. Now the trio lives together as a romantically
attached family unit and enjoys sharing the work of serving
drinks at the inn. They find plenty of profit and excitement
in working in the Styx Oarsman and dont anticipate returning to the adventuring life.
Spy: A mirror mephit (see page 208) named Gleam lurks in
the bar mirror, watching the comings and goings of patrons
and reporting to Grazzt.
ACCOMMODATIONS
The heavily curtained booths are the main draw for those
who use the Oarsman as a place to meet or do business.
Heavy curtains shield the conversations from eavesdroppers
(increasing Listen DCs by 5).
The back door has a special arcane lock that enables anyone
to leave, but only those who bear a special token (purchasable by regulars from Marilith) to enter. Those coming in
the back door to one of the back booths appreciate privacy
and discretion. The Styx Oarsman caters to these folk.
MEETING RULE-OF-THREE
Bring me three coppers, Ill tell you a lie,
Bring me three smiles, by evening youll cry,
Bring me three Bleakers, in madness youll die.
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THE SECOND
MEETING
When the party returns from Yggdrasil and the Beastlands (presumably with Thaas and perhaps other
treasures in hand), read:
Rule-of-Three is drinking what looks like the same cup of wine in
the same corner of the Oarsman. When he looks up and notices
you, he smiles. Welcome back, about time you got here, and blessed
day! As usual, Rule-of-Three seems conflicted about how he really
feels, but at least he looks happy to see you back.
Rule-of-Three lowers his voice and continues, Can you show me
. . . the item? The thing we spoke of? The weapon of legend? His
eyes scan the weapons you carry, trying to see if one of them might
be the demon-slaying artifact.
CHAPTER 2
Illus. by E. Deschamps
Continue with Chapter 3: Yggdrasil and Beyond, including the encounters in the Beastlands and possibly the
Iron Wastes.
SIGIL, CITY OF
DOORS
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CHAPTER 2
SIGIL, CITY OF
DOORS
be hunted in her own Web, and Sanp has the weapons you must
use. He waits for you in the city of Zelatar, at the Sign of the Black
Heart.
Almost as an afterthought, Rule-of-Three gives them a password Sanp will recognize: Life is fleeting, but death endures,
spoken in Abyssal.
If the PCs balk, Rule-of-Three first offers them cash (up to
10,000 gp in diamonds), then a magic item (a pale lavender
ioun stone, absorbs twenty spell levels of cast spells of 4th level
or lower). If that doesnt convince them, he finally offers his
most valuable possession (the Book of Flesh and Mirrors, see
page 176) for them to go and return with the ambassadors
information. If asked why the spy cant come here, the explanation is that it would arouse suspicion: The creature is well
known to visit only the palaces of demon princes, and even
then rarely leaves the Abyssal layer of Thanatos. If asked why
Rule-of-Three cant go himself, he says he has been sentenced
to death in the city of the Dark Prince Grazzt (currently
untrue, though it was at one time). If asked why not send a
demon, he claims he cannot trust them. The PCs are much,
much more reliable for such crucial information, since he
and they share the same motives.
His generosity plays into his fathers plan: Anyone who meets
with the ambassador of Orcus can be incriminated as allies
of Orcus, especially when the PCs return to the Demonweb
armed with the bone naga ambassadors gifts. Grazzts own
hands remain clean while Lolth suffers the consequences.
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CR 10
CHAPTER 2
Rule-of-Three
SIGIL, CITY OF
DOORS
THE TOWER OF
THE PROPHET
The letters in (bold) below refer to the creatures positions
on the Tower of the Prophet map (page 24).
As the party approaches the tower, read:
The tower is made of yellow stone and shines with inner light even
during antipeak. Two sword archons (S) guard the entryway, their
eyes watchful and their straight-backed posture perfect. Clerestory
windows are set just below the eaves, with a single round stainedglass window over the entryway.
Inside, the Tower of the Prophet makes you a little dizzy. The
whitewashed walls seem to rotate sharply in all directions at once
around a single golden construct suspended in the air above the
center of the floor. This construct looks like a sphere forged in the
anvils of Mechanus, but it shines brightly, and its whirring sound
is barely noticeable above the noises made by its watchers and
worshipers. Three bearlike wardens (W) fully 7 feet tall stand in
prayer beneath the gleaming sphere, their arms lifted and their
lips moving. A human in armor with three aasimar attendants
is kneeling directly beneath the golden globe.
One of the bearlike wardens approaches you. I am Humbart.
How may I serve? he asks.
The party must convince the warden archons to open the
Celestial Eye of the Prophet, a powerful construct with a
direct link to the top layer of Mount Celestia. The Celestial
Eye might offer a good or lawful party a prophecy to help
defeat the drow.
The archons are members of the Order of the Prophets
Eye. Their unerring assay ability means that they never give
a prophecy to a chaotic or evil charactersuch as Rule-ofThree, a known chaos sympathizer and unreliable scholar.
They speak to visitors at length, seeking information
about their connections, ethics, morals, and so on before
allowing them access to the Eye. The party member who
speaks most must succeed on a Bluff or Diplomacy check
opposed by the warden archons Sense Motive check (+12
modifier).
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SIGIL, CITY OF
DOORS
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The eye that gives this place its name is a strange object, with a
segmented, insectlike covering of brass and copper fittings. The
light from the glowing altar-tripod hovers around the Eye as well,
lighting up every mote of dust near it.
A number of levers next to it control its functioning. One of the
large bearlike archons stands beside the levers, alert and watching
you.
CHAPTER 2
The brass segments of the Eye snap back one by one, releasing a
ray of light so bright it seems like a solid pillar. It points up at the
ceiling, reflecting down to the pillars and making the temple floor
as bright as noon. As each segment snaps away from the Eye, the
light shines directly at more and more of the temple interior; when
the final segment drops beneath the Eye, revealing it completely, the
light touches each of you. You cant see anything around you except
as flickering shadows; solid people and pillars look transparent in
this light. You feel it as a source of warmth and inquisitiveness
living light that burrows into your body to your soul. Voices echo
within the light.
Somewhere nearby, you distinctly hear the scratching of a quill
on paper, a sound so soft that you dont understand how you can
perceive it in such a large, noisy temple.
Once the Eye is opened and creatures have survived the Eyes
searching gaze, they see the light of Mount Celestia and hear
the voice of archons on the highest layer of the plane echoing
in their minds. The language spoken is Celestial; characters
who do not normally understand Celestial might gain sudden
insight and spontaneously understand the words spoken by
the Eye if they make a DC 22 Will save (evil characters might
have lost Wisdom from the Eyes ray of conscience). Lawful good
characters gain a +4 bonus on this save. Characters with 5 or
more ranks in Knowledge (the planes) gain a +2 circumstance
bonus on this save.
Those who hear the words of the Eye might be puzzled
by its utterances, since its prophecies are rarely clear until
afterward. One PC is either holding the paper prophecy (if
they are in the place alone or at night) or is handed a piece
of paper by the warden archon, the golden letters on it still
shining with the light of Mount Celestia.
This particular prophecy, the Prophecy of the Celestial
Eye, should be given to the party as a handout (page 220). It
reads:
SIGIL, CITY OF
DOORS
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AMBUSHES IN SIGIL
CHAPTER 2
SIGIL, CITY OF
DOORS
OTHER
INFORMATION SOURCES
At some point, the characters might seek information from
other sources in Sigil. Rule-of-Three suggests that they talk
to the distinguished planar scholars Kemet and Gbemisola.
If they seek out sources of their own rather than taking his
advice, ask for a Gather Information check. With a result of
DC 12, the characters hear again about the wily Kemet and
his disciple, the Lady Gbemisolawith a vague caveat about
unscrupulous sources. With a result of DC 23, they learn
about the Library of The Lady.
Touts on the streets of Sigil sell cheaply bound copies of
the Travelers Guide, a loose collection of essays about various
planes. They target obvious new arrivals and try to convince
them to buy this necessary booklet for 25 gp. If the characters
purchase the book, give the players a photocopy of the five
Travelers Guide handouts (pages 214218).
26
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Negotiating Information
The party can get the facts on the gate from Rule-of-Three,
but the spider swarms are new information, and few people
have maps of any kind for Yggdrasil. The Abyssal information
is hard to come by for the simple reason that many visitors to
the Abyss wind up dead, so it sees little tourist traffic.
However, the jackal lords never volunteer information. The
characters have to ask about at least roughly the right topic. If
they do, the jackals ask for payment up front. These creatures
might look like archons, but they dont act like them.
CHAPTER 2
SIGIL, CITY OF
DOORS
If the party offers cash up front, the hound archon and his
assistant agree to take the money for charity. If the party
just starts rattling off questions, Kemet suggests that a donation is in order and assures the party that he gives half his
money to charity. This is true only if his partner Gbemisola
is considered a charity. The required cash depends on the
difficulty of the questions (see below).
Kemet and Gbemisola know many pieces of information
that will interest the party, including:
27
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CHAPTER 2
SIGIL, CITY OF
DOORS
The Librarian
Librarians are the masters of information, and the chief librarian in the city of Sigil is not someone any sane PC wants to
anger. The librarian for this collection is a marrash scholar
who flies with strangely muffled wings. Long decades past,
he came to steal and plunder, but over time he learned to love
the collection. When the prior librarian (an androsphinx
named Chestnut) died, Goldfeather took over. He knows the
collection backward and forward, is careful about who gets
access to the rare book collection, and has long since given
up petty thievery.
That doesnt mean hes gone soft. Hes learned a great deal
as a librarian, including deciphering scripts, using magic
scrolls, and even the finer points of the Dark Speech (see
Typical
DCs
10 or lower
Check
Bonus
+20
Rare Book
Bonus
Obscure
11 to 15
+12
1d6 hours
Dangerous
16 to 25
+5
+8
1 day
Hidden/guarded
26 to 30
+2
+4
1d6 days
Divine/demonic
secret
31+
+1
+3
2d12 days
Time
1 hour
Examples
Names of planes, planar effects, towns,
planar inhabitants
Demonic types, monster powers, Abyss layer names
and descriptions
Dark Speech, spells, portal keys, demon lords,
city guide to Zelatar, the Beastlords, Abyssal effects
Map of Yggdrasil, River Styx, demon weaknesses,
tanarri summoning and dismissal, existence of
demon lord aspects
Grazzts palace map, demon lord aspects and
powers, Nidhoggs lair, Demonweb map or keys
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GRYFALCON
Once the characters have become familiar with the Styx
Oarsman, they should meet one of the people staying there,
the jaunter Gryfalcon (see page 175). This NPC is meant to
be a friend and an ally to the PCs. Hes well traveled, dependable, and easygoing. Hell render whatever reasonable aid he
can to the party.
The introductory scenario is set in the Styx Oarsman,
assuming that the PCs use the tavern as a base of operations.
If they dont, he can be a regular at whatever inn in Sigil the
PCs stay at regularly.
Training: Through his adventures, he has gained skills
that hell teach them (see the jaunter prestige class on
page 172).
Direct Assistance: Hell accompany the characters or act
as an emergency backup. If the characters get into a hopeless
situation, perhaps he shows up to rescue them or help as a
reinforcement.
CHAPTER 2
ADDITIONAL RESOURCES
This adventure features two other individuals who can provide assistance and/or information to the player characters
in order to prevent their mission from getting bogged down
or heading off in a wrong direction. Introduce these NPCs
at an appropriate time and place.
Item: Gryfalcon has a silver sphere Demonweb teleportation key (see page 54) that he acquired during a previous trip
to the Abyss. Once hes developed a cordial relationship with
the PCs, he might lend it to them.
Facilitator: Gryfalcon can provide information for the
PCs for any facet of planar travel in the adventure. If the
characters get stumped and dont understand where to go
next, Gryfalcon can be the guy to say, Hey, you should check
out this place Ive heard about. For instance, if the PCs dont
realize that its a good idea for them to go to the Library of
The Lady or visit the jackal scholars, Gryfalcon can suggest
those resources. If he hears that theyre visiting Zelatar, hell
let them know that theyll need a merchant charter to move
through the city freely, and he can tell them where to obtain
one (perhaps from the jackal scholars or through Estavan, an
ogre mage member of the Planar Trade Consortium).
He also might be an ideal motivator for the characters
to infiltrate the Fane of Eclavdra. Hes heard of the Platinum Key and knows its essentially a free pass through the
Demonweb. Realizing the poor odds of a frontal assault on
the stronghold, he can be a reasonable voice advocating
stealth or intrigue.
SIGIL, CITY OF
DOORS
LESHAWN SONJ
This NPC is meant to be a friend and an ally to the PCs. Shes
intense and driven, solemn and not prone to joking. However,
shes also trustworthy, honest, and sincere.
The introduction to her is set anywhere outside the Styx
Oarsman. Because the inn welcomes evil outsiders, its not a
place LeShawn willingly visits. LeShawn has no connection
to the tavern or Rule-of-Three. She is a friend to the warden
archons at the Tower of the Prophet and urges the PCs to
help the archons unravel Rule-of-Threes plots.
Training: LeShawn willingly teaches others the arts of
the demonwrecker (see the prestige class on page 168 and
LeShawns statistics on page 171).
Direct Assistance: If the party is short-staffed, and if the
characters desire, she is willing to adventure with them if
they are hunting demons. She requires no share of treasure
from encounters with demons and clearly focuses on killing
chaotic evil outsiders. She will not accompany the party on
adventures that do not involve killing demons.
Item: If the PCs have not yet gone to the Beastlands,
LeShawn encourages them to go in pursuit of the legendary
longbow Thaas, renowned for its demon-fighting abilities.
She doesnt feel the need to get it herself.
Facilitator: LeShawn is eager to rid the multiverse of
demonkind and adamantly supports efforts to that end.
Killing demons is good. Killing a demon goddess would be
even better.
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ENCOUNTER B1
SETUP
The pack of cranium rats is only a visible threat when it
gathers and attacks. The entire party is subject to swarm
damage immediately and until it leaves the rat-filled
alley. The rats attack if the party kills as much as a single
individual rat, or if the party does not acknowledge the
cranium rats warnings.
If the party enrages the pack, read the text below and
roll initiative.
TACTICS
The greater cranium rat swarm casts slow while speaking
to the party. If the party attacks, the swarm uses its area
damage while casting spells.
While fighting, the swarm continues to speak telepathically with the characters, telling them that they must not
listen to the angels or to Rule-of-Three. If the characters flee,
the rats do not pursue them outside the alley. If reduced to
fewer than 50 hit points, the swarm discorporates.
CONCLUSION
If the swarm of rats is beaten back or defeated, the party
is likely to continue on its way. The rats dont bother to
return for a second encounter; in Sigil, one free warning
is all you get.
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Encounter Level 10
Use this encounter with the description on page 26.
SETUP
Two warden archons decide that those in league with
demons are a deadly threat. At an appropriate time (perhaps
just after the characters have reported to Rule-of-Three), they
confront the party. Read the text below. If the party refuses
to go along, roll initiative.
If the PCs do go along quietly, they are taken to the Eye
and questioned sternly under the influence of a discern lies
spell. The other warden archons are unhappy with Humbart
and Grenata, but ultimately decide to let the party go.
As the PCs are confronted by the archons, read:
TACTICS
The warden archons try to subdue their quarry if possible,
resorting to lethal combat only if their unerring assay tells
them that they battle evil creatures.
CONCLUSION
If the warden archons are defeated, the party may simply
continue on its way. The PCs might also take this encounter
as proof of the truth of the cranium rats warning.
CR 8
ENCOUNTER B2
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ENCOUNTER B3
MERCENARY YUGOLOTHS
Encounter Level 11
Use this encounter with the description on page 26.
SETUP
Ask the leading and trailing PCs to make a Spot check
against DC 30. PCs who succeed see motion along the
rooftops where the nycaloth is flying, hoping to pick off
a straggler.
Roll initiative for all acting characters and the nycaloth
and his three mezzoloths. The nycaloth makes a flyby
attack and the mezzoloths release their cloudkill to fill
the street. As each yugoloth acts, place its cloudkill area
effect on the party and its figure on the street or rooftop.
Whichever yugoloth goes first attempts to blind the party
with the gaseous attack so that the other two can attack in
melee. The mezzoloths have weapons at the ready.
If the PCs are attacked while walking down the
street, read:
TACTICS
Ekzireth tracked the party from the air and positioned
his mezzoloths in a section of street with few easy exits.
He is unaffected by his mezzoloths cloudkill and uses it to
obscure his approach. He treated his +2 greataxe with oil of
keen edge, and, if the mezzoloth rush holds the party down
for a round or two, he uses his mirror image and invisibility,
as well. In this case, all his images are visible, but Ekzireth
is notthe images must all be dispelled or he must attack
for his invisibility to end.
Ekzireth attacks from above, preferring two greataxes
and two claws to give himself a chance at a liftoff. He uses
3 points of Power Attack, bumping his greataxe attack
bonus down to +15 and his damage up to 3d6+18. Once he
has lifted off with a single target, he flies off to claim the
bounty. Ekzireth flees using greater teleport if he is reduced
to 20 or fewer hit points.
The mezzoloths serve out of fear, but they make powerful shock troops. All three cast see invisibility as the party
approaches, then fire off their cloudkill to start the fight.
One melees with the front rank of the party while the other
two engage the rear. The mezzoloths typically use 3 points
of Power Attack. They are not affected by their own cloudkill. They flee if they are reduced to 10 or fewer hit points,
using invisibility and darkness to cover their retreat.
3 Mezzoloths
CR 6
MM3 201
hp 96 each (10 HD); DR 10/good
Male yugoloths
NE Medium outsider (evil, extraplanar, yugoloth)
Init +5; Senses darkvision 60 ft.; Listen +13, Spot +13
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
AC 21, touch 11, flat-footed 20
Immune poison, acid
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +8, Will +7
Speed 40 ft. (8 squares)
Melee +1 trident +15/+10 (1d8+4/1920) or
Melee 2 claws +13 each (1d4+3)
Ranged +1 trident +13 (1d8+4/1920)
Base Atk +10; Grp +13
Atk Options Power Attack; aligned strike (evil)
Special Actions rake +15 (1d6+5), liftoff, summon yugoloth
1/day
Spell-Like Abilities (CL 10th):
At willcause fear (DC 13), darkness, desecrate, produce
flame (+13 melee touch, +11 ranged touch), see
invisibility
2/daycloudkill (DC 17), dispel magic
Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
Feats Improved Critical (trident), Improved Initiative,
Power Attack, Weapon Focus (trident)
Skills Hide +12, Intimidate +15, Jump +19, Knowledge (the
planes) +11, Listen +13, Move Silently +12, Spot +13
Possessions combat gear plus +1 trident, necklaces of rustred jade (300 gp each)
Aligned Strike A mezzoloth natural weapons, as well as any
weapons it wields, are treated as evil-aligned for the
purpose of overcoming damage reduction.
Summon Yugoloth (Sp) 1/day, mezzoloth, 40% chance, as
3rd-level spell.
THE DABUS
The dabus serve the Lady of Pain, so trouble in the city
is their businessbut they are not powerful fighters.
One dabus glides off quickly for help as soon as the fight
breaks out. The other three defend themselves and generate illusions commanding the nycaloth and the party to
stop at once. These commands are given silently in 10foot-tall glyphs and images, such as a frowning Lady of
Pain, an open-palmed hand, and hands gripping the bars
of a prison. If the dabus must enter combat, they fight
defensively. If a dabus is reduced to 15 or fewer hit points,
it retreats to the Library of The Lady (page 27).
CONCLUSION
If the yugoloths are beaten back or defeated, the PCs can
continue on their business in Sigil. No one takes any particular interest in the fracassuch encounters are daily
occurrences here.
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CR 10
MM3 203
hp 168 (14 HD); DR 10/good
Male yugoloth
NE Large outsider (evil, extraplanar, yugoloth)
Init +2; Senses darkvision 60 ft.; Listen +19, Spot +19
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
AC 23, touch 11, flat-footed 21; Mobility
Immune poison, acid
Resist cold 10, fire 10, electricity 10; SR 24
Fort +16, Ref +11, Will +11
Speed 40 ft. (8 squares), fly 90 ft. (good); Flyby Attack
Melee 4 claws +18 each (1d6+5 plus bleeding wounds) or
Melee +2 greataxe +21/+16/+11 (3d6+9/3) and
2 claws +13 each (1d6+2 plus bleeding wounds) or
Space 10 ft.; Reach 10 ft.
Base Atk +14; Grp +23
Atk Options Flyby Attack, Power Attack, aligned strike (evil),
improved grab
Special Actions 2 rakes +12 each (1d6+2), liftoff, summon
yugoloth 1/day
Spell-Like Abilities (CL 14th):
At willdeeper darkness, desecrate, fear (DC 17), invisibility,
mirror image, see invisibility, greater teleport (self plus 50
pounds of objects only)
Abilities Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16
SQ bleeding wounds
Feats Alertness, Flyby Attack, Iron Will, MobilityB, Power
Attack, Weapon Focus (greataxe)
Skills Bluff +13, Concentration +17, Diplomacy +13, Hide +8,
Intimidate +24, Jump +19, Knowledge (arcane) +11,
Knowledge (the planes) +11, Listen +19, Move Silently +12,
Search +11, Sense Motive +10, Spellcraft +11, Spot +19
95568720_Ch02_Enc.indd 33
ENCOUNTER B3
33
2/7/07 11:19:13 AM
ENCOUNTER B4
ANGRY JACKALS
Encounter Level 10
Use this encounter with the description on page 26.
SETUP
Use this encounter if the party offends the jackal lords in
some way. The jackals prepared their spells before receiving visitors.
When the PCs offend the jackal lords, read:
TACTICS
If trouble erupts, one jackal lord fights defensively as a
full-round action (taking 4 to attack rolls but gaining
a +2 dodge bonus to AC, for AC 29 overall). When fighting defensively, that jackal lord tries to prevent anyone
from reaching the other, who uses a curse of the jackal
gaze attack if they are outnumbered. Then they switch
places, giving the other jackal lord an opportunity to use
the gaze attack.
If one is killed, the other immediately attempts escape
through the closest door. The survivor might return to
attack the party with the help of a mercenary nycaloth
and his mezzoloth allies (encounter B3).
The hell hounds arrive 1 round after combat begins.
They try to bite in their first round, then breathe fire in
the second. They remain between the PCs and the jackal
lords as much as possible, making attacks of opportunity
if creatures try to squeeze past them to the jackal lords.
They are pack hunters and use flanking effectively; they
also concentrate their efforts, with pairs of hell hounds
fighting single opponents (or all four on a single fighter, if
one is especially aggressive). They track and harry fleeing
prey relentlessly.
CONCLUSION
34
If the PCs defeat the jackal lords, they can loot the extensive library for about 10 minutes before 1d3+1 Sons of
Mercy (LN fighter 6) come to investigate the disturbance.
For each successful DC 20 Search check made in that time,
the party finds one of the jackal lords great treasures:
a scroll of raise dead, an alchemical volume describing
the manufacture of potions of heroism, a book containing
a rough map of Yggdrasils branches, a blank merchant
charter for Zelatar (page 221), a copy of the Travelers
Guide (pages 214218), and a magic volume that (if read for
1 week) grants 1 rank in Knowledge (the planes).
95568720_Ch02_Enc.indd 34
CR 8
2/7/07 11:19:23 AM
ENCOUNTER B4
4 Hell Hounds
CR 3
MM 151
hp 25 each (4 HD)
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +5; Senses darkvision 60 ft., scent; Listen +7,
Spot +7
Languages Infernal (do not speak)
AC 16, touch 11, flat-footed 15
Immune fire
Weakness vulnerability to cold
Fort +5, Ref +5, Will +4
Speed 40 ft. (8 squares)
Melee bite +5 (1d8+1 plus 1d6 fire)
Base Atk +4; Grp +5
Atk Options aligned strike (evil, lawful)
Special Actions breath weapon
Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Feats Improved Initiative, Run, TrackB
Skills Hide +13, Jump +12, Listen +7, Move
Silently +13, Spot +7, Survival +7 (+15 tracking by
scent)
Aligned Strike A hell hounds natural weapons, as
well as any weapons it wields, are treated as evilaligned and lawful-aligned for the purpose of
overcoming damage reduction.
Breath Weapon (Su) 10-foot cone, once every 2d4
rounds, damage 2d6 fire, Reflex DC 13 half.
Illus. by H. Lyon
35
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ENCOUNTER B5
THE LIBRARIANS
Encounter Level 12
Use this encounter with the description on page 27.
SETUP
Use this encounter if the party damages books, attempts
to steal them, or violates other rules of the Library of
The Lady.
If the PCs abuse the books, read:
TACTICS
The Warrior Who Does Not Exist is a little crazy, but not
a lot crazy, and he feels a strong loyalty to the library and
Goldfeather. He hides in the library during regular hours,
and he takes theft personally. When he spots theft, he uses
his slow arrows to slow and catch any thief he sees.
Goldfeather
CR 10
hp 75 (12 HD)
Male marrash* rogue 5
* MM2 145
LE Medium outsider (evil, lawful)
Init +7; Senses darkvision 60 ft., scent; Listen +15, Spot +15
Languages Common, Abyssal, Celestial, Infernal
AC 19, touch 13, flat-footed 16; Dodge, uncanny dodge
Resist evasion
Fort +8, Ref +12, Will +9
Speed 30 ft. (6 squares), fly 70 ft. (good)
Melee 2 claws +6 each (1d4+1) and
bite +6 (1d6)
Ranged composite longbow +13/+13 (1d8+1/3)
Base Atk +7; Grp +8
Atk Options Point Blank Shot; aligned strike (evil, lawful),
disease arrow, double bowfire, sneak attack +3d6, taklif
arrow
Spell-Like Abilities (CL 10th):
At willprotection from arrows
Abilities Str 13, Dex 16, Con 14, Int 9, Wis 12, Cha 10
Feats Dark Speech, Dodge, Improved Initiative, Iron Will,
Point Blank Shot
Skills Balance +15, Decipher Script +7, Diplomacy +8,
Hide +11, Jump +3, Knowledge (local) +7, Listen +15,
CONCLUSION
Even if the PCs defeat Androcyn and Goldfeather, they are
hardly home free. If the party has spent more than 5 minutes making a disturbance and/or searching the shelves,
the Sons of Mercy cordon off the library with dozens of
guards. When the PCs exit, they are asked to surrender.
If the party slips through the cordon through magic
or stealth, the dabus use locate object or other divinations
to find the stolen books. And the Lady of Pain will surely
throw the party into a maze if a significant number of
books were damaged during the escape. Time to leave Sigil,
and perhaps the adventure is at an end.
Search +8, Sense Motive +9, Spot +15, Tumble +13, Use
Magic Device +8
Possessions composite longbow (+1 Str bonus) with 10
disease arrows and 10 taklif arrows, 3 chunks of
turquoise (100 gp each), scroll of identify, scroll of knock
Aligned Strike Goldfeathers natural weapons, as well as
any weapons it wields, are treated as evil-aligned and
lawful-aligned for the purpose of overcoming damage
reduction.
Disease Arrow (Su) Any creature hit by Goldfeathers
disease arrow must succeed on a DC 14 Fortitude save
or contract a virulent planar version of filth fever. The
incubation period is 1d3 days, and it deals 1d3 points
of Constitution damage and 1d3 points of Dexterity
damage. Each day it lasts, another Fortitude save is
required, or 1 point each of Dex and Con damage
becomes drain instead.
Double Bowfire (Ex) A flying marrash grips its longbow
with its taloned feet and draws the string with both
hands. This technique allows it to fire two arrows at its
highest attack bonus as a full attack action.
Taklif Arrow (Ex) The effect of being hit by this arrow is the
same as for a disease arrow, but if the creature fails any
Fortitude save after the initial infection it dies instantly,
and no raise dead nor resurrection is possible. The
corpse rises as a new marrash 1d6 days later.
36
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CR 11
hp 79 (11 HD)
Male tiefling* fighter 5/rogue 6
* MM 209
LN Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Listen +1, Spot +13
Languages Common, Infernal, Dwarven, Goblin
AC 19, touch 14, flat-footed 15; Dodge, uncanny dodge
Resist cold 5, electricity 5, fire 5; evasion
Fort +8, Ref +10, Will +4
Speed 30 ft. (6 squares)
Melee +2 rapier +14/+9 (1d6+4/1820)
Ranged shortbow +13/+8 (1d6/3 plus slow)
Base Atk +9; Grp +11
Atk Options Blind-Fight, Cleave, Combat Expertise, Power
Attack; sneak attack +3d6
ENCOUNTER B5
Androcyn Blackthorn
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Illus. by D. Bircham
TRAVELING YGGDRASIL
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CHAPTER 3
YGGDRASIL AND
BEYOND
PLANAR TRAITS
Yggdrasil has the following special planar traits:
Mildly Chaos-Aligned: Lawful creatures on Yggdrasil take
a 2 penalty on all Charisma-based checks.
Enhanced Magic: Spells and spell-like abilities that have
the plant descriptor benefit from being maximized (as the
PORTALS ON YGGDRASIL
Entering and exiting the paths of Yggdrasil is easier than
using other portals. Each of its portals is at the end of a
branch, but the branches themselves are always at least 5 feet
wide at the point where they connect to Sigil, a forest on the
Material Plane, or the halls of Ysgard. The planes it connects
tightly are the Material Plane, the Plane of Shadow, Hades,
Ysgard, Arborea, Sigil, the Beastlands, and the Abyss, but it
has a few connections to every major Outer Plane. The PCs
are unlikely to find the portal they need without the aid of
the ratatosks (see below).
The tree itself is about 23 miles tall and 15 miles wide at its
widest point. The trunk tapers from bottom to top, but starts
at roughly a 4,000-foot diameter (6,282-foot circumference)
and narrows to about a 1,200-foot diameter before splitting
into the major branches of the crown. Individual branches
are up to 10 miles long, including their various slopes, forks,
and twists. Travel time between portals can require a day
or two to cover a few hard miles (among the portals of the
crown) or up to two weeks (a day or two to travel in from an
outer root, a week or more slowly navigating up the trunk,
and then a day or three back out to one of the smaller and
thus more difficult portals of the crown).
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CHAPTER 3
YGGDRASIL AND
BEYOND
YGGDRASILS INHABITANTS
Three main species live permanently on the tree itself: giant
ravens, viper trees (see page 212), and squirrelfolk called ratatosks (page 210). In addition, giant owls, einheriar (Deities and
Demigods), bariaurs (Manual of the Planes), valkyries, winter
wolves, fire giants, frost giants, linnorms (Monster Manual
II), Asgard dwarves (Frostburn), and elves are common travelers on Yggdrasil (though few of these call the tree home). A
few hags are believed to have small cottages near the roots,
close to the Norns and the Well of Urd. If the party spends
a lot of time wandering Yggdrasil, consult the Wandering
Encounters table below.
The giant ravens are believed to be children of Hugin and
Munin, the greater god Odins ravens. They carry travelers
in exchange for food or shiny objects. Planar travelers have
tamed a few to serve as mounts in Ysgard and beyond.
The viper trees and linnorms are commonly encountered near the roots of Yggdrasil, since both are children of
Nidhogg. They demand tools and weapons from travelers in
exchange for safe passagethough such gifts dont always
guarantee the cooperation of these volatile creatures.
RANDOM ENCOUNTERS
Encounters are quite different in the upper and lower sections of Yggdrasil.
While the PCs are exploring the main trunk and crown of
Yggdrasil (which includes the branches in this adventure),
use the following table, rolling 1d20 once per day.
Roll
14
58
916
1720
Encounter
3 winter wolves (EL 8)
5 giant ravens (EL 6)
7 ratatosks (EL 5)
No encounter
Source
MM 256
Frostburn 148
Page 210
Encounter
1 elder viper tree (EL 9)
3 marzanna hags (EL 9)
1 ironmaw (EL 13)
3 frost giants (EL 12)
1 gray linnorm (EL 20)
No encounter
Source
Page 212
Frostburn 144
Fiend Folio 104
MM 122
MM2 141
THE BEASTLANDS
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CHAPTER 3
PLANAR TRAITS
to honor the tomb of the great stag Forest Hart (see page 182)
with regular pilgrimages, creating a clear path. A successful
DC 20 Survival check gets the party headed quickly in the
correct direction.
YGGDRASIL AND
BEYOND
for them for the sum of 100 gp. Shaped from the great rack of
a massive white stags antlers and imbued with a heros spirit,
the longbow proved a powerful weapon against demonkind.
Legends point to the Beastlands as its last known location, in
the tomb of the hero or in a shrine dedicated to him.
The portal from Yggdrasil leads the PCs to the Wilderness of the Beastlands. It is a domain of natural savagery and
plenty, embodying the forest eternal. The Wilderness of the
Beastlands is a plane of nature unbound. Forests cover the
landscape, ranging from mangroves hung heavy with moss
to snowfall-laden pines to acres of sequoias so thick that no
light penetrates their canopy. Oaks, birches, spruces, firs,
and maples are common here. In addition to plentiful flora,
fauna thrives. The plane favors animals of all kinds, and it is
heavily populated by animals and magical beasts.
The PCs enter Karasuthra, the deepest of the layers and a land
of perpetual nighttime. Although a pale moon hangs in the
sky, the area is dark and shadowy enough that darkvision or a
light source is needed to see. This section of the plane resembles
temperate forests: mighty oaks create a dense canopy overhead
while ferns and other shade-loving plants grow below.
The warm night air smells fresh, tinged with the scent of nightblooming flowers. Noises of a vibrant forest greet your ears: insects,
birds, and small creatures scuttling through fallen leaves. Youve
stepped through into a clearing surrounded by dense forest. Although
a moon hangs high above the treetops, the area is pitch-dark.
Go to encounter C5: Gate Guardian on page 50.
After the encounter with the wizened elder watcher and its
animal companion, the characters easily discern a well-traveled path leading off through the forest. The location they
seek is a sacred and holy place to the sentient denizens of this
part of the Beastlands. The wizened elder watcher, like most
of the inhabitants, makes regular pilgrimages to the burial
site of the great stag.
A SACRED SPACE
The path leads to a quiet, moonlit glade. The moon shines more
brightly here than elsewhere, providing an area of shadowy illumination. Overall, the Beastlands is a place of violence and danger,
but here a quiet reverence fills the area. You enter whats clearly a
sacred space. The moonlight shimmers on a pocket lake, about 100
feet across. At the center of the lake sits a small island, only about
20 feet in diameter.
Getting to the island should be a simple matter for any group
of PCs. No monsters threaten them while they rest or explore
here. As the PCs work or plan, they might see several of the
denizens of the plane approach the area, but turn and leave
peacefully as they see the PCs there. None of them will fight
in this holy area. Once on the island, the PCs find the burial
site of the great stag, Forest Hart.
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PLANAR TRAITS
CHAPTER 3
YGGDRASIL AND
BEYOND
WEATHER
RIME THURAS,
THE IRON WASTES
If the characters choose to go to the land of the frost giants
as the ratatosks suggest, they might think they are going to
Ysgard, the relatively benign plane that is home to the Norse
deities. They arent.
The Iron Wastes, called the land of Rime Thuras by the ratatosks and other Norsefolk, occupies the 23rd layer of the Abyss.
This layer is a bitterly cold place of miles-deep ice and snow,
inhabited primarily by frost giants and Abyssal giants under
the dominion of their demon prince, Kostchtchie. The Glacier
Citadel, a fortress carved into the ice between two towering
peaks, serves as home to the prince and his frost giant mages.
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The snow depth of the area of the Iron Wastes near the
Yggdrasil portal is between 25 and 36 inches. Small and
Medium creatures have major snow-impeded movement,
while Large and larger creatures have minor snow-impeded
movement. In other words, giants move more quickly here
than most PCs.
The chance of the PCs getting lost in a snow field depends
on the result of a DC 15 Survival check. This check typically
occurs when wind obscures tracks and snowbanks shift,
confusing directions.
Small and Medium, Major Impeded: A creature must
pay 4 squares of movement to enter each square of the snow
field. Tumble check DCs increase by 8.
Large and Larger, Minor Impeded: A creature must pay
2 squares of movement to enter each square of the snow field.
Tumble check DCs increase by 2.
Totally Impeded: Small creatures are totally impeded
if the snow depth goes to 37 inches or more (such as after a
blizzard). Medium creatures are totally impeded if the snow
depth goes to 61+ inches (such as if a blizzard drops 3 or 4
feet of snow). Large or larger creatures are only impeded at
this snow depth.
Totally impeded creatures cannot move unless they succeed on a DC 5 Strength or Balance check (creatures choice).
Moving at a creatures speed requires a full-round action.
The creature must pay 4 squares of movement to enter each
square of the snow field. Tumble check DCs increase by 20,
and a creature loses its Dexterity adjustment to Armor Class
while totally impeded.
Other areas of the wastes have more or less snow than this,
but after the blizzard clears, movement becomes even more
difficult.
CHAPTER 3
SNOW FIELDS
YGGDRASIL AND
BEYOND
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ENCOUNTER C1
SETUP
Illus. by W. Englnad
You at last reach the trunk of the tree, and you see
that someone has built a series of makeshift
handholds here. Rungs have been nailed to the
trunk in places, but sections are missing. Climbing
up or down could be complicated.
You hear something scraping along the bark
just around the trunk; a furry creature sticks its
head up and watches you. It looks like a giant
squirrel, and it carries in its mouth an enormous
nut the size of a tankard. It is wearing a leather
harness decorated with three long black feathers.
Goal: The PCs must convince the fireholder ratatosk
named Kippenvall to provide them with a guide to help
them along the trunk and branches of Yggdrasil to the
planar portal they seek (likely either a portal to the
Beastlands or Sigil). The ratatosks are frequently guides
for dwarves (whom they call dwarfsir) and elves (whom
they call alfsir), but they distrust halflings and half-orcs
on sight.
PCs who make a DC 14 Knowledge (the planes) check
know that ratatosks expect a gift of food from travelers.
Initial Attitude: Indifferent.
Complication: Anyone who worships the Norse pantheon
automatically improves the attitude of the ratatosks by
one step. The presence of giants, ogres, goblins, drow, or
tieflings in the party imposes a 4 circumstance penalty
on Diplomacy and Bluff checks.
The ratatosks are interested in food. Offers of rations,
wine, beer, or the like are met with chittering delight and
provide a +2 circumstance bonus on Diplomacy or Bluff
checks.
Success: To succeed using the Diplomacy skill requires a
gift of food (even if it is just iron rations).
If the party convinces the ratatosks to be guides, Kippenvall assigns a young female ratatosk, Almveig, to take
the PCs where they want to go.
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CR 10
hp 57 (11 HD)
Male Medium ratatosk* cleric 8
* See page 210
CG Small monstrous humanoid (extraplanar)
Init +2; Senses darkvision 60 ft.; Listen +0, Spot +4
Languages Sylvan
AC 21, touch 13, flat-footed 19; Deflect Arrows
Miss Chance 20% forest cover
Fort +7, Ref +7, Will +10
Speed 20 ft. (4 squares), climb 30 ft., fly 40 ft. (clumsy) in
armor; gliding movement
Melee bite +9/+3 (1d41) or
Melee +1 spear +11/+5 (1d81/3)
Ranged composite shortbow +12 (1d6/3)
Base Atk +9; Grp +4
Atk Options Quick Draw; dive
Special Actions greater turning, rebuke plants 4/day (+1,
2d6+9, 8th), taunting curse, turn undead 4/day (+1,
2d6+9, 8th)
Combat Gear oil of magic stone
Cleric Spells Prepared (CL 8th):
1stcause fear (DC 11), comprehend languages (DC 11),
endure elements, entropic shield, sanctuary (DC 11)
0create water, cure minor wounds (DC 10), inflict minor
wounds (+5 melee touch, DC 10), light, purify food and
drink, virtue
Deity: Yggdrasil. Domains: Plant, Sun
Spell-Like Abilities (CL 4th):
3/dayentangle (DC 14), sanctuary
Abilities Str 8, Dex 14, Con 12, Int 8, Wis 10, Cha 12
SQ fireholder, forest cover, greater turning
Feats Dash*, Deflect ArrowsB, Endurance, Quick Draw,
Weapon Finesse
* +5 feet to speed if wearing light or no armor and carrying
light load (Complete Warrior 97)
Skills Balance +4, Climb +7, Heal +7, Spot +4, Tumble +4
Possessions combat gear plus +1 breastplate, +1 light steel
shield, +1 spear, composite shortbow with 20 arrows,
181 gp, 117 sp
Forest Cover (Ex) A ratatosk instinctively takes cover when in
a forest, and always maximizes the amount of tree trunk
between it and any foe, giving it concealment at all times.
All ratatosks gain a 20% miss chance when engaged in
ranged combat, fleeing, or pursuits in a forest.
Gliding Movement (Ex) Ratatosks can leap and glide from
branch to branch in large trees and forests. They cannot
gain altitude from flight, and drop 10 feet for every 20
feet they cover horizontally.
Dive (Ex) A ratatosk diving from the air to strike with claws or
spear is treated as charging, and deals double damage
with its weapon.
Taunting Curse (Su) Ratatosks are excellent cursers, and their
arcane insults taunt an opponent within hearing distance
to rush to attack the ratatosk (Will DC 12 negates); failing
the save means that the affected creature charges the
ratatosk, throwing down any ranged weapon, spell
components, or other hand-held items (but holding onto
any melee weapon and shield). Their tone is so harsh and
mocking that this is not a language-dependent effect.
Greater Turning Once per day, Kippenvall can perform a
greater turning against undead in place of a regular
turning. The greater turning is like a normal turning
except that the undead creatures that would be turned are
destroyed instead.
ENCOUNTER C1
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ENCOUNTER C2
SETUP
Use this encounter after the party has spoken to the ratatosks and accepted their story of the evil branch. It is a
difficult encounter for a 10th-level party, but winnable at
full strength and with adequate preparation. With a successful Spot check opposed by the ironmaws Hide check (+21
modifier), they see the ironmaw before it sees them. With
a DC 12 Listen check, characters realize that no birds or
normal squirrels live in the ironmaw region. The branches
are stripped bare of game animals, birds, and so on.
Roll initiative for all acting characters and the ironmaw. The ironmaw does not charge; it uses its branches
to ensnare and drag in prey. If the characters rely solely
on ranged weapons, the ironmaw retreats into the trunk
of Yggdrasil and reappears behind them.
If the PCs enter the blighted section of the World
Ash, read:
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TACTICS
The ironmaw prefers to strike from ambush using its
tendrils against one or two targets (depending on their
armor and distance). Once it has engulfed a single creature, it retreats into the holes in the World Ash to digest
its meal. If it faces fire attacks or loses more than 80 hit
points, it retreats.
CONCLUSION
If the ironmaw is killed, it dies in a shower of splintering
wood, cracked down the middle. This is a particularly
dangerous encounter, but if the party survives, the ratatosk
tribe is extremely grateful, even chirpy with delight. They
cant believe their good fortune. They give the party a cloak
of invisibility and ten magical nut-potions (four invisibility,
three cure serious wounds, three neutralize poison). They
also tell the party a legend that might prove useful: They
learned from some Midgard dwarf travelers recently that
the frost giants have a demonbane weapon (see encounter
C6: The Demon-Quelling Sword). Such a blade would be a
powerful tool in the Abyss.
The ratatosks lead the PCs to the nearest portal back to
Sigil. Or, if the characters wish, the squirrelfolk take them
to the branch that leads to Rime Thuras, the frost giants
homeland, to recover the sword. The party might know
this place by another namethe Iron Wastes, a layer in
the Abyss.
TREASURE
If the PCs can destroy or drive off the ironmaw, they can
explore the hollow within the World Ash where the ironmaw made its lair.
Bones of all descriptions litter the hollow space within
the tree. Many bones appear to belong to ratatosks, but
others look to be human as well as more bestial things.
If the PCs spend an hour searching the bone-strewn
hollow and make a DC 25 Search check, they can find the
following items among the debris:
Mace of Blood (DMG 275): This cursed magic weapon
is a +3 heavy mace. It must be coated in blood every day,
or its magical enhancement fades until it is once again is
coated in blood. The character using the mace must make
a successful DC 13 Will save every day it is within his possession or become chaotic evil.
Sword of the Planes (DMG 228): This longsword has
the following enhancement bonuses, depending on where
it is used:
+1 On the Material Plane
+2 On any Elemental Plane or against elementals
+3 On the Astral or Ethereal Plane, or against natives
of those planes
+4 On any other plane or against any other outsiders
2/13/07 9:36:08 AM
CR 13
ENCOUNTER C2
Ironmaw
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ENCOUNTER C3
THE HUNTED
Encounter Level 8
Use this encounter with the area description on page 41.
SETUP
This encounter takes place immediately upon the PCs
arriving on the Beastlands.
As the PCs get their bearings, read:
TACTICS
The displacer beasts work well as a team. Theyre smart
enough to move into flanking positions to help each other
out. The pack lord remains hidden until spotted or an
opportunity to make a decisive strike presents itself. Six
rounds after the fight begins, the wild hunter (encounter
C4) arrives.
2 Displacer Beasts
CR 4
MM 66
hp 51 each (6 HD)
LE Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +5
Languages Common
AC 16, touch 11, flat-footed 14; Dodge
Miss Chance 50% (displacement)
Fort +8, Ref +7, Will +3; +2 against ranged attacks
Speed 40 ft. (8 squares)
Melee 2 tentacles +9 each (1d6+4) and
bite +4 (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacle)
Base Atk +6; Grp +14
Abilities Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8
Feats Alertness, Dodge, Stealthy
Skills Hide +10, Listen +5, Move Silently +7, Spot +5
Displacement (Su) A light-bending glamer continually
surrounds a displacer beast, making it difficult to
surmise the creatures true location. Any melee or
ranged attack directed at it has a 50% miss chance
unless the attacker can locate the beast by some means
other than sight. A true seeing effect allows the user to
see the beasts position, but see invisibility has no
effect.
Resistance to Ranged Attacks (Su) A displacer beast has
a +2 resistance bonus on saves against any ranged
magical attack that specifically targets it (except for
ranged touch attacks).
CR 6
MM 66
hp 126 (12 HD)
LN Huge magical beast
Init +1; Senses Listen +5, Spot +5; darkvision 60 ft., lowlight vision
Languages Common
AC 17, touch 9, flat-footed 16; Dodge, Mobility
Miss Chance 50% (displacement)
Fort +13, Ref +9, Will +5; +2 against ranged attacks
Speed 40 ft. (8 squares); Spring Attack
Melee 2 tentacles +18 each (1d8+8) and
bite +13 (2d6+4)
Space 15 ft.; Reach 10 ft. (20 ft. with tentacle)
Base Atk +12; Grp +28
Abilities Str 26, Dex 13, Con 20, Int 5, Wis 12, Cha 8
Feats Alertness, Dodge, Mobility, Spring Attack, Stealthy
Skills Hide +11, Listen +5, Move Silently +6, Spot +5
Displacement (Su) As displacer beasts.
Resistance to Ranged Attacks (Su) As displacer beasts.
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Encounter Level 10
Wild Hunter
SETUP
The wild hunter (see map on page 48) arrives 6 rounds
after the fight with the displacer beasts begins. It has been
hunting the displacer beasts, but the PCs spark its interest,
since humanoids usually prove to be more intelligent and
dynamic prey.
When the wild hunter arrives, read:
TACTICS
The wild hunter moves so that all PCs are within 60 feet of
it and activates its horn of the hunt ability. It next targets a
character who attacks it. The hunter uses Ride-By Attack,
fearlessly trampling any that get in its way. It prefers to use
melee weapons, but fires its bow at distant targets.
Megaloceros (Mount)
CR 6
Frostburn 117
hp 102 (12 HD)
N Large animal
Init +1; Senses low-light vision, scent; Listen +10, Spot +9
AC 19, touch 15, flat-footed 18; wild hunter has Mounted
Combat
Fort +11, Ref +9, Will +7
Speed 40 ft. (8 squares); Run
Melee gore +13 melee (1d8+7)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +18
Atk Options Powerful Charge; improved grab, toss
Abilities Str 20, Dex 12, Con 16, Int 2, Wis 11, Cha 8
Feats Alertness, Endurance, Improved Toughness, Powerful
Charge, Run
Skills Listen +10, Spot +9
Improved Grab (Ex) To use this ability, the creature must hit
a Medium or smaller opponent with its gore attack. If it
gets a hold, the megaloceros scoops up the opponent
with its antlers and can toss it aside.
Toss (Ex) A megaloceros can vigorously shake any creature
caught in its horns and fling it in a random direction.
Resolve the toss as a bull rush maneuver (+14 check
modifier), except that no attack of opportunity occurs,
since the megaloceros has already grabbed its foe when
it tries to toss the victim. The megaloceros does not
need to move with its foe in order to throw its foe more
than 5 feet. If the tossed victim beats the megaloceross
Strength check, he remains in his current square with no
ill effects and is not grappled any longer. Tossed victims
take impact damage on landing equal to falling the
distance they were tossed.
95568720_Ch03_Enc.indd 49
CR 9
ENCOUNTER C4
THE HUNTER
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ENCOUNTER C5
GATE GUARDIAN
Encounter Level 7
Use this encounter with the area description on page 41.
SETUP
Use this encounter as the characters journey from the
portal to find the longbow Thaas.
As the PCs reach this clearing, read:
TACTICS
This watcher has sharpened its branches on rocks to serve
as crude spears. It can also attack with its fists. This watcher
has five scrolls scratched into its bark. (The markings disappear once the spell is cast; if the elder is defeated, any
remaining markings can be cut out and used as scrolls.)
The wizened elder watcher casts barkskin on itself at
the beginning of the encounter. It uses its entangle ability against enemies that overwhelm or bypass its animal
companion. If things get bad, it uses its wild shape ability
to escape.
The wolverine serves the wizened elder watcher loyally.
It seeks to kill or drive off anyone who harms its master.
CR 7
MM4 180
hp 85 (9 HD); DR 5/slashing
Wizened elder druid 5
N Medium plant
Init +0; Senses low-light vision; Listen +9, Spot +9
Language speak with plants, Sylvan
AC 19, touch 10, flat-footed 19
Immune critical hits, mind-affecting, poison, sleep,
paralysis, polymorph, stunning
Resist cold 5
Fort +13, Ref +2, Will +9
Weakness vulnerability to fire
Speed 20 ft. (4 squares); improved woodland stride
Melee 2 slams +6 each (1d8) or
Melee spear +6/+1 (1d8/3)
Base Atk +6; Grp +6
Special Actions entangle, wild shape 1/day (5 hours)
Combat Gear 2 scrolls of cure moderate wounds, 2 scrolls of
call lightning, scroll of protection from energy, ring of fire
warding (see below)
Druid Spells Prepared (CL 5th):
3rdgreater magic fang, sleet storm
2ndbarkskin (2), bulls strength
1stgoodberry, faerie fire, magic stone, shillelagh
0detect magic, light, mending, read magic, resistance
one already cast
Abilities Str 10, Dex 10, Con 20, Int 10, Wis 18, Cha 16
SQ animal companion, link with companion, plant traits
(MM 313), share spells, trackless step, wild empathy +5
Feats Alertness, Combat Casting, Natural Spell, Scribe
Scroll
Skills Concentration +7, Handle Animal +5, Hide +5,
Knowledge (nature) +11, Listen +9, Spot +9,
Survival +19
Possessions combat gear plus hide armor, spear, brooch of
shielding, ring of fire warding (absorbs 50 points of fire
damage), 6 amber gems (100 gp each), 2 fire opals
(1,000 gp each), 300 sp, 50 gp
Speak with Plants (Su) As the speak with plants spell; at
will; caster level 9th.
Improved Woodland Stride (Ex) A wizened elder can move
through any sort of natural or magical undergrowth at
its normal speed and without taking damage or
suffering any other impairment.
Entangle (Su) As the entangle spell; at will; DC 17; caster
level 9th. This ability affects a 60-foot-radius area
around the wizened elder and lasts for 1 minute.
Wolverine animal companion: hp 45 (MM 283)
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HE
EMON-
Encounter Level 11
Use this encounter with the area description on page 43.
SETUP
After the party has walked down the branch and traveled
several hours through the snow, read the text below.
When the PCs spot the tower, read:
TACTICS
The frost giants start combat at a distance, throwing rocks
until they run out of ammunition or their opponents close
to melee range, then wade in with their greataxes.
CONCLUSION
If the frost giants are defeated, the PCs find the Demon-Quelling Sword on one of them. The sword warns the party that
more frost giants will arrive soon, but it knows of a portal
to the Demonweb of Lolth. The party can decide whether to
return along the branch of Yggdrasil or follow the swords
advice and skip Sigil entirely.
A small gold horn icon hangs on a hook in the tower. This
is the portal key to the planar door that leads from the Iron
Wastes to the Demonweb (see page 64 for more about planar
doors and their keys).
UELLING
2 Frost Giants
WORD
CR 9
MM 122
hp 139 each (14 HD)
CE Large giant (cold)
Init 1; Senses low-light vision; Listen +2, Spot +12
Languages Common, Giant
AC 21, touch 8, flat-footed 21
Immune cold
Weakness vulnerability to fire
Fort +14, Ref +3, Will +6
Speed 40 ft. (8 squares)
Melee greataxe +18/+13 (3d6+13/3) or
Melee 2 slams +18 each (1d4+9)
Ranged rock +9 (2d6+9)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +23
Atk Options Cleave, Great Cleave, Improved Overrun,
Improved Sunder, Power Attack
Special Actions rock throwing (range increment 120 ft.)
Abilities Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Feats Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Power Attack
Skills Climb +13, Craft (any one) +6, Intimidate +6, Jump +17,
Listen +2, Spot +12
Possessions greataxe, 20 rocks
ENCOUNTER C6
T D
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Illus. by D. Bircham
DEMONWEB FEATURES
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PATHWAYS
Curved walls of sticky webbing form the pathways, creating
an immense network of overlapping 20-foot-wide tubelike
corridors. Examination of the pathways reveals a subtle
movement in the apparently natural patterns formed by
the webs, which constantly shift to form the twisted bodies
and faces of condemned souls. The webbing is only slightly
adhesiveenough to feel strange but not enough to hinder
movement. Climbing the side of a web passage requires a
DC 10 Climb check.
In a few areas, webbing forming the passages and tunnels
has worn thin. Characters struck in combat in these areas
might fall off a pathway into the outer web (see below); a
Balance check (DC 10 + damage dealt) is required to stay
on the pathway. PCs who fall off the web plunge 10d% feet
before hitting a web strand and becoming caught. Luckily,
the web takes much of the impact, and the PC takes just 1d6
points of damage per 100 feet fallen.
If a character cuts through the webbing, he or she can
crawl or climb out of a pathway into the outer web. The
outer surface of the tunnels is stickier than the inside,
which makes movement difficult. A DC 15 Strength check
2/13/07 9:44:26 AM
CHAPTER 4
THE
DEMONWEB
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THE
DEMONWEB
CHAPTER 4
PLANAR TRAITS
The Abyss has the following special planar traits:
Infinite Size: The Abyss goes on forever in the form of an
infinite number of layers, although its well-known realms
are bounded.
Mildly Chaos-Aligned and Mildly Evil-Aligned: Lawful
creatures in the Abyss take a 2 penalty on all Charismabased checks. Good creatures take a 2 penalty on all
Charisma-based checks. Lawful good creatures take a
combined 4 penalty on all Charisma-based checks.
In addition, the layer of the Demonweb has the following
special traits:
Enhanced Magic: The Demonweb alters magic and bends
other aspects of reality. In the Demonweb, evil or chaotic
spells function as if cast by a caster of twice the normal level.
Web spells spread out to fill twice the area that they normally
would. The save DC of the poison spell increases by 3. Spider
climb lasts twice as long, as do spells that summon any type
of vermin.
Evil creatures in the Demonweb heal at twice the
normal rate.
Impeded Magic: Teleportation (including dimension door,
plane shift, teleport, greater teleport, and any other spells with
the teleportation subschool) within the Demonweb is entirely
blocked except as noted under Teleportation Keys, below.
Teleportation Keys
Within the Demonweb, uncontrolled teleportation is impossible, blocked by Lolths divine will. However, certain of her
favored agents carry specially crafted geometric sculptures
that allow instant travel to and from specific locations in the
Demonweb for the keys holder and up to five other individuals touching the key holder.
The common keys, in order of rarity and value, consist
of iron pyramids, silver spheres, eight-pointed bronze stars,
and pale blue crystal cubes. Detect magic and DC 20 Spellcraft
checks reveal that the iron, silver, and bronze keys all radiate
faint conjuration (teleportation) magic; the blue cubes radiate
moderate conjuration (teleportation) magic.
The various teleportation keys connect waypoint areas
within the Web that are marked with floor mosaics: iron,
silver, bronze, and blue, matching the various keys. Each
pqqqqqqqqqqqqqqqqqqqqrs
SUMMARY OF DEMONWEB
TELEPORTATION KEYS
Iron Pyramids
Lead to: Arrival Chamber, Fane of Eclavdra, Hall of the Great
Web.
Possessed by: Drow patrol captains.
Silver Spheres
Lead to: Fane of Eclavdra, Blacklight Rookery, Demon Shrine,
Spiderhome, Hall of the Great Web.
Possessed by: Artoresz, Lissondra, Gryfalcon, subpriestesses
in Fane.
Bronze Stars
Lead to: Arrival Chamber, Fane of Eclavdra, Demon Shrine,
Hall of the Great Web, Spiral Desert corridor, Black Gate.
Possessed by: Whip priestesses Heveth, Galgolith, Ingili,
Kaarili, and Seeudra; Eccozt.
Blue Crystal Cubes
Lead to: Arrival Chamber, Fane of Eclavdra, Demon Shrine,
Spiderhome, Hall of the Great Web, Truegard corridor, Black
Gate.
Possessed by: Whip priestess Treason, Urialle the sorceress,
Gethshuq the bebilith.
pqqqqqqqqqqqqqqqqqqqqrs
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of these circles on the floor radiates faint conjuration (teleportation) magic. Anyone holding a teleportation key and
stepping into the circle is teleported to the destination pictured as he or she steps onto the mosaic. If the key holder
has no particular destination in mind, roll d20 to determine
which random destination he or she appears in, as shown in
the table below.
4 Drow Fighters
Drow Captain
CR 5
CHAPTER 4
THE
DEMONWEB
Key Type
Iron
Silver Bronze Blue
Destination
Pyramid Sphere
Star
Cube
Arrival Chamber
18
14
13
Fane of Eclavdra
915
14
510
411
Blacklight Rookery
57
Demon Shrine
812
1114 1213
Spiderhome
1315
14
Hall of the Great Web 1620 1620 1516 1517
Spiral Desert
1719
(corridor)*
Truegard (corridor)*
18
Black Gate
20
1920
* The teleportation floor mosaics are inscribed in the
corridor in front of the planar doors, but the doors still
require a portal key to open (see page 64).
RANDOM ENCOUNTERS
CR 9
hp 68 (8 HD)
Male drow fighter 8
CE Medium humanoid
Init +8; Senses darkvision 120 ft.; Listen +8, Spot +15
Languages Common, Draconic, Elven, Undercommon,
Drow Sign Language, Terran
AC 22, touch 14, flat-footed 18
Immune sleep
SR 19
Fort +9, Ref +6, Will +3 (+5 against spells and spell-like
abilities); +2 against enchantments
Speed 20 ft. (4 squares)
Melee +1 short sword +15/+10 (1d6+5/1920) or
Melee rapier +13/+8 (1d6+4/1820 plus poison)
Ranged mwk hand crossbow +13 (1d4+2/1920 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +12
Atk Options Blind-Fight, Power Attack, Rapid Reload; poison
(Fort DC 13, unconscious 1 minute/unconscious
2d4 hours)
Combat Gear drow poison, potion of haste
Spell-Like Abilities (CL 8th):
1/daydancing lights, darkness, faerie fire
Abilities Str 18, Dex 19, Con 16, Int 14, Wis 12, Cha 11
Feats Alertness, Blind-Fight, Greater Weapon Focus (short
sword), Improved Initiative, Power Attack, Rapid Reload
(hand crossbow), Weapon Focus (rapier), Weapon Focus
(short sword)
Skills Bluff +3, Jump +8, Listen +8, Search +9, Spot +15
Possessions +1 elven chainmail, +1 buckler, +1 short sword,
masterwork hand crossbow with 20 bolts, rapier, periapt
of proof against poison, oil of darkness, 220 pp, 150 gp, iron
pyramid teleportation key
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THE
DEMONWEB
CHAPTER 4
In the Web
While the PCs are exploring the web passages or the areas
specifically noted within the Demonweb, use the following
table, rolling 1d20 once per hour.
d20
12
34
59
1012
1320
Encounter
1 Huge monstrous spider (EL 4)
1 chwidencha (EL 9)
Standard drow patrol (EL 12)
2 yochlols (EL 10)
No encounter
Source
MM 289
Page 67
See below
Page 142
Encounter
2 sporebats (EL 12)
2 vrocks (EL 11)
1 Lolth-touched Gargantuan
monstrous spider (EL 9)
1 or 2 dread harpoon
spiders (EL 10 or 12)
2 varragoins (1 rager and
1 arcanist) (EL 13)
No encounter
Source
Page 68
MM 48
MM 289,
MM4 92
MM3 81,
MM4 92
Fiend Folio 181
ARRIVAL CHAMBER
Rule-of-Three assures the PCs that the Demonweb portal will
drop them near the priestess they seek . . . but of course, specific directions would be impossible given that Lolths Web
changes at the goddesss whim. See The Demonweb (First
Visit) map (page 53) for the layout at this time.
The portal from Sigil drops the party here without much
transition. Read:
Suddenly the noise of Sigil is gone, and you are in a chamber seemingly made of webs. The air smells slightly acidic, and the tunnel
is about 50 feet wide here. The only marker of the portal is the
presence of bones, hundreds of them, all chewed at the ends with
the marrow sucked out of every one. Tufts of hair lie everywhere
among the bones.
A DC 22 Search check turns up a dwarf beard-ring that the
drow overlooked. It is made of gold and worth 400 gp because
of its high quality.
An iron pyramid, a bronze star, and a blue crystal cube are
inscribed into the floor here. These are linked to the Demonweb teleportation keys described on page 54.
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conveniently fitted with shackles and a catch basin for blood, lying
underneath the fangs of an enormous spider sculpture of Lolth that
hangs from the ceiling.
CHAPTER 4
THE
DEMONWEB
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THE
DEMONWEB
CHAPTER 4
ENCOUNTERS D1-D10
Encounter areas D1, D2, D3, D5, D6, D7, D8, and D9 are all
locations the characters might wander into as they search for
the priestess Lissondra. Each of these areas contains aggressive Abyssal creatures that are only too happy to see fresh
mortal meat appear in their lairs.
Lissondra has a laboratory in area D4. Depending on how
the PCs approach her and her sorcerer companion, she can
be an ally or an enemy to the characters.
D10: The Goddess Comes! is a special encounter that
should be triggered if the PCs spend too much time in the
Demonweb after meeting Lissondra. It can also be used in
the unlikely event that the PCs defeat the giant at the Black
Gate (encounter D9) and have acquired a means of opening
the door (or if they seem intent on doing so at this time). The
characters should remember the words of the prophecy (Flee
when the goddess shakes her web) and leave the Demonweb
before the Hammer of Lolth catches up with them.
THE FANE
OF ECLAVDRA (EL 18)
PCs who enter this area behold the Fane. Read:
This expansive natural cavern apparently serves as a major anchor
for the Demonweb. Below an intricately carved basilica roof stands
a three-towered obsidian-carved citadel surrounded by a web-filled
chasm. The highest tower reaches three stories and is surmounted
by an open turret.
The three-towered citadel houses ninety-nine accomplished
drow warriors and clerics who serve Eclavdra, the epic-level
ruler of Lolths forces on the layer. Luckily for PCs intent on
entering the Fane, Eclavdra is currently absent, though her
underlings are capable of overcoming PCs who attempt to
enter the Fane by force. The drow noted below and on the
maps are those in the Fane when the PCs arrive; the rest are
out on standard patrol duty or off duty in the underground
barracks.
DM Caution: The first time the characters glimpse the
Fane, be sure to impress on them its size and the number
of drow evident within. If the party tries to crack the Fane
without stealth, magical disguises, or verbal subterfuge, failure is assured. PCs not immediately killed in a full-on assault
linger only to face torture in the drow dungeons. See the
area description and maps below, plus several strategies the
PCs might adopt to penetrate the Fane without triggering
an armed conflict that would spell their doom.
Eclavdra
Lolths chief diplomat and the supreme mortal ruler of her
organization and multiworld religion is Eclavdra (CE female
drow cleric 23; Epic Level Handbook 306), a ravishing priestess
known for cruelty and complex scheming. Utterly without
compassion and always thinking three moves ahead, Eclavdra
The Warriors
In addition to Eclavdra and the yochlols, Lolth relies upon a
network of lesser lieutenants, each with responsibility over
a specific portion of the Demonweb. The warrior Eccozt is
in charge of the Fane of Eclavdra and this area of the web
during Eclavdras absence; other sections of the Demonweb
(not presented in this adventure) are under the rulership of
Minolin (CE female drow cleric 12/fighter 9), Riklaunim
(CE male drow fighter 5/wizard 16), and Adinirahc (CE male
drow cleric 14/fighter 4).
Eclavdras warriors make frequent patrols throughout the
layer. Seventy of them are 4th-level fighters, led by nine 8thlevel captains. Artoresz Eilservs, the captain of the crossbow
guards, never leaves the Fane. These all coordinate under
the authority of the fighter/rogue/blackguard commander
Eccozt, a male half-fiend drow. The 8th-level fighter captains
have iron pyramid teleportation keys, Artoresz has a silver
sphere teleportation key (which he never uses, bestowed as
acknowledgement of his station), and Eccozt carries a bronze
star teleportation key. For details of these keys and their use
in this section of Lolths Web, see page 54.
The Priestesses
The clerics are fewer in number but more fanatical and very
skilled: twelve are relatively humble 5th-level subpriestesses,
but the remaining six are 9th-level whip priestesses, named
Heveth, Galgolith, Ingili, Kaarili, Seeudra, and Treason. The
whip priestesses run the services in the Fane, administer
discipline in the ranks, and keep the fear of Lolth instilled
in all her servants here. Currently favored by Eclavdra, the
priestess Treason carries one of the blue cubes that enables
her to teleport instantly between locations as described on
page 54. The other whip priestesses carry bronze stars, and
the subpriestesses carry silver spheres.
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CHAPTER 4
THE
DEMONWEB
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THE
DEMONWEB
CHAPTER 4
Eccozt
CR 13
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12 Subpriestesses
CR 6
CHAPTER 4
THE
DEMONWEB
hp 36 each (5 HD)
Female drow cleric 5
CE Medium humanoid (elf)
Init +1; Senses darkvision 120 ft.; Listen +4, Spot +4
Languages Elven, Undercommon, Abyssal, Common
AC 16, touch 11, flat-footed 16
Immune sleep
SR 16
Fort + 5, Ref +1, Will +8 (+10 against spells and spell-like
abilities); +2 against enchantments
Weakness light blindness
Speed 20 ft. in breastplate (4 squares), base speed 30 ft.
Melee mwk heavy mace +6 (1d8+2 plus poison)
Base Atk +3; Grp +5
Atk Options poison (Fort DC 13, unconscious 1 minute/
unconscious 2d4 hours), smite 1/day (+4 attack, +5
damage)
Special Actions rebuke undead 6/day (+5, 2d6+8, 5th)
Combat Gear drow poison, potion of cure light wounds
Cleric Spells Prepared (CL 9th):
3rdblindness/deafness (DC 17), contagionD (+5 melee
touch, DC 17), dispel magic
2ndinvisibilityD , shatter (DC 16), sound burst (DC 16),
spiritual weapon
1stdivine favor, endure elements, inflict light woundsD (+5
melee touch, DC 15), protection from good, magic
weapon
0cure minor wounds, detect poison, guidance, purify food
and drink, resistance
D: Domain spell. Deity: Lolth. Domains: Destruction,
Trickery.
Abilities Str 15, Dex 13, Con 12, Int 15, Wis 18, Cha 17
Feats Toughness (3)
Skills Bluff +4, Concentration +9, Knowledge (religion) +9,
Spellcraft +10
Possessions combat gear plus masterwork heavy mace,
breastplate
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THE
DEMONWEB
CHAPTER 4
STARTING A FIGHT
In the second round after any fight with crossbow guards
on the patrol roof begins, a DC 22 Spot check by any of the
PCs reveals dozens of drow assembling behind the arrow
slits in the lower tower.
In the third round, two powerful-looking drow (Eccozt
and Artoresz) appear at the top of the patrol tower and either
join the fight against PCs who remain at a distance or deal
with any PC who has physically made it to the tower top.
In the fourth round, PCs are attacked with a barrage of thirty
hand crossbow bolts from every window and arrow slit piercing the sides of the patrol tower. Though fired from a variety
of drow, for simplicitys sake assign every roll a +7 attack bonus
(which includes one range increment penalty, on average). This
barrage repeats every round PCs remain in the cavern.
In the fi fth round, the whip priestesses unleash a tenthousand-spider swarm (see page 80) against the PCs.
The fight continues until the PCs flee the cavern or
die, orby some wonderdefeat all the defenders of the
Fane.
PATROL TOWER
Four drow fighters guard the top of the tower at any given
time; Artoresz reviews the tower-top on a regular basis but
doesnt demean himself by standing watch. Two heavy crossbows are mounted on the top of the tower.
A silver sphere is inscribed into the bottom floor in this
tower. This is linked to the Demonweb teleportation keys
described on page 54.
The Crossbow Guards: The two heavy crossbows here
are fired by a standard patrol of four drow fighters. They each
have 120-foot darkvision and a +7 Spot modifier. Their leader,
the arcane archer Artoresz of the House Eilservs, appears
on the roof in 1d4 rounds, ready to fend off intruders. As a
drow, Artoresz joined the arcane archer prestige class using
hand, light, and heavy crossbows rather than with the usual
shortbows or longbows.
The guards are on the lookout against stealthy invaders,
and call out a challenge to strangers they notice (as described
above in Entering the Fane without a Fight). Because their
weapons are secured on swivel mounts on the top of the
tower battlements, they fire with a +1 circumstance bonus on
the attack roll. They reload using the Rapid Reload feat and
poisoned bolts, and so fire one each round with a total bonus
of +15/+10 for Artoreszs ranged attack and +9 for regular
members of the crew. Artoreszs bolts are imbued with color
spray, faerie fire, and shocking grasp (typically in that order).
WEB DRAWBRIDGE
The two inner towers are protected by a spider pit, which also
serves as a breeding ground for phase spiders and Lolth-touched
spiders of all kinds. The pit is filled with webs and spiders, but a
bridge of carefully spun spider silk can be lowered at this location to span the pit when the drow wish to carry something
heavy in or out of the inner towers or the Fane itself.
Anyone entering the pit/moat meets Lolth-touched spiders
as described on page 72.
An iron pyramid is inscribed into the floor in front of the
drawbridge. This is linked to the Demonweb teleportation
keys described on page 54.
SWARM PITS
The deepest portion of the spider pits that surrounds the
inner towers is the swarm pits, which are home to the tenthousand-spider swarms that plague visitors. Anyone entering
this area releases such a swarm (see page 80). The lower sections of the swarm pits connect directly to the Fane, but
passing through those narrow, 3-foot-high tunnels means
taking swarm damage each round while making no more
than a double move.
PRIESTESS TOWER
This 50-foot-tall tower currently holds the three 9th-level
whip priestesses Ingili (I), Kaarili (K), and Seeudra (S) and
five 5th-level subpriestesses (P). Both sets of double doors
that lead into the priestesses main tower chamber are locked
(Open Lock DC 30).
Two 4th-level drow guards (D) stand watch in the vestibule
opening onto the covered tunnel that connects the priestess
tower with Eclavdras tower.
A bronze star is inscribed into the ground between the
patrol tower and priestess tower. This is linked to the Demonweb teleportation keys described on page 54.
ECLAVDRAS TOWER
This tower has witnessed the heights and depths of drow power
and intrigue. Eclavdras chambers fill this structure, but the
clerics business keeps her away from the complex more than
70% of the time. When in residence, the high priestess Eclavdra
keeps four 8th-level male drow fighter favorites here as lovers.
She also retains attendants worthy of her: two yochlols (see
page 142) and two whip priestesses (see the stats above, page 61).
She usually lounges on a throne on top of a 30-foot-tall stone
pyramid, scolding her inferiors for their indolence while at
the same time bolstering their enthusiasm for the worship of
Lolth and the defense of the Demonweb.
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Artoresz Eilservs
CR 10
CHAPTER 4
THE
DEMONWEB
hp 82 (9 HD)
Male drow fighter 5/sorcerer 2/arcane archer 2
CE Medium humanoid
Init 4; Senses darkvision 120 ft.; Listen +21, Spot +18
Languages Abyssal, Common, Elven, Undercommon,
Drow Sign Language, Goblin; empathic link
AC 21, touch 14, flat-footed 17 or 25 (as above with +4
bonus from cover)
Immune sleep
SR 20
Weakness light blindness
Fort +9, Ref +8, Will +8 (+10 against spells and spell-like
abilities); +2 against enchantments
Speed 30 ft. (6 squares)
Melee mwk rapier +12/+7 (1d6+4/1820 plus poison)
Ranged +2 heavy crossbow with +1 bolt +14/+9
(1d10+2/1920)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +11
Atk Options Far Shot, Point Blank Shot, Precise Shot,
Rapid Reload, Still Spell; enhance arrow +1, poison
(Fort DC 13, unconscious 1 minute/unconscious
2d4 hours)
Special Actions imbue arrow
Combat Gear drow poison
Spell-Like Abilities (CL 9th):
1/daydancing lights, darkness, faerie fire
Sorcerer Spells Known (CL 2nd):
1st (5/day)color spray (DC 12), shocking grasp (+11
melee touch)
0 (6/day)daze (DC 11), flare (DC 11), ghost sound
(DC 11), light, mage hand
Abilities Str 18, Dex 19, Con 15, Int 17, Wis 14, Cha 13
SQ share spells with familiar
Feats Alertness, Far Shot, Iron Will, Point Blank Shot,
Precise Shot, Rapid Reload, Still Spell, Weapon Focus
(heavy crossbow)
Skills Bluff +8, Concentration +12, Diplomacy +3,
Disguise +1 (+3 acting), Intimidate +9, Jump +11,
Listen +21, Ride +16, Search +11, Spot +18, Survival +2
(+4 following tracks), Use Rope +15
Possessions combat gear plus +1 chain shirt, +1 light steel
shield, +2 heavy crossbow with 22 +1 bolts, masterwork
rapier, 5 pp, 291 gp, silver sphere teleportation key
Artoreszs bat familiar, Flaptooth: hp 41 (MM 268)
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds drow for 1 round.
In addition, they take a 1 circumstance penalty on
attack rolls, saves, and checks while operating in bright
light.
Enhance Arrow (Su) Every nonmagical bolt Artoresz nocks
and lets fly becomes magical, gaining a +1
enhancement bonus.
Imbue Arrow (Sp) Artoresz can place color spray, darkness,
faerie fire, or shocking grasp upon a bolt. When the bolt
is fired, the spells area is centered on where the bolt
lands, even if the spell could normally be centered only
on the caster. This ability allows him to use the
crossbows range rather than the spells range. It takes
a standard action to cast the spell and fire the bolt. The
bolt must be fired in the round the spell is cast, or the
spell is wasted.
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THE
DEMONWEB
CHAPTER 4
THE FANE
This octagonal shrine to Lolth is more richly decorated than
any other structure in the Demonweb. Every surface glistens
with black lacquer, polished brass, silver framing and webwork, black candles, and softly glowing opals. When the party
arrives, the two 9th-level whip priestesses Heveth (H) and
Galgolith (G), seven 5th-level subpriestesses (P), and Eccozt
(E) are here; Eccozt hurries to the top of the patrol tower to
coordinate the battle at the first alarm.
The total value of the Fanes gems, precious metals, painted
icons, and stone and metal statues is well over 90,000 gp, but
it would take two days to pry it all loose. The accumulated
riches weigh about 2,600 pounds. With a DC 22 Appraise
check, the party could spend an hour and gather 9,000 gp
of valuable items, weighing just 200 pounds. With a second
hour spent and a DC 25 Appraise check of the more difficult
items, the party could gain another 12,000 gp, weighing an
additional 400 pounds. To gather more of the wealth after
that point requires first a DC 24 Search check and then a
DC 28 Appraise check.
If any of these Appraise checks fail, the party gets just
3,000 gp for that hour.
A blue cube is inscribed into the floor in this shrine. This
is linked to the Demonweb teleportation keys described on
page 54.
A secret door behind a bas relief (Search DC 20) reveals a
passageway that leads to the Erelhei-Cinlu portal (page 65).
EL Key Shape
18 black sphere
Key Location
D8: Whispering
Corridor
silver cube
D1: Chwidencha
gold horn
Demon Shrine
red tree
D2: Blacklight Rookery
bronze pyramid D7: Palrethee Demons
white hammer D6: Spiderhome
Erelhei-Cinlu
Iron Wastes
Red Forest
Spiral Desert
Truegard
10
11
12
10
11
pqqqqqqqqqqqqqqqqqqqqrs
damage for each such session. The drow torture their victims
at least three times a day, often more, depriving them of sleep,
water, and rest.
All prisoners must make a DC 20 Fortitude save each day
or become fatigued from torture, abuse, and lack of food and
water. Once fatigued, they must make DC 20 Fortitude saves
each day or become exhausted. The cramped, cold, and wet
conditions of the drow prisons do not allow sufficient rest
to recover hit points from natural healing or to recover from
fatigue and exhaustion, and are too vermin-infested and uncomfortable to allow arcane casters to recover spells. Divine
casters recover spells normally, despite the conditions, if they
make a DC 12 Wisdom check.
If answers are not forthcoming after a week or so, prisoners
are transferred to area F9: Prison of the Yochlols.
pqqqqqqqqqqqqqqqqqqqqrs
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From the other side, the planar doors are invisible. Anyone
casting detect magic can locate the outline of the metal doors,
though the portal remains incorporeal until someone casts
web or spider climb to summon the door on the conquered
plane.
This door leads to the 23rd layer of the Abyss, the Iron
Wastes of Kostchtchie. The tower of the Demon-Quelling
Sword (encounter C6, page 51) lies not far from here, giving
the PCs another chance to acquire it if they missed their
chance on Yggdrasil.
From the other side, the Demon-Quelling Sword can bring
the PCs directly here from the frost giants tower. It tells them
how to make the portal visible with a web or spider climb spell
and waits patiently for them to sacrifice a creature to open the
door. If the PCs refuse, the sword grumbles and explains that
the planar door can also be opened with a key, but it doesnt
know what form the key takes. The sword is lying; it knows
very well that the gold horn icon in the giants tower opens
this gate.
CHAPTER 4
THE
DEMONWEB
The goods of the surface world and many more besides are
available here at double the usual price. The PCs can secure
a room at an inn, win cash in the gladiatorial arena, or buy
food, weapons, and supplies. Unless they run out of cash or
offend Lolth, this can be an area of relative safety (compared
to the Demonweb, at any rate).
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THE
DEMONWEB
CHAPTER 4
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Encounter Level 9
SETUP
Use this encounter when the characters enter the chwidenchas territory. Ask the PCs to make Listen checks against the
chwidenchas Move Silently +6 to hear it scuttling around.
The chwidencha scuttles forth and attacks any character
who comes within 15 feet of it. At that time, roll initiative
for all acting characters and the chwidencha.
If the PCs enter the chwidenchas territory, read:
TACTICS
The chwidencha prefers to jump down from the ceiling,
grab a party member, and retreat into the areas of deeper
darkness. If it grabs hold of a Small creature, it can move
half its speed while grappling and constricting. If it grabs
a Medium creature, it can move just 1 square (plus a 5-foot
step) each round.
ENCOUNTER D1
CHWIDENCHA
CONCLUSION
If the chwidencha is defeated, the party is free to move through
its home or use it as a hiding place for rest and recovery.
In addition, a small silver cube icon lies among the rubble
of the chwidenchas lair (Search DC 25). This is the portal key
to the planar door to the city of Erelhei-Cinlu (see page 64
for more about planar doors and their keys).
Chwidencha
CR 9
Fiend Folio 34
hp 129 (12 HD)
N Large aberration
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.;
Listen +6, Spot +6
Languages Undercommon (understood but not spoken)
AC 21, touch 12, flat-footed 18
Fort +11, Ref +9, Will +11
Weaknesses vulnerability to sonic
Speed 30 ft. (6 squares), burrow 30 ft.
Melee 4 leg rakes +15 each (1d6+6/1920)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +19
Atk Options constrict 3d6+9, improved grab
Abilities Str 22, Dex 17, Con 20, Int 3, Wis 16, Cha 3
SQ leg regeneration
Feats Great Fortitude, Improved Critical (leg rake), Improved
Initiative, Lightning Reflexes, Weapon Focus (leg rake)
Skills Climb +9, Hide +3, Listen +6, Move Silently +6,
Spot +6
Constrict (Ex) With a successful grapple check, a chwidencha
can crush a grabbed opponent, dealing 3d6+9 points of
bludgeoning damage.
Improved Grab (Ex) A chwidencha must hit an opponent of
up to Medium size with two or more leg rake attacks. It
can then attempt to start a grapple as a free action
without provoking attacks of opportunity. If it wins the
grapple check, it establishes a hold and can constrict its
opponent as well as deal automatic leg rake damage.
Leg Regeneration (Ex) Foes can attack a chwidenchas legs,
but only when those appendages are holding an
opponent. A leg has an AC of 19 (touch 12) and can take
20 points of damage. The loss of a leg does not harm the
creature (that is, the damage does not apply against its
hit point total), and the chwidencha regrows the limb
within a day.
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ENCOUNTER D2
BLACKLIGHT ROOKERY
Encounter Level 10 (12 or 13 on return visits)
SETUP
Use this encounter when the characters enter area D2. The
first time the party enters the Blacklight Rookery, only a
single sporebat nests here. The second time, there are two,
the third time three, and so on.
A silver sphere is inscribed into the floor here. This is
linked to the Demonweb teleportation keys (page 54).
If the PCs enter the rookery, read:
TACTICS
These subterranean sporebats, adapted to lightless clonditions, attack only creatures that enter their rookery
(though they know better than to attack the drow) or
exit the tunnels. A single sporebat uses its enervation ray
repeatedly. If there are two or more sporebats, they use
their enervation rays the first round, then one moves to
melee while the other continues to use enervation. Sporebats do not pursue any creature into the tunnels.
Sporebat
CR 10
CONCLUSION
If the sporebats are beaten back or defeated, refer to The
Demonweb (First Visit) map on page 53 for additional
locations in the Demonweb. If the PCs explore the sporebat nests, they might attempt a Search DC 25 check; if
successful, they find a small, well-camouflaged clutch of
sporebat seeds (worth 5,000 gp if handled carefully). If
this combat lasts for more than 7 rounds, the PCs draw the
attention of both a standard patrol and one of the 5th-level
subpriestesses from the Fane of Eclavdra (page 58).
In addition, a small red tree icon lies in a crack in the
floor of the rookery (Search DC 25). This is the portal key
to the planar door to the Red Forest (see page 64 for more
about planar doors and their keys).
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Encounter Level 9
SETUP
Use this encounter when the characters enter area D3. Every
time the phase spiders appear or disappear, the web quivers
beneath the partys feet.
If the PCs enter the shifting spiders territory, read:
TACTICS
The Lolth-touched phase spiders attack as soon as a single
creature steps at least 30 feet into the webbing. They hope
to catch their victims flat-footed. The spiders shift in around
their victim, make a round of flanking bite attacks, and
shift back out at the end of their attacks. They then wait to
see whether their poison takes effect. If not, they wait for
the party to split up and attack the smallest group. They
continue these hit-and-run tactics until their poison takes
down prey; then they try to shift their kill with them into
the Ethereal Plane.
CR 6
MM 207, MM4 92
hp 57 each (5 HD)
CE Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Listen +1,
Spot +4
AC 15, touch 12, flat-footed 12
Immune fear
Fort +10, Ref +7, Will +2
Speed 40 ft. (8 squares), climb 20 ft.
Melee bite +10 (1d6+7 plus poison)
Space 10 ft.; Reach 5 ft.
Base Atk +5; Grp +15
Atk Options ethereal jaunt, poison (Fort DC 20, 1d8 Con/
1d8 Con)
Abilities Str 23, Dex 17, Con 22, Int 7, Wis 13, Cha 10
Feats Ability Focus (poison), Improved Initiative
Skills Climb +14, Hide +3, Jump +10, Listen +1, Move
Silently +11, Spot +4
Ethereal Jaunt (Su) A phase spider can shift from the
Ethereal Plane to the Material Plane as a free action, and
shift back again as a move action (or during a move
action). The ability is otherwise identical with ethereal
jaunt (caster level 15th).
Skills A phase spider can always choose to take 10 on a
Climb check, even if rushed or threatened.
ENCOUNTER D3
SHIFTING SPIDERS
CONCLUSION
If the phase spiders are defeated, refer to The Demonweb
(First Visit) map on page 53 for additional locations in the
Demonweb. If the fight lasts more than 7 rounds, a standard
patrol (page 55) arrives at the start of the next round.
95568720_Ch04_Enc.indd 69
69
2/13/07 9:50:16 AM
ENCOUNTER D4
SETUP
Use this encounter as the party approaches the junction
marked D4 on the map (page 53).
If the PCs followed the secret tunnel from the Demon
Shrine, they come upon an illusory wall (CL 12th, Will
DC 16 disbelief) that creates the appearance of a dead end.
Lissondras laboratory is just beyond the wall.
If the PCs come from another direction, they see that
the room ahead is full of flickering light, flashing much
more quickly than normal fire and creating roaring heat.
This area serves as the library and summoning quarters
of the drow cleric Lissondra and her tiefling lover, an
acolyte of the skin who believes he can improve the quality of Lolths spiders with transfusions of demonic blood.
Lissondra is currently out of favor with her goddess and
seeks ways to regain her trust. In typical drow fashion,
she plans to betray Lolth and then reveal the plot against
her.
Lissondra and Bon Amejdoss are largely oblivious to
visitors, but all the tunnels leading to their area are trapped
with alarm spells. If the party is not using detect magic, the
spells go off, and the two lovers have 1 round to cast defensive spells before the party arrives. A rogue can detect an
alarm spell with a DC 23 Search check.
This area is too far away from the Fane of Eclavdra (see
page 58) for standard patrols to notice fireballs, screams, or
the sounds of combat.
If the PCs enter the rooms flickering light, read:
70
95568720_Ch04_Enc.indd 70
TACTICS
Lissondra and Bon both have 1 round to prepare before the
party arrives; she casts magic circle against law, and he casts
shocking grasp. Then they pose as if they notice nothing,
wondering if these unlikely visitors are Rule-of-Threes
messengers. They dont make the first move, but hold ready
actions: He holds a fireball, and she holds the pyrotechnics
wand ready to create smoke for a quick escape through the
illusory wall toward the Demon Shrine.
Lissondra
CR 8
hp 41 (7 HD)
Female drow cleric 7
CE Medium humanoid (elf)
Init +5; Senses darkvision 120 ft.; Listen +5, Spot +7
Languages Common, Elven, Undercommon, Draconic,
Goblin
AC 19, touch 13, flat-footed 18
Immune sleep
SR 18
Weakness light blindness
Fort +8, Ref +3, Will +8 (+10 against spells and spell-like
abilities); +2 against enchantments
Speed 20 ft. (4 squares) in breastplate; base speed 30 ft.
Melee +1 heavy mace +8 (1d8+3)
Ranged +1 hand crossbow with +1 bolt +7 (1d4+1/1920
plus poison)
Base Atk +5; Grp +7
Spell-Like Abilities (CL 7th):
1/daydancing lights, darkness, faerie fire
Atk Options Rapid Reload; poison (Fort DC 13,
unconscious 1 minute/unconscious 2d4 hours)
Special Actions rebuke undead 6/day (+5, 2d6+10, 7th)
Combat Gear drow poison, ring of counterspells, wand of
pyrotechnics (8 charges)
Cleric Spells Prepared (CL 7th):
4thchaos hammer D (DC 17), lesser planar ally
3rdblindness/deafness (DC 16), inflict serious wounds
(DC 16), magic circle against lawD, stone shape
2ndaugury, darkness, hold person (DC 15), resist
energy, shatter D (DC 15)
1stbane (DC 14), detect undead, disguise self, entropic
shield, hide from undead (DC 14), protection from
lawD
0create water, cure minor wounds (DC 13), guidance,
inflict minor wounds (DC 13), resistance, virtue
D: Domain spell. Deity: Lolth. Domains: Chaos,
Trickery.
Abilities Str 14, Dex 12, Con 12, Int 15, Wis 17, Cha 16
Feats Great Fortitude, Improved Initiative, Rapid Reload
Skills Heal +12, Hide +8, Knowledge (religion) +12,
Knowledge (the planes) +11, Listen +5, Search +4,
Spot +7, Survival +3 (+5 following tracks or on other
planes)
Possessions combat gear plus +1 breastplate, +1 hand
crossbow with 23 +1 bolts, +1 heavy mace, cloak of
protection +2, silver sphere teleportation key, 40 gp
2/13/07 9:50:28 AM
Bon Amejdoss
CR 8
MM 209
hp 53 (8 HD)
Male tiefling sorcerer 5/acolyte of the skin* 3
* Complete Arcane 19
CE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Listen +4, Spot +4
Languages Common, Abyssal, Draconic, Infernal, Orc
AC 16, touch 14, flat-footed 13
Resist cold 5, electricity 5, fire 10
Fort +6, Ref +7, Will +9
Speed 30 ft. (6 squares); Run
Melee +1 longspear +5 (1d8+2/3)
Base Atk +4; Grp +4
Special Actions fiendish glare 1/day
Combat Gear scroll of lightning bolt, nondetection, magic
missile, and rope trick; scroll of monster summoning III
Sorcerer Spells Known (CL 6th):
3rd (3/day)fireball (DC 15)
2nd (6/day)blindness/deafness (DC 14), minor image
(DC 14)
1st (7/day)detect secret doors, jump (DC 13), shocking
grasp (+4 melee touch), true strike
0 (6/day)detect magic, detect poison, light, open/close
(DC 12), prestidigitation (DC 12), ray of frost
(+7 ranged touch), resistance (DC 12)
Spell-Like Abilities (CL 8th):
1/daydarkness, poison (+4 melee touch, DC 16)
Abilities Str 10, Dex 17, Con 15, Int 16, Wis 14, Cha 14
SQ wear fiend, share spells with familiar
Feats Alertness, Combat Casting, Lightning Reflexes, Run,
Scribe Scroll
Skills Bluff +11, Concentration +16 (+20 casting defensively),
Hide +8, Intimidate +6, Knowledge (arcana) +6,
Knowledge (the planes) +9, Listen +4, Move Silently +7,
Open Lock +4, Spellcraft +8, Spot +4, Survival +2 (+4 on
other planes)
Possessions combat gear plus +1 longspear
Fiendish Glare (Su) Bon has the ability to unnerve
opponents with a ferocious glare once per day. This is
not a gaze attack, and the target need not meet the
acolytes gaze or even see Bon (although Bon must have
line of effect to the target). Glaring is a standard action
that affects any creature Bon can see within 100 feet. The
target becomes shaken for 10 minutes, and must
succeed on a DC 15 Will save or be stunned. The
duration of the stun effect depends on the targets
current hit points. If they are 50 or fewer, it is 10 rounds;
51 to 100 hit points, 3 rounds; 101 or more hit points, 2
rounds. Fiendish glare is a mind-affecting fear effect.
Wear Fiend (Su) An acolyte of the skin summons the
essence of a fiend and wears it like a second skin. It
increases the acolyte of the skins natural armor bonus
by 1 and grants a +2 inherent bonus to Dexterity.
Bons cat familiar, Illuminos: hp 10 (MM 270)
95568720_Ch04_Enc.indd 71
CONCLUSION
If the PCs deliver the books peacefully, they have accomplished Rule-of-Threes request. Rather than thanking them,
Lissondra laughs and says, Good of you to visit, but really,
youll have a hell of a time surviving past the Black Gate. She
gives them a sealed letter to return to Rule-of-Three.
What they do thereafter is up to them. If the party asks
for information about Lolths plans, visitors, or the like, the
pair might be helpful (Diplomacy DC 20) or might need bribery (200 gp value) to encourage them to share information.
They tell the PCs about the Black Gate and the forthcoming
Demon Council. Lissondra and Bon tend not to speak the
demon lords names but use euphemisms instead.
For her own amusement (and in anticipation of the characters deaths), Lissondra might give the PCs the password
to enter the patrol tower of the Fane of Eclavdra (Eight eyes
and a black heart). She even mentions that the Platinum Key
in Eclavdras tower can get them past the Black Gate, with
the clear implication that it is unlikely the PCs will be able
to infiltrate the Fane and live.
If one of the PCs is wearing Spidersilk, Lissondra is interested in how it was acquired and freely relates the history of
the item of legacy (see page 181).
ENCOUNTER D4
71
2/13/07 9:50:36 AM
ENCOUNTER D5
ABYSSAL SPIDERS
Encounter Level 5 (7 or 8 on return visits)
SETUP
Use this encounter whenever the party walks down one of
the webbed corridors marked on the map. Ask the party to
make a Spot check opposed by the spiders Hide check (+11
modifier); if the party fails, the spider sneaks up unseen
and gains a surprise round. It takes the spider 1 round to
chew through the webbing. It then drops onto the party
members as its first attack; treat this as a charge attack.
These encounters should be with a single spider when
the party first comes across these areas in the Demonweb,
and with two or three spiders in subsequent encounters.
If the PCs enter the webbed territory, read:
TACTICS
The spiders throw their webs at foes in the first round or
the surprise round, seeking to split the party and immobilize smaller members. In the second round, they leap out
of their webs as a charge, making poisonous bite attacks
against creatures not caught in the webs.
If one spider is killed, the other two retreat to their webs.
If the webs are burned, the spiders fight to the death.
Lolth-Touched Spider
CR 5
MM 289, MM4 92
hp 76 (8 HD)
CE Huge vermin (chaotic, evil)
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.;
Listen +0, Spot +4
Languages
AC 16, touch 11, flat-footed 13
Immune fear, vermin immunities (MM 317)
Fort +11, Ref +5, Will +2
Speed 30 ft. (6 squares), climb 20 ft.
Melee bite +11 melee (2d6+10 plus poison)
Ranged web +7 touch (entangle)
Space 15 ft.; Reach 10 ft.
Base Atk +6; Grp +21
Atk Options poison (Fort DC 19, 1d8 Str/1d8 Str)
Abilities Str 25, Dex 17, Con 20, Int , Wis 10, Cha 2
SQ vermin traits (MM 317)
Feats
Skills Climb +15, Hide +3 (+11 in web), Jump +7, Listen +0,
Move Silently +7 (+15 in web), Spot +4
Web (Ex) Web-spinners can throw a web eight times per
day. This is similar to an attack with a net but has a
maximum range of 50 feet, with a range increment of
10 feet. An entangled creature can escape by making a
successful DC 19 Escape Artist check, or by bursting
the web with a DC 23 Strength check. Each 5-foot
section has 14 hit points and damage reduction 5/.
Skills A monstrous spider can always choose to take 10 on
Climb checks, even if rushed or threatened.
CONCLUSION
If the Lolth-touched spiders are defeated, refer to The
Demonweb (First Visit) map on page 53 for additional
locations in the Demonweb. If a fight here lasts more than
5 rounds, it attracts the attention of a drow patrol (see
page 55). The spiders fight in concert with the drow.
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2/13/07 9:50:46 AM
Encounter Level 9
SETUP
Part of this passage has come loose from its connecting
tunnels and now spins slowly in midair, anchored from the
ceiling by deceptively thin strands of webbing.
Anyone hoping to pass through this area can fly across
the gulf to the opposite tunnel, attempt to jump the 15 feet
across to the spinning corridor when it lines up with the
hallway, or climb around the edges of the area with a DC 10
Climb check.
A silver sphere and a blue crystal cube are inscribed into
the floor of the spinning corridor. These are linked to the
Demonweb teleportation keys described on page 54.
As the PCs approach the Spiderhome area, read:
CR 3
MM4 24
hp 25 each (2 HD); fast healing 1
CE Small corrupted by the Abyss* aberration (augmented
magical beast)
* See page 190
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.;
Listen 1, Spot +3
AC 19, touch 13, flat-footed 17
Resist electricity 5
Fort +5 (+9 against poison), Ref +5, Will 1
Speed 30 ft. (6 squares), climb 20 ft.
Melee bite +5 (1d8+1)
Ranged blood web +5 ranged touch (entangle)
Base Atk +2; Grp 1
Special Actions blood drain
Abilities Str 13, Dex 14, Con 14, Int 2, Wis 8, Cha 1
Feats Weapon Finesse
Skills Climb +13, Hide +15, Jump +1, Listen 1, Move
Silently +6, Spot +3
Blood Drain (Su) As a swift action each round, a bloodsilk
spider can drill its webs into ensnared creatures. The
webs deal 1d6 points of damage at the start of each
round. A bloodsilk spider gains temporary hit points
(max. 10) equal to the damage dealt.
Blood Web (Ex) A bloodsilk spider can throw a blood-red web
eight times per day. This is similar to an attack with a net
but has a maximum range of 50 feet, with a range
increment of 10 feet, and affects targets of up to Medium
size. The web anchors the target, allowing no movement.
Attempts to escape or burst the webbing gain a +5 bonus
if the trapped creature has solid leverage while pulling free.
An entangled creature can escape the web with a
DC 13 Escape Artist check or a DC 17 Strength check.
Each 5-foot section of web has 12 hit points, hardness 0,
and damage reduction 5/. The blood-soaked web is
immune to fire.
Skills A bloodsilk spider can always choose to take 10 on
Climb checks, even if rushed or threatened.
ENCOUNTER D6
SPIDERHOME
CONCLUSION
If the bloodsilk spiders are beaten back or defeated, refer to
The Demonweb (First Visit) map on page 53 for additional
locations in the Demonweb. If this combat lasts for more
than 1d6+6 rounds, it attracts the attention of a drow patrol
(see page 55).
In addition, a small white hammer icon rests openly on
the edge of the spinning corridor (Search DC 10), about to
tumble into the web void below. A PC who makes a successful DC 12 Reflex save can grab it before it falls. This is the
portal key to the planar door to Truegard (see page 64 for
more about planar doors and their keys).
95568720_Ch04_Enc.indd 73
73
2/13/07 9:50:56 AM
ENCOUNTER D7
PALRETHEE DEMONS
Encounter Level 11
SETUP
This encounter is triggered when the PCs open a door to
this area.
If the PCs enter the palrethees territory, read:
Illus. by C. Crichlow
74
95568720_Ch04_Enc.indd 74
TACTICS
The palrethee use their fiery shield and demonic burn abilities to full effect, grabbing Small foes and dragging them
into the magma gate if possible. Use grapple checks to
determine whether a palrethee grabs a foe, and opposed
Strength checks to see whether the palrethee wrestles the
character toward the gate. Just standing next to the gate
deals fire damage to a creature, and the palrethee take full
advantage of this fact.
2 Palrethee Demons
CR 8
MM2 58
hp 59 each (8 HD), DR 10/good
CE Medium outsider (chaotic, evil, fire, tanarri)
Init +3; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Abyssal; telepathy 100 ft.
AC 23, touch 13, flat-footed 20; Dodge
Immune electricity, fire, poison
Resist acid 10, cold 10, fire 10; SR 18
Weakness vulnerability to cold
Fort +9, Ref +9, Will +7
Speed 30 ft. (6 squares)
Melee +1 flaming longsword +14/+9 (1d8+7/1920 plus 1d6
fire) or
Melee 2 slams +12 each (1d8+4 plus demonic burn)
Base Atk +10; Grp +14
Atk Options aligned strike (chaotic, evil), fiery shield,
summon tanarri 1/day
Spell-Like Abilities (CL 8th):
At willdetect good, detect magic, see invisibility
1/dayfear (30-foot radius, DC 14)
Abilities Str 19, Dex 16, Con 16, Int 13, Wis 12, Cha 11
Feats Combat Expertise, Dodge, Weapon Focus
(longsword)
Skills Bluff +11, Diplomacy +15, Hide +14, Intimidate +2,
Knowledge (arcana) +12, Listen +12, Sense Motive +12,
Search +12, Spellcraft +14, Spot +12
Aligned Strike A palrethee demons attacks are treated as
evil-aligned and chaotic-aligned for the purpose of
overcoming damage reduction.
Demonic Burn (Ex) A creature hit by a palrethees slam
attack must succeed on a DC 17 Reflex save or catch on
fire (DMG 303). The flame burns for 1d4 rounds. A
burning creature can take a move action to put out the
flame.
Fiery Shield (Sp) A palrethee is wreathed in scorching
flames that cause damage to each creature that attacks
it with a natural or hand-held melee weapon. Such an
attack deals normal damage to the palrethee (assuming
its damage reduction is overcome), but at the same
time the attacker takes 1d6+8 points of fire damage (SR
applies, CL 8th). Weapons with exceptional reach, such
as longspears, do not endanger their users in this way.
Summon Tanarri (Sp) Once per day, a palrethee can
attempt to summon another palrethee with a 30%
chance of success. This ability is the equivalent of a 3rdlevel spell.
2/13/07 9:51:06 AM
Inferno Spider
CR 8
MM4 76
hp 119 (14 HD); DR 5/
N Large elemental (extraplanar, fire)
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.;
Listen +6, Spot +6
Languages Ignan
AC 22, touch 12, flat-footed 19; Dodge, Mobility
Immune fire; elemental immunities (MM 308)
Fort +8, Ref +12, Will +6
Weakness vulnerability to cold
Speed 40 ft. (8 squares), climb 40 ft.; Spring Attack
Melee bite +14 (2d6+7 plus caustic poison)
Ranged flame web +12 ranged touch (2d6 fire plus entangle)
Space 10 ft.; Reach 5 ft.
Base Atk +10; Grp +19
Atk Options Combat Reflexes; caustic poison (Fort DC 21,
3d6 fire/3d6 fire), fire shield
Abilities Str 20, Dex 16, Con 18, Int 6, Wis 11, Cha 11
SQ elemental traits (MM 308)
Feats AlertnessB, Combat Reflexes, Dodge, Improved
InitiativeB, Iron Will, Mobility, Spring Attack
Skills Climb +13, Hide +8, Jump +9, Listen +6, Spot +6
Flame Web (Ex) An inferno spider can throw a burning web
eight times per day. This is similar to an attack with a net
but has a maximum range of 100 feet, with a range
increment of 20 feet, and affects targets of up to Huge
size. The web anchors the target in place, allowing no
movement. Each round, at the end of the inferno spiders
turn, an entangled creature takes 2d6 points of fire
damage.
An entangled creature can escape the web with a
DC 21 Escape Artist check or burst it with a DC 25
Strength check. The web has 12 hit points and hardness
5. If any part of the flame web takes 5 or more points of
cold damage, the flame goes out and the web becomes
cold and brittle, reducing the Escape Artist check DC to
16 and the Strength check DC to 20.
Fire Shield (Su) An inferno spiders body produces
tremendous heat. Any creature that strikes or touches an
inferno spider with its body or a weapon, or that grapples
an inferno spider, automatically takes 1d6 points of fire
damage once per turn.
Skills An inferno spider can always choose to take 10 on
Climb checks, even if rushed or threatened.
95568720_Ch04_Enc.indd 75
CONCLUSION
If the palrethee are beaten back or defeated, the PCs can find
a fair bit of treasure in this room, as long as they dont mind
the lava. A stone chest (Open Lock DC 22, hardness 12, 20
hp) floats in one of the magma areas; it contains 600 pp, a fire
opal worth 1,000 gp, and a bronze pyramid portal key that
opens the planar door to the Spiral Desert (page 66). Refer
to The Demonweb (First Visit) map on page 53 for additional
locations in the Demonweb. If this combat lasts for more
than 1d6+6 rounds, it attracts the attention of a drow patrol
(see page 55).
ENCOUNTER D7
75
2/13/07 9:51:15 AM
ENCOUNTER D8
WHISPERING CORRIDOR
Encounter Level 11
SETUP
This corridor and the Silver Door it contains exist primarily as a feature to keep unauthorized creatures from
reaching the Black Gate. Those with legitimate business in
the Demonweb Pits have access to bronze star or blue cube
teleportation keys, which can take the bearer directly to
area D9. Otherwise, the drow avoid this area entirely.
Use this encounter if the characters walk toward the
Whispering Corridor in the upper Demonweb. Ask the
party to make a Listen check against DC 20 to hear the
allips and whisper demons muttering in the darkness of
the pits. Characters who succeed in hearing the muttering must make two Will saves (DC 21 and DC 16) each
round they remain in the Whispering Corridor or take
the effects described in the whisper demons maddening
whispers ability and the allips babble ability.
Observant characters (Spot DC 15) note an unusual
number of openings in the walls of this corridor. The
sporebats are particularly active in the area outside this
tunnel, although they do not enter the Whispering Corridor. If the PCs try to escape the whisper demon and allips
by going outside the tunnel, the creatures do not pursue.
When the party enters the area, roll initiative for all
acting characters and the allips and whisper demon.
If the PCs enter the area, read:
TACTICS
The allips fly out of the pits after 1 round of babbling and
attack with their Wisdom-draining touch. They do not flee
until all but one of them is destroyed or turned.
The whisper demon attacks 1 round after the allips
move into melee. It attempts to use its maddening whispers for at least 3 rounds from within the pits, hoping to
create spawn. To force the DC 21 Will saves for as many
mortals as possible, it must remain within 60 feet of a party
member each round. To do so, it uses the connecting tunnels between the pits.
Once it has created confusion in at least one-third of the
PCs, it waits for the allips to further weaken the party, but
no longer hides within the tunnels. Instead, it flies straight
up to the ceiling of the room and hides there, flying and
whispering.
76
95568720_Ch04_Enc.indd 76
CONCLUSION
If the demon and the allips are defeated, refer to The
Demonweb (First Visit) map on page 53 for additional
locations in the Demonweb. If the fight lasts more than
1d6+8 rounds, it attracts the attention of a drow patrol
(see page 55); the drow arrive at the end of the hall and
Whisper Demon
CR 9
MM4 46
hp 90 (12 HD); DR 5/cold iron or good
CE Medium outsider (chaotic, evil, extraplanar,
incorporeal)
Init +5; Senses darkvision 60 ft.; Listen +14, Spot +14
Aura maddening whispers (60 ft., DC 21)
Languages Abyssal, Celestial, Draconic; telepathy 60 ft.
AC 20, touch 20, flat-footed 15; Dodge, Mobility
Miss Chance 50% incorporeal
Immune confusion, electricity, hypnotism, insanity, poison,
Wisdom damage and drain
Resist acid 10, cold 10, fire 10
Fort +11, Ref +13, Will +13
Speed fly 40 ft. (8 squares) (perfect); Flyby Attack
Melee 2 incorporeal touches +17 each (2d6/1920)
Base Atk +12; Grp
Atk Options aligned strike (chaotic, evil)
Abilities Str , Dex 20, Con 16, Int 10, Wis 5, Cha 20
SQ create spawn, incorporeal traits (MM 310), madness
Feats Alertness, Dodge, Flyby Attack, Improved Critical
(incorporeal touch), Mobility
Skills Bluff +20, Diplomacy +9, Disguise +5 (+7 acting),
Hide +20, Intimidate +22, Knowledge (religion) +15,
Knowledge (the planes) +15, Listen +14, Sense
Motive +12, Spot +14
Aligned Strike A whisper demons attacks are treated as
evil-aligned and chaotic-aligned for the purpose of
overcoming damage reduction.
Maddening Whispers (Su) Any living creature within 60 feet
of a whisper demon hears its maddening telepathic
whispers and must succeed on a DC 21 Will save or
become confused for 1 round. When rolling d% to
determine the actions of a creature confused by
maddening whispers, on a roll of 51 or higher, instead
of the normal confusion result, the creature attempts to
kill itselfautomatically dealing damage to itself equal
to its average melee damage with the weapon it
currently wields or its primary natural weapon,
whichever deals more damage. A creature that succeeds
on the Will save cannot be affected by the same
whisper demons maddening whispers for 1 round. This
is a mind-affecting compulsion effect.
Create Spawn (Su) A living creature that kills itself within
60 feet of a whisper demon rises as an allip under the
whisper demons control 1 round later.
Madness (Ex) Anyone targeting a whisper demon with a
thought detection, mind control, or telepathic ability
makes direct contact with its tortured mind and takes
1d4 points of Wisdom damage.
2/13/07 9:51:25 AM
7 Allips
CR 3
MM 10
hp 26 each (4 HD)
NE Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft.; Listen +7, Spot +7
Aura babble (60 ft., DC 16)
AC 15, touch 15, flat-footed 14
Miss Chance 50% incorporeal
Immune undead immunities (MM 317)
Resist +2 turn resistance
Fort +1, Ref +4, Will +4
Speed fly 30 ft. (6 squares) (perfect)
Melee incorporeal touch +3 (1d4 Wisdom drain)
Base Atk +2; Grp
Special Actions madness
SQ incorporeal traits (MM 310), undead traits (MM 317)
Abilities Str , Dex 12, Con , Int 11, Wis 11, Cha 18
Feats Improved Initiative, Lightning Reflexes
Skills Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks)
Babble (Su) An allip constantly mutters and whines to itself,
creating a hypnotic effect. All sane creatures within 60
feet of an allip must succeed on a DC 16 Will save or be
affected as though by a hypnotism spell for 2d4 rounds.
This is a sonic, mind-affecting compulsion effect.
Creatures that save cannot be affected by that same
allips babble for 24 hours.
Wisdom Drain (Su) An allip deals 1d4 points of Wisdom drain
each time it hits with its incorporeal touch attack. On
each successful attack, it gains 5 temporary hit points.
Madness (Su) See whisper demon.
95568720_Ch04_Enc.indd 77
acter to pull hand back before it is webbed onto door and and
avoid injury poison (Fort DC 19, 2d6 Con/1d6 Con), Disable
Device 27, AC 17, hardness 12, hp 80.
ENCOUNTER D8
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ENCOUNTER D9
SETUP
Use this encounter when the characters approach the
Black Gate from the Whispering Corridor, whether they
opened the Silver Door using skill or magic, acquired the
Platinum Key from the Fane of Eclavdra, or used the outer
web to bypass the door entirely.
If the PCs enter the passageway beyond the Silver
Door, read:
Illus. by A. Swekel
Kastighur
CR 11
MM4 42
hp 172 (15 HD); DR 10/cold iron or good
CE Huge outsider (chaotic, extraplanar, evil, tanarri)
Init 1; Senses darkvision 60 ft., scent; Listen +19, Spot +19
Aura frightful presence (60 ft., DC 18)
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
AC 23, touch 7, flat-footed 23
Immune acid, electricity, poison
Resist cold 10, fire 10; SR 17
Fort +16, Ref +8, Will +10
Speed 30 ft. (6 squares) in breastplate; base speed 40 ft.
Melee stunning charge +17 (5d6+24 plus stun) or
Melee gore +15 (2d6+14) and
2 slams +13 each (1d8+10)
Space 15 ft.; Reach 15 ft.
Base Atk +15; Grp +31
Atk Options Improved Bull Rush, Improved Overrun,
Power Attack (6 points included), Powerful Charge,
Quicken Spell-Like Ability (teleport), aligned strike
(chaotic, evil), fear bolstered
Special Actions stunning charge
Spell-Like Abilities (CL 18th):
At willfeather fall
Abilities Str 27, Dex 8, Con 25, Int 8, Wis 12, Cha 8
Feats Ability Focus (frightful presence), Improved Bull
Rush, Improved Overrun, Multiattack, Power Attack,
Powerful Charge, Quicken Spell-Like AbilityB (teleport),
TrackB
Skills Concentration +15, Diplomacy +1, Intimidate +17,
Knowledge (dungeoneering) + 4, Knowledge
(nature) +6, Knowledge (the planes) +5, Listen +19,
Search +8, Sense Motive +13, Spellcraft +8, Spot +19,
Survival +19 (+21 on other planes, following tracks, in
aboveground environments, or underground)
Possessions +2 breastplate
Frightful Presence (Su) A kastighur can inspire terror by
charging or attacking. Affected creatures must succeed
on a DC 18 Will save or become shaken, remaining in
that condition as long as they remain with 60 feet of the
kastighur.
Aligned Strike A kastighurs attacks are treated as evilaligned and chaotic-aligned for the purpose of
overcoming damage reduction.
Fear Bolstered (Ex) A kastighur delights in attacking
terrified opponents and gains +2 on attack rolls against
shaken, frightened, or panicked creatures.
Stunning Charge (Ex) When a kastighur charges and hits
with its gore attack, the creature struck must make a
DC 25 Fortitude save or be stunned for 1 round.
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ENCOUNTER D9
TACTICS
The kastighur does not immediately attack creatures that
appear on the inscribed areas of the floor, assuming they are
drow on their way down to the Demonweb Pits. (However,
it feels free to attack creatures that appear but do not know
how to open the Black Gate.) It also does not attack creatures
bearing the Platinum Key.
If combat ensues, the kastighur charges and uses its frightful presence in the first round. It tries to hit with its gore
attack for a stunning charge effect; once that initial rush is
over, it simply attacks with all its fury. Since it cannot use
its teleport ability to escape from the Demonweb, it knows
that any battle must be to the death.
CONCLUSION
If the kastighur is killed or incapacitated, it dies with a peal
of thunder, its body crackling with electricity and literally
smoking and sparking until nothing remains. The PCs
might then attempt to bypass the Black Gate. If this is their
first visit to the entrance to the Demonweb, try to terrify
them as much as possible at this point: Faces appear in the
surface of the gate and give dire warnings of Lolths realm
beyond. Worse, Lolths aspect is alerted by the kastighurs
death and comes to investigate for herself.
Go to encounter D10: The Goddess Comes! on page
80.
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ENCOUNTER D10
SETUP
The PCs might be reluctant to leave the Demonweb,
despite being unable to open the Black Gate. To encourage them, use this encounter in which all the pathways
tremble at the approach of Lolths aspect, and creatures
scramble and cower, fleeing combat for safe harbor.
Adjust the sequence below depending on the characters
location. If theyre in area D9, 1d3 sporebats fly out of the
rookery tunnels each round in a frenzy, but no other creatures approach (since they cant bypass the Silver Door).
If they killed the kastighur, a ten-thousand-spider swarm
erupts from its corpse. The Hammer of Lolth, of course,
simply comes in through the walls.
In each round, new creatures enter the partys vicinity.
Also in each round, the PCs have the opportunity to flee
back to the portal to Sigil.
Ten-Thousand-Spider Swarm
CR 9
MM 239, MM4 92
hp 133 (12 HD); DR 10/magic
CE Diminutive Lolth-touched magical beast (extraplanar,
evil, swarm)
Init +10; Senses darkvision 60 ft., low-light vision;
Listen +10, Spot +10
Languages Abyssal
AC 23, touch 23, flat-footed 14
Immune weapon damage, critical hits, fear, flanking
Resist fire 10
Weakness hive mind
Fort +13, Ref +17, Will +7
Speed 30 ft. (6 squares), climb 20 ft.
Melee swarm (3d6 plus poison)
Space 10 ft.; Reach 0 ft.
Base Atk +12; Grp
Atk Options distraction (DC 24), poison (Fort DC 23, 1d6
Dex/1d6 Dex)
Special Actions inhabit
Abilities Str 7, Dex 22, Con 20, Int 6, Wis 13, Cha 9
SQ fearless, swarm traits (MM 315)
Feats Ability Focus (poison), Alertness, Improved Initiative,
Iron Will, Toughness
Skills Hide +19, Listen +10, Move Silently +10, Spot +10
Hive Mind (Ex) A Lolth-touched spider swarm has a hive
mind, which makes it susceptible to mind-affecting
spells and abilities. For the purpose of such spells, the
swarm is a single creature of the magical beast type.
Any swarm with at least 12 hit points has a hive mind,
giving it an Intelligence score of 6. If a swarm is reduced
to fewer than 12 hit points, it becomes mindless and
thus immune to mind-affecting spells and abilities.
Distraction (Ex) Any living creature that begins its turn with
a Lolth-touched spider swarm in its space must succeed
on a DC 21 Fortitude save or be nauseated for 1 round.
Inhabit (Ex) A Lolth-touched spider swarm can enter the
body of a helpless or dead creature by crawling into its
mouth and other orifices. Inhabiting requires 1 minute,
and the victim must be Small, Medium, or Large
(although four swarms working together can inhabit a
Huge creature). The swarm can abandon the body at
any time, although doing so requires a full round. Any
attack against the host deals half damage to the spider
swarm as well, although the swarms resistances and
immunities might negate some of or all the damage.
If a Lolth-touched spider swarm inhabits a dead
body, it restores animation to the creature and controls
its movements, effectively transforming it into a zombie
of the appropriate size for as long as the swarm remains
inside. If a Lolth-touched spider swarm inhabits a living
victim, it can neutralize the effect of its own poison and
control the victims movement and actions as if using
dominate monster on the victim. The swarm quickly
consumes a living victim, dealing 2d4 points of
Constitution damage per hour it inhabits a body. A body
reduced to Constitution 0 is dead.
A Lolth-touched spider swarm-inhabited creature is
easy to spot, since its skin crawls with the forms of
spiders inside. The swarm is intelligent enough to
attempt to hide beneath loose clothing or a large cloak
to keep its presence from being detected. The swarm
can attempt a Disguise check to conceal its inhabitation
of a host, with a 4 penalty in a Small host.
A remove disease or heal spell cast on an inhabited
victim forces the swarm to abandon the host.
Fearless (Ex) Lolth-touched creatures are immune to fear
effects.
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CR 11
The goal here is to scare the PCs into leaving the Demonweband to build up Lolths power for the characters
eventual triumph when they go down into the Demonweb
Pits. If they dont know to run when confronted by the
Spider Queen, they deserve to suffer the consequences.
Round 6: A third spider swarm appears. The Hammer of
Lolth attacks the nearest character.
Round 7: If the PCs havent left by now, they werent
paying attention to the warning prophecy of the Celestial
Eye (see page 220). Priestesses from the Fane of Eclavdra
(three whip priestesses and six subpriestesses; see page 60)
arrive and demand that the PCs surrender. They will all be
captured or killed by the drow and the goddess.
Illus. by C. Critchlow
ENCOUNTER D10
Hammer of Lolth
TACTICS
The Hammer of Lolth jumps on the nearest character with a
jump charge, seeking to pin and crush the character below it.
Treat this as a charge (+2 on attack rolls, 2 to Armor Class),
but also add +2 to any of Lolths damage rolls as she uses gravity to crush foes beneath her.
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Illus. by D. Bircham
elatar, the largest city of the realm of Azzagrat, exists in all three layers of Grazzts
domain. Doorways might allow exit onto
a street or into a building, but the building
interior or the street could exist on a different layer of the
Abyss. Grazzt controls the 45th layer, called Rauwend;
the 46th layer, called Shadowsky; and the 47th layer,
called Voorzzt. The Zelatar city districts on each layer
have their own names as well: Fogtown on the 45th,
Gallenghast on the 46th, and Darkflame on the 47th.
The residents of the city use the layer name and the
district name interchangeably; the district names are
used throughout this adventure for clarity.
There are obstacles to getting into and through
the city, and the party will surely spend time dealing with each of them. As a quick summary, these
obstacles include:
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PLANAR TRAITS
CHAPTER 5
As the DM, you can run the Zelatar section of this campaign
as a quick-and-dirty nighttime visit to Dawnat Sanp and
a hasty escape, where each encounter instantly leads into
the next, or you can slow the action down, letting the party
stumble and search for clues.
Fast Pace: The advantage of a fast pace is that it keeps the
action and tension high, and maintains player interest just
for the thrill of the next chance to break out the battle grid.
It rewards parties that thrive on risk, that make decisions
quickly, and that are powerful and savvy enough to know
when to cut and run.
The downside of this approach is that it gives the party
little or no time between encounters. The typical sequence
would include the Viper Gate, followed immediately by meeting a guide and bribing him to take the PCs to the Sign of
the Black Heart, arriving there and talking or fighting their
way past the shadow demons (or slipping through the door
in the rooftop garden with succubus help), then hearing the
shout of the lamia noble in the courtyard below, baying for
the PCs blood. They flee the city the same night they arrived,
having gotten what they came for but seeing little else.
Slow Pace: Zelatar is at least as complex and fascinating a
place as Sigil or the great cities of the Material Plane. In one
respect, this makes it a fine place for the PCs to poke their
noses into other business and diverge from the core adventure path. The party sets the pace and gets a chance to enjoy
the exotic weirdness of a city unlike any other.
The advantages are that they can buy supplies, get items
identified, train up for new levels or craft needed scrolls and
potions. A character can pick up Knowledge (the planes)
or learn a new language such as Abyssal or even the Dark
Speech here (expending the usual skill points or feat slots
to do so).
The downside of the slower pace is that Zelatar is, despite
Grazzts edict of protection for merchants, a deadly demonic
city run by a ruthless demon prince. Any party eventually
draws unwelcome attention from a powerful demon that
asks the wrong questions: The characters have to bluff, forge,
or bribe their way out of trouble. If they wait too long, they
will wear out their welcome in Zelatar long before they have
found the inn on the 47th layer, much less gotten the map
and information from their bone naga informant.
ZELATAR
ZELATAR, CITY
OF DEMONS
CITY DISTRICTS
The three main city areas are Fogtown on the colorless 45th
layer, cosmopolitan Gallenghast on the 46th, and Darkflame
on the 47th layer of the Abyss, where heat and cold are
reversed and torches flicker with blue and purple flames.
Fogtown
Rains are frequent on the windswept, gray 45th layer of the
Abyss, and water from this layer is piped to the other layers of
the city. Everything here takes on a subdued and indistinct
air. All Move Silently and Hide checks on the layer gain a +2
circumstance bonus, but all Knowledge (the planes) checks
concerning the layer take a 4 penalty. Dretches and manes
live in countless hovels, among the large stone piles that are
the mansions of hezrous, who enjoy the climate.
The poorest laborers of Azzagrat toil just outside the
scythe-topped walls of the moody Fogtown neighborhood,
harvesting colorless edible fungi from the featureless plains
surrounding the city. Fogtown is a place of slave gulags and
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OF DEMONS
Gallenghast
Light shines up from the ground of the 46th layer, making
all places seem strangely distorted, and shadows stretch like
columns of light into the sky. Shadow demons, Abyssal giants,
and rutterkins especially favor this layer. It is the seat of power
of Athux, Grazzts son, as a reward for his help in defeating
Iggwilv. Creatures not native to this section of the Abyss have
a great deal of trouble on Hide checks here, since light behaves
so differently. All nonnative creatures gain a 5 circumstance
penalty on their Hide checks while on the layer.
Gallenghast is the largest of Zelatars three planar neighborhoods, packed with the villas of demonic nobles and the
markets of traders from every corner of the Great Wheel.
Numerous inns and lodging houses of dubious character
crowd the peripheries of vast market squares. Here and there,
absent paving stones allow the natural light of the 46th layer
of the Abyss to blast upward in vibrant towers of eerie luminescence, casting the neighborhood in moody lighting.
Visitors seeking a safe refuge flock to Gallenghasts chapterhouse of the Planewalkers Guild, the ragtag assembly
that bases itself on the Infinite Staircase. The Staircase, a
vast planar pathway that grounds itself wherever creativity
thrives, connects to a secluded doorway under an artists
studio in a deserted alleyway nearby. The artist, a sadistic
ogre mage named Erballux Klint (NE male ogre mage expert
7), specializes in making statues out of actual corpses, their
resin-hardened organs, veins, and flensed skin peeled back
to reveal a riot of natural coloration. Klint is a member in
good standing of the Planewalkers Guild, and a handful of
his animated life-statues protect the door from unwanted
explorers. Interlopers who are not members of the guild
can access the door to the Infinite Staircase by donating an
unusual specimen to his studios waiting chamber.
Darkflame
The 47th layer is thought to be Grazzts home layer. It is certainly the oldest of the three. It can only be reached from the
45th and 46th layers, and its blue sun is distinct from that of
the other layers. Even more distinct is the way flames glow
blue and purple here rather than red, dealing cold damage
instead of fire damage. Cold effects correspondingly cause fire
damage, and fire resistance on this layer is diminished by half.
Succubi and lamias find the layer especially congenial.
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ZELATAR LORE
Characters who have ranks in Knowledge (the planes) can
learn more about the city of Zelatar and its strange geography.
When a character makes a skill check, the following lore is
revealed, including the information from lower DCs.
20
27
Result
The city of Zelatar is ruled by Grazzt in a sharp
hierarchy; demons at the bottom dare not
question those above them, and few demons dare
to make trouble in Grazzts capital. The city itself
is built on all three Abyssal layers that Grazzt
rules and is inhabited by lamias, rutterkins,
vrocks, and others in rather close proximity, due
to Grazzts strict pronouncements against melee
combat within the city.
The easiest way for nonnatives to find their way
around the city of Zelatar is to hire a tiefling or
rutterkin as a guide to the portals. The prices are
high, but the alternative is walking around a
deadly city full of demons and likely becoming
lost.
Ranged combat and magical combat are
permitted within the city, and the legions of
armanites (heavy demonic cavalry) and bulezaus
(invisible demonic foot soldiers) have wide
latitude to kill whatever they need to kill for
recreational purposes. Merchants, however, are
protected from demonic harassment by a special
edict.
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OF DEMONS
The most remote of Zelatars three neighborhoods, Darkflame is a haven for those who do not wish to be found. Grazzt
houses his deadliest assassins and agents within the district,
each with a deep cover identity that masks their true nature
from even their closest neighbors. Shadow demons, succubi,
and alkiliths abound in the twisting mazelike alleys, seeking out those who would use the obscurity of Darkflame to
hatch seditious plots against their ebon-skinned prince.
A walled enclosure called Zuls Hanging Garden writhes
with carnivorous plants in a thousand different colors. Their
grasping fronds and snapping traps yearn to reach ever
upward, toward the dangling feet of hundreds of impaled
traitors kept impossibly alive by the powers of magic chains
hanging from a glass ceiling. Their piteous moans are like
music to the vines and creepers, who dine on their dripping
blood and spilled bile. When a growth reaches a victim, his
sentence is declared fulfilled and he escapes into the aromatic
embrace of death.
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DISCOVERING PORTALS
The party must pass through at least one portal to reach the
Sign of the Black Heart, which operates on the 47th layer.
The city gates are all on the 45th and 46th layer; on the 47th
layer, a continuous wall without a break surrounds the city.
Ergo, its worth hiring a guide or investing time in gathering
a great deal of information from unreliable demons. Finding
a guide is the easier method.
Some PCs will find their way around the city without a lot
of help, because of their familiarity with portals and multiplanar spaces. For such a group, its simply a matter of using
DC 20 Knowledge (the planes) checks to determine which
of the three layers they are on at any given time, and what
might be a useful portal (DC 25). Shifts of light, scent, and
architecture details are usually helpful. The populations of
the three layers are not quite the same, either.
The portals in the city take three primary forms: groves of
viper trees (or doors carved within the trunks of especially
large viper trees), ovens of green fire, and animated iron
gateways.
The groves of viper trees are difficult for nonchaotic and
non-evil characters to pass through, because of the elder trees
ability to detect alignment. However, if a character moves at
20 feet per round or faster and accepts a round of attacks of
opportunity as he or she passes through a viper trees reach
and threatened squares, the tree cannot prevent them from
passing through the gate.
The ovens of green fire cause 2d6 points of magical fire
damage to creatures not resistant or immune to fire. Given
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OF DEMONS
Grazzts cruel sense of humor, some green fire ovens are simply
full of fire and dont contain portals at all. In this case, a creature takes 2d6 points of damage going in but must then turn
around and get back out, during which time it takes another
2d6 points of damage. There are no saving throws against this
damage because creatures walk into the fire willingly.
The iron gateways are the public portals between the three
layers; they are Huge animated objects that close when commanded by a vrock, lamia, lamia noble, succubus, cambion,
carnevus, hezrou, marilith, or demon lord. Once closed, the
gates have four slam attacks in the shape of forked tongues.
See the sidebar for complete details.
CITY LOCATIONS
4. ARGENT PALACE
The Argent Palace sits on a small plateau about 50 feet above
the level of the surrounding town, and as a result is visible
from anywhere in Zelatar, regardless of which layer the
observer is looking from. The palace is Grazzts abode of sixtysix ivory towers and one hundred cold, mirrored hallsa
sterile, echoing space. Those seeking Grazzts audience room
must wend their way through the mirror and portal maze in
which at least a dozen ravenous bodaks roam. Mirror mephits
are also said to act as Grazzts spies in the Argent Palace, and
the palaces mirrors are all heavily enchanted for scrying and
travel across the Plane of Mirrors.
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PALACE DUNGEONS
When a PC irritates a major demon or attacks traveling merchants such as night hags (who carry merchant charters), he
crosses a line that gets him forcefully arrested by however many
demons it takes to subdue him. The ugly affair is no longer
subject to negotiation or bribes; it becomes a matter for Lord
Grazzt, and a troop of six armanites led by a marilith comes
to take the prisoner to the Argent Palace for further questioning. The party might, if it is lucky, get the prisoner out of the
palace dungeons with strong stealth skills and magic, but the
odds are poor.
A frontal assault definitely results in the entire party being
killed or captured; even a cursory scouting of the Argent Palace
shows that something like forty vrocks patrol its skies, dozens
of lamias and at least four lamia nobles wander in and out at
all hours, and one or two mariliths are frequent visitors (one of
these, Ustina of the Amber Hive, is widely known in the city).
A succubus with an escort of thirteen bulezau also visits frequently (this is Maretta, the succubus overlord of the town of
Samora). A successful DC 25 Gather Information check in the
city might reveal more defenses and details of the palace.
While DM mercy might mean that Grazzt is intrigued by
offers to advance his cause, Grazzt claims that he knows
nothing about why Rule-of-Three sent the PCs here and doesnt
believe their story. Theyll have to convince him (Diplomacy
DC 30 or higher).
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OF DEMONS
5. THE
BONEBREAKERS
PIT
This section of Fogtown is an
area of punishment and butchery, where manes become
food for greater demons or
are turned into rutterkins (a
painful process that destroys
a healthy mane and leaves it
permanently twisted) to provide Grazzts armies with fresh
troops. Mortals visiting here
are importuned by the manes
that are soon to be slaughtered or transformed. The
manes beg for mercy silently
and constantly, kneeling and
pleading with anyone who is
not obviously a demon greater
than they are.
Rutterkins and their hezrou
and carnevus overseers run the
bottom of this pit. The ground
is slick with demon blood, and
a steady stream of porters carries flesh out and souls into the
pit. The screams of the rutterkins-to-be can be heard from
hundreds of yards away; the demons here all ignore the sound
as unremarkable.
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OF DEMONS
7. THE BOULEVARD OF
FORTUNETELLERS
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OF DEMONS
In Gallenghast, gladiatorial combat among the vrocks, carnevus, and other demons is a popular pastime. The demons
gamble, cheat, and argue over the results of fights between
matched demons or unequal matches; popular matches
involve a captured devil (which always loses) or a single powerful demon against a dozen or more mortals, such as humans,
aasimar, or dwarves. The more exotic, the better.
This pit is said to have been a forge or foundry at one time.
If so, its a surprise it ever went out of business, given the
demands of the Blood War for armor and weapons.
Those who wish to join a fight here must stake a certain
amount, usually 1,000 gp, to prove they are serious contestants and will show up for the fight. Master of the arena
Madjack Madarang chooses their opponents, and they change
often. However, a typical fighter could expect to fight (in
order) two rutterkins (CR 4), a cambion wizard 6 (CR 7), two
lamias or one bodak (CR 8), a hezrou with a fire shield spell
or a carnevus/rutterkin team (CR 11), three bulezaus or two
Abyssal giants (CR 12), and finally an alkilith (CR 14).
For each opponent the character defeats (fights are to
the death or unconsciousness), he wins more money, but
each fight is double or nothing. The first match wins an
easy 1,000 gp, the second doubles that to 2,000 gp, then
4,000 gp, and all the way up to 32,000 gp for defeating the
alkilith. There is little time for healing or recovery between
matchesonly about 10 rounds from one fight to the next,
during which potions can be drunk or healing spells applied.
If a fighter chooses to drop out, he keeps the purse he has won
to that point. If he keeps going, he probably dies in the ring.
The alkilith is nicknamed the Great Green God by the fans
and spectators, and it has not been defeated in many years.
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OF DEMONS
ENCOUNTERS IN ZELATAR
Once the PCs learn that they can wander around the city
without being immediately torn apart, they might try visiting various people and places. Zelatar is a deadly city full of
predatory demons and other fiends, but some will be thrilled
by the exotic sights of a demon city.
If the party does wander from place to place in search of
the Sign of the Black Heart rather than paying a guide or
discovering the use of portals, roll once on the encounter
table per hour. These encounters represent demons or other
creatures that interact or interfere with the party in some
way; obviously, the PCs see demons and others constantly
while they are in the city, but the majority ignores them
completely.
Commonly encountered creatures in the city, their level of
hostility, CR, and sources are provided in the table below.
d%
0107
0816
1726
2731
3235
3640
4145
4649
5052
5356
5759
6064
6569
7071
7274
7576
7781
8286
8791
9294
9597
98
99
100
Creature
12 manes
10 dretches
6 rutterkins
2 tieflings,
3rd-level
sorcerers
3 babaus
Lamia (and
2 rutterkins)
Succubus
3 lamias
2 bodaks
Night hag
riding nightmare
Shadow demon
3 vrocks
Yugoloth,
yagnoloth
Chasme
Harpy archer
Hezrou
Carnevus
and hezrou
2 Abyssal giants
2 lamia nobles
12 armanites
6 bulezau
Alkilith
Marilith
Grazzt and
3 lamia nobles
Attitude
Unfriendly
Indifferent
Indifferent
Friendly
EL
7
8
8
5
Source
FC1 45
MM 42
see below
MM 209
Hostile
Unfriendly
9
7
Indifferent
Hostile
Hostile
Indifferent
7
9
10
10
Hostile
Hostile
Indifferent
8
12
10
MM 40
MM 165
(see below)
MM 47
MM 165
MM 28
MM 193,
MM 194
BovD 172
MM 48
MM2 204
Hostile
Indifferent
Unfriendly
Indifferent
10
11
11
12
Indifferent 12
Unfriendly 11
Hostile
14
Unfriendly 14
Hostile
14
Unfriendly 17
Indifferent Epic
FC1 34
MM 151
MM 44
page 198,
MM 44
page 204
page 206
FC1 28
FC1 33
FF 46
MM 44
page 184,
page 206
6 Rutterkins
CR 3
If a source in this table is not available, use one of the following creature substitutions from the Monster Manual.
Creature
12 manes
Yugoloth, yagnoloth
Chasme
6 bulezaus
MM Substitution
10 quasits (MM 46)
Glabrezu (MM 43)
Bebilith (MM 42)
8 Abyssal ogre barbarians (MM 199)
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As the DM, you have three plot points to work with in this
section of the adventure arc. The PCs arrive at Rule-of-Threes
request and likely immediately attempt to enter the city and
seek out Dawnat Sanp, the bone naga ambassador. This portion of the plot revolves around elements that keep them away
from him. After their meeting, the PCs goals changefirst
to escaping a hostile city, and then to finding a portal to take
them away from the Triple Realm.
CHAPTER 5
ZELATAR, CITY
OF DEMONS
Side Quests
Here are possible quests that the party might be asked to
undertake or might stumble across while wandering the
city.
Asked to serve Grazzts son Athux as assassins, killing off
an important carnevus advisor who has been spying on
Athux
Challenged to show papers by a patrol of bulezau
Asked for a bribe by a mob of Raxivorts bat-riding xvart
followers (though they call it a road use tax)
Offered corrupted halfling slaves for sale by a merchant
nalfeshee named Crazy Ussigor (Just 900 gp each!)
Recruited for the Swordsmiths Pit by an ambitious
mane
Solicited by a succubus who wants someone to kill off her
hezrou master
pqqqqqqqqqqqqqqqqqqqqrs
All demons in the city are on edge, nervous that their own petty
schemes might be exposed. In exchange for the list of traitors,
the Dark Prince supposedly gives Rhyxali information of his
own, or the souls of all mortals left in the city.
Rhyxali arrives by night, darkening all lights as she approaches, and keeping the city magically darkened while she
remains there. Her entourage includes ninety-nine shadow
demons and Kadasha, a Large shadow demon who is one of
her particular favorites. She also brings along a small gift for
Grazzt, a dozen corrupted mirror mephits (later seen in encounter F11).
pqqqqqqqqqqqqqqqqqqqqrs
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CHAPTER 5
ZELATAR, CITY
OF DEMONS
CITY OF ZELATAR
ENCOUNTERS
No matter how the party arrives at the city (from Sigils portal
or by other means), get the action started immediately with
the hezrou slaver fight.
Additional Development
If the hezrou is slain or driven away, the slaves ask for their
freedom. No one objects if the slaves are freed, and one of
thema battered tiefling male named Risisoffers in
gratitude to become their guide to the city, warning them
about the viper trees. He can take them to the Sign of the
Black Heart by a direct route (through the green fire ovens),
although it takes him a day or two to find the right oven. At
that point, Risis flees for fear of the dangers at the inn.
If two or more armanites are slain, the rest gallop off for
reinforcements, and the PCs will be wanted for questioning during their stay in the city. This means any bulezau or
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armanite patrol they see will try to arrest them, and movement through the city requires greater stealth.
HIRING A GUIDE
Anyone who speaks Abyssal (or has other means of communication) can make a DC 13 Gather Information check to
find out that guides to the city are available. The usual price
is 400 gp per day, with a days wages payable up front.
Most guides are crippled in some way: Axehead Ritanna
is a retired rutterkin who has lost a hand, Dagger Slim is a
tiefling with an uncontrollable taste for raw manes flesh, and
Slippery Jeck is an immature vrock with half-molted feathers
and a missing eye. Guides are never wholethey are always
the weak, the elderly, and the addicted rather than healthy
demons still able to make a living through war or terror.
A guides initial attitude toward prospective clients is
friendly, though this worsens by one category if the guide
is underpaid or if the guide is threatened or targeted with
spells. If both underpaid and threatened, a guide leads the
PCs into a nesting ground of hungry vrocks in Darkflame
and abandons them there.
CHAPTER 5
ZELATAR, CITY
OF DEMONS
You see the gate rising ahead of you, a rusted construction of iron
or steel. A row of demonic heads is impaled on pikes along the top
of the arch, surrounded by buzzing fliessome of the eyes and
tongues are still moving.
The traffic in and out of the city includes froglike hezrou, limping
rutterkins, unfamiliar demons with two mouths and four arms,
and dozens of lesser demons scuttling underfoot. They all ignore
you except to shove roughly as they pass.
The gate of the city has a large, white-barked tree on either side,
and seems casually guarded. Dozens of vrocks caw and screech from
their roosts on the walls, and lesser demons walk in and out of the
city gate; none fly over the walls.
COMMON ROOM
Read the following when the party enters this space. If the
PCs let the hezrou escape them at the city gate, you might
choose to have him be the merchant found here.
At first, the public room in the inn looks deceptively ordinary: a
well-stocked bar, fresh meat cooking on a grill, and even a firepit;
the open room here is well appointed and barely inhabited. Three
tieflings (T) in black tabards with white embroidered hearts seem
to be the staff, all bowing and scraping with excellent manners.
One is tending the bar, another is waiting tables, and the third is
attending to a lamia noble.
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CHAPTER 5
ZELATAR, CITY
OF DEMONS
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The two guests, however, are as demonic as the rest of the city. One
is a drunken hezrou merchant (H) counting coins while lounging
in an overstuffed leather chair, and the other is a lamia noble (L)
who has the tiefling waiter in her coils and doesnt appear likely to
let him go anytime soon.
The logs in the fireplace shift and crackle, and the bartender looks
in your direction. Get you a drink?
Illus. by B. Hagan
CHAPTER 5
PORTERS OFFICE
ZELATAR, CITY
OF DEMONS
You step into a well-appointed room made of stone and dull metal;
the only oddity is that the room is dimly lit, with a single candle
burning on a porters desk in front of you. The air in the room
makes your lungs burn; a haze of smoke, acid, or some vile fume
hangs in the air. The haze and darkness might be a plus, though,
from the looks of the large, oozing demon sitting here behind its
desk. Roughly humanoid, the demon drips green ooze from skin so
puckered it appears scraped raw or half digested. It burps loudly and
stares down at you with eyes so green they almost glow.
Slimy droppings from this demon hiss when they spatter on the
floor, but the creature seems calm. By the flickering candlelight, the
demon opens a large ledger in front of it and you hear a voice in
your head saying, Is this a delivery, or do you have a booking? This
inn is reserved, serving our most private and exclusive patrons. The
demon consults the large ledger, flipping pages.
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CHAPTER 5
ZELATAR, CITY
OF DEMONS
The two proprietors of the inn, the shadow demons Inkheart (I) and Sable (Sa), are hidden in the shadows here
(Hide +30), as part of the usual reception for guests. They
enjoy speaking to visitors who cannot see them. Many assume
that Cloaca, the alkilith, is communicating telepathically.
This amuses Inkheart but annoys Sable.
In any case, the shadow demons are the ones asking for
papers and the name of the partys reservation. Theyplay
along for some time, asking for a booking fee and a courtesy charge and a room deposit for as long as they think
they can get away with it (a suspicious PC is entitled to a
Sense Motive check against their Bluff modifier of +15). If
bribed, Cloaca takes the cash. At the end, they give the PCs
a reservation slip for four days in the futurethis gives the
party access to the inn in four days, but not immediately.
Unfortunately, the ambassador is leaving in two days. There
are no refunds.
If dealings turn ugly, go to encounter E3: Inkheart and
Sable on page 104.
KITCHEN
The food here includes masses of meat, blood puddings on
the boil, and creatures kept live and in cages for immediate,
fresh preparation. Knives and cleavers are strewn everywhere, as are cauldrons of boiling water, soup, and pudding.
The overseer is a carnevus demon (C) named Egtum, a thin
and weedy-looking fellow whose two mouths can bark two
sets of directions at once. Use the carnevus statistics from
page 134 if necessary.
Egtums staff includes two rutterkins (R) and five dretches
(D), but they are not loyal and flee without a fight if confronted. The dretches are marked with knife scars and burns
from fetching items out of the fires.
STAFF QUARTERS
Some of the various tiefling wait staff and attendants, rutterkin kitchen help, succubus maids, and other staff are
quartered in these barracks. Occupancy of these chambers
varies continually as the hired help rise and fall in status.
Some creatures consider a place in the staff quarters to be
an honor; others see it as worse than the opposite of that.
There is nothing to be seen here other than the bullying,
crying, screaming, and torture that staff members indulge
in to vent their frustrations. The doors are stuffed with felt
around the edges to avoid disturbing the guests (this also
imposes a 5 circumstance penalty on any Listen check
made within the inn).
The shadow demons rooms are the attic (for Inkheart) and
a crypt below the kitchen cellar (for Sable). Both are small,
dark, and largely inaccessible from anywhere else in the inn
except by incorporeal creatures.
PRIVATE CHAMBERS
These rooms are all extremely well appointed by demonic
standards: leather bedding, iron bed frames, sulfurous water
for washing off blood or gore, and a manes servant or snack
to cater to each guests whims.
Private chambers of various sorts, and sizes, take up most
of the second floor of the inn. As with the staff quarters on
the first floor, the occupants of these chambers are often
only short-term visitors. At present, two private chambers are
unoccupied. Two others belong to the lamia noble and the
hezrou merchant (see Common Room, above). Three other
private areas are of special note, and are described below.
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STABLES
Youre in! The large room around you is dark and dimly lit, just a
couple of candelabra, though unlit lanterns, braziers, and candles
stand everywhere. The windows are all shuttered and the curtains
drawn. A servant demon squeaks, Visitors, master! and something you thought was part of the carpet pattern suddenly moves,
a hundred ribs coming into focus as an enormous bone snake that
speaks with a whispering hiss. You must be the visitors I am expecting. Either that, or you are the chefs idea of a dinner worthy of an
ambassador. If it werent already all teeth, you would swear it was
smiling. If you have the password, I have sssssomething for you.
See Speaking with the Ambassador on page 97 once the
party arrives here.
Rooftop Gardens
Popular with the lustful, the gluttonous, and the sadistic, the
rooftop gardens are often booked by one of the Black Hearts
guests for a reception, the celebration of a new cartel or alliance, or even the execution of a particularly hated enemy. The
gardens are divided between spiky plants and bloodthorn,
imported from Sigil. Read:
Part of the inn has a flat rooftop covered with spiky, mobile plants;
some of them resemble Sigils bloodthorn vines, others are clearly
carnivorous. The dangerous-looking plants are planted right along
the edge of the roof; the middle includes a grove of palms with purple
leaves and a single tall cactus that seems a popular roosting spot for
black owls and bats. Occasionally you catch a glimpse of a woman
walking among the plants.
Landing on the rooftop gardens without permission brings
swift attacks from the two vrock patrol guards who watch
for fliers.
Climbing characters avoid the guards, but they meet the
succubus courtesans (S) strolling among the plants here.
Go to encounter E4: Succubus Courtesans on page 106.
This room contains a small vat of acid, cold iron blades, spikes,
and nails, and other implements of torture and punishment.
The shadow demons treat their staff harshly when it fails
them. At the moment, a single rutterkin (R) is here. Its name
is Chatterbox, and it happily tells the PCs anything if they
take it out of the inn. Chatterbox knows what it is talking
about, including the dangers of the alkilith (one of the most
ancient of demons) and where it thinks the ambassador is
(top floor, next to the gardens).
These stables are currently home to five cauchemar nightmares (N). The demon horses are available for hire for use
in the city (they know the way through the green ovens
and make good guides, despite their vile disposition) at a
rate of 100 gp each per day. A successful DC 20 Ride check
is required to saddle and mount a nightmare. If the check
fails, the rider is thrown and takes 2d6 points of falling
damage.
The nightmares are watched over by three babau (B)
grooms. They offer bits of raw meat to thrown riders, to help
them win over the nightmares for another try (feeding the
meat to the nightmares provides a +2 circumstance bonus
on the next Ride check).
The horses are bored with being ridden by dignitaries and
merchants and desperately want to get out of the city. They
are willing to allow good riders to steal them if the party
decides to use them to escape the city. They will not fight to
defend the party as they flee the city, but do as their riders
ask if the riders make DC 20 Ride checks. Failing to make
the Ride check means the nightmares simply flee the city as
they feel best, shaking pursuit in any way the DM determines
would be entertaining (and possibly splitting the party or
leaving unconscious riders behind).
CHAPTER 5
ZELATAR, CITY
OF DEMONS
Two candelabra shed minimal light. The creature that opened the
door is one of the inns manes servants, but the resident is a large
bone snake (DS), with hundreds of clattering ribs and fangs as long
as your forearm. I am Dawnat Sanp, the ambassador of Orcus.
I have information for you, if you promise me to take it against
the Spider Queen.
The ambassadors body sways slowly and the bones of the cobras
enormous hood flare out, as if the ambassador were still alive to
make a display of its glittering scales. Deep within its eye sockets,
something glitters.
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CHAPTER 5
ZELATAR, CITY
OF DEMONS
He knows the password for the Black Gate (area D9) and is
happy to give it to the PCs by saying it verbally. However, the
password is a dread word in the Dark Speech and has nasty
effects on mortal ears. The ambassador is so accustomed to
using and hearing the Dark Speech that he doesnt think
about how it might affect the party. Hearing the Dark Speech
password rips into the partys minds and requires a DC 20
Will save when heard. If the save fails, non-evil characters
who hear it and are 10th level or lower are shaken, taking
a 2 morale penalty on attacks, saves, and checks for 1d10
rounds. Non-evil characters of 11th level or higher are filled
with loathing for the bone naga and must attack him on the
next round. (For more details, see the Dark Speech Summary
sidebar below.)
Seeing the effect it has on the PCs, Sanp rattles in disgust
and hands them a scroll of dread word. For the purpose of the
password, the Black Gate is the target of the spell. (Remember
that wizards of any alignment can cast spells with the evil
descriptor without ill effect.) The naga dryly suggests that a
wizard inscribe the spell, since reading it off a scroll might
seem suspicious to the guardian at the Black Gate.
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Speech are uttered, all within 30 feet of the speaker must make
a Will saving throw (DC 10 + 1/2 speakers level + speakers Cha
modifier). Listeners who know the Dark Speech from possessing the Dark Speech feat gain a +4 circumstance bonus on this
saving throw. If a listener fails his saving throw, he is subject
to the following effects, depending on his Hit Dice or level and
alignment.
HD 10 or fewer, Non-evil: Characters are shaken, taking a 2
morale penalty on attack rolls, saving throws, and checks for
1d10 rounds.
HD 11 or more, Non-evil: Characters are filled with loathing
for the speaker and must attack him on their next action.
HD 10 or fewer, Evil: Characters are mastered by the Dark
Speech, acting as if charmed (as described in the charm person
spell) for 1d10 minutes.
HD 11 or more, Evil: Characters are impressed, reacting to
the speaker with more respect and wariness. This adds a +2
competence bonus on subsequent attempts to change their
attitude (PH 72).
pqqqqqqqqqqqqqqqqqqqqrs
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A mob of lamias is gathering in the street, and you hear the chanting
of the Dark Speech in a room nearby as one of the demons prepares to
earn itself favors from Grazzt by making your lives hell. The crowd
of lamias outside cant get into the inn, but its just a matter of time
until the town watch arrives. The bone naga is shaking. An accusation of ssssspying is the worst! Grazzt sssssuspectssss everyone! You
will be tortured and transformed into demonssss yourselvesss.
If the party thinks it has a better plan, add:
Dawnat Sanp looks at you. Why are you still here? You must get
to the Demonweb Pitssss and ssstop the council before Lolth sssseizes
all power in the Abyssssss! Get out, ssssneak out, but get out now!
When the carnevus and lamias come, you cannot hide!
The ambassador rattles all his bones. I cannot commit sssssuicide.
I hope to ssseee you again on another plane. He makes a gesture
and teleports away without another word.
If the party attacked the bone naga ambassador, read:
ENCOUNTERS E6-E8
Encounters E6, E7, and E8 take place after the PCs have fled
Zelatar and are wandering the plains around the city. They are
pursued by a hired group of two Abyssal giants and a charnel
hound. The giants release the hound to pursue the characters,
then follow on foot. The hound finds them first.
As PCs run out of the city, read:
CHAPTER 5
ZELATAR, CITY
OF DEMONS
You have a map of the Demonweb and its secrets are yours, but the
bone creature suddenly turns to the door. I hear someone. A spy!
It turns and grabs the latch with its tail, flicking the door open. On
the other side stands a single lamia, one of Grazzts chosen favorites.
It screams, Spies! Spies in the city! Call the watch and summon
the elder demons!
You hear the senior demons and powerful guests of the inn opening their doors, and you see several lamias just outside the window
stop in their tracks and look up toward the noise.
The word of the lamia trumps the sworn testimony of any ambassador. Run! shouts the bone naga. The entire city is against you!
Flee for the city walls!
Youve made it past the city walls, and the pursuit slows down.
A few vrocks are watching you from the sky, but the lamias have
given up. You can hear roaring, bells and gongs sounding, and see
demons gathering in clusters along the city walls. They seem to be
letting you go.
You see a small rutterkin sitting on a fence along the road outside town; it points and laughs at you, shouting, The giants will
bring you back and put your heads on pikes! Youll pay the price for
opposing Grazzts power and glory. The giants will! The small
demon is knocked off its perch by a much larger vrock, who turns
to you and says, The giants are hunters. You are their prey. Run,
fools. Run to the Styx and drown yourselves.
The few demons you see all laugh and return to the city gates.
A troop of demonic heavy cavalry is rallying near the gate; there
are twenty of them now, and more are coming up in support with
a clatter of hooves. Every so often they look your way or tip a lance
in your direction.
Go to encounter E6: The Charnel Hound on page 110,
followed by E7: The Night Hag on page 111 and E8: Two
Giant Hunters on page 112.
You see a succubus peering through the window and realize that she
saw you assault the ambassador. She screams, a piercing cry that is
sure to alert everyone in the inn and anyone passing in the street.
The succubuss alarm brings the shadow demons Inkheart
and Sable to investigate within 2 rounds, and the lamias
gather as above. One of them points up at the PCs and yells,
Those mortals have spoken with the mouth of Orcus, enemy of
Grazzt and the butcher of Allagash! Seize them in the name of the
Dark Prince!
If the PCs dont understand Abyssal, call for a DC 10 Sense
Motive check. Its obvious that whatever the lamia said, she
has enraged all the demons around her.
Given that Orcuss complete destruction of the town of
Allagash (once a thriving city on the 45th layer) is still a
powerful source of anger, much of the city rises up to destroy
the PCs. Its time for them to leaveprobably flying or run-
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ENCOUNTER E1
SETUP
The hezrou attacks the party, seeking to beat the PCs into
joining his slave line. If faced with a single opponent, he
tries nonlethal damage. If faced with multiple creatures,
he fights to wound and kill.
When the hezrou attacks, read:
Illus. by J. Zhang
TACTICS
The hezrou is spoiling for a fight. If attacked, it uses a free
action to yell out to the guards in Abyssal. Characters who
understand Abyssal hear it say, You witness that the travelers attacked me first! I offer gold and blood to anyone who
helps me capture them and put them in chains! Then it
eagerly presses forward into the party (exposing itself to an
Frogfaced Slaver
CR 11
MM 44
hp 149 (10 HD); DR 10/good
Male hezrou demon
CE Large outsider (chaotic, extraplanar, evil)
Init +0; Senses darkvision 60 ft.; Listen +23, Spot +23
Aura stench (10 ft., DC 24)
Languages Abyssal, Celestial; telepathy 100 ft.
AC 23, touch 9, flat-footed 23
Immune electricity and poison
Resist acid 10, cold 10, fire 10; SR 19
Fort +16, Ref +7, Will +9
Speed 30 ft. (6 squares)
Melee bite +14 (4d4+5) and
2 claws +9 each (1d8+2)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +19
Atk Options Blind-Fight, Cleave, Power Attack; aligned
strike (chaotic, evil), improved grab, summon demon
1/day
Special Actions stench
Spell-Like Abilities (CL 13th):
At willchaos hammer (DC 18), greater teleport (self
plus 50 pounds of objects only), unholy blight
(DC 18)
3/dayblasphemy (DC 21), gaseous form
Abilities Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Feats Blind-Fight, Cleave, Power Attack, Toughness
Skills Climb +18, Concentration +22, Hide +13, Escape
Artist +13, Intimidate +17, Listen +23, Move Silently +13,
Search +15, Spellcraft +15, Spot +23, Survival +2 (+4
following tracks), Use Rope +0 (+2 with bindings)
Possessions 10 gold bars worth 1,000 gp each, 200 pp
Stench (Ex) A hezrous skin produces a foul-smelling, toxic
liquid whenever it fights. Any living creature (except
other demons) within 10 feet must succeed on a DC 24
Fortitude save or be nauseated for as long as it remains
within the affected area and for 1d4 rounds afterward.
Creatures that save are sickened for as long as they
remain in the area. A creature that saves cannot be
affected again by the same hezrous stench for
24 hours. A delay poison or neutralize poison spell
removes either condition from one creature. Creatures
that have immunity to poison are unaffected, and
creatures resistant to poison receive their normal bonus
on their saving throws.
Aligned Strike A hezrous natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned and
evil-aligned for the purpose of overcoming
damage reduction.
Improved Grab (Ex) To use this ability, a
hezrou must hit with both claw attacks. It can
then attempt to start a grapple as a free action
without provoking attacks of opportunity.
Summon Demon (Sp) Once per day, a hezrou can
attempt to summon 4d10 dretches or another hezrou
with a 35% chance of success. This ability is the
equivalent of a 4th-level spell.
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CR 7
Fiendish Codex I 28
hp 85 each (10 HD); DR 10/cold iron or good
CE Large outsider (chaotic, extraplanar, evil, tanarri)
Init +0; Senses darkvision 60 ft.; Listen +13, Spot +13
Languages Abyssal, telepathy 100 ft.
AC 23, touch 9, flat-footed 23
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 18
Fort +11, Ref +6, Will +7
Speed 40 ft. in plate armor (8 squares), base speed 60 ft.;
Run, air walk
Melee mwk lance +14/+9 (2d6+7/3) and
hooves +8 (1d6+2) or
Melee mwk heavy flail +14/+9 (2d8+7/1920) and
hooves +8 (1d6+2)
Ranged composite longbow +9/+4 (1d8+6/3 plus 1d6
electricity [plus 2d10 electricity on a critical hit])
Space 10 ft.; Reach 5 ft. (10 ft. with lance)
Base Atk +9; Grp +18
Atk Options Improved Bull Rush, Power Attack, aligned
strike (chaotic, evil), cavalry charge, sparkbolt
Special Actions summon tanarri
Abilities Str 20, Dex 11, Con 20, Int 8, Wis 12, Cha 13
Feats Improved Bull Rush, Power Attack, Run, Track
Skills Intimidate +13, Jump +17, Listen +13, Search +11,
Spot +13, Survival +13, Tumble +8
Possessions full plate, masterwork lance, masterwork heavy
flail, composite longbow (+5 Str bonus) with 20 arrows
Aligned Strike An armanites attacks are treated as evilaligned and chaotic-aligned for the purpose of
overcoming damage reduction.
Cavalry Charge (Ex) An armanite is considered to be
mounted for determining the effects of charge attacks
with lances. The armanite gains a +4 bonus on attack
rolls when charging with a lance and does not take a
penalty to its Armor Class as a result of its charge.
Sparkbolt (Su) An armanite can charge arrows it shoots from
any bow with electricity energy at will. Arrows fired by an
armanite gain a +1 enhancement bonus and the shocking
burst weapon quality.
Summon Tanarri (Sp) Once per day, an armanite can
attempt to summon 1d10 dretches or another armanite
with a 30% chance of success. This ability is the
equivalent of a 3rd-level spell (CL 9th).
CONCLUSION
If the hezrou is defeated, the party can pass through the
Viper Gate into the city (encounter E2), visit the legions
of demons camped outside (page 93), or scout the city for
other ways to enter (potentially finding the Giants Gate,
see page 86).
ENCOUNTER E1
8 Armanite Guards
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ENCOUNTER E2
SETUP
When the party enters the gate, read the text below and
give the viper trees a surprise round attack against goodaligned characters. Then roll initiative for all acting
characters and the viper trees. Bystander demons watch
the fight, but wont get involved unless the party attacks
them personally.
If the PCs approach the gate, read:
Illus. by B. Hagan
TACTICS
The elder viper trees allow a good-aligned party member to
walk into the gate, where both trees can take a bite with all
four heads. They then hold their next rounds bite actions,
waiting to see if their poison has had the desired effect. If
so, they attack the next good-aligned member, or anyone
who attacks them. If the party reduces the trees to 40 hit
points or fewer, they use their ability to sink into their root
CR 9
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CONCLUSION
If the elder viper trees are defeated, refer to page 90 for
additional choices in the city of Zelatar. If the PCs fight for
more than 4 rounds (or burn the trees, creating thick, acrid
Vrock
CR 9
MM 48
hp 115 (10 HD); DR 10/good
CE Large outsider (chaotic, extraplanar, evil, tanarri)
Init +2; Senses darkvision 60 ft.; Listen +24, Spot +24
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
AC 22, touch 11, flat-footed 20
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 17
Fort +14, Ref +9, Will +10
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee 2 claws +15 each (2d6+6) and
bite +13 (1d8+3) and
2 talons +13 each (1d6+3)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +20
Atk Options Cleave, Combat Reflexes, Multiattack, Power
Attack; spores
Special Actions stunning screech, summon tanarri
Spell-Like Abilities (CL 12th):
At willmirror image, telekinesis (DC 18), greater teleport
(self plus 50 pounds of objects only)
1/dayheroism
Abilities Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Feats Cleave, Combat Reflexes, Multiattack, Power Attack
Skills Concentration +20, Diplomacy +5, Hide +16,
Intimidate +16, Knowledge (the planes) +15, Listen +24,
Move Silently +20, Search +15, Sense Motive +16,
Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Possessions boots of elvenkind, cloak of elvenkind
Spores (Ex) A vrock can release masses of spores from its
body once every 3 rounds as a free action. The spores
automatically deal 1d8 points of damage to all creatures
adjacent to the vrock. They then penetrate the skin and
grow, dealing an additional 1d4 points of damage each
round for 10 rounds. At the end of this time, the victim is
covered with a tangle of viny growths. (The vines are
harmless and wither away in 1d4 days.) A delay poison
spell stops the spores growth for its duration. Bless,
neutralize poison, or remove disease kills the spores, as
does sprinkling the victim with a vial of holy water.
Stunning Screech (Su) Once per hour, a vrock can emit a
piercing screech. All creatures except for demons within a
30-foot radius must succeed on a DC 22 Fortitude save
or be stunned for 1 round.
Summon Tanarri (Sp) Once per day, a vrock can attempt to
summon 2d10 dretches or another vrock with a 35%
chance of success. This ability is the equivalent of a 3rdlevel spell.
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ENCOUNTER E2
burrows (see page 212). Defeating the viper trees this way
draws a lot of attention from the surrounding demons.
The elder viper trees attack good-aligned creatures for a
single round. If the PCs do not counterattack, the viper trees
let them pass (the party still earns full experience for defeating them). If the characters begin a fight, they are susceptible
to both trees attacks while in the overlapping reach radius.
If they stick to one side or the other, they are susceptible
only to the four attacks from the tree on that side.
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ENCOUNTER E3
If the party objects to the bribes, demands, and rudeness of the shadow demons and Cloaca, read:
SETUP
When the PCs enter the Porters Office at the Sign of
the Black Heart, the alkilith and the two shadow demon
owners of the inn confront them. The alkilith is large and
reeking and obvious; the shadow demons are extremely
well hidden.
CR 8
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CR 14
Fiend Folio 46
hp 77 (11 HD); DR 15/good, half damage from bludgeoning
weapons
CE Medium outsider (chaotic, evil, extraplanar, tanarri)
Init +7; Senses darkvision 60 ft.; Listen +19, Spot +19
Languages Abyssal, Common, Undercommon, Celestial;
telepathy 100 ft.
AC 23, touch 17, flat-footed 16
Immune acid, gas, poison, critical hits, electricity, flanking,
sleep, paralysis, stunning, polymorph
Resist cold 10, fire 10; SR 23
Fort +10, Ref +14, Will +10
Speed 40 ft. (8 squares)
Melee 4 slams +19 each (1d8+3 plus acid)
Base Atk +11; Grp +14
Atk Options Combat Reflexes, Power Attack; aligned strike
(chaotic, evil), cloudkill form
Special Actions summon tanarri
Spell-Like Abilities (CL 11th):
At willcontagion (+14 melee touch, DC 21), desecrate,
detect magic, dispel magic, enervation (+18 ranged touch),
hold monster (DC 22), magic circle against good, stinking
cloud (DC 20), greater teleport (self plus max load of
objects only), wall of ice (DC 21)
3/daycone of cold (DC 22), unholy blight (DC 21)
Abilities Str 16, Dex 25, Con 16, Int 14, Wis 17, Cha 15
SQ amorphous
Feats Alertness, Combat Reflexes, Power AttackB, Weapon
Finesse, Weapon Focus (slam)
TACTICS
Inkheart spends 1 round enhancing the darkness of the
room while Sable attacks with her claws and pounce attack
in the first round. Both order the alkilith to stay out of this,
fearing quite rightly that unleashing Cloacas acid slams will
destroy the building around them. In the second round,
Inkheart pounces and both fight with the benefit of the
enhanced darkness. If either demon is reduced to fewer than
20 hit points, they flee and tell the alkilith to kill anything
following them.
If either shadow demon is killed, the other one unleashes
the alkilith with a scream of rage and despair: You will all
die in burning acid! Your bodies will turn to jelly and rot!
The second shadow demon continues to fight at the alkiliths
side and does not stop until the PCs are dead or have fled.
It does not pursue fleeing PCs but stays by the body of its
partner.
ENCOUNTER E3
CONCLUSION
If the shadow demons are defeated, bribed, or bluffed, the
party can enter the private sections of the inn and speak
with ambassador Dawnat Sanp (see page 97).
If the characters dont get past the shadow demons, they
must find another way to speak with the ambassador. Every
hour the PCs spend wandering the city is another hour that
they can get into deep trouble with the demons of Zelatar.
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ENCOUNTER E4
SUCCUBUS COURTESANS
Roleplaying Encounter Level 11
Use this encounter with the area description on page 97.
SETUP
When the PCs approach the Sign of the Black Heart from
the air or by climbing, two succubus courtesans spot them.
In exchange for gold, magic, or favors, the courtesans service the demons, night hags, and others who visit the inn.
The succubi call out to the party rather than attacking;
read the text below.
Illus. by M. Coimbra
TACTICS
The succubus courtesans are not warriors and flee combat
whenever they can. If forced to fight, they attack with their
claws, but they prefer to turn foes against one another.
Succubi use their polymorph ability to assume humanoid
guise, and can maintain this deception indefinitely. Their
preferred tactic when dealing with the PCs is to feign
friendship and create an opportunity to be alone with
one of them, whereupon the succubus applies her lifedraining kiss. Succubi are not above taking on the role
of a damsel in distress, assaulted and abandoned by a vile
demon within the inn.
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CR 9
MM 47
hp 33 each (6 HD); DR 10/cold iron or good
Succubus demons
CE Medium outsider (tanarri, extraplanar, chaotic, evil)
Init +1; Senses darkvision 60 ft., low-light vision, tongues;
Listen +19, Spot +19
Languages Abyssal, Celestial, Draconic; tongues, telepathy
100 ft.
AC 20, touch 11, flat-footed 19; Dodge, Mobility
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 18
Fort +6, Ref +6, Will +7
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee 2 claws +7 each (1d6+1)
Base Atk +6; Grp +7
Special Actions change shape, energy drain, summon tanarri
Combat Gear dagger of poison (3 charges)
Spell-Like Abilities (CL 12th):
At willcharm monster (DC 22), detect good, detect
thoughts (DC 20), ethereal jaunt (self plus 50 pounds
of objects only), suggestion (DC 21), greater teleport
(self plus 50 pounds of objects only)
Abilities Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Feats Dodge, Mobility, Persuasive
Skills Bluff +19, Concentration +10, Diplomacy +12,
Disguise +17 (+19 acting), Escape Artist +10, Hide +10,
Intimidate +19, Knowledge (any one) +12, Listen +19,
Move Silently +10, Search +12, Spot +19, Survival +2 (+4
following tracks), Use Rope +1 (+3 with bindings)
Possessions combat gear plus 4 platinum rings (Search
DC 19) worth 300 gp each
Tongues (Su) A succubus has a permanent tongues ability
(as the spell, caster level 12th). Succubi usually use verbal
communication with mortals.
Energy Drain (Su) A succubus drains energy from a mortal it
lures into an act of passion, or simply by planting a kiss
on the victim. If the target is not willing to be kissed, the
succubus must start a grapple, which provokes an attack
of opportunity. The succubuss kiss or embrace bestows
one negative level. The kiss also has the effect of a
suggestion spell, asking the victim to accept another kiss
from the succubus. The victim must succeed on a DC 21
Will save to negate the effect of the suggestion. The DC is
21 for the Fortitude save to remove a negative level.
Change Shape (Su) A succubus can assume the form of any
Small or Medium humanoid.
Summon Tanarri (Sp) Once per day, a succubus can attempt
to summon 1 vrock with a 30% chance of success. This
ability is the equivalent of a 3rd-level spell.
ENCOUNTER E4
CONCLUSION
If the succubi are defeated, bribed, or bluffed, the party can
pass through the rooftop doors into the private sections
of the inn and speak with ambassador Dawnat Sanp (see
page 97).
If the party sets off the alarms and wardings, the shadow
demons and the two vrock guards overhead respond to this
attack on the guest rooms, attempting to capture and question one or more party members. If they succeed and learn
that the party was here to speak to the ambassador, captured
PCs are in huge trouble: see the Palace Dungeons sidebar on
page 86.
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ENCOUNTER E5
THE CHASE
SETUP
The read-aloud text below assumes that the lamias threat
and the gathering crowd induce the PCs to flee.
As the party flees the city, read:
Lamia Noble
CR 11
The PCs need to cross 500 feet to get to the city wall, or
they can attempt to lose the pursuit by killing enough
demons to make the rest wait until the armanite cavalry,
alkilith heavy hitters, or bulezau foot troops arrive. Once
the characters are out of the city, trackers pursue them (see
Conclusion). Anyone running or flying needs to succeed in
outpacing the pursuers (the lamias have a speed of 60 feet).
A typical party at running speed with a heavily armored
member (20-foot movement) requires 13 rounds of double
moves or 7 rounds of full-speed running to reach the wall.
Attackers can make an attack and fall back over time; to
avoid working out every detail of the attacks and chases,
assume that a party is attacked twice per round of movement required. For example, a party double moving with
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CR 6
TACTICS
The lamia noble does not sully her hands with mere melee
combat; thats what her followers are for. Instead, she uses
her spells, especially touch of fatigue, magic missile, mirror
image, and lightning bolt (if the party is on foot) or fly (if the
characters are flying out or riding the nightmares from the
Sign of the Black Heart). When a party member is cut out
of the herd, knocked down, or otherwise falls behind, the
lamia noble takes over for the lamia mob; she attacks with
her grapple to constrict and finish off the foe while the rest
of the lamias continue the pursuit.
The lamias attack on the run, moving to cut the party off
and setting themselves up to take attacks of opportunity
against characters running by them. Half of the lamias protect themselves with mirror image before going into melee;
the other half dont. They take advantage of spring attacks to
give themselves attacks while denying them to the party.
If the party is on foot, the lamias try to use major image to
create the image of a dead-end street, trapping the party in
a cul-de-sac. PCs who save against this image notice that the
wall wasnt there a moment ago, or that demons are walking
right through it.
CONCLUSION
If the escape from the city is successful, the party can make
a DC 20 Listen check to hear the demons give up the pursuit
and talk among themselves. If the PCs do overhear this, they
hear a vrock and a lamia argue over whether the army or
the trackers will pursue themboth think that the hunt
will be profitable for someone.
Unless the characters seek to return to the city, their next
encounter is with the charnel hound and Abyssal giants (see
pages 110 and 112).
If the PCs kill all the lamias or vrocks chasing them, they
can walk the rest of the way out of the city, covered in blood.
Zelatar has seen stranger sights, and demons respect murder
in broad daylight. However, the characters are no longer
welcome in the city and must leave. If they refuse, they are
arrested and taken to the Argent Palace.
Illus. by E. Deschamps
ENCOUNTER E5
6 Lamias
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ENCOUNTER E6
SETUP
Use this encounter after the PCs escape Zelatar.
One night after the PCs leave the city, read:
TACTICS
Charnel Hound
CR 13
MM3 26
hp 220 (21 HD); DR 10/silver and magic
CE Huge undead
Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Abyssal, Giant
Aura frightful presence (60 ft., DC 24)
AC 26, touch 10, flat-footed 24
Immune undead immunities (MM 317)
SR 23
Weakness aversion to daylight
Fort +7, Ref +9, Will +12
Speed 40 ft. (6 squares)
Melee bite +22/+17 (2d8+14) and
2 claws +17 each (2d6+7)
Space 15 ft.; Reach 10 ft.
Base Atk +10; Grp +32
Atk Options Power Attack, body integration, magic strike,
rend 4d6+21
Abilities Str 38, Dex 14, Con , Int , Wis 11, Cha 18
SQ aversion to daylight, undead traits (MM 317)
Feats Power AttackB
Skills Jump +18, Listen +0, Spot +0
Frightful Presence (Su) A charnel hound can inspire terror
by charging or attacking. Affected creatures must
succeed on a DC 24 Will save or become shaken as
long as they remain within 60 feet of the charnel hound.
Aversion to Daylight (Ex) If exposed to natural daylight (not
merely a daylight spell), a charnel hound takes a 4
penalty on attack rolls, saving throws, and skill checks.
Magic Strike A charnel hounds natural weapons are
treated as magic for the purpose of overcoming
damage reduction.
Body Integration (Su) Whenever a charnel hound reduces a
living humanoid foe of Large size or smaller to negative
hit points, the foe must immediately attempt a DC 24
Fortitude saving throw. On a failed save, the victims
body is instantly absorbed into the form of the charnel
hound, healing the charnel hound of points of damage
equal to 3 the Hit Dice of the victim. This effect kills
the victim, and makes it difficult for his companions to
recover his body or equipment unless the charnel
hound is defeated.
Rend (Ex) A charnel hound that hits with both claw attacks
latches onto the opponents body and tears its flesh.
This deals an extra 4d6+21 points of damage.
CONCLUSION
If the charnel hound is turned or defeated, the night hag
Condorra hobbles toward the party from out of the mist
just downriver.
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SETUP
The PCs meet a planar traveler who can help them leave
Azzagrata night hag (N on the map) who lurks by the
banks of the River Styx.
TACTICS
While most night hags attack good creatures on sight,
Condorra tries to make a bargain for souls first. If the party
would rather fight, she rips through armor and flesh with her
deadly teeth. She loves to use sleep and then strangle those
who are overcome by it.
Condorra
CR 9
MM 193
hp 69 (8 HD); DR 10/cold iron and magic
Night hag
NE Medium outsider (evil, extraplanar)
Init +1; Senses Listen +15, Spot +15
Languages Abyssal, Celestial, Common, Infernal
AC 22, touch 11, flat-footed 21
Immune fire, cold, charm, sleep, fear
SR 25
Fort +12, Ref +9, Will +10
Speed 20 ft. (4 squares)
Melee bite +12 (2d6+6 plus disease)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +12
Atk Options Combat Casting, Mounted Combat; aligned
strike (evil), magic strike
Special Actions dream haunting
Spell-Like Abilities (CL 8th):
At willdetect chaos, detect evil, detect good, detect law,
detect magic, magic missile, ray of enfeeblement (+9
ranged touch), sleep (DC 12)
A night hag can use etherealness at will (caster level 16th)
as long as it possesses its heartstone (see below).
Abilities Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Feats Alertness, Combat Casting, Mounted Combat
Skills Bluff +12, Concentration +15, Diplomacy +5,
Disguise +1 (+3 acting), Intimidate +14, Listen +15,
Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
Possessions heartstone
Disease (Ex) Demon feverbite, Fortitude DC 18, incubation
period 1 day, damage 1d6 Con. Each day after the first, on
a failed save, an afflicted creature must immediately
succeed on another DC 18 Fortitude save or take 1 point
of Constitution drain. The save DC is Constitution based.
Dream Haunting (Su) See Monster Manual.
Aligned Strike Condorras bite is treated as evil-aligned for
the purpose of overcoming damage reduction.
Magic Strike Condorras bite is treated as a magic weapon for
the purpose of overcoming damage reduction.
Heartstone: See Monster Manual.
95568720_Ch05_Enc.indd 111
You see an old woman with stringy hair and dark skin
at the edge of the river, hobbling out of gray scraggly
brush and coming toward you. When you are within
speaking distance, she says in a harsh voice, You know,
I saw you and that charnel hound. The hounds
masters are two giants, and theyre close on your trail.
Theyll eat your guts and put your head on a pike.
She pauses a moment. But it doesnt have to be
that way. I can summon a ferry from the Styx. All it
will cost you is one soul, your own or someone elses.
The blue-skinned hag turns to face you fully and she
grins, her smile full of pointed teeth. Not so much to
pay to get out of the Abyss, is it?
ENCOUNTER E7
CONCLUSION
If the PCs agree to the night hags demand, they must provide
a soul. A clever group will offer one of the giants souls rather
than one of their own: The hag agrees and shuffles back into
the briars and bracken.
If the party defeats a giant, Condorra appears next to him
and thrusts her clawed hand into his eye, yanking out a fat,
wriggling larvae the size of a small dog. Oh, thats a fine
damned soul, she cackles.
Pleased with her prize, she summons a ferry to take the
characters up the Styx and eventually to the small Salt Fountain in the Lower Ward of Sigil.
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ENCOUNTER E8
SETUP
After the party speaks with the night hag, the Abyssal
giants arrive, following the sound of their charnel hound
and the partys tracks. They arrive 2 rounds after the party
ends its discussion or combat with the night hag if the PCs
did not silence or defeat the hound, and arrive in 6 rounds
if they did defeat the hound. If the hound was defeated, the
giants wait until nightfall to attack if possible.
After the party defeats or bargains with the night
hag, read:
TACTICS
The giants follow the hounds noise toward the party, they
stand for a moment to decide whether to attack right away
or prepare their ground first.
If the party has not silenced or killed the hound, the
giants create two chaos-shaped pits in front of themselves
and then begin hurling rocks.
If the party silences the hound or kills it before the
giants arrive, the giants still find the party but are more
cautious. They wait until nightfall to attack, then use their
chaos shape ability to dig two trenches ahead of the PCs,
trapping them unless they climb down or jump over. They
put a third trench directly in front of themselves and then
hurl rocks into the partys camp from about 290 feet out
(just at the edge of their range increment).
If they are receiving heavy return missile fire, the giants
jump down into the trench and gain total cover from the
trench. They can still hurl rocks normally.
CONCLUSION
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CR 10
stone or two coins from a burial into the waters of the river.
If they party does so, a marraenoloth yugoloth (MM2 202)
arrives after 1d610 minutes and demands a larva or soul
for party passage or a minimum of 100 gp per passenger.
A DC 30 Knowledge (the planes) check reveals that while
100 gp will buy passage, 400 gp ensures that the marraenoloth will not deliver the party into a fiendish ambush
(15% chance, reduced by 5% for every 100 gp over the initial
price).
2/13/07 10:04:27 AM
Illus. by D. Bircham
At all times, a soul-sucking fog lurks just outside the tunnels of the Demonweb Pits. Attempts to open a wall to go
outside the passageways here are just as easy as they are
in the upper Demonweb (web hardness 10, hit points
20 per 5-foot section, and immune to fire, cold, and
electricity).
However, opening a wall here releases a cloud of the
deadly fog. The PC who opened the passageway wall
must make a DC 22 Fortitude save each round or be
immediately lost to the depths of the Demonweb Pits,
his soul forever forfeit to Lolths power. Creatures
within 20 feet of the opening must make a DC 20 Fortitude save or gain one negative level from the gas.
These passageways are self-sealing. Fog pours in
for 1 round. In the following round, a mesh of web
strands holds back the vapor; 2 rounds later, the mesh
is solid enough that it is no longer gas-permeable,
and in the round that follows, it looks like there was
never an incision at all.
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THE DEMON
COUNCIL
CHAPTER 6
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Dont wait until the pact is read aloud. The Dark Speech in
Lolths voice will probably kill listeners who are not extraplanar outsiders or demons.
A challenge here is between individuals or allied groups; it is
possible to challenge just one demon lords aspect or ambassador at a time without the others becoming involved.
Obviously, dont display holy symbols or weapons meant to
kill demons.
The tiefling doesnt care whether the Pact among Lolth and
the demon lords succeeds or fails; hes here to report on the
meeting for scholars in Sigil. He suspects, in fact, that some of
those scholars are tainted with lawfulness, but hes being paid
too well to care. (Unbeknownst to the tiefling, his employers are
the warden archons from the Tower of the Prophet.)
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CHAPTER 6
THE DEMON
COUNCIL
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Speech to open it. The kastighur (if the party didnt kill it)
stands by, ready to attack anyone who doesnt know the password. If the kastighur was killed, a retriever (MM 46) stands
as a guard in its stead.
The party can also unlock the Black Gate with the Platinum
Key from the Fane of Eclavdra.
THE DEMON
COUNCIL
CHAPTER 6
You hear two voices, one speaking with a grating echo, the other
using the silky tones of a male drow. They seem to be arguing, but
not shouting. Then the voices fall silent.
The double door itself is lacquered metal, painted with
white abstract designs. It has hardness 10 and 20 hit points;
its superior, physically warded locks can be opened with a
DC 28 Open Lock check.
The carnevus demons and drow knights come to reinforce
the warlocks if they are summoned, but do not otherwise
leave this room. If the PCs open the door and are not
openly holding a Council pass or the Platinum Key, they are
attacked.
If the party opens the door without credentials, go
to encounter F3: The Carnevus and the Drow on page
134.
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If the party enters this section of hallway, go to encounter F6: Sleeping Beasts on page 138.
CHAPTER 6
of white, which you quickly realize are bones: thousands of wellstripped bones.
THE DEMON
COUNCIL
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alternative escape route for the PCs after they start a fight in
the Grand Council Chamber. It is not the best escape route
from the Demonweb, but it beats being caught by a horde of
demons and drow.
Thanatos
THE DEMON
COUNCIL
CHAPTER 6
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CHAPTER 6
Everlost
ahead. The tower glows from within, pale blue, purple, and white,
and you see that it extends both above and below the passageway
you stand in.
A flash of light within the crystals lights up the entire tower like
a beacon for an instant, then the light pulses, fades, and vanishes.
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THE DEMON
COUNCIL
CHAPTER 6
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CHAPTER 6
THE DEMON
COUNCIL
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Illus. by J. Zhang
THE DEMON
COUNCIL
CHAPTER 6
You see an enormous council hall before you, more than 100 feet
across, at least 50 feet high at the center of the domed ceiling, and
roughly oval in shape. Stairs halfway across the chamber on the
right side lead up to a second-floor mezzanine.
Standing throughout the chamber is a wide assortment of demons
and their allies. In front of you are a richly plumed vrock talking to
two drow guards, a powerfully muscled many-eyed demon, a huge
frost giant, three enormous black-furred minotaursand several
taller creatures that must be demon princes or their aspects. One
is a two-headed reptilian with a halo of fire, standing on a raised
platform and speaking to a small crowd, including several gnollheaded humanoids and a creature that resembles a three-tailed
scorpion.
A mezzanine level overlooks all this; the pillars holding it up are
a glistening, iridescent white. A black marble throne at least 15 feet
wide stands on the mezzanine. Two female drow stand before the
throne on the mezzanine, watching creatures walking up and down
the stairs. You see succubi on the upper level, as well as a woman who
seems permanently hidden by a veil of white shimmering light.
A screech comes from the main level, and then a flurry of wings
that is over in a moment. The richly plumed vrock stands over two
dead male drow. Two other vrocks stand by him, gloating.
The vrock ambassador just killed two drow guards who
offended him and is crowing over the remains. It picks at the
bodies with its beak, stabbing out eyes and swallowing them
whole, then looks around, challenging any of those present
to make a fuss. The other drow dont bother to protest; the
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CHAPTER 6
THE DEMON
COUNCIL
for your foes allies from the same layer of the Abyss or
same home plane.
The Missing Lords: Orcus, Kostchtchie, and Pazuzu sent
powerful ambassadors instead of coming themselves.
Others, such as Zuggtmoy and Juiblex, are not represented
at all.
The Ambassadors: The ambassadors are Dawnat Sanp
(on behalf of Orcus, now supplanted by the PCs), the frost
giant chieftain Kulli (K) (Kostchtchies delegate), and Lummegier (L), an enormous vrock of maximum size with
wings that shimmer a deep purple and a beak trimmed
with gold (representing Pazuzu), accompanied by two
vrocks (V).
Prince of Vermin: The primordial obyrith demon Oboxob (O) is here, with the oculus demon Unsharje (U)
nearby.
Lord of Bulls: An aspect of Baphomet (B) is here with
three all-black minotaurs (M). He stands glaring at the
aspect of Yeenoghu.
Lord of Gnolls: The aspect of Yeenoghu (Y) is accompanied by a small army of four howling dire hyenas (H), his
half-fiend consort Rekla (R), and the nervous-looking gnoll
warlock Kheldiri (W).
Queens of Night and Beauty: Malcanthet (G), the Queen
of the Succubi, is here, and she is in close company with
Pale Night (P), the ancient obyrith Mother of Demons.
Prince of Demons: The aspect of Demogorgon (D)
preaches support for Lolths pact from the central
podium.
Lord of Tyrants: Grazzt has yet to arrive in person
(though most believe he is already here in disguise). No
pqqqqqqqqqqqqqqqqqqqqrs
beneath her notice; her ambitions are firmly fixed on the worlds
of the Material Plane. The other demon lords fear and envy her
power but know that scheming against Lolthparticularly in
her own Demonwebmeans death.
Malcanthet: Not present, but Grazzt exploits her alliances
while in her form: The Queen of Succubi maintains allegiances
with Pazuzu and Demogorgon (though Grazzt will not go to
their aid if they are attacked), and nurses her grudges with
Yeenoghu and Grazzt (though her usual slander against him
is much reduced).
Obox-ob: Hates all tanarri for usurping obyrith rule in the
Abyss, and especially Demogorgon for stealing his title as
Prince of Demons. The oculus demon Unsharje feels the
same.
Orcus: Universally detested by all other demon lords, especially his primary enemies Demogorgon and Grazzt.
Pale Night: All respect and fear the ancient obyrith Mother of
Demons, even if none can claim her as an ally. To their relief,
none of them seem to have drawn her enmity, either.
Pazuzu: Known for his unique neutrality. No particular enemies (although Grazzt doesnt like him).
Yeenoghu: Malcanthet and Baphomet have earned his unyielding wrath.
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THE DEMON
COUNCIL
CHAPTER 6
ASPECT OF BAPHOMET
This aspect does not speak to the characters; he considers
mortals beneath him, and he is enraged if they appear to support Yeenoghu. If approached, he ignores them or tells his
black-furred minotaurs to keep the party at bay. If attacked,
Baphomet has a mass maze spell readied to use either on
attackers or on himself and his followers.
If the party fights and defeats the aspect of Yeenoghu, the
aspect of Baphomet seeks out the PC who struck the killing
blow to congratulate him and offer a boon. Read:
The three black, sleek-furred minotaurs walk up to you in a solid wall,
then step aside to reveal the shape behind them: the Lord of Minotaurs, a hulking, manlike brute 15 feet tall. His muscular frame is
covered in thick, matted black hair. His head is that of a fiendish bull,
and his great horns are stained in the lifeblood of countless victims.
Cloven hooves and a bovine tail complete his bestial appearance.
The Prince of Beasts laughs with a deep chuckle that sounds a bit
like the grunting of slaughtered oxen. Thank you, says the demon
lord. You have slain my rivals aspect, and now this pact is free of
his scheming. Ask me anything, and I will gladly answer you. He
nods his head to you; his followers gasp to see it.
Anything, truly, says the demon lord. You have done me a
favor. But quickly. I have schemes of my own to attend to.
The aspect is as good as his word and happily explains the benefits of the Pact to the demonic world: Death to the archons
and celestials, death to internal traitors, unity for the layers of
the Abyss, greater power to the cabal of demon lords present
here. Give the PCs any information from the list of bulleted
points above that they do not yet have.
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Behind the frothing hyenas stand their master and mistress. The
aspect of Yeenoghu, a massive, gaunt gnoll 12 feet in height, stands
with a triple-headed flail in his mighty hands. Yellow fur appears in
mangy patches on his body, with pale gray flesh showing where the
fur is absent. His amber-colored eyes are large and protruding.
Slightly behind him stands a female gnoll with curved horns and
gray fur that ripples in waves; she carries a bow and holds the leashes
of four chained hyenas. They have the usual sloped shoulders leading down their spotted flanks to stubby tailsbut they are clearly
not ordinary hyenas. First, they are as big as ponies. Second, their
eyes burn with a yellow gleam, and their teeth are black as obsidian. They yip and yelpand one slips its leash and lunges with its
crushing fangs.
Unless the party immediately apologizes or smooths
things over (Diplomacy DC 20), go to encounter F17:
Aspect of Yeenoghu on page 158.
pqqqqqqqqqrs
pqqqqqqqqqrs
CHAPTER 6
The drow reads the pass on its golden parchment, looks at you, and
looks at the parchment again. Priestess Treason, he calls to one of
the female drow in front of the throne. Please bring the Envoys
Fury to escort these ambassadors to the Audience Chamber.
THE DEMON
COUNCIL
opposed by the commanders Sense Motive check (+1 modifier). If this check succeeds, refer to Papers in Order, below.
If it fails, read:
Papers in Order
If the pass is in order, the party is waved through. Read.
The drow commander examines the invitation carefully, staring
at it, looking at you, then staring at it again. The Envoy of Lolth
is beyond the far doors, ambassadors of Orcus. He looks at you
again. Be ready when the porter calls you. The Envoy does not
enjoy waiting.
He hands you the pass and waves you up the stairs.
Eccozt keeps an eye on these strange representatives, but in
the Abyss, hes seen much weirder sights than mortal ambassadors of Orcus.
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THE DEMON
COUNCIL
CHAPTER 6
You notice that the beautiful demon Lady of the Succubi is now
leaning over the balcony. She addresses the Council. Listen to me,
O Aspects of Our Greatness!
But somethings wrong; its not the Lady of the Succubi after all.
Her voice and her shape suddenly change; the figure in front of you
is male, not female, a black-skinned demon with fine features, rich
black robes, and six-fingered hands. He continues speaking, his voice
echoing through the council hall. These mortals are servants of Orcus,
brought here among us to turn us against one another. Lolth says we
must not fight each otherbut surely that does not mean we cannot
destroy a few worthless mortals. A murmur goes up around you.
A few of the demon lords hesitate, perhaps considering whether
it is worse to annoy Lolth or to annoy Grazzt, the Dark Prince. For
a moment it seems like the whole room is against you, and then
another voice answers him with a sneer.
If these mortals are as worthless as you say, surely you can deal
with them yourself. Demogorgon looks as pleased as a demon lord
possibly can . . . an immensely disturbing expression.
Grazzt cannot back down now. Even if Eccozt has not confronted the PCs yet, he moves aside to allow them up the
stairs for this battle.
Go to encounter F18: Aspect of Grazzt on page 160.
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Above the Envoy and to your left, at least 40 or 50 feet in the air, is
a large, glossy black spider, almost invisible against the chambers
lacquered black walls. Its gray torso and white-haired drow head
mirror the Envoys cruel beauty. Even from this distance, you see
its eyes are red, and its abdomen is marked with a red hourglass
shape.
If the party denies loyalty to the drow cause or denies allying mortal souls to the Pact, Lolths demeanor changes in an
instant to raw hatred and rage.
Go to encounter F21: The Audience Chamber on page
166.
CHAPTER 6
If the PCs try to talk with the Envoy, they wont get far. She
asks who sent them and why they are here. If their answers
are not fawning and friendly, the Envoy is immediately
suspicious and surveys their alignment. If she finds any
good-aligned characters, she attacks. If she cannot detect
their alignment, she addresses them in the Dark Speech,
just to see what they are made of.
The Hammer of Lolth aspect is hidden in the ceiling here,
black on black. If any character looks away from the demon
and the Envoy to the ceiling and beats the Hammers Hide
check (+21 modifier) with an opposed Spot check, read:
THE DEMON
COUNCIL
The doors shut by themselves behind you, and the darkness of the
Audience Chamber slowly lifts, like someone raising a curtain. The
room before you is a sphere about 120 feet in diameter; except for a
platform near the door, the rooms floor is the now-familiar web of
spider strands instead of a solid floor. The interior walls are a glossy
black, and you see small spiders darting across the dark surface. At
the center of the sphere, 60 feet in front of you, suspended by strands
of silk and gazing down on you as if you were tiny insects, is the
Envoy aspect of Lolth, the demon goddess. She is in the form of a
10-foot-tall drow dressed all in white.
From across the webbing, you hear the chittering of Lolths mandibles or carapace, chitin rubbing against chitin in anticipation.
Come closer, ambassadors, says the voice of ten thousand spiders.
Hear the words of Lolths aspect, and be amazed.
Do you step out onto the web?
Banishment
If Lolth completes the spoken Pact (taking 6 rounds to do so),
she and the demon lords here are bound by it. In addition, the
conclusion of the Pact acts like a banishment spell against all
creatures not native to the Abyss. Characters can immediately
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THE DEMON
COUNCIL
CHAPTER 6
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If the PCs leave by one of the portals other than the Celestial
Cyst to Mount Celestia and fail to use a seal portal spell behind
them, they are pursued through the portal. To maximize the
shock value of the pursuit through the portal, pretend that
the chase is over. Let the PCs heal for a round or two and talk
about their escape, then read.
The portal behind you sizzles and opens, and you smell the sour
reek of the Demonweb. Menacing shapes step through the portal:
the two-headed aspect of Demogorgon, three of the gigantic harpoon
spiders, and one of the four-armed carnevus demons, its two mouths
already speaking spells.
If the party is too weakened to handle the resulting combat,
the town watch or other local guardians step in to finish the
fight and hail the PCs. Unless the party can kill it themselves,
the aspect of Demogorgon retreats and escapes back through
the portal, vowing death to all who took part in the expedition into the Demonweb Pits.
If the DM is feeling especially kind, the PCs are met by
Humbart and Edelbart, the warden archons of the Temple of
the Prophet, when they pass through the portal or after they
defeat the first wave of demonic pursuit. A temple prophecy
from the Celestial Eye told Humbart where to be and why, and
the warden archons immediately seal the portal behind the
party to protect Sigil (or wherever else the party winds up).
CHAPTER 6
THE DEMON
COUNCIL
As the PCs leave, they might have to fight or sneak their way
past guards they avoided on the way in, perhaps by waving
an ambassadors pass, perhaps by magic or stealth. In the best
case, these should not be full combats but one- or two-round
skirmishes followed by the arrival of the aspects and their
retinues from the Grand Council Chamber.
Ask any player whose character wants to fight the demon
lords single-handedly to confirm thats what he or she wants
to do. Then squash the character mercilessly and congratulate
the player on sacrificing his character to buy time for the rest
of the party to flee.
Characters who make it to the Black Gate encounter the
yochlol sorceress Urialle (page 144) and eight drow patrol
members (page 55). If the party has already defeated Urialle,
substitute a normal yochlol.
Characters who make it back to the first entry portal
encounter drow commander Eccozt (page 60), a whip priestess
(page 60), four drow patrol members (page 55), and two phase
spiders (page 69). If the party has already defeated Eccozt or all
the whip priestesses, no additional drow are encountered.
FUTURE ADVENTURES
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ENCOUNTER F1
TACTICS
SETUP
The bone naga seeks to help the PCsor destroy them.
In the latter case, use this encounter in a standard 20-footwide tunnel of the upper Demonweb.
Before the bone naga ambassador attacks, read:
Dawnat Sanp
CR 11
MM2 35
hp 80 (15 HD); DR 5/slashing or bludgeoning
Bone naga
CE Large undead
Init +5; Senses darkvision 60 ft.; Listen +20, Spot +20
Languages Abyssal, Common, Dark Speech, Infernal,
telepathy 250 ft.
AC 17, touch 11, flat-footed 16; Dodge
Immune cold, mind-reading, undead immunities (MM 317)
Fort +5, Ref +8, Will +11
SR 23
Speed 40 ft. (8 squares)
Melee sting +9 (2d4+3 plus poison) and
bite +4 (1d4+1 plus poison)
Space 10 ft.; Reach 10 ft.
Base Atk +7; Grp +13
Atk Options Maximize Spell; poison (sting: Fort DC 17, 1d4
Con drain/1d4 Con; bite: Fort DC 17, 1d4 Str/1d4 Str)
Combat Gear ring of protection +1, brooch of shielding (40
points of absorption remaining)
Sorcerer Spells Known (CL 14th):
7th (3/day)prismatic spray (DC 22)
6th (5/day)greater dispel magic, chain lightning
(DC 21)
5th (6/day)dominate person (DC 18), cone of cold
(DC 20), teleport
4th (6/day)enervation (+8 ranged touch), ice storm,
shout (DC 19), stoneskin
3rd (7/day)dispel magic, lightning bolt (DC 16),
nondetection, vampiric touch
2nd (7/day)darkness, ghoul touch (+10 melee touch,
DC 15), mirror image, scorching ray (+8 ranged
touch), spider climb
1st (7/day)charm person (DC 14), chill touch (+10
melee touch, DC 14), magic missile, protection from
good, shocking grasp (+10 melee touch)
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CR 3
llus. by E. Cox
MM 267
hp 55 each (8 HD); DR 5/slashing
NE Large undead
Init 2; Senses darkvision 60 ft.; Listen +0, Spot +0
AC 15, touch 7, flat-footed 15
Immune undead immunities (MM 317)
Fort +2, Ref +0, Will +6
Speed 40 ft. (8 squares; cant run)
Melee greatclub +9 (2d8+9) or
Melee slam +9 (1d8+9)
Ranged javelin +1 ranged (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +14
Abilities Str 23, Dex 6, Con , Int , Wis 10, Cha 1
SQ single actions only, undead traits
Feats Toughness
Skills
Single Actions Only (Ex) Zombies have poor reflexes and
can perform only a single move action or attack action
each round. A zombie can move up to its speed and
attack in the same round, but only if it attempts a
charge.
Undead Traits (Ex) An ogre zombie is immune to mindaffecting spells and abilities, poison, sleep, paralysis,
stunning, disease, death effects, necromantic effects,
and any effect that requires a Fortitude save unless it
also works on objects. It is not subject to extra damage
from critical hits, nonlethal damage, ability damage,
ability drain, energy drain, or death from massive
damage.
CONCLUSION
ENCOUNTER F1
2 Ogre Zombies
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ENCOUNTER F2
ARLOCKS
EYOND THE
Encounter Level 10
Use this encounter with the area description on page 116.
SETUP
The party can get here through various means: speaking
the password in the Dark Speech, using the Platinum
Key, or even stealthily piggybacking on the arrival of a
demon lord.
Read the text below if the PCs have not spoken the Dark
Speech or shown a pass. They are attacked by the drow
warlocks here.
As the PCs are confronted by the warlocks, read:
TACTICS
The warlocks are both protected by entropic warding to
begin with, and as soon as it is clear that the party shouldnt
Ruthenoc
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CR 8
95568720_Ch06_Enc.indd 132
ATE
CONCLUSION
If the warlocks are killed or incapacitated, the PCs can
enter the Demonweb Pits proper. They can take either the
right or left path. Visitors here for the Council have been
told to follow the left spiral downward until they reach the
spider golem door and must show their pass again to enter
the Grand Council Chamber (encounter F10). Refer to The
Demonweb Pits map on page 117 for additional locations
in the Demonweb.
Abilities Str 13, Dex 13, Con 10, Int 14, Wis 10, Cha 14
Feats Dark Speech, Point Blank Shot, Quicken Spell-Like
Ability (eldritch blast), Weapon Focus (rapier)
Skills Hide +1, Concentration +10, Knowledge (arcana) +10,
Listen +2, Search +5, Spot +8, Spellcraft +8, Use Magic
Device +10
Possessions combat gear plus rapier, hand crossbow with
20 bolts, armband of jet (400 gp), ornamental silver
dagger (200 gp)
Light Blindness (Ex) Abrupt exposure to bright light (such
as sunlight or a daylight spell) blinds drow for 1 round.
In addition, they take a 1 circumstance penalty on
attack rolls, saves, and checks while operating in bright
light.
Eldritch Blast (Sp) Standard action; range 60 feet; twice
per round; +8 ranged touch; 4d6 damage. Complete
Arcane 7.
Baleful Utterance (Sp) When a warlock speaks a single
syllable of the Dark Speech, he affects an object or area
as if by a shatter spell. If a creature is holding or wearing
the target of the spell and the target is destroyed, the
creature must make a DC 14 Fortitude save or be dazed
for 1 round and deafened for 1 minute. This is a sonic
effect.
Entropic Warding (Sp) When this invocation is activated,
chaotic energies swirl around the warlock, deflecting
incoming arrows, rays, and other ranged attacks
(as entropic shield). The warlock leaves no trail
(as pass without trace) and cannot be tracked by scent.
Walk Unseen (Sp) Use invisibility (self only) as the spell.
2/13/07 10:14:05 AM
ENCOUNTER F2
Sazzt
CR 9
Illus. by H. Lyon
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ENCOUNTER F3
T C
HE
Encounter Level 13
SETUP
If the characters dont overhear the conversation within
or decide to open the door anyway, they walk straight
into the guard barracks where demon and drow reserves
are off duty.
If the PCs open the door to this room, read:
134
CR 9
95568720_Ch06_Enc.indd 134
ROW
TACTICS
2/13/07 10:14:22 AM
CR 9
hp 78 each (8 HD)
Male and female drow knight* 8
* PH2 24
LE Medium humanoid
Init 3; Senses darkvision 120 ft.; Listen +3, Spot +6
Languages Abyssal, Common, Elven, Drow Sign Language,
Undercommon
AC 24, touch 17, flat-footed 21
Immune sleep
SR 19
Weakness light blindness
Fort +6, Ref +5, Will +6 (+8 against spells and spell-like
abilities); +2 against enchantments
Speed 30 ft. (6 squares)
Melee mwk longsword +13/+8 (1d8+6/1920 plus poison
plus shocking grasp)
Ranged +11 hand crossbow (1d4/1920 plus poison)
Base Atk +8; Grp +12
Combat Gear drow poison, ring of shocking grasp (6 charges)
Spell-Like Abilities (CL 8th):
1/daydancing lights, darkness, faerie fire
Atk Options Mounted Combat, Point Blank Shot, Power
Attack; poison (Fort DC 13, unconscious 1 minute/
unconscious 2d4 hours)
Special Actions fighting challenge +2, test of mettle, shield
block
Abilities Str 18, Dex 17, Con 14, Int 12, Wis 10, Cha 16
Feats Great FortitudeB, Mounted CombatB, Point Blank Shot,
Power Attack, Weapon Focus (longsword), Weapon
Specialization (longsword)
Skills Handle Animal +9, Intimidate +9, Jump +10,
Knowledge (nobility and royalty) +5, Listen +3, Ride +6,
Search +5, Sense Motive +2, Spot +6, Swim +6
Possessions combat gear plus +2 mithral chain shirt,
masterwork longsword, +3 heavy steel shield, 91 gp
Light Blindness (Ex) Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds drow for 1 round. In
addition, they take a 1 circumstance penalty on attack
rolls, saves, and checks while operating in bright light.
Fighting Challenge (Ex) As a swift action, either knight can
issue a challenge against a single opponent. This grants
the knight a +2 morale bonus on Will saves and a +2
bonus on attack rolls and damage rolls against the target.
This effect lasts for 8 rounds.
Test of Mettle (Ex) As a swift action, all enemies within 1,000
feet must make a DC 17 Will save or attack the knight in
preference to other targets, with melee, ranged, or spell
attacks.
Call to Battle (Ex) As a swift action, a knight grants a second
save on fear effects to an ally, with a +3 bonus.
Bulwark of Defense (Ex) An opponent that begins its turn in
a knights threatened area treats all threatened squares as
difficult terrain.
Shield Block (Ex) A knight gains an additional +1 shield
bonus against a single foe.
Vigilant Defender (Ex) Tumble attempts moving through a
knights space or threatened squares have a DC that
increases by 8.
Shield Ally (Ex) A knight can absorb half damage as an
immediate action from a physical attack against an ally.
CONCLUSION
The drow treasure here includes a chest containing 800 gp, a
50 gp cats-eye gem, three silver holy symbols of Lolth (25 gp
each), and an elaborate platinum pectoral for a priestess of
Lolth, set with black opals and worth 10,000 gp. The carnevuses treasure includes what they carry as shown above,
including rings and clothing and scrolls.
If the creatures in this room are not defeated, they follow
the party if it is clear that the PCs do not belong in the
Demonweb Pits. They hang back at least 100 feet and attack
the party from behind. Refer to The Demonweb Pits map
on page 117 for additional locations in the Demonweb.
ENCOUNTER F3
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ENCOUNTER F4
SETUP
Use this encounter when the characters enter this section
of hallway. Ask the party to make Spot checks opposed by
the harpoon spiders Hide checks (+16 modifier, including
a +5 circumstance bonus for being out of the horizontal
line of sight). If the Spot checks all fail, the party is caught
flat-footed while the spiders gain a surprise round.
Roll initiative for all acting characters and the spiders.
If the PCs enter the hallway, read:
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CR 10
2/13/07 10:14:40 AM
Encounter Level 10
Use this encounter with the area description on page 116.
SETUP
Use this encounter when the party first reaches the Cyst.
As the party approaches the Celestial Cyst, read:
You complete the spell, and the center of the Cyst opens
up, just as the Celestial Eye did in Sigiland the
opening suddenly surrounds you, swallowing you up
in a wash of celestial harmonies. You are standing on a
mountain. You can see for hundreds of miles around
you, a mountain alive with angels and archons darting
here and there among a thousand spires.
Youre not in the Demonweb anymore. Just
behind you, you see a small portal, flickering and dark.
CR 10
MM 28
hp 85 (13 HD); DR 10/cold iron
CE Medium undead (extraplanar)
Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Common
AC 20, touch 12, flat-footed 18; Dodge
Immune electricity, undead immunities (MM 317)
Resist acid 10, fire 10
Weakness vulnerability to sunlight
Fort +4, Ref +6, Will +9
Speed 20 ft. (4 squares)
Melee slam +8 (1d8+1)
Base Atk +6; Grp +7
Special Actions death gaze
Abilities Str 13, Dex 15, Con , Int 6, Wis 12, Cha 12
SQ undead traits (MM 317)
Feats Alertness, Dodge, Improved Initiative, Weapon Focus
(slam)
Skills Listen +15, Move Silently +10, Spot +15
Possessions antique platinum symbol of Bahamut (200 gp),
divine scroll of consecrate and daylight (CL 9th)
Death Gaze (Su) Death, range 30 feet, Fortitude DC 17
negates. Humanoids who die from this attack are
transformed into bodaks 24 hours later.
Vulnerability to Sunlight (Ex) Each round of exposure to the
direct rays of the sun deals 1 point of damage to a bodak.
ENCOUNTER F5
CELESTIAL CYST
CONCLUSION
If the characters turn, destroy, or defeat the bodak, they can
use the Celestial Cyst either as a place to heal and recharge
in safety, or as an escape route from the chaos they might
cause in the Grand Council Chamber.
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ENCOUNTER F6
SLEEPING BEASTS
Encounter Level 13
Use this encounter with the area description on page 117.
SETUP
Use this encounter when the characters enter area F6. The
displacer beast pack lords initial attitude is hostile. She is
the only member of the pack awake in the first round; the
regular displacer beasts are asleep and can be targeted by
surprise attacks or (with a successful Move Silently check
against the pack lords Listen modifier of +4) with a coup de
grace attack. Moving through the bonefield to attack the
beasts imposes a 4 penalty on the Move Silently check.
Once the pack lord notices the party, she snarls from
its position on top of the platform; her snarl wakes up the
remaining displacer beasts. Roll for initiative.
Illus. by E. deschamps
CR 12
MM 66
hp 203 (18 HD)
LE Huge magical beast
Init +1; Senses darkvision 60 ft., low-light vision; Listen +4,
Spot +10
Languages Common
AC 17, touch 9, flat-footed 16; Dodge
Miss Chance 50% displacement
Fort +16, Ref +14, Will +9; +2 against ranged attacks
Speed 40 ft. (8 squares)
Melee 2 tentacles +25 each (1d8+8) and
bite +19 (2d6+4)
Space 15 ft.; Reach 10 ft. (20 ft. with tentacles)
Base Atk +18; Grp +34
Atk Options Combat Reflexes
Abilities Str 26, Dex 13, Con 20, Int 5, Wis 12, Cha 8
SQ resistance to ranged attacks
Feats Alertness, Combat Reflexes, Dodge, Iron Will,
Lightning Reflexes, Toughness, Weapon Focus
(tentacle)
Skills Hide +11, Listen +4, Move Silently +6, Spot +10
Displacement (Su) A light-bending glamer continually
surrounds a displacer beast, making it difficult to
surmise the creatures true location. Any melee or
ranged attack directed at it has a 50% miss chance
unless the attacker can locate the beast by some means
other than sight. A true seeing effect allows the user to
see the beasts position, but see invisibility has no
effect.
Resistance to Ranged Attacks (Su) A displacer beast has
a +2 resistance bonus on saves against any ranged
magical attack that specifically targets it (except for
ranged touch attacks).
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CR 4
MM 66
hp 51 each (6 HD)
LE Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Listen +5,
Spot +5
Languages Common
AC 16, touch 11, flat-footed 14; Dodge
Miss Chance 50% displacement
Fort +8, Ref +7, Will +3; +2 against ranged attacks
Speed 40 ft. (8 squares)
Melee 2 tentacles +9 each (1d6+4) and
bite +4 (1d8+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tentacles)
Base Atk +6; Grp +14
Abilities Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8
SQ resistance to ranged attacks
Feats Alertness, Dodge, Stealthy
Skills Hide +10, Listen +5, Move Silently +7, Spot +5
Displacement (Su) A light-bending glamer continually
surrounds a displacer beast, making it difficult to surmise
the creatures true location. Any melee or ranged attack
directed at it has a 50% miss chance unless the attacker
can locate the beast by some means other than sight. A
true seeing effect allows the user to see the beasts
position, but see invisibility has no effect.
Resistance to Ranged Attacks (Su) A displacer beast has a +2
resistance bonus on saves against any ranged magical
attack that specifically targets it (except for ranged touch
attacks).
TACTICS
CONCLUSION
If the displacer beasts and pack lord are defeated, refer to
The Demonweb Pits map on page 117 for additional locations
in the Demonweb.
ENCOUNTER F6
6 Displacer Beasts
The displacer beast pack does not fight quietly, and in fact
it sounds like someone set a herd of cats on fire. This noise
echoes through the Demonweb in all directions, but especially toward areas F2 where the warlocks are on duty, and
area F8, the crystal tower of the yochlols.
If combat continues for more than 4 rounds, begin making
DC 20 Listen checks for those areas (Listen +2 for the warlocks, +3 for the knights, and +11 for the yochlol). If they
hear the displacer beasts, they show up to investigate at the
DMs option, but if not they are more aware of the presence
of intruders coming from that direction and are unlikely to
be caught off guard.
The pack lord is in no hurry to leap off her platform,
because she is resistant to ranged attacks and she can strike
anyone within 10 feet of it using her tentacles reach. However, if more than four members of her pack are killed, the
pack lord leaps from the platform (treat as a charge) onto a
flanked opponent below, making a full attack and trying
to claw that one target apart. When the pack lord descends
from the platform, all remaining displacer beasts work with
her, attacking a single target from all directions.
A party that defeats the pack lord might discourage the
remaining displacer beasts. Any character who was in melee
with the pack lord can make an immediate Intimidate check
against the displacer beasts modified level check at +7. If the
check succeeds, the remaining displacer beasts leave combat
with their next move action. If it fails, combat continues
normally.
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ENCOUNTER F7
SETUP
Use this encounter when the characters enter area F7. If
they make an opposed Spot check against the assassin Xillians +14 Hide modifier, they notice him pretending to be
a statue in the niche indicated. To increase the encounter
difficulty, assume that Xillian has already cast invisibility
on himself and give him a surprise round unless the party
notices him despite his invisibility (Spot DC 30).
If the PCs enter the hall of niches, read:
TACTICS
The spider and assassin work opposite ends of the party.
The assassin studies the party from the shadows for 3
rounds, then steps out of the shadows to catch a foe flatfooted with his death attack. The spider phases into the
middle of the party and attempts to snatch a member away;
if successful, it dumps the victim into the middle of the
hallway webbing (counts as entangled) and then goes to
collect another foe.
CONCLUSION
If the shadowdancing phase spider and assassin are
defeated, refer to The Demonweb Pits map on page 117
for additional locations in the Demonweb. The spider is
especially likely to escape; it goes immediately to area F3
and leads the knights back to this location 10 minutes
later. If the assassin survives, he goes to the Tower of the
Handmaidens (F8) and alerts the yochlols to the invaders presence.
140
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Xillian
CR 9
hp 44 (8 HD)
Male drow rogue 5/assassin 3
CE Medium humanoid (elf)
Init +8; Senses darkvision 120 ft.; Listen +13, Spot +14
Languages Abyssal, Common, Draconic, Elven, Goblin,
Gnome, Ignan, Undercommon
AC 18, touch 14, flat-footed 14; improved uncanny dodge
Immune sleep
Resist evasion; SR 19
Weakness light blindness
Fort +3 (+4 against poison), Ref +11, Will +3 (+5 against
spells and spell-like abilities); +2 against enchantments
Speed 30 ft. (6 squares)
Melee +2 rapier +11 (1d6+4/1820 plus poison)
Ranged mwk hand crossbow +10 (1d4/1920 plus poison)
Base Atk +5; Grp +7
Atk Options Point Blank Shot; death attack, sneak
attack +5d6, poison (Fort DC 13, unconscious 1
minute/unconscious 2d4 hours)
Spell-Like Abilities (CL 8th):
1/daydancing lights, darkness, faerie fire
Combat Gear drow poison, potion of barkskin +5, potion of
resist energy (electricity) 20
Assassin Spells Known (CL 3rd):
2nd (1/day)invisibility (DC 17), spider climb (DC 17)
1st (4/day)detect poison, obscuring mist, sleep (DC 16)
Abilities Str 14, Dex 19, Con 13, Int 20, Wis 12, Cha 14
SQ trapfinding, trap sense +1
Feats Improved Initiative, Point Blank Shot, Weapon
Finesse
Skills Appraise +13, Balance +9, Bluff +12, Climb +12,
Disguise +13, Escape Artist +15, Forgery +15, Hide +14,
Intimidate +14, Listen +13, Move Silently +15,
Search +18, Spot +14, Tumble +13, Use Rope +14
Possessions combat gear plus +1 studded leather,
masterwork hand crossbow with 22 bolts, +2 rapier,
11 pp, 20 gp, 14 sp, 11 cp, 5,674 gp in other assets
Light Blindness (Ex) Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds drow for 1 round. In
addition, they take a 1 circumstance penalty on attack
rolls, saves, and checks while operating in bright light.
Death Attack (Ex) If Xillian studies his victim for 3 rounds
and then makes a sneak attack with a melee weapon
that successfully deals damage, the sneak attack can
paralyze or kill the target (Xillians choice). While
studying the victim, Xillian can take other actions as
long as his attention stays focused on the target and the
target does not detect him. If the victim fails a DC 18
Fortitude save against the kill effect, the target dies. If
the paralysis saving throw fails, the victim is rendered
helpless and unable to act for 1d6+3 rounds. If the save
succeeds, the attack is just a normal sneak attack. Once
Xillian has completed the 3 rounds of study, he must
make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim
makes her save) or if Xillian does not launch the attack
within 3 rounds, 3 new rounds of study are required
before he can attempt another death attack.
2/13/07 10:15:19 AM
CR 11
MM 207
hp 132 (13 HD)
Phase spider rogue 2/shadowdancer 2
CE Huge magical beast
Init +10; Senses darkvision 120 ft., low-light vision;
Listen +4, Spot +10
Languages none
AC 26, touch 14, flat-footed 20; Dodge, Mobility; uncanny
dodge
Resist evasion
Fort +12, Ref +18, Will +3
Speed 40 ft. (8 squares), climb 20 ft.
Melee bite +16 (2d6+7 plus poison plus snatch)
Space 15 ft., Reach 10 ft.
Base Atk +11; Grp +26
Atk Options Combat Reflexes, Snatch; poison (Fort DC 20,
1d8 Con/1d8 Con); sneak attack +1d6
Special Actions ethereal Jaunt
Abilities Str 24, Dex 23, Con 22, Int 10, Wis 10, Cha 13
SQ hide in plain sight (in natural terrain)
Feats Combat Reflexes, Dodge. Improved Initiative, Mobility,
Snatch
Skills Bluff +5, Climb +15, Hide +20, Listen +4, Move
Silently +24, Perform (dance) +7, Sense Motive +2,
Spot +10
Possessions bracers of armor +5
Ethereal Jaunt (Su) A shadowdancing phase spider can shift
from the Ethereal Plane to the Material Plane as a free
action, and shift back again as a move action (or during a
move action). This ability is otherwise identical with
ethereal jaunt (CL 15th).
ENCOUNTER F7
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2/13/07 10:15:25 AM
ENCOUNTER F8
CRYSTAL TOWER
Encounter Level 12
SETUP
Use this encounter when the characters approach the
Tower of the Handmaidens from any direction. The sound
of the crystal chimes is audible from 60 feet away.
The crystal tower sits on an immense chunk of rock
ensnared in the Demonweb. The rock is bursting with
huge crystal shards; beneath it are web-walled chambers
that seem almost subterranean. The fortress is home to
nine demonic handmaidens of Lolth, who have been
ordered to protect this section of the Demonweb and the
numerous portals to other worlds found therein. They also
keep dangerous prisoners and enemies of Lolth here in the
lower section of the rock (encounter F9).
4 Yochlols
CR 8
Fiendish Codex I 54
hp 95 each (10 HD); DR 10/good
CE Medium outsider (chaotic, evil, extraplanar,
shapechanger)
Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Abyssal, Drow, Common, Undercommon;
telepathy 100 ft.
AC 21, touch 21, flat-footed 15 or
AC drow form 16, touch 16, flat-footed 10
Immune acid, electricity, mind-affecting spells and abilities,
poison
Resist cold 10, fire 10; SR 19
Fort +12, Ref +13, Will +9
Speed 30 ft. (6 squares), climb 30 ft. in spider form
Melee 8 tendrils +16 each (1d4+4) or
Melee drow form short sword +11 (1d6+4) or
Melee spider form bite +16 (1d6+6 plus poison)
Ranged drow form hand crossbow +8 (1d4/1920)
Base Atk +10; Grp +14
Atk Options Combat Expertise; spider form poison
(Fort DC 20, 1d6 Con/2d6 Con)
Spell-Like Abilities (CL 10th):
At willdetect thoughts (DC 17), dominate person
(DC 16), darkness, desecrate, greater teleport (self plus
50 pounds of objects only), spider climb, stone shape,
web (DC 17)
Abilities Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 20
SQ mind blank, rapid shapeshifter
Feats Combat Casting, Combat Expertise, Exotic Weapon
Proficiency (hand crossbow)B, Persuasive, Weapon
Finesse
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ENCOUNTER F8
TACTICS
The yochlols begin with two in drow form (one spider climbing on the ceiling), one in spider form, and one in gaseous
form. One drow yochlol casts web to attempt to catch the
entire party (doubled by the Demonwebs properties), while
the other tries to use charm person. The spider and gaseous
yochlol use their melee attacks.
In the second round, another web goes off, as well as a
dominate person attempt against the strongest opponent from
the first round. The spider and gaseous yochlol attempt to
flank an opponent.
In the third round, any surviving yochlols retreat toward
the down staircase, the better to escape as needed. They also
call telepathically to Urialle the sorceress (encounter F9) for
help.
If any yochlol drops below 10 hit points, it assumes
gaseous form and attempts to sicken the enemy while
remaining immune to most attacks.
CONCLUSION
Illus. by E. Deschamps
143
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2/13/07 10:15:43 AM
ENCOUNTER F9
SETUP
Use this encounter when the characters are captured
or when they descend down to the bottom level of the
crystal tower. The drow bring especially powerful captives to the yochlol to be sure that their confessions are
quick and that they reach Lolths ears directly. This is
the interrogation room of the crystal tower. The yochlol
torturer and her two assistants are interrogating a frost
dwarf and an aasimar here, one on the rack, the other on
the waterboard.
The encounter depends heavily on whether the yochlol
torturer has been warned; she cant hear the sound of
combat over the noise of screaming here. If any of the
yochlols from area F8 did come down to warn the staff
144
CR 11
Fiendish Codex I 54
hp 113 (17 HD); DR 10/good
Yochlol sorcerer 6/eldritch knight 1
CE Medium outsider (chaotic, evil, extraplanar,
shapechanger)
Init +6; Senses darkvision 60 ft.; Listen +17, Spot +17
Languages Abyssal, Drow, Common, Undercommon;
telepathy 100 ft.
AC drow form 24, touch 16, flat-footed 17 or
AC gaseous form 21, touch 21, flat-footed 15 or
AC spider form 21, touch 21, flat-footed 15
Immune acid, electricity, mind-affecting spells and abilities,
poison
Resist cold 10, fire 10; SR 19
Fort +16, Ref +15, Will +14
Speed 30 ft. (6 squares), climb 30 ft. in spider form
Melee drow form +2 anarchic two-bladed sword +18/+18
(1d8+4/1920) or
Melee spider form bite +18 (1d6+6 plus poison) or
Melee gaseous form 8 tendrils +18 each (1d4+4)
Ranged drow form hand crossbow +20 (1d4/1920)
Base Atk +14; Grp +18
Atk Options Blind-Fight, Combat Expertise; spider form
poison (Fort DC 20, 1d6 Con/2d6 Con)
Spell-Like Abilities (CL 17th):
At willdetect thoughts (DC 17), dominate person (DC 16),
darkness, desecrate, greater teleport (self plus 50 pounds
of objects only), spider climb, stone shape, web (DC 17)
Abilities Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 20
SQ familiar, mind blank, rapid shapeshifter
Feats Alertness, Blind-Fight, Combat Casting, Combat
Expertise, Exotic Weapon Proficiency (hand crossbow)B,
Exotic Weapon Proficiency (two-bladed sword)B,
Persuasive, Skill Focus (Concentration), Weapon Finesse
Skills Bluff +27, Concentration +19 (+23 casting
defensively), Diplomacy +25, Disguise +8 (+10 acting),
95568720_Ch06_Enc.indd 144
2/13/07 10:15:55 AM
TACTICS
Urialle attacks anyone coming down the stairs with touch
of idiocy, then a dominate person attempt. She uses desecrate if
she has yochlols to defend her from melee (or summon swarm
2 Yochlols
CR 8
Fiendish Codex I 54
hp 95 each (10 HD); DR 10/good
CE Medium outsider (chaotic, evil, extraplanar,
shapechanger)
Init +6; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Abyssal, Drow, Common, Undercommon;
telepathy 100 ft.
AC 21, touch 21, flat-footed 15 or
AC drow form 16, touch 16, flat-footed 10
Immune acid, electricity, mind-affecting spells and abilities,
poison
Resist cold 10, fire 10; SR 19
Fort +12, Ref +13, Will +9
Speed 30 ft. (6 squares), climb 30 ft. in spider form
Melee 8 tendrils +16 each (1d4+4) or
Melee drow form short sword +11 (1d6+4) or
Melee spider form bite +16 (1d6+6 plus poison)
Ranged drow form hand crossbow +8 (1d4/1920)
Base Atk +10; Grp +14
Atk Options Combat Expertise; spider form poison
(Fort DC 20, 1d6 Con/2d6 Con)
Spell-Like Abilities (CL 10th):
At willdetect thoughts (DC 17), dominate person (DC 16),
darkness, desecrate, greater teleport (self plus 50 pounds
of objects only), spider climb, stone shape, web (DC 17)
Abilities Str 19, Dex 22, Con 20, Int 18, Wis 15, Cha 20
SQ mind blank, rapid shapeshifter
Feats Combat Casting, Combat Expertise, Exotic Weapon
Proficiency (hand crossbow)B, Persuasive, Weapon
Finesse
Skills Bluff +20, Concentration +18 (+22 casting defensively),
Diplomacy +22, Disguise +5 (+7 acting), Hide +19,
Intimidate +22, Knowledge (arcana) +17, Knowledge
(religion) +17, Knowledge (the planes) +17, Listen +15,
Move Silently +19, Sense Motive +15, Spot +15,
Survival +2 (+4 on other planes)
Possessions short sword, hand crossbow with 20 bolts,
harpoon spider silk shirts (1,000 gp each) and opal tiaras
(600 gp each)
Gaseous Form (Su) See Urialle.
Drow Form (Su) See Urialle.
Mind Blank (Su) See Urialle.
Rapid Shapeshifter (Ex) See Urialle.
95568720_Ch06_Enc.indd 145
CONCLUSION
If the yochlols are killed or incapacitated, the party can free
the prisoners.
The prisoners all know how to get into the Demonweb
by various means and come from a variety of planes. They
include a chaotic evil frost dwarf from the Iron Wastes;
a lawful good aasimar named Thonda Goldenhair who
stumbled through the Celestial Cyst and knows how to
open the portal there (encounter F5); two male elves and
one female elf (all chaotic neutral) from Caer Sidi named
Marfindel, Talorien, and Illyseux; and a lawful evil human
rogue named Navaux the Miller from Sigil. All of them are
weak, diseased, poisoned, and exhausted; none have armor,
weapons, or other gear.
Refer to The Demonweb Pits map on page 117 for additional locations in the Demonweb.
ENCOUNTER F9
145
2/13/07 10:16:02 AM
ENCOUNTER F10
SETUP
Use this encounter when the characters approach the
Grand Council Chamber. If the PCs present the pass from
the bone naga ambassador (page 114), they are allowed in.
If they try Bluff or Diplomacy, the stone golem blocking
the doorway ignores them unless they attempt to pass by it,
but it has a readied action to make a full slam melee attack
against anyone trying to move into the Council Chamber.
A DC 20 Escape Artist check allows a character to slip past
the golem. Roll initiative for the moving character and the
golem after the first attack.
CR 10
MM4 190
hp 111 (12 HD)
Male corruptor of fate assassin 5
NE Medium outsider (evil, extraplanar, yugoloth)
Init +11; Senses darkvision 60 ft.; Listen +15, Spot +15
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
AC 24, touch 18, flat-footed 17; Dodge, Mobility; improved
uncanny dodge
Immune acid, energy drain, necromantic effects, negative
energy effects, poison
Resist cold 10, fire 10, electricity 10; SR 19
Fort +11 (+13 against poison), Ref +16, Will +6
Speed 30 ft. (6 squares)
Melee +1 short sword +18/+13 (1d6+4/1920 plus bestow
curse)
Ranged +1 shortbow +18/+13 (1d6+3/3)
Base Atk +10; Grp +13
Atk Options aligned strike (evil), death attack, poison
(shadow essence, DC 17, 1 Str drain/2d6 Str), sneak
attack +3d6
Special Actions corrupting gaze
Combat Gear 2 potions of cure serious wounds, potion of fly
Assassin Spells Known (CL 5th):
2nd (2/day)cats grace, invisibility, spider climb
1st (4/day)feather fall, jump, obscuring mist, true strike
Abilities Str 16, Dex 25, Con 20, Int 13, Wis 10, Cha 8
SQ outsider traits, unluck, yugoloth traits
Feats Dodge, Improved Initiative, Mobility, Weapon
Finesse
Skills Balance +19, Disguise +9, Escape Artist +17,
Hide +22, Jump +5, Listen +15, Move Silently +22,
Sleight of Hand +17, Spot +15, Tumble +22, Use Rope +7
(+9 binding)
Possessions combat gear plus +2 studded leather armor, +1
short sword, +1 composite shortbow (+3 Str bonus) with
20 arrows, amulet of natural armor +1, ring of
protection +1, 3 doses of shadow essence, 140 gp
146
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2/13/07 10:16:13 AM
CONCLUSION
The stone golem uses its slow effect in the first round of
combat (and every odd-numbered round thereafter), and the
assassin uses its corrupting gaze to give the party a smaller
chance of succeeding on these saving throws. The corruptor stays away from the golem and uses its bestow curse while
hidden. Once it is seen and engaged in melee, it uses its death
attack and unluck to outfight an opponent; it is especially
fond of coup de grace attacks against paralyzed opponents.
The corruptor of fate has a strong instinct for self-preservation, and if it is outmatched, it retreats, hoping to return
shortly with drow or other reinforcements such as the assassin and phase spider (encounter F7).
Spider Golem
CR 11
MM 136
hp 107 (14 HD); DR 10/adamantine
Stone golem
N Large construct
Init 1; Senses darkvision 60 ft., low-light vision; Listen +0,
Spot +0
AC 26, touch 8, flat-footed 26
Immune magic, construct immunities (MM 307)
Fort +4, Ref +3, Will +4
Speed 20 ft. (4 squares)
Melee 2 slams +18 each (2d10+9)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +23
Special Actions slow
Abilities Str 29, Dex 9, Con , Int , Wis 11, Cha 1
SQ construct traits (MM 307)
Feats
Skills Listen +0, Spot +0
Immunity to Magic (Ex) A stone golem is immune to any
spell or spell-like ability that allows spell resistance. In
addition, certain spells and effects function differently
against the creature:
A transmute rock to mud spell slows a stone golem
(as the slow spell) for 2d6 rounds, with no saving throw,
while transmute mud to rock heals all its lost hit points.
A stone to flesh spell does not change the golems
structure but negates its damage reduction and immunity
to magic for 1 round.
Slow (Su) A stone golem can use a slow effect, as the spell,
as a free action once every 2 rounds. The effect has a
range of 10 feet and a duration of 7 rounds, requiring a
DC 17 Will save to negate.
ENCOUNTER F10
TACTICS
147
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2/13/07 10:16:20 AM
ENCOUNTER F11
SETUP
Use this encounter when the characters approach the
Grand Council of the Demons and examine the large
mirrors at the doors, or when they are within the Council
Chamber and look into the mirrors there. When the PCs
look into the mirror, they may notice the mirror mephits
within them (Spot check opposed by the mephits +22
Hide modifier). If they do, the mirror mephits attempt to
drag the person who saw them into the mirror unless they
quickly show that they are allies of Grazzt.
If the PCs spot the mephits in the mirror, read:
Khateros, Dupplo,
Spieglos, Catoptro
148
CR 8
95568720_Ch06_Enc.indd 148
TACTICS
The mirror mephits work together to attempt to pull the
person who stands closest to the mirror into the Plane of
Mirrors, then keep him grappled while his double comes
to kill him and replace him. Given that they grapple at +5,
this isnt a realistic goal, but at least the mirror mephits
do not provoke an attack of opportunity for the attempt,
since they reach out of the mirror by surprise. They also
aid one another in the grapple, so as a group they grapple
at +7 rather than +5.
If the grapple attempt fails, the mirror mephits fight
with quiet rage and speed, throwing glass darts quickly
and accurately, and landing fast, precise claw strikes.
They are larger and braver than most mephits, and since
Grazzt chose them for this mission, they shatter rather
than surrendering.
2/13/07 10:16:30 AM
CONCLUSION
Creatures dragged through the mirror enter the Plane
of Mirrors and generate a mirror double immediately;
see page 120. The PCs probably wont hang around in the
mirror long enough for their doubles to hunt them down,
so it becomes a lingering plot thread for another time. If
the mephits are killed or disabled, the party can enter their
mirror and go directly through it, bypassing the corruptor
of fate and the spider golem (encounter F10).
CR 8
Illus.by M. Coimbra
ENCOUNTER F11
Lordellea
149
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ENCOUNTER F12
AMBASSADOR OF PAZUZU
Encounter Level 14
Use this encounter with the area description on page 124.
SETUP
The vrock ambassador Lummegier has just killed two male
drow guards at the chamber door for insulting him. All
others in the gathering are holding their breath when the
PCs walk in. One round after the party arrives, the vrocks
begin dancing.
After the PCs look around the chamber, read:
150
CR 12
MM 48
hp 157 (13 HD); DR 10/good
Male vrock blackguard 3
CE Large outsider (chaotic, evil, extraplanar, tanarri)
Init +2; Senses darkvision 60 ft.; Listen +24, Spot +24
Aura despair (10 ft., 2 saves), evil
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
AC 29, touch 13, flat-footed 27
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 17
Fort +20, Ref +13, Will +14
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee 2 claws +20 each (2d6+8) and
bite +18 (1d8+4 plus poison) and
2 talons +18 each (1d6+4)
Space 10 ft.; Reach 10 ft.
Base Atk +13; Grp +25
Atk Options Cleave, Combat Reflexes, Improved Sunder,
Multiattack, Power Attack; aligned strike (chaotic, evil),
poison (purple worm poison, Fort DC 24, 1d6 Str/2d6
Str), smite good 1/day (+3 attack, +3 damage), spores
Special Actions command undead 6/day (+5, 2d6+4, 1st),
dance of ruin, stunning screech, summon tanarri
Combat Gear 4 vials of purple worm poison, cape of the
mountebank
Blackguard Spells Prepared (CL 3rd):
2ndeagles splendor
1stcause fear (DC 14), corrupt weapon
Spell-Like Abilities (CL 12th):
At willmirror image, telekinesis (DC 18)
1/dayheroism
Abilities Str 25, Dex 15, Con 25, Int 14, Wis 16, Cha 16
SQ detect good (CL 3rd)
Feats Cleave, Combat Reflexes, Improved Sunder,
Multiattack, Power Attack
Skills Concentration +20, Diplomacy +8, Hide +14,
Intimidate +19, Knowledge (religion) +18, Listen +24,
Move Silently +15, Search +15, Sense Motive +16,
95568720_Ch06_Enc.indd 150
2/13/07 10:16:45 AM
CR 9
MM 48
hp 115 each (10 HD); DR 10/good
CE Large outsider (chaotic, evil, extraplanar, tanarri)
Init +2; Senses darkvision 60 ft.; Listen +24, Spot +24
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
AC 23, touch 13, flat-footed 21
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 17
Fort +14, Ref +9, Will +10
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee 2 claws +15 each (2d6 +6) and
bite +13 (1d8+3) and
2 talons +13 each (1d6+3)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +20
Atk Options Cleave, Combat Reflexes, Multiattack, Power
Attack; aligned strike (chaotic, evil), spores
Special Actions dance of ruin, stunning screech, summon
tanarri
Combat Gear 2 potions of greater magic fang +2
Spell-Like Abilities (CL 12th):
At willmirror image, telekinesis (DC 18)
1/dayheroism
Abilities Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Feats Cleave, Combat Reflexes, Multiattack, Power Attack
Skills Concentration +20, Diplomacy +5, Hide +11,
Intimidate +16, Knowledge (any one) +15, Listen +24,
Move Silently +15, Search +15, Sense Motive +16,
Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Possessions combat gear plus ring of protection +1
Aligned Strike A vrocks natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned and evilaligned for the purpose of overcoming damage reduction.
Spores (Ex) See Lummegier.
Dance of Ruin (Su) See Lummegier.
Stunning Screech (Su) See Lummegier.
Summon Tanarri (Sp) See Lummegier.
CONCLUSION
If the ambassador of Pazuzu is bypassed, killed, or disabled,
the party can move into the room. Refer to the Grand Council Chamber map on page 121 for additional encounters in
this room.
ENCOUNTER F12
2 Vrocks
stop the dance, they can withdraw from the Council Chamber back into area F10 (or into the Great Mirror) until the
dance is finished, or they can bypass the vrocks and hurry
across the chamber to escape the effect. If they move across
the chamber, keep in mind whose paths they cross: The
oculus demon recognizes Thaas, the frost giant chieftain
reacts to the Demon-Quelling Sword, Yeenoghus hyenas bite
at anyone who comes too close, and so on.
TACTICS
The vrock blackguard Lummegier delights in his combat
abilities. He starts by sharing in the vrocks dance of ruin,
moving to intercept enemies seeking to disrupt it and releasing spores in the first round. His Combat Reflexes feat and
his aura of despair help protect the other demons while they
finish the dance. Once the dance has been attempted, the
blackguard shifts his focus to combat, using his poison beak
and physical attacks.
Anyone approaching the dancing vrocks must contend
with their spore attacks. If the dance is interrupted, then at
least one vrock uses its stunning screech.
The giant ambassador Kulli, Baphomets minotaurs, and
Eccozt all know what happens when vrocks dance, and they
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ENCOUNTER F13
KEEN-EYED OCULUS
Encounter Level 13
Use this encounter with the area description on page 124.
SETUP
When the PCs walk around the Council Chamber, the
oculus demon Unsharje notices the ancient legacy longbow Thaasits an obvious clue that the characters are not
diabolists or cultists or otherwise demon-friendly mortals.
They have a weapon for demonwreckers and paladins and
other creatures of good and law! The demon challenges the
owner of the sword as a spy.
If the PCs have taken pains to hide Thaas, make an opposed
check using Hide or Disguise, depending on whether they
are hiding the bow carrier or just the weapon of legacy itself.
The oculus demon has a Spot modifier of +26.
The demon is no fool, and it casts mirror image and protection from law before making its accusation.
Unsharje
152
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ENCOUNTER F13
CONCLUSION
If the oculus demon is killed or bypassed, the PCs gain
some respect from the demons in the chamber, and they
can continue through the room unopposed. If it is defeated
in less than 3 rounds, the aspect of Obox-ob steps forward
to demand that one of the PCs swear fealty to it.
Go to encounter F14: Aspect of Obox-ob on page 154.
Refer to the Grand Council Chamber map on page 121 for
additional encounters in this room.
Illus. by J. Zhang
TACTICS
The oculus depends on its mirror image and protection from
law to protect it in the first round. It prefers to attack from a
distance, so it makes its ranged eyebolt attacks and then flies
up into the space above the floor, around the level of the mezzanine, to avoid charge attacks. It continues to concentrate
its eyebolts on the character carrying Thaas, the longbow
weapon of legacy. When that character falls or withdraws
from combat, it uses vampiric touch and then descends for
melee combat against any other character who entered the
fight between it and the carrier of Thaas.
If reduced to fewer than 40 hit points, the oculus demon
uses invisibility to get out of the fight.
The other creatures in the chamber take Unsharje at its
word and do not help or hinder either side in any way.
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ENCOUNTER F14
ASPECT OF OBOX-OB
Encounter Level 12
Use this encounter with the area description on page 124 and
the map on page 153.
SETUP
If the PCs speak to the aspect of Obox-ob or the oculus
demon (encounter F13), they are told that the aspect of
Demogorgon is pulling the strings here and should be
shouted down. This is a complete lie, of course, but Oboxobs hatred of Demogorgon runs deep.
Characters who have ranks in Knowledge (the
planes) can learn more about the aspect of Obox-ob (see
page 186).
If the PCs speak with the aspect of Obox-ob or defeat
the oculus demon, read:
OBYRITH POLITICS
Obox-ob, Pale Night, and the oculus demon are all creatures
that remember a time before the tanarri rise to power in the
Abyss, and they arent happy about it. If the party succeeds
on the Diplomacy check (or accepted the skin of Obox-ob), the
ancient demon lord treats the characters with some consideration. Its not kindness, exactly: The demon lord is merely
making sure that his chattel and servants are not mistreated.
Anyone who threatens someone who is wearing a skin of
Obox-ob might find the demon lord taking an interest as well.
The PCs could use this to their advantage in fomenting a
diplomatic incident between the various demon lords.
Aspect of Obox-ob
CR 12
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CR 8
hp 99 (12 HD)
CE Diminutive magical beast (extraplanar, evil, swarm)
Init +10; Senses darkvision 60 ft., low-light vision; Listen +10,
Spot +10
Languages None
AC 20, touch 20, flat-footed 14
Immune critical hits, flanking, weapon damage
Resist fire 10
Fort +10, Ref +14, Will +7
Weakness hive mind, +50% damage from area spells or
effects
Speed 5 ft. (1 square); fly 40 ft. (good)
Melee swarm (3d6 plus poison)
Space 10 ft.; Reach
Base Atk +12; Grp
Atk Options distraction, poison (Fort DC 18, 1d6 Dex/1d6
Dex)
Special Actions inhabit
Abilities Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
SQ swarm traits (MM 315)
Feats Ability Focus (poison), Alertness, Improved Initiative,
Improved Toughness, Iron Will
Skills Hide +19, Listen +10, Spot +10
Hive Mind (Ex) Any demonwasp swarm with at least 12 hit
points forms a hive mind, giving it an Intelligence of 6 and
making it susceptible to mind-affecting spells and
abilities. When a demonwasp swarm is reduced below
this hit point threshold, it becomes mindless and loses its
skills and feats. Losing the Improved Toughness feat
causes it to disperse immediately.
Distraction (Ex) Any living creature that begins its turn with a
demonwasp swarm in its space must succeed on a DC 18
Fortitude save or be nauseated for 1 round.
Inhabit (Ex) A demonwasp swarm can enter the body of a
helpless or dead creature by crawling into its mouth and
other orifices. Inhabiting requires 1 minute, and the
victim must be Small, Medium, or Large (although four
swarms working together can inhabit a Huge creature).
These swarms make no attempt to inhabit creatures
during the course of combat. After combat ends, if one of
the party (character, animal companion, or other suitably
sized creature) remains behind as a prisoner or a corpse,
the swarm moves in to inhabit the body (MM 238).
Skin of Obox-ob
A skin of Obox-ob is a psychoactive skin that grants the wearer
certain fiendish qualities, as well as the ability to expel a
swarm of demonic vermin.
Description: A skin of Obox-ob appears as a shiny, chitinous red-brown blob. When activated, the skin flows over the
user, subtly changing and shaping his or her appearance and
attributes.
Activation: As a standard action (mental only, no physical movement required), you focus on the skin, willing it
to thin and spread as it creeps along your own body, giving
your skin a shiny, buglike appearance. Small antennae sprout
from your head, and your eyes assume an insect look. The
skin works once a day for 7 rounds.
Effect: You gain the following abilities (if you already have
similar abilities, use your own values if higher):
Darkvision out to 60 feet.
Immunity to disease and poison.
Resistance to acid 10, cold 10, electricity 10, and fire 10.
Once during the skins duration, you can choose as a free
action to willingly take 10 hit points of damage to transform
the skin into a demonwasp swarm (see below), which is
completely under your control. Your flesh tears and cracks
as the swarm manifests inside you and bites its way out. The
swarm lasts for the remaining duration of the skin.
Aura/Caster Level: Moderate transmutation; CL 10th.
Construction: Craft Wondrous Item, lesser infernal transformation (SC 122) or planar apotheosis (CP 93), 2,000 gp, 160
XP, 4 days.
Weight:
Price: 4,000 gp.
ENCOUNTER F14
Demonwasp Swarm
TACTICS
This aspect of Obox-ob is a mid-level manifestation of the
demon lord of the same name. Obox-ob is fully detailed in
Fiendish Codex I: Hordes of the Abyss. The aspect of Obox-ob
is a straightforward combatant. It enjoys using Flyby Attack
and maximizing its damage with Cleave. It prefers to pick
on unarmored or lightly armored creatures on the outside
edge of a group. Its high speed and skill at tumbling mean
that it can maneuver well on the battlefield.
CONCLUSION
If the aspect of Obox-ob is killed or disabled, other demons
fear the party from this point forward; Intimidate attempts
gain a +3 circumstance bonus against any creature that saw
Obox-ob killed, +5 if the character making the Intimidate
check struck the killing blow.
In addition, the oculus demon (if its still alive) attempts to
claim Obox-obs treasures. If it is interfered with, it immediately attacks the party.
Go to encounter F13: Keen-Eyed Oculus on page 152.
Refer to the Grand Council Chamber map on page 121 for
additional encounters in this room.
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ENCOUNTER F16
MBASSADOR OF
Encounter Level 11
Use this encounter with the area description on page 124.
SETUP
The ambassador of Kostchtchie truly wants to avoid a fight.
Hes the ambassador of a lesser demon lord among those
more powerful, and hes a giant among masses of tanarri.
But if he sees the Demon-Quelling Sword, so recently stolen
from his masters tower in the Iron Wastes, he cant stop
himself from calling out the thief.
If the PCs openly display or use the Demon-Quelling
Sword, read:
TACTICS
Kulli does not charge the party immediately; he throws his
rocks until he is wounded, and only then does he charge,
while raging.
CONCLUSION
If the ambassador of Kostchtchie is killed or disabled with
the Demon-Quelling Sword, the party gains a +2 bonus
on Bluff or Intimidate checks against the demons in
the room. Refer to the Grand Council Chamber map on
page 121 for additional encounters in this room.
OSTCHTCHIE
CR 11
MM 122
hp 225 (16 HD)
Male frost giant barbarian 2
CE Large giant (cold)
Init +5; Senses low-light vision; Listen +3, Spot + 13
Languages Common, Giant
AC 21, touch 8, flat-footed 20; uncanny dodge
Immune cold
Fort +21, Ref +5, Will +9
Weakness vulnerability to fire
Speed 50 ft. (10 squares)
Melee 2 slams +24 each (1d4+13)
Ranged rock +12 (2d6+13)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Grp +33
Atk Options Awesome Blow, Improved Bull Rush,
Improved Grapple, Power Attack
Special Actions rage 1/day, rock throwing
Combat Gear 3 potions of cure serious wounds
Abilities Str 36, Dex 12, Con 28, Int 10, Wis 16, Cha 8
SQ rock catching
Feats Awesome Blow, Improved Bull Rush, Improved
Grapple, Improved Initiative, Improved Unarmed
Strike, Power Attack
Skills Climb +17, Intimidate +13, Jump +21, Listen +3,
Spot +13
Possessions combat gear plus chain shirt, bag with 20
rocks
Rock Throwing (Ex) The range increment is 120 feet for a
frost giants thrown rocks.
When not raging, Kulli has the following changed statistics:
hp decrease by 32
AC 23, touch 10, flat-footed 22
Fort +19, Will +7
Melee 2 slams +22 each (1d4+11)
Ranged rock +12 (2d6+11)
Grp +31
Abilities Str 32, Con 24
Skills Climb +15, Craft (armorsmithing) +6, Jump +19
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Encounter Level 12
Use this encounter with the area description on page 125 and the
map on page 159.
SETUP
Use this encounter when the PCs speak up or question
anything that either head of Demogorgon is saying. The
aspect immediately denounces them as mortals unworthy
of disturbing the Council. It surreptitiously drinks two
potions, then attacks the supposed ambassadors of the
reviled Orcus.
If the PCs challenge Demogorgons rant, read:
TACTICS
The aspect of Demogorgon drinks potions of fly and shield
of faith +4 before engaging the party. It attacks invisible foes
by preference, using its see invisibility ability. If reduced to
fewer than 30 hit points or if forced off the speakers platform, it calls on Lolth to defend her guests. Lolth, of course,
ignores his plea.
CONCLUSION
If the aspect of Demogorgon is killed or disabled, the PCs
can step up to the speakers platform and address the entire
group of demon lords, if they choose. Refer to the Grand
Council Chamber map on page 121 for additional encounters in this room.
Aspect of Demogorgon
CR 9
ENCOUNTER F16
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ENCOUNTER F17
ASPECT OF YEENOGHU
Encounter Level 12
TACTICS
SETUP
Use this encounter when the characters approach within
15 feet of the raging, yelping corrupt hyenas. A hyena bites
anyone within 10 feet and the pack piles on, tugging on
their leashes to get their mistress involved.
If the PCs provoke a bite by the corrupt hyenas, read:
158
CR 10
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CR 8
2/13/07 10:17:50 AM
CR 6
MM 130, MM 147
hp 50 (6 HD); DR 5/magic, 1/cold iron
Female half-fiend gnoll warlock* 4
* Complete Arcane 5
CE Medium outsider (augmented humanoid, native)
Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6
Languages Abyssal, Common, Gnoll
AC 20, touch 13, flat-footed 18
Miss Chance 20% ranged attacks only (entropic warding)
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 16
Fort +9, Ref +4, Will +6
Speed 30 ft. (6 squares), fly 30 ft. (average); Hover
Melee 2 claws +7 each (1d4+3) and
bite +2 (1d6 +1)
Base Atk +4; Grp +8
Atk Options Point Blank Shot, Precise Shot, magic strike,
smite good 1/day (+6 damage)
Special Actions eldritch blast
Combat Gear scroll of blur, scroll of cats grace, 4 scrolls of
cure light wounds, scroll of glitterdust, scroll of greater
invisibility
Invocations Known (CL 4th):
Least (at will)eldritch spear* (eldritch blast range
250 ft.), entropic warding (as entropic shield plus pass
without trace; cannot be tracked by scent but can be
detected), frightful blast** (creatures struck by eldritch
blast must succeed on a DC 15 Will save or be
frightened for 1 minute)
*Blast shape invocation
**Eldritch essence invocation
Spell-Like Abilities (CL 4th):
At willdetect magic
3/daydarkness
1/daydesecrate, unholy blight (DC 17)
Abilities Str 16, Dex 14, Con 18, Int 14, Wis 13, Cha 16
Feats Hover, Point Blank Shot, Precise Shot
Skills Bluff +8, Diplomacy +7, Disguise +3 (+5 acting),
Hide +4, Intimidate +7, Knowledge (arcana) +4,
Knowledge (religion) +4, Knowledge (the planes) +4,
Listen +6, Move Silently +4, Sense Motive +6,
Spellcraft +7 (+9 deciphering scrolls), Spot +6,
Survival +3, Use Magic Device +10 (+12 scrolls)
Possessions combat gear plus +1 chain shirt, cloak of
resistance +1, ring of protection +1
Magic Strike Reklas natural weapons are treated as magic
for the purpose of overcoming damage reduction.
Eldritch Blast (Sp) Standard action; range 60 feet; +7 ranged
touch; 2d6 damage. Complete Arcane 7.
CR 4
MM 274
hp 52 each (5 HD); fast healing 2; DR 5/good
CE Large corrupted by the Abyss aberration (augmented
animal)
Init +0; Senses darkvision 60 ft., low-light vision, scent;
Listen +7, Spot +7
Languages
AC 17, touch 9, flat-footed 17
Resist electricity 10
Fort +10 (+14 against poison), Ref +4, Will +1
Speed 55 ft. (11 squares) with Dash (Complete Warrior 97)
Melee bite +10 (1d8+12)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +15
Special Actions trip
Abilities Str 26, Dex 11, Con 23, Int 2, Wis 12, Cha 4
Feats Alertness, Dash
Skills Hide 4, Listen +7, Spot +7
Fast Healing (Ex) While in the Abyss, a corrupted hyena
heals 2 points of damage per round.
Trip (Ex) A hyena that hits with its bite attack can attempt to
trip the opponent (+8 check modifier) as a free action
without making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot
react to trip the hyena.
ENCOUNTER F17
Kheldiri
group, her nerve breaks and she attempts to flee out the
Council Chamber door.
The corrupted hyenas are maddened by the presence of
the aspect of Yeenoghu and seek to strike the same foe that
their master engages.
CONCLUSION
If the aspect of Yeenoghu is killed or knocked out, the
remaining gnoll group retreats while fighting with full
defense. The aspect of Baphomet comes to the PCs to offer
his congratulations (see page 124). Refer to the Grand Council Chamber map on page 121 for additional encounters in
this room.
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ENCOUNTER F18
ASPECT OF GRAZZT
Encounter Level 12
Use this encounter with the area description on page 125.
SETUP
This encounter occurs when Grazzt is ready to betray the
PCs for his own ends.
After the demon lords response to Grazzt, read:
Illus. by H. Lyon
TACTICS
The aspect of Grazzt is difficult for anyone to harm
because of his sanctuary ability. He uses his swift seduction
to sow distrust and unease among a party of adventurers.
While using these abilities, Grazzt is a keen combatant
and enjoys closing into melee wielding his greatsword,
and fighting toe to toe. He relies heavily on his sanctuary
aura and attacks those who overcome it or whom he has
seduced to attack allies.
He also has a potent eldritch blast, but he prefers melee
combat to ranged attacks.
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CONCLUSION
If the characters defeat the aspect of Grazzt, you have a
choice to call it a PC victory (see page 128) or to give them
CR 9
MM 47
hp 33 each (6 HD); DR 10/cold iron or good
Succubus demons
CE Medium outsider (tanarri, extraplanar, chaotic, evil)
Init +1; Senses darkvision 60 ft; Listen +19, Spot +19
Languages Abyssal, Celestial, Draconic; tongues, telepathy
100 ft.
AC 20, touch 11, flat-footed 19
Immune electricity and poison
Resist acid 10, cold 10, fire 10; SR 18
Fort +6, Ref +6, Will +7
Speed 30 ft. (6 squares), fly 50 ft. (average)
Melee claw +7 (1d6+1) or
Melee 2 claws +15 each (1d6+1)
Base Atk +6; Grp +7
Atk Options Dodge, Mobility; aligned strike (chaotic, evil)
Special Actions change shape, energy drain, summon tanarri
Combat Gear dagger of poison (3 charges)
Spell-Like Abilities (CL 12th):
At willcharm monster (DC 22), detect good, detect
thoughts (DC 20), ethereal jaunt (self plus 50 pounds of
objects only), suggestion (DC 21)
Abilities Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Feats Dodge, Mobility, Persuasive
Skills Bluff +19, Concentration +10, Diplomacy +12,
Disguise +17* (+19 acting), Escape Artist +10, Hide +10,
Intimidate +19, Knowledge (any one) +12, Listen +19,
Move Silently +10, Search +12, Spot +19, Survival +2 (+4
following tracks), Use Rope +1 (+3 with bindings)
Possessions combat gear plus 4 platinum nipple rings
(Search DC 19) worth 300 gp each
Aligned Strike A succubuss natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned and evilaligned for the purpose of overcoming damage reduction.
Change Shape (Su) A succubus can assume the form of any
Small or Medium humanoid.
Energy Drain (Su) A succubus drains energy from a mortal it
lures into an act of passion, or simply by planting a kiss
on the victim. If the target is not willing to be kissed, the
succubus must start a grapple, which provokes an attack
of opportunity. A succubuss kiss or embrace bestows
one negative level. The kiss also has the effect of a
suggestion spell, asking the victim to accept another kiss
from the succubus. The victim must succeed on a DC 21
Will save to negate the effect of the suggestion. The DC is
21 for the Fortitude save to remove a negative level.
Summon Tanarri (Sp) Once per day, a succubus can attempt
to summon 1 vrock with a 30% chance of success. This
ability is the equivalent of a 3rd-level spell.
Tongues (Su) A succubus has a permanent tongues ability
(as the spell, caster level 12th). Succubi usually use verbal
communication with mortals.
Skills * While using her change shape ability, a succubus
gains a +10 circumstance bonus on Disguise checks.
95568720_Ch06_Enc.indd 161
one more big fight. If the party is just about wiped out, tell
the remaining PCs that the demon lords quickly descend
into bickering and chaos as they argue. If the party is looking
for one more big fight, the PCs are immediately told that the
Envoy of Lolth commands their presenceand the porter
Gethshuq lets them through into the Audience Chamber.
Go to encounter F21: The Audience Chamber on page
166.
Aspect of Grazzt
CR 11
ENCOUNTER F18
The succubi here are all Grazzts followers, and they stand
between Grazzt and anyone attempting to engage him in
melee. They grapple and interfere with anyone engaging
Grazzt in melee, making sure to grant their lords aspect
flanking attacks.
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ENCOUNTER F19
SETUP
The Throne of Lolth is a symbol of the goddesss power.
Anyone approaching it might get close enough to see the
secret door to the Celestial Cyst (Search DC 20), but also
draws the wrath of its drow guardians: an elite assassin
known as Lolths Fury, and Treason, a whip priestess honored by being brought here from the Fane of Eclavdra.
CR 9
hp 80 (7 HD)
Female Lolth-touched* drow ninja** 4/barbarian 2/ghostfaced killer* 1
* Monster Manual IV 92
* Complete Adventurer 5
* Complete Adventurer 53
NE Medium humanoid (elf)
Init +7; Senses darkvision 120 ft.; Listen +11, Spot +11
Languages Common, Drow Sign Language, Elven,
Undercommon
AC 19, touch 15, flat-footed 16
Immune fear, sleep
SR 18
Weakness light blindness
Fort +12, Ref +7, Will +7 (+9 with ki pool) (+9/+11 against
spells and spell-like abilities); +2 against enchantments
Speed 45 ft. (9 squares) with Dash; great leap
Melee +1 longsword +13/+8 (1d8+7/1820 plus poison)
Ranged dagger +12 (1d4+6/1920 plus poison)
Base Atk +6; Grp +12
Atk Options ki power 4/day, poison (Fort DC 13,
unconscious 1 minute/unconscious 2d4 hours), sudden
strike +2d6
Special Actions ghost step 2/day
Combat Gear drow poison, 2 bags of caltrops, 2
smokesticks, elixir of hiding, elixir of sneaking, potion of
cure moderate wounds
Spell-Like Abilities (CL 7th):
1/daydancing lights, darkness, faerie fire
Abilities Str 23, Dex 17, Con 22, Int 12, Wis 14, Cha 10
SQ fearless, ki power 4/day, trapfinding
Feats Dash*, Improved Initiative, Improved Toughness
* +5 feet to speed if wearing light or no armor and
carrying light load (Complete Warrior 97)
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TACTICS
Stealth and surprise are the cornerstones of a Furys tactics
before starting combat. When stalking her target, she prepares by consuming her elixir of hiding and elixir of sneaking,
increasing her Hide and Move Silently bonuses to +20. She
then disappears from sight.
A Lolths Fury tries to make her first attack from hiding,
gaining her sudden strike bonus without requiring a use
of ghost step. Once combat begins, she rages and then uses
CONCLUSION
If the Fury and Treason are killed or disabled, the party can
pass behind the Throne of Lolth to the secret passage leading
to the Celestial Cyst. No demons follow far (drow, giants, and
others might pursue), but the PCs will find all the aspects
awaiting their return. Refer to the Grand Council Chamber
map on page 121 for additional encounters in this room.
CR 10
hp 36 (9 HD)
Female drow cleric 9
CE Medium humanoid
Init 1; Senses darkvision 120 ft.; Listen +8, Spot +9
Languages Common, Abyssal, Elven, Goblin, Undercommon
AC 20, touch 11, flat-footed 19
Immune sleep
SR 20
Weakness light blindness
Fort +6, Ref +4, Will +9 (+11 against spells and spell-like
abilities); +2 against enchantments
Speed 30 ft. (6 squares)
Melee +1 morningstar +9/+4 (1d8+3 plus poison)
Base Atk +6; Grp +8
Atk Options Combat Reflexes; poison (Fort DC 13,
unconscious 1 minute/unconscious 2d4 hours)
Spell-Like Abilities (CL 9th):
1/daydancing lights, darkness, faerie fire
Atk Options Combat Reflexes, Power Attack,Quick Draw
Special Actions rebuke undead 5/day (+3, 2d6+12, 9th)
Combat Gear drow poison, potion of barkskin +5, potion of
cure serious wounds
Cleric Spells Prepared (CL 9th):
5thdispel goodD, slay living (+8 melee touch, DC 18)
4thconfusionD (DC 17), freedom of movement, spell
immunity
3rddeeper darkness, inflict serious wounds (+8 melee
touch, DC 16), magic circle against goodD, meld into stone,
nondetection
2ndbears endurance, bulls strength, death knell, hold
person (DC 15), invisibilityD, zone of truth
1stcommand, disguise selfD, inflict light wounds (+8
melee touch, DC 14), obscuring mist, sanctuary, shield of
faith
0cure minor wounds, detect magic, detect poison, purify
food and drink, read magic, resistance
D: Domain spell. Deity: Lolth. Domains: Evil, Trickery.
Abilities Str 14, Dex 13, Con 11, Int 14, Wis 16, Cha 17
Feats Combat Reflexes, Improved Turning, Power Attack,
Quick Draw, Scribe Scroll
Skills Bluff +6, Concentration +9, Heal +10, Listen +8, Move
Silently +3, Ride +4, Search +5, Spot +9, Use Rope +2
Possessions combat gear plus +3 chain shirt, +1 buckler, +1
morningstar, ornate hand mirror,13 pp, 11 gp, 50 gp agate.
Light Blindness (Ex) Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds drow for 1 round. In
addition, they take a 1 circumstance penalty on attack
rolls, saves, and checks while operating in bright light.
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ENCOUNTER F19
163
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ENCOUNTER F20
BEBILITH PORTER
Encounter Level 12
Use this encounter with the area description on page 126.
SETUP
Use this encounter when the characters approach
the Audience Chamber on the mezzanine level of the
Grand Council room. Gethshuq is Lolths herald, sent to
announce her arrival on planes she intends to conquer.
Because bebiliths typically kill other demons for sport,
Gethshuq also makes an excellent porter at the entrance to
Lolths Audience Chamber, because its presence unsettles
most demons and gives her the upper hand. The many-
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TACTICS
Gethshuq picks one target and concentrates its attacks on
that opponent, using its webs to isolate the target from
its comrades. If the bebilith is overwhelmed by tougher
opponents, it attempts to bite one or more of its victims
and retreat, allowing its poison to do its work.
CONCLUSION
If Gethshuq is killed or bypassed, the PCs can enter the
Audience Chamber unopposed, though the Envoy of Lolth
immediately knows that they are enemies.
The demon lords find the death of a bebilith extremely
satisfying and do not attempt any revenge against those
who kill Gethshuqquite the contrary, they congratulate
the PCs.
Refer to the Grand Council Chamber map on page 121
for additional encounters in this room.
2/13/07 10:18:42 AM
Gethshuq
CR 10
MM 42
hp 150 (12 HD); DR 10/good
Bebilith demon
CE Huge outsider (chaotic, extraplanar, evil)
Init +5; Senses darkvision 60 ft., scent; Listen +16, Spot +16
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
AC 22, touch 9, flat-footed 21
Fort +16, Ref +9, Will +9
Speed 40 ft. (8 squares), climb 20 ft.
Melee bite +19 (2d6+9 plus poison) and
2 claws +14 each (2d4+4)
Ranged web +11 touch (entangle)
Space 15 ft.; Reach 10 ft.
Base Atk +12; Grp +29
Atk Options Cleave, Power Attack; aligned strike (chaotic,
evil), poison (Fort DC 24, 1d6 Con/2d6 Con), rend armor
Special Actions web
Combat Gear net of mass hold person (12 charges)
Abilities Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Feats Cleave, Improved Grapple, Improved Initiative, Power
Attack, Track
Skills Climb +24, Diplomacy +3, Hide +16, Jump +28,
Listen +16, Move Silently +16, Search +15, Sense
Motive +16, Spot +16, Survival +1 (+3 following tracks)
Possessions combat gear plus Type I bag of holding containing
demon ears, eyes, and horns plus his gambling stakes
(20,000 gp in gems) and dice, and a blue cube Demonweb
key (see page 54 for details)
Aligned Strike A bebiliths natural weapons, as well as any
weapons it wields, are treated as chaotic-aligned and evilaligned for the purpose of overcoming damage reduction.
Rend Armor (Ex) If a bebilith hits with both claw attacks, it
pulls apart any armor worn by its foe. This attack deals
4d6+18 points of damage to the opponents armor.
Creatures not wearing armor are unaffected by this attack.
Armor reduced to 0 hit points is destroyed. Damaged
armor can be repaired with a Craft (armorsmithing) check.
Web (Ex) A bebilith can throw a web up to four times per day.
This is similar to an attack with a net but has a maximum
range of 30 feet, with a range increment of 10 feet. This
attack is effective against targets of up to Gargantuan
size. The web anchors the target in place, allowing no
movement.
An entangled creature can escape with a DC 24
Escape Artist check or burst the web with a DC 24
Strength check. The web has 14 hit points and hardness 0.
There is a 75% chance that the webbing will not burn if
any sort of fire is applied to it (check each round).
ENCOUNTER F20
TREASURE
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ENCOUNTER F21
SETUP
Use this encounter when the characters bypass or kill the
porter Gethshuq and enter the Audience Chamber to meet
two aspects of Lolth, her Envoy and her Hammer.
Only the Envoy is immediately visible. The Hammer is
hidden 60 feet up in the darkness of the Audience Chamber, attached to the wall, its black carapace the perfect
camouflage. It gains a +4 circumstance bonus on its Hide
check on top of its +17 skill modifier.
If PCs deny their loyalty to Lolth and the Pact, read:
TACTICS
The Envoy of Lolth epitomizes the goddesss trickery
aspect. Smaller, humanoid, and more delicate-looking
than the Hammer aspect of Lolth, the Envoy is much more
powerful. Shes an enchantment-focused spellcaster.
In noncombat situations, she uses persuasive techniques,
including Bluff and Diplomacy. She is not above using a
suggestion spell to turn others to her way of thinking.
If given time to prepare for combat, she protects herself
with blur, fly, and shield.
In combat, she relies heavily on her enchantment
spells. Her favorite tactic is to start with a confusion spell
and let her enemies fight each other. She then devastates
a spellcaster with feeblemind before laying down another
confusion spell.
Finally, as soon as combat begins, she calls on her drow
Fury and whip priestess (see page 162) to come and kill the
PCs. If the door to the Audience Chamber has not been
arcane locked, spiked, barred, or otherwise sealed, the whip
priestess arrives at the start of round 3, the Fury in round
4, and Eccozt (see page 60) in round 7.
The Hammer of Lolth stays on the ceiling until combat
begins. Then it jumps on the first character trying to
reach the Envoy in her position at the center of the web.
The Hammer aspect drops from the ceiling with a jump
charge, seeking to pin and crush a character below it. Treat
this drop as a charge (+2 on attack roll, 2 to Armor Class),
but also add +2 to any of Lolths damage rolls as she uses
gravity to crush foes beneath her. The Hammer can jump
with a +24 divine bonus in the Audience Chamber.
Envoy of Lolth
CR 12
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CR 11
ENCOUNTER F21
Hammer of Lolth
CONCLUSION
If the Envoy of Lolth is killed, the door of the Audience
Chamber unlocks. However, the exit leads right back into
the Council Chamber. If the bebilith porter Gethshuq is
still alive, it immediately screams the news of the death
of Lolths aspect to all the drow, ambassadors, and aspects
of the demon lords in the chamber. See Getting out Alive,
page 128, for reactions.
If the Envoy is killed, the Pact cannot be read with a
divine spark behind the Dark Speech (the Hammer is a
brute aspect, not a diplomatic one), and the Demon Council
is foiled.
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Illus. by D. Bircham
Prestige Classes
DEMONWRECKER
Mercy? Its a waste of time. Demons dont understand
the concept.
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opponents, they are almost as effective as their nonspecialized counterparts at combating foes of all types.
BECOMING A DEMONWRECKER
The demonwrecker prestige class appeals to experienced divine
spellcasters of all sorts. A demonwrecker might be a cleric, a
paladin, or even a favored soul. Its easy for most divine spellcasters to qualify for the prestige class, but its narrowly focused
abilities hold the greatest appeal for planar travelers dedicated
to fighting demons or other chaotic or evil outsiders.
CLASS FEATURES
You gain a suite of abilities that greatly enhances your ability
to fight demons. The primary benefits of this prestige class
are the ability to overcome spell resistance and the ability
to bypass various kinds of damage reduction.
All the following are class features of the demonwrecker
prestige class.
Spellcasting: At each level, you gain new spells per day
and an increase in caster level (and spells known, if applicable)
as if you had also gained a level in a divine spellcasting class
to which you belonged before adding the prestige class level.
You do not, however, gain any other benefit a character of that
class would have gained. If you had more than one divine
spellcasting class before becoming a demonwrecker, you
must decide to which class to add each level for the purpose of
determining spells per day, caster level, and spells known.
2/13/07 10:27:23 AM
Entry Requirements
Skill: Knowledge (the planes) 5 ranks.
Feat: Spell Penetration.
Spellcasting: Able to cast 3rd-level divine spells.
Special: Candidate must have fought against a demon.
+0
+1
+1
+1
+3
+3
+4
+4
APPENDIX
+1
+2
+3
+3
Spellcasting
+1 level of existing divine spellcasting class
PRESTIGE
CLASSES
2nd
3rd
4th
5th
Special
Breach spell resistance,
demonwreck weapon of good
Demonwreck weapon of cold iron
Demonwreck spell damage
Demonwreck weapon aura
Perfect breach
Class Skills (2 + Int modifier per level): Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (the planes),
Sense Motive, Spellcraft.
PLAYING A DEMONWRECKER
Ever since you first became aware of the horrors that the
denizens of the Abyss could inflict on good creatures,
you dedicated yourself to fighting demonkind. Your heartfelt desire to protect innocent beings from the depredations
of these vicious creatures led you to focus on finding ways
to defeat them, and you have become amazingly proficient
at doing so.
Though demonwreckers have no formal organization, you
do feel a strong sense of kinship with anyone else who has
heeded the same calling. Your motivations and philosophies
might differ sharply from those of your fellow demonwreckers in other regards, but all of you are firmly linked by your
hatred of demons. One of the strangest and most thrilling
bardic tales known tells of three diverse demonwreckersa
cleric of Pelor, a devil, and an archonwho banded together
temporarily for a foray into the Abyss.
Combat
In most battles, your tactics remain as they were before you
took on the mantle of demonwrecker. When you encounter
a demon or other chaotic evil outsider, however, you readily
move to the forefront of the combat to cast your devastating
spells and attack with your demonwreck weapon. If you have
the demonwreck weapon aura, you try to stay close enough to
the demon to give your allies the benefit of that ability.
Advancement
You chose to follow the path of the demonwrecker because
you felt a strong calling to do so. Maybe a vivid event, such
as a personal encounter with a spawn of the Abyss, sparked
a desire in you to eradicate demonkind. Or perhaps you have
witnessed the destructive power of demons firsthand in a
climactic battle. Or maybe your membership in a militant
church has convinced you that the hordes of the Abyss pose
a significant threat to all that is good. Whatever the reasons
for your calling, you eagerly take up arms against demons
wherever you find them.
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PRESTIGE
CLASSES
APPENDIX
Resources
You can count on assistance from any good-intentioned
organization or good-aligned church if you request it. Assistance can also come from unexpected quarters on occasion.
Because you focus so strongly on your chosen foe, you
display an unusual degree of tolerance toward nondemons
of all kindseven evil beings. Thus, a wide variety of creatures might seek out your help in vanquishing demons. For
example, members of a dwarf community might come to you
for help upon discovering that one of their newly dug mine
tunnels has breached a long-sealed cavern containing a connection to the Abyss. Alternatively, devils might seek you out
in hopes of gaining an edge in the Blood War.
Organization
Demonwreckers have no formal organization of their own. In
general, they either act independently or belong to a broader
organization that has discovered a need for a demon-destroying specialist.
NPC Reactions
The general populace knows at least enough about demons
to fear them, and most civilized societies consider these
creatures the epitome of evil and destruction. Thus, anyone
who actively opposes demonkind is apt to be welcomed with
open arms. In particular, demonwreckers are viewed as selfsacrificing heroes who stand up for those unable to defend
themselves against the forces of the Abyss. Most non-evil
NPCs therefore have a friendly or helpful attitude toward
demonwreckers.
DEMONWRECKER LORE
Characters who have ranks in Knowledge (the planes) can
research demonwreckers to learn more about them. When a
character makes a skill check, the following lore is revealed,
including the information from lower DCs.
DC 10: Some divine spellcasters who specialize in fighting
demons call themselves demonwreckers.
DC 15: Demonwreckers lack an organization of their own,
but they are welcomed by all organizations that support the
idea of a demon hunter.
DC 20: The demonwrecker gains abilities that overcome
demons damage reduction and spell resistance.
Any characters who publicly mention planning a trip to the
Abyss or make any inquiries about how best to fight demons
draw the attention of any demonwrecker in the area, who
loses no time in making contact with them.
Special
Breach spell resistance, spell smite 1/day
Spell smite 2/day
Demonwreck spell damage
Spell smite 3/day
Perfect breach
Spellcasting
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
+1 level of existing arcane spellcasting class
Class Skills (2 + Int modifier per level): Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (the planes),
Sense Motive, Spellcraft.
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Adaptation
Sample Encounter
In Expedition to the Demonweb Pits, LeShawn Sonj, a demonwrecker residing in Sigil, seeks out the PCs if they have made
any inquiries about demons or the techniques required to
fight them, or if they have told any tales about fighting chaotic or evil outsiders. If the PCs publicly mention planning
a trip to the Abyss, LeShawn appears within a day.
EL 7: Use this encounter to introduce the PCs to LeShawn
Sonj, a potential ally in their quest. The encounter should
occur someplace other than the Styx Oarsman. For example,
LeShawn might be waiting for the PCs when they visit a sage
or a shop they frequent in Sigil. Read or paraphrase the following when the PCs encounter LeShawn.
A serious-looking human woman dressed in full plate armor
approaches. Emblazoned on the front of her shield is the symbol
of Fharlanghn. The woman has a morningstar at her belt and a
crossbow slung across her back. So, what are your feelings toward
demons? she says conversationally.
LeShawn Sonj
APPENDIX
PRESTIGE
CLASSES
CR 7
hp 49 (7 HD)
Female human cleric 5/demonwrecker 2
LN Medium humanoid
Init +1; Senses Listen +3, Spot +3
Languages Common
AC 23, touch 11, flat-footed 22
(+1 Dex, +9 armor, +3 shield)
Fort +6, Ref +2, Will +10
Speed 20 ft. (4 squares) in full plate; base speed 30 ft.
Melee mwk cold iron morningstar +8 (1d8+1)
Ranged cold iron light crossbow +6 (1d8/1920)
Base Atk +5; Grp +6
Atk Options aligned strike (good)
Special Actions freedom of movement 1/day, reroll d20 1/
day, turn undead 2/day (+1, 2d6+4, 5th)
Cleric Spells Prepared (CL 7th; 1d20+11 to overcome SR,
1d20+13 to overcome SR of chaotic or evil outsiders):
4thdimension doorD, divine power
3rdflyD , invisibility purge, magic circle against chaos,
searing light (+6 ranged touch)
2ndaidD , augury, bears endurance, bulls strength, sound
burst (DC 15)
1stbane (DC 14), bless, divine favor, longstriderD,
protection from evil, shield of faith
0create water, detect magic (2), light, purify food and
drink, read magic
D: Domain spell. Deity: Fharlanghn. Domains: Luck, Travel.
Abilities Str 13, Dex 12, Con 14, Int 10, Wis 16, Cha 8
SQ breach spell resistance, demonwreck weapon of cold
iron, demonwreck weapon of good
Feats Greater Spell Penetration, Skill Focus (Knowledge [the
planes]), Spell Penetration, Weapon Focus (morningstar)
Skills Concentration +12, Knowledge (religion) +10,
Knowledge (the planes) +13, Listen +3, Spot +3,
Survival +3 (+5 on other planes)
Possessions +1 full plate, +1 heavy steel shield, masterwork
morningstar, light crossbow with 20 bolts
Aligned Strike LeShawn Sonjs natural weapons, as well as
any weapons it wields, are treated as good-aligned for the
purpose of overcoming damage reduction.
Hook The only good demon is a dead demon. I specialize in
getting them that way.
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JAUNTER
Where can you find me? Thats a tough question. I spend my time
traveling, but always end up back in Sigil. As they say, all doors
lead to Sigil.
PRESTIGE
CLASSES
APPENDIX
Gryfalcon, a jaunter
The planes offer incredible opportunities for travel and
excitement, but few have the skill and expertise to take
advantage of them. The jaunter, however, is a consummate
expert on travel who specializes in getting exactly where
he wants to gowhether its across the multiverse or just
across the battlefield.
BECOMING A JAUNTER
The jaunter prestige class appeals to characters who do not
focus on spellcasting, yet covet the spellcasters versatility in
modes of travel. Scouts, rangers, and rogues are most attracted
to this prestige class, but sometimes a fighter or marshal
finds the jaunters movement powers alluring. Spellcasters
rarely choose this path because it requires sacrificing their
spellcasting progress.
Entry Requirements
Skill: Knowledge (the planes) 4 ranks.
Feats: Dodge, Mobility, Spring Attack.
Special: Candidate must have visited two or more planes
other than his home plane.
CLASS FEATURES
You gain a suite of abilities designed to facilitate travel both
on and off the battlefield. All the following are class features
of the jaunter prestige class.
Travel Power (Sp): You have the innate ability to relocate
creaturesyourself, your allies, and eventually even your
enemies. You can use your travel power a number of times per
day equal to your jaunter level plus your Dexterity bonus (if
any). As long as you have at least one daily use of your travel
power remaining, you also gain a +1 bonus to your Armor
Class.
Your travel powers are benign transposition, baleful transposition, teleport, and plane shift. Each of these abilities is described
in a separate entry below. In addition, once you gain the travel
power at 1st level, you can use scrolls and spell completion
items that duplicate any of these powers.
Benign Transposition (Sp): You can spend one daily
use of your travel power (see below) to cause two willing
PLAYING A JAUNTER
You have always had incredible mobility and a knack for
being just where you want to be. Since embarking on the
path of the jaunter, you have also gained the ability to put
your allies in the right places at the right times. Because you
Special
Travel power, benign transposition
Baleful transposition, fast movement
Dimension door, teleport
Freedom of movement, plane shift
Class Skills (4 + Int modifier per level): Balance, Climb, Concentration, Escape Artist, Hide, Knowledge (the planes), Listen,
Move Silently, Speak Language, Spot, Survival, Swim, Tumble.
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PRESTIGE
CLASSES
APPENDIX
Combat
Advancement
Even before you became a jaunter, you already displayed a
talent for moving about the battlefield by virtue of your Spring
Attack feat and its prerequisites. In addition, you picked up
a great deal of information about other planesboth academically (by virtue of your dedication to knowledge), and
firsthand (by visiting some of them).
Your fascination with movement led you to develop the
superb powers of travel and positional manipulation that
you have now. You gain the most benefit from your talents by
adventuring because each encounter brims with possibilities
to use your new abilities.
After gaining all the abilities you can as a jaunter, you might
want to consider going back to the class you were pursuing
before you decided to focus on travel. Alternatively, the path
of the shadowdancer, which offers the ability to flit in and out
of the Plane of Shadow, might appeal to you. Or, if you have
spellcasting abilities, you might want to become a wayfarer
guide (Complete Arcane 65), since your teleport travel power
meets the teleport spellcasting prerequisite.
Illus. by E. Deschamps
Resources
The Wayfarers Union has offices in the major cities of any
realm where arcane spellcasters are common. The offices tend
to be small, and each typically offers the services of only one
or two spellcasters for teleport.
Until you have gained the ability to teleport, the Union
offers great encouragement, but little in the way of physical
resources. At best, it offers a conference room that you can
use to meet with clients and plan strategy. More commonly,
the office simply serves as a place where you can leave and
retrieve messages.
The Union does offer information, however, and its members can guide you to clean, safe inns, honest mages for magic
item identification, and reputable merchants.
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PRESTIGE
CLASSES
APPENDIX
Because they can facilitate getting from place to place, jaunters are handy for campaigns that involve a lot of PC travel. In
Expedition to the Demonweb Pits, the PCs have access to many
methods of reaching their destination, including the doors
in Sigil and other gates that allow travel through the planes.
However, once the novelty of this structured planar travel
begins to pall, the PCs should have a way to move about with
greater independence. In particular, should an encounter
start to go awry, they can benefit greatly from the ability to
make a quick departure and return.
In more general campaign use, the presence of a jaunter
gives the PCs lots of great travel options. You can create
fantastic adventures throughout the multiverse and know
that the characters have a reliable way to get to and from the
various adventure sites.
Organization
Jaunters quickly gain fame for their abilities. The Wayfarers
Union (Complete Arcane 184) is quick to recruit characters who
gain sufficient skill to teleport and eager to train others who
show aptitude for rapid movement. The organizations leaders
offer potential jaunters training and at least limited resources,
in the hope that such characters choose to develop their natural talents and use them for the benefit of the union.
Though the Wayfarers Union is not specifically devoted
to jaunters, almost all jaunters belong to it. Since jaunters
love to travel, they rarely gather in significant numbers, but
they seek each other out at Wayfarers Union facilities and
adventurers guilds of various kinds. Gregarious by nature,
jaunters readily trade tales of their travels, news of the planes,
and speculations about the nature of the multiverse and their
roles in it.
Different jaunters interpret the four levels of the prestige
class in different ways. Some assert that the abilities gained at
the various levels are based on the four winds, in the sense that
they enable travel in all directions. Others feel that the levels
reflect the four planes that touch peoples everyday lives: the
Material Plane, the Plane of Shadow, the Ethereal Plane, and
the Astral Plane. No jaunter has ever seemed inclined toward
the formal study or in-depth divinations required to provide a
definitive answer to such questions, but the discussion of them
provides amusement for these experts on planar travel.
Those few jaunters who do not choose to join the Wayfarers
Union easily find employ with any of a wide variety of groups
eager for their talents. Military units value jaunters scouting
and courier abilities. The humans won the Battle of White
Dragon Pass against an invading orc army because a jaunter
was able to reconnoiter the approaching army and summon
reinforcements for the defenders.
Criminal guilds solicit jaunters for their ability to get into
and out of almost any location. El Gato, a legendary master
cat burglar, is thought by many to be a jaunter. The thief is
renowned for breaking into allegedly impenetrable vaults,
stealing only a single item from each, and leaving a small,
crystal cat as a calling card. El Gatos identity and methods
remain a mystery.
NPC Reactions
Jaunters are few in number but widely known by reputation.
In battle, they can make the seemingly impossible look easy,
and their incredible powers have inspired many a bards tale.
Most people have heard of jaunters but never met one. The
most common reaction upon making the acquaintance of
a jaunter is respect and a request for a demonstration of his
power. Thus, most NPCs have a friendly or helpful attitude
toward members of this prestige class.
JAUNTER LORE
Characters who have ranks in Knowledge (arcana) or Knowledge (the planes) can research jaunters to learn more about
them. When a character makes a skill check, the following lore is revealed, including the information from lower
DCs.
DC 10: Jaunters are affiliated with the Wayfarers Union,
which specializes in teleportation.
DC 15: Jaunters can swap the positions of friends or foes
on the battlefield.
DC 20: Jaunters can transpose creatures, teleport, or travel
the planes. They can also move faster than most and flit freely
about the battlefield using dimension door.
DC 30: A jaunter named Gryfalcon regularly stays at
the Styx Oarsman in Sigil. Currently, he works for the
Wayfarers Union and helps recruit new members for that
organization.
Jaunters can be found in areas of high interplanar traffic, such
as Sigil. In this adventure, the PCs can easily find Gryfalcon
at the Styx Oarsman. He happily tells any prospective jaunter
the requirements for the prestige class and enumerates the
benefits. Gryfalcon is enthusiastic about his abilities and
feels theres nothing finer than seeing the beauties of the
Multiverse first hand.
Adaptation
With a bit of work, this prestige class could be adapted to
appeal to spellcasters. Use the standard Base Attack Bonus
for the spellcaster in question (that is, average for clerics or
poor for wizards). This version of the prestige class should
have one good save (either Reflex or Will), and the others
should be poor.
The prestige class can grant a full spellcasting progression
if you simply remove the travel power ability (and all its subordinate powers) and add the spells on the following table to
the jaunters spell list. The class should, however, also retain
the fast movement, dimension door, and freedom of movement
abilities.
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Jaunter
Level
1st
2nd
3rd
3rd
4th
4th
Spell
Level
1st
2nd
4th
4th
5th
6th
Gryfalcon
Spell
benign transposition
baleful transposition
dimension door
freedom of movement
teleport
plane shift
Source
SC 27
SC 23
PH 221
PH 233
PH 292
PH 262
APPENDIX
One of the regular patrons enters, looking somewhat the worse for
wear. Despite his bruises, he is a pleasant-looking fellow wearing a
mithral shirt and equipped with a longbow and greatsword. Grinning a greeting to those present, he heads straight for the bar.
PRESTIGE
CLASSES
CR 9
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APPENDIX
BOOK OF FLESH
& MIRRORS
THE BOOK OF
FLESH AND MIRRORS
This spellbook belongs to Rule-of-Three and is prominently
displayed when the party visits him in Sigil. The tome contains original spells created by Rule-of-Three and his father
Grazzt, plus some rare planar spells and a few standard spells
of general use to plane travelers.
The PCs can acquire the book by theft, by defeating Ruleof-Three in combat, or as a gift to sweeten the deal when
Rule-of-Three asks them to go to Zelatar and meet the bone
naga ambassador. If the characters ever decide that Rule-ofThree is triple-timing them, he might also offer it as a bribe
to escape with his life.
APPEARANCE
The Book of Flesh and Mirrors is bound in mirror mephit hide,
a substance that is velvety but cold to the touch. The surface
is also reflective, though the reflected images look slightly
blurry, as if seen in a lightly fogged mirror. At the center of
the front cover and at each corner are a few tiny rubies set
in a pattern resembling an eye (eighteen total, worth 100 gp
each).
The ninety-nine interior pages are vellum sheets inked in
black, blue, brown, and red with a steady hand. The text is
contradicted by comments written in the margins or inserted
between linesall in the same handwriting. Diagrams are
drawn with annotations in triplicate.
HISTORY
The authorship of this book is not known for certain,
although it has most often been attributed to Rhyxali,
Grazzts sister. She is believed to have studied the Plane of
Mirrors in an effort to corrupt it and draw it into the Abyss,
thereby creating a Reflected Realm somewhat similar to her
brothers Triple Layers.
Neither suggested author has ever answered any questions
about the book, so who penned its pages remains in question.
Indeed, an ordinary demon, a dabus arcanist, or a shadow
demon caster with knowledge of Rhyxalis methods could
have written the Book of Flesh and Mirrors.
CONTENTS
The Book of Flesh and Mirrors contains the spells listed in the
following table and a summary of the magical principles
involved in their use (written out in triplicate). It also contains a description of the Plane of Mirrors and instructions
on how to create a mirror mephit. Any Intelligence-based
arcane spellcaster who makes a successful check to learn one
of the spells from this book can immediately learn a second
reflected spell at the same time. Thus, the time required to
master these spells is halved because of the way they overlap
for wizards and other arcane casters whose spellcasting is
based on Intelligence.
Sorcerers and other spontaneous casters can learn spells
from this volume only with great effort. Such a caster must
study for 1 week per spell level to master a spell from the
Book of Flesh and Mirrors. Furthermore, a few of the spells
in its pages are not available to spontaneous casters at all, as
indicated on the table below.
Spell
Analyze portal
Dread word
Enlarge person
Meld into mirror
Mirror image
Mirror magic
Portal alarm
Portal alarm,
improved
Portal beacon
Scramble portal
Seal portal
Simulacrum
Spell turning
Summon
mirror mephit
Level
Bard 3, sorcerer/wizard 3
Sorcerer/wizard 3
Sorcerer/wizard 1
Wizard 4
Sorcerer/wizard 2
Wizard 1
Bard 2, sorcerer/wizard 2
Bard 4, sorcerer/wizard 4
Source
see below
see below
PH 226
see below
PH 254
see below
SC 160
SC 160
Cleric 1, sorcerer/wizard 1
Sorcerer/wizard 4
Sorcerer/wizard 6
Sorcerer/wizard 7
Luck 7, Magic 7,
sorcerer/wizard 7
Bard 2, cleric 2,
sorcerer/wizard 2
SC 161
SC 181
SC 181
PH 279
PH 282
page 208
The Book of Flesh and Mirrors is the only one of its kind and
difficult to price. The tome is worth at least 100,000 gp on
the open market, though it is unlikely that characters who
acquire it would want to sell it.
NEW SPELLS
Described below are some of the new spells that appear in
the Book of Flesh and Mirrors.
Analyze Portal
Divination
Level: Bard 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 minute
Range: 60 ft.
Area: Cone-shaped emanation from you to the extreme
of the range
Duration: Concentration, up to 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
You can tell whether an area contains a magic portal or the
effect of a gate spell. If you study an area for 1 round, you
know the sizes and locations of any such portals in the area.
Once you find a portal, you can study it. (If you find more
than one portal, you can study only one at a time.)
Each round you study a portal, you can discover one property of the portal, in this order.
Any key or command word needed to activate the portal.
Any special circumstances governing the portals use (such
as specific times when it can be activated).
Whether the portal is one-way or two-way.
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A glimpse into the area where the portal leads. You can
look at the area where the portal leads for 1 round; the
range of your vision is the spells range. Analyze portal does
not allow other divination spells or spell-like abilities to
extend through the portal. For example, you cannot also
use detect magic or detect evil to study the area where the
portal leads while viewing the area with analyze portal.
Evocation [Evil]
Level: Sorcerer/wizard 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature of good alignment
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster speaks a single unique word of pure malevolencea powerful utterance of the Dark Speech. The word
is so foul that it harms the soul of one who hears it. The
utterance of a dread word causes one subject within range to
take 1d3 points of Charisma drain. The power of this spell
protects the caster from the damaging effects of both hearing and knowing the word.
To attempt to speak this unique word without using this
spell or having the Dark Speech feat means instant death (and
no effect, because the caster dies before she gets the entire
word out).
APPENDIX
Dread Word
BOOK OF FLESH
& MIRRORS
Mirror Magic
Divination
Level: Wizard 5
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One willing creature
Duration: 1 minute/level
You can converse with another being using a pair of mirrors.
When you cast the spell, gaze into a mirror, and specify the
person you wish to contact, you see that creature as if gazing
from the mirror closest to the creature. In order for the spell
to function, the creature must be willing to communicate
and be within 10 feet of a mirror.
A particular sound (such as clarion horns, a single note,
a chime, or the like) emanates from the distant mirror to
announce your wish to converse. You choose this sound
at the time of casting. If the target creature is present and
wishes to converse, it need only gaze into the mirror and give
mental or verbal acquiescence. Doing so allows the target to
see and hear all that transpires within 10 feet of your mirror,
within its normal limits of perception. You and the target
can then speak and see through the mirror for the duration
of the spell, as can any other creatures within 10 feet of the
surface of either mirror.
If the target is not present, or does not accept your attempt
at communication within 5 rounds, or either mirror is broken,
the spell ends. The two mirrors are ordinary in every respect
except while used to communicate. During that time, each
gives off a faint aura of divination.
Arcane Focus: One silvered glass or polished metal mirror
worth at least 100 gp.
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ITEMS OF
LEGACY
APPENDIX
ITEMS OF LEGACY
History
Every legacy item has a history, which has often been
obscured by the passage of time. Knowing a piece of an items
past requires a Knowledge (history) checkthe higher the
DC, the more esoteric the fact recalled. These checks do not
have to be made by the prospective wielder of the item, but
the information gained must be accurately communicated
to that person because a successful check also uncovers the
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WEAPONS OF LEGACY
Expedition to the Demonweb Pits includes two new items of
legacy. If youd like to include more, these are the ones from
Weapons of Legacy most useful or flavorful for this adventure.
These weapons provide further opportunities for instilling
legacy items into a campaign.
Bow of the Black Archer: A longbow focused on killing drow.
The adventure seed focuses on a dwarf driven by a deep desire
for revenge upon drow. This EL 6 adventure seed can help set
the PCs up with information on the types of things to expect
from drow and provide them with knowledge about their skills
and abilities. Dropping in a reference to an aspect of Lolth, for
instance, can help unify this miniadventure with the greater
Expedition.
Celdoriaths Clarion: A trumpet with a history of opposing
drow. The adventure seed includes an EL 6 drow attack that
could serve to spark the PCs interest in the drow and the
Underdark, leading them into this adventure.
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Legacy Rituals
Every legacy items history contains a seed of opportunity
that a new wielder can exploit. Through research, the wielder
can learn what specific rites, procedures, or ceremonies are
necessary to bond with the item.
With each ritual completed, a new range of legacy abilities become available. On completing the ritual and paying
all associated costs, the wielder learns to use the weapons
ability. In addition to any tasks required as part of the ritual,
every legacy ritual has a substantial gold piece cost for materials (such as unguents, fine robes, or other expensive items)
expended during its performance.
Each of these legacy items has three rituals associated with
it, each one tied to a yet-more-obscure piece of its past. An
item of particularly great importance has a more extensive
history, and thus more associated rituals, than one with less
influence on history. As a wielder discovers each piece of an
items story, he or she learns each of its legacy rituals.
A legacy items wielder who completes a given ritual immediately gains a bonus legacy feat: Least Legacy, Lesser Legacy,
or Greater Legacy. Each legacy feat is specific to the particular
item whose connected ritual the wielder performs.
Cost: The cost of a legacy ritual in gold pieces is indicated
here.
Feat Granted: Successful completion of a legacy ritual
grants the legacy feat described here as a bonus feat, assuming the character meets its prerequisites. A character who
doesnt have all the prerequisites still gains the feat but cannot
benefit from it until the prerequisites are met.
Wielder Requirements
In addition to gaining the associated legacy feats, the wielder
of a legacy item must meet additional prerequisites to use its
legacy abilities. These requirements are noted here in much
the same manner as the prerequisites for entering a prestige
class. The wielder need not meet these prerequisites to use
the items nonlegacy abilities.
Item Table
Every legacy item is described in a table that lays out its conferred abilities in the following manner.
Wielder Level: This entry is the minimum character
level required to gain the legacy item abilities noted in the
same row of the table, assuming the wielder meets any other
requirements. Since a character below 5th level cannot gain
access to legacy abilities, each table starts at that level.
A wielder of 5th10th level has access to least legacy abilities at those levels. A wielder of 11th16th level can gain lesser
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FEATS
The feats described here are granted to a character who fulfills
the rituals required to awaken the corresponding powers of
an item of legacy.
APPENDIX
ITEMS OF
LEGACY
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SPIDERSILK
SPIDERSILK
APPENDIX
HISTORY
LEGACY RITUALS
Three rituals are required to unlock all the abilities of
Spidersilk.
Knowledge of the Spider: You must acquire 2 ranks (or
2 additional ranks) in the Knowledge (nature) skill. These
ranks can be taken at any rate you choose, as long as you
have them all by 8th level. Cost: 1,500 gp; Feat Granted: Least
Legacy (Spidersilk).
Test of the Fang: You must be bitten by a spider of at least
Large size and survive the poison without recourse to magical
assistance. Thus, a slow poison or neutralize poison spell would
negate the test, but a nonmagical resource, such as a vial of
antitoxin, is acceptable. In Expedition to the Demonweb Pits,
the spiders in encounters D3: Shifting Spiders, D5: Abyssal
Spiders, F4: The Harpoon Spiders, F7: Spider and Assassin,
F20: Bebilith Porter, and several of the wandering spiders in
the Abyss all fulfill this qualification. Cost: 13,000 gp; Feat
Granted: Lesser Legacy (Spidersilk).
The Still and Patient Spider: You must spend one day
per character level in meditation with Spidersilk. At least
8 hours of each day must be spent meditating, and you
cannot engage in any strenuous activity or spellcasting
during this period. Cost: 40,000 gp; Feat Granted: Greater
Legacy (Spidersilk).
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APPENDIX
Illus. by E. Cox
SPIDERSILK
Spidersilk
Wielder
Level
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Skill
Check
Penalty
Save
Penalty
Caster
Level
Penalty
Spell
Slot
Loss
1st
2nd
3rd
4th
5th
6th
7th
8th
Abilities
False life
Reduced spell failure
Spiderfriend
+2 mithral shirt
Summon lesser spiders
Web
Summon spider swarm
Spider climb
+3 glamered mithral shirt, no spell failure
Command spiders
Maximize Spell
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THAAS
APPENDIX
THAAS
HISTORY
During the past few millennia, demons have attempted
incursions into almost every plane, and the Wilderness of
the Beastlands has been no exception. The invading tanarri
delighted in destroying the wild, natural beauty of that place.
The demons began their assault in Karasuthra, the land of
the deep, moonlit night, by putting the forest to the torch
and slaughtering all the wildlife they could find. Realizing
the danger, the natives of the plane, predators and prey alike,
united under the leadership of Anastrianna Amakiir, an elf
druid, and an intelligent, awakened great white stag (a megaloceros, see page 49) named Forest Hart. Together, these two
marshaled the inhabitants of the Beastlands (humanoids,
magical beasts, awakened animals, fey, and their animal
associates) and repulsed the demons incursion. Many,
including Forest Hart, died in the effort. (DC 15; Against
the Demons)
LEGACY RITUALS
Three rituals are required to unlock all the abilities of
Thaas.
Against the Demons: You must knowingly and willingly
enter into an encounter with an outsider that has the chaotic
and evil subtypes. The EL of this encounter must exceed the
average party level by 1 to 4. Many encounters throughout
Expedition to the Demonweb Pits offer the opportunity to fulfill
this requirement. Cost: 1,500 gp; Feat Granted: Least Legacy
(Thaas).
Thaas
Wielder
Level
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Attack
Penalty
Reflex Save
Penalty
Hit Point
Loss
2
2
Abilities
Sense demons
+1 evil outsider bane longbow
Strength adjusting
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THAAS
APPENDIX
WIELDER REQUIREMENTS
The optimal user of Thaas is an elf ranger, although any elf or
martial character might use it. Thaas is an incredibly useful
weapon in the Expedition to the Demonweb Pits adventure.
Illus. by E. Cox
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New Monsters
NEW
MONSTERS
APPENDIX
ASPECT OF GRAZZT
Tall and darkly handsome, this male humanoid figure exudes
sensuality. It has shiny black skin, slightly pointed ears, and green
glowing eyes. Each of its elegant hands has six digits, and when it
moves, each of its legs bends at two joints.
An aspect of Grazzt is a mid-level manifestation of the most
sensual of the demon lords. Grazzt is fully detailed in Fiendish Codex I: Hordes of the Abyss.
SAMPLE ENCOUNTER
An aspect of Grazzt is generally encountered in the company
of chaotic evil female creatures.
Assassins (EL 12): During this adventure, an aspect
and two succubi are trying to corrupt or kill LeShawn
Sonj, a demonwrecker who has been slaughtering demons
throughout the planes (see page 171 for LeShawns statistics
and habits).
Aspect of Grazzt
CR 11
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APPENDIX
Typical Treasure
ASPECT OF
GRAZZT
ASPECTS OF GRAZZT
IN EBERRON
ASPECTS OF GRAZZT
IN FAERN
ECOLOGY
Grazzt creates aspects fully formed whenever he needs
them, keeping a few in reserve at all times for emergencies.
Because an aspect is an outsider, it has no need to eat, sleep,
or breathe.
Environment: Like the demon lord it resembles, an
aspect of Grazzt inhabits the Infinite Layers of the Abyss.
When encountered on another plane, it has the extraplanar
subtype. An aspect on the Material Plane can be encountered
in any terrain type.
Typical Physical Characteristics: The aspect of Grazzt
appears as a reduced version of the demon lord Grazzt,
standing more than 14 feet tall and weighing a slender 800
pounds.
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SOCIETY
Like its creator, an aspect of Grazzt is a sensual hedonist. It
would rather persuade enemies than fight them, but once
battle is joined, it lays about with its mighty greatsword and
revels in the carnage.
Illus. by E. Gist
26
Result
This creature is a manifestation of Grazzt, the
demon lord. It is immune to electricity and poison
and resistant to acid, cold, and fire. In addition, it
can see in darkness and communicate
telepathically.
An aspect of Grazzt has several mind-affecting
abilities. It has an aura that prevents enemies
from attacking it, and it can also cause enemies to
attack their allies.
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ASPECT OF OBOX-OB
ASPECT OF
OBOX-OB
APPENDIX
Aspect of Obox-ob
CR 12
Demonwasp Swarm
CR 8
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APPENDIX
ASPECT OF
OBOX-OB
SAMPLE ENCOUNTER
ECOLOGY
SOCIETY
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Illus. by T. Pendergraft
TYPICAL TREASURE
Aspects of Obox-ob do not collect treasure and are rarely
equipped with any items, mundane or magical.
27
32
Result
A manifestation of the demon lord Obox-ob, this
creature is associated with vermin and poison. It
is immune to electricity and poison and resistant
to acid, cold, and fire. In addition, it can see in
darkness and communicate telepathically.
The stinger of an aspect of Obox-ob delivers a
poison that reduces a victims Intelligence. The
creature is also resistant to all weapons except
lawful ones.
This creature hosts three swarms of insects within
its body. When it is injured, bugs begin to fly out
of its wounds.
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ASPECT OF YEENOGHU
An immense, gaunt gnoll brandishes a triple-headed flail in its
mighty hands. Yellow fur appears in mangy patches on the creatures
body, and pale gray flesh shows through where the fur is absent. The
gnolls amber-colored eyes are large and protruding.
ASPECT OF
YEENOGHU
APPENDIX
Aspect of Yeenoghu
CR 10
SAMPLE ENCOUNTERS
The gnoll deity usually sends a small company of gnolls and
ghoulsoften fiendishout with his aspect.
The Temple (EL 12): An aspect of Yeenoghu and a 10th-level
gnoll cleric have banded together to locate and restore an old
temple to their god. A pack of six ghouls accompanies them.
The Pact (EL 14): Two 10th-level gnoll rangers act as guards
for an aspect of Yeenoghu who is traveling to a meeting at
which it intends to negotiate an alliance between the local
gnoll tribe and a group of ogres led by an ogre mage.
The Gnoll Alliance (EL 16): An aspect of Yeenoghu leads
negotiations between Graash, a gnoll cleric 11, accompanied
by her two 9th-level gnoll rangers honor guards and a tribe
of hill giants represented by a hill giant barbarian 5 and his
two hill giant barbarian 3 brethren.
ECOLOGY
Yeenoghu creates aspects fully formed whenever he needs
them, keeping a few in reserve at all times for emergencies.
Because an aspect is an outsider, it has no need to eat, sleep,
or breathe.
Environment: Like the deity it resembles, an aspect of
Yeenoghu inhabits the Infinite Layers of the Abyss. When
encountered on another plane, it has the extraplanar subtype.
An aspect on the Material Plane can be encountered in any
terrain type.
Typical Physical Characteristics: An aspect of Yeenoghu
appears as a reduced version of Yeenoghu, standing more
than 12 feet tall and weighing approximately 800 pounds.
SOCIETY
Though they have no need to feed, aspects of Yeenoghu
enjoy the chase and the kill, so they frequently hunt lesser
creatures when the opportunity arises. Aspects of Yeenoghu
dont care whether prey is exceptionally challengingin fact,
they prefer quarry thats easy to kill.
Yeenoghu instills in his gnoll worshipers a strong pack
mentality. The most important thing is to ensure the growth
of the gnoll tribe. Their religious teachings include visions
of a future where gnolls dominate the land. Elves, dwarves,
halflings, and humans are slaves, food, or playthings to be
chased and hunted.
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ASPECT OF
YEENOGHU
APPENDIX
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Knowledge (religion)
DC
15
20
Result
Gnolls follow a religion worshiping the demon
prince Yeenoghu who views gnolls as his children.
He wants gnolls to multiply and prosper so that
they overrun the rest of the world and subjugate
all other humanoid races.
Yeenoghu is embroiled in demonic politics,
making alliances and enemies as he works to
improve his power and position. He claims much
of the 422nd layer of the Abyss as his domain.
Currently, Doresain, the King of the Ghouls, pays
homage to him. Yeenoghu is in conflict with
Malcanthet, the Queen of the Succubi, and
Bahphomet, the Prince of Beasts.
Result
This creature is a manifestation of Yeenoghu, the
demonic god of the gnolls. It can see in darkness
like a demon.
The aspect of Yeenoghu wields a mighty flail that
can stun its targets. The creature can be damaged
most effectively by a good weapon.
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TYPICAL TREASURE
Aspects of Yeenoghu have little use for
treasure. Typically, an aspect carries
only a few potions or consumables in
addition to its magic flail.
Illus. by R. Horsley
ASPECTS OF YEENOGHU IN
EBERRON
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APPENDIX
CORRUPTED BY
THE ABYSS
CREATING A CREATURE
CORRUPTED BY THE ABYSS
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Knowledge (Nature)
DC
15
20
25
Result
An Abyssal taint has corrupted this creature into
an aberration of its kind. It can see in darkness.
Creatures corrupted by the Abyss resist electricity
and poison.
Such beings take full damage only from good
weapons. For the most challenging of these
creatures, only weapons that are both good and
cold iron deal full damage. Furthermore, when in
the Abyss, these creatures demonstrate
regenerative powers.
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Hit
Dice
13
47
8+
Challenge
Rating Increase
+1
+2
+3
Damage Reduction
5/good
10/good
10/ cold iron and good
ECOLOGY
Electricity
Resist 5
Resist 10
Resist 20
Immune
SAMPLE ENCOUNTERS
Creatures corrupted by the Abyss are encountered in the
company of demons or other corrupted beings. The encounter
levels can vary widely and provide interesting challenges for
characters of all levels.
Illus. by H. Lyon
Hit Dice
13
47
811
12+
APPENDIX
CORRUPTED BY
THE ABYSS
SOCIETY
Creatures with this template choose to eke out a living in the
Abyss by whatever means they can. If such a being returns
to the base creatures normal environment, it immediately
begins to use its advantages for personal gain.
Alignment: Creatures corrupted by the Abyss are always
chaotic evil, and they fully embrace the depravity of that
alignment.
TYPICAL TREASURE
Creatures corrupted by the Abyss are nasty, greedy, chaotic
evil creatures that believe the strong and powerful have the
right to abuse the weak. Because their fortunes change frequently, their treasure is as given on the following table.
d%
0133
3466
67100
Treasure
No treasure of note.
Standard treasure of the base creature.
Double the standard treasure of the base creature.
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DABUS
This tall, slender humanoid floats along just above the ground. It
wears long robes and carries a hammer in its hand. It passes another
of its kind and exchanges what appears to be a greeting. The air above
the heads of both beings fills with pictures of objects which, if their
names were spoken in succession, would form words.
Illus. by E. Deschamps
DABUS
APPENDIX
Dabus
CR 2
SAMPLE ENCOUNTERS
The dabus wander the streets of Sigil on their endless
missions. Most of these involve building or tearing down
portions of the city, or carrying out orders from the Lady of
Pain. They do not ally with other races.
Typical Encounter (EL 4): Three dabus enter a room that
a member of the party has rented in Sigil. They immediately
set to work tearing a hole in one wall, after which they bring
in a section of large ceramic pipe. If attacked or threatened,
the illusion master (see the Dabus Illusion Masters sidebar)
with the group displays an image of an engineering diagram
and one of the Lady of Pain to explain that the pipe must go
through. Otherwise, the creatures ignore the party entirely.
If the PCs resist their efforts, the dabus retreat and return
with a few yugoloth mercenaries or members of the Sons of
Mercy, who summarily throw the party out.
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APPENDIX
Illus. by E. Cox
ECOLOGY
DABUS
SOCIETY
The dabus claim to be organized
into cells consisting of two to
twelve members. Each cell has
a particular duty in the city,
though its function is not tied
to any one place or skill. One
day a member of a given cell
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might gather the trash that blows out of the Great Bazaar; the
next, it might be resetting cobbles near the Hive. Whatever
intelligence guides the dabus in their tasks, they know what
is expected of them.
Alignment: Dabus are always neutral. They are silent and
patient, but firm in defense of their city.
TYPICAL TREASURE
DABUS
APPENDIX
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DABUS LORE
Characters who have ranks in Knowledge (religion) or Knowledge (the planes) can learn more about the dabus. When a
character makes a successful skill check, the following lore is
revealed, including the information from lower DCs.
17
22
27
Result
A dabus is a type of humanoid native only to Sigil,
the City of Doors. A servant of the Lady of Pain, it
constantly works at building, repairing, and
tearing down sections of the city.
The dabus work in cells consisting of two to
twelve members. Each cell retains the same
membership from day to day, unless one of its
members is slain or replaced. The distinctive
floating gait of these creatures renders them
immune to spells that affect footing, such as
grease, yet air-based spells such as gust of wind do
not disturb them either.
The dabus live deep beneath the city in hidden
workshops. Few have seen their domiciles, but
each is said to house thousands of dabus and to
reverberate with the thrum of the mighty engines
that maintain Sigils portals and air, as well as its
position as crossroads of the planes.
Dabus leaders are skilled in illusion and creation
magic. These individuals appear identical to other
dabus, but they have the power to throw enemies
of the city into the Ladys mazesor at least to
make them think they have been exiled in this way.
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DEMON
Although the term cambion is often applied to any humanoid half-fiend, a true cambion springs from a union between a
powerful tanarri father and a planetouched motherusually
a tiefling. Spurned even by their demon fathers, cambions
use their alternate form ability to hide among humanoids
and gather information that they can exchange for the power
and prestige they crave.
APPENDIX
DEMON, CAMBION
This horrid-looking humanoid has spiky hair and pitch-black,
pockmarked skin encrusted with tiny scales and boils. Its teeth are
sharp and pointed, and its eyes burn with a hellish light.
CR 5
DEMON,
CAMBION
Evil and chaotic to the core, demons like nothing more than
to maim and destroy. They are native to the Infinite Layers
of the Abyss, and their environment complements their
natures. Demons take pleasure in the pain and misfortune
of others. Some are sneaky and sly, while others are more
direct and brutal.
A number of demons belong to a race (and subtype) known
as the tanarri. The tanarri form the largest and most diverse
group of demons, and they are the unchallenged masters of
the Abyss (at least in their own eyes). Most of the demons
detailed in the Monster Manual are tanarri. Fiendish Codex I:
Hordes of the Abyss introduces two new subtypes of demons:
the loumara and the obyrith. While no group of creatures of
the Abyss can ever be said to be truly united, because the concept conflicts with their chaotic and evil nature, the various
subtypes do feel a stronger affinity for demons of their kind
and a sense of rivalry toward those who are other. Demons
who do not fall within one of these broad subtypes, such as
the cambion and the carnevus presented here, struggle as
outsiders among other demonkind. As a result, they tend to
be nastier and more vicious than typical demons. Theyre also
much more flexible with their outlooks and philosophies.
Except where otherwise noted, demons speak Abyssal,
Celestial, and Draconic.
Demon, Cambion
Sample Encounters
A cambion typically brings all its combat resources to bear
early in a fight. Thereafter, should it begin to lose the battle, it
might offer a truce or even surrender, since it is happy to take
advantage of an opponents most honorable traditions. Cambions are rarely found in the company of other demons.
The Hireling (EL 5): A villain from a previous adventure
has hired a cambion to kill one of the PCs. Taking the form
of an elf or a member of some other typically good-aligned
race, the cambion approaches the target and attacks with a
poisoned dagger (Fort DC 18, 1d8 Dex/paralysis). Thereafter,
it either leaves using levitate or escapes invisibly.
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DEMON,
CAMBION
APPENDIX
ECOLOGY
Illus. by J. Zhang
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CAMBION LORE
Characters who have ranks in Knowledge (the planes) can
learn more about cambions. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
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Result
A cambion is a hideous demon created by the
union of a planetouched woman and a tanarri. A
demon lord or prince can sire a more powerful
cambion by mating with a female humanoid halffiend. The mothers of cambions die during
childbirth, leaving their vile offspring either
orphaned on the Material Plane or abused in the
Abyss. A cambion is immune to electricity and
poison and resistant to acid, cold, and fire. In
addition, it can see in darkness and communicate
telepathically.
Cambions make excellent assassins because of
their ability to move silently in heavy armor and
assume more pleasing shapes. A cambion can
charm its victim or instill fear with a single touch.
Cambions are excellent guides to the planes and
know much about demon summoning, but their
loyalty is almost always to the tanarri who
fathered them. Cambions typically carry magic
weapons and wear magic armor.
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SOCIETY
Cambions are used to being snubbed by both tanarri and
humanoids from the Material Plane, but many manage to
ingratiate themselves with powerful tanarri by serving as
extraplanar agents of the Abyss. Claiming extensive knowledge of the planes, these humanoid-touched demons pose
as guides, scholars, or sages. Mortals who approach them for
advice are directed to the Abyss on one pretext or another,
and the demons native to the layer in question are warned
of their approach, so that they can slay the intruders and
turn them into larvae and manes. Most cambions excel at
this form of deception, and in fact, only succubi are better
at luring mortals to the Abyss.
Loners by nature, cambions keep to themselves, surviving
on their wits and alternate form abilities. They prefer to dwell
in planar crossroads such as Sigil or in the larger cities of the
Material Plane, where they can lose themselves easily in the
crowds and the natives ask few questions.
Cambions rarely mate with their own kind, but when they
do, the cambion line breeds true. In most cases, however,
they prefer to find humanoid partners with whom they can
produce tieflings.
Cambions tend to be more ambitious than most demonkind. As if they have something to prove, either to their
demonic parent or to themselves, they strive to excel in some
fashion, perhaps accumulating wealth, acquiring information
(as is Rule-of-Threes specialty), or gathering followers. They
act as catalysts for events and major happenings.
CAMBIONS AS CHARACTERS
Cambions are predisposed to be rogues and assassins, but a
few become spellcasters. A cambion cleric serves a demon
lord rather than a deity and has access to two of the following
domains: Chaos, Destruction, Evil, Knowledge, or Trickery
(favored weapon: any sword). Most cambion spellcasters,
however, are wizards who favor spells that enhance stealth
or provide touch attacks.
Cambion characters possess the following racial traits.
+5 Str, +3 Dex, +3 Con, 4 Wis (minimum 3), 10 Cha
(minimum 2). If the Charisma penalty would reduce the
characters Charisma score below 2, any remaining points are
subtracted from Intelligence instead (minimum 3).
Medium size.
A cambions base land speed is 40 feet.
Darkvision out to 60 feet.
A cambion begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving
throw bonuses of Fort +5, Ref +5, and Will +5.
Racial Skills: A cambions outsider levels give it skill
points equal to 8 (2 + Int modifier). Its class skills are Climb,
Gather Information, Hide, Knowledge (local), Listen, Move
Silently, Sense Motive, Spot, and Tumble.
Racial Feats: A cambions outsider levels give it three
feats.
+2 natural armor bonus.
Automatic Languages: Abyssal, Common. Bonus languages: Celestial, Draconic, Elven, Goblin, Infernal.
Favored Class: Assassin.
Level Adjustment: +4 (+5 for baron or marquis).
APPENDIX
TYPICAL TREASURE
DEMON,
CAMBION
CAMBIONS IN EBERRON
Cambions are the offspring of summoned demons (from
Shavarath or elsewhere) who mate with their planetouched
summoners. They are always raised by humans but despised
because of their looks and extraplanar origins. Many cambions either leave the lands of Eberron upon reaching the age
of majority or become diabolists (Book of Vile Darkness 56) or
summoners themselves.
CAMBIONS IN FAERN
In Faern, most cambions serve as ambassadors of an Abyssal lord (most often Grazzt, Orcus, Lolth, or Demogorgon)
to demonic cultists on the Material Plane. Some, however,
simply take up residence on the Material Plane and never
return to their Abyssal homes.
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DEMON, CARNEVUS
Like a nightmare combination of two humanoids, this creature
has two mouths with forked tongues and four arms, each ending
in a clawed hand. Shaggy fur covers its body, and it stands at least
a head taller than an average human.
DEMON,
CARNEVUS
APPENDIX
Demon, Carnevus
CR 9
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SAMPLE ENCOUNTERS
Carnevuses that have access to invisibility or disguise self use
those abilities to move among humanoids, preferring not to
show their true faces to anyone other than tanarri, lamias,
or followers of Grazzt. Lamias, lamia nobles, or shadow
demons often accompany carnevus demons. Occasionally,
however, one travels with a group of rutterkin or hezrou
bodyguards.
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24
29
Result
The product of an unholy union between a tanarti
and a lamia noble, this demon is a follower of
Grazzt. It is immune to electricity and poison and
resistant to acid, cold, and fire. In addition, it can
see in darkness and communicate telepathically.
This demons two mouths and four arms allow it
to fight with multiple weapons while using fire
and lightning to smite its enemies.
Carnevus demons speak when using their spelllike abilities, and their effects are perfect
specimens, dealing maximum damage every time.
Carnevus demons are resistant to fire and
immune to electricity, cold, and gas attacks.
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DEMON,
CARNEVUS
APPENDIX
ECOLOGY
SOCIETY
Normally, the dilution of demonic blood with mortal would
make the half-fiend offspring little more than a slave of fullblooded demons, but a quirk of the carnevuss bloodline has
given it demon status as well as a gift for arcane magic. Thus,
these creatures are much loved by their patron, Grazzt, who
Illus. by J. Zhang
TYPICAL TREASURE
Carnevus demons carry treasure favored by wizards and
sorcerers, such as potions, wands, staves, and even scrolls.
They can employ all these items with their Use Magic
Device skill.
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DEMON, OCULUS
DEMON,
OCULUS
APPENDIX
SAMPLE ENCOUNTERS
Oculus demons are rarely found in the company of tanarri,
but they sometimes work with beholders, gnolls that have
character levels, or necromancers.
Typical Encounter (EL 13): An oculus demon arrives at
a haven of law (such as a lawful temple, a paladins citadel, or
a monks retreat) in search of a fragment of the Rod of Seven
Partsan artifact that its kind hates and despises. The demon
tears the door of the citadel off its hinges and begins killing
every creature it meets until it finds the rod fragment, which
it confiscates and then returns to the Abyss.
Step Pyramid Stronghold (EL 16): Two oculus demons
and a beholder guard a powerful shrine to Demogorgon
deep in the jungle. They accept the offerings of local tribes,
including the drugged, treasure-laden sacrifices left on their
gigantic step-pyramid. Assuming that the PCs fall into the
same category, the three guardians attempt to slay them with
ranged attacks from the top of the pyramid. If the battle turns
against them, the oculus demons flee into the cover of the
surrounding jungle. Later, they summon an advanced gnoll
warband to attack the group by night and attempt to pick off
the survivors with ranged attacks.
ECOLOGY
Though they are omnivores, oculus demons prefer the usual
demonic fare: blood, souls, and the flesh and larvae of giant
insects. For now, most of them serve as mercenaries in the
Abyssal forces, but if they ever find a master worth serving
for more than a season, they could become loyal shock troops
for a new Abyssal lord.
Environment: Oculus demons have gathered on a few layers
of the Abyssspecifically those ruled by Obox-ob, Demogorgon,
and oddly enough, Juiblex, a demon lord with few other followers. This arrangement has led some to speculate that Juiblex also
came into being well before the rise of the tanarri, though other
scholars see different motives in the strange alliance.
Oculus demons prefer hot or humid climates with good
visibility, so they avoid forested and arctic layers. They also
avoid the Material Plane, perhaps because they can still recall
their ancient defeat there.
Typical Physical Characteristics: Oculus demons are
roughly the same height as humans, though they appear
shorter and burlier because of their stooped posture. A male
oculus demon has two long, straight horns jutting from its
forehead, and a female has four rounded horns whose tips
touch over her head. Some oculus demons have eyestalks
in addition to horns, and now and then one is born with a
crown of eyeballs all the way around its skull. Such crowns
are considered unattractive, and the demons who have them
are driven from the Abyss to seek their fortunes elsewhere.
An oculus demon is born with at least a dozen eyestwo in
the same location as a humans would be, and the rest scattered
over its body. Each demon gains more eyes as it ages, so an older
oculus can have hundreds of eyes all over its body. An oculus
that has relatively few eyes tattoos faces on its skin in such a
way as to place a pair of eyes at the expected location. The skin
of an oculus is rubbery, and chitinous plates cover its broad
shoulders and helmetlike skull. These plates can slide over the
creatures most exposed eyes to protect them from attack.
Oculus demons speak Abyssal. Unlike tanarri, they do
not summon their own kind.
Ancient beyond measure, the oculus demons inhabited the Abyss
long before the tanarri spread themselves throughout its infinite
layers. The many-eyed ones might seem like allies of the tanarri,
but they serve their own evil queen first.
SOCIETY
Rumors about the creation of oculus demons abound, but the
most fantastic story claims that the first oculus was the result
of a liaison between a gibbering mouther demigoddess and
an ancient giant with a hundred eyesperhaps with a drop
of beholder blood somehow added to the mix.
Oculus demons get along well with beholders, Abyssal
giants, vrocks, and carnevus demons, but they hate and avoid
mariliths.
TYPICAL TREASURE
An oculus demon carries double standard treasure and a +1
unholy longsword.
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Demon, Oculus
CR 13
APPENDIX
Illus. by J. Zhang
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DEMON,
OCULUS
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Result
Oculus demons are winged creatures of humanoid
shape that are covered with eyes. They fight with
powerful unholy swords and cast spells that defeat
law, strengthen chaos, and affect vision. An oculus
demon is immune to electricity and poison and resistant to acid, cold, and fire. In addition, it can
see in darkness and communicate telepathically.
An oculus can fire eyebolts from its eyes to
damage, sicken, and panic its enemies, or even
knock them unconscious.
An oculus demon can see objects and creatures
as they truly are and paralyze enemies with its
gaze, even in melee combat.
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ENVOY OF LOLTH
The lustrous black skin of this 10-foot-tall drow female glows with
dark energy, and her long, white hair merges into a gown of fine
white spider silk. In one hand, she holds a long weapon that resembles a spider leg. The other hand gestures without pause, pulling at
the air as if stretching it, then pulling again at nothing.
ENVOY OF
LOLTH
APPENDIX
Envoy of Lolth
CR 12
SAMPLE ENCOUNTER
Lolth sends her Envoy to handle matters of great delicacy
and importance. When the utmost discretion is required, an
Envoy might appear alone, but it is more commonly accompanied by an entourage that includes other aspects of Lolth,
a few drow, and several expendable guards.
The Meeting (EL 12): Encountered alone, an Envoy of
Lolth is on its way to meet an important agent of the drow.
A Diplomatic Appearance (EL 13): An Envoy of Lolth
is accompanied by two aspects of Lolth, who act as its bodyguards. They move to intercept any characters who target the
Envoy to provide it with the space and time it needs to cast
spells.
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32
Result
The creature is not native to the Material Plane. It
can see in darkness.
The creature is an Envoy of Loltha
manifestation of the Spider Queens trickery
aspect. Weapons must be good-aligned to
damage it.
An Envoy of Lolth specializes in casting
enchantment spells. It is immune to
enchantments and also highly resistant to spells
in general.
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ECOLOGY
ENVOYS OF
LOLTH IN
EBERRON
Lolth does not play
a significant role in
the Eberron cosmology because she
absented herself from
that world early on and
has not returned. Thus,
aspects and Envoys are rare
there, though they can appear
among the creatures fighting on
the demons side in Shavarath, the
Battleground.
APPENDIX
An Envoy of Lolth
views other aspects
of Lolth as little more
than useful cannon
fodder, but it defers to
handmaidens of Lolth. On
occasion, it might even show
respect to high-level priestesses
of the goddess and work with them
to further Lolths agendas.
Envoys know their position and worth. They expect drow
to be properly deferential, protecting and papering the Envoy
as she desires. They hold all other humanoids in contempt as
lesser creatures, suitable only as servitors to drow. Anyone
that does not bend their knee to Lolth is merely a tool to be
manipulated or twisted to serve the goddess, willing or not,
knowingly or not.
Even though they hold these darkly manipulative philosophies, the Envoys appear delightful and lovely to all types of
TYPICAL
TREASURE
Illus. by H. Lyon
SOCIETY
ENVOY OF
LOLTH
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GIANT, ABYSSAL
A slender, black-skinned giant, more than 17 feet tall, brandishes his
greatsword menacingly. White scars and tattoos cover much of his
exposed skin, and his long, shaggy, dark hair has been pulled into
a sort of boars crest. Around his neck, he wears a necklace made of
humanoid skulls.
GIANT,
ABYSSAL
APPENDIX
Abyssal Giant
204
CR 11
95568720_Ch07_App.indd 204
SAMPLE ENCOUNTERS
Abyssal giants are smug and certain of their rightness in
bullying the weakafter all, dont demons defer to them?
Though they can be flattered into foolish actions, they are all
too quick to perceive any discussion as insulting and retaliate with violence. Most of the time, they win the ensuing
combat and eat the loser.
Typical Encounter (EL 10): A single Abyssal giant sits
outside a tavern drinking ale from barrels that the innkeeper
supplies to slake his thirst. This particular giant has been terrorizing all the lesser demons, planar travelers, and others
at the inn and has no intention of paying for what he consumes or destroys. When the PCs arrive, the giant demands
that they help the innkeeper butcher and cook one of their
mountspreferably a special one, such as a pegasus.
If confronted sternly, the giant walks just far enough away
to destroy the inn and everyone in it with a couple of thrown
rocks. Combat begins at a range of 200 feet, and the giant
fights until dead.
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25
30
Result
The creature is a rare type of giant native to the
Abyss. These creatures serve demons and
yugoloths as mercenaries, and their services can
be bought for gems and magic. They throw
exploding rocks and wield enormous swords
forged for them by Kostchtchie, the demon lord of
giants. He is the only lord they acknowledge; in all
other ways, they are extremely proud of their
freedom from responsibilities, oaths, and service.
Abyssal giants are nomads, wandering from plane
to plane and sometimes hunting with demonic or
undead hounds, such as jariliths or charnel
hounds. They can reshape the earth around them
into pits and trenches, and their demonic
greatswords deal vile wounds that can be healed
only with magic.
Abyssal giants are immune to slashing weapons.
Sages speculate that their strange tattoos might
somehow be the source of this immunity.
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SOCIETY
Abyssal giants travel alone or in
small companies bound by blood
or oaths. They hate the drow for
some ancient slight and other
elves because they are related
to the drow.
Male and female Abyssal
giants fight, work, and feast
together. The females are reckoned better rock throwers,
and males are thought to be
better with the greatsword.
Young Abyssal giants are
protected and kept out of
mercenary duties until they
earn their first tattoos and
undertake a trip to the Icy
Wastes, Kostchtchies layer
of the Abyss, where they
take up their greatswords
and formally embrace
their roles as warriors.
Abyssal giants are proud
of their tattoos, and they are
more than happy to tell the
story of each one to anyone
who will listen.
Alignment: Abyssal giants
are often chaotic evil, though some are neutral evil or even
lawful evil. Regardless of their alignment, they enjoy mocking smaller creatures and delight in throwing them into
dangerous terrain (off a cliff or into a boiling hot spring,
for example).
Illus. by B. Hagan
APPENDIX
ECOLOGY
GIANT,
ABYSSAL
The Hunters (EL 15): Four Abyssal giants were given a jarilith
(MM2 60) by a demon lord who is
pleased with their service. The
four are presently using the
beasts tracking skill to hunt
down a wanted bandit and planar
traveler who resembles a member
of the party. The PCs hear the jarilith
howl while they are camped in a dark,
charred forest in the Abyss, and the
howls grow closer every hour. Just
before dawn, the jarilith and the four
giants appear. The giants bombard
the PCs with exploding rocks until
they all stop moving. Once the combat
ends, the giants plan to send in the
jarilith to retrieve the one corpse they
want.
TYPICAL TREASURE
An Abyssal giant carries normal treasure in a bag or rucksack
and has a second set of normal treasure in its lair.
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LAMIA NOBLE
This majestic creature has the lower body of a giant serpent and the
upper body of a human. It moves with a kind of sinuous grace, its
red eyes fixed on its prey.
LAMIA
NOBLE
APPENDIX
Lamia Noble
206
CR 11
95568720_Ch07_App.indd 206
SAMPLE ENCOUNTERS
Lamia nobles travel with ogres, giants, or normal lamias as
servants and allies.
Takedown (EL 11): A lamia noble spies the PCs and prepares for combat by using its mirror image ability, then casts
magic missile or lightning bolt from roughly 110 feet away. When
the party rushes it, the creature attempts to grab, constrict,
and drain Wisdom from its opponents.
The Mating Pair (EL 14): Two lamia nobles, four normal
lamias, and four charmed hill giants inhabit a temple dedicated to a powerful evil god. The lamia nobles regularly send
the giants out to find prey in the surrounding wilderness.
When they discover the PCs and report their presence, the
entire group goes hunting. Both lamia nobles use charm
person from a distance of 45 feet against likely targets, then
suggestion to urge their new friends to go out into the forest,
where the young lamias attempt to use their Wisdom drain
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Knowledge (nature)
DC
19
24
29
Result
These half-human, half-serpent creatures of the
desert are well versed in history and the arcane,
and they guard powerful items or places. They
fight with weapons, magic, and their constricting
coils.
Lamia nobles can take on human form, but their
disguises are imperfect. The observant adventurer
can identify them by their snakelike eyes, scaly
patches of skin, and other nonhuman features.
Lamia nobles drain Wisdom by touch and are
accomplished sorcerers. They are especially fond
of illusion magic, mirror image, charm person, and
suggestion spells.
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against them. If
the group is discovered, the lamia
nobles tell their
newly drained food to go to
the temple and wait there.
Once they are gone, the
hill giants throw rocks
while the lamia nobles
let loose with offensive
spells.
TYPICAL TREASURE
SOCIETY
Lamia nobles tend to be solitary. When they do live with
other creatures, they choose hyenas, gnolls, or ordinary
lamias (usually their offspring) as companions. Occasionally,
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APPENDIX
Grazzt is our lord, our master, and the source of all blood magic,
but the Gray Lady is his servant in all things. She has taken four
young men from our village, but in return has driven away every
humanoid who dared threaten us. Her protection is costly, but we
live secure in her clawed hands.
LAMIA
NOBLES IN
EBERRON
Illus. by E. Deschamps
LAMIA
NOBLE
ECOLOGY
207
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MIRROR MEPHIT
This odd creature stands about 3 feet tall. It has black eyes, clawed
fingers, and a twitchy way of moving. Its wings are flat and windowlike, and its skin is smooth and reflective.
MIRROR
MEPHIT
APPENDIX
Mirror Mephit
CR 3
SAMPLE ENCOUNTERS
Mirror mephits are teasing and annoying, but rarely vicious
except when provoked. For the most part, they join forces
to make a prank work or to capture a creature passing their
mirror portal.
Typical Encounter (EL 3): A single mirror mephit distorts
the reflection of a PC passing its mirror portal. If the character comes closer to investigate, the mephit uses silent image
to create a prophetic image in the mirror glass, or it sends
out a simulacrum of the PC to make trouble in her name.
The Haunting (EL 7): A short while ago, a group of four
mirror mephits was summoned into a nobles new mirror. They
began by ruining the mirror with their tricks, but eventually
they grew bored with that endeavor and abducted the nobles
young daughter by literally dragging her into the Plane of
Mirrors when she passed. They demanded a ransom from the
noble, but he became enraged and broke the mirror instead.
The destruction of the mirror released both the girl and
the mephits, who were more than happy to begin wreaking havoc on the Material Plane. Since then, his house has
become a shambles and his servants nervous wrecks. When
bored (which is most of the time), the mephits throw glass
darts at the servants, break crockery, make noise, and drive
the inhabitants crazy by mirroring their speech. But they are
difficult to track down, since they can hide in any reflective
surface, from polished armor to a pool of still water. The noble
plans to host a major public event (such as a marriage feast, a
harvest festival, or a joust) in the near future, so he hires the
PCs as pest exterminators.
ECOLOGY
Mirror mephits make good spies, poor servants, and remarkably good conjurers. They seek alliances with wizards and
divine spellcasters who can summon them out of the Plane
of Mirrors, making ridiculous promises of loyalty that are
forgotten as soon as they are set loose.
Environment: Mirror mephits live on the Plane of Mirrors, a place that has few points of interest, and they are eager
to leave it for more interesting environs. They are always
encountered near mirrored surfaces.
Typical Physical Characteristics: A mirror mephit has
smooth, mirrored skin, eyes that are entirely black, and fingers
that end in claws. It keeps its wings, which resemble panes
of clear glass, folded against its back. When a mirror mephit
is wounded, its mirrored skin develops cracks and chips, and
when it dies, its body shatters into a pile of glass dust.
Mirror mephits are quick to repeat whatever is said to them,
and they speak in a mocking tone.
Alignment: Mirror mephitis are always neutral. Uninterested in questions of philosophy or ethics, they live for
the moment. Some are calm, reflective creatures that seek to
better themselves through work; others are more outwardly
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SOCIETY
MIRROR MEPHITS
IN EBERRON
Illus. by M. Coimbra
APPENDIX
Eberweiss, demonwrecker
MIRROR
MEPHIT
TYPICAL TREASURE
Mirror mephits carry normal treasure in pouches or purses.
They have a fondness for shiny, reflective, or glittering items.
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18
23
Result
The creature is a rare kind of mephit that lives in
mirrors and other reflective surfaces, such as
water or polished armor. It can see through
mirrors and walk through them as well.
Mirror mephits can reflect targeted spells back at
their casters, create mirror images, and form
simulacra.
Mirror mephits are unusually vulnerable to sonic
attacks and bludgeoning weapons.
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RATATOSK
This furry, humanoid-shaped creature resembles a bipedal rodent.
It has clawed hands, large eyes set in a squirrel-like head, and a
long, luxuriant, furry tail. A thin membrane stretches between the
arm and the leg on either side of its body. The creature wears simple
clothing and carries a few tools and weapons.
RATATOSK
APPENDIX
Ratatosk
CR 1
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RATATOSK LORE
Characters who have ranks in Knowledge (the planes) can
learn more about ratatosks. When a character makes a successful skill check, the following lore is revealed, including the
information from lower DCs.
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Result
The World Ash (also called Yggdrasil) that
connects the worlds is protected by its
worshipersa race of squirrelfolk called
ratatosks. These creatures can also be found in
the old forests of Ysgard, and in Arborea.
Ratatosks are masters of ranged combat and
skirmishes. Expert climbers and flyers, they fight
primarily with bows and avoid melee combat.
They fight in small bands of five to ten individuals,
and their leaders are called fireholders.
Ratatosks make excellent guides to Yggdrasil, and
their help can be purchased with gifts of magic or
steel weapons. Some also know how to turn nuts
into edible magic items that function like potions.
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SAMPLE ENCOUNTERS
APPENDIX
SOCIETY
Illus. by W. England
ECOLOGY
RATATOSK
TYPICAL TREASURE
Ratatosks carry little treasure other than tools, clothes, and
the magic nuts that their priests make. These nuts function
as potions when consumed. A ratatosk can automatically
identify such magic nuts, though they all look like large
walnuts, acorns, pine nuts, or the like to others.
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VIPER TREE,
ELDER
APPENDIX
CR 9
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SAMPLE ENCOUNTERS
Unlike larval viper trees, which thrive in large groves, elder
viper trees tend to be solitary killersthough a few groves
do exist on the planes of the Abyss ruled by Grazzt and on
the battlefields of the Blood War, where the demons want to
maintain a defensive line. The elder viper trees seek to paralyze
all foes within reach before eating their kills. The creatures
rarely attack demons unless they are extremely hungry.
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Result
Forests of larval viper trees, which never
progress to the mobility and size of elder trees,
are common in Zrintor, the Viper Forest of
Azzagrat in the Abyss.
This odd reptilian tree is a demonic plant native to
the Abyss, though it is sometimes found along the
banks of the Styx and in Gehenna as well. It
resembles a pale-barked tree with viper heads at
the end of each mobile branch. It can see in low
light and is immune to extra damage from critical
hits, paralysis, polymorph, sleep, and stunning.
Its bite paralyzes prey.
Because these plants, which are called elder viper
trees, can sense good, they are common
guardians for the gates of evil citadels. They have
the power to draw creatures toward them with a
hypnotic hiss.
Elder viper trees are susceptible to fire but immune
to acid, cold, gas, and poison. Their poison deals
Strength damage and paralyzes prey. Unlike most
plants, they can move, albeit slowly, and some can
flee from combat by sinking into the ground.
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VIPER TREE,
ELDER
APPENDIX
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protected. Not all the heads are active at once, but whenever
an active branch is slain, a sleeping branch wakes and begins
attacking. As a result, elder viper trees continue to get their
full range of attacks until slain.
Alignment: Elder viper trees are often chaotic evil, though
a few are neutral evil or even chaotic neutral. They enjoy playing with their paralyzed food and mocking any good-aligned
creatures they can snatch and throw.
Illus. by B. Hagan
ECOLOGY
SOCIETY
Most elder viper trees are solitary, though sometimes they
agree to serve as guardians in exchange for a steady supply
of fresh food. In groves, the elder viper trees try to stay
evenly spaced.
TYPICAL TREASURE
The treasure of an elder viper tree is largely incidental, taken
from the victims it has eaten over the years. These creatures
prefer brightly colored objects, and sometimes they place
gems near their trunks to draw victims closer.
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Ambassadors Map
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Horn of the Hunt (Su) As a standard action, a wild hunter can blow a terrifying blast upon its horn. Every creature
within 60 feet, except wild hunters and their mounts, must succeed on a DC 25 Will save or be shaken for 1
minute. Creatures within 10 feet who fail their saves become frightened instead. Horn of the hunt is a sonic, mindaffecting fear effect. Whether or not the save is successful, a creature cannot be affected again by the same wild
hunters horn for 24 hours. The save DC is Charisma-based.
Master Rider (Su) A wild hunters mount gains a deflection bonus to Armor Class equal to the hunters Charisma
bonus (if any).
Rough Charge (Su) The wild hunter and its mount can charge across rough terrain and need not move in a
straight line to do so.
Selected Prey (Su) Three times per day, as a swift action, the wild hunter can mark a single target within 60 feet
as its prey by pointing at it. The hunter gains a +5 morale bonus on attack rolls and damage rolls against its
marked target for the next 24 hours. In addition, all critical threats made against that target are automatically
successful, so every threat is a critical hit. The hunter may have only one creature se-lected at a time.
Superior Woodland Stride (Su) A wild hunter and its mount can move through natural thorns, briars, overgrown
areas, and similar terrain at their normal speed without taking damage or suffering other impairments. This
category includes thorns, briars, and overgrown areas that are magically manipulated to impede movement.
Megaloceros (Mount) CR 6
Always N Large animal
Init +1; Senses low-light vision, scent; Listen +10, Spot +9
AC 19, touch 15, flat-footed 18 (1 size, +1 Dex, +5 deflection, +4 natural)
hp 102 (12 HD)
Fort +11, Ref +9, Will +4
Speed 40 ft. (8 squares); Run
Melee gore +13 (1d8+7)
Space 10 ft.; Reach 5 ft.
Base Atk +9; Grp +18
Atk Options Powerful Charge, improved grab
Special Actions stampede, toss
Abilities Str 20, Dex 12, Con 16, Int 2, Wis 11, Cha 8
SA improved grab, stampede, toss
Feats Alertness, Endurance, Improved Toughness, Powerful Charge, Run
Skills Hide 3, Listen +10, Spot +9
Improved Grab (Ex) To use this ability, a megaloceros must hit an opponent of up to Medium size with a gore
attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and can scoop up the opponent with its antlers and toss it aside.
Stampede (Ex) A frightened herd of megaloceroses can flee as a group in a random direction (but always away
from the perceived sources of danger). The creatures literally run over any Large or smaller creature that gets in
their way, dealing 1d12 points of damage for each five megaloceroses in the herd (DC 21 Reflex half). The save
DC is Strength-based.
Toss (Ex) A megaloceros can vigorously shake any creature caught in its horns and fling it in a random direction.
Resolve the toss as a bull rush maneuver (+9 check modifier), except that it does not provoke an attack of
opportunity, since the megaloceros has already grabbed its foe before trying to toss it. The megaloceros does not
need to move with its foe to throw it more than 5 feet. If the tossed victim wins the opposed Strength check, it
remains in its current square, suffers no ill effects, and is no longer grappled. A tossed victim takes impact
damage on landing as if it had fallen a distance equal to the distance it was tossed.
The wild hunter delights in hunting and killingthe more dangerous the prey, the more thrilling it is to chase. Each
hunter rides a mount suitable for its environment, such as a megaloceros.
SAMPLE ENCOUNTER
A wild hunter is usually encountered alone on a mount. On rare occasions, a hunting group forms to chase down
excep-tional prey.
Lone Hunter (EL 10): The typical wild hunter encounter is just one hunter mounted on an advanced 12-HD
megaloceros.
Flying Hunt (EL 12): Two wild hunters mounted on griffons provide an interesting three-dimensional encounter.
ECOLOGY
Like certain other kinds of fey, wild hunters have only one gendermale in this case. Formed from the primal
energies sparking between hunter and prey, they dont have a regular life cycle of conception, birth, life, and
death. Wild hunters come into being fully formed in the Wilderness of the Beastlands. They neither age nor breed,
and they live until slain.
Environment: Wild hunters are native to the Wilderness of the Beastlands and can be found on any of the three
layers of that plane. Although they have no planar travel abilities of their own, wild hunters sometimes join other
fey or outsid-ers for planar travel to locations that promise good hunting. When encountered outside the
Beastlands, they have the ex-traplanar subtype.
Typical Physical Characteristics: A wild hunter appears as a male humanoid about 7 feet tall, weighing approximately 180 pounds. It wears dark, pitted armor and is usually mounted. Its helmet floats a few inches above its
shoulders but appears completely vacant.
SOCIETY
Wild hunters are not people as much as forces of nature. They live to hunt, and the excitement of the chase and
the thrill of the kill nourish and sustain them. They have no other motivations or passions.
A wild hunter uses his natural ability to handle animals to acquire a mount and upgrade it to superior mount
whenever the opportunity presents itself.
Alignment: A wild hunter always has a neutral aspect to his alignment. Thus, an individual wild hunter can be
lawful neutral, neutral good, neutral evil, chaotic neutral, or simply neutral.
TYPICAL TREASURE
Wild hunters dont accumulate wealth. Each has one or two items of valueusually a high-quality weapon and/or
suit of armor. This treasure is typically worth double the standard value for the wild hunters Challenge Rating.