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PREPARATION

You (the DM) need the D&D core rulebooks—the


Player’s Handbook, the Dungeon Master’s Guide, and the
Monster Manual—as well as Monster Manual III to run
this adventure. This scenario utilizes the D&D v.3.5 rules.
To get started, print out the adventure, including the
map. Read through the scenario at least once to famil-
TROLL OUTPOST iarize yourself with the situation, threats, and major
NPCs (particularly their motivations). Then review the
A Web Enhancement for information on the trolls and mindshredder in Monster
Manual III. Text that appears in shaded boxes is player
Monster Manual III information that you can read aloud or paraphrase for
the players at the proper times. Monster and NPC statis-
A SHORT ADVENTURE FOR FOUR tics are provided with each encounter in abbreviated
8TH-LEVEL PLAYER CHARACTERS form or, where appropriate, the proper page in the
Monster Manual or Monster Manual III is referenced.
CREDITS
Design: Skip Williams ADVENTURE
Editing: Penny Williams
Typesetting: Nancy Walker
BACKGROUND
The war troll Hurdrac has decided to retire from the
Cartography: Dennis Kauth
mercenary life and set himself up as a petty lord. Once
Web Production Julia Martin
established, he plans to build himself a small nation of
Web Development: Mark A. Jindra trolls.
Graphic Design: Sean Glenn, Cynthia Fliege To that end, Hurdrac has assembled a small contin-
gent of troll followers through bribery (with the money
Based on the original DUNGEONS & DRAGONS® game by E. had has amassed over the years) and intimidation (via
Gary Gygax and Dave Arneson and on the new edition of the
his fiery greatsword, which can strike fear into the
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. hearts of most ordinary trolls.) He has recently located
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered
a modest cavern complex hidden in a forested hillside
trademarks owned by Wizards of the Coast, Inc. The d20 logo is a that he deems suitable as a base of operations and
trademark owned by Wizards of the Coast, Inc. All Wizards characters,
character names, and the distinctive likenesses thereof are trademarks moved into it with his band. From there, he plans to
owned by Wizards of the Coast, Inc. terrorize and conquer the whole forest as the first step
This material is protected under the copyright laws of the United in his quest for personal glory.
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the Unbeknownst to Hurdrac, however, a colony of
express written permission of Wizards of the Coast, Inc.
mindshredders lives in the neighborhood, and a mind-
©2004 Wizards of the Coast, Inc.
All rights reserved.
shredder scout has already infiltrated his outpost. For
Made in the U.S.A. the moment, the scout is content to observe the trolls
This product is a work of fiction. Any similarity to actual people, organizations, and enjoy the occasional snack when it catches one
places, or events is purely coincidental.
asleep. Its favorite treats are the cave trolls that guard
This Wizards of the Coast game product contains no Open Game Content. No
portion of this work may be reproduced in any form without written permission. the outpost’s main entrance, since they aren’t too
To learn more about the Open Gaming License and the d20 System License, perceptive at the best of times, and they’re in the habit
please visit www.wizards.com/d20.

For more DUNGEONS & DRAGONS articles, adventures, and information,


of getting good and drunk when they’re not on duty. So
visit www.wizards.com/dnd far, the trolls haven’t noticed the mindshredder’s
The newly released Monster Manual III offers a host of new foes to bedevil player char- Wisdom-damaging attacks.
acters. Some of these, such as the new trolls, are variants on old standbys; others are
entirely new. This short scenario takes a sampling of these deliciously nasty creatures
and puts them through their paces.
Troll Outpost is a short D&D adventure for four 8th-level player characters (PCs). It
ADVENTURE SYNOPSIS
takes place in and around a cavern complex hidden in a forested hillside. As always, feel The characters must penetrate Hurdrac’s outpost and
free to adapt the material presented here as you see fit to make it work with your campaign.
clean out the trolls as well as the mindshredder that
secretly watches the place from below. Once the
1
complex has been cleared of monsters, the surrounding and very strong. They quickly killed the settlers, then
area is safe until the next tenant takes up residence in pried apart the building plank by plank. When the
the cavern complex. embers from the kitchen fire started a blaze, the
attackers immediately put it out. The brief firelight,
ADVENTURE HOOKS however, revealed that most of the attackers had tall,
thin silhouettes, muscular bodies, and long arms
As DM, you know best how to involve your PCs in an
ending in big, clawed hands. Two of them had a simi-
adventure. You can use the following hooks to spur your
lar build but were closer to human size. (The attackers
imagination, modifying them as necessary to fit your
were Hurdrac’s normal troll minions, plus a pair of
campaign or the characters.
forest trolls serving as guides.)
• While traveling through a thickly forested area, the PCs
stumble upon a weird caravan in which several
wretched humanoid slaves are serving as beasts of BEGINNING THE
burden. The caravan masters might be drow, duergar, or
some even more sinister creatures, such mind flayers.
ADVENTURE
The caravan’s contents, however, seem quite mundane Troll Outpost is a site-based scenario in which the action
for such an unusual expedition: low-quality wine, some occurs in and around the hidden cavern complex that
salt, and a considerable quantity of low-grade iron ore. houses Hurdrac and his followers. The adventure
The slaves know only that they’re bound for a hidden begins when the characters find an entrance to the
fortress somewhere in the forest. The overseers claim to outpost (see Entry Points, below).
be honest businesspeople who are delivering a perfectly
legitimate shipment to a private customer. If the PCs HURDRAC’S OUTPOST
press the issue, they learn that the customer is an upstart The outpost occupies a cave complex beneath a rocky
petty lord with plans for conquest. A little kindness slope in a rugged and heavily forested area. The
toward the slaves (or intimidation aimed at the over- surrounding land could be low mountains or hills,
seers) reveals the approximate location of the planned possibly with a valley to one side.
delivery. (In fact, the caravan is bound for Hurdrac’s
outpost. The war troll has forged a tentative alliance with INTERIOR FEATURES
the overseers, who have agreed to sell him supplies.) Noteworthy features and conditions within the outpost
are described below.
• Various forest dwellers have been complaining about Ceilings: On the main level, the ceilings in the
increased activity from trolls in the area. The trolls corridors are about 15 feet high, and those in the cham-
(who are actually Hurdrac’s forest trolls) have in fact bers are about 30 feet high. Below the main level, the
been competing with the local populace for game, ceilings in both the corridors and the single chamber
and they seem to be brutally efficient hunters. are only about 7 feet high.
However, they have not limited themselves to hunt- Floors: The floors throughout the complex are
ing game, and the leaders of several forest communi- uneven but fairly smooth as natural stone floors go,
ties want the trolls driven out before they kill any thanks to the many creatures that have inhabited these
more people. Thus, the community elders have put caves over the years. Running or charging within the
out a call for help with the problem. complex requires a DC 10 Balance check. Characters
who fail the check can still move but cannot run or
• The PCs come upon a wrecked homestead deep in the charge during their turns.
forest. The house and barn have literally been torn to Light: Most of the complex is unlit and remains
bits. Oddly enough, the wreckage appears to have dark even during the day. A few areas have some illumi-
caught fire at some point, but someone evidently nation, which is noted in the appropriate area descrip-
doused the flames very quickly with water from the tions.
well. If the PCs comb the area, they might find a Natural Staircases: Several passages inside the
survivor or two hiding in the woods, or perhaps a complex have fairly steep slopes with ridged floors that
sylvan creature that witnessed the attack. Because the form stony terraces. Characters can walk up or down these
attackers came in the dark of night, it was difficult to natural staircases without making Climb checks, but doing
see them clearly, but they were bigger than humans so hampers movement. Each square that a character moves
2
on the terraces costs 10 feet of movement. Characters enough that it shows few footprints, but an occasional
cannot run or charge on these natural staircases. print can be found in a soft spot. A DC 20 Survival or
Sinkholes: Several areas within the complex Search check in such a location reveals a print made by
feature natural sinkholes. Each has a vertical shaft that a biped, most likely of Large size, with clawed feet. The
drops more or less straight down to the subterranean prints aren’t clear enough to reveal any other informa-
level below. The vertical distance to the lower level tion. Even if the PCs don’t find any tracks, however,
varies and is noted in the descriptive text for the cham- they can still follow the trail right into area 1.
ber where the sinkhole is located.
Originally, the sinkholes and the vertical shafts Upper Entrance
below them were made of the same smooth stone as the If the PCs climb the slope above area 1 and work their
walls inside the complex (see below). Recently, way back toward the top of the ridge, they can find a
however, the mindshredder living in area 12 has been cave with a square hole in the floor. This hole is the top
lining them with chrysalis material (see page 102 in of a vertical shaft that leads about 200 feet straight down
Monster Manual III) to a thickness of 1 foot. This to area 11 (Climb DC 10). The trolls don’t bother to
substance looks and feels like very smooth, wet rock maintain this exit because they hardly ever use it, so
and has a pale rose color. Though it appears slippery, it thick brambles almost completely obscure the cave
has been cleverly shaped to provide good handholds entrance. Even a PC who looks at the hole must still
and footholds (at least for a mindshredder). The Climb make a DC 25 Search or Survival check to recognize it
DC for a sinkhole is 20, and a mindshredder gets a +5 as an opening. Once the characters locate the cave, they
circumstance bonus on the check. A DC 15 Spot or must tear through the brambles to get inside.
s Bramble Curtain: 18 in. thick; hardness 5; hp
Search check reveals that the sinkhole has a resinous
lining, and a DC 20 Spot or Search check reveals the 150; break DC 29.
handholds and footholds. A DC 30 Knowledge Creatures: While the PCs are poking about near
(dungeoneering) or bardic knowledge check reveals the upper entrance, four forest trolls take the opportu-
that the lining is mindshredder chrysalis material. nity to attack them.
D Forest Troll Guards (4): Male or female forest
Each of the shafts was originally about 5 feet wide,
but the lining has narrowed the diameter to less than 3 troll; CR 4; Medium giant; HD 5d8+25; hp 47; Init +7;
feet. A Small or Medium creature must squeeze to move Spd 30 ft., climb 20 ft.; AC 21, touch 13, flat-footed 18;
up or down the shaft (see page 29 in the Dungeon Base Atk +3; Grp +6; Atk +6 melee (1d4+3 plus poison,
Master’s Guide). claw) or +7 ranged (1d8+3 plus poison/3, composite
The trolls in the outpost know about the sinkholes longbow [+3 Str bonus] with masterwork arrow); Full
but cannot fit down them. They simply assume that the Atk +6 melee (1d4+3 plus poison, 2 claws) and +1 melee
shafts get narrower and narrower the farther down they (1d4+1, bite) or +7 ranged (1d8+3 plus poison/3,
go until they end in solid rock. composite longbow [+3 Str bonus] with masterwork
s Mindshredder Chrysalis Lining: 12 in. arrow); SA poison; SQ darkvision 90 ft., fast healing 5,
thick; hardness 5; hp 180; Break DC 31. low-light vision, scent; AL CE; SV Fort +9, Ref +4, Will
Walls: The walls inside the complex are made of +1; Str 17, Dex 16, Con 21, Int 11, Wis 11, Cha 6.
fairly smooth, natural stone with a brownish yellow Skills and Feats: Climb +11, Hide +6, Listen +5, Spot
color. They are slightly damp and slippery, and their +5, Survival +5; Improved Initiative, Track.
Climb DC is 25. Poison (Ex): See Monster Manual III, page 179.
Possessions: Masterwork studded leather armor,
ENTRY POINTS composite longbow (+3 Str bonus) with 10 masterwork
The outpost has two entrances—one more or less at arrows.
ground level that provides access to area 1, and another
about 200 feet up the slope that leads to area 11. INSIDE THE OUTPOST
Lower Entrance The following areas are keyed to the outpost map.
The lower entrance is the easier of the two to find. 1. CAVE OPENING
Anyone searching the base of the hill comes upon a trail The main entrance lies in a rocky niche at the base of
that winds through the woods and eventually leads the hill. This area is outdoors and is lit whenever the sun
directly to area 1. The dirt of this trail is packed hard or a fairly bright moon is shining.
3
s Stone Secret Door: 4 in. thick; hardness 8; hp
In a small hollow in a hillside lies a pleasant grotto 60; Search DC 25; Break DC 28.
filled with moss, ferns, and saplings. Behind it, the Creature: A cave troll is always on guard here.
hill rises steeply, its slopes covered with massive
D Cave Troll: hp 112; see Monster Manual III,
trees. Two openings are visible in the grotto’s
depths. Through the opening straight ahead is a page 177.
natural staircase of smooth, slightly wet stone that Tactics: The cave troll lurks in the alcove at the
seems to lead upward into the hillside. Beyond the west end of the chamber. It tends to doze, so unless the
opening off to the right, a fairly level corridor with PCs make a lot of noise or dally in area 1 (discussing
a sandy floor also leads into the hillside. plans, casting spells, or otherwise making their pres-
ence known), it doesn’t notice them until they reach the
A DC 10 Search check or Survival check made to track top of the stairs. When it does notice intruders, it moves
reveals many footprints going to and from both open- to the staircase to block the chamber entrance with its
ings. A character with the Track feat can make a DC 20 body if possible, then it simply fights to the death. If set
Survival check to determine that the tracks going to the afire, it plunges into the pool to put itself out.
right are both fewer in number and slightly older than If the cave troll manages to catch the PCs while
the ones going straight ahead. they’re still on the stairs, it gains a +1 bonus on melee
attack rolls because it is on higher ground.
1a. Pit Chamber (EL 7)
Development: Thanks to the secret door, noise
Shadowy illumination (see page 164 in the Player’s
from this chamber isn’t audible in the rest of the
Handbook) reaches this chamber from area 1 whenever
outpost. If the smith is in area 3, however, he can hear
the sun or a fairly bright moon is shining.
fighting in here. When he does, he picks up two heated
Traps: Hurdrac has placed a pit trap in this dead-
pots from his forge and hurries to join the fight, using
end chamber to catch invaders who take the wrong path.
the tactics noted in area 3.
a Well- Camouflaged Pit Trap: CR 7;
If the PCs manage to capture either the smith or the
mechanical; location trigger; repair reset; DC 25 Reflex
cave troll guard, they can try to question their captive.
save avoids; 70 ft. deep (7d6, fall); multiple targets (first
The cave troll is almost too stupid to answer questions,
target in each of two adjacent 5-ft. squares); Search DC
and the smith is very stubborn, so each gets a +4 bonus
27; Disable Device DC 18. Market Price: 24,500 gp.
on Sense Motive checks made to oppose Bluff,
Development: The sentry at area 1b can hear any
Diplomacy, or Intimidate checks.
noisy activity here (such as characters falling into the pit).
If the PCs get the cave troll to talk, all they can learn
1b. Guardpost (EL 8) is that many trolls live on the other side of the “magic
Shadowy illumination (see page 164 in the Player’s wall” (his term for the secret door), including the boss
Handbook) reaches this chamber from area 1 whenever (Hurdrac), who is a great and terrible troll indeed. The
the sun or a fairly bright moon is shining. cave troll can also tell the party that his mate is asleep in
area 2, and he can’t figure out why she didn’t wake up and
The natural staircase ends in an irregular chamber join the fight. The cave troll doesn’t know how to open
that has a crystalline pool in the center of the floor. the secret door and is convinced that anyone who
The pool appears to be fed by water seeping down attempts to do so without the boss’s leave will surely die.
the walls opposite the stairs. Two exits are The smith knows more but plays dumb. He tells the
visible—a corridor straight ahead on the other party that a dozen trolls just like the guard live in the
side of the pool and a natural staircase to the left. complex (a lie), in addition to their even more formida-
ble boss (the truth) and a few useless apprentice smiths
Fresh, cold water fills the pool to a depth of about 4 feet. that look just like him (true as far as the smith is
This pool once held a few fish, but the trolls have concerned). If pressed, the smith admits that most of
scooped all of them out. A few crude, wooden buckets the trolls in the outpost are just regular trolls. He has
lie here and there on the floor. The trolls use these to never made an exact count, but he knows they number
carry water into their chambers when they need it. about a dozen. He also knows there is a second cave troll
A long-forgotten tenant fitted this chamber with a is area 2, and he assumes that she didn’t join the fight
secret door. It is watertight, and the water flowing down because she’s dead drunk—after all, both cave trolls
the back wall flows across it as well. both frequently drunk.

4
2. SLEEPING CAVE (EL 8) impurities have, so some molten slag is now mixed in
The two cave troll guards share this chamber, but one of with pieces of iron ore. The ingots are bits of finished
them is always on duty in area 1b. steel that are ready for forging. The flat rock serves as an
anvil, and the homemade bench holds an assortment of
On a pile of damp twigs and ferns sleeps a large, tongs and hammers for metalworking. A leather bag
chunky, rubbery-looking humanoid with thick, under the bench contains about three dozen steel
ropy hair. A low table, two flat rocks, and several arrowheads, all newly made and razor sharp.
barrels complete the crude furnishings of the cave. The clay pots are searing hot. Touching a pot deals 1
point of fire damage, picking up a pot deals 1d4 points
The flat rocks serve as chairs for the cave trolls. One of of fire damage, and carrying a pot deals 1d4 points of
the barrels holds smoked meat from area 10, another is fire damage per round. If someone manages to toss a
filled with water from area 1b, and the third with sour pot, it functions as a splash weapon. A direct hit deals
wine, also from area 10. The chamber also has a sinkhole 2d4 points of fire damage immediately and 1d4 points
that leads down 20 feet to the subterranean passage of additional fire damage each round for 1d4 rounds, or
below. until the hot slag is quenched. (A plunge into the pool
Creatures: A female cave troll is asleep in here. in area 1b would do the trick.) A splash from a pot deals
Normally, a disturbance in area 1b or area 3 would cause 1d4 points of fire damage, and the creature splashed
her to wake up and go to join the fray. Today, however, must make a DC 15 Reflex save or take an extra point of
the mindshredder from area 12 was feeling hungry, so it fire damage each round for 1d4 rounds or until the hot
crept out of the sinkhole and attacked the sleeping troll slag is quenched.
with its tentacles, dealing 6 points of Wisdom damage. The sinkhole in this chamber leads down 30 feet to
That damage plus the wine she consumed when she the subterranean passage below.
went off duty has left her dead to the world. Creatures: When the PCs arrive at the outpost,
D Cave Troll: hp 112, see Monster Manual III, page the smith has a 50% chance to be here and a 50% chance
177. Because this cave troll has taken 6 points of to be in his quarters at area 9.
Wisdom damage, her current Wisdom score is 7, which D Crystalline Troll Smith: Male crystalline troll
produces the following changes in her statistics: Will expert 2; CR 8; Large giant; HD 10d8+70 plus 2d6+14; hp
+3; Listen +3, Spot +3, Survival +1 (+5 when tracking by 136; Init +2; Spd 30 ft.; AC 21, touch 11, flat-footed 19;
scent). Base Atk +8; Grp +18; Atk +13 melee (1d6+6, claw) or +9
Tactics: The PCs can attempt a coup de grace on ranged touch (2d6 fire, pot of molten slag); Full Atk +13
the sleeping cave troll. If she survives that attack (or any melee (1d6+6, 2 claws) and +8 melee (1d6+3, bite) or +9
attack that deals normal or nonlethal damage), she ranged touch (2d6 fire, pot of molten slag); Space/Reach
lumbers to her feet and then fights to the death. 10 ft./10 ft.; SA rend 2d6+9; SQ darkvision 60 ft., immu-
Ad Hoc XP Award: Dealing with the sleeping nity to acid, low-light vision, regeneration 5, scent,
troll should prove easy, so give only half the usual expe- vulnerability to sonic; AL CN; SV Fort +14, Ref +5, Will
rience award for defeating it. +7; Str 22, Dex 14, Con 25, Int 8, Wis 9, Cha 8.
Skills and Feats: Craft (metalworking) +7, Craft (trap-
3. SMITHY (EL 8) making) +4, Hide –2, Listen +7, Spot +8; Alertness, Iron
The trolls have just begun making their own weapons Will, Power Attack, Skill Focus (Craft [metalworking]),
and armor in this chamber. The ruddy glow from the Track.
forge always fills the room with shadowy illumination. Rend (Ex): See Monster Manual III, page 178.
Regeneration (Ex): See Monster Manual III,
This chamber stinks of coal smoke, and a banked page 178.
fire glows in a crude forge. Several clay pots and Possessions: Masterwork studded leather armor, ring
glowing metal ingots lie in the hot coals. Along of minor energy resistance (fire).
one wall stands a high, flat stone and a workbench
Tactics: The smith immediately attacks any intrud-
made from logs.
ers by grabbing a pot from the forge and hurling it at the
closest foe. He keeps throwing pots until he runs out of
The trolls placed iron ore in five clay pots and put them them or until someone comes within melee reach,
in the fire to heat as a prelude to making a small amount whereupon he switches to melee attacks. Like most
of steel. The metal hasn’t yet melted, but some of the trolls, he doesn’t fear death, but he realizes the value of
5
6
living to fight another day. If reduced to 60 or fewer hit (Climb DC 15) the walls, and larger creatures can just
points, he tries to withdraw from the battle, overrun- step over them.
ning a character in the process if necessary. If he Creatures: A quartet of forest trolls is always on
manages to break away, he tries to flee through the guard here.
secret door in area 1b and move to area 5 to warn the D Forest Troll Guards (4): Male or female forest
guards there. troll; CR 4; Medium giant; HD 5d8+25; hp 47; Init +7;
Development: The smith goes to assist the guard Spd 30 ft., climb 20 ft.; AC 21, touch 13, flat-footed 18;
in area 1b if he hears a fight there. If the PCs get into the Base Atk +3; Grp +6; Atk +6 melee (1d4+3 plus poison,
smithy without dealing with the guard in area 1b, the claw) or +7 ranged (1d8+3 plus poison/3, composite
latter joins any combat that happens in here. longbow [+3 Str bonus] with masterwork arrow); Full
Atk +6 melee (1d4+3 plus poison, 2 claws) and +1 melee
4. SHOOTING GALLERY (1d4+1, bite) or +7 ranged (1d8+3 plus poison/3,
This natural staircase serves to slow down intruders. It composite longbow [+3 Str bonus] with masterwork
is 110 feet long and rises a total of 70 feet to area 5. arrow); SA poison; SQ darkvision 90 ft., fast healing 5,
low-light vision, scent; AL CE; SV Fort +9, Ref +4, Will
A natural staircase leads upward from west to east.
+1; Str 17, Dex 16, Con 21, Int 11, Wis 11, Cha 6.
Tangled ropes and threads hang from the ceiling
Skills and Feats: Climb +11, Hide +6, Listen +5,
like strands of tattered cobwebs. They aren’t thick
enough to block vision, but they would probably Spot +5, Survival +5; Improved Initiative, Track.
impede movement. Poison (Ex): See Monster Manual III, page 179.
Possessions: Masterwork studded leather armor,
composite longbow (+3 Str bonus) with 10 masterwork
The threads and ropes hang from the ceiling all the way arrows.
down to the stairs and cover the entire staircase. They Tactics: Two forest trolls hunker down behind the
serve to alert the guards in area 5 to the presence of invis- lower makeshift wall on the stairs and keep watch over
ible creatures on the stairs. Pulling down all the threads the staircase. The remaining trolls stand at the south
and ropes would take days, but an area spell such as a entrance to the chamber and watch for intruders.
lighting bolt cleans out a section of them immediately. It’s When the forest trolls notice the PCs, they fire their
possible to move up the stairs without disturbing the bows and call for help. If the foes are coming up the
mass, but doing so requires a DC 20 Escape Artist check stairs, the trolls at the south entrance to area 5 move to
for each round of movement. Smaller creatures have an the top of the stairs and begin firing their bows from
easier time with the task, however. Apply the following there, since they can shoot over their comrades’ heads
modifiers for size to the Escape Artist check: Fine +16, without any penalties. The trolls have cover (+4 bonus
Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, to Armor Class) against attacks that cross a wall. Once
Gargantuan –12, Colossal –16. their foes come within melee reach, the two forest trolls
Development: The guards at area 5 can see 90 feet behind the lower wall try to hold them off while the
down the stairs thanks to their darkvision. They keep a others hang back and shoot into the melee as best as
steady watch on the staircase and fire their bows at any they can. When a front-line troll is reduced to 20 or
intruders they see approaching. Thanks to the threads fewer hit points, it drops back to the second rank and a
and ropes, they can pinpoint the location of any invisi- fresh troll steps up to replace it in the front line. In this
ble intruder traversing the stairs unless she successfully way, the forest trolls hope to make full use of their
avoids the threads or clears them out first. regeneration ability. They fight to the death.
Development: The forest trolls can usually spot
5. STAIRCASE GUARDPOST (EL 8) foes coming through area 4 (see that area’s
The trolls have constructed two 4-foot-high walls west
Development section). Calls for help or sounds of a
of this chamber, one at the top of the stairs and one 10
fight from area 5 alert the trolls in area 6, but they
feet west of that (farther down the staircase). The walls
require 1 round to wake up and grab their weapons
are temporary and as such are not shown on the map. A
before they can go and join the fray. Noise here also
Medium or Large creature can cross one without a
alerts Hurdrac in area 7. Once he becomes aware of an
Climb or Jump check by spending 10 feet of movement
attack, Hurdrac gathers the trolls from areas 9 and 11 to
in addition to the extra movement cost for traversing
mount a defense, as noted in the Development section
the stairs. Smaller creatures must jump or climb
for area 7.
7
6. FOREST TROLL BARRACKS (EL 8) the platinum pieces in the barrel requires a DC 10
Hurdrac’s forest troll followers sleep in this chamber. Search check.
Read or paraphrase the following when the PCs look
into this chamber, adjusting as needed if any of the 7. BEDCHAMBER (EL 12)
inhabitants are present. This room is Hurdrac’s private chamber. Read or para-
phrase the following aloud, adjusting as needed if
Twelve log-and-plank beds topped by mattresses Hurdrac is present.
stuffed with leaves and ferns occupy the rear
section of the room. In front of them stands a crude A massive, canopied bed dominates this chamber. At
table littered with dirty dishes and food scraps. Two its foot stands a huge chest with metal fittings. On
log benches flank the table to provide seating. one side of the room is a small banquet table, and on
Barrels line the east wall, and a rack holding weap- the other side is a well-padded divan. The bedclothes
ons and armor stands against the west wall. and the divan’s upholstery appear soiled, and the
whole room smells of rotting food and waste.

The barrels contain the same kinds of provisions as


those in area 2. Hurdrac obtained the bed as part of his loot while serv-
Creatures: A dozen forest trolls live here, but only ing in a mercenary campaign. The chest is made of teak-
four are present at any one time. Of the remaining wood, and its fittings are mithral.
eight, four stand guard in area 5 and four are outside Creatures: Hurdrac spends most of his time here
hunting for provisions. exercising and planning tasks for his minions.
D Forest Troll Guards (4): Male or female forest D Hurdrac: Male war troll; CR 12; Large monstrous
troll; CR 4; Medium giant; HD 5d8+25; hp 47; Init +7; humanoid; HD 12d8+108; hp 162; Init +7; Spd 30 ft.; AC
Spd 30 ft., climb 20 ft.; AC 21, touch 13, flat-footed 18; 18, touch 12, flat-footed 15; Base Atk +12; Grp +26; Atk +21
Base Atk +3; Grp +6; Atk +6 melee (1d4+3 plus poison, melee (1d8+10, claw) and +19 melee (1d6+5, bite) or +24
claw) or +7 ranged (1d8+3 plus poison/3, composite melee (2d8+17 plus 1d6 fire/19–20/plus 1d10 fire, +2 flam-
longbow [+3 Str bonus] with masterwork arrow); Full ing burst greatsword) or +15 ranged (2d6+10/3, master-
Atk +6 melee (1d4+3 plus poison, 2 claws) and +1 melee work composite longbow [+10 Str bonus]); Full Atk +21
(1d4+1, bite) or +7 ranged (1d8+3 plus poison/3, melee (1d8+10, 2 claws) and +19 melee (1d6+5, bite) or
composite longbow [+3 Str bonus] with masterwork +24/+19/+14 melee (2d8+17 plus 1d6 fire/19–20/plus
arrow); SA poison; SQ darkvision 90 ft., fast healing 5, 1d10 fire, +2 flaming burst greatsword) and +19 melee
low-light vision, scent; AL CE; SV Fort +9, Ref +4, Will (1d6+5, bite) or +15/+10/+5 ranged (2d6+10/3, master-
+1; Str 17, Dex 16, Con 21, Int 11, Wis 11, Cha 6. Skills work composite longbow [+10 Str bonus]); Space/Reach
and Feats: Climb +11, Hide +6, Listen +5, Spot +5, 10 ft./10 ft.; SA dazing blow; SQ damage reduction
Survival +5; Improved Initiative, Track. 5/adamantine, darkvision 90 ft., low-light vision, regenera-
Poison (Ex): See Monster Manual III, page 179. tion 9, scent, spell resistance 20; AL LE; SV Fort +13, Ref
Possessions: Masterwork studded leather armor, +11, Will +12; Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10.
composite longbow (+3 Str bonus) with 10 masterwork Skills and Feats: Hide –4, Listen +11, Spot +12;
arrows. Alertness, Improved Initiative, Iron Will, Multiattack,
Tactics: The trolls in here spend most of their time Weapon Focus (greatsword).
sleeping, but they wake up if fighting occurs in area 5, Rend (Ex): See Monster Manual III, page 181.
taking 1 round to get out of bed and arm themselves Regeneration (Ex): See Monster Manual III,
before heading out to join the fray. In a fight, they use page 181.
the same tactics as their comrades in area 5 do. Possessions: +1 breastplate, +2 flaming burst greatsword,
Treasure: The dirty dishes on the table include 5 masterwork composite longbow (+10 Str bonus) with 20
tarnished silver platters worth 50 gp each, and hidden arrows, key to the teakwood and mithral chest.
among the twelve mattresses are eight deep blue Tactics: Hurdrac keeps his eyes and ears peeled for
spinels (250 gp each). The barrel filled with meat has any signs of invasion from outside the complex or
275 pp hidden in the bottom. To find the silver platters dissent among his underlings. He automatically notices
among the dirty dishes, a character must appraise them any disturbance in area 5, 9, or 11 and draws troops from
(DC 12 Appraise check). Finding the gems in nearby chambers in preparation to meet the attack. For
mattresses requires a DC 20 Search check, and finding example, if he notes fighting in area 5, he gathers the
8
crystalline trolls from area 9 and the regular trolls from Skills and Feats: Craft (metalworking) +7, Craft (trap-
area 11. Likewise, if he hears trouble in area 11, he takes making) +4, Hide –2, Listen +7, Spot +8; Alertness, Iron
the crystalline trolls from area 9 and the forest trolls Will, Power Attack, Skill Focus (Craft [metalworking]),
from areas 5 and 6. Track.
Hurdrac prefers to waylay invaders in area 8. He Rend (Ex): See Monster Manual III, page 178.
places half his troop there and the other half here in Regeneration (Ex): See Monster Manual III,
area 7. When the trolls in area 8 enter melee, Hurdrac page 178.
leads the rest of his troops there in a flanking maneuver. Possessions: Masterwork studded leather armor, ring
Both groups use tactics similar to those of the forest of minor energy resistance (fire).
trolls in area 5—they keep a front line supplied with Tactics: If the three apprentices face the PCs alone,
fresh troops, while the trolls in the second line hang they simply try to gang up on one character at a time
back to let their regeneration work. and claw their way through the party, fighting to the
If the PCs manage to catch Hurdrac unawares, he death. If either the smith or Hurdrac is on hand to
picks out the most formidable-looking fighter type and direct them, they try to encircle their foes. When heav-
engages that character in melee while bellowing for ily damaged, they attempt to retire for a few rounds to
help. If any of the trolls in areas 5, 9, and 11 are still regenerate before rejoining the fray.
alive, they begin moving to this area 1 round after hear- Development: The trolls here go to join any fight-
ing Hurdrac’s cries. ing that occurs in area 7 or 11.
Treasure: The table in this room is worth 1,000
gp, and the teakwood chest is worth 5,000 gp. In 10. LARDER
addition, the chest contains 510 pp, 1,600 gp, and 8 The trolls keep their supplies in this chamber. Dressed
rubies (500 gp each). carcasses of various creatures hang from the ceiling, and
s Teakwood Chest: 2 in. thick; hardness 5; hp seven barrels of sour wine are stacked against the wall.
100; Break DC 32, Open Lock DC 30. The sinkhole in this chamber leads down 90 feet to
the subterranean passage below.
8. ANTECHAMBER
This chamber is bare. The sinkhole in the floor leads 11. TROLL BARRACKS (EL 9)
down 90 feet to the subterranean passage below. This chamber is similar to areas 6 and 9 and contains
four beds, a table, and several barrels of provisions. The
9. SMITH’S ROOM (EL 10 OR 11) natural chimney begins 30 above the floor and connects
This chamber is similar to area 6. It is furnished with with a vertical shaft that rises to the outpost’s rear
four beds, a table, and three barrels of provisions with entrance (see Entry Points, above). The trolls use a
the same contents as those in area 2. ladder to reach the chimney, but they usually leave it
Creatures: The smith and his three assistants, all lying on the floor.
crystalline trolls, live in this chamber and are here most Creatures: The four normal trolls that live here
of the time. When the PCs enter the outpost, however, are charged with keeping an eye on the back door.
the smith has a 50% chance to be here and a 50% chance D Trolls (4): hp 63 each; see Monster Manual,
to be in area 3. page 247.
D Crystalline Trolls (3): hp 105 each; see Tactics: These trolls use the same tactics as the
Monster Manual III, page 178. crystalline trolls in area 9 do.
D Crystalline Troll Smith: Male crystalline troll Development: The trolls here join any fights that
expert 2; CR 8; Large giant; HD 10d8+70 plus 2d6+14; hp break out in area 7 or 9. Likewise, the trolls in those
136; Init +2; Spd 30 ft.; AC 21, touch 11, flat-footed 19; chambers come to join any fighting here, as noted in
Base Atk +8; Grp +18; Atk +13 melee (1d6+6, claw) or +9 the Development sections for those areas.
ranged touch (2d6 fire, pot of molten slag); Full Atk +13
melee (1d6+6, 2 claws) and +8 melee (1d6+3, bite) or +9 12. LOWER CHAMBER (EL 8)
ranged touch (2d6 fire, pot of molten slag); Space/Reach The walls of this dank chamber are lined with smooth
10 ft./10 ft.; SA rend 2d6+9; SQ darkvision 60 ft., immu- mindshredder chrysalis material. The room’s sinkhole is
nity to acid, low-light vision, regeneration 5, scent, blocked about 15 feet down by a plug of chrysalis material.
vulnerability to sonic; AL CN; SV Fort +14, Ref +5, Will s Mindshredder Chrysalis Lining: 3 in.
+7; Str 22, Dex 14, Con 25, Int 8, Wis 9, Cha 8. thick; hardness 5; hp 45; Break DC 27; Climb DC 30.

9
s Mindshredder Chrysalis Plug: 24 in. thick;
hardness 5; hp 360; Break DC 33.
CONCLUDING THE
Creatures: A single mindshredder zenthal dwells ADVENTURE
here. The creature is a scout for its colony, which is If the PCs slay Hurdrac, they’ve effectively put an end to
located underground, several miles away. his outpost and his dreams of conquest. Any surviving
D Mindshredder Zenthal: hp 84, see Monster normal trolls, forest trolls, and crystalline troll appren-
Manual III, page 104. tices pack up their remaining treasures and gear and go
Tactics: The mindshredder tries to remain aware of find another lair somewhere in the forest. The crys-
events that occur on the level above, so it listens care- talline troll smith is reluctant to abandon his forge, but
fully for any fighting up there. If it suspects invaders are he does so after his apprentices leave. Any surviving
present, it keeps track of their progress as best it can by cave trolls, however, stay right where they are.
moving from sinkhole to sinkhole and listening care-
fully. Even if it is unaware of the PCs’ presence in the FURTHER ADVENTURES
outpost, the mindshredder tends to sit and use its As noted at the beginning of the adventure, the cavern
thought sense ability whenever it is not otherwise occu- complex in which Hurdrac built his outpost has had
pied. The ability has a range of 60 feet and some ability many tenants over the years, so it probably won’t stay
to penetrate barriers, but the twisting passages around empty for long after the PCs drive out the trolls. If the
its chamber effectively limit the power’s range to the crystalline troll smith survives the adventure, he even-
nearest turns in the corridors leading in here. tually returns to his forge. He might set himself up as
When the mindshedder notes an approaching crea- the new lord of the outpost, or he might strike a deal
ture, it scuttles off into a corridor and tries to work its with whoever or whatever has taken up residence in
way around behind the intruder. As soon as it is in posi- these caverns in the meantime. The complex would
tion, it uses its hypnotism and confusion abilities make a decent lair for a fairly young green dragon or a
against the nearest foe. Once battle is joined, it tries to family of lycanthropes, though it could also serve as an
keep its distance while maintaining the attack with its outpost for drow or duergar raiders—possibly the same
spell-like abilities. If forced into melee combat, it uses group of duergar that sponsored the caravan mentioned
its tentacles but tries to move out of reach as quickly as in the Character Hooks section. Mindshredders also
it can. might move in after the trolls are gone.
Development: The trolls are aware of the sink- If the PCs find their way into the caverns below the
holes, but they don’t usually don’t pay much attention to outpost (see area 12), they might simply find a few
them because they have noted no creatures coming up tunnels that lead to the surface a mile or two from the
from below thus far. Thus, they don’t notice any activity outpost, or they might find themselves inside an active
down here unless the PCs use some flashy spells. In that cave complex—perhaps even a mindshredder colony or
case, Hurdrac orders the trolls from area 11 and area 6 outpost. In any case, it’s a good bet that a few more
down a sinkhole to investigate. If Hurdrac is dead, the mindshredders are prowling around that area.
surviving trolls are content to keep watch over the sink-
holes and attack any creatures that might come up to
their level.
ABOUT THE AUTHOR
If the PC break through the plug at the bottom of the Skip Williams keeps busy with freelance projects for
sinkhole, they find another cave complex below this several different game companies, and he has just
one. See Further Adventures, below, for some possible completed an eighteen-year run as Dragon Magazine’s
scenarios using this area. Sage. Skip was a codesigner of the D&D 3rd Edition
game and the chief architect of the Monster Manual.
When not devising swift and cruel deaths for player
characters, Skip putters in his kitchen or garden (his
borscht gets rave reviews).

10
Monster Manual III Errata (Updated 2/25/05)
When the text within a product contradicts itself, our Full Attack: 2 tentacles +6 melee (1d8+2) and 2 claws
general policy is that the primary source (actual rules +1 melee (1d6+1)
text) is correct and any secondary reference (such as in
a monster’s statistics block) is incorrect. Exceptions to Page 22: Cadaver Collector (updated
the rule will be called out specifically. 2/25/05)
The duration of the paralysis for the cadaver collector’s
breath weapon is 1 minute, or until the paralyzed
Page 9: Arcane Ooze (updated 2/25/05) creature takes lethal damage.
Changes to the stat block for the arcane ooze:
Base Attack/Grapple: +11/+25 Page 27: Chelicera (updated 2/25/05)
Attack: Slam +15 melee (2d6+9 plus 2d6 acid) Changes to the stat block for the chelicera:
Full Attack: Slam +15 melee (2d6+9 plus 2d6 acid) Full Attack: 2 claws +13 melee (1d6+2) and bite +8
Special Attacks: Acid, constrict 2d6+9 plus 2d6 acid, melee (1d8+1)
improved grab, spell siphon
Skills: Climb +14 Page 28: Chraal (updated 2/25/05)
The chraal should have the extraplanar subtype.
Page 10–11: Armand (updated 2/25/05)
Changes to the stat block for the armand: Page 31: Conflagration Ooze (updated
Attack: Claw +10 melee (1d4) 2/25/05)
Full Attack: 2 claws +10 melee (1d4) Changes to the stat block for the conflagration ooze:
Changes to the stat block for the armand warden: Armor Class: 22 (–2 size, +14 natural), touch 8, flat-
Hit Dice: 5d8+20 plus 4d8+16 (74 hp) footed 22
Attack: Unarmed +14 melee (1d6+2) Skills: Climb +18, Hide +12, Listen +6, Move Silently
Full Attack: Unarmed +14/+9 melee (1d6+2) or +12
flurry of blows +12/+12/+7 melee (1d6+2) The conflagration ooze gains a +8 racial bonus on
Climb checks.
Changes to the armand’s statistics while in defensive Changes to the stat block for the infernal conflagration
stance (see page 10): Atk claw +12 melee (1d4); Full ooze:
Atk 2 claws +12 melee (1d4). Armor Class: 21 (–2 size, –1 Dex, +14 natural), touch
8, flat-footed 21
Changes to the armand warden’s statistics while in
defensive stance (see page 10): Atk unarmed +16 melee
Page 33: Deathshrieker
Changes to the stat block for the deathshrieker:
(1d6+2); Full Atk unarmed +16/+11 melee (1d6+2) or
Attack: Incorporeal touch +16 melee (1d4 Cha drain)
flurry of blows +14/+14/+9 melee (1d6+2).
Full Attack: Incorporeal touch +16/+11 melee (1d4
Page 12: Astral Stalker (updated 2/25/05) Cha drain)
The astral stalker should have the extraplanar subtype. Treasure: Standard
Changes to the stat block for the advanced
Page 13: Avalancher (updated 2/25/05) deathshrieker:
Changes to the stat block for the avalancher: Attack: Incorporeal touch +20 melee (1d4 Cha drain)
Full Attack: Slam +11 melee (1d8+9) Full Attack: Incorporeal touch +20/+15/+10 melee
Saves: Fort +12, Ref +6, Will +3 (1d4 Cha drain)
Treasure: Standard
Page 15: Warbound Impaler (updated
2/25/05) Page 36: Demon, Sorrowsworn (updated
Changes to the stat block for the warbound impaler 2/25/05)
(lesser battlebriar): Changes to the stat block for the sorrowsworn demon:
Skills: Hide +9* Attack: +2 glaive +23 melee (2d8+25/x3)* or bite +21
melee (1d8+14 plus 1 Con)*
Page 19: Bonedrinker, Lesser Full Attack: +2 glaive +23/+18/+13/+8 melee
Changes to the stat block for the lesser bonedrinker: (2d8+25/x3)* or 2 claws +21 melee (1d6+14)* and bite
Initiative: +4 +16 melee (1d8+9 plus 1 Con)*
Base Attack/Grapple: +3/+1
Attack: Tentacle +6 melee (1d8+2)

Monster Manual III Errata 1 02/25/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Hit Dice: 25d8+275 plus 11d8+121 (558 hp)
Page 41: Dinosaur, Swindlespitter (updated Attack: Bastard sword +42 melee (3d8+17/17–20)
2/25/05) Full Attack: Bastard sword +42/+37/+32/+27 melee
Changes to the stat block for the swindlespitter: (3d8+17/17–20)
Armor Class: 18 (+1 size, +5 Dex, +2 natural), touch Special Attacks: Rebuke undead 5/day (+4, 2d6+13,
16, flat-footed 18 11th), spells, spell-like abilities
Saves: Fort +32, Ref +12, Will +30
Pages 42–43: Dracotaur (updated 2/25/05) Abilities: Dex 12
Changes to the stat block for the dracotaur: Alignment: Usually neutral evil
Feats: Iron Will, Power Attack The eldritch giant confessor has the following typical
cleric spells prepared: 6/8/7/7/5/4/3. Replace the giant’s
Under Dracotaurs as Characters, the dracotaur’s bonus detect magic spells with detect poison spells. The inflict
to Constitution should be +6, not +4. wounds spells have a +41 melee touch attack bonus, not
+32 as indicated. The mass inflict light wounds spell
The dracotaur rager’s rage ability also effects the does not require a melee touch attack.
following statistical changes: Grp +20; Jump +30, Swim
+11. Pages 58–59: Giant, Sand (updated 2/25/05)
The sand giant champion’s sand blaster ability has a DC
Page 45: Dread Blossom Swarm (updated of 24, not 25 as listed.
2/25/05) Changes to the stat block for the sand giant champion:
Changes to the stat block for the dread blossom swarm: Base Attack/Grapple: +16/+31
Organization: Solitary, pair, or colony (3–8) Saves: Fort +20, Ref +10, Will +10
Abilities: Con 25
Page 46: Drowned
Skills: Listen +12, Spot +12, Survival +10 (+12 in
Changes to the stat block for the drowned:
aboveground natural environments)
Challenge Rating: 9
The sand giant champion should also have the Alertness
Page 47: Dust Wight (updated 2/25/05) feat.
Changes to the stat block for the dust wight:
Page 61: Glaistig (updated 2/25/05)
Advancement: 17–18 HD (Large); 19–24 HD (Huge)
Changes to the stat block for the glaistig:
The Improved Natural Weapon (slam) feat should be
Attack: Bite +4 melee (1d6+1) or dagger +4 melee
replaced with Improved Natural Attack (slam).
(1d4+1/19–20)
Page 51: Feral Yowler (updated 2/25/05) Full Attack: Bite +4 melee (1d6+1) and dagger –1
Changes to the stat block for the feral yowler: melee (1d4/19–20)
Attack: Bite +8 melee (1d8+7)* Changes to the stat block for the glaistig mindbender:
Full Attack: Bite +8 melee (1d8+7)* and 2 claws +3 Armor Class: 21 (+3 Dex, +4 natural, +2 bracers of
melee (1d6+5)* armor +2, +2 ring of protection +2), touch 15, flat-
The feral yowler’s trip ability has a +4 check modifier, footed 18
not +5 as indicated. Attack: Dagger of venom +6 melee (1d4+1/19–20 plus
poison) or bite +5 melee (1d6)
Page 52: Geriviar (updated 2/25/05) Full Attack: Dagger of venom +6 melee (1d4+1/19–20
Changes to the stat block for the geriviar: plus poison) and bite +0 melee (1d6)
Full Attack: 8 slams +29 melee (3d6+11) and bite +23
melee (2d6+5); or exploding nodule +18 ranged (see Page 65: Goblin, Forestkith
text); or rock +18 ranged (2d8+16) Changes to the stat block for the forestkith goblin:
The geriviar’s Improved Natural Attack feat applies to Attack: Bite +3 melee (1d4+1) or masterwork net +5
its slam attack. ranged (see text)
Full Attack: Bite +3 melee (1d4+1) or masterwork net
Page 54: Giant, Death (updated 2/25/05) +5 ranged (see text)
Changes to the stat block for the death giant: Changes to the stat block for the forestkith goblin
Initiative: +1 barbarian:
Saves: Fort +25, Ref +17, Will +21 Attack: Greataxe +5 melee (1d10+3/x3) or masterwork
net +5 ranged (see text)
Page 57: Giant, Eldritch (updated 2/25/05) Full Attack: Greataxe +5 melee (1d10+3/x3) or
Changes to the stat block for the eldritch giant: masterwork net +5 ranged (see text)
Hit Dice: 25d8+225 (337 hp) Skills: Climb +8, Hide +1, Jump +2, Move Silently –1*
Changes to the stat block for the eldritch giant
confessor:

Monster Manual III Errata 2 02/25/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
The forestkith goblin’s rage ability effects the following The dread harpoon spider gets a +19 bonus on the trip
statistical adjustments: Full Atk +7 melee (1d10+6/x3, attack when using its harpooning ability (not +21 as
greataxe); Climb +10, Jump +4. indicated). Also, add Improved Toughness to the dread
harpoon spider’s list of feats.
Page 66: Golem, Alchemical (updated
2/25/05) Page 82: Harssaf
Changes to the stat block for the alchemical golem: The harssaf’s sand pulse ability has a DC of 16, not 15
Attack: Slam +21 melee (2d8+6 plus 2d6 acid) as indicated in the ability’s descriptive text.
Full Attack: 2 slams +21 melee (2d8+6 plus 2d6 acid)
Page 84: Ironclad Mauler
Page 69: Golem, Hangman (updated In the second paragraph of the creature’s sickening aura
2/25/05) ability, the first sentence should read as follows:
Changes to the stat block for the hangman golem: Undead and constructs are immune to this aura.
Hit Dice: 18d10+30 (129 hp) Page 85: Justicator (updated 2/25/05)
Attack: Slam +20 melee (2d8+8) When using its smite chaos ability, a justicator gains a
Full Attack: 2 slams +20 melee (2d8+8) bonus on its attack roll equal to its Charisma modifier
The save DC for the hangman golem’s strangle ability and a bonus on the damage roll equal to its Hit Dice.
is Constitution-based.
Page 87: Kenku (updated 2/25/05)
Page 70: Golem, Mud Changes to the stat block for the kenku sneak:
Changes to the stat block for the mud golem: Attack: Claw –1 melee (1d3–1) or short sword –1
Attack: Slam +17 melee (2d10+7) melee (1d6–1/19–20) or sap –1 melee (1d6–1 nonlethal)
Full Attack: 2 slams +17 melee (2d10+7) or shortbow +3 ranged (1d6–1/x3)
Full Attack: 2 claws –1 melee (1d3–1) or short sword –
Page 71: Golem, Prismatic
1 melee (1d6–1/19–20) or sap –1 melee (1d6–1
Changes to the stat block for the prismatic golem:
nonlethal) or shortbow +3 ranged (1d6–1/x3)
Attack: Incorporeal touch +25 melee (prismatic touch)
Full Attack: 2 incorporeal touches +25 melee Page 90: Lhosk (updated 2/25/05)
(prismatic touch) Changes to the stat block for the lhosk:
Attack: Spear +7 melee (2d6+14/x3)*
Page 73: Golem, Shadesteel
Full Attack: Spear +7/+2 melee (2d6+4/x3)* and bite
Changes to the stat block for the shadesteel golem:
+2 melee (1d6+6)* or 2 slams +7 melee (1d6+8)* and
Armor Class: 33 (+3 Dex, +20 natural), touch 13, flat-
bite +2 melee (1d6+6)*
footed 30
Page 74: Golem, Web (updated 2/25/05) Page 92: Living Spell, Glitterfire
Changes to the stat block for the glitterfire:
Changes to the stat block for the web golem:
Armor Class: 13 (+3 deflection), touch 13, flat-footed
Attack: Slam +12 melee (2d10+5)
13
Full Attack: 2 slams +12 melee (2d10+5) and bite +7
melee (1d6+2 plus poison) Page 97: Lizardfolk, Poison Dusk (updated
Space/Reach: 10 ft./10 ft. 2/25/05)
Page 75: Grimweird (updated 2/25/05) Changes to the stat block for the poison dusk lizardfolk:
The grimweird’s energy drain ability allows a Fortitude Hit Dice: 1d8+1 (9 hp)
save, not a Will save as indicated. Changes to the stat block for the poison dusk lizardfolk
lieutenant:
Page 77: Grisgol (updated 2/25/05) Initiative: +7
The grisgol’s scorching ray spell-like ability has a +13 Attack: Claw +7 melee (1d3+2) or longspear +7 melee
ranged touch attack bonus, not +17 as indicated. (1d6+3/x3) or masterwork longbow +9 ranged (1d6/x3)
or bola +8 ranged (1d3+2 nonlethal or ranged trip)
Page 81: Harpoon Spider (updated 2/25/05) Full Attack: Claw +7 melee (1d3+2) and bite +5 melee
Changes to the stat block for the harpoon spider: (1d3+1) or longspear +7 melee (1d6+3/x3) and bite +2
Skills: Tumble +11 melee (1d3) or masterwork longbow +7/+7 ranged
The harpoon spider gets a +11 bonus on the trip attack (1d6/x3) or bola +8 ranged (1d3+2 nonlethal or ranged
when using its harpooning ability (not +10 as trip)
indicated). Replace the poison dusk lizardfolk lieutenant’s magic
Changes to the stat block for the dread harpoon spider: fang spell with the longstrider spell.
Hit Dice: 9d8+63 (103 hp)
Skills: Tumble +14 Page 98: Lumi (updated 2/25/05)

Monster Manual III Errata 3 02/25/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
The lumi and the lumi crusader both have the Full Attack: +1 scimitar +8/+3 melee (1d4+1/18–20)
extraplanar subtype. or bite +8 melee (1d4) or +1 sling +9 ranged (1d3+1)
Changes to the stat block for the lumi crusader: Feats: Alertness, Improved Initiative, Weapon Finesse
Special Attacks: Spells, spell-like abilities, turn undead
8/day (+1, 2d6+7, 6th) Pages 114–115: Odopi (updated 2/25/05)
Saves: Fort +15, Ref +4, Will +13 Changes to the stat block for the elder odopi:
The lumi crusader has the following typical cleric spells Base Attack/Grapple: +22/+45
prepared: 5/6/5/4. The save DC is 15 + spell level, not
Page 117: Ogre, Skullcrusher (updated
13 + spell level. Give the crusader a second divine favor
spell. 2/25/05)
Changes to the stat block for the skullcrusher ogre
Page 101: Mastadon sergeant:
Changes to the stat block for the mastadon: Initiative: +1
Full Attack: Slam +20 melee (2d8+11) and 2 stamps Attack: Bastard sword +18 melee (2d8+9/17–20) or
+15 melee (2d6+5); or gore +20 melee (3d8+16) shield bash +17 melee (1d8+4) or lance +17 melee
(2d6+13/x3) or rock +10 ranged (2d6+9)
Page 107: Mivilorn (updated 2/25/05) Full Attack: Bastard sword +14/+9 melee (2d8+9/17–
The mivilorn is native to Pandemonium, not Acheron as 20) and shield bash +13 melee (1d8+4) or lance
sometimes indicated. +17/+12 melee (2d6+13/x3) or rock +10 ranged
Changes to the stat block for the mivilorn elite demon (2d6+9)
warmount: Saves: Fort +15, Ref +5, Will +5
Initiative: +0
Speed: 30 ft. in splint mail barding (6 squares), base Page 118: Omnimental (updated 2/25/05)
speed 40 ft. The omnimental’s blindsight ability has a range of 120
Attack: Bite +25 melee (6d6+33/19–20 plus 2d4 acid)* feet.
Full Attack: Bite +25 melee (6d6+33/19–20 plus 2d4
acid)* Pages 119: Otyugh, Lifeleech (updated
Abilities: Wis 17 2/25/05)
Also, the DCs for the elite demon warmount’s breath Changes to the stat block for the lifeleech otyugh:
weapon and charging bite abilities should be 25, not 26. Speed: 40 ft. (8 squares), climb 20 ft.
Skills: Climb +16, Hide +3*, Jump +12, Listen +10,
Page 108: Necronaut (updated 2/25/05) Spot +10
Replace the Improved Natural Weapon (slam) feat with Add the following sentence to the Improved Grab
Improved Natural Attack (slam). ability description: If it gets a hold, the lifeleech otyugh
can constrict.
Pages 110–111: Night Twist (updated
2/25/05) Page 120: Petal (updated 2/25/05)
Remove “Survival +17” from the Skills line of the stat Changes to the stat block for the petal:
block. Attack: Dagger +7 melee (1d2–4/19–20)
Also, the range of the night twist’s despair song ability Full Attack: Dagger +7 melee (1d2–4/19–20)
is 50 feet per HD, not 5 miles per HD.
Changes to the stat block for the ancient night twist: Page 122: Phoera (updated 2/25/05)
Advancement: 26–48 HD (Huge) Changes to the stat block for the phoera:
In the Combat section of the ancient night twist, delete Full Attack: Bite +4 melee (1d6+1 plus 1d6 fire) and
the sentence: It summons plants to its aid if faced with claws +2 melee (1d4 plus 1d6 fire)
superior numbers. The ancient night twist does not have Page 124: Plague Brush (updated 2/25/05)
the ability to summon plants.
Changes to the stat block for the plague brush:
Pages 112–113: Nycter (updated 2/25/05) Base Attack: +23/+51
Changes to the stat block for the nycter defender of the Page 129: Quaraphon (updated 2/25/05)
cave:
Changes to the stat block for the quaraphon bully:
Initiative: +5
Armor Class: 23 (–1 size, +1 Dex, +7 natural, +6 +1
Armor Class: 20 (+1 size, +1 Dex, +3 natural armor,
breastplate), touch 10, flat-footed 23
+3 hide armor, +2 masterwork heavy wooden shield),
Attack: +1 greatclub +15 melee (2d8+17/19–20) or
touch 12, flat-footed 19
masterwork composite longbow +12 ranged (2d6+4/x3)
Attack: +1 scimitar +8 melee (1d4+1/18–20) or bite +8
or bite +14 melee (1d8+10)*
melee (1d4) or +1 sling +9 ranged (1d3+1)

Monster Manual III Errata 4 02/25/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Full Attack: +1 greatclub +15/+10/+5 melee
(2d8+17/19–20) and bite +9 melee (1d6+6) and 2 Pages 143–144: Rot Reaver (updated
hooves +9 melee (1d6+6)* or masterwork composite 2/25/05)
longbow +12/+7/+2 ranged (2d6+4/x3) Changes to the stat block for the rot reaver:
Change the feat Improved Natural Weapon (bite) to Special Attacks: Cleaver mastery, rebuke undead 6/day
Improved Natural Attack (bite). (+3, 2d6+13, 10th), wound rot
The quaraphon bully’s rage ability effects the following Changes to the stat block for the rot reaver necrothane:
statistical changes: AC 21 (touch 8, flat-footed 21); Will Speed: 20 ft. in full plate (4 squares), climb 15 ft. in full
+10. plate; base speed 30 ft., base climb 20 ft.
The quaraphon bully’s improved uncanny dodge is Special Attacks: Cleaver mastery, rebuke undead
denied when the creature is attacked by a rogue of 9th 11/day (+4, 2d6+24, 20th), wound rot
level or higher (not 8th level as indicated).
Changes to the Quaraphon as Characters section: Page 145: Runehound (updated 2/25/05)
— +10 Strength, +12 Constitution, –4 Intelligence, +4 Changes to the stat block for the runehound:
Wisdom. Attack: Bite +8 melee (2d6+7) or vile spew +5 ranged
— Racial Skills: A quaraphon’s aberration levels give it touch (see text)
skill points equal to 12 x (2 + Int modifier, minimum 1). Full Attack: Bite +8 melee (2d6+7) or vile spew +5
Its class skills are Intimidate, Listen, Spot, and Survival. ranged touch (see text)
— Natural Weapons: Bite (1d6) and 2 hooves (1d6). Page 146: Salt Mummy
Page 131: Rage Drake (updated 2/25/05) Changes to the stat block for the salt mummy:
Changes to the stat block for the fiendish rage drake: Hit Dice: 12d12 plus 36 (114 hp)
Initiative: +7 Armor Class: 18 (–1 Dex, +9 natural), touch 9, flat-
Base Attack: +21/+34 footed 18
Full Attack: 2 claws +20 melee (1d8+18/19–20)* and Base Attack/Grapple: +6/+14
bite +15 melee (2d6+13)* Page 149: Seryulin (updated 2/25/05)
Saves: Fort +19, Ref +15, Will +13
Changes to the stat block for the seryulin:
The fiendish rage drake is missing a feat. It should have
Environment: Aquatic
the Great Cleave feat.
Changes to the stat block for the greater seryulin:
The fiendish rage drake’s rage ability effects the
Initiative: +5
following statistical change: Will +15.
Speed: 50 ft. (10 squares), swim 50 ft.
Pages 136–137: Rakshasa, Naztharune Environment: Aquatic
(updated 2/25/05) Also, the great seryulin is missing a feat. It should have
Changes to the stat block for the naztharune rakshasa: Improved Overrun.
Armor Class: 24 (+5 Dex, +5 natural, +4 mithril shirt), Page 153: Shredstorm (updated 2/25/05)
touch 15, flat-footed 24 Changes to the stat block for the shredstorm:
Skills: Tumble +19 Speed: Fly 90 ft. (perfect) (18 squares)
Delete the following sentence from the naztharune In the Combat section, the text says that the shredstorm
rakshasa’s sneak attack ability description: This extra deals 4d6 points of damage plus 2d6 points of
damage is 1d6 points at 1st level, and it increases by electricity damage; it should deal 3d6 points of damage
1d6 every two rogue levels thereafter. Replace it with instead of 4d6 points of damage.
the following: The naztharune rakshasa’s sneak attack
ability is equivalent to that of a rogue of a level equal to Pages 154–155: Shrieking Terror (updated
the creature’s Hit Dice. 2/25/05)
The shrieking terror’s kiss special ability has an attack
Page 139: Redcap (updated 2/25/05) bonus of +15, not +12 as indicated in the ability’s
Changes to the stat block for the young redcap:
description.
Attack: Medium scythe +3 melee (2d4+7/x4)* or
A shrieking terror can never have more than twice its
Medium sling +5 ranged (1d6+3)
normal number of heads at any one time.
Full Attack: Medium scythe +3 melee (2d4+7/x4)* or
Changes to the stat block for the ten-headed shrieking
Medium sling +5 ranged (1d6+3)
terror:
Skills: Hide +12, Intimidate +8, Listen +8, Move
Skills: Hide +2, Listen +7, Move Silently +5, Spot +21
Silently +8, Spot +8, Survival +8
Lastly, replace the ten-headed terror’s Weapon Finesse
Page 140: Rejkar (updated 2/25/05) feat with Alertness.
Errata deleted. Page 157: Siege Crab (updated 2/25/05)

Monster Manual III Errata 5 02/25/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Changes to the stat block for the siege crab: Add the following section to the Alternative Topiary
Armor Class: 37 (–4 size, –2 Dex, +23 natural, +10 Guardians section:
deflection), touch 14, flat-footed 37 Armor Class: A topiary guardian has a natural armor
Changes to the stat block for the greater siege crab: bonus based on its size: Tiny or smaller +0, Small +2,
Attack: Claw +30 melee (2d10+14) Medium +4, Large +6, Huge +9, Gargantuan or larger
Full Attack: 4 claws +30 melee (2d10+14) +12.
Delete the bonus Cleave feat from the siege crab’s and
greater siege crab’s list of feats. Page 176: Trilloch (updated 2/25/05)
Changes to the stat block for the trilloch:
Page 159: Slaughterstone Behemoth Base Attack/Grapple: +8/—
Changes to the stat block for the slaughterstone Replace the trilloch’s 11 ranks of Move Silently with 11
behemoth: ranks of Sense Motive (+15 bonus total).
Initiative: +0 Also, the trilloch’s control rage ability has a DC of 18,
Speed: 20 ft. (4 squares) not 19 as indicated in the description of the ability.
Page 160: Slaughterstone Eviscerator Page 178: Troll, Crystalline (updated
Changes to the stat block for the slaughterstone 2/25/05)
eviscerator: Changes to the Crystalline Trolls as Characters section:
Initiative: +0 — Natural Weapons: 2 claws (1d6) and bite (1d6).
Base Attack: +11/+24
Attack: +2 adamantine blade +21 melee (2d8+11/18– Page 179: Troll, Forest (updated 2/25/05)
20/x3) Changes to the stat block for the forest troll:
Full Attack: 4 +2 adamantine blades +21 melee Attack: Claw +6 melee (1d4+3 plus poison) or javelin
(2d8+11/18–20/x3) +6 ranged (1d6+3 plus poison)

Page 165: Splinterwaif (updated 2/25/05) Page 181: Troll, War (updated 2/25/05)
Changes to the stat block for the splinterwaif: Changes to the stat block for the war troll:
Skills: Hide +20 Hit Dice: 12d8+108 (162 hp)
Changes to the stat block for the splinterwaif knave: Base Attack/Grapple: +12/+26
Skills: Hide +24 Attack: Masterwork greatsword +23 melee
(3d6+15/19–20) or bite +21 melee (1d8+10) or
Pages 166–167: Ssvaklor (updated 2/25/05) masterwork composite longbow (+10 Str bonus) +15
Changes to the stat block for the greater ssvaklor: ranged (2d6+10/x3)
Skills: Disguise +1 (+3 acting), Intimidate +3 Full Attack: Masterwork greatsword +23/+18/+13
Advancement: 31–45 HD (Huge) melee (3d6+15/19–20) and bite +19 melee (1d6+5); or
Changes to the psi-like abilities of the psionic greater 2 claws +21 melee (1d8+10) and bite +19 melee
ssvaklor: aversion (duration 21 hours, DC 19*), (1d6+5); or masterwork composite longbow (+10 Str
entangling ectoplasm (affects any size creature), id bonus) +15/+10/+5 ranged (2d6+10/x3)
insinuation (affects up to 7 creatures, no two of which
can be more than 15 feet apart; DC 19*). Page 183: Vasuthant (updated 2/25/05)
The range of the vasuthant’s and horrific vasuthant’s
Page 171: Swamp Strider Swarm (updated blindsight ability is 60 feet.
2/25/05) Changes to the stat block for the horrific vasuthant:
Changes to the stat block for the swamp strider swarm: Armor Class: 24 (–2 size, +6 Dex, +10 natural), touch
Skills: Hide +17*, Spot +4 14, flat-footed 18
Base Attack/Grapple: +12/+35
Page 174: Topiary Guardian, Triceratops Advancement: 26–34 HD (Gargantuan); 35–48 HD
(updated 2/25/05) (Colossal)
Changes to the stat block for the triceratops topiary Vasuthants in Eberron have the extraplanar subtype.
guardian:
Challenge Rating: 12 Page 184: Vermin Lord (updated 2/25/05)
Changes to the stat block for the vermin lord:
Page 175: Topiary Guardian (updated Armor Class: 30 (–1 size, +5 Dex, +11 natural, +4 +1
2/25/05) studded leather, +1 masterwork buckler), touch 14, flat-
In the Construction rules, the rare tinctures and oils footed 30
used in the creation of a topiary guardian should be Base Attack/Grapple: +25/+34
factored into its price: 20,800 gp (Medium), 62,400 gp
(Large), 119,600 gp (Huge).

Monster Manual III Errata 6 02/25/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 187: Voidmind Creature (updated Page 203: Yugoloth, Nycaloth (updated
2/25/05) 2/25/05)
Changes to the stat block for the voidmind grimlock: Changes to the stat block for the nycaloth:
Attack: Battleaxe +6 melee (1d8+6/x3) and tentacle +6 Base Attack/Grapple: +14/+23
melee (1d6+4) Changes to the stat block for the nycaloth commander:
Speed: 30 ft. (6 squares) in +2 breastplate, fly 60 ft.
Page 195: Witchknife (updated 2/25/05) (good); base speed 40 ft., base fly 90 ft. (good)
Changes to the stat block for the witchknife: Armor Class: 33 (–2 size, +2 Dex, +7 +2 breastplate,
Saves: Fort +4, Ref +9, Will +10 +16 natural), touch 10, flat-footed 31
Feats: Ability Focus (command), Great Fortitude, Full Attack: +2 greataxe +30/+25/+20/+15 melee
Improved Initiative, Iron Will (4d6+18/19–20/x3)* and 2 claws +22 melee (1d8+6
Changes to the stat block for the witchknife captain: plus bleeding wounds)* or 4 claws +27 melee (1d8+6
Attack: Masterwork short sword +17 melee plus bleeding wounds)*
(1d6+1/19–20) or masterwork shortbow +17 ranged
(1d6/x3) Page 203: Yugoloth, Ultroloth (updated
Full Attack: Masterwork short sword +17/+12/+7 2/25/05)
melee (1d6+1/19–20) or masterwork shortbow Changes to the stat block for the ultroloth:
+17/+12/+7 ranged (1d6/x3) Attack: +3 longsword +22 melee (1d8+4/19–20) or ray
Saves: Fort +4, Ref +9, Will +10 +22 ranged touch (as spell)
Feats: Ability Focus (command), Great Fortitude, Full Attack: +3 longsword +22/+17/+12/+7 melee
Improved Initiative, Iron Will, Weapon Finesse (1d8+4/19–20) or ray +22 ranged touch (as spell)
Changes to the Witchknives as Characters section: Skills: Concentration +26 (+30 casting defensively)
— Weapon and Armor Proficiency: A witchknife is
automatically proficient with all simple weapons, light Page 205: Zezir (updated 2/25/05)
armor, and shields (except for tower shields). The save DC for the zezir’s flammable spray ability
should be 20, not 18 as indicated in the ability’s
Page 197: Woodling (updated 2/25/05) description.
Additions to the stat block for the woodling monitor Zezirs in Eberron have the extraplanar subtype.
lizard:
Treasure: None
Alignment: Always neutral
Changes to the stat block for Autumn, the woodling
druid:
Attack: +1 scimitar +9 melee (1d6+2/18–20) or slam
+7 melee (1d6+1)
Skills: Hide +2*, Move Silently +2*
*Autumn gains a +4 bonus on Hide and Move Silently
checks in aboveground natural environments.
Changes to the stat block for Autumn’s dire wolverine
animal companion: CR —; Init +4; Base Atk +5; Grp
+15; Atk +10 melee (1d8+6, claw); Full Atk +10 melee
(1d8+6, 2 claws) and +5 melee (1d8+3, bite); SV Fort
+9, Ref +9, Will +6; Listen +8, Spot +8; Improved
Natural Attack (claw).
Pages 200–204: Yugoloth (updated 2/25/05)
The summon yugoloth ability possessed by the canoloth,
mezzoloth, nycaloth, and ultroloth is a spell-like ability.
Page 201: Yugoloth, Mezzoloth (updated
2/25/05)
Changes to the stat block for the mezzoloth:
Armor Class: 21 (+1 Dex, +8 natural, +2 heavy steel
shield), touch 11, flat-footed 20
Skills: Hide +12, Move Silently +12

Monster Manual III Errata 7 02/25/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.

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