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Monster Manual III
Monster Manual III
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.
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)
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).