TEXT: LKoK 56 
   
   
   
   
   
   
   
  The Enemies of Death 
   
  A D&D Living Kingdoms of Kalamar® Adventure 
  by Tom Abbott and Troy Daniels 
  Edited by Alana Abbott 
   
  “We are The Willed. Though we are few in numbers, we grow as our battles continue. Each foe 
  fallen is another of The True. Emperor Kabori has approved our movements, unaware of our true 
  intentions. He thinks us to be but thralls in his army, that we serve him, and in some respects we 
  do. We serve him only so long as it is convenient. When the time comes and the Rod of 
  Damagon sits upon the Emerald Throne of Kalamar, he too will join with The True. It is time to 
  begin the final stages of The Way.” --Intercepted message found five days ago in a destroyed 
  refugee camp. 
   
  The title, series name if there is one, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, 
  Living Kingdoms of Kalamar, the Living Kingdoms of Kalamar logo and Pekal Gazetteer are trademarks of 
  Kenzer and Company. Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks 
  of Kenzer and Company. © Copyright 2004, Kenzer and Company, Inc. All rights reserved. Dungeons & 
  Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo are 
  all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & 
  Company under license. © 2004 Wizards of the Coast, Inc. 
  
  The Enemies of Death 
   
  Several things to note. 
   
  Certain creatures do not change based on ATL.  Skeletons, Zombies, 
  Ghouls, Advanced Ghouls, and other undead will be listed in the first 
  chapter of Enemies of Death.  After that you will find separate chapters for 
  each ATL. 
   
  Instructions – If you know the ATL that you are going to be running, all you 
  need to do is print Chapter One – Unchanging Enemies, and then the ATL 
  that you are going to run. 
   
  Good Luck, and good gaming! 
   
  
  Chapter One – Unchanging Enemies  
   
  Skeleton (Human Warrior) x 2 
  Medium-size Male Human Warrior Skeleton 
  Undead1 
  Hit Dice:  
  (1d12)  
   
   
  Hit Points:  
  12  
   
   
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  15 (flatfooted 14, touch 11) 
  Attacks:  
  *Scimitar +1;*Claw +1/+1; ;  
  Damage:  
  *Scimitar 1d6+1;*Claw 1d4+1; ; 
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Damage Reduction (Su), 
  Immunity to Cold (Ex), Undead 
  Traits  
  Saves:  
  Fortitude: +0, Reflex: +1, Will: 
  +2  
  Abilities:  
  STR 13 (+1), DEX 13 (+1), 
  CON * (+0), INT * (+0), 
  WIS 10 (+0), CHA 1 (-5)  
  Skills:  
  Appraise 0; Balance -1; Bluff -5; 
  Climb -1; Concentration -5; Craft 
  (Untrained) 0; Diplomacy -5; 
  Disguise -5; Escape Artist -1; 
  Forgery 0; Gather Information -
  5; Heal 0; Hide -1; Intimidate -5; 
  Jump -1; Listen 0; Move Silently 
  -1; Ride 1; Search 0; Sense 
  Motive 0; Spot 0; Survival 0; 
  Swim -3;  
  Feats:  
  Improved Initiative  
  Challenge Rating:  
  1/3  
  Alignment:  
  Neutral Evil  
  Possessions: Scimitar; Shield (Heavy/Metal); Claw;  
  Special Qualities: A skeleton loses most special qualities 
  of the base creature. It retains any extraordinary special 
  qualities that improve its melee or ranged attacks. A 
  skeleton gains the following special qualities. 
  Immunity to Cold (Ex): Skeletons are not affected by cold. 
  Damage Reduction 5/Bludgeoning: Skeletons lack flesh or 
  internal organs. 
   
   
   
   
   
  Zombie x 2 
  Medium-size Male Human Commoner Zombie 
  Undead1 
  Hit Dice:  
  (1d12)+3  
   
   
  Hit Points:  
  15  
   
   
  Initiative:  
  -2  
  Speed:  
  Walk 30 ft.  
  AC:  
  10 (flatfooted 10, touch 8) 
  Attacks:  
  *Slam +0; ;  
  Damage:  
  *Slam 1d6; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Damage Reduction (Su), Single 
  Actions Only (Ex), Undead 
  Traits  
  Saves:  
  Fortitude: +0, Reflex: -2, Will: +1 
  Abilities:  
  STR 10 (+0), DEX 6 (-2), 
  CON * (+0), INT * (+0), WIS 8 (-
  1), CHA -1 (-6)  
  Skills:  
  Appraise 0; Balance -2; Bluff -6; 
  Climb 0; Concentration -6; Craft 
  (Untrained) 0; Diplomacy -6; 
  Disguise -6; Escape Artist -2; 
  Forgery 0; Gather Information -
  6; Heal -1; Hide -2; Intimidate -6; 
  Jump 0; Listen -1; Move Silently 
  -2; Ride -2; Search 0; Sense 
  Motive -1; Spot -1; Survival -1; 
  Swim 0;  
  Feats:  
  Toughness  
  Challenge Rating:  
  1/2  
  Alignment:  
  True Neutral  
  Possessions: Slam;  
  Special Qualities: A zombie loses most special qualities of 
  the base creature. It retains any extraordinary special 
  qualities that improve its melee or ranged attacks. A 
  zombie gains the following special quality. 
  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. 
   
   
   
  
  Ghoul 
  Medium-size Male Ghoul 
  Undead2 
  Hit Dice:  
  (2d12)  
   
   
  Hit Points:  
  17  
   
   
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  14 (flatfooted 12, touch 12) 
  Attacks:  
  *Bite +2;*Claw +0; ;  
  Damage:  
  *Bite 1d6+1;*Claw 1d3; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Paralysis 
  (Ex), Turn Resistance (Ex), 
  Undead Traits  
  Saves:  
  Fortitude: +0, Reflex: +2, Will: 
  +5  
  Abilities:  
  STR 13 (+1), DEX 15 (+2), 
  CON * (+0), INT 13 (+1), 
  WIS 14 (+2), CHA 12 (+1)  
  Skills:  
  Appraise 1; Balance 6; Bluff 1; 
  Climb 5; Concentration 1; Craft 
  (Untrained) 1; Diplomacy 1; 
  Disguise 1; Escape Artist 2; 
  Forgery 1; Gather Information 1; 
  Heal 2; Hide 6; Intimidate 1; 
  Jump 5; Listen 2; Move Silently 
  6; Ride 2; Search 1; Sense 
  Motive 2; Spot 7; Survival 2; 
  Swim 1;  
  Feats:  
  Multiattack  
  Challenge Rating:  
  1  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
  Advanced Ghoul 
  Medium-size Male Ghoul 
  Undead3 
  Hit Dice:  
  (3d12)  
   
   
  Hit Points:  
  25  
   
   
  Initiative:  
  +2  
  Speed:  
  Walk 30 ft.  
  AC:  
  14 (flatfooted 12, touch 12) 
  Attacks:  
  *Bite +2;*Claw +0; ;  
  Damage:  
  *Bite 1d6+1;*Claw 1d3; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Paralysis 
  (Ex), Turn Resistance (Ex), 
  Undead Traits  
  Saves:  
  Fortitude: +1, Reflex: +3, Will: 
  +5  
  Abilities:  
  STR 13 (+1), DEX 15 (+2), 
  CON * (+0), INT 13 (+1), 
  WIS 14 (+2), CHA 12 (+1)  
  Skills:  
  Appraise 1; Balance 7; Bluff 1; 
  Climb 6; Concentration 1; Craft 
  (Untrained) 1; Diplomacy 1; 
  Disguise 1; Escape Artist 2; 
  Forgery 1; Gather Information 1; 
  Heal 2; Hide 7; Intimidate 1; 
  Jump 6; Listen 2; Move Silently 
  7; Ride 2; Search 1; Sense 
  Motive 2; Spot 7; Survival 2; 
  Swim 1;  
  Feats:  
  Combat Reflexes, Multiattack  
  Challenge Rating:  
  1  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
   
  
  Greater Ghoul 
  Medium-size Male Ghoul 
  Undead3 Rogue3 
  Hit Dice:  
  (3d12)+(3d6)  
   
   
  Hit Points:  
  43  
   
   
  Initiative:  
  +3  
  Speed:  
  Walk 30 ft.  
  AC:  
  15 (flatfooted 12, touch 13) 
  Attacks:  
  *Bite +4;*Claw +2; ;  
  Damage:  
  *Bite 1d6+1;*Claw 1d3; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Evasion (Ex), Ghoul Fever (Su), 
  Paralysis (Ex), Sneak Attack 
  +2d6, Trap Sense (Ex) +1, 
  Trapfinding, Turn Resistance 
  (Ex), Undead Traits  
  Saves:  
  Fortitude: +2, Reflex: +7, Will: 
  +6  
  Abilities:  
  STR 13 (+1), DEX 16 (+3), 
  CON * (+0), INT 13 (+1), 
  WIS 14 (+2), CHA 12 (+1)  
  Skills:  
  Appraise 1; Balance 12; Bluff 1; 
  Climb 10; Concentration 1; Craft 
  (Untrained) 1; Diplomacy 1; 
  Disguise 1; Escape Artist 5; 
  Forgery 1; Gather Information 1; 
  Heal 2; Hide 12; Intimidate 1; 
  Jump 10; Listen 2; Move Silently 
  12; Ride 3; Search 1; Sense 
  Motive 2; Spot 9; Survival 2; 
  Swim 1;  
  Feats:  
  Armor Proficiency (Light), 
  Combat Reflexes, Dodge, 
  Multiattack, Simple Weapon 
  Proficiency  
  Challenge Rating:  
  4  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
  Wraith 
  Medium-size Male Wraith 
  Undead5 
  Hit Dice:  
  (5d12)  
   
   
  Hit Points:  
  47  
   
   
  Initiative:  
  +7  
  Speed:  
  Fly 60 ft.  
  AC:  
  15 (flatfooted 12, touch 15) 
  Attacks:  
  *Incorporeal touch +5; ;  
  Damage:  
  *Incorporeal touch 1d4; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  50% chance to ignore any 
  damage from a corporeal 
  source, Always moves silently, 
  Attacks pass through armor, 
  Can be harmed only by other 
  incorporeal creatures/+1 or 
  better weapons/magic, Can 
  pass through solid objects at 
  will, Constitution Drain (Su), 
  Create Spawn (Su), Daylight 
  Powerlessness (Ex), Turn 
  Resistance (Ex), Undead Traits, 
  Unnatural Aura (Su)  
  Saves:  
  Fortitude: +1, Reflex: +4, Will: 
  +6  
  Abilities:  
  STR * (+0), DEX 16 (+3), 
  CON * (+0), INT 14 (+2), 
  WIS 14 (+2), CHA 15 (+2)  
  Skills:  
  Appraise 2; Balance 3; Bluff 2; 
  Climb 0; Concentration 2; Craft 
  (Untrained) 2; Diplomacy 6; 
  Disguise 2; Escape Artist 3; 
  Forgery 2; Gather Information 2; 
  Heal 2; Hide 11; Intimidate 10; 
  Jump -18; Listen 12; Move 
  Silently 3; Ride 3; Search 10; 
  Sense Motive 8; Spot 12; 
  Survival 2; Swim 0;  
  Feats:  
  Alertness, Blind-Fight, Combat 
  Reflexes, Improved Initiative  
  Challenge Rating:  
  5  
  Alignment:  
  Lawful Evil  
  Possessions: Incorporeal touch;  
  Unnatural 
  Aura 
  (Su): 
  Animals, 
  whether 
  wild 
  or 
  domesticated, can sense the unnatural presence of a 
  wraith at a distance of 30 feet. They will not willingly 
  approach nearer than that and panic if forced to do so; they 
  remain panicked as long as they are within that range. 
  Daylight 
  Powerlessness 
  (Ex): 
  Wraiths 
  are 
  utterly 
  powerless in natural sunlight (not merely a daylight spell) 
  and flee from it.  
  WRAITH 
  Constitution Drain (Su): Living creatures hit by a wraith’s 
  incorporeal touch attack must succeed on a DC 14 
  Fortitude save or take 1d6 points of Constitution drain. The 
  
  save DC is Charisma-based. On each such successful 
  attack, the wraith gains 5 temporary hit points. 
  Create Spawn (Su): Any humanoid slain by a wraith 
  becomes a wraith in 1d4 rounds. Its body remains intact 
  and inanimate, but its spirit is torn free from its corpse and 
  transformed. Spawn are under the command of the wraith 
  that created them and remain enslaved until its death. They 
  do not possess any of the abilities they had in life. 
  Vampire Spawn 
  Medium-size Male Vampire Spawn 
  Undead4 
  Hit Dice:  
  (4d12)  
   
   
  Hit Points:  
  23  
   
   
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  14 (flatfooted 13, touch 11) 
  Attacks:  
  *Slam +4; ;  
  Damage:  
  *Slam 1d6+3; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Blood Drain (Ex), Cold 
  Resistance 10 (Ex), Damage 
  Reduction (Su), Domination 
  (Su), Electricity Resistance 10 
  (Ex), Energy Drain (Su), Fast 
  Healing (Ex), Gaseous Form 
  (Su), Spider Climb (Ex), Turn 
  Resistance (Ex), Undead Traits 
  Saves:  
  Fortitude: +1, Reflex: +4, Will: 
  +4  
  Abilities:  
  STR 14 (+2), DEX 12 (+1), 
  CON * (+0), INT 10 (+0), 
  WIS 10 (+0), CHA 12 (+1)  
  Skills:  
  Appraise 0; Balance 3; Bluff 5; 
  Climb 6; Concentration 1; Craft 
  (Untrained) 0; Diplomacy 1; 
  Disguise 1; Escape Artist 1; 
  Forgery 0; Gather Information 1; 
  Heal 0; Hide 9; Intimidate 1; 
  Jump 8; Listen 10; Move Silently 
  9; Ride 1; Search 4; Sense 
  Motive 4; Spot 10; Survival 0; 
  Swim 2;  
  Feats:  
  Acrobatic, Alertness, Combat 
  Reflexes, Improved Initiative, 
  Lightning Reflexes  
  Challenge Rating:  
  4  
  Alignment:  
  Chaotic Evil  
  Possessions: Slam;  
  Vampire spawn use their inhuman strength when engaging 
  mortals, hammering their foes with powerful blows and 
  dashing them against rocks or walls. They also use their 
  gaseous form and flight abilities to strike where opponents 
  are most vulnerable. 
  Blood Drain (Ex): A vampire spawn can suck blood from a 
  living victim with its fangs by making a successful grapple 
  check. If it pins the foe, it drains blood, dealing 1d4 points 
  of Constitution drain each round. On each such successful 
  drain attack, the vampire spawn gains 5 temporary hit 
  pints. 
  Domination (Su): A vampire spawn can crush an 
  opponent’s will just by looking onto his or her eyes. This is 
  similar to a gaze attack, except that the vampire must take 
  a standard action, and those merely looking at it are not 
  affected. Anyone the vampire targets must succeed on a 
  DC 14 Will save or fall instantly under the vampire’s 
  influence as though by a dominate person spell from a 
  5thlevel caster. The ability has a range of 30 feet. The save 
  DC is Charisma-based. 
  Energy Drain (Su): Living creatures hit by a vampire 
  spawn’s slam attack gain one negative level. The DC is 14 
  for the Fortitude save to remove a negative level. The save 
  DC is Charisma-based. For each such negative level 
  bestowed, the vampire spawn gains 5 temporary hit points. 
  Fast Healing (Ex): A vampire spawn heals 2 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically assumes 
  gaseous form and attempts to escape. It must reach its 
  coffin home within 2 hours or be utterly destroyed. (It can 
  travel up to nine miles in 2 hours.) Once at rest in its coffin, 
  it is helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 2 hit 
  points per round. 
  Gaseous Form (Su): As a standard action, a vampire 
  spawn can assume gaseous form at will as the spell (caster 
  level 6th), but it can remain gaseous indefinitely and has a 
  fly speed of 20 feet with perfect maneuverability. 
  Spider Climb (Ex): A vampire spawn can climb sheer 
  surfaces as though with a spider climb spell. 
  Skills: Vampire spawn have a +4 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot 
  checks
  
  Chapter Two - ATL 1 
   
  ENCOUNTER TWO –  
   
  Skeletons x2 – 12 hp, Zombies x2 – 15 hp 
   
  ENCOUNTER SIX – STAY 
   
  Use Creatures from Encounter 7 A or B, based upon the 
  time that they try to steal the Rod. 
   
  ENCOUNTER SEVEN – ASSAULT 
   
  7A – Nighttime –  
  ATL 1 – N’Valdan, Sorvar, 2 Animated Statues, 2 
  Skeletons, 2 Zombies, 1 Ghoul 
   
  7B – Daytime 
   
  ATL 1 – N’Valdan, Thramryn, Sorvar, 2 Animated Statues, 
  2 Skeletons, 2 Zombies, 1 Ghoul 
  N'Valdan ATL 1 
  Medium-size Male Altered Ghoul 
  Undead2 Cleric1 
  Hit Dice:  
  (2d12)+(1d8)  
  Hit Points:  
  23  
  Initiative:  
  +8  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 15, touch 14) 
  Attacks:  
  *Rod of Damagon +2;*Bite +3;*Claw +4; ;  
  Damage:  
  *Rod of Damagon ;*Bite 1d6+2;*Claw 
  1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach: 5 ft. / 5 ft.  
  Special 
  Qualities:  
  Ghoul Fever (Su), Paralysis (Ex), Rebuke 
  Undead (Su) 5/day (turn level 1) (turn 
  damage 2d6+3), Spontaneous casting, Turn 
  Resistance (Ex), Undead Traits  
  Saves:  
  Fortitude: +2, Reflex: +4, Will: +10  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), CON * (+0), 
  INT 17 (+3), WIS 20 (+5), CHA 14 (+2)  
  Skills:  
  Appraise 3; Balance 9; Bluff 2; Climb 7; 
  Concentration 6; Craft (Untrained) 3; 
  Diplomacy 8; Disguise 2; Escape Artist 3; 
  Forgery 3; Gather Information 3; Heal 5; 
  Hide 9; Intimidate 2; Jump 1; Listen 5; Move 
  Silently 9; Ride 4; Search 3; Sense Motive 
  10; Spellcraft 9; Spot 9; Survival 5; Swim 0; 
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Improved 
  Initiative, Negotiator, Shield Proficiency, 
  Simple Weapon Proficiency, Spell Focus 
  (Necromancy), Two-Weapon Fighting  
  Challenge 
  Rating:  
  2  
  Alignment:  
  Lawful Evil  
  Possessions: Rod of Damagon; Bite; Claw; Outfit 
  (Explorer's); Studded Leather;  
  Deity: None Domains: Evil(You cast evil spells at +1 caster 
  level.) Death(You may use a death touch once per day. 
  Your death touch is a supernatural ability that produces a 
  death effect. You must succeed on a melee touch attack 
  against a living creature (using the rules for touch spells). 
  When you touch, roll 1d6 per cleric level you possess. If the 
  total at least equals the creature's current hit points, it dies 
  (no 
  save)..)  
  Spells: 
  Spells per Day: (3/3+1/0/0/0/0/0/0/0/ DC:15+spell level) 
   
  Cleric 
  - 
  Known:  
  Level 
  0: 
  Detect 
  Magic, 
  Guidance, 
  Resistance 
  Level 1: Bane, Bless, Doom, Protection from Good,  
   
  Sorvar ATL 1 
  Medium-size Male Ghoul 
  Undead2 
  Hit Dice:  
  (2d12)  
   
   
  Hit Points:  
  19  
   
   
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  16 (flatfooted 12, touch 14) 
  Attacks:  
  *Bite +3;*Claw -2; ;  
  Damage:  
  *Bite 1d6+2;*Claw 1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Paralysis 
  (Ex), Turn Resistance (Ex), 
  Undead Traits  
  Saves:  
  Fortitude: +0, Reflex: +4, Will: 
  +4  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), 
  CON * (+0), INT 14 (+2), 
  WIS 12 (+1), CHA 14 (+2)  
  Skills:  
  Appraise 2; Balance 9; Bluff 2; 
  Climb 7; Concentration 2; Craft 
  (Untrained) 2; Diplomacy 2; 
  Disguise 2; Escape Artist 4; 
  Forgery 2; Gather Information 2; 
  Heal 1; Hide 9; Intimidate 2; 
  Jump 2; Listen 1; Move Silently 
  5; Ride 4; Search 2; Sense 
  Motive 1; Spot 5; Survival 1; 
  Swim 2;  
  Feats:  
  Combat Reflexes  
  Challenge Rating:  
  1  
  Alignment:  
  Chaotic Evil  
  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
  Thramyrn 
  Medium-size Male Ghoul 
  Undead1 Barbarian1 
  Hit Dice:  
  (1d12)+(1d12)  
  Hit Points:  
  24  
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 15, touch 14) 
  Attacks:  
  Axe, Throwing +5;Axe, 
  Throwing (Thrown) 
  +5;*Handaxe +6;Javelin +5;*Bite 
  +5;*Claw +6; ;  
  Damage:  
  Axe, Throwing 1d6+4;Axe, 
  Throwing (Thrown) 
  1d6;*Handaxe 1d6+4;Javelin 
  1d6;*Bite 1d6+4;*Claw 1d3+2; ; 
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR 
  +4, CON +4, Will +2, AC -2, HP 
  4), Ghoul Fever (Su), Paralysis 
  (Ex), Rage (Ex) 1 times/day (5 
  rounds), Turn Resistance (Ex), 
  Undead Traits  
  Saves:  
  Fortitude: +2, Reflex: +4, Will: 
  +4  
  Abilities:  
  STR 18 (+4), DEX 18 (+4), 
  CON * (+0), INT 11 (+0), 
  WIS 14 (+2), CHA 13 (+1)  
  Skills:  
  Appraise 0; Balance 5; Bluff 1; 
  Climb 5; Concentration 1; Craft 
  (Untrained) 0; Diplomacy 1; 
  Disguise 1; Escape Artist 1; 
  Forgery 0; Gather Information 1; 
  Heal 2; Hide 4; Intimidate 6; 
  Jump 5; Listen 2; Move Silently 
  6; Ride 6; Search 0; Sense 
  Motive 2; Spot 2; Survival 6; 
  Swim -2;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Martial 
  Weapon Proficiency, Power 
  Attack, Shield Proficiency, 
  Simple Weapon Proficiency, 
  Two-Weapon Fighting, Weapon 
  Focus (Handaxe)  
  Challenge Rating:  
  2  
  Alignment:  
  Neutral Evil  
  Possessions: Axe, Throwing; Handaxe; Hide; Javelin; 
  Outfit (Traveler's); Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
  Animated Object, Small - ATL 1 
  Small-size Male Animated Object, Small 
  Construct1 
  Hit Dice:  
  (1d10)+10  
  Hit Points:  
  20  
  Initiative:  
  +1  
  Speed:  
  Walk 30 ft., Legs 40 ft., Multiple 
  legs 50 ft., Wheels 70 ft.  
  AC:  
  14 (flatfooted 13, touch 12) 
  Attacks:  
  *Slam +1; ;  
  Damage:  
  *Slam 1d4; ;  
  Vision:  
  Darkvision (60'), Low-light  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Construct Traits  
  Saves:  
  Fortitude: +0, Reflex: +1, Will: -5  
  Abilities:  
  STR 10 (+0), DEX 12 (+1), 
  CON * (+0), INT * (+0), WIS 1 (-5), 
  CHA 1 (-5)  
  Skills:  
  Appraise 0; Balance 1; Bluff -5; 
  Climb 0; Concentration 0; Craft 
  (Untrained) 0; Diplomacy -5; 
  Disguise -5; Escape Artist 1; 
  Forgery 0; Gather Information -5; 
  Heal -5; Hide 5; Intimidate -5; Jump 
  0; Listen -5; Move Silently 1; Ride 1; 
  Search 0; Sense Motive -5; Spot -5; 
  Survival -5; Swim 0;  
  Feats:  
   
  Challenge Rating:  
  1  
  Alignment:  
  True Neutral  
  Possessions: Slam;  
   
  
  Chapter Three - ATL 3 
   
  ENCOUNTER TWO 
  Skeletons x3 - 12 hp, Zombies x3 - 15 hp 
   
  ENCOUNTER SIX – STAY 
  Use Creatures from Encounter 7 A or B, based upon the 
  time that they try to steal the Rod. 
   
  ENCOUNTER SEVEN – ASSAULT 
   
  7B – Daytime 
  ATL 3 – N’Valdan, Sorvar, 3 Animated Statues, 3 
  Skeletons, 3 Zombies, 2 Ghouls 
   
  7A – Nighttime –  
  ATL 3 – N’Valdan, Thramryn, Sorvar, 3 Animated Statues, 
  3 Skeletons, 3 Zombies, 2 Ghouls,  
  N'Valdan ATL 3 
  Medium-size Male Altered Ghoul 
  Undead2 Cleric2 
  Hit Dice:  
  (2d12)+(2d8)  
  Hit Points:  
  29  
  Initiative:  
  +8  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 15, touch 14) 
  Attacks:  
  *Rod of Damagon +3;*Bite +4;*Claw +5; ;  
  Damage:  
  *Rod of Damagon ;*Bite 1d6+2;*Claw 
  1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach: 5 ft. / 5 ft.  
  Special 
  Qualities:  
  Ghoul Fever (Su), Paralysis (Ex), Rebuke 
  Undead (Su) 5/day (turn level 2) (turn 
  damage 2d6+4), Spontaneous casting, Turn 
  Resistance (Ex), Undead Traits  
  Saves:  
  Fortitude: +3, Reflex: +4, Will: +11  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), CON * (+0), 
  INT 17 (+3), WIS 21 (+5), CHA 14 (+2)  
  Skills:  
  Appraise 3; Balance 9; Bluff 2; Climb 7; 
  Concentration 7; Craft (Untrained) 3; 
  Diplomacy 9; Disguise 2; Escape Artist 3; 
  Forgery 3; Gather Information 3; Heal 6; 
  Hide 9; Intimidate 2; Jump 1; Listen 5; Move 
  Silently 9; Ride 4; Search 3; Sense Motive 
  10; Spellcraft 10; Spot 9; Survival 5; Swim 0; 
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Improved 
  Initiative, Negotiator, Shield Proficiency, 
  Simple Weapon Proficiency, Spell Focus 
  (Necromancy), Two-Weapon Fighting  
  Challenge 
  Rating:  
  3  
  Alignment:  
  Lawful Evil  
  Possessions: Rod of Damagon; Bite; Claw; Outfit 
  (Explorer's); Studded Leather;  
  Deity: None Domains: Evil(You cast evil spells at +1 caster 
  level.) Death(You may use a death touch once per day. 
  Your death touch is a supernatural ability that produces a 
  death effect. You must succeed on a melee touch attack 
  against a living creature (using the rules for touch spells). 
  When you touch, roll 1d6 per cleric level you possess. If the 
  total at least equals the creature's current hit points, it dies 
  (no save)..)  
  Spells: 
  Spells per Day: (4/4+1/0/0/0/0/0/0/0/ DC:15+spell level) 
  Cleric - Known:  
  Level 0: Detect Magic, Guidance, Resistance x2 
  Level 1: Bane, Bless, Doom, Inflict Light Wounds, 
  Protection from Good,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Sorvar ATL 3 
  Medium-size Male Ghoul 
  Undead3 
  Hit Dice:  
  (3d12)  
   
   
  Hit Points:  
  30  
   
   
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  16 (flatfooted 12, touch 14) 
  Attacks:  
  *Bite +3;*Claw -2; ;  
  Damage:  
  *Bite 1d6+2;*Claw 1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Paralysis 
  (Ex), Turn Resistance (Ex), 
  Undead Traits  
  Saves:  
  Fortitude: +1, Reflex: +7, Will: 
  +4  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), 
  CON * (+0), INT 14 (+2), 
  WIS 12 (+1), CHA 14 (+2)  
  Skills:  
  Appraise 2; Balance 9; Bluff 2; 
  Climb 8; Concentration 2; Craft 
  (Untrained) 2; Diplomacy 2; 
  Disguise 2; Escape Artist 4; 
  Forgery 2; Gather Information 2; 
  Heal 1; Hide 10; Intimidate 2; 
  Jump 6; Listen 1; Move Silently 
  5; Ride 4; Search 2; Sense 
  Motive 1; Spot 5; Survival 1; 
  Swim 2;  
  Feats:  
  Combat Reflexes, Lightning 
  Reflexes  
  Challenge Rating:  
  1  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
  Thramyrn 
  Medium-size Male Ghoul 
  Undead1 Barbarian3 
  Hit Dice:  
  (1d12)+(3d12)  
   
   
  Hit Points:  
  40  
   
   
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  20 (flatfooted 20, touch 14) 
  Attacks:  
  Axe, Throwing -3;Axe, Throwing 
  (Thrown) +7;*Handaxe 
  +6;Javelin +7;*Bite +7;*Claw +8; 
  ;  
  Damage:  
  Axe, Throwing 1d6+4;Axe, 
  Throwing (Thrown) 
  1d6;*Handaxe 1d6+2;Javelin 
  1d6;*Bite 1d6+4;*Claw 1d3+2; ; 
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR 
  +4, CON +4, Will +2, AC -2, HP 
  8), Ghoul Fever (Su), Paralysis 
  (Ex), Rage (Ex) 1 times/day (5 
  rounds), Trap Sense (Ex) +1, 
  Turn Resistance (Ex), Uncanny 
  Dodge (Dex bonus to AC), 
  Undead Traits  
  Saves:  
  Fortitude: +3, Reflex: +5, Will: 
  +5  
  Abilities:  
  STR 18 (+4), DEX 18 (+4), 
  CON * (+0), INT 11 (+0), 
  WIS 14 (+2), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance 5; Bluff 2; 
  Climb 6; Concentration 2; Craft 
  (Untrained) 0; Diplomacy 2; 
  Disguise 2; Escape Artist 1; 
  Forgery 0; Gather Information 2; 
  Heal 2; Hide 4; Intimidate 8; 
  Jump 6; Listen 3; Move Silently 
  7; Ride 6; Search 0; Sense 
  Motive 2; Spot 2; Survival 7; 
  Swim -1;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Martial 
  Weapon Proficiency, Power 
  Attack, Shield Proficiency, 
  Simple Weapon Proficiency, 
  Two-Weapon Defense, Two-
  Weapon Fighting, Weapon 
  Focus (Handaxe)  
  Challenge Rating:  
  4  
  Alignment:  
  Neutral Evil  
  Possessions: Axe, Throwing; Handaxe; Hide; Javelin; 
  Outfit (Traveler's); Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
  Animated Object, Small - ATL 1 
  Small-size Male Animated Object, Small 
  Construct1 
  Hit Dice:  
  (1d10)+10  
  Hit Points:  
  20  
  Initiative:  
  +1  
  Speed:  
  Walk 30 ft., Legs 40 ft., Multiple 
  legs 50 ft., Wheels 70 ft.  
  AC:  
  14 (flatfooted 13, touch 12) 
  Attacks:  
  *Slam +1; ;  
  Damage:  
  *Slam 1d4; ;  
  Vision:  
  Darkvision (60'), Low-light  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Construct Traits  
  Saves:  
  Fortitude: +0, Reflex: +1, Will: -5  
  Abilities:  
  STR 10 (+0), DEX 12 (+1), 
  CON * (+0), INT * (+0), WIS 1 (-5), 
  CHA 1 (-5)  
  Skills:  
  Appraise 0; Balance 1; Bluff -5; 
  Climb 0; Concentration 0; Craft 
  (Untrained) 0; Diplomacy -5; 
  Disguise -5; Escape Artist 1; 
  Forgery 0; Gather Information -5; 
  Heal -5; Hide 5; Intimidate -5; Jump 
  0; Listen -5; Move Silently 1; Ride 1; 
  Search 0; Sense Motive -5; Spot -5; 
  Survival -5; Swim 0;  
  Feats:  
   
  Challenge Rating:  
  1  
  Alignment:  
  True Neutral  
  Possessions: Slam; 
  
  Chapter Four - ATL 5 
   
  ENCOUNTER TWO 
   
  Ghoul x1 – 17 hp, Skeleton x2 – 12hp, Zombie x2 - 15 
   
  ENCOUNTER SIX – STAY 
   
  Use Creatures from Encounter 7 A or B, based upon the 
  time that they try to steal the Rod. 
   
  ENCOUNTER SEVEN – ASSAULT 
   
  7B – Daytime 
   
  ATL 5 – N’Valdan, Sorvar, 4 Animated Statues, 5 
  Skeletons, 5 Zombies, 2 Ghouls, 1 Advanced Ghoul 
   
  7A – Nighttime –  
   
  ATL 5 – N’Valdan, Thramryn, Sorvar, 4 Animated Statues, 
  5 Skeletons, 5 Zombies, 2 Ghouls, 1 Advanced Ghoul, 1 
  vampire spawn 
   
   
  N'Valdan ATL 5 
  Medium-size Male Altered Ghoul 
  Undead2 Cleric4 
  Hit Dice:  
  (2d12)+(4d8)  
  Hit Points:  
  40  
  Initiative:  
  +8  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 15, touch 14) 
  Attacks:  
  *Rod of Damagon +5;*Bite +6;*Claw +7; ;  
  Damage:  
  *Rod of Damagon ;*Bite 1d6+2;*Claw 
  1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach: 5 ft. / 5 ft.  
  Special 
  Qualities:  
  Ghoul Fever (Su), Paralysis (Ex), Rebuke 
  Undead (Su) 5/day (turn level 4) (turn 
  damage 2d6+6), Spontaneous casting, Turn 
  Resistance (Ex), Undead Traits  
  Saves:  
  Fortitude: +4, Reflex: +5, Will: +12  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), CON * (+0), 
  INT 17 (+3), WIS 21 (+5), CHA 14 (+2)  
  Skills:  
  Appraise 3; Balance 9; Bluff 2; Climb 7; 
  Concentration 9; Craft (Untrained) 3; 
  Diplomacy 13; Disguise 2; Escape Artist 3; 
  Forgery 3; Gather Information 3; Heal 8; 
  Hide 9; Intimidate 2; Jump 1; Listen 5; Move 
  Silently 9; Ride 4; Search 3; Sense Motive 
  10; Spellcraft 12; Spot 9; Survival 5; Swim 0; 
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Improved 
  Initiative, Negotiator, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, 
  Spell Focus (Necromancy), Two-Weapon 
  Fighting  
  Challenge 
  Rating:  
  5  
  Alignment:  
  Lawful Evil  
  Possessions: Rod of Damagon; Bite; Claw; Outfit 
  (Explorer's); Studded Leather;  
  Deity: None Domains: Evil(You cast evil spells at +1 caster 
  level.) Death(You may use a death touch once per day. 
  Your death touch is a supernatural ability that produces a 
  death effect. You must succeed on a melee touch attack 
  against a living creature (using the rules for touch spells). 
  When you touch, roll 1d6 per cleric level you possess. If the 
  total at least equals the creature's current hit points, it dies 
  (no save)..)  
  Spells: 
  Spells per Day: (5/5+1/3+1/0/0/0/0/0/0/ DC:15+spell level) 
   
  Cleric - Known:  
  Level 0: Detect Magic, Guidance, Resistance x2, Virtue  
  Level 1: Bane, Bless, Doom, Inflict Light Wounds 
  Protection from Good, Sanctuary 
  Level 2: Bull's Strength, Darkness, Death Knell, 
  Desecrate 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
   
   
   
   
   
   
   
   
  
  Sorvar ATL 5 
  Medium-size Male Ghast 
  Undead4 
  Hit Dice:  
  (4d12)  
   
   
  Hit Points:  
  37  
   
   
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 14, touch 15) 
  Attacks:  
  *Bite +6;*Claw +1; ;  
  Damage:  
  *Bite 1d8+4;*Claw 1d4+2; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Stench (Ex), 
  Turn Resistance (Ex), Undead 
  Traits  
  Saves:  
  Fortitude: +1, Reflex: +8, Will: 
  +5  
  Abilities:  
  STR 18 (+4), DEX 20 (+5), 
  CON * (+0), INT 14 (+2), 
  WIS 12 (+1), CHA 18 (+4)  
  Skills:  
  Appraise 2; Balance 11; Bluff 4; 
  Climb 11; Concentration 4; Craft 
  (Untrained) 2; Diplomacy 4; 
  Disguise 4; Escape Artist 5; 
  Forgery 2; Gather Information 4; 
  Heal 1; Hide 12; Intimidate 4; 
  Jump 9; Listen 1; Move Silently 
  7; Ride 5; Search 2; Sense 
  Motive 1; Spot 6; Survival 1; 
  Swim 4;  
  Feats:  
  Combat Reflexes, Lightning 
  Reflexes, Power Attack  
  Challenge Rating:  
  3  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
  Thramyrn 
  Medium-size Male Ghoul 
  Undead1 Barbarian4 
  Hit Dice:  
  (1d12)+(4d12)  
   
   
  Hit Points:  
  48  
   
   
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  20 (flatfooted 20, touch 14) 
  Attacks:  
  Axe, Throwing -2;Axe, Throwing 
  (Thrown) +8;*Handaxe 
  +7;Javelin +8;*Bite +8;*Claw +9; 
  ;  
  Damage:  
  Axe, Throwing 1d6+4;Axe, 
  Throwing (Thrown) 
  1d6;*Handaxe 1d6+2;Javelin 
  1d6;*Bite 1d6+4;*Claw 1d3+2; ; 
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR 
  +4, CON +4, Will +2, AC -2, HP 
  10), Ghoul Fever (Su), Paralysis 
  (Ex), Rage (Ex) 2 times/day (5 
  rounds), Trap Sense (Ex) +1, 
  Turn Resistance (Ex), Uncanny 
  Dodge (Dex bonus to AC), 
  Undead Traits  
  Saves:  
  Fortitude: +4, Reflex: +5, Will: 
  +5  
  Abilities:  
  STR 18 (+4), DEX 18 (+4), 
  CON * (+0), INT 11 (+0), 
  WIS 14 (+2), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance 5; Bluff 2; 
  Climb 7; Concentration 2; Craft 
  (Untrained) 0; Diplomacy 2; 
  Disguise 2; Escape Artist 1; 
  Forgery 0; Gather Information 2; 
  Heal 2; Hide 4; Intimidate 9; 
  Jump 7; Listen 4; Move Silently 
  7; Ride 6; Search 0; Sense 
  Motive 2; Spot 2; Survival 7; 
  Swim -1;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Martial 
  Weapon Proficiency, Power 
  Attack, Shield Proficiency, 
  Simple Weapon Proficiency, 
  Two-Weapon Defense, Two-
  Weapon Fighting, Weapon 
  Focus (Handaxe)  
  Challenge Rating:  
  5  
  Alignment:  
  Neutral Evil  
  Possessions: Axe, Throwing; Handaxe; Hide; Javelin; 
  Outfit (Traveler's); Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
  Animated Object, Small - ATL 1 
  Small-size Male Animated Object, Small 
  Construct1 
  Hit Dice:  
  (1d10)+10  
  Hit Points:  
  20  
  Initiative:  
  +1  
  Speed:  
  Walk 30 ft., Legs 40 ft., Multiple 
  legs 50 ft., Wheels 70 ft.  
  AC:  
  14 (flatfooted 13, touch 12) 
  Attacks:  
  *Slam +1; ;  
  Damage:  
  *Slam 1d4; ;  
  Vision:  
  Darkvision (60'), Low-light  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Construct Traits  
  Saves:  
  Fortitude: +0, Reflex: +1, Will: -5  
  Abilities:  
  STR 10 (+0), DEX 12 (+1), 
  CON * (+0), INT * (+0), WIS 1 (-5), 
  CHA 1 (-5)  
  Skills:  
  Appraise 0; Balance 1; Bluff -5; 
  Climb 0; Concentration 0; Craft 
  (Untrained) 0; Diplomacy -5; 
  Disguise -5; Escape Artist 1; 
  Forgery 0; Gather Information -5; 
  Heal -5; Hide 5; Intimidate -5; Jump 
  0; Listen -5; Move Silently 1; Ride 1; 
  Search 0; Sense Motive -5; Spot -5; 
  Survival -5; Swim 0;  
  Feats:  
   
  Challenge Rating:  
  1  
  Alignment:  
  True Neutral  
  Possessions: Slam;  
   
   
  
  Chapter Five - ATL 7 
   
  ENCOUNTER TWO 
   
  Advanced Ghoul x1, Ghoul x2 – 17 hp, Skeleton x4 – hp 
  12, Zombie x4 
   
  ENCOUNTER SIX – STAY 
   
  Use Creatures from Encounter 7 A or B, based upon the 
  time that they try to steal the Rod. 
   
  ENCOUNTER SEVEN – ASSAULT 
   
  7B – Daytime 
   
  ATL 7 - N’Valdan, Sorvar, 4 Animated Statues, 8 Zombies, 
  8 Skeletons, 3 Ghouls, 1 Advanced Ghoul 
   
   
  7A – Nighttime –  
   
  ATL 7 - N’Valdan, Thramryn, Sorvar, 4 Animated Statues, 8 
  Zombies, 3 Ghouls, 1 Advanced Ghoul, 1 wraith, 2 vampire 
  spawn 
   
  N'Valdan ATL 7 
  Medium-size Male Altered Ghoul 
  Undead2 Cleric5 
  Hit Dice:  
  (2d12)+(5d8)  
  Hit Points:  
  46  
  Initiative:  
  +8  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 15, touch 14) 
  Attacks:  
  *Rod of Damagon +5;*Bite +6;*Claw +7; ;  
  Damage:  
  *Rod of Damagon ;*Bite 1d6+2;*Claw 
  1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach: 5 ft. / 5 ft.  
  Special 
  Qualities:  
  Ghoul Fever (Su), Paralysis (Ex), Rebuke 
  Undead (Su) 5/day (turn level 5) (turn 
  damage 2d6+7), Spontaneous casting, Turn 
  Resistance (Ex), Undead Traits  
  Saves:  
  Fortitude: +4, Reflex: +5, Will: +12  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), CON * (+0), 
  INT 17 (+3), WIS 21 (+5), CHA 14 (+2)  
  Skills:  
  Appraise 3; Balance 9; Bluff 2; Climb 7; 
  Concentration 10; Craft (Untrained) 3; 
  Diplomacy 14; Disguise 2; Escape Artist 3; 
  Forgery 3; Gather Information 3; Heal 8; 
  Hide 9; Intimidate 2; Jump 1; Listen 5; Move 
  Silently 9; Ride 4; Search 3; Sense Motive 
  11; Spellcraft 13; Spot 9; Survival 5; Swim 0; 
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Improved 
  Initiative, Negotiator, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, 
  Spell Focus (Necromancy), Two-Weapon 
  Fighting  
  Challenge 
  Rating:  
  6  
  Alignment:  
  Lawful Evil  
  Possessions: Rod of Damagon; Bite; Claw; Outfit 
  (Explorer's); Studded Leather;  
  Deity: None Domains: Evil(You cast evil spells at +1 caster 
  level.) Death(You may use a death touch once per day. 
  Your death touch is a supernatural ability that produces a 
  death effect. You must succeed on a melee touch attack 
  against a living creature (using the rules for touch spells). 
  When you touch, roll 1d6 per cleric level you possess. If the 
  total at least equals the creature's current hit points, it dies 
  (no save)..)  
  Spells: 
  Spells per Day: (5/5+1/3+1/2+1/0/0/0/0/0/ DC:15+spell 
  level) 
   
  Cleric - Known:  
  Level 0: Detect Magic, Guidance, Resistance x2, Virtue 
  Level 1: Bane, Bless, Doom, Inflict Light Wounds 
  Protection from Good, Sanctuary 
  Level 2: Bull's Strength, Darkness, Death Knell, 
  Desecrate 
  Level 3: Bestow Curse, Magic Circle against Good, 
  Searing Light 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
   
   
   
   
   
   
  
  Sorvar ATL 7 
  Medium-size Male Ghast 
  Undead5 
  Hit Dice:  
  (5d12)  
   
   
  Hit Points:  
  43  
   
   
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 14, touch 15) 
  Attacks:  
  *Bite +6;*Claw +1; ;  
  Damage:  
  *Bite 1d8+4;*Claw 1d4+2; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Stench (Ex), 
  Turn Resistance (Ex), Undead 
  Traits  
  Saves:  
  Fortitude: +1, Reflex: +8, Will: 
  +5  
  Abilities:  
  STR 18 (+4), DEX 20 (+5), 
  CON * (+0), INT 14 (+2), 
  WIS 12 (+1), CHA 18 (+4)  
  Skills:  
  Appraise 2; Balance 12; Bluff 4; 
  Climb 12; Concentration 4; Craft 
  (Untrained) 2; Diplomacy 4; 
  Disguise 4; Escape Artist 5; 
  Forgery 2; Gather Information 4; 
  Heal 1; Hide 13; Intimidate 4; 
  Jump 10; Listen 1; Move Silently 
  8; Ride 5; Search 2; Sense 
  Motive 1; Spot 7; Survival 1; 
  Swim 4;  
  Feats:  
  Combat Reflexes, Lightning 
  Reflexes, Power Attack  
  Challenge Rating:  
  3  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
  Thramyrn 
  Medium-size Male Ghoul 
  Undead1 Barbarian6 
  Hit Dice:  
  (1d12)+(6d12)  
   
   
  Hit Points:  
  64  
   
   
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  20 (flatfooted 20, touch 14) 
  Attacks:  
  Axe, Throwing +0/-5;Axe, 
  Throwing (Thrown) 
  +10/+5;*Handaxe +9;Javelin 
  +10/+5;*Bite +10;*Claw +11; ;  
  Damage:  
  Axe, Throwing 1d6+4;Axe, 
  Throwing (Thrown) 
  1d6;*Handaxe 1d6+2;Javelin 
  1d6;*Bite 1d6+4;*Claw 1d3+2; ; 
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR 
  +4, CON +4, Will +2, AC -2, HP 
  14), Ghoul Fever (Su), Improved 
  Uncanny Dodge (can't be 
  flanked except by a rogue of 10 
  level), Paralysis (Ex), Rage (Ex) 
  2 times/day (5 rounds), Trap 
  Sense (Ex) +2, Turn Resistance 
  (Ex), Undead Traits  
  Saves:  
  Fortitude: +5, Reflex: +6, Will: 
  +6  
  Abilities:  
  STR 18 (+4), DEX 18 (+4), 
  CON * (+0), INT 11 (+0), 
  WIS 14 (+2), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance 5; Bluff 2; 
  Climb 9; Concentration 2; Craft 
  (Untrained) 0; Diplomacy 2; 
  Disguise 2; Escape Artist 1; 
  Forgery 0; Gather Information 2; 
  Heal 2; Hide 4; Intimidate 11; 
  Jump 10; Listen 5; Move Silently 
  7; Ride 6; Search 0; Sense 
  Motive 2; Spot 2; Survival 7; 
  Swim -1;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Martial 
  Weapon Proficiency, Power 
  Attack, Power Control 
  (Handaxe), Shield Proficiency, 
  Simple Weapon Proficiency, 
  Two-Weapon Defense, Two-
  Weapon Fighting, Weapon 
  Focus (Handaxe)  
  Challenge Rating:  
  7  
  Alignment:  
  Neutral Evil  
  Possessions: Axe, Throwing; Handaxe; Hide; Javelin; 
  Outfit (Traveler's); Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
  Animated Object, Medium ATL 5 
  Medium-size Male Animated Object, Medium 
  Construct2 
  Hit Dice:  
  (2d10)+20  
  Hit Points:  
  35  
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft., Legs 40 ft., Multiple 
  legs 50 ft., Wheels 70 ft.  
  AC:  
  14 (flatfooted 14, touch 10) 
  Attacks:  
  *Slam +2; ;  
  Damage:  
  *Slam 1d6+1; ;  
  Vision:  
  Darkvision (60'), Low-light  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Construct Traits  
  Saves:  
  Fortitude: +0, Reflex: +0, Will: -5  
  Abilities:  
  STR 12 (+1), DEX 10 (+0), 
  CON * (+0), INT * (+0), WIS 1 (-5), 
  CHA 1 (-5)  
  Skills:  
  Appraise 0; Balance 0; Bluff -5; 
  Climb 1; Concentration 0; Craft 
  (Untrained) 0; Diplomacy -5; 
  Disguise -5; Escape Artist 0; 
  Forgery 0; Gather Information -5; 
  Heal -5; Hide 0; Intimidate -5; Jump 
  1; Listen -5; Move Silently 0; Ride 0; 
  Search 0; Sense Motive -5; Spot -5; 
  Survival -5; Swim 1;  
  Feats:  
   
  Challenge Rating:  
  2  
  Alignment:  
  True Neutral  
  Possessions: Slam; 
   
   
  
  Chapter Six - ATL 9 
   
  ENCOUNTER TWO 
   
  Greater Ghoul x1, Advanced Ghoul x2, Ghoul x3 – 17 hp, 
  Skeleton x10 – 12 hp, Zombie x10 – 15 hp 
   
   
  ENCOUNTER SIX – STAY 
   
  Use Creatures from Encounter 7 A or B, based upon the 
  time that they try to steal the Rod. 
   
  ENCOUNTER SEVEN – ASSAULT 
   
  7B – Daytime 
   
  ATL 9 - N’Valdan, Sorvar, 6 Animated Statues, 10 
  Zombies, 10 Skeletons, 3 Ghouls, 1 Advanced Ghoul, 1 
  Greater Ghoul 
   
  7A – Nighttime –  
   
  ATL 9 - N’Valdan, Thramryn, Sorvar, 6 Animated Statues, 
  10 Zombies, 10 Skeletons, 3 Ghouls, 1 Advanced Ghoul, 1 
  Greater Ghoul, 1 wraith, 2 vampire spawn 
  N'Valdan ATL 9 
  Medium-size Male Altered Ghoul 
  Undead2 Cleric6 
  Hit Dice:  
  (2d12)+(6d8)  
  Hit Points:  
  51  
  Initiative:  
  +8  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 15, touch 14) 
  Attacks:  
  *Rod of Damagon +6;*Bite +7;*Claw +8; ;  
  Damage:  
  *Rod of Damagon ;*Bite 1d6+2;*Claw 
  1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach: 5 ft. / 5 ft.  
  Special 
  Qualities:  
  Ghoul Fever (Su), Paralysis (Ex), Rebuke 
  Undead (Su) 5/day (turn level 6) (turn 
  damage 2d6+8), Spontaneous casting, Turn 
  Resistance (Ex), Undead Traits  
  Saves:  
  Fortitude: +5, Reflex: +6, Will: +13  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), CON * (+0), 
  INT 18 (+4), WIS 21 (+5), CHA 14 (+2)  
  Skills:  
  Appraise 4; Balance 9; Bluff 2; Climb 7; 
  Concentration 11; Craft (Untrained) 4; 
  Diplomacy 17; Disguise 2; Escape Artist 3; 
  Forgery 4; Gather Information 3; Heal 9; 
  Hide 9; Intimidate 2; Jump 1; Listen 5; Move 
  Silently 9; Ride 4; Search 4; Sense Motive 
  12; Spellcraft 15; Spot 9; Survival 5; Swim 0; 
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Improved 
  Initiative, Negotiator, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, 
  Spell Focus (Necromancy), Two-Weapon 
  Fighting  
  Challenge 
  Rating:  
  7  
  Alignment:  
  Lawful Evil  
  Possessions: Rod of Damagon; Bite; Claw; Outfit 
  (Explorer's); Studded Leather;  
  Deity: None Domains: Evil(You cast evil spells at +1 caster 
  level.) Death(You may use a death touch once per day. 
  Your death touch is a supernatural ability that produces a 
  death effect. You must succeed on a melee touch attack 
  against a living creature (using the rules for touch spells). 
  When you touch, roll 1d6 per cleric level you possess. If the 
  total at least equals the creature's current hit points, it dies 
  (no save)..)  
  Spells: 
  Spells per Day: (5/5+1/4+1/3+1/0/0/0/0/0/ DC:15+spell 
  level) 
   
  Cleric - Known:  
  Level 0: Detect Magic, Guidance, Resistance x2, Virtue 
  Level 1: Bane, Bless, Doom, Inflict Light Wounds 
  Protection from Good, Sanctuary  
  Level 2: Bull's Strength, Darkness x2, Death Knell, 
  Desecrate 
  Level 3: Bestow Curse, Dispel Magic, Magic Circle 
  against Good, Searing Light 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
   
   
   
   
   
   
  
  Sorvar ATL 9 
  Medium-size Male Ghast 
  Undead7 
  Hit Dice:  
  (7d12)  
   
   
  Hit Points:  
  59  
   
   
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 14, touch 15) 
  Attacks:  
  *Bite +7;*Claw +2; ;  
  Damage:  
  *Bite 1d8+4;*Claw 1d4+2; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Stench (Ex), 
  Turn Resistance (Ex), Undead 
  Traits  
  Saves:  
  Fortitude: +2, Reflex: +9, Will: 
  +6  
  Abilities:  
  STR 18 (+4), DEX 20 (+5), 
  CON * (+0), INT 14 (+2), 
  WIS 12 (+1), CHA 18 (+4)  
  Skills:  
  Appraise 2; Balance 14; Bluff 4; 
  Climb 14; Concentration 4; Craft 
  (Untrained) 2; Diplomacy 4; 
  Disguise 4; Escape Artist 5; 
  Forgery 2; Gather Information 4; 
  Heal 1; Hide 15; Intimidate 4; 
  Jump 12; Listen 1; Move Silently 
  10; Ride 5; Search 2; Sense 
  Motive 1; Spot 9; Survival 1; 
  Swim 4;  
  Feats:  
  Combat Reflexes, Improved 
  Overrun, Lightning Reflexes, 
  Power Attack  
  Challenge Rating:  
  3  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
  Thramyrn 
  Medium-size Male Ghoul 
  Undead1 Barbarian8 
  Hit Dice:  
  (1d12)+(8d12)  
   
   
  Hit Points:  
  80  
   
   
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  20 (flatfooted 20, touch 14) 
  Attacks:  
  Axe, Throwing +2/-3;Axe, 
  Throwing (Thrown) 
  +12/+7;*Handaxe 
  +11/+6;Javelin +12/+7;*Bite 
  +12;*Claw +13; ;  
  Damage:  
  Axe, Throwing 1d6+4;Axe, 
  Throwing (Thrown) 
  1d6;*Handaxe 1d6+2;Javelin 
  1d6;*Bite 1d6+4;*Claw 1d3+2; ; 
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR 
  +4, CON +4, Will +2, AC -2, HP 
  18), Ghoul Fever (Su), Improved 
  Uncanny Dodge (can't be 
  flanked except by a rogue of 12 
  level), Paralysis (Ex), Rage (Ex) 
  3 times/day (5 rounds), Trap 
  Sense (Ex) +2, Turn Resistance 
  (Ex), Undead Traits  
  Saves:  
  Fortitude: +6, Reflex: +6, Will: 
  +6  
  Abilities:  
  STR 19 (+4), DEX 18 (+4), 
  CON * (+0), INT 11 (+0), 
  WIS 14 (+2), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance 5; Bluff 2; 
  Climb 11; Concentration 2; Craft 
  (Untrained) 0; Diplomacy 2; 
  Disguise 2; Escape Artist 1; 
  Forgery 0; Gather Information 2; 
  Heal 2; Hide 4; Intimidate 13; 
  Jump 12; Listen 5; Move Silently 
  7; Ride 6; Search 0; Sense 
  Motive 2; Spot 2; Survival 9; 
  Swim -1;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Improved 
  Two-Weapon Fighting, Martial 
  Weapon Proficiency, Power 
  Attack, Power Control 
  (Handaxe), Shield Proficiency, 
  Simple Weapon Proficiency, 
  Two-Weapon Defense, Two-
  Weapon Fighting, Weapon 
  Focus (Handaxe)  
  Challenge Rating:  
  9  
  Alignment:  
  Neutral Evil  
  Possessions: Axe, Throwing; Handaxe; Hide; Javelin; 
  Outfit (Traveler's); Bite; Claw;  
  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
  Animated Object, Medium ATL 5 
  Medium-size Male Animated Object, Medium 
  Construct2 
  Hit Dice:  
  (2d10)+20  
  Hit Points:  
  35  
  Initiative:  
  +0  
  Speed:  
  Walk 30 ft., Legs 40 ft., Multiple 
  legs 50 ft., Wheels 70 ft.  
  AC:  
  14 (flatfooted 14, touch 10) 
  Attacks:  
  *Slam +2; ;  
  Damage:  
  *Slam 1d6+1; ;  
  Vision:  
  Darkvision (60'), Low-light  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Construct Traits  
  Saves:  
  Fortitude: +0, Reflex: +0, Will: -5  
  Abilities:  
  STR 12 (+1), DEX 10 (+0), 
  CON * (+0), INT * (+0), WIS 1 (-5), 
  CHA 1 (-5)  
  Skills:  
  Appraise 0; Balance 0; Bluff -5; 
  Climb 1; Concentration 0; Craft 
  (Untrained) 0; Diplomacy -5; 
  Disguise -5; Escape Artist 0; 
  Forgery 0; Gather Information -5; 
  Heal -5; Hide 0; Intimidate -5; Jump 
  1; Listen -5; Move Silently 0; Ride 0; 
  Search 0; Sense Motive -5; Spot -5; 
  Survival -5; Swim 1;  
  Feats:  
   
  Challenge Rating:  
  2  
  Alignment:  
  True Neutral  
  Possessions: Slam;  
   
   
  
  Chapter Seven - ATL 11 
   
  ENCOUNTER TWO 
   
  Greater Ghoul x2, Advanced Ghoul x5, Ghoul x10 - 17. 
   
  ENCOUNTER SIX – STAY 
   
  Use Creatures from Encounter 7 A or B, based upon the 
  time that they try to steal the Rod. 
   
  ENCOUNTER SEVEN – ASSAULT 
   
  7B – Daytime 
   
  ATL 11 - N’Valdan, Sorvar, 6 Animated Statues, 16 
  Zombies, 16 Skeletons, 2 Advanced Ghouls, 1 Greater 
  Ghoul 
   
  7A – Nighttime –  
   
  ATL 11 - N’Valdan, Thramryn, Sorvar, 6 Animated Statues, 
  16 Zombies, 16 Skeletons, 2 Advanced Ghouls, 1 Greater 
  Ghoul, 2 wraiths, 2  vampire spawn 
   
  N'Valdan ATL 11 
  Medium-size Male Altered Ghoul 
  Undead2 Cleric8 
  Hit Dice:  
  (2d12)+(8d8)  
  Hit Points:  
  63  
  Initiative:  
  +8  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 15, touch 14) 
  Attacks:  
  *Rod of Damagon +8/+3;*Bite +9;*Claw +10; 
  ;  
  Damage:  
  *Rod of Damagon ;*Bite 1d6+2;*Claw 
  1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach: 5 ft. / 5 ft.  
  Special 
  Qualities:  
  Ghoul Fever (Su), Paralysis (Ex), Rebuke 
  Undead (Su) 5/day (turn level 8) (turn 
  damage 2d6+10), Spontaneous casting, 
  Turn Resistance (Ex), Undead Traits  
  Saves:  
  Fortitude: +6, Reflex: +6, Will: +14  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), CON * (+0), 
  INT 18 (+4), WIS 21 (+5), CHA 14 (+2)  
  Skills:  
  Appraise 4; Balance 9; Bluff 3; Climb 7; 
  Concentration 13; Craft (Untrained) 4; 
  Diplomacy 19; Disguise 2; Escape Artist 3; 
  Forgery 4; Gather Information 3; Heal 11; 
  Hide 9; Intimidate 2; Jump 1; Listen 5; Move 
  Silently 9; Ride 4; Search 4; Sense Motive 
  13; Spellcraft 17; Spot 9; Survival 5; Swim 0; 
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Divine Might, 
  Improved Initiative, Negotiator, Power 
  Attack, Shield Proficiency, Simple Weapon 
  Proficiency, Spell Focus (Necromancy), 
  Two-Weapon Fighting  
  Challenge 
  Rating:  
  9  
  Alignment:  
  Lawful Evil  
  Possessions: Rod of Damagon; Bite; Claw; Outfit 
  (Explorer's); Studded Leather;  
  Deity: None Domains: Evil(You cast evil spells at +1 caster 
  level.) Death(You may use a death touch once per day. 
  Your death touch is a supernatural ability that produces a 
  death effect. You must succeed on a melee touch attack 
  against a living creature (using the rules for touch spells). 
  When you touch, roll 1d6 per cleric level you possess. If the 
  total at least equals the creature's current hit points, it dies 
  (no save)..)  
  Spells: 
  Spells per Day: (6/6+1/4+1/4+1/3+1/0/0/0/0/ DC:15+spell 
  level) 
   
  Cleric - Known:  
  Level 0: Detect Magic, Guidance, Resistance x2, Virtue 
  x2 
  Level 1: Bane, Bless, Doom x2, Inflict Light Wounds 
  Protection from Good, Sanctuary 
  Level 2: Bull's Strength, Darkness x2, Death Knell, 
  Desecrate 
  Level 3: Bestow Curse, Dispel Magic, Magic Circle 
  against Good, Searing Lightx2 
  Level 4: Death Ward, Divine Power, Freedom of 
  Movement, Inflict Critical Wounds 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
   
   
   
   
   
  
  Sorvar ATL 11 
  Medium-size Male Ghast 
  Undead8 
  Hit Dice:  
  (8d12)  
   
   
  Hit Points:  
  69  
   
   
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 14, touch 15) 
  Attacks:  
  *Bite +8;*Claw +3; ;  
  Damage:  
  *Bite 1d8+4;*Claw 1d4+2; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Stench (Ex), 
  Turn Resistance (Ex), Undead 
  Traits  
  Saves:  
  Fortitude: +2, Reflex: +9, Will: 
  +7  
  Abilities:  
  STR 19 (+4), DEX 20 (+5), 
  CON * (+0), INT 14 (+2), 
  WIS 12 (+1), CHA 18 (+4)  
  Skills:  
  Appraise 2; Balance 15; Bluff 4; 
  Climb 15; Concentration 4; Craft 
  (Untrained) 2; Diplomacy 4; 
  Disguise 4; Escape Artist 5; 
  Forgery 2; Gather Information 4; 
  Heal 1; Hide 16; Intimidate 4; 
  Jump 13; Listen 1; Move Silently 
  11; Ride 5; Search 2; Sense 
  Motive 1; Spot 10; Survival 1; 
  Swim 4;  
  Feats:  
  Combat Reflexes, Improved 
  Overrun, Lightning Reflexes, 
  Power Attack  
  Challenge Rating:  
  3  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
   
  Thramyrn 
  Medium-size Male Ghoul 
  Undead1 Barbarian10 
  Hit Dice:  
  (1d12)+(10d12)  
   
   
  Hit Points:  
  96  
   
   
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  20 (flatfooted 20, touch 14) 
  Attacks:  
  Axe, Throwing +4/-1;Axe, 
  Throwing (Thrown) 
  +14/+9;*Handaxe 
  +13/+8;Javelin +14/+9;*Bite 
  +14;*Claw +15; ;  
  Damage:  
  Axe, Throwing 1d6+4;Axe, 
  Throwing (Thrown) 
  1d6;*Handaxe 1d6+2;Javelin 
  1d6;*Bite 1d6+4;*Claw 1d3+2; ; 
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR 
  +4, CON +4, Will +2, AC -2, HP 
  22), Ghoul Fever (Su), Improved 
  Uncanny Dodge (can't be 
  flanked except by a rogue of 14 
  level), Paralysis (Ex), Rage (Ex) 
  3 times/day (5 rounds), Trap 
  Sense (Ex) +3, Turn Resistance 
  (Ex), Undead Traits  
  Saves:  
  Fortitude: +7, Reflex: +7, Will: 
  +7  
  Abilities:  
  STR 19 (+4), DEX 18 (+4), 
  CON * (+0), INT 11 (+0), 
  WIS 14 (+2), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance 5; Bluff 2; 
  Climb 13; Concentration 2; Craft 
  (Untrained) 0; Diplomacy 2; 
  Disguise 2; Escape Artist 1; 
  Forgery 0; Gather Information 2; 
  Heal 2; Hide 4; Intimidate 15; 
  Jump 14; Listen 5; Move Silently 
  7; Ride 6; Search 0; Sense 
  Motive 2; Spot 2; Survival 11; 
  Swim -1;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Improved 
  Two-Weapon Fighting, Martial 
  Weapon Proficiency, Power 
  Attack, Power Control 
  (Handaxe), Shield Proficiency, 
  Simple Weapon Proficiency, 
  Two-Weapon Defense, Two-
  Weapon Fighting, Weapon 
  Focus (Handaxe)  
  Challenge Rating:  
  11  
  Alignment:  
  Neutral Evil  
  Possessions: Axe, Throwing; Handaxe; Hide; Javelin; 
  Outfit (Traveler's); Bite; Claw;  
  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
  Animated Object, Large - ATL 9 
  Large-size Male Animated Object, Large 
  Construct4 
  Hit Dice:  
  (4d10)+30  
  Hit Points:  
  60  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft., Legs 30 ft., Multiple 
  legs 40 ft., Wheels 60 ft.  
  AC:  
  14 (flatfooted 14, touch 9) 
  Attacks:  
  *Slam +5; ;  
  Damage:  
  *Slam 1d8+4; ;  
  Vision:  
  Darkvision (60'), Low-light  
  Face / Reach:  
  10 ft. / 5 ft.  
  Special Qualities:  
  Construct Traits  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: -4  
  Abilities:  
  STR 16 (+3), DEX 10 (+0), 
  CON * (+0), INT * (+0), WIS 1 (-5), 
  CHA 1 (-5)  
  Skills:  
  Appraise 0; Balance 0; Bluff -5; 
  Climb 3; Concentration 0; Craft 
  (Untrained) 0; Diplomacy -5; 
  Disguise -5; Escape Artist 0; 
  Forgery 0; Gather Information -5; 
  Heal -5; Hide -4; Intimidate -5; 
  Jump -3; Listen -5; Move Silently 0; 
  Ride 0; Search 0; Sense Motive -5; 
  Spot -5; Survival -5; Swim 3;  
  Feats:  
   
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
  Possessions: Slam;  
   
   
   
   
   
   
   
  
  Chapter 8 - ATL 13 
   
  ENCOUNTER TWO 
   
  Greater Ghoul x4, Advanced Ghoul x10. 
   
  ENCOUNTER SIX – STAY 
   
  Use Creatures from Encounter 7 A or B, based upon the 
  time that they try to steal the Rod. 
   
  ENCOUNTER SEVEN – ASSAULT 
   
  7B – Daytime 
   
  ATL 13 - N’Valdan, Sorvar, 6 Animated Statues, 16 
  Zombies, 16 Skeletons, 4 Advanced Ghouls, 2 Greater 
  Ghouls 
   
  7A – Nighttime –  
   
  ATL 13 - N’Valdan, Thramryn, Sorvar, 6 Animated Statues, 
  16 Zombies, 16 Skeletons, 4 Advanced Ghouls, 2 Greater 
  Ghouls, 2 wraiths, 2 vampire spawn 
   
  N'Valdan ATL 13 
  Medium-size Male Altered Ghoul 
  Undead2 Cleric10 
  Hit Dice:  
  (2d12)+(10d8)  
  Hit Points:  
  73  
  Initiative:  
  +8  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 15, touch 14) 
  Attacks:  
  *Rod of Damagon +9/+4;*Bite +10;*Claw 
  +11; ;  
  Damage:  
  *Rod of Damagon ;*Bite 1d6+2;*Claw 
  1d3+1; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach: 5 ft. / 5 ft.  
  Special 
  Qualities:  
  Ghoul Fever (Su), Paralysis (Ex), Rebuke 
  Undead (Su) 5/day (turn level 10) (turn 
  damage 2d6+12), Spontaneous casting, 
  Turn Resistance (Ex), Undead Traits  
  Saves:  
  Fortitude: +7, Reflex: +7, Will: +16  
  Abilities:  
  STR 14 (+2), DEX 18 (+4), CON * (+0), 
  INT 18 (+4), WIS 22 (+6), CHA 14 (+2)  
  Skills:  
  Appraise 4; Balance 10; Bluff 3; Climb 7; 
  Concentration 15; Craft (Untrained) 4; 
  Diplomacy 21; Disguise 2; Escape Artist 3; 
  Forgery 4; Gather Information 3; Heal 14; 
  Hide 9; Intimidate 2; Jump 1; Listen 6; Move 
  Silently 9; Ride 4; Search 4; Sense Motive 
  15; Spellcraft 19; Spot 10; Survival 6; Swim 
  0;  
  Feats:  
  Armor Proficiency (Heavy), Armor 
  Proficiency (Light), Armor Proficiency 
  (Medium), Combat Casting, Divine Might, 
  Improved Initiative, Maximize Spell, 
  Negotiator, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, 
  Spell Focus (Necromancy), Two-Weapon 
  Fighting  
  Challenge 
  Rating:  
  11  
  Alignment:  
  Lawful Evil  
  Possessions: Rod of Damagon; Bite; Claw; Outfit 
  (Explorer's); Studded Leather;  
  Deity: None Domains: Evil(You cast evil spells at +1 caster 
  level.) Death(You may use a death touch once per day. 
  Your death touch is a supernatural ability that produces a 
  death effect. You must succeed on a melee touch attack 
  against a living creature (using the rules for touch spells). 
  When you touch, roll 1d6 per cleric level you possess. If the 
  total at least equals the creature's current hit points, it dies 
  (no save)..)  
  Spells: 
  Spells per Day: (6/6+1/6+1/4+1/4+1/3+1/0/0/0/ DC:16+spell 
  level) 
   
  Cleric - Known:  
  Level 0: Detect Magic, Guidance, Resistance x2, Virtue 
  x2 
  Level 1: Bane, Bless, Doom x2, Inflict Light Wounds 
  Protection from Good, Sanctuary 
  Level 2: Bull's Strength, Darkness x2, Death Knell, 
  Desecrate, Hold Person x 2 
  Level 3: Bestow Curse, Dispel Magic, Magic Circle 
  against Good, Searing Lightx2 
  Level 4: Death Ward, Divine Power, Freedom of 
  Movement, Giant Vermin, Inflict Critical Wounds 
  Level 5: Break Enchantment, Dispel Good, Insect 
  Plague, Slay Living 
   
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
   
   
   
  
  Sorvar ATL 13 
  Medium-size Male Ghast 
  Undead8 
  Hit Dice:  
  (8d12)  
   
   
  Hit Points:  
  69  
   
   
  Initiative:  
  +5  
  Speed:  
  Walk 30 ft.  
  AC:  
  19 (flatfooted 14, touch 15) 
  Attacks:  
  *Bite +8;*Claw +3; ;  
  Damage:  
  *Bite 1d8+4;*Claw 1d4+2; ;  
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Ghoul Fever (Su), Stench (Ex), 
  Turn Resistance (Ex), Undead 
  Traits  
  Saves:  
  Fortitude: +2, Reflex: +9, Will: 
  +7  
  Abilities:  
  STR 19 (+4), DEX 20 (+5), 
  CON * (+0), INT 14 (+2), 
  WIS 12 (+1), CHA 18 (+4)  
  Skills:  
  Appraise 2; Balance 15; Bluff 4; 
  Climb 15; Concentration 4; Craft 
  (Untrained) 2; Diplomacy 4; 
  Disguise 4; Escape Artist 5; 
  Forgery 2; Gather Information 4; 
  Heal 1; Hide 16; Intimidate 4; 
  Jump 13; Listen 1; Move Silently 
  11; Ride 5; Search 2; Sense 
  Motive 1; Spot 10; Survival 1; 
  Swim 4;  
  Feats:  
  Combat Reflexes, Improved 
  Overrun, Lightning Reflexes, 
  Power Attack  
  Challenge Rating:  
  3  
  Alignment:  
  Chaotic Evil  
  Possessions: Bite; Claw;  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
   
   
   
  Thramyrn 
  Medium-size Male Ghoul 
  Undead1 Barbarian11 
  Hit Dice:  
  (1d12)+(11d12)  
   
   
  Hit Points:  
  104  
   
   
  Initiative:  
  +4  
  Speed:  
  Walk 30 ft.  
  AC:  
  20 (flatfooted 20, touch 14) 
  Attacks:  
  Axe, Throwing +6/+1/-4;Axe, 
  Throwing (Thrown) 
  +15/+10/+5;*Handaxe 
  +15/+10;Javelin 
  +15/+10/+5;*Bite +16;*Claw 
  +17; ;  
  Damage:  
  Axe, Throwing 1d6+5;Axe, 
  Throwing (Thrown) 
  1d6;*Handaxe 1d6+2;Javelin 
  1d6;*Bite 1d6+5;*Claw 1d3+2; ; 
  Vision:  
  Darkvision (60')  
  Face / Reach:  
  5 ft. / 5 ft.  
  Special Qualities:  
  Bonuses when enraged (STR 
  +6, CON +6, Will +3, AC -2, HP 
  36), Ghoul Fever (Su), Greater 
  Rage (Ex) 3 times/day (6 
  rounds), Improved Uncanny 
  Dodge (can't be flanked except 
  by a rogue of 15 level), 
  Paralysis (Ex), Trap Sense (Ex) 
  +3, Turn Resistance (Ex), 
  Undead Traits  
  Saves:  
  Fortitude: +7, Reflex: +7, Will: 
  +7  
  Abilities:  
  STR 20 (+5), DEX 18 (+4), 
  CON * (+0), INT 11 (+0), 
  WIS 14 (+2), CHA 14 (+2)  
  Skills:  
  Appraise 0; Balance 5; Bluff 2; 
  Climb 15; Concentration 2; Craft 
  (Untrained) 0; Diplomacy 2; 
  Disguise 2; Escape Artist 1; 
  Forgery 0; Gather Information 2; 
  Heal 2; Hide 4; Intimidate 16; 
  Jump 16; Listen 5; Move Silently 
  7; Ride 6; Search 0; Sense 
  Motive 2; Spot 2; Survival 12; 
  Swim 0;  
  Feats:  
  Armor Proficiency (Light), Armor 
  Proficiency (Medium), Cleave, 
  Improved Two-Weapon 
  Fighting, Martial Weapon 
  Proficiency, Power Attack, 
  Power Control (Handaxe), 
  Shield Proficiency, Simple 
  Weapon Proficiency, Two-
  Weapon Defense, Two-Weapon 
  Fighting, Weapon Focus 
  (Handaxe)  
  Challenge Rating:  
  12  
  Alignment:  
  Neutral Evil  
  Possessions: Axe, Throwing; Handaxe; Hide; Javelin; 
  Outfit (Traveler's); Bite; Claw;  
  
  Ghoul Fever (Su): Disease—bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based. 
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes a 
  ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a 
  normal ghoul in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw attack 
  must succeed on a DC 12 Fortitude save or be paralyzed 
  for 1d4+1 rounds. Elves have immunity to this paralysis. 
  The save DC is Charisma-based. 
  Animated Object, Large - ATL 9 
  Large-size Male Animated Object, Large 
  Construct4 
  Hit Dice:  
  (4d10)+30  
  Hit Points:  
  60  
  Initiative:  
  +0  
  Speed:  
  Walk 20 ft., Legs 30 ft., Multiple 
  legs 40 ft., Wheels 60 ft.  
  AC:  
  14 (flatfooted 14, touch 9) 
  Attacks:  
  *Slam +5; ;  
  Damage:  
  *Slam 1d8+4; ;  
  Vision:  
  Darkvision (60'), Low-light  
  Face / Reach:  
  10 ft. / 5 ft.  
  Special Qualities:  
  Construct Traits  
  Saves:  
  Fortitude: +1, Reflex: +1, Will: -4  
  Abilities:  
  STR 16 (+3), DEX 10 (+0), 
  CON * (+0), INT * (+0), WIS 1 (-5), 
  CHA 1 (-5)  
  Skills:  
  Appraise 0; Balance 0; Bluff -5; 
  Climb 3; Concentration 0; Craft 
  (Untrained) 0; Diplomacy -5; 
  Disguise -5; Escape Artist 0; 
  Forgery 0; Gather Information -5; 
  Heal -5; Hide -4; Intimidate -5; 
  Jump -3; Listen -5; Move Silently 0; 
  Ride 0; Search 0; Sense Motive -5; 
  Spot -5; Survival -5; Swim 3;  
  Feats:  
   
  Challenge Rating:  
  3  
  Alignment:  
  True Neutral  
  Possessions: Slam;  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK56_Enemies_of_Death.pdf