TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  URD8−05 
   
  Blood Runs Thicker than 
  Water 
   
  A Two−Round Dungeons & Dragons® Living 
  Greyhawk™ Adventure 
  Version 1.0 
   
  by F. Martin Knoff 
  Circle Reviewer: Colleen Simpson  
   
  Chaotic maneuvering and infighting has plagued the Duchy of Urnst for years now. At some point all of the simmering 
  tensions are bound to boil over. Now is that time. All of the major players are meeting in Leukish to resolve who will 
  lead the Duchy of Urnst into the next age. Strong Hearts, White Hearts, No Hearts and Ducal Loyalists will clash in the 
  nation’s capital and the only thing that is guaranteed is that nothing will be the same in the Duchy of Urnst again. A 
  two-round Regional adventure set in the Duchy of Urnst for characters level 6-15 (APLs 8-16) with optional extra Time 
  Unit options that are highly recommended. 
   
  Resources for this adventure include Book of Vile Darkness [Monte Cook], Complete Arcane [Richard Baker], Complete 
  Champion [Gary Astleford, Rhiannon Louve, Ari Marmell, Ed Stark, Chris Thomasson], Complete Divine [David Noonan], 
  Complete Mage [Skip Williams, Penny Williams, Ari Marmell, Koja Raven Liquette], Complete Scoundrel [Mike McArtor, F. Wesley 
  Schneider], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Fiend Folio [Erik Cagle, Jesse Decker, James Jacobs, Erik 
  Mona, Matt Sernett, Chris Thomasson, James Wyatt], Fiendish Codex I – Hordes of the Abyss [Ed Stark], Fiendish Codex II – 
  Tyrants of the Nine Hells [Robin D. Laws, Robert J. Schwalb], Frostburn [Wolfgang Baur, James Jacobs, George Strayton], Libris 
  Mortis [Andy Collins, Bruce R. Cordell], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. 
  Stephens, John Snead], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Monster Manual III 
  [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Matthew Sernett, Chris Thomasson, 
  P. Nathan Toomey], Monster Manual IV, Player’s Handbook II [David Noonan], Savage Species [David Eckelberry, Rich Redman, 
  Jennifer Clarke Wilkes], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], Stormwrack [Richard Baker, Joseph D. 
  Carriker Jr., Jennifer Clarke Wilkes].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  ROUNDS AND UPKEEP 
  This is a standard two-round Regional adventure, set in 
  the Duchy of Urnst. All characters from the Duchy of 
  Urnst pay 12 gp for Adventurer’s Standard Upkeep per 
  round/Time Unit. Any character from another region 24 
  gp per round/Time Unit. 
   
  This adventure has an optional extra TU cost of 2 
  Time Units for Regional Characters and 4 Time Units for 
  other characters. Optional Encounters are notated in the 
  adventure and should be skipped if characters do not pay 
  the extra Time Units. 
   
  Rich and Luxury Upkeep cost 75 gp per round/Time 
  Unit for characters from the Duchy of Urnst and 150 gp 
  per round/Time Unit for characters from other regions. 
  Characters that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  For decades the nobles of the Duchy of Urnst have been 
  posturing and fighting for political position. Over the last 
  few years this posturing has taken on a much more 
  serious tone with the disappearance of Duke Karll 
  Lorinar. 
   
  Since his disappearance, various factions have been 
  fighting to take over. The lack of strong leadership has 
  left the Duchy of Urnst in Chaos, even after Ellis Lorinar 
  was made Duke in lieu of Karll no longer being available. 
   
  Though much of this fighting has been public, much 
  more has been happening behind the scenes. Jolen 
  Lorinar and Seoman Verle have long been plotting to 
  take over the Duchy in ways nobody could have 
  imagined. Seoman Verle made a deal with demonic 
  forces for arcane power and Jolen Lorinar has secretly 
  been a Thrall to Dispater, who is seeking revenge after his 
  defeat at Dumaden. 
   
  Behind everyone’s back these two have mustered 
  political and arcane power and are now activating their 
  plans to destroy the Duchy of Urnst and then re-claim it 
  in their own names, destroying all who would oppose 
  them in the process. 
   
  The capital city of Leukish is their first target, for if it 
  falls, chaos and infighting will worsen throughout the 
  Duchy. With none of the recognizable leaders available to 
  the people, they will either become slaves to Jolen and 
  Seoman’s will, or perish in the process. 
   
  ADVENTURE SUMMARY 
  ROUND 1 
  Introduction (Core): 
  The players find themselves in Leukish, but shortly after 
  arriving the entire town is engulfed in death, flames and 
  more death while they are lounging in a pocket 
  dimension safely. 
  Encounter 1 (Core): The Leukish City Walls 
  If the party wish to investigate the negative energy wall 
  surrounding the city, they may do so here. 
  Encounter 2 (Core): Random Encounters 
  While the party is roaming through Leukish they have a 
  number of random encounters to gather information 
  about what is going on as well as encountering a very 
  weak militia unit from House Verle. 
  Encounters 3A−3E (Various): The Noble 
  Houses 
  The party visits some of the noble houses (Coriner, Verle, 
  Lorinar, Meissel, U’Moreal) to try and find survivors or 
  figure out what is going on. Each of these visits is a Core 
  component of the adventure, but some also have an 
  alternative way of being run, marked Additional. Do 
  NOT run both Additional and Core options. Run one or 
  the other, but only run Additional versions where time is 
  not a priority. Encounter 3C: House Lorinal has an 
  optional encounter which may be run before running the 
  Core encounter. Only run the Optional encounter if 
  players have time and have agreed to pay the extra TU. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 2 
  
  Encounter 
  4 
  (Core 
  or 
  Optional): 
  The 
  Honorable Chamber 
  The Honorable Chamber is in ruins and its members 
  slaughtered. Do not run both versions of the encounter, 
  just one or the other. 
  Encounters 5A−5D (Core OR Additional) : 
  The Temple District 
  Most of the temples are over-run or blatantly destroyed, 
  but a few remain. Do not run both Core and Additional 
  versions of an encounter here, just one or the other. 
  Encounter 6 (Core): The Cemetery 
  The Cemetery and Church of Wee Jas are over-run by an 
  Aspect of Orcus, a deviant member of House Verle and 
  numerous undead. 
  Encounter 7 (Core): The City Park 
  The City Park is a refuge for those displaced by the 
  hordes of demons that rampaged through the city. 
  Encounter 8 (Core OR Optional): The Church 
  of Pelor 
  The Church of Pelor has been cleared of all worshippers 
  of the sun god. Do not run both versions of this 
  encounter, just one or the other, depending on if the 
  players have decided to take on the Optional 
  opportunities for their characters. 
  Encounter 9: The Church of St. Cuthbert 
  (Core) 
  The Church of St. Cuthbert remains standing, but just 
  barely. Many have died, but a few stalwart defenders 
  remain. 
  Encounter 10: House Szabo Estate (Core) 
  The estate has been burnt to the ground. 
  Encounter 11: House Burlondin Estate (Core) 
  House Burlondin has been destroyed, and a nasty note 
  left for any straggling gnomes. 
  Encounter 12: The Pallindrome (Core) 
  Once the central meeting point for sporting events, the 
  Pallindrome is now being occupied by an Aspect of 
  Demogorgon and its multi-headed companions. 
  Encounter 13: The Docks (Core) 
  Once a hub for trade and shipping, the docks of Leukish 
  now reside in the grip of an Aspect of Dagon and it’s 
  watery companions. 
  Encounter 
  14: 
  House 
  Einstoffen 
  Estate 
  (Core) 
  The estates of House Einstoffen have been razed to the 
  ground. 
  Encounter 15: City Market (Core) 
  The once thriving city market is now vacant except for 
  the dead. 
  Conclusion (Core) 
  End of Part1. PCs have the choice of moving on to Part 2. 
  PREPARATION FOR PLAY 
  This adventure has an optional extra time-unit option 
  which requires a number of time-units to be spent but 
  increases the number of adventuring possibilities 
  available to the players. This option should not be used in 
  a convention setting as there are many additional role-
  playing encounters in addition to the combat encounters 
  and there is no way even a small portion of the adventure 
  can be finished in two slots at a convention. It is highly 
  recommended that extra TU runnings of this mod be 
  given lots of time. 
   
  There are three kinds of encounters in this module. 
  Core Encounters (labeled Core Encounter) occur for 
  everyone that plays the adventure. Optional Encounters 
  (labeled Optional Encounter) occur only for people who 
  pay extra time units.  
   
  Additional 
  Encounters 
  (labeled 
  Additional 
  Encounters) are there to add some flavor, role playing 
  opportunities and combats. They are played IN PLACE 
  OF the associated Core encounter. Any combats that are 
  included in additional encounters are at APL-2 and 
  garnish the PCs no additional experience or treasure at 
  the end of the adventure.  
   
  Additional encounters can serve a number of 
  purposes to the judge, including being a way to give 
  much needed information to the players, using up some 
  resources for parties that are having it a little too easy, or 
  bolstering a party that is having a tough time of it by 
  giving them a few victories after a tough fight. Feel free 
  to narrate these encounters or role-play them thoroughly 
  if you just want to add some information or flavor. Often 
  they allow a character to do something of personal 
  importance, like discovering the status of their noble 
  house members or church, and then seek revenge once 
  they find out who’s died.  
   
  Unless you have time restrictions, you should allow 
  players to reach these goals in Additional Encounters. 
   
  Additional encounters are ALTERNATIVES to the 
  Core encounter bearing the same Encounter number and 
  letter. 
   
  Do not run additional combat encounters with 
  an all-ready floundering or very beat-up party unless 
  it is to give them some morale or desperately needed 
  resources. These combats are here to add to the fun 
  of the adventure or give the players a bit more 
  challenge if they are having too easy a time of it. 
  They are not here to beat up an all ready over-
  challenged party. 
   
  There are also many things that need to be kept track 
  of during the adventure. The main ones are the adventure 
  structure, effects within the city of Leukish in Round 1, 
  and effects within the Citadel in Round 2. 
   
  This adventure has two rounds with very different 
  structures. Round 1 is very free-form and requires some 
  self-direction by players. There are also a large number of 
  encounters in Round 1 which may occur in a wide variety 
  of orders. It is essential that the judge prep 
  thoroughly before running this adventure.  
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 3 
  
   
  As an open architecture adventure, Round 1 requires 
  that a number of transitions be created by the judge so 
  that all players can resolve Round 1 and actually move on 
  to Round 2. There are also random encounters that occur 
  while the players are investigating areas that don’t have 
  specific challenges. These are gone over thoroughly in 
  Encounter 2. 
   
  Characters may have the Jade Figurine from URD 8-
  04 A Storm on the Horizon. If they do, they may be in for a 
  nasty surprise. If they drop below -9 hit points they 
  immediately spawn as undead (as if they were destroyed 
  by an undead with the spawn ability). They will rise up as 
  a Greater Shadow in 1d4 rounds after dying. 
   
  While the city walls of Leukish are infused with 
  negative energy (see Encounter 1 for a full explanation of 
  the city walls), the following magical effects are in place: 
   
  • 
  Teleportation Block: It is not possible to teleport 
  or use planar travel (like plane shift, ethereal jaunt and 
  similar effects) to pass through the negative energy 
  wall. 
   
  • 
  Conjuration/Summoning 
  Block: 
  Conjuration/Summoning spells do not work within 
  the city while the wall is up. See Encounter 1 for a 
  full explanation of how this works. 
   
  • 
  Aura of Corruption: The negative energy walls 
  saturating Leukish have an additional corrupting 
  effect. Any time characters view the suffering and 
  death around them in a positive light (not as in “we 
  can survive this” but rather as “This is cool!” or 
  “Those Suel deserve this cruelty and death because 
  they’re 
  jerks 
  even 
  if 
  these 
  were 
  innocent 
  townspeople and children who never did anything 
  wrong to anybody!”) they must make a Will save (DC 
  20 + 2 cumulative for each additional save of this 
  type they must make i.e. first time DC 20, second 
  time DC 22, third time DC 26, fourth time DC 32, 
  etc.). This is a corrupting effect and not subject to 
  SR, spell immunity, anti-magic field, or similar effects.  
  If the subject fails their save, their alignment is 
  shifted one step towards Chaotic Evil. This effect 
  lasts while the negative energy field around the walls 
  of the city remain in effect. As this is a temporary effect, 
  evil characters should not be removed from play. Instead, 
  players should role-play their new alignment and 
  deal with the moral and ethical problems that arise 
  from them giving in to this corrupting influence 
  that was brought on by their own callous and cruel 
  attitude. 
   
  Remember that when the wall drops at the 
  end of Round 1 any alignment changes will be 
  removed and characters will revert to their 
  original alignment. At this point, atonements 
  may be in order.  
   
  • 
   Magical Surge Protector: Any time that more than 
  two spells are cast (including spell-like abilities, spell 
  trigger items, spell completion items, and magic 
  items that duplicate a spell effect, but NOT favors 
  that grant any of the above) within a single round, 
  the caster is targeted by a reciprocal gyre effect (CL 20, 
  DC 24 – heightened to 9th level + 5 (20 INT)) and a 
  targeted dispel magic, greater (CL 20). There is no limit 
  to the number of times this can happen. 
   
  • 
  Difficult Healing: Due to the heavy saturation of 
  Abyssal and negative plane energies, healing over a 
  distance can be more difficult while the wall is up. 
  For 
  every 
  5’ 
  of 
  distance 
  between 
  a 
  conjuration/healing caster and its target, reduce the 
  effective caster level by 1. This cannot reduce the 
  caster level below the minimum necessary to cast the 
  spell nor does it have any effect on healing spells 
  with a range of touch. 
   
  • 
  Negative Energy Saturation: The entire city of 
  Leukish is under an effect very similar to the second 
  property of an unhallow spell while the negative 
  energy wall is in effect. All turning checks to turn 
  undead take a -4 penalty, and turning checks to 
  rebuke undead gain a +4 profane bonus. Spell 
  resistance does not apply to this effect. 
   
  • 
  Fly Zone Limitation: Any creature flying higher 
  than twenty feet, will attract the attention of the pair 
  of balors whose job it is to keep any non-demon out 
  of the air. The balors give a telepathic warning the 
  person or creature flying to descend to twenty feet 
  or lower or they will be attacked and destroyed. The 
  balors are bound by magic to not attack anyone 
  complies, but gladly take any opportunity to destroy 
  those who do not respect their authority. This 
  applies to all creatures, even demons. It takes 1d4 
  rounds for the balors to arrive after the fly zone is 
  breached for the first time, but after the first breach, 
  it will only take one round. Characters are informed 
  that they get only one warning before they are 
  attacked with further breeches of the no-fly zone, 
  which is the entire city of Leukish. The balors have 
  true seeing and are not easily fooled by illusions or 
  invisibility. 
   
  The Additional Encounters in Encounter 5 have some 
  benefits for worshippers when they’re in the temple 
  grounds. It is advised that you ask players at the 
  beginning of the adventure who their characters worship 
  so they cannot play lip service to gain these benefits. The 
  bonuses only apply to devout worshippers who have the 
  deity in question as their primary god. 
   
   
  During Round 2, Eternal Night saturates the Duchy 
  of Urnst, and different conditions will be in effect. Be 
  aware to familiarize yourself with those conditions (as 
  listed in the Round 2 section of the adventure) when 
  preparing that round. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 4 
  
  In addition, the entire citadel is under the following 
  effects: 
   
  • 
  Dimensional lock as the spell including blocking 
  any Conjuration (Summoning) spells. Remember 
  that this will keep any devils inside from 
  summoning more devils. 
   
  • 
  Divination block:  No divinations may be cast 
  within the Citadel and no divinations asking 
  questions about events, objects or creatures works 
  either. Obviously scrying of any sort does not work. 
   
  • 
  Protection from Good: Note that this negates any 
  domination, charm possession or similar effects.  
   
  Part 1: 
  Leukish in 
  Flames 
   
  INTRODUCTION (CORE) 
  PCs start in The Blinking Dog Inn, conveniently located in 
  the heart of Leukish. 
   
  There are many recent events that should draw the 
  party to Leukish, including: 
   
  • 
  Ellis Lorinar, Jolen Lorinar, and Seoman Verle have 
  all called for an official honorable chamber session to 
  resolve the issue of the return of Duke Karll once 
  and for all. All honorable chamber members have 
  agreed and are in town. 
   
  • 
  In addition, all noble houses have called their major 
  family members back to the Duchy of Urnst to 
  maintain maximum representation for this critical 
  event. 
   
  • 
  The death of the Matron of House Lorinar was 
  publicly announced and a private funeral was held 
  last week. Many people have mourned her passing, 
  but an equal number have celebrated in the streets. 
  There has been a near-draconic reaction from the 
  Ducal Guard punishing those burning effigies of her. 
  Rumors continue to abound about the nature of her 
  death. 
   
  • 
  All Ducal Guard members have been recalled to 
  Leukish, as have all Diplomatic Corps members and 
  most high ranking members of the Navy and various 
  churches. It is obvious that everyone wants to be 
  involved in this decision making, or at least be 
  nearby when it is resolved. 
   
  • 
  Merchants are making a killing with the swelling 
  walls of the city, and sales are brisk. In the week 
  before the adventure starts, players may sell any 
  items they wish for 60% of normal price and buy any 
  item they have Regional access to at a 5% discount. 
  They must have the cash now to be able to make any 
  and all purchases. 
   
  • 
  Rumors of mercenaries being hired have been 
  proven and it is now rumored that noble houses are 
  paying top wages for mercenaries if events in the 
  honorable chamber go poorly. Some hold the 
  position that no matter how the debate turns out, 
  there will be a thriving market for mercenaries, and 
  possibly assassins as well. 
   
  • 
  Many refugees from the Vale and representatives 
  from Dumaden and the Celadon forest have arrived 
  also, making sure their issues are addressed when 
  the situation is resolved. It is rumored that clan 
  leaders from the Celadon, the high priest of Moradin 
  from Dumaden, and even rebel leaders from the Vale 
  will be seated in the honorable chamber for the great 
  debate. 
   
  • 
  The debate is scheduled to take place over the next 
  three days, with all assembling this morning for a 
  noon start. 
   
   
  Read the following to the players after they’ve met 
  and introduced their characters: 
   
  For the last week you have been staying at The 
  Blinking Dog Inn. All of your expenses have been 
  paid for and you have easy access to the city. Over 
  the last few days you have seen the population swell 
  with the masses filling the city walls. 
   
  Though you were invited here anonymously, 
  everything has gone smoothly. You still don’t know 
  who your benefactor is, and even the barkeep isn’t 
  sure, but you are the only guests at this private inn 
  and it was obviously no mistake as payments to 
  cover your expenses continue to arrive, though the 
  source is unknown even to Barrik Kann, the 
  innkeeper. 
   
  The other strange thing about the whole 
  situation has nothing to do with the situation at all. 
  It has to do with the inn. The middle pillar of the 
  inn is obviously magical, covered in runes and 
  glyphs. Though you can feel the magic possessed 
  within it by merely standing close to it, the barkeep 
  assures you its powers are purely protective, or at 
  least that’s what every mage he’s had look at it 
  believes. Its sole purpose is to protect the inn 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 5 
  
  should a catastrophic event occur, and that’s not 
  likely now is it? 
   
  Each of you has a private room, daily fresh linen, 
  three excellent meals and the appropriate beverages 
  to wash them down. For a week now it’s almost been 
  like a vacation within the city walls. 
   
  This morning has provided more of the same. 
  Breakfast to your liking, whether it be light, heavy, 
  or alcoholic. Whatever you want is available to you. 
  The sun is shining through the window and you can 
  hear birds chirping through the city, beating the 
  early morning traffic through the streets. 
   
  Suddenly, for a split second, all sound stops, and 
  the pillar in the middle of the room hums for a split 
  second before erupting into light. The windows turn 
  black and your stomach churns for just a moment. 
   
  Barrik looks at you oddly, his morning bowl of 
  oatmeal still steaming, and says: “Well, that’s never 
  happened before.” 
   
  He then returns to his oatmeal. 
   
  If the party opens any of the doors or windows, there is 
  only void. No light penetrates it. The inn, in response to 
  the initial destruction of the negative energy wall, has 
  created a pocket dimension to protect itself via the magic 
  item in the center of it. 
   
  Dimensional travel outside of the pocket dimension 
  is impossible, even when using plane shift or gate. No 
  harm comes to the characters while they are here. 
   
  If the party asks Barrik what’s going on, he’s not 
  sure, but he knows that the artifact was meant to protect 
  the inn from harm. He seems remarkably calm about the 
  whole thing, but this is more due to the nature of his 
  personality than any kind of conspiracy or dislike. He is 
  not one to worry about things that he can’t possibly know 
  about, and when it’s over he’ll see if there’s reason to 
  worry. 
   
  Destroying the artifact does not end the effect. 
  Similarly, the effect cannot be dispelled, disjunctioned or 
  similarly removed. The only thing to do is wait for it to 
  end, which takes precisely one hour. At that time, if a 
  door or window of the inn is open (or whenever someone 
  opens a window or door), read the following: 
   
  It is difficult to recognize the scene outside of you as 
  Leukish. The smell of smoke, burning flesh and 
  recently tilled earth inundates your nostrils. 
  Outside you see masses of buildings on fire or 
  outright destroyed. Bodies litter the streets and 
  sometimes only pools of blood and viscera are all 
  that remain. 
   
  There are a number of tracks, mostly of 
  inhuman origin, that litter the destruction around 
  you. The sky is black and a crackling, black globe 
  engulfs Leukish. No light escapes from within or 
  arrives from without. 
   
  An overwhelming feeling of negative energy 
  washes over you and chills you to the bone. 
   
  Not only are things wrong, but nothing is right. 
   
  Barrik is distraught at the sight of Leukish, and clearly 
  states he’s barricading himself in the cellar. He will not 
  accompany the party, nor will he willingly let them 
  accompany him. 
   
  Development: At this point, the party can head 
  wherever in the city they want. Their first step will 
  probably be to explore or to go to one of the many places 
  they hold dear. If there is an encounter at their 
  destination, run it. If there is no encounter there, feel 
  free to make up a story of destruction, mayhem, blood 
  and death as you wish. Most of the fiends have left 
  Leukish after their gluttonous destruction, but many still 
  remain, as do some of the humans. When traveling 
  between encounters, it is very likely the party will have a 
  random encounter. See Encounter 2 for details of how 
  these work. If the party tries to dimensionally travel away 
  from the city, see Encounter 1 for the horror that awaits 
  them. 
    
  1: THE LEUKISH CITY WALLS 
  (CORE) 
  The ancient stone walls of Leukish are saturated 
  with a shimmering wall of crackling infernal 
  blackness. It rises up above the ancient hardy 
  stonework and curves up to the sky, forming a solid 
  canopy over your heads. 
   
  Scattered at the foot of the wall are what appear 
  to be the withered remains of people. As near as you 
  can tell, they either tried to fly through the wall or 
  just appeared next to it in the air and fell to the 
  ground, a dried, naked husk inside he energy field. 
  Hundreds of them litter the ground in either 
  direction. 
   
  Anyone standing within ten feet of the wall can feel the 
  negative energy emanating from it. 
   
  The wall has a number of effects: 
   
  • 
  It acts as a dimensional lock spell, blocking all extra-
  planar and teleportation travel through it. 
   
  • 
  It is completely opaque and cannot be seen through, 
  even with a true seeing spell. It blocks line of sight 
  through it. 
   
  • 
  It is protected by a maximized energy drain spell. 
  Anyone attempting to move through it (either 
  physically or magically) is affected by it. No attack 
  roll is needed for it to deliver these 8 negative levels 
  and there is no save until 24 hours afterwards 
  (Fortitude DC 29, must roll a save for each negative 
  level gained). 
   
  • 
  At its core the wall is a wall of force that blocks all line 
  of effect through it. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 6 
  
  • 
  Though it is only visible above ground, it is in fact a 
  globe and fully encompasses the city. 
   
  • 
  It is immune to all spell effects and physical damage, 
  including dispel magic and disjunction. 
   
  • 
  The Jade amulet from URD 8-04 A Storm on the 
  Horizon will protect someone attempting to travel 
  through the wall once from the wall’s energy drain 
  effect, but if it is used in this way it is destroyed. The 
  character still stops at the wall and cannot escape, 
  but they do not take the 8 negative levels. 
   
  Most of these effects can be figured out through a variety 
  of magical means combined with a DC 25 Knowledge 
  (arcana), DC 35 Spellcraft or a DC 30 Bardic Lore check. 
   
  The only way to bring down the wall is to completely 
  destroy the three Aspects and their lackies that were 
  formed from Seoman Verle (Encounters 6, 12 & 13). 
   
  2: RANDOM ENCOUNTERS 
  (CORE) 
  Random encounters occur when characters are traveling 
  through Leukish between other encounters. Feel free to 
  have two or more random encounters for long stretches 
  between the city if time allows and it doesn’t bog down 
  the pacing of the adventure too much. These are here to 
  fill out what happened more than anything else, but 
  much of this information can be gathered elsewhere.  
   
  You can roll randomly on the chart below to find out 
  which encounter characters get: 
   
  1d8 Roll 
   
  Encounter 
  1 
  Refugees 
  a. Noble House members 
  b. Elves 
  c. Halflings 
   
  2 
  Chaos Storm 
   
  3 
  Residual Demon Hordes 
   
  4 
  Scene of Destruction 
  a. House on Fire 
  b. Mound of bodies 
  c. Execution Site 
  d. Signs of Resistance 
   
  5 
  House Verle Militia 
   
  6 
  Scarlet Brotherhood Flier 
   
  7 
  Symbol of Weakness rider 
   
  8 
  Closed gate 
   
  Random encounters do not repeat.  
   
  If you roll the same result twice, simply re-roll for a 
  suitable encounter. If a random encounter seems 
  redundant or irrelevant and you are short on time, feel 
  free to skip it. 
   
  1: REFUGEES 
  There are many refugees roaming throughout Leukish 
  right now, but it is assumed that the party will only 
  interact with up to four groups. Each group should only 
  be encountered once. 
   
  1a) Noble House Members 
  A DC 20 Spot Check reveals this family: 
   
  Huddled behind a pile of refuse in an alley is a small 
  group of Suel citizens. There is an adult male, an 
  adult female and three children, all girls. They seem 
  to be hoping they aren’t noticed and failing 
  miserably. Really, it’s remarkable they’ve survived 
  this long. 
   
  They know the following information: 
   
  • 
  This is the family of Conrad Atharyn. He, his wife 
  Brita, and their three daughters Adeva, Daega and 
  Lilja were all attacked in their home by a horde of 
  demons. They hid in their cellar and just as they 
  thought they were goners, the attack relented. 
   
  • 
  They waited longer, but were worried that if they 
  stayed and were attacked again that they wouldn’t 
  survive it. 
   
  • 
  They never expected this much destruction and 
  death in the town. 
   
  • 
  They have talked to a few other people and it seems 
  that this is all the doing of Seoman Verle, who split 
  into three demons one appearing on the docks, one 
  in the palindrome and one at the cemetery. 
   
  • 
  Jolen Lorinar is with Karll in the Citadel. 
   
  • 
  They’re not sure to what extent Jolen and Karll are 
  involved, nor have they heard anything about Ellis, 
  though one group said he had abandoned being 
  Duke just this morning before the demons arrived. 
   
  • 
  They only want to get somewhere safe. 
   
  The family can be directed to The Blinking Dog Inn, 
  where, eventually, Barrikk can be convinced to care for 
  them. 
   
  1b) Elves 
  The elves are traveling across the few rooftops, sniping at 
  demons and members of House Verle as the opportunity 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 7 
  
  arises. They are less than friendly, having had more than 
  half their number decimated, but will share with the 
  party if the PCs aren’t rude. 
   
  From one of the nearby rooftops not burnt to the 
  ground or demolished, you hear an accented voice 
  speak in common: 
   
  “It would be in your best interest to lower any 
  weapons and present yourself and your purpose 
  here. We’re not afraid to shoot first and ask 
  questions later. I am Qu’ell of the Celadon and I was 
  originally here as bodyguard to our noble.  
   
  “With her death I have become a demon hunter 
  of sorts, which seems to be good business of late in 
  Leukish. These are my companions, though I won’t 
  say their names or how many there are, just to err on 
  the side of safety. I would not delay in your 
  response.” 
   
  It the party states they are not aligned with Jolen, 
  Seoman Verle or the demonic hordes, Qu’ell is much 
  friendlier and prepared to discuss things. 
   
  Qu’ell knows the following information: 
   
  • 
  The attacks were completely unexpected, and his 
  charge was killed in the initial attack along with a 
  number of his companions. 
   
  • 
  Besides the obvious fact that Jolen Lorinar and 
  Seoman Verle are behind the demonic invasion, he 
  knows little else. 
   
  • 
  The City park has become a temporary protected 
  refuge and rest can be gotten there. 
   
  • 
  He has an arcanist with him that figures the wall will 
  probably become permanent within a day. 
   
  • 
  They prefer to stay on their own. Despite the bulk of 
  the demonic hordes leaving, there are still militia of 
  House Verle to hunt and a few stragglers. 
   
  • 
  They are not willing to take on the major bastions of 
  demonic power at the cemetery, docks and 
  palindrome. 
   
  1c) Halflings 
  Being a refugee has become commonplace through the 
  Vale, but none expected the few halflings residing in 
  Leukish to have to experience it firsthand. These 
  halflings are in shock having been fully betrayed by Jolen 
  and Seoman Verle, but they do know a few things. 
   
  As you walk by, you hear a voice from an alley up 
  ahead. 
   
  “Hey! You don’t look like demons. Please tell me 
  that you’re not demons. I’m sick of demons. Really, 
  if I see another demon I’m gonna’ puke. All over my 
  feet. And I just ate lunch, so it will be a lot. So don’t 
  be demons. Please. Thanks.” 
   
  Stepping out from the alley is a male halfling 
  dressed in what were once nice clothes, but are now 
  filthy with dirt, blood and soot. 
   
  “There are a lot of us, so don’t try any funny 
  business. Got it?” 
   
  This is Bittel Bittleby, a tailor who lives here in Leukish. 
  Contrary to his assertion, there are no other Halflings 
  with him. He’s not a very good liar under the best of 
  conditions, let alone these conditions. 
   
  Bittel knows the following information: 
   
  • 
  He’s hungry. 
   
  • 
  No, really, really hungry. He hasn’t eaten for an 
  hour. 
   
  • 
  He was shocked to hear that Jolen Lorinar was 
  behind this and not that creep Ellis. Humans are 
  weird. 
   
  • 
  (if fed). Did I mention really, really hungry? 
   
  • 
  Last he saw, the Church of St. Cuthbert was still 
  standing, and also still had sticks rammed up their 
  posteriors. 
   
  • 
  He would like to get somewhere where there is a lot 
  of food. 
   
  If the party is nice to him and escorts him somewhere 
  safe and has food (the city park will do as Bittel doesn’t 
  want the hospitality of Ellis Lorinar), he will loan the 
  party his stone of good luck until the end of the adventure, 
  but he wants it back – right? 
   
  2: CHAOS STORM 
  The barrier of negative energy and multiple gates into the 
  Abyss have manifested a strange phenomenon, a chaos 
  storm. 
   
  The chaos storm whips through Leukish, changing 
  much in its path. Read the following: 
   
  Descending upon you from out of nowhere is a dark 
  purple whirlwind of smoke and glowing debris. It 
  seems to have a magical quality to it, but before you 
  are able to dwell on it, it slashes around you and 
  then returns from wherever it came. 
   
  There is a saving throw based on alignment to resist the 
  effects of the chaos storm. 
   
  Lawful = Will DC 15 
  Neutral = Will DC 20 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 8 
  
  Chaotic = Will DC 25 
   
  The duration is also effected by the recipients alignment: 
   
  Lawful = 1 hour 
  Neutral = 1 day 
  Chaotic = Permanent 
   
  Roll on the table located in the GM Accessory in the 
  appendix to see what the effect of the chaos storm is. 
   
  3: RESIDUALS OF DEMON HORDE 
  Though most of the demons returned with the closing of 
  the gates, a few remain to try to chisel out just a little 
  more havoc. 
   
  These two quasits will gladly trade information with 
  the party. They will not fight, though they are easily 
  killed. One is in bat form and currently not invisible (the 
  other one is invisible because he drew the long straw). 
   
  They are willing to barter information or the use of 
  their commune ability for money or items. They are pretty 
  open to prices, as anything given to them is profit, and 
  they can always filter the answer to screw over the sucker 
  dumb enough to trust a demon to be honest. 
   
  From one of the wrecked roofs off to the side of the 
  road, you hear a small voice. 
   
  “Hey, buddy, over here.” 
   
  A small bat has swung down from under the 
  eave there and is facing you. 
   
  “Got a minute?” 
   
  This is 
   Abeloxinagerixolenfarbersconkroperenifoliberg, 
  (Abel 
  for short) a quasit from the abyss and his brother Pa. He 
  prefers to go by Abel for obvious reasons. He is willing to 
  tell the party members what he knows, for a cost, which 
  is negotiable. 
   
  He knows the following information: 
   
  • 
  This attack on Leukish has been common 
  knowledge through a number of layers of the Abyss 
  for weeks. Seoman Verle, as part of the upkeep on 
  his demonic pact, had to open up Leukish to 
  demonic murder and looting. His partner didn’t 
  seem to care.  
   
  • 
  Abel missed the gate closing, so he’s stuck here for a 
  bit and needs funds to support himself and his 
  brother. 
   
  • 
  No, he would never hurt anyone. Centuries of 
  watching his fellow quasits beaten, burnt, eaten and 
  abused have made him sensitive to the plight of the 
  weak and easily taken advantage of. He’s a changed 
  quasit!  
   
  • 
  No, really, I’m sensitive and caring. 
   
  • 
  If the party wants real answers, he can ask one of the 
  big guys for them, but it will cost them. 
   
  If the party doesn’t wish to parley or talk to Abel and Pa 
  they are very easily killed or will just run away ASAP and 
  avoid the party in the future. They are business-demons, 
  not fighters. 
   
  4: SCENE OF DESTRUCTION 
  a) House on Fire 
  A fire from a neighboring house is just starting to move 
  into a series of houses next to it. If the party acts fast, they 
  can lessen the destruction and save the residences. 
   
  Any reasonable plan to stop the fire from spreading 
  will do. 
   
  b) Mound of Bodies 
  It appears that a large group of bodies, about 300-400, had 
  been stacked here in preparation for looting. They are in 
  a wide variety of levels of being intact. Most of them were 
  killed while helpless. Some have been eaten and others 
  are in poor shape. 
   
  c) Execution Site 
  A group of ten people, all bearing the noble markings of 
  House U’Moreal lie face down in the street. Their hands 
  have been bound, and they have been blindfolded and 
  beheaded in the street and left in a neat little line. They 
  were previously stripped of all belongings and appear to 
  have been left here as an example. Members of House 
  U’Moreal can make a DC 10 Knowledge (Nobility) check 
  to recognize them all as low- to mid-ranking members of 
  the noble house. 
   
  d) Signs of Resistance 
  A member of the House Verle militia has been stripped 
  to his loin cloth and strung up from a post. He is quite 
  dead and carved into his forehead is the word “Traitor” 
  written in ancient Suloise. His tongue has been cut out 
  and the back of his skull shows only an empty cavity 
  where his (probably small) brain once took up residence. 
  It would take at least a resurrection spell to raise him back 
  from the dead.  
   
  5: HOUSE VERLE MILITIA 
  PCs meet a small retinue of militia is roaming the streets, 
  looking for stragglers to inter. They approach the party as 
  agents with authority, though they are really just a 
  stopgap measure until Scarlet Brotherhood agents arrive. 
   
  Approaching around a corner there is a small group 
  of men dressed in uniforms with the insignia of 
  House Verle prominently displayed.  
  The leader 
  eyes you suspiciously and speaks: “Halt in the name 
  of House Verle and the new Lady mayor of Leukish! 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 9 
  
  Identify yourselves and submit to the will of House 
  Verle or suffer the consequences!” 
   
  This is Athmo Verle, and he’s pretty full of himself right 
  now. If the party does not immediately tell him to go 
  away and then proceed to beat the tar out of him when he 
  refuses, he demands they remove their arms and armor, 
  put their hands behind their head, and submit to his 
  authority. PCs are then tied up, blinded, dragged them 
  into a back alley and attacked. (They can allow a coup de 
  gras attempt, if they wish, however.) 
   
  There really is no negotiating to be done. Athmo is 
  delusional and drunk with power, not to mention a little 
  cracked under the strain of everything he grew up with 
  and knew being destroyed by his boss and the leader of 
  his house, who is now not one, but three demonic 
  aspects. 
   
  If the party does not submit to him, he immediately 
  attacks them.  
   
  His militia are the dregs of House Verle, patently 
  evil liars who delight in the death and destruction they’ve 
  caused. Any information they give is patently false and 
  useless. 
   
  APL 8 (EL 6) 
   
  �House Verle Militia Sgt.: War 2 Ftr 3; Appendix 
  1.  
   
  �House Verle Militia (3): War 2; Appendix 1.  
   
  APL 10 (EL 8) 
   
  �House Verle Militia Sgt.: War 2 Ftr 7; Appendix 
  2.  
   
  �House Verle Militia (6): War 2; Appendix 2.  
   
  APLs 12-16 (EL 10) 
   
  �House Verle Militia Sgt.:  War 2 Ftr 7; Appendix 
  3-5.  
   
  �House Verle Militia (12):  War 2; Appendix 3-5.  
   
  Treasure: See Treasure for what can be gained here. 
   
  6: SCARLET BROTHERHOOD FLIER 
  The players find a number of fliers from the Scarlet 
  Brotherhood. Give them Player Handout #1. 
   
  7: SYMBOL OF WEAKNESS RIDER 
  This is the rider who carried the symbol of weakness 
  through the city streets, and is directly responsible for 
  the death of thousands of citizens of Leukish. His name is 
  Emin Verle, and he is a vile, evil person through and 
  through. He is completely unrepentant and stands by his 
  actions without fail. 
   
  As you turn a corner you see a gentleman bearing a 
  banner, resting beside his horse. He eyes you 
  suspiciously. The symbol of House Verle hangs 
  prominently around his neck. He spits in your 
  general direction. 
   
  “I’m on break. Go away.” 
   
  Emin Verle is about as low as you can stoop in the human 
  evolutionary scale. He offers no pity or remorse for those 
  he has helped to kill, but proudly proclaims his part in 
  the slaughter that’s happened. 
   
  His job was to ride through the streets of Leukish 
  with a symbol of weakness calling out the alarm as he rode 
  past. Most who saw it (19 out of 20 usually) became so 
  weak they could not move, and the demonic hordes that 
  followed him made short work of them.  
   
  He enjoyed hearing the plaintive cry of his victims 
  dying in the streets. Being responsible for their deaths 
  means he’s important, finally. He is honored that Seoman 
  Verle picked him for this task. He had so many he could 
  have chosen but he chose Emin. That means something. 
   
  Emin is easily killed. Without the symbol of weakness 
  being active, he is nothing. 
   
  His horse isn’t evil though, just a horse with 
  blinders. 
   
  8: CLOSED GATE 
  This is the site of one of the gates that let the demon 
  horde in. 
   
  The ground here is blackened, and hundreds of 
  footprints, from small to huge and everything in 
  between surround the area. The area still has a 
  feeling of powerful magic to it, though it is rapidly 
  fading. 
   
  A DC 29 Spellcraft check verifies that this is indeed a gate 
  to another plane, though it is now closed. Anyone with 
  the track feat is able to tell that it was open for about an 
  hour, and that there are tracks both leading from it and 
  back to it. The kinds of track vary – some humanoid, but 
  others… unidentifiable. 
   
  3: NOBLE HOUSES 
  PCs may now wish to investigate the noble estates. Most 
  of the noble houses that are listed in the Noble Houses 
  overview document have houses or estates in the Noble 
  Estates district. The House Szabo estate is elsewhere in 
  the city and described in Encounter 10.  
   
  There are only individual write-ups for some of the 
  more prominent houses, including: 
   
  • 
  House Coriner (Encounter 3A – run Core OR 
  Additional Option) 
  • 
  House Verle (Encounter 3B – run Core OR 
  Additional Option) 
  • 
  House Lorinar (Encounter 3C – run Core only 
  UNLESS your players have decided to take on the 
  Optional encounters. In this latter case, run the 
  Optional 
  encounter 
  first, 
  AND 
  THEN 
  the 
  Additional encounter). 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 10 
  
  • 
  House Meissel (Encounter 3D – run Core OR 
  Additional Option) 
  • 
  House U’Moreal (Encounter 3E – Core with 
  Additional Option) 
   
  Many of the Merchant Houses are in other areas of the 
  city, but only House Einstoffen and House Burlondin are 
  specifically written up. 
  Any houses without a write-up can be 
  considered to be either over-run, destroyed or vacated as 
  you see fit. You may embellish these and place them 
  wherever you want. Most Noble Houses should be in the 
  Noble Estates District, but merchant houses can be 
  placed anywhere you want in the city. This could be a 
  useful tool to get players to an area where they could get 
  needed information or come into contact with one of the 
  Core fights. If you want to, feel free to have hiding 
  survivors that need escorting to either House Lorinar or 
  the City Park as a place of safety. Only make up areas for 
  houses that are not included in this module, and keep 
  them brief. It’s supposed to add to the experience, not 
  bog it down in minutia. 
   
  3A:1 − HOUSE CORINER 
  (CORE) 
  Though the manor house for House Coriner is intact, 
  there are no inhabitants, except for the grisly remains of 
  the courtesans that stayed behind. 
   
  A DC 15 Knowledge (nobility) will identify this 
  building as the location of House Coriner. 
   
  The manor of House Coriner seems to have been 
  spared much of the destruction that has laid waste 
  to the rest of the city, but it is obvious that even the 
  least aggressive house in the Duchy has not been 
  spared. 
   
  Propped outside of the ajar doorway leading 
  into the House Coriner manor, there are two 
  women. They are obviously dead, but their faces 
  have been painted grotesquely with their own blood 
  and crude wings are scrawled on the walls behind 
  them. They gaze out into space, seemingly thankful 
  that the horrors that landed them here are long 
  gone, or maybe that they are no longer hear to see 
  them. 
   
  If contacted through a speak with dead or similar magic, 
  these former courtesans are only able to convey basic 
  details of the assault on House Coriner. 
   
  Basically, the negative energy wall went up, and they 
  were attacked by all manner of demons and even some of 
  the courtesans placed inside. They never had a chance 
  and as far as they know, every survivor either attempted 
  to teleport out, fight back, or flee. 
   
  Development: Once they have investigated the House, 
  PCs are able to continue to their next destination. Run 
  this encounter instead of Encounter 3A:2, below. 
   
  3A:2 − HOUSE CORINER 
  (ADDITIONAL) 
  As the players approach, it appears that House Coriner 
  has escaped unscathed from the chaos run rampant. 
   
  A DC 15 Knowledge (nobility) will identify this 
  building as the former location of House Verle. 
   
  The manor of House Coriner seems to have been 
  spared much of the destruction that has laid waste 
  to the rest of the city.  
   
  Standing out front, almost unphased by the 
  destruction surrounding them, are two young Suel 
  women. Though they are slightly shaken, they look 
  towards you, hope gleaming in their eyes. 
   
  “Please, come protect us. There is so much bad, 
  and so little good. We need you to keep us safe.” 
   
  They bat their eyes at you, begging for assistance 
  in these times of need. 
   
  The two courtesans outside are actually doppelgangers. 
  One of them attempts to escort the party member with 
  the highest Charisma into the house, alone, explaining 
  that earlier they were tricked into bringing in demonic 
  hordes in disguise and there was much loss of life due to 
  it. 
   
  If the party insists on not being split, the courtesans 
  offer a compromise, letting two party members in. If the 
  party continues to insist, the courtesans allow them all in, 
  but both go into the house with the party. 
   
  The doppelgangers have attempted detect thoughts on 
  the party to figure out what ruse to use best to seduce 
  them inside. As the dopplegangers can use detect thoughts 
  at will, as soon as they move in they are communicating 
  and sharing any information they have. 
   
  Though House Coriner is largely intact, all of the 
  action for this encounter takes place in the main hall and 
  adjoining rooms. That is where the rest of the 
  doppleganger courtesans currently are. They do whatever 
  they can to get party members to be either “consoled” or 
  “entertained” in one of the side rooms. 
   
  If any party member is split off, they are either be 
  drugged by oil of taggit (Ingested DC 15, 0, 
  Unconsciousness) as the doppleganger continues to 
  entertain them until they find out if the drug takes effect. 
  If it does not work, they will continue to feed them doses 
  of it through food and drink, while keeping them 
  entertained with dances and whatever it takes to keep 
  them imbibing the drug until it takes effect. 
   
  If the party refuses to go off on their own, the 
  courtesans/demons entertain them, claiming that such 
  hard-working adventurers deserve a little rest, relaxation, 
  food & drink to help them fight evil that much better. 
  Feel free to play it up completely, using the courtesans’ 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 11 
  
  detect thoughts, and if there, the succubus natural ability to 
  seduce. 
   
  At APL 12, the Aspect of Pale Night is very secretive 
  and shy, attempting to appeal to either a meek player or 
  one that has a taste for the exotic. She will not dance, and 
  will only speak if alone (this will be communicated for 
  her by either one of the succubi or one of the courtesans. 
  Once she gets a player alone, she attempts to manipulate 
  him/her into removing her veil. 
   
  The ultimate goal of the courtesans, succubi and 
  Aspect of Pale Night is to destroy the party and all 
  creatures, even evil, so they try very hard to do so. As they 
  are not combat creatures, the best way for them to do this 
  is to split off party members, drug them, and then attack 
  them. If that is not an option, then they at least attempt 
  to drug PCs. 
   
  Note that characters who are immune to poison will 
  likely not even realize they have been poisoned, as they 
  will feel absolutely no impact from the drug in their food 
  and drink. No more than two doses per player will be 
  used, and no more than twenty minutes will be spent 
  trying to kill the characters. After that, the PCs are 
  shooed out of the house, with the courtesans insisting 
  they surely must have better tasks in these troubled 
  times. 
   
  This encounter can be challenging for a mostly or all 
  female party. Feel free to make some of the 
  doppelgangers male in order to attempt seduce female 
  party members. 
   
  Creatures 
  APL 8 (EL 6) 
   
  �Doppleganger Courtesans (3): Appendix 1.  
   
  APL 10 (EL 8) 
   
  �Succubus: Appendix 2. 
   
  �Doppleganger Courtesans (3): Appendix 2.  
   
  APL 12-16 (EL 10) 
   
  �Aspect of Pale Night: Appendix 3-6.  
   
  �Succubus (2): Appendix 3-6.  
   
  �Doppleganger Courtesans (3): Appendix 3-6. 
   
  Development: Once they have investigated the House, 
  and/or defeated the false courtesans, PCs are able to 
  continue to their next destination. Run this encounter 
  instead of Encounter 3A:1, above. 
   
  3B:1 HOUSE VERLE (CORE) 
  A DC 20 Knowledge (Nobility) identifies this building as 
  the former location of House Verle. 
   
  It is hard to believe that this was once the site of a 
  sprawling, lovely estate. What remains is a huge 
  crater with enough lingering negative energy to 
  make the hairs on the back of your neck stand on 
  end. 
   
  Whatever caused this explosion seems to have 
  taken everything in its radius with it. 
   
  Development: Once they have investigated the House, 
  PCs are able to continue to their next destination. Run 
  this encounter instead of Encounter 3B:2, below. 
   
  3B:2 HOUSE VERLE 
  (ADDITIONAL) 
  A DC 20 Knowledge (Nobility) identifies this building as 
  the former location of House Verle. 
   
  It is hard to believe that this was once the site of a 
  sprawling, lovely estate. What remains is a huge 
  crater with enough lingering negative energy to 
  make the hairs on the back of your neck stand on 
  end. 
   
  Stepping out of the crater, and eyeing you 
  suspiciously, are <varies with APL: see below and 
  describe accordingly>. They look you up and down 
  and you’re not sure if they are gauging you for threat 
  or for taste. It is not benevolent by any stretch of the 
  imagination. 
   
  This is a Scarlet Brotherhood patrol. They immediately 
  demand that any non-Suel be stripped to their loin cloths 
  and turned over to them for ‘appropriate disposal’. They 
  will talk with Suel party members but only if their 
  demands about any non-Suel present have been met. If at 
  any time their demands have not been met, they will 
  attack with their demonic hounds. 
   
  If spoken to, they know a number of things: 
   
  • 
  They owe their loyalty to the Lady Mayor and 
  nobody else. 
   
  • 
  They are here at the invite of the Lady Mayor. 
   
  • 
  The Lady Mayor at the Honorable Chamber (APL 
  16). 
   
  • 
  Though they don’t believe the Scarlet Brotherhood 
  will take over the Duchy of Urnst completely, they 
  are looking forward to the capitol being a haven for 
  sympathizers and Suel purity. 
   
  • 
  They know that Seoman Verle and Jolen Lorinar are 
  the prime instigators of the events that are 
  transpiring. 
   
  • 
  They direct any Suel party members to go to the 
  Honorable Chamber and either talk to the people 
  there or wait for someone to meet them. 
   
  • 
  They are Scarlet Brotherhood through and through 
  and have no doubts that the Suel will someday 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 12 
  
  reclaim their right as rulers over all of the inferior 
  races that run rampant at this time. 
   
  • 
  If any non-Suel party members do actually submit, 
  they are immediately attacked. (They are able to 
  stand still and submit to the coup de gras, the Suel 
  attempt, or they can roll initiative.) 
   
  • 
  At APL 8, where there are only hell hounds here, 
  there is obviously much less interaction and it is 
  more of a straight up fight. A DC 20 Knowledge 
  Local (Core) shows that the collars and brands on the 
  hell hounds mark them as Scarlet Brotherhood 
  creatures. 
   
  • 
  Throughout 
  any 
  conversation 
  that 
  may 
  be 
  happening (APL 10+), the Scarlet Brotherhood monk 
  is feeding the hell hounds bits and pieces of flesh, 
  which a DC 30 Heal check or a DC 25 Knowledge 
  (Nature) determines is that of a humanoid. If asked, 
  the monk says that these beasts have not proven 
  themselves worthy of Suel flesh, so they are just 
  being fed the meat from the lesser races at this point. 
   
  APL 8 (EL 6) 
   
  �Advanced Hell Hound: Appendix 1.  
   
  �Hell Hound: Appendix 1.  
   
  APL 10 (EL 8) 
   
  �Scarlet Brotherhood Monk: War 2 Ftr 2 Mon 5; 
  Appendix 2. 
   
  �Advanced Hell Hound: Appendix 2.  
   
  APL 12-16 (EL 10) 
   
  �Scarlet Brotherhood Monk: War 2 Ftr 2 Mon 5; 
  Appendix 3-6. 
   
  �Advanced Hell Hound: Appendix 3-6.  
   
  �Hell Hound: Appendix 3-6.  
   
  Development: Once they have investigated the House, 
  and defeated the monk and his hell hounds, PCs are able 
  to continue to their next destination. Run this encounter 
  instead of Encounter 3B:1, above. 
   
  3C:1 HOUSE LORINAR 
  (OPTIONAL) 
  For those who have opted to pay the extra TUs, run this 
  encounter for House Lorinar first. For all others, go 
  directly to Encounter 3C:2 House Lorinar (Core). 
   
  Strangely, not only does this building remain intact, 
  but it is completely untouched by the chaos and 
  destruction that thrives around it. 
   
  <describe creatures standing outside> 
   
  The Suel gentleman who speaks to you, seems 
  unimpressed by anything about you. 
   
  “What brings you to House Lorinar? Nobody is 
  allowed in, especially tissue stains of your caliber. I 
  suggest you leave before I take it upon myself to 
  personally explore your use as a wiping post for my 
  pets.” 
   
  This is Bellios Lorinar. He is a completely belligerent, 
  painfully violent individual who is one of Lord Ellis 
  Lorinar’s worst enemies. He is working off of the 
  assumption that anyone coming to Lord Ellis is in fact an 
  ally of his. He considers all allies of Ellis to be an enemy 
  of his. 
   
  Knowing that Ellis has a history of working with 
  adventuring types and people of dubious personality (i.e. 
  not evil), he will act like Ellis is a friend of his. If the 
  party says they know Ellis, like Ellis, or have the favor of 
  Ellis, he will immediately attack. 
   
  Bellios knows that Jolen and Ellis have made a deal, 
  but he doesn’t really care. He knows Ellis dares not attack 
  him, so he feels free to do what he wants, and what he 
  wants is to hurt anyone who is sympathetic with Ellis, 
  has helped him, or even has neutral thoughts towards 
  him. The only instance that will avoid a combat with 
  Bellios is one where Ellis is belittled, degraded, or spoken 
  poorly of. 
   
  Not only will this negate the combat, but it will also 
  deny them entry into the Lorinar estate. 
   
  At higher APLs, some of the apes are hidden in 
  nearby rubble and will join the assault as soon as combat 
  starts and room is available for them. 
   
  APL 8 (EL 10) 
   
  �Bellios Lorinar: Appendix 1.  
   
  �Advanced Dire Ape: Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Bellios Lorinar: Appendix 2. 
   
  �Advanced Dire Ape (2): Appendix 2.  
   
  APL 12 (EL 14) 
   
  �Bellios Lorinar: Appendix 3. 
   
  �Advanced Dire Ape (4): Appendix 3.  
   
  APL 14 (EL 16) 
   
  �Bellios Lorinar: Appendix 4. 
   
  �Advanced Dire Ape (8): Appendix 4.  
    
  APL 16 (EL 18) 
   
  �Bellios Lorinar: Appendix 5. 
   
  �Advanced Dire Ape (16): Appendix 5.  
   
  Treasure: See the Treasure section for what PCs can gain 
  here. 
   
  Development: Continue on to the rest of the Core 
  Encounter (3C:2 House Lorinar, below) when Bellios has 
  been defeated. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 13 
  
  3C:2 HOUSE LORINAR 
  (CORE) 
   
  A DC 20 Knowledge (Nobility) identifies this 
  building as the location of House Lorinar. 
   
  Strangely, not only does this building remain intact, 
  but it is completely untouched by the chaos and 
  destruction that thrives around it. 
   
  FOR ALL: 
  House Lorinar has been abandoned by Jolen and left to 
  Ellis, who made a deal with Jolen to abdicate the 
  Dukedom (which he wanted to do anyway) in exchange 
  for his safety and the safety of his charges. 
   
  The front doors are not locked and inside a large 
  group of people can be heard talking. When the doors 
  open, read the following: 
   
  Inside you see a large common room packed with 
  people, mostly Suel, but a number of dwarves and 
  elves can be seen as well. A number of them look up 
  at you, but merely acknowledge your presence 
  before returning to their conversations. There 
  appears to be a large buffet table and the smell of 
  simple but high quality food sifts through the room 
  towards you. A number of attendants are moving 
  through the room and one of them approaches you. 
   
  This is Evan Lorinar, the head attendant assigned by Ellis 
  Lorinar to attend to the guests and refugees staying in the 
  common room. 
   
  The common room itself is approximately 100 feet 
  wide by 80 feet deep. Towards the back of it are a number 
  of doors leading to kitchens, guest rooms and latrines. 
   
  Evan seems quite well mannered and is very polite to 
  the party no matter their affiliation. 
   
   
  “Welcome to House Lorinar. How may I serve 
  you?” 
   
  This is a very open-ended question, but Evan does his 
  best to accommodate the party. Food and drink is easily 
  and readily available.  
   
  Healing is available as well, including the following 
  spells (all CL 11, some may require time to be pearled 
  back): 
   
  • 
  Cure light wounds (x10) 
  • 
  Lesser vigor (x10) 
  • 
  Lesser restoration (x6) 
  • 
  Restoration (x3) 
  • 
  Greater restoration (x1) 
  • 
  Heal (x1) 
  • 
  Remove curse (x1) 
  • 
  Use of a pearl of power (5 x 1st, 3 x 2nd, 1 x 3rd) 
   
  These spells are all being cast by Ingrid Lorinar, an 11th 
  level cleric of Lydia. If the party has any news of the 
  temple of Lydia in town, she will be grateful, despite the 
  horrifying nature of it. Ingrid is happy to help out in 
  these trying times, and seems un-naturally positive. She 
  is sure that Ellis, despite stepping down as Duke, will do 
  all he can to make sure that House Lorinar and the 
  Duchy are safe. She does not know for sure why Ellis 
  stepped down, but she thinks he made a deal to ensure 
  the safety of those in House Lorinar who do not support 
  Jolen. She does not think that safety will last very long, 
  her one instance of pessimism. 
   
  If requested, an audience with Ellis Lorinar can be 
  arranged. Evan will ask a few questions about the nature 
  of the party’s relationship with the former Duke (who 
  Evan refers to by first name). If the party has more than 
  three favors with Ellis Lorinar, the audience is granted as 
  soon as the party is ready. 
   
  Evan knows the following information: 
   
  • 
  Ellis has voluntarily stepped down from being Duke. 
   
  • 
  Last night, he forbade any members of House 
  Lorinar from leaving the estate. Earlier, most of 
  Jolen’s supporters had already left the estate to go to 
  the Citadel, where Jolen and Karll were staying. 
   
  • 
  Many people went to their homes anyway and have 
  not been seen since. 
   
  • 
  He is aware that there is much devastation 
  throughout the city, but will be appalled when he 
  learns the extent of it. 
   
  • 
  The only people he has refused entrance to House 
  Lorinar are demons and the Scarlet Brotherhood. 
  Neither were very happy about it but appeared to 
  respect the refusal. 
   
  • 
  Bellios Lorinar is a black stain on the name of House 
  Lorinar, on par with Jolen. If he is gone, the world is 
  a better place for it, just as it will be when Jolen is 
  gone. 
   
  • 
  He does not know much about Karll other than the 
  fact that he was last seen entering the Citadel, 
  escorted by a contingent of Jolen’s guards. 
   
  Mingling with guests also reveals a number of rumors. 
  Feel free to consult the list of rumors in the appendix to 
  disperse information. 
   
  If the party requests and is granted a meeting with 
  Ellis Lorinar they are led into one of the adjoining rooms, 
  where Ellis is waiting for them. 
   
   
  In this simple meeting room you see Ellis 
  Lorinar sitting on a chair in simple garb. He seems 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 14 
  
  well rested and healthy and bids you to sit with a 
  gesture. 
   
  “How may I help you?” 
   
  His voice is firm and calm. 
   
  PCs who have interacted with Ellis Lorinar before may 
  notice a few odd things about him now. 
   
  • 
  Ellis is at least partially known for being a bit of a 
  hothead and volatile, but there is a calm that seems 
  to have smoothed out those rather rough edges. 
   
  • 
  Ellis is first and foremost a soldier, and rarely seen in 
  civilian clothing, even at official functions. 
   
  Players may think that this is not the real Ellis or want to 
  test him. If the requests are reasonable, even to taking a 
  small blood sample, Ellis will submit to them. 
   
  Notes on Ellis Lorinar 
  Ellis Lorinar has gone through a number of changes 
  recently, not the least of which is the death of his mother 
  (by his own hands, literally). There have been some 
  strange side-effects since her death including feelings of 
  being possessed by her. This is partially true. Though 
  technically not haunted by his mother, she maintains a 
  malevolent presence about him, feeding on any negative 
  thoughts he may be having. 
   
  He has found that in order to fight off her presence, 
  he must maintain an even demeanor and completely 
  control his temper. It is not easy for him, but he is doing 
  quite well. It doesn’t hurt that after killing his mother, he 
  absorbed much of her mystical powers (both arcane and 
  divine), though he has not mastered how to use them yet. 
   
  Early this morning he was approached by Jolen who, 
  “out of courtesy to his family” offered Ellis a deal. He 
  informed Ellis of the events that were to transpire within 
  minutes, and gave Ellis the option of resisting, or 
  abdicating his title of Duke and residing in temporary 
  exile, in the common room of House Lorinar. In 
  exchange for his non-involvement, he would gain 
  amnesty and safety for himself and all those in the house. 
   
  Ellis accepted, though does not believe that the 
  amnesty and protection granted by Jolen will last long. In 
  the letter of Jolen’s offer, anyone in the House Lorinar 
  common room is free from harassment by Jolen, Seoman 
  Verle or any of their agents. 
   
  Ellis has been quite shocked at Jolen and Seoman 
  Verle’s destruction of Leukish. In order to maintain a 
  hold on his mother’s influence, though, he has had to 
  work very hard to stay neutral in his emotional state. He 
  agrees heartily that Jolen and Seoman Verle must be 
  stopped. Given his current state, he is not able to do this 
  himself, especially without jeopardizing the remaining 
  members of House Lorinar. 
   
  Ellis is willing to share the following information 
  with the party: 
   
  • 
  He is not willing to jeopardize the lives of the people 
  in his charge here at House Lorinar by actively 
  fighting against Jolen, but he does offer sanctuary 
  and what little support and information he has 
  available. 
   
  • 
  Jolen and Karll are currently in the Citadel. The 
  Citadel cannot be accessed currently due to the wall 
  surround Leukish, but if the wall were to be brought 
  down, the Citadel would be accessible. 
   
  • 
  In his conversation with Jolen, it was implied that 
  once Leukish was taken over and brought under his 
  control, the walls would come down of their own 
  accord with horrible consequences to the entire 
  Duchy. There was mention of darkness and night 
  enveloping the land. 
   
  • 
  Seoman Verle has transformed himself into a 
  number of demonic aspects through the city, three 
  of which can be destroyed to bring the negative 
  energy wall down. These three aspects are of 
  Demogorgon, Orcus and Dagon. He is not sure 
  where they are located. 
   
  • 
  His personal desire would be to see Karll restored to 
  the Dukedom. 
   
  • 
  When this issue is resolved, either way, he intends to 
  retire from politics and deal with personal issues. 
   
  • 
  He has heard rumors that there are a few areas that 
  are resisting, specifically the Church of St. Cuthbert 
  and the city park. 
   
  • 
  He has no comment on the death of his mother, 
  other than it has had unfortunate effects. He does 
  not believe that her death has any connection to 
  Jolen and Seoman Verle’s actions. 
   
  • 
  He cannot give them any resources of actual aid as 
  that would void the bargain he made with Jolen. If 
  the party has at least 15 favors (all characters 
  combined) with him, he admits that he does have 
  access to an item that may be of some service to 
  them which is not his, so technically outside of the 
  bargain. He will not say whose it is, but insists that it 
  is returned to him as it has to be given back. He will 
  only offer use of it if the party asks for aid, otherwise 
  he would be actively giving aid to Jolen’s enemies 
  and void their agreement. The item is a +5 holy 
  avenger which he will only loan to a character who 
  has his favor and is, by reputation, an honest and 
  good aligned person. It is presumed that Ellis will 
  know truthfully if this is true for most PCs. If he 
  would not know (for out of region characters as an 
  example), he will err on the side of not loaning it to 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 15 
  
  them without some reasonable proof of their 
  character. 
   
  Ellis has no further information he can share with the 
  players. 
   
  Development: Players may safely rest in the crowded 
  conditions at House Lorinar, before continuing on to 
  their next destination. 
   
  3D:1 HOUSE MEISSEL (CORE) 
  House 
  Meissel 
  stands 
  relatively 
  intact, 
  but 
  apparently at great cost. Arranged on the front porch 
  are about twenty well armed and armored 
  mercenaries. They all appear to be dead from a wide 
  variety of vicious wounds. Standing over them is a 
  tall half-orc wielding a large crossbow. He looks at 
  you cautiously and speaks, 
   
  “What is your business with House Meissel?” 
   
  This is Kagen, a devout worshipper of Kelanen and a 
  mercenary in the employ of House Meissel. He will 
  interact with the party and share the following 
  information: 
   
  • 
  He has been employed by House Meissel for about 
  six months. 
   
  • 
  The people on the porch were his company 
  members, also worshippers of Kelanen. 
   
  • 
  The house has been attacked by a number of bands 
  of demons which have obviously taken their toll on 
  their numbers. 
   
  • 
  He has no intention of abandoning his post until 
  dismissed by Uthor Meissel, the man who hired 
  him. 
   
  • 
  Uthor left, giving orders that none shall be allowed 
  inside unless accompanied by him. Uthor was going 
  to help his brother, Aldor. Kagen knows nothing of 
  their relationship and doesn’t really care. 
   
  • 
  Kagen is an expert with the crossbow. He will be 
  very enthused about anyone who is also an 
  enthusiast. If they talk shop for a while, Kagen will 
  let them know where they can buy an item that he 
  had specially made, bracers of archery (lesser and 
  greater) that work for crossbow wielders. He will 
  gladly share this information with other crossbow 
  enthusiasts. 
   
  • 
  He has seen a number of people in his guard duties. 
  Many of them were heading to the city park, but 
  many more were lost, injured or scared. He felt bad 
  that he could not help them, but he is under strict 
  orders. 
   
  • 
  He will not allow members of House Meissel in 
  without Uthor Meissel to approve it. If he is given 
  proof that Uthor Meissel is dead (see Encounter 8: 
  The Church of Pelor), he will continue to allow none 
  in the estate, believing it to be in the best interests of 
  those he is protecting. 
   
  • 
  Kagen is very even tempered and not easy to ruffle. 
  He will not be insulting or start trouble with even 
  the rudest of people, but he is resolute in his duties 
  and will not abandon them for any reason. He is a 
  professional mercenary through and through. 
   
  If Kagen is attacked, he fights back as well as he can. 
  Inside there are about thirty members of House Meissel, 
  all lesser nobles and retainers. They will be very hostile to 
  anyone who attacked or killed Kagen as they believe he 
  and his comrades have saved their lives. They will not 
  share any information with the party and will view them 
  as brigands and murderers (which they largely are if they 
  attack Kagen). 
   
  Development: PCs may gain access to bracers of Kelanen 
  through their interaction with Kagen. Once they have 
  completed this encounter, PCs are free to continue to 
  their next destination. 
   
  3E:1 HOUSE U’MOREAL 
  (CORE) 
  House U’Moreal has been sealed off by a dimensional lock 
  and a wall of force. There is currently no way in or out of it. 
  At APL 8-14, the acting mayor is within the estate and 
  unreachable. 
   
  This wall of force is immune to disintegrate and the 
  normal effects that would dispel a wall of force. A DC 20 
  Spellcraft is enough to tell that this is a spell effect that 
  resembles a wall of force but does not have the usual 
  vulnerabilities. It is probably of epic level. 
   
  Surrounding House U’Moreal is a large opaque 
  hemisphere, gleaming crimson, sealing the estate 
  off from the rest of the city. 
   
  Development: Once they have investigated the House, 
  PCs are able to continue to their next destination.  
   
  4A:1 THE HONORABLE 
  CHAMBER (CORE) 
  Run this encounter INSTEAD OF Encounter 4A:2 The 
  Honorable Chamber (Optional) if players have NOT 
  opted to take advantage of the optional encounters 
  available. If the party has decided to play the Optional 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 16 
  
  encounters, run Encounter 4A:2 The Honorable chamber 
  (Optional) instead. Otherwise, read, or paraphrase, the 
  following: 
   
  This may have once been the location of the 
  Honorable Chamber, but now it more closely 
  resembles an ill kept abattoir. Even the piles of 
  bodies that litter the area, scorched and torn outfits 
  mixed in with mangled and blasted flesh, are 
  haphazard and treated with less respect than trash 
  at the end of a long day. 
   
  These bodies, quite possibly the remains of the 
  men responsible for the day to day management of 
  the Duchy of Urnst, are tossed aside like relics of an 
  age not remembered. 
   
  There is no life here. Most of the buildings and 
  extensions of buildings are leveled into blackened 
  piles of shattered brick and ashes, though the main 
  meeting hall not only stands intact, but almost begs 
  for you to enter with its gleaming scarlet marble 
  amid the piles of broken bodies.  
   
  The honorable chamber is empty. The bodies outside are 
  hundreds of Honorable Chamber members, their aids, 
  loved ones, and families that were visiting for this 
  momentous occasion. Not only are they all dead, but 
  what little remains of them is butchered and minced into 
  almost indefinable pieces. 
   
  It is nigh impossible to identify specific family or 
  noble house members in this pile of slippery, obscure 
  meat. 
   
  The meeting hall is currently empty and void of 
  presence, except for maybe the plaintive calls of the 
  innocent dead calling out for mercy, vengeance, and 
  quite possibly forgiveness. 
   
  Development: Once they have investigated the 
  Honorable Chamber, PCs are able to continue to their 
  next destination. Run this encounter instead of 
  Encounter 4A:2, below. 
   
  4A:2 THE HONORABLE 
  CHAMBER (OPTIONAL) 
  Run this encounter instead of Encounter 4A:1 The 
  Honorable Chamber (Core) if players have opted to take 
  advantage of the optional encounters available and paid 
  the TUs for them. Do not run it otherwise. 
   
  This may have once been the location of the 
  Honorable Chamber, but now it more closely 
  resembles an ill kept abattoir. Even the piles of 
  bodies that litter the area, scorched and torn outfits 
  mixed in with mangled and blasted flesh, are 
  haphazard and treated with less respect than trash 
  at the end of a long day. 
   
  These bodies, quite possibly the remains of the 
  men responsible for the day to day management of 
  the Duchy of Urnst, are tossed aside like relics of an 
  age not remembered. 
   
  There is no life here. Most of the buildings and 
  extensions of buildings are leveled into blackened 
  piles of shattered brick and ashes, though the main 
  meeting hall not only stands intact, but almost begs 
  for you to enter with its gleaming scarlet marble 
  amid the piles of broken bodies.  
   
  The honorable chamber is empty. The bodies outside are 
  hundreds of Honorable Chamber members, their aids, 
  loved ones, and families that were visiting for this 
  momentous occasion. Not only are they all dead, but 
  what little remains of them has been butchered and 
  minced into almost indefinable pieces. 
   
  It is nigh on impossible to identify specific family or 
  noble house members in this pile of slippery, obscure 
  meat. 
   
  The meeting hall has a large Scarlet Brotherhood 
  patrol standing guard. 
   
  The patrol demands that any non-Suel be stripped to 
  their loin cloths and turned over to their them for 
  ‘appropriate disposal’. The patrol will talk to Suel party 
  members but only if their demands about non-Suel have 
  been met. If at any time their demands are not met, they 
  attack with their demonic hounds and other vassals. 
   
  If spoken to, they know a number of things: 
   
  • 
  They owe their loyalty to the Lady Mayor and 
  nobody else. 
   
  • 
  They are here at the invite of the Lady Mayor. 
   
  • 
  Though they don’t believe the Scarlet Brotherhood 
  will take over the Duchy of Urnst completely, they 
  are looking forward to the capitol being a haven for 
  sympathizers and Suel purity. 
   
  • 
  They know that Seoman Verle and Jolen Lorinar are 
  the prime instigators of the events that are 
  transpiring. 
   
  • 
  They are Scarlet Brotherhood through and through 
  and have no doubts that the Suel will someday 
  reclaim their right as rulers over all of the inferior 
  races that run rampant at this time. 
   
  • 
  If any non-Suel party members do actually submit, 
  they 
  are 
  killed 
  immediately, 
  although 
  the 
  brotherhood’s intent is clear and PCs can try to 
  intervene to prevent this. The intended victim can 
  also attempt to avoid the killing blow – they aren’t 
  helpless at this point, just bound, lacking armor and 
  all their equipment. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 17 
  
  • 
  At APL 8, where there are only hell hounds here, 
  there is obviously much less interaction and it is 
  more of a straight up fight. A DC 20 Knowledge 
  Local (Core) will show that the collars and brands on 
  the hell hounds mark them as Scarlet Brotherhood 
  creatures. 
   
  • 
  Throughout 
  any 
  conversation 
  that 
  may 
  be 
  happening (APL 8+), the Scarlet Brotherhood monk 
  is feeding the hell hounds bits and pieces of flesh, 
  which a DC 30 Heal check or a DC 25 Knowledge 
  (Nature) shows to be humanoid. If asked, they say 
  these beasts have not proven themselves worthy of 
  Suel flesh, so they are just being fed the meat from 
  the lesser races at this point. 
   
  Note that at APLs 8 and 10 there is also a strongbox filled 
  with a large amount of gold as well. 
   
  APL 14 
  At APL 14, the Lady Mayor’s consort, Mozenrath, is here 
  as well, though he is not particularly interested in 
  conversing with the characters, even if he knows them. 
  He has found, in his experience that talking to the typical 
  adventurer is an exercise in futility. They persist in 
  limiting him with their primitive, short-sighted ethics 
  and morality and has abandoned what little patience he 
  had for sure behavior. Unless he has had negative 
  interactions with characters in the past, he will not 
  actively attack, but his loyalty is with the Lady Mayor and 
  her Scarlet Brotherhood allies. He will hold no mercy for 
  enemies of that cause and attack to his fullest capabilities. 
   
  Whenever Mozenrath casts a spell, either the effect 
  has the appearance of black sand or black sand is a visual 
  component of the casting itself. Feel free to emphasize 
  this detail as much or as little as you like. 
   
  APL 16 
  At APL 16 the Lady Mayor herself is here, along with her 
  consort and Scarlet Brotherhood companions. 
   
  The Lady Mayor is a former adventurer herself. 
  Though taken into the abyss during a failed adventure, 
  her loyalties lie with the Scarlet Brotherhood. Demonic 
  allies of Seoman Verle contacted her in the abyss and 
  suggested an alliance. Megaera agreed, on the condition 
  that she be made the Lady Mayor of Leukish and that the 
  Scarlet Brotherhood be allowed to control it under her 
  direction. Jolen and Seoman Verle agreed to this 
  stipulation in exchange for her help in taking over the 
  Duchy of Urnst. 
   
  Megaera is willing to talk the party, but under no 
  circumstances will she relinquish her hard fought 
  control of the city nor will she dismiss her Scarlet 
  Brotherhood allies. She will not reveal that hundreds of 
  Scarlet Brotherhood allies are on their way to help take 
  over Leukish, but she will verify that these meager forces 
  are only a portion of what the future holds. 
   
  Megaera is not much for banter or diplomacy. She 
  states her will and allows the party a chance to join her 
  side. She is not dumb and requires their total surrender, 
  including being stripped of their armor and weapons and 
  clothing, and being taken into custody. PCs who submit 
  will be knocked unconscious and be taken in for re-
  programming by the Scarlet Brotherhood mages. (They 
  may resist at this point, as they are not totally helpless – 
  but they *are* severely disadvantaged…) Surrender or 
  defeat means the end of the adventure for that character 
  as well as an unrecoverable death. They will be taken in, 
  their minds broken, and be made into slaves to the 
  Scarlet Brotherhood. They will not be dead, so cannot be 
  raised, resurrected, or any other life restoring spells. 
   
  It is most likely when the party hears Megaera’s 
  plans that a combat will occur, and the Lady Mayor is 
  quite happy for this to happen, showing no mercy even to 
  former friends and allies. This is her future and she will 
  make it what she has always wanted, with or without her 
  former friends. 
   
  APL 8 (EL 11) 
   
  �Scarlet Brotherhood Monk: War 2 Ftr 2 Mon 5; 
  Appendix 1. 
   
  �Scarlet Brotherhood Sorcerer: Sor 10; Appendix 
  1. 
   
  �Advanced Hell Hound: Appendix 4.  
   
  APL 10 (EL 13) 
   
  �Scarlet Brotherhood Sorcerer: Sor 10; Appendix 
  2. 
   
  �Scarlet Brotherhood Monk: War 2 Ftr 2 Mon 5; 
  Appendix 2. 
   
  �Half-Red Dragon Minotaur (2): Appendix 2. 
   
  �Greathorn Minotaur (2): Appendix 2. 
   
  �Palrethee: Appendix 2. 
   
  �Advanced Hell Hound: Appendix 2.  
   
  APL 12 (EL 15) 
   
  �Advanced Malebranche: Appendix 3. 
   
  �Scarlet Brotherhood Sorcerer: Sor 10; Appendix 
  3. 
   
  �Scarlet Brotherhood Monk: War 2 Ftr 2 Mon 5; 
  Appendix 3. 
   
  �Half-Red Dragon Minotaur (2): Appendix 3. 
   
  �Greathorn Minotaur (2): Appendix 3. 
   
  �Palrethee: Appendix 3. 
   
  �Advanced Hell Hound: Appendix 3. 
   
  APL 14 (EL 17) 
   
  �Mozenrath, Consort to the Mayor of Leukish: 
  Sor 16; Appendix 4. 
   
  �Advanced Malebranche: Appendix 4. 
   
  �Scarlet Brotherhood Sorcerer: Sor 10; Appendix 
  4. 
   
  �Scarlet Brotherhood Monk: War 2 Ftr 2 Mon 5; 
  Appendix 4. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 18 
  
   
  �Half-Red Dragon Minotaur (2): Appendix 4 
   
  �Greathorn Minotaur (2): Appendix 4 
   
  �Palrethee: Appendix 4. 
   
  �Advanced Hell Hound: Appendix 4.  
   
  APL 16 (EL 19) 
   
  �Megaera Gizreldria, Acting Lady Mayor of 
  Leukish: Sor19; Appendix 5. 
   
  �Mozenrath, Consort to the Mayor of Leukish: 
  Sor 16; Appendix 5. 
   
  �Advanced Malebranche: Appendix 5. 
   
  �Scarlet Brotherhood Sorcerer: Sor 10; Appendix 
  5. 
   
  �Scarlet Brotherhood Monk: War 2 Ftr 2 Mon 5; 
  Appendix 5. 
   
  �Half-Red Dragon Minotaur (2): Appendix 5. 
   
  �Greathorn Minotaur (2): Appendix 5. 
   
  �Palrethee: Appendix 5. 
   
  �Advanced Hell Hound: Appendix 5. 
   
  Treasure: See the Treasure section for what the PCs can 
  gain here. 
   
  Development: Once the Lady Mayor and/or her allies 
  have been defeated, PCs are free to continue their 
  exploration of the city. 
   
  5: THE TEMPLE DISTRICT 
  The Temple District has temples for every Suel god, some 
  of which are smaller or bigger than others. Any temples 
  to Suel gods not described below have been left intact 
  and not destroyed, but are currently vacant. 
   
  5A:1 TEMPLE OF LENDOR 
  (CORE) 
  From forty feet away, the party can see the entrance to 
  the church of Lendor. 
   
  The former gleaming spires of the church of the 
  patriarch, the bastion of patience, the land of 
  waiting, stand more or less intact, save for the doors 
  on the front torn off of it.  
   
  Tell-tale blood splatters can be seen on the 
  doors lying on the ground and blue marble steps 
  leading into the temple proper.  
   
  Sitting on those steps is a small humanoid clad 
  in dented and bloodied full plate. Its head is 
  currently in its hands, and it looks up, draconic eyes 
  squinting in the shadows, peering into your general 
  direction. 
   
  “Who is there?” 
   
  No fear is in its voice as it grabs the great sword 
  lying on the steps behind it. 
   
  “I am never too tired to vanquish evil of your 
  sort. Reveal yourself and be sent back to the swollen 
  abyss that spawned you.” 
   
  This is a kobold cleric of Lendor. Some characters may 
  recognize her from URD 3-03, Spring Cleaning. She has 
  taken on the name Loalee Arys, taking on the family 
  name of the clerk who adopted her. If she was killed by 
  characters who played URD3-03, then she has been raised 
  since. 
   
  She knows the following information: 
   
  • 
  She has been a worshipper of Lendor for over five 
  years, and has lived in the temple here in Leukish for 
  most of that. 
   
  • 
  She was in the courtyard, meditating when the wall 
  came up. After considering for a few moments what 
  to do, she entered the temple, only to find most of 
  the clergy and parishioners all ready dead, 
  slaughtered by strange undead creatures.  
   
  • 
  With the help of a few of the paladins and clerics, 
  they eventually killed the undead. 
   
  • 
  From the few people she has talked to that she didn’t 
  think would attack her on sight, she has found out 
  that whatever dark ritual was done involved Seoman 
  Verle and apparently he died in the process of doing 
  it. 
   
  • 
  Apparently there are concentrations of evil in the 
  cemetery, at the docks and at the palindrome. 
   
  • 
  There are rumors that Ellis Lorinar is holed up on 
  the Lorinar estates, but no word has been heard of 
  Duke Karll or Jolen Lorinar, who were known to be 
  in the citadel. 
   
  • 
  The City Park has been a beacon of light and 
  refugees have been headed there. Whether or not 
  this is accurate is not known to her. 
   
  • 
  She will not abandon the temple, continuing to 
  defend it to the best of her meager abilities. 
   
  Development: After conversing with the cleric, PCs are 
  able to continue to their next destination. Do not run 
  Encounter 5A:2 Temple of Lendor (Additional) 
   
  5A:2 TEMPLE OF LENDOR 
  (ADDITIONAL) 
  From forty feet away, the party can see the entrance to 
  the church of Lendor. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 19 
  
  The former gleaming spires of the church of the 
  patriarch, the bastion of patience, the land of 
  waiting, stand more or less intact, save for the doors 
  on the front torn off of it.  
   
  Tell-tale blood splatters can be seen on the 
  doors lying on the ground and blue marble steps 
  leading into the temple proper.  
   
  Sitting on those steps is a small humanoid clad 
  in dented and bloodied full plate. Its head is 
  currently in its hands, and it looks up, draconic eyes 
  squinting in the shadows, peering into your general 
  direction. 
   
  “Who is there?” 
   
  No fear is in its voice as it grabs the great sword 
  lying on the steps behind it. 
   
  “Identify yourself as friend or foe of the great 
  patriarch, for I have much still to do, with or 
  without your help.” 
   
  This is a kobold cleric of Lendor. Some characters may 
  recognize her from URD 3-03, Spring Cleaning. She has 
  taken on the name Loalee Arys, taking on the family 
  name of the clerk who adopted her. If she was killed by 
  characters who played URD3-03, then she has been raised 
  since. 
   
  She is currently resting, waiting to go back into the 
  temple to clear the undead that remain. If the party is 
  willing to help, she will gladly accept their assistance in 
  killing the Bonedrinkers there. 
   
  She knows the following information: 
   
  • 
  She has been a worshipper of Lendor for over five 
  years, and has lived in the temple here in Leukish for 
  most of that. 
   
  • 
  She was in the courtyard, meditating when the wall 
  came up. After considering for a few moments what 
  to do, she entered the temple, only to find most of 
  the clergy and parishioners all ready dead, 
  slaughtered by strange undead creatures.  
   
  • 
  With the help of a few of the paladins and clerics, 
  they fought the undead and were driven away. She is 
  currently resting before going back in. 
   
  • 
  From the few people she has talked to that she didn’t 
  think would attack her on sight, she has found out 
  that whatever dark ritual was done involved Seoman 
  Verle and apparently he died in the process of doing 
  it. 
   
  • 
  Apparently there are concentrations of evil in the 
  cemetery, at the docks and at the palindrome. 
   
  • 
  There are rumors that Ellis Lorinar is holed up on 
  the Lorinar estates, but no word has been heard of 
  Duke Karll or Jolen Lorinar, who were known to be 
  in the citadel. 
   
  • 
  The City Park has been a beacon of light and 
  refugees have been headed there. Whether or not 
  this is accurate is not known to her. 
   
  • 
  She will not abandon the temple, continuing to 
  defend it to the best of her meager abilities. 
   
  Worshippers of Lendor are under the influence of a 
  protection from chaos spell while in the temple. 
   
  APL 8 (EL 6) 
   
  �Bonedrinker, Lesser (2): Appendix 1.  
   
  APL 10 (EL 8) 
   
  �Bonedrinker: Appendix 2. 
   
  �Bonedrinker, Lesser (2): Appendix 2.  
   
  APLs 12-16 (EL 10) 
   
  �Bonedrinker (2): Appendix 3-6. 
   
  �Bonedrinker, Lesser (4): Appendix 3-6.  
   
  Development: After conversing with the cleric, and 
  helping her clear the temple, PCs are able to continue to 
  their next destination. Do NOT run Encounter 5A:1 
  Temple of Lendor (Core). 
   
  5B:1 TEMPLE OF KORD 
  (CORE) 
  The great bastion of strength that is the Temple of 
  Kord is largely intact, but far from unscathed. There 
  are many sections of wall that are crumbled if not 
  outright destroyed and blood and bodies litter the 
  ground. No burly guards or worshippers can be seen 
  and the temple is void of the usual sounds of labor, 
  wrestling and exercise that usually inundate it. 
   
  Everyone who was located in the Temple of Kord has 
  been routed or killed and the temple has been 
  abandoned. There is nobody here. 
   
  Any devout worshippers of Kord are under the 
  influence of an aid and bull’s strength spell while on the 
  temple grounds. 
   
  Development: After investigating the temple grounds, 
  the PCs may continue to their next destination. Do not 
  run Temple of Kord (Additional). 
   
  5B:2 TEMPLE OF KORD 
  (ADDITIONAL) 
  The great bastion of strength that is the Temple of 
  Kord is largely intact, but far from unscathed. There 
  are many sections of wall that are crumbled if not 
  outright destroyed and blood and bodies litter the 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 20 
  
  ground. No burly guards or worshippers can be seen 
  and the temple is void of the usual sounds of labor, 
  wrestling and exercise that usually inundate it. 
   
  There is a bestial grunting that seeps through 
  the front temple door from the inside.  
   
  Everyone who was located in the Temple of Kord has 
  been routed or killed and the temple has been largely 
  abandoned. Inside, a high priest of Kord, Phal Lorinar, 
  has been weakened to 1 Strength and has been tied up 
  and captured by worshippers of Baphomet. The 
  worshippers immediately attack any who are not 
  accompanied by demons or Scarlet Brotherhood. 
   
  Any devout worshippers of Kord are under the 
  influence of an aid and bull’s strength spell while on the 
  temple grounds. 
   
   
  Creatures: 
  APL 8 (EL 6) 
   
  �Minotaurs (2): Appendix 1.  
   
  APL 10 (EL 8) 
   
  �Aspect of Baphomet: Appendix 2. 
   
  �Minotaurs (2): Appendix 2.  
   
  APL 12-16 (EL 10) 
   
  �Aspect of Baphomet: Appendix 3-6. 
   
  �Greathorn Minotaur: Appendix 3-6.  
   
  �Minotaurs (3): Appendix 3-6.  
   
  Development: After the Baphomet worshippers are 
  defeated, Phal can be released and talked to, before PCs 
  go on their way. He knows the following information: 
   
  • 
  The temple was attacked by a horde of demons, 
  many more than were left here, and most of the 
  worshippers were mercilessly slaughtered. 
  • 
  He has overhead much talk form the demons, and 
  even understood some of it. It appears that the entire 
  plan was formulated and executed by Seoman Verle 
  and Jolen Lorinar in some attempt to take over the 
  Duchy and deny Duke Karll the right to rule it again. 
   
  • 
  The whole coup attempt is stupid and doomed to 
  fail. Kord will give the Suel people strength to 
  overcome these usurpers. 
   
  • 
  If he strips down, he can walk, and will gladly do so 
  to a place of safety. He is currently out of spells as he 
  cast them all during the battle for the temple. 
   
  Do not run Encounter 5B:1 Temple of Kord (Core). 
   
   
  5C:1 TEMPLE OF PHAULKON 
  (CORE) 
  Though it was never much more than a glorified 
  shrine, the temple of Phaulkon has had what little 
  there was of it completely destroyed. Feathers litter 
  the ground and the nesting boxes for the birds have 
  been destroyed. The archery targets have been 
  broken and the stone shelter where travelling 
  priests and worshippers once slept has been 
  sundered and scattered as well, leaving only broken 
  remnants littering the ground. 
   
  There is nothing of interest remaining here. The temple 
  of Phaulkon, largely vacant anyway, has had the few 
  attendants there killed. 
   
  Development: Once they have explored the temple and 
  grounds, PCs are free to move on to their next 
  destination. Do not run Encounter 5C:2 Encounter 
  Temple of Phaulkon (Additional). 
   
  5C:2 TEMPLE OF PHAULKON 
  (ADDITIONAL) 
  Though it was never much more than a glorified 
  shrine, the temple of Phaulkon has had what little 
  there was of it completely destroyed. Feathers litter 
  the ground and the nesting boxes for the birds have 
  been destroyed. The archery targets have been 
  broken and the stone shelter where travelling 
  priests and worshippers once slept has been 
  sundered and scattered as well, leaving only broken 
  remnants littering the ground. 
   
  Perched atop the ruins of the shrine are birdlike 
  creature(s). They glare at you menacingly with 
  glowing red eyes that seem to wonder nothing more 
  than how you will taste as you slowly die under their 
  attention. 
   
  Creatures: 
  APL 8 (EL 6) 
   
  �Half-Fiend Juvenile Arrowhawk (1): Appendix 
  1.  
   
  APL 10 (EL 8) 
   
  �Aspect of Pazuzu: Appendix 2.  
   
  APL 12-16 (EL 10) 
   
  �Aspect of Pazuzu: Appendix 3-6. 
   
  �Advanced Half-Fiend Juvenile Arrowhawk (2): 
  Appendix 3-6.  
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 21 
  
  There is nothing else of interest remaining here. The 
  temple of Phaulkon, largely vacant anyway, has had the 
  few attendants here killed. 
   
  Development: Once they have defeated the demons 
  here, and explored the temple and grounds, PCs are free 
  to move on to their next destination. Do not run 
  Encounter 5C1: Temple of Phaulkon (Core). 
   
  5D:1 TEMPLE OF LYDIA 
  (CORE) 
  What once was a bastion of literature, culture and 
  knowledge now barely remains. Its walls have been 
  corroded 
  and 
  vestiges 
  of 
  books, 
  musical 
  instruments and art are scattered about like trash 
  instead of the cultural expressions they were 
  intended to be. 
   
  If the party wishes to explore the temple, they can find 
  occasional pieces of sheet music, books and art that can 
  be saved, but the vast majority has been destroyed by 
  some kind of corrosive effect. A DC 20 Knowledge 
  (dungeoneering) check will reveal that oozes seem to 
  have been the cause, and a DC 23 Knowledge (the planes) 
  will identify that an Aspect of Jubilex was probably 
  involved as well, though it and its oozy companions have 
  departed. 
   
  Development: Once they have explored the temple and 
  grounds, PCs are free to move on to their next 
  destination. Do not run Encounter 5D:2 Temple of Lydia 
  (Core). 
   
  5D:2 TEMPLE OF LYDIA 
  (ADDITIONAL) 
  What once was a bastion of literature, culture and 
  knowledge now barely remains. Its walls have been 
  corroded 
  and 
  vestiges 
  of 
  books, 
  musical 
  instruments and art are scattered about like trash 
  instead of the cultural expressions they were 
  intended to be. 
   
  The temple has been thoroughly desecrated by oozes, and 
  (at APLs8+) an Aspect of Jubilex. Any devout worshippers 
  of Lydia gain a +2 divine bonus to any Perform checks 
  while in the temple and are considered to be under the 
  effects of a prayer spell as well. 
   
  As players wander through the temple, read them 
  the following: 
   
   Everything of value here has been tainted or 
  outright destroyed. Occasionally among the ruins 
  you find small pieces that can be salvaged. You also 
  find evidence of what was at work here as residual 
  acid and slime trails litter everything. 
   
   
  At least one encounter should take place in the 
  conservatory (see the map for that location), but feel free 
  to have the oozes just be eating and digesting items and 
  bodies as they go. The players can deal with the oozes as 
  they go. Though they will not restore the temple, they 
  will stop the destruction and make future restorations 
  more simple. 
   
  In the conservatory (the room at the back of the 
  map), they should fight at least one ooze and at APL 8+ 
  the Aspect of Jubilex will definitely be there. There is also 
  a cleric of Lydia who has used a bead of force on herself. 
  She has no way of getting out of the bead’s effect, but it 
  only has a minute left before it is done, so that should not 
  be an issue. 
   
  Creatures: 
  APL 8 (EL 6) 
   
  �Gray Ooze (2): Appendix 1.  
   
  APL 10 (EL 8) 
   
  �Gray Ooze (2): Appendix 2.  
   
  �Aspect of Jubilex: Appendix 2.  
   
  APL 12-16 (EL 10) 
   
  �Aspect of Jubilex: Appendix 3-6. 
   
  �Gray Ooze (2): Appendix 3-6.  
   
  �Advanced Lava Ooze: Appendix 3-6.  
   
  Development: Once they have defeated the demons 
  here, PCs may wish to speak to the surviving cleric of 
  Lydia. 
   
  She is Viria Meissel, a 17 year-old daughter of a 
  merchant who was studying at the conservatory here. She 
  doesn’t really know what is going on, just that the oozes 
  appeared out of nowhere and began destroying everyone 
  and everything. She is grateful for the party’s help and 
  will ask if there’s a safe place she can go. She is quite 
  confused and frightened, but also very nice and tries to 
  be optimistic. She is a bard, though not of very high level, 
  and will gladly cast a few cure spells (she can cast 3 cure 
  light wounds and 1 cure moderate wounds) to help the party 
  out, but she is not an adventurer and really just wants to 
  get somewhere safe. 
   
  She wouldn’t mind being escorted to either the 
  House Meissel estate or somewhere the party knows is 
  safe. 
   
  Once they have conversed with, and possibly helped 
  Viria, the party is free to move on to the next destination. 
   
  Do not run Encounter 5D:1 Temple of Lydia (Core). 
   
  6: THE CEMETARY / CHURCH 
  OF WEE JAS (CORE) 
  The great cemetery of Leukish is the final resting 
  place of Suel both recent and past, noble and 
  notorious, 
  scrupulous 
  and 
  scandalous. 
  The 
  memories of them have been preserved by family 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 22 
  
  members for generations and the cemetery, and its 
  protector the Ruby Goddess, have stood as an icon of 
  Suel tradition and values. 
   
  No more. For as far as you can see gravestones 
  are overturned and dug up, skeletons and zombies 
  mill about aimlessly above the graves that once 
  interred them. Monuments are shattered and all 
  manner of desecration can be readily seen. 
   
  From deep within the cemetery you hear deep 
  moaning and movement. Large movement. It comes 
  from the direction of the Temple of Wee Jas, home 
  of the Guardians of the Ruby Flames and the 
  Keepers of the Sacred Fires. 
   
   
  The party may advance towards the temple or take 
  some time to cast spells and prepare. The undead 
  lumbering about take no notice of them and, though they 
  are not directly controlled, are also not mindless brain-
  eating machines. 
   
  Eventually, the party will come to a clearing around 
  the main temple. Read them the following description: 
   
  What once stood as the proud structure of the Stern 
  Lady now has been reduced to rubble. Graves have 
  been dug up and desecrated as well, and a large 
  group of undead surround a human lounging at the 
  base of the rubble mound. 
   
  At his feet are two corpses and a crushed 
  phylactery of some kind. One of the corpses appears 
  to be ancient and skeletal while the other is in her 
  prime, a mature and probably once beautiful Suel 
  woman. Both bear the crest of a Griffon on a yellow 
  and black background. Both have also been 
  mercilessly smashed to pieces. 
   
  The man turns towards you and speaks in a 
  loud, robust voice: “Come to pay tribute to the Lord 
  of the True Death, which is life, and not-life! Come 
  forward and learn the lessons that these lesser did 
  not, bow to the will of Orcus and all the glory of 
  immortality he represents!” 
   
  At APL 10+, add the following: 
   
   
  Another creature accompanies the Suel man. Its 
  ram-like head and large bat wings cast shadows on 
  its extended belly, coated with blood and other 
  substances best left unidentified. In its left hand is a 
  scepter topped with a skull, black ooze dripping 
  from it constantly. 
   
   
  The human is Immeran Verle, a long-exiled family 
  member of House Verle and long-time worshipper of 
  Orcus. He was hunted down by Seoman Verle to join his 
  plot and only recently arrived back from the Pomarj. 
   
  He is quite happy with his current position and the 
  destruction of the icon of law that is the church of Wee 
  Jas. He is also quite shocked that he was able to so easily 
  destroy the lich and lady that he discovered fighting in 
  the graveyard when he arrived. At the last minute they 
  chose to combine forces against him, but it was too late 
  and the demonic hordes overwhelmed them. 
   
  If talked to, he reveals the following: 
   
  • 
  Orcus is the best god because he grants immortality 
  while destroying mortality. 
  • 
  He does not know who the woman and the lich 
  were, but they are more fun dead than alive. The fact 
  that one is such an obvious worshipper of Wee Jas 
  makes it even nicer to see them dead. It’s a shame 
  about the lich, but obviously she wasn’t the smart 
  kind of lich. The kind that worships Orcus. 
  • 
  Seoman Verle is the greatest person, ever. Not only 
  has he made it possible to destroy the temple of 
  WeeJas, but he has brought chaos and death to the 
  Duchy, which was what it always needed. It’s 
  unfortunate that Demogorgon and Dagon were 
  included in the plot, as Orcus is just cool enough to 
  do it fine on his own. Nobody will ever be able to 
  destroy the aspect of Orcus, let alone those other two 
  Aspects of Chumps. 
   
  Even if the party does not ask nicely, he is more than 
  happy to kill them and turn them into undead minions. 
   
  On the map, there are a number of buried 
  commoner zombies marked. They are all under the effect 
  of an unloving weapon spell, and will blow up if destroyed 
  by any means. The amount of damage this explosion 
  deals is based on the APL: 
   
  APL 8 
   
  5d6 
  APL 10  
  6d6 
  APL 12  
  7d6 
  APL 14  
  8d6 
  APL 16  
  9d6 
   
  The zombies attack the party, and if the party refuses to 
  respond, the zombies attack each other while adjacent to 
  party members in an attempt to blow each other up. 
   
  The other undead ttack as they see fit, with Immeran 
  gleefully adding to the destruction. 
   
  APL 8 (EL 11) 
   
  �Cleric of Orcus: Cle 11; Appendix 1. 
   
  �Bloodhulk Crusher: Appendix 1. 
   
  �Boneclaw: Appendix 1.  
   
  �Zombie Bombs (6): Appendix 1.  
   
  APL 10 (EL 13) 
   
  �Cleric of Orcus: Cle 13; Appendix 2. 
   
  �Bloodhulk Crusher (2) CR 8: Appendix 2. 
   
  �Boneclaw (2): Appendix 2.  
   
  �Zombie Bombs (6): Appendix 2.  
   
  APL 12 (EL 15) 
   
  �Cleric of Orcus: Cle 15; Appendix 3. 
   
  �Greater Shadow (2): Appendix 3. 
   
  �Bloodhulk Crusher (2): Appendix 3. 
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  �Boneclaw CR 5 (2): Appendix 3.  
   
  �Zombie Bombs (6): Appendix 3.  
   
  APL 14 (EL 17) 
   
  �Cleric of Orcus: Cle 17; Appendix 4. 
   
  �Advanced Bone Naga: Appendix 4. 
   
  �Greater Shadow (2): Appendix 4. 
   
  �Bloodhulk Crusher (2): Appendix 4. 
   
  �Boneclaw CR 5 (2): Appendix 4.  
   
  �Zombie Bombs (6): Appendix 4.  
   
  APL 16 (EL 19) 
   
  �Cleric of Orcus: Cle 19; Appendix 5. 
   
  �Advanced Bone Naga(3): Appendix 5. 
   
  �Greater Shadow (2): Appendix 5. 
   
  �Bloodhulk Crusher (2): Appendix 5. 
   
  �Undead Boneclaw (2): Appendix 5.  
   
  �Zombie Bombs (6): Appendix 5.  
   
  �Treasure: See the treasure tables for the loot gained 
  here. 
   
  Development: This is one of the three encounters that 
  need to be overcome in order to drop the wall. If this is 
  the last one, proceed to the conclusion and read the 
  applicable text. If it isn’t, then PCs are free to proceed to 
  their next destination if they have defeated the enemies 
  described above. 
   
  7: THE CITY PARK (CORE) 
  In stark contrast to the rest of the city, the Leukish 
  City Park stands out. Not only has it completely 
  escaped the destruction of the rest of the city, but it 
  appears to be awash in a gentle golden light that 
  saturates the entire park, all the way up to the edge 
  of the negative energy wall lining the city. 
   
  The cascade of light can be entered by anyone that is not 
  of evil alignment. Evil characters and creatures cannot 
  enter in any capacity. For characters who have had their 
  alignment shifted, they may have to confront the rest of 
  the party with their attitude adjustment. Feel free to role-
  play this out thoroughly, but remind players that coming 
  to blows is both not allowed and could very well lead 
  their characters to become corrupted as well. 
   
  Inside the park there are a number of features, 
  including the circle of priests who are maintaining the 
  barrier, survivors and stragglers, and the park itself. 
   
  7A: THE CIRCLE OF POWER 
  In the center of the park, the party can see what is 
  hedging out the forces of evil: 
   
  In a circle around a naked Suel human who has his 
  head shaved and appears to be ancient, sit a number 
  of equally naked and equally bald Suel humans. 
  They all sit quietly, facing the man in the middle of 
  them. At the middle of his forehead you sense power 
  being released and bathing the area in the golden 
  white light that seems to be keeping the evils at bay. 
  None of them make any motion or sound. Near all 
  on the perimeter sits a pile of hair, from both men 
  and women alike. 
   
  A quick perusal determines that most of the major Suel 
  gods are represented (WeeJas, Lendor (in the middle), 
  Kord, Lydia, Norebo, Osprem, Phaulkon, Phyton, Dalt) as 
  well as some of the lesser known and more malevolent 
  gods like Beltar, Llerg, Bralm, Pyremius and Syrul. All of 
  them are freely giving their divine energies to keep the 
  field up. 
   
  No amount of talking interrupts the clerics, and all 
  the participants are currently immune to physical and 
  magical attacks. 
   
  Now that the ritual has started, none can leave and 
  none may stay. 
   
  There is an attendant here from the church of 
  Lendor, Firal Kaste, who is willing answer any questions 
  that the party may ask to the best of his ability. 
   
  • 
  These are all priests of Suel gods, joined together to 
  try to stop the treachery of Seoman Verle and Jolen 
  Lorinar. 
  • 
  The ritual was started shortly after the wall came up. 
  It will last for as long as their combined will can hold 
  it up, but at the end, they will all die, absorbed into 
  the energy they have brought up to save the people. 
  • 
  There is no way to bypass their death. 
  • 
  They are doing it because they love being Suel, even 
  if treachery and hatred tries to destroy them and 
  their city. 
  • 
  The best way to help is to destroy the wall that 
  prevents help from arriving and, more importantly, 
  to destroy those who brought this death and 
  destruction upon them (Jolen Lorinar and Seoman 
  Verle, now split into the three aspects at the docks, 
  cemetery and pallendrome). 
  • 
  Patience and tolerance will win out over treachery 
  and ambition any day. 
  • 
  He does not know the nature of the ritual, nor how 
  they knew how to do it, but he is grateful they have 
  come together to save the people of Leukish, at least 
  those that remain.  
   
  7B: REFUGEES AND SURVIVORS 
  There are many people here. Feel free to create random 
  NPCs and have them share rumors from the Rumor 
  Appendix. None are willing to leave the safety of the park 
  (95% of them are commoners, nobles or experts), but if 
  asked around some healing can be found, including: 
   
  • 
  Cure light wounds (3) 
  • 
  Restoration, lesser (2) 
  URD 8-05 Blood Runs Thicker than Water 
   
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  • 
  Cure moderate wounds (2) 
   
  Development: After the party has rested, possibly 
  healed and talked to people, they can again head out into 
  the city. 
   
  8A:1 THE CHURCH OF PELOR 
  (CORE) 
  Run this encounter if players are NOT taking advantage 
  of the Optional option in play. Run this encounter 
  INSTEAD OF Encounter 8A:2 The Church of Pelor 
  (Optional). 
   
  The simple building that served so many of the 
  citizens of Leukish that needed food, shelter, 
  healing and solace stands no more. In its place, a 
  blackened hulk of shadowed taint looms. It appears 
  to be vacant, though the bodies of those that fled can 
  be seen easily enough. 
   
  Two of the bodies may be of interest to the party. They 
  are of Aldor and Uthor Meissel, long time rivals and 
  competitors, but both members of House Meissel. When 
  the attack came, Aldor Meissel immediately thought that 
  the church of Pelor would be attacked, and came directly 
  here (leaving his mercenaries to protect the estate with 
  specific instructions to let nobody in under any 
  circumstances) to protect his rival but fellow house 
  member. He found Uthor unconscious, and in the 
  process of trying to drag him out, was slaughtered by 
  undead, as was Uthor. A track check gives more details, 
  but the fact that Aldor was carrying someone (Uthor 
  from the look of the tracks) requires having the Track 
  feat to discern. 
   
  Development: Once PCs have investigated this area, 
  they are free to continue to their next destination. Do not 
  run Encounter 8A:2 The Church of Pelor (Core). 
   
  8A:2 THE CHURCH OF PELOR 
  (OPTIONAL) 
  Run this encounter ONLY IF players have decided to 
  take advantage of the Optional choice of play. If they 
  have not, run Encounter 8A:1 The Church of Pelor (Core) 
  instead. 
   
  The simple building that served so many of the 
  citizens of Leukish that needed food, shelter, 
  healing and solace stands no more. In its place, a 
  blackened hulk of shadowed taint looms. At first it 
  appears to be vacant, though the body of those that 
  fled can be seen easily enough. 
   
  After a moment though sounds come from 
  inside the darkness that now envelops this former 
  sanctuary of light. They are muted and hard to 
  distinguish, but they at least confirm that 
  something is inside. 
   
  Two of the bodies may be of interest to the party. They 
  are of Aldor and Uthor Meissel, long time rivals and 
  competitors, but both members of House Meissel. When 
  the attack came, Aldor Meissel immediately thought that 
  the church of Pelor would be attacked, and came directly 
  here (leaving his mercenaries to protect the estate with 
  specific instructions to let nobody in under any 
  circumstances) to protect his rival but fellow house 
  member. He found Uthor unconscious, and in the 
  process of trying to drag him out was slaughtered by 
  undead, as was Aldor. A track check gives more details, 
  but the fact that Uthor was unconscious requires having 
  the Track feat to discern. 
   
  After the party enters, the main temple area is where 
  the encounter takes place. It is a large room that serves as 
  both temple and common room. 
   
   
  The temple of Pelor, once a grand haven for 
  those less fortunate, now lies under a thick coat of 
  darkness and shadow. Where dust once lived, now 
  coalesced darkness swirls, forming in the ceiling 
  and dripping like water into the ground where it 
  slowly soaks in. 
   
  At the far end of the temple crouches a horned 
  creature. It eyes you warily and says, “No, you cannot 
  have it back, it’s mine!” 
   
  That is what appears to be as close an attempt at 
  diplomacy as this creature can muster. 
   
  The shadows are hiding in the shadows of the room, as 
  are the shadesteel golems at higher APLs. There is no 
  surprise round, just have the players make spot checks to 
  see the hiding creatures. Adjust the box text for APLs 
  where there are multiple Shadow Mages, but add the 
  following: 
   
  The creatures peer at each other jealousy, as if each 
  realizes, for the first time, that they are not alone. 
   
  Each creature fights to the best of its abilities. The 
  shadesteel golems using their negative energy pulse to 
  injure players while healing the shadows. The tieflings 
  are quite insane and more than happy to banter and 
  mutter gibberish to themselves during battle. Feel free to 
  have their verbal components be nursery rhymes, 
  alliteration or even garbled nonsense. They focus their 
  attacks on any obvious worshippers of Pelor, though not 
  in a suicidal way. 
   
  Creatures: 
  APL 8 (EL 10) 
   
  �Shadow Mage: Tiefling Wizard 9; Appendix 1.  
   
  �Shadows (4): Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Shadow Mage: Tiefling Wizard 9; Appendix 2.  
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  �Shadesteel Golem: Appendix 2. 
   
  �Shadows (4): Appendix 2.  
   
  APL 12 (EL 14) 
   
  �Shadow Mage: Tiefling Wizard 9; Appendix 3.  
   
  �Shadesteel Golem (2): Appendix 3.  
   
  �Greater Shadows (3): Appendix 3.  
   
  APL 14 (EL 16) 
   
  �Shadow Mage (4): Tiefling Wizard 9; Appendix 4.  
   
  �Shadesteel Golem (2): Appendix 4.  
   
  �Greater Shadows (6): Appendix 3.  
   
  APL 16 (EL 18) 
   
  �Shadow Mage (6): Tiefling Wizard 9; Appendix 4.  
   
  �Shadesteel Golem (2): Appendix 4.  
   
  �Greater Shadows (4): Appendix 3.  
   
  �Treasure: The PCs can gain no treasure here. 
   
  Development: Though the members of House Meissel 
  will appreciate the return of Aldor and Uthor to the 
  family estate, the guard posted there still refuses to let the 
  party enter. It is, however, an interesting aside that these 
  seemingly bitter enemies put all their differences aside 
  when confronted with an outside threat. 
   
  Once PCs have investigated this area, they are free to 
  continue to their next destination. Do not run Encounter 
  8A:1The Church of Pelor (Core).  
   
   
  9: THE CHURCH OF ST. 
  CUTHBERT (CORE) 
  The rustic building that serves as the Church of St. 
  Cuthbert of the cudgel stands as firmly as it ever did. 
  Standing amidst the signs of battle are four men. 
  They look like they’ve seen better days as they all are 
  battered and bruised, but they seem stalwart and 
  strong, hefting cudgels and eyeing you suspiciously. 
   
  “For your sake, I hope you’ve got a good reason 
  for coming closer. If you’re with those demonic 
  hordes, it would be in your best interests to turn 
  around right now. We’ve gotten pretty good at 
  kicking your tails back to the Abyss.” 
   
  The leader is Tarl Ilgreeves, an Oeridian paladin of St. 
  Cuthbert. His three companions are Karl, Trump and 
  Rowena, all half-suel. They are more than happy to let 
  Tarl do the talking as not only does he like to, but they’re 
  just too tired and beat up to be convincing. 
   
  They have been fighting demons for what seems like 
  days, though it’s only been hours. Tarl is a tough, working 
  class dock worker who also does some adventuring on 
  the side.  Working on the docks has given him a lot of 
  good cause to seek out evil and smite it. If the party 
  portrays themselves as friendly, he’ll give them the 
  benefit of the doubt, but keep his cudgel handy to brain 
  anybody who gets any funny ideas. He knows the 
  following: 
   
  • 
  When the wall came up, there was an initial surge of 
  demons that overwhelmed everyone, but most of the 
  demons that lived disappeared after an hour. 
   
  • 
  There is a rider carrying around a symbol that 
  weakens almost anyone who gazes on it. Tarl resisted 
  it, but he’s seen others not be so lucky and become 
  immediately weak. Hordes of demons wandered the 
  streets killing off paralyzed victims of the symbol. 
  He did his best to stop it, but he couldn’t abandon 
  the temple. 
   
  • 
  There are still some demons wandering, and some 
  militia for those bastards in House Verle that caused 
  all this. 
   
  • 
  The four of them are the last fighting men. Everyone 
  inside the temple is just good, hard-working 
  common-folk. 
   
  • 
  Yes, you can come in and rest, but you’d better make 
  it quick. There’s a lot of work for guys like you to do 
  to set things right. 
   
  • 
  He and his gang are dead-set on staying here to 
  defend the temple. It’s stood through better and it 
  will stand through worse. 
   
  Development: Once PCs have investigated this area, 
  they are free to continue to their next destination.  
   
  10: HOUSE SZABO ESTATE 
  (CORE) 
  Where once stood the fine estate of House Szabo 
  now is just a pile of ashes. In the still smoldering 
  remains of the manse can be easily seen multiple 
  bodies, the flesh burnt off of them and filling the 
  skies around you. Some of them you may have 
  breathed in yourself, coating your lungs. 
   
  If there are any survivors of this massacre, you 
  can’t imagine how they’d want to go on living. 
   
  House Szabo has been completely destroyed. If the ruins 
  are searched, only bodily remains can be found. All items 
  seem to have been stolen or destroyed in the fire. 
    
  Development: Once PCs have investigated this area, 
  they are free to continue to their next destination.  
   
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  11: HOUSE BURLONDIN 
  ESTATE (CORE) 
  The quaint villa, once home to so many gnomes with 
  their pranks and jokes and laughter, now lies a 
  hulking barren wasteland. The dreams of ambition 
  could not resist the onslaught of demonic hordes 
  and all seem to have perished. Scrawled on a board 
  propped in front of the gutted waste is a simple 
  message: 
   
  “All gnomes are monsters. Kill them all.” 
   
  There is nothing to be found in the remains of House 
  Burlondin. All has either been stolen or destroyed. 
   
  Development: Once PCs have investigated this area, 
  they are free to continue to their next destination.  
   
  12: THE PALLINDROME 
  (CORE) 
  Over a hundred feet away, you can easily see the 
  hulking structure that is the Pallindrome. Though it 
  has long been a gathering point for citizens to meet 
  and enjoy sport, there is no doubt that any future 
  uses will be blemished. 
   
  Lining the arched entrance are a number of 
  bodies, mostly centaurs. Calling them bodies may be 
  a misnomer as the more accurate verbiage would be 
  vestiges. Most of them have been disemboweled and 
  all of them have had their heads removed. Two 
  heads were saved however, and appear to be 
  carefully stitched together at the neck and mounted 
  at the peak of the arch. 
   
  Getting in to the Pallindrome may be a bit of an 
  event in and of itself, as the pile of centaur and 
  human bodies blocking the entrance rises half-way 
  up the twenty foot tall arch. A stagnant pool of blood 
  has all ready began to attract flies, and they greedily 
  buzz about the chunks of remains that litter the 
  ground here. 
   
  There are multiple entrances to the Pallindrome, but they 
  have all been sealed off with walls of stone. If the party 
  chooses to enter from a way other than the main 
  entrance, they still find their way to the central arena. 
  There are four entrances to the central arena and it 
  doesn’t really matter which one they come out of. The 
  central arena is huge, approximately 200-feet wide by 
  400-feet long, so this combat essentially takes place in a 
  large open field which is why no map was provided.  
   
  Read the following box text when they can see the 
  main arena, but be sure to adjust based on the APL and 
  creatures there: 
   
  The arena floor is littered with the remains of 
  humans that appear to have been torn to shreds. The 
  ground is soaked with their blood and there appears 
  to be a huge pile of bodies in the center of the 
  Pallindrome, forming a mound of obliterated flesh. 
   
  The Aspect of Demogorgon residing in the middle of the 
  mound has full cover from any perceptions save 
  tremorsense. It does not leave the sanctity of its mound 
  until the party approaches within sixty feet. 
   
  If tracks are looked for by someone with the Track 
  feat, it is easy enough to discern that the ground has been 
  churned thoroughly by something that burrows. 
   
  If the party flies higher than twenty feet, remember 
  that they attract attention. 
   
  When the party gets within sixty feet of the mound 
  (or flies over it), read the following: 
   
  Climbing up onto the mound of shattered flesh is a 
  large, scaly creature. It’s long, serpentine pair of 
  tentacles whip about it tensely, and it’s twin baboon 
  heads gaze at you fiercely. Glowing red eyes peer 
  across the Pallindrome at you hungrily. 
   
  When the ankhegs erupt, read the following: 
   
  Erupting from the ground before you is an insect-
  like creature that defies all imagination. Its body 
  seems to be a host for massive, slavering grouping of 
  pincer laced heads. Bile reeks from its mouth and 
  the chittering sound from its scales reverberates off 
  of the once-polished walls of the Pallindrome. 
   
   
  Creatures: 
  APL 8 (EL 11) 
   
  �Eight-Headed Ankheg: Appendix 1. 
   
  �Aspect of Demogorgon: Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Eight-Headed Ankheg (2): Appendix 2. 
   
  �Aspect of Demogorgon: Appendix 2. 
   
  APL 12 (EL 15) 
   
  �Eleven-Headed Ankheg: Appendix 3. 
   
  �Eight-Headed Ankheg: Appendix 3 
   
  �Aspect of Demogorgon: Appendix 3. 
   
  APL 14 (EL 17) 
   
  �Eleven-Headed Ankheg (2): Appendix 4. 
   
  �Aspect of Demogorgon: Appendix 4. 
   
  APL 16 (EL 19) 
   
  �Eleven-Headed Ankheg (2): Appendix 5. 
   
  �Seven-Headed Ankheg (2): Appendix 5. 
   
  �Aspect of Demogorgon: Appendix 5. 
   
  Tactics: The Aspect of Demogorgon prefers to stay back 
  and use its gaze attacks as much as possible without 
  resorting to melee combat. 
  URD 8-05 Blood Runs Thicker than Water 
   
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  The ankhegs are brutal creatures, wishing nothing 
  more than to destroy and consume as much life as 
  possible. They are nominally under the direction of the 
  Aspect of Demogorgon, and if their controller is killed 
  and they are either at ½ or less of their hit points or take 
  more than 100 hit points of damage in a round, they will 
  abandon the fight. As soon as that happens, the combat is 
  over. They always appear more than a double move 
  away from the party. 
   
  Development: If the Aspect of Demogorgon and the 
  ankhegs are all destroyed (or if the ankhegs leave the 
  fight but the Aspect of Demogorgon is defeated) and the 
  other two Aspects have all ready been defeated, go to the 
  conclusion and read the appropriate box text. Otherwise, 
  the party is free to explore the city more and be led to the 
  other aspects to lower the wall encompassing the city. 
  There are no clues here though. 
   
  13: THE DOCKS (CORE)  
  What was once a thriving cornucopia of activity now 
  lies very quiet. All of the boats that were on the 
  docks have been scuttled and though there are signs 
  of battle and death, no bodies can be found here. At 
  the end of each dock a small simple rowboat is tied 
  off, but intact. Otherwise, the harbor is empty. 
   
  The rowboats are bait to lure in unsuspecting prey to be 
  attacked by the Aspect of Dagon and its demonic cohorts. 
  Their tactics are simple: Whenever someone moves to 
  the end of the dock, they attack and eat them, repeating 
  as necessary. They only surrender to the depths of the 
  water if they cannot attack any longer or, in the case of 
  the hammerclaws, have successfully grappled someone 
  and are dragging them off while the coral golems and 
  Aspect of Dagon keep people busy. 
   
  Creatures: 
  APL 8 (EL 11) 
   
  �Aspect of Dagon: Appendix 1. 
   
  �Coral Golem: Appendix 1.  
   
  APL 10 (EL 13) 
   
  �Aspect of Dagon: Appendix 2. 
   
  �Coral Golem (3): Appendix 2.  
   
  APL 12 (EL 15) 
   
  �Aspect of Dagon: Appendix 3. 
   
  �Advanced Coral Golem (2: Appendix 3.  
   
  �Advanced Hammerclaw (2): Appendix 3. 
   
   
   
  APL 14 (EL 17) 
   
  �Aspect of Dagon: Appendix 4. 
   
  �Advanced Coral Golem (1): Appendix 4.  
   
  �Advanced Hammerclaw (2):  Appendix 4. 
   
  �Wastrilith: Appendix 4.  
   
   
  APL 16 (EL 19) 
   
  �Aspect of Dagon: Appendix 5. 
   
  �Advanced Coral Golem (2): Appendix 5.  
   
  �Advanced Hammerclaw (2):  Appendix 5. 
   
  �Wastrilith (2): Appendix 5. 
   
  Development: If the Aspect and its watery minions are 
  all destroyed and the other two Aspects have all ready 
  been defeated, go to the conclusion and read the 
  appropriate box text. Otherwise, the party is free to 
  explore the city more and be led to the other aspects to 
  lower the wall encompassing the city. There are no clues 
  here though. 
   
  14: HOUSE EINSTOFFEN 
  ESTATE (CORE) 
  Though only a merchant house, albeit a relatively 
  prominent one, their success in business has not 
  spared them from the bestial lust for destruction of 
  the demonic hordes that ran rampant. Like so many 
  others, House Einstoffen has been razed and its 
  members slaughtered. None remain to help rebuild 
  this ambitious house. 
   
  There is nothing to be found here except for ashes and 
  charred skeletons. Everything of value has been stolen or 
  destroyed. 
   
  Development: Once PCs have explored this area, they 
  are free to continue their investigation of the city. 
   
  15: CITY MARKET (CORE) 
  The city market has been largely abandoned. It is 
  very difficult to do business while combat runs 
  rampant around you and demons are killing you. 
  Most of the stalls have either been burnt to the 
  ground or torn asunder as have most of their 
  inhabitants. 
   
  Development: Once PCs have explored this area, they 
  are free to continue their investigation of the city. 
   
   
   
  CONCLUSION (CORE) 
  If at any time the characters have succeeded in 
  destroying the three demonic aspects and their 
  guardians, then the negative wall falls and eternal night 
  covers the Duchy of Urnst, emanating from the Citadel 
  of Iron in Leukish. When PCs have destroyed the last of 
  the three aspects, read the following box text: 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 28 
  
  The sprawling black globe surrounding the city 
  wavers and blinks in and out for a moment. 
  Underfoot the ground trembles and shakes and air 
  comes rushing at you from the ground, following by 
  a dull moan which rapidly increases in pitch to an 
  agonizing wail of enough intensity to cause the 
  teeth in your jaw to rattle. 
   
  The blackness shakes and wavers and with a 
  thunderous bellow explodes into shards of frozen 
  negative energy, showering outwards into the sky 
  and shooting out for as far as the eye can see. 
   
  A split second later, a dark glow comes from 
  within the citadel and the countless shards of the 
  wall seem to absorb it and amplify the darkness, 
  leaving all of Leukish, and everything for as far as 
  you can see, bathed in magical darkness.  
   
  The quick jolt of sunlight that could be seen for 
  just a moment has once again been eclipsed by what 
  can only be thought of as eternal night. The source 
  of its power is obviously from within the citadel 
  which, now that the wall has fallen, is accessible. 
   
  The pulse from the citadel seems almost weak 
  now, but as you watch it is solidifying and growing 
  stronger. It will not be long before it has reached 
  full strength and who knows when it will be stopped 
  then? 
   
  The party probably gathered enough information to 
  realize that Jolen Lorinar is a thrall of Dispater (or at least 
  an enemy of the Duchy and one of the masterminds 
  behind this destruction). If they have not, they may 
  continue to explore the city to get that information, or 
  feel free to have the relevant NPCs they did not meet 
  come to them and ask them to help. 
   
  They have the choice of entering the Citadel of Iron 
  or not continuing with the adventure at this point. If 
  they choose to go to the Citadel of Iron, proceed to 
  Round 2. If they choose not to stop Eternal Night from 
  keeping the Duchy in darkness, they may choose not to 
  continue. Give them experience points and gold pieces 
  for what they accomplished. The adventure is done for 
  them. 
   
  The party has a few hours before it becomes obvious 
  that if they do not act soon, they will never be able to act 
  at all. They may scrounge around for healing (some of the 
  encounters offer this) or asking questions.  
   
  If your party seems lost or reluctant to act against the 
  Citadel, feel free to have NPCs offer them boatloads of 
  money or play on their sympathies to save the Duchy. If 
  that doesn’t work, they can just sit this one out. In that 
  case, they gain both The Enemy of Everybody and the 
  Eternal Night entry on their AR. 
   
  Part 2: 
  The Citadel 
  of Iron 
   
   
  ADVENTURE SUMMARY 
  Encounter 1: The Shattered Tower (Core): A tower 
  just outside the citadel has been smashed and its 
  inhabitants slaughtered. 
  Encounter 2: The Entranceway (Core): The only 
  entrance into the citadel leads to a corridor which has a 
  trap on it. 
  Encounter 3: Nothing is ever as simple as it seems 
  (Core): A member of House Lorinar is here and left in 
  charge of activating the trap in Encounter 3. He is a bad, 
  bad person. 
  Encounter 4: The Courtyard (Core) This is where the 
  artifact powering the Eternal Night cloaking the Duchy 
  of Urnst is. It is immune to attacks and shows signs of 
  being created by the sacrifice of thousands of lives. 
  Encounter 5: Maybe sometimes they are. (Core): This 
  room is empty. 
  Encounter 6: Are you lulled into a false sense of 
  security yet? (Core): This room is also empty. 
  Encounter 7A: Good, you’ll be easier to manage this 
  way (Core): There is a false Jolen Lorinar here as well as a 
  number of traps. 
  Encounter 7B: Good, you’ll be easier to manage this 
  way (Optional): Devils arrive to make the PCs’ lives 
  more interesting. 
  Encounter 8: No really, it’s just a carrot on a stick, 
  trust me (Core): A shrine to Lendor is here and those 
  who pay homage may get a boon. Those who pay homage 
  properly can get a nicer boon. 
  Encounter 9: No, I don’t have any regrets. Should I? 
  (Core): The real Jolen Lorinar is here, as is an Aspect of 
  Dispater. The party must make some hard choices and 
  decide how to resolve this crisis. A number of options are 
  available depending on their temperament, assets 
  available and disposition.   
   
  PREPARATION FOR PLAY 
  This adventure has an optional extra time-unit option 
  which requires a number of time-units to be spent but 
  increases the number of adventuring possibilities 
  available to the players. This option should not be used in 
  a convention setting as there are many additional role-
  playing encounters in addition to the combat encounters 
  and there is no way even a small portion of the adventure 
  can be finished in two slots at a convention. It is highly 
  recommended that extra TU runnings of this mod be 
  given lots of time. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 29 
  
   
  There are three kinds of encounters in this module. 
  Core Encounters (labeled Core Encounter) occur for 
  everyone that plays the adventure. Optional Encounters 
  (labeled Optional Encounter) occur only for people who 
  pay extra time units.  
   
  Additional 
  Encounters 
  (labeled 
  Additional 
  Encounters) are there to add some flavor, role playing 
  opportunities and combats. They are played IN PLACE 
  OF the associated Core encounter. Any combats that are 
  included in additional encounters are at APL-2 and 
  garnish the PCs no additional experience or treasure at 
  the end of the adventure.  
   
  Additional encounters can serve a number of 
  purposes to the judge, including being a way to give 
  much needed information to the players, using up some 
  resources for parties that are having it a little too easy, or 
  bolstering a party that is having a tough time of it by 
  giving them a few victories after a tough fight. Feel free 
  to narrate these encounters or role-play them thoroughly 
  if you just want to add some information or flavor. Often 
  they allow a character to do something of personal 
  importance, like discovering the status of their noble 
  house members or church, and then seek revenge once 
  they find out who’s died.  
   
  Unless you have time restrictions, you should allow 
  players to reach these goals in Additional Encounters. 
   
  Additional encounters are ALTERNATIVES to the 
  Core encounter bearing the same Encounter number and 
  letter. 
   
  Do not run additional combat encounters with 
  an all-ready floundering or very beat-up party unless 
  it is to give them some morale or desperately needed 
  resources. These combats are here to add to the fun 
  of the adventure or give the players a bit more 
  challenge if they are having too easy a time of it. 
  They are not here to beat up an all ready over-
  challenged party. 
   
  There are also many things that need to be kept track 
  of during the adventure. The main ones are the adventure 
  structure, effects within the city of Leukish in Round 1, 
  and effects within the Citadel in Round 2. 
   
  This adventure has two rounds with very different 
  structures. Round 1 is very free-form and requires some 
  self-direction by players. There are also a large number of 
  encounters in Round 1 which may occur in a wide variety 
  of orders. It is essential that the judge prep 
  thoroughly before running this adventure.  
   
  As an open architecture adventure, Round 1 requires 
  that a number of transitions be created by the judge so 
  that all players can resolve Round 1 and actually move on 
  to Round 2. There are also random encounters that occur 
  while the players are investigating areas that don’t have 
  specific challenges. These are gone over thoroughly in 
  Encounter 2. 
   
  Characters may have the Jade Figurine from URD 8-
  04 A Storm on the Horizon. If they do, they may be in for a 
  nasty surprise. If they drop below -9 hit points they 
  immediately spawn as undead (as if they were destroyed 
  by an undead with the spawn ability). They will rise up as 
  a greater shadow in 1d4 rounds after dying. 
   
  During Round 2, while Eternal Night saturates the 
  Duchy of Urnst, the following conditions are in effect: 
   
  • 
  Darkness is the standard lighting condition. 
   
  • 
  All light spells shed light in ½ their normal radius 
  and are considered to be one level lower than they 
  really are (minimum level of 1). 
   
  • 
  All creatures from the plane of shadow or with the 
  shadow descriptor gain an Eternal Night bonus of +2 
  to their saves, move silently, hide and attack rolls. 
   
  • 
  All undead gain turn resistance +2 that stacks with 
  any other turn resistance. 
   
  • 
  Clerics with the sun domain may not cast their 
  domain spells, though they can memorize them in a 
  normal slot (if they are on the clerical spell list) and 
  cast it that way. 
   
  In addition, the entire citadel is under the following 
  effects: 
   
  • 
  Dimensional lock as the spell including blocking 
  any Conjuration (Summoning) spells. Remember 
  that this will keep any devils inside from 
  summoning more devils. 
   
  • 
  Divination block:  No divinations may be cast 
  within the Citadel and no divinations asking 
  questions about events, objects or creatures works 
  either. Obviously scrying of any sort does not work. 
   
  • 
  Protection from Good: Note that this negates any 
  domination, charm possession or similar effects.  
   
  • 
  Darkness is the standard lighting condition. 
  • 
  All light spells shed light in ½ their normal radius 
  and are considered to be one level lower than they 
  really are (minimum level of 1). 
  • 
  All creatures from the plane of shadow or with the 
  shadow descriptor gain an Eternal Night bonus of +2 
  to their saves, move silently, hide and attack rolls. 
  • 
  All undead gain turn resistance +2 that stacks with 
  any other turn resistance. 
  • 
  Clerics with the sun domain may not cast their 
  domain spells, though they can memorize them in a 
  normal slot (if they are on the clerical spell list) and 
  cast it that way. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
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  INTRODUCTION (CORE) 
  Once the party has decided to at least investigate the 
  Citadel before this strange phenomenon becomes 
  permanent, they may easily enter as the gates are open. 
   
    
  Before you stands the great Citadel of Leukish. It’s 
  thick stone walls now have taken on a strange 
  metallic sheen, almost as if they were made of cold 
  iron. From within the main citadel a dull black glow 
  can be seen emanating up and cloaking the world in 
  darkness for as far as you can see. 
   
  The party can easily enter through the main gate to the 
  citadel grounds which are wide open. 
   
  Once inside, it becomes strangely evident that 
  nobody is here. There are no windows in the main 
  Citadel and only one entrance into it.  
   
  All of the other buildings have been vacated which a 
  quick search will verify. 
   
  Unless otherwise stated, all the ceilings in areas 
  2,3,5-7 and 8-9 have ten foot ceilings. Areas 4, 4a & 4b are 
  open air. 
   
  1: THE SHATTERED TOWER 
  (CORE) 
  This tower appears to have been recently shattered 
  into a heaping pile of rubble. It appears that a giant 
  hand just reached down from the sky and smashed 
  it with one easy swing. 
   
  If the rubble is picked through, a number of bodies can 
  be found, all of them bearing the crest of House 
  U’Moreal and House Lorinar. 
   
  Careful searching (DC 20 Search check) reveals a 
  strange item. It is an obsidian morning star with a crest 
  with a griffon emblazoned on it. There is no body near it. 
  It appears to be quite well made, but it does not radiate as 
  magical in any way. 
   
  Development: After investigating this area, the PCs are 
  free to continue. 
   
  2: THE ENTRANCEWAY 
  (CORE) 
  A solid iron door waits for you at the top of the ten 
  foot high stone steps. It is made of smooth cold iron 
  and appears to open into the citadel. 
    
  The door is not locked. Despite it being nearly a foot 
  thick, it opens and closes easily. Inside can be seen: 
   
  Inside is an oddly shaped hallway. It narrows at the 
  middle and then widens again. At the narrowest 
  point is a low stone ledge and behind it radiant heat 
  can be seen rising up. 
   
  The area in the middle is a trap, of sorts. There is a low 
  wall (2 ft. high), then a heavy grating over lava, then 
  another low wall (also 2 ft. high). 
   
  There is no trigger to find the trap as it is manually 
  operated only. Searching the first 5 ft. square reveals no 
  traps at all. The grating is cold iron and seems like it 
  could easily support a large human’s weight. The bars on 
  the grate are also wide enough to not require a balance 
  check. 
   
  The trap is triggered by Ackr Lorinar, a weasily 
  excuse for a man if ever one existed. He is described fully 
  in Area 3. When the trap is activated, the ceiling collapses 
  and, depending on the APL, numerous other effects can 
  go off as well. It takes a DC 25 strength check to lift the 
  rock up enough for someone to crawl out. 
   
  Traps: 
  APL 8 (EL 9) 
   
  �Collapsing Ceiling Trap: CR 9; mechanical; 
  manual trigger; manual reset (takes 10 rounds); ceiling 
  moves down (12d6, crush); multiple targets (all targets in 
  squares above grating); never miss; Search DC 20; Disable 
  Device DC 16. 
   
  APL 10 (EL 11) 
   
  �Evards Collapsing Deep Fryer Trap (Evards 
  black tentacles + collapsing ceiling onto lava): CR 11; 
  mechanical + spell; manual trigger; manual reset (takes 10 
  rounds); Evards Black tentacles on ceiling (CL 9, Grapple 
  +17, 1d6+4 damage, ceiling moves down (12d6, crush); 
  multiple targets (all targets in squares above grating); 
  never miss; Search DC 29/20; Disable Device DC 29/16. 
  . 
   
  APL 12 (EL 13) 
   
  �Evards Collapsing Deep Fryer Trap (Evards 
  black tentacles + collapsing ceiling onto lava): 
   
  CR 13; mechanical + spell; manual trigger; manual 
  reset (takes 10 rounds); Evards Black tentacles on ceiling 
  (CL 17, Grapple +27, 1d6+4 damage, ceiling moves down 
  (12d6, crush) and lava damage (2d6 per round, lava); 
  multiple targets (all targets in squares above grating); 
  never miss; Search DC 29/20; Disable Device DC 29/16. 
   
  APL 14 (EL 15) 
   
  �Evards Collapsing Deep Fryer Trap (Evards 
  black tentacles + collapsing ceiling onto lava): CR 15; 
  mechanical + spell; manual trigger; manual reset (takes 10 
  rounds); Evards Black tentacles on ceiling (CL 17, Grapple 
  +27, 1d6+4 damage, greater dispel magic area targeted 20’ 
  north from south edge of lava (CL 17), ceiling moves 
  down (12d6, crush) and lava damage (2d6 per round, 
  lava); multiple targets (all targets in squares above 
  grating); never miss; Search DC 29/20; Disable Device 
  DC 29/16. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 31 
  
   
  APL 16 (EL 17) 
   
  �Evards Collapsing Deep Fryer Trap (Evards 
  black tentacles + collapsing ceiling into lava): CR 17; 
  mechanical + spell; manual trigger; manual reset (takes 10 
  rounds); Evards Black tentacles on ceiling (CL 17, Grapple 
  +27, 1d6+4 damage, greater dispel magic area targeted 20’ 
  north from south edge of lava (CL 17), ceiling moves 
  down (12d6, crush) and lava immersion damage (20d6 
  per round, lava); multiple targets (all targets in squares 
  above grating); never miss; Search DC 29/20; Disable 
  Device DC 29/16. 
   
  Development: After investigating this area and dealing 
  with the trap, the PCs are free to continue. 
   
  3: NOTHING IS EVER AS 
  SIMPLE AS IT SEEMS (CORE) 
  Ackr Lorinar is standing guard here and manually 
  triggering the trap if people come through the hallway. 
  He is a young man, no more than 20 years old, skinny 
  with stringy gray hair and shifty, distracted blue eyes.  
   
  His orders are to use the trap on anyone who doesn’t 
  give the password, but he forgot the password and in 
  order to be safe, he’s just going to squish everyone. If 
  anyone attacks him or even comes around the corner, 
  Ackr freaks out and begins hysterically screaming about 
  how they beat him into doing it and his mother never 
  loved him and generally being a hysterical mess. 
  Previously, Ackr had been more reliable, but events seem 
  to have taken their toll on his sanity and as soon as he 
  sees someone that he doesn’t actually know he cracks up 
  and collapses, a mentally defunct screeching mess. 
   
   
  �Ackr Lorinar male human noble 2 expert 2 
  (Listen +10, Spot +10, Sense Motive +5). 
   
  Development: If the trap is activated or Ackr throws his 
  fit, there is a great deal of noise and the citadel’s 
  inhabitants are alerted that someone is here. 
   
  4: THE COURTYARD 
  The courtyard stands before you. The floor is made 
  of what appears to be the purest cold iron and there 
  are a number of buildings here. Off to your left you 
  can see an open courtyard while behind the building 
  to your right you hear and feel a warm magical hum 
  that causes your flesh to vibrate and chill when you 
  pay too much attention to it. 
   
  4A: THE REAR COURTYARD (CORE) 
  The rear courtyard is completely empty. 
   
  4B: THE SOURCE OF ALL DARKNESS 
  (CORE) 
  Before you stands the source of the darkness 
  cloaking the Duchy. On a pedestal of pure cold iron 
  the glow emanates up and out, interacting with the 
  shards in the air to create darkness and possibly 
  more. Unlike the crystalline structures in the air, 
  the power source before you has no indication that 
  it needs to form or is maturing. It appears to be 
  intact and fully operational. 
   
  Littering the ground around it are huge piles of 
  clothing from what must be thousands of people. 
  Many of the clothes bear the markings of House 
  Verle, but many more of them, perhaps thousands, 
  bear the marking of House Lorinar. 
   
  The pedestal of Eternal Darkness is immune to all melee 
  damage as well as spell damage and effects. It will 
  continue to operate while the Aspect of Dispater lives 
  within this citadel. Experimentation, a DC 30 Knowledge 
  (Arcana) or DC 35 Spellcraft check can deduce this. 
   
  The pedestal of eternal darkness can be touched, but 
  it is only cold to the touch and does no direct damage. 
   
  The clothing is discarded and has nothing of 
  particular value. 
   
  5: MAYBE SOMETIMES THEY 
  ARE (CORE) 
  This room, entirely made of cold iron, is completely 
  barren of everything, even dust.  
   
  There is nothing in this room, but it is important to note 
  that the doors opening and closing make a great deal of 
  noise, as does wearing any kind of armor on the cold iron 
  floors, making move silently night impossible in any 
  kind of metal armor that is not specifically enchanted for 
  moving silently. 
   
  Development: After investigating this area, the PCs are 
  free to continue. 
   
  6: ARE YOU LULLED INTO A 
  FALSE SENSE OF SECURITY 
  YET? (CORE) 
  This room, entirely made of cold iron, is also 
  completely 
  barren 
  of 
  everything, 
  even 
  dust.  
  Through the door leading away from it, you can hear 
  a voice, though it is impossible to tell what it is 
  saying but it appears to be chanting something in a 
  loud, clear voice. 
   
  There is nothing in this room. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 32 
  
  Development: After investigating this area, the PCs are 
  free to continue. 
   
  7A: GOOD, YOU’LL BE EASIER 
  TO MANAGE THIS WAY 
  (CORE) 
  Inside this sparse room two things stand out. 
   
  First, a statue of a dark-haired figure standing 
  over seven feet tall stands proudly to the right of 
  your door. It could pass for human if it weren’t for 
  the small horns protruding from his brow and the 
  glowing red eyes. Dressed in regal finery, he carries a 
  long rod capped with a mace-like head. 
   
  Second, to the left, there is a large rug sitting 
  over a magical circle that has been inlaid in the cold 
  iron with some kind of liquid silvery metal. Sitting 
  in the middle of it is a Suel human stripped to the 
  waist. His eyes are closed and he appears to be 
  concentrating and speaking to himself in some kind 
  of focused, rhythmic pattern. 
   
  Neither the statue nor the person in the circle 
  acknowledge your presence. 
   
  A DC 20 Knowledge (nobility), DC 25 Knowledge (Local 
  – Nyrond and her Environs) or personal interaction with 
  Jolen Lorinar will identify the figure in the circle as such. 
  Spellcraft and Knowledge (arcana) checks will not be able 
  to determine what the spell is that he appears to be 
  casting. It could be because it is a ritual or an epic spell, 
  but most likely it is because he is not casting a spell at all. 
  In fact, he’s not Jolen Lorinar either. 
   
  The entire room is a trap. The person in the circle is a 
  doppelganger disguised to look like Jolen Lorinar. 
  Without a reason to suspect it’s not Jolen, players do 
  NOT get a Spot check to see through the disguise. See 
  the Player’s Handbook page 72 for a full description of 
  how Disguise works. Also, true seeing will not see through 
  mundane disguises, but it will give enough of a 
  discrepancy to allow a DC 21 Spot check against the 
  doppelgangers mundane disguise. 
   
    
  Doppleganger Agent (Bluff +10, Disguise +11, Spot 
  +6, Sense Motive +6, detect thoughts (DC 13), Change 
  Shape, Immune to sleep and charm) hp 22. 
   
   
  There are three traps in the area. One is just inside 
  the door, one is at the edge of the carpet and one is on the 
  statue. The doppelganger will not move and continue to 
  recite his litany of nonsense. 
   
  A DC 20 Knowledge (the planes) check determines 
  that the statue is probably of Dispater, though it’s a very 
  stylized likeness and moderately atypical in its depiction. 
   
  Traps: 
  APL 8 (EL 9) 
  Carpet trap 
   
  �Glyph of Warding (Blast): spell; spell trigger; no 
  reset; spell effect (glyph of warding [blast], 16th-level 
  cleric, 8d8 sonic, DC 14 Reflex save half damage); 
  multiple targets (all targets within 5 ft.); Search DC 28; 
  Disable Device DC 28. 
   
  Door Trap 
   
  �Flame Strike Trap: CR 6; magic device; 
  proximity trigger (alarm) one round after someone enters 
  the room; automatic reset; spell effect (flame strike, 9th-
  level cleric, 9d6 (1/2 fire, ½ divine), DC 17 Reflex save 
  half damage); Search DC 30; Disable Device DC 30. 
   
  Statue Trap 
   
  �Lightning Bolt Trap: CR 6; magic device; 
  proximity trigger (alarm – anyone approaching within 
  30’, line starting at the statue and passing through the 
  target square); automatic reset; spell effect (lightning bolt, 
  10th-level wizard, 10d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
   
  APL 10 (EL 11) 
  Carpet trap 
   
  �Glyph of Warding (Blast) (2): spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 16th-level 
  cleric, 8d8 sonic, DC 14 Reflex save half damage); 
  multiple targets (all targets within 5 ft.); Search DC 28; 
  Disable Device DC 28. 
   
  Door Trap 
   
  �Chain Lightning Trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (chain lightning, 13th-level wizard, 13d6 electricity to 
  target nearest center of trigger area plus 6d6 electricity to 
  each of up to thirteen secondary targets, DC 19 Reflex 
  save half damage); Search DC 31; Disable Device DC 31. 
   
  Statue Trap 
   
  �Lightning Bolt Trap (2): CR 6; magic device; 
  proximity trigger (alarm – anyone approaching within 
  30’, line starting at the statue and passing through the 
  target square); automatic reset; spell effect (lightning bolt, 
  10th-level wizard, 10d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
   
  APL 12 (EL 13) 
  Carpet trap 
   
  �Glyph of Warding (Blast) (2): spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 16th-level 
  cleric, 8d8 sonic, DC 14 Reflex save half damage); 
  multiple targets (all targets within 5 ft.); Search DC 28; 
  Disable Device DC 28. 
   
  Door Trap 
   
  �Prismatic Spray Trap (2): CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (prismatic spray, 13th-level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search DC 
  32; Disable Device DC 32. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 33 
  
   
  Statue Trap 
   
  �Wail of the Banshee Trap: CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (wail of the banshee, 17th-level wizard, DC 23 Fortitude 
  save negates); multiple targets (up to 17 creatures); Search 
  DC 34; Disable Device DC 34. 
   
  APL 14 (EL 15) 
  Carpet trap 
   
  �Glyph of Warding (Blast) (4): spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 16th-level 
  cleric, 8d8 sonic, DC 14 Reflex save half damage); 
  multiple targets (all targets within 5 ft.); Search DC 28; 
  Disable Device DC 28. 
   
  Door Trap 
   
  �Energy Drain Trap (2): CR 10; magic device; 
  visual trigger (true seeing); automatic reset; Atk +8 
  ranged touch; spell effect (energy drain, 17th-level 
  wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude 
  save negates); Search DC 34; Disable Device DC 34. 
    
  Statue Trap 
   
  �Horrid Wilting Trap (2): CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (horrid wilting, 17th-level wizard, 17d6 to target nearest 
  center and all living creatures within 60 ft. of primary 
  target, DC 23 Fortitude save half damage); Search DC 31; 
  Disable Device DC 31. 
   
  APL 16 (EL 17) 
  Carpet trap 
   
  �Maximized Glyph of Warding (Blast) (2): spell; 
  spell trigger; no reset; spell effect (glyph of warding 
  [blast], 16th-level cleric, 64 sonic, DC 14 Reflex save half 
  damage); multiple targets (all targets within 5 ft.); Search 
  DC 28; Disable Device DC 28. 
   
  Door Trap 
   
  �Energy Drain Trap (4): CR 10; magic device; 
  visual trigger (true seeing); automatic reset; Atk +8 
  ranged touch; spell effect (energy drain, 17th-level 
  wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude 
  save negates); Search DC 34; Disable Device DC 34. 
   
  Statue Trap 
   
  �Maximized Chain Lightning Trap (2): CR 10; 
  magic device; proximity trigger (alarm); automatic reset; 
  spell effect (chain lightning, 17th-level wizard, 102 
  electricity to target nearest center of trigger area plus 56 
  electricity to each of up to seventeen secondary targets, 
  DC 21 Reflex save half damage); Search DC 31; Disable 
  Device DC 31. 
   
  If the doppelganger is killed, its true form will be 
  revealed. 
   
  Development: If players are not playing the Optional 
  encounters, they are now free to go to Encounter 8: No 
  Really, It’s Just a Carrot on a Stick; You Can Trust Me, I’m 
  You’re Friend. If players have taken the Optional 
  Encounters option, then go on to Encounter 7B as the 
  devils make their attack. 
   
  7B: GOOD, YOU’LL BE EASIER 
  TO MANAGE THIS WAY 
  (OPTIONAL) 
  Two rounds after the party enters the room, devils will 
  drop out of secret compartments in the ceiling, attacking 
  immediately. Feel free to have some of the larger devils 
  stay in reserve waiting for some space to clear up. 
   
  Creatures: 
  APL 8 (EL 10) 
   
  �Bone Devil: hp 95; Appendix 1 
   
  �Hellcat: hp 60; Appendix 1 
   
  �Bearded Devil: hp 45; Appendix 1.  
   
  APL 10 (EL 12) 
   
  �Bone Devil (3): hp 95; Appendix 2 
   
  �Hellcat (2): hp 60; Appendix 2 
   
  APL 12 (EL 14) 
   
  �Barbed Devil (2): hp 126; Appendix 3. 
   
  �Bone Devil (2): hp 95; Appendix 3 
   
  �Hellcat (4): hp 60; Appendix 3  
   
  APL 14 (EL 16) 
   
  �Horned Devil: hp 172; Appendix 4. 
   
  �Barbed Devil (2): hp 126; Appendix 4 
   
  �Bone Devil:  hp 95; Appendix 4 
   
  �Hellcat: hp 60; Appendix 4 
   
  APL 16 (EL 18) 
   
  �Horned Devil (2): hp 172; Appendix 5 
   
  �Barbed Devil (4): hp 126; Appendix 5 
   
  �Bone Devil (2):  hp 95; Appendix 5 
   
  �Hellcat (2): hp 60; Appendix 5 
   
  Development: 
  After 
  defeating 
  the 
  devils 
  and 
  investigating this area, the PCs are free to continue. 
   
  8: NO REALLY, IT’S JUST A 
  CARROT ON A STICK, YOU 
  CAN TRUST ME, I’M YOUR 
  FRIEND (CORE) 
  This long, narrow room is bare save for a small font 
  below a statue at the end of it. The statue is of an 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 34 
  
  elderly 
  Suel 
  man, 
  standing 
  with 
  his 
  hand 
  outstretched looking thoughtful, as if quizzing 
  himself on a particularly complex problem. 
   
  The floors and walls here are of marble, and not 
  of cold iron. 
   
   
  This is the Lorinar shrine to Lendor. It remains 
  untainted by infernal or traitorous hands. This shrine has 
  been the personal retreat of Dukes and leaders of the 
  Duchy of Urnst since before the capitol moved to 
  Leukish. It is a powerful and ancient seat of power to the 
  patriarch of the Suel people. 
   
  Any who pray thoughtfully, Suel or otherwise, to 
  Lendor, receive the effect of a bless spell (CL 20).  
   
  Any Suel who do the right thing and sacrifice blood, 
  will be given an additional blessing. For every five hit 
  points of blood they pour into the font, they receive the 
  ability to cast a single spell (once) while they are in the 
  Citadel within the next 24 hours. You can choose any 
  spell you want, but the spell level should be 1 for every 5 
  hit points sacrificed (i.e. 5 hit points = 1st level, 10 hit 
  points = 2nd level, etc.) with a maximum benefit of a 5th 
  level spell. Different people cannot pool their blood (so to 
  speak) in order to get a single spell of higher level. 
   
  The ritual can only be performed once per person 
  within a 24 hour period. The spell should be something 
  the party really needs either now or later in the 
  adventure. If Encounter 9 has already been done and the 
  adventure is over, this is largely moot. 
   
  Development: 
  After 
  defeating 
  the 
  devils 
  and 
  investigating this area, the PCs are free to continue. 
   
  9: NO, I DON’T HAVE ANY 
  REGRETS. SHOULD I? (CORE) 
  This door opens to a wall of shifting shadows and 
  darkness. It does not appear to be solid, though 
  neither does it seem diminished from any light 
  sources. 
   
  This is a form of transport that takes the party into the 
  room beyond it. There is no way to get into the room 
  except through this door. A DC 25 Spellcraft or DC 30 
  Knowledge (arcana) check will reveal that this appears to 
  be some sort of transportation magic, though it isn’t a 
  clearly defined spell. Once the party moves through, read 
  the following: 
   
  As you pass through the darkness, it seeps into your 
  flesh and makes you almost painfully cold. Tiny 
  fingers dismantle you recklessly and your entire 
  being is shredded, leaving only your will to remain 
  before putting yourself back together. 
   
  You find yourself in the middle of a room 
  constructed completely of cold iron. At one end a 
  Suel gentleman stands over a crumpled figure while 
  at the other a number of figures surrounding a dark-
  skinned humanoid who carries himself as regally as 
  the clothing that he wears. The small horns in his 
  head and the glowing eyes betray his fiendish origin, 
  and his disdainful expression shows that he thinks 
  himself far superior to anyone around him. 
   
  The Suel gentleman is leaning against the wall 
  and smugly yawns before speaking. “I’m so bored 
  with such lackluster talent. I trust that you’re here 
  to thank me and pay homage to my deeds, as befits 
  your new Duke. I’m thinking of doing away with 
  that title, and leaving that to the past. We are no 
  longer in fealty to the Great Kingdom. I deserve to 
  be king, and so I think I shall be. Let this shell…” 
   
  And with this he kicks the crumpled figure on 
  the floor under him. 
   
  “The old man can keep the useless title of Duke. 
  It is not grand enough for me.” 
   
  In your head, you hear another voice, rich and 
  melodic, the words almost dance through your 
  consciousness instead of the vulgar bluntness of the 
  spoken word. 
   
  “I trust you are here to right the wrongs done to 
  the citizens outside. We will not interfere with your 
  duty. Destroy this impertinent pretender and be 
  done with it.” 
   
  As you look around you, no exit makes itself 
  readily evident and the room around you has 
  nothing in it save an extravagantly decorated floor 
  and the creatures on either side of you. 
   
   
  The Suel man on the side of the room is Jolen 
  Lorinar, for real this time. The crumpled form under him 
  is in fact Karll Lorinar (unconscious but stabilized at -9 
  hit points and at 0 Strength, 1 Constitution and 0 
  Dexterity), arguably still the Duke of the Duchy of Urnst. 
   
  The main devil at the other end (surrounded by devil 
  compatriots) is Ferkon, an Aspect of Dispater, and 
  mastermind behind this long plot of revenge based on 
  events that happened in Dumaden. 
   
  Ferkon wants the party to kill Jolen. Part of his 
  assignment was to wipe out the Lorinar line. He speaks 
  telepathically to the PC’s, but consciously nods 
  agreement or remains non-committal in his actual 
  vocalizations. He communicates just enough to let Jolen 
  think he’s still on his side. 
   
  Though telepathy he assures the party he will not 
  interfere if they do their duty. He warns them they must 
  make sure Jolen is dead though. As to after that, they can 
  discuss it once they’ve killed Jolen. 
   
  Jolen is more than happy to walk into this trap. He is 
  bloated with power and the success of “his” plan. He 
  believes himself to be unstoppable and invincible. His 
  bloodlust has made him believe he is almost a god and his 
  connection with reality has been completely severed. He 
  berates and belittles the party, even if they present 
  themselves as allies. He demands they fight each other to 
  prove their loyalty, and will accept only one of them 
  (whoever is left standing) as his vassal. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 35 
  
   
  If they do no submit to his authority (and it’s highly 
  unlikely they will), he takes it upon himself to attack 
  them and remove them from his world. 
   
  Ferkon is not only talking to the party telepathically, 
  but he’s also talking to Jolen, stroking his ego, reminding 
  him that he is the man who destroyed Leukish and no 
  common thugs can stop him. If things seem to be 
  heading away from Jolen being killed by the party, then 
  Ferkon starts filling Jolen’s head with lies about the party 
  that Jolen is all too quick to believe. Jolen responds with a 
  flat-out attack eventually, and per his word, Ferkon does 
  not interfere with the fight. 
   
  If Jolen is dropped, Ferkon applauds their just cause 
  and begins discussing what comes next. 
   
  Ferkon has three options available to the party: 
   
  • 
  The party joins his cause and becomes his thralls. 
  This involves the total and complete surrender of all 
  their items and their removal to the Plane of Dis in 
  the Nine Hells for reconfiguration. 
   
  • 
  The party is willing to sacrifice themselves, and Karll 
  Lorinar, to destroy the device in the courtyard and 
  restore the Duchy. If the party is willing to do this, 
  Ferkon abandons his plot and returns to Dis with the 
  remaining devils. He will not do so until after the 
  party sacrifices themselves, but he gives his word 
  that he will do so. 
   
  • 
  The party is more than welcome to attack Ferkon 
  and his allies. If the party attacks at any time (even 
  during 
  the 
  altercation 
  with 
  Jolen), 
  Ferkon 
  commands one of the lesser devils to attack Jolen 
  and Karll, finishing them off and making sure they 
  are dead. 
   
  Those are the basics. If the party makes other 
  suggestions, Ferkon listens to them but they must 
  include the death of the party, the death of Jolen Lorinar 
  and the death of Karll Lorinar for him to accept the offer. 
  Any other deals are rejected and combat occurs. 
   
  Ferkon is arrogant, but not stupid. He is also lawful 
  and is careful not to offer anything that he is not willing 
  to actually do. His primary goal is the destruction of the 
  two Lorinar’s and his secondary goal is to make the 
  citizens of the Duchy of Urnst suffer as much as possible. 
   
  If asked why Ellis is left out of the deal, Ferkon 
  shrugs and explains that Lord Ellis is the concern of 
  someone else and he has been instructed to leave him 
  alone. 
   
  More likely than not, the party will attack Ferkon 
  and his devil companions, and he is prepared for this. 
   
  Creatures: 
  APL 8 (EL 11) 
   
  �Bearded Devil: Appendix 1 
   
  �Erinyes: Appendix 1.  
   
  �Ferkon, Aspect of Dispater: Appendix 1.  
   
  �Jolen Lorinar, Royal Pretender: Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Bearded Devil (2): Appendix 2. 
   
  �Erinyes (2): Appendix 2. 
   
  �Ferkon, Aspect of Dispater: Appendix 2.  
   
  �Jolen Lorinar, Royal Pretender: Appendix 2. 
   
  APL 12 (EL 15) 
   
  �Bearded Devil: Appendix 3. 
   
  �Erinyes: Appendix 3 
   
  �Bone Devil (3): Appendix 3.  
   
  �Ferkon, Aspect of Dispater: Appendix 3. 
   
   
  �Jolen Lorinar, Royal Pretender: Appendix 3. 
   
  APL 14 (EL 17) 
   
  �Erinyes: Appendix 4. 
   
  �Barbed Devil (3): Appendix 4.  
   
  �Bone Devil (2): Appendix 4. 
   
  �Ferkon, Aspect of Dispater:  Appendix 4. 
   
  �Jolen Lorinar, Royal Pretender: Appendix 4. 
   
  APL 16 (EL 19) 
   
  �Erinyes (2): Appendix 5 
   
  �Advanced Malebranche: Appendix 5. 
   
  �Horned Devil: Appendix 5. 
   
  �Ferkon, Aspect of Dispater: Appendix 5 
   
  �Jolen Lorinar, Royal Pretender: Appendix 5 
   
  �Treasure: See the Treasure section for the treasure PCs 
  gain here. 
   
  Development: 
  After 
  defeating 
  the 
  devils 
  and 
  investigating this area, PCs go now to the Conclusion. 
   
   
  CONCLUSION 
  If the party sacrifices themselves, the Eternal Night is in 
  fact destroyed and Ferkon leaves, though he will return 
  another day. This is an unrecoverable death as their souls 
  are completely destroyed in the process. 
   
  If the party defeats both Jolen and Ferkon, the 
  Eternal Night, contrary to Ferkon’s assertions, does in 
  fact come down and the Duchy is restored. If Jolen was 
  either killed or taken prisoner and Karll was saved, then 
  they all get the Gratititude of the Citizens of Leukish and 
  the Gratitude of the Lorinar Family, as well as the Enmity 
  of Dispater. 
   
  If the party fails to either sacrifice themselves or 
  defeat Ferkon and Jolen, they gain the Enmity of 
  Everyone and Eternal Night. 
   
  Ellis Lorinar is no longer interested in being Duke, 
  and will gladly allow Karll to do so. Karll is not so willing. 
  With the death of Juma Urlirel and the torture he has 
  endured at the hands of demons, he is currently not very 
  enthused about anything. A DC 30 Diplomacy check (can 
  be replaced by good role-playing, as always), backed up 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 36 
  
  with some actual reasons why Karll should not just give 
  up, will inspire him to take up the leadership and work to 
  rebuild his faith. 
   
   
  CAMPAIGN CONSEQUENCES 
  Please send the results of your session (success or failure 
  and whether they played the Core of Optional version) to 
  martin_knoff@yahoo.com. I will compile the first 10 
  responses I get and that will be the basis for the final 
  outcome. A post will be made on the Duchy of Urnst 
  yahoo group with these results. 
   
   
   
   
   
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 37 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  role-playing) to each character. 
   
  PART 1: LEUKISH IN FLAMES 
   
  2−5 House Verle Militia (Core) 
  Defeat the House Verle Militia 
  APL 8  
  180 XP 
  APL 10  
  240 XP 
  APLs 12-16 
  300 XP 
   
  3C:1 House Lorinar (Optional) 
  Defeat Bellios Lorinar and get in to House Lorinar. 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
   
  4A:2 The Honorable Chamber (Optional)  
  Remove the Scarlet Brotherhood usurpers 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  6: The Cemetery (Core) 
  Defeat Immeran Verle and his undead lackies 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  8A:2 The Church of Pelor (Optional)  
  Restore the Church of its bad tenants 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
   
  12: The Pallindrome (Core) 
  Defeat the Aspect of Demogorgon 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  13: The Docks (Core) 
  Defeat the Aspect of Dagon and its cohorts 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  Story Award 
  Objective(s) met: Bring the Wall Down 
  APL 8  
  105 XP 
  APL 10  
  120 XP 
  APL 12 
  135 XP 
  APL 14 
  180 XP 
  APL 16 
  105 XP 
   
  PART 2: THE IRON CITADEL 
   
  2: The Entranceway  (Core) 
  Survive the trap 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
  APL 16 
  510 XP 
   
  7A: Good, You’ll be Easier to Manage This 
  Way (Core)  
  Defeat the Jolen impersonator while surviving the traps 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
  APL 16 
  510 XP 
   
  7B: Good, You’ll be Easier to Manage This 
  Way (Optional) 
  Defeat the Devils 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  APL 16 
  540 XP 
   
  9: No, I don’t have any regrets. Should I? 
  Defeat Jolen Lorinar and the Aspect of Dispater 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
   
  Story Award Round 2 
  Objective(s) met: Defeat Jolen & Minions of Dispater 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 38 
  
  APL 8  
  105 XP 
  APL 10  
  120 XP 
  APL 12 
  135 XP 
  APL 14 
  180 XP 
  APL 16 
  105 XP 
   
  Total Possible Experience (Core Encounters 
  Only) 
  APL 8  
  2,250 XP 
  APL 10  
  2,700 XP 
  APL 12 
  3,150 XP 
  APL 14 
  3,240 XP 
  APL 16 
  3,840 XP 
   
  Total 
  Possible 
  Experience 
  (Optional 
  Encounters Only) 
  APL 8  
  1,230 XP 
  APL 10  
  1,470 XP 
  APL 12 
  1,710 XP 
  APL 14 
  1,950 XP 
  APL 16  
  2,190 XP 
   
  Total Allowed Experience (Core Encounters) 
  APL 8  
  2,250 XP 
  APL 10  
  2,700 XP 
  APL 12 
  3,150 XP 
  APL 14 
  3,600 XP 
  APL 16  
  4,050 XP 
   
  Total 
  Allowed 
  Experience 
  (Optional 
  Encounters) 
  APL 8  
   1,125 XP 
  APL 10  
   1,350 XP 
  APL 12 
   1,575 XP 
  APL 14 
  1,800 XP 
  APL 16  
  2,025 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  PART 1: LEUKISH IN FLAMES 
   
  2−5: House Verle Militia (Core) 
  APL 8: Loot 77 gp; Magic 0 gp; Total 77 gp. 
   
  APL 10: Loot 103 gp; Magic 0 gp; Total 103 gp. 
   
  APLs 12-16: Loot 156 gp; Magic 0 gp; Total 156 gp. 
   
  3C:1 House Lorinar (Optional) 
  APL 8: Loot 35 gp; Magic 98 gp; potion of haste (63 gp), 
  potion of cure moderate wounds (25 gp); Total 133 gp. 
   
  APL 10: Loot 63 gp; Magic 98 gp; potion of haste (63 
  gp), potion of cure moderate wounds (25 gp); Total 161 gp. 
   
  APL 12: Loot 69 gp; Magic 98 gp; potion of haste (63 
  gp), potion of cure moderate wounds (25 gp); Total 167 gp. 
   
  APL 14: Loot 102 gp; Magic 98 gp; potion of haste (63 
  gp), potion of cure moderate wounds (25 gp); Total 200 gp. 
   
  APL 16: Loot 169 gp; Magic 98 gp; potion of haste (63 
  gp), potion of cure moderate wounds (25 gp); Total 267 gp. 
   
  4A:2 The Honorable Chamber (Optional) 
  APL 8: Loot 0 gp; Magic 1,750 gp; monks belt (1,083 gp), 
  gloves of arrow snaring (333 gp), vest of resistance +2 (333 gp); 
  Total 1,750 gp. 
   
  APL 10: Loot 6 gp; Coin 0 gp; Magic 2,442 gp; monks 
  belt (1,083 gp), gloves of arrow snaring (333 gp), vest of 
  resistance +2 (333 gp), +1 flaming longsword (693 gp); Total 
  2,449 gp. 
   
  APL 12: Loot 6 gp; Coin 684 gp; Magic 2,443 gp; 
  monks belt (1,083 gp), gloves of arrow snaring (333 gp), vest of 
  resistance +2 (333 gp), +1 flaming longsword (693 gp); Total 
  3,149 gp. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 39 
  
   
  APL 14: Loot 6 gp; Magic 16,251 gp; monks belt (1,083 
  gp), gloves of arrow snaring (333 gp), vest of resistance +2 (333 
  gp), +1 flaming longsword (693 gp), rod of magical precision 
  (1,000 gp), +1 mithral buckler (179 gp), hat of disguise (150 
  gp), ring of protection +2 (667 gp), eyes of the eagle (208 gp); 
  Total 16,257 gp. 
   
  APL 16: Loot 6 gp; Magic 22,168 gp; monks belt (1,083 
  gp), gloves of arrow snaring (333 gp), vest of resistance +2 (333 
  gp), +1 flaming longsword (693 gp), rod of magical precision 
  (1,000 gp), +1 mithral buckler (179 gp), hat of disguise (150 
  gp), ring of protection +2 (667 gp), eyes of the eagle (208 gp), 
  lesser metamagic rod of extend spell (250 gp), lesser metamagic 
  rod of enlarge spell (250 gp),; Total 22,176 gp. 
   
  6: The Cemetery (Core) 
   
  APL 10: Loot 0 gp; Magic 1,333 gp; periapt of wisdom 
  +4 (1,000 gp), vest of resistance +2 (333 gp) Total 1,333 gp. 
   
  APL 12: Loot 0 gp; Magic 1,333 gp; periapt of wisdom 
  +4 (1,000 gp), vest of resistance +2 (333 gp) Total 1,333 gp. 
   
  APL 14: Loot 0 gp; Magic 9,700 gp; belt of 
  dwarvenkind (1,242 gp), gauntlets of ogre power (333 gp), 
  lesser metamagic rod of extend spell (x2) (250 gp each), 
  metamagic rod of quicken spell (6,292 gp), periapt of wisdom +4 
  (1,000 gp), vest of resistance +2 (333 gp) Total 9,700 gp. 
   
  APL 16: Loot 0 gp; Magic 14,200 gp; belt of 
  dwarvenkind (1,242 gp), gauntlets of ogre power (333 gp), 
  lesser metamagic rod of extend spell (x2) (250 gp each), 
  metamagic rod of maximize spell (4,500 gp), metamagic rod of 
  quicken spell (6,292 gp), periapt of wisdom +4 (1,000 gp), vest 
  of resistance +2 (333 gp) Total 14,200 gp. 
   
  PART 2: THE IRON CITADEL 
  9: No, I don’t have any regrets. Should I? 
  (Core) 
  APL 8: Loot 0 gp; Magic 3,408 gp; circlet of persuasion (375 
  gp), +1 mithral full plate (983 gp), +1 heavy mithral shield 
  (195 gp), +1 heavy pick (192 gp), ring of mind shielding (667 
  gp), vest of resistance +2 (333 gp) Total 2,745 gp. 
   
  APL 10: Loot 0 gp; Magic 3,408 gp; circlet of persuasion 
  (375 gp), +1 mithral full plate (983 gp), +1 heavy mithral 
  shield (195 gp), +1 unholy heavy pick (3,218 gp), ring of mind 
  shielding (667 gp), vest of resistance +2 (333 gp) Total 5,771 
  gp. 
   
  APL 12: Loot 0 gp; Magic 3,408 gp; circlet of persuasion 
  (375 gp), +1 mithral full plate (983 gp), +1 heavy mithral 
  shield (195 gp), +1 unholy heavy pick (3,218 gp), ring of mind 
  shielding (667 gp), vest of resistance +2 (333 gp) Total 5,771 
  gp. 
   
  APL 14: Loot 0 gp; Magic 3,408 gp; circlet of persuasion 
  (375 gp), +1 mithral full plate (983 gp), +1 heavy mithral 
  shield (195 gp), +1 unholy heavy pick (3,218 gp), ring of mind 
  shielding (667 gp), vest of resistance +2 (333 gp) Total 5,771 
  gp. 
   
  APL 16: Loot 0 gp; Magic 3,408 gp; circlet of persuasion 
  (375 gp), +1 mithral full plate (983 gp), +1 heavy mithral 
  shield (195 gp), +1 unholy heavy pick (3,218 gp), ring of mind 
  shielding (667 gp), vest of resistance +2 (333 gp) Total 5,771 
  gp. 
   
  Core Encounters Treasure Cap 
  APL 8: 2,600 gp 
   
  APL 10: 4,600 gp 
   
  APL 12: 6,600 gp 
   
  APL 14: 13,200 gp 
   
  APL 16: 19,800 gp 
   
   
  Core Encounters Total Possible Treasure 
  APL 8: 2,822 gp 
   
  APL 10: 4,705 gp 
   
  APL 12: 7,263 gp 
   
  APL 14: 15.315 gp 
   
  APL 16: 19,825 gp 
   
  Optional Encounters Treasure Cap 
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  APL 14: 6,600 gp 
   
  APL 16: 9,900 gp 
   
   
  Optional Encounters Total Possible Treasure 
  APL 8: 1,883 gp 
   
  APL 10: 2,609 gp 
   
  APL 12: 3,306 gp 
   
  APL 14: 6,653 gp 
   
  APL 16: 10,089 gp 
   
  ADVENTURE RECORD ITEMS 
  �Bracers of Kelanen: These bracers act exactly like 
  bracers of archery (either lesser and greater), but they only 
  work with crossbows. Prices are the same as bracers of 
  archery in the DMG. (Access: Metaregional) 
   
  �Gratitude of the Citizens of Leukish: For playing a 
  major part in destroying the negative energy wall and 
  stopping the attempt of the Scarlet Brotherhood, Jolen 
  Lorinar and Seoman Verle to take over Leukish, you gain 
  the following benefits: 
  • 
  Free lifestyle of any level in any Duchy of Urnst 
  module. 
  • 
  You are under the influence of a bless spell when in 
  the temple of any Suel deity, even those of opposed 
  alignment. 
  • 
  During any regional adventure set in the Duchy of 
  Urnst, you get a 10% discount on any one item you 
  purchase during or after the adventure. 
   
  �Gratitude of the Lorinar family: For playing a major 
  part in stopping Jolen Lorinar in his misguided coup 
  attempt, you are granted the following: 
   
  • 
  If you are a Suel member of a noble house, you may 
  retire and take over one of the recently vacant 
  Honorable Chamber seats. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 40 
  
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 41 
  • 
  If you are a Suel member of a merchant house, you 
  may spend one influence point with any noble house 
  or member of a noble house to retire and take over 
  one of the recently vacant Honorable Chamber seats. 
  • 
  If you are not a member of a merchant or noble 
  house or not Suel, you may spend 1,000 gp to 
  sponsor a member of a merchant or noble house of 
  your choice to be your proxy in the Honorable 
  Chamber. If you wish to have complete control over 
  your proxy, you must retire your character. 
  • 
  You gain a permanent influence point with everyone 
  in the Duchy of Urnst useable once per year. 
   
  �Changed by the Chaos Storm: The Chaos storm 
  moving through Leukish has permanently altered you as 
  follows: 
   
   
  Enemy of Everybody: For abandoning Leukish in its 
  time of need, or succumbing to the corrupting influence 
  of evil or helping Seoman Verle and Jolen Lorinar, you 
  have made everyone with at least half a brain dislike you. 
  You have a -20 penalty to any Charisma Checks or 
  Charisma based skills with citizens of the Duchy of Urnst 
  and are expelled from any Duchy of Urnst meta-orgs you 
  belong to. You are a jerk and everyone knows it. 
   
  �Enmity of Dispater: For partially disrupting his plans 
  to take over the Duchy of Urnst, Dispater almost 
  acknowledges your existence, though he still considers 
  you only a nominal waste of air. Still, you have killed one 
  of his aspects and meddled where you are not wanted. In 
  the future this will not be so easy. When in combat with a 
  devil, you must re-roll any attack roll that results in a 
  natural 20. This curse may only be removed by a miracle 
  cast by a divine caster of a chaotic deity. 
   
  �Eternal Night: You have failed to stop Jolen Lorinar in 
  his attempt to take over the Duchy of Urnst and plunge it 
  into Eternal Night in the name of Dispater. No sun shall 
  shine on Urnst until Jolen is overthrown. You are 
  personally responsible for the Duchy of Urnst becoming 
  a barren wasteland ruled by a despot and his infernal 
  underlings. Countless death and destruction is the result 
  of your incompetence. 
   
  ITEM ACCESS 
  Items marked with a * are only available if you made the 
  choice to play the optional encounters and paid the 
  necessary TUs to do so. 
   
  APL 8: 
  • 
  Circlet of persuasion (Adventure; DMG) 
  • 
  +1 mithral full plate (Adventure; DMG) 
  • 
  +1 mithral heavy shield (Adventure; DMG) 
  • 
  Ring of mind shielding (Adventure; DMG) 
  • 
  *Monks belt (Adventure; DMG) 
  • 
  *Gloves of arrow snaring (Adventure; DMG) 
   
  APL 10-12 (all of APL 8 plus the following): 
  • 
  *+1 flaming longsword (Adventure; DMG) 
  • 
  +1 unholy heavy pick (Adventure; DMG) 
   
  APL 14 (all of APLs 8-12 plus the following): 
  • 
  Belt of dwarvenkind (Adventure; DMG) 
  • 
  Lesser metamagic rod of extend spell (Adventure; DMG) 
  • 
  Gauntlets of ogre power (Adventure, DMG) 
  • 
  Metamagic rod of quicken spell (Adventure; DMG) 
  • 
  *Rod of magical precision (Adventure; CL 3rd; Complete 
  Mage; 12,000 gp) 
  • 
  *+1 mithral buckler (Adventure; DMG) 
  • 
  *Hat of disguise (Adventure; DMG) 
  • 
  *Eyes of the eagle (Adventure; DMG) 
   
  APL 16 (all of APLs 8-14 plus the following): 
  • 
  Metamagic rod of maximize spell (Adventure; DMG) 
  • 
  *Lesser metamagic rod of extend spell (Adventure; DMG) 
  • 
  *Lesser metamagic rod of enlarge spell (Adventure; 
  DMG) 
   
  
  APPENDIX 1: NPCS 
  5−A:CHURCH OF LENDOR  
   
  L O AL E E  AR Y S 
  CR  10 
  Female Kobold Cleric 10 
  LN Small Humanoid (reptilian, dragonblood) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Draconic  
  AC 24, touch 14, flat-footed 11 
   (+1 Dex, +9 armor (+1 dragonhide full plate)) 
  hp 63 (10 HD) 
  SR 22 
  Fort +8, Ref +4, Will +10 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft. 
  Melee +1 small cold iron holy greatsword +12 
  (1d10+4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +5 
  Class Spells Prepared (CL 10th): 
   5th— flame strike, righteous might, �spell resistance 
  (D) 
   4th—�death ward, divine power, order’s wrath(D), 
  restoration 
   3rd— create food and water, dispel magic, prayer, 
  �protection from energy (fire) (D), searing light 
   2nd— aid, bear’s endurance, calm emotions (D), 
  delay poison, restoration-lesser, spiritual weapon. 
   1st— bless, bless water, divine favor, shield of faith, 
  obscuring mist, protection from chaos (D) 
   0— cure minor wounds, detect magic, guidance, light, 
  purify food and drink, resistance 
  D: Domain spell. Deity: Lendor. Domains: Law (+1 CL 
  for law spells), Protection (You can generate a 
  protective ward once per day, granting the person 
  you touch a +10 resistance bonus to their next saving 
  throw, if it is made within an hour.) 
  �Already cast 
  Abilities Str 14, Dex 12, Con 12, Int 10, Wis 16, Cha 14  
  Feats Combat Casting, Martial Weapon Proficiency 
  (Greatsword), 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Greatsword).  
  Skills Concentration +14, Diplomacy +8, Knowledge 
  (religion) +7 
  Possessions combat gear plus +1 dragonhide fullplate, 
  potion of lesser vigor, ring of protection +2, ring of 
  freedom of movement, brooch of shielding (23), 
  phylactery of faithfulness, belt of giant strength +4. 
   
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 42 
  
   
  APPENDIX 1: APL 8
  2−5: HOUSE VERLE MILITIA 
   
   
  M I L I T I A S E R G E ANT 
  CR  4 
  Male Human (Suel) War 2 Ftr 3 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor (breastplate)) 
  hp 41 (5 HD) 
  Fort +8, Ref +2, Will +3 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Fullblade +10 (2d8+4/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Abilities Str 16, Dex 13, Con 14, Int 13, Wis 10, Cha 
  10  
  Feats 
  Exotic 
  Weapon 
  Proficiency 
  (Fullblade), 
  Improved Unarmed Strike, Iron Will, Quick Draw, 
  Weapon Focus (Fullblade).  
  Skills Handle Animal +8, Intimidate +8, Ride +11 
  Possessions 
  combat 
  gear 
  plus 
  breastplate, 
  masterwork fullblade. 
   
  M I L I T I A S O L D I E R 
  CR  1 
  Male Human (Suel) War 2 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 10, flat-footed 16 
   (+4 armor (chain shirt), +2 shield (heavy wooden 
  shield) 
  hp 17 (2 HD) 
  Fort +5, Ref +0, Will +0 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.; 
  Melee shortspear +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  Feats Improved Unarmed Strike, Weapon Focus 
  (Shortspear)  
  Skills Handle Animal +5, Intimidate +5, Ride +7 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  shortspear, heavy wooden shield 
   
  3A:2 HOUSE CORINER (ADDITIONAL) 
  D O P P L E G ANG E R  C O U R T E S AN 
  CR  3 
  N Medium Monstrous Humanoid 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 15, touch 11, flat-footed 14;Dodge 
   (+1 Dex, +4 natural) 
  hp 22 (4 HD)  
  Immune charm, sleep 
  Fort +4, Ref +5, Will +6 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Special Actions detect thoughts (DC 13) 
  Abilities Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 
  13  
  SQ Change shape 
  Feats Dodge, Great Fortitude 
  Skills Bluff +10, Diplomacy +3, Disguise +11 (+13 
  acting), Listen +6, Search +6, Spot +6 
  Possessions combat gear plus masterwork disguise 
  kit  
  Detect 
  Thoughts 
  (Su) 
  A 
  doppelganger 
  can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 13 negates). It can 
  suppress or resume this ability as a free action. 
  The save DC is Charisma-based.  
  Change Shape (Su) A doppelganger can assume the 
  shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its 
  humanoid form until it chooses to assume a new 
  one. A change in form cannot be dispelled, but a 
  doppelganger reverts to its natural form when 
  killed. A true seeing spell or ability reveals its 
  natural form.  
  Skills  
  A doppelganger has a +4 racial bonus on Bluff and 
  Disguise checks.  
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on 
  Disguise checks. If it can read an opponent’s mind, 
  it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks.  
   
  3B:2 HOUSE VERLE (ADDITIONAL) 
   
  H E L L  H O U N D 
  CR  3 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 22 (4 HD)  
  Immune fire 
  Fort +5, Ref +5, Will +4 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +5 (1d8+1 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options breath weapon 
  Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Run, Track 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 43 
  
  Skills Hide +13, Jump +12, Listen +7, Move Silently 
  +13, Spot +9, Survival +7 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell.  
   
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell.  
   
  3C:1 HOUSE LORINAR (OPTIONAL) 
   
  AD V AN C E D  D I RE  AP E  O F  L E G E N D 
  CR  7 
  N Large outsider (augmented animal, native) 
  Init +9; Senses Listen +6, Spot +7 
  Languages -- 
  AC 27, touch 14, flat-footed 22 
   (-1 Size, +5 Dex, +4 armor (chain shirt), +9 natural) 
  hp 141 (12 HD) 
  SR 16 
  Fort +18, Ref +16, Will +13 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft., climb 15 ft. 
  Melee 2 claws +19 (1d8+11/19-20) and bite +17 
  (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +28 
  Special Actions rend 2d6+16 
  Abilities Str 32, Dex 21, Con 24, Int 6, Wis 14, Cha 
  11  
  SQ  
  Feats 
  Alertness, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (claw), 
  Multiattack, Toughness, Track.  
  Skills Climb +14, Listen +6, Move Silently +7, Spot 
  +7, Survival +6 
  Possessions combat gear plus chain shirt, tanglefoot 
  bag. 
  Rend (Ex) A dire ape that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+9 points of damage.  
  Haste (Su) Always under the influence of a haste 
  spell. 
  Skills 
  Dire apes have a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, 
  even if rushed or threatened.  
   
  BE L L I O S  L O R I N AR 
  CR  10 
  Male Human (Suel) Bbn 2 Ftr 4 Rgr 3 War 2 
  ME medium humanoid (human) 
  Init +1; Senses Listen +8, Spot +6 
  Languages Common, Ancient Suloise 
  AC 15, touch 11, flat-footed 15; Dodge, Mobility 
   (+1 Dex, +4 armor) 
  hp 88 (11 HD)  
  Fort +15, Ref +5, Will +2 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee 
  Masterwork 
  Greatsword 
  +17/+12/+7 
  (2d6+8/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +15 
  Atk Options rage, +2 Favored Enemy (humanoid 
  (human)), Combat Expertise, Spring Attack, Two 
  Weapon Fighting, Power Attack 
  Combat Gear Masterwork Greatsword, Chain Shirt 
  Abilities Str 18, Dex 13, Con 14, Int 13, Wis 10, Cha 
  8  
  SQ Uncanny Dodge 
  Feats Combat Expertise, Dodge, Mobility, Spring 
  Attack, Endurance, Improved Critical (Greatsword), 
  Power 
  Attack, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization (Greatsword)  
  Skills Climb +8, Handle Animal +13, Heal +4, Hide 
  +5, Intimidate +7, Jump +16, Knowledge (nature) 
  +9, Listen +8, Move Silently +5, Ride +5, Spot +6, 
  Survival +8, Swim +2. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 44 
  
  Possessions combat gear plus potion of cure 
  moderate wounds, potion of haste. 
  Spiritual Connection You can use speak with 
  animals and speak with plants, as the spells 
  (caster level 3). You can use any combination of 
  these effects up to three times per day. 
   
  4A:2 THE HONORABLE CHAMBER 
  (OPTIONAL) 
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell.  
   
  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), 
  +3 deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 
  (2d6+4) 
  and 
  Unarmed 
  Strike 
  Secondary +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats 
  Endurance, 
  Improved 
  Unarmed 
  Strike, 
  Stunning 
  Fist, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Fiery Fist, Fists of Iron, Ascetic 
  Hunter, Deadly Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move 
  Silently +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), extended 
  shield of faith (CL 11), extended bull’s strength (CL 
  13), extended cat’s grace (CL 13), extended owl’s 
  wisdom (CL 13). 
   
  S C AR L E T  B R O T H E R H O O D  S O R C E R E R 
  CR  10 
  Female Human (Suel) Sor 10 
  LE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suloise  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor (mage armor)) 
  Resist acid 20, electricity 20, fire 20, sonic 20 
  hp 51 (10 HD) 
  Fort +5, Ref +4, Will +7  
  Speed 30 ft. (6 squares) 
  Melee Dagger +4 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options spells 
  Special Actions Sudden Maximize  
  Class Spells Known (CL 10th): 
   5th (3/day)— telekinesis 
   4th (6/day)— enervation, invisibility-greater 
   3rd (7/day)— displacement, haste, lightning bolt 
   2nd (1/day)— �mirror image, �resist energy, 
  scorching ray, �see invisibility 
   1st (6/day)— �mage armor, magic missile, 
  obscuring mist, ray of enfeeblement, unseen 
  servant 
   0 (6/day)— acid splash, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of 
  frost, read magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 8, Wis 10, Cha 18  
  Feats Extend Spell, Silent Spell, Still Spell, Split Ray, 
  Sudden Maximize 
  Skills Concentration +15, Spellcraft +12 
  Possessions combat gear plus spell component 
  pouch (x3) 
   
  5A:2 TEMPLE OF LENDOR
   
  (ADDITIONAL)  
  B O N E D R I N K E R,  L E S S E R 
  CR  4 
  CE Small Undead 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 45 
  
  Init +4; Senses darkvision 60 ft., scent; Listen +9, 
  Spot +9 
  AC 16, touch 15, flat-footed 12 
   (+1 size, +4 Dex, +1 natural) 
  hp 59 (7 HD)  
  Resist cold 5, fire 5, sonic 5 
  Fort +2, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +6 (1d8+2) and 2 claws +1 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +1 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 15, Dex 18, Con --, Int 8, Wis 12, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Natural Attack 
  (claw), Power Attack 
  Skills Hide +15, Listen +9, Move Silently +15, Spot 
  +9 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its 
  bones. To do this, the bonedrinker must make a 
  successful grapple check. If it pins its foe, it fastens 
  onto the creature with its horrendous fangs. It then 
  secretes a painful toxin into the victim that deals 
  1d4 points of Constitution damage. Creatures 
  reduced to 0 Constitution die, as the majority of 
  their bones become too brittle to support their 
  bodies and they collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic claw or tentacle damage in each 
  subsequent round that it maintains the grapple, and 
  a bonedrinker that has successfully pinned an 
  opponent can begin to drink its bones (see 
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Unholy Toughness (Ex) A lesser bonedrinker gains 
  a bonus to its hit points equal to its Charisma 
  modifier x its hit dice. 
  Pounce (Ex) If a bonedrinker charges, it can make a 
  full attack in the same round. 
   
   
  5B:2 TEMPLE OF KORD (ADDITIONAL)  
  M I NO TAUR 
  CR  4 
  CE Large Monstrous Humanoid 
  Init +0; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  Languages Giant  
  AC 18, touch 9, flat-footed 18 
   (-1 Size, +5 Natural, +4 armor (chain shirt)) 
  hp 39 (6 HD) 
  Fort +6, Ref +5, Will +5 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.; 
  Melee greataxe +9/+4 (3d6+6/x3) and gore +4 
  (1d8+2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +14 
  Attack Options Power Attack 
  Special Actions powerful charge 4d6+6 
  Combat Gear Greataxe, chain shirt 
  Abilities Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8  
  Feats Great Fortitude, Power Attack, Track.  
  Skills Intimidate +2, Listen +7, Search +2, Spot +7 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition 
  to the normal benefits and hazards of a charge, 
  this allows the beast to make a single gore attack 
  with a +9 attack bonus that deals 4d6+6 points of 
  damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to 
  maze spells, prevents them from ever becoming 
  lost, and enables them to track enemies. Further, 
  they are never caught flat-footed. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, 
  and Listen checks. 
   
  5C:2 TEMPLE OF PHAULKON 
  (ADDITIONAL) 
   
  H AL F-F I E ND J U V E N I L E  AR R O W H AW K 
  CR  6 
  CE Small Outsider (Air, Extraplanar) 
  Init +8; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Auran 
  AC 24, touch 19, flat-footed 16; Dodge 
   (+1 Size, +8 Dex, +5 Natural) 
  hp 39 (6 HD) 
  Immune acid, disease, electricity, poison 
  Resist cold 10, fire 10; SR 16 
  Fort +7, Ref +13, Will +6 
  Speed Fly 60 ft. (perfect) (10 squares) 
  Melee bite +15 (1d6+4) or 
  Melee 2 claws +15 (1d3+3) and bite +13 (1d4+1)  
  Ranged electricity ray +15 touch (2d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5 
  Special Actions electricity ray, smite good 
  Spell-Like Abilities (CL 6th): 
   3/day— darkness, poison 
   1/day— desecrate, unholy blight 
  Abilities Str 16, Dex 26, Con 14, Int 7, Wis 13, Cha 
  15  
  SQ spell-like abilities 
  Feats Dodge, Multi-attack, Weapon Finesse.  
  Skills Diplomacy +4, Escape Artist +14, Knowledge 
  (the planes) +8, Listen +7, Move Silently +14, 
  Search +8, Sense Motive +7, Spot +7, Survival +7 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 46 
  
  (+9 following tracks, +9 on other planes), Use Rope 
  +8 (+10 with bindings)  
  Electricity Ray (Su) An arrowhawk can fire this ray 
  once per round, with a range of 50 feet.  
  Smite Good (Su) Once per day the creature can 
  make a normal melee attack to +6 damage against 
  a good foe.  
   
  5D:2 TEMPLE OF LYDIA (ADDITIONAL) 
  G R AY  O O Z E 
  CR  4 
  N Medium Ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Languages -- 
  AC 5, touch 5, flat-footed 5 
   (-5 Dex) 
  hp 31 (3 HD)  
  Immune cold, fire 
  Fort +6, Ref -4, Will -4 
  Speed 10 ft. (2 squares) 
  Melee slam +3 (1d6+1 plus 1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions acid, constrict 1d6+1 plus 1d6 acid, 
  improved grab 
  Abilities Str 12, Dex 1, Con 21, Int --, Wis 1, Cha 1  
  SQ ooze traits, transparent 
  Feats --  
  Skills -- 
  Acid (Ex) A gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals 
  acid damage. Armor or clothing dissolves and 
  becomes useless immediately unless it succeeds 
  on a DC 16 Reflex save. A metal or wooden 
  weapon that strikes a gray ooze also dissolves 
  immediately unless it succeeds on a DC 16 Reflex 
  save. The save DCs are Constitution-based. 
  The ooze’s acidic touch deals 16 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full 
  round to deal this damage. 
  Constrict (Ex) A gray ooze deals automatic slam and 
  acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a -4 penalty on 
  Reflex saves against the acid. 
  Improved Grab (Ex) To use this ability, a gray ooze 
  must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Transparent (Ex) A gray ooze is hard to identify, 
  even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to 
  notice a gray ooze and walk into it are 
  automatically hit with a melee attack for slam and 
  acid damage. 
   
  6: THE CEMETARY AND CHURCH OF 
  WEE JAS (CORE) 
  I M M E RAN V E R L E 
  CR  11 
  Male Human (Suel) Cleric 11 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +7, Spot +7 
  Aura Overwhelming Chaos and Evil 
  Languages Common, Ancient Suel  
  AC 25, touch 13, flat-footed 25 
   (+9 armor, +3 shield, +3 deflection) 
  hp 69 (11 HD) + false life (1d10+10) 
  Resist acid 20, fire 20; SR 23 
  Fort +8, Ref +3, Will +12 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee touch spell +6 (various) or 
  Ranged touch spell +8 (various) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +8 
  Atk Options spells 
  Special Actions spontaneous inflict spells, rebuke 
  undead (5/day, 1d20+2, 2d6+13 damage) 
  Combat Gear  
  Class Spells Prepared (CL 11th): 
   6th— create undead (D), heal 
   5th— fell weaken enervation, flame strike, �spell 
  resistance, slay living (D) 
   4th— cure critical wounds, �death ward (D), 
  *enervation, �freedom of movement, fell drain 
  soundburst 
   3rd— �animate dead (D), cure serious wounds, 
  dispel magic, prayer, �protection from energy 
  (sonic), *vampiric touch. 
   2nd— bear’s endurance, death knell (D), �*false 
  life, �resist energy, �resist energy.  
   1st— bless, cause fear (D), cure light wounds, cure 
  light wounds, divine favor, obscuring mist, *ray of 
  enfeeblement, �shield of faith 
   0— cure minor wounds, cure minor wounds, detect 
  magic, guidance, read magic, resistance 
  D: Domain spell. Deity: Orcus. Domain: Death  
  �Already cast 
  Abilities Str 8, Dex 10, Con 12, Int 8, Wis 20, Cha 14  
  Feats Divine Armor, Divine Vigor, Domain Focus 
  (death), Fell Drain, Fell Weaken 
  Skills Knowledge (arcane) +1, Concentration +14, 
  Knowledge (the planes) +13 
  Possessions combat gear plus gauntlets of ogre 
  power. 
  *Divine Magician (Variant) Replaces: Gain only one 
  domain Benefit: Gain 1 abjuration, divination or 
  necromancy wizard spell per spell level.  
   
  B O N E C L AW 
  CR  5 
  CE Large undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot 
  +15  
  AC 16, touch 13, flat-footed 12 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 47 
  
     (-1 size, +4 Dex, +3 natural) 
  hp 105 (10 HD); DR 5/bludgeoning 
  Immune cold 
  Resist turn resistance +2 
  Fort +3, Ref +7, Will +9  
  Speed 40 ft. (8 squares) 
  Melee 2 piercing claws +7 (2d6+7) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions reaching claws  
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 
  19  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Power Attack 
  Skills Hide +13, Intimidate +17, Listen +15, Move 
  Silently +17, Search +15, Spot +15 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 
  feet (thereby allowing the boneclaw to threaten 
  more squares than even its Large size would 
  otherwise indicate. 
  Unholy Toughness (Ex) A boneclaw gains a bonus 
  to its hit points equal to its Charisma modifier x Hit 
  Dice. 
   
  B L O O D H U L K  C R U S H E R 
  CR  8 
  NE Huge undead 
  Init -2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages understands creator's orders  
  AC 14, touch 6, flat-footed 14 
     (-2 size, -2 Dex, +8 natural) 
  hp 280 (20 HD) 
  Immune undead immunities 
  Fort +6, Ref +4, Will +12 
  Weakness fragile  
  Speed 30 ft. (6 squares) 
  Melee slam +24 (3d6+24) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +10; Grp +34 
  Abilities Str 43, Dex 6, Con --, Int --, Wis 10, Cha 1  
  SQ blood bloated, undead traits 
  Feats -- 
  Skills Listen +0, Spot +0 
  Blood Bloated (Ex) A Bloodhulk Crusher always 
  gains the maximum hit points possible per Hit Die. 
  In addition, it gains 2 bonus hit points per Hit Die. 
  Fragile (Ex) A Bloodhulk Crusher takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
   
  H UM AN C O M M O N E R  Z O M B I E 
  CR  ½   
  NE Medium undead 
  Init -1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages --  
  AC 11, touch 9, flat-footed 11 
     (-1 Dex, +2 natural) 
  hp 16 (2 HD); DR 5/slashing 
  Immune undead immunities 
  Fort +0 Ref -1, Will +3 
  Speed 30 ft. (6 squares) can’t run 
  Melee slam +3 (1d6+1) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ single actions only, undead traits 
  Feats Toughness 
   
  8A:2 THE CHURCH OF PELOR 
  (OPTIONAL)  
   
  T I E F L I N G  S H AD O W  M AG E 
  CR  9 
  Male Tiefling Wizard 9 
  CE Medium Outsider 
  Init +7; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Draconic, Gnome, Goblin, 
  Halfling, Infernal, Orc 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 armor (greater mage armor)) 
  hp 37 (9 HD) plus false life (1d10+9) ;  
  Immune  
  Resist cold 5, electricity 5, fire 5 
  Fort +4, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Spells 
  Special Actions Force Domain 
  Class Spells Prepared (CL 9th, base DC 16 + spell 
  level): 
   5th— bigby’s interposing hand, feeblemind, waves 
  of fatigue 
   4th— 
  bestow 
  curse, 
  enervation, 
  ice 
  storm, 
  invisibility - greater 
   3rd— displacement, fireball, heroism, ray of 
  exhaustion, �mage armor - greater 
   2nd— �blur, �false life, glitterdust, �mirror 
  image, scorching ray, �see invisibility, touch of 
  idiocy 
   1st— backbiter, magic missile (x2), obscuring mist, 
  ray of enfeeblement (x3) 
   0— detect magic, mage hand, prestidigitation, read 
  magic, resistance 
  �Already cast 
  Spell-Like Abilities (CL 9th): 
   1/day — darkness 
  Abilities Str 8, Dex 16, Con 12, Int 22, Wis 10, Cha 6  
  Feats Improved Initiative, Spell Focus (Necromancy), 
  Greater Spell Focus (Necromancy), Scribe Scroll, 
  Sudden Still.  
  Skills Concentration +13, Decipher Script +18, 
  Knowledge (arcana) +18, Knowledge (history) +8, 
  Knowledge (nobility) +18, Knowledge (religion) 
  +18, Knowledge (the planes) +18, Spellcraft +20 
  Possessions combat gear plus 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 48 
  
  Domain Granted Power (force) As a supernatural 
  ability, once per day you can re-roll any damage 
  roll and take the better of the two rolls. 
   
    
  Skills  
  +2 racial bonus on Bluff and Hide checks 
   
  S H AD O W 
  CR  3 
  CE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Common  
  AC 13, touch 13, flat-footed 11; Dodge 
   (+2 Dex, +1 deflection) 
  hp 19 (3 HD) 
  Resist turn resistance +2 
  Fort +1, Ref +3, Will +4 
  Speed Fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +3 (1d6 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -- 
  Special Actions create spawn, strength damage 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 13  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge.  
  Skills Hide +8, Listen +7, Search +4, Spot +7 
  Strength Damage (Su) The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. 
  This is a negative energy effect. 
  Create Spawn (Su) Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under 
  the control of its killer within 1d4 rounds. 
  Skills  
  Shadows have a +2 racial bonus on Listen and Spot 
  checks and a +4 racial bonus on Search checks. 
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit 
  areas, it takes a -4 penalty on Hide checks. 
   
  12: THE PALLINDROME (CORE) 
  E I G HT-H E AD E D  AD V AN C E D  AN K H E G 
  CR  12 
  N Huge magical beast 
  Init +3; Senses darkvision 90 ft., low-light vision, 
  tremorsense 60 ft.; Listen +20, Spot +17 
  Languages Common  
  AC 26, touch 7, flat-footed 26 
   (-2 size, -1 Dex, +19 natural) 
  hp 428 (23 HD)  
  Fort +25, Ref +11, Will +7 
  Speed 30 ft. (6 squares), burrow 20 ft. 
  Melee 8 bites +31 (4d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +23; Grp +41 
  Atk Options Combat Reflexes 
  Special Actions improved grab 
  Abilities Str 30, Dex 8, Con 36, Int 1, Wis 13, Cha 6  
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (bite), 
  Toughness 
  Skills Climb +8, Listen +20, Move Silently +2, Spot 
  +17, 
  Note: These ankhegs have been specially bred in the 
  pits of the abyss. It was found that without breeding 
  out their acidic bite and spitting ability that their 
  heads would in fact melt, causing a big mess and 
  one less multi-headed ankheg. These beasts do 
  not have the extra acid damage nor the spit acid 
  ability of normal ankhegs. 
  Improved Grab (Ex) To use this ability, an ankheg 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If the ankheg is damaged 
  after grabbing its prey, it retreats backward down 
  its tunnel at its land speed (not its burrow speed), 
  dragging the victim with it. 
   
  AS P E C T  O F  D E M O G O R G O N 
  CR  9 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +7; Senses darkvision 60 ft.; see invisibility 
  always (as spell caster level 11th); Listen +21, Spot 
  +21 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 23, touch 12, flat-footed 20; Dodge 
   (-1 size, +3 Dex, +11 natural) 
  hp 104 (11 HD); DR 10/cold iron and good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +10, Will +12 
  Speed 35 ft. (7 squares) 
  Melee 2 tentacles +15 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +19 
  Atk Options Combat Reflexes 
  Special Actions dual action, gaze 
  Abilities Str 21, Dex 16, Con 21, Int 20, Wis 21, Cha 
  20  
  Feats Alertness, Combat Reflexes, Improved Initiative 
  Skills Concentration +19, Craft (alchemy) +19, 
  Diplomacy +21, Jump +19, Knowledge (arcana) 
  +19, Knowledge (history) +19, Knowledge (nature) 
  +19, Knowledge (the planes) +19, Listen +21, 
  Search +19, Sense Motive +19, Spellcraft +7, Spot 
  +21, Survival +5 (+7 aboveground natural settings, 
  +7 on other planes, +7 following tracks, +9 
  following tracks in aboveground natural settings, +9 
  following tracks on other planes), Swim +19. 
  Dual Actions (Ex) An aspect of Demogorgon, like 
  Demogorgon himself, takes 2 rounds’ worth of 
  actions in any given round. For instance, he could 
  take two standard actions and two move actions, or 
  he could take two full-round actions. 
  Gaze (Su) Any creature within 30 feet of the aspect of 
  Demogorgon must make two successful DC 20 Will 
  saving throws each round at the beginning of his 
  turn, the first save against the aspect of 
  Demogorgon’s beguiling gaze and the second save 
  against his confusing gaze. Creatures can avoid 
  the need to make saving throws by averting their 
  eyes or wearing a blindfold (MM 309). The aspect 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 49 
  
  of Demogorgon can actively target foes with his 
  beguiling gaze and confusing gaze, in which case 
  each gaze requires a standard action to activate. 
  Thanks to his dual actions ability, Demogorgon can 
  use both gazes in the same round. He must split 
  these gaze attacks between two targets to gain 
  their effects.  
  Beguiling Gaze: The gaze attack of the aspect of 
  Demogorgon’s left head is the equivalent of a 
  charm monster spell (DC 20; CL 9) with a range of 
  30 feet. 
  Confusing Gaze: The gaze attack of the aspect of 
  Demogorgon’s right head is the equivalent of a 
  confusion spell (DC 20; CL 9) with a range of 30 
  feet. 
   
  Almost 15 feet high, this bizarre creature has 
  two baboon-like heads perched atop long 
  snakelike necks. Its body is serpentine, with two 
  tentacles where arms would be and a forked tail. 
   
  13: THE DOCKS (CORE) 
  AS P E C T  O F  D AG O N 
  CR  9 
  CE Large Outsider (aquatic, chaotic, evil, extraplanar, 
  obyrinth) 
  Init +4; Senses darkvision 60 ft; Listen +16, Spot +16 
  Languages Abyssal, Aquan; telepathy 100 ft. 
  AC 22, touch 9, flat-footed 22 
   (-1 size, +3 Dex, +11 natural) 
  hp 112 (9 HD); fast healing 5; DR 10/cold iron and 
  good 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, electricity 10, fire 10  
  Fort +14, Ref +6, Will +10 
  Speed 30 ft. (6 squares), swim 60 ft. 
  Melee 2 tentacles +15 (1d6+7) and bite +13 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +9; Grp +20 
  Atk Options Combat Expertise, Combat Reflexes, 
  improved grab, constrict 1d6+7, swallow whole 
  Abilities Str 24, Dex 10, Con 26, Int 14, Wis 18, Cha 
  16  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Multiattack. 
  Skills Bluff +15, Diplomacy +7, Disguise +3 (+5 
  acting), 
  Escape 
  Artist 
  +12, 
  Intimidate 
  +15, 
  Knowledge (religion) +14, Knowledge (the planes) 
  +14, Listen +16, Move Silently +12, Sense Motive 
  +16, Spot +16, Survival +4 (+6 on other planes), 
  Swim +19, Use Rope +0 (+2 with bindings) 
  Amphibious (Ex) Although an aspect of Dagon is 
  aquatic, he can survive indefinitely on land. 
  Constrict (Ex) An aspect of Dagon deals 1d6+7 
  points of damage with a successful grapple check, 
  in addition to damage from his tentacle attack. 
  Improved Grab (Ex) To use this ability, an aspect of 
  Dagon must hit an opponent of Medium or smaller 
  size with a tentacle or bite attack. He can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If he wins the 
  grapple check with a tentacle attack, the aspect of 
  Dagon establishes a hold and can constrict. If he 
  wins the grapple check with a bite attack, he 
  establishes a hold and can try to swallow the 
  opponent in the following round. 
  Swallow Whole (Ex) An aspect of Dagon can try to 
  swallow a grabbed opponent of Medium size or 
  smaller by making a successful grapple check. The 
  swallowed 
  creature 
  takes 
  1d6+7 
  points 
  of 
  bludgeoning damage and 1d6 points of acid 
  damage per round from the aspect of Dagon’s 
  stomach. A swallowed creature can cut its way out 
  by using a light slashing or piercing weapon after 
  dealing 20 points of damage to the stomach (AC 
  16). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. 
  Form of Madness (Su) Anyone within 60 feet of an 
  aspect of Dagon must make a Will save (DC 17). 
  Failure 
  indicates 
  the 
  creature 
  develops 
  an 
  overwhelming fear of the ocean and its depths. As 
  long as the ocean is in sight, the creature is 
  distracted with fear and takes a –4 penalty on Will 
  saving throws and all attack rolls against creatures 
  with the aquatic subtype. On the first round of 
  combat against a creature with the aquatic 
  subtype, the character must make a DC 17 Will 
  save or be paralyzed with fear for 1d6 rounds. This 
  condition can be cured by a heal, greater 
  restoration, miracle, or wish spell. A creature that 
  makes this save is immune to the aspect of 
  Dagon’s form of madness for 24 hours. This is a 
  mind-affecting fear effect that does not affect 
  chaotic evil outsiders. The save DC is Charisma-
  based. 
   
  This large creature with the head of a great fish 
  can instill horror almost beyond imagination 
  within a viewer. Only such fiends as Jubilex are 
  worse. An aspect of Dagon’s head extends 
  downward into a somewhat shapeless lower 
  body that sprouts a storm of writhing tentacles. 
  The two longest tentacles have five-fingered 
  talons at their ends. The aspect’s head is a 
  mask of bestial intelligence and translucent 
  razor-sharp teeth. 
   
  C O R AL G O L E M 
  CR  9 
  N Huge Construct (aquatic) 
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages -- 
  AC 20, touch 8, flat-footed 20 
   (-2 size, +12 natural) 
  hp 128 (16 HD); fast healing 10; DR 10/bludgeoning 
  and magic 
  Fort +5, Ref +5, Will +5 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 4 slams +16 (2d8+6 plus stun) or 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 50 
  
  Ranged 4 coral stars +10 (1d6+6 plus stun) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +26 
  Special Qualities construct traits 
  Special Actions stun 
  Abilities Str 22, Dex 11, Con --, Int --, Wis 11, Cha 1  
  Feats -- 
  Skills -- 
  Stun (Ex) Any creature struck by a coral golem’s slam 
  attack or coral star must succeed on a DC 18 
  Fortitude save or be stunned for 1 round (until the 
  beginning of the coral golem’s next turn. The save 
  DC is constitution based. 
   
  PART 2: THE IRON CITADEL 
  7B: GOOD, YOU’LL BE EASIER TO 
  MANAGE THIS WAY (OPTIONAL) 
  H E L L C AT 
  CR  7 
  LE Large Outsider (extraplanar, evil, lawful) 
  Init +9; Senses darkvision 60 ft., scent; Listen +17, 
  Spot +13 
  Languages telepathy 100 ft.  
  AC 21, touch 14, flat-footed 16; Dodge 
     (-1 size, +5 Dex, +7 natural) 
  hp 60 (8 HD); DR 5/good 
  Resist fire 10; SR 19 
  Fort +9, Ref +11, Will +8 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack 
  Melee 2 claws +13 (1d8+6) and bite +8 (2d8+3) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +8; Grp +18 
  Special Actions improved grab, pounce, rake 1d8+3 
  Abilities Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 
  10 
  SQ invisible in light 
  Feats Dodge, Improved Initiative, Track 
  Skills Balance +16, Climb +17, Hide +12, Jump +21, 
  Listen +17, Move Silently +20, Spot +13, Swim +17  
  Improved Grab (Ex) To use this ability, a hellcat must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a hellcat charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d8+3. 
  Invisible in Light (Ex) A hellcat is Invisible in any 
  area lit well enough for a human to see. In a 
  darkened area, it shows up as a faintly glowing 
  outline visible up to 30 feet away (60 feet if the 
  viewer has low-light vision). Magical darkness 
  smothers the glow and conceals the outline. 
  Skills 
  Hellcats have a +4 racial bonus on Listen and Move 
  Silently checks. 
   
  B O N E  D E V I L(O S Y L U T H) 
  CR  9 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +9; Senses darkvision 60 ft., see in darkness; 
  Listen +17, Spot +17 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 25, touch 14, flat-footed 20 
     (-1 size, +5 Dex, +11 natural) 
  hp 95 (10 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 21 
  Fort +12, Ref +12, Will +11 
  Speed 40 ft. (8 squares) 
  Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and 
  sting +12 (3d4+2 plus poison) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +10; Grp +19 
  Special Actions fear aura, poison, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of 
  objects only), dimensional anchor, fly, invisibility 
  (self only), major image (DC 15), wall of ice 
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 
  14 
  Feats Alertness, Improved Initiative, Iron Will, 
  Multiattack 
  Skills Bluff +15, Concentration +18, Diplomacy +6, 
  Disguise +2 (+4 acting), Hide +14, Intimidate +17, 
  Knowledge (first) +15, Listen +17, Move Silently 
  +18, Search +15, Sense Motive +15, Spot, +17, 
  Survival +2 (+4 following tracks).  
  Fear Aura (Su) Bone devils can radiate a 5-foot-
  radius fear aura as a free action. Affected 
  creatures must succeed on a DC 17 Will save or 
  be affected as though by a fear spell (caster level 
  7th). A creature that successfully saves cannot be 
  affected again by the same bone devil’s aura for 24 
  hours. Other devils are immune to the aura. The 
  save DC is Charisma-based. 
  Poison (Ex) Injury, Fortitude DC 20, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC 
  is Constitution-based. 
  Summon Devil (Sp) Once per day a bone devil can 
  attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bone devil with a 
  35% chance of success. This ability is the 
  equivalent of a 4th-level spell. 
   
  B E AR D E D  D E V I L(B ARBAZU) 
  CR  5 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Listen +9, Spot +9 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft.  
  AC 19, touch 12, flat-footed 17 
     (+2 Dex, +7 natural) 
  hp 45 (6 HD); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +8, Ref +7, Will +5 
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  Speed 40 ft. (8 squares) 
  Melee glaive +9/+4 (1d10+3 plus infernal wound) or 
  Melee 2 claws +8 (1d6+2) 
  Space 5 ft; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +6; Grp +8 
  Atk Options Power Attack 
  Special Actions infernal wound, beard, battle frenzy, 
  summon baatezu 
  Spell-Like Abilities (CL 12th): 
  At will— greater teleport (self plus 50 pounds of 
  objects only).  
  Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 
  10 
  Feats Improved Initiative, Power Attack, Weapon 
  Focus (glaive) 
  Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, 
  Move Silently +9, Sense Motive +9, Spot +9 
  Infernal Wound (Su) The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and 
  resists healing spells. The continuing hit point loss 
  can be stopped by a DC 16 Heal check, a cure 
  spell, or a heal spell. However, a character 
  attempting to cast a cure spell or a heal spell on a 
  creature damaged by a bearded devil’s glaive must 
  succeed on a DC 16 caster level check, or the spell 
  has no effect on the injured character. 
  A successful Heal check automatically stops the 
  continuing hit point loss as well as restoring hit 
  points. The infernal wound is a supernatural ability 
  of the bearded devil, not of the weapon. The check 
  DC is Constitution-based. 
  Beard (Ex) If a bearded devil hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard. The affected creature takes 1d8+2 points of 
  damage and must succeed on a DC 16 Fortitude 
  save or be infected with a vile disease known as 
  devil chills (incubation period 1d4 days, damage 
  1d4 Str). Damage is dealt each day until the 
  afflicted creature succeeds on three consecutive 
  Fortitude saves, the disease is cured magically, or 
  the creature dies. The save DC is Constitution-
  based. 
  Battle Frenzy (Ex) Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, -2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil 
  suffers no ill effects afterward.  
  Summon Devil (Sp) Once per day a bearded devil 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  9: NO, I DON’T HAVE ANY REGRETS, 
  SHOULD I? (CORE) 
  F E R K O N   
  CR  10 
  Lesser Aspect of Dispater from Fiendish Codex II, 
  Web Enhancement, page 7 
  LE Medium outsider (lawful, evil, extraplanar, baatezu) 
  Init +6; Senses see in darkness; Listen +18, Spot +18 
  Languages Abyssal, Celestial, Common, Infernal; 
  telepathy 100 ft. 
  AC 36 (38 vs. good), touch 12, flat-footed 34 (+2 Dex, +16 
  natural, +4 shield, +4 armor, +2 deflection vs. good) 
  hp 136 (13 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +12, Ref +12, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 heavy mace +20/+15/+10 (1d8+6) 
  Base Atk +13; Grp +17 
  Atk Options Power Critical (heavy mace) 
  Special Actions summon baatezu 
  Combat Gear potion of barkskin +4, potion of mage 
  armor, potion of bear’s endurance 
  Abilities Str 18, Dex 14, Con 19, Int 16, Wis 14, Cha 16 
  Feats Improved Initiative, Lightning Reflexes, Negotiator, 
  Power Critical (heavy mace), Weapon Focus (heavy 
  mace) 
  Skills Appraise +16, Bluff +19, Concentration +15, 
  Diplomacy +20, Disable Device +16, Disguise +3 (+5 
  acting), 
  Intimidate 
  +18, 
  Jump 
  +8, 
  Knowledge 
  (architecture) + 13, Knowledge (the planes) +13, Listen 
  +18, Open Lock +15, Search +19 (+21 secret doors), 
  Sense Motive +18, Spot +18, Survival +2 (+4 on other 
  planes or following tracks) 
  Possessions combat gear plus +2 heavy mace, +2 
  heavy steel shield, boots of striding and springing 
  Rust (Ex) If an aspect of Dispater succeeds on a touch 
  attack, his touch causes the target metal to corrode, 
  falling to pieces and becoming useless immediately. His 
  touch can destroy a 5-foot cube of metal or any armor or 
  weapon up to Large size instantly. Magic armor, 
  weapons, and other magic items made of metal must 
  succeed on a DC 20 Reflex save or be dissolved. The 
  save DC is Constitution- based. 
  Summon Baatezu (Sp) Once per day an aspect of 
  Dispater can summon a bearded devil or two bone 
  devils with a 50% chance of success. This is the 
  equivalent of a 5th-level spell (CL 13th). 
   
  The dark-skinned humanoid before you carries 
  himself as regally as the clothing that he wears. 
  The small horns in his head and the glowing 
  eyes betray his fiendish origin, and his disdainful 
  expression shows that he thinks himself far 
  superior to anyone around him. He carries a 
  long mace-like rod like a scepter of rulership. 
   
  B E AR D E D  D E V I L(B ARBAZU) 
  CR  5 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Listen +9, Spot +9 
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  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft.  
  AC 19, touch 12, flat-footed 17 
     (+2 Dex, +7 natural) 
  hp 45 (6 HD); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +8, Ref +7, Will +5 
  Speed 40 ft. (8 squares) 
  Melee glaive +9/+4 (1d10+3 plus infernal wound) or 
  Melee 2 claws +8 (1d6+2) 
  Space 5 ft; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +6; Grp +8 
  Atk Options Power Attack 
  Special Actions infernal wound, beard, battle frenzy, 
  summon baatezu 
  Spell-Like Abilities (CL 12th): 
  At will— greater teleport (self plus 50 pounds of 
  objects only).  
  Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 
  10 
  Feats Improved Initiative, Power Attack, Weapon 
  Focus (glaive) 
  Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, 
  Move Silently +9, Sense Motive +9, Spot +9 
  Infernal Wound (Su) The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and 
  resists healing spells. The continuing hit point loss 
  can be stopped by a DC 16 Heal check, a cure 
  spell, or a heal spell. However, a character 
  attempting to cast a cure spell or a heal spell on a 
  creature damaged by a bearded devil’s glaive must 
  succeed on a DC 16 caster level check, or the spell 
  has no effect on the injured character. 
  A successful Heal check automatically stops the 
  continuing hit point loss as well as restoring hit 
  points. The infernal wound is a supernatural ability 
  of the bearded devil, not of the weapon. The check 
  DC is Constitution-based. 
  Beard (Ex) If a bearded devil hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard. The affected creature takes 1d8+2 points of 
  damage and must succeed on a DC 16 Fortitude 
  save or be infected with a vile disease known as 
  devil chills (incubation period 1d4 days, damage 
  1d4 Str). Damage is dealt each day until the 
  afflicted creature succeeds on three consecutive 
  Fortitude saves, the disease is cured magically, or 
  the creature dies. The save DC is Constitution-
  based. 
  Battle Frenzy (Ex) Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, -2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil 
  suffers no ill effects afterward.  
  Summon Devil (Sp) Once per day a bearded devil 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  E R I N Y E S 
  CR  8 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +5; Senses darkvision 60 ft., see in darkness, 
  true seeing; Listen +16, Spot +16 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft.  
  AC 23, touch 15, flat-footed 18; Dodge, Mobility 
     (+5 Dex, +8 natural) 
  hp 85 (9 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +11, Ref +11, Will +1 
  Speed 30 ft. (6 squares), fly 50 ft. (average); Shot on 
  the Run 
  Melee longsword +14/+9 (1d8+5/19-20) 
  Ranged +1 flaming composite longbow (+5 Str 
  bonus) +15/+10 (1d8+6/x3 plus 1d6 fire) 
  Ranged rope +14 (entangle) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions entangle, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of 
  objects only), charm monster (DC 19), minor image 
  (DC 17), unholy blight (DC 19) .  
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 
  20 
  Feats Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run 
  Skills Concentration +17, Diplomacy +7, Escape 
  Artist +17, Hide +17, Knowledge (first) +14, 
  Knowledge (second) +14, Listen +16, Move Silently 
  +17, Search +14, Sense Motive +16, Spot +16, 
  Survival +4 (+6 following tracks), Use Rope +5 (+7 
  with bindings).  
  Entangle (Ex) Each erinyes carries a stout rope some 
  50 feet long that entangles opponents of any size 
  as an animate rope spell (caster level 16th). An 
  erinyes can hurl its rope 30 feet with no range 
  penalty. Typically, an erinyes entangles a foe, lifts it 
  into the air, and drops it from a great height. 
  Summon Devil (Sp) Once per day an erinyes can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is 
  the equivalent of a 3rd-level spell. 
  True Seeing (Su) Erinyes continuously use true 
  seeing, as the spell (caster level 14th). 
   
  J O L E N  L O R I N AR 
  CR  11 
  Male Human (Suel) Ari 4 Ftr 2 Rgr 2 Blk 3 
  CE medium humanoid (human) 
  Init +0; Senses Listen +3, Spot +2 
  Aura Moderate Evil 
  Languages Common, Ancient Suloise  
  AC 22, touch 10, flat-footed 22 
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  URD 8-05 Blood Runs Thicker than Water 
   
  Page 54 
   (+9 armor, +3 shield) 
  hp 85 (11 HD) 
  Fort +14, Ref +7, Will +8 
  Speed 20 ft. in medium armor (4 squares) 
  Melee +1 heavy pick +15/+10 (1d6+4/19-20/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +13 
  Atk Options power attack, improved sunder, cleave, 
  rebuke undead, favored enemy +2 (humanoid 
  (human)), poison use, smite good (1/day, +2 to hit, 
  +3 damage). 
  Atk Options  
  Special Actions  
  Combat Gear +1 full plate, +1 heavy mithral shield, 
  +1 heavy pick. 
  Class Spells Prepared (CL 3rd): 
   2nd— cure moderate wounds 
  1st— align weapon, cure light wounds 
  Abilities Str 16, Dex 10, Con 14, Int 12, Wis 12, Cha 
  14  
  SQ Wild Empathy, detect good, Aura of Despair (all 
  enemies within 10’ suffer -2 morale penalty on all 
  saves) 
  Feats Improved Critical (pick, heavy), negotiator, 
  persuasive, power attack, cleave, improved sunder, 
  track, weapon focus (pick, heavy)  
  Skills Appraise +8, Bluff +14, Diplomacy +19, 
  Disguise +5 Forgery +8, Gather Information +12, 
  Hide +2, Intimidate +20, Knowledge (arch & 
  engineering) +2, Knowledge (Geography) +2, 
  Knowledge (nature) +2, Knowledge (nobility) +5, 
  Knowledge (religion) +3, Listen +3, Move Silently -
  1, Profession (politician) +11, Spot +2 
  Possessions combat gear plus circlet of persuasion, 
  vest of resistance +2, ring of mind shielding 
   
   
   
  
  APL 10 
  2−5: HOUSE VERLE MILITIA 
   
   
  M I L I T I A S E R G E ANT 
  CR  8 
  Male Human (Suel) War 2 Ftr 7 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor (breastplate)) 
  hp 73 (9 HD) 
  Fort +10, Ref +3, Will +4 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Fullblade +14/+9 (2d8+6/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Abilities Str 17, Dex 13, Con 14, Int 13, Wis 10, Cha 10  
  Feats Exotic Weapon Proficiency (Fullblade), Improved 
  Critical (Fullblade), Improved Unarmed Strike, Iron 
  Will, Quick Draw, Weapon Focus (Fullblade), 
  Weapon Specialization (Fullblade), Close Quarters 
  Fighting, Power Critical (Fullblade).  
  Skills Handle Animal +12, Intimidate +12, Jump +5, 
  Ride +15 
  Possessions combat gear plus breastplate, masterwork 
  fullblade. 
   
  M I L I T I A S O L D I E R 
  CR  1 
  Male Human (Suel) War 2 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 10, flat-footed 16 
   (+4 armor (chain shirt), +2 shield (heavy wooden 
  shield) 
  hp 17 (2 HD) 
  Fort +5, Ref +0, Will +0 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee shortspear +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 10, Cha 10  
  Feats Improved Unarmed Strike, Weapon Focus 
  (Shortspear)  
  Skills Handle Animal +5, Intimidate +5, Ride +7 
  Possessions combat gear plus chain shirt, shortspear, 
  heavy wooden shield 
   
  3A:2 HOUSE CORINER (ADDITIONAL)  
  D O P P L E G ANG E R  C O U R T E S AN 
  CR  3 
  N Medium Monstrous Humanoid 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 15, touch 11, flat-footed 14;Dodge 
   (+1 Dex, +4 natural) 
  hp 22 (4 HD)  
  Immune charm, sleep 
  Fort +4, Ref +5, Will +6 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Special Actions detect thoughts (DC 13) 
  Abilities Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13  
  SQ Change shape 
  Feats Dodge, Great Fortitude 
  Skills Bluff +10, Diplomacy +3, Disguise +11 (+13 
  acting), Listen +6, Search +6, Spot +6 
  Possessions combat gear plus masterwork disguise kit  
  Detect 
  Thoughts 
  (Su) 
  A 
  doppelganger 
  can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based.  
  Change Shape (Su) A doppelganger can assume the 
  shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change 
  in form cannot be dispelled, but a doppelganger 
  reverts to its natural form when killed. A true seeing 
  spell or ability reveals its natural form.  
  Skills  
  A doppelganger has a +4 racial bonus on Bluff and 
  Disguise checks.  
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on 
  Disguise checks. If it can read an opponent’s mind, it 
  gets a further +4 circumstance bonus on Bluff and 
  Disguise checks.  
   
  S UCCUBUS 
  CR  7 
  CE Medium outsider (chaotic, extraplanar, evil, tanar’ri) 
  Init +1; Senses darkvision 60 ft.; Listen +19, Spot +19 
  Languages Abyssal, Celestial, Draconic; telepathy 100 
  ft., tongues 
  AC 20, touch 11, flat-footed 19; Dodge, Mobility 
   (+1 Dex, +9 natural) 
  hp 33 (6 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +6, Ref +6, Will +7 
  Speed 30 ft. (6 squares), fly 50 ft. (average) 
  Melee 2 claws +7 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Special Actions energy drain, summon tanar’ri 
  Spell-Like Abilities (CL 12th): 
  At will—charm monster (DC 22), detect good, �detect 
  thoughts (DC 20), ethereal jaunt (self plus 50 
  pounds of objects only), polymorph (humanoid form 
  only, no limit on duration), suggestion (DC 21), 
  greater teleport (self plus 50 pounds of objects only) 
  �Already cast 
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  Page 55 
  
  Abilities Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26  
  Feats Dodge, Mobility, Persuasive 
  Skills Bluff +19, Concentration +10, Diplomacy +12, 
  Disguise +17 (+19 acting), Escape Artist +10, 
     Hide +10, Intimidate +19, Knowledge (first) +12, Listen 
  +19, Move Silently +10, Search +12, 
     Spot +19, Survival +2 (+4 following tracks), Use Rope 
  +1 (+3 with bindings) 
  Energy Drain (Su) A succubus drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim. If the target is not willing 
  to be kissed, the succubus must start a grapple, 
  which provokes an attack of opportunity. The 
  succubus’s kiss or embrace bestows one negative 
  level. The kiss also has the effect of a suggestion 
  spell, asking the victim to accept another kiss from 
  the succubus. The victim must succeed on a DC 21 
  Will save to negate the effect of the suggestion. The 
  DC is 21 for the Fortitude save to remove a negative 
  level. These save DCs are Charisma-based.  
  Change Shape (Su) An succubus can assume the form 
  of any Small or Medium humanoid. 
  Summon Demon (Su) Once per day a succubus can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Tongues (Su) A succubus has a permanent tongues 
  ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
  Skills  
  Succubi have a +8 racial bonus on Listen and Spot 
  checks.  
  *While using her change shape ability, a succubus gains 
  a +10 circumstance bonus on Disguise checks.  
   
  3B:2 HOUSE VERLE (ADDITIONAL) 
   
   
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 points 
  of fire damage every time it bites an opponent, as if 
  its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival checks 
  when tracking by scent, due to their keen sense of 
  smell.  
   
  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), +3 
  deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 (2d6+4) and Unarmed Strike Secondary 
  +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats Endurance, Improved Unarmed Strike, Stunning 
  Fist, Track, Two-Weapon Fighting, Weapon Finesse, 
  Fiery Fist, Fists of Iron, Ascetic Hunter, Deadly 
  Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move Silently 
  +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), extended 
  shield of faith (CL 11), extended bull’s strength (CL 
  13), extended cat’s grace (CL 13), extended owl’s 
  wisdom (CL 13). 
   
  3C:1 HOUSE LORINAR (OPTIONAL) 
   
  AD V AN C E D  D I RE  AP E  O F  L E G E N D 
  CR  7 
  N Large outsider (augmented animal, native) 
  Init +9; Senses Listen +6, Spot +7 
  Languages -- 
  AC 27, touch 14, flat-footed 22 
   (-1 Size, +5 Dex, +4 armor (chain shirt), +9 natural) 
  hp 141 (12 HD) 
  SR 16 
  Fort +18, Ref +16, Will +13 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 56 
  
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft., climb 15 ft. 
  Melee 2 claws +19 (1d8+11/19-20) and bite +17 
  (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +28 
  Special Actions rend 2d6+16 
  Abilities Str 32, Dex 21, Con 24, Int 6, Wis 14, Cha 11  
  SQ  
  Feats Alertness, Improved Grapple, Improved Initiative, 
  Improved 
  Natural 
  Attack 
  (claw), 
  Multiattack, 
  Toughness, Track.  
  Skills Climb +14, Listen +6, Move Silently +7, Spot +7, 
  Survival +6 
  Possessions combat gear plus chain shirt, tanglefoot 
  bag. 
  Rend (Ex) A dire ape that hits with both claw attacks 
  latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an extra 2d6+9 points 
  of damage.  
  Haste (Su) Always under the influence of a haste spell. 
  Skills 
  Dire apes have a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, 
  even if rushed or threatened.  
   
   
  B E L L I O S  L O R I N AR 
  CR  12 
  Male Human (Suel) Bbn 2 Ftr 6 Rgr 3 War 2 
  ME medium humanoid (human) 
  Init +5; Senses Listen +8, Spot +6 
  Languages Common, Ancient Suloise 
  AC 15, touch 11, flat-footed 15; Dodge, Mobility 
   (+1 Dex, +4 armor) 
  hp 104 (13 HD)  
  Fort +16, Ref +6, Will +3 
  Speed 40 ft. in light armor (8 squares), base movement 
  40 ft. 
  Melee Masterwork Greatsword +19/+14/+9 (2d6+8/17-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +17 
  Atk Options rage, +2 Favored Enemy (humanoid 
  (human)), Combat Expertise, Improved Disarm, 
  Improved Initiative, Spring Attack, Two Weapon 
  Fighting, Power Attack 
  Combat Gear Masterwork Greatsword, Chain Shirt 
  Abilities Str 19, Dex 13, Con 14, Int 13, Wis 10, Cha 8  
  SQ Uncanny Dodge 
  Feats Combat Expertise, Improved Disarm, Dodge, 
  Mobility, Spring Attack, Endurance, Improved Critical 
  (Greatsword), Improved Initiative, Power Attack, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (Greatsword), Weapon Specialization (Greatsword)  
  Skills Climb +8, Handle Animal +15, Heal +4, Hide +5, 
  Intimidate +9, Jump +18, Knowledge (nature) +9, 
  Listen +8, Move Silently +5, Ride +5, Spot +6, 
  Survival +8, Swim +2. 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of haste. 
  Spiritual Connection You can use speak with animals 
  and speak with plants, as the spells (caster level 3). 
  You can use any combination of these effects up to  
  three times per day. 
   
  4A:2 THE HONORABLE CHAMBER 
  (OPTIONAL) 
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 points 
  of fire damage every time it bites an opponent, as if 
  its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival checks 
  when tracking by scent, due to their keen sense of 
  smell.  
   
  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), +3 
  deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 (2d6+4) and Unarmed Strike Secondary 
  +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 57 
  
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats Endurance, Improved Unarmed Strike, Stunning 
  Fist, Track, Two-Weapon Fighting, Weapon Finesse, 
  Fiery Fist, Fists of Iron, Ascetic Hunter, Deadly 
  Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move Silently 
  +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), extended 
  shield of faith (CL 11), extended bull’s strength (CL 
  13), extended cat’s grace (CL 13), extended owl’s 
  wisdom (CL 13). 
   
  S C AR L E T  B R O T H E R H O O D  S O R C E R E R 
  CR  10 
  Female Human (Suel) Sor 10 
  LE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suloise  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor (mage armor)) 
  Resist acid 20, electricity 20, fire 20, sonic 20 
  hp 51 (10 HD) 
  Fort +5, Ref +4, Will +7  
  Speed 30 ft. (6 squares) 
  Melee Dagger +4 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options spells 
  Special Actions Sudden Maximize  
  Class Spells Known (CL 10th): 
   5th (3/day)— telekinesis 
   4th (6/day)— enervation, invisibility-greater 
   3rd (7/day)— displacement, haste, lightning bolt 
   2nd (1/day)— �mirror image, �resist energy, 
  scorching ray, �see invisibility 
   1st 
  (6/day)— 
  �mage 
  armor, 
  magic 
  missile, 
  obscuring mist, ray of enfeeblement, unseen 
  servant 
   0 (6/day)— acid splash, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of 
  frost, read magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 8, Wis 10, Cha 18  
  Feats Extend Spell, Silent Spell, Still Spell, Split Ray, 
  Sudden Maximize 
  Skills Concentration +15, Spellcraft +12 
  Possessions combat gear plus spell component pouch 
  (x3) 
   
  P ALRE THE E 
  CR  8 
  CE medium outsider (chaotic, evil, fire, tanar’ri) 
  Init +3; Senses darkvision 60 ft.; Listen +12, Spot +12 
  Languages Abyssal, Celestial, Draconic; telepathy 100 
  ft. 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +10 natural) 
  hp 60 (8 HD); DR 10/good 
  Immune electricity, poison 
  Resist acid 10, fire 10; SR 18 
  Fort +9, Ref +9, Will +11 
  Speed 30 ft. (6 squares) 
  Melee +1 flaming longsword +14/+9 (1d8+7 plus 1d6 
  fire/19-20) or 
  Melee +12 slam (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions demonic burn, fiery shield, spell-like 
  abilities 
  Spell-Like Abilities (CL 8th): 
  At will–detect good, detect magic, see invisibility 
  1/day--fear (30-foot radius, DC 14). 
  Abilities Str 19, Dex 16, Con 16, Int 13, Wis 12, Cha 11  
  Feats Combat Expertise, Dodge, Weapon Focus 
  (longsword) 
  Skills Bluff +11, Diplomacy +15, Hide +14, Intimidate 
  +2, Knowledge (arcana) +12, Listen +12, Sense 
  Motive +12, Search +12, Spellcraft +14, Spot +12 
  Possessions combat gear plus +1 flaming longsword 
  Demonic Burn (Ex) Any creature hit by a palrethee’s 
  slam attack must succeed at a Reflex save (DC 17) 
  or catch fire. The flame burns for 1d4 rounds. A 
  burning creature can take a move action to put out 
  the flame. The save DC is Constitution-based. 
  Fiery Shield (Sp) A palrethee is wreathed in scorching 
  flames that cause damage to each creature that 
  attacks it with a natural or hand-held weapon. Such 
  an attack deals normal damage to the palrethee 
  (assuming its damage reduction is overcome), but at 
  the same time the attacker takes 1d6+8 points of fire 
  damage (spell resistance applies; caster level 8th). 
  Weapons with reach, such as longspears, do not 
  endanger their users in this way. 
  Summon Tanar’ri (Sp) Once per day, a palrethee can 
  attempt to summon another palrethee with a 30% 
  chance of success. This ability is the equivalent of a 
  4th level spell. 
   
  G R E ATH O R N  M I N O T AU R 
  CR  7 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., scent, tremorsense 120 
  ft.; Listen +8, Spot +8 
  Languages Undercommon, Giant 
  AC 15, touch 8, flat-footed 15 
   (-1 size, -1 Dex, +7 natural) 
  hp 104 (11 HD); DR 5/--  
  Fort +10, Ref +6, Will +7 
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +17 (2d6+10) or 
  Melee greathammer +17/+12/+7 (3d6+10/x4) and gore 
  +12 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Power Attack 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 58 
  
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10  
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Natural Attack (gore), Power Attack, Track 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8 
  Possessions greathammer 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of earth 
  except metal as easily as a fish swims through water. 
  Its burrowing leaves behind no tunnel or hole, nor 
  does it create any ripple or other signs of its 
  presence. 
  Earth Warp (Su) As a swift action, a greathorn minotaur 
  can cause the earth and rock around it to twist and 
  warp in a 60-foot-radius emanation around it, 
  doubling movement costs through that area. Natural 
  stone, finished stone, and dirt surfaces are subject to 
  this effect. The effect does not move with the 
  minotaur; when the minotaur leaves the area, the 
  ground returns to normal. The minotaur ignores the 
  movement penalties generated by its own or another 
  greathorn’s earth warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity maze spells, never become lost, and can 
  track enemies as if they had the Track feat. They are 
  never caught flat-footed. 
  Skills 
  Greathorn minotaurs have a +4 racial bonus on Listen, 
  Search and Spot checks. 
   
  H ALF-R E D  D R AG O N  M I N O T AU R 
  CR  7 
  CE Large Dragon (augmented Monstrous Humanoid) 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +8, Spot +9 
  Languages Giant  
  AC 23, touch 9, flat-footed 23 
   (-1 Size, +9 Natural, +5 armor (breastplate)) 
  hp 69 (7 HD) 
  Immune sleep, paralysis, fire 
  Fort +6, Ref +5, Will +5 
  Speed 20 ft. in medium armor (4 squares), fly 60 ft. 
  (avg) 
  Melee greataxe +14/+9 (3d6+18/x3) and gore +13 
  (1d8+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +23 
  Attack Options Power Attack 
  Special Actions breath weapon, powerful charge 4d6+6 
  Combat Gear Greataxe, chain shirt 
  Abilities Str 34, Dex 10, Con 19, Int 6, Wis 10, Cha 8  
  Feats Combat Reflexes, Power Attack, Flyby Attack, 
  Weapon Focus (Greataxe).  
  Skills Jump +3, Listen +8, Spot +9 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its head 
  to bring its mighty horns into play. In addition to the 
  normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +18 
  attack bonus that deals 4d6+18 points of damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are 
  never caught flat-footed. 
  Breath Weapon (Ex) Once per day you can emit a 30-
  foot cone of fire, dealing 6d8 damage, with a reflex 
  save (DC 17) for ½ damage. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, and 
  Listen checks. 
   
  5A:2 TEMPLE OF LENDOR
   
  (ADDITIONAL)  
  B O N E D R I N K E R,  L E S S E R 
  CR  4 
  CE Small Undead 
  Init +4; Senses darkvision 60 ft., scent; Listen +9, Spot 
  +9 
  AC 16, touch 15, flat-footed 12 
   (+1 size, +4 Dex, +1 natural) 
  hp 59 (7 HD)  
  Resist cold 5, fire 5, sonic 5 
  Fort +2, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +6 (1d8+2) and 2 claws +1 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +1 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 15, Dex 18, Con --, Int 8, Wis 12, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Natural Attack 
  (claw), Power Attack 
  Skills Hide +15, Listen +9, Move Silently +15, Spot +9 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its bones. 
  To do this, the bonedrinker must make a successful 
  grapple check. If it pins its foe, it fastens onto the 
  creature with its horrendous fangs. It then secretes a 
  painful toxin into the victim that deals 1d4 points of 
  Constitution damage. Creatures reduced to 0 
  Constitution die, as the majority of their bones 
  become too brittle to support their bodies and they 
  collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic 
  claw 
  or 
  tentacle 
  damage 
  in 
  each 
  subsequent round that it maintains the grapple, and a 
  bonedrinker 
  that 
  has 
  successfully 
  pinned 
  an 
  opponent can begin to drink its bones (see 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 59 
  
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Unholy Toughness (Ex) A lesser bonedrinker gains a 
  bonus to its hit points equal to its Charisma modifier x 
  its hit dice. 
  Pounce (Ex) If a bonedrinker charges, it can make a full 
  attack in the same round. 
   
  B O N E D R I N K E R 
  CR  6 
  CE Medium Undead 
  Init +3; Senses darkvision 60 ft., scent; Listen +13, 
  Spot +13 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 93 (11 HD); DR 5/silver or good  
  Resist cold 10, fire 10, sonic 10 
  Fort +3, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +10 (1d10+5) and 2 claws +5 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Atk Options Cleave, Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 21, Dex 16, Con --, Int 8, Wis 14, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack (claw), Power Attack 
  Skills Hide +13, Listen +13, Move Silently +17, Spot 
  +13 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its bones. 
  To do this, the bonedrinker must make a successful 
  grapple check. If it pins its foe, it fastens onto the 
  creature with its horrendous fangs. It then secretes a 
  painful toxin into the victim that deals 1d6 points of 
  Constitution damage. Creatures reduced to 0 
  Constitution die, as the majority of their bones 
  become too brittle to support their bodies and they 
  collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic 
  claw 
  or 
  tentacle 
  damage 
  in 
  each 
  subsequent round that it maintains the grapple, and a 
  bonedrinker 
  that 
  has 
  successfully 
  pinned 
  an 
  opponent can begin to drink its bones (see 
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Pounce (Ex) If a bonedrinker charges, it can make a full 
  attack in the same round.  
   
  5B:2 TEMPLE OF KORD (ADDITIONAL)  
  AS P E C T  O F  B AP H O M E T 
  CR  7 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +2; Senses darkvision 60 ft; Listen +15, Spot +15 
  Languages Abyssal, Common, Giant; telepathy 100 ft. 
  AC 20, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +9 natural) 
  hp 84 (8 HD); DR 10/cold iron and good 
  Immune electricity, maze, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 Glaive +15/+10 (2d8+11) and gore +9 (2d6+3) 
  or 
  Melee 2 claws +13 (1d6+6) and gore +8 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +8; Grp +18 
  Atk Options Awesome Blow, Improved Bull Rush, 
  Power Attack, Powerful Charge 
  Abilities Str 23, Dex 14, Con 22, Int 16, Wis 18, Cha 15  
  SQ natural cunning, tanar’ri traits 
  Feats Awesome Blow, Improved Bull Rush, Power 
  Attack, Powerful Charge 
  Skills Climb +17, Diplomacy +4, Handle Animal +13, 
  Hide +4, Intimidate +13, Jump +17, Knowledge 
  (nature) +14, Knowledge (the planes) +14, Listen 
  +15, Move Silently +7, Ride +4, Sense Motive +15, 
  Spot +15, Survival +15 (+17 in aboveground natural 
  environments, +17 on other planes) 
  Possessions +2 Large glaive 
  Natural Cunning (Ex) An aspect of Baphomet 
  possesses an innate cunning and logical ability 
  similar to that of a minotaur. He is immune to maze 
  spells, never becomes lost, and can track enemies as 
  if he had the Track feat. He is never caught flat-
  footed. 
   
  Before you stands a humanoid more than 12 feet 
  tall covered in thick, black matted hair. Its head is 
  that of a bull, and its eyes glow with fiendish light. 
  Its great horns, longer than those of any bull, are 
  permanently stained dark red with blood. Its 
  cloven hooves are scarred and stained with blood 
  as well. Its expression is one of sardonic primal 
  anger, like he’s mocking your very nature. 
   
  M I N O T AU R 
  CR  4 
  CE Large Monstrous Humanoid 
  Init +0; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +7 
  Languages Giant  
  AC 18, touch 9, flat-footed 18 
   (-1 Size, +5 Natural, +4 armor (chain shirt)) 
  hp 39 (6 HD) 
  Fort +6, Ref +5, Will +5 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee greataxe +9/+4 (3d6+6/x3) and gore +4 (1d8+2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +14 
  Attack Options Power Attack 
  Special Actions powerful charge 4d6+6 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 60 
  
  Combat Gear Greataxe, chain shirt 
  Abilities Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8  
  Feats Great Fortitude, Power Attack, Track.  
  Skills Intimidate +2, Listen +7, Search +2, Spot +7 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its head 
  to bring its mighty horns into play. In addition to the 
  normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +9 
  attack bonus that deals 4d6+6 points of damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are 
  never caught flat-footed. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, and 
  Listen checks. 
   
  5C:2 TEMPLE OF PHAULKON 
  (ADDITIONAL) 
   
   
  H ALF-F I E ND J U V E N I L E  AR R O W H AW K 
  CR  6 
  CE Small Outsider (Air, Extraplanar) 
  Init +8; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Auran 
  AC 24, touch 19, flat-footed 16; Dodge 
   (+1 Size, +8 Dex, +5 Natural) 
  hp 39 (6 HD) 
  Immune acid, disease, electricity, poison 
  Resist cold 10, fire 10; SR 16 
  Fort +7, Ref +13, Will +6 
  Speed Fly 60 ft. (perfect) (10 squares) 
  Melee bite +15 (1d6+4) or 
  Melee 2 claws +15 (1d3+3) and bite +13 (1d4+1)  
  Ranged electricity ray +15 touch (2d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5 
  Special Actions electricity ray, smite good 
  Spell-Like Abilities (CL 6th): 
   3/day— darkness, poison 
   1/day— desecrate, unholy blight 
  Abilities Str 16, Dex 26, Con 14, Int 7, Wis 13, Cha 15  
  SQ spell-like abilities 
  Feats Dodge, Multi-attack, Weapon Finesse.  
  Skills Diplomacy +4, Escape Artist +14, Knowledge (the 
  planes) +8, Listen +7, Move Silently +14, Search +8, 
  Sense Motive +7, Spot +7, Survival +7 (+9 following 
  tracks, +9 on other planes), Use Rope +8 (+10 with 
  bindings)  
  Electricity Ray (Su) An arrowhawk can fire this ray 
  once per round, with a range of 50 feet.  
  Smite Good (Su) Once per day the creature can make 
  a normal melee attack to +6 damage against a good 
  foe.  
   
  AS P E C T  O F  P AZ U Z U 
  CR  8 
  CE Large Outsider (chaotic, evil, extraplanar, obyrith) 
  Init +6; Senses darkvision 60 ft, true seeing; Listen +15, 
  Spot +15 
  Languages Abyssal, Auran, Common; telepathy 100 ft. 
  AC 23, touch 16, flat-footed 17; Dodge, Mobility 
   (+6 Dex, +7 natural) 
  hp 86 (9 HD); DR 10/cold iron and good 
  Immune electricity, mind-affecting spells and abilities, 
  poison 
  Resist acid 10, cold 10, fire 10  
  Fort +11 Ref +12, Will +9 
  Speed 30 ft. (6 squares), fly 60 ft. (good); Spring Attack 
  Melee +2 greatsword +15/+10 (2d6+8/17-20) and 2 
  talons +8 (1d6+2)  
  Base Atk +9; Grp +13 
  Abilities Str 18, Dex 22, Con 21, Int 18, Wis 16, Cha 19  
  SQ Aura of servile avians, obyrith traits 
  Feats Dodge, Improved Critical (greatsword), Mobility, 
  Spring Attack 
  Skills Balance +8, Bluff +16, Diplomacy +14, Disguise 
  +16 (+18 acting in character), Gather Information 
  +10, Hide +18, Intimidate +18, Jump +6, Knowledge 
  (religion) +16, Knowledge (the planes) +16, Listen 
  +15, Move Silently +18, Sense Motive +15, Spot +15, 
  Survival +3 (+5 on other planes), Tumble +18 
  Possessions +2 greatsword 
  Aura of Servile Avians (Su) All evil-aligned creatures 
  with a natural fly speed feel a strange bond of 
  attraction to an aspect of Pazuzu. Before such a 
  creature takes any hostile action against the aspect 
  of Pazuzu, it must make a DC 18 Will save. Failure 
  indicates that the creature’s attack fails and its action 
  is wasted. This aura extends to a radius of 120 feet. 
  The saving throw is Charisma-based. 
   
  This tall and well-muscled man has sharp talons 
  for feet, and these talons scrape the ground as it 
  approaches. Its hawk-like head somehow also 
  appears to have the features of a handsome 
  human. His hooked beak is full of small, sharp 
  teeth. Four black, feathered wings rise from its 
  back, and smoke rises from them as if they were 
  constantly smoldering. 
   
  5D:2 TEMPLE OF LYDIA (ADDITIONAL) 
  G R AY  O O Z E 
  CR  4 
  N Medium Ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Languages -- 
  AC 5, touch 5, flat-footed 5 
   (-5 Dex) 
  hp 31 (3 HD)  
  Immune cold, fire 
  Fort +6, Ref -4, Will -4 
  Speed 10 ft. (2 squares) 
  Melee slam +3 (1d6+1 plus 1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions acid, constrict 1d6+1 plus 1d6 acid, 
  improved grab 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 61 
  
  Abilities Str 12, Dex 1, Con 21, Int --, Wis 1, Cha 1  
  SQ ooze traits, transparent 
  Feats --  
  Skills -- 
  Acid (Ex) A gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal, but not 
  stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 16 
  Reflex save. A metal or wooden weapon that strikes 
  a gray ooze also dissolves immediately unless it 
  succeeds on a DC 16 Reflex save. The save DCs are 
  Constitution-based. 
  The ooze’s acidic touch deals 16 points of damage per 
  round to wooden or metal objects, but the ooze must 
  remain in contact with the object for 1 full round to 
  deal this damage. 
  Constrict (Ex) A gray ooze deals automatic slam and 
  acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a -4 penalty on 
  Reflex saves against the acid. 
  Improved Grab (Ex) To use this ability, a gray ooze 
  must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
  Transparent (Ex) A gray ooze is hard to identify, even 
  under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a 
  gray ooze and walk into it are automatically hit with a 
  melee attack for slam and acid damage. 
   
  AS P E C T  O F  J U B I L E X 
  CR  8 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +3; Senses blindsight 60 ft., darkvision 60 ft; Listen 
  +13, Spot +13 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 22, touch 12, flat-footed 19 
   (-1 size, +3 Dex, +10 natural) 
  hp 84 (8 HD); DR 10/cold iron and good 
  Immune acid, bludgeoning damage, electricity 
  Resist fire 10  
  Fort +12, Ref +9, Will +8 
  Speed 30 ft. (6 squares), climb 30 ft. 
  Melee 2 slams +13 (1d8+6 plus 1d6 acid) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved grab, constrict 1d6+6 plus 1d6 acid 
  Abilities Str 23, Dex 16, Con 23, Int 14, Wis 15, Cha 10  
  SQ amorphous, tanar’ri traits 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Natural Attack (slam) 
  Skills Bluff +11, Climb +14, Diplomacy +4, Hide +10, 
  Intimidate +13, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +13, Listen +13, Move Silently +14, 
  Sense Motive +13, Spellcraft +4, Spot +13, Survival 
  +2 (+4 when underground), Swim +17 
  Constrict (Ex) The aspect of Juibilex deals 1d6+6 
  points of damage plus 1d6 points of acid damage 
  with a successful grapple check, in addition to 
  damage from his slam attack. 
  Improved Grab (Ex) To use this ability, the aspect of 
  Jubilex must hit an opponent of Large or smaller size 
  with his slam attack. He can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If he wins the grapple check, he 
  establishes a hold and can constrict or attempt to 
  engulf. 
  Amorphous (Ex) Bludgeoning weapons and impact 
  damage deal no damage to an aspect of Jubilex. He 
  can slip through spaces that otherwise could 
  accommodate a creature no larger than Tiny because 
  of his jellylike substance. 
   
  A glistening cone of slime and jelly rises to a 
  height of 10 feet before you. It is striped in veins of 
  black and green, and its red eyes glow from ever-
  shifting positions within the slimy body. A pair of 
  pseudopods writhe and twitch in your direction. 
   
  6: THE CEMETARY AND CHURCH OF WEE 
  JAS (CORE) 
  I M M E RAN V E R L E 
  CR  13 
  Male Human (Suel) Cleric 12 Heirophant 1 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +7, Spot +7 
  Aura Overwhelming Chaos and Evil 
  Languages Common, Ancient Suel  
  AC 28, touch 14, flat-footed 28 
   (+9 armor, +3 shield, +4 deflection) 
  hp 81 (13 HD) + false life (1d10+10) 
  Resist acid 30, electricity 30, fire 30; SR 25 
  Fort +13, Ref +6, Will +19 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee touch spell +7 (various) or 
  Ranged touch spell +9 (various) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options spells 
  Special Actions divine reach, sudden maximize, 
  spontaneous inflict spells, rebuke undead (5/day, 
  1d20+2, 2d6+13 damage) 
  Combat Gear  
  Class Spells Prepared (CL 13th): 
   6th— create undead (D), harm, heal, repulsion 
   5th— fell weaken enervation, fell drain vampiric 
  touch, flame strike, �spell resistance, slay living 
  (D) 
   4th— cure critical wounds, �death ward (D), 
  *enervation, �freedom of movement, fell drain 
  soundburst 
   3rd— �animate dead (D), cure serious wounds, 
  dispel magic, �magic vestments, �protection from 
  energy (sonic), *vampiric touch 
   2nd— bear’s endurance, cure moderate wounds, 
  death knell (D), �*false life, �resist energy, 
  �resist energy, �resist energy  
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 62 
  
   1st—bless, cause fear (D), cure light wounds, cure 
  light wounds, divine favor, obscuring mist, *ray of 
  enfeeblement, �shield of faith 
   0— cure minor wounds, cure minor wounds, detect 
  magic, guidance, read magic, resistance 
  D: Domain spell. Deity: Orcus. Domain: Death  
  �Already cast 
  Abilities Str 8, Dex 10, Con 12, Int 8, Wis 25, Cha 14  
  Feats Divine Armor, Divine Vigor, Domain Focus 
  (death), Fell Drain, Fell Weaken, Sudden Maximize 
  Skills Knowledge (arcane) +1, Concentration +14, 
  Knowledge (the planes) +14 
  Possessions combat gear plus vest of resistance +2, 
  periapt of wisdom +4,  
  *Divine Magician (Variant) Replaces: Gain only one 
  domain Benefit: Gain 1 abjuration, divination or 
  necromancy wizard spell per spell level.  
   
  B O N E C L AW 
  CR  5 
  CE Large undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot +15  
  AC 16, touch 13, flat-footed 12 
     (-1 size, +4 Dex, +3 natural) 
  hp 105 (10 HD); DR 5/bludgeoning 
  Immune cold 
  Resist turn resistance +2 
  Fort +3, Ref +7, Will +9  
  Speed 40 ft. (8 squares) 
  Melee 2 piercing claws +7 (2d6+7) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions reaching claws  
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 19  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Power Attack 
  Skills Hide +13, Intimidate +17, Listen +15, Move 
  Silently +17, Search +15, Spot +15 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending them 
  as part of an attack to a distance of up to 20 feet 
  (thereby allowing the boneclaw to threaten more 
  squares than even its Large size would otherwise 
  indicate. 
  Unholy Toughness (Ex) A boneclaw gains a bonus to 
  its hit points equal to its Charisma modifier x Hit Dice. 
   
  B L O O D H U L K  C R U S H E R 
  CR  8 
  NE Huge undead 
  Init -2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages understands creator's orders  
  AC 14, touch 6, flat-footed 14 
     (-2 size, -2 Dex, +8 natural) 
  hp 280 (20 HD) 
  Immune undead immunities 
  Fort +6, Ref +4, Will +12 
  Weakness fragile  
  Speed 30 ft. (6 squares) 
  Melee slam +24 (3d6+24) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +10; Grp +34 
  Abilities Str 43, Dex 6, Con --, Int --, Wis 10, Cha 1  
  SQ blood bloated, undead traits 
  Feats -- 
  Skills Listen +0, Spot +0 
  Blood Bloated (Ex) A Bloodhulk Crusher always gains 
  the maximum hit points possible per Hit Die. In 
  addition, it gains 2 bonus hit points per Hit Die. 
  Fragile (Ex) A Bloodhulk Crusher takes an extra 1d6 
  points of damage whenever it takes at least 1 point of 
  damage from a piercing or slashing weapon. 
   
  H UM AN C O M M O N E R  Z O M B I E 
  CR  ½   
  NE Medium undead 
  Init -1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages --  
  AC 11, touch 9, flat-footed 11 
     (-1 Dex, +2 natural) 
  hp 16 (2 HD); DR 5/slashing 
  Immune undead immunities 
  Fort +0 Ref -1, Will +3 
  Speed 30 ft. (6 squares) can’t run 
  Melee slam +3 (1d6+1) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ single actions only, undead traits 
  Feats Toughness 
   
  8A:2 THE CHURCH OF PELOR 
  (OPTIONAL)  
   
  T I E F L I N G  S H AD O W  M AG E 
  CR  9 
  Male Tiefling Wizard 9 
  CE Medium Outsider 
  Init +7; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Languages 
  Common, 
  Draconic, 
  Gnome, 
  Goblin, 
  Halfling, Infernal, Orc 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 armor (greater mage armor)) 
  hp 37 (9 HD) plus false life (1d10+9) ;  
  Immune  
  Resist cold 5, electricity 5, fire 5 
  Fort +4, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Spells 
  Special Actions Force Domain 
  Class Spells Prepared (CL 9th, base DC 16 + spell 
  level): 
   5th— bigby’s interposing hand, feeblemind, waves of 
  fatigue 
   4th— bestow curse, enervation, ice storm, invisibility 
  - greater 
   3rd— 
  displacement, 
  fireball, 
  heroism, 
  ray 
  of 
  exhaustion, �mage armor - greater 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 63 
  
   2nd— �blur, �false life, glitterdust, �mirror image, 
  scorching ray, �see invisibility, touch of idiocy 
   1st— backbiter, magic missile (x2), obscuring mist, 
  ray of enfeeblement (x3) 
   0— detect magic, mage hand, prestidigitation, read 
  magic, resistance 
  �Already cast 
  Spell-Like Abilities (CL 9th): 
   1/day — darkness 
  Abilities Str 8, Dex 16, Con 12, Int 22, Wis 10, Cha 6  
  SQ  
  Feats Improved Initiative, Spell Focus (Necromancy), 
  Greater Spell Focus (Necromancy), Scribe Scroll, 
  Sudden Still.  
  Skills 
  Concentration 
  +13, 
  Decipher 
  Script 
  +18, 
  Knowledge (arcana) +18, Knowledge (history) +8, 
  Knowledge (nobility) +18, Knowledge (religion) +18, 
  Knowledge (the planes) +18, Spellcraft +20 
  Possessions combat gear plus 
  Domain Granted Power (force) As a supernatural 
  ability, once per day you can re-roll any damage roll 
  and take the better of the two rolls. 
   
    
  Skills  
  +2 racial bonus on Bluff and Hide checks 
   
  S H AD O W 
  CR  3 
  CE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Common  
  AC 13, touch 13, flat-footed 11; Dodge 
   (+2 Dex, +1 deflection) 
  hp 19 (3 HD) 
  Resist turn resistance +2 
  Fort +1, Ref +3, Will +4 
  Speed Fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +3 (1d6 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -- 
  Special Actions create spawn, strength damage 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 13  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge.  
  Skills Hide +8, Listen +7, Search +4, Spot +7 
  Strength Damage (Su) The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. 
  This is a negative energy effect. 
  Create Spawn (Su) Any humanoid reduced to Strength 
  0 by a shadow becomes a shadow under the control 
  of its killer within 1d4 rounds. 
  Skills  
  Shadows have a +2 racial bonus on Listen and Spot 
  checks and a +4 racial bonus on Search checks. *A 
  shadow gains a +4 racial bonus on Hide checks in 
  areas of shadowy illumination. In brightly lit areas, it 
  takes a -4 penalty on Hide checks. 
   
  S H AD E S T E E L  G O L E M 
  CR  11 
  N Medium Construct (Incorporeal) 
  Init +3; Senses darkvision 60 ft., low-light vision; Listen 
  +0, Spot +0 
  Languages --  
  AC 33, touch 13, flat-footed 30 
   (+3 Dex, +20 natural) 
  hp 119 (18 HD); DR 10/adamantine and magic 
  Immune magic 
  Fort +6, Ref +9, Will +6 
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee 2 slams +20 (2d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +20 
  Special Actions negative pulse wave 
  Abilities Str 24, Dex 16, Con --, Int --, Wis 11, Cha 7  
  SQ construct traits 
  Feats --. 
  Skills Hide +15, Move Silently +19. 
  Negative Pulse Wave (Su) The shadesteel golem can 
  radiate a burst of inky black negative energy as a free 
  action every 1d4+1 rounds. The pulse wave drains 
  life from all living creatures with 40 feet of the golem, 
  dealing 12d6 points of negative energy damage. A 
  DC 19 Fortitude save halves the damage; the save 
  DC is Constitution-based. Undead creatures within 
  the area are healed of 12d6 points of damage 
  instead, and any turning effect they are under is 
  broken. A death ward spell or similar effect protects a 
  creature from a shadesteel golem’s negative pulse 
  wave. 
  Immunity to Magic (Ex) A shadesteel golem is immune 
  to any spell, supernatural ability, or spell-like ability 
  that allows spell resistance. In addition, certain spells 
  and effects function differently against the creature, 
  as noted below. 
   
  A magical effect that has the light descriptor (such 
  as continual flame) causes the golem to speed up as 
  if affected by the spell haste for 2d4 rounds. The 
  golem is also hasted whenever it is subject to a 
  positive energy effect, such as the turning attempt of 
  a cleric. This might happen if the cleric has 
  mistakenly identified the creature as a nightwalker or 
  other undead, or if the golem is standing near 
  undead. 
   
  If a shadesteel golem is target by or within the area 
  of a spell with the darkness or shadow descriptor, the 
  golem is healed of 1 point of damage per level of the 
  spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills  
  A shadesteel golem has a +16 racial bonus on Move 
  Silently checks and a +12 racial bonus on Hide 
  checks. 
   
  12: THE PALLINDROME (CORE) 
  E I G H T-H E AD E D  AD V AN C E D  AN K H E G 
  CR  12 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 64 
  
  N Huge magical beast 
  Init +3; Senses darkvision 90 ft., low-light vision, 
  tremorsense 60 ft.; Listen +20, Spot +17 
  Languages Common  
  AC 26, touch 7, flat-footed 26 
   (-2 size, -1 Dex, +19 natural) 
  hp 428 (23 HD)  
  Fort +25, Ref +11, Will +7 
  Speed 30 ft. (6 squares), burrow 20 ft. 
  Melee 8 bites +31 (4d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +23; Grp +41 
  Atk Options Combat Reflexes 
  Special Actions improved grab 
  Abilities Str 30, Dex 8, Con 36, Int 1, Wis 13, Cha 6  
  Feats Alertness, Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (bite), Toughness 
  Skills Climb +8, Listen +20, Move Silently +2, Spot +17, 
  Note: These ankhegs have been specially bred in the 
  pits of the abyss. It was found that without breeding 
  out their acidic bite and spitting ability that their heads 
  would in fact melt, causing a big mess and one less 
  multi-headed ankheg. These beasts do not have the 
  extra acid damage nor the spit acid ability of normal 
  ankhegs. 
  Improved Grab (Ex) To use this ability, an ankheg must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If the ankheg is damaged after 
  grabbing its prey, it retreats backward down its tunnel 
  at its land speed (not its burrow speed), dragging the 
  victim with it. 
   
  AS P E C T  O F  D E M O G O R G O N 
  CR  9 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +7; Senses darkvision 60 ft.; see invisibility always 
  (as spell caster level 11th); Listen +21, Spot +21 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 23, touch 12, flat-footed 20; Dodge 
   (-1 size, +3 Dex, +11 natural) 
  hp 104 (11 HD); DR 10/cold iron and good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +10, Will +12 
  Speed 35 ft. (7 squares) 
  Melee 2 tentacles +15 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +19 
  Atk Options Combat Reflexes 
  Special Actions dual action, gaze 
  Abilities Str 21, Dex 16, Con 21, Int 20, Wis 21, Cha 20  
  Feats Alertness, Combat Reflexes, Improved Initiative 
  Skills 
  Concentration 
  +19, 
  Craft 
  (alchemy) 
  +19, 
  Diplomacy +21, Jump +19, Knowledge (arcana) +19, 
  Knowledge (history) +19, Knowledge (nature) +19, 
  Knowledge (the planes) +19, Listen +21, Search +19, 
  Sense Motive +19, Spellcraft +7, Spot +21, Survival 
  +5 (+7 aboveground natural settings, +7 on other 
  planes, +7 following tracks, +9 following tracks in 
  aboveground natural settings, +9 following tracks on 
  other planes), Swim +19. 
  Dual Actions (Ex) An aspect of Demogorgon, like 
  Demogorgon himself, takes 2 rounds’ worth of 
  actions in any given round. For instance, he could 
  take two standard actions and two move actions, or 
  he could take two full-round actions. 
  Gaze (Su) Any creature within 30 feet of the aspect of 
  Demogorgon must make two successful DC 20 Will 
  saving throws each round at the beginning of his turn, 
  the first save against the aspect of Demogorgon’s 
  beguiling gaze and the second save against his 
  confusing gaze. Creatures can avoid the need to 
  make saving throws by averting their eyes or wearing 
  a blindfold (MM 309). The aspect of Demogorgon can 
  actively target foes with his beguiling gaze and 
  confusing gaze, in which case each gaze requires a 
  standard action to activate. Thanks to his dual 
  actions ability, Demogorgon can use both gazes in 
  the same round. He must split these gaze attacks 
  between two targets to gain their effects.  
  Beguiling Gaze: The gaze attack of the aspect of 
  Demogorgon’s left head is the equivalent of a charm 
  monster spell (DC 20; CL 9) with a range of 30 feet. 
  Confusing Gaze: The gaze attack of the aspect of 
  Demogorgon’s right head is the equivalent of a 
  confusion spell (DC 20; CL 9) with a range of 30 feet. 
   
  Almost 15 feet high, this bizarre creature has two 
  baboon-like heads perched atop long snakelike 
  necks. Its body is serpentine, with two tentacles 
  where arms would be and a forked tail. 
   
  13: THE DOCKS (CORE) 
  AS P E C T  O F  D AG O N 
  CR  9 
  CE Large Outsider (aquatic, chaotic, evil, extraplanar, 
  obyrinth) 
  Init +4; Senses darkvision 60 ft; Listen +16, Spot +16 
  Languages Abyssal, Aquan; telepathy 100 ft. 
  AC 22, touch 9, flat-footed 22 
   (-1 size, +3 Dex, +11 natural) 
  hp 112 (9 HD); fast healing 5; DR 10/cold iron and good 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, electricity 10, fire 10  
  Fort +14, Ref +6, Will +10 
  Speed 30 ft. (6 squares), swim 60 ft. 
  Melee 2 tentacles +15 (1d6+7) and bite +13 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +9; Grp +20 
  Atk Options Combat Expertise, Combat Reflexes, 
  improved grab, constrict 1d6+7, swallow whole 
  Abilities Str 24, Dex 10, Con 26, Int 14, Wis 18, Cha 16  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Multiattack. 
  Skills Bluff +15, Diplomacy +7, Disguise +3 (+5 acting), 
  Escape Artist +12, Intimidate +15, Knowledge 
  (religion) +14, Knowledge (the planes) +14, Listen 
  +16, Move Silently +12, Sense Motive +16, Spot +16, 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 65 
  
  Survival +4 (+6 on other planes), Swim +19, Use 
  Rope +0 (+2 with bindings) 
  Amphibious (Ex) Although an aspect of Dagon is 
  aquatic, he can survive indefinitely on land. 
  Constrict (Ex) An aspect of Dagon deals 1d6+7 points 
  of damage with a successful grapple check, in 
  addition to damage from his tentacle attack. 
  Improved Grab (Ex) To use this ability, an aspect of 
  Dagon must hit an opponent of Medium or smaller 
  size with a tentacle or bite attack. He can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If he wins the 
  grapple check with a tentacle attack, the aspect of 
  Dagon establishes a hold and can constrict. If he 
  wins the grapple check with a bite attack, he 
  establishes a hold and can try to swallow the 
  opponent in the following round. 
  Swallow Whole (Ex) An aspect of Dagon can try to 
  swallow a grabbed opponent of Medium size or 
  smaller by making a successful grapple check. The 
  swallowed 
  creature 
  takes 
  1d6+7 
  points 
  of 
  bludgeoning damage and 1d6 points of acid damage 
  per round from the aspect of Dagon’s stomach. A 
  swallowed creature can cut its way out by using a 
  light slashing or piercing weapon after dealing 20 
  points of damage to the stomach (AC 16). Once the 
  creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out. 
  Form of Madness (Su) Anyone within 60 feet of an 
  aspect of Dagon must make a Will save (DC 17). 
  Failure 
  indicates 
  the 
  creature 
  develops 
  an 
  overwhelming fear of the ocean and its depths. As 
  long as the ocean is in sight, the creature is 
  distracted with fear and takes a –4 penalty on Will 
  saving throws and all attack rolls against creatures 
  with the aquatic subtype. On the first round of combat 
  against a creature with the aquatic subtype, the 
  character must make a DC 17 Will save or be 
  paralyzed with fear for 1d6 rounds. This condition can 
  be cured by a heal, greater restoration, miracle, or 
  wish spell. A creature that makes this save is immune 
  to the aspect of Dagon’s form of madness for 24 
  hours. This is a mind-affecting fear effect that does 
  not affect chaotic evil outsiders. The save DC is 
  Charisma-based. 
   
  This large creature with the head of a great fish 
  can instill horror almost beyond imagination within 
  a viewer. Only such fiends as Jubilex are worse. 
  An aspect of Dagon’s head extends downward 
  into a somewhat shapeless lower body that 
  sprouts a storm of writhing tentacles. The two 
  longest tentacles have five-fingered talons at their 
  ends. The aspect’s head is a mask of bestial 
  intelligence and translucent razor-sharp teeth. 
   
  C O R AL G O L E M 
  CR  9 
  N Huge Construct (aquatic) 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +0, Spot +0 
  Languages -- 
  AC 20, touch 8, flat-footed 20 
   (-2 size, +12 natural) 
  hp 128 (16 HD); fast healing 10; DR 10/bludgeoning 
  and magic 
  Fort +5, Ref +5, Will +5 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 4 slams +16 (2d8+6 plus stun) or 
  Ranged 4 coral stars +10 (1d6+6 plus stun) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +26 
  Special Qualities construct traits 
  Special Actions stun 
  Abilities Str 22, Dex 11, Con --, Int --, Wis 11, Cha 1  
  Feats -- 
  Skills -- 
  Stun (Ex) Any creature struck by a coral golem’s slam 
  attack or coral star must succeed on a DC 18 
  Fortitude save or be stunned for 1 round (until the 
  beginning of the coral golem’s next turn. The save 
  DC is constitution based. 
   
  PART 2: THE IRON CITADEL 
  7B: GOOD, YOU’LL BE EASIER TO 
  MANAGE THIS WAY (OPTIONAL) 
  H E L L C AT 
  CR  7 
  LE Large Outsider (extraplanar, evil, lawful) 
  Init +9; Senses darkvision 60 ft., scent; Listen +17, 
  Spot +13 
  Languages telepathy 100 ft.  
  AC 21, touch 14, flat-footed 16; Dodge 
     (-1 size, +5 Dex, +7 natural) 
  hp 60 (8 HD); DR 5/good 
  Resist fire 10; SR 19 
  Fort +9, Ref +11, Will +8 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack 
  Melee 2 claws +13 (1d8+6) and bite +8 (2d8+3) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +8; Grp +18 
  Special Actions improved grab, pounce, rake 1d8+3 
  Abilities Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 
  10 
  SQ invisible in light 
  Feats Dodge, Improved Initiative, Track 
  Skills Balance +16, Climb +17, Hide +12, Jump +21, 
  Listen +17, Move Silently +20, Spot +13, Swim +17  
  Improved Grab (Ex) To use this ability, a hellcat must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a hellcat charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d8+3. 
  Invisible in Light (Ex) A hellcat is Invisible in any area 
  lit well enough for a human to see. In a darkened 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 66 
  
  area, it shows up as a faintly glowing outline visible 
  up to 30 feet away (60 feet if the viewer has low-light 
  vision). Magical darkness smothers the glow and 
  conceals the outline. 
  Skills 
  Hellcats have a +4 racial bonus on Listen and Move 
  Silently checks. 
   
  B O N E  D E V I L(O S Y L U T H) 
  CR  9 
  always LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +9; Senses darkvision 60 ft., see in darkness; 
  Listen +17, Spot +17 
  Languages Infernal, Celestial, Draconic; telepathy 100 
  ft. 
  AC 25, touch 14, flat-footed 20 
     (-1 size, +5 Dex, +11 natural) 
  hp 95 (10 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 21 
  Fort +12, Ref +12, Will +11 
  Speed 40 ft. (8 squares) 
  Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and 
  sting +12 (3d4+2 plus poison) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +10; Grp +19 
  Special Actions fear aura, poison, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will— greater teleport (self plus 50 pounds of objects 
  only), dimensional anchor, fly, invisibility (self only), 
  major image (DC 15), wall of ice 
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 
  14 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Multiattack 
  Skills Bluff +15, Concentration +18, Diplomacy +6, 
  Disguise +2 (+4 acting), Hide +14, Intimidate +17, 
  Knowledge (first) +15, Listen +17, Move Silently +18, 
  Search +15, Sense Motive +15, Spot, +17, Survival 
  +2 (+4 following tracks). 
    
  Fear Aura (Su) Bone devils can radiate a 5-foot-radius 
  fear aura as a free action. Affected creatures must 
  succeed on a DC 17 Will save or be affected as 
  though by a fear spell (caster level 7th). A creature 
  that successfully saves cannot be affected again by 
  the same bone devil’s aura for 24 hours. Other devils 
  are immune to the aura. The save DC is Charisma-
  based. 
  Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 
  Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
  Summon Devil (Sp) Once per day a bone devil can 
  attempt to summon 2d10 lemures with a 50% chance 
  of success, or another bone devil with a 35% chance 
  of success. This ability is the equivalent of a 4th-level 
  spell. 
   
   
  9: NO, I DON’T HAVE ANY REGRETS, 
  SHOULD I? (CORE) 
  F E R K O N   
  CR  10 
  Lesser Aspect of Dispater from Fiendish Codex II, Web 
  Enhancement, page 7 
  LE Medium outsider (lawful, evil, extraplanar, baatezu) 
  Init +6; Senses see in darkness; Listen +18, Spot +18 
  Languages Abyssal, Celestial, Common, Infernal; telepathy 
  100 ft. 
  AC 36 (38 vs. good), touch 12, flat-footed 34 (+2 Dex, +16 
  natural, +4 shield, +4 armor, +2 deflection vs. good) 
  hp 136 (13 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +12, Ref +12, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 heavy mace +20/+15/+10 (1d8+6) 
  Base Atk +13; Grp +17 
  Atk Options Power Critical (heavy mace) 
  Special Actions summon baatezu 
  Combat Gear potion of barkskin +4, potion of mage 
  armor, potion of bear’s endurance 
  Abilities Str 18, Dex 14, Con 19, Int 16, Wis 14, Cha 16 
  Feats Improved Initiative, Lightning Reflexes, Negotiator, 
  Power Critical (heavy mace), Weapon Focus (heavy mace) 
  Skills Appraise +16, Bluff +19, Concentration +15, 
  Diplomacy +20, Disable Device +16, Disguise +3 (+5 
  acting), 
  Intimidate 
  +18, 
  Jump 
  +8, 
  Knowledge 
  (architecture) + 13, Knowledge (the planes) +13, Listen 
  +18, Open Lock +15, Search +19 (+21 secret doors), 
  Sense Motive +18, Spot +18, Survival +2 (+4 on other 
  planes or following tracks) 
  Possessions combat gear plus +2 heavy mace, +2 heavy 
  steel shield, boots of striding and springing 
  Rust (Ex) If an aspect of Dispater succeeds on a touch 
  attack, his touch causes the target metal to corrode, falling 
  to pieces and becoming useless immediately. His touch 
  can destroy a 5-foot cube of metal or any armor or weapon 
  up to Large size instantly. Magic armor, weapons, and 
  other magic items made of metal must succeed on a DC 20 
  Reflex save or be dissolved. The save DC is Constitution- 
  based. 
  Summon Baatezu (Sp) Once per day an aspect of Dispater 
  can summon a bearded devil or two bone devils with a 
  50% chance of success. This is the equivalent of a 5th-
  level spell (CL 13th). 
   
  The dark-skinned humanoid before you carries 
  himself as regally as the clothing that he wears. 
  The small horns in his head and the glowing eyes 
  betray his fiendish origin, and his disdainful 
  expression shows that he thinks himself far 
  superior to anyone around him. He carries a long 
  mace-like rod like a scepter of rulership. 
   
  B E AR D E D  D E V I L(B ARBAZU) 
  CR  5 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 67 
  
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Listen +9, Spot +9 
  Languages Infernal, Celestial, Draconic; telepathy 100 
  ft.  
  AC 19, touch 12, flat-footed 17 
     (+2 Dex, +7 natural) 
  hp 45 (6 HD); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +8, Ref +7, Will +5 
  Speed 40 ft. (8 squares) 
  Melee glaive +9/+4 (1d10+3 plus infernal wound) or 
  Melee 2 claws +8 (1d6+2) 
  Space 5 ft; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +6; Grp +8 
  Atk Options Power Attack 
  Special Actions infernal wound, beard, battle frenzy, 
  summon baatezu 
  Spell-Like Abilities (CL 12th): 
  At will— greater teleport (self plus 50 pounds of objects 
  only).  
  Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10 
  Feats Improved Initiative, Power Attack, Weapon Focus 
  (glaive) 
  Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, 
  Move Silently +9, Sense Motive +9, Spot +9 
  Infernal Wound (Su) The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 16 Heal check, a cure spell, or a 
  heal spell. However, a character attempting to cast a 
  cure spell or a heal spell on a creature damaged by a 
  bearded devil’s glaive must succeed on a DC 16 
  caster level check, or the spell has no effect on the 
  injured character. 
  A successful Heal check automatically stops the 
  continuing hit point loss as well as restoring hit points. 
  The infernal wound is a supernatural ability of the 
  bearded devil, not of the weapon. The check DC is 
  Constitution-based. 
  Beard (Ex) If a bearded devil hits a single opponent with 
  both claw attacks, it automatically hits with its beard. 
  The affected creature takes 1d8+2 points of damage 
  and must succeed on a DC 16 Fortitude save or be 
  infected with a vile disease known as devil chills 
  (incubation period 1d4 days, damage 1d4 Str). 
  Damage is dealt each day until the afflicted creature 
  succeeds on three consecutive Fortitude saves, the 
  disease is cured magically, or the creature dies. The 
  save DC is Constitution-based. 
  Battle Frenzy (Ex) Twice per day, a bearded devil can 
  work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, -2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil 
  suffers no ill effects afterward.  
  Summon Devil (Sp) Once per day a bearded devil can 
  attempt to summon 2d10 lemures with a 50% chance 
  of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 
  3rd-level spell. 
   
  E R I N Y E S 
  CR  8 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  Init +5; Senses darkvision 60 ft., see in darkness, true 
  seeing; Listen +16, Spot +16 
  Languages Infernal, Celestial, Draconic; telepathy 100 
  ft.".  
  AC 23, touch 15, flat-footed 18; Dodge, Mobility 
     (+5 Dex, +8 natural) 
  hp 85 (9 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +11, Ref +11, Will +1 
  Speed 30 ft. (6 squares), fly 50 ft. (average); Shot on 
  the Run 
  Melee longsword +14/+9 (1d8+5/19-20) 
  Ranged +1 flaming composite longbow (+5 Str bonus) 
  +15/+10 (1d8+6/x3 plus 1d6 fire) 
  Ranged rope +14 (entangle) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions entangle, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of objects 
  only), charm monster (DC 19), minor image (DC 17), 
  unholy blight (DC 19) .  
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20 
  Feats Dodge, Mobility, Point Blank Shot, Precise Shot, 
  Rapid Shot, Shot on the Run 
  Skills Concentration +17, Diplomacy +7, Escape Artist 
  +17, Hide +17, Knowledge (first) +14, Knowledge 
  (second) +14, Listen +16, Move Silently +17, Search 
  +14, Sense Motive +16, Spot +16, Survival +4 (+6 
  following tracks), Use Rope +5 (+7 with bindings).  
  Entangle (Ex) Each erinyes carries a stout rope some 
  50 feet long that entangles opponents of any size as 
  an animate rope spell (caster level 16th). An erinyes 
  can hurl its rope 30 feet with no range penalty. 
  Typically, an erinyes entangles a foe, lifts it into the 
  air, and drops it from a great height. 
  Summon Devil (Sp) Once per day an erinyes can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is 
  the equivalent of a 3rd-level spell. 
  True Seeing (Su) Erinyes continuously use true seeing, 
  as the spell (caster level 14th). 
   
  J O L E N  L O R I N AR 
  CR  13 
  Male Human (Suel) Ari 4 Ftr 2 Rgr 2 Blk 5 
  CE medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +3 
  Aura Moderate Evil 
  Languages Common, Ancient Suloise  
  AC 22, touch 10, flat-footed 22 
   (+9 armor, +3 shield) 
  hp 101 (13 HD) 
  Fort +17, Ref +9, Will +11 
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  Page 68 
  
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 69 
  Speed 20 ft. in medium armor (4 squares) 
  Melee +1 heavy pick +17/+12/+7 (1d6+4/19-20/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Atk Options power attack, improved sunder, cleave, 
  rebuke undead, favored enemy +2 (humanoid 
  (human)), poison use, smite good (2/day, +2 to hit, 
  +5 damage), sneak attack +1d6 
  Special Actions Divine Vigor 
  Combat Gear +1 mithral full plate, +1 heavy mithral 
  shield, +1 heavy pick. 
  Class Spells Prepared (CL 5th): 
   2nd— bull’s strength, cure moderate wounds 
  1st— align weapon, cure light wounds 
  Abilities Str 17, Dex 10, Con 14, Int 12, Wis 14, Cha 14  
  SQ Wild Empathy, detect good, Aura of Despair (all 
  enemies within 10’ suffer -2 morale penalty on all 
  saves) 
  Feats Improved Critical (pick, heavy), negotiator, 
  persuasive, power attack, cleave, improved sunder, 
  track, weapon focus (pick, heavy)  
  Skills Appraise +8, Bluff +14, Diplomacy +21, Disguise 
  +5 Forgery +8, Gather Information +12, Hide +4, 
  Intimidate +22, Knowledge (arch & engineering) +2, 
  Knowledge (Geography) +2, Knowledge (nature) +2, 
  Knowledge (nobility) +5, Knowledge (religion) +3, 
  Listen +4, Move Silently -1, Profession (politician) 
  +13, Spot +3 
  Possessions combat gear plus circlet of persuasion, 
  vest of resistance +2, ring of mind shielding 
   
   
   
   
  
  APL 12 
  2−5: HOUSE VERLE MILITIA (CORE) 
   
  M I L I T I A S E R G E ANT 
  CR  8 
  Male Human (Suel) War 2 Ftr 7 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor (breastplate)) 
  hp 73 (9 HD) 
  Fort +10, Ref +3, Will +4 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Fullblade +14/+9 (2d8+6/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Abilities Str 17, Dex 13, Con 14, Int 13, Wis 10, Cha 
  10  
  Feats 
  Exotic 
  Weapon 
  Proficiency 
  (Fullblade), 
  Improved Critical (Fullblade), Improved Unarmed 
  Strike, Iron Will, Quick Draw, Weapon Focus 
  (Fullblade), Weapon Specialization (Fullblade), 
  Close Quarters Fighting, Power Critical (Fullblade).  
  Skills Handle Animal +12, Intimidate +12, Jump +5, 
  Ride +15 
  Possessions 
  combat 
  gear 
  plus 
  breastplate, 
  masterwork fullblade. 
   
  M I L I T I A S O L D I E R 
  CR  1 
  Male Human (Suel) War 2 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 10, flat-footed 16 
   (+4 armor (chain shirt), +2 shield (heavy wooden 
  shield) 
  hp 17 (2 HD) 
  Fort +5, Ref +0, Will +0 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.; 
  Melee shortspear +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  Feats Improved Unarmed Strike, Weapon Focus 
  (Shortspear)  
  Skills Handle Animal +5, Intimidate +5, Ride +7 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  shortspear, heavy wooden shield 
   
  3A:2 HOUSE CORINER (ADDITIONAL)  
  D O P P L E G ANG E R  C O U R T E S AN 
  CR  3 
  N Medium Monstrous Humanoid 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 15, touch 11, flat-footed 14;Dodge 
   (+1 Dex, +4 natural) 
  hp 22 (4 HD)  
  Immune charm, sleep 
  Fort +4, Ref +5, Will +6 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Special Actions detect thoughts (DC 13) 
  Abilities Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 
  13  
  SQ Change shape 
  Feats Dodge, Great Fortitude 
  Skills Bluff +10, Diplomacy +3, Disguise +11 (+13 
  acting), Listen +6, Search +6, Spot +6 
  Possessions combat gear plus masterwork disguise 
  kit  
  Detect 
  Thoughts 
  (Su) 
  A 
  doppelganger 
  can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 13 negates). It can 
  suppress or resume this ability as a free action. 
  The save DC is Charisma-based.  
  Change Shape (Su) A doppelganger can assume the 
  shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its 
  humanoid form until it chooses to assume a new 
  one. A change in form cannot be dispelled, but a 
  doppelganger reverts to its natural form when 
  killed. A true seeing spell or ability reveals its 
  natural form.  
  Skills  
  A doppelganger has a +4 racial bonus on Bluff and 
  Disguise checks.  
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on 
  Disguise checks. If it can read an opponent’s mind, 
  it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks.  
   
  S UCCUBUS 
  CR  7 
  CE Medium outsider (chaotic, extraplanar, evil, 
  tanar’ri) 
  Init +1; Senses darkvision 60 ft.; Listen +19, Spot 
  +19 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft., tongues 
  AC 20, touch 11, flat-footed 19; Dodge, Mobility 
   (+1 Dex, +9 natural) 
  hp 33 (6 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +6, Ref +6, Will +7 
  Speed 30 ft. (6 squares), fly 50 ft. (average) 
  Melee 2 claws +7 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Special Actions energy drain, summon tanar’ri 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 70 
  
  Spell-Like Abilities (CL 12th): 
  At will— charm monster (DC 22), detect good, 
  �detect thoughts (DC 20), ethereal jaunt (self 
  plus 50 pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 21), greater teleport (self plus 50 
  pounds of objects only) 
  �Already cast 
  Abilities Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 
  26  
  Feats Dodge, Mobility, Persuasive 
  Skills Bluff +19, Concentration +10, Diplomacy +12, 
  Disguise +17 (+19 acting), Escape Artist +10, 
     Hide +10, Intimidate +19, Knowledge (first) +12, 
  Listen +19, Move Silently +10, Search +12, 
     Spot +19, Survival +2 (+4 following tracks), Use 
  Rope +1 (+3 with bindings) 
  Energy Drain (Su) A succubus drains energy from a 
  mortal it lures into some act of passion, or by 
  simply planting a kiss on the victim. If the target is 
  not willing to be kissed, the succubus must start a 
  grapple, which provokes an attack of opportunity. 
  The succubus’s kiss or embrace bestows one 
  negative level. The kiss also has the effect of a 
  suggestion spell, asking the victim to accept 
  another kiss from the succubus. The victim must 
  succeed on a DC 21 Will save to negate the effect 
  of the suggestion. The DC is 21 for the Fortitude 
  save to remove a negative level. These save DCs 
  are Charisma-based.  
  Change Shape (Su) An succubus can assume the 
  form of any Small or Medium humanoid. 
  Summon Demon (Su) Once per day a succubus can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Tongues (Su) A succubus has a permanent tongues 
  ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
  Skills  
  Succubi have a +8 racial bonus on Listen and Spot 
  checks.  
  *While using her change shape ability, a succubus 
  gains a +10 circumstance bonus on Disguise 
  checks. 
   
  AS P E C T  O F  P AL E  N I G H T 
  CR  7 
  CE Medium outsider (chaotic, extraplanar, evil, 
  incorporeal, obyrinth) 
  Init +7; Senses darkvision 60 ft., true seeing; Listen 
  +5, Spot +17 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 23, touch 23, flat-footed 16; Dodge, Mobility 
   (+7 Dex, +6 Deflection) 
  hp 68 (9 HD); DR 10/cold iron and good  
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +9, Ref +13, Will +11 
  Speed fly 50 ft. (perfect) (10 squares; Spring Attack 
  Melee incorporeal touch +16 (1d6 Cha damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp – 
  Atk Options Combat Reflexes 
  Special Actions truth beneath the veil 
  Abilities Str --, Dex 25, Con 16, Int 17, Wis 20, Cha 
  23  
  Feats Combat Reflexes, Dodge, Mobility, Spring 
  Attack 
  Skills Bluff +18, Diplomacy +24, Hide +19, Intimidate 
  +20, Knowledge (arcana) +15, Knowledge (nobility 
  and royalty) +15, Knowledge (the planes) +15, 
  Perform (song) +18, Search +15, Sense Motive +17, 
  Spot +17, Survival +5 (+7 on other planes, +7 
  following tracks, +9 following tracks on other planes)  
  Charisma Damage (Su) An aspect of Pale Night 
  causes 1d6 points of Charisma damage each time 
  she hits with her incorporeal touch attack. On each 
  such successful attack, she gains 5 temporary hit 
  points. 
  Truth Beneath the Veil (Su) Like Pale Night herself, 
  the true form of an aspect of Pale Night is one of 
  such unimaginable horror that reality itself refuses 
  to accept it. Thus, the aspect of Pale Night does 
  not have a form of madness like other obyriths. Its 
  true form is hidden by its shroud. Anyone who 
  attempts to part the shroud to get a better look at 
  the aspect must make a DC 20 Fortitude save. 
  Success indicates that the creature’s mind simply 
  fails to process what it sees before a new shroud 
  automatically 
  wraps 
  around 
  the 
  aspect’s 
  incorporeal body. Failure indicates that for a brief 
  moment, the character views the truth and is 
  immediately rendered comatose and stricken with 
  total amnesia. Even if the coma and amnesia 
  effects 
  are 
  dispelled, 
  the 
  character 
  cannot 
  remember what he or she saw under the shroud. 
  The save DC is Charisma-based.  
   
  Before you shimmers a diaphanous sheet 
  billowing in some unknown wind. It has a 
  strange attractiveness about it, and as the sheet 
  moves you can perceive beneath it a lithe 
  female form, like an elf or human woman. The 
  edges of the sheet billow up, hinting at but never 
  giving a clearer view of the figure beneath. 
   
  3B:2 HOUSE VERLE (ADDITIONAL) 
   
  H E L L  H O U N D 
  CR  3 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 22 (4 HD)  
  Immune fire 
  Fort +5, Ref +5, Will +4 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +5 (1d8+1 plus 1d6 fire) 
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  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options breath weapon 
  Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Run, Track 
  Skills Hide +13, Jump +12, Listen +7, Move Silently 
  +13, Spot +9, Survival +7 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell.  
   
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell.  
   
  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), 
  +3 deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 
  (2d6+4) 
  and 
  Unarmed 
  Strike 
  Secondary +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats 
  Endurance, 
  Improved 
  Unarmed 
  Strike, 
  Stunning 
  Fist, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Fiery Fist, Fists of Iron, Ascetic 
  Hunter, Deadly Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move 
  Silently +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), extended 
  shield of faith (CL 11), extended bull’s strength (CL 
  13), extended cat’s grace (CL 13), extended owl’s 
  wisdom (CL 13). 
   
  3C:1 HOUSE LORINAR (OPTIONAL) 
   
  AD V AN C E D  D I RE  AP E  O F  L E G E N D 
  CR  7 
  N Large outsider (augmented animal, native) 
  Init +9; Senses Listen +6, Spot +7 
  Languages -- 
  AC 27, touch 14, flat-footed 22 
   (-1 Size, +5 Dex, +4 armor (chain shirt), +9 natural) 
  hp 141 (12 HD) 
  SR 16 
  Fort +18, Ref +16, Will +13 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft., climb 15 ft. 
  Melee 2 claws +19 (1d8+11/19-20) and bite +17 
  (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +28 
  Special Actions rend 2d6+16 
  Abilities Str 32, Dex 21, Con 24, Int 6, Wis 14, Cha 
  11  
  SQ  
  Feats 
  Alertness, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (claw), 
  Multiattack, Toughness, Track.  
  Skills Climb +14, Listen +6, Move Silently +7, Spot 
  +7, Survival +6 
  Possessions combat gear plus chain shirt, tanglefoot 
  bag. 
  Rend (Ex) A dire ape that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
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  flesh. This attack automatically deals an extra 
  2d6+9 points of damage.  
  Haste (Su) Always under the influence of a haste 
  spell. 
  Skills 
  Dire apes have a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  B E L L I O S  L O R I N AR 
  CR  14 
  Male Human (Suel) Bbn 2 Ftr 8 Rgr 3 War 2 
  ME medium humanoid (human) 
  Init +5; Senses Listen +8, Spot +6 
  Languages Common, Ancient Suloise 
  AC 15, touch 11, flat-footed 15; Dodge, Mobility 
   (+1 Dex, +4 armor) 
  hp 120 (15 HD)  
  Fort +16, Ref +6, Will +3 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee 
  Masterwork 
  Greatsword 
  +22/+17/+12 
  (2d6+8/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +19 
  Atk Options rage, +2 Favored Enemy (humanoid 
  (human)), Combat Expertise, Improved Disarm, 
  Improved Initiative, Spring Attack, Two Weapon 
  Fighting, Power Attack 
  Combat Gear Masterwork Greatsword, Chain Shirt 
  Abilities Str 19, Dex 13, Con 14, Int 13, Wis 10, Cha 
  8  
  SQ Combat Reflexes, Uncanny Dodge 
  Feats Combat Expertise, Improved Disarm, Combat 
  Reflexes, 
  Dodge, 
  Mobility, 
  Spring 
  Attack, 
  Endurance, 
  Improved 
  Critical 
  (Greatsword), 
  Improved Initiative, Power Attack, Track, Two-
  Weapon Fighting, Weapon Focus (Greatsword), 
  Greater Weapon Focus (Greatsword), Weapon 
  Specialization (Greatsword)  
  Skills Climb +10, Handle Animal +17, Heal +4, Hide 
  +5, Intimidate +9, Jump +20, Knowledge (nature) 
  +9, Listen +8, Move Silently +5, Ride +5, Spot +6, 
  Survival +8, Swim +2. 
  Possessions combat gear plus potion of cure 
  moderate wounds, potion of haste. 
  Spiritual Connection You can use speak with 
  animals and speak with plants, as the spells 
  (caster level 3). You can use any combination of 
  these effects up to three times per day. 
   
  4A:2 THE HONORABLE CHAMBER 
  (OPTIONAL) 
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks. 
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell. 
   
  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), 
  +3 deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 
  (2d6+4) 
  and 
  Unarmed 
  Strike 
  Secondary +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats 
  Endurance, 
  Improved 
  Unarmed 
  Strike, 
  Stunning 
  Fist, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Fiery Fist, Fists of Iron, Ascetic 
  Hunter, Deadly Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move 
  Silently +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), extended 
  shield of faith (CL 11), extended bull’s strength (CL 
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  Page 73 
  
  13), extended cat’s grace (CL 13), extended owl’s 
  wisdom (CL 13). 
   
  S C AR L E T  B R O T H E R H O O D  S O R C E R E R 
  CR  10 
  Female Human (Suel) Sor 10 
  LE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suloise  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor (mage armor)) 
  Resist acid 20, electricity 20, fire 20, sonic 20 
  hp 51 (10 HD) 
  Fort +5, Ref +4, Will +7  
  Speed 30 ft. (6 squares) 
  Melee Dagger +4 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options spells 
  Special Actions Sudden Maximize  
  Class Spells Known (CL 10th): 
   5th (3/day)— telekinesis 
   4th (6/day)— enervation, invisibility-greater 
   3rd (7/day)— displacement, haste, lightning bolt 
   2nd (1/day)— �mirror image, �resist energy, 
  scorching ray, �see invisibility 
   1st (6/day)— �mage armor, magic missile, 
  obscuring mist, ray of enfeeblement, unseen 
  servant 
   0 (6/day)— acid splash, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of 
  frost, read magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 8, Wis 10, Cha 18  
  Feats Extend Spell, Silent Spell, Still Spell, Split Ray, 
  Sudden Maximize 
  Skills Concentration +15, Spellcraft +12 
  Possessions combat gear plus spell component 
  pouch (x3) 
   
  P ALRE THE E 
  CR  8 
  CE medium outsider (chaotic, evil, fire, tanar’ri) 
  Init +3; Senses darkvision 60 ft.; Listen +12, Spot 
  +12 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +10 natural) 
  hp 60 (8 HD); DR 10/good 
  Immune electricity, poison 
  Resist acid 10, fire 10; SR 18 
  Fort +9, Ref +9, Will +11 
  Speed 30 ft. (6 squares) 
  Melee +1 flaming longsword +14/+9 (1d8+7 plus 1d6 
  fire/19-20) or 
  Melee +12 slam (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions demonic burn, fiery shield, spell-like 
  abilities 
  Spell-Like Abilities (CL 8th): 
  At will–detect good, detect magic, see invisibility 
  1/day--fear (30-foot radius, DC 14). 
  Abilities Str 19, Dex 16, Con 16, Int 13, Wis 12, Cha 
  11  
  Feats Combat Expertise, Dodge, Weapon Focus 
  (longsword) 
  Skills Bluff +11, Diplomacy +15, Hide +14, Intimidate 
  +2, Knowledge (arcana) +12, Listen +12, Sense 
  Motive +12, Search +12, Spellcraft +14, Spot +12 
  Possessions combat gear plus +1 flaming longsword 
  Demonic Burn (Ex) Any creature hit by a palrethee’s 
  slam attack must succeed at a Reflex save (DC 17) 
  or catch fire. The flame burns for 1d4 rounds. A 
  burning creature can take a move action to put out 
  the flame. The save DC is Constitution-based. 
  Fiery Shield (Sp) A palrethee is wreathed in 
  scorching flames that cause damage to each 
  creature that attacks it with a natural or hand-held 
  weapon. Such an attack deals normal damage to 
  the palrethee (assuming its damage reduction is 
  overcome), but at the same time the attacker takes 
  1d6+8 points of fire damage (spell resistance 
  applies; caster level 8th). Weapons with reach, 
  such as longspears, do not endanger their users in 
  this way. 
  Summon Tanar’ri (Sp) Once per day, a palrethee 
  can attempt to summon another palrethee with a 
  30% chance of success. This ability is the 
  equivalent of a 4th level spell. 
   
  G R E ATH O R N  M I N O T AU R 
  CR  7 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., scent, tremorsense 
  120 ft.; Listen +8, Spot +8 
  Languages Undercommon, Giant 
  AC 15, touch 8, flat-footed 15 
   (-1 size, -1 Dex, +7 natural) 
  hp 104 (11 HD); DR 5/--  
  Fort +10, Ref +6, Will +7 
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +17 (2d6+10) or 
  Melee greathammer +17/+12/+7 (3d6+10/x4) and 
  gore +12 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Power Attack 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10  
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Natural Attack (gore), Power Attack, Track 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8 
  Possessions greathammer 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other 
  signs of its presence. 
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  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it to 
  twist and warp in a 60-foot-radius emanation 
  around it, doubling movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect does 
  not move with the minotaur; when the minotaur 
  leaves the area, the ground returns to normal. The 
  minotaur 
  ignores 
  the 
  movement 
  penalties 
  generated by its own or another greathorn’s earth 
  warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity maze spells, never become lost, and can 
  track enemies as if they had the Track feat. They 
  are never caught flat-footed. 
  Skills 
  Greathorn minotaurs have a +4 racial bonus on 
  Listen, Search and Spot checks. 
   
  H ALF-R E D  D R AG O N  M I N O T AU R 
  CR  7 
  CE Large Dragon (augmented Monstrous Humanoid) 
  Init +0; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +8, Spot +9 
  Languages Giant  
  AC 23, touch 9, flat-footed 23 
   (-1 Size, +9 Natural, +5 armor (breastplate)) 
  hp 69 (7 HD) 
  Immune sleep, paralysis, fire 
  Fort +6, Ref +5, Will +5 
  Speed 20 ft. in medium armor (4 squares), fly 60 ft. 
  (avg) 
  Melee greataxe +14/+9 (3d6+18/x3) and gore +13 
  (1d8+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +23 
  Attack Options Power Attack 
  Special Actions breath weapon, powerful charge 
  4d6+6 
  Combat Gear Greataxe, chain shirt 
  Abilities Str 34, Dex 10, Con 19, Int 6, Wis 10, Cha 8  
  Feats Combat Reflexes, Power Attack, Flyby Attack, 
  Weapon Focus (Greataxe).  
  Skills Jump +3, Listen +8, Spot +9 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition 
  to the normal benefits and hazards of a charge, 
  this allows the beast to make a single gore attack 
  with a +18 attack bonus that deals 4d6+18 points 
  of damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to 
  maze spells, prevents them from ever becoming 
  lost, and enables them to track enemies. Further, 
  they are never caught flat-footed. 
  Breath Weapon (Ex) Once per day you can emit a 
  30-foot cone of fire, dealing 6d8 damage, with a 
  reflex save (DC 17) for ½ damage. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, 
  and Listen checks. 
   
  AD V AN C E D  M AL E B R AN C H E 
  CR  13 
  LE Huge Outsider (baatezu, evil, lawful) 
  Init +4; Senses Listen +26, Spot +26 
  Languages Infernal, understands Common  
  AC 25, touch 8, flat-footed 25 
   (-2 size, +17 natural) 
  hp 276 (24 HD); regeneration 8; DR 10/good  
  SR 20 
  Fort +21, Ref +14, Will +13 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack 
  Melee huge masterwork trident +33/+28/+23/+18 
  (2d8+15) and gore +30 (2d6+5) or 
  Melee huge masterwork trident +33/+28/+23/+18 
  (2d8+15) and gore +30 (2d6+5) or  
  Melee bite +30 (2d6+5) and 2 claws +32 (2d6+10) or 
  Melee bite +30 (2d6+5) and gore +30 (2d6+5) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +42 
  Atk Options Cleave, Great Cleave, Improved Sunder, 
  Power Attack 
  Special Actions charge, fear aura, improved grab 
  Combat Gear masterwork trident 
  Abilities Str 30, Dex 10, Con 24, Int 10, Wis 9, Cha 
  10  
  SQ baatezu traits, outsider traits 
  Feats Cleave, Flyby Attack, Great Cleave, Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (claw),   
  Improved Sunder, Multiattack, Power Attack, 
  Weapon Focus (trident) 
  Skills Balance +7, Bluff +19, Climb +13, Craft (tourist 
  souvenirs) +11, Diplomacy +2, Intimidate +21, 
  Jump +67, Listen +26, Move Silently +19, Search 
  +19, Spellcraft +5, Spot +26, Tumble +29 
  Charge (Ex) A malebranche typically begins a battle 
  with a flying charge at an opponent on the ground. 
  In addition to the normal benefits and hazards of a 
  charge, this tactic allows the malebranche to make 
  a single gore attack (+32 melee) that deals 6d6+15 
  points of damage. The creature can also charge 
  while moving on the ground if it wishes.  
  Improved Grab (Ex) If a malebranche hits an 
  opponent that is at least one size category smaller 
  than itself with a claw attack, it deals normal 
  damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity 
  (grapple bonus +42). The creature has the option 
  to conduct the grapple normally, or simply use its 
  claw to hold the opponent (-20 penalty on grapple 
  check, but the malebranche is not considered 
  grappled). In either case, each successful grapple 
  check it makes during successive rounds deals 
  claw damage. 
  Fear Aura (Su) As a free action, a malebranche can 
  produce a fear effect. This ability functions like a 
  fear spell (caster level 12th; save DC 18), except 
  that it affects all creatures with a 15-foot radius 
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  around the malebranche. Any creature that makes 
  a successful saving throw against the effect cannot 
  be affected again by the malebranche’s fear aura 
  for 24 hours. All baatezu are immune to the 
  malebranche’s fear aura. 
  Regeneration (Ex) A malebranche takes normal 
  damage from acid, and also from holy and blessed 
  weapons of at least +3 enhancement. 
   
  5A:2 TEMPLE OF LENDOR 
  (ADDITIONAL) 
  B O N E D R I N K E R,  L E S S E R 
  CR  4 
  CE Small Undead 
  Init +4; Senses darkvision 60 ft., scent; Listen +9, 
  Spot +9 
  AC 16, touch 15, flat-footed 12 
   (+1 size, +4 Dex, +1 natural) 
  hp 59 (7 HD)  
  Resist cold 5, fire 5, sonic 5 
  Fort +2, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +6 (1d8+2) and 2 claws +1 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +1 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 15, Dex 18, Con --, Int 8, Wis 12, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Natural Attack 
  (claw), Power Attack 
  Skills Hide +15, Listen +9, Move Silently +15, Spot 
  +9 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its 
  bones. To do this, the bonedrinker must make a 
  successful grapple check. If it pins its foe, it fastens 
  onto the creature with its horrendous fangs. It then 
  secretes a painful toxin into the victim that deals 
  1d4 points of Constitution damage. Creatures 
  reduced to 0 Constitution die, as the majority of 
  their bones become too brittle to support their 
  bodies and they collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic claw or tentacle damage in each 
  subsequent round that it maintains the grapple, and 
  a bonedrinker that has successfully pinned an 
  opponent can begin to drink its bones (see 
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Unholy Toughness (Ex) A lesser bonedrinker 
  gains a bonus to its hit points equal to its 
  Charisma modifier x its hit dice. 
  Pounce (Ex) If a bonedrinker charges, it can 
  make a full attack in the same round. 
   
  B O N E D R I N K E R 
  CR  6 
  CE Medium Undead 
  Init +3; Senses darkvision 60 ft., scent; Listen +13, 
  Spot +13 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 93 (11 HD); DR 5/silver or good  
  Resist cold 10, fire 10, sonic 10 
  Fort +3, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +10 (1d10+5) and 2 claws +5 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Atk Options Cleave, Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 21, Dex 16, Con --, Int 8, Wis 14, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack (claw), Power Attack 
  Skills Hide +13, Listen +13, Move Silently +17, Spot 
  +13 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its 
  bones. To do this, the bonedrinker must make a 
  successful grapple check. If it pins its foe, it fastens 
  onto the creature with its horrendous fangs. It then 
  secretes a painful toxin into the victim that deals 
  1d6 points of Constitution damage. Creatures 
  reduced to 0 Constitution die, as the majority of 
  their bones become too brittle to support their 
  bodies and they collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic claw or tentacle damage in each 
  subsequent round that it maintains the grapple, and 
  a bonedrinker that has successfully pinned an 
  opponent can begin to drink its bones (see 
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Pounce (Ex) If a bonedrinker charges, it can make a 
  full attack in the same round.  
   
  5B:2 TEMPLE OF KORD (ADDITIONAL)  
  AS P E C T  O F  B AP H O M E T 
  CR  7 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 76 
  
  Init +2; Senses darkvision 60 ft; Listen +15, Spot +15 
  Languages Abyssal, Common, Giant; telepathy 100 
  ft. 
  AC 20, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +9 natural) 
  hp 84 (8 HD); DR 10/cold iron and good 
  Immune electricity, maze, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 Glaive +15/+10 (2d8+11) and gore +9 
  (2d6+3) or 
  Melee 2 claws +13 (1d6+6) and gore +8 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +8; Grp +18 
  Atk Options Awesome Blow, Improved Bull Rush, 
  Power Attack, Powerful Charge 
  Abilities Str 23, Dex 14, Con 22, Int 16, Wis 18, Cha 
  15  
  SQ natural cunning, tanar’ri traits 
  Feats Awesome Blow, Improved Bull Rush, Power 
  Attack, Powerful Charge 
  Skills Climb +17, Diplomacy +4, Handle Animal +13, 
  Hide +4, Intimidate +13, Jump +17, Knowledge 
  (nature) +14, Knowledge (the planes) +14, Listen 
  +15, Move Silently +7, Ride +4, Sense Motive +15, 
  Spot +15, Survival +15 (+17 in aboveground 
  natural environments, +17 on other planes) 
  Possessions +2 Large glaive 
  Natural Cunning (Ex) An aspect of Baphomet 
  possesses an innate cunning and logical ability 
  similar to that of a minotaur. He is immune to maze 
  spells, never becomes lost, and can track enemies 
  as if he had the Track feat. He is never caught flat-
  footed. 
   
  Before you stands a humanoid more than 12 
  feet tall covered in thick, black matted hair. Its 
  head is that of a bull, and its eyes glow with 
  fiendish light. Its great horns, longer than those 
  of any bull, are permanently stained dark red 
  with blood. Its cloven hooves are scarred and 
  stained with blood as well. Its expression is one 
  of sardonic primal anger, like he’s mocking your 
  very nature. 
   
  G R E ATH O R N  M I N O T AU R 
  CR  7 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., scent, tremorsense 
  120 ft.; Listen +8, Spot +8 
  Languages Undercommon, Giant 
  AC 15, touch 8, flat-footed 15 
   (-1 size, -1 Dex, +7 natural) 
  hp 104 (11 HD); DR 5/--  
  Fort +10, Ref +6, Will +7 
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +17 (2d6+10) or 
  Melee greathammer +17/+12/+7 (3d6+10/x4) and 
  gore +12 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Power Attack 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10  
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Natural Attack (gore), Power Attack, Track 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8 
  Possessions greathammer 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other 
  signs of its presence. 
  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it to 
  twist and warp in a 60-foot-radius emanation 
  around it, doubling movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect does 
  not move with the minotaur; when the minotaur 
  leaves the area, the ground returns to normal. The 
  minotaur 
  ignores 
  the 
  movement 
  penalties 
  generated by its own or another greathorn’s earth 
  warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity maze spells, never become lost, and can 
  track enemies as if they had the Track feat. They 
  are never caught flat-footed. 
  Skills 
  Greathorn minotaurs have a +4 racial bonus on 
  Listen, Search and Spot checks. 
   
  M I N O T AU R 
  CR  4 
  CE Large Monstrous Humanoid 
  Init +0; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  Languages Giant  
  AC 18, touch 9, flat-footed 18 
   (-1 Size, +5 Natural, +4 armor (chain shirt)) 
  hp 39 (6 HD) 
  Fort +6, Ref +5, Will +5 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.; 
  Melee greataxe +9/+4 (3d6+6/x3) and gore +4 
  (1d8+2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +14 
  Attack Options Power Attack 
  Special Actions powerful charge 4d6+6 
  Combat Gear Greataxe, chain shirt 
  Abilities Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8  
  Feats Great Fortitude, Power Attack, Track.  
  Skills Intimidate +2, Listen +7, Search +2, Spot +7 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition 
  to the normal benefits and hazards of a charge, 
  this allows the beast to make a single gore attack 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 77 
  
  with a +9 attack bonus that deals 4d6+6 points of 
  damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to 
  maze spells, prevents them from ever becoming 
  lost, and enables them to track enemies. Further, 
  they are never caught flat-footed. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, 
  and Listen checks. 
   
  5C:2 TEMPLE OF PHAULKON 
  (ADDITIONAL) 
   
   
  H ALF-F I E ND J U V E N I L E  AR R O W H AW K 
  CR  6 
  CE Small Outsider (Air, Extraplanar) 
  Init +8; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Auran 
  AC 24, touch 19, flat-footed 16; Dodge 
   (+1 Size, +8 Dex, +5 Natural) 
  hp 39 (6 HD) 
  Immune acid, disease, electricity, poison 
  Resist cold 10, fire 10; SR 16 
  Fort +7, Ref +13, Will +6 
  Speed Fly 60 ft. (perfect) (10 squares) 
  Melee bite +15 (1d6+4) or 
  Melee 2 claws +15 (1d3+3) and bite +13 (1d4+1)  
  Ranged electricity ray +15 touch (2d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5 
  Special Actions electricity ray, smite good 
  Spell-Like Abilities (CL 6th): 
   3/day— darkness, poison 
   1/day— desecrate, unholy blight 
  Abilities Str 16, Dex 26, Con 14, Int 7, Wis 13, Cha 
  15  
  SQ spell-like abilities 
  Feats Dodge, Multi-attack, Weapon Finesse.  
  Skills Diplomacy +4, Escape Artist +14, Knowledge 
  (the planes) +8, Listen +7, Move Silently +14, 
  Search +8, Sense Motive +7, Spot +7, Survival +7 
  (+9 following tracks, +9 on other planes), Use Rope 
  +8 (+10 with bindings)  
  Electricity Ray (Su) An arrowhawk can fire this ray 
  once per round, with a range of 50 feet.  
  Smite Good (Su) Once per day the creature can 
  make a normal melee attack to +6 damage against 
  a good foe.  
   
  AS P E C T  O F  P AZ U Z U 
  CR  8 
  CE Large Outsider (chaotic, evil, extraplanar, obyrith) 
  Init +6; Senses darkvision 60 ft, true seeing; Listen 
  +15, Spot +15 
  Languages Abyssal, Auran, Common; telepathy 100 
  ft. 
  AC 23, touch 16, flat-footed 17; Dodge, Mobility 
   (+6 Dex, +7 natural) 
  hp 86 (9 HD); DR 10/cold iron and good 
  Immune electricity, mind-affecting spells and abilities, 
  poison 
  Resist acid 10, cold 10, fire 10  
  Fort +11 Ref +12, Will +9 
  Speed 30 ft. (6 squares), fly 60 ft. (good); Spring 
  Attack 
  Melee +2 greatsword +15/+10 (2d6+8/17-20) and 2 
  talons +8 (1d6+2)  
  Base Atk +9; Grp +13 
  Abilities Str 18, Dex 22, Con 21, Int 18, Wis 16, Cha 
  19  
  SQ Aura of servile avians, obyrith traits 
  Feats Dodge, Improved Critical (greatsword), Mobility, 
  Spring Attack 
  Skills Balance +8, Bluff +16, Diplomacy +14, Disguise 
  +16 (+18 acting in character), Gather Information 
  +10, 
  Hide 
  +18, 
  Intimidate 
  +18, 
  Jump 
  +6, 
  Knowledge (religion) +16, Knowledge (the planes) 
  +16, Listen +15, Move Silently +18, Sense Motive 
  +15, Spot +15, Survival +3 (+5 on other planes), 
  Tumble +18 
  Possessions +2 greatsword 
  Aura of Servile Avians (Su) All evil-aligned creatures 
  with a natural fly speed feel a strange bond of 
  attraction to an aspect of Pazuzu. Before such a 
  creature takes any hostile action against the aspect 
  of Pazuzu, it must make a DC 18 Will save. Failure 
  indicates that the creature’s attack fails and its 
  action is wasted. This aura extends to a radius of 
  120 feet. The saving throw is Charisma-based. 
   
  This tall and well-muscled man has sharp talons 
  for feet, and these talons scrape the ground as it 
  approaches. Its hawk-like head somehow also 
  appears to have the features of a handsome 
  human. His hooked beak is full of small, sharp 
  teeth. Four black, feathered wings rise from its 
  back, and smoke rises from them as if they were 
  constantly smoldering. 
   
  5D:2 TEMPLE OF LYDIA (ADDITIONAL) 
  G R AY  O O Z E 
  CR  4 
  N Medium Ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Languages -- 
  AC 5, touch 5, flat-footed 5 
   (-5 Dex) 
  hp 31 (3 HD)  
  Immune cold, fire 
  Fort +6, Ref -4, Will -4 
  Speed 10 ft. (2 squares) 
  Melee slam +3 (1d6+1 plus 1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions acid, constrict 1d6+1 plus 1d6 acid, 
  improved grab 
  Abilities Str 12, Dex 1, Con 21, Int --, Wis 1, Cha 1  
  SQ ooze traits, transparent 
  Feats --  
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 78 
  
  Skills -- 
  Acid (Ex) A gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals 
  acid damage. Armor or clothing dissolves and 
  becomes useless immediately unless it succeeds 
  on a DC 16 Reflex save. A metal or wooden 
  weapon that strikes a gray ooze also dissolves 
  immediately unless it succeeds on a DC 16 Reflex 
  save. The save DCs are Constitution-based. 
  The ooze’s acidic touch deals 16 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full 
  round to deal this damage. 
  Constrict (Ex) A gray ooze deals automatic slam and 
  acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a -4 penalty on 
  Reflex saves against the acid. 
  Improved Grab (Ex) To use this ability, a gray ooze 
  must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Transparent (Ex) A gray ooze is hard to identify, 
  even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to 
  notice a gray ooze and walk into it are 
  automatically hit with a melee attack for slam and 
  acid damage. 
   
  AD V AN C E D  L AV A O O Z E 
  CR  8 
  N Huge Ooze (fire) 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Languages -- 
  AC 3, touch 3, flat-footed 3 
   (-2 Size, -5 Dex) 
  hp 290 (20 HD)  
  Immune fire 
  Fort +15, Ref +1, Will +1 
  Weakness vulnerability to cold 
  Speed 10 ft. (2 squares), climb 10 ft. 
  Melee slam +22 (1d8+13 plus 2d6 fire) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +32 
  Special Actions burn, constrict 1d8+13 plus 2d6 fire, 
  improved grab 
  Abilities Str 28, Dex 1, Con 28, Int --, Wis 1, Cha 1  
  SQ ooze traits 
  Feats --  
  Skills – 
  Burn (Ex) A lava oozes body has temperature and 
  consistency of thick lava. With a successful slam 
  attack, the ooze leaves behind some of its 
  substance might set flesh and clothing aflame. A 
  struck creature must make a DC 21 Reflex save or 
  catch on fire. The flames burn for 1d4 rounds. See 
  Catching on fire, page 303 of the DMG The save 
  DC is Constitution based.  
  Creatures that strike a lava ooze with a natural 
  weapon or an unarmed strike take 2d6 of fire 
  damage and catch on fire unless they succeed on 
  a Reflex save. 
  Constrict A lava ooze deals automatic slam and fire 
  damage with a successful grapple check. 
  Improved Grab To use this ability, a lava ooze must 
  hit with its slam attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. A creature 
  grapples by the ooze automatically takes fire 
  damage each round, even if it avoids taking slam 
  damage. 
   
  AS P E C T  O F  J U B I L E X 
  CR  8 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +3; Senses blindsight 60 ft., darkvision 60 ft; 
  Listen +13, Spot +13 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 22, touch 12, flat-footed 19 
   (-1 size, +3 Dex, +10 natural) 
  hp 84 (8 HD); DR 10/cold iron and good 
  Immune acid, bludgeoning damage, electricity 
  Resist fire 10  
  Fort +12, Ref +9, Will +8 
  Speed 30 ft. (6 squares), climb 30 ft. 
  Melee 2 slams +13 (1d8+6 plus 1d6 acid) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved grab, constrict 1d6+6 plus 1d6 acid 
  Abilities Str 23, Dex 16, Con 23, Int 14, Wis 15, Cha 
  10  
  SQ amorphous, tanar’ri traits 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Natural Attack (slam) 
  Skills Bluff +11, Climb +14, Diplomacy +4, Hide +10, 
  Intimidate 
  +13, 
  Knowledge 
  (arcana) 
  +13, 
  Knowledge (dungeoneering) +13, Listen +13, Move 
  Silently +14, Sense Motive +13, Spellcraft +4, Spot 
  +13, Survival +2 (+4 when underground), Swim 
  +17 
  Constrict (Ex) The aspect of Jubilex deals 1d6+6 
  points of damage plus 1d6 points of acid damage 
  with a successful grapple check, in addition to 
  damage from his slam attack. 
  Improved Grab (Ex) To use this ability, the aspect of 
  Jubilex must hit an opponent of Large or smaller 
  size with his slam attack. He can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If he wins the grapple 
  check, he establishes a hold and can constrict or 
  attempt to engulf. 
  Amorphous (Ex) Bludgeoning weapons and impact 
  damage deal no damage to an aspect of Jubilex. 
  He can slip through spaces that otherwise could 
  accommodate a creature no larger than Tiny 
  because of his jellylike substance. 
   
  A glistening cone of slime and jelly rises to a 
  height of 10 feet before you. It is striped in veins 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 79 
  
  of black and green, and its red eyes glow from 
  ever-shifting positions within the slimy body. A 
  pair of pseudopods writhe and twitch in your 
  direction. 
   
  6: THE CEMETARY AND CHURCH OF 
  WEE JAS (CORE) 
  I M M E RAN V E R L E 
  CR  15 
  Male Human (Suel) Cleric 14 Heirophant 1 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +7, Spot +7 
  Aura Overwhelming Chaos and Evil 
  Languages Common, Ancient Suel  
  AC 28, touch 14, flat-footed 28 
   (+11 armor, +3 shield, +4 deflection) 
  hp 108 (15 HD) + false life (1d10+10) 
  Resist acid 30, cold 30, electricity 30, fire 30; SR 27 
  Fort +15, Ref +6, Will +20 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee touch spell +10 (various) or 
  Ranged touch spell +10 (various) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +10 
  Atk Options spells 
  Special Actions divine reach, sudden maximize, 
  sudden still, spontaneous inflict spells, rebuke 
  undead (5/day, 1d20+2, 2d6+15 damage) 
  Combat Gear lesser metamagic rod of quicken spell 
  Class Spells Prepared (CL 15th): 
   7th— disintegrate (D), fell weaken harm, finger of 
  death*, fell drain flame strike 
   6th— create undead (D), fell weaken flame strike, 
  harm, heal, repulsion 
   5th— fell weaken enervation, fell drain vampiric 
  touch, flame strike, �spell resistance, slay living 
  (D) 
   4th— cure critical wounds, �death ward (D), 
  *enervation, �freedom of movement, fell drain 
  soundburst 
   3rd— �animate dead (D), bestow curse, cure 
  serious 
  wounds, 
  dispel 
  magic, 
  �magic 
  vestments, �protection from energy (sonic), 
  *vampiric touch. 
   2nd— bear’s endurance, cure moderate wounds, 
  death knell (D), �*false life, �resist energy, 
  �resist energy, �resist energy, �resist energy.  
   1st—bless, cause fear (D), cure light wounds, cure 
  light wounds, divine favor, obscuring mist, *ray of 
  enfeeblement, �shield of faith 
   0— cure minor wounds, cure minor wounds, detect 
  magic, guidance, read magic, resistance 
  D: Domain spell. Deity: Orcus. Domain: Death  
  �Already cast 
  Abilities Str 10, Dex 10, Con 14, Int 8, Wis 25, Cha 
  14  
  Feats Divine Armor, Divine Vigor, Domain Focus 
  (death), 
  Fell 
  Drain, 
  Fell 
  Weaken, 
  Sudden 
  Maximize, Sudden Still 
  Skills Knowledge (arcane) +1, Concentration +18, 
  Knowledge (the planes) +17 
  Possessions combat gear plus vest of resistance +2, 
  belt of dwarvenkind, periapt of wisdom +4, 
  gauntlets of ogre power, lesser metamagic rod of 
  extend spell (x2). 
  *Divine Magician (Variant) Replaces: Gain only one 
  domain Benefit: Gain 1 abjuration, divination or 
  necromancy wizard spell per spell level.  
   
  G R E ATE R  S H AD O W 
  CR  8 
  CE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Common  
  AC 14, touch 14, flat-footed 12; Dodge 
   (+2 Dex, +2 deflection) 
  hp 58 (9 HD) 
  Resist turn resistance +2 
  Fort +3, Ref +5, Will +7 
  Speed Fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +6 (1d8 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Special Actions create spawn, strength damage 
  Abilities Str --, Dex 15, Con --, Int 6, Wis 12, Cha 14  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge, Mobility, Spring Attack. 
  Skills Hide +14, Listen +9, Search +6, Spot +9. 
  Strength Damage (Su) The touch of a greater 
  shadow deals 1d8 points of Strength damage to a 
  living foe. 
  Create Spawn (Su) Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under 
  the control of its killer within 1d4 rounds. 
  Skills  
  Shadows have a +2 racial bonus on Listen and Spot 
  checks and a +4 racial bonus on Search checks. 
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit 
  areas, it takes a -4 penalty on Hide checks. 
   
  B O N E C L AW 
  CR  5 
  CE Large undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot 
  +15  
  AC 16, touch 13, flat-footed 12 
     (-1 size, +4 Dex, +3 natural) 
  hp 105 (10 HD); DR 5/bludgeoning 
  Immune cold 
  Resist turn resistance +2 
  Fort +3, Ref +7, Will +9  
  Speed 40 ft. (8 squares) 
  Melee 2 piercing claws +7 (2d6+7) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions reaching claws  
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 
  19  
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 80 
  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Power Attack 
  Skills Hide +13, Intimidate +17, Listen +15, Move 
  Silently +17, Search +15, Spot +15 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 
  feet (thereby allowing the boneclaw to threaten 
  more squares than even its Large size would 
  otherwise indicate. 
  Unholy Toughness (Ex) A boneclaw gains a bonus 
  to its hit points equal to its Charisma modifier x Hit 
  Dice. 
  AD V AN C E D  B O N E  N AG A 
  CR  12 
  LE Large undead 
  Init +5; Senses Listen +20, Spot +23 
  Languages telepathy 250 ft.  
  AC 20, touch 10, flat-footed 19;Dodge 
     (-1 size, +1 Dex, +6 natural, +4 armor (mage 
  armor)) 
  Miss Chance 20% 
  hp 123 (19 HD); DR 5/slashing or bludgeoning 
  Immune undead immunities 
  Resist acid 30, fire 30, sonic 30 SR 23 
  Fort +6, Ref +9, Will +13  
  Speed 40 ft. (8 squares) 
  Melee sting +11 (2d4+3 plus poison) and bite +6 
  (1d4+1 plus poison) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +16 
  Special Actions poison, spells 
  Class Spells Known (CL 14th; save DC 13+spell 
  level (14+spell level for Evocation): 
   7th (3/day)— Mordenkainen’s sword 
   6th (5/day)— chain lightning, dispel magic – 
  greater 
   5th (6/day)— bigby’s interposing hand, cone of 
  cold, wall of force 
   4th (7/day)— bestow curse, dimension door, fire 
  shield, ice storm 
   3rd (7/day)— dispel magic, fly, haste, lightning bolt 
   2nd (2/day)— �blur, glitterdust, �mirror image, 
  �resist energy, scorching ray 
   1st (6/day)— �mage armor, magic missile, ray of 
  enfeeblement, shield, true strike 
   0 (6/day)— acid splash, detect magic, mage hand, 
  mending, message, open/close, prestidigitation, 
  ray of frost, read magic 
  �Already cast 
  Abilities Str 16, Dex 13, Con --, Int 16, Wis 15, Cha 
  18  
  SQ detect thoughts, guarded thoughts, undead traits 
  Feats Combat Casting, Dodge, Improved Initiative, 
  Iron Will, Lightning Reflexes, Sudden Still Spell, 
  Spell Focus (evocation) 
  Skills Bluff +22, Concentration +21, Diplomacy +8, 
  Hide +15, Intimidate +24, Listen +20, Sense Motive 
  +20, Spellcraft +25, Spot +23 
  Poison (Ex) A bone naga delivers its poison via 
  successful bite or sting attacks. The poison from its 
  bite (Fortitude save DC 17) has the same initial 
  and secondary damage (1d4 points of Strength 
  damage). The poison from its sting (Fortitude save 
  DC 17) is more virulent; its initial damage is 1d4 
  points of Constitution drain, and the secondary 
  damage is 1d4 points of Constitution damage. 
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thoughts of those around it. This ability 
  functions like a detect thoughts spell (caster level 
  9th; Will save DC 15), and it is always active. 
  Guarded Thoughts (Ex) Because of their ability to 
  shield their thoughts, bone nagas are immune to 
  any form of mind-reading. 
   
  B L O O D H U L K  C R U S H E R 
  CR  8 
  NE Huge undead 
  Init -2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages understands creator's orders  
  AC 14, touch 6, flat-footed 14 
     (-2 size, -2 Dex, +8 natural) 
  hp 280 (20 HD) 
  Immune undead immunities 
  Fort +6, Ref +4, Will +12 
  Weakness fragile  
  Speed 30 ft. (6 squares) 
  Melee slam +24 (3d6+24) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +10; Grp +34 
  Abilities Str 43, Dex 6, Con --, Int --, Wis 10, Cha 1  
  SQ blood bloated, undead traits 
  Feats -- 
  Skills Listen +0, Spot +0 
  Blood Bloated (Ex) A Bloodhulk Crusher always 
  gains the maximum hit points possible per Hit Die. 
  In addition, it gains 2 bonus hit points per Hit Die. 
  Fragile (Ex) A Bloodhulk Crusher takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
   
  H UM AN C O M M O N E R  Z O M B I E 
  CR  ½   
  NE Medium undead 
  Init -1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages --  
  AC 11, touch 9, flat-footed 11 
     (-1 Dex, +2 natural) 
  hp 16 (2 HD); DR 5/slashing 
  Immune undead immunities 
  Fort +0 Ref -1, Will +3 
  Speed 30 ft. (6 squares) can’t run 
  Melee slam +3 (1d6+1) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ single actions only, undead traits 
  Feats Toughness 
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 81 
  
  8A:2 THE CHURCH OF PELOR 
  (OPTIONAL)  
   
  T I E F L I N G  S H AD O W  M AG E 
  CR  9 
  Male Tiefling Wizard 9 
  CE Medium Outsider 
  Init +7; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Draconic, Gnome, Goblin, 
  Halfling, Infernal, Orc 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 armor (greater mage armor)) 
  hp 37 (9 HD) plus false life (1d10+9) ;  
  Immune  
  Resist cold 5, electricity 5, fire 5 
  Fort +4, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Spells 
  Special Actions Force Domain 
  Class Spells Prepared (CL 9th, base DC 16 + spell 
  level): 
   5th— bigby’s interposing hand, feeblemind, waves 
  of fatigue 
   4th— 
  bestow 
  curse, 
  enervation, 
  ice 
  storm, 
  invisibility - greater 
   3rd— displacement, fireball, heroism, ray of 
  exhaustion, �mage armor - greater 
   2nd— �blur, �false life, glitterdust, �mirror 
  image, scorching ray, �see invisibility, touch of 
  idiocy 
   1st— backbiter, magic missile (x2), obscuring mist, 
  ray of enfeeblement (x3) 
   0— detect magic, mage hand, prestidigitation, read 
  magic, resistance 
  �Already cast 
  Spell-Like Abilities (CL 9th): 
   1/day — darkness 
  Abilities Str 8, Dex 16, Con 12, Int 22, Wis 10, Cha 6  
  Feats Improved Initiative, Spell Focus (Necromancy), 
  Greater Spell Focus (Necromancy), Scribe Scroll, 
  Sudden Still.  
  Skills Concentration +13, Decipher Script +18, 
  Knowledge (arcana) +18, Knowledge (history) +8, 
  Knowledge (nobility) +18, Knowledge (religion) 
  +18, Knowledge (the planes) +18, Spellcraft +20 
  Possessions combat gear plus 
  Immediate Magic (Ex)  6 times per day as an 
  Immediate Action, you can use the following spell-
  like ability: 
  Cursed Glance: You can respond to an enemy ranged 
  attack or spell with a curse. If the enemy fails a Will 
  Save, he takes a -2 penalty to AC and Saves. 
  Domain Granted Power (force) As a supernatural 
  ability, once per day you can re-roll any damage 
  roll and take the better of the two rolls. 
   
    
  Skills  
  +2 racial bonus on Bluff and Hide checks 
   
  G R E ATE R  S H AD O W 
  CR  8 
  CE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Common  
  AC 14, touch 14, flat-footed 12; Dodge 
   (+2 Dex, +2 deflection) 
  hp 58 (9 HD) 
  Resist turn resistance +2 
  Fort +3, Ref +5, Will +7 
  Speed Fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +6 (1d8 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Special Actions create spawn, strength damage 
  Abilities Str --, Dex 15, Con --, Int 6, Wis 12, Cha 14  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge, Mobility, Spring Attack. 
  Skills Hide +14, Listen +9, Search +6, Spot +9. 
  Strength Damage (Su) The touch of a greater 
  shadow deals 1d8 points of Strength damage to a 
  living foe. 
  Create Spawn (Su) Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under 
  the control of its killer within 1d4 rounds. 
  Skills  
  Shadows have a +2 racial bonus on Listen and Spot 
  checks and a +4 racial bonus on Search checks. 
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit 
  areas, it takes a -4 penalty on Hide checks. 
   
  S H AD E S T E E L  G O L E M 
  CR  11 
  N Medium Construct (Incorporeal) 
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages --  
  AC 33, touch 13, flat-footed 30 
   (+3 Dex, +20 natural) 
  hp 119 (18 HD); DR 10/adamantine and magic 
  Immune magic 
  Fort +6, Ref +9, Will +6 
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee 2 slams +20 (2d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +20 
  Special Actions negative pulse wave 
  Abilities Str 24, Dex 16, Con --, Int --, Wis 11, Cha 7  
  SQ construct traits 
  Feats --. 
  Skills Hide +15, Move Silently +19. 
  Negative Pulse Wave (Su) The shadesteel golem 
  can radiate a burst of inky black negative energy as 
  a free action every 1d4+1 rounds. The pulse wave 
  drains life from all living creatures with 40 feet of 
  the golem, dealing 12d6 points of negative energy 
  damage. A DC 19 Fortitude save halves the 
  damage; the save DC is Constitution-based. 
  Undead creatures within the area are healed of 
  12d6 points of damage instead, and any turning 
  effect they are under is broken. A death ward spell 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 82 
  
  or similar effect protects a creature from a 
  shadesteel golem’s negative pulse wave. 
  Immunity to Magic (Ex) A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below. 
   
  A magical effect that has the light descriptor 
  (such as continual flame) causes the golem to 
  speed up as if affected by the spell haste for 2d4 
  rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified the creature as a 
  nightwalker or other undead, or if the golem is 
  standing near undead. 
   
  If a shadesteel golem is target by or within the 
  area of a spell with the darkness or shadow 
  descriptor, the golem is healed of 1 point of 
  damage per level of the spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills  
  A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial 
  bonus on Hide checks. 
   
  12: THE PALLINDROME (CORE) 
  E I G HT-H E AD E D  AD V AN C E D  AN K H E G 
  CR  12 
  N Huge magical beast 
  Init +3; Senses darkvision 90 ft., low-light vision, 
  tremorsense 60 ft.; Listen +20, Spot +17 
  Languages Common  
  AC 26, touch 7, flat-footed 26 
   (-2 size, -1 Dex, +19 natural) 
  hp 428 (23 HD)  
  Fort +25, Ref +11, Will +7 
  Speed 30 ft. (6 squares), burrow 20 ft. 
  Melee 8 bites +31 (4d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +23; Grp +41 
  Atk Options Combat Reflexes 
  Special Actions improved grab 
  Abilities Str 30, Dex 8, Con 36, Int 1, Wis 13, Cha 6  
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (bite), 
  Toughness 
  Skills Climb +8, Listen +20, Move Silently +2, Spot 
  +17, 
  Note: These ankhegs have been specially bred in the 
  pits of the abyss. It was found that without breeding 
  out their acidic bite and spitting ability that their 
  heads would in fact melt, causing a big mess and 
  one less multi-headed ankheg. These beasts do 
  not have the extra acid damage nor the spit acid 
  ability of normal ankhegs. 
  Improved Grab (Ex) To use this ability, an ankheg 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If the ankheg is damaged 
  after grabbing its prey, it retreats backward down 
  its tunnel at its land speed (not its burrow speed), 
  dragging the victim with it. 
   
  E L E V E N-H E AD E D  AD V AN C E D  AN K H E G 
  CR  15 
  N Huge magical beast 
  Init +3; Senses darkvision 90 ft., low-light vision, 
  tremorsense 60 ft.; Listen +26, Spot +23 
  Languages Common  
  AC 29, touch 7, flat-footed 29 
   (-2 size, -1 Dex, +22 natural) 
  hp 626 (29 HD)  
  Fort +28, Ref +11, Will +7 
  Speed 30 ft. (6 squares), burrow 20 ft. 
  Melee 11 bites +37 (4d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +29; Grp +47 
  Atk Options Combat Reflexes 
  Special Actions improved grab 
  Abilities Str 30, Dex 8, Con 42, Int 1, Wis 13, Cha 6  
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (bite), 
  Toughness 
  Skills Climb +8, Listen +26, Move Silently +2, Spot 
  +23, 
  Note: These ankhegs have been specially bred in the 
  pits of the abyss. It was found that without breeding 
  out their acidic bite and spitting ability that their 
  heads would in fact melt, causing a big mess and 
  one less multi-headed ankheg. These beasts do 
  not have the extra acid damage nor the spit acid 
  ability of normal ankhegs. 
  Improved Grab (Ex) To use this ability, an ankheg 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If the ankheg is damaged 
  after grabbing its prey, it retreats backward down 
  its tunnel at its land speed (not its burrow speed), 
  dragging the victim with it. 
   
  AS P E C T  O F  D E M O G O R G O N 
  CR  9 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +7; Senses darkvision 60 ft.; see invisibility 
  always (as spell caster level 11th); Listen +21, Spot 
  +21 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 23, touch 12, flat-footed 20; Dodge 
   (-1 size, +3 Dex, +11 natural) 
  hp 104 (11 HD); DR 10/cold iron and good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +10, Will +12 
  Speed 35 ft. (7 squares) 
  Melee 2 tentacles +15 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +19 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 83 
  
  Atk Options Combat Reflexes 
  Special Actions dual action, gaze 
  Abilities Str 21, Dex 16, Con 21, Int 20, Wis 21, Cha 
  20  
  Feats Alertness, Combat Reflexes, Improved Initiative 
  Skills Concentration +19, Craft (alchemy) +19, 
  Diplomacy +21, Jump +19, Knowledge (arcana) 
  +19, Knowledge (history) +19, Knowledge (nature) 
  +19, Knowledge (the planes) +19, Listen +21, 
  Search +19, Sense Motive +19, Spellcraft +7, Spot 
  +21, Survival +5 (+7 aboveground natural settings, 
  +7 on other planes, +7 following tracks, +9 
  following tracks in aboveground natural settings, +9 
  following tracks on other planes), Swim +19. 
  Dual Actions (Ex) An aspect of Demogorgon, like 
  Demogorgon himself, takes 2 rounds’ worth of 
  actions in any given round. For instance, he could 
  take two standard actions and two move actions, or 
  he could take two full-round actions. 
  Gaze (Su) Any creature within 30 feet of the aspect of 
  Demogorgon must make two successful DC 20 Will 
  saving throws each round at the beginning of his 
  turn, the first save against the aspect of 
  Demogorgon’s beguiling gaze and the second save 
  against his confusing gaze. Creatures can avoid 
  the need to make saving throws by averting their 
  eyes or wearing a blindfold (MM 309). The aspect 
  of Demogorgon can actively target foes with his 
  beguiling gaze and confusing gaze, in which case 
  each gaze requires a standard action to activate. 
  Thanks to his dual actions ability, Demogorgon can 
  use both gazes in the same round. He must split 
  these gaze attacks between two targets to gain 
  their effects.  
  Beguiling Gaze: The gaze attack of the aspect of 
  Demogorgon’s left head is the equivalent of a 
  charm monster spell (DC 20; CL 9) with a range of 
  30 feet. 
  Confusing Gaze: The gaze attack of the aspect of 
  Demogorgon’s right head is the equivalent of a 
  confusion spell (DC 20; CL 9) with a range of 30 
  feet. 
   
  Almost 15 feet high, this bizarre creature has 
  two baboon-like heads perched atop long 
  snakelike necks. Its body is serpentine, with two 
  tentacles where arms would be and a forked tail. 
   
  13: THE DOCKS (CORE) 
  AS P E C T  O F  D AG O N 
  CR  9 
  CE Large Outsider (aquatic, chaotic, evil, extraplanar, 
  obyrinth) 
  Init +4; Senses darkvision 60 ft; Listen +16, Spot +16 
  Languages Abyssal, Aquan; telepathy 100 ft. 
  AC 22, touch 9, flat-footed 22 
   (-1 size, +3 Dex, +11 natural) 
  hp 112 (9 HD); fast healing 5; DR 10/cold iron and 
  good 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, electricity 10, fire 10  
  Fort +14, Ref +6, Will +10 
  Speed 30 ft. (6 squares), swim 60 ft. 
  Melee 2 tentacles +15 (1d6+7) and bite +13 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +9; Grp +20 
  Atk Options Combat Expertise, Combat Reflexes, 
  improved grab, constrict 1d6+7, swallow whole 
  Abilities Str 24, Dex 10, Con 26, Int 14, Wis 18, Cha 
  16  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Multiattack. 
  Skills Bluff +15, Diplomacy +7, Disguise +3 (+5 
  acting), 
  Escape 
  Artist 
  +12, 
  Intimidate 
  +15, 
  Knowledge (religion) +14, Knowledge (the planes) 
  +14, Listen +16, Move Silently +12, Sense Motive 
  +16, Spot +16, Survival +4 (+6 on other planes), 
  Swim +19, Use Rope +0 (+2 with bindings) 
  Amphibious (Ex) Although an aspect of Dagon is 
  aquatic, he can survive indefinitely on land. 
  Constrict (Ex) An aspect of Dagon deals 1d6+7 
  points of damage with a successful grapple check, 
  in addition to damage from his tentacle attack. 
  Improved Grab (Ex) To use this ability, an aspect of 
  Dagon must hit an opponent of Medium or smaller 
  size with a tentacle or bite attack. He can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If he wins the 
  grapple check with a tentacle attack, the aspect of 
  Dagon establishes a hold and can constrict. If he 
  wins the grapple check with a bite attack, he 
  establishes a hold and can try to swallow the 
  opponent in the following round. 
  Swallow Whole (Ex) An aspect of Dagon can try to 
  swallow a grabbed opponent of Medium size or 
  smaller by making a successful grapple check. The 
  swallowed 
  creature 
  takes 
  1d6+7 
  points 
  of 
  bludgeoning damage and 1d6 points of acid 
  damage per round from the aspect of Dagon’s 
  stomach. A swallowed creature can cut its way out 
  by using a light slashing or piercing weapon after 
  dealing 20 points of damage to the stomach (AC 
  16). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. 
  Form of Madness (Su) Anyone within 60 feet of an 
  aspect of Dagon must make a Will save (DC 17). 
  Failure 
  indicates 
  the 
  creature 
  develops 
  an 
  overwhelming fear of the ocean and its depths. As 
  long as the ocean is in sight, the creature is 
  distracted with fear and takes a –4 penalty on Will 
  saving throws and all attack rolls against creatures 
  with the aquatic subtype. On the first round of 
  combat against a creature with the aquatic 
  subtype, the character must make a DC 17 Will 
  save or be paralyzed with fear for 1d6 rounds. This 
  condition can be cured by a heal, greater 
  restoration, miracle, or wish spell. A creature that 
  makes this save is immune to the aspect of 
  Dagon’s form of madness for 24 hours. This is a 
  mind-affecting fear effect that does not affect 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 84 
  
  chaotic evil outsiders. The save DC is Charisma-
  based. 
   
  This large creature with the head of a great fish 
  can instill horror almost beyond imagination 
  within a viewer. Only such fiends as Jubilex are 
  worse. An aspect of Dagon’s head extends 
  downward into a somewhat shapeless lower 
  body that sprouts a storm of writhing tentacles. 
  The two longest tentacles have five-fingered 
  talons at their ends. The aspect’s head is a 
  mask of bestial intelligence and translucent 
  razor-sharp teeth. 
   
  AD V AN C E D  C O R AL G O L E M 
  CR  13 
  N Gargantuan Construct (aquatic) 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +1, Spot +1 
  Languages -- 
  AC 23, touch 7, flat-footed 22 
   (-4 size, +1 Dex, +16 natural) 
  hp 236 (32 HD); fast healing 10; DR 10/bludgeoning 
  and magic 
  Fort +10, Ref +11, Will +11 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 4 slams +31 (3d8+11 plus stun) or 
  Ranged 4 coral stars +21 (1d8+11 plus stun) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +47 
  Special Qualities construct traits 
  Special Actions stun 
  Abilities Str 32, Dex 12, Con --, Int --, Wis 12, Cha 1  
  Feats -- 
  Skills -- 
  Stun (Ex) Any creature struck by a coral golem’s slam 
  attack or coral star must succeed on a DC 18 
  Fortitude save or be stunned for 1 round (until the 
  beginning of the coral golem’s next turn. The save 
  DC is constitution based. 
   
  AD V AN C E D  H AM M E R C L AW 
  CR  8 
  NE Huge magical beast (aquatic) 
  Init +3; Senses darkvision 60 ft.; Listen +11, Spot 
  +11 
  Languages -- 
  AC 19, touch 7, flat-footed 19 
   (-2 size, -1 Dex, +12 natural) 
  hp 207 (18 HD) 
  Resist sonic 10 
  Fort +17, Ref +10, Will +9 
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 2 claws +25 (2d6+9/19-20) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +18; Grp +39 
  Special Actions constrict 3d6+9, improved grab, 
  sonic pulse 
  Abilities Str 28, Dex 9, Con 22, Int 4, Wis 12, Cha 8 
  SQ amphibious 
  Feats Alertness, Improved Critical (claw), Improved 
  Grapple, Improved Initiative, Improved Natural 
  Attack (claw), Iron Will 
  Skills Hide +0, Listen +11, Spot +11, Swim +12 
  Constrict (Ex) A hammerclaw deals 3d6+9 points of 
  damage when it wins a grapple check. 
  Improved 
  Grab 
  (Ex) 
  To 
  use 
  this 
  ability, 
  a 
  hammerclaw must hit an opponent of its own size 
  or smaller with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. 
  Sonic Pulse (Su) A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. 
  This cone has a range of 30 feet. Any creature 
  within the are takes 4d6 points of sonic damage 
  and is stunned for 1d4 rounds. A DC 16 Fortitude 
  save negates the stun and halves the damage. The 
  save DC is Constitution based. 
  Amphibious (Ex) Although the hammerclaw is 
  aquatic, it can survive indefinitely on land. 
   
  PART 2: THE IRON CITADEL 
  7 B: GOOD, YOU’LL BE EASIER TO 
  MANAGE THIS WAY (OPTIONAL) 
  H E L L C AT 
  CR  7 
  LE Large Outsider (extraplanar, evil, lawful) 
  Init +9; Senses darkvision 60 ft., scent; Listen +17, 
  Spot +13 
  Languages telepathy 100 ft.  
  AC 21, touch 14, flat-footed 16; Dodge 
     (-1 size, +5 Dex, +7 natural) 
  hp 60 (8 HD); DR 5/good 
  Resist fire 10; SR 19 
  Fort +9, Ref +11, Will +8 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack 
  Melee 2 claws +13 (1d8+6) and bite +8 (2d8+3) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +8; Grp +18 
  Special Actions improved grab, pounce, rake 1d8+3 
  Abilities Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 
  10 
  SQ invisible in light 
  Feats Dodge, Improved Initiative, Track 
  Skills Balance +16, Climb +17, Hide +12, Jump +21, 
  Listen +17, Move Silently +20, Spot +13, Swim +17  
  Improved Grab (Ex) To use this ability, a hellcat must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a hellcat charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d8+3. 
  Invisible in Light (Ex) A hellcat is Invisible in any 
  area lit well enough for a human to see. In a 
  darkened area, it shows up as a faintly glowing 
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  outline visible up to 30 feet away (60 feet if the 
  viewer has low-light vision). Magical darkness 
  smothers the glow and conceals the outline. 
  Skills 
  Hellcats have a +4 racial bonus on Listen and Move 
  Silently checks. 
   
  B O N E  D E V I L(O S Y L U T H) 
  CR  9 
  always LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +9; Senses darkvision 60 ft., see in darkness; 
  Listen +17, Spot +17 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 25, touch 14, flat-footed 20 
     (-1 size, +5 Dex, +11 natural) 
  hp 95 (10 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 21 
  Fort +12, Ref +12, Will +11 
  Speed 40 ft. (8 squares) 
  Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and 
  sting +12 (3d4+2 plus poison) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +10; Grp +19 
  Special Actions fear aura, poison, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will— greater teleport (self plus 50 pounds of 
  objects only), dimensional anchor, fly, invisibility 
  (self only), major image (DC 15), wall of ice 
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 
  14 
  Feats Alertness, Improved Initiative, Iron Will, 
  Multiattack 
  Skills Bluff +15, Concentration +18, Diplomacy +6, 
  Disguise +2 (+4 acting), Hide +14, Intimidate +17, 
  Knowledge (first) +15, Listen +17, Move Silently 
  +18, Search +15, Sense Motive +15, Spot, +17, 
  Survival +2 (+4 following tracks).  
  Fear Aura (Su) Bone devils can radiate a 5-foot-
  radius fear aura as a free action. Affected 
  creatures must succeed on a DC 17 Will save or 
  be affected as though by a fear spell (caster level 
  7th). A creature that successfully saves cannot be 
  affected again by the same bone devil’s aura for 24 
  hours. Other devils are immune to the aura. The 
  save DC is Charisma-based. 
  Poison (Ex) Injury, Fortitude DC 20, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC 
  is Constitution-based. 
  Summon Devil (Sp) Once per day a bone devil can 
  attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bone devil with a 
  35% chance of success. This ability is the 
  equivalent of a 4th-level spell. 
   
  B AR B E D  D E V I L(H AM AT U L A) 
  CR  11 
  LE Large outsider (baatezu, evil, extraplanar, lawful) 
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Listen +19, Spot +19 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 29, touch 16, flat-footed 23 
     (+6 Dex, +13 natural) 
  hp 126 (12 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 23 
  Fort +14, Ref +14, Will +12 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +18 (2d8+6 plus fear) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +12; Grp +22 
  Special Actions fear, improved grab, impale 3d8+9, 
  summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of 
  objects only), hold person (DC 16), major image 
     (DC 17), scorching ray (2 rays only) 
  1/day—order's wrath (DC 18), unholy blight (DC 18)  
  Abilities Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 
  18 
  SQ barbed defense, spell-like abilities 
  Feats Alertness, Cleave, Improved Grapple, Iron Will, 
  Power Attack 
  Skills Concentration +21, Diplomacy +6, Hide +21, 
  Intimidate +19, Knowledge (first) +16, Listen +19, 
  Move Silently +21, Search +16, Sense Motive +17, 
  Spot +19, Survival +2 (+4 following tracks) 
  Resist Fear (Su) A creature hit by a barbed devil 
  must succeed on a DC 20 Will save or be affected 
  as though by fear (caster level 9th). Whether or not 
  the save is successful, that creature cannot be 
  affected by that same barbed devil’s fear ability for 
  24 hours. The save DC is Charisma-based. 
  Impale (Ex) A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple check. 
  Improved Grab (Ex) To use this ability, a barbed 
  devil must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can impale the 
  opponent on its barbed body. 
  Summon Devil (Sp) Once per day a barbed devil can 
  attempt to summon 1d6 bearded devils or another 
  barbed devil with a 35% chance of success. This 
  ability is the equivalent of a 4th-level spell. 
  Barbed Defense (Su) Any creature striking a barbed 
  devil with handheld weapons or natural weapons 
  takes 1d8+6 points of piercing and slashing 
  damage from the devil’s barbs. Note that weapons 
  with exceptional reach, such as longspears, do not 
  endanger their users in this way. 
   
  9: NO, I DON’T HAVE ANY REGRETS, 
  SHOULD I? (CORE) 
  F E R K O N   
  CR  10 
  Lesser Aspect of Dispater from Fiendish Codex II, 
  Web Enhancement, page 7 
  LE Medium outsider (lawful, evil, extraplanar, baatezu) 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 86 
  
  Init +6; Senses see in darkness; Listen +18, Spot +18 
  Languages Abyssal, Celestial, Common, Infernal; 
  telepathy 100 ft. 
  AC 36 (38 vs. good), touch 12, flat-footed 34 (+2 Dex, +16 
  natural, +4 shield, +4 armor, +2 deflection vs. good) 
  hp 136 (13 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +12, Ref +12, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 heavy mace +20/+15/+10 (1d8+6) 
  Base Atk +13; Grp +17 
  Atk Options Power Critical (heavy mace) 
  Special Actions summon baatezu 
  Combat Gear potion of barkskin +4, potion of mage 
  armor, potion of bear’s endurance 
  Abilities Str 18, Dex 14, Con 19, Int 16, Wis 14, Cha 16 
  Feats Improved Initiative, Lightning Reflexes, Negotiator, 
  Power Critical (heavy mace), Weapon Focus (heavy 
  mace) 
  Skills Appraise +16, Bluff +19, Concentration +15, 
  Diplomacy +20, Disable Device +16, Disguise +3 (+5 
  acting), 
  Intimidate 
  +18, 
  Jump 
  +8, 
  Knowledge 
  (architecture) + 13, Knowledge (the planes) +13, Listen 
  +18, Open Lock +15, Search +19 (+21 secret doors), 
  Sense Motive +18, Spot +18, Survival +2 (+4 on other 
  planes or following tracks) 
  Possessions combat gear plus +2 heavy mace, +2 
  heavy steel shield, boots of striding and springing 
  Rust (Ex) If an aspect of Dispater succeeds on a touch 
  attack, his touch causes the target metal to corrode, 
  falling to pieces and becoming useless immediately. His 
  touch can destroy a 5-foot cube of metal or any armor or 
  weapon up to Large size instantly. Magic armor, 
  weapons, and other magic items made of metal must 
  succeed on a DC 20 Reflex save or be dissolved. The 
  save DC is Constitution- based. 
  Summon Baatezu (Sp) Once per day an aspect of 
  Dispater can summon a bearded devil or two bone 
  devils with a 50% chance of success. This is the 
  equivalent of a 5th-level spell (CL 13th). 
   
  The dark-skinned humanoid before you carries 
  himself as regally as the clothing that he wears. 
  The small horns in his head and the glowing 
  eyes betray his fiendish origin, and his disdainful 
  expression shows that he thinks himself far 
  superior to anyone around him. He carries a 
  long mace-like rod like a scepter of rulership. 
   
  B E AR D E D  D E V I L(B ARBAZU) 
  CR  5 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Listen +9, Spot +9 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft.  
  AC 19, touch 12, flat-footed 17 
     (+2 Dex, +7 natural) 
  hp 45 (6 HD); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +8, Ref +7, Will +5 
  Speed 40 ft. (8 squares) 
  Melee glaive +9/+4 (1d10+3 plus infernal wound) or 
  Melee 2 claws +8 (1d6+2) 
  Space 5 ft; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +6; Grp +8 
  Atk Options Power Attack 
  Special Actions infernal wound, beard, battle frenzy, 
  summon baatezu 
  Spell-Like Abilities (CL 12th): 
  At will— greater teleport (self plus 50 pounds of 
  objects only).  
  Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 
  10 
  Feats Improved Initiative, Power Attack, Weapon 
  Focus (glaive) 
  Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, 
  Move Silently +9, Sense Motive +9, Spot +9 
  Infernal Wound (Su) The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and 
  resists healing spells. The continuing hit point loss 
  can be stopped by a DC 16 Heal check, a cure 
  spell, or a heal spell. However, a character 
  attempting to cast a cure spell or a heal spell on a 
  creature damaged by a bearded devil’s glaive must 
  succeed on a DC 16 caster level check, or the spell 
  has no effect on the injured character. 
  A successful Heal check automatically stops the 
  continuing hit point loss as well as restoring hit 
  points. The infernal wound is a supernatural ability 
  of the bearded devil, not of the weapon. The check 
  DC is Constitution-based. 
  Beard (Ex) If a bearded devil hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard. The affected creature takes 1d8+2 points of 
  damage and must succeed on a DC 16 Fortitude 
  save or be infected with a vile disease known as 
  devil chills (incubation period 1d4 days, damage 
  1d4 Str). Damage is dealt each day until the 
  afflicted creature succeeds on three consecutive 
  Fortitude saves, the disease is cured magically, or 
  the creature dies. The save DC is Constitution-
  based. 
  Battle Frenzy (Ex) Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, -2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil 
  suffers no ill effects afterward.  
  Summon Devil (Sp) Once per day a bearded devil 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  E R I N Y E S 
  CR  8 
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  URD 8-05 Blood Runs Thicker than Water 
   
  Page 88 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +5; Senses darkvision 60 ft., see in darkness, 
  true seeing; Listen +16, Spot +16 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft.".  
  AC 23, touch 15, flat-footed 18; Dodge, Mobility 
     (+5 Dex, +8 natural) 
  hp 85 (9 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +11, Ref +11, Will +1 
  Speed 30 ft. (6 squares), fly 50 ft. (average); Shot on 
  the Run 
  Melee longsword +14/+9 (1d8+5/19-20) 
  Ranged +1 flaming composite longbow (+5 Str 
  bonus) +15/+10 (1d8+6/x3 plus 1d6 fire) 
  Ranged rope +14 (entangle) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions entangle, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of 
  objects only), charm monster (DC 19), minor image 
  (DC 17), unholy blight (DC 19) .  
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 
  20 
  Feats Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run 
  Skills Concentration +17, Diplomacy +7, Escape 
  Artist +17, Hide +17, Knowledge (first) +14, 
  Knowledge (second) +14, Listen +16, Move Silently 
  +17, Search +14, Sense Motive +16, Spot +16, 
  Survival +4 (+6 following tracks), Use Rope +5 (+7 
  with bindings).  
  Entangle (Ex) Each erinyes carries a stout rope some 
  50 feet long that entangles opponents of any size 
  as an animate rope spell (caster level 16th). An 
  erinyes can hurl its rope 30 feet with no range 
  penalty. Typically, an erinyes entangles a foe, lifts it 
  into the air, and drops it from a great height. 
  Summon Devil (Sp) Once per day an erinyes can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is 
  the equivalent of a 3rd-level spell. 
  True Seeing (Su) Erinyes continuously use true 
  seeing, as the spell (caster level 14th). 
   
  J O L E N  L O R I N AR 
  CR  15 
  Male Human (Suel) Ari 4 Ftr 2 Rgr 2 Blk 7 
  CE medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +3 
  Aura Moderate Evil 
  Languages Common, Ancient Suloise  
  AC 22, touch 10, flat-footed 22 
   (+9 armor, +3 shield) 
  hp 117 (15 HD) 
  Fort +18, Ref +10, Will +12 
  Speed 20 ft. in medium armor (4 squares) 
  Melee +1 unholy heavy pick +19/+14/+9 (1d6+4/19-
  20/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +15 
  Atk Options power attack, improved sunder, cleave, 
  rebuke undead, favored enemy +2 (humanoid 
  (human)), poison use, smite good (2/day, +2 to hit, 
  +7 damage), sneak attack +1d6 
  Special Actions Divine Vigor 
  Combat Gear +1 mithral full plate, +1 heavy mithral 
  shield, +1 unholy heavy pick. 
  Class Spells Prepared (CL 7th): 
   3rd— cure serious wounds 
   2nd— bull’s strength, cure moderate wounds 
  1st— align weapon, cure light wounds, cure light 
  wounds 
  Abilities Str 17, Dex 10, Con 14, Int 12, Wis 14, Cha 
  14  
  SQ Wild Empathy, detect good, Aura of Despair (all 
  enemies within 10’ suffer -2 morale penalty on all 
  saves) 
  Feats Improved Critical (pick, heavy), negotiator, 
  persuasive, power attack, cleave, improved sunder, 
  track, weapon focus (pick, heavy)  
  Skills Appraise +8, Bluff +15, Diplomacy +23, 
  Disguise +5 Forgery +8, Gather Information +12, 
  Hide +4, Intimidate +24, Knowledge (arch & 
  engineering) +2, Knowledge (Geography) +2, 
  Knowledge (nature) +2, Knowledge (nobility) +5, 
  Knowledge (religion) +3, Listen +4, Move Silently -
  1, Profession (politician) +13, Spot +3 
  Possessions combat gear plus circlet of persuasion, 
  vest of resistance +2, ring of mind shielding, 
  periapt of wisdom +2 
   
   
   
   
   
  
  APL 14 
  2−5: HOUSE VERLE MILITIA (CORE) 
  M I L I T I A S E R G E ANT 
  CR  8 
  Male Human (Suel) War 2 Ftr 7 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor (breastplate)) 
  hp 73 (9 HD) 
  Fort +10, Ref +3, Will +4 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Fullblade +14/+9 (2d8+6/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Abilities Str 17, Dex 13, Con 14, Int 13, Wis 10, Cha 10  
  Feats Exotic Weapon Proficiency (Fullblade), Improved 
  Critical (Fullblade), Improved Unarmed Strike, Iron 
  Will, Quick Draw, Weapon Focus (Fullblade), 
  Weapon Specialization (Fullblade), Close Quarters 
  Fighting, Power Critical (Fullblade).  
  Skills Handle Animal +12, Intimidate +12, Jump +5, 
  Ride +15 
  Possessions combat gear plus breastplate, masterwork 
  fullblade. 
   
  M I L I T I A S O L D I E R 
  CR  1 
  Male Human (Suel) War 2 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 10, flat-footed 16 
   (+4 armor (chain shirt), +2 shield (heavy wooden 
  shield) 
  hp 17 (2 HD) 
  Fort +5, Ref +0, Will +0 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee shortspear +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 10, Cha 10  
  Feats Improved Unarmed Strike, Weapon Focus 
  (Shortspear)  
  Skills Handle Animal +5, Intimidate +5, Ride +7 
  Possessions combat gear plus chain shirt, shortspear, 
  heavy wooden shield 
   
  3A:2 HOUSE CORINER (ADDITIONAL)  
  D O P P L E G ANG E R  C O U R T E S AN 
  CR  3 
  N Medium Monstrous Humanoid 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 15, touch 11, flat-footed 14;Dodge 
   (+1 Dex, +4 natural) 
  hp 22 (4 HD)  
  Immune charm, sleep 
  Fort +4, Ref +5, Will +6 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Special Actions detect thoughts (DC 13) 
  Abilities Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13  
  SQ Change shape 
  Feats Dodge, Great Fortitude 
  Skills Bluff +10, Diplomacy +3, Disguise +11 (+13 
  acting), Listen +6, Search +6, Spot +6 
  Possessions combat gear plus masterwork disguise kit  
  Detect 
  Thoughts 
  (Su) 
  A 
  doppelganger 
  can 
  continuously use detect thoughts as the spell (caster 
  level 18th; Will DC 13 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based.  
  Change Shape (Su) A doppelganger can assume the 
  shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its humanoid 
  form until it chooses to assume a new one. A change 
  in form cannot be dispelled, but a doppelganger 
  reverts to its natural form when killed. A true seeing 
  spell or ability reveals its natural form.  
  Skills  
  A doppelganger has a +4 racial bonus on Bluff and 
  Disguise checks.  
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on 
  Disguise checks. If it can read an opponent’s mind, it 
  gets a further +4 circumstance bonus on Bluff and 
  Disguise checks.  
   
  S UCCUBUS 
  CR  7 
  CE Medium outsider (chaotic, extraplanar, evil, tanar’ri) 
  Init +1; Senses darkvision 60 ft.; Listen +19, Spot +19 
  Languages Abyssal, Celestial, Draconic; telepathy 100 
  ft., tongues 
  AC 20, touch 11, flat-footed 19; Dodge, Mobility 
   (+1 Dex, +9 natural) 
  hp 33 (6 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +6, Ref +6, Will +7 
  Speed 30 ft. (6 squares), fly 50 ft. (average) 
  Melee 2 claws +7 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Special Actions energy drain, summon tanar’ri 
  Spell-Like Abilities (CL 12th): 
  At will—charm monster (DC 22), detect good, �detect 
  thoughts (DC 20), ethereal jaunt (self plus 50 
  pounds of objects only), polymorph (humanoid form 
  only, no limit on duration), suggestion (DC 21), 
  greater teleport (self plus 50 pounds of objects only) 
  �Already cast 
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  Abilities Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26  
  Feats Dodge, Mobility, Persuasive 
  Skills Bluff +19, Concentration +10, Diplomacy +12, 
  Disguise +17 (+19 acting), Escape Artist +10, 
     Hide +10, Intimidate +19, Knowledge (first) +12, Listen 
  +19, Move Silently +10, Search +12, 
     Spot +19, Survival +2 (+4 following tracks), Use Rope 
  +1 (+3 with bindings) 
  Energy Drain (Su) A succubus drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim. If the target is not willing 
  to be kissed, the succubus must start a grapple, 
  which provokes an attack of opportunity. The 
  succubus’s kiss or embrace bestows one negative 
  level. The kiss also has the effect of a suggestion 
  spell, asking the victim to accept another kiss from 
  the succubus. The victim must succeed on a DC 21 
  Will save to negate the effect of the suggestion. The 
  DC is 21 for the Fortitude save to remove a negative 
  level. These save DCs are Charisma-based.  
  Change Shape (Su) An succubus can assume the form 
  of any Small or Medium humanoid. 
  Summon Demon (Su) Once per day a succubus can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Tongues (Su) A succubus has a permanent tongues 
  ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
  Skills  
  Succubi have a +8 racial bonus on Listen and 
  Spot checks.  
   
  *While using her change shape ability, a 
  succubus gains a +10 circumstance bonus on 
  Disguise checks. 
   
  AS P E C T  O F  P AL E  N I G H T 
  CR  7 
  CE 
  Medium 
  outsider 
  (chaotic, 
  extraplanar, 
  evil, 
  incorporeal, obyrinth) 
  Init +7; Senses darkvision 60 ft., true seeing; Listen +5, 
  Spot +17 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 23, touch 23, flat-footed 16; Dodge, Mobility 
   (+7 Dex, +6 Deflection) 
  hp 68 (9 HD); DR 10/cold iron and good  
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +9, Ref +13, Will +11 
  Speed fly 50 ft. (perfect) (10 squares; Spring Attack 
  Melee incorporeal touch +16 (1d6 Cha damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp – 
  Atk Options Combat Reflexes 
  Special Actions truth beneath the veil 
  Abilities Str --, Dex 25, Con 16, Int 17, Wis 20, Cha 23  
  Feats Combat Reflexes, Dodge, Mobility, Spring Attack 
  Skills Bluff +18, Diplomacy +24, Hide +19, Intimidate 
  +20, Knowledge (arcana) +15, Knowledge (nobility 
  and royalty) +15, Knowledge (the planes) +15, Perform 
  (song) +18, Search +15, Sense Motive +17, Spot +17, 
  Survival +5 (+7 on other planes, +7 following tracks, 
  +9 following tracks on other planes) 
  Charisma Damage (Su) An aspect of Pale Night 
  causes 1d6 points of Charisma damage each time 
  she hits with her incorporeal touch attack. On each 
  such successful attack, she gains 5 temporary hit 
  points. 
  Truth Beneath the Veil (Su) Like Pale Night herself, 
  the true form of an aspect of Pale Night is one of 
  such unimaginable horror that reality itself refuses to 
  accept it. Thus, the aspect of Pale Night does not 
  have a form of madness like other obyriths. Its true 
  form is hidden by its shroud. Anyone who attempts to 
  part the shroud to get a better look at the aspect must 
  make a DC 20 Fortitude save. Success indicates that 
  the creature’s mind simply fails to process what it 
  sees before a new shroud automatically wraps 
  around the aspect’s incorporeal body. Failure 
  indicates that for a brief moment, the character views 
  the truth and is immediately rendered comatose and 
  stricken with total amnesia. Even if the coma and 
  amnesia effects are dispelled, the character cannot 
  remember what he or she saw under the shroud. The 
  save DC is Charisma-based.  
   
  Before you shimmers a diaphanous sheet 
  billowing in some unknown wind. It has a strange 
  attractiveness about it, and as the sheet moves 
  you can perceive beneath it a lithe female form, 
  like an elf or human woman. The edges of the 
  sheet billow up, hinting at but never giving a 
  clearer view of the figure beneath. 
   
  3B:2 HOUSE VERLE (ADDITIONAL) 
  H E L L  H O U N D 
  CR  3 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 22 (4 HD)  
  Immune fire 
  Fort +5, Ref +5, Will +4 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +5 (1d8+1 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options breath weapon 
  Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Run, Track 
  Skills Hide +13, Jump +12, Listen +7, Move Silently 
  +13, Spot +9, Survival +7 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
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  Fiery Bite (Su) A hell hound deals an extra 1d6 points 
  of fire damage every time it bites an opponent, as if 
  its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival checks 
  when tracking by scent, due to their keen sense of 
  smell.  
   
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 points 
  of fire damage every time it bites an opponent, as if 
  its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks. 
  They also receive a +8 racial bonus on Survival checks 
  when tracking by scent, due to their keen sense of 
  smell.  
   
  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), +3 
  deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 (2d6+4) and Unarmed Strike Secondary 
  +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats Endurance, Improved Unarmed Strike, Stunning 
  Fist, Track, Two-Weapon Fighting, Weapon Finesse, 
  Fiery Fist, Fists of Iron, Ascetic Hunter, Deadly 
  Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move Silently 
  +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), 
  extended shield of faith (CL 11), extended bull’s 
  strength (CL 13), extended cat’s grace (CL 13), 
  extended owl’s wisdom (CL 13). 
   
  3C:1 HOUSE LORINAR (OPTIONAL) 
   
  AD V AN C E D  D I RE  AP E  O F  L E G E N D 
  CR  7 
  N Large outsider (augmented animal, native) 
  Init +9; Senses Listen +6, Spot +7 
  Languages -- 
  AC 27, touch 14, flat-footed 22 
   (-1 Size, +5 Dex, +4 armor (chain shirt), +9 natural) 
  hp 141 (12 HD) 
  SR 16 
  Fort +18, Ref +16, Will +13 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft., climb 15 ft. 
  Melee 2 claws +19 (1d8+11/19-20) and bite +17 
  (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +28 
  Special Actions rend 2d6+16 
  Abilities Str 32, Dex 21, Con 24, Int 6, Wis 14, Cha 11  
  SQ  
  Feats Alertness, Improved Grapple, Improved Initiative, 
  Improved 
  Natural 
  Attack 
  (claw), 
  Multiattack, 
  Toughness, Track.  
  Skills Climb +14, Listen +6, Move Silently +7, Spot +7, 
  Survival +6 
  Possessions combat gear plus chain shirt, tanglefoot 
  bag. 
  Rend (Ex) A dire ape that hits with both claw attacks 
  latches onto the opponent’s body and tears the flesh. 
  This attack automatically deals an extra 2d6+9 points 
  of damage.  
  Haste (Su) Always under the influence of a haste spell. 
  Skills 
  Dire apes have a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, 
  even if rushed or threatened.  
   
  B E L L I O S  L O R I N AR 
  CR  16 
  Male Human (Suel) Bbn 2 Ftr 10 Rgr 3 War 2 
  ME medium humanoid (human) 
  Init +5; Senses Listen +8, Spot +6 
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  Languages Common, Ancient Suloise 
  AC 15, touch 11, flat-footed 15; Dodge, Mobility 
   (+1 Dex, +4 armor) 
  hp 136 (17 HD)  
  Fort +18, Ref +7, Will +4 
  Speed 40 ft. in light armor (8 squares), base movement 
  40 ft. 
  Melee Masterwork Greatsword +25/+20/+15 (2d6+9/17-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +17; Grp +22 
  Atk Options rage, +2 Favored Enemy (humanoid 
  (human)), Combat Expertise, Improved Disarm, 
  Improved Initiative, Spring Attack, Two Weapon 
  Fighting, Power Attack 
  Combat Gear Masterwork Greatsword, Chain Shirt 
  Abilities Str 20, Dex 13, Con 14, Int 13, Wis 10, Cha 8  
  SQ Blind-Fight, Combat Reflexes, Uncanny Dodge 
  Feats Blind-Fight, Combat Expertise, Improved Disarm, 
  Combat Reflexes, Dodge, Mobility, Spring Attack, 
  Endurance, Improved Critical (Greatsword), Improved 
  Initiative, Power Attack, Track, Two-Weapon Fighting, 
  Weapon Focus (Greatsword), Greater Weapon Focus 
  (Greatsword), Weapon Specialization (Greatsword)  
  Skills Climb +15, Handle Animal +19, Heal +4, Hide +5, 
  Intimidate +11, Jump +22, Knowledge (nature) +9, 
  Listen +8, Move Silently +5, Ride +5, Spot +6, 
  Survival +8, Swim +2. 
  Possessions combat gear plus potion of cure moderate 
  wounds, potion of haste. 
  Spiritual Connection You can use speak with animals 
  and speak with plants, as the spells (caster level 3). 
  You can use any combination of these effects up to 
  three times per day. 
   
  4A:2 THE HONORABLE CHAMBER 
  (OPTIONAL) 
  M O Z E N R AT H 
  CR  16 
  Male human Sor 6 War 2 Elk 9 
  LN Medium humanoid (human) 
  Init +6; Senses see invisibility; Listen +0, Spot +5 
  Languages Common  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +5 shield, +2 deflection) 
  hp 82 (17 HD) + false life (1d10+10)  
  Resist acid 30, cold 30, fire 30, sonic 30 
  Fort +14, Ref +7, Will +8 
  Speed 30 ft.  
  Melee touch spell +13 (per spell) or 
  Ranged ranged touch spell +16 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +13 
  Atk Options Arcane Strike, Black Lore of Moil, 
  Empower Spell, Split Ray 
  Combat Gear rod of precision, +1 mithral buckler (+4 
  with magic vestment),  
  Class Spells Known (CL 17th): 
   7th (4/day)— finger of death 
   6th (4/day)— �contingency, disintegrate 
   5th (6/day)— arc of lightning, dismissal, �teleport 
   4th (8/day)— dimension door, dimensional anchor, 
  enervation, orb of acid 
   3rd (8/day)— bands of steel, dispel magic, fireball, 
  haste 
   2nd 
  (1/day)— 
  �false 
  life, 
  �mirror 
  image, 
  ����resist 
  energy, 
  scorching 
  ray, 
  �see 
  invisibility 
   1st (9/day)— feather fall, guided shot, magic missile, 
  orb of cold, lesser, ray of enfeeblement 
   0 (6/day)— detect magic, detect poison, light, 
  mending, open/close, prestidigitation, ray of frost, 
  read magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 22 
  SQ Contingency (teleport ¼ mile away if lowered below 
  ¼ hit points) 
  Feats Improved Initiative, Spell Focus (Necromancy), 
  Empower Spell, Arcane Strike, Practiced Spellcaster 
  (Sorcerer), Black Lore of Moil, Split Ray, Rapid 
  Metamagic 
  Skills Bluff +19, Concentration +21, Disguise +14, 
  Intimidate +16, Knowledge (arcane) +22, Profession 
  (adventurer) +2, Spellcraft +24 
  Possessions combat gear plus hat of disguise, ring of 
  protection +2, eyes of the eagle 
   
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 points 
  of fire damage every time it bites an opponent, as if 
  its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival checks 
  when tracking by scent, due to their keen sense of 
  smell.  
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  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), +3 
  deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 (2d6+4) and Unarmed Strike Secondary 
  +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats Endurance, Improved Unarmed Strike, Stunning 
  Fist, Track, Two-Weapon Fighting, Weapon Finesse, 
  Fiery Fist, Fists of Iron, Ascetic Hunter, Deadly 
  Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move Silently 
  +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), 
  extended shield of faith (CL 11), extended bull’s 
  strength (CL 13), extended cat’s grace (CL 13), 
  extended owl’s wisdom (CL 13). 
   
  S C AR L E T  B R O T H E R H O O D  S O R C E R E R 
  CR  10 
  Female Human (Suel) Sor 10 
  LE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suloise  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor (mage armor)) 
  Resist acid 20, electricity 20, fire 20, sonic 20 
  hp 51 (10 HD) 
  Fort +5, Ref +4, Will +7  
  Speed 30 ft. (6 squares) 
  Melee Dagger +4 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options spells 
  Special Actions Sudden Maximize  
  Class Spells Known (CL 10th): 
   5th (3/day)— telekinesis 
   4th (6/day)— enervation, invisibility-greater 
   3rd (7/day)— displacement, haste, lightning bolt 
   2nd (1/day)— �mirror image, �resist energy, 
  scorching ray, �see invisibility 
   1st 
  (6/day)— 
  �mage 
  armor, 
  magic 
  missile, 
  obscuring mist, ray of enfeeblement, unseen 
  servant 
   0 (6/day)— acid splash, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of 
  frost, read magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 8, Wis 10, Cha 18  
  Feats Extend Spell, Silent Spell, Still Spell, Split Ray, 
  Sudden Maximize 
  Skills Concentration +15, Spellcraft +12 
  Possessions combat gear plus spell component pouch 
  (x3) 
   
  P AL R E T H E E 
  CR  8 
  CE medium outsider (chaotic, evil, fire, tanar’ri) 
  Init +3; Senses darkvision 60 ft.; Listen +12, Spot +12 
  Languages Abyssal, Celestial, Draconic; telepathy 100 
  ft. 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +10 natural) 
  hp 60 (8 HD); DR 10/good 
  Immune electricity, poison 
  Resist acid 10, fire 10; SR 18 
  Fort +9, Ref +9, Will +11 
  Speed 30 ft. (6 squares) 
  Melee +1 flaming longsword +14/+9 (1d8+7 plus 1d6 
  fire/19-20) or 
  Melee +12 slam (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions demonic burn, fiery shield, spell-like 
  abilities 
  Spell-Like Abilities (CL 8th): 
  At will– detect good, detect magic, see invisibility; 
  1/day--fear (30-foot radius, DC 14). 
  Abilities Str 19, Dex 16, Con 16, Int 13, Wis 12, Cha 11  
  Feats Combat Expertise, Dodge, Weapon Focus 
  (longsword) 
  Skills Bluff +11, Diplomacy +15, Hide +14, Intimidate 
  +2, Knowledge (arcana) +12, Listen +12, Sense 
  Motive +12, Search +12, Spellcraft +14, Spot +12 
  Possessions combat gear plus +1 flaming longsword 
  Demonic Burn (Ex) Any creature hit by a palrethee’s 
  slam attack must succeed at a Reflex save (DC 17) 
  or catch fire. The flame burns for 1d4 rounds. A 
  burning creature can take a move action to put out 
  the flame. The save DC is Constitution-based. 
  Fiery Shield (Sp) A palrethee is wreathed in scorching 
  flames that cause damage to each creature that 
  attacks it with a natural or hand-held weapon. Such 
  an attack deals normal damage to the palrethee 
  (assuming its damage reduction is overcome), but at 
  the same time the attacker takes 1d6+8 points of fire 
  damage (spell resistance applies; caster level 8th). 
  Weapons with reach, such as longspears, do not 
  endanger their users in this way. 
  Summon Tanar’ri (Sp) Once per day, a palrethee can 
  attempt to summon another palrethee with a 30% 
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  Page 93 
  
  chance of success. This ability is the equivalent of a 
  4th level spell. 
   
  G R E ATH O R N  M I N O T AU R 
  CR  7 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., scent, tremorsense 120 
  ft.; Listen +8, Spot +8 
  Languages Undercommon, Giant 
  AC 15, touch 8, flat-footed 15 
   (-1 size, -1 Dex, +7 natural) 
  hp 104 (11 HD); DR 5/--  
  Fort +10, Ref +6, Will +7 
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +17 (2d6+10) or 
  Melee greathammer +17/+12/+7 (3d6+10/x4) and gore 
  +12 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Power Attack 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10  
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Natural Attack (gore), Power Attack, Track 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8 
  Possessions greathammer 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of earth 
  except metal as easily as a fish swims through water. 
  Its burrowing leaves behind no tunnel or hole, nor 
  does it create any ripple or other signs of its 
  presence. 
  Earth Warp (Su) As a swift action, a greathorn minotaur 
  can cause the earth and rock around it to twist and 
  warp in a 60-foot-radius emanation around it, 
  doubling movement costs through that area. Natural 
  stone, finished stone, and dirt surfaces are subject to 
  this effect. The effect does not move with the 
  minotaur; when the minotaur leaves the area, the 
  ground returns to normal. The minotaur ignores the 
  movement penalties generated by its own or another 
  greathorn’s earth warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity maze spells, never become lost, and can 
  track enemies as if they had the Track feat. They are 
  never caught flat-footed. 
  Skills 
  Greathorn minotaurs have a +4 racial bonus on Listen, 
  Search and Spot checks. 
   
   
  H ALF-R E D  D R AG O N  M I N O T AU R 
  CR  7 
  CE Large Dragon (augmented Monstrous Humanoid) 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +8, Spot +9 
  Languages Giant  
  AC 23, touch 9, flat-footed 23 
   (-1 Size, +9 Natural, +5 armor (breastplate)) 
  hp 69 (7 HD) 
  Immune sleep, paralysis, fire 
  Fort +6, Ref +5, Will +5 
  Speed 20 ft. in medium armor (4 squares), fly 60 ft. 
  (avg) 
  Melee greataxe +14/+9 (3d6+18/x3) and gore +13 
  (1d8+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +23 
  Attack Options Power Attack 
  Special Actions breath weapon, powerful charge 4d6+6 
  Combat Gear Greataxe, chain shirt 
  Abilities Str 34, Dex 10, Con 19, Int 6, Wis 10, Cha 8  
  Feats Combat Reflexes, Power Attack, Flyby Attack, 
  Weapon Focus (Greataxe).  
  Skills Jump +3, Listen +8, Spot +9 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its head 
  to bring its mighty horns into play. In addition to the 
  normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +18 
  attack bonus that deals 4d6+18 points of damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are 
  never caught flat-footed. 
  Breath Weapon (Ex) Once per day you can emit a 30-
  foot cone of fire, dealing 6d8 damage, with a reflex 
  save (DC 17) for ½ damage. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, and 
  Listen checks. 
   
  AD V AN C E D  M AL E B R AN C H E 
  CR  13 
  LE Huge Outsider (baatezu, evil, lawful) 
  Init +4; Senses Listen +26, Spot +26 
  Languages Infernal, understands Common  
  AC 25, touch 8, flat-footed 25 
   (-2 size, +17 natural) 
  hp 276 (24 HD); regeneration 8; DR 10/good  
  SR 20 
  Fort +21, Ref +14, Will +13 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack 
  Melee 
  huge 
  masterwork 
  trident 
  +33/+28/+23/+18 
  (2d8+15) and gore +30 (2d6+5) or 
  Melee 
  huge 
  masterwork 
  trident 
  +33/+28/+23/+18 
  (2d8+15) and gore +30 (2d6+5) or  
  Melee bite +30 (2d6+5) and 2 claws +32 (2d6+10) or 
  Melee bite +30 (2d6+5) and gore +30 (2d6+5) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +42 
  Atk Options Cleave, Great Cleave, Improved Sunder, 
  Power Attack 
  Special Actions charge, fear aura, improved grab 
  Combat Gear masterwork trident 
  Abilities Str 30, Dex 10, Con 24, Int 10, Wis 9, Cha 10  
  SQ baatezu traits, outsider traits 
  Feats Cleave, Flyby Attack, Great Cleave, Improved 
  Initiative, Improved Natural Attack (claw),   Improved 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 94 
  
  Sunder, Multiattack, Power Attack, Weapon Focus 
  (trident) 
  Skills Balance +7, Bluff +19, Climb +13, Craft (tourist 
  souvenirs) +11, Diplomacy +2, Intimidate +21, Jump 
  +67, Listen +26, Move Silently +19, Search +19, 
  Spellcraft +5, Spot +26, Tumble +29 
  Charge (Ex) A malebranche typically begins a battle 
  with a flying charge at an opponent on the ground. In 
  addition to the normal benefits and hazards of a 
  charge, this tactic allows the malebranche to make a 
  single gore attack (+32 melee) that deals 6d6+15 
  points of damage. The creature can also charge while 
  moving on the ground if it wishes.  
  Improved Grab (Ex) If a malebranche hits an opponent 
  that is at least one size category smaller than itself 
  with a claw attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +42). The creature has the option to conduct the 
  grapple normally, or simply use its claw to hold the 
  opponent (-20 penalty on grapple check, but the 
  malebranche is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds deals claw damage. 
  Fear Aura (Su) As a free action, a malebranche can 
  produce a fear effect. This ability functions like a fear 
  spell (caster level 12th; save DC 18), except that it 
  affects all creatures with a 15-foot radius around the 
  malebranche. Any creature that makes a successful 
  saving throw against the effect cannot be affected 
  again by the malebranche’s fear aura for 24 hours. All 
  baatezu are immune to the malebranche’s fear aura. 
  Regeneration (Ex) A malebranche takes normal 
  damage from acid, and also from holy and blessed 
  weapons of at least +3 enhancement. 
   
  5A:2 TEMPLE OF LENDOR
   
  (ADDITIONAL)  
  B O N E D R I N K E R,  L E S S E R 
  CR  4 
  CE Small Undead 
  Init +4; Senses darkvision 60 ft., scent; Listen +9, Spot 
  +9 
  AC 16, touch 15, flat-footed 12 
   (+1 size, +4 Dex, +1 natural) 
  hp 59 (7 HD)  
  Resist cold 5, fire 5, sonic 5 
  Fort +2, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +6 (1d8+2) and 2 claws +1 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +1 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 15, Dex 18, Con --, Int 8, Wis 12, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Natural Attack 
  (claw), Power Attack 
  Skills Hide +15, Listen +9, Move Silently +15, Spot +9 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its bones. 
  To do this, the bonedrinker must make a successful 
  grapple check. If it pins its foe, it fastens onto the 
  creature with its horrendous fangs. It then secretes a 
  painful toxin into the victim that deals 1d4 points of 
  Constitution damage. Creatures reduced to 0 
  Constitution die, as the majority of their bones 
  become too brittle to support their bodies and they 
  collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic 
  claw 
  or 
  tentacle 
  damage 
  in 
  each 
  subsequent round that it maintains the grapple, and a 
  bonedrinker 
  that 
  has 
  successfully 
  pinned 
  an 
  opponent can begin to drink its bones (see 
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Unholy Toughness (Ex) A lesser bonedrinker 
  gains a bonus to its hit points equal to its 
  Charisma modifier x its hit dice. 
  Pounce (Ex) If a bonedrinker charges, it can 
  make a full attack in the same round. 
   
  B O N E D R I N K E R 
  CR  6 
  CE Medium Undead 
  Init +3; Senses darkvision 60 ft., scent; Listen +13, 
  Spot +13 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 93 (11 HD); DR 5/silver or good  
  Resist cold 10, fire 10, sonic 10 
  Fort +3, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +10 (1d10+5) and 2 claws +5 (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Atk Options Cleave, Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 21, Dex 16, Con --, Int 8, Wis 14, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack (claw), Power Attack 
  Skills Hide +13, Listen +13, Move Silently +17, Spot 
  +13 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its bones. 
  To do this, the bonedrinker must make a successful 
  grapple check. If it pins its foe, it fastens onto the 
  creature with its horrendous fangs. It then secretes a 
  painful toxin into the victim that deals 1d6 points of 
  Constitution damage. Creatures reduced to 0 
  Constitution die, as the majority of their bones 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 95 
  
  become too brittle to support their bodies and they 
  collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic 
  claw 
  or 
  tentacle 
  damage 
  in 
  each 
  subsequent round that it maintains the grapple, and a 
  bonedrinker 
  that 
  has 
  successfully 
  pinned 
  an 
  opponent can begin to drink its bones (see 
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Pounce (Ex) If a bonedrinker charges, it can make a full 
  attack in the same round.  
   
  5B:2 TEMPLE OF KORD (ADDITIONAL)  
  AS P E C T  O F  B AP H O M E T 
  CR  7 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +2; Senses darkvision 60 ft; Listen +15, Spot +15 
  Languages Abyssal, Common, Giant; telepathy 100 ft. 
  AC 20, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +9 natural) 
  hp 84 (8 HD); DR 10/cold iron and good 
  Immune electricity, maze, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 Glaive +15/+10 (2d8+11) and gore +9 (2d6+3) 
  or 
  Melee 2 claws +13 (1d6+6) and gore +8 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +8; Grp +18 
  Atk Options Awesome Blow, Improved Bull Rush, 
  Power Attack, Powerful Charge 
  Abilities Str 23, Dex 14, Con 22, Int 16, Wis 18, Cha 15  
  SQ natural cunning, tanar’ri traits 
  Feats Awesome Blow, Improved Bull Rush, Power 
  Attack, Powerful Charge 
  Skills Climb +17, Diplomacy +4, Handle Animal +13, 
  Hide +4, Intimidate +13, Jump +17, Knowledge 
  (nature) +14, Knowledge (the planes) +14, Listen 
  +15, Move Silently +7, Ride +4, Sense Motive +15, 
  Spot +15, Survival +15 (+17 in aboveground natural 
  environments, +17 on other planes) 
  Possessions +2 Large glaive 
  Natural Cunning (Ex) An aspect of Baphomet 
  possesses an innate cunning and logical ability 
  similar to that of a minotaur. He is immune to maze 
  spells, never becomes lost, and can track enemies as 
  if he had the Track feat. He is never caught flat-
  footed. 
   
  Before you stands a humanoid more than 12 feet 
  tall covered in thick, black matted hair. Its head is 
  that of a bull, and its eyes glow with fiendish light. 
  Its great horns, longer than those of any bull, are 
  permanently stained dark red with blood. Its 
  cloven hooves are scarred and stained with blood 
  as well. Its expression is one of sardonic primal 
  anger, like he’s mocking your very nature. 
   
  G R E ATH O R N  M I N O T AU R 
  CR  7 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., scent, tremorsense 120 
  ft.; Listen +8, Spot +8 
  Languages Undercommon, Giant 
  AC 15, touch 8, flat-footed 15 
   (-1 size, -1 Dex, +7 natural) 
  hp 104 (11 HD); DR 5/--  
  Fort +10, Ref +6, Will +7 
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +17 (2d6+10) or 
  Melee greathammer +17/+12/+7 (3d6+10/x4) and gore 
  +12 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Power Attack 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10  
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Natural Attack (gore), Power Attack, Track 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8 
  Possessions greathammer 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of earth 
  except metal as easily as a fish swims through water. 
  Its burrowing leaves behind no tunnel or hole, nor 
  does it create any ripple or other signs of its 
  presence. 
  Earth Warp (Su) As a swift action, a greathorn minotaur 
  can cause the earth and rock around it to twist and 
  warp in a 60-foot-radius emanation around it, 
  doubling movement costs through that area. Natural 
  stone, finished stone, and dirt surfaces are subject to 
  this effect. The effect does not move with the 
  minotaur; when the minotaur leaves the area, the 
  ground returns to normal. The minotaur ignores the 
  movement penalties generated by its own or another 
  greathorn’s earth warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity maze spells, never become lost, and can 
  track enemies as if they had the Track feat. They are 
  never caught flat-footed. 
  Skills 
  Greathorn minotaurs have a +4 racial bonus on Listen, 
  Search and Spot checks. 
   
  M I N O T AU R 
  CR  4 
  CE Large Monstrous Humanoid 
  Init +0; Senses darkvision 60 ft., scent; Listen +7, Spot 
  +7 
  Languages Giant  
  AC 18, touch 9, flat-footed 18 
   (-1 Size, +5 Natural, +4 armor (chain shirt)) 
  hp 39 (6 HD) 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 96 
  
  Fort +6, Ref +5, Will +5 
  Speed 30 ft. in light armor (6 squares), base movement 
  30 ft.; 
  Melee greataxe +9/+4 (3d6+6/x3) and gore +4 (1d8+2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +14 
  Attack Options Power Attack 
  Special Actions powerful charge 4d6+6 
  Combat Gear Greataxe, chain shirt 
  Abilities Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8  
  Feats Great Fortitude, Power Attack, Track.  
  Skills Intimidate +2, Listen +7, Search +2, Spot +7 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its head 
  to bring its mighty horns into play. In addition to the 
  normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +9 
  attack bonus that deals 4d6+6 points of damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to maze 
  spells, prevents them from ever becoming lost, and 
  enables them to track enemies. Further, they are 
  never caught flat-footed. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, and 
  Listen checks. 
   
  5C:2 TEMPLE OF PHAULKON 
  (ADDITIONAL) 
   
   
  H ALF-F I E ND J U V E N I L E  AR R O W H AW K 
  CR  6 
  CE Small Outsider (Air, Extraplanar) 
  Init +8; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Auran 
  AC 24, touch 19, flat-footed 16; Dodge 
   (+1 Size, +8 Dex, +5 Natural) 
  hp 39 (6 HD) 
  Immune acid, disease, electricity, poison 
  Resist cold 10, fire 10; SR 16 
  Fort +7, Ref +13, Will +6 
  Speed Fly 60 ft. (perfect) (10 squares) 
  Melee bite +15 (1d6+4) or 
  Melee 2 claws +15 (1d3+3) and bite +13 (1d4+1)  
  Ranged electricity ray +15 touch (2d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5 
  Special Actions electricity ray, smite good 
  Spell-Like Abilities (CL 6th): 
   3/day— darkness, poison 
   1/day— desecrate, unholy blight 
  Abilities Str 16, Dex 26, Con 14, Int 7, Wis 13, Cha 15  
  SQ spell-like abilities 
  Feats Dodge, Multi-attack, Weapon Finesse.  
  Skills Diplomacy +4, Escape Artist +14, Knowledge (the 
  planes) +8, Listen +7, Move Silently +14, Search +8, 
  Sense Motive +7, Spot +7, Survival +7 (+9 following 
  tracks, +9 on other planes), Use Rope +8 (+10 with 
  bindings)  
  Electricity Ray (Su) An arrowhawk can fire this ray 
  once per round, with a range of 50 feet.  
  Smite Good (Su) Once per day the creature can make 
  a normal melee attack to +6 damage against a good 
  foe.  
   
  AS P E C T  O F  P AZ U Z U 
  CR  8 
  CE Large Outsider (chaotic, evil, extraplanar, obyrith) 
  Init +6; Senses darkvision 60 ft, true seeing; Listen +15, 
  Spot +15 
  Languages Abyssal, Auran, Common; telepathy 100 ft. 
  AC 23, touch 16, flat-footed 17; Dodge, Mobility 
   (+6 Dex, +7 natural) 
  hp 86 (9 HD); DR 10/cold iron and good 
  Immune electricity, mind-affecting spells and abilities, 
  poison 
  Resist acid 10, cold 10, fire 10  
  Fort +11 Ref +12, Will +9 
  Speed 30 ft. (6 squares), fly 60 ft. (good); Spring Attack 
  Melee +2 greatsword +15/+10 (2d6+8/17-20) and 2 
  talons +8 (1d6+2)  
  Base Atk +9; Grp +13 
  Abilities Str 18, Dex 22, Con 21, Int 18, Wis 16, Cha 19  
  SQ Aura of servile avians, obyrith traits 
  Feats Dodge, Improved Critical (greatsword), Mobility, 
  Spring Attack 
  Skills Balance +8, Bluff +16, Diplomacy +14, Disguise 
  +16 (+18 acting in character), Gather Information 
  +10, Hide +18, Intimidate +18, Jump +6, Knowledge 
  (religion) +16, Knowledge (the planes) +16, Listen 
  +15, Move Silently +18, Sense Motive +15, Spot +15, 
  Survival +3 (+5 on other planes), Tumble +18 
  Possessions +2 greatsword 
  Aura of Servile Avians (Su) All evil-aligned creatures 
  with a natural fly speed feel a strange bond of 
  attraction to an aspect of Pazuzu. Before such a 
  creature takes any hostile action against the aspect 
  of Pazuzu, it must make a DC 18 Will save. Failure 
  indicates that the creature’s attack fails and its action 
  is wasted. This aura extends to a radius of 120 feet. 
  The saving throw is Charisma-based. 
   
  This tall and well-muscled man has sharp talons 
  for feet, and these talons scrape the ground as it 
  approaches. Its hawk-like head somehow also 
  appears to have the features of a handsome 
  human. His hooked beak is full of small, sharp 
  teeth. Four black, feathered wings rise from its 
  back, and smoke rises from them as if they were 
  constantly smoldering. 
   
  5D:2 TEMPLE OF LYDIA (ADDITIONAL) 
  G R AY  O O Z E 
  CR  4 
  N Medium Ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Languages -- 
  AC 5, touch 5, flat-footed 5 
   (-5 Dex) 
  hp 31 (3 HD)  
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 97 
  
  Immune cold, fire 
  Fort +6, Ref -4, Will -4 
  Speed 10 ft. (2 squares) 
  Melee slam +3 (1d6+1 plus 1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions acid, constrict 1d6+1 plus 1d6 acid, 
  improved grab 
  Abilities Str 12, Dex 1, Con 21, Int --, Wis 1, Cha 1  
  SQ ooze traits, transparent 
  Feats --  
  Skills -- 
  Acid (Ex) A gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal, but not 
  stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 16 
  Reflex save. A metal or wooden weapon that strikes 
  a gray ooze also dissolves immediately unless it 
  succeeds on a DC 16 Reflex save. The save DCs are 
  Constitution-based. 
  The ooze’s acidic touch deals 16 points of damage per 
  round to wooden or metal objects, but the ooze must 
  remain in contact with the object for 1 full round to 
  deal this damage. 
  Constrict (Ex) A gray ooze deals automatic slam and 
  acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a -4 penalty on 
  Reflex saves against the acid. 
  Improved Grab (Ex) To use this ability, a gray ooze 
  must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
  Transparent (Ex) A gray ooze is hard to identify, even 
  under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Creatures who fail to notice a 
  gray ooze and walk into it are automatically hit with a 
  melee attack for slam and acid damage. 
   
  AD V AN C E D  L AV A O O Z E 
  CR  8 
  N Huge Ooze (fire) 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Languages -- 
  AC 3, touch 3, flat-footed 3 
   (-2 Size, -5 Dex) 
  hp 290 (20 HD)  
  Immune fire 
  Fort +15, Ref +1, Will +1 
  Weakness vulnerability to cold 
  Speed 10 ft. (2 squares), climb 10 ft. 
  Melee slam +22 (1d8+13 plus 2d6 fire) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +32 
  Special Actions burn, constrict 1d8+13 plus 2d6 fire, 
  improved grab 
  Abilities Str 28, Dex 1, Con 28, Int --, Wis 1, Cha 1  
  SQ ooze traits 
  Feats --  
  Skills – 
  Burn (Ex) A lava oozes body has temperature and 
  consistency of thick lava. With a successful slam 
  attack, the ooze leaves behind some of its substance 
  might set flesh and clothing aflame. A struck creature 
  must make a DC 21 Reflex save or catch on fire. The 
  flames burn for 1d4 rounds. See Catching on fire, 
  page 303 of the DMG. The save DC is Constitution 
  based.  
  Creatures that strike a lava ooze with a natural weapon 
  or an unarmed strike take 2d6 of fire damage and 
  catch on fire unless they succeed on a Reflex save. 
  Constrict A lava ooze deals automatic slam and fire 
  damage with a successful grapple check. 
  Improved Grab To use this ability, a lava ooze must hit 
  with its slam attack. It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity. If it wins the grapple check, it establishes 
  a hold and can constrict. A creature grapples by the 
  ooze automatically takes fire damage each round, 
  even if it avoids taking slam damage. 
   
  AS P E C T  O F  J U B I L E X 
  CR  8 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +3; Senses blindsight 60 ft., darkvision 60 ft; Listen 
  +13, Spot +13 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 22, touch 12, flat-footed 19 
   (-1 size, +3 Dex, +10 natural) 
  hp 84 (8 HD); DR 10/cold iron and good 
  Immune acid, bludgeoning damage, electricity 
  Resist fire 10  
  Fort +12, Ref +9, Will +8 
  Speed 30 ft. (6 squares), climb 30 ft. 
  Melee 2 slams +13 (1d8+6 plus 1d6 acid) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved grab, constrict 1d6+6 plus 1d6 acid 
  Abilities Str 23, Dex 16, Con 23, Int 14, Wis 15, Cha 10  
  SQ amorphous, tanar’ri traits 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Natural Attack (slam) 
  Skills Bluff +11, Climb +14, Diplomacy +4, Hide +10, 
  Intimidate +13, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +13, Listen +13, Move Silently +14, 
  Sense Motive +13, Spellcraft +4, Spot +13, Survival 
  +2 (+4 when underground), Swim +17 
  Constrict (Ex) The aspect of Jubilex deals 1d6+6 points 
  of damage plus 1d6 points of acid damage with a 
  successful grapple check, in addition to damage from 
  his slam attack. 
  Improved Grab (Ex) To use this ability, the aspect of 
  Jubilex must hit an opponent of Large or smaller size 
  with his slam attack. He can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If he wins the grapple check, he 
  establishes a hold and can constrict or attempt to 
  engulf. 
  Amorphous (Ex) Bludgeoning weapons and impact 
  damage deal no damage to an aspect of Jubilex. He 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 98 
  
  can slip through spaces that otherwise could 
  accommodate a creature no larger than Tiny because 
  of his jellylike substance. 
   
  A glistening cone of slime and jelly rises to a 
  height of 10 feet before you. It is striped in veins of 
  black and green, and its red eyes glow from ever-
  shifting positions within the slimy body. A pair of 
  pseudopods writhe and twitch in your direction. 
   
  6: THE CEMETARY AND CHURCH OF WEE 
  JAS (CORE) 
  I M M E RAN V E R L E 
  CR  17 
  Male Human (Suel) Cleric 16 Heirophant 1 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +8, Spot +8; true seeing 
  Aura Overwhelming Chaos and Evil 
  Languages Common, Ancient Suel  
  AC 32, touch 14, flat-footed 32 
   (+12 armor, +6 shield, +4 deflection) 
  hp 122 (17 HD) + false life (1d10+10) 
  Resist acid 30, cold 30, electricity 30, fire 30; SR 29 
  Fort +16, Ref +7, Will +22 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee touch spell +12 (various) or 
  Ranged touch spell +12 (various) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +12 
  Atk Options spells 
  Special Actions divine reach, sudden maximize, 
  sudden still, spontaneous inflict spells, rebuke 
  undead (5/day, 1d20+2, 2d6+15 damage) 
  Class Spells Prepared (CL 17th): 
   8th— create greater undead (D), fell drain and fell 
  weaken flame strike, �mind blank*, unholy aura 
   7th— disintegrate (D), fell weaken harm, finger of 
  death*, fell drain flame strike, repulsion 
   6th— create undead (D), fell weaken flame strike, 
  heal, heal, repulsion 
   5th— fell weaken enervation, fell drain vampiric 
  touch, flame strike, �spell resistance, slay living 
  (D), �true seeing 
   4th— cure critical wounds, cure critical wounds, 
  �death ward (D), *enervation, �freedom of 
  movement, poison, fell drain soundburst 
   3rd— �animate dead (D), bestow curse, cure 
  serious wounds, dispel magic, �magic vestments, 
  �magic vestments, �protection from energy 
  (sonic), *vampiric touch. 
   2nd— bear’s endurance, cure moderate wounds, 
  death knell (D), �*false life, �resist energy, 
  �resist energy, �resist energy, �resist energy.  
   1st— bless, cause fear (D), cure light wounds, cure 
  light wounds, divine favor, obscuring mist, *ray of 
  enfeeblement, �shield of faith 
   0— cure minor wounds, cure minor wounds, detect 
  magic, guidance, read magic, resistance 
  D: Domain spell. Deity: Orcus. Domain: Death  
  �Already cast 
  Abilities Str 10, Dex 10, Con 14, Int 8, Wis 26, Cha 14  
  Feats Divine Armor, Divine Vigor, Domain Focus 
  (death), Fell Drain, Fell Weaken, Sudden Maximize, 
  Sudden Still 
  Skills Knowledge (arcane) +1, Concentration +20, 
  Knowledge (the planes) +19 
  Possessions combat gear plus vest of resistance +2, 
  belt of dwarvenkind, periapt of wisdom +4, gauntlets 
  of ogre power, lesser metamagic rod of extend spell 
  (x2), metamagic rod of quicken spell. 
  *Divine Magician (Variant) Replaces: Gain only one 
  domain Benefit: Gain 1 abjuration, divination or 
  necromancy wizard spell per spell level.  
   
  G R E ATE R  S H AD O W 
  CR  8 
  CE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Common  
  AC 14, touch 14, flat-footed 12; Dodge 
   (+2 Dex, +2 deflection) 
  hp 58 (9 HD) 
  Resist turn resistance +2 
  Fort +3, Ref +5, Will +7 
  Speed Fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +6 (1d8 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Special Actions create spawn, strength damage 
  Abilities Str --, Dex 15, Con --, Int 6, Wis 12, Cha 14  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge, Mobility, Spring Attack. 
  Skills Hide +14, Listen +9, Search +6, Spot +9. 
  Strength Damage (Su) The touch of a greater shadow 
  deals 1d8 points of Strength damage to a living foe. 
  Create Spawn (Su) Any humanoid reduced to Strength 
  0 by a shadow becomes a shadow under the control 
  of its killer within 1d4 rounds. 
  Skills  
  Shadows have a +2 racial bonus on Listen and Spot 
  checks and a +4 racial bonus on Search checks. *A 
  shadow gains a +4 racial bonus on Hide checks in 
  areas of shadowy illumination. In brightly lit areas, it 
  takes a -4 penalty on Hide checks. 
   
  B O N E C L AW 
  CR  5 
  CE Large undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot +15  
  AC 16, touch 13, flat-footed 12 
     (-1 size, +4 Dex, +3 natural) 
  hp 105 (10 HD); DR 5/bludgeoning 
  Immune cold 
  Resist turn resistance +2 
  Fort +3, Ref +7, Will +9  
  Speed 40 ft. (8 squares) 
  Melee 2 piercing claws +7 (2d6+7) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk Options Combat Reflexes, Power Attack 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 99 
  
  Special Actions reaching claws  
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 19  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Power Attack 
  Skills Hide +13, Intimidate +17, Listen +15, Move 
  Silently +17, Search +15, Spot +15 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending them 
  as part of an attack to a distance of up to 20 feet 
  (thereby allowing the boneclaw to threaten more 
  squares than even its Large size would otherwise 
  indicate. 
  Unholy Toughness (Ex) A boneclaw gains a bonus to 
  its hit points equal to its Charisma modifier x Hit Dice. 
   
  AD V AN C E D  B O N E  N AG A 
  CR  12 
  LE Large undead 
  Init +5; Senses Listen +20, Spot +23 
  Languages telepathy 250 ft.  
  AC 20, touch 10, flat-footed 19;Dodge 
     (-1 size, +1 Dex, +6 natural, +4 armor (mage armor)) 
  Miss Chance 20% 
  hp 123 (19 HD); DR 5/slashing or bludgeoning 
  Immune undead immunities 
  Resist acid 30, fire 30, sonic 30 SR 23 
  Fort +6, Ref +9, Will +13  
  Speed 40 ft. (8 squares) 
  Melee sting +11 (2d4+3 plus poison) and bite +6 (1d4+1 
  plus poison) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +16 
  Special Actions poison, spells 
  Class Spells Known (CL 14th; save DC 13+spell level 
  (14+spell level for Evocation): 
   7th (3/day)— mordenkainen’s sword 
   6th (5/day)— chain lightning, dispel magic – greater 
   5th (6/day)— bigby’s interposing hand, cone of cold, 
  wall of force 
   4th (7/day)— bestow curse, dimension door, fire 
  shield, ice storm 
   3rd (7/day)— dispel magic, fly, haste, lightning bolt 
   2nd (2/day)— �blur, glitterdust, �mirror image, 
  �resist energy, scorching ray 
   1st (6/day)— �mage armor, magic missile, ray of 
  enfeeblement, shield, true strike 
   0 (6/day)— acid splash, detect magic, mage hand, 
  mending, message, open/close, prestidigitation, ray 
  of frost, read magic 
  �Already cast 
  Abilities Str 16, Dex 13, Con --, Int 16, Wis 15, Cha 18  
  SQ detect thoughts, guarded thoughts, undead traits 
  Feats Combat Casting, Dodge, Improved Initiative, Iron 
  Will, Lightning Reflexes, Sudden Still Spell, Spell 
  Focus (evocation) 
  Skills Bluff +22, Concentration +21, Diplomacy +8, Hide 
  +15, Intimidate +24, Listen +20, Sense Motive +20, 
  Spellcraft +25, Spot +23 
  Poison (Ex) A bone naga delivers its poison via 
  successful bite or sting attacks. The poison from its 
  bite (Fortitude save DC 17) has the same initial and 
  secondary damage (1d4 points of Strength damage). 
  The poison from its sting (Fortitude save DC 17) is 
  more virulent; its initial damage is 1d4 points of 
  Constitution drain, and the secondary damage is 1d4 
  points of Constitution damage. 
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thoughts of those around it. This ability 
  functions like a detect thoughts spell (caster level 9th; 
  Will save DC 15), and it is always active. 
  Guarded Thoughts (Ex) Because of their ability to 
  shield their thoughts, bone nagas are immune to any 
  form of mind-reading. 
   
  B L O O D H U L K  C R U S H E R 
  CR  8 
  NE Huge undead 
  Init -2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages understands creator's orders  
  AC 14, touch 6, flat-footed 14 
     (-2 size, -2 Dex, +8 natural) 
  hp 280 (20 HD) 
  Immune undead immunities 
  Fort +6, Ref +4, Will +12 
  Weakness fragile  
  Speed 30 ft. (6 squares) 
  Melee slam +24 (3d6+24) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +10; Grp +34 
  Abilities Str 43, Dex 6, Con --, Int --, Wis 10, Cha 1  
  SQ blood bloated, undead traits 
  Feats -- 
  Skills Listen +0, Spot +0 
  Blood Bloated (Ex) A Bloodhulk Crusher always gains 
  the maximum hit points possible per Hit Die. In 
  addition, it gains 2 bonus hit points per Hit Die. 
  Fragile (Ex) A Bloodhulk Crusher takes an extra 1d6 
  points of damage whenever it takes at least 1 point of 
  damage from a piercing or slashing weapon. 
   
  H UM AN C O M M O N E R  Z O M B I E 
  CR  ½   
  NE Medium undead 
  Init -1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages --  
  AC 11, touch 9, flat-footed 11 
     (-1 Dex, +2 natural) 
  hp 16 (2 HD); DR 5/slashing 
  Immune undead immunities 
  Fort +0 Ref -1, Will +3 
  Speed 30 ft. (6 squares) can’t run 
  Melee slam +3 (1d6+1) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ single actions only, undead traits 
  Feats Toughness 
   
  URD 8-05 Blood Runs Thicker than Water 
   
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  8A:2 THE CHURCH OF PELOR 
  (OPTIONAL)  
   
  T I E F L I N G  S H AD O W  M AG E 
  CR  9 
  Male Tiefling Wizard 9 
  CE Medium Outsider 
  Init +7; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Languages 
  Common, 
  Draconic, 
  Gnome, 
  Goblin, 
  Halfling, Infernal, Orc 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 armor (greater mage armor)) 
  hp 37 (9 HD) plus false life (1d10+9)  
  Immune  
  Resist cold 5, electricity 5, fire 5 
  Fort +4, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Spells 
  Special Actions Immediate Magic (Cursed Glance), 
  Force Domain 
  Class Spells Prepared (CL 9th, base DC 16 + spell 
  level): 
   5th— bigby’s interposing hand, feeblemind, waves of 
  fatigue 
   4th— bestow curse, enervation, ice storm, invisibility 
  - greater 
   3rd— 
  displacement, 
  fireball, 
  heroism, 
  ray 
  of 
  exhaustion, �mage armor - greater 
   2nd— �blur, �false life, glitterdust, �mirror image, 
  scorching ray, �see invisibility, touch of idiocy 
   1st— backbiter, magic missile (x2), obscuring mist, 
  ray of enfeeblement (x3) 
   0— detect magic, mage hand, prestidigitation, read 
  magic, resistance 
  �Already cast 
  Spell-Like Abilities (CL 9th): 
   1/day — darkness 
  Abilities Str 8, Dex 16, Con 12, Int 22, Wis 10, Cha 6  
  SQ  
  Feats Improved Initiative, Spell Focus (Necromancy), 
  Greater Spell Focus (Necromancy), Scribe Scroll, 
  Sudden Still.  
  Skills 
  Concentration 
  +13, 
  Decipher 
  Script 
  +18, 
  Knowledge (arcana) +18, Knowledge (history) +8, 
  Knowledge (nobility) +18, Knowledge (religion) +18, 
  Knowledge (the planes) +18, Spellcraft +20 
  Possessions combat gear 
  Domain Granted Power (force) As a supernatural 
  ability, once per day you can re-roll any damage roll 
  and take the better of the two rolls. 
   
    
  Skills  
  +2 racial bonus on Bluff and Hide checks 
   
  G R E ATE R  S H AD O W 
  CR  8 
  CE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Common  
  AC 14, touch 14, flat-footed 12; Dodge 
   (+2 Dex, +2 deflection) 
  hp 58 (9 HD) 
  Resist turn resistance +2 
  Fort +3, Ref +5, Will +7 
  Speed Fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +6 (1d8 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Special Actions create spawn, strength damage 
  Abilities Str --, Dex 15, Con --, Int 6, Wis 12, Cha 14  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge, Mobility, Spring Attack. 
  Skills Hide +14, Listen +9, Search +6, Spot +9. 
  Strength Damage (Su) The touch of a greater shadow 
  deals 1d8 points of Strength damage to a living foe. 
  Create Spawn (Su) Any humanoid reduced to Strength 
  0 by a shadow becomes a shadow under the control 
  of its killer within 1d4 rounds. 
  Skills  
  Shadows have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search 
  checks. *A shadow gains a +4 racial bonus on 
  Hide checks in areas of shadowy illumination. In 
  brightly lit areas, it takes a -4 penalty on Hide 
  checks. 
   
  S H AD E S T E E L  G O L E M 
  CR  11 
  N Medium Construct (Incorporeal) 
  Init +3; Senses darkvision 60 ft., low-light vision; Listen 
  +0, Spot +0 
  Languages --  
  AC 33, touch 13, flat-footed 30 
   (+3 Dex, +20 natural) 
  hp 119 (18 HD); DR 10/adamantine and magic 
  Immune magic 
  Fort +6, Ref +9, Will +6 
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee 2 slams +20 (2d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +20 
  Special Actions negative pulse wave 
  Abilities Str 24, Dex 16, Con --, Int --, Wis 11, Cha 7  
  SQ construct traits 
  Feats --. 
  Skills Hide +15, Move Silently +19. 
  Negative Pulse Wave (Su) The shadesteel golem can 
  radiate a burst of inky black negative energy as a free 
  action every 1d4+1 rounds. The pulse wave drains 
  life from all living creatures with 40 feet of the golem, 
  dealing 12d6 points of negative energy damage. A 
  DC 19 Fortitude save halves the damage; the save 
  DC is Constitution-based. Undead creatures within 
  the area are healed of 12d6 points of damage 
  instead, and any turning effect they are under is 
  broken. A death ward spell or similar effect protects a 
  creature from a shadesteel golem’s negative pulse 
  wave. 
  Immunity to Magic (Ex) A shadesteel golem is immune 
  to any spell, supernatural ability, or spell-like ability 
  that allows spell resistance. In addition, certain spells 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 101 
  
  and effects function differently against the creature, 
  as noted below. 
   
  A magical effect that has the light descriptor (such 
  as continual flame) causes the golem to speed up as 
  if affected by the spell haste for 2d4 rounds. The 
  golem is also hasted whenever it is subject to a 
  positive energy effect, such as the turning attempt of 
  a cleric. This might happen if the cleric has 
  mistakenly identified the creature as a nightwalker or 
  other undead, or if the golem is standing near 
  undead. 
   
  If a shadesteel golem is target by or within the area 
  of a spell with the darkness or shadow descriptor, the 
  golem is healed of 1 point of damage per level of the 
  spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills  
  A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
   
  12: THE PALLINDROME (CORE) 
  E L E V E N-H E AD E D  AD V AN C E D  AN K H E G 
  CR  15 
  N Huge magical beast 
  Init +3; Senses darkvision 90 ft., low-light vision, 
  tremorsense 60 ft.; Listen +26, Spot +23 
  Languages Common  
  AC 29, touch 7, flat-footed 29 
   (-2 size, -1 Dex, +22 natural) 
  hp 626 (29 HD)  
  Fort +28, Ref +11, Will +7 
  Speed 30 ft. (6 squares), burrow 20 ft. 
  Melee 11 bites +37 (4d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +29; Grp +47 
  Atk Options Combat Reflexes 
  Special Actions improved grab 
  Abilities Str 30, Dex 8, Con 42, Int 1, Wis 13, Cha 6  
  Feats Alertness, Combat Reflexes, Improved Initiative, 
  Improved Natural Attack (bite), Toughness 
  Skills Climb +8, Listen +26, Move Silently +2, Spot +23, 
  Note: These ankhegs have been specially bred in the 
  pits of the abyss. It was found that without breeding 
  out their acidic bite and spitting ability that their heads 
  would in fact melt, causing a big mess and one less 
  multi-headed ankheg. These beasts do not have the 
  extra acid damage nor the spit acid ability of normal 
  ankhegs. 
  Improved Grab (Ex) To use this ability, an ankheg must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If the ankheg is damaged after 
  grabbing its prey, it retreats backward down its tunnel 
  at its land speed (not its burrow speed), dragging the 
  victim with it. 
   
  AS P E C T  O F  D E M O G O R G O N 
  CR  9 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +7; Senses darkvision 60 ft.; see invisibility always 
  (as spell caster level 11th); Listen +21, Spot +21 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 23, touch 12, flat-footed 20; Dodge 
   (-1 size, +3 Dex, +11 natural) 
  hp 104 (11 HD); DR 10/cold iron and good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +10, Will +12 
  Speed 35 ft. (7 squares) 
  Melee 2 tentacles +15 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +19 
  Atk Options Combat Reflexes 
  Special Actions dual action, gaze 
  Abilities Str 21, Dex 16, Con 21, Int 20, Wis 21, Cha 20  
  Feats Alertness, Combat Reflexes, Improved Initiative 
  Skills 
  Concentration 
  +19, 
  Craft 
  (alchemy) 
  +19, 
  Diplomacy +21, Jump +19, Knowledge (arcana) +19, 
  Knowledge (history) +19, Knowledge (nature) +19, 
  Knowledge (the planes) +19, Listen +21, Search +19, 
  Sense Motive +19, Spellcraft +7, Spot +21, Survival 
  +5 (+7 aboveground natural settings, +7 on other 
  planes, +7 following tracks, +9 following tracks in 
  aboveground natural settings, +9 following tracks on 
  other planes), Swim +19. 
  Dual Actions (Ex) An aspect of Demogorgon, like 
  Demogorgon himself, takes 2 rounds’ worth of 
  actions in any given round. For instance, he could 
  take two standard actions and two move actions, or 
  he could take two full-round actions. 
  Gaze (Su) Any creature within 30 feet of the aspect of 
  Demogorgon must make two successful DC 20 Will 
  saving throws each round at the beginning of his turn, 
  the first save against the aspect of Demogorgon’s 
  beguiling gaze and the second save against his 
  confusing gaze. Creatures can avoid the need to 
  make saving throws by averting their eyes or wearing 
  a blindfold (MM 309). The aspect of Demogorgon can 
  actively target foes with his beguiling gaze and 
  confusing gaze, in which case each gaze requires a 
  standard action to activate. Thanks to his dual 
  actions ability, Demogorgon can use both gazes in 
  the same round. He must split these gaze attacks 
  between two targets to gain their effects.  
  Beguiling Gaze: The gaze attack of the aspect of 
  Demogorgon’s left head is the equivalent of a charm 
  monster spell (DC 20; CL 9) with a range of 30 feet. 
  Confusing Gaze: The gaze attack of the aspect of 
  Demogorgon’s right head is the equivalent of a 
  confusion spell (DC 20; CL 9) with a range of 30 feet. 
   
  Almost 15 feet high, this bizarre creature has two 
  baboon-like heads perched atop long snakelike 
  necks. Its body is serpentine, with two tentacles 
  where arms would be and a forked tail. 
  URD 8-05 Blood Runs Thicker than Water 
   
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  13: THE DOCKS (CORE) 
  AS P E C T  O F  D AG O N 
  CR  9 
  CE Large Outsider (aquatic, chaotic, evil, extraplanar, 
  obyrinth) 
  Init +4; Senses darkvision 60 ft; Listen +16, Spot +16 
  Languages Abyssal, Aquan; telepathy 100 ft. 
  AC 22, touch 9, flat-footed 22 
   (-1 size, +3 Dex, +11 natural) 
  hp 112 (9 HD); fast healing 5; DR 10/cold iron and good 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, electricity 10, fire 10  
  Fort +14, Ref +6, Will +10 
  Speed 30 ft. (6 squares), swim 60 ft. 
  Melee 2 tentacles +15 (1d6+7) and bite +13 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +9; Grp +20 
  Atk Options Combat Expertise, Combat Reflexes, 
  improved grab, constrict 1d6+7, swallow whole 
  Abilities Str 24, Dex 10, Con 26, Int 14, Wis 18, Cha 16  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Multiattack. 
  Skills Bluff +15, Diplomacy +7, Disguise +3 (+5 acting), 
  Escape Artist +12, Intimidate +15, Knowledge 
  (religion) +14, Knowledge (the planes) +14, Listen 
  +16, Move Silently +12, Sense Motive +16, Spot +16, 
  Survival +4 (+6 on other planes), Swim +19, Use 
  Rope +0 (+2 with bindings) 
  Amphibious (Ex) Although an aspect of Dagon is 
  aquatic, he can survive indefinitely on land. 
  Constrict (Ex) An aspect of Dagon deals 1d6+7 points 
  of damage with a successful grapple check, in 
  addition to damage from his tentacle attack. 
  Improved Grab (Ex) To use this ability, an aspect of 
  Dagon must hit an opponent of Medium or smaller 
  size with a tentacle or bite attack. He can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If he wins the 
  grapple check with a tentacle attack, the aspect of 
  Dagon establishes a hold and can constrict. If he 
  wins the grapple check with a bite attack, he 
  establishes a hold and can try to swallow the 
  opponent in the following round. 
  Swallow Whole (Ex) An aspect of Dagon can try to 
  swallow a grabbed opponent of Medium size or 
  smaller by making a successful grapple check. The 
  swallowed 
  creature 
  takes 
  1d6+7 
  points 
  of 
  bludgeoning damage and 1d6 points of acid damage 
  per round from the aspect of Dagon’s stomach. A 
  swallowed creature can cut its way out by using a 
  light slashing or piercing weapon after dealing 20 
  points of damage to the stomach (AC 16). Once the 
  creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out. 
  Form of Madness (Su) Anyone within 60 feet of an 
  aspect of Dagon must make a Will save (DC 17). 
  Failure 
  indicates 
  the 
  creature 
  develops 
  an 
  overwhelming fear of the ocean and its depths. As 
  long as the ocean is in sight, the creature is 
  distracted with fear and takes a –4 penalty on Will 
  saving throws and all attack rolls against creatures 
  with the aquatic subtype. On the first round of combat 
  against a creature with the aquatic subtype, the 
  character must make a DC 17 Will save or be 
  paralyzed with fear for 1d6 rounds. This condition can 
  be cured by a heal, greater restoration, miracle, or 
  wish spell. A creature that makes this save is immune 
  to the aspect of Dagon’s form of madness for 24 
  hours. This is a mind-affecting fear effect that does 
  not affect chaotic evil outsiders. The save DC is 
  Charisma-based. 
   
  This large creature with the head of a great fish 
  can instill horror almost beyond imagination within 
  a viewer. Only such fiends as Jubilex are worse. 
  An aspect of Dagon’s head extends downward 
  into a somewhat shapeless lower body that 
  sprouts a storm of writhing tentacles. The two 
  longest tentacles have five-fingered talons at their 
  ends. The aspect’s head is a mask of bestial 
  intelligence and translucent razor-sharp teeth. 
   
  AD V AN C E D  C O R AL G O L E M 
  CR  13 
  N Gargantuan Construct (aquatic) 
  Init +1; Senses darkvision 60 ft., low-light vision; Listen 
  +1, Spot +1 
  Languages -- 
  AC 23, touch 7, flat-footed 22 
   (-4 size, +1 Dex, +16 natural) 
  hp 236 (32 HD); fast healing 10; DR 10/bludgeoning 
  and magic 
  Fort +10, Ref +11, Will +11 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 4 slams +31 (3d8+11 plus stun) or 
  Ranged 4 coral stars +21 (1d8+11 plus stun) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +47 
  Special Qualities construct traits 
  Special Actions stun 
  Abilities Str 32, Dex 12, Con --, Int --, Wis 12, Cha 1  
  Feats -- 
  Skills -- 
  Stun (Ex) Any creature struck by a coral golem’s slam 
  attack or coral star must succeed on a DC 18 
  Fortitude save or be stunned for 1 round (until the 
  beginning of the coral golem’s next turn. The save 
  DC is constitution based. 
   
  AD V AN C E D  H AM M E RCLAW 
  CR  8 
  NE Huge magical beast (aquatic) 
  Init +3; Senses darkvision 60 ft.; Listen +11, Spot +11 
  Languages -- 
  AC 19, touch 7, flat-footed 19 
   (-2 size, -1 Dex, +12 natural) 
  hp 207 (18 HD) 
  Resist sonic 10 
  Fort +17, Ref +10, Will +9 
  Speed 20 ft. (4 squares), swim 20 ft. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 103 
  
  Melee 2 claws +25 (2d6+9/19-20) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +18; Grp +39 
  Special Actions constrict 3d6+9, improved grab, sonic 
  pulse 
  Abilities Str 28, Dex 9, Con 22, Int 4, Wis 12, Cha 8 
  SQ amphibious 
  Feats Alertness, Improved Critical (claw), Improved 
  Grapple, Improved Initiative, Improved Natural Attack 
  (claw), Iron Will 
  Skills Hide +0, Listen +11, Spot +11, Swim +12 
  Constrict (Ex) A hammerclaw deals 3d6+9 points of 
  damage when it wins a grapple check. 
  Improved Grab (Ex) To use this ability, a hammerclaw 
  must hit an opponent of its own size or smaller with a 
  claw attack. It can then attempt to start a grapple as a 
  free action without provoking attacks of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can constrict. 
  Sonic Pulse (Su) A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. This 
  cone has a range of 30 feet. Any creature within the 
  area takes 4d6 points of sonic damage and is 
  stunned for 1d4 rounds. A DC 16 Fortitude save 
  negates the stun and halves the damage. The save 
  DC is Constitution based. 
  Amphibious (Ex) Although the hammerclaw is aquatic, 
  it can survive indefinitely on land. 
   
  W AS T RI L I T H 
  CR  17 
  CE Huge Outsider (aquatic, chaotic, evil, extraplanar) 
  Init +8; Senses Listen +15, Spot +15 
  Languages Common, Abyssal, Aquan; telepathy 100 ft. 
  AC 25, touch 12, flat-footed 21; Dodge, Mobility 
   (-2 size, +4 Dex, +13 natural) 
  hp 127 (15 HD) 
  Immune cold, water 
  SR 20 
  Fort +13, Ref +15, Will +12 
  Weakness fire vulnerability 
  Speed 30 ft. (6 squares), swim 80 ft. 
  Melee bite +22 (2d6+9) and 2 claws +17 (2d4+4) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +32 
  Atk Options Combat Reflexes 
  Special Actions breath weapon 
  Spell-Like Abilities (CL 15): 
  At will – At will—blasphemy, control water, deeper 
  darkness, desecrate, detect good, detect law, fear, 
  greater 
  dispelling, 
  read 
  magic, 
  suggestion, 
  telekinesis, greater teleport (self plus 50 pounds of 
  objects only), tongues (self only), unhallow, unholy 
  blight, wall of ice 
  3/day—symbol (any), unholy aura, summon monster IX 
  (CL 17; aquatic or water-based creatures only)  
  Abilities Str 29, Dex 18, Con 19, Int 14, Wis 12, Cha 19  
  SQ break summoning, outsider traits, water mastery 
  Feats Combat Reflexes, Dodge, Improved Initiative, Iron 
  Will, Lightning Reflexes, Mobility, Multiattack. 
  Skills Bluff +18, Concentration +18, Diplomacy +20, 
  Disguise +4 (+6 acting), Escape Artist +18, 
     Hide +10, Intimidate +28, Knowledge (arcana) +15, 
  Knowledge (the planes) +15, Listen +15, Move, 
  Silently +18, Spellcraft +18, Spot +15, Survival +1 (+3 
  on other planes), Swim +31, Use Rope +4 (+6 with 
  bindings) 
  Breath Weapon (Su) Once every 1d4 rounds, a 
  Wastrilith can breathe a 60-foot cone of boiling water. 
  Every creature in the area takes 3d10 points of 
  damage (Reflex DC 21 half).  
  Break Summoning (Ex) If summoned via a summon 
  monster spell, a wastrilith can make an opposed 
  Wisdom check to break free of the summoning. If it 
  succeeds, it then goes on a rampage, attacking the 
  summoner. 
  Water Mastery (Ex) A wastrilith gains a +1 bonus on its 
  attack and damage rolls if its opponent is touching 
  water. 
   
  7B: GOOD, YOU’LL BE EASIER TO 
  MANAGE THIS WAY (OPTIONAL) 
  H E L L C AT 
  CR  7 
  LE Large Outsider (extraplanar, evil, lawful) 
  Init +9; Senses darkvision 60 ft., scent; Listen +17, 
  Spot +13 
  Languages telepathy 100 ft.  
  AC 21, touch 14, flat-footed 16; Dodge 
     (-1 size, +5 Dex, +7 natural) 
  hp 60 (8 HD); DR 5/good 
  Resist fire 10; SR 19 
  Fort +9, Ref +11, Will +8 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack 
  Melee 2 claws +13 (1d8+6) and bite +8 (2d8+3) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +8; Grp +18 
  Special Actions improved grab, pounce, rake 1d8+3 
  Abilities Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 
  10 
  SQ invisible in light 
  Feats Dodge, Improved Initiative, Track 
  Skills Balance +16, Climb +17, Hide +12, Jump +21, 
  Listen +17, Move Silently +20, Spot +13, Swim +17  
  Improved Grab (Ex) To use this ability, a hellcat must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a hellcat charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d8+3. 
  Invisible in Light (Ex) A hellcat is Invisible in any area 
  lit well enough for a human to see. In a darkened 
  area, it shows up as a faintly glowing outline visible 
  up to 30 feet away (60 feet if the viewer has low-light 
  vision). Magical darkness smothers the glow and 
  conceals the outline. 
  Skills 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 104 
  
  Hellcats have a +4 racial bonus on Listen and Move 
  Silently checks. 
   
  B O N E  D E V I L(O S Y L U T H) 
  CR  9 
  always 
  LE 
  Large 
  outsider 
  (baatezu, 
  evil, 
  extraplanar, lawful) 
  Init +9; Senses darkvision 60 ft., see in darkness; 
  Listen +17, Spot +17 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 25, touch 14, flat-footed 20 
     (-1 size, +5 Dex, +11 natural) 
  hp 95 (10 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 21 
  Fort +12, Ref +12, Will +11 
  Speed 40 ft. (8 squares) 
  Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and 
  sting +12 (3d4+2 plus poison) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +10; Grp +19 
  Special Actions fear aura, poison, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of objects 
  only), dimensional anchor, fly, invisibility (self only), 
  major image (DC 15), wall of ice 
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 
  14 
  Feats 
  Alertness, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Multiattack 
  Skills Bluff +15, Concentration +18, Diplomacy +6, 
  Disguise +2 (+4 acting), Hide +14, Intimidate +17, 
  Knowledge (first) +15, Listen +17, Move Silently +18, 
  Search +15, Sense Motive +15, Spot, +17, Survival 
  +2 (+4 following tracks). 
    
  Fear Aura (Su) Bone devils can radiate a 5-foot-radius 
  fear aura as a free action. Affected creatures must 
  succeed on a DC 17 Will save or be affected as 
  though by a fear spell (caster level 7th). A creature 
  that successfully saves cannot be affected again by 
  the same bone devil’s aura for 24 hours. Other devils 
  are immune to the aura. The save DC is Charisma-
  based. 
  Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 
  Str, secondary damage 2d6 Str. The save DC is 
  Constitution-based. 
  Summon Devil (Sp) Once per day a bone devil can 
  attempt to summon 2d10 lemures with a 50% chance 
  of success, or another bone devil with a 35% chance 
  of success. This ability is the equivalent of a 4th-level 
  spell. 
   
  B AR B E D  D E V I L(H AM AT U L A) 
  CR  11 
  LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Listen +19, Spot +19 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 29, touch 16, flat-footed 23 
     (+6 Dex, +13 natural) 
  hp 126 (12 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 23 
  Fort +14, Ref +14, Will +12 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +18 (2d8+6 plus fear) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +12; Grp +22 
  Special Actions fear, improved grab, impale 3d8+9, 
  summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of objects 
  only), hold person (DC 16), major image 
     (DC 17), scorching ray (2 rays only) 
  1/day—order's wrath (DC 18), unholy blight (DC 18)  
  Abilities Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 
  18 
  SQ barbed defense, spell-like abilities 
  Feats Alertness, Cleave, Improved Grapple, Iron Will, 
  Power Attack 
  Skills Concentration +21, Diplomacy +6, Hide +21, 
  Intimidate +19, Knowledge (first) +16, Listen +19, 
  Move Silently +21, Search +16, Sense Motive +17, 
  Spot +19, Survival +2 (+4 following tracks).  
  Fear (Su) A creature hit by a barbed devil must succeed 
  on a DC 20 Will save or be affected as though by fear 
  (caster level 9th). Whether or not the save is 
  successful, that creature cannot be affected by that 
  same barbed devil’s fear ability for 24 hours. The 
  save DC is Charisma-based. 
  Impale (Ex) A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple check. 
  Improved Grab (Ex) To use this ability, a barbed devil 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can impale the opponent on 
  its barbed body. 
  Summon Devil (Sp) Once per day a barbed devil can 
  attempt to summon 1d6 bearded devils or another 
  barbed devil with a 35% chance of success. This 
  ability is the equivalent of a 4th-level spell. 
  Barbed Defense (Su) Any creature striking a barbed 
  devil with handheld weapons or natural weapons 
  takes 1d8+6 points of piercing and slashing damage 
  from the devil’s barbs. Note that weapons with 
  exceptional reach, such as longspears, do not 
  endanger their users in this way. 
   
  HO R N E D  D E V I L(C O R N U G O N) 
  CR  16 
  LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +7; Senses darkvision 60 ft., see in darkness; 
  Listen +22, Spot +22 
  URD 8-05 Blood Runs Thicker than Water 
   
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  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 35, touch 16, flat-footed 28 
     (+6 Dex, +13 natural) 
  hp 126 (12 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 23 
  Fort +14, Ref +14, Will +12 
  Speed 20 ft. (4 squares), fly 50 ft. (average) 
  Melee spiked chain +25/+20/+15 (2d6+15 plus stun) 
  and bite +22 (2d8+5) and tail +22 (2d6+5 plus 
  infernal wound) 
  Melee 2 claws +24 (2d6+10) and bite +22 (2d8+5) and 
  tail +22 (2d6+5 plus infernal wound) 
  Space 10 ft; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +15; Grp +29 
  Atk Options Cleave, Improved Sunder, Power Attack 
  Special Actions fear aura, infernal wound, stun, 
  summon baatezu 
  Spell-Like Abilities (CL 15): 
  At will—dispel chaos (DC 21), dispel good (DC 21), 
  magic circle against good, greater teleport (self plus 
  50 pounds of objects only), persistent image (DC 21) 
  3/day—fireball (DC 19), lightning bolt (DC 19) 
  Abilities Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 
  22 
  Feats Cleave, Improved Sunder, Iron Will, Multiattack, 
  Power Attack, Weapon Focus (spiked chain) 
  Skills Bluff +24, Climb +28, Concentration +24, 
  Diplomacy +10, Disguise +6 (+8 acting), Hide +21, 
     Intimidate +26, Listen +22, Move Silently +23, Search 
  +20, Sense Motive +22, Spot +22, 
     Survival +4 (+6 following tracks). 
   
  Fear Aura (Su) A horned devil can radiate a 5-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 23 Will save or be 
  affected as though by a fear spell (caster level 15th). 
  A creature that successfully saves cannot be affected 
  again by the same horned devil’s aura for 24 hours. 
  Other devils are immune to the aura. The save DC is 
  Charisma-based. 
  Stun (Su) Whenever a horned devil hits with a spiked 
  chain attack, the opponent must succeed on a DC 27 
  Fortitude save or be stunned for 1d4 rounds. The 
  save DC is Strength-based. This ability is a function 
  of the horned devil, not of the spiked chain. 
  Infernal Wound (Su) The damage a horned devil deals 
  with its tail attack causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 24 Heal check, a cure spell, or a 
  heal spell. However, a character attempting to cast a 
  cure spell or a heal spell on a creature damaged by a 
  horned devil’s tail must succeed on a DC 24 caster 
  level check, or the spell has no effect on the injured 
  character. A successful Heal check automatically 
  stops the continuing hit point loss as well as restoring 
  hit points. The check DC is Constitution-based. 
  Summon Devil (Sp) Once per day a horned devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils with a 50% chance of success, 1d6 barbed 
  devils with a 35% chance of success, or another 
  horned devil with a 20% chance of success. This 
  ability is the equivalent of a 6th-level spell. 
  Regeneration (Ex) A horned devil takes normal 
  damage from good-aligned silvered weapons, and 
  from spells or effects with the good descriptor. A 
  creature hit by a barbed devil must succeed on a DC 
  20 Will save or be affected as though by fear (caster 
  level 9th). Whether or not the save is successful, that 
  creature cannot be affected by that same barbed 
  devil’s fear ability for 24 hours. The save DC is 
  Charisma-based. 
   
  9: NO, I DON’T HAVE ANY REGRETS, 
  SHOULD I? (CORE) 
  F E R K O N   
  CR  10 
  Lesser Aspect of Dispater from Fiendish Codex II, Web 
  Enhancement, page 7 
  LE Medium outsider (lawful, evil, extraplanar, baatezu) 
  Init +6; Senses see in darkness; Listen +18, Spot +18 
  Languages Abyssal, Celestial, Common, Infernal; telepathy 
  100 ft. 
  AC 36 (38 vs. good), touch 12, flat-footed 34 (+2 Dex, +16 
  natural, +4 shield, +4 armor, +2 deflection vs. good) 
  hp 136 (13 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +12, Ref +12, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 heavy mace +20/+15/+10 (1d8+6) 
  Base Atk +13; Grp +17 
  Atk Options Power Critical (heavy mace) 
  Special Actions summon baatezu 
  Combat Gear potion of barkskin +4, potion of mage 
  armor, potion of bear’s endurance 
  Abilities Str 18, Dex 14, Con 19, Int 16, Wis 14, Cha 16 
  Feats Improved Initiative, Lightning Reflexes, Negotiator, 
  Power Critical (heavy mace), Weapon Focus (heavy mace) 
  Skills Appraise +16, Bluff +19, Concentration +15, 
  Diplomacy +20, Disable Device +16, Disguise +3 (+5 
  acting), 
  Intimidate 
  +18, 
  Jump 
  +8, 
  Knowledge 
  (architecture) + 13, Knowledge (the planes) +13, Listen 
  +18, Open Lock +15, Search +19 (+21 secret doors), 
  Sense Motive +18, Spot +18, Survival +2 (+4 on other 
  planes or following tracks) 
  Possessions combat gear plus masterwork heavy mace, 
  +2 heavy steel shield, boots of striding and springing 
  Rust (Ex) If an aspect of Dispater succeeds on a touch 
  attack, his touch causes the target metal to corrode, falling 
  to pieces and becoming useless immediately. His touch 
  can destroy a 5-foot cube of metal or any armor or weapon 
  up to Large size instantly. Magic armor, weapons, and 
  other magic items made of metal must succeed on a DC 20 
  Reflex save or be dissolved. The save DC is Constitution- 
  based. 
  URD 8-05 Blood Runs Thicker than Water 
   
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  Summon Baatezu (Sp) Once per day an aspect of Dispater 
  can summon a bearded devil or two bone devils with a 
  50% chance of success. This is the equivalent of a 5th-
  level spell (CL 13th). 
   
  The dark-skinned humanoid before you carries 
  himself as regally as the clothing that he wears. 
  The small horns in his head and the glowing eyes 
  betray his fiendish origin, and his disdainful 
  expression shows that he thinks himself far 
  superior to anyone around him. He carries a long 
  mace-like rod like a scepter of rulership. 
   
  B E AR D E D  D E V I L(B ARBAZU) 
  CR  5 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Listen +9, Spot +9 
  Languages Infernal, Celestial, Draconic; telepathy 100 
  ft.  
  AC 19, touch 12, flat-footed 17 
     (+2 Dex, +7 natural) 
  hp 45 (6 HD); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +8, Ref +7, Will +5 
  Speed 40 ft. (8 squares) 
  Melee glaive +9/+4 (1d10+3 plus infernal wound) or 
  Melee 2 claws +8 (1d6+2) 
  Space 5 ft; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +6; Grp +8 
  Atk Options Power Attack 
  Special Actions infernal wound, beard, battle frenzy, 
  summon baatezu 
  Spell-Like Abilities (CL 12th): 
  At will— greater teleport (self plus 50 pounds of objects 
  only).  
  Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10 
  Feats Improved Initiative, Power Attack, Weapon Focus 
  (glaive) 
  Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, 
  Move Silently +9, Sense Motive +9, Spot +9 
  Infernal Wound (Su) The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 16 Heal check, a cure spell, or a 
  heal spell. However, a character attempting to cast a 
  cure spell or a heal spell on a creature damaged by a 
  bearded devil’s glaive must succeed on a DC 16 
  caster level check, or the spell has no effect on the 
  injured character. 
  A successful Heal check automatically stops the 
  continuing hit point loss as well as restoring hit points. 
  The infernal wound is a supernatural ability of the 
  bearded devil, not of the weapon. The check DC is 
  Constitution-based. 
  Beard (Ex) If a bearded devil hits a single opponent with 
  both claw attacks, it automatically hits with its beard. 
  The affected creature takes 1d8+2 points of damage 
  and must succeed on a DC 16 Fortitude save or be 
  infected with a vile disease known as devil chills 
  (incubation period 1d4 days, damage 1d4 Str). 
  Damage is dealt each day until the afflicted creature 
  succeeds on three consecutive Fortitude saves, the 
  disease is cured magically, or the creature dies. The 
  save DC is Constitution-based. 
  Battle Frenzy (Ex) Twice per day, a bearded devil can 
  work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, -2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil 
  suffers no ill effects afterward.  
  Summon Devil (Sp) Once per day a bearded devil can 
  attempt to summon 2d10 lemures with a 50% chance 
  of success, or another bearded devil with a 35% 
  chance of success. This ability is the equivalent of a 
  3rd-level spell. 
   
  E R I N Y E S 
  CR  8 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  Init +5; Senses darkvision 60 ft., see in darkness, true 
  seeing; Listen +16, Spot +16 
  Languages Infernal, Celestial, Draconic; telepathy 100 
  ft.".  
  AC 23, touch 15, flat-footed 18; Dodge, Mobility 
     (+5 Dex, +8 natural) 
  hp 85 (9 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +11, Ref +11, Will +1 
  Speed 30 ft. (6 squares), fly 50 ft. (average); Shot on 
  the Run 
  Melee longsword +14/+9 (1d8+5/19-20) 
  Ranged +1 flaming composite longbow (+5 Str bonus) 
  +15/+10 (1d8+6/x3 plus 1d6 fire) 
  Ranged rope +14 (entangle) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions entangle, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of objects 
  only), charm monster (DC 19), minor image (DC 17), 
  unholy blight (DC 19) .  
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20 
  Feats Dodge, Mobility, Point Blank Shot, Precise Shot, 
  Rapid Shot, Shot on the Run 
  Skills Concentration +17, Diplomacy +7, Escape Artist 
  +17, Hide +17, Knowledge (first) +14, Knowledge 
  (second) +14, Listen +16, Move Silently +17, Search 
  +14, Sense Motive +16, Spot +16, Survival +4 (+6 
  following tracks), Use Rope +5 (+7 with bindings).  
  Entangle (Ex) Each erinyes carries a stout rope some 
  50 feet long that entangles opponents of any size as 
  an animate rope spell (caster level 16th). An erinyes 
  can hurl its rope 30 feet with no range penalty. 
  Typically, an erinyes entangles a foe, lifts it into the 
  air, and drops it from a great height. 
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  Summon Devil (Sp) Once per day an erinyes can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is 
  the equivalent of a 3rd-level spell. 
  True Seeing (Su) Erinyes continuously use true seeing, 
  as the spell (caster level 14th). 
   
  J O L E N  L O R I N AR 
  CR  17 
  Male Human (Suel) Ari 4 Ftr 2 Rgr 2 Blk 9 
  CE medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +3 
  Aura Moderate Evil 
  Languages Common, Ancient Suloise  
  AC 22, touch 10, flat-footed 22 
   (+9 armor, +3 shield) 
  hp 133 (17 HD) 
  Fort +19, Ref +11, Will +13 
  Speed 20 ft. in medium armor (4 squares) 
  Melee +1 unholy heavy pick +21/+16/+11 (1d6+4/19-
  20/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +16; Grp +19 
  Atk Options power attack, improved sunder, cleave, 
  rebuke undead, favored enemy +2 (humanoid 
  (human)), poison use, smite good (2/day, +2 to hit, 
  +9 damage), sneak attack +2d6 
  Special Actions Divine Vigor 
  Combat Gear +1 mithral full plate, +1 heavy mithral 
  shield, +1 unholy heavy pick. 
  Class Spells Prepared (CL 9th): 
   4th— freedom of movement 
   3rd— cure serious wounds 
   2nd— bull’s strength, cure moderate wounds, 
  darkness 
   1st— align weapon, cure light wounds, cure light 
  wounds 
  Abilities Str 17, Dex 10, Con 14, Int 12, Wis 14, Cha 14  
  SQ Wild Empathy, detect good, Aura of Despair (all 
  enemies within 10’ suffer -2 morale penalty on all 
  saves) 
  Feats Improved Critical (pick, heavy), negotiator, 
  persuasive, power attack, cleave, improved sunder, 
  track, weapon focus (pick, heavy)  
  Skills Appraise +8, Bluff +16, Diplomacy +25, Disguise 
  +5 Forgery +8, Gather Information +12, Hide +4, 
  Intimidate +26, Knowledge (arch & engineering) +2, 
  Knowledge (Geography) +2, Knowledge (nature) +2, 
  Knowledge (nobility) +5, Knowledge (religion) +3, 
  Listen +5, Move Silently -1, Profession (politician) 
  +17, Spot +4 
  Possessions combat gear plus circlet of persuasion, 
  vest of resistance +2, ring of mind shielding, periapt 
  of wisdom +2 
   
   
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  URD 8-05 Blood Runs Thicker than Water 
   
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  APL 16 
  2−5: HOUSE VERLE MILITIA (CORE) 
  M I L I T I A S E R G E ANT 
  CR  8 
  Male Human (Suel) War 2 Ftr 7 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +4 armor (breastplate)) 
  hp 73 (9 HD) 
  Fort +10, Ref +3, Will +4 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.; 
  Melee Fullblade +14/+9 (2d8+6/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Abilities Str 17, Dex 13, Con 14, Int 13, Wis 10, Cha 
  10  
  Feats 
  Exotic 
  Weapon 
  Proficiency 
  (Fullblade), 
  Improved Critical (Fullblade), Improved Unarmed 
  Strike, Iron Will, Quick Draw, Weapon Focus 
  (Fullblade), Weapon Specialization (Fullblade), 
  Close Quarters Fighting, Power Critical (Fullblade).  
  Skills Handle Animal +12, Intimidate +12, Jump +5, 
  Ride +15 
  Possessions 
  combat 
  gear 
  plus 
  breastplate, 
  masterwork fullblade. 
   
  M I L I T I A S O L D I E R 
  CR  1 
  Male Human (Suel) War 2 
  NE Medium Humanoid (human) 
  Init +0; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 10, flat-footed 16 
   (+4 armor (chain shirt), +2 shield (heavy wooden 
  shield) 
  hp 17 (2 HD) 
  Fort +5, Ref +0, Will +0 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.; 
  Melee shortspear +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Abilities Str 12, Dex 10, Con 14, Int 10, Wis 10, Cha 
  10  
  Feats Improved Unarmed Strike, Weapon Focus 
  (Shortspear)  
  Skills Handle Animal +5, Intimidate +5, Ride +7 
  Possessions 
  combat 
  gear 
  plus 
  chain 
  shirt, 
  shortspear, heavy wooden shield 
   
  3A:2 HOUSE CORINER (ADDITIONAL)  
  D O P P L E G ANG E R  C O U R T E S AN 
  CR  3 
  N Medium Monstrous Humanoid 
  Init +1; Senses Listen +6, Spot +6 
  Languages Common  
  AC 15, touch 11, flat-footed 14;Dodge 
   (+1 Dex, +4 natural) 
  hp 22 (4 HD)  
  Immune charm, sleep 
  Fort +4, Ref +5, Will +6 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Special Actions detect thoughts (DC 13) 
  Abilities Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 
  13  
  SQ Change shape 
  Feats Dodge, Great Fortitude 
  Skills Bluff +10, Diplomacy +3, Disguise +11 (+13 
  acting), Listen +6, Search +6, Spot +6 
  Possessions combat gear plus masterwork disguise 
  kit  
  Detect 
  Thoughts 
  (Su) 
  A 
  doppelganger 
  can 
  continuously use detect thoughts as the spell 
  (caster level 18th; Will DC 13 negates). It can 
  suppress or resume this ability as a free action. 
  The save DC is Charisma-based.  
  Change Shape (Su) A doppelganger can assume the 
  shape of any Small or Medium humanoid. In 
  humanoid form, the doppelganger loses its natural 
  attacks. A doppelganger can remain in its 
  humanoid form until it chooses to assume a new 
  one. A change in form cannot be dispelled, but a 
  doppelganger reverts to its natural form when 
  killed. A true seeing spell or ability reveals its 
  natural form.  
  Skills  
  A doppelganger has a +4 racial bonus on Bluff and 
  Disguise checks.  
  *When using its change shape ability, a doppelganger 
  gets an additional +10 circumstance bonus on 
  Disguise checks. If it can read an opponent’s mind, 
  it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks.  
   
  S UCCUBUS 
  CR  7 
  CE Medium outsider (chaotic, extraplanar, evil, 
  tanar’ri) 
  Init +1; Senses darkvision 60 ft.; Listen +19, Spot 
  +19 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft., tongues 
  AC 20, touch 11, flat-footed 19; Dodge, Mobility 
   (+1 Dex, +9 natural) 
  hp 33 (6 HD); DR 10/cold iron or good  
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 18 
  Fort +6, Ref +6, Will +7 
  Speed 30 ft. (6 squares), fly 50 ft. (average) 
  Melee 2 claws +7 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  
  Base Atk +6; Grp +7 
  Special Actions energy drain, summon tanar’ri 
  Spell-Like Abilities (CL 12th): 
  At will—charm monster (DC 22), detect good, 
  �detect thoughts (DC 20), ethereal jaunt (self 
  plus 50 pounds of objects only), polymorph 
  (humanoid form only, no limit on duration), 
  suggestion (DC 21), greater teleport (self plus 50 
  pounds of objects only) 
  �Already cast 
  Abilities Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 
  26  
  Feats Dodge, Mobility, Persuasive 
  Skills Bluff +19, Concentration +10, Diplomacy +12, 
  Disguise +17 (+19 acting), Escape Artist +10, 
     Hide +10, Intimidate +19, Knowledge (first) +12, 
  Listen +19, Move Silently +10, Search +12, 
     Spot +19, Survival +2 (+4 following tracks), Use 
  Rope +1 (+3 with bindings) 
  Energy Drain (Su) A succubus drains energy from a 
  mortal it lures into some act of passion, or by 
  simply planting a kiss on the victim. If the target is 
  not willing to be kissed, the succubus must start a 
  grapple, which provokes an attack of opportunity. 
  The succubus’s kiss or embrace bestows one 
  negative level. The kiss also has the effect of a 
  suggestion spell, asking the victim to accept 
  another kiss from the succubus. The victim must 
  succeed on a DC 21 Will save to negate the effect 
  of the suggestion. The DC is 21 for the Fortitude 
  save to remove a negative level. These save DCs 
  are Charisma-based.  
  Change Shape (Su) An succubus can assume the 
  form of any Small or Medium humanoid. 
  Summon Demon (Su) Once per day a succubus can 
  attempt to summon 1 vrock with a 30% chance of 
  success. This ability is the equivalent of a 3rd-level 
  spell. 
  Tongues (Su) A succubus has a permanent tongues 
  ability (as the spell, caster level 12th). Succubi 
  usually use verbal communication with mortals. 
  Skills  
  Succubi have a +8 racial bonus on Listen and Spot 
  checks.  
   
  *While using her change shape ability, a 
  succubus gains a +10 circumstance bonus on 
  Disguise checks. 
   
  AS P E C T  O F  P AL E  N I G H T 
  CR  7 
  CE Medium outsider (chaotic, extraplanar, evil, 
  incorporeal, obyrinth) 
  Init +7; Senses darkvision 60 ft., true seeing; Listen 
  +5, Spot +17 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 23, touch 23, flat-footed 16; Dodge, Mobility 
   (+7 Dex, +6 Deflection) 
  hp 68 (9 HD); DR 10/cold iron and good  
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, cold 10, electricity 10, fire 10 
  Fort +9, Ref +13, Will +11 
  Speed fly 50 ft. (perfect) (10 squares; Spring Attack 
  Melee incorporeal touch +16 (1d6 Cha damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp – 
  Atk Options Combat Reflexes 
  Special Actions truth beneath the veil 
  Abilities Str --, Dex 25, Con 16, Int 17, Wis 20, Cha 
  23  
  Feats Combat Reflexes, Dodge, Mobility, Spring 
  Attack 
  Skills Bluff +18, Diplomacy +24, Hide +19, Intimidate 
  +20, Knowledge (arcana) +15, Knowledge (nobility and 
  royalty) +15, Knowledge (the planes) +15, Perform 
  (song) +18, Search +15, Sense Motive +17, Spot +17, 
  Survival +5 (+7 on other planes, +7 following tracks, +9 
  following tracks on other planes) 
  Truth Beneath the Veil (Su) Like Pale Night herself, 
  the true form of an aspect of Pale Night is one of 
  such unimaginable horror that reality itself refuses 
  to accept it. Thus, the aspect of Pale Night does 
  not have a form of madness like other obyriths. Its 
  true form is hidden by its shroud. Anyone who 
  attempts to part the shroud to get a better look at 
  the aspect must make a DC 20 Fortitude save. 
  Success indicates that the creature’s mind simply 
  fails to process what it sees before a new shroud 
  automatically 
  wraps 
  around 
  the 
  aspect’s 
  incorporeal body. Failure indicates that for a brief 
  moment, the character views the truth and is 
  immediately rendered comatose and stricken with 
  total amnesia. Even if the coma and amnesia 
  effects 
  are 
  dispelled, 
  the 
  character 
  cannot 
  remember what he or she saw under the shroud. 
  The save DC is Charisma-based.  
   
  Before you shimmers a diaphanous sheet 
  billowing in some unknown wind. It has a 
  strange attractiveness about it, and as the sheet 
  moves you can perceive beneath it a lithe 
  female form, like an elf or human woman. The 
  edges of the sheet billow up, hinting at but never 
  giving a clearer view of the figure beneath. 
   
  3B:2 HOUSE VERLE (ADDITIONAL) 
  H E L L  H O U N D 
  CR  3 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 22 (4 HD)  
  Immune fire 
  Fort +5, Ref +5, Will +4 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +5 (1d8+1 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Atk Options breath weapon 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 110 
  
  Abilities Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Run, Track 
  Skills Hide +13, Jump +12, Listen +7, Move Silently 
  +13, Spot +9, Survival +7 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell.  
   
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell.  
   
  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), 
  +3 deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 
  (2d6+4) 
  and 
  Unarmed 
  Strike 
  Secondary +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats 
  Endurance, 
  Improved 
  Unarmed 
  Strike, 
  Stunning 
  Fist, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Fiery Fist, Fists of Iron, Ascetic 
  Hunter, Deadly Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move 
  Silently +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), extended 
  shield of faith (CL 11), extended bull’s strength (CL 
  13), extended cat’s grace (CL 13), extended owl’s 
  wisdom (CL 13). 
   
  3C:1 HOUSE LORINAR (OPTIONAL) 
   
  AD V AN C E D  D I RE  AP E  O F  L E G E N D 
  CR  7 
  N Large outsider (augmented animal, native) 
  Init +9; Senses Listen +6, Spot +7 
  Languages -- 
  AC 27, touch 14, flat-footed 22 
   (-1 Size, +5 Dex, +4 armor (chain shirt), +9 natural) 
  hp 141 (12 HD) 
  SR 16 
  Fort +18, Ref +16, Will +13 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft., climb 15 ft. 
  Melee 2 claws +19 (1d8+11/19-20) and bite +17 
  (1d8+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +28 
  Special Actions rend 2d6+16 
  Abilities Str 32, Dex 21, Con 24, Int 6, Wis 14, Cha 
  11  
  Feats 
  Alertness, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (claw), 
  Multiattack, Toughness, Track.  
  Skills Climb +14, Listen +6, Move Silently +7, Spot 
  +7, Survival +6 
  Possessions combat gear plus chain shirt, tanglefoot 
  bag. 
  Rend (Ex) A dire ape that hits with both claw attacks 
  latches onto the opponent’s body and tears the 
  flesh. This attack automatically deals an extra 
  2d6+9 points of damage.  
  Haste (Su) Always under the influence of a haste 
  spell. 
  Skills 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 111 
  
  Dire apes have a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  B E L L I O S  L O R I N AR 
  CR  18 
  Male Human (Suel) Bbn 2 Ftr 12 Rgr 3 War 2 
  ME medium humanoid (human) 
  Init +5; Senses Listen +8, Spot +6 
  Languages Common, Ancient Suloise 
  AC 15, touch 11, flat-footed 15; Dodge, Mobility 
   (+1 Dex, +4 armor) 
  hp 152 (19 HD)  
  Fort +19, Ref +8, Will +7 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee 
  Masterwork 
  Greatsword 
  +27/+22/+17 
  (2d6+11/17-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +19; Grp +24 
  Atk Options rage, +2 Favored Enemy (humanoid 
  (human)), Combat Expertise, Improved Disarm, 
  Improved Initiative, Spring Attack, Two Weapon 
  Fighting, Power Attack 
  Combat Gear Masterwork Greatsword, Chain Shirt 
  Abilities Str 20, Dex 13, Con 14, Int 13, Wis 10, Cha 
  8  
  SQ Blind-Fight, Combat Reflexes, Uncanny Dodge 
  Feats Blind-Fight, Combat Expertise, Improved 
  Disarm, Combat Reflexes, Dodge, Mobility, Spring 
  Attack, Endurance, Improved Critical (Greatsword), 
  Improved Initiative, Iron Will, Power Attack, Track, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (Greatsword), 
  Greater 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword), 
  Greater 
  Weapon 
  Specialization 
  (Greatsword) 
  Skills Climb +17, Handle Animal +21, Heal +4, Hide 
  +5, Intimidate +13, Jump +24, Knowledge (nature) 
  +9, Listen +8, Move Silently +5, Ride +5, Spot +6, 
  Survival +8, Swim +2. 
  Possessions combat gear plus potion of cure 
  moderate wounds, potion of haste. 
  Spiritual Connection You can use speak with 
  animals and speak with plants, as the spells 
  (caster level 3). You can use any combination of 
  these effects up to three times per day. 
   
  4A:2 THE HONORABLE CHAMBER 
  (OPTIONAL) 
  T H E  
  AC T I NG  
  L AD Y  
  M AY O R  
  O F  
  L E U K I S H,  
  M E G AE R A G I ZR E L D R I A 
  CR  19 
  Female Human (Suel) Sor 9 ElS 10 
  LE medium outsider (elemental) 
  Init +4; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Common, abyssal, draconic, ignan, 
  infernal, Ancient Suloise  
  AC 20, touch 16, flat-footed 16 
   (+2 Dex, +4 armor (mage armor), +2 deflection) 
  hp 77 (19 HD) + false life (1d10+10) 
  Immune sleep, poison, paralysis, fire 
  Fort +7, Ref +8, Will +13 
  Speed 50 ft. (10 squares) 
  Melee +1 spear +9/+4 (1d8/x3) or 
  Melee slam +9 (1d6+1 plus 1d6 fire) 
  Ranged ranged spell +11 (varies) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +8 
  Special Actions Sudden Maximize 
  Class Spells Known (CL 19th): 
   8th (4/day)— polar ray 
   7th (6/day)— delayed blast fireball, forcecage 
   6th (7/day)— chain lightning, entomb, fires of purity 
   5th (8/day)— ball lightning, cone of cold, fireburst - 
  greater 
   4th (8/day)— defenestrating sphere, fire shield, 
  invisibility – greater, orb of force 
   3rd (8/day)— dispel magic, fireball, haste, lightning 
  bolt 
   2nd 
  (7/day)— 
  �false 
  life, 
  flaming 
  sphere, 
  pyrotechnics, rope trick, scorching ray 
   1st (9/day)— burning hands, magic missile, orb of 
  sound – lesser, ray of enfeeblement, true strike 
   0 (6/day)— acid splash, daze, detect magic, disrupt 
  undead, flare, prestidigitation, ray of frost, read 
  magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 
  22  
  SQ Elemental Specialty, Energy Penetration, Energy 
  Focus, Elemental Perfection 
  Feats Spell Focus (Evocation), Greater Spell Focus 
  (Evocation), Empower Spell, Heighten Spell, 
  Blistering Spell  
  Skills Bluff +10, Concentration +23, Knowledge 
  (arcana) +24, Knowledge (arch & eng) +4, 
  Knowledge (religion) +4, Knowledge (the planes) 
  +19, Perform (Dance) +9, Spellcraft +20  
  Possessions combat gear plus ring of protection +2, 
  lesser metamagic rod of extend spell, lesser 
  metamagic rod of enlarge spell 
  Burn (Ex) A fire elemental’s slam attack deals 
  bludgeoning damage plus fire damage from the 
  elemental’s flaming body. Those hit by a fire 
  elemental’s slam attack also must succeed on a 
  Reflex save (DC 21) or catch on fire. The flame 
  burns for 1d4 rounds. A burning creature can take 
  a move action to put out the flame. The save DC is 
  Constitution-based. 
  Creatures hitting a fire elemental with natural 
  weapons or unarmed attacks take fire damage as 
  though hit by the elemental’s attack, and also catch 
  on fire unless they succeed on a Reflex save.  
   
   
   
   
  M O Z E N R AT H 
  CR  16 
  Male human Sor 6 War 2 Elk 9 
  LN Medium humanoid (human) 
  Init +6; Senses see invisibility; Listen +0, Spot +5 
  Languages Common  
  AC 19, touch 12, flat-footed 17 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 112 
  
   (+2 Dex, +5 shield, +2 deflection) 
  hp 82 (17 HD) + false life (1d10+10)  
  Resist acid 30, cold 30, fire 30, sonic 30 
  Fort +14, Ref +7, Will +8 
  Speed 30 ft.  
  Melee touch spell +13 (per spell) or 
  Ranged ranged touch spell +16 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +14; Grp +13 
  Atk Options Arcane Strike, Black Lore of Moil, 
  Empower Spell, Split Ray 
  Combat Gear rod of precision, +1 mithral buckler (+4 
  with magic vestment),  
  Class Spells Known (CL 17th): 
   7th (4/day)— finger of death 
   6th (4/day)— �contingency, disintegrate 
   5th (6/day)— arc of lightning, dismissal, �teleport 
   4th (8/day)— dimension door, dimensional anchor, 
  enervation, orb of acid 
   3rd (8/day)— bands of steel, dispel magic, fireball, 
  haste 
   2nd 
  (1/day)— 
  �false 
  life, 
  �mirror 
  image, 
  ����resist energy, scorching ray, �see 
  invisibility 
   1st (9/day)— feather fall, guided shot, magic 
  missile, orb of cold, lesser, ray of enfeeblement 
   0 (6/day)— detect magic, detect poison, light, 
  mending, open/close, prestidigitation, ray of frost, 
  read magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 
  22 
  SQ Contingency (teleport ¼ mile away if lowered 
  below ¼ hit points) 
  Feats Improved Initiative, Spell Focus (Necromancy), 
  Empower 
  Spell, 
  Arcane 
  Strike, 
  Practiced 
  Spellcaster (Sorcerer), Black Lore of Moil, Split 
  Ray, Rapid Metamagic 
  Skills Bluff +20, Concentration +21, Disguise +14, 
  Intimidate 
  +16, 
  Knowledge 
  (arcana) 
  +22, 
  Profession (adventurer) +2, Spellcraft +24 
  Possessions combat gear plus hat of disguise, ring 
  of protection +2, eyes of the eagle 
   
  AD V AN C E D  H E L L  H O U N D 
  CR  5 
  LE Medium Outsider (Evil, Extraplanar, Fire, Lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +5 natural, +4 Armor (chain shirt barding)) 
  hp 44 (8 HD)  
  Immune fire 
  Fort +7, Ref +7, Will +6 
  Weakness Vulnerable to Cold 
  Speed 40 ft. (8 squares) 
  Melee bite +10 (2d6+3 plus 1d6 fire) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +10 
  Atk Options breath weapon 
  Abilities Str 14, Dex 13, Con 13, Int 6, Wis 10, Cha 6  
  Feats Improved Initiative, Improved Natural Attack 
  (bite), Run, Track 
  Skills Hide +17, Jump +16, Listen +11, Move Silently 
  +17, Spot +11, Survival +11 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 13 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A hell hound deals an extra 1d6 
  points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon.  
  Skills  
  Hell hounds have a +5 racial bonus on Hide and Move 
  Silently checks.  
  They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen 
  sense of smell.  
   
  S C AR L E T  B R O T H E R H O O D  M O N K 
  CR  8 
  Male Human (Suel) Monk 4 Ran 3 War 2 
  LE Medium Humanoid (human) 
  Init +6; Senses Listen +8, Spot +16 
  Languages Ancient Suloise, Common  
  AC 30, touch 24, flat-footed 24 
   (+6 Dex, +5 class, +6 armor (greater mage armor), 
  +3 deflection (shield of faith)) 
  hp 66 (9 HD)  
  Fort +14, Ref +15, Will +11 
  Speed 40 ft. (8 squares) 
  Melee 
  (TWF+Flurry) 
  Unarmed 
  Strike 
  Primary 
  +10/+10/+5 
  (2d6+4) 
  and 
  Unarmed 
  Strike 
  Secondary +10/+10 (2d6+2) or 
  Melee Unarmed Strike +14/+9 (2d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8/+3; Grp +12 
  Atk Options Flurry of Blows, Two-Weapon Fighting, 
  Stunning Fist, Favored Enemy (human), Fiery Fist, 
  Fists of Iron, Deadly Defense 
  Combat Gear monks belt, gloves of arrow snaring 
  Abilities Str 18, Dex 22, Con 14, Int 8, Wis 18, Cha 8  
  SQ evasion, still mind, ki strike, slow fall 
  Feats 
  Endurance, 
  Improved 
  Unarmed 
  Strike, 
  Stunning 
  Fist, 
  Track, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Fiery Fist, Fists of Iron, Ascetic 
  Hunter, Deadly Defense, Pureblooded Suel 
  Skills  Heal +5, Hide +8, Intimidate +5, Jump +15, 
  Knowledge (geography) +0, Listen +8, Move 
  Silently +8, Spot +16, Tumble +20., 
  Possessions combat gear plus vest of resistance +2 
  Active Spells greater mage armor (CL 13), extended 
  shield of faith (CL 11), extended bull’s strength (CL 
  13), extended cat’s grace (CL 13), extended owl’s 
  wisdom (CL 13). 
   
  S C AR L E T  B R O T H E R H O O D  S O R C E R E R 
  CR  10 
  Female Human (Suel) Sor 10 
  LE Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Ancient Suloise  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor (mage armor)) 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 113 
  
  Resist acid 20, electricity 20, fire 20, sonic 20 
  hp 51 (10 HD) 
  Fort +5, Ref +4, Will +7  
  Speed 30 ft. (6 squares) 
  Melee Dagger +4 (1d4-1/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options spells 
  Special Actions Sudden Maximize  
  Class Spells Known (CL 10th): 
   5th (3/day)— telekinesis 
   4th (6/day)— enervation, invisibility-greater 
   3rd (7/day)— displacement, haste, lightning bolt 
   2nd (1/day)— �mirror image, �resist energy, 
  scorching ray, �see invisibility 
   1st (6/day)— �mage armor, magic missile, 
  obscuring mist, ray of enfeeblement, unseen 
  servant 
   0 (6/day)— acid splash, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of 
  frost, read magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 8, Wis 10, Cha 18  
  Feats Extend Spell, Silent Spell, Still Spell, Split Ray, 
  Sudden Maximize 
  Skills Concentration +15, Spellcraft +12 
  Possessions combat gear plus spell component 
  pouch (x3) 
   
  P ALRE THE E 
  CR  8 
  CE medium outsider (chaotic, evil, fire, tanar’ri) 
  Init +3; Senses darkvision 60 ft.; Listen +12, Spot 
  +12 
  Languages Abyssal, Celestial, Draconic; telepathy 
  100 ft. 
  AC 23, touch 13, flat-footed 20 
   (+3 Dex, +10 natural) 
  hp 60 (8 HD); DR 10/good 
  Immune electricity, poison 
  Resist acid 10, fire 10; SR 18 
  Fort +9, Ref +9, Will +11 
  Speed 30 ft. (6 squares) 
  Melee +1 flaming longsword +14/+9 (1d8+7 plus 1d6 
  fire/19-20) or 
  Melee +12 slam (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +12 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions demonic burn, fiery shield, spell-like 
  abilities 
  Spell-Like Abilities (CL 8th): 
  At will–detect good, detect magic, see invisibility 
  1/day--fear (30-foot radius, DC 14). 
  Abilities Str 19, Dex 16, Con 16, Int 13, Wis 12, Cha 
  11  
  Feats Combat Expertise, Dodge, Weapon Focus 
  (longsword) 
  Skills Bluff +11, Diplomacy +15, Hide +14, Intimidate 
  +2, Knowledge (arcana) +12, Listen +12, Sense 
  Motive +12, Search +12, Spellcraft +14, Spot +12 
  Possessions combat gear plus +1 flaming longsword 
  Demonic Burn (Ex) Any creature hit by a palrethee’s 
  slam attack must succeed at a Reflex save (DC 17) 
  or catch fire. The flame burns for 1d4 rounds. A 
  burning creature can take a move action to put out 
  the flame. The save DC is Constitution-based. 
  Fiery Shield (Sp) A palrethee is wreathed in 
  scorching flames that cause damage to each 
  creature that attacks it with a natural or hand-held 
  weapon. Such an attack deals normal damage to 
  the palrethee (assuming its damage reduction is 
  overcome), but at the same time the attacker takes 
  1d6+8 points of fire damage (spell resistance 
  applies; caster level 8th). Weapons with reach, 
  such as longspears, do not endanger their users in 
  this way. 
  Summon Tanar’ri (Sp) Once per day, a palrethee 
  can attempt to summon another palrethee with a 
  30% chance of success. This ability is the 
  equivalent of a 4th level spell. 
   
  G R E ATH O R N  M I N O T AU R 
  CR  7 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., scent, tremorsense 
  120 ft.; Listen +8, Spot +8 
  Languages Undercommon, Giant 
  AC 15, touch 8, flat-footed 15 
   (-1 size, -1 Dex, +7 natural) 
  hp 104 (11 HD); DR 5/--  
  Fort +10, Ref +6, Will +7 
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +17 (2d6+10) or 
  Melee greathammer +17/+12/+7 (3d6+10/x4) and 
  gore +12 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Power Attack 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10  
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Natural Attack (gore), Power Attack, Track 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8 
  Possessions greathammer 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other 
  signs of its presence. 
  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it to 
  twist and warp in a 60-foot-radius emanation 
  around it, doubling movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect does 
  not move with the minotaur; when the minotaur 
  leaves the area, the ground returns to normal. The 
  minotaur 
  ignores 
  the 
  movement 
  penalties 
  generated by its own or another greathorn’s earth 
  warp ability. 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 114 
  
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity maze spells, never become lost, and can 
  track enemies as if they had the Track feat. They 
  are never caught flat-footed. 
  Skills 
  Greathorn minotaurs have a +4 racial bonus on 
  Listen, Search and Spot checks. 
   
  H ALF-R E D  D R AG O N  M I N O T AU R 
  CR  7 
  CE Large Dragon (augmented Monstrous Humanoid) 
  Init +0; Senses darkvision 60 ft., low-light vision, 
  scent; Listen +8, Spot +9 
  Languages Giant  
  AC 23, touch 9, flat-footed 23 
   (-1 Size, +9 Natural, +5 armor (breastplate)) 
  hp 69 (7 HD) 
  Immune sleep, paralysis, fire 
  Fort +6, Ref +5, Will +5 
  Speed 20 ft. in medium armor (4 squares), fly 60 ft. 
  (avg) 
  Melee greataxe +14/+9 (3d6+18/x3) and gore +13 
  (1d8+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +23 
  Attack Options Power Attack 
  Special Actions breath weapon, powerful charge 
  4d6+6 
  Combat Gear Greataxe, chain shirt 
  Abilities Str 34, Dex 10, Con 19, Int 6, Wis 10, Cha 8  
  Feats Combat Reflexes, Power Attack, Flyby Attack, 
  Weapon Focus (Greataxe).  
  Skills Jump +3, Listen +8, Spot +9 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition 
  to the normal benefits and hazards of a charge, 
  this allows the beast to make a single gore attack 
  with a +18 attack bonus that deals 4d6+18 points 
  of damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to 
  maze spells, prevents them from ever becoming 
  lost, and enables them to track enemies. Further, 
  they are never caught flat-footed. 
  Breath Weapon (Ex) Once per day you can emit a 
  30-foot cone of fire, dealing 6d8 damage, with a 
  reflex save (DC 17) for ½ damage. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, 
  and Listen checks. 
   
  AD V AN C E D  M AL E B R AN C H E 
  CR  13 
  LE Huge Outsider (baatezu, evil, lawful) 
  Init +4; Senses Listen +26, Spot +26 
  Languages Infernal, understands Common  
  AC 25, touch 8, flat-footed 25 
   (-2 size, +17 natural) 
  hp 276 (24 HD); regeneration 8; DR 10/good  
  SR 20 
  Fort +21, Ref +14, Will +13 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack 
  Melee huge masterwork trident +33/+28/+23/+18 
  (2d8+15) and gore +30 (2d6+5) or 
  Melee huge masterwork trident +33/+28/+23/+18 
  (2d8+15) and gore +30 (2d6+5) or  
  Melee bite +30 (2d6+5) and 2 claws +32 (2d6+10) or 
  Melee bite +30 (2d6+5) and gore +30 (2d6+5) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +42 
  Atk Options Cleave, Great Cleave, Improved Sunder, 
  Power Attack 
  Special Actions charge, fear aura, improved grab 
  Combat Gear masterwork trident 
  Abilities Str 30, Dex 10, Con 24, Int 10, Wis 9, Cha 
  10  
  SQ baatezu traits, outsider traits 
  Feats Cleave, Flyby Attack, Great Cleave, Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (claw),   
  Improved Sunder, Multiattack, Power Attack, 
  Weapon Focus (trident) 
  Skills Balance +7, Bluff +19, Climb +13, Craft (tourist 
  souvenirs) +11, Diplomacy +2, Intimidate +21, 
  Jump +67, Listen +26, Move Silently +19, Search 
  +19, Spellcraft +5, Spot +26, Tumble +29 
  Charge (Ex) A malebranche typically begins a battle 
  with a flying charge at an opponent on the ground. 
  In addition to the normal benefits and hazards of a 
  charge, this tactic allows the malebranche to make 
  a single gore attack (+32 melee) that deals 6d6+15 
  points of damage. The creature can also charge 
  while moving on the ground if it wishes.  
  Improved Grab (Ex) If a malebranche hits an 
  opponent that is at least one size category smaller 
  than itself with a claw attack, it deals normal 
  damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity 
  (grapple bonus +42). The creature has the option 
  to conduct the grapple normally, or simply use its 
  claw to hold the opponent (-20 penalty on grapple 
  check, but the malebranche is not considered 
  grappled). In either case, each successful grapple 
  check it makes during successive rounds deals 
  claw damage. 
  Fear Aura (Su) As a free action, a malebranche can 
  produce a fear effect. This ability functions like a 
  fear spell (caster level 12th; save DC 18), except 
  that it affects all creatures with a 15-foot radius 
  around the malebranche. Any creature that makes 
  a successful saving throw against the effect cannot 
  be affected again by the malebranche’s fear aura 
  for 24 hours. All baatezu are immune to the 
  malebranche’s fear aura. 
  Regeneration (Ex) A malebranche takes normal 
  damage from acid, and also from holy and blessed 
  weapons of at least +3 enhancement. 
   
  URD 8-05 Blood Runs Thicker than Water 
   
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  5A:2 TEMPLE OF LENDOR 
  (ADDITIONAL) 
   
   
  B O N E D R I N K E R,  L E S S E R 
  CR  4 
  CE Small Undead 
  Init +4; Senses darkvision 60 ft., scent; Listen +9, 
  Spot +9 
  AC 16, touch 15, flat-footed 12 
   (+1 size, +4 Dex, +1 natural) 
  hp 59 (7 HD)  
  Resist cold 5, fire 5, sonic 5 
  Fort +2, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +6 (1d8+2) and 2 claws +1 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +1 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 15, Dex 18, Con --, Int 8, Wis 12, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Natural Attack 
  (claw), Power Attack 
  Skills Hide +15, Listen +9, Move Silently +15, Spot 
  +9 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its 
  bones. To do this, the bonedrinker must make a 
  successful grapple check. If it pins its foe, it fastens 
  onto the creature with its horrendous fangs. It then 
  secretes a painful toxin into the victim that deals 
  1d4 points of Constitution damage. Creatures 
  reduced to 0 Constitution die, as the majority of 
  their bones become too brittle to support their 
  bodies and they collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic claw or tentacle damage in each 
  subsequent round that it maintains the grapple, and 
  a bonedrinker that has successfully pinned an 
  opponent can begin to drink its bones (see 
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Unholy Toughness (Ex) A lesser bonedrinker gains 
  a bonus to its hit points equal to its Charisma 
  modifier x its hit dice. 
  Pounce (Ex) If a bonedrinker charges, it can make a 
  full attack in the same round. 
   
  B O N E D R I N K E R 
  CR  6 
  CE Medium Undead 
  Init +3; Senses darkvision 60 ft., scent; Listen +13, 
  Spot +13 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 93 (11 HD); DR 5/silver or good  
  Resist cold 10, fire 10, sonic 10 
  Fort +3, Ref +6, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 2 tentacles +10 (1d10+5) and 2 claws +5 
  (1d8+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Atk Options Cleave, Combat Reflexes, Power Attack 
  Special Actions bonedrink, improved grab, pounce 
  Abilities Str 21, Dex 16, Con --, Int 8, Wis 14, Cha 15  
  SQ undead traits, unholy toughness 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack (claw), Power Attack 
  Skills Hide +13, Listen +13, Move Silently +17, Spot 
  +13 
  Bonedrink (Su) Once a bonedrinker has successfully 
  grappled an opponent, it can begin to drink its 
  bones. To do this, the bonedrinker must make a 
  successful grapple check. If it pins its foe, it fastens 
  onto the creature with its horrendous fangs. It then 
  secretes a painful toxin into the victim that deals 
  1d6 points of Constitution damage. Creatures 
  reduced to 0 Constitution die, as the majority of 
  their bones become too brittle to support their 
  bodies and they collapse into a sack of loose flesh.  
  Creatures without bones or Constitution scores are 
  immune to the Constitution damaging effects of the 
  bone-drink ability. 
  Improved Grab (Ex) To use this ability, a bonedrinker 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and deals automatic claw or 
  tentacle damage to the grappled victim. It can deal 
  automatic claw or tentacle damage in each 
  subsequent round that it maintains the grapple, and 
  a bonedrinker that has successfully pinned an 
  opponent can begin to drink its bones (see 
  Bonedrink, above). Bonedrinkers have a +4 racial 
  bonus on grapple checks. 
  Pounce (Ex) If a bonedrinker charges, it can make a 
  full attack in the same round.  
   
  5 B:2  T E M P L E  O F  K O R D  (AD D I T I O N AL) 
   
  AS P E C T  O F  B AP H O M E T 
  CR  7 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +2; Senses darkvision 60 ft; Listen +15, Spot +15 
  Languages Abyssal, Common, Giant; telepathy 100 
  ft. 
  AC 20, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +9 natural) 
  hp 84 (8 HD); DR 10/cold iron and good 
  Immune electricity, maze, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 Glaive +15/+10 (2d8+11) and gore +9 
  (2d6+3) or 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 116 
  
  Melee 2 claws +13 (1d6+6) and gore +8 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +8; Grp +18 
  Atk Options Awesome Blow, Improved Bull Rush, 
  Power Attack, Powerful Charge 
  Abilities Str 23, Dex 14, Con 22, Int 16, Wis 18, Cha 
  15  
  SQ natural cunning, tanar’ri traits 
  Feats Awesome Blow, Improved Bull Rush, Power 
  Attack, Powerful Charge 
  Skills Climb +17, Diplomacy +4, Handle Animal +13, 
  Hide +4, Intimidate +13, Jump +17, Knowledge 
  (nature) +14, Knowledge (the planes) +14, Listen 
  +15, Move Silently +7, Ride +4, Sense Motive +15, 
  Spot +15, Survival +15 (+17 in aboveground 
  natural environments, +17 on other planes) 
  Possessions +2 Large glaive 
  Natural Cunning (Ex) An aspect of Baphomet 
  possesses an innate cunning and logical ability 
  similar to that of a minotaur. He is immune to maze 
  spells, never becomes lost, and can track enemies 
  as if he had the Track feat. He is never caught flat-
  footed. 
   
  Before you stands a humanoid more than 12 
  feet tall covered in thick, black matted hair. Its 
  head is that of a bull, and its eyes glow with 
  fiendish light. Its great horns, longer than those 
  of any bull, are permanently stained dark red 
  with blood. Its cloven hooves are scarred and 
  stained with blood as well. Its expression is one 
  of sardonic primal anger, like he’s mocking your 
  very nature. 
   
  G R E ATH O R N  M I N O T AU R 
  CR  7 
  CE Large monstrous humanoid (earth) 
  Init -1; Senses darkvision 60 ft., scent, tremorsense 
  120 ft.; Listen +8, Spot +8 
  Languages Undercommon, Giant 
  AC 15, touch 8, flat-footed 15 
   (-1 size, -1 Dex, +7 natural) 
  hp 104 (11 HD); DR 5/--  
  Fort +10, Ref +6, Will +7 
  Speed 30 ft. (6 squares); earth glide 
  Melee gore +17 (2d6+10) or 
  Melee greathammer +17/+12/+7 (3d6+10/x4) and 
  gore +12 (2d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with glaive) 
  Base Atk +11; Grp +22 
  Atk Options Awesome Blow, Power Attack 
  Abilities Str 24, Dex 8, Con 20, Int 9, Wis 10, Cha 10  
  SQ natural cunning 
  Feats Awesome Blow, Great Fortitude, Improved 
  Natural Attack (gore), Power Attack, Track 
  Skills Intimidate +3, Listen +8, Search +3, Spot +8 
  Possessions greathammer 
  Earth Glide (Ex) A greathorn minotaur can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other 
  signs of its presence. 
  Earth Warp (Su) As a swift action, a greathorn 
  minotaur can cause the earth and rock around it to 
  twist and warp in a 60-foot-radius emanation 
  around it, doubling movement costs through that 
  area. Natural stone, finished stone, and dirt 
  surfaces are subject to this effect. The effect does 
  not move with the minotaur; when the minotaur 
  leaves the area, the ground returns to normal. The 
  minotaur 
  ignores 
  the 
  movement 
  penalties 
  generated by its own or another greathorn’s earth 
  warp ability. 
  Natural Cunning (Ex) Greathorn minotaurs have 
  immunity maze spells, never become lost, and can 
  track enemies as if they had the Track feat. They 
  are never caught flat-footed. 
  Skills 
  Greathorn minotaurs have a +4 racial bonus on 
  Listen, Search and Spot checks. 
   
  M I N O T AU R 
  CR  4 
  CE Large Monstrous Humanoid 
  Init +0; Senses darkvision 60 ft., scent; Listen +7, 
  Spot +7 
  Languages Giant  
  AC 18, touch 9, flat-footed 18 
   (-1 Size, +5 Natural, +4 armor (chain shirt)) 
  hp 39 (6 HD) 
  Fort +6, Ref +5, Will +5 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft.; 
  Melee greataxe +9/+4 (3d6+6/x3) and gore +4 
  (1d8+2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +14 
  Attack Options Power Attack 
  Special Actions powerful charge 4d6+6 
  Combat Gear Greataxe, chain shirt 
  Abilities Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8  
  Feats Great Fortitude, Power Attack, Track.  
  Skills Intimidate +2, Listen +7, Search +2, Spot +7 
  Powerful Charge (Ex) A minotaur typically begins a 
  battle by charging at an opponent, lowering its 
  head to bring its mighty horns into play. In addition 
  to the normal benefits and hazards of a charge, 
  this allows the beast to make a single gore attack 
  with a +9 attack bonus that deals 4d6+6 points of 
  damage.  
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity to 
  maze spells, prevents them from ever becoming 
  lost, and enables them to track enemies. Further, 
  they are never caught flat-footed. 
  Skills  
  Minotaurs have a +4 racial bonus on Search, Spot, 
  and Listen checks. 
   
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  5C:2 TEMPLE OF PHAULKON 
  (ADDITIONAL) 
   
   
  H ALF-F I E ND J U V E N I L E  AR R O W H AW K 
  CR  6 
  CE Small Outsider (Air, Extraplanar) 
  Init +8; Senses darkvision 60 ft.; Listen +7, Spot +7 
  Languages Auran 
  AC 24, touch 19, flat-footed 16; Dodge 
   (+1 Size, +8 Dex, +5 Natural) 
  hp 39 (6 HD) 
  Immune acid, disease, electricity, poison 
  Resist cold 10, fire 10; SR 16 
  Fort +7, Ref +13, Will +6 
  Speed Fly 60 ft. (perfect) (10 squares) 
  Melee bite +15 (1d6+4) or 
  Melee 2 claws +15 (1d3+3) and bite +13 (1d4+1)  
  Ranged electricity ray +15 touch (2d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5 
  Special Actions electricity ray, smite good 
  Spell-Like Abilities (CL 6th): 
   3/day— darkness, poison 
   1/day— desecrate, unholy blight 
  Abilities Str 16, Dex 26, Con 14, Int 7, Wis 13, Cha 
  15  
  SQ spell-like abilities 
  Feats Dodge, Multi-attack, Weapon Finesse.  
  Skills Diplomacy +4, Escape Artist +14, Knowledge 
  (the planes) +8, Listen +7, Move Silently +14, 
  Search +8, Sense Motive +7, Spot +7, Survival +7 
  (+9 following tracks, +9 on other planes), Use Rope 
  +8 (+10 with bindings)  
  Electricity Ray (Su) An arrowhawk can fire this ray 
  once per round, with a range of 50 feet.  
  Smite Good (Su) Once per day the creature can 
  make a normal melee attack to +6 damage against 
  a good foe.  
   
  AS P E C T  O F  P AZ U Z U 
  CR  8 
  CE Large Outsider (chaotic, evil, extraplanar, obyrith) 
  Init +6; Senses darkvision 60 ft, true seeing; Listen 
  +15, Spot +15 
  Languages Abyssal, Auran, Common; telepathy 100 
  ft. 
  AC 23, touch 16, flat-footed 17; Dodge, Mobility 
   (+6 Dex, +7 natural) 
  hp 86 (9 HD); DR 10/cold iron and good 
  Immune electricity, mind-affecting spells and abilities, 
  poison 
  Resist acid 10, cold 10, fire 10  
  Fort +11 Ref +12, Will +9 
  Speed 30 ft. (6 squares), fly 60 ft. (good); Spring 
  Attack 
  Melee +2 greatsword +15/+10 (2d6+8/17-20) and 2 
  talons +8 (1d6+2)  
  Base Atk +9; Grp +13 
  Abilities Str 18, Dex 22, Con 21, Int 18, Wis 16, Cha 
  19  
  SQ Aura of servile avians, obyrith traits 
  Feats Dodge, Improved Critical (greatsword), Mobility, 
  Spring Attack 
  Skills Balance +8, Bluff +16, Diplomacy +14, Disguise 
  +16 (+18 acting in character), Gather Information 
  +10, 
  Hide 
  +18, 
  Intimidate 
  +18, 
  Jump 
  +6, 
  Knowledge (religion) +16, Knowledge (the planes) 
  +16, Listen +15, Move Silently +18, Sense Motive 
  +15, Spot +15, Survival +3 (+5 on other planes), 
  Tumble +18 
  Possessions +2 greatsword 
  Aura of Servile Avians (Su) All evil-aligned creatures 
  with a natural fly speed feel a strange bond of 
  attraction to an aspect of Pazuzu. Before such a 
  creature takes any hostile action against the aspect 
  of Pazuzu, it must make a DC 18 Will save. Failure 
  indicates that the creature’s attack fails and its 
  action is wasted. This aura extends to a radius of 
  120 feet. The saving throw is Charisma-based. 
   
  This tall and well-muscled man has sharp talons 
  for feet, and these talons scrape the ground as it 
  approaches. Its hawk-like head somehow also 
  appears to have the features of a handsome 
  human. His hooked beak is full of small, sharp 
  teeth. Four black, feathered wings rise from its 
  back, and smoke rises from them as if they were 
  constantly smoldering. 
   
  5D:2 TEMPLE OF LYDIA (ADDITIONAL) 
  G R AY  O O Z E 
  CR  4 
  N Medium Ooze 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Languages -- 
  AC 5, touch 5, flat-footed 5 
   (-5 Dex) 
  hp 31 (3 HD)  
  Immune cold, fire 
  Fort +6, Ref -4, Will -4 
  Speed 10 ft. (2 squares) 
  Melee slam +3 (1d6+1 plus 1d6 acid) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +3 
  Special Actions acid, constrict 1d6+1 plus 1d6 acid, 
  improved grab 
  Abilities Str 12, Dex 1, Con 21, Int --, Wis 1, Cha 1  
  SQ ooze traits, transparent 
  Feats --  
  Skills -- 
  Acid (Ex) A gray ooze secretes a digestive acid that 
  quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals 
  acid damage. Armor or clothing dissolves and 
  becomes useless immediately unless it succeeds 
  on a DC 16 Reflex save. A metal or wooden 
  weapon that strikes a gray ooze also dissolves 
  immediately unless it succeeds on a DC 16 Reflex 
  save. The save DCs are Constitution-based. 
  The ooze’s acidic touch deals 16 points of damage 
  per round to wooden or metal objects, but the ooze 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 118 
  
  must remain in contact with the object for 1 full 
  round to deal this damage. 
  Constrict (Ex) A gray ooze deals automatic slam and 
  acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a -4 penalty on 
  Reflex saves against the acid. 
  Improved Grab (Ex) To use this ability, a gray ooze 
  must hit with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Transparent (Ex) A gray ooze is hard to identify, 
  even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to 
  notice a gray ooze and walk into it are 
  automatically hit with a melee attack for slam and 
  acid damage. 
   
  AD V AN C E D  L AV A O O Z E 
  CR  8 
  N Huge Ooze (fire) 
  Init -5; Senses blindsight 60 ft.; Listen -5, Spot -5 
  Languages -- 
  AC 3, touch 3, flat-footed 3 
   (-2 Size, -5 Dex) 
  hp 290 (20 HD)  
  Immune fire 
  Fort +15, Ref +1, Will +1 
  Weakness vulnerability to cold 
  Speed 10 ft. (2 squares), climb 10 ft. 
  Melee slam +22 (1d8+13 plus 2d6 fire) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +15; Grp +32 
  Special Actions burn, constrict 1d8+13 plus 2d6 fire, 
  improved grab 
  Abilities Str 28, Dex 1, Con 28, Int --, Wis 1, Cha 1  
  SQ ooze traits 
  Feats --  
  Skills – 
  Burn (Ex) A lava oozes body has temperature and 
  consistency of thick lava. With a successful slam 
  attack, the ooze leaves behind some of its 
  substance might set flesh and clothing aflame. A 
  struck creature must make a DC 21 Reflex save or 
  catch on fire. The flames burn for 1d4 rounds. See 
  Catching on fire, page 303 of the DMG. The save 
  DC is Constitution based.  
  Creatures that strike a lava ooze with a natural 
  weapon or an unarmed strike take 2d6 of fire 
  damage and catch on fire unless they succeed on 
  a Reflex save. 
  Constrict A lava ooze deals automatic slam and fire 
  damage with a successful grapple check. 
  Improved Grab To use this ability, a lava ooze must 
  hit with its slam attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. A creature 
  grapples by the ooze automatically takes fire 
  damage each round, even if it avoids taking slam 
  damage. 
   
  AS P E C T  O F  J U B I L E X 
  CR  8 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +3; Senses blindsight 60 ft., darkvision 60 ft; 
  Listen +13, Spot +13 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 22, touch 12, flat-footed 19 
   (-1 size, +3 Dex, +10 natural) 
  hp 84 (8 HD); DR 10/cold iron and good 
  Immune acid, bludgeoning damage, electricity 
  Resist fire 10  
  Fort +12, Ref +9, Will +8 
  Speed 30 ft. (6 squares), climb 30 ft. 
  Melee 2 slams +13 (1d8+6 plus 1d6 acid) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved grab, constrict 1d6+6 plus 1d6 acid 
  Abilities Str 23, Dex 16, Con 23, Int 14, Wis 15, Cha 
  10  
  SQ amorphous, tanar’ri traits 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Natural Attack (slam) 
  Skills Bluff +11, Climb +14, Diplomacy +4, Hide +10, 
  Intimidate 
  +13, 
  Knowledge 
  (arcana) 
  +13, 
  Knowledge (dungeoneering) +13, Listen +13, Move 
  Silently +14, Sense Motive +13, Spellcraft +4, Spot 
  +13, Survival +2 (+4 when underground), Swim 
  +17 
  Constrict (Ex) The aspect of Jubilex deals 1d6+6 
  points of damage plus 1d6 points of acid damage 
  with a successful grapple check, in addition to 
  damage from his slam attack. 
  Improved Grab (Ex) To use this ability, the aspect of 
  Jubilex must hit an opponent of Large or smaller 
  size with his slam attack. He can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If he wins the grapple 
  check, he establishes a hold and can constrict or 
  attempt to engulf. 
  Amorphous (Ex) Bludgeoning weapons and impact 
  damage deal no damage to an aspect of Jubilex. 
  He can slip through spaces that otherwise could 
  accommodate a creature no larger than Tiny 
  because of his jellylike substance. 
   
  A glistening cone of slime and jelly rises to a 
  height of 10 feet before you. It is striped in veins 
  of black and green, and its red eyes glow from 
  ever-shifting positions within the slimy body. A 
  pair of pseudopods writhe and twitch in your 
  direction. 
   
  6: THE CEMETARY AND CHURCH OF 
  WEE JAS (CORE) 
  I M M E RAN V E R L E 
  CR  19 
  Male Human (Suel) Cleric 16 Heirophant 1 
  CE Medium humanoid (human) 
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  Page 119 
  
  Init +0; Senses Listen +8, Spot +8; true seeing 
  Aura Overwhelming Chaos and Evil 
  Languages Common, Ancient Suel  
  AC 33, touch 14, flat-footed 32 
   (+12 armor, +6 shield, +5 deflection) 
  hp 136 (19 HD) + false life (1d10+10) 
  Resist acid 30, cold 30, electricity 30, fire 30; SR 31 
  Fort +17, Ref +8, Will +23 
  Speed 20 ft. in heavy armor (4 squares), base 
  movement 30 ft. 
  Melee touch spell +13 (various) or 
  Ranged touch spell +13 (various) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +13 
  Atk Options spells 
  Special Actions divine reach, sudden empower, 
  sudden maximize, sudden still, spontaneous inflict 
  spells, rebuke undead (5/day, 1d20+2, 2d6+15 
  damage) 
  Class Spells Prepared (CL 19th): 
   9th— imprisonment*, miracle, wail of the banshee 
  (D)  
   8th— create greater undead (D), fell drain and fell 
  weaken flame strike, fell drain harm, �mind 
  blank*, unholy aura 
   7th— disintegrate (D), fell weaken harm, finger of 
  death*, fell drain flame strike, repulsion 
   6th— create undead (D), dispel magic – greater, 
  fell weaken flame strike, heal, heal, repulsion 
   5th— fell weaken enervation, fell drain vampiric 
  touch, flame strike, �spell resistance, slay living 
  (D), �true seeing 
   4th— cure critical wounds, cure critical wounds, 
  �death ward (D), *enervation, �freedom of 
  movement, poison, fell drain soundburst 
   3rd— �animate dead (D), bestow curse, cure 
  serious 
  wounds, 
  dispel 
  magic, 
  �magic 
  vestments, �magic vestments, �protection from 
  energy (sonic), *vampiric touch. 
   2nd— bear’s endurance, cure moderate wounds, 
  death knell (D), �*false life, �resist energy, 
  �resist energy, �resist energy, �resist energy.  
   1st—bless, cause fear (D), cure light wounds, cure 
  light wounds, divine favor, obscuring mist, *ray of 
  enfeeblement, �shield of faith 
   0— cure minor wounds, cure minor wounds, detect 
  magic, guidance, read magic, resistance 
  D: Domain spell. Deity: Orcus. Domain: Death  
  �Already cast 
  Abilities Str 10, Dex 10, Con 14, Int 8, Wis 26, Cha 
  14  
  Feats Divine Armor, Divine Vigor, Domain Focus 
  (death), 
  Fell 
  Drain, 
  Fell 
  Weaken, 
  Sudden 
  Empower, Sudden Maximize, Sudden Still 
  Skills Knowledge (arcane) +1, Concentration +22, 
  Knowledge (the planes) +21 
  Possessions combat gear plus vest of resistance +2, 
  belt of dwarvenkind, periapt of wisdom +4, 
  gauntlets of ogre power, lesser metamagic rod of 
  extend spell (x2), metamagic rod of quicken spell, 
  metamagic rod of maximize spell. 
  *Divine Magician (Variant) Replaces: Gain only one 
  domain Benefit: Gain 1 abjuration, divination or 
  necromancy wizard spell per spell level.  
   
  G R E ATE R  S H AD O W 
  CR  8 
  CE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Common  
  AC 14, touch 14, flat-footed 12; Dodge 
   (+2 Dex, +2 deflection) 
  hp 58 (9 HD) 
  Resist turn resistance +2 
  Fort +3, Ref +5, Will +7 
  Speed Fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +6 (1d8 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Special Actions create spawn, strength damage 
  Abilities Str --, Dex 15, Con --, Int 6, Wis 12, Cha 14  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge, Mobility, Spring Attack. 
  Skills Hide +14, Listen +9, Search +6, Spot +9. 
  Strength Damage (Su) The touch of a greater 
  shadow deals 1d8 points of Strength damage to a 
  living foe. 
  Create Spawn (Su) Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under 
  the control of its killer within 1d4 rounds. 
  Skills  
  Shadows have a +2 racial bonus on Listen and Spot 
  checks and a +4 racial bonus on Search checks. 
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit 
  areas, it takes a -4 penalty on Hide checks. 
   
  B O N E C L AW 
  CR  5 
  CE Large undead 
  Init +8; Senses darkvision 60 ft.; Listen +15, Spot 
  +15  
  AC 16, touch 13, flat-footed 12 
     (-1 size, +4 Dex, +3 natural) 
  hp 105 (10 HD); DR 5/bludgeoning 
  Immune cold 
  Resist turn resistance +2 
  Fort +3, Ref +7, Will +9  
  Speed 40 ft. (8 squares) 
  Melee 2 piercing claws +7 (2d6+7) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +5; Grp +14 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions reaching claws  
  Abilities Str 21, Dex 18, Con --, Int 14, Wis 14, Cha 
  19  
  SQ undead traits, unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Power Attack 
  Skills Hide +13, Intimidate +17, Listen +15, Move 
  Silently +17, Search +15, Spot +15 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 120 
  
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 
  feet (thereby allowing the boneclaw to threaten 
  more squares than even its Large size would 
  otherwise indicate. 
  Unholy Toughness (Ex) A boneclaw gains a bonus 
  to its hit points equal to its Charisma modifier x Hit 
  Dice. 
   
  AD V AN C E D  B O N E  N AG A 
  CR  12 
  LE Large undead 
  Init +5; Senses Listen +20, Spot +23 
  Languages telepathy 250 ft.  
  AC 20, touch 10, flat-footed 19;Dodge 
     (-1 size, +1 Dex, +6 natural, +4 armor (mage 
  armor)) 
  Miss Chance 20% 
  hp 123 (19 HD); DR 5/slashing or bludgeoning 
  Immune undead immunities 
  Resist acid 30, fire 30, sonic 30 SR 23 
  Fort +6, Ref +9, Will +13  
  Speed 40 ft. (8 squares) 
  Melee sting +11 (2d4+3 plus poison) and bite +6 
  (1d4+1 plus poison) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +16 
  Special Actions poison, spells 
  Class Spells Known (CL 14th; save DC 13+spell 
  level (14+spell level for Evocation): 
   7th (3/day)— Mordenkainen’s sword 
   6th (5/day)— chain lightning, dispel magic – 
  greater 
   5th (6/day)— bigby’s interposing hand, cone of 
  cold, wall of force 
   4th (7/day)— bestow curse, dimension door, fire 
  shield, ice storm 
   3rd (7/day)— dispel magic, fly, haste, lightning bolt 
   2nd (2/day)— �blur, glitterdust, �mirror image, 
  �resist energy, scorching ray 
   1st (6/day)— �mage armor, magic missile, ray of 
  enfeeblement, shield, true strike 
   0 (6/day)— acid splash, detect magic, mage hand, 
  mending, message, open/close, prestidigitation, 
  ray of frost, read magic 
  �Already cast 
  Abilities Str 16, Dex 13, Con --, Int 16, Wis 15, Cha 
  18  
  SQ detect thoughts, guarded thoughts, undead traits 
  Feats Combat Casting, Dodge, Improved Initiative, 
  Iron Will, Lightning Reflexes, Sudden Still Spell, 
  Spell Focus (evocation) 
  Skills Bluff +22, Concentration +21, Diplomacy +8, 
  Hide +15, Intimidate +24, Listen +20, Sense Motive 
  +20, Spellcraft +25, Spot +23 
  Poison (Ex) A bone naga delivers its poison via 
  successful bite or sting attacks. The poison from its 
  bite (Fortitude save DC 17) has the same initial 
  and secondary damage (1d4 points of Strength 
  damage). The poison from its sting (Fortitude save 
  DC 17) is more virulent; its initial damage is 1d4 
  points of Constitution drain, and the secondary 
  damage is 1d4 points of Constitution damage. 
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thoughts of those around it. This ability 
  functions like a detect thoughts spell (caster level 
  9th; Will save DC 15), and it is always active. 
  Guarded Thoughts (Ex) Because of their ability to 
  shield their thoughts, bone nagas are immune to 
  any form of mind-reading. 
   
  B L O O D H U L K  C R U S H E R 
  CR  8 
  NE Huge undead 
  Init -2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages understands creator's orders  
  AC 14, touch 6, flat-footed 14 
     (-2 size, -2 Dex, +8 natural) 
  hp 280 (20 HD) 
  Immune undead immunities 
  Fort +6, Ref +4, Will +12 
  Weakness fragile  
  Speed 30 ft. (6 squares) 
  Melee slam +24 (3d6+24) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +10; Grp +34 
  Abilities Str 43, Dex 6, Con --, Int --, Wis 10, Cha 1  
  SQ blood bloated, undead traits 
  Feats -- 
  Skills Listen +0, Spot +0 
  Blood Bloated (Ex) A Bloodhulk Crusher always 
  gains the maximum hit points possible per Hit Die. 
  In addition, it gains 2 bonus hit points per Hit Die. 
  Fragile (Ex) A Bloodhulk Crusher takes an extra 1d6 
  points of damage whenever it takes at least 1 point 
  of damage from a piercing or slashing weapon. 
   
  H UM AN C O M M O N E R  Z O M B I E 
  CR  ½   
  NE Medium undead 
  Init -1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages --  
  AC 11, touch 9, flat-footed 11 
     (-1 Dex, +2 natural) 
  hp 16 (2 HD); DR 5/slashing 
  Immune undead immunities 
  Fort +0 Ref -1, Will +3 
  Speed 30 ft. (6 squares) can’t run 
  Melee slam +3 (1d6+1) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 8, Con --, Int --, Wis 10, Cha 1  
  SQ single actions only, undead traits 
  Feats Toughness 
   
  8A:2 THE CHURCH OF PELOR 
  (OPTIONAL)  
   
  T I E F L I N G  S H AD O W  M AG E 
  CR  9 
  Male Tiefling Wizard 9 
  CE Medium Outsider 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 121 
  
  Init +7; Senses Darkvision 60 ft.; Listen +0, Spot +0 
  Languages Common, Draconic, Gnome, Goblin, 
  Halfling, Infernal, Orc 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +6 armor (greater mage armor)) 
  hp 37 (9 HD) plus false life (1d10+9) ;  
  Immune  
  Resist cold 5, electricity 5, fire 5 
  Fort +4, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Spells 
  Special Actions Immediate Magic (Cursed Glance), 
  Force Domain 
  Class Spells Prepared (CL 9th, base DC 16 + spell 
  level): 
   5th— bigby’s interposing hand, feeblemind, waves 
  of fatigue 
   4th— 
  bestow 
  curse, 
  enervation, 
  ice 
  storm, 
  invisibility - greater 
   3rd— displacement, fireball, heroism, ray of 
  exhaustion, �mage armor - greater 
   2nd— �blur, �false life, glitterdust, �mirror 
  image, scorching ray, �see invisibility, touch of 
  idiocy 
   1st— backbiter, magic missile (x2), obscuring mist, 
  ray of enfeeblement, ray of enfeeblement, ray of 
  enfeeblement 
   0— detect magic, mage hand, prestidigitation, read 
  magic, resistance 
  �Already cast 
  Spell-Like Abilities (CL 9th): 
   1/day — darkness 
  Abilities Str 8, Dex 16, Con 12, Int 22, Wis 10, Cha 6  
  Feats Improved Initiative, Spell Focus (Necromancy), 
  Greater Spell Focus (Necromancy), Scribe Scroll, 
  Sudden Still.  
  Skills Concentration +13, Decipher Script +18, 
  Knowledge (arcana) +18, Knowledge (history) +8, 
  Knowledge (nobility) +18, Knowledge (religion) 
  +18, Knowledge (the planes) +18, Spellcraft +20 
  Domain Granted Power (force) As a supernatural 
  ability, once per day you can re-roll any damage 
  roll and take the better of the two rolls. 
   
    
  Skills  
  +2 racial bonus on Bluff and Hide checks 
   
  G R E ATE R  S H AD O W 
  CR  8 
  CE Medium Undead (Incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Common  
  AC 14, touch 14, flat-footed 12; Dodge 
   (+2 Dex, +2 deflection) 
  hp 58 (9 HD) 
  Resist turn resistance +2 
  Fort +3, Ref +5, Will +7 
  Speed Fly 40 ft. (good) (8 squares) 
  Melee incorporeal touch +6 (1d8 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp -- 
  Special Actions create spawn, strength damage 
  Abilities Str --, Dex 15, Con --, Int 6, Wis 12, Cha 14  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge, Mobility, Spring Attack. 
  Skills Hide +14, Listen +9, Search +6, Spot +9. 
  Strength Damage (Su) The touch of a greater 
  shadow deals 1d8 points of Strength damage to a 
  living foe. 
  Create Spawn (Su) Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under 
  the control of its killer within 1d4 rounds. 
  Skills  
  Shadows have a +2 racial bonus on Listen and Spot 
  checks and a +4 racial bonus on Search checks. 
  *A shadow gains a +4 racial bonus on Hide checks 
  in areas of shadowy illumination. In brightly lit 
  areas, it takes a -4 penalty on Hide checks. 
   
  S H AD E S T E E L  G O L E M 
  CR  11 
  N Medium Construct (Incorporeal) 
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages --  
  AC 33, touch 13, flat-footed 30 
   (+3 Dex, +20 natural) 
  hp 119 (18 HD); DR 10/adamantine and magic 
  Immune magic 
  Fort +6, Ref +9, Will +6 
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee 2 slams +20 (2d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +20 
  Special Actions negative pulse wave 
  Abilities Str 24, Dex 16, Con --, Int --, Wis 11, Cha 7  
  SQ construct traits 
  Feats --. 
  Skills Hide +15, Move Silently +19. 
  Negative Pulse Wave (Su) The shadesteel golem 
  can radiate a burst of inky black negative energy as 
  a free action every 1d4+1 rounds. The pulse wave 
  drains life from all living creatures with 40 feet of 
  the golem, dealing 12d6 points of negative energy 
  damage. A DC 19 Fortitude save halves the 
  damage; the save DC is Constitution-based. 
  Undead creatures within the area are healed of 
  12d6 points of damage instead, and any turning 
  effect they are under is broken. A death ward spell 
  or similar effect protects a creature from a 
  shadesteel golem’s negative pulse wave. 
  Immunity to Magic (Ex) A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below. 
   
  A magical effect that has the light descriptor 
  (such as continual flame) causes the golem to 
  speed up as if affected by the spell haste for 2d4 
  rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 122 
  
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified the creature as a 
  nightwalker or other undead, or if the golem is 
  standing near undead. 
   
  If a shadesteel golem is target by or within the 
  area of a spell with the darkness or shadow 
  descriptor, the golem is healed of 1 point of 
  damage per level of the spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills  
  A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
   
  12: THE PALLINDROME (CORE) 
  E I G HT-H E AD E D  AD V AN C E D  AN K H E G 
  CR  12 
  N Huge magical beast 
  Init +3; Senses darkvision 90 ft., low-light vision, 
  tremorsense 60 ft.; Listen +20, Spot +17 
  Languages Common  
  AC 26, touch 7, flat-footed 26 
   (-2 size, -1 Dex, +19 natural) 
  hp 428 (23 HD)  
  Fort +25, Ref +11, Will +7 
  Speed 30 ft. (6 squares), burrow 20 ft. 
  Melee 8 bites +31 (4d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +23; Grp +41 
  Atk Options Combat Reflexes 
  Special Actions improved grab 
  Abilities Str 30, Dex 8, Con 36, Int 1, Wis 13, Cha 6  
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (bite), 
  Toughness 
  Skills Climb +8, Listen +20, Move Silently +2, Spot 
  +17, 
  Note: These ankhegs have been specially bred in the 
  pits of the abyss. It was found that without breeding 
  out their acidic bite and spitting ability that their 
  heads would in fact melt, causing a big mess and 
  one less multi-headed ankheg. These beasts do 
  not have the extra acid damage nor the spit acid 
  ability of normal ankhegs. 
  Improved Grab (Ex) To use this ability, an ankheg 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If the ankheg is damaged 
  after grabbing its prey, it retreats backward down 
  its tunnel at its land speed (not its burrow speed), 
  dragging the victim with it. 
   
  E L E V E N-H E AD E D  AD V AN C E D  AN K H E G 
  CR  15 
  N Huge magical beast 
  Init +3; Senses darkvision 90 ft., low-light vision, 
  tremorsense 60 ft.; Listen +26, Spot +23 
  Languages Common  
  AC 29, touch 7, flat-footed 29 
   (-2 size, -1 Dex, +22 natural) 
  hp 626 (29 HD)  
  Fort +28, Ref +11, Will +7 
  Speed 30 ft. (6 squares), burrow 20 ft. 
  Melee 11 bites +37 (4d6+15) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +29; Grp +47 
  Atk Options Combat Reflexes 
  Special Actions improved grab 
  Abilities Str 30, Dex 8, Con 42, Int 1, Wis 13, Cha 6  
  Feats 
  Alertness, 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Improved 
  Natural 
  Attack 
  (bite), 
  Toughness 
  Skills Climb +8, Listen +26, Move Silently +2, Spot 
  +23, 
  Note: These ankhegs have been specially bred in the 
  pits of the abyss. It was found that without breeding 
  out their acidic bite and spitting ability that their 
  heads would in fact melt, causing a big mess and 
  one less multi-headed ankheg. These beasts do 
  not have the extra acid damage nor the spit acid 
  ability of normal ankhegs. 
  Improved Grab (Ex) To use this ability, an ankheg 
  must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If the ankheg is damaged 
  after grabbing its prey, it retreats backward down 
  its tunnel at its land speed (not its burrow speed), 
  dragging the victim with it. 
   
  AS P E C T  O F  D E M O G O R G O N 
  CR  9 
  CE Large Outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +7; Senses darkvision 60 ft.; see invisibility 
  always (as spell caster level 11th); Listen +21, Spot 
  +21 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 23, touch 12, flat-footed 20; Dodge 
   (-1 size, +3 Dex, +11 natural) 
  hp 104 (11 HD); DR 10/cold iron and good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10  
  Fort +12, Ref +10, Will +12 
  Speed 35 ft. (7 squares) 
  Melee 2 tentacles +15 (1d6+5) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +19 
  Atk Options Combat Reflexes 
  Special Actions dual action, gaze 
  Abilities Str 21, Dex 16, Con 21, Int 20, Wis 21, Cha 
  20  
  Feats Alertness, Combat Reflexes, Improved Initiative 
  Skills Concentration +19, Craft (alchemy) +19, 
  Diplomacy +21, Jump +19, Knowledge (arcana) 
  +19, Knowledge (history) +19, Knowledge (nature) 
  +19, Knowledge (the planes) +19, Listen +21, 
  Search +19, Sense Motive +19, Spellcraft +7, Spot 
  +21, Survival +5 (+7 aboveground natural settings, 
  +7 on other planes, +7 following tracks, +9 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 123 
  
  following tracks in aboveground natural settings, +9 
  following tracks on other planes), Swim +19. 
  Dual Actions (Ex) An aspect of Demogorgon, like 
  Demogorgon himself, takes 2 rounds’ worth of 
  actions in any given round. For instance, he could 
  take two standard actions and two move actions, or 
  he could take two full-round actions. 
  Gaze (Su) Any creature within 30 feet of the aspect of 
  Demogorgon must make two successful DC 20 Will 
  saving throws each round at the beginning of his 
  turn, the first save against the aspect of 
  Demogorgon’s beguiling gaze and the second save 
  against his confusing gaze. Creatures can avoid 
  the need to make saving throws by averting their 
  eyes or wearing a blindfold (MM 309). The aspect 
  of Demogorgon can actively target foes with his 
  beguiling gaze and confusing gaze, in which case 
  each gaze requires a standard action to activate. 
  Thanks to his dual actions ability, Demogorgon can 
  use both gazes in the same round. He must split 
  these gaze attacks between two targets to gain 
  their effects.  
  Beguiling Gaze: The gaze attack of the aspect of 
  Demogorgon’s left head is the equivalent of a 
  charm monster spell (DC 20; CL 9) with a range of 
  30 feet. 
  Confusing Gaze: The gaze attack of the aspect of 
  Demogorgon’s right head is the equivalent of a 
  confusion spell (DC 20; CL 9) with a range of 30 
  feet. 
   
  Almost 15 feet high, this bizarre creature has 
  two baboon-like heads perched atop long 
  snakelike necks. Its body is serpentine, with two 
  tentacles where arms would be and a forked tail. 
   
  13: THE DOCKS (CORE) 
  AS P E C T  O F  D AG O N 
  CR  9 
  CE Large Outsider (aquatic, chaotic, evil, extraplanar, 
  obyrinth) 
  Init +4; Senses darkvision 60 ft; Listen +16, Spot +16 
  Languages Abyssal, Aquan; telepathy 100 ft. 
  AC 22, touch 9, flat-footed 22 
   (-1 size, +3 Dex, +11 natural) 
  hp 112 (9 HD); fast healing 5; DR 10/cold iron and 
  good 
  Immune mind-affecting spells and abilities, poison 
  Resist acid 10, electricity 10, fire 10  
  Fort +14, Ref +6, Will +10 
  Speed 30 ft. (6 squares), swim 60 ft. 
  Melee 2 tentacles +15 (1d6+7) and bite +13 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +9; Grp +20 
  Atk Options Combat Expertise, Combat Reflexes, 
  improved grab, constrict 1d6+7, swallow whole 
  Abilities Str 24, Dex 10, Con 26, Int 14, Wis 18, Cha 
  16  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Multiattack. 
  Skills Bluff +15, Diplomacy +7, Disguise +3 (+5 
  acting), 
  Escape 
  Artist 
  +12, 
  Intimidate 
  +15, 
  Knowledge (religion) +14, Knowledge (the planes) 
  +14, Listen +16, Move Silently +12, Sense Motive 
  +16, Spot +16, Survival +4 (+6 on other planes), 
  Swim +19, Use Rope +0 (+2 with bindings) 
  Amphibious (Ex) Although an aspect of Dagon is 
  aquatic, he can survive indefinitely on land. 
  Constrict (Ex) An aspect of Dagon deals 1d6+7 
  points of damage with a successful grapple check, 
  in addition to damage from his tentacle attack. 
  Improved Grab (Ex) To use this ability, an aspect of 
  Dagon must hit an opponent of Medium or smaller 
  size with a tentacle or bite attack. He can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If he wins the 
  grapple check with a tentacle attack, the aspect of 
  Dagon establishes a hold and can constrict. If he 
  wins the grapple check with a bite attack, he 
  establishes a hold and can try to swallow the 
  opponent in the following round. 
  Swallow Whole (Ex) An aspect of Dagon can try to 
  swallow a grabbed opponent of Medium size or 
  smaller by making a successful grapple check. The 
  swallowed 
  creature 
  takes 
  1d6+7 
  points 
  of 
  bludgeoning damage and 1d6 points of acid 
  damage per round from the aspect of Dagon’s 
  stomach. A swallowed creature can cut its way out 
  by using a light slashing or piercing weapon after 
  dealing 20 points of damage to the stomach (AC 
  16). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. 
  Form of Madness (Su) Anyone within 60 feet of an 
  aspect of Dagon must make a Will save (DC 17). 
  Failure 
  indicates 
  the 
  creature 
  develops 
  an 
  overwhelming fear of the ocean and its depths. As 
  long as the ocean is in sight, the creature is 
  distracted with fear and takes a –4 penalty on Will 
  saving throws and all attack rolls against creatures 
  with the aquatic subtype. On the first round of 
  combat against a creature with the aquatic 
  subtype, the character must make a DC 17 Will 
  save or be paralyzed with fear for 1d6 rounds. This 
  condition can be cured by a heal, greater 
  restoration, miracle, or wish spell. A creature that 
  makes this save is immune to the aspect of 
  Dagon’s form of madness for 24 hours. This is a 
  mind-affecting fear effect that does not affect 
  chaotic evil outsiders. The save DC is Charisma-
  based. 
   
  This large creature with the head of a great fish 
  can instill horror almost beyond imagination 
  within a viewer. Only such fiends as Jubilex are 
  worse. An aspect of Dagon’s head extends 
  downward into a somewhat shapeless lower 
  body that sprouts a storm of writhing tentacles. 
  The two longest tentacles have five-fingered 
  talons at their ends. The aspect’s head is a 
  URD 8-05 Blood Runs Thicker than Water 
   
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  mask of bestial intelligence and translucent 
  razor-sharp teeth. 
   
  AD V AN C E D  C O R AL G O L E M 
  CR  13 
  N Gargantuan Construct (aquatic) 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +1, Spot +1 
  Languages -- 
  AC 23, touch 7, flat-footed 22 
   (-4 size, +1 Dex, +16 natural) 
  hp 236 (32 HD); fast healing 10; DR 10/bludgeoning 
  and magic 
  Fort +10, Ref +11, Will +11 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 4 slams +31 (3d8+11 plus stun) or 
  Ranged 4 coral stars +21 (1d8+11 plus stun) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +47 
  Special Qualities construct traits 
  Special Actions stun 
  Abilities Str 32, Dex 12, Con --, Int --, Wis 12, Cha 1  
  Feats -- 
  Skills -- 
  Stun (Ex) Any creature struck by a coral golem’s slam 
  attack or coral star must succeed on a DC 18 
  Fortitude save or be stunned for 1 round (until the 
  beginning of the coral golem’s next turn. The save 
  DC is constitution based. 
   
  AD V AN C E D  H AM M E R C L AW 
  CR  8 
  NE Huge magical beast (aquatic) 
  Init +3; Senses darkvision 60 ft.; Listen +11, Spot 
  +11 
  Languages -- 
  AC 19, touch 7, flat-footed 19 
   (-2 size, -1 Dex, +12 natural) 
  hp 207 (18 HD) 
  Resist sonic 10 
  Fort +17, Ref +10, Will +9 
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 2 claws +25 (2d6+9/19-20) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +18; Grp +39 
  Special Actions constrict 3d6+9, improved grab, 
  sonic pulse 
  Abilities Str 28, Dex 9, Con 22, Int 4, Wis 12, Cha 8 
  SQ amphibious 
  Feats Alertness, Improved Critical (claw), Improved 
  Grapple, Improved Initiative, Improved Natural 
  Attack (claw), Iron Will 
  Skills Hide +0, Listen +11, Spot +11, Swim +12 
  Constrict (Ex) A hammerclaw deals 3d6+9 points of 
  damage when it wins a grapple check. 
  Improved 
  Grab 
  (Ex) 
  To 
  use 
  this 
  ability, 
  a 
  hammerclaw must hit an opponent of its own size 
  or smaller with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict. 
  Sonic Pulse (Su) A hammerclaw can create a deadly 
  cone of sonic energy by snapping its great claw. 
  This cone has a range of 30 feet. Any creature 
  within the are takes 4d6 points of sonic damage 
  and is stunned for 1d4 rounds. A DC 16 Fortitude 
  save negates the stun and halves the damage. The 
  save DC is Constitution based. 
  Amphibious (Ex) Although the hammerclaw is 
  aquatic, it can survive indefinitely on land. 
   
  W AS T RI L I T H 
  CR  17 
  CE Huge Outsider (aquatic, chaotic, evil, extraplanar) 
  Init +8; Senses Listen +15, Spot +15 
  Languages Common, Abyssal, Aquan; telepathy 100 
  ft. 
  AC 25, touch 12, flat-footed 21; Dodge, Mobility 
   (-2 size, +4 Dex, +13 natural) 
  hp 127 (15 HD) 
  Immune cold, water 
  SR 20 
  Fort +13, Ref +15, Will +12 
  Weakness fire vulnerability 
  Speed 30 ft. (6 squares), swim 80 ft. 
  Melee bite +22 (2d6+9) and 2 claws +17 (2d4+4) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +15; Grp +32 
  Atk Options Combat Reflexes 
  Special Actions breath weapon 
  Spell-Like Abilities (CL 15): 
  At will – At will—blasphemy, control water, deeper 
  darkness, desecrate, detect good, detect law, fear, 
  greater 
  dispelling, 
  read 
  magic, 
  suggestion, 
  telekinesis, greater teleport (self plus 50 pounds of 
  objects only), tongues (self only), unhallow, unholy 
  blight, wall of ice 
  3/day—symbol (any), unholy aura, summon monster 
  IX (CL 17; aquatic or water-based creatures only)  
  Abilities Str 29, Dex 18, Con 19, Int 14, Wis 12, Cha 
  19  
  SQ break summoning, outsider traits, water mastery 
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Iron Will, Lightning Reflexes, Mobility, Multiattack. 
  Skills Bluff +18, Concentration +18, Diplomacy +20, 
  Disguise +4 (+6 acting), Escape Artist +18, 
     Hide +10, Intimidate +28, Knowledge (arcana) +15, 
  Knowledge (the planes) +15, Listen +15, Move, 
  Silently +18, Spellcraft +18, Spot +15, Survival +1 
  (+3 on other planes), Swim +31, Use Rope +4 (+6 
  with bindings) 
  Breath Weapon (Su) Once every 1d4 rounds, a 
  Wastrilith can breathe a 60-foot cone of boiling 
  water. Every creature in the area takes 3d10 points 
  of damage (Reflex DC 21 half).  
  Break Summoning (Ex) If summoned via a summon 
  monster spell, a wastrilith can make an opposed 
  Wisdom check to break free of the summoning. If it 
  succeeds, it then goes on a rampage, attacking the 
  summoner. 
  URD 8-05 Blood Runs Thicker than Water 
   
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  Water Mastery (Ex) A wastrilith gains a +1 bonus on 
  its attack and damage rolls if its opponent is 
  touching water. 
   
  PART 2: CITADEL OF IRON 
  7B: GOOD, YOU’LL BE EASIER TO 
  MANAGE THIS WAY (OPTIONAL) 
  H E L L C AT 
  CR  7 
  LE Large Outsider (extraplanar, evil, lawful) 
  Init +9; Senses darkvision 60 ft., scent; Listen +17, 
  Spot +13 
  Languages telepathy 100 ft.  
  AC 21, touch 14, flat-footed 16; Dodge 
     (-1 size, +5 Dex, +7 natural) 
  hp 60 (8 HD); DR 5/good 
  Resist fire 10; SR 19 
  Fort +9, Ref +11, Will +8 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack 
  Melee 2 claws +13 (1d8+6) and bite +8 (2d8+3) 
  Space 10 ft; Reach 5 ft. 
  Base Atk +8; Grp +18 
  Special Actions improved grab, pounce, rake 1d8+3 
  Abilities Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 
  10 
  SQ invisible in light 
  Feats Dodge, Improved Initiative, Track 
  Skills Balance +16, Climb +17, Hide +12, Jump +21, 
  Listen +17, Move Silently +20, Spot +13, Swim +17  
  Improved Grab (Ex) To use this ability, a hellcat must 
  hit with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
  Pounce (Ex) If a hellcat charges, it can make a full 
  attack, including two rake attacks. 
  Rake (Ex) Attack bonus +13 melee, damage 1d8+3. 
  Invisible in Light (Ex) A hellcat is Invisible in any 
  area lit well enough for a human to see. In a 
  darkened area, it shows up as a faintly glowing 
  outline visible up to 30 feet away (60 feet if the 
  viewer has low-light vision). Magical darkness 
  smothers the glow and conceals the outline. 
  Skills 
  Hellcats have a +4 racial bonus on Listen and Move 
  Silently checks. 
   
  B O N E  D E V I L(O S Y L U T H) 
  CR  9 
  always LE Large outsider (baatezu, evil, 
  extraplanar, lawful) 
  Init +9; Senses darkvision 60 ft., see in 
  darkness; Listen +17, Spot +17 
  Languages 
  Infernal, 
  Celestial, 
  Draconic; 
  telepathy 100 ft. 
  AC 25, touch 14, flat-footed 20 
     (-1 size, +5 Dex, +11 natural) 
  hp 95 (10 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 21 
  Fort +12, Ref +12, Will +11 
  Speed 40 ft. (8 squares) 
  Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and 
  sting +12 (3d4+2 plus poison) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +10; Grp +19 
  Special Actions fear aura, poison, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of 
  objects only), dimensional anchor, fly, invisibility 
  (self only), major image (DC 15), wall of ice 
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 
  14 
  Feats Alertness, Improved Initiative, Iron Will, 
  Multiattack 
  Skills Bluff +15, Concentration +18, Diplomacy +6, 
  Disguise +2 (+4 acting), Hide +14, Intimidate +17, 
  Knowledge (first) +15, Listen +17, Move Silently 
  +18, Search +15, Sense Motive +15, Spot, +17, 
  Survival +2 (+4 following tracks). 
    
  Fear Aura (Su) Bone devils can radiate a 5-foot-
  radius fear aura as a free action. Affected 
  creatures must succeed on a DC 17 Will save or 
  be affected as though by a fear spell (caster level 
  7th). A creature that successfully saves cannot be 
  affected again by the same bone devil’s aura for 24 
  hours. Other devils are immune to the aura. The 
  save DC is Charisma-based. 
  Poison (Ex) Injury, Fortitude DC 20, initial damage 
  1d6 Str, secondary damage 2d6 Str. The save DC 
  is Constitution-based. 
  Summon Devil (Sp) Once per day a bone devil can 
  attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bone devil with a 
  35% chance of success. This ability is the 
  equivalent of a 4th-level spell. 
   
  B AR B E D  D E V I L(H AM AT U L A) 
  CR  11 
  LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +6; Senses darkvision 60 ft., see in 
  darkness; Listen +19, Spot +19 
  Languages 
  Infernal, 
  Celestial, 
  Draconic; 
  telepathy 100 ft. 
  AC 29, touch 16, flat-footed 23 
     (+6 Dex, +13 natural) 
  hp 126 (12 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 23 
  Fort +14, Ref +14, Will +12 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +18 (2d8+6 plus fear) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +12; Grp +22 
  Special Actions fear, improved grab, impale 3d8+9, 
  summon baatezu 
  Spell-Like Abilities (CL 12): 
  URD 8-05 Blood Runs Thicker than Water 
   
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  At will—greater teleport (self plus 50 pounds of 
  objects only), hold person (DC 16), major image 
     (DC 17), scorching ray (2 rays only) 
  1/day—order's wrath (DC 18), unholy blight (DC 18)  
  Abilities Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 
  18 
  SQ barbed defense, spell-like abilities 
  Feats Alertness, Cleave, Improved Grapple, Iron Will, 
  Power Attack 
  Skills Concentration +21, Diplomacy +6, Hide +21, 
  Intimidate +19, Knowledge (first) +16, Listen +19, 
  Move Silently +21, Search +16, Sense Motive +17, 
  Spot +19, Survival +2 (+4 following tracks).  
  Fear (Su) A creature hit by a barbed devil must 
  succeed on a DC 20 Will save or be affected as 
  though by fear (caster level 9th). Whether or not 
  the save is successful, that creature cannot be 
  affected by that same barbed devil’s fear ability for 
  24 hours. The save DC is Charisma-based. 
  Impale (Ex) A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple check. 
  Improved Grab (Ex) To use this ability, a barbed 
  devil must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can impale the 
  opponent on its barbed body. 
  Summon Devil (Sp) Once per day a barbed devil can 
  attempt to summon 1d6 bearded devils or another 
  barbed devil with a 35% chance of success. This 
  ability is the equivalent of a 4th-level spell. 
  Barbed Defense (Su) Any creature striking a barbed 
  devil with handheld weapons or natural weapons 
  takes 1d8+6 points of piercing and slashing 
  damage from the devil’s barbs. Note that weapons 
  with exceptional reach, such as longspears, do not 
  endanger their users in this way. 
   
  H O R N E D  D E V I L(C O R N U G O N) 
  CR  16 
  LE Large outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +7; Senses darkvision 60 ft., see in 
  darkness; Listen +22, Spot +22 
  Languages 
  Infernal, 
  Celestial, 
  Draconic; 
  telepathy 100 ft. 
  AC 35, touch 16, flat-footed 28 
     (+6 Dex, +13 natural) 
  hp 126 (12 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 23 
  Fort +14, Ref +14, Will +12 
  Speed 20 ft. (4 squares), fly 50 ft. (average) 
  Melee spiked chain +25/+20/+15 (2d6+15 plus stun) 
  and bite +22 (2d8+5) and tail +22 (2d6+5 plus 
  infernal wound) 
  Melee 2 claws +24 (2d6+10) and bite +22 (2d8+5) 
  and tail +22 (2d6+5 plus infernal wound) 
  Space 10 ft; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +15; Grp +29 
  Atk Options Cleave, Improved Sunder, Power Attack 
  Special Actions fear aura, infernal wound, stun, 
  summon baatezu 
  Spell-Like Abilities (CL 15): 
  At will—dispel chaos (DC 21), dispel good (DC 21), 
  magic circle against good, greater teleport (self 
  plus 50 pounds of objects only), persistent image 
  (DC 21) 
  3/day—fireball (DC 19), lightning bolt (DC 19) 
  Abilities Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 
  22 
  Feats Cleave, Improved Sunder, Iron Will, Multiattack, 
  Power Attack, Weapon Focus (spiked chain) 
  Skills Bluff +24, Climb +28, Concentration +24, 
  Diplomacy +10, Disguise +6 (+8 acting), Hide +21, 
     Intimidate +26, Listen +22, Move Silently +23, 
  Search +20, Sense Motive +22, Spot +22, 
     Survival +4 (+6 following tracks). 
   
  Fear Aura (Su) A horned devil can radiate a 5-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 23 Will save or be 
  affected as though by a fear spell (caster level 
  15th). A creature that successfully saves cannot be 
  affected again by the same horned devil’s aura for 
  24 hours. Other devils are immune to the aura. The 
  save DC is Charisma-based. 
  Stun (Su) Whenever a horned devil hits with a spiked 
  chain attack, the opponent must succeed on a DC 
  27 Fortitude save or be stunned for 1d4 rounds. 
  The save DC is Strength-based. This ability is a 
  function of the horned devil, not of the spiked 
  chain. 
  Infernal Wound (Su) The damage a horned devil 
  deals with its tail attack causes a persistent wound. 
  An injured creature loses 2 additional hit points 
  each round. The wound does not heal naturally and 
  resists healing spells. The continuing hit point loss 
  can be stopped by a DC 24 Heal check, a cure 
  spell, or a heal spell. However, a character 
  attempting to cast a cure spell or a heal spell on a 
  creature damaged by a horned devil’s tail must 
  succeed on a DC 24 caster level check, or the spell 
  has no effect on the injured character. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points. The check 
  DC is Constitution-based. 
  Summon Devil (Sp) Once per day a horned devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils with a 50% chance of success, 1d6 barbed 
  devils with a 35% chance of success, or another 
  horned devil with a 20% chance of success. This 
  ability is the equivalent of a 6th-level spell. 
  Regeneration (Ex) A horned devil takes normal 
  damage from good-aligned silvered weapons, and 
  from spells or effects with the good descriptor. A 
  creature hit by a barbed devil must succeed on a 
  DC 20 Will save or be affected as though by fear 
  (caster level 9th). Whether or not the save is 
  successful, that creature cannot be affected by that 
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  same barbed devil’s fear ability for 24 hours. The 
  save DC is Charisma-based. 
   
   
  9: NO, I DON’T HAVE ANY REGRETS, 
  SHOULD I? (CORE) 
  F E R K O N   
  CR  10 
  Lesser Aspect of Dispater from Fiendish Codex II, 
  Web Enhancement, page 7 
  LE Medium outsider (lawful, evil, extraplanar, baatezu) 
  Init +6; Senses see in darkness; Listen +18, Spot +18 
  Languages Abyssal, Celestial, Common, Infernal; 
  telepathy 100 ft. 
  AC 36 (38 vs. good), touch 12, flat-footed 34 (+2 Dex, +16 
  natural, +4 shield, +4 armor, +2 deflection vs. good) 
  hp 136 (13 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +12, Ref +12, Will +10 
  Speed 40 ft. (8 squares) 
  Melee +2 heavy mace +20/+15/+10 (1d8+6) 
  Base Atk +13; Grp +17 
  Atk Options Power Critical (heavy mace) 
  Special Actions summon baatezu 
  Combat Gear potion of barkskin +4, potion of mage 
  armor, potion of bear’s endurance 
  Abilities Str 18, Dex 14, Con 19, Int 16, Wis 14, Cha 16 
  Feats Improved Initiative, Lightning Reflexes, Negotiator, 
  Power Critical (heavy mace), Weapon Focus (heavy 
  mace) 
  Skills Appraise +16, Bluff +19, Concentration +15, 
  Diplomacy +20, Disable Device +16, Disguise +3 (+5 
  acting), 
  Intimidate 
  +18, 
  Jump 
  +8, 
  Knowledge 
  (architecture) + 13, Knowledge (the planes) +13, Listen 
  +18, Open Lock +15, Search +19 (+21 secret doors), 
  Sense Motive +18, Spot +18, Survival +2 (+4 on other 
  planes or following tracks) 
  Possessions combat gear plus masterwork heavy 
  mace, +2 heavy steel shield, boots of striding and 
  springing 
  Rust (Ex) If an aspect of Dispater succeeds on a touch 
  attack, his touch causes the target metal to corrode, 
  falling to pieces and becoming useless immediately. His 
  touch can destroy a 5-foot cube of metal or any armor or 
  weapon up to Large size instantly. Magic armor, 
  weapons, and other magic items made of metal must 
  succeed on a DC 20 Reflex save or be dissolved. The 
  save DC is Constitution- based. 
  Summon Baatezu (Sp) Once per day an aspect of 
  Dispater can summon a bearded devil or two bone 
  devils with a 50% chance of success. This is the 
  equivalent of a 5th-level spell (CL 13th). 
   
  The dark-skinned humanoid before you carries 
  himself as regally as the clothing that he wears. 
  The small horns in his head and the glowing 
  eyes betray his fiendish origin, and his disdainful 
  expression shows that he thinks himself far 
  superior to anyone around him. He carries a 
  long mace-like rod like a scepter of rulership. 
   
  B E AR D E D  D E V I L(B ARBAZU) 
  CR  5 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Listen +9, Spot +9 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft.  
  AC 19, touch 12, flat-footed 17 
     (+2 Dex, +7 natural) 
  hp 45 (6 HD); DR 5/silver or good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +8, Ref +7, Will +5 
  Speed 40 ft. (8 squares) 
  Melee glaive +9/+4 (1d10+3 plus infernal wound) or 
  Melee 2 claws +8 (1d6+2) 
  Space 5 ft; Reach 5 ft. (10 ft. with glaive) 
  Base Atk +6; Grp +8 
  Atk Options Power Attack 
  Special Actions infernal wound, beard, battle frenzy, 
  summon baatezu 
  Spell-Like Abilities (CL 12th): 
  At will— greater teleport (self plus 50 pounds of 
  objects only).  
  Abilities Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 
  10 
  Feats Improved Initiative, Power Attack, Weapon 
  Focus (glaive) 
  Skills Climb +11, Diplomacy +2, Hide +11, Listen +9, 
  Move Silently +9, Sense Motive +9, Spot +9 
  Infernal Wound (Su) The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and 
  resists healing spells. The continuing hit point loss 
  can be stopped by a DC 16 Heal check, a cure 
  spell, or a heal spell. However, a character 
  attempting to cast a cure spell or a heal spell on a 
  creature damaged by a bearded devil’s glaive must 
  succeed on a DC 16 caster level check, or the spell 
  has no effect on the injured character. 
  A successful Heal check automatically stops the 
  continuing hit point loss as well as restoring hit 
  points. The infernal wound is a supernatural ability 
  of the bearded devil, not of the weapon. The check 
  DC is Constitution-based. 
  Beard (Ex) If a bearded devil hits a single opponent 
  with both claw attacks, it automatically hits with its 
  beard. The affected creature takes 1d8+2 points of 
  damage and must succeed on a DC 16 Fortitude 
  save or be infected with a vile disease known as 
  devil chills (incubation period 1d4 days, damage 
  1d4 Str). Damage is dealt each day until the 
  afflicted creature succeeds on three consecutive 
  Fortitude saves, the disease is cured magically, or 
  the creature dies. The save DC is Constitution-
  based. 
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  URD 8-05 Blood Runs Thicker than Water 
   
  Page 129 
  Battle Frenzy (Ex) Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, -2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil 
  suffers no ill effects afterward.  
  Summon Devil (Sp) Once per day a bearded devil 
  can attempt to summon 2d10 lemures with a 50% 
  chance of success, or another bearded devil with a 
  35% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  E R I N Y E S 
  CR  8 
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +5; Senses darkvision 60 ft., see in darkness, 
  true seeing; Listen +16, Spot +16 
  Languages Infernal, Celestial, Draconic; telepathy 
  100 ft.".  
  AC 23, touch 15, flat-footed 18; Dodge, Mobility 
     (+5 Dex, +8 natural) 
  hp 85 (9 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +11, Ref +11, Will +1 
  Speed 30 ft. (6 squares), fly 50 ft. (average); Shot on 
  the Run 
  Melee longsword +14/+9 (1d8+5/19-20) 
  Ranged +1 flaming composite longbow (+5 Str 
  bonus) +15/+10 (1d8+6/x3 plus 1d6 fire) 
  Ranged rope +14 (entangle) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions entangle, summon baatezu 
  Spell-Like Abilities (CL 12): 
  At will—greater teleport (self plus 50 pounds of 
  objects only), charm monster (DC 19), minor image 
  (DC 17), unholy blight (DC 19) .  
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 
  20 
  Feats Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run 
  Skills Concentration +17, Diplomacy +7, Escape 
  Artist +17, Hide +17, Knowledge (first) +14, 
  Knowledge (second) +14, Listen +16, Move Silently 
  +17, Search +14, Sense Motive +16, Spot +16, 
  Survival +4 (+6 following tracks), Use Rope +5 (+7 
  with bindings).  
  Entangle (Ex) Each erinyes carries a stout rope some 
  50 feet long that entangles opponents of any size 
  as an animate rope spell (caster level 16th). An 
  erinyes can hurl its rope 30 feet with no range 
  penalty. Typically, an erinyes entangles a foe, lifts it 
  into the air, and drops it from a great height. 
  Summon Devil (Sp) Once per day an erinyes can 
  attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is 
  the equivalent of a 3rd-level spell. 
  True Seeing (Su) Erinyes continuously use true 
  seeing, as the spell (caster level 14th). 
   
  J O L E N  L O R I N AR 
  CR  19 
  Male Human (Suel) Ari 4 Ftr 3 Rgr 2 Blk 10 
  CE medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +3 
  Aura Moderate Evil 
  Languages Common, Ancient Suloise  
  AC 22, touch 10, flat-footed 22 
   (+9 armor, +3 shield) 
  hp 149 (19 HD) 
  Fort +20, Ref +12, Will +14 
  Speed 20 ft. in medium armor (4 squares) 
  Melee 
  +1 
  unholy 
  heavy 
  pick 
  +24/+19/+14/+9 
  (1d6+5/19-20/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +18; Grp +22 
  Atk Options power attack, improved sunder, cleave, 
  rebuke undead, favored enemy +2 (humanoid 
  (human)), poison use, smite good (2/day, +2 to hit, 
  +10 damage), sneak attack +3d6 
  Special Actions Divine Vigor 
  Combat Gear +1 mithral full plate, +1 heavy mithral 
  shield, +1 unholy heavy pick. 
  Class Spells Prepared (CL 10th): 
   4th— freedom of movement 
   3rd— cure serious wounds, protection from energy 
  (fire) 
   2nd— bull’s strength, cure moderate wounds, 
  darkness 
   1st— align weapon, cure light wounds, cure light 
  wounds 
  Abilities Str 18, Dex 10, Con 14, Int 12, Wis 14, Cha 
  14  
  SQ Wild Empathy, detect good, Aura of Despair (all 
  enemies within 10’ suffer -2 morale penalty on all 
  saves) 
  Feats Improved Critical (pick, heavy), negotiator, 
  persuasive, power attack, cleave, improved sunder, 
  track, weapon focus (pick, heavy)  
  Skills Appraise +8, Bluff +18, Diplomacy +26, 
  Disguise +5 Forgery +8, Gather Information +12, 
  Hide +4, Intimidate +28, Knowledge (arch & 
  engineering) +2, Knowledge (Geography) +2, 
  Knowledge (nature) +2, Knowledge (nobility) +5, 
  Knowledge (religion) +3, Listen +4, Move Silently -
  1, Profession (politician) +18, Spot +3 
  Possessions combat gear plus circlet of persuasion, 
  vest of resistance +2, ring of mind shielding, 
  periapt of wisdom +2 
   
   
   
   
   
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Arcane Strike [General] 
   
  Prerequisites: Ability to cast 3rd-level arcane 
  spells, base attack bonus +4. 
   
  Benefit: When you activate this feat (a free action 
  that does not provoke an attack of opportunity), you 
  can channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons. You must sacrifice 
  one of your spells for the day (of 1st level or higher) to 
  do this, but you gain a bonus on all your attack rolls for 
  1 round equal to the level of the spell sacrificed, as well 
  as extra damage equal to 1d4 points x the level of the 
  spell sacrificed. The bonus you add to your attack rolls 
  from this feat cannot be greater that your base attack 
  bonus. 
   
  For example, Yarren the bladesinger has a base 
  attack bonus of +11 and the ability to cast 4th-level 
  arcane spells. On his turn, he chooses to sacrifice one 
  of his 4th-level spells for the day, marking it off as if he 
  had cast it. Until his next turn, Yarren gains an extra +4 
  bonus on his attack rolls and an extra 4d4 points of 
  damage with a single melee weapon of his choice. 
   
  Source: Complete Warrior  
   
  Ascetic Hunter [General] 
   
  Prerequisites: 
  Improved 
  Unarmed 
  Strike, 
  favored enemy. 
   
  Benefit: When you use an unarmed strike to 
  deliver a stunning attack against a favored enemy, you 
  can add one-half your favored enemy bonus on damage 
  rolls to the DC of your stunning attempt. 
   
  If you have levels in ranger and monk, those levels 
  stack for the purpose of determining your unarmed 
  strike damage. For example, a human 7th-level 
  ranger/1st-level monk would deal 1d10 points of 
  damage with her unarmed strike. 
   
  In addition, you can multi-class freely between the 
  monk and ranger classes. You must still remain lawful 
  in order to retain your monk abilities and take monk 
  levels. You still face the normal XP penalties for having 
  multiple classes more than one level apart. 
   
  Source: Complete Adventurer 105 
   
  Black Lore of Moil [Metamagic] 
   
  Prerequisite: Spell Focus (necromancy), caster 
  level 7th. 
   
  Benefit: Any necromancy spell you cast can be 
  cast instead as a Moilian spell, dealing an extra 1d6 
  points of negative energy damage +1d6 per two spell 
  levels (+1d6 for 1st-level spells, +2d6 for 2nd- or 3rd-
  level spells, and so on). If the spell normally allows a 
  saving throw, the target takes half the negative energy 
  damage on a successful save, regardless of the outcome 
  of the save on the spell’s normal effect. 
   
  In addition to its normal spell components, a 
  Moilian spell requires the creation and expenditure of 
  a Moilian runebone—a small human bone (often a 
  finger bone) scribed with carefully prepared arcane 
  markings. Only a character trained in the Black Lore of 
  Moil knows the secrets of creating a runebone, which 
  takes 1 hour to craft and requires special inks and 
  powders costing 25 gp per die of negative energy 
  damage to be generated. For example, a runebone 
  capable of adding 3d6 points of negative energy 
  damage to a spell costs 75 gp to craft. 
   
  While the maximum negative energy damage 
  dealt by a Moilian spell is based on the spell’s level, the 
  actual damage is limited by the runebone. For example, 
  if a sorcerer casts finger of death (a 7th-level spell so 
  normally +4d6) with a 75-gp (3d6) runebone, the spell 
  deals only 3d points of additional negative energy 
  damage. 
   
  A Moilian spell uses a spell slot of the spell’s 
  normal level. 
   
  Source: Complete Arcane 75 
   
  Deadly Defense [General] 
   
  Benefit: When fighting defensively, you deal an 
  extra 1d6 points of damage with any light weapon or 
  with any weapon to which the Weapon Finesse feat 
  applies (such as a rapier, spiked chain, or whip). 
   
  This feats benefit applies only when you are 
  unarmored or wearing light armor and not using a 
  shield. 
   
  Special: If you have the combat expertise feat, you 
  also gain the benefit of Deadly Defense when taking a 
  penalty of at least -2 on your attack roll from that feat. 
   
  Source: Complete Scoundrel 76 
   
  Divine Vigor [Divine] 
  Prerequisites: Turn or rebuke undead ability.  
  Benefit: As a standard action, spend one of your 
  turn or rebuke undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points per 
  character level. These effects last a number of minutes 
  equal to your charisma modifier. 
   
  Source: Complete Warrior 108 
   
  Energy Admixture [Metamagic] 
   
  Prerequisites: Energy Substitution 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire) that matches an energy type you 
  have selected for substitution via the Energy 
  Substitution feat. You can then modify any spell with 
  an energy descriptor by adding an equal amount of the 
  chosen type of energy to the spell’s normal effects. The 
  altered spell works normally in all respects except for 
  the type and amount of damage dealt, with each type of 
  energy counting separately towards the spell’s damage 
  cap. Thus, an acid fireball cast at 6th level deals 6d6 
  points of fire damage and 6d6 points of acid damage 
  (rolled separately), while the same acid fireball cast at 
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  10th level or higher deals 10d6 points of fire damage 
  and 10d6 points of acid damage. Even opposing types 
  of energy (such as fire and cold) can be combined 
  using this feat. 
   
  An energy admixed spell uses up a spell slot four 
  levels higher than the spell’s actual level. As well, the 
  spell’s descriptor changes to include both energy types 
  present in the spell – for example, the acid fireball 
  described above is an evocation [fire, acid] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. The type 
  of energy chosen with this feat must match a type of 
  energy you have also selected for substitution via the 
  Energy Substitution feat (so you can select cold as your 
  energy type with Energy Admixture if you have 
  selected cold as you Energy Substitution energy type). 
  You can use Energy Admixture to further alter a spell 
  that has already been modified with Energy 
  Substitution, and you can also admix your chosen 
  energy type with a spell that already uses the same 
  type, in effect doubling its normal damage dice. 
   
  Source: Complete Arcane 78 
   
  Energy Substitution [Metamagic] 
  Prerequisites: Knowledge (arcane) 5 ranks, any 
  metamagic feat. 
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  an energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of 
  the spell’s normal level. The spell’s descriptor changes 
  to the new energy type – for example, a fireball 
  composed of cold energy is an evocation [cold] spell. 
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Source: Complete Arcane 83 
   
  Fell Drain [Metamagic] 
  Benefit: You can alter a spell that deals damage to 
  foes so that any living creature that is dealt damage also 
  gains a negative level. If the subject has at least as many 
  negative levels as Hit Dice, it dies. Assuming the 
  subject survives, the negative level disappears (without 
  requiring a Fortitude save) after a number of hours 
  equal to your caster level (maximum 15). A fell drain 
  spell uses up a spell slot two levels higher than the 
  spell’s actual level. 
   
  Source: Libris Mortis 27 
   
  Fell Weaken [Metamagic] 
  Benefit: You can alter a spell that deals damage to 
  foes so that any living creature that is dealt damage also 
  takes a -4 penalty to Strength for 1 minute. Strength 
  penalties from multiple spells enhanced by the Fell 
  Weaken feat do not stack. A Fell Weakening spell uses 
  up a slot one level higher than the spell’s actual level. 
   
  Source: Libris Mortis 27 
   
  Fiery Fist [General] 
  Prerequisites: Dex 13, Wis 13, Improved 
  Unarmed Strike, Stunning Fist, base attack bonus +8 
  Benefit: As a swift action, you can expend one of 
  your uses of the Stunning Fist feat to surround your 
  fists and feet in flame. For the rest of your turn, you 
  gain an extra 1d6 points of fire damage on your 
  unarmed strikes. 
   
  When you select this feat, you can an additional 
  daily use of Stunning Fist. 
  Special: A fighter can select Fiery Fist as one of 
  his fighter bonus feats. A monk with the Stunning Fist 
  feat can select Fiery Fist as her bonus feat at 2nd level, 
  even if she does not meet the other prerequisites 
   
  Source: Players Handbook II 78 
   
  Fists of Iron [General] 
   
  Prerequisites: 
  Improved 
  Unarmed 
  Strike, 
  Stunning Fist, base attack bonus +2. 
   
  Benefit: Declare that you are using this feat 
  before you make an attack roll (thus, a missed attack 
  roll ruins the attempt). You deal an extra 1d6 points of 
  damage when you make a successful unarmed attack. 
  Each attempt counts as one of your uses of the 
  Stunning Fist for the day. 
   
  Source: Complete Warrior 99 
   
  Practiced Spellcaster [General] (CA) 
   
  Prerequisites: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by +4. This can’t increase 
  your caster level beyond your HD. However, even if 
  you can’t benefit from the full bonus immediately, if 
  you later gain noncaster-level HD you may be able to 
  apply the rest of the bonus. For example, a human 5th-
  level cleric/3rd-level fighter who selects this feat 
  would increase his caster level from 5th to 8th (since 
  he has 8 HD). If he later gained a fighter level, he 
  would gain the remainder of the bonus and his cleric 
  caster level would become 9th (since he now has 9 
  HD). This does not affect your spells per day or spells 
  known. It only increases your caster level, which 
  would help you penetrate SR and increase the duration 
  and other effects of your spells. Special: You may select 
  this feat multiple times. Each time you choose it, you 
  must apply it to a different spellcasting class. For 
  instance, a 4th-level cleric/5th-level wizard who has 
  selected this feat twice would cast cleric spells as an 
  8th-level caster and wizard spells as a 9th-level caster. 
   
  Source: Complete Arcane 82 
   
  Pureblooded Suel 
   
  Regions: Suel 
   
  Benefits: Your notoriously short temper gives 
  you a +1 bonus on Intimidate checks, while the resolve 
  and magical aptitude of your ancestors grants you a +1 
  bonus on all saving throws versus spells and spell-like 
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  Page 131 
  
  effects. You also receive a +2 bonus on Charisma 
  checks 
  made 
  with 
  members 
  of 
  the 
  Scarlet 
  Brotherhood. 
   
  Special: You may only select this feat at first level. 
   
  Source: Dragon Magazine 
   
  Sudden Extend [Metamagic] 
  Benefit: Once per day, you can apply the effect of 
  the Extend Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Extend Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Still [Metamagic] 
  Benefit: Once per day, you can apply the effect of 
  the Still Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Still Spell normally if 
  you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Maximize [Metamagic] 
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Widen [Metamagic] 
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Widen Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Silent [Metamagic] 
  Benefit: Once per day, you can apply the effect of 
  the Silent Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Silent Spell normally if 
  you have it. 
   
  Source: Complete Arcane 83 
   
  PRESTIGE CLASSES AND VARIANT 
  CLASS FEATURES 
  Divine Magician 
  Class: Cleric. 
  Level: 1st. 
  Special Requirement: Knowledge (arcana) 1 rank. 
  Replaces: You gain only one domain (including spells 
  and granted power) at 1st level, rather than two. 
   
  Benefit: You can add one 1st-level abjuration, 
  divination, or necromancy wizard spell to your cleric 
  spell list. 
   
  Each time you gain the ability to cast a new level 
  of cleric spells, you can add a single wizard spell of the 
  same level from one of those schools to your cleric 
  spell list. 
   
  Source: Complete Arcane 83 
   
  Domain Granted Power 
  So great are the extent of your study and the depth of 
  your faith that you can call upon the power of one of 
  your deity’s domains. 
  Level: 5th, 10th, 15th, or 20th. 
   
  Replaces: This benefit replaces the bonus feat 
  gained by a wizard at 5th, 10th, 15th, or 20th level.  
   
  Benefit: Choose one cleric domain. If you 
  worship a specific deity, the domain you choose must 
  be one to which your deity grants access. You now can 
  use that domain’s granted power as a cleric does, but 
  you do not gain access to its spells or extra spell slots. 
   
  Special: If you take levels in a class that grants 
  you a domain choice (such as cleric), you gain the full 
  benefits of the domain in addition to the other 
  domains available to you from that class. 
   
  MAGIC ITEMS 
  Vest of Resistance 
  Price (Item Level): 1,000 gp (4th)(+1), 4,000 (8th)(+2) 
  Body Slot: Torso 
  Caster Level: 10th 
  Aura: Moderate, (DC 20), abjuration 
  Activation: -- 
  Weight: 1 lb. 
   
  A vest of resistance offers magical protection in the form 
  of a +1 to +5 resistance bonus on saving throws. 
  Source: Magic Item Compendium 147 
   
  Rod of Magical Precision 
  A boon to all casters but particularly to combat-focused 
  arcanists, this item improves your accuracy with magical 
  ranged attacks. 
  Description: A rod of magical precision is a slender rod, almost 
  wandlike in appearance. Runes and arcane symbols travel up 
  the rod in a spiral pattern, culminating in one great rune 
  printed on the tip. 
  When the rod is active, the runes pulse with energy, starting 
  at the handle and working up to the top. The spell appears to 
  emanate from the rod rather than from your own hand. 
  Activation: The primary function of a rod of magical 
  precision works as long as you hold the item in one or both 
  hands, requiring no action to activate. It has no limit on daily 
  uses. 
   
  The secondary function of the rod requires no specific 
  action to activate, merely an act of will made as part of casting 
  a spell. It functions up to three times per day. 
  Effect: While you are holding a rod of magical precision, any 
  ranged attack you make with a spell or spell-like ability at an 
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 132 
  
  opponent engaged in melee does not take the standard - 4 
  penalty on your attack roll.  
   
  In addition, you can choose for your spell or spell-like 
  ability to ignore the miss chance granted to a target by 
  concealment or total concealment. In the case of a target that 
  has total concealment, you must still aim at the correct 
  square. 
  Aura/Caster Level: Faint divination. CL 3rd. 
  Construction: Craft Rod, true strike, 6,000 gp, 480 XP, 
  12 days. 
  Weight: 1 lb. 
  Price: 12,000 gp. 
  Source: Complete Mage 128 
   
  SPELLS 
  Arc of Lightning 
  Conjuration (Creation) [Electricity]  
  Level: Druid 4, sorcerer/wizard 5, warmage 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft/2 levels)  
  Area: A line between two creatures  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No 
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt 
  deals 1d6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in 
  the line between them. 
  Both creatures must be in range, and you must be able 
  to target them (as if this spell had them as its targets). 
  Draw the line from any corner in one creature's space 
  to any corner in the other's space. 
  Arcane Material Component Two small iron rods. 
  Source: Spell Compendium 15 
   
  Backbiter 
  Necromancy 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./level)  
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
  You cast this spell on any melee weapon. The next time 
  that weapon is used to make a melee attack, its shaft 
  twists around so that the weapon strikes the wielder 
  instead. The weapon hits automatically, and no attack 
  roll is made. 
   
  The wielder gets no warning or knowledge of the 
  spell’s effect on his weapon, and although he makes the 
  attack, the self-dealt damage can’t be consciously 
  reduced (though damage reduction applies) or changed 
  to nonlethal damage. Once the weapon attacks its 
  wielder (whether successfully or not), the spell is 
  discharged. 
   
  Magic weapons targeted by this spell receive a 
  Will save. An item in a creature’s possession uses its 
  own Will save bonus or its wielder’s bonus, whichever 
  is higher. 
  Arcane Focus A dagger 
  Source: Spell Compendium 23 
   
  Ball Lightning 
  Evocation (Electricity) 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One lightning ball 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
  You create a 5-foot-diameter ball of concentrated 
  electricity that rolls in whichever direction you point, 
  dealing electricity damage to creatures it strikes. It 
  moves 30 feet per round. As part of this movement it 
  can ascend or jump up to 30 feet to strike a subject. If it 
  enters a space with a creature, it stops moving for the 
  round and deals 1d6 points of electricity damager per 
  caster level (maximum 15d6), though a successful 
  Reflex save negates that damage. 
   
  The ball moves as long as you actively direct it (a 
  move action for you), otherwise it merely stays at rest, 
  damaging any creature in its space. It cannot push 
  aside unwilling creatures or batter down large 
  obstacles. The lightning winks out if it exceeds the 
  spells range.  
  Material Component A handful of copper and iron 
  pellets. 
  Source: Spell Compendium 23 
   
  Bands of Steel 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One Medium or smaller creature 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
  The victim must succeed on a Reflex save or be 
  immobilized and thus unable to move. If the saving 
  throw succeeds, the victim is only partially trapped by 
  the bands, and is entangled. 
  A creature immobilized by the bands can attempt to 
  escape as a full-round action, either by bursting free 
  (Strength DC 18) or wriggling out (Escape Artist DC 
  18). 
   
  An entangled creature can use a full-round action 
  to creak free (Strength DC 13) or disentangle itself 
  (Escape Artist DC 13). 
  Material Component: Three small silver hoops, 
  interlinked. 
  URD 8-05 Blood Runs Thicker than Water 
   
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  Source: Spell Compendium 128 
   
  Defenestrating Sphere 
  Evocation [Air] 
  Level: Sorcerer/wizard 4 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 2-foot-radius sphere 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial (see text); see text 
  Spell Resistance: Yes 
   
  When you cast this spell, you create a violently 
  swirling sphere of air. As a move action, you can make 
  the sphere travel up to 30 feet per round and strike a 
  creature or object you indicate as a ranged touch attack. 
  Any creature struck by the sphere takes 3d6 points of 
  damage from the force of the winds. In addition, 
  Medium or smaller creatures must succeed on a 
  Fortitude save or be knocked prone. Creatures that fall 
  prone must then succeed on a second Fortitude save or 
  be swept up by the sphere and driven 1d8x10 feet into 
  the air, dropping 1d6 squares from their original 
  position in a random direction and taking falling 
  damage as normal. If a window is within range, the 
  subject is automatically thrown in that direction. 
   
  If some obstacle prevents the subject creature 
  from reaching its expelled height, it takes 1d6 points of 
  damage for every 10 feet of movement it was unable to 
  complete, so that a creature hurled 50 feet up in a room 
  with a 20-foot ceiling would take 3d6 points of damage 
  from the impact, then take 2d6 points of damage when 
  it falls back to the ground. 
   
  The sphere can affect a maximum of one creature 
  or object per round, and winks out if it exceeds the 
  spell’s range 
  Focus A gray pearl worth at least 100 gp. 
  Source: Spell Compendium 62 
   
  Entomb 
  Evocation [Cold]  
  Level: Druid 6, Sorcerer/wizard 6 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One creature/level, no two of which can be more 
  than 30 ft. apart  
  Duration: Instantaneous and 1 round/level; see text  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  An entomb spell traps living creatures in a block of ice, 
  suffocating them. The spell entraps the targets with a 
  thick layer of ice from head to toe. Those that make a 
  successful Fortitude saving throw can shake off the ice 
  immediately, though they still take 6d6 of cold 
  damage. If the creature fails its saving throw, it is held 
  within the ice and immediately begins to suffocation 
  per the drowning rules (see page 304 of the Dungeon 
  Master’s Guide). In addition, the creature takes 2d12 
  points of cold damage and 1 point of Constitution 
  damage per round from contact with the ice. 
   
  Other than attempting to escape, creature 
  entombed can perform actions that only require 
  mental or verbal activity. 
   
  Escaping from the ice block requires a DC 20 
  Strength check or the application of 20 points of fire 
  damage. 
  Material Component: A clear gemstone with a minimum 
  value of 500 gp. 
  Source: Frostburn 93 
   
  Fireburst 
  Evocation [Fire]  
  Level: Sorcerer/wizard 2, war-mage 2 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 5 ft.  
  Effect: Burst of fire extending 5 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8). Material Component: A bit of sulfur. 
  Source: Spell Compendium 93 
   
  Fireburst 
  Evocation [Fire]  
  Level: Sorcerer/wizard 2, war-mage 2 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 5 ft.  
  Effect: Burst of fire extending 5 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8). Material Component: A bit of sulfur. 
  Source: Spell Compendium 93 
   
  Fireburst, Greater 
  Evocation [Fire] 
  Level: Sorcerer/wizard 5, warmage 5  
  Effect: Burst of fire extending 10 ft. from you 
  This spell functions like fireburst, except that it affects 
  creatures within 10 feet of you and deals a maximum of 
  15d8 points of damage to each one. 
  Source: Spell Compendium 94 
   
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  Fires of Purity 
  Evocation [Fire]  
  Level: Druid 6, Purification 6, Sorcerer/wizard 6 
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch.  
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: See text  
  Spell Resistance: Yes (harmless); see text 
  The creature you touch bursts into magical flames that 
  do not harm the subject, but are capable of harming 
  anyone else who comes into contact with the creature. 
   
  With a successful melee attack, the subject deals 
  an extra 1 point of fire damage per caster level 
  (maximum +15). If the defender has spell resistance, it 
  applies to this effect. Creatures that make successful 
  melee attacks against the subject are susceptible to the 
  same damage unless they attack with weapons that 
  have reach, such as longspears. 
   
  The subject of fires of purity takes only half damage 
  from fire-based attacks. If such an attack allows a 
  Reflex save for half damage, the subject takes no 
  damage on a successful save. 
  Source: Spell Compendium 94 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/Wizard 3 
  Components: V, S 
   
   
  This spell functions like mage armor (PH 249) 
  except that it requires no material component and its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
  Source: Spell Compendium136 
   
  Orb Of Acid 
  Conjuration (Creation) [Acid] 
  Level: Sorcerer/wizard 4 
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of acid.  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing 1d6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid's noxious fumes for 1 
  round. A successful Fortitude save negates the 
  sickened effect but does not reduce the damage. 
  Source: Spell Compendium150 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of acid 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. 
  You must succeed on a ranged touch attack to hit your 
  target. 
  For every two caster levels beyond 1st, your orb deals 
  an additional ld8 points of damage: 2d8 at 3rd level, 
  3d8 at 5th level, 4d8 at 7th Level, and the maximum of 
  5d8 at 9th level or higher. 
  Source: Spell Compendium150 
   
  Orb Of Force 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4 
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./2 levels)  
  Effect: One orb of force 
  Duration: Instantaneous  
  Saving Throw: None 
  Spell Resistance: No 
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals 1d6 points of damage per caster level 
  (maximum 10d6). 
  Source: Spell Compendium 151 
   
  Orb of Sound 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S  
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One orb of sonic energy 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial  
  Spell Resistance: No 
  This spell functions like orb of add, except that it deals 
  ld4 points of sonic damage per level (maximum 15d4). 
  In addition, a creature struck by an orb of sound roust 
  make a Fortitude save or be deafened for 1 round 
  instead of being sickened. 
  Source: Spell Compendium151 
   
  Orb of Sound, Lesser 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of sonic energy 
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  This spell functions like lesser orb of acid, except it 
  deals ld6 points of sonic damage, plus an additional ld6 
  points of damage per two caster levels beyond 1st: 2d6 
  at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the 
  maximum of 5d6 at 9th level or higher. 
  Source: Spell Compendium151 
   
  Reciprocal Gyre 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./ level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see 
  text 
  Spell Resistance: No 
  The subject takes 1d12 points of damage per 
  functioning spell or spell-like ability currently 
  affecting it (maximum 25d12). In addition, any 
  creature so affected that fails its Will save must then 
  succeed on a Fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a 
  reciprocal gyre, so spells that affect an area can’t be used 
  to deal reciprocal damage to creatures within their area. 
  Likewise, persistent or continuous effects from magic 
  items can’t be used to deal reciprocal damage, but 
  targeted spell effects can be. 
  Material Component. A tiny closed loop of copper wire. 
  Source: Spell Compendium 170 
   
  Unliving Weapon 
  Necromancy [Evil] 
  Level: Clr 3 
  Components: V,S,M 
  Casting Time: 1 full round 
  Range: Touch 
  Targets: One Undead Creature 
  Duration: 1 hour/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  This spell causes an undead creature to explode in a 
  burst of powerful energy when struck for at least 1 
  point of damage, or at a set time no longer than the 
  duration of the spell, whichever comes first. The 
  explosion is a 10-foot-radius burst that deals 1d6 points 
  of damage for every two caster levels (maximum 10d6). 
   
  While this spell can be an effective form of attack 
  against an undead creature, necromancers often use 
  unloving weapon to create undead capable of suicide 
  attacks (if such a term can be applied to something that 
  is already dead). Skeletons or zombies with this spell 
  cast upon them can be very dangerous to foes that 
  would normally disregard them. 
   
  Material Component: A drop of bile and a bit of 
  sulfur. 
  Source: Book of Vile Darkness 108 
   
  
  PLAYER HANDOUT 1 – MAP OF LEUKISH 
   
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  PLAYER HANDOUT 2 − LEAFLET 
   
  Immaculately printed on parchment is the following proclamation: 
  URD 8-05 Blood Runs Thicker than Water 
   
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  DM MAP #1 – KEYED MAP OF LEUKISH 
   
   
   
   
  URD 8-05 Blood Runs Thicker than Water 
   
  Page 3 
  
   
   
   
  DM MAP #2 – 3A:2 HOUSE CORINER (ADDITIONAL) 
   
  URD 8-05 Blood Runs Thicker than Water 
   
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  DM MAP #3 –4A:2 THE HONORABLE CHAMBER (OPTIONAL) 
   
   
   
  DM MAP #4 –5A:2 TEMPLE OF LENDOR (ADDITIONAL) 
   
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  URD 8-05 Blood Runs Thicker than Water 
   
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  DM MAP #5 – 5D:2 TEMPLE OF LYDIA (ADDITIONAL) 
   
   
   
   
  URD 8-05 Blood Runs Thicker than Water 
   
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  DM MAP #6 –6: THE CEMETARY AND CHURCH OF WEE JAS 
  (CORE) 
   
   
   
   
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  DM MAP #7 –8A:2 THE TEMPLE OF PELOR (OPTIONAL) 
   
   
   
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  DM MAP #8 –13: THE DOCKS (CORE) 
   
   
   
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  DM MAP #9 – KEYED MAP OF THE CITADEL 
   
   
   
   
   
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  DM AID #1 – RUMOR LIST 
   
  Rumors are divided up into Core Rumors and Optional Rumors. Use the Core Rumors if players are only playing the 
  Core Encounters without extra Time Units and use both tables if players are playing with Option Encounters and extra 
  Time Units. 
   
  Core Rumors 
   
  • 
   There is some kind of light at the City Park. It may be a safe place to go. 
  • 
   The flood of people into Leukish before the destruction was enormous. Nobody saw the treachery coming. 
  • 
   The demon horde came through gates throughout the city and ran rampant for almost an hour. They were 
  relatively well organized, especially for demons. 
  • 
   I saw a giant multi-headed worm eat someone in the Pallindrome. 
  • 
   The dead walk in the cemetery! 
  • 
   The Citadel is sealed off by the energy wall and Karll and Jolen Lorinar are trapped inside. 
  • 
   I saw a wizardy looking guy just appear in the air at the wall and fall to the ground dead. 
  • 
   The Scarlet Brotherhood has always resented the strength and independence of the Duchy of Urnst and this must 
  be a plan by them to take over. 
  • 
   The Honorable Chamber will figure out a way to sort all this out. 
  • 
   I saw a boat be swallowed whole by a giant tentacled creature by the docks. 
  • 
  Lord Ellis really did abdicate. How can he abandon the Duchy at its time of need? He’s really let us all down. It’s 
  probably best that he left. 
  • 
  The Church of St. Cuthbert is doing its best to maintain law and order. 
  • 
  The Bar Rampant was slaughtered first. It was an assassination if anything. 
  • 
  There was a rider bearing a banner that took the strength from almost everyone who looked at it. Hordes of 
  demons followed in its wake killing anyone not affected before slaughtering those who were. 
  • 
  House Coriner has been turned into a brothel. At least now they’re open about it.  
  • 
  Seoman Verle was a demon in disguise! That must be the case. He’s much too nice to actually be evil. 
   
  Optional Rumors 
   
  • 
   The Church of Pelor has been taken over by undead and shadows. 
  • 
   Some bully has been ambushing people outside of the estate of House Lorinar, where Lord Ellis is hiding out. 
  • 
   The mayor has been killed and a new one appointed, some former adventurer with a spooky boyfriend. They’re the 
  ones responsible for the Scarlet Brotherhood being here. They’ve taken over the Honorable Chamber. 
   
   
   
   
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  URD 8-05 Blood Runs Thicker than Water 
   
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  DM AID #2 – CHAOS STORM EFFECTS 
   
  Roll 1d100 on the chart below to see the results of the Chaos Storm on characters. Re-roll any duplicates. None of these 
  have any game effect at all. 
   
  No effect 
  2-3  
  Hair always floats about as if in a stiff breeze or underwater 
  4-5  
  Spells cast on character have a flavor appropriate to their effect. Bull’s Strength would taste like hamburger or a 
  steak (depending on caster level, higher = better quality). 
  6-7  
  Character thinks they are a random inanimate object (you choose object). This does not stop them from being 
  able to do anything they normally would do, they are just sure they are that object despite any proof to the contrary. 
  8-9  
  Voices periodically give character pep talks when needed. 
  10-11 
  Character sheds skin like a snake. 
  12-13 
  Any spells and spell effects created by character are pink including those from magic items activated or 
  triggered by character. 
  14-15 
  Gain extra finger on one hand. 
  16-17 
  Random body part changes to a random color. You choose one and the player chooses the other. 
  18-19 
  Fingers turn into tentacles with no loss of functionality. 
  20-21 
  All plant matter tastes like licorice. 
  22-23 
  Clothes never seem to fit right. 
  24-25 
  Voice takes on qualities of opposite sex. 
  26-27 
  Skin takes on an iridescent sheen. 
  28-29 
  Always counts out loud. 
  30-31 
  Character gains an eye on the back of their neck. It is not theirs. If removed, it will grow back. 
  32-33 
  Character forgets irrelevant details easily and replaces them with new ones. 
  34-35 
  Can eat infinite food and never get full. 
  36-37 
  Anything alive that the character eats does not die or become digested, but passes through unharmed. 
  38-39 
  Opposite sex finds character more attractive until they speak, then they are disappointed (this may not be a 
  change). 
  40-41 
  Loses all head hair and it does not grow back. 
  42-43 
  Thinks gnomes are actually funny. 
  44-45 
  Character is lactating constantly regardless of what gender they are. 
  46-47 
  Character grows small devil horns on forehead. 
  48-49 
  Loves to dance, and will always do so when given the option. 
  50-51 
  Breath smells like lemons. 
  52-53 
  Sweats profusely at all times. 
  54-55 
  Afflicted with optimism. 
  56-57 
  All clothing worn becomes black. Character is now stylish. 
  58-59 
  Skin has the texture of half-melted gelatin. 
  60-61 
  Characters hands switch arms. Right hand is now on left arm and vice-versa. 
  62-63 
  When performing a run, charge or double move, character skips instead with no change in movement rate. 
  64-65 
  Character thinks they can walk through walls, but just chooses not to. 
  66-67 
  Gain second mouth in middle of chest. This is where the character eats from now, but still speaks through 
  facial mouth. 
  68-69 
  Wounds make almost inaudible crying sounds. Only character can hear them. 
  70-71 
  Gain a nervous tick. 
  72-73 
  Head hair grows voluminously and strong at a rate of 1” per day. Must be cut with at least masterwork items. 
  74-75 
  Character has feathers instead of hair. 
  76-77 
  Character now laughs when sad and cries when happy. 
  78-79 
  Can only refer to themselves in the third person (“I”=actual name). 
  80-81 
  Dislikes the color purple. 
  82-83 
  All fabrics are itchy and irritate your skin. 
  84-85 
  Appears to be 10 years older than they really are. 
  86-87 
  Character becomes obsessed with having excellent personal hygiene. 
  88-89 
  Characters feet switch legs. Right foot is now on left leg and vice-versa. 
  90-91 
  Cries at sad stories. 
  92-93 
  Victim's fingers can be broken off and eaten, but grow back almost immediately. Determine what flavor they 
  are at your whim, but they should be yummy. 
  
  94-95 
  Lose all teeth and replaced by an unattractive bony ridge. 
  96-97 
  Gender changes. 
  98-99 
  Appears to be 10 years younger than they really are. 
  100  
  Roll twice on table and apply both results. 
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/598/Normal Scenarios/URD8-05 - Blood Runs Thicker than Water (APL 8-16)/URD8-05 - Blood Runs Thicker than Water.pdf