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 and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com. For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  GRM7-IN4 
   
   
  By Right of Conquest 
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Interactive 
  Version 0.9.0 
  by Joe Masdon and Nick Perch 
  With artwork by Brett King 
  Reviewers: Gran March Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: John Brice, Chris Danford, Michael Eshleman, Valerie Fricault, Rosemary Grey, Arlene 
  Medder, Tyrone Pugh, Jason Swanson, Dave Walters, Dan Wheeler, Pete Winz. 
   
  For millennia, land in the Sheldomar Valley has been claimed by those with the strength to take it and to 
  hold it. Invaders laying unlawful claims are not to be tolerated and allies should come together to retake 
  lands wrongly seized. The time has come to reclaim Shiboleth. A Gran March Regional battle-intensive 
  interactive for APLs 2-14, and Part 5 of the Shattered Reflections series. 
  Note: This adventure will be of particular interest to members of the Knights of the Watch, the Gran 
  March Army and Syrloch. 
   
  Resources: Complete Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, Ed 
  Stark], Fiend Folio [Eric Cagle, Jesse Decker, James Jacob, Erik Mona, Matt Sernett, Chris Thomason, 
  James Wyatt], Libris Mortis [Andy Collins, and Bruce R. Cordell], Monster Manual II [Ed Bonny, Skip 
  Williams, Jeff Grub and Rich Redman], Monster Manual III, Monster Manual IV [Gwendolyn F.M. Kestrel], 
  Player’s Handbook II [David Noonan], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]. 
   
  
  GRM7-IN4 By Right of Conquest 
   
  Page 1 
  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 player 
  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 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. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  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).  
  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.  
  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. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 2 
  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. 
   
  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. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in the Gran March. Characters native to the 
  Gran March pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  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 who 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 Survival check 
  (DC 20), 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 
  In early 595 CY, an earthquake shook Shiboleth, 
  opening a long-sealed cavern hundreds of feet 
  below the surface. Inside the cavern was an 
  enormous mithral archway inlaid with bronze that 
  led to the Bleak Eternity of Gehenna. The gate, 
  dormant for centuries, was reawakened, and the 
  residents of Gehenna began exploring this new 
  territory with patient curiosity. The yugoloths 
  exploring Gran March in 595CY were not the 
  same ones who used the portal millennia ago, and 
  knew nothing of their predecessors’ dealings in 
  the Sheldomar Valley.  
   
  As the yugoloths of Gehenna began exploring 
  upward, the Order of World Travelers and the 
  leaders 
  of 
  Syrloch, 
  Gran 
  March’s 
  arcane 
  academy, 
  began 
  exploring 
  downward 
  to 
  investigate the source of the earthquakes. The 
  Commandant granted the Archdean of Syrloch, 
  Kaema 
  Thuldir, 
  the 
  authority 
  to 
  lead 
  the 
  investigation and he put the forces of the 3rd Battle 
  at her disposal. She supplemented the Battle with 
  an assortment of adventurers and guides from 
  The Order of World Travelers. Explorers from 
  # 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 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 3 
  Gran March and Gehenna both encountered the 
  Outpost, a civilization of reclusive vampires from 
  the time of the Occluded Empire, hundreds of feet 
  below Shiboleth. The vampires vacated, clearing 
  the way for the humans and yugoloths to meet. 
  When the two exploring groups met, the humans 
  from Shiboleth struck first against the yugoloths. 
  The Archdean and Knight Colonel Darhmog 
  Wynnavwynn of the 3rd Battle learned of the 
  mithral gate and led the 3rd Battle and a large 
  group of volunteers to the caverns below Shiboleth 
  in an effort to seal it again. The main force of 
  soldiers fought the yugoloth army amassed in the 
  cavern while Archdean Thuldir led a select group 
  of powerful volunteers into Gehenna to find a way 
  to seal or destroy the gate from the other side. 
   
  A few hours after the brave soldiers entered 
  the caverns, the columns supporting the cavern 
  were destroyed, collapsing the cavern. A massive 
  sinkhole appeared in the southwest corner of the 
  city and four blocks of homes and businesses 
  collapsed 40 feet into the earth, killing hundreds of 
  unsuspecting people. The official story in Gran 
  March is that the yugoloths vindictively collapsed 
  the caverns in the final moments of a losing battle 
  against the soldiers of the 3rd Battle and members 
  of Syrloch. The truth is a much darker reality. 
  Archdean Thuldir feared that she would fail to find 
  a way to close the gate in Gehenna. Before she 
  left for Gehenna, she gave wizards and sorcerers 
  from Syrloch who were among the main force the 
  resources to collapse the caverns if the battle 
  went badly. She hoped to destroy the archway or 
  render it unusable if it could not be sealed. The 
  group that entered Gehenna failed to find a way to 
  seal the mithral gate as the Archdean had feared. 
  Worse, the Archdean was felled in Gehenna by a 
  huge nycaloth. Right before she fell, she gave the 
  order for the arcane casters to collapse the 
  cavern. The mithral archway was buried beneath 
  millions of tons of earth and stone, and hundreds 
  of yugoloths, soldiers and adventurers were 
  trapped in the collapse. Hundred of citizens 
  aboveground in Shiboleth were also killed. It is 
  worth noting that all of the arcane casters who 
  followed the Archdean’s direction and caused the 
  collapse that killed all of these people were PCs 
  who understood the potential risks. 
   
  Some PCs playing this scenario will know the 
  truth of the collapse, and a few might even be one 
  of the wizards who followed Kaema Thuldir’s 
  order. Others might be under the impression that 
  the yugoloths created the collapse. If asked, the 
  DM should indicate that public opinion is that the 
  yugoloths caused the collapse. The DM should not 
  feel compelled to contradict PCs who indicate that 
  they know otherwise, nor should the DM support 
  those PCs with the truth. Dissenting versions of 
  the story should be allowed to continue. (GRM05-
  BI-01, The Commandant’s Fist: ConCarolinas 
  2005).  
   
  During the weeks after the collapse, there 
  were numerous yugoloth and Outpost vampire 
  sightings in Shiboleth. Yugoloths were seen 
  fighting giants who invaded the city (GRM5-IN5, In 
  the Eleventh Hour), a small horde of yugoloths 
  pursued a group of Outpost vampires through 
  Shiboleth (GRM6-01, All That Is Secret and 
  Hidden), and an ultroloth was seen beneath a 
  newly constructed gladiatorial arena (GRM6-02, 
  Family Values) in Shiboleth. More recently, an 
  ultroloth wearing ornate plate armor decorated in a 
  twisted, demonic similarity to the Knights of the 
  Watch broke into the Athenaeum in Hookhill 
  (GRM6-07, Athenaeum). This ultroloth proclaimed 
  himself Master Vigilant Marax, and claimed that 
  the Knights of the Watch were a pale imitation of 
  an older, daemonic knighthood named the Knights 
  Vigilant. He was accompanied by a woman named 
  Kaema who bore a striking resemblance to the 
  missing Archdean Kaema Thuldir. Her fine Suel 
  features were marred by encroaching daemonic 
  features. They were found in Vault 73 in the 
  basement of the Athenaeum, the vault where most 
  of the artifacts from Fhar’anod were sealed. They 
  were foiled in an attempt to steal a stone tablet 
  from the vault. 
   
  Meanwhile, the Army of Security (AoS) 
  stationed forces around the sinkhole in Shiboleth 
  while the majority of the soldiers worked to rebuild 
  the city in the wake of the giant invasion. About 
  half the AoS worked to rebuild and the other half 
  worked to maintain peace and search the outlying 
  areas for stragglers from the invasion. These 
  tasks occupied all the AoS’s available time and 
  energy. Recently, the AoS was disbanded. 
   
  In GRM7-06 The Order of Underworld 
  Travelers, the PCs found the remains of the 
  vampiric Outpost and evidence that the yugoloths 
  were still active beneath the city. PCs encountered 
  an ultroloth named Euryale and learned that the 
  half-yugoloth soldiers that have been encountered 
  with the daemons are former soldiers from Gran 
  March who have been transformed into half-
  fiends. The PCs were able to alert many influential 
  organizations to their discoveries, and efforts to 
  examine the Sinkhole fully are being coordinated. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 4 
  ADVENTURE SUMMARY 
  Introduction 
  The leaders of the yugoloths are going to attempt 
  to present a convincing ruse that they are invading 
  Shiboleth with the intent to claim it as their own. 
  They are actually hoping to create a large 
  diversion that draws attention away from their true 
  plan. They are trying to remove the huge bronzed 
  mithral gateway from beneath the Sinkhole and 
  take it out of the city into the Rushmoors. They are 
  also trying to bring a number of fiends and 
  celestials that they are holding captive out of 
  Gehenna and into the city. These outsider 
  captives are warded against using their various 
  teleport abilities, so the yugoloths have to 
  physically drag them out of the city and into the 
  Rushmoors. If the PCs ignore the threat created 
  by the diversion, it is possible that everyone in 
  Baron Doulanfon’s estates will be killed and taken, 
  throwing Shiboleth into chaos. 
   
  Encounter 1 
   
  A large force of silent paralyzing-touch undead 
  (ghouls, mohrgs) emerges from the graveyard on 
  the southwest side of Shiboleth. They sneak into 
  the city under cover of darkness and begin to 
  sneak into homes, paralyzing and kidnapping 
  sleeping 
  citizens 
  of 
  Shiboleth. 
  They 
  begin 
  smuggling them toward the sinkhole. PCs will 
  encounter these stealthy kidnappers on the city 
  streets. Higher APL parties will bump into them in 
  the wealthier sections of the city, further from the 
  Sinkhole in the southwest. The ghouls and ghasts 
  will attempt to run SW, while the mohrgs will try to 
  flee NE, drawing more formidable PCs away from 
  the Sinkhole. As PCs defeat a wave of undead, 
  they will be able to spot another group in the 
  distance that is trying to hide from them and run 
  off with their paralyzed victims. As combat breaks 
  out, signals go off across the city. PCs can 
  determine that most of the paralyzed NPCs look 
  like they were taken from their beds. 
  Encounter 2 
  APLs 2 - 8 
   
  PCs can follow a couple of ghouls carrying 
  paralyzed victims through the streets of Shiboleth. 
  As they approach the Sinkhole, they will see lots 
  of ghouls and ghasts handing their victims off to 
  mezzoloths that are lowering victims into the 
  Sinkhole. Looking into the vast Sinkhole, the PCs 
  will see a lot of kidnapped people tied up and held 
  prisoner toward the middle (1/8 mile away). The 
  people in the Sinkhole are being watched by a lot 
  of very large and alert mezzoloths and a single 
  female ultroloth (Euryale). During this encounter, a 
  signal will go up above SE Shiboleth. A widened 
  lightning ball will streak 500 feet into the sky. PCs 
  who are members of Syrloch, the Army, or that are 
  veterans of the Army will recognize it as a signal 
  that the Baron’s manor is being attacked.. Before 
  they can become too concerned with the SE part 
  of the city, they will see more undead carrying 
  paralyzed victims coming this way. The PCs will 
  have a chance to interrupt the undead and save 
  the paralyzed NPCs from being lowered into the 
  Sinkhole. The combat will draw the attention of the 
  yugoloths who will send soldiers over to support 
  the undead. Any PC who is noted as being able to 
  turn undead with great skill will be targeted by the 
  enemy. 
  APLs 10 -14 
   
  PCs can follow the mohrgs through the streets 
  toward the general direction of the Spire of the 
  Martyrs. The undead are not really headed toward 
  that location, but PCs should be given that location 
  as the most prominent landmark at the top of the 
  northeastern slopes of Shiboleth. The PCs will 
  hear conflict ahead, and will see soldiers and 
  civilians fighting a mixture of yugoloths and 
  undead. The PCs will have a chance to stop the 
  fleeing mohrg, and engage the yugoloths to help 
  the NPC citizens of Shiboleth. Any PC who 
  demonstrates the ability to perform powerful 
  undead turning will become the focus of enemy 
  attacks. The yugoloths will be wearing uniforms 
  with emblems that strongly resemble the shield of 
  Gran March. At some point during this combat, a 
  signal will go up above SE Shiboleth. A widened 
  lightning ball will streak 500 feet into the sky. PCs 
  who are members of Syrloch, the Army, or that are 
  veterans of the Army will recognize it as a signal 
  that the Baron’s manor is being attacked.  
   Encounter 3 
  APLs 2 -8 
   
  Yugoloths and half-fiends wearing tabards that 
  look suspiciously like those of the Gran March 
  army will be seen in the streets beating down any 
  organizing resistance. Uniformed yugoloths will be 
  barricading the area around the Sinkhole, and 
  pushing resistance back. They will be planting 
  flags that mark yugoloth-claimed territory. PCs will 
  see the barricades closing in around them. PCs 
  should figure out that they do not want to be 
  behind enemy lines, and should push for a break 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 5 
  in the formation to lead people out. PCs who 
  remain behind enemy lines will draw the attention 
  of extra forces and the officers as well. 
  APLs 10 -14 
   
  As the PCs move toward the Baron’s manor, 
  they will come across a group of undead giants 
  being marshaled by yagnoloths wearing uniforms 
  and heraldry of the Knights Vigilant. PCs who 
  played GRM5-IN5, In the Eleventh Hour will 
  recognize these hulking brutes as some of the 
  behemoths who invaded the city under the 
  command of King Brodde. The undead might 
  recognize PCs who played that adventure as well, 
  and attack them with deliberate focus. The 
  yagnoloths will taunt the PCs that “their Baron” 
  should be handing over the city to Master Vigilant 
  Marax anytime now. The yagnoloths will be 
  especially snide to any PCs displaying heraldry of 
  the Knights of the Watch. Yagnoloths will tell the 
  PCs that Master Vigilant Marax awaits them on his 
  new throne atop New Gehenna (pointing to the SE 
  peak of Shiboleth.) 
  Encounter 4 
  APLs 2 -8 
   
  A short break in the fighting allows PCs to get 
  elevation to notice what is happening in the 
  Sinkhole. A colossal creature (thoqqua) will 
  emerge from the near-center of the sinkhole, 
  leaving an enormous tunnel behind. It will slither 
  away to the edge of the Sinkhole, terrifying 
  everyone it passes, but attacking no one. From the 
  huge (25’) hole in the ground, very large nycaloths 
  emerge, dragging fiery chains that are attached to 
  something below. Ultroloths (Marax, Euryale, 
  Azmograne) from previous events will be seen 
  marshalling the yugoloth and undead forces. The 
  enigmatic woman Kaema will be following Marax 
  wherever he goes. Euryale will remain with the 
  hostages, directing the mezzoloths who stand 
  over the innocents. A deathdrinker will also 
  accompany the yugoloth leaders. It should be 
  obvious that the forces in the Sinkhole are 
  massive and untiered. 
   
  A solar, chained and shackled to a huge, 
  flaming greatsword of blackened bone and stone 
  will be dragged clear from the Sinkhole. The solar 
  has a gag of molten iron burned into his mouth 
  and throat, is blinded, and has a quartet of large 
  mezzoloths repeatedly striking him with spiked 
  hammers to keep him subdued. There is an 
  especially scary looking nycaloth commander 
  looming near the solar, carrying an evil-looking 
  great axe, who will take charge of the solar. The 
  flaming chains will be pulled further from the hole, 
  bringing up a number of other captive outsiders. 
  Lastly, the chains clear the sinkhole, bringing the 
  bronzed mithril gate to Gehenna out into the 
  moonlight. As the moonlight touches the mithral 
  gate, sigils fire to life along its face, and it seems 
  to absorb the light.  
   
  While it is unlikely that the lower APL PCs will 
  be able to stop the leaders of the yugoloths, they 
  might find a way to alert the higher APL tables. 
  The yugoloth leaders are making an effort to keep 
  Shiboleth’s 
  more 
  powerful 
  defenders 
  fully 
  occupied elsewhere. The leaders of the yugoloths 
  want to get the solar and their other celestial and 
  fiendish captives out of Shiboleth. They also want 
  to get the mithral gate out of the city. They waste 
  no time in getting airborne and flying out of the city 
  while other forces work to distract the PCs. They 
  are moving south, toward the Rushmoors. 
  Depending on PC actions during this time, Master 
  Vigilant Marax might risk a fly-over on his fiendish 
  mount to converse with one or two groups of PCs. 
   
  The colossal worm will depart after the leaders 
  leave, going the way it came. 
  APLs 10 -14 
   
  When PCs will arrive at the Baron’s manor 
  they will see that yugoloth soldiers already hold 
  the manor. The main gate has been twisted and 
  ripped asunder and there are powerful fiends 
  slaughtering anyone who moves toward that 
  opening. PCs will see large flags/banners at the 
  corners of the walls with a symbol that resembles 
  the shield of Gran March, but has been modified. 
  There are also banners of the Knights Vigilant 
  staked into the grounds, proclaiming this area as 
  seized and under control of hostile forces. If the 
  PCs are having an easy time of it, there can be 
  more waves. The yugoloths are pressing the PCs 
  here to occupy them while the leaders attempt to 
  escape the Sinkhole with the solar and gate. They 
  will taunt the PCs, telling them to stick around, that 
  Master Vigilant Marax and Lord Raum will be done 
  inside and out to instruct them very shortly. 
  Encounter 5 
  APLs 2 -8 
   
  Even before the yugolth commanders clear 
  the Sinkhole, another force of fiends attacks the 
  PCs. This group comes from behind the newly 
  claimed 
  yugoloth 
  territory. 
  This 
  group 
  is 
  determined to kill as many Gran Marchers as 
  possible, both combatants and innocents. This 
  group of attackers will be a mix of former Gran 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 6 
  March 
  soldiers 
  who 
  have 
  been 
  improved, 
  yugoloths wearing soldier uniforms and half-fiend 
  giants and undead giants who were killed during 
  the attack on Shiboleth during the GRM5-IN5, In 
  the Eleventh Hour. Any true yugoloth will readily 
  abandon the combat if things go badly for it, but 
  the half-fiends and the undead will be relentless.  
  APLs 10 - 14 
   
  From inside the manor, the sound of combat 
  stops for a moment, and a number of massive, 
  hulking figures emerge to confront the PCs. Some 
  of the giants that fell during the invasion of 
  Shiboleth (GRM5-IN5, In the Eleventh Hour.) were 
  taken by the yugoloths and experimented on. 
  These half-fiend giants will be looking for any PCs 
  they might recognize from their failed attack on the 
  city two years ago. Any PC who looks familiar will 
  become their favored targets. They will scream at 
  the hated Tyv, and vow revenge for what Gran 
  March did to them two years ago. 
  Encounter 6 
  APLs 2 -8 
   
  Most true yugoloths will have abandoned their 
  posts, leaving the half-fiends and undead to fight 
  alone. Euryale will appear to a few of the PCs she 
  met during GRM7-06, The Order of Underworld 
  Travelers, warning them that she is no longer 
  keeping the kidnapped citizens in the Sinkhole 
  alive. She has moved the kidnapped victims to 
  within 150 – 200 feet of the edge of the sinkhole. 
  Select PCs will be told that only voors and 
  canoloths remain in the Sinkhole guarding the 
  hostages. Euryale will inform PCs she has met 
  before that the voors and canoloths will not attack 
  anyone who moves among them as long as that 
  person is unarmed. She has ordered the voors 
  and canoloths to allow unarmed humans and their 
  ilk, and only unarmed ones, to retrieve the kidnap 
  victims. Any armed PCs moving into the veritable 
  nest of voors will provoke an attack on both 
  themselves and the innocent kidnap victims. She 
  will warn them to act quickly, as other leaders 
  might give different orders to the voors that she 
  cannot countermand.  
  If there are 8 tables or fewer playing the low APL, 
  they will all come together to coordinate their 
  efforts in the rescue. Larger groups will be split 
  into groups of 2 or 3 tables, with the modification 
  that Euryale has scattered the hostages into 
  multiple groups. NPC soldiers and militia will pitch 
  in to help. Any one PC who tries to sneak in a 
  weapon could set off an explosion of violence 
  among the kidnap victims and other, unarmed 
  PCs. As the victims are being rescued, a voor will 
  occasionally turn from its post and run to the south 
  edge of the Sinkhole, climb out, and run south out 
  of the city. After the victims have been taken 
  toward the relative safety of the walls, the 
  remaining voors and canoloths will all shift 
  menacingly toward the PCs in the Sinkhole. PCs 
  will have very little time to re-arm themselves 
  before the monsters attack.  
  APLs 10 – 14 
   
  If the leaders of the yugoloths managed to get 
  the gate out of the city without being harassed too 
  much, a couple of the will come back to confront 
  the PC at the Baron’s manor. Master Vigilant 
  Marax is flying on his half-fiend ironclad mauler 
  mount, and is accompanied by Kaema Thuldir. 
  Lord Raum and the death drinker Abaddon [uh-
  bad-n] will be emerge from inside the manor along 
  with Abaddon the deathdrinker wearing the corpse 
  of 
  the 
  Baron’s 
  champion, 
  Sir 
  Sermious 
  Aerasbonden, the Knight of Sorrows.  
   
  If there are few enough tables at APLs 10 -14, 
  they can all listen to a single narrator in the center 
  of the room. Marax will call a halt to all conflict. His 
  subordinates will comply. How the PCs react is 
  unpredicted. He will offer them a chance to “catch 
  their breath.” Given an opportunity, Master Vigilant 
  Marax will claim the city by Right of Conquest. All 
  of the other yugoloths will laugh at this. Marax will 
  not land in the courtyard. If he has a chance to 
  talk, Marax will quickly address PCs he recognizes 
  from GRM6-07, Athenaeum. He will then attempt 
  to escape leaving his subordinates to wreak havoc 
  on the heroes of Shiboleth.  
   
  Tables will be combined to allow groups to 
  work together against the yugoloth leaders. They 
  are extremely formidable and should be quite a 
  challenge to level 15 and under PCs who have 
  already depleted their resources in the large 
  number of combats in this scenario. If there are 6 
  tables or fewer playing the high APL, the combat 
  will be run at a single large table. Otherwise, 
  tables will be split into groups of 2 or 3 (by APL) to 
  combine forces against 2 or 3 leaders.  
  PREPARATION FOR PLAY 
   
  The DM should make a note of which PCs 
  have encountered any of the yugoloth leaders in 
  previous scenarios. Marax was present for GRM6-
  01, All That Is Secret and Hidden and he 
  appeared directly in GRM6-07, Athenaeum. 
  Euryale was present for GRM05-BI-01, The 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 7 
  Commandant’s Fist and appeared directly in 
  GRM7-06, The Order of Underworld Travelers. 
  Marax, Euryale and Raum were all present for 
  GRM5-IN5, In the Eleventh Hour, though no PC 
  directly spoke with them. Any PC who has played 
  one of these scenarios is known by name to the 
  leaders of the yugoloths. The yugoloths also 
  probably have some knowledge of the known PCs’ 
  combat abilities. They have communicated this 
  knowledge by telepathic images to their minions 
  prior to the invasion. Yugoloths may refer to the 
  PCs by name, just to confuse or distress them.  
   
  Euryale in specific will be eager to converse 
  with any PC who has the AR item A Dangerous 
  Thing from GRM7-06, The Order of Underworld 
  Travelers. 
   
  The DM should ask which PCs are member of 
  the Knights of the Watch. Yugoloths who are 
  designated as Knights Vigilant will look to attack 
  those PCs in preference to most other targets 
  unless doing so would surrender a tactical 
  advantage. This enmity takes precedence over the 
  focused attacks on PCs wearing holy symbols as 
  described below.  
  The DM should ask what holy symbols the 
  PCs are displaying openly and in such a way to 
  suggest that they might be clerics. The DM should 
  note if any PCs are displaying holy symbols of 
  Atroa, Azor’alq, Ehlonna/Ehlenestra, Lydia, Nola, 
  Pelor, Pholtus or Phyton in such a way. These 
  PCs will be targeted by yugoloths and undead in 
  preference to most other targets unless it requires 
  them to give up a tactical advantage.  
  The DM should determine if any PCs played 
  GRM5-IN5, In the Eleventh Hour, and which APL 
  the PC played. Encounters 5 and 6 include 
  monsters who will recognize these PCs, and the 
  monsters will focus their attacks on them. 
  A NOTE ON NPC 
  COMBATANTS 
  PCs will encounter various types of NPC 
  combatants in this scenario. In all cases, certain 
  guidelines of behavior should be remembered. All 
  of the half-yugoloths soldiers and giants are 
  fanatically dedicated to destroying Gran March. 
  They will enter extremely dangerous situations, 
  they will fight to the end, and they will come to 
  each others aid in combat. True yugoloths with an 
  Intelligence score above 6 will be constantly 
  working to control the battlefield and achieve the 
  greater goals. They also have a powerful sense of 
  self-preservation and will order others to do the 
  fighting whenever possible, even if the encounter 
  EL includes the yugoloth. They like to lead the 
  initial charge, strike once, then pull back from 
  battle if possible. They will retreat from combat if 
  they are reduced to 25% of their maximum hit 
  points, leaving others behind without hesitation. 
  Yugoloths with an Intelligence of 6 or less 
  (mezzoloths, voors, canoloths) like to kill things 
  and will save themselves rather than die, but will 
  not avoid combat like the smarter yugoloths. 
  Undead will perform as commanded, but intelligent 
  undead (ghouls, mohrgs) will save themselves 
  even if they have to abandon their missions. 
   
  PCs might notice that yugoloths with an 
  Intelligence score above 5 also loot the bodies of 
  those they kill.  
   
  Any named NPC has his or her own set of 
  goals and dedication to the cause. 
   
  Many of the creatures in this scenario have 
  the ability to summon other extraplanar creatures. 
  They will not use that ability in any of the combats. 
  They are under strict orders to maintain a specific 
  appearance and the fiends fear their masters 
  more than death. The lower level fiends have 
  plenty of other combat options, so they do not 
  consider this a significant hindrance. 
   
  There are NPCs in Appendix 9 who will assist 
  the PCs if they get into trouble. The DM is at 
  liberty to use these NPCs during any encounter 
  that is going badly. There are lots of soldiers on 
  the streets fighting yugoloths. Usually, PCs come 
  to the aid of the soldiers, but the soldiers can 
  return the favor. Unless otherwise stated in the 
  scenario, the NPC soldiers do not form up with the 
  PCs, they move on to help others. The DM is 
  cautioned to avoid letting the players become 
  dependent on the NPCs for rescue.  
  INTRODUCTION 
  This interactive will be run in either a single large 
  room, or two separate rooms. Tables will be 
  physically separated so that APLs 2-8 are in one 
  general area or side of the room, and APLs 10-14 
  are together. This will facilitate the interaction 
  portions of the BI. PCs will be seated to begin the 
  event.  
   
  PCs should be told that they are in Shiboleth 
  for whatever purpose they desire, and that it is late 
  at night. PCs who wish to pre-cast spells can have 
  a few spells cast on themselves, but they cannot 
  begin the event with pre-cast spells on other PCs. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 8 
  They should introduce their PCs to each other at 
  this time, and before Encounter 1. 
   
  PCs who are members of the Knights of the 
  Watch should be given Player Handout 1.PCs who 
  are members of Syrloch should be given Player 
  Handout 2.  
  DMs will be given a signal to begin play.  
  APLS 2 - 8 
  ENCOUNTER 1: UNDEAD IN 
  THE ALLEYS 
  At APLs 2-8, this encounter will be near the center 
  of the city, near the SW quadrant. This is the 
  poorer section of Shiboleth and near the Sinkhole. 
   
  The full face of Luna casts long shadows along 
  the streets of Shiboleth, but it also illuminates 
  the 
  open 
  streets, 
  even 
  as 
  midnight 
  approaches. You are on the streets, traveling 
  with friends, or with friendly strangers, to your 
  next destination inside Shiboleth. The heavy 
  clouds above seem to threaten rain, and the 
  bright, full moon is occasionally shrouded by 
  their passing overhead. Huge shadows seem 
  to slither across the streets, up and across 
  walls as Luna glides behind thick clouds.  
   
  PCs should make Spot checks to notice 
  stealthy ghouls lurking in the shadows. The 
  monsters are trying to avoid the PCs. If the PCs 
  do not spot the undead, they can continue along 
  the streets, oblivious. Any PC who is moving 
  separately from the party and is hiding and moving 
  silently receives a +2 circumstance bonus to spot 
  the ghouls. The monsters are specifically hiding 
  themselves and their victims from the group of 
  PCs they can see, and might not have decent 
  cover against PCs they cannot spot. PCs with 
  darkvision receive a +2 circumstance bonus on 
  this check. These bonuses stack. 
   
  The undead will be carrying paralyzed victims 
  equal to ½ their number. They are carrying 
  children or small demi-humans (up to 45 lbs for 
  ghouls, up to 75 lbs for ghasts). The victims are 
  light loads and do not encumber the undead. They 
  are hiding and moving silently. The DM should roll 
  for the undead, taking a -2 penalty for the undead 
  carrying a victim.  
   
  The undead are taking victims to hostage 
  locations in Shiboleth. When the PCs spot the 
  undead, half of the undead will try to engage the 
  PCs, trying to paralyze them quickly. The other 
  half will flee as quietly as possible with their 
  paralyzed victims. For APLs 2-8, they are trying to 
  get the hostages to the Sinkhole and flee to the 
  southwest. At APLs 10-14, their task is to move 
  northeast toward The Spire of the Martyrs, but not 
  actually enter the grounds. The undead have been 
  instructed to lead extremely powerful soldiers or 
  adventurers northeast. If the PCs finish off a group 
  of the undead before any of them can try to 
  escape with victims, the PCs will spot another 
  group of undead a block away. Those undead 
  have witnessed the combat and immediately flee 
  with their paralyzed victims.   
  APL 2 (EL 4) 
  Ghoul (4): hp 13 each; see Monster Manual, 
  page 118 or Appendix 1. 
  APL 4 (EL 6) 
  Ghoul (8): hp 13 each; see Monster Manual, 
  page 118 or Appendix 1. 
  APL 6 (EL 8) 
  Ghast, advanced (4): hp 63 each; see 
  Appendix 3. 
  APL 8 (EL 10) 
  Ghast, advanced (8): hp 63 each; see 
  Appendix 4. 
   
  Tactics: The monsters are trying to avoid 
  detection. They are carrying paralyzed hostages 
  toward designated locations. Once they are 
  spotted, they try to dispatch the PCs quickly. If that 
  fails, they lead their opponents toward a location 
  by fleeing the fight with victims in tow. Note that 
  half of the undead listed will immediately flee with 
  their victims. Only half the listed number will attack 
  the PCs. 
   
  Troubleshooting – The ghouls will not perform 
  a coup de grace on any paralyzed PC. If the 
  ghouls manage to paralyze all of the PCs, one of 
  the ghouls will move to perform the coup de grace, 
  but one of the others will simply say, “No! 
  …Raum.” The ghouls moving to kill paralyzed PCs 
  will show a flash of fear, and then back away form 
  the PCs, running off. PCs will see the direction 
  they ran, but will have to wonder at what just 
  restrained the ghouls. 
   
  Development: 
  PCs 
  should 
  pursue 
  the 
  undead, conducting a running battle. The PCs 
  should get the idea that the ghouls were running 
  toward a location as much as they were fleeing the 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 9 
  PCs. There are also more ghouls out there that 
  are probably heading in the same direction. The 
  DM can help nudge them toward the Sinkhole if 
  the players do not connect the clues. 
  ENCOUNTER 2: 
  YUGOLOTHS 
   
  As the PCs approach the Sinkhole, they will 
  see lots of ghouls and ghasts handing their victims 
  off to mezzoloths that are lowering victims into the 
  Sinkhole. Looking into the vast Sinkhole, the PCs 
  will see a lot of kidnapped people tied up and held 
  prisoner toward the middle of (1/8 mile away). The 
  people in the Sinkhole are being watched by a lot 
  of very large and alert mezzoloths and a single 
  female ultroloth (Euryale). PCs who played GRM7-
  06, The Order of Underworld Travelers will 
  recognize this ultroloth. Euryale is escorted by a 
  large mezzoloth, Tartaruchi. 
   
  You pursue the stealthy undead through 
  the night streets of Shiboleth. They are moving 
  southwest, and you pass through the short 
  barricade meant to warn citizens away from 
  the Sinkhole. You see no guards at the 
  barricade. The buildings past the barricade 
  have been evacuated, and you can see the 
  Sinkhole through the narrow alleys and 
  abandoned streets.  
   
  As you draw closer you can see more 
  ghouls on all sides of the Sinkhole sneaking 
  paralyzed people toward the edge of the 40’ 
  deep pit. Dark, four-armed insectoid monsters 
  take the paralyzed people from the ghouls, 
  quietly loop a rope around the unmoving 
  people and lower them into the hole. You can 
  see a dozen places around the massive 
  sinkhole where the same task is being done 
  quietly and quickly. Across the hole, you can 
  see more of the insectoid monsters taking the 
  paralyzed victims from the ropes and carrying 
  them toward groups of other people who are 
  bound and gagged. There are a few dozen of 
  the large insectoid monsters standing near the 
  bound groups of people, bows and spears held 
  at the ready. You notice that all of the alien-
  looking monsters are wearing a symbol across 
  their chests (show PCs DM Reference #1, The 
  New Gran March).  
   
  A dark, slim figure moves among the 
  hostages. The jagged, uneven ground of the 
  Sinkhole does not seem to hamper her 
  graceful strides. She wears dark robes and her 
  silvery, swirling eyes can be noticed even from 
  this distance. Stomping along behind her is a 
  giant insectoid fiend carrying a longspear and 
  a fiery whip. He whips the smaller monsters 
  that do not move quickly enough to suit the 
  graceful female. Against the far wall, you can 
  see a pile of bodies bearing torn tabards of 
  Gran March. You hear the sounds of combat 
  erupt from the far side of the Sinkhole, and 
  whistles and horns are being blown. 
   
  There are 100 hostages currently in the 
  Sinkhole. They are bound, gagged and partially 
  hidden from view. There are a few dead soldiers 
  and militia in the Sinkhole as well. The undead 
  and corruptors of fate worked to silence any 
  guards and sober people out and about. All of the 
  houses 
  around 
  the 
  Sinkhole 
  have 
  been 
  evacuated, so there are not many people near the 
  hole to notice the activity. The whistles and 
  combat from the far side of the Sinkhole are from 
  soldiers who have come to investigate their 
  missing fellows. As the PCs absorb this scene, 
  they will notice more undead approaching the 
  sinkhole from behind them, with paralyzed victims 
  in tow.  
   
  As you quickly take in the scene, you hear 
  someone approaching your position from the 
  direction you just came. You see more ghouls 
  carrying victims toward the Sinkhole.  
   
  PCs can try to stop the ghouls, or they can try 
  to hide from them and let the ghouls and their 
  victims go past to the Sinkhole. The combat will 
  draw the attention of the yugoloths who will send 
  soldiers over to support the undead, but they will 
  not send so many soldiers that it interrupts their 
  work. If combat occurs, the DM should be clear to 
  the PCs that innocent, paralyzed people might be 
  in the area of combat. There is one victim per two 
  undead.  The soldiers (and their minions) arrive for 
  the second round of combat. Roll initiative for 
  them normally. 
   
  Assuming the PCs act to stop these ghouls: 
  APL 2 (EL5) 
  Ghoul (2): hp 13 each; see Monster Manual, 
  page 118 or Appendix 1. 
  Half-mezzoloth Gran March corporal: hp 14; 
  see Appendix 1. 
  Death Dog: hp 15; see Fiend Folio pg 41 or 
  Appendix 1. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 10 
  APL 4 (EL 7) 
  Ghoul, advanced (2): hp 19 each; see 
  Appendix 2. 
  Half-mezzoloth Gran March corporal: hp 28; 
  see Appendix 2. 
  Death Dog (2): hp 15 each; see Fiend Folio 
  pg 41 or Appendix 2. 
  APL 6 (EL 9) 
  Ghast, advanced (2): hp 63 each; see 
  Appendix 3. 
  Half-mezzoloth Gran March corporal: hp 47; 
  see Appendix 3. 
  Death Dog (2): hp 38 each; see Appendix 3. 
  APL 8 (EL 11) 
  Ghast, advanced (2): hp 63 each; see 
  Appendix 4. 
  Half-mezzoloth Gran March corporal: hp 66; 
  see Appendix 4. 
  Death Dog, advanced (4): hp 57 each; see 
  Appendix 4. 
   
  Tactics: If the undead spot the PCs, they are 
  not surprised. They will drop their victims and 
  attack the PCs. If attacked, they fight back after 
  dropping their victims. As combat begins, the 
  yugoloths will send someone to assist the undead. 
  It will take one round for the yugoloth soldiers to 
  arrive. Any PC who is noted as being able to turn 
  undead with great skill will be targeted by the 
  enemy. 
   
  Development: The yugoloths will shut down 
  the hostage collection and move to stand sentry 
  above their innocent victims. The undead will 
  sneak away if able. The yugoloths begin to 
  establish an expanding perimeter around the 
  Sinkhole that might catch the PCs if they are not 
  quick.  
   
  As this encounter progresses, PC will see a 
  widened lightning ball will streak 500 feet into the 
  sky at the other end of the city. Members of 
  Syrloch, active duty soldiers, and veterans of the 
  Gran March army will recognize the signal as an 
  indication that the Baron’s estates are under 
  attack.  
   
  Any PC who goes into the Sinkhole will trigger 
  a negotiation with Euryale.  Any PC who does not 
  acquiesce to her demands will get hostages and 
  himself killed.  Such an event will be dealt with by 
  the BI coordinator should it occur. 
  ENCOUNTER 3: SOLDIERS 
  OF NEW GRAN MARCH 
   
  The invaders will begin to storm the streets. 
  They will seal off the Sinkhole area and push 
  combat into other areas of Shiboleth. Yugoloths 
  and 
  half-fiends 
  wearing 
  tabards 
  that 
  look 
  suspiciously like those of the Gran March army will 
  mobilize and begin beating down any organizing 
  resistance. Uniformed yugoloths will plant flags 
  that mark yugoloth-claimed territory. PCs will see 
  the barricades closing in around them, as flags are 
  planted behind them toward the rest of the city. 
  PCs should figure out that they do not want to be 
  behind enemy lines, and should push for a break 
  in the formation to lead people out. They have any 
  paralyzed people they saved from Encounter 2 
  that need rescue. The DM can add additional 
  innocents to the PCs’ groups as they move 
  through the city to give the correct impression that 
  they are rescuing people.  
   
  If the PCs look to go into the Sinkhole, the DM 
  should indicate that there are a lot of yugoloths in 
  the Sinkhole and they are spread out across ¼ 
  mile of uneven and dangerous terrain. Any group 
  of PCs that tries to enter the Sinkhole will face 
  triple the forces listed in this encounter. If they 
  succeed, they can face the named yugoloths 
  provided in Encounter 4. 
   
  You hear horns from the Sinkhole. The 
  yugoloths outside the Sinkhole grab weapons 
  and mobilize toward the city. Those inside the 
  Sinkhole 
  move 
  to 
  stand 
  above 
  bound 
  hostages, but hold their positions. You see 
  long-spear wielding yugoloths in groups of 6 
  and 8 marching, riding or flying toward the 
  city. They carry flags that match their tabards, 
  and have begun to plant the flags as they 
  move. Some are moving in your direction, but 
  you also notice some behind you, planting 
  flags between you and the rest of the city.  
   
  The ground beneath your feet just became 
  enemy territory.  
   
  APL 2 (EL4) 
  Half-mezzoloth soldier (2): hp 14 each; see 
  Appendix 1. 
  APL 4 (EL 6) 
  Half-mezzoloth soldier (2): hp 28 each; see 
  Appendix 2. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 11 
  APL 6 (EL 8) 
  Mezzoloth Pikeman (depleted): hp 95; see 
  Appendix 3. 
  Half-mezzoloth soldier (2): hp 28 each; see 
  Appendix 3. 
  APL 8 (EL 10) 
  Half-mezzoloth soldier (2): hp 47 each; see 
  Appendix 4. 
  Mezzoloths Pikeman (depleted) (2): hp 95 
  each; see Appendix 4. 
  At All APLs, but Holding Back: 
  Corruptor of Fate officer (mounted): hp 52; 
  see Appendix 4. 
  Canoloth, advanced (mount): hp 115; see 
  Appendix 4. 
   
   
  Tactics: The corruptors and the canoloths will 
  not move to engage the PCs. They will stay well 
  out of melee range and just direct additional half-
  yugoloth and mezzoloth soldiers into the fight. The 
  corruptor and canoloth would overpower lower 
  APLs, and are present for military officer/Gran 
  March cavalry flavor. If attacked at APL 2 - 6, they 
  pull back and send more foot soldiers to do the 
  fighting. At APL 8, they will fight back if directly 
  attacked. The corruptor officers try to have their 
  canoloth mounts first grapple a target, then attack 
  the grappled opponent. If the PCs move toward 
  the Sinkhole, reinforcements arrive immediately 
  and push the PCs away. The corruptors will toy 
  with the PCs a bit, as their task is to hold back the 
  enemy, but leave enough witnesses alive to tell 
  the story to others. 
   
  Developments: The PCs should move away 
  from the Sinkhole and out of enemy held territory. 
  If not, they will get to fight more opponents. A 
  rescued prisoner can nudge the PCs that direction 
  if they seem particularly clueless. 
  ENCOUNTER 4: ASCENSION 
  The leaders of the yugoloths will emerge from the 
  Sinkhole after creating a large enough hole to 
  bring up the 20 ft. diameter bronzed mithral gate. 
  Yugoloth combatants will pull back from combat a 
  bit as this happens, allowing the few nearby 
  citizens and soldiers (and PCs) to witness the 
  spectacle about to occur. It is possible that this 
  description will be given by a single narrator for all 
  the lower APL tables if they setting permits. 
  Otherwise, each DM will describe the events as 
  they unfold. 
   
  A shrill horn sounds, and the yugoloths 
  you are fighting move to take a step back 
  toward the Sinkhole, eyeing you warily. Light 
  glows from the direction of the Sinkhole.  
   
  The yugoloths will allow them to move to a 
  higher vantage point to see what is going on. If the 
  PCs decline and continue to fight, another wave of 
  half-finds from Encounter 3 will indulge them. The 
  DM should stop the description, or have the table 
  continue combat, ignoring the narrator.  
   
  A massive, disgusting worm of living lava 
  squirms its way out of the ground in the 
  Sinkhole, leaving a huge, flaming tunnel of 
  molten rock in its wake. The worm flounders 
  inside the Sinkhole, squirming away from the 
  fiery hole, cowering as it retreats. As the worm 
  flees, a bat-winged form armored with an 
  ornate black breastplate erupts from the 
  burning tunnel, dragging lengths of pitted, 
  black chains. Four huge mezzoloths step up to 
  grab the chains from the nycaloth. They hoist 
  on the chains with steady, powerful rhythm. In 
  seconds, a figure emerges from the blazing 
  tunnel. 
  Attached to the chains is a huge, primitive 
  greatsword made of what appears to be black 
  stone. Shackled to the ancient greatsword is a 
  large humanoid figure that is dwarfed by the 
  size of the mezzoloths and the sword to which 
  he is bound. A mask of molten iron covers his 
  eyes, and a gag of iron covers his lower face. 
  His golden hair is matted with blood, and his 
  beautiful, feathery wings are contorted and 
  broken, trapped in painful angles by the 
  numerous chains and shackles holding him 
  against the black sword. Next to him fly four 
  figures with heavy, spiked hammers. The four 
  fiends continually pound the humanoid with 
  ferocious blows that do not draw blood, but 
  still echo across the Sinkhole. The gigantic 
  nycaloth in the ornate breastplate takes the 
  enslaved angel from the chain and steps clear 
  of the burning tunnel as the mezzoloths 
  continue pulling on the chains.  
   
  PCs with Knowledge: The Planes can 
  recognize the huge worm as an impossibly large 
  thoqqua (no check required). It begins to shrink as 
  it 
  slinks 
  away. 
  While 
  it 
  narrowly 
  misses 
  overrunning a group of hostages and their jailers, 
  it will not attack anyone, and will leave as soon as 
  everyone leaves it alone for a few minutes. The 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 12 
  same knowledge will also recognize the extremely 
  large mezzoloths, the nycaloth and the solar. The 
  black sword is not known to this plane, but it 
  seems to be helping restrain the solar. The 
  massive nycaloth pulling the chains is Lord Raum 
  and the solar is Baradiel, though PCs will not know 
  this yet.  
  A cage of smaller humanoids with feathery 
  wings is pulled from the tunnel. A spike of iron 
  with a pair of large, black-skinned, red-eyed 
  fiends impaled on it is pulled from the tunnel. 
  A nude woman with bat-like wings spiked to a 
  white board comes next. All are pulled along 
  the same length of blackened chain. Fiends 
  take charge of each group of prisoners, pulling 
  them away from the mouth of the tunnel. 
  Finally, a huge bronzed mithral archway 
  emerges from the fire. It is nearly the size of 
  the tunnel. It is pulled roughly from the ground 
  and dragged across the floor of the Sinkhole. 
  The chains are unhooked, and six huge winged 
  fiends hoist it from the ground. Clouds pass 
  overhead, and as moonlight strikes the metal 
  archway, it begins to glow.  
   
  The PCs with Knowledge: The Planes can 
  recognize the prisoners as justice archons, blood-
  fiends and a succubus. The archway is the 
  bronzed mithral gate that some PCs might know 
  from GRM05-BI-01, The Commandant’s Fist. The 
  six winged fiends are nycaloths. 
  Walking out of the tunnel, its cloven hooves a 
  few feet from the ground, is a huge, roughly-
  humanoid demonic behemoth with red skin, 
  and massive antlers decorated with what 
  appears to be corpses. Moments later, a pair of 
  smaller forms fly from the burning pit. 
  Mounted on a bat-winged bear with pieces of 
  armor melded into its flesh is a black-skinned 
  humanoid wearing ornate full plate. He has 
  silvery eyes and is wearing a tabard with an 
  argent owl. As he appears, every yugoloth and 
  half-yugoloth that sees him slams a fist 
  against their chest in salute. A red-haired 
  woman in green robes is astride the flying 
  beast behind the fiend wearing the argent owl. 
   
  The 
  PCs 
  with 
  Knowledge: 
  Nature 
  will 
  recognize the bear as an ironclad mauler, but it 
  usually does not have bat-wings. PCs with 
  Knowledge: The Planes will recognize that the 
  ironclad mauler appears to be some sort of half-
  fiend. Knowledge: The Planes will identify the 
  death drinker and the mounted humanoid is 
  actually an ultroloth. PCs who played GRM6-07, 
  Athenaeum will recognize the ultroloth as Master 
  Vigilant Marax.  
    
  PCs can attempt to enter the sinkhole or 
  attack the fiends from range. PCs who are not 
  behind enemy lines are 200 ft. from the sinkhole, 
  those who stayed in enemy territory can be at the 
  edge of the Sinkhole if they wish. The yugoloth 
  leaders are near the center of the Sinkhole, 
  roughly 1/8 of a mile (660 ft) away from the edge 
  of the Sinkhole.  
   
  While it is unlikely that the lower APL PCs will 
  be able to stop the leaders of the yugoloths, it 
  does not mean they won’t try. The yugoloth 
  leaders have made an effort to keep Shiboleth’s 
  more 
  powerful 
  defenders 
  fully 
  occupied 
  elsewhere. Higher APL parties might also find a 
  way to abandon their mission at the Baron’s 
  Estate to challenge the yugoloths here. Any PC 
  attacking from range will draw the attention of 
  numerous teleporting yugoloths, or perhaps the 
  death drinker.  
   
  The yugoloths have mezzoloths stationed 
  around the hostages, and will kill a couple to make 
  their point if PCs attack from above or try to press 
  their way into the sinkhole. Lower APL parties will 
  be confronted immediately by the opponents from 
  Encounter 5. If an APL10+ party has moved to the 
  Sinkhole to challenge the yugolth leaders, they will 
  provoke the murder of numerous hostages, and 
  then will face the full fury of the fiends inside the 
  Sinkhole.  
  All APLs  
  Master Vigilant Marax: hp 252; see Appendix 
  8. 
  Half-fiend ironclad mauler: hp 250; see 
  Appendix 8. 
  Lord Raum: hp 490; see Appendix 8. 
  Euryale: hp 252; see Appendix 8. 
  Tartaruchi: hp 275; see Appendix 8. 
  Kaema: hp 237; see Appendix 8. 
  Azmograne: hp 241; see Appendix 8. 
  Abaddon: hp 418; see Appendix 8. 
  Nycaloth (advanced) (10): hp 275 each; see 
  Appendix 7 Encounter 4.  
  Nycaloth (20): hp 161 each; see Appendix 6 
  Encounter 7.  
  Mezzoloth Pikeman (advanced) (10): hp 218 
  each; see Appendix 7, Encounter 4.  
  
  GRM7-IN4 By Right of Conquest 
   
  Page 13 
  Mezzoloth Pikeman (20): hp 95 each; see 
  Appendix 6, Encounter 3. 
  Dreadful Lasher (10): hp 123 each; see 
  Appendix 4, Encounter 6.  
  Voor (20): hp 37 each; see Appendix 3, 
  Encounter 6.  
  Canoloth (advanced) (10): hp 115 each; see 
  Appendix 4, Encounter 6.  
  Canoloth (20): hp 51 each; see Appendix 3, 
  Encounter 6.  
   
  Baradiel, the solar, is currently at 5 hit points, 
  with an additional 1,200 hit points of non-lethal 
  damage keeping him unconscious. Because he 
  regenerates, Marax has four large mezzoloths 
  constantly injuring him to keep him unconscious. 
  Because their weapons are not epic level, they are 
  only able to inflict non-lethal damage on Baradiel. 
  The shackles covering him are multiple sets of 
  dimensional shackles, preventing him from being 
  magically transported. In addition to the four 
  advanced mezzoloths standing over him, he is 
  also firmly in the grasp of Lord Raum. However, 
  PCs are immensely resourceful, and might find a 
  way to revive Baradiel and remove the iron that 
  has been melted around his head to serve as a 
  blindfold. His mouth has been filled with molten 
  iron that cooled and formed a savage gag. He 
  does not need to speak to use his spell-like 
  abilities. Should he be roused, his first (and likely 
  last) action would be to assess the situation and 
  use his wish spell-like ability to transport all of the 
  people being held hostage out of the Sinkhole and 
  to safety. At the first sign that Baradiel is 
  conscious, Lord Raum will use his greataxe to 
  seemingly kill him immediately. If Lord Raum is not 
  able to use his axe, another yugolth will do so. 
  Lord Raum’s greataxe can do lethal damage to 
  Baradiel.  
   
  The leaders of the yugoloths will waste no 
  time getting out of the Sinkhole and flying south. 
  Six nycaloths carry the bronzed gate. Euryale 
  stays behind to monitor the hostages. PCs will 
  note that the huge gate blurs as it leaves the city 
  and seems to fade into moonlight, taking the 
  nycaloths with it. 
   
  If he was not challenged at all, Master Vigilant 
  Marax will fly out of the Sinkhole toward the lower 
  APL PCs. Any PC at a lower APL table that played 
  GRM6-07, Athenaeum might receive a visit from 
  Master Vigilant Marax at the option of the table 
  DM. Marax will know the PCs names and will 
  address them during Encounter 5.  
  ENCOUNTER 5: CHILDREN 
  OF THE SAKHUT 
  As the bronzed mithral gate is being taken from 
  the Sinkhole, new opponents are released on the 
  citizens of Shiboleth. PCs who played GRM5-IN5, 
  In the Eleventh Hour might recognize some of 
  these foes from the invasion on Shiboleth led by 
  the fire giant King Brodde. More importantly, the 
  DM should check to see if the foes recognize the 
  PCs from GRM5-IN5. 
   
  Coming from all around, a fresh threat 
  emerges in the streets and alleys. More half-
  fiends are being unleashed on you, only these 
  were never human. The fiendish (APL 2 – 
  hobgoblins) (APL 4-8 – giants) race toward you 
  with murder in their glowing eyes. As they 
  charge you, they grunt a single, hate-filled 
  word.  
  “Tyv!” 
  Each named giant is described in detail in the 
  Appendix. The DM should provide the description 
  to the players.  
  APL 2 (EL5) 
  Half-nycaloth hobgoblin (2): hp 23 each; see 
  Appendix 1. 
  APL 4 (EL 7) 
  Raglanar Half-mezzoloth ogre Ftr1: hp 57; 
  see Appendix 2. 
  Half-nycaloth ogre: hp 29; see Appendix 2. 
  Half-nycaloth 
  hobgoblin: 
  hp 
  23; 
  see 
  Appendix 2. 
  APL 6 (EL 9) 
  Vithar, Half-mezzoloth skullcrusher: hp 92; 
  see Appendix 3. 
  Half-mezzoloth ogre Ftr1: hp 57; see 
  Appendix 3. 
  Half-nycaloth ogre: hp 29; see Appendix 3. 
  APL 8 (EL 11) 
  Barld, Half-mezzoloth hill giant: hp 162; see 
  Appendix 4. 
  Half- mezzoloth skullcrusher: hp 92; see 
  Appendix 4. 
  Half-mezzoloth ogre Ftr1: hp 57; see 
  Appendix 4. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 14 
  Half-nycaloth ogre: hp 29; see Appendix 4. 
   
  At All APLs, but Holding Back: 
  Corruptor of Fate officer (mounted): hp 52 
  each; see Appendix 4. 
  Canoloth 
  (mount): 
  hp 
  115 
  each; 
  see 
  Appendix 4. 
   
  Tactics: The corruptor on his canoloth will 
  stay well back, directing the half-fiend giants and 
  hobgoblins. The EL for the encounter does not 
  include the corruptor, who would prefer to flee at 
  this point if attacked. If the fight is going badly, the 
  corruptor will try to pull back a round or two before 
  their giant and goblin soldiers fall. Half-yugoloths 
  with wings will fly into the combat. 
   
  If a named giant sees a PC he recognizes, he 
  will take great risks to reach that PC and kill him. 
  Each of the giants was killed at the APL provided 
  below and will remember the PCs who helped kill 
  him. The giants will recognize PC that played 
  GRM5-IN5, In the Eleventh Hour at the following 
  APLs: 
   
  Raglanar – APL2 
   
  Vithar – APL4 
   
  Barld – APL 6 
   
  Non-named giants will not have specific 
  memory of PCs and will attack whichever PCs are 
  most convenient.  
   
  At the DM’s option, Master Vigilant Marax 
  might fly over to a group that contains a PC who 
  has encountered Marax previously, calling the 
  PCs by name. Marax will only approach a group 
  that is already heavily occupied with combat. He 
  has no desire to fight low level PCs, as it does 
  nothing to exalt his reputation. He will, however, 
  spread hatred and loathing by taunting PCs. If 
  things are going especially bad for the PCs, Marax 
  might fly in and offer to call off his minions. All a 
  PC has to do is recall Master Vigilant Marax’s title 
  and name, and promise to tell others of his 
  growing legend. He will only protect the PCs who 
  accept his offer, others can continue fighting. It is 
  possible 
  that 
  some 
  PCs 
  will 
  refuse 
  to 
  acknowledge his legend, leaving some PCs alone 
  against the giants. If a PC immediately attacks the 
  half-fiends after Marax has shown benevolence in 
  calling them off, he will rescind his generosity. 
  Marax is shrewd, and will have a good chance to 
  know if a PC is lying to him just to have a break in 
  the fighting (Sense Motive +25). 
   
  Marax’s goal is to be feared and hated. He 
  does not want to be liked by those he encounters; 
  he wants to be the enemy they hate most. Killing 
  them does not accomplish that. Helping them 
  under the guise of benevolence does.  
   
  None of the giants wants to be called off, 
  especially if the named giant recognizes a PC. 
  However, their fear of Marax is great enough that 
  all of them will stand down if he orders them to do 
  so. 
  ENCOUNTER 6: RESCUE 
   As the PCs conclude the fight with the half-
  yugoloth giants, they will notice that the fighting 
  has slowed all around. They will notice that there 
  are no longer yugoloths guarding the barricade. 
  For this encounter, if there is sufficient space, all 
  of the lower level APL tables will be able to move 
  to a single table to conduct the final encounter. 
   You don’t hear the sounds of fighting from 
  all around anymore. You also notice that the 
  yugoloth 
  guards 
  that 
  had 
  manned 
  the 
  barricade are gone.  
   The DM should check which PCs played GRM7-
  06, The Order of Underworld Travelers. Those 
  who did will receive a telepathic message from the 
  ultroloth Euryale who has been in charge of the 
  Sinkhole hostages. At the DM’s option, she can 
  appear in person, but she will not get close to any 
  PCs. Euryale prefers to keep her distance from 
  any armed creature, no matter how weak it seems. 
  If none of the PCs has encountered her before, 
  she will speak to a few at each table at the DM’s 
  option. 
   
  “You know that you can deal with me 
  and expect no deception. I no longer watch 
  over your females and young in the Sinkhole. 
  Only voors and canoloths remain within the 
  hole. I have ordered them not to attack anyone 
  who moves among them as long as that 
  human-kin is fully unarmed. They have been 
  ordered to allow unarmed, and only unarmed, 
  human-kin to retrieve the bound prisoners they 
  watch over. Any of your kind moving among 
  them who carries a weapon, bare or bound, 
  will provoke the nest. Any who attack them 
  will, of course, provoke them, no matter where 
  that attacker stands. They are stupid brutes. 
  Best not try to argue with them over what is 
  not the exact definition of armed.  
  
  GRM7-IN4 By Right of Conquest 
   
  Page 15 
  “Oh, and go quickly. I cannot promise 
  another will not change their orders after I 
  depart.” 
   
  At his point, all APL 2-8 tables might be 
  able to coordinate their rescue efforts. NPC 
  soldiers and militia will pitch in to help the PCs. 
  Most of the NPCs will be seriously injured, but will 
  offer to help with ropes and lifting hostages out of 
  the Sinkhole. There are also NPC archers who will 
  agree to try to shoot from above in case the voors 
  and canoloths attack. Appendix 9 has archers and 
  infantry NPCs available.  
   
  This is an opportunity for military PCs to take 
  charge of the situation. The highest ranking NPC 
  soldier present is a soldier. Higher ranking NPCs 
  were targeted by the yugoloths or got called to the 
  Baron’s Estates. If there are not at least two PCs 
  from each table willing to enter the sinkhole, NPC 
  Knights (infantry) will step up to do it. 
   
  There are plenty of ropes around the Sinkhole 
  from where the mezzoloths were lowering the 
  hostages. The PCs should be allowed to devise a 
  plan of descent and defense. It does not matter 
  how many PCs or NPCs enter the Sinkhole as 
  long as they are unarmed. No NPC who enters the 
  Sinkhole will attempt to sneak a weapon past the 
  monsters.  
   
  As the PCs descend the walls, a large 
  canoloth will approach them. If the PCs are trying 
  to smuggle weapons into the Sinkhole inside a 
  bag or through some other clumsy method, the 
  canoloths will receive Spot checks (DC 15) to 
  expose their weapons. The fiends have no way to 
  detect weapons hidden in an extra-dimensional 
  space.  
   
  Euryale has moved the hostages near the 
  edge of the sinkhole. They are between 100 – 150 
  ft. away from the edge, and 40 ft. down in the hole. 
  The DM should draw a curved ledge and a large 
  open hole bigger than the battle map.  
   
  Spiked armor, spiked gauntlets, spiked 
  shields and any kind of staff would be considered 
  a weapon. If the PCs don’t think about this, NPCs 
  will pick up on the situation even though Euryale 
  did not speak to them. Any PC who argues that his 
  spiked armor is not technically a weapon should 
  be reminded by his fellow PCs that Euryale 
  warned them not to play legalism word games with 
  the brute inside the Sinkhole. The DMs should 
  give them every opportunity to police themselves 
  before making a foolish mistake.  
   
  At the outset, there are 100 hostages in 
  the Sinkhole. Hopefully, none have been killed 
  already in previous encounters.  
  There are also: 
   
   
  All APLs 
  Dreadful Lasher (20): hp 123 each; see 
  Appendix 4. 
  Voor (20): hp 37 each; see Appendix 3. 
  Canoloth (advanced) (20): hp 115 each; see 
  Appendix 4. 
  Canoloth (20): hp 51 each; see Appendix 3. 
   
  The floor of the Sinkhole is very rough 
  terrain. Movement is halved in all locations. This 
  inhibits the yugoloths as well as the PCs. The 
  hostages weigh between 35 and 150 lbs. Their 
  hands and feet are bound with rope; break DC 23, 
  2 hit points. PCs should not have tools with them 
  to cut the ropes, and should be reminded of that. 
  Untying a hostage requires a DC20 Escape Artist, 
  Use Rope or Dexterity check and requires a full 
  round. Hostages will readily comply with being 
  carried, but might encumber PCs, slowing them 
  even further in the rough terrain.  
   
  Moving through the yugoloths should be 
  done on a battle map and should create tension. 
  The monsters will be standing right next to 
  hostages, and PCs will need to move right up to 
  them to lift hostages. The PCs should be told that 
  the monsters hold their positions, but the voors’ 
  spiked tentacles wave slowly and menacingly 
  above the hostages and PCs, covering a wide 
  area. The monsters sometimes lean in to examine 
  the PCs as they bend to pick up a hostage. Any 
  sudden movement will cause the yugoloths to 
  start, and snap their tentacles or spiked tongues. 
  PCs should get the idea that slow and steady is 
  best to avoid stirring up the monsters.  
   
  After about half the hostages have been 
  retrieved, a couple of the voors will turn and amble 
  to the edge of the south side of the Sinkhole. They 
  will climb (20 ft. move) out of the hole and move 
  away. As the PCs thin out the ranks of hostages, 
  more voors and canoloths leave their post and 
  climb out and away.  
   
  Once the PCs have moved the last hostage 
  away form the yugoloths, the remaining voors and 
  canoloths will all shift menacingly toward the PCs 
  in the Sinkhole. Even if there are still innocents in 
  the Sinkhole, waiting to be pulled up to safety, the 
  monsters shift to hostile the moment the last 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 16 
  hostage begins moving toward safety. There will 
  not a surprise round. If there are not enough PCs 
  in the Sinkhole to occupy the monsters, the voors 
  run to the wall and begin climbing (climb speed 
  20ft.).  
   
  If this encounter is being run with all tables 
  collaborating, the DMs should total the number of 
  tables at each APL with PCs who went into the 
  Sinkhole. Each DM should focus efforts on the 
  individual table he ran, to minimize the possibility 
  that a CR8 voor attacks a 2nd level PC. If a low 
  level PC opts to challenge a much more powerful 
  yugolth, the DMs should admire the bravery of the 
  PC, then allow the combat to determine the PC’s 
  fate.  
   
  DMs should note which PCs, if any, who went 
  into the Sinkhole unarmed are killed by a voor or 
  canoloth that is 3 or more CRs above the PC’s 
  level. That PC might receive a special favor on the 
  AR. 
   
  For each table per APL, the following 
  monsters remain: 
  APL 2 (EL 5) 
  Canoloth (injured) (1): hp 21; see Appendix 
  1. 
  APL 4 (EL 7) 
  Canoloth (injured) (1): hp 21; see Appendix 
  2. 
  Voor (injured) (1): hp 27; see Appendix 2. 
  APL 6 (EL 9) 
  Canoloth (1): hp 51; see Appendix 3. 
  Voor (3): hp 37 each; see Appendix 3. 
  APL 8 (EL 11) 
  Canoloth, advanced (1): hp 115; see 
  Appendix 4. 
  Dreadful Lasher (1): hp 123; see Appendix 4. 
   
  It is assumed that the PCs will be able to 
  devise a plan that allows those entering the 
  Sinkhole to arm themselves quickly. Executing 
  that plan might still cost time. The EL for this 
  encounter has been increased by 1 to reflect the 
  circumstances. 
   
  Tactics: The yugoloths will hold their ground 
  until all hostages have been moved. They will 
  attack if anyone displays a weapon or attacks from 
  above. Provoking or taunting the brutes might be 
  perceived as attacking. These creatures are 
  practically vibrating with restrained aggression. 
  Once a single voor or canoloth attacks, it ignites 
  the chain reaction and they all attack everything 
  within reach, including innocents.  
   
   
   
  
  GRM7-IN4 By Right of Conquest 
   
  Page 17 
  APLS 10 – 14 
  Combat Tactics 
   
  At the high APLs, the yugoloths and their 
  minions will work to uncover and negate certain 
  tactics common to adventurers from this world.  
   
  They will attempt to negate all forms of flight. 
  PCs with flying mounts, magical or otherwise, will 
  be subject to area of effect spells designed to 
  injure the PC and eliminate the flying mount. 
  Those using magic spells will be targeted with 
  dispel magic. Note that spell-like abilities cannot 
  be used to counterspell, nor can they be 
  counterspelled (Monster Manual pg. 315), so 
  fiends using spell-like dispel magic and greater 
  dispel magic cannot be disrupted with regular 
  counterspelling. 
   
  The yugoloths want to identify any PC who 
  has any version of anticipate teleport active. That 
  PC will be targeted with dispel magic, or attacked 
  outright. Yugoloths will probe the PCs defenses, 
  sending a single fiend to teleport near PCs, before 
  large groups do so. If a teleporting fiend fails to 
  appear, they will be looking for the PC who seems 
  to know where the fiend will appear. 
   
  The yugoloths are looking for any PC with 
  Greater Turning ability. Those PCs will be treated 
  as high priority targets. 
  Most of the yugoloths have spell-like abilities 
  usable at-will, while some others are usable 3/day, 
  but last for a long time.  All yugoloths with see 
  invisibility will have it active whenever PCs 
  encounter them. Nycaloths have mirror image 
  usable at-will at 14th caster level. They will always 
  have it active, as they re-activate it whenever it 
  expires and it lasts 14 minutes. Nycaloths that are 
  not actively engaged in combat when the PCs 
  encounter them will begin the combat invisible.  
  If the high level PCs try to move their group to the 
  low level encounters rather than try to stop the 
  yugolth leaders from taking over Shiboleth, the DM 
  should move the same combat NPCs toward the 
  Sinkhole.  The interactive will be adjusted to adapt 
  to such player contrivance.  
  ENCOUNTER 1: UNDEAD IN 
  THE ALLEYS 
  The full moon casts long shadows along the 
  streets of Shiboleth, but it also illuminates the 
  open streets, even as midnight approaches. 
  You are on the streets, traveling with friends, 
  or with friendly strangers, to your next 
  destination inside Shiboleth. The heavy clouds 
  above seem to threaten rain, and the bright 
  moon is occasionally shrouded by their 
  passing overhead. Huge shadows seem to 
  slither across the streets, up and across walls 
  as the bright moon glides behind thick clouds.  
   
  PCs should make Spot checks to notice the 
  stealthy mohrgs lurking in the shadows. They are 
  trying to avoid the PCs. If the PCs do not spot the 
  undead, they can continue along the streets, 
  oblivious. Any PC who is moving separately from 
  the party and is hiding and moving silently 
  receives a +2 circumstance bonus to spot the 
  mohrgs. The undead are specifically hiding 
  themselves and their victims from the group of 
  PCs they can see, and might not have decent 
  cover against PCs they cannot spot. PCs with 
  darkvision receive a +2 circumstance bonus to this 
  check. These bonuses stack. 
   
  The mohrgs will be carrying paralyzed victims 
  equal to ½ their number. They are carrying small 
  women, small sized demi-humans or children. The 
  victims are light loads (up to 100 lbs or less) and 
  do not encumber the undead. They are hiding and 
  moving silently. The DM should roll for the 
  mohrgs, taking a -2 penalty for the undead 
  carrying a victim. 
   
  The mohrgs are carrying paralyzed victims to 
  hostage locations in Shiboleth. The intent if they 
  get spotted is to move soldiers or adventurers 
  toward the Sinkhole unless the soldiers or 
  adventurers seem to be very powerful. At APLs 
  10-14, the adventurers will seem to be very 
  powerful, even if the DM is concerned that the 
  PCs are underperforming for the APL. Powerful 
  adversaries are to be lured to the northeast, in the 
  general direction of The Spire of the Martyrs. If the 
  PCs finish off a group of the undead before any of 
  them can try to escape with victims, the PCs will 
  spot another group of undead that witnesses their 
  combat from a block away. Those mohrgs will 
  begin to flee with their paralyzed victims. When 
  the PCs spot the undead, half of the undead will 
  engage the PCs, trying to kill or paralyze them 
  quickly, and the other half will flee with their 
  paralyzed victims while trying to stay hidden.  
   
  APLs 10-14 will be near the center of the city, 
  toward the NE quadrant. This is one of the 
  wealthier areas of Shiboleth and most of the 
  temples are nearby. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 18 
  APL 10 (EL 12) 
  Mohrg (4): hp 91 each; see Monster Manual, 
  page 189. 
  APL 12 (EL 14) 
  Mohrg, advanced (6): hp 130 each; see 
  Appendix 6. 
  APL 14 (EL 16) 
  Mohrg, advanced (10): hp 130 each; see 
  Appendix 7. 
   
  Tactics: The monsters are trying to avoid 
  detection. They are carrying paralyzed hostages 
  toward designated locations. Once they are 
  spotted, they try to dispatch the PCs quickly. If that 
  fails, they lead their opponents toward a location 
  by fleeing the fight with victims in tow.  
   
  Development: 
  PCs 
  should 
  pursue 
  the 
  mohrgs, conducting a running battle. The PCs 
  should get the idea that the mohrgs are running 
  toward a location as much as they are fleeing the 
  PCs. There are also more mohrgs out there that 
  are probably heading in the same direction. The 
  DM can help nudge them toward the northeast 
  quadrant of the city if the players do not connect 
  the clues. 
   
  ENCOUNTER 2: 
  YUGOLOTHS 
  The mohrgs have run in the general direction of 
  the Spire of the Martyrs. The undead are not really 
  headed toward that location, but PCs can be given 
  that location as the most prominent landmark at 
  the top of the northeastern slopes of Shiboleth.  
   
  The PCs will hear conflict ahead, and will see 
  soldiers and civilians fighting a mixture of 
  yugoloths and undead. The sudden appearance of 
  combat will cause the fleeing mohrgs to hesitate, 
  giving the PCs a chance to catch them. The PCs 
  will have a chance to stop the fleeing mohrgs, and 
  engage the yugoloths to help the NPC citizens of 
  Shiboleth.  
   
  The yugoloths will be wearing uniforms with 
  emblems that strongly resemble the shield of Gran 
  March (DM Aid#1 The New Gran March). In all 
  cases, it will look like the undead are taking 
  direction from the yugoloths.  
  APL 10 (EL12) 
  Mohrg (with victim): hp 91 each; see 
  Monster Manual, page 189. 
  Mezzoloth cavalry: hp 157; see Appendix 5. 
  Canoloth mount (advanced): hp 115; see 
  Appendix 5. 
  Mezzoloth pikeman (2): hp 95 each; see 
  Appendix 5.  
  Wight, advanced (2): hp 52 each; see 
  Appendix 5. 
  APL 12 (EL 14) 
  Mohrg (with victim): hp 130 each; see 
  Appendix 6. 
  Mezzoloth cavalry (2): hp 171 each; see 
  Appendix 6. 
  Canoloth mount (advanced) (2): hp 115 
  each; see Appendix 6. 
  Mezzoloth pikeman (2): hp 95 each; see 
  Appendix 6. 
  Wight, advanced (2): hp 52 each; see 
  Appendix 6. 
  APL 14 (EL 16) 
  Mohrg (with victim): hp 130 each; see 
  Appendix 7. 
  Mezzoloth cavalry (3): hp 171 each; see 
  Appendix 7. 
  Canoloth mount (advanced) (3): hp 187 
  each; see Appendix 7. 
  Mezzoloth pikeman (2): hp 157 each; see 
  Appendix 7.  
  Wight, advanced (2): hp 52 each; see 
  Appendix 1. 
   
  Tactics: The mohrg will stop running as it 
  reaches the yugoloths, and turn to face the PCs. 
  They will use their paralyzed victims as a shield to 
  hopefully stifle area of effect spells and ranged 
  attacks (treat the mohrg as grappling the victim, 
  for purposes of ranged and area attacks). The 
  mezzoloth 
  pikemen 
  will 
  teleport 
  toward 
  spellcasters, trying to identify any PC who can foil 
  teleport magic. The cavalry will attempt to use 
  charge attacks on the PCs, and try to support any 
  pikemen. They will alternate between lance and 
  longbow if they have to, shooting at PCs who 
  move away from the primary melee. If the PCs are 
  demolishing the yugoloths and their minions, a 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 19 
  second wave of cavalry will move to confront 
  them. The mezzoloths will shoot down flying 
  mounts, or dispel flight magic and anticipate 
  teleport spells. Any PC who is noted as being able 
  to turn undead with great skill will be targeted by 
  the enemy. 
   
  Development: If the PCs have a chance to 
  talk with the militia soldiers after the fight, they will 
  be told that the fiends and their undead seemed to 
  come from the northeast. The PCs will also hear 
  sounds of fighting many streets over in multiple 
  directions. 
   
  The PCs will have a chance to inspect the 
  disturbing heraldry the mezzoloths are wearing, 
  but there are no additional clues here. 
   
  Early in this encounter, a signal will go up 
  above southeast Shiboleth. A widened lightning 
  ball will streak 500 feet into the sky. PCs who are 
  members of Syrloch, the Army, or that are 
  veterans of the Army will recognize it as a signal 
  that the Baron’s manor is being attacked. If the 
  PCs do not recognize it, the militia soldiers here 
  will recognize it. The NPC soldiers will begin to 
  move that direction.  
  ENCOUNTER 3: KNIGHT 
  VIGILANT 
  Whichever direction the PCs go, they will 
  encounter the following monsters. If PCs teleport 
  to the Baron’s estates, they will encounter this 
  combat wherever they appear if it is inside the city. 
  PCs flying overhead see the monsters killing a 
  group of citizens.  
   
  Before you is a scene of impending 
  carnage. A hulking fiend wearing what appears 
  at a distance to be the heraldry of the argent 
  owl 
  (DM 
  Aid#2 
  The 
  Knights 
  Vigilant) 
  is 
  marshalling a file of massive, rotting brutes. 
  They are destroying homes, and killing people 
  caught in the wreckage. More of the fiends 
  wearing uniforms with the perverted banner of 
  Gran March are also present.  
   
  The PCs have come across a group of 
  undead giants being marshaled by yagnoloths 
  wearing uniforms and heraldry of the New Gran 
  March and the Knights Vigilant. They are 
  butchering innocents, and the corpses of many 
  soldiers litter the streets around them as well. 
  These hulking corpses were harvested by the 
  yugoloths immediately following GRM5-IN5, In the 
  Eleventh Hour. As combat ensues, the yagnoloth 
  will taunt the PCs that “their feeble Baron” should 
  be handing over Shiboleth to Master Vigilant 
  Marax anytime now. The yagnoloths will be 
  especially snide to any PCs displaying heraldry of 
  the Knights of the Watch. He will tell the PCs that 
  Master Vigilant Marax awaits them on his new 
  throne “atop the hill” (points to the SE peak of 
  Shiboleth.) This should help PCs who were going 
  the wrong direction get back on track.  
  APL 10 (EL12) 
  Yagnoloth Captain: hp 85; see Appendix 5. 
  Mezzoloth Pikeman (2): hp 95 each; see 
  Appendix 5. 
  Hulking Corpse (hill giant) hp 150 each; see 
  Appendix 5. 
  APL 12 (EL 14) 
  Yagnoloth Captain: hp 126 each; see 
  Appendix 6. 
  Mezzoloth Pikeman (2): hp 95 each; see 
  Appendix 6. 
  Hulking Corpse (fire giants) (2): hp 225 
  each; see Appendix 6. 
  APL 14 (EL 16) 
  Yagnoloth Captain: hp 178 each; see 
  Appendix 7. 
  Mezzoloth pikeman (2): hp 157 each; see 
  Appendix 7 
  Hulking 
  Corpse 
  (death 
  giants 
  and 
  fomorians) (2): hp 232 each; see Appendix 7. 
   
  Tactics: The yagnoloth orders the mezzoloth 
  to teleport near a group of spellcasters, trying to 
  ferret out anyone with anticipate teleport spells 
  active. The mezzoloths will not teleport at the 
  exact same time to avoid both being caught in the 
  effect of a spell. For melee, the yagnoloth prefers 
  to make one big attack, then step back to let the 
  hulking corpses provide a meat shield. He will 
  ferociously attack any PC who pursues him, 
  commanding the undead to flank for him. The 
  yagnoloth will try to take out magic spells and 
  magical transportation. If he is reduced to 25% of 
  his hit points or fewer, or has reason to believe the 
  PCs can kill him in a single round, he will try to 
  escape rather than fight. 
   
  Development: 
  The 
  PCs 
  have 
  all 
  the 
  information they need to know that the Baron’s 
  estates are being attacked by the yugoloths’ 
  strongest forces.  
  
  GRM7-IN4 By Right of Conquest 
   
  Page 20 
  ENCOUNTER 4: BARON’S 
  ESTATE 
  The Baron’s estates have already been seized by 
  the yugoloths when the PCs arrive. The main gate 
  has been twisted and ripped asunder and there 
  are powerful fiends slaughtering anyone who 
  moves toward that opening. Soldiers fight from 
  outside the walls, and corruptor of fate archers 
  along the inner walls shoot at anyone who 
  provides a target. Large flags/banners fly at the 
  corners of the walls with a symbol that resembles 
  the shield of Gran March, but has clearly been 
  modified. There are also banners of the Knights 
  Vigilant staked into the grounds, proclaiming this 
  area as seized and under control of hostile forces. 
  The courtyard is littered with the corpses of fallen 
  members of the Baronial Pride. The PCs will have 
  to fight their way past the outer guards to get into 
  the manor proper.  
    
  If the PCs are having an easy time of it, there 
  can be an additional wave. The yugoloths are 
  really pressing the PCs here to occupy them while 
  the leaders attempt to escape the Sinkhole with 
  the solar and gate. They will taunt the PCs, telling 
  them to stick around, that Master Vigilant Marax 
  and Lord Raum will be done inside and out to 
  instruct them very shortly. Marax and Raum are 
  not actually inside the Baron’s Manor, but they are 
  planning to get here as soon as possible to 
  confront the heroes of Shiboleth. Any PC 
  teleporting inside the Baron’s manor house will 
  move directly to the combined force of Encounter 
  5 and Encounter 6 to face the yugoloth leaders 
  while other tables contend with Encounter 4.  
  APL 10 (EL12) 
  Nycaloth flying cavalry: hp 161 each; see 
  Appendix 5. 
  Mezzoloth pikeman (2): hp 95 each; see 
  Appendix 5. 
  Mezzoloth archer (2): hp 95 each; see 
  Appendix 5. 
  APL 12 (EL 14) 
  Nycaloth flying cavalry (2): hp 161 each; see 
  Appendix 6. 
  Mezzoloth pikeman (2): hp 157 each; see 
  Appendix 6. 
  Mezzoloth archer (2): hp 142 each; see 
  Appendix 6. 
  APL 14 (EL 16) 
  Nycaloth flying cavalry (1): hp 275 each; see 
  Appendix 7. 
  Mezzoloth pikeman (2): hp 218 each; see 
  Appendix 7. 
  Mezzoloth archer (4): hp 142 each; see 
  Appendix 7. 
   
  Tactics: The mezzoloths are blocking the 
  gates to begin the encounter. (DM Aid Map#2) 
  The mezzoloth archers will fire at approaching 
  targets, and mezzoloth pikemen will teleport near 
  PCs who look like spellcasters to test their 
  defenses. Any PC who is identified as having any 
  form of anticipate teleport active will be targeted. A 
  single fiend will test the teleport before others 
  follow, and if a fiend is caught by the anticipate 
  teleport, other fiends will generally rush to the 
  location to prevent PCs from surrounding the 
  unsuspecting teleporter. Nycaloths will attack any 
  flying targets, looking to reduce the PCs’ mobility. 
  Any PC wearing obvious holy symbols of the 
  deities mentioned previously will be preferred 
  targets as well. Any yugolth reduced to 25% of his 
  hit points will flee. 
  Development: The PCs will have little opportunity 
  for rest, as Encounter 5 will follow immediately.  
  ENCOUNTER 5: CHILDREN 
  OF THE SAKHUT 
  For this encounter, all high APL tables will move to 
  a central table for a large-scale battle if it is 
  feasible. 
   
  Before the last yugoloth falls, the doors to the 
  Baron’s manor fly outward, and a series of 
  nightmarish fiends pour forward.  Encounter 6 will 
  trigger almost immediately after Encounter 5.  
   
  As the yugoloths are falling, distant 
  onlookers take a breath to cheer, and are 
  interrupted by the sound of splintering wood. 
  Fiendish nightmares lumber out of the Baron’s 
  manor house. You have encountered half-
  yugoloths before; human and half-orc soldiers, 
  formerly in service to Gran March who have 
  somehow been twisted into half-fiends. These 
  are not humans. Before you stand towering 
  monsters, their wings flex, their mandibles 
  clack, and their clubs, greatswords and flails 
  drip blood.  
   
  Giants. All of them.  
  
  GRM7-IN4 By Right of Conquest 
   
  Page 21 
   
  They 
  look 
  at 
  you 
  with 
  hatred 
  and 
  familiarity. Those who saved Shiboleth the last 
  time it was invaded recognize some of these 
  monsters. These giants invaded Shiboleth 
  once before and tasted the blood of this city 
  and its people. The fiendish giants charge you 
  and growl a single, condemning word: 
  “Tyv!” 
   
  PCs who played GRM5-IN5, In the Eleventh 
  Hour will recognize these monsters as giants who 
  invaded Shiboleth under the leadership of the fire 
  giant, King Brodde.  
  APL 10 (EL13) 
  Half-mezzoloth hill giant (3): hp 162 each; 
  see Appendix 5. 
  Half-mezzoloth ogre Ftr1 (2): hp 57 each; 
  see Appendix 5. 
  APL 12 (EL 15) 
  Half-mezzoloth fire giant (1): hp 202 each; 
  see Appendix 6. 
  Half-mezzoloth hill giant (2): hp 162 each; 
  see Appendix 5. 
  Half-mezzoloth ogre Ftr1 (2): hp 57 each; 
  see Appendix 5. 
  APL 14 (EL 17) 
  Half-fiend fire giant EWM1: hp 217 each; see 
  Appendix 7. 
  Half-mezzoloth fire giant (1): hp 202 each; 
  see Appendix 7. 
  Half-nycaloth fire giant (2): hp 187 each; see 
  Appendix 7. 
   
  Tactics: The half-fiend giants will cleave 
  through everything in the courtyard. The flying 
  giants at APL 14 will target flying opponents. At 
  other APLs, the monsters will move to put 
  pressure on all PCs, rather than letting front line 
  fighters block them in place. None of these giants 
  will be able to specifically recall any PC from the 
  invasion; they just want to kill all Tyv (humans, 
  elves, dwarves, etc.). 
  Development: As the PC defeat these forces, 
  PCs will be permitted to move between other 
  tables if needed. DMs will indicate if other high 
  APL groups are experiencing difficulty and the 
  tables that finish quickly will be allowed to move to 
  support other groups at other tables if the DMs 
  feel it is appropriate.  
   
  ENCOUNTER 6: LORD RAUM 
  & ABADDON 
  If the interactive has sufficient participation to 
  allow it, Encounter 6 will be run by bringing all high 
  level APL tables to a single table. Groups should 
  stay together, and DMs from each table will be 
  counted on to track his players and account for 
  their APL in regards to the challenges of 
  Encounter 6.  
   
  As the PCs begin Encounter 5, the leaders 
  emerge to watch the fight between the half-fiend 
  giants and the PCs. They have observed the PCs 
  in combat, and will be alert for their preferred 
  attack methods and any defenses that might 
  cause trouble.  
   
  As the fiendish giants begin their assault, 
  another noise breaks from inside the Baron’s 
  Manor. The ground shakes as the already 
  damaged front wall explodes outward. Four 
  tons of twisted steel sunders the wall and 
  cartwheels dangerously through the air. It 
  shakes nearby buildings when it slams the 
  ground at your feet like thunder. The great slab 
  of metal looks like it was physically torn from 
  the hinges of a vault. 
   
  A large daemonic troll with four arms and 
  bat-wings stalks out of the building. His hands 
  shift a huge black maul back and forth as his 
  wings twitch with barely restrained power. His 
  body is covered in hundreds of scorched 
  scars, too numerous and hideous for even a 
  war troll to have survived. 
   
  Behind him, a behemoth strides from the 
  broken manor. Twenty feet tall, the green-
  skinned, four-armed, winged fiend carries a 
  great axe that radiates evil nearly as potent as 
  the fiend himself. He holds the unmoving 
  corpse of an older human man in one of his 
  claws. Accompanying him is another 20 foot 
  tall fiend. This one is red-skinned with over-
  muscled arms and shoulders. His imposing 
  antlers are decorated with desiccated corpses 
  and skulls. He carries a huge greatsword that 
  trails a river of blood in its wake. One of the 
  corpses swaying from his antlers is fresh and 
  wears the uniform of the Baron’s champion.   
   
  Also entering the courtyard is a fire giant 
  with swirling silver eyes. He holds a large 
  bastard sword in one hand and looks across 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 22 
  the gathered force of Shiboleth as if looking 
  for someone. A four-armed fiend carrying a 
  longspear and a flaming whip stomps out 
  behind the others, his mandibles clacking 
  excitedly.  The five enormous warriors nearly 
  dwarf a sixth who enters last. He is only 
  human-sized, and dressed in ornate full plate 
  armor. He wears the heraldry of the Knights 
  Vigilant 
  and 
  is 
  armed 
  with 
  a 
  slender 
  longsword. He approaches the battlefield with 
  supreme confidence. 
   
  Flying in from behind the Baron’s Manor is 
  a winged beast that looks like a bear. Metal 
  plates have been fused with the oversized 
  animal. Wings and a pair of twisted horns 
  betray its fiendish heritage.  
   
  Astride the flying beast are two figures. An 
  ultroloth dressed in ornate full plate with the 
  heraldry of the Knights Vigilant sits in the front 
  of the saddle, and behind him is a human 
  woman with long flowing red hair. Her eyes are 
  swirling pools of silver. Master Vigilant Marax 
  surveys the handiwork of his soldiers and 
  nods in approval. 
   
  Knowledge: The Planes will let PCs recognize 
  a half-nycaloth war troll (Scarlis), a huge nycaloth 
  commander 
  (Lord 
  Raum), 
  a 
  deathdrinker 
  (Abaddon), a half-ultroloth fire giant (Baugi), a 
  large mezzoloth (Tartaruchi), an ultroloth (Most 
  Vigilant Azmograne), a half-fiend ironclad mauler 
  mount, an ultroloth (Master Vigilant Marax) and a 
  half-ultroloth human (Kaema Thuldir). Various 
  knowledge checks DC5 or 10 can reveal that 
  Raum is holding the dead body of Baron 
  Doulanfon and the corpse swaying in Abaddon’s 
  antlers is indeed the champion of the Baron, Sir 
  Sermious Aerasbonden, the Knight of Sorrows.   
   
  The leaders of the yugoloths will wait for the 
  PCs to finish their fight with the half-fiend giants. 
  They will observe the PCs and their abilities, even 
  though they are already aware of most of the PCs’ 
  individual abilities. If any of the PCs move to fight 
  the leaders at the same time as the giants from 
  Encounter 5, the leaders will accommodate them, 
  putting both encounters together. 
   
  If the PCs do not move to immediately attack 
  the leaders, Master Vigilant Marax will motion his 
  fellows to allow the PCs to recover while he 
  pontificates.  
  If given the opportunity, he will do the following: 
  • 
  He will indicate that he may have 
  overestimated the resistance Shiboleth 
  would provide, and he might be convinced 
  to send some of these monsters away if 
  the PCs speak civilly.  
  • 
  Derisively claim Shiboleth by Right of 
  Conquest. This will evoke some knowing 
  chuckles from his fellows, and he smiles 
  at his own joke at Gran March.  
  • 
  He will speak cordially to any PCs he 
  recognizes from Athenaeum, calling them 
  by name or title.  
  • 
  He will introduce Lord Raum, who is 
  staring at the PCs like a bull about to 
  charge.  
  • 
  He will introduce a few of the PCs to Lord 
  Raum, indicating that Lord Raum has 
  heard so much about the heroes of Gran 
  March that he’s looking forward to finally 
  meeting them.  
  • 
  He will ask if anyone remembers finding 
  an iron flask…? (He is referencing an iron 
  flask found in GRM7-06 The Order of 
  Underworld Travelers). If a PC is foolish 
  enough to acknowledge it, Marax will refer 
  Abaddon to that PC.  
  • 
  If a Knight(s) of the Watch speaks to him, 
  when he is ready to leave, he will address 
  the PC(s) directly, by name. He will inform 
  them that as he considers it, Shiboleth is 
  hardly worth having. He will decree that he 
  passes possession of the city to the 
  Knights of the Watch.  
   
  After no more than two minutes real time in 
  conversation with the PCs, he will announce his 
  departure. He prefers to leave the PCs wanting 
  more rather than let them get tired of him. If the 
  PCs were civil, he will also consider sending a 
  couple of the other leaders away as well.  
  If combat seems imminent, he will telepathically 
  signal the mezzoloth pikemen to teleport into the 
  field of battle as he teleports away. The pikemen 
  are tasked with teleporting near the PCs who have 
  demonstrated that they use anticipate teleport. 
  The remaining yugoloths and Abaddon will predict 
  who can interrupt their teleports by what areas are 
  missing pikemen. 
   
  If the DMs of the higher level tables determine 
  that the high level PCs are not strong enough to 
  challenge the assembled fiends, the head judge of 
  the BI will selectively reduce the force of the 
  NPCs. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 23 
   
  If there are too many tables to create a single 
  table of all PCs for the final battle, tables will 
  consolidate into groups of two or three. DMs will 
  choose two or three named NPCs to face the PCs 
  in the final battle. In no event will Master Vigilant 
  Marax elect to stay and fight.  
   
  If possible, Master Vigilant Marax will fly away. 
  If he cannot make a slow, arrogant departure in 
  that way, he will settle for frustrating PCs by 
  teleporting away. See his stat block in Appendix 8 
  for his defenses against attack and spells.  
   
  If he flies away, he takes the half-fiend 
  ironclad mauler with him. Otherwise, he teleports 
  away and leaves the mount for Kaema Thuldir to 
  use.  
   
  All of the named NPCs will flee if reduced to 
  25% or less of their hit points. Specific notes are 
  provided for each named NPC. 
   
   
  Lord Raum – he is here to test himself against 
  the most powerful heroes of Shiboleth. He will 
  simply try to kill as many people as he can. He 
  knows the abilities of most of the PCs, and will not 
  fall for any tricks or ploys.  
   
  Kaema Thuldir – she will attempt to use her 
  area of effect spells on large groups of PCs. If 
  there is a single table, she will not focus on a 
  single group, but will use her spells to hurt as 
  many PCs as she can encompass. She will begin 
  by casting meteor swarm on many spread-out 
  targets.  
   
  Abaddon – He is in the employ of Marax, and 
  will single out spellcasters to kill. He will avoid PCs 
  with anticipate teleport, and will air walk toward the 
  ones he cannot teleport next to. He is competing 
  with Raum to see who can kill the most heroes. 
   
  Scarlis is searching for any PCs who played 
  GRM5-IN5, In the Eleventh Hour) at APL12. Any 
  PC who played that APL participated in killing 
  Scarlis, and he seeks revenge.  
   
  Most Vigilant Azmograne is an apprentice to 
  Master Vigilant Marax, and is searching to prove 
  himself in honorable combat. He will forgo this 
  after one round of combat use any tactic available 
  to win or escape.  
   
  Baugi is searching for any PCs who played 
  GRM5-IN5, In the Eleventh Hour) at APL10. Any 
  PC who played that APL participated in killing 
  Baugi, and he seeks revenge.  If revenge cannot 
  be easily gotten, he is looking for a way out of 
  Shiboleth that does not involve the yugoloths. He 
  will abandon the fight early. If he is in a strong 
  position, he will negotiate his departure using 
  threats. If PCs are relentless, he will kill them all 
  and then try to escape. 
   
  Tartaruchi lives to inflict pain and torment at 
  Euryale’s 
  command. 
  He 
  lords 
  over 
  the 
  mezzoloths, and knows more about Marax’s and 
  Euryale’s plans than either suspect. If he is taken 
  prisoner, this will be noted at the premiere. 
   
  All APLs 
  Master Vigilant Marax: hp 252; see Appendix 
  8. 
  Half-fiend ironclad mauler: hp 250; see 
  Appendix 8. 
  Lord Raum: hp 490; see Appendix 8. 
  Kaema Thuldir: hp 237; see Appendix 8. 
  Most Vigilant Azmograne: hp 241; see 
  Appendix 8. 
  Abaddon: hp 418; see Appendix 8. 
  Scarlis: hp 233; see Appendix 8. 
  Baugi: hp 231; see Appendix 8. 
  Tartaruchi: hp 275; see Appendix 8. 
  Master Kadramazz: hp 187; see Appendix 8. 
   
  Mezzoloth Pikeman (4): see Appendix 5 
  (APL10), 6 (APL12) or 7 (APL 14) 
   
  Once they clear the way to enter the Baron’s 
  estates, they will quickly find Baron Doulanfon’s 
  dead body. He is under the effects of an extended 
  delay death. His body will accept healing, and will 
  require 50 points of healing within 5 rounds of 
  finding his body to save the Baron. If PCs delay in 
  the courtyard, the Baron dies.  
  Developments PCs should chase off the 
  yugoloths. They will discover a lot of dead soldiers 
  inside the Baron’s Estate. Ideally, Kaema Thuldir 
  will be captured or killed. It will become apparent 
  that the yugoloths did not have sufficient forces in 
  place to hold the estate, much less Shiboleth.  
  Low APL tables and high APL tables will be 
  encouraged to get together and relate the events 
  of what occurred in the two parts of Shiboleth.  
  
  GRM7-IN4 By Right of Conquest 
   
  Page 24 
  CONCLUSION 
  APL 2 - 8 
  CONCLUSION: HOSTAGES RESCUED 
   
  Your patience, bravery and teamwork 
  saved the lives of more than a hundred women 
  and children today. Those heroes who walked 
  unarmed into the pit of fiends are praised and 
  embraced by the surviving friends and family 
  of the women and children. You recall the 
  signal 
  above 
  the 
  southeastern 
  part 
  of 
  Shiboleth and some of you collect yourselves 
  and move to see what else might be required 
  of you this very bloody and dangerous night.  
   
  The PCs have earned a tremendous success. 
   Word 
  of 
  their 
  heroism 
  will 
  reach 
  Baron 
  Doulanfon’s house and House Doulanfon will see 
  to it that the heroes are rewarding for their 
  remarkable achievement. 
   
  PCs have earned the Hostages Rescued favor 
  on the AR.  Any PCs who died in the Sinkhole 
  might be eligible for Heralded Valor on the AR. 
  CONCLUSION: FAILURE 
   
  For whatever reason, the voors and canoloths 
  attacked the hostages. The senior DM will have to 
  determine the severity of the failure.  If the PCs 
  rescue 90% of the hostages, they will earn a 
  success, but PCs responsible for the failure might 
  earn the Ire of Baron Doulanfon for their actions.  
  Some PCs might have earned the Hostages 
  Rescued favor on the AR.  Any PCs who died in 
  the Sinkhole might be eligible for Heralded Valor 
  on the AR. 
   
  APL 10 - 14 
  CONCLUSION: YUGOLOTHS ROUTED 
  You faced the forces of The Bleak Eternity 
  tonight, and drove them from Shiboleth.  Their 
  hope to steal the city died at your hands.  
  There were severe losses, but once again, 
  Shiboleth stands defiant against those who 
  would invade.   
  Word comes to you of activity in the 
  southwestern part of the city.  Perhaps your 
  work this night is not yet done. 
  PCs have earned the Favor of Baron Doulanfon.   
  CONCLUSION: FAILURE AT THE 
  ESTATE 
   
  You were unable to dislodge the yugoloths 
  from their position at the Baron’s estate.  All 
  night, they seemed too well prepared and 
  familiar with each of your skills.  The fiends 
  who held the estates were even better 
  prepared, knowing many of you by name and 
  ability. They taunted you from behind the walls 
  of the estate until reinforcements arrived.  
  When you stormed the estate a second time, 
  with a Pride of cavalry to support you, you 
  found the estates abandoned.  The yugoloths 
  left the ground they work so hard to claim, with 
  no explanation.    
   
  PCs who made it all the way to the Baron’s 
  Estates and faced the fiends in Encounter 5 or 6 
  have earned the Favor of Baron Doulanfon.  
  House Doulanfon is grateful for the PCs fighting 
  the fiends in the streets of Shiboleth and saving 
  citizens of the city.  The Doulanfons recognize the 
  courage needed to face these monsters that were 
  able to overcome the Baron’s defenses, and hold 
  no ill will against PCs for failing against these 
  odds.   
  CONCLUSION: PCS GOT 
  SIDETRACKED AND DID NOT 
  CONFRONT THE LEADERS AT THE 
  ESTATE 
  Shiboleth fell tonight. The leaders of the 
  yugoloths invaded the estates of Baron 
  Doulanfon and killed the Baron and his 
  bodyguards.  Many soldiers moved against the 
  New Gran March, but for all their courage, they 
  were killed by the powerful fiends.  Dawn came 
  and with it, reinforcements from Hookhill. An 
  organized 
  assault 
  on 
  Baron 
  Doulanfon’s 
  Estates found stacks of dead bodies, but no 
  yugoloths.  
  There are no Favors awarded from the AR. 
  CONCLUSION: PCS TRIED TO ATTACK 
  THE FIENDS IN THE SINKHOLE, AND 
  HOSTAGES DIED.  
  Tragedy struck the citizens of Shiboleth 
  tonight.  Where patience and composure was 
  needed, some reacted instead with careless 
  disregard for the lives of the innocent.   
  
  GRM7-IN4 By Right of Conquest 
   
  Page 25 
  The PCs who caused the fiends in the Sinkhole to 
  attack the innocents will be reviled by the citizens 
  of Shiboleth.  They have earned the Ire of Baron 
  Doulanfon on the AR and do not receive any 
  favors at the top of the AR. 
   
  The End 
   
  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 roleplaying) to each 
  character. 
  APLs 2 – 8 
  Encounter 1 
  Defeat a wave of undead and pursue the rest. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   Encounter 2 
  Confront 1 wave of half-fiend soldiers and undead. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Encounter 3 
  Confront 1 wave of half-fiend soldiers. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  Encounter 5 
  Confront 1 wave of half-fiend giants/goblins. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  Encounter 6 
  Confront the voors and canoloths 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Story Award 
  Rescue the hostages. 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
  . 
  Total possible experience 
   
  APL 2: 225 xp. 
   
  APL 4: 337 xp. 
   
  APL 6: 450 xp. 
   
  APL 8: 562 xp. 
   
   
  APLs 10 – 14 
  Encounter 1 
  Defeat a wave of undead and pursue the rest. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480xp. 
   
  Encounter 2 
  Confront 1 wave of half-fiend soldiers. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
  Encounter 3 
  Save innocents and soldiers from yagnoloth and 
  minions 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
  Encounter 4 
  Defeat yugoloth soldiers at Baron’s Estate 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
  Encounter 5 
  Defeat half-fiend giants  
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
  Encounter 6 
  Confront the yugoloth leaders  
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  Story Award 
  Rescue the Baron. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
   
  APL 14: 360 xp. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 26 
   
  Discretionary Roleplaying Award 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
   
  APL 14: 360 xp. 
   
  Total possible experience 
   
  APL 10: 675 xp. 
   
  APL 12: 787 xp. 
   
  APL 14: 900 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. Because this is a Regional 
  adventure, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 2 L: 26 gp, C: 0 gp, M: 192gp: +1 
  longspear (192 gp). 
  APL 4 L: 1 gp, C: 0 gp, M: 300gp: +1 
  longspear (192 gp), +1 Chainmail (108 GP). 
  APL 6 L: 1 gp, C: 0 gp, M: 634gp: +1 
  longspear (192 gp), +1 Chainmail (108 GP), 
  +2 ring of protection (167 gp). 
  APL 8 L: 1 gp, C: 0 gp, M: 1,134 gp: +1 
  longspear, bane (human) (692 gp), +2 
  Chainmail (275 GP), +2 ring of protection (167 
  gp). 
  APL 10 L: 5 gp, C: 0 gp, M: 1,252 gp: +1 
  longspear x2 (384 gp), +1 lance  (193 GP), +1 
  composite longbow (+3 str) x2 (450). 
  APL 12 L: 3 gp, C: 0 gp, M: 2,003 gp: +1 
  longspear x2 (384 gp), +1 lance x2  (386 gp), 
  +1 composite longbow (+3 str) x4 (900 gp, +2 
  amulet of natural armor x2 (333 gp). 
  APL 14 L: 3 gp, C: 0 gp, M: 2,587 gp: +1 
  longspear x2 (384 gp), +1 lance x3 (578 gp), 
  +1 composite longbow (+3 str) x5 (1,125 gp), 
  +2 amulet of natural armor x3 (500 gp). 
  Encounter 3: 
  APL 2 L: 51 gp, C: 0 gp, M: 0 gp: 
  APL 4 L: 53 gp, C: 0 gp, M: 217 gp, +1 
  chainmail x2 (217 gp):  
  APL 6 L: 53 gp, C: 0 gp, M: 1,051 gp, +1 
  chainmail x2 (217 gp), +1 longspear x2 (384 
  gp), +1 composite longbow (+3 str) (450).  
  APL 8 L: 55 gp, C: 0 gp, M: 1,884 gp, +2 
  chainmail x2 (717 gp), +1 longspear x2 (384 
  gp), +1 composite longbow (+3 str) x2 (450), 
  +1 ring of protection x2 (333 gp).  
  APL 10 L: 3 gp, C: 0 gp, M: 2,251 gp, +3 cloak 
  of resistance (750 gp), +1 longspear x2 (384 
  gp), +1 composite longbow (+3 str) x2 (450), 
  +2 ring of protection (667 gp).  
  
  GRM7-IN4 By Right of Conquest 
   
  Page 27 
  APL 12 L: 3 gp, C: 0 gp, M: 3,084 gp, +3 cloak 
  of resistance (750 gp), +1 longspear x2 (384 
  gp), +1 composite longbow (+3 str) x2 (450), 
  +3 ring of protection (1,500 gp).  
  APL 14 L: 3 gp, C: 0 gp, M: 4,538 gp, +3 cloak 
  of resistance (750 gp), +1 longspear x2 (384 
  gp), +1 composite longbow (+3 str) x2 (466), 
  +3 ring of protection (1,500 gp), +3 chain shirt 
  (771 gp), gauntlets of ogre power x2 (666 gp).  
  Encounter 4: 
  APL 10 L: 32 gp, C: 0 gp, M: 2,894 gp, +2 
  greataxe (277 gp), +1 longspear x2 (384 gp), 
  +1 composite longbow (+3 str) x4 (900 gp), +2 
  ring of protection (667 gp), gloves of dexterity 
  +2 x2 (666 gp).  
  APL 12 L: 58 gp, C: 0 gp, M: 4,521 gp, +2 
  greataxe x2 (553 gp), +1 longspear x2 (384 
  gp), +1 composite longbow (+3 str) x2 (450 
  gp), +2 ring of protection x2 (1,333 gp), gloves 
  of dexterity +2 x2 (666 gp)  +1 composite 
  longbow (+4 str) x2 (466 gp), gauntlets of ogre 
  power x2 (667 gp), 
  APL 14 L: 58 gp, C: 0 gp, M: 7,737 gp, +2 
  greataxe (277 gp), +3 ring of protection (1,500 
  gp), belt of giant strength +4 (1,333 gp), +1 
  longspear x4 (768 gp), +1 composite longbow 
  (+3 str) x2 (450 gp), gloves of dexterity +2 x2 
  (666 gp)  +1 composite longbow (+4 str) x2 
  (533 gp), gauntlets of ogre power x2 (667 gp), 
  +3 chain shirt x2 (1,542 gp), 
  Encounter 5: 
  APL 2 L:8 gp, C: 0 gp, M: 771 gp: +1 
  longsword x2 (386 gp), +1 warhammer x2 
  (385 gp). 
  APL 4 L:8 gp, C: 0 gp, M: 916 gp:+1 greatclub 
  x2 (385 gp), +1 half-plate armor  (146 gp), +1 
  longsword (193 gp), +1 warhammer (193 gp). 
  APL 6 L: 202 gp, C: 0 gp, M: 718 gp: +1 
  greatclub x2 (385 gp), headband of intellect +2 
  (333 gp) 
  APL 8 L: 202 gp, C: 0 gp, M: 1,341 gp: +1 
  greatclub x3 (578 gp), headband of intellect +2 
  (333 gp), +2 rhino hide armor (430 gp). 
  APL 10 L: 100 gp, C: 0 gp, M: 2,504 gp: +1 
  greatclub x5 (963 gp), +2 rhino hide armor x3 
  (1,291 gp), +1 cloak of resistance x3 (250 gp). 
  APL 12 L: 50 gp, C: 0 gp, M: 3,442 gp: +1 
  greatclub x2 (386 gp), +2 rhino hide armor x2 
  (860 gp), +1 cloak of resistance x2 (167 gp), 
  +1 flaming greatsword (696 gp), belt of giant 
  strength +4 (1,333 gp). 
  APL 14 L: 150 gp, C: 0 gp, M: 10,031 gp: +2 
  bastard sword (695 gp), +1 bastard sword 
  (195 gp), +3 cloak of resistance x2 (1,500 gp), 
  +1 flaming greatsword x3 (2,088 gp), belt of 
  giant strength +4 x3 (4,000 gp), +3 full plate 
  armor (888 gp), +2 ring of protection (667 gp). 
  Encounter 5: 
  APL 10 – 14: Varies 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 86 gp, C: 0 gp, M: 963 gp – Total: 
  1,049 gp (225 gp). 
  APL 4: L: 62 gp, C: 0 gp, M: 1,434 gp – Total: 
  1,496 gp (325 gp). 
  APL 6: L: 256 gp, C: 0 gp, M: 2,403 gp – Total: 
  2,659 gp (450 gp). 
  APL 8: L: 258 gp, C: 0 gp, M: 4,359 gp – Total: 
  4,617 gp (650 gp). 
  APL 10: L: X gp, C: X gp, M: X gp – Total: X 
  gp (1,150 gp). 
  APL 12: L: X gp, C: X gp, M: X gp – Total: X 
  gp (1,650 gp). 
  APL 14: L: X gp, C: X gp, M: X gp – Total: X 
  gp (3,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Tremendous Bravery (Only available to PCs who 
  played this interactive at APLs 2-8) This PC 
  entered a hive of voors and canoloths unarmed to 
  save innocent citizens of Shiboleth. This deed has 
  set the PC above his peers in the eyes of the 
  common folk of Gran March. This PC receives a 
  +1 circumstance bonus to his Leadership score. 
  PCs who are members of the Knights of the Watch 
  who performed this deed receive 1 additional point 
  toward promotion. Squires may count this point 
  after they have been promoted to Vigil. 
  A PC who entered the Sinkhole unarmed to save 
  hostages 
  and 
  died 
  bravely 
  while 
  fighting 
  opponents that were a combined EL of 4 or more 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 28 
  above his character level is eligible to receive the 
  following reward:  
  Brave Sacrifice (Only available to PCs who 
  played this interactive at APLs 2-8) While facing 
  down a nest of yugoloths to save innocent 
  hostages, this PC bravely died fighting fiends that 
  were clearly beyond his ability to defeat. This deed 
  inspired those present and word has reached the 
  Doulanfon family of the PCs valor. The PC has 
  been named a Hero of Shiboleth. The PC has also 
  been offered a position in House Doulanfon. If the 
  PC accepts, he is now considered a minor noble 
  of Gran March. The PC receives a +5 bonus to all 
  social interactions and skill checks when dealing 
  with citizens of Shiboleth. If the PC has any 
  previous Disfavor with Baron Doulanfon, this 
  Favor negates the previous Disfavor. 
  A PC who provoked the yugoloths into killing 
  hostages at the Sinkhole has earned the following: 
  Ire of Baron Doulanfon: This PC provoked a nest 
  of daemons while they held innocent citizens of 
  Shiboleth hostage. Such reckless disregard for 
  innocent lives has earned the undying enmity of 
  House Doulanfon.  The PC earns no gold piece 
  rewards or item access from this AR. Baron 
  Doulanfon will never contact the PC to assist in 
  any scenario. If more than 2 hostages were killed 
  as a result of this PC’s action, the PC can never 
  earn the Favor of Baron Doulanfon. This is an 
  exception to favors that allow the Ire of Baron 
  Doulanfon to be negated. 
  Hero of Shiboleth: (Only available to PCs who 
  played this interactive at APLs 10-14). This PC 
  drove the invading army of The New Gran March 
  out of Baron Doulanfon’s estates, reclaiming the 
  city.  The PC receives a +5 bonus to all social 
  interactions and skill checks when dealing with 
  citizens of Shiboleth. If the PC has any previous 
  Disfavor with Baron Doulanfon, this Favor negates 
  the previous Disfavor. 
  Favor of Baron Doulanfon: This PC has earned 
  the favor of Baron Doulanfon. This Favor cancels 
  any previous Ire of Baron Doulanfon the PC might 
  have from a previous AR. PCs without the Ire of 
  Baron Doulanfon can use this favor to purchase 
  the following weapon upgrades at 90% of 
  standard cost: holy, axiomatic, ghost touch, 
  magebane. This favor can be used independently 
  or combined with unused Favors of Baron 
  Doulanfon from other ARs. If the PC combines 2 
  favors, the Baron makes the weapon upgrades 
  listed above available at 75% of standard cost.  
  The Sword of the March: This PC has earned the 
  Sword of the March military honor. This is 
  available only to active duty Gran March army 
  PCs.  
  Favor of a Besieged City: The merchants of 
  Shiboleth seek to reward the tremendous deed of 
  the heroic PCs. All items listed in the Item Access 
  on this AR can be purchased at 75% of standard 
  cost with access: regional.  
  Item Access 
  APL 2: 
  • 
  Fiendslayer 
  Crystal, 
  Least 
  (Frequency; 
  Regional, 1000 gp, MIC p. 65) 
  APL 4: 
  • 
  Ring of Communication (Frequency; Regional, 
  2000gp, MIC p. 122) 
  APL 6: 
  • 
  Fiendslayer 
  Crystal, 
  Lesser 
  (Frequency; 
  Regional, 3000gp, MIC p. 65) 
  APL 8: 
  • 
  Fiendslayer 
  Crystal, 
  Greater 
  (Frequency; 
  Regional, 5000gp, MIC p. 65) 
  APL 10: 
  • 
  Banner of the Storm’s Eye (Frequency; 
  Regional, 15000gp, MIC p. 151) 
  APL 12: 
  • 
  Horn 
  of 
  Plenty 
  (Frequency; 
  Regional, 
  12000gp, MIC p. 162) 
  APL 14: 
  • 
  Magic Siphon (Frequency; Regional, 25000gp, 
  MIC p. 164) 
   
   
  
  GRM7-IN4 By Right of Conquest 
   
  Page 29 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 1 & 2  
   
   
  G H O U L   
  CR  1 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft. Listen +2, Spot +7 
  Languages Flan  
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD)  
  Resist turn resistance +2 
  Fort +0, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d6+1 plus paralysis) and 2 claws +0 
  (1d3 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Special Actions Ghoul fever, paralysis 
  Abilities Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 12  
  SQ undead traits 
  Feats Multiattack  
  Skills Balance +6, Climb +5, Hide +6, Jump +5, Move 
  Silently +6, Spot +7 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes 
  a ghoul in this way retains none of the abilities it 
  possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living 
  and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast, not 
  a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
   
  ENCOUNTER 2 
   
   
   
   
  C O R P O R AL   
  CR  2 
  Male Half-fiend (half-orc/mezzoloth) Ftr 1 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Darkvision 60 ft. 
  Languages Common, Orcish  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +5 chainmail, +2 natural) 
  hp 14 (1 HD)  
  Immune Poison  
  Resist acid 10, cold 10, electric 10, fire 10; SR 11 
  Fort +6, Ref +2, Will -1 
  Speed 20 ft. in chain mail (6 squares), base movement 
  30 ft. 
  Melee +1 longspear +7 (1d8+8) and claw +1  (1d4+2) or 
  short sword +6  (1d6+5) and claw +1  (1d4+2) or 2 
  claws +6 (1d4+5) 
  Ranged dagger +3 (1d4+5) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +6 
  Atk Options Combat Reflexes, Power Attack, smite 
  good, cause fear 3/day 
  Spell-Like Abilities (CL 1st): cause fear 3/day 
  Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8  
  Feats Combat Reflexes, Power Attack  
  Skills Climb +7, Jump +7 
  Possessions mw chain mail, +1 longspear, short 
  sword, dagger, a small pin of the Knights Vigilant 
  Description This Corporal once served in the 3rd Battle 
  stationed in Shiboleth. He now has multi-faceted eyes, 
  jagged mandibles and an extra pair of arms. All four of 
  his arms end in hooked claws. He wears his new 
  uniform proudly, along with his new squire pin (Knights 
  Vigilant). His loyalty is now promised to Master Vigilant 
  Marax. He is very eager to kill humans and those 
  associated with the Knights of the Watch. 
   
   
  D E AT H  D O G   
  CR  2 
  NE Medium Magical Beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent: 
  Listen +6, Spot +4 
  Languages none  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 15 (2 HD)  
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. (10 squares) 
  Melee 2 bites +5 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Special Actions Disease, trip 
  Abilities Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7  
  Feats Weapon Focus (bite)  
  Skills Hide +3, Listen +6, Move Silently +4, Spot +5 
  Disease (Ex) Any creature hit by a death dog’s bite 
  attack must succeed on a Fortitude save (DC 13) or 
  contract a disease. The incubation period is 1 day, 
  and the disease deals 1d4 points of Strength damage 
  and 1d3 points of Constitution damage.  
  Trip (Ex) A death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog.  
  Scent (Ex) A death dog can detect approaching 
  enemies, sniff out hidden foes, and attack by sense 
  of smell. 
   
  
  GRM7-IN4 By Right of Conquest 
   
  Page 30 
  ENCOUNTER 3 
   
   
   
   
  S O L D I E R   
  CR  2 
  Male Half-fiend (human/mezzoloth) Ftr 1 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen Spot  
  Languages Common  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +5 chainmail, +2 natural) 
  hp 14 (1 HD)  
  Immune Poison  
  Resist acid 10, cold 10, electric 10, fire 10; SR 11 
  Fort +6, Ref +2, Will -1 
  Speed 20 ft. in chain mail (6 squares), base movement 
  30 ft. 
  Melee longspear +6 (1d8+6) and claw +0  (1d4+2) or 
  short sword +5  (1d6+4) and claw +0  (1d4+2) or 2 
  claws +5 (1d4+4) 
  Ranged dagger +3 (1d4+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +1; Grp +5 
  Atk Options Combat Reflexes, Power Attack, Cleave, 
  smite good, cause fear 3/day 
  Spell-Like Abilities (CL 1st): cause fear 3/day 
  Abilities Str 19, Dex 14, Con 19, Int 8, Wis 9, Cha 8  
  Feats Cleave, Combat Reflexes, Power Attack  
  Skills Climb +7, Jump +7 
  Possessions mw chain mail, mw longspear, short 
  sword, dagger, a small pin of the Knights Vigilant 
  Description This soldier once served in the 3rd Battle 
  stationed in Shiboleth. He now has multi-faceted eyes, 
  jagged mandibles and an extra pair of arms. All four of 
  his arms end in hooked claws. He wears his new 
  uniform proudly, along with his new squire pin (Knights 
  Vigilant). His loyalty is now promised to Master Vigilant 
  Marax. He is very eager to kill humans and those 
  associated with the Knights of the Watch. 
   
  ENCOUNTER 5 
   
   
   
   
  H ALF- N Y C AL O T H  H O B G O B L I N  W AR 2 
  CR  3 
  LE Large Outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses darkvision 60 ft., Listen +3, Spot +3  
  Languages Goblin, Common 
  AC 19, touch 11, flat-footed 17 
   (-1 size, +2 Dex, +4 chain shirt, +4 natural) 
  hp 23 (2 HD); DR 5/good 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 12 
  Fort +10, Ref +2, Will -1 
  Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)  
  Melee Longsword (or hammer) +8 (2d6+7) and claw +2 
  (1d6+3 plus bleeding wounds) or 2 claws +7  (1d6+6 
  plus bleeding wounds)  
  Ranged Javelin +3  (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +2; Grp +12 
  Atk Options spell-like abilities, smite good (+2) 
  Spell-Like Abilities (CL 2nd): 3/day  
   
  darkness  
  Abilities Str 23, Dex 15, Con 24, Int 12, Wis 9, Cha 12  
  Feats Alertness  
  Skills Hide +7, Listen +3 , Listen +3, Spot +3 
  Possessions +1 longsword, +1 hammer, chain shirt,5 
  javelins 
  Description An oversized hobgoblin with dominating 
  canine features. While most half-yugoloths look like the 
  base creature with twisted daemonic features, this poor 
  beast looks like a mal-formed nycaloth. Enormous bat 
  wings propel this daemonic goblin across the battle field 
  with speed and agility. He carries a longsword in one 
  hand, a hammer in another, and uses one of his free 
  claws to flail viciously outward. While he cannot attack 
  with both sword and hammer in the same round, he 
  alternates between the two, cutting and bashing his 
  opponents/. He does receive one natural secondary 
  claw attack each round. He despises Tyv, and wants to 
  chop down all human-kind.  
   
  ENCOUNTER 6 
   
   
   
   
  C ANO L O T H  ( I NJ U R E D) 
  CR  4 
  NE medium outsider (evil, extraplanar, yugoloth) 
  Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12 
  Languages Infernal, Abyssal, telepathy 100 ft.  
  AC 18, touch 10, flat-footed 18 
   (+8 natural) 
  hp 51 (currently 21) (6 HD); DR 5/good 
  Immune visual effects, gaze attacks, sight-base 
  illusions, poison, acid. 
  Resist cold 10, electricity 10, fire 10; SR 18 
  Fort +9, Ref +5, Will +8 
  Speed 50 ft. (10 squares)  
  Melee tongue +11 (1d4+4 plus paralysis) and bite +8  
  (2d6+2) 
  Space 5 ft.; Reach 5 ft. (20 ft. with tongue) 
  Base Atk +6; Grp +10 
  Special Actions Improved Grab, paralysis, spell-like 
  abilities, summon yugoloth 
  Spell-Like Abilities (CL 5th): 
  Cause fear (DC 12), desecrate, detect good, detect 
  magic 
  Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12  
  Feats Improved Initiative, Multiattack, Track, Weapon 
  Focus (tongue)  
  Skills Hide +5, Intimidate +10, Jump +21, Listen +12, 
  Move Silently +4, Spot +12 
  Improved Grab (Ex): To use this ability, a canoloth 
  must hit with its tongue attack. It can pull a grabbed 
  an opponent of large or smaller size into its mouth in 
  the same round and make a bite attack. The canoloth 
  can establish a hold with a successful attack even if 
  the victim isn’t paralyzed.  
  Paralysis (Ex): Those hit by a canoloth’s tongue attack 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed 
  for 
  1d6+2 
  minutes. 
  The 
  save 
  is 
  Constitution-based.  
  
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  Blindsight (Ex): Canoloths can ascertain all foes within 
  40 ft. as a sighted creature would. Beyond that range, 
  they treat all targets as having total concealment. 
  Canoloths are susceptible to sound and scent-based 
  attacks, and are affected normally by loud noises and 
  sound-based spells and by overpowering odors. 
  Negating a canoloth’s sense of smell and hearing 
  reduces this ability to normal Blind-Fight (as the feat). 
  If both senses are negated, the canoloth is effectively 
  blinded.  
  Description  
  Monster Manual III pg. 200 
   
   
   
   
   
   
  
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  APPENDIX 2 – APL 4 
   
  ENCOUNTER 1 & 2  
   
   
  G H O U L   
  CR  1 
  CE Medium undead 
  Init +2; Senses darkvision 60 ft. Listen +2, Spot +7 
  Languages Flan  
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 natural) 
  hp 13 (2 HD)  
  Resist turn resistance +2 
  Fort +0, Ref +2, Will +5 
  Speed 30 ft. (6 squares) 
  Melee bite +2 (1d6+1 plus paralysis) and 2 claws +0 
  (1d3 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Special Actions Ghoul fever, paralysis 
  Abilities Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 12  
  SQ undead traits 
  Feats Multiattack  
  Skills Balance +6, Climb +5, Hide +6, Jump +5, Move 
  Silently +6, Spot +7 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 12, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes 
  a ghoul in this way retains none of the abilities it 
  possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living 
  and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast, not 
  a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 12 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
   
  ENCOUNTER 2 
   
   
   
   
  C O R P O R AL   
  CR  4 
  Male Half-fiend (half-orc/mezzoloth) Ftr 3 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Darkvision 60 ft. 
  Languages Common, Orcish  
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +6 +1 chainmail, +2 natural) 
  hp 28 (3 HD)  
  Immune Poison  
  Resist acid 10, cold 10, electric 10, fire 10; SR 13 
  Fort +7, Ref +3, Will +0 
  Speed 20 ft. in chain mail (6 squares), base movement 
  30 ft. 
  Melee longspear +10 (1d8+8) and claw +3  (1d4+2) or 
  short sword +9  (1d6+5) and claw +3  (1d4+2) or 2 
  claws +8 (1d4+5) 
  Ranged dagger +5 (1d4+5) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +3; Grp +8 
  Atk Options Combat Reflexes, Power Attack, smite 
  good, cause fear 3/day, darkness 3/day 
  Spell-Like Abilities (CL 3rd): cause fear 3/day, 
  darkness 3/day 
  Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8  
  Feats Combat Reflexes, Power Attack, Weapon Focus 
  (longspear), Weapon Focus (short sword)  
  Skills Climb +8, Jump +8 
  Possessions +1 chain mail, +1 longspear, short sword, 
  dagger, a small pin of the Knights Vigilant 
  Description This Corporal once served in the 3rd Battle 
  stationed in Shiboleth. He now has multi-faceted eyes, 
  jagged mandibles and an extra pair of arms. All four of 
  his arms end in hooked claws. He wears his new 
  uniform proudly, along with his new squire pin (Knights 
  Vigilant). His loyalty is now promised to Master Vigilant 
  Marax. He is very eager to kill humans and those 
  associated with the Knights of the Watch. 
   
  D E AT H  D O G   
  CR  2 
  NE Medium Magical Beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent: 
  Listen +6, Spot +4 
  Languages none  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 15 (2 HD)  
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. (10 squares) 
  Melee 2 bites +5 (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Special Actions Disease, trip 
  Abilities Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7  
  Feats Weapon Focus (bite)  
  Skills Hide +3, Listen +6, Move Silently +4, Spot +5 
  Disease (Ex) Any creature hit by a death dog’s bite 
  attack must succeed on a Fortitude save (DC 13) or 
  contract a disease. The incubation period is 1 day, 
  and the disease deals 1d4 points of Strength damage 
  and 1d3 points of Constitution damage.  
  Trip (Ex) A death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog.  
  Scent (Ex) A death dog can detect approaching 
  enemies, sniff out hidden foes, and attack by sense 
  of smell. 
  
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  ENCOUNTER 3 
   
   
   
   
  HALF- M E Z Z O L O T H  S O L D I E R   
  CR  4 
  Male Half-fiend (human/mezzoloth) Ftr 3 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen, Spot  
  Languages Common  
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +6 +1 chainmail, +2 natural) 
  hp 28 (3 HD)  
  Immune Poison  
  Resist acid 10, cold 10, electric 10, fire 10; SR 13 
  Fort +7, Ref +3, Will +0 
  Speed 20 ft. in chain mail (6 squares), base movement 
  30 ft. 
  Melee longspear +10 (1d8+7) and claw +3  (1d4+2) or 
  short sword +9  (1d6+5) and claw +3  (1d4+2) or 2 
  claws +8 (1d4+5) 
  Ranged dagger +5 (1d4+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +3; Grp +7 
  Atk Options Cleave, Combat Reflexes, Power Attack, 
  smite good, cause fear 3/day, darkness 3/day 
  Spell-Like Abilities (CL 3rd): cause fear 3/day, 
  darkness 3/day 
  Abilities Str 21, Dex 14, Con 19, Int 8, Wis 9, Cha 8  
  Feats Combat Reflexes, Power Attack, Weapon Focus 
  (longspear), Weapon Focus (short sword)  
  Skills Climb +8, Jump +8 
  Possessions +1 chain mail, masterwork longspear, 
  short sword, dagger, a small pin of the Knights 
  Vigilant 
  Description This soldier once served in the 3rd Battle 
  stationed in Shiboleth. He now has multi-faceted eyes, 
  jagged mandibles and an extra pair of arms. All four of 
  his arms end in hooked claws. He wears his new 
  uniform proudly, along with his new squire pin (Knights 
  Vigilant). His loyalty is now promised to Master Vigilant 
  Marax. He is very eager to kill humans and those 
  associated with the Knights of the Watch. 
   
  ENCOUNTER 5 
   
   
   
   
  R AG LANAR  
  CR  5 
  Male half-fiend ogre (mezzoloth/ogre) Ftr1 
  CE Large Outsider (evil, extraplanar, yugoloth) 
  Init +0; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +2, Spot +2  
  Languages Giant 
  AC 24, touch 9, flat-footed 24 (-1 size, +8 half-plate 
  armor, +7 natural) 
  hp 57 (5 HD); DR 5/good  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 15 
  Fort +12, Ref +1, Will +1 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee Greatclub +13 (2d8+13) or 2 claws +11  (1d6+8) 
  Ranged Javelin +3  (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +16 
  Atk Options Power Attack, spell-like abilities, smite 
  good (+5) 
  Spell-Like Abilities (CL 5th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day 
  Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9  
  Feats Toughness, Weapon Focus (greatclub), Power 
  Attack  
  Skills Climb +8, Listen +2, Spot +2 
  Possessions +1 greatclub, +1 half-plate armor, 5 
  javelins  
  Description Raglanar is a slathering monstrosity, no 
  longer giant, not completely mezzoloth. His heavy, 
  blunt features are further twisted by heavy mandibles, 
  multi-faceted eyes and random patches of dull, 
  blackened carapace. His dull wits have been further 
  eroded by his improvement, and now he functions at 
  barely above animal intelligence. What little glimmer 
  of intellect remains remembers only that he hates Tyv 
  and all of their kind. They hurt him badly, cheering as 
  he died. He will kill them all, furiously and bloodily 
   
   
  H ALF- N Y C AL O T H  O G R E   
  CR  4 
  CE Large Outsider (evil, extraplanar, yugoloth) 
  Init +1; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +3, Spot +3  
  Languages Giant 
  AC 19, touch 10, flat-footed 18 
   (-1 size, +1 Dex, +9 natural) 
  hp 29 (4 HD); DR 5/good 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 14 
  Fort +9, Ref +2, Will +1 
  Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)  
  Melee Greatclub +10 (2d8+10) and claw +3  (1d6+3 
  plus bleeding wounds) or 2 claws +8  (1d6+6 plus 
  bleeding wounds)  
  Ranged Javelin +3  (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Atk Options spell-like abilities, smite good (+4) 
  Spell-Like Abilities (CL 4th): 3/day  
   
  darkness, deeper darkness  
  Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11  
  Feats Toughness, Weapon Focus (greatclub)  
  Skills Climb +7, Listen +3, Spot +3 
  Possessions +1 greatclub, 5 javelins  
  Description A tall, lean ogre with numerous scars and 
  burns across his face and body. Enormous bat wings 
  propel this daemonic giant across the battle field with 
  surprising speed and agility. He swings a bloodied club 
  in two hands and flails viciously outward with one of his 
  two additional clawed hands. He despises Tyv, and want 
  to feel their bones crack between his teeth. 
  
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  H ALF- N Y C AL O T H  H O B G O B L I N  W AR 2 
  CR  3 
  LE Large Outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses darkvision 60 ft., Listen +3, Spot +3  
  Languages Goblin, Common 
  AC 19, touch 11, flat-footed 17 
   (-1 size, +2 Dex, +4 chain shirt, +4 natural) 
  hp 23 (2 HD); DR 5/good 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 12 
  Fort +10, Ref +2, Will -1 
  Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)  
  Melee +1 Longsword (or +1 hammer) +8 (2d6+7) and 
  claw +2 (1d6+3 plus bleeding wounds) or 2 claws +7  
  (1d6+6 plus bleeding wounds)  
  Ranged Javelin +3  (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +2; Grp +12 
  Atk Options spell-like abilities, smite good (+2) 
  Spell-Like Abilities (CL 2nd): 3/day  
   
  darkness  
  Abilities Str 23, Dex 15, Con 24, Int 12, Wis 9, Cha 12  
  Feats Alertness  
  Skills Hide +7, Listen +3, Listen +3, Spot +3 
  Possessions +1 longsword, +1 hammer, chain shirt, 5 
  javelins 
  Description An oversized hobgoblin with dominating 
  canine features. While most half-yugoloths look like the 
  base creature with twisted daemonic features, this poor 
  beast looks like a mal-formed nycaloth. Enormous bat 
  wings propel this daemonic goblin across the battle field 
  with speed and agility. He carries a longsword in one 
  hand, a hammer in another, and uses one of his free 
  claws to flail viciously outward. While he cannot attack 
  with both sword and hammer in the same round, he 
  alternates between the two, cutting and bashing his 
  opponents/. He does receive one natural secondary 
  claw attack each round. He despises Tyv, and wants to 
  chop down all human-kind.  
   
   
  ENCOUNTER 6 
   
   
   
   
  C ANO L O T H  ( I NJ U R E D) 
  CR  4 
  NE medium outsider (evil, extraplanar, yugoloth) 
  Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12 
  Languages Infernal, Abyssal, telepathy 100 ft.  
  AC 18, touch 10, flat-footed 18 
   (+8 natural) 
  hp 51 (currently 21) (6 HD); DR 5/good 
  Immune visual effects, gaze attacks, sight-base 
  illusions, poison, acid. 
  Resist cold 10, electricity 10, fire 10; SR 18 
  Fort +9, Ref +5, Will +8 
  Speed 50 ft. (10 squares)  
  Melee tongue +11 (1d4+4 plus paralysis) and bite +8  
  (2d6+2) 
  Space 5 ft.; Reach 5 ft. (20 ft. with tongue) 
  Base Atk +6; Grp +10 
  Special Actions Improved Grab, paralysis, spell-like 
  abilities, summon yugoloth 
  Spell-Like Abilities (CL 5th): 
  Cause fear (DC 12), desecrate, detect good, detect 
  magic 
  Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12  
  Feats Improved Initiative, Multiattack, Track, Weapon 
  Focus (tongue)  
  Skills Hide +5, Intimidate +10, Jump +21, Listen +12, 
  Move Silently +4, Spot +12 
  Improved Grab (Ex): To use this ability, a canoloth 
  must hit with its tongue attack. It can pull a grabbed 
  an opponent of large or smaller size into its mouth in 
  the same round and make a bite attack. The canoloth 
  can establish a hold with a successful attack even if 
  the victim isn’t paralyzed.  
  Paralysis (Ex): Those hit by a canoloth’s tongue attack 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed 
  for 
  1d6+2 
  minutes. 
  The 
  save 
  is 
  Constitution-based.  
  Blindsight (Ex): Canoloths can ascertain all foes within 
  40 ft. as a sighted creature would. Beyond that range, 
  they treat all targets as having total concealment. 
  Canoloths are susceptible to sound and scent-based 
  attacks, and are affected normally by loud noises and 
  sound-based spells and by overpowering odors. 
  Negating a canoloth’s sense of smell and hearing 
  reduces this ability to normal Blind-Fight (as the feat). 
  If both senses are negated, the canoloth is effectively 
  blinded.  
  Description  
  Monster Manual III pg. 200 
   
  V O O R 
  CR  4 
  NE Large Evil Outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Blind, Blindsense 120 ft., Listen +11  
  Languages Abyssal, Infernal; telepathy 100 ft.  
  AC 17, touch 11, flat-footed 15 
   (-1 size, +2 Dex, +6 natural) 
  hp 37 (currently 27) (5 HD) ; DR 5/good 
  Immune Poison, acid, fire, gaze attacks, illusions and 
  visual effects 
  Resist Cold 10, electricity 10; SR 15 
  Fort +7, Ref +6, Will +3 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee 4 piercing tentacles +10 each (1d6+6) and 2 
  claws +8 each  (1d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) 
  Base Atk +5; Grp +19 
  Atk Options Multiattack, aligned strike (evil), Rend 
  2d6+9 
  Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7  
  SQ Scentless, yugoloth traits 
  Feats Combat Reflexes, Multiattack  
  Skills Climb +22, Diplomacy +0, Listen +11, Move 
  Silently +10, Sense Motive +7, Survival +7 
  Rend (Ex) A voor that hits with both claw attacks 
  latches onto the opponent’s body and tears the flesh. 
  
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  Page 35 
  This attack automatically deals an extra 2d6+9 points 
  of damage.  
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has been 
  in combat within the past hour stinks of the blood of 
  its foes so it can be detected by scent but only at half 
  the normal range.  
  Description This hulking creature waddles toward you 
  on stubby legs. Its enormous arms end in vicious claws. 
  Its armored face has no eyes and ropelike tentacles 
  constantly shoot out from its arms and back. Jagged 
  teeth gnash in its eyeless, domed head. 
  Source MM IV pg 193. 
   
   
  
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  APPENDIX 3 – APL 6 
   
  ENCOUNTER 1 & 2  
   
   
  G H AS T  ( ADV AN C E D) 
  CR  4 
  CE Medium undead 
  Init +3; Senses darkvision 60 ft. Listen +2, Spot +12 
  Languages Flan  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 63 (8 HD)  
  Resist turn resistance +2 
  Fort +2, Ref +5, Will +8 
  Speed 30 ft. (6 squares) 
  Melee bite +8 (1d8+4 plus paralysis) and 2 claws +6 
  (1d4+2 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Special Actions Ghoul fever, paralysis, stench 
  Abilities Str 18, Dex 17, Con --, Int 13, Wis 14, Cha 16  
  SQ undead traits 
  Feats Improved Toughness, Multiattack, Toughness  
  Skills Balance +8, Climb +14, Hide +14, Jump +12, 
  Move Silently +14, Spot +12 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 15, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes 
  a ghoul in this way retains none of the abilities it 
  possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living 
  and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast, not 
  a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 15 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 15 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. The save DC is Charisma-based. 
   
  C O R P O R AL   
  CR  6 
  Male Half-fiend (half-orc/mezzoloth) Ftr 5 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Darkvision 60 ft. 
  Languages Common, Orcish  
  AC 22, touch 13, flat-footed 20 
   (+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural) 
  hp 47 (5 HD)  
  Immune Poison  
  Resist acid 10, cold 10, electric 10, fire 10; SR 15 
  Fort +8, Ref +3, Will +0 
  Speed 20 ft. in chain mail (6 squares), base movement 
  30 ft. 
  Melee longspear +13  (1d8+12) and claw +6  (1d4+3) or 
  short sword +13  (1d6+6) and claw +6  (1d4+3) or 2 
  claws +11 (1d4+6) 
  Ranged dagger +7 (1d4+6) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +5; Grp +11 
  Atk Options Combat Reflexes, Power Attack, smite 
  good, cause fear 3/day, darkness 3/day, desecrate 
  1/day 
  Spell-Like Abilities (CL 5th): cause fear 3/day, 
  darkness 3/day, desecrate 3/day 
  Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8  
  Feats Combat Reflexes, Power Attack, Weapon Focus 
  (longspear), Weapon Focus (short sword), Weapon 
  Specialization (longspear)  
  Skills Climb +10, Jump +10 
  Possessions +2 chain mail, +1 longspear, masterwork 
  short sword, dagger, +1 ring of protection, a small pin 
  of the Knights Vigilant 
  Description This Corporal once served in the 3rd Battle 
  stationed in Shiboleth. He now has multi-faceted eyes, 
  jagged mandibles and an extra pair of arms. All four of 
  his arms end in hooked claws. He wears his new 
  uniform proudly, along with his new squire pin (Knights 
  Vigilant). His loyalty is now promised to Master Vigilant 
  Marax. He is very eager to kill humans and those 
  associated with the Knights of the Watch. 
   
   
  D E AT H  D O G   
  CR  3 
  NE Large Magical Beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent: 
  Listen +8, Spot +6 
  Languages none  
  AC 16, touch 11, flat-footed 14 
   (-1 size, +2 Dex, +5 natural) 
  hp 38 (4 HD)  
  Fort +8, Ref +8, Will +2 
  Speed 50 ft. (10 squares) 
  Melee 2 bites +10 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +14 
  Special Actions Disease, trip 
  Abilities Str 22, Dex 14, Con 18, Int 4, Wis 13, Cha 7  
  Feats Weapon Focus (bite)  
  Skills Hide +0, Listen +8, Move Silently +5, Spot +6 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 37 
  Disease (Ex) Any creature hit by a death dog’s bite 
  attack must succeed on a Fortitude save (DC 13) or 
  contract a disease. The incubation period is 1 day, 
  and the disease deals 1d4 points of Strength damage 
  and 1d3 points of Constitution damage.  
  Trip (Ex) A death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog.  
  Scent (Ex) A death dog can detect approaching 
  enemies, sniff out hidden foes, and attack by sense 
  of smell. 
   
  ENCOUNTER 3 
   
   
   
   
  M E Z Z O L O T H  P I KE M AN 
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 95 (10 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +8, Will +7 
  Speed 40 ft. (8 squares); 
  Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 
  claws + 13 (1d4+3) 
  Ranged longbow +12/+7 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day – �cloudkill 
  (DC 17), �dispel magic (+10 dispel check)  
  �Already cast 
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (longspear), Improved Initiative, 
  Power Attack, Weapon Focus (longspear)  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions +1 longspear, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  longspear in two of its claws, and a longbow in the other 
  two. 
  MMII page 201.  
   
   
  H ALF- M E Z Z O L O T H  S O L D I E R   
  CR  4 
  Male Half-fiend (half-orc/mezzoloth) Ftr 3 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Darkvision 60 ft. 
  Languages Common, Orcish  
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +6 +1 chainmail, +2 natural) 
  hp 28 (3 HD)  
  Immune Poison  
  Resist acid 10, cold 10, electric 10, fire 10; SR 13 
  Fort +7, Ref +3, Will +0 
  Speed 20 ft. in chain mail (6 squares), base movement 
  30 ft. 
  Melee longspear +10 (1d8+7) and claw +3  (1d4+2) or 
  short sword +9  (1d6+5) and claw +3  (1d4+2) or 2 
  claws +8 (1d4+5) 
  Ranged dagger +5 (1d4+5) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +3; Grp +8 
  Atk Options Combat Reflexes, Power Attack, smite 
  good, cause fear 3/day, darkness 3/day 
  Spell-Like Abilities (CL 3rd): cause fear 3/day, 
  darkness 3/day 
  Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8  
  Feats Combat Reflexes, Power Attack, Weapon Focus 
  (longspear), Weapon Focus (short sword)  
  Skills Climb +8, Jump +8 
  Possessions +1 chain mail, masterwork longspear, 
  short sword, dagger, a small pin of the Knights 
  Vigilant 
  Description This soldier once served in the 3rd Battle 
  stationed in Shiboleth. He now has multi-faceted eyes, 
  jagged mandibles and an extra pair of arms. All four of 
  his arms end in hooked claws. He wears his new 
  uniform proudly, along with his new squire pin (Knights 
  Vigilant). His loyalty is now promised to Master Vigilant 
  Marax. He is very eager to kill humans and those 
  associated with the Knights of the Watch. 
   
  ENCOUNTER 5 
   
   
   
   
  V I THAR  
  CR  7 
  Male half-fiend skullcrusher ogre 
  (mezzoloth/skullcrusher ogre) 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +1; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +0, Spot +0  
  Languages Common, Giant 
  AC 24, touch 10, flat-footed 23 
   (-1 size, +1 dex, +8 spiked full plate, +2 spiked heavy 
  shield, +4 natural) 
  hp 92 (8 HD); DR 5/good 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 19 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 38 
  Fort +13, Ref +3, Will +2 
  Speed 30 ft. (spiked full plate armor), base 40 ft. (8 
  squares) 
  Melee Morningstar +17/+12  (2d6+10) or Morningstar 
  +13/+8 (2d6+10) and shield spike +11  (1d8+5) and 
  claw +10  (1d6+5) or 2 claws +15  (1d6+10)  
  Ranged Rock +6  (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +24 
  Atk Options Power Attack, spell-like abilities 
  Spell-Like Abilities (CL 9th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day, see invisibility 
  3/day, dispel magic 1/day 
  Abilities Str 31, Dex 13, Con 25, Int 10, Wis 10, Cha 11  
  Feats Improved Grapple, Improved Shield Bash, 
  Mounted 
  Combat, Power Attack, Two-Weapon 
  Fighting, Weapon Focus (Morningstar).  
  Skills 
  Climb 
  +5, 
  Craft 
  (armorsmithing 
  or 
  weaponsmithing) +4, Handle Animal +4, Intimidate 
  +2, Knowledge (architecture and engineering) +4, 
  Ride +8, Search -1 (+1 secret doors). 
  Possessions Masterwork morningstar, spiked full plate 
  armor, spiked heavy shield, rocks, headband of 
  intellect +2 
   
  Description A skullcrusher ogre with an extra set of 
  insectoid arms, Vithar’s once proud bearing has 
  degenerated into sloth and self-loathing. He despises 
  himself for his failure during the assault on Shiboleth 
  and feels that this daemonic transformation is his 
  eternal punishment. He hopes to redeem himself by 
  killing everything that lives in Gran March. His 
  yugoloth masters have done nothing to correct his 
  perception. His greatly enhanced strength came at 
  the cost of his intelligence, which he acutely regrets. 
  He killed another half-fiend to take its Headband of 
  Intellect, and it is now his most valued possession. 
  Anyone tampering with it or trying to remove it will 
  become the subject of his focused rage. 
   
   
   
  HALF- M E Z Z O L O T H  O G R E  F TR 1   
  CR 5 
  CE Large Outsider (evil, extraplanar, yugoloth) 
  Init +0; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +2, Spot +2  
  Languages Giant 
  AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate 
  armor, +7 natural) 
  hp 57 (5 HD); DR 5/good  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 15 
  Fort +12, Ref +1, Will +1 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee Greatclub +13 (2d8+13) or 2 claws +11  (1d6+8) 
  Ranged Javelin +3  (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +16 
  Atk Options Power Attack, spell-like abilities, smite 
  good (+5) 
  Spell-Like Abilities (CL 5th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day 
  Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9  
  Feats Toughness, Weapon Focus (greatclub), Power 
  Attack  
  Skills Climb +8, Listen +2, Spot +2 
  Possessions +1 greatclub, half-plate armor, 5 javelins  
  Description This giant’s heavy, blunt features are 
  further twisted by heavy mandibles, multi-faceted 
  eyes and random patches of dull, blackened 
  carapace. His dull wits have been further eroded by 
  his improvement, and now he functions at barely 
  above animal intelligence. What little glimmer of 
  intellect remains remembers only that he hates Tyv 
  and all of their kind. They hurt him badly, cheering as 
  he died. He will kill them all, furiously and bloodily. 
   
   
   
  H ALF- N Y C AL O T H  O G R E   
  CR  4 
  CE Large Outsider (evil, extraplanar, yugoloth) 
  Init +1; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +3, Spot +3  
  Languages Giant 
  AC 19, touch 10, flat-footed 18 
   (-1 size, +1 Dex, +9 natural) 
  hp 29 (4 HD); DR 5/good 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 14 
  Fort +9, Ref +2, Will +1 
  Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)  
  Melee +1 Greatclub +10 (2d8+10) and claw +3  (1d6+3 
  plus bleeding wounds) or 2 claws +8  (1d6+6 plus 
  bleeding wounds)  
  Ranged Javelin +3  (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Atk Options spell-like abilities, smite good (+4) 
  Spell-Like Abilities (CL 4th): 3/day  
   
  darkness, deeper darkness  
  Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11  
  Feats Toughness, Weapon Focus (greatclub)  
  Skills Climb +7, Listen +3, Spot +3 
  Possessions +1 greatclub, 5 javelins 
  Description A tall, lean ogre with numerous scars and 
  burns across his face and body. Enormous bat wings 
  propel this daemonic giant across the battle field with 
  surprising speed and agility. He swings a bloodied club 
  in two hands and flails viciously outward with one of his 
  two additional clawed hands. He despises Tyv, and want 
  to feel their bones crack between his teeth. 
   
  ENCOUNTER 6 
   
   
   
   
  C ANO L O T H   
  CR  5 
  NE medium outsider (evil, extraplanar, yugoloth) 
  Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 39 
  Languages Infernal, Abyssal, telepathy 100 ft.  
  AC 18, touch 10, flat-footed 18 
   (+8 natural) 
  hp 51 (6 HD); DR 5/good 
  Immune visual effects, gaze attacks, sight-base 
  illusions, poison, acid. 
  Resist cold 10, electricity 10, fire 10; SR 18 
  Fort +9, Ref +5, Will +8 
  Speed 50 ft. (10 squares)  
  Melee tongue +11 (1d4+4 plus paralysis) and bite +8  
  (2d6+2) 
  Space 5 ft.; Reach 5 ft. (20 ft. with tongue) 
  Base Atk +6; Grp +10 
  Special Actions Improved Grab, paralysis, spell-like 
  abilities, summon yugoloth 
  Spell-Like Abilities (CL 5th): 
  Cause fear (DC 12), desecrate, detect good, detect 
  magic 
  Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12  
  Feats Improved Initiative, Multiattack, Track, Weapon 
  Focus (tongue)  
  Skills Hide +5, Intimidate +10 , Jump +21, Listen +12, 
  Move Silently +4, Spot +12 
  Improved Grab (Ex): To use this ability, a canoloth 
  must hit with its tongue attack. It can pull a grabbed 
  an opponent of large or smaller size into its mouth in 
  the same round and make a bite attack. The canoloth 
  can establish a hold with a successful attack even if 
  the victim isn’t paralyzed.  
  Paralysis (Ex): Those hit by a canoloth’s tongue attack 
  must succeed on a DC 17 Fortitude save or be 
  paralyzed 
  for 
  1d6+2 
  minutes. 
  The 
  save 
  is 
  Constitution-based.  
  Blindsight (Ex): Canoloths can ascertain all foes within 
  40 ft. as a sighted creature would. Beyond that range, 
  they treat all targets as having total concealment. 
  Canoloths are susceptible to sound and scent-based 
  attacks, and are affected normally by loud noises and 
  sound-based spells and by overpowering odors. 
  Negating a canoloth’s sense of smell and hearing 
  reduces this ability to normal Blind-Fight (as the feat). 
  If both senses are negated, the canoloth is effectively 
  blinded.  
  Description  
  Monster Manual III pg. 200 
   
  V O O R 
  CR  4 
  NE Large Evil Outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Blind, Blindsense 120 ft., Listen +11  
  Languages Abyssal, Infernal; telepathy 100 ft.  
  AC 17, touch 11, flat-footed 15 
   (-1 size, +2 Dex, +6 natural) 
  hp 37 (5 HD) ; DR 5/good 
  Immune Poison, acid, fire, gaze attacks, illusions and 
  visual effects 
  Resist Cold 10, electricity 10; SR 15 
  Fort +7, Ref +6, Will +3 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee 4 piercing tentacles +10 each (1d6+6) and 2 
  claws +8 each  (1d6+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacles) 
  Base Atk +5; Grp +19 
  Atk Options Multiattack, aligned strike (evil), Rend 
  2d6+9 
  Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7  
  SQ Scentless, yugoloth traits 
  Feats Combat Reflexes, Multiattack  
  Skills Climb +22, Diplomacy +0, Listen +11, Move 
  Silently +10, Sense Motive +7, Survival +7 
  Rend (Ex) A voor 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.  
  Scentless (Ex) A voor exudes no natural smell and is 
  usually undetectable by scent. A voor that has been 
  in combat within the past hour stinks of the blood of 
  its foes so it can be detected by scent but only at half 
  the normal range.  
  Description This hulking creature waddles toward you 
  on stubby legs. Its enormous arms end in vicious claws. 
  Its armored face has no eyes and ropelike tentacles 
  constantly shoot out from its arms and back. Jagged 
  teeth gnash in its eyeless, domed head. 
  Source MM IV pg 193. 
   
   
   
  
  GRM7-IN4 By Right of Conquest 
   
  Page 40 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 1 & 2  
   
   
  G H AS T  ( ADV AN C E D) 
  CR  4 
  CE Medium undead 
  Init +3; Senses darkvision 60 ft. Listen +2, Spot +12 
  Languages Flan  
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 63 (8 HD)  
  Resist turn resistance +2 
  Fort +2, Ref +5, Will +8 
  Speed 30 ft. (6 squares) 
  Melee bite +8 (1d8+4 plus paralysis) and 2 claws +6 
  (1d4+2 plus paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Special Actions Ghoul fever, paralysis, stench 
  Abilities Str 18, Dex 17, Con --, Int 13, Wis 14, Cha 16  
  SQ undead traits 
  Feats Improved Toughness, Multiattack, Toughness  
  Skills Balance +8, Climb +14, Hide +14, Jump +12, 
  Move Silently +14, Spot +12 
  Ghoul Fever (Su): Disease - bite, Fortitude DC 17, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.  
  An afflicted humanoid who dies of ghoul fever rises as a 
  ghoul at the next midnight. A humanoid who becomes 
  a ghoul in this way retains none of the abilities it 
  possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living 
  and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast, not 
  a ghoul. 
  Paralysis (Ex): Those hit by a ghoul’s bite or claw 
  attack must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity to 
  this paralysis. The save DC is Charisma-based. 
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 17 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same ghast’s stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from a sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their 
  saving throws. The save DC is Charisma-based. 
  ENCOUNTER 2 
   
   
   
   
  C O R P O R AL   
  CR  8 
  Male Half-fiend (half-orc/mezzoloth) Ftr 7 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Darkvision 60 ft. 
  Languages Common, Orcish  
  AC 22, touch 13, flat-footed 20 
   (+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural) 
  hp 66 (7 HD)  
  Immune Poison  
  Resist acid 10, cold 10, electric 10, fire 10; SR 17 
  Fort +9, Ref +4, Will +1 
  Speed 20 ft. in chain mail (6 squares), base movement 
  30 ft. 
  Melee longspear +15 (1d8+12 plus bane - human) and 
  claw +8  (1d4+3) or short sword +15  (1d6+8) and 
  claw +8 (1d4+3) or 2 claws +13 (1d4+6) 
  Ranged dagger +9 (1d4+6) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +7; Grp +13 
  Atk Options Cleave, Combat Reflexes, Power Attack, 
  smite good, cause fear 3/day, darkness 3/day, 
  desecrate 1/day, see invisibility 3/day 
  Spell-Like Abilities (CL 7th): cause fear 3/day, 
  darkness 3/day, desecrate 3/day, see invisibility 
  3/day 
  Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8  
  Feats Cleave, Combat Reflexes, Power Attack, Weapon 
  Focus (longspear), Weapon Focus (short sword), 
  Weapon 
  Specialization 
  (longspear), 
  Weapon 
  Specialization (short sword)  
  Skills Climb +11[, Jump +11 
  Possessions +2 chain mail, +1 bane (human) 
  longspear, masterwork short sword, dagger, +1 ring 
  of protection, a small pin of the Knights Vigilant 
  Description This Corporal once served in the 3rd Battle 
  stationed in Shiboleth. He now has multi-faceted eyes, 
  jagged mandibles and an extra pair of arms. All four of 
  his arms end in hooked claws. He wears his new 
  uniform proudly, along with his new squire pin (Knights 
  Vigilant). His loyalty is now promised to Master Vigilant 
  Marax. He is very eager to kill humans and those 
  associated with the Knights of the Watch. 
   
   
  D E AT H  D O G   
  CR  4 
  NE Large Magical Beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent: 
  Listen +8, Spot +6 
  Languages none  
  AC 16, touch 11, flat-footed 14 
   (-1 size, +2 Dex, +5 natural) 
  hp 57 (6 HD)  
  Fort +11, Ref +9, Will +3 
  Speed 50 ft. (10 squares) 
  Melee 2 bites +12 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +16 
  Special Actions Disease, trip 
  Abilities Str 22, Dex 14, Con 18, Int 4, Wis 13, Cha 7  
  
  GRM7-IN4 By Right of Conquest 
   
  Page 41 
  Feats Weapon Focus (bite)  
  Skills Hide +0, Listen +8, Move Silently +5, Spot +6 
  Disease (Ex) Any creature hit by a death dog’s bite 
  attack must succeed on a Fortitude save (DC 13) or 
  contract a disease. The incubation period is 1 day, 
  and the disease deals 1d4 points of Strength damage 
  and 1d3 points of Constitution damage.  
  Trip (Ex) A death dog that hits with a bite attack can 
  attempt to trip its opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the death dog.  
  Scent (Ex) A death dog can detect approaching 
  enemies, sniff out hidden foes, and attack by sense 
  of smell. 
   
  ENCOUNTER 3 
   
   
   
   
  M E Z Z O L O T H  P I KE M AN 
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 95 (10 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +8, Will +7 
  Speed 40 ft. (8 squares); 
  Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 
  claws + 13 (1d4+3) 
  Ranged longbow +12 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day – �cloudkill 
  (DC 17), dispel magic (+10 dispel check)  
  �Already cast 
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (longspear), Improved Initiative, 
  Power Attack, Weapon Focus (longspear)  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions +1 longspear, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
   
  Telepathy (Su): Mezzoloths can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  longspear in two of its claws, and a longbow in the other 
  two.. 
  MMII page 201.  
   
   
  HALF- M E Z Z O L O T H  S O L D I E R   
  CR  6 
  Male Half-fiend (half-orc/mezzoloth) Ftr 5 
  NE Medium outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Darkvision 60 ft. 
  Languages Common, Orcish  
  AC 22, touch 13, flat-footed 20 
   (+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural) 
  hp 47 (5 HD)  
  Immune Poison  
  Resist acid 10, cold 10, electric 10, fire 10; SR 15 
  Fort +8, Ref +3, Will +0 
  Speed 20 ft. in chain mail (6 squares), base movement 
  30 ft. 
  Melee longspear +13  (1d8+12) and claw +6  (1d4+3) or 
  short sword +13  (1d6+6) and claw +6  (1d4+3) or 2 
  claws +11 (1d4+6) 
  Ranged dagger +7 (1d4+6) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +5; Grp +11 
  Atk Options Combat Reflexes, Power Attack, smite 
  good, cause fear 3/day, darkness 3/day, desecrate 
  1/day 
  Spell-Like Abilities (CL 5th): cause fear 3/day, 
  darkness 3/day, desecrate 3/day 
  Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8  
  Feats Combat Reflexes, Power Attack, Weapon Focus 
  (longspear), Weapon Focus (short sword), Weapon 
  Specialization (longspear)  
  Skills Climb +10, Jump +10 
  Possessions +2 chain mail, +1 longspear, masterwork 
  short sword, dagger, +1 ring of protection, a small pin 
  of the Knights Vigilant 
  Description This soldier once served in the 3rd Battle 
  stationed in Shiboleth. He now has multi-faceted eyes, 
  jagged mandibles and an extra pair of arms. All four of 
  his arms end in hooked claws. He wears his new 
  uniform proudly, along with his new squire pin (Knights 
  Vigilant). His loyalty is now promised to Master Vigilant 
  Marax. He is very eager to kill humans and those 
  associated with the Knights of the Watch. 
   
  ENCOUNTER 3 & 5 (OPTIONAL) 
   
  C O R R U P T O R  O F  F ATE  L I E UTE NANT 
  CR  5 
  Male  
  NE medium outsider (evil, extraplanar, yugoloth) 
  Init +8; Senses darkvision 60 ft. Listen +10, Spot +10 
  Languages Abyssal, Draconic, Infernal, telepathy 100ft.  
  AC 18, touch 14, flat-footed 14; Dodge 
   (+4 Dex, +4 armor) 
  hp 52 (7 HD);  
  Immune acid, energy drain, necromantic effects, 
  negative energy effects, poison 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 42 
  Resist cold 10, fire 10, electricity 10; SR 14 
  Fort +8, Ref +9, Will +5 
  Speed 30 ft. (6 squares) 
  Melee +1 short sword +12/+7  (1d6+3/19-20 plus 
  bestow curse) 
  Ranged composite shortbow +12/+7 (1d6+1damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options aligned strike (evil), bestow curse 
  Special Actions corrupting gaze 
  Abilities Str 15, Dex 19, Con 17, Int 10, Wis 10, Cha 10  
  SQ unluck  
  Feats Dodge, Improved Initiative, Weapon Finesse  
  Skills Balance +6, Disguise +10, Escape Artist +14, 
  Hide +14, Jump +4, Listen +10, Move Silently +14, 
  Sleight of Hand +14, Spot +10, Tumble +14, Use 
  Rope +4 (+6 involving bindings) 
  Possessions +1 studded leather armor, +1 short sword, 
  +1 composite shortbow, 50 arrows  
  Bestow Curse (Su) As the bestow curse spell; at will; 
  Will DC 16; caster level 7th.  
   
  This ability affects those touching or touched by a 
  corruptor of fate or its weapons. A cursed subject 
  must roll percentile dice each turn. On a roll of 01-50, 
  it can take no action. On a roll of 51-100, it can act 
  normally. This is a necromantic effect. Undead are 
  unaffected by a corruptor of fate’s bestow curse 
  ability. The save DC is constitution-based.  
  Corrupting Gaze (Su) A corruptor of fate can blast its 
  enemies with a glance, at a range of up to 30 feet. 
  Creatures that meet the corruptor’s gaze must 
  succeed on a DC 13 Fortitude save or take 1d6 
  points of damage and a –1 penalty on attack rolls, 
  skill checks and saving throws for 1 minute. The save 
  DC is Charisma-based. 
  Unluck (Su) Roll twice for attacks and damage against 
  a corruptor of fate; the attacker must use the lower 
  result. This is a mind-affecting necromantic effect. 
  Description A corpulent creature with sickly yellow skin 
  wears black studded leather armor. It is armed with a 
  short sword and shortbow. It stands about 5 feet tall 
  and weighs about 200 pounds. Its face is emaciated, 
  with thin yellow skin stretched tightly across its skull. 
  As it attacks, a smell of brimstone emanates from its 
  body. 
  Source: Monster manual IV Pg. 190 
   
  C ANO L O T H  ( ADV AN C E D) 
  CR  8 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12 
  Languages infernal, abyssal, telepathy 100 ft.  
  AC 18, touch 8, flat-footed 18 
   (-1 size, -1 Dex, +10 natural) 
  hp 115 (11 HD); DR 5/good 
  Immune visual effects, gaze attacks, sight-base 
  illusions, poison, acid. 
  Resist cold 10, electricity 10, fire 10; SR 18 
  Fort +13, Ref +6, Will +10 
  Speed 50 ft. (10 squares)  
  Melee tongue +19 (1d6+8 plus paralysis) or/and bite 
  +16  (3d6+4) 
  Space 10 ft.; Reach 10 ft. (25 ft. with tongue) 
  Base Atk +11; Grp +23 
  Special Actions Improved Grab, paralysis, spell-like 
  abilities, summon yugoloth 
  Spell-Like Abilities (CL 5th): 
  Cause fear (DC 12), desecrate, detect good, detect 
  magic 
  Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12  
  Feats Improved Initiative, Multiattack, Track, Weapon 
  Focus (tongue)  
  Skills Climb +10, Hide +0, Intimidate +15, Jump +30, 
  Listen +17, Move Silently +4, Spot +17 
  Improved Grab (Ex): To use this ability, a canoloth 
  must hit with its tongue attack. It can pull a grabbed 
  an opponent of large or smaller size into its mouth in 
  the same round and make a bite attack. The canoloth 
  can establish a hold with a successful attack even if 
  the victim isn’t paralyzed.  
  Paralysis (Ex): Those hit by a canoloth’s tongue attack 
  must succeed on a DC 21 Fortitude save or be 
  paralyzed 
  for 
  1d6+2 
  minutes. 
  The 
  save 
  is 
  Constitution-based.  
  Blindsight (Ex): Canoloths can ascertain all foes within 
  40 ft. as a sighted creature would. Beyond that range, 
  they treat all targets as having total concealment. 
  Canoloths are susceptible to sound and scent-based 
  attacks, and are affected normally by loud noises and 
  sound-based spells and by overpowering odors. 
  Negating a canoloth’s sense of smell and hearing 
  reduces this ability to normal Blind-Fight (as the feat). 
  If both senses are negated, the canoloth is effectively 
  blinded.  
   
  ENCOUNTER 5 
   
   
   
   
  B ARLD  
  CR  10 
  Male half-fiend hill giant (mezzoloth/hill giant)  
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +0; Senses darkvision 60ft., low-light vision, Listen 
  +3, Spot +6  
  Languages Common, Giant 
  AC 25, touch 9, flat-footed 25 
   (-1 size, +5 rhino hide armor, +11 natural) 
  hp 162 (12 HD) DR 10/magic  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 22 
  Fort +17, Ref +5, Will +5 
  Speed 30 ft. (in breastplate), base 40 ft. (8 squares) 
  Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges) 
  or 2 slams +18 (1d4+10) or 2 claws +18  (1d6+10) 
  Ranged Rock +8  (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +23 
  Atk Options Cleave, Improved Bull Rush, Power Attack, 
  spell-like abilities 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 43 
  Spell-Like Abilities (CL 9th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day, see invisibility 
  3/day, dispel magic 1/day, cloudkill 1/day 
  Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9  
  Feats Cleave, Improved Bull Rush, Improved Sunder, 
  Power Attack, Weapon Focus (greatclub), Improved 
  Toughness  
  Skills Climb +10, Jump +10, Listen +3, Spot +6. 
  Possessions large +1 greatclub, +2 rhino hide armor, 5 
  javelins, cloak of resistance +1 
   
  Description Barld was a crude, loathsome beast even 
  among hill giants. His transformation into half-fiend 
  has accentuated his despicable nature. He has 
  gorged himself since his rebirth, and now weighs 
  almost twice as much as a normal hill giant. The 
  corpulent flesh hides the immense power of his 
  fiendish strength. He has become less intelligent, but 
  still understands the concept of charging into battle 
  against Tyv to best utilize his rhino hide armor. He 
  loves to cleave through softer targets on a charge 
  attack, and laughs bloody spittle above his smaller 
  opponents. 
   
   
  M ALE  HALF- F I E N D  S K U L L C R U S H E R  
  ( M E Z Z O L O T H/ S K U L L C R U S H E R  O G R E)  CR 7 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +1; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +0, Spot +0  
  Languages Common, Giant 
  AC 24, touch 10, flat-footed 23 
   (-1 size, +1 dex, +8 spiked full plate, +2 spiked heavy 
  shield, +4 natural) 
  hp 92 (8 HD); DR 5/good 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 19 
  Fort +13, Ref +3, Will +2 
  Speed 30 ft. (spiked full plate armor), base 40 ft. (8 
  squares) 
  Melee Morningstar +17/+12  (2d6+10) or Morningstar 
  +13/+8 (2d6+10) and shield spike +11  (1d8+5) and 
  claw +10  (1d6+5) or 2 claws +15  (1d6+10)  
  Ranged Rock +6  (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +24 
  Atk Options Power Attack, spell-like abilities 
  Spell-Like Abilities (CL 9th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day, see invisibility 
  3/day, dispel magic 1/day 
  Abilities Str 31, Dex 13, Con 25, Int 10, Wis 10, Cha 11  
  Feats Improved Grapple, Improved Shield Bash, 
  Mounted 
  Combat, Power Attack, Two-Weapon 
  Fighting, Weapon Focus (Morningstar).  
  Skills 
  Climb 
  +5, 
  Craft 
  (armorsmithing 
  or 
  weaponsmithing) +4, Handle Animal +4, Intimidate 
  +2, Knowledge (architecture and engineering) +4, 
  Ride +8, Search -1 (+1 secret doors). 
  Possessions Masterwork morningstar, spiked full plate 
  armor, spiked heavy shield, rocks, headband of 
  intellect +2 
   
  Description A skullcrusher ogre with an extra set of 
  insectoid arms, a bloodied morning star and spiked 
  shield. 
   
    
  HALF- M E Z Z O L O T H  O G R E  F TR1   
  CR 5 
  CE Large Outsider (evil, extraplanar, yugoloth) 
  Init +0; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +2, Spot +2  
  Languages Giant 
  AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate 
  armor, +7 natural) 
  hp 57 (5 HD); DR 5/good  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 15 
  Fort +12, Ref +1, Will +1 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee +1 Greatclub +13 (2d8+13) or 2 claws +11  
  (1d6+8) 
  Ranged Javelin +3  (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +16 
  Atk Options Power Attack, spell-like abilities, smite 
  good (+5) 
  Spell-Like Abilities (CL 5th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day 
  Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9  
  Feats Toughness, Weapon Focus (greatclub), Power 
  Attack  
  Skills Climb +8, Listen +2, Spot +2 
  Possessions +1 greatclub, half-plate armor, 5 javelins  
  Description This giant’s heavy, blunt features are 
  further twisted by heavy mandibles, multi-faceted 
  eyes and random patches of dull, blackened 
  carapace. His dull wits have been further eroded by 
  his improvement, and now he functions at barely 
  above animal intelligence. What little glimmer of 
  intellect remains remembers only that he hates Tyv 
  and all of their kind. They hurt him badly, cheering as 
  he died. He will kill them all, furiously and bloodily. 
   
  H ALF- N Y C AL O T H  O G R E   
  CR  4 
  CE Large Outsider (evil, extraplanar, yugoloth) 
  Init +1; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +3, Spot +3  
  Languages Giant 
  AC 19, touch 10, flat-footed 18 
   (-1 size, +1 Dex, +9 natural) 
  hp 29 (4 HD); DR 5/good 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 14 
  Fort +9, Ref +2, Will +1 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 44 
  Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)  
  Melee +1 Greatclub +10 (2d8+10) and claw +3  (1d6+3 
  plus bleeding wounds) or 2 claws +8  (1d6+6 plus 
  bleeding wounds)  
  Ranged Javelin +3  (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +3; Grp +13 
  Atk Options spell-like abilities, smite good (+4) 
  Spell-Like Abilities (CL 4th): 3/day  
   
  darkness, deeper darkness  
  Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11  
  Feats Toughness, Weapon Focus (greatclub)  
  Skills Climb +7, Listen +3, Spot +3 
  Possessions +1 greatclub, 5 javelins 
  Description A tall, lean ogre with numerous scars and 
  burns across his face and body. Enormous bat wings 
  propel this daemonic giant across the battle field with 
  surprising speed and agility. He swings a bloodied club 
  in two hands and flails viciously outward with one of his 
  two additional clawed hands. He despises Tyv, and want 
  to feel their bones crack between his teeth. 
   
  ENCOUNTER 6 
   
   
   
   
  C ANO L O T H  ( ADV AN C E D) 
  CR  8 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +3; Senses blindsight 40 ft.; Listen +12, Spot +12 
  Languages Infernal, Abyssal, telepathy 100 ft.  
  AC 18, touch 8, flat-footed 18 
   (-1 size, -1 Dex, +10 natural) 
  hp 115 (11 HD); DR 5/good 
  Immune visual effects, gaze attacks, sight-base 
  illusions, poison, acid. 
  Resist cold 10, electricity 10, fire 10; SR 18 
  Fort +13, Ref +6, Will +10 
  Speed 50 ft. (10 squares)  
  Melee tongue +19 (1d6+8 plus paralysis) or/and bite 
  +16  (3d6+4) 
  Space 10 ft.; Reach 10 ft. (25 ft. with tongue) 
  Base Atk +11; Grp +23 
  Special Actions Improved Grab, paralysis, spell-like 
  abilities, summon yugoloth 
  Spell-Like Abilities (CL 5th): 
  Cause fear (DC 12), desecrate, detect good, detect 
  magic 
  Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12  
  Feats Improved Initiative, Multiattack, Track, Weapon 
  Focus (tongue)  
  Skills Climb +10, Hide +0, Intimidate +15, Jump +30, 
  Listen +17, Move Silently +4, Spot +17 
  Improved Grab (Ex): To use this ability, a canoloth 
  must hit with its tongue attack. It can pull a grabbed 
  an opponent of large or smaller size into its mouth in 
  the same round and make a bite attack. The canoloth 
  can establish a hold with a successful attack even if 
  the victim isn’t paralyzed.  
  Paralysis (Ex): Those hit by a canoloth’s tongue attack 
  must succeed on a DC 21 Fortitude save or be 
  paralyzed 
  for 
  1d6+2 
  minutes. 
  The 
  save 
  is 
  Constitution-based.  
  Blindsight (Ex): Canoloths can ascertain all foes within 
  40 ft. as a sighted creature would. Beyond that range, 
  they treat all targets as having total concealment. 
  Canoloths are susceptible to sound and scent-based 
  attacks, and are affected normally by loud noises and 
  sound-based spells and by overpowering odors. 
  Negating a canoloth’s sense of smell and hearing 
  reduces this ability to normal Blind-Fight (as the feat). 
  If both senses are negated, the canoloth is effectively 
  blinded.  
   
  D R E ADF U L  L AS HE R 
  CR  8 
  NE Huge Outsider (evil, extraplanar, yugoloth) 
  Init +5; Senses Blind, Blindsense 120 ft., Listen +19  
  Languages Abyssal, Infernal; telepathy 100 ft  
  AC 19, touch 9, flat-footed 18 
   (-2 size, +1 Dex, +10 natural) 
  hp 123 (13 HD) DR 10/good 
  Immune Poison, acid, fire, gaze attacks, illusions and 
  visual effects 
  Resist Cold 10, electricity 10; SR 20 
  Fort +13, Ref +9, Will +7 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee 4 piercing tentacles +22 each (1d8+11) and 2 
  claws +21 each(1d8+5) 
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacles) 
  Base Atk +13; Grp +36 
  Atk Options aligned strike (evil), Rend 3d6+16 
  Abilities Str 32, Dex 13, Con 21, Int 5, Wis 8, Cha 7  
  SQ Scentless, yugoloth traits 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Armor, Multiattack, Weapon Focus (claws)  
  Skills Climb +35, Listen +19, Move Silently +17, Sense 
  Motive +16, Survival +15 
  Rend (Ex) A dreadful lasher that hits with both claw 
  attacks latches onto the opponent’s body and tears 
  the flesh. This attack automatically deals an extra 
  2d8+16 points of damage.  
  Scentless (Ex) A dreadful lasher exudes no natural 
  smell and is usually undetectable by scent. A dreadful 
  lasher that has been in combat within the past hour 
  stinks of the blood of its foes so it can be detected by 
  scent but only at half the normal range.  
  Description This hulking creature waddles toward you 
  on stubby legs. Its enormous arms end in vicious claws. 
  Its armored face has no eyes and ropelike tentacles 
  constantly shoot out from its arms and back. Jagged 
  teeth gnash in its eyeless, domed head. 
  Source MM IV pg 193. 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 45 
   APPENDIX 5 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  M E Z Z O L O T H  C AV ALRY 
  CR  8 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +18, Spot +18  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 21, touch 13, flat-footed 20 
   (+1 Dex, +2 heavy steel shield, +8 natural) 
  hp 157 (15 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +15, Ref +10, Will +9 
  Speed 40 ft. (8 squares); 
  Melee +1 lance +20/+15/+10  (1d8+5/ x3) or 2 claws + 
  18 (1d4+3) 
  Ranged longbow +17/+12/+7  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with lance) 
  Base Atk +15; Grp +18 
  Atk Options Power Attack, Ride by Attack, Spirited 
  Charge 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 12, Con 22, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Initiative, Mounted Combat, Power 
  Attack, Ride by Attack, Spirited Charge, Weapon 
  Focus (lance)  
  Skills Hide +16, Intimidate +15, Knowledge (the planes) 
  +11, Listen +18, Move Silently +12, Ride +10, Spot 
  +18 
  Possessions +1 lance, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
   
  Telepathy (Su): Mezzoloths can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  lance in two of its claws, and a longbow in the other 
  two.. It is riding a large canoloth. 
  MMII page 201.  
   
  C ANO L O T H  ( ADV AN C E D) 
  CR  8 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12 
  Languages Infernal, Abyssal, telepathy 100 ft.  
  AC 18, touch 8, flat-footed 18 
   (-1 size, -1 Dex, +10 natural) 
  hp 115 (11 HD); DR 5/good 
  Immune visual effects, gaze attacks, sight-base 
  illusions, poison, acid. 
  Resist cold 10, electricity 10, fire 10; SR 18 
  Fort +13, Ref +6, Will +10 
  Speed 50 ft. (10 squares)  
  Melee tongue +19 (1d6+8 plus paralysis) or/and bite 
  +16  (3d6+4) 
  Space 10 ft.; Reach 10 ft. (25 ft. with tongue) 
  Base Atk +11; Grp +23 
  Special Actions Improved Grab, paralysis, spell-like 
  abilities, summon yugoloth 
  Spell-Like Abilities (CL 5th): 
  Cause fear (DC 12), desecrate, detect good, detect 
  magic 
  Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12  
  Feats Improved Initiative, Multiattack, Track, Weapon 
  Focus (tongue)  
  Skills Climb +10, Hide +0, Intimidate +15, Jump +30, 
  Listen +17, Move Silently +4, Spot +17 
  Improved Grab (Ex): To use this ability, a canoloth 
  must hit with its tongue attack. It can pull a grabbed 
  an opponent of large or smaller size into its mouth in 
  the same round and make a bite attack. The canoloth 
  can establish a hold with a successful attack even if 
  the victim isn’t paralyzed.  
  Paralysis (Ex): Those hit by a canoloth’s tongue attack 
  must succeed on a DC 21 Fortitude save or be 
  paralyzed 
  for 
  1d6+2 
  minutes. 
  The 
  save 
  is 
  Constitution-based.  
  Blindsight (Ex): Canoloths can ascertain all foes within 
  40 ft. as a sighted creature would. Beyond that range, 
  they treat all targets as having total concealment. 
  Canoloths are susceptible to sound and scent-based 
  attacks, and are affected normally by loud noises and 
  sound-based spells and by overpowering odors. 
  Negating a canoloth’s sense of smell and hearing 
  reduces this ability to normal Blind-Fight (as the feat). 
  If both senses are negated, the canoloth is effectively 
  blinded.  
   
   
  M E Z Z O L O T H  P I KE M AN 
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 95 (10 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +8, Will +7 
  Speed 40 ft. (8 squares); 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 46 
  Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 
  claws + 13 (1d4+3) 
  Ranged longbow +12/+7 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (longspear), Improved Initiative, 
  Power Attack, Weapon Focus (longspear)  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions +1 longspear, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  longspear in two of its claws, and a longbow in the other 
  two.. 
  MMII page 201.  
   
   
  W I G HT ( ADV AN C E D) 
  CR  4 
  LE Medium undead 
  Init +1; Senses darkvision 60 ft. Listen +15, Spot +15 
  Languages Flan  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 52 (8 HD)  
  Fort +4, Ref +3, Will +8 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d4+1 plus energy drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Attack Options Blind-Fight 
  Special Actions Create Spawn, energy drain 
  Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15  
  SQ undead traits 
  Feats Alertness, Blind-Fight, Great Fortitude  
  Skills Hide +12, Listen +15, Move Silently +20, Spot 
  +15 
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under the 
  command of the wight that created them and remain 
  enslaved until its death. They do not possess any of 
  the abilities they had in life. 
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack gain one negative level. The DC is 16 for 
  the Fortitude save to remove a negative level. The 
  save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit 
  points. 
   
  ENCOUNTER 3 
   
   
   
   
  Y AG N O L O T H  C AP TAI N 
  CR  10 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen +15, Spot +15 
  Languages Abyssal, Infernal, Common, telepathy 100ft. 
  AC 23, touch 13, flat-footed 21 
   (-1 size, +2 Dex, +2 deflection, +10 natural) 
  hp 85 (10 HD); DR 15/good 
  Immune acid, poison 
  Resist cold 10, electricity 10, fire 10; SR 25 
  Fort +14 Ref +12, Will +12 
  Speed 50 ft. (10 squares)  
  Melee greatsword +9/+4  (2d6/19-20) and claw +20  
  (1d6+10 plus stunning blow) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +24 
  Atk Options Cleave, Great Cleave, power Attack 
  Special 
  Actions 
  Breath 
  Weapon, 
  energy 
  drain, 
  shocking grasp, stunning blow 
  Abilities Str 30, Dex 14, Con 19, Int 15, Wis 15, Cha 16  
  SQ muscular arm 
  Feats Cleave, Great Cleave, Power Attack, Weapon 
  Focus (claw)  
  Skills Bluff +16, Climb +23, Concentration +17, 
  Diplomacy 
  +20, 
  Intimidate 
  +18, 
  Jump 
  +31, 
  Knowledge (The Planes) +15, Listen +15, Sense 
  Motive +15, Spot +15Possessions +2 ring of 
  protection, +3 cloak of resistance 
  Breath Weapon (Su): As a standard action, a yagnoloth 
  can exhale a cloud of acid every 1d4 rounds. This 
  cloud affects a single 5 ft. cone for one round. A 
  character in that space must make a reflex save DC 
  19. Failure means the character takes 2d6 points of 
  acid damage and is stunned for an equal number of 
  rounds.  
  Energy Drain (Su): The truly horrific power of the 
  yagnoloth is its ability to drain life force. The victim 
  must be unconscious or stunned. The yagnoloth 
  places its head against the victim’s flesh. For each 
  full round the yagnoloth remains in contact, the victim 
  gains 1d4 negative levels. The Fortitude save to 
  remove the negative levels is 18. 
  Shocking Grasp (Sp): A yagnoloth can use this ability 
  three times per day, causing 1d8+10 points of 
  electricity damage each time. Caster level 10th. 
  Stunning Blow (Ex): Any character struck by a 
  yagnoloth’s massive arm must make a Fortitude save 
  DC 25 to avoid being stunned for a number of rounds 
  equal to the points of damage dealt by the blow. 
  Muscular Arm (Ex): A yagnoloth’s larger arm functions 
  as a primary natural weapon, even when it is used to 
  make second attacks. This ability negates any 
  secondary attack penalty and allows the yagnoloth its 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 47 
  full Strength bonus with its claw, whether the attack is 
  primary or secondary.  
  Description A 12 ft. tall humanoid with red scaly hide 
  and a small, skeletal head with ears that resemble a 
  bat’s wings. One of it’s arms is enormous, nearly 
  dragging the ground and massively muscled. The other 
  arm is small, almost human-sized, but wields a 
  greatsword with ease. He wears a splendid tabard of the 
  Knights Vigilant. 
  Sources Monster Manual II pg 204 
   
   
  M E Z Z O L O T H  P I KE M AN 
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 95 (10 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +8, Will +7 
  Speed 40 ft. (8 squares); 
  Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 
  claws + 13 (1d4+3) 
  Ranged longbow +12/+7 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (longspear), Improved Initiative, 
  Power Attack, Weapon Focus (longspear)  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions +1 longspear, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is 
  wielding a longspear in two of its claws, and a 
  longbow in the other two.. 
  MMII page 201. 
   
   
  H U L K I N G  C O R P S E  (H I LL G I ANT) 
  CR  9 
  CE Large undead 
  Init +0; Senses darkvision 60 ft. Listen +1, Spot +1 
  AC 21, touch 9, flat-footed 21 
   (-1 size, +12 natural) 
  hp 150 (20 HD); DR 5/bludgeoning and magic 
  Immune mind-effecting spells and abilities 
  Fort +6, Ref +6, Will +13 
  Speed 30 ft. (6 squares) 
  Melee bite +17 (2d6+8) and 2 claws +12 (1d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +20 
  Atk Options Power Attack  
  Special Actions Improved grab, rend 
  Abilities Str 26, Dex 10, Con --, Int --, Wis 12, Cha 8  
  SQ undead traits 
  Feats Improved Toughness, Power Attack  
  Skills -- 
   
  Improved Grab (Ex): To use this ability, a hulking 
  corpse must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Mindless (Ex): Hulking Corpses are mindless, having 
  no intelligence score, so they do not have any skills. A 
  hulking corpse is immune to all mind-affecting spells 
  and abilities.  
  Rend (Ex): A hulking corpse that wins a grapple check 
  after a successful claw attack establishes a hold, 
  latching onto the opponent’s body and tearing the 
  flesh. This attack deals an extra 3d6+12 points of 
  damage.  
  Description A dreadful hill giant corpse, resembling a 
  zombie, but moving with speed that belies its undead 
  state.  
  Libris Mortis pg. 110. 
   
  ENCOUNTER 4 
   
   
   
   
  N Y C ALO T H 
  CR10 
  NE Large outsider (Evil, Extraplanar, Yugoloth) 
  Init +2; Senses Listen +19, Spot +19 
  Languages Abyssal, Draconic and Infernal, telepathy 
  100 ft.  
  AC 25, touch 13, flat-footed 23 
   (-1 size, +2 Dex, +2 deflection, +12 natural) 
  hp 161 (14d8 HD); DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 24 
  Fort +16, Ref +11, Will +11 
  Speed 40 ft. (8 squares), fly 90 ft. (good) 
  Melee greataxe +21/+16/+11 (3d6+9/x3) and 2 claws 
  +13 (1d6+2 plus bleeding wounds) or 4 claws +18 
  (1d6+5 plus bleeding wounds) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +23 
  Atk Options Cleave, Flyby Attack, Power Attack, 
  Bleeding wounds, rake, improved grab, lift-off, 
  summon yugoloth  
  Special Actions Summon yugoloth 
  Spell-Like Abilities (CL 14th): 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 48 
   At will – deeper darkness, desecrate, fear (DC 17), 
  invisibility, mirror image, see invisibility, greater 
  teleport (self plus 50 pounds of objects only) 
  Abilities Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16  
  SQ  
  Feats Alertness, Cleave, Flyby Attack, Iron Will, 
  Mobility(B), Power Attack, Weapon Focus (greataxe) 
  Skills Bluff +13, Concentration +17, Diplomacy +13, 
  Hide +8, Intimidate +24, Jump +19, Knowledge 
  (arcana) +11, Knowledge (the planes) +11, Listen 
  +19, Move Silently +12, Search +11, Sense Motive 
  +10, Spellcraft +11, Spot +19 
  Possessions +2 greataxe, +2 ring of protection  
  Bleeding Wounds (Ex): A wound from a nycaloth’s 
  claw attack continues to bleed after the injury was 
  inflicted. Each wound bleeds for 1 point of damage 
  per round thereafter. Multiple claw wounds result in 
  cumulative bleeding loss (two wounds deal 2 points 
  of damage per round, and so on). The bleeding can 
  be stopped only by a successful DC 15 Heal check or 
  the application or any cure spell or other healing spell 
  (heal, mass heal, and so on). 
  Improved Grab (Ex): To use this ability, a nycaloth 
  must hit with two claw attacks. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to either deal 
  damage with its claws, rake the grappled target (see 
  below), or use its liftoff ability (see below). 
  Liftoff (Ex): A nycaloth can only use this ability when 
  airborne. A nycaloth that gets a hold on a non-flying 
  opponent of Medium or smaller size can ascend with 
  the grappled creature. When carrying a medium load 
  (a creature weighing between 267 and 532 pounds), 
  the nycaloth’s fly speed drops to 60 feet and it takes 
  a -3 penalty on Hide and Move Silently checks; these 
  penalties worsen to -6 with a heavy load (a creature 
  weighing between 533 and 800 pounds). A nycaloth 
  can’t carry a load of more than 800 pounds. 
  Rake (Ex): Attack bonus +18, damage 1d6+2. A 
  nycaloth that gets a hold can make two rake attacks 
  with its hind legs.  
  Summon Yugoloth (Ex): Once per day, a nycaloth can 
  attempt to summon another nycaloth or 1d3 
  mezzoloth with a 30% chance of success.  
  Description Though large and obviously powerful, this 
  winged green creature still evokes a sense of speed and 
  agility. Its dog-shaped head turns quickly from side to 
  side, almost like a bird’s. The claws on the ends of its 
  powerful fingers look like more than a match for all but 
  the best of armors. 
  Sources MM III page 201 
   
  M E Z Z O L O T H  P I KE M AN 
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 95 (10 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +8, Will +7 
  Speed 40 ft. (8 squares); 
  Melee longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 
  13 (1d4+3) 
  Ranged longbow +12/+7 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (longspear), Improved Initiative, 
  Power Attack, Weapon Focus (longspear)  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions +1 longspear, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is 
  wielding a longspear in two of its claws, and a 
  longbow in the other two.. 
  MMII page 201. 
   
  M E Z Z O L O T H  AR C H E R S 
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +6; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +8 natural) 
  hp 95 (10 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +9, Will +7 
  Speed 40 ft. (8 squares); 
  Melee +1 longspear +14/+9 (1d8+5/x3) or 2 claws + 13 
  (1d4+3) 
  Ranged longbow +11/+11/+6  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack, Rapid Shot 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 49 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 14, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Initiative, Point Blank Shot, Power 
  Attack, Rapid Shot  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions MW longspear, +1 composite longbow 
  (+3 STR), gloves of dexterity +2, heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is 
  wielding a longspear in two of its claws, and a 
  longbow in the other two.. 
  MMII page 201. 
   
  ENCOUNTER 5 
   
   
   
   
  H ALF- F I E N D  ( M E Z Z O L O T H/ H I L L  G I ANT)  CR 10 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +0; Senses darkvision 60ft., low-light vision, Listen 
  +3, Spot +6  
  Languages Common, Giant 
  AC 25, touch 9, flat-footed 25 
   (-1 size, +5 rhino hide armor, +11 natural) 
  hp 162 (12 HD) DR 10/magic  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 23 
  Fort +17, Ref +5, Will +5 
  Speed 30 ft. (in breastplate), base 40 ft. (8 squares) 
  Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges) 
  or 2 slams +18 (1d4+10) or 2 claws +18  (1d6+10) 
  Ranged Rock +8  (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +23 
  Atk Options Cleave, Improved Bull Rush, Power Attack, 
  spell-like abilities 
  Spell-Like Abilities (CL 9th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day, see invisibility 
  3/day, dispel magic 1/day, cloudkill 1/day 
  Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9  
  Feats Cleave, Improved Bull Rush, Improved Sunder, 
  Power Attack, Weapon Focus (greatclub), Improved 
  Toughness  
  Skills Climb +10, Jump +10, Listen +3, Spot +6 
  Possessions large +1 greatclub, +2 rhino hide armor, 5 
  javelins, cloak of resistance +1 
   
  Description 
  These 
  brutes 
  were 
  dull-witted 
  and 
  loathsome even as giants. The transformation into 
  half-mezzoloth reduced the limited intellect of these 
  monsters to nearly animal, while leaving just enough 
  wits to recall the joy of killing Tyv.  
   
  HALF- M E Z Z O L O T H  O G R E  F TR1   
  CR 5 
  CE Large Outsider (evil, extraplanar, yugoloth) 
  Init +0; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +2, Spot +2  
  Languages Giant 
  AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate 
  armor, +7 natural) 
  hp 57 (5 HD); DR 5/good  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 15 
  Fort +12, Ref +1, Will +1 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee Greatclub +13 (2d8+13) or 2 claws +11  (1d6+8) 
  Ranged Javelin +3  (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +16 
  Atk Options Power Attack, spell-like abilities, smite 
  good (+5) 
  Spell-Like Abilities (CL 5th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day 
  Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9  
  Feats Toughness, Weapon Focus (greatclub), Power 
  Attack  
  Skills Climb +8, Listen +2, Spot +2 
  Possessions +1 greatclub, half-plate armor, 5 javelins  
  Description This giant’s heavy, blunt features are 
  further twisted by heavy mandibles, multi-faceted 
  eyes and random patches of dull, blackened 
  carapace. His dull wits have been further eroded by 
  his improvement, and now he functions at barely 
  above animal intelligence. What little glimmer of 
  intellect remains remembers only that he hates Tyv 
  and all of their kind. They hurt him badly, cheering as 
  he died. He will kill them all, furiously and bloodily. 
   
   
   
   
  
  GRM7-IN4 By Right of Conquest 
   
  Page 50 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 1 & 2  
   
   
  M O H R G  ( ADV AN C E D) 
  CR  9 
  CE, medium undead 
  Init +9 Senses Listen +17, Spot +17 
  Languages Common, Flan  
  AC 24, touch 15, flat-footed 19; Dodge, Mobility 
   (+5 Dex, +9 natural) 
  hp 130 (20 HD)  
  Fort +8 Ref +13, Will +12 
  Speed 30 ft. (6 squares) 
  Melee slam +16  (1d6+9) and tongue +16 touch  
  (paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +16 
  Special Actions Improved Grab, paralyzing touch, 
  create spawn 
  Abilities Str 22, Dex 20, Con --, Int 11, Wis10, Cha 10  
  SQ undead traits 
  Feats Alertness, Dodge, Great Fortitude, Improved 
  Initiative, Lightning Reflexes, Mobility, Stealthy  
  Skills Climb +18, Hide +30, Listen +17, Move Silently 
  +30, Spot +17, Swim +10 
  Improved Grab (Ex): To use this ability, a mohrg must 
  hit a creature of its size or smaller with its slam 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
  Paralyzing Touch (Su): A mohrg lashes out with its 
  tongue in combat. An opponent the tongue touches 
  must succeed on a DC 20 Fortitude save or become 
  paralyzed for 1d4 minutes. The save DC is Charisma-
  based. 
  Create Spawn (Su): Creatures killed by a mohrg rise 
  after 1d4 days as zombies under the morhg’s control. 
  They do not possess any of the abilities they had in 
  life. 
  Description This creature looks like a gaunt, nearly 
  skeletal corpse, its rib cage filled with horrid, writing 
  viscera. The creature’s tongue is its most noteworthy 
  feature – long, cartilaginous, and clawed.  
  Sources Monster manual pg 189 
   
   
  ENCOUNTER 2 
   
   
   
   
  M E Z Z O L O T H  C AV ALRY 
  CR10 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +21, Spot +21  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 23, touch 13, flat-footed 22 
   (+1 Dex, +2 heavy steel shield, +10 natural) 
  hp 171 (18 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +16, Ref +12, Will +11 
  Speed 40 ft. (8 squares); 
  Melee +1 lance +24/+19/+14/+9  (1d8+7/19-20 x3) or 2 
  claws + 22 (1d4+4) 
  Ranged longbow +20/+15/+10/+5  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with lance) 
  Base Atk +18; Grp +22 
  Atk Options Power Attack, Ride by Attack, Spirited 
  Charge 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 18, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (lance), Improved Initiative, 
  Mounted Combat, Power Attack, Ride by Attack, 
  Spirited Charge, Weapon Focus (lance)  
  Skills Hide +18, Intimidate +23, Knowledge (the planes) 
  +11, Listen +21, Move Silently +14, Ride +11, Spot 
  +21 
  Possessions +1 lance, +1 composite longbow (+3 
  STR), heavy steel shield, amulet of natural armor +2 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  lance in two of its claws, and a longbow in the other 
  two.. It is riding a large canoloth. 
  MMII page 201.  
   
  C ANO L O T H  ( ADV AN C E D) 
  CR  8 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12 
  Languages infernal, abyssal, telepathy 100 ft.  
  AC 18, touch 8, flat-footed 18 
   (-1 size, -1 Dex, +10 natural) 
  hp 115 (11 HD); DR 5/good 
  Immune visual effects, gaze attacks, sight-base 
  illusions, poison, acid. 
  Resist cold 10, electricity 10, fire 10; SR 18 
  Fort +13, Ref +6, Will +10 
  Speed 50 ft. (10 squares)  
  Melee tongue +19 (1d6+8 plus paralysis) or/and bite 
  +16  (3d6+4) 
  Space 10 ft.; Reach 10 ft. (25 ft. with tongue) 
  Base Atk +11; Grp +23 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 51 
  Special Actions Improved Grab, paralysis, spell-like 
  abilities, summon yugoloth 
  Spell-Like Abilities (CL 5th): 
  Cause fear (DC 12), desecrate, detect good, detect 
  magic 
  Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12  
  Feats Improved Initiative, Multiattack, Track, Weapon 
  Focus (tongue)  
  Skills Climb +10, Hide +0, Intimidate +15, Jump +30, 
  Listen +17, Move Silently +4, Spot +17 
  Improved Grab (Ex): To use this ability, a canoloth 
  must hit with its tongue attack. It can pull a grabbed 
  an opponent of large or smaller size into its mouth in 
  the same round and make a bite attack. The canoloth 
  can establish a hold with a successful attack even if 
  the victim isn’t paralyzed.  
  Paralysis (Ex): Those hit by a canoloth’s tongue attack 
  must succeed on a DC 21 Fortitude save or be 
  paralyzed 
  for 
  1d6+2 
  minutes. 
  The 
  save 
  is 
  Constitution-based.  
  Blindsight (Ex): Canoloths can ascertain all foes within 
  40 ft. as a sighted creature would. Beyond that range, 
  they treat all targets as having total concealment. 
  Canoloths are susceptible to sound and scent-based 
  attacks, and are affected normally by loud noises and 
  sound-based spells and by overpowering odors. 
  Negating a canoloth’s sense of smell and hearing 
  reduces this ability to normal Blind-Fight (as the feat). 
  If both senses are negated, the canoloth is effectively 
  blinded.  
   
  M E Z Z O L O T H  P I KE M AN 
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 95 (10 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +8, Will +7 
  Speed 40 ft. (8 squares); 
  Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2 
  claws + 13 (1d4+3) 
  Ranged longbow +12/+7 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (longspear), Improved Initiative, 
  Power Attack, Weapon Focus (longspear)  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions +1 longspear, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  longspear in two of its claws, and a longbow in the other 
  two.. 
  MMII page 201.  
   
  W I G HT ( ADV AN C E D) 
  CR  4 
  LE Medium undead 
  Init +1; Senses darkvision 60 ft. Listen +15, Spot +15 
  Languages Flan  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 52 (8 HD)  
  Fort +4, Ref +3, Will +8 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d4+1 plus energy drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Attack Options Blind-Fight 
  Special Actions Create Spawn, energy drain 
  Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15  
  SQ undead traits 
  Feats Alertness, Blind-Fight, Great Fortitude  
  Skills Hide +12, Listen +15, Move Silently +20, Spot 
  +15 
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under the 
  command of the wight that created them and remain 
  enslaved until its death. They do not possess any of 
  the abilities they had in life. 
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack gain one negative level. The DC is 16 for 
  the Fortitude save to remove a negative level. The 
  save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit 
  points. 
   
  ENCOUNTER 3 
   
   
   
   
  Y AG N O L O T H  C AP TAI N 
  CR  11 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen +17, Spot +17 
  Languages Abyssal, Infernal, Common, telepathy 100ft. 
  AC 24, touch 14, flat-footed 22 
   (-1 size, +2 Dex, +3 deflection, +10 natural) 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 52 
  hp 126 (12 HD); DR 15/good 
  Immune acid, poison 
  Resist cold 10, electricity 10, fire 10; SR 25 
  Fort +16 Ref +13, Will +13 
  Speed 50 ft. (10 squares)  
  Melee greatsword +11/+6/+1  (2d6/19-20) and claw +22 
   (1d6+10 plus stunning blow) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Atk Options Cleave, Great Cleave, Power Attack 
  Special 
  Actions 
  Breath 
  Weapon, 
  energy 
  drain, 
  shocking grasp, stunning blow 
  Abilities Str 30, Dex 14, Con 20, Int 15, Wis 15, Cha 16  
  SQ muscular arm 
  Feats Cleave, Great Cleave, Improved Toughness, 
  Power Attack, Weapon Focus (claw)  
  Skills Bluff +18, Climb +25, Concentration +20, 
  Diplomacy 
  +22, 
  Intimidate 
  +20, 
  Jump 
  +33, 
  Knowledge (planar) +17, Listen +17, Sense Motive 
  +17, Spot +17Possessions +3 ring of protection, +3 
  cloak of resistance 
  Breath Weapon (Su): As a standard action, a yagnoloth 
  can exhale a cloud of acid every 1d4 rounds. This 
  cloud affects a single 5 ft. cone for one round. A 
  character in that space must make a reflex save DC 
  19. Failure means the character takes 2d6 points of 
  acid damage and is stunned for an equal number of 
  rounds.  
  Energy Drain (Su): The truly horrific power of the 
  yagnoloth is its ability to drain life force. The victim 
  must be unconscious or stunned. The yagnoloth 
  places its head against the victim’s flesh. For each 
  full round the yagnoloth remains in contact, the victim 
  gains 1d4 negative levels. The Fortitude save to 
  remove the negative levels is 18. 
  Shocking Grasp (Sp): A yagnoloth can use this ability 
  three times per day, causing 1d8+10 points of 
  electricity damage each time. Caster level 10th. 
  Stunning Blow (Ex): Any character struck by a 
  yagnoloth’s massive arm must make a Fortitude save 
  DC 25 to avoid being stunned for a number of rounds 
  equal to the points of damage dealt by the blow. 
  Muscular Arm (Ex): A yagnoloth’s larger arm functions 
  as a primary natural weapon, even when it is used to 
  make second attacks. This ability negates any 
  secondary attack penalty and allows the yagnoloth its 
  full Strength bonus with its claw, whether the attack is 
  primary or secondary.  
  Description A 12 ft. tall humanoid with red scaly hide 
  and a small, skeletal head with ears that resemble a 
  bat’s wings. One of it’s arms is enormous, nearly 
  dragging the ground and massively muscled. The other 
  arm is small, almost human-sized, but wields a 
  greatsword with ease. He wears a splendid tabard of the 
  Knights Vigilant. 
  Sources Monster Manual II pg 204 
   
   
  M E Z Z O L O T H  P I KE M AN 
  CR  6 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +13, Spot +13  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 95 (10 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +12, Ref +8, Will +7 
  Speed 40 ft. (8 squares); 
  Melee longspear +15/+10 (1d8+5/19-20 x3) or 2 claws + 
  13 (1d4+3) 
  Ranged longbow +12/+7 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +10; Grp +13 
  Atk Options Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (longspear), Improved Initiative, 
  Power Attack, Weapon Focus (longspear)  
  Skills Hide +12, Intimidate +15, Knowledge (the planes) 
  +11, Listen +13, Move Silently +12, Spot +13 
  Possessions +1 longspear, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is 
  wielding a longspear in two of its claws, and a 
  longbow in the other two.. 
  MMII page 201. 
   
   
  H U L K I N G  C O R P S E  ( F I R E  G I ANT) 
  CR  11 
  CE Large undead 
  Init +0; Senses darkvision 60 ft. Listen +1, Spot +1 
  AC 21, touch 9, flat-footed 21 
   (-1 size, +12 natural) 
  hp 225 (30 HD); DR 5/bludgeoning and magic 
  Immune mind-effecting spells and abilities 
  Fort +10, Ref +10, Will +18 
  Speed 30 ft. (6 squares) 
  Melee bite +22 (2d6+8) and 2 claws +17 (1d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +25 
  Atk Options Power Attack  
  Special Actions Improved grab, rend 
  Abilities Str 26, Dex 10, Con --, Int --, Wis 12, Cha 8  
  SQ undead traits 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 53 
  Feats Improved Toughness, Power Attack  
  Skills -- 
   
  Improved Grab (Ex): To use this ability, a hulking 
  corpse must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Mindless (Ex): Hulking Corpses are mindless, having 
  no intelligence score, so they do not have any skills. A 
  hulking corpse is immune to all mind-affecting spells 
  and abilities.  
  Rend (Ex): A hulking corpse that wins a grapple check 
  after a successful claw attack establishes a hold, 
  latching onto the opponent’s body and tearing the 
  flesh. This attack deals an extra 3d6+12 points of 
  damage.  
  Description A dreadful fire giant corpse, resembling a 
  zombie, but moving with speed that belies its undead 
  state.  
  Libris Mortis pg. 110 
   
  ENCOUNTER 4 
   
   
   
   
  N Y C ALO T H 
  CR10 
  NE Large outsider (Evil, Extraplanar, Yugoloth) 
  Init +2; Senses Listen +19, Spot +19 
  Languages Abyssal, Draconic and Infernal, telepathy 
  100 ft.  
  AC 25, touch 13, flat-footed 23 
   (-1 size, +2 Dex, +2 deflection, +12 natural) 
  hp 161 (14d8 HD); DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 24 
  Fort +16, Ref +11, Will +11 
  Speed 40 ft. (8 squares), fly 90 ft. (good) 
  Melee +2 greataxe +21/+16/+11 (3d6+9/x3) and 2 claws 
  +13 (1d6+2 plus bleeding wounds) or 4 claws +18 
  (1d6+5 plus bleeding wounds) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +23 
  Atk Options Cleave, Flyby Attack, Power Attack, 
  Bleeding wounds, rake, improved grab, lift-off, 
  summon yugoloth  
  Special Actions Summon yugoloth 
  Spell-Like Abilities (CL 14th): 
   At will – deeper darkness, desecrate, fear (DC 17), 
  invisibility, mirror image, see invisibility, greater 
  teleport (self plus 50 pounds of objects only) 
  Abilities Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16  
  SQ  
  Feats Alertness, Cleave, Flyby Attack, Iron Will, 
  Mobility(B), Power Attack, Weapon Focus (greataxe) 
  Skills Bluff +13, Concentration +17, Diplomacy +13, 
  Hide +8, Intimidate +24, Jump +19, Knowledge 
  (arcana) +11, Knowledge (the planes) +11, Listen 
  +19, Move Silently +12, Search +11, Sense Motive 
  +10, Spellcraft +11, Spot +19 
  Possessions +2 greataxe, +2 ring of protection  
  Bleeding Wounds (Ex): A wound from a nycaloth’s 
  claw attack continues to bleed after the injury was 
  inflicted. Each wound bleeds for 1 point of damage 
  per round thereafter. Multiple claw wounds result in 
  cumulative bleeding loss (two wounds deal 2 points 
  of damage per round, and so on). The bleeding can 
  be stopped only by a successful DC 15 Heal check or 
  the application or any cure spell or other healing spell 
  (heal, mass heal, and so on). 
  Improved Grab (Ex): To use this ability, a nycaloth 
  must hit with two claw attacks. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to either deal 
  damage with its claws, rake the grappled target (see 
  below), or use its liftoff ability (see below). 
  Liftoff (Ex): A nycaloth can only use this ability when 
  airborne. A nycaloth that gets a hold on a non-flying 
  opponent of Medium or smaller size can ascend with 
  the grappled creature. When carrying a medium load 
  (a creature weighing between 267 and 532 pounds), 
  the nycaloth’s fly speed drops to 60 feet and it takes 
  a -3 penalty on Hide and Move Silently checks; these 
  penalties worsen to -6 with a heavy load (a creature 
  weighing between 533 and 800 pounds). A nycaloth 
  can’t carry a load of more than 800 pounds. 
  Rake (Ex): Attack bonus +18, damage 1d6+2. A 
  nycaloth that gets a hold can make two rake attacks 
  with its hind legs.  
  Summon Yugoloth (Ex): Once per day, a nycaloth can 
  attempt to summon another nycaloth or 1d3 
  mezzoloth with a 30% chance of success.  
  Description Though large and obviously powerful, this 
  winged green creature still evokes a sense of speed and 
  agility. Its dog-shaped head turns quickly from side to 
  side, almost like a bird’s. The claws on the ends of its 
  powerful fingers look like more than a match for all but 
  the best of armors. 
  Sources MM III page 201 
   
   
  M E Z Z O L O T H  P I KE M AN 
  CR  8 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +18, Spot +18  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 157 (15 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +14, Ref +10, Will +9 
  Speed 40 ft. (8 squares); 
  Melee longspear +21/+16/+11 (1d8+7/19-20 x3) or 2 
  claws + 19 (1d4+4) 
  Ranged longbow +17/+12/+7 (1d8+5/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +15; Grp +19 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 54 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 18, Dex 13, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Combat Reflexes, Improved Critical (longspear), 
  Improved Initiative, Improved Toughness, Power 
  Attack, Weapon Focus (longspear)  
  Skills Hide +17, Intimidate +20, Knowledge (the planes) 
  +16, Listen +18, Move Silently +17, Spot +18 
  Possessions +1 longspear, +1 composite longbow (+4 
  STR), heavy steel shield, gauntlets of ogre power 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  longspear in two of its claws, and a longbow in the other 
  two.. 
  MMII page 201. 
   
  M E Z Z O L O T H  AR C H E R S 
  CR  8 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +6; Senses Listen +18, Spot +18  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +8 natural) 
  hp 142 (15 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +14, Ref +11, Will +9 
  Speed 40 ft. (8 squares); 
  Melee longspear +19/+14/+9 (1d8+5/x3) or 2 claws + 18 
  (1d4+3) 
  Ranged longbow +17/+17/+12/+7  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +15; Grp +18 
  Atk Options Power Attack, Rapid Shot 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  �Already cast 
  Abilities Str 16, Dex 15, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Initiative, Point Blank Shot, Power 
  Attack, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow)  
  Skills Hide +17, Intimidate +20, Knowledge (the planes) 
  +16, Listen +18, Move Silently +17, Spot +18 
  Possessions MW longspear, +1 composite longbow 
  (+3 STR), gloves of dexterity +2, heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is 
  wielding a longspear in two of its claws, and a 
  longbow in the other two.. 
  MMII page 201. 
   
   
  ENCOUNTER 5 
   
   
   
   
  H ALF–M E Z Z O L O T H  F I RE  G I ANT  
  CR  13 
  LE Large outsider (evil, extraplanar, yugoloth) 
  Init -1; Senses darkvision 60 ft. low-light vision, Listen 
  +2, Spot +14  
  Languages Common, Giant 
  AC 26, touch 9, flat-footed 26 
   (-1 size, +7 half-plate armor, +10 natural) 
  hp 202 (15 HD) DR 10/magic 
  Immune fire, poison 
  Resist acid 10, cold 10, electricity 10; SR 25 
  Fort +14, Ref +4, Will +9 
  Weakness vulnerability to cold 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee Greatsword +26/+21/+16 (3d6+23/19-20 plus 1d6 
  flaming) or 2 slams +25  (1d4+15) or 2 claws +25  
  (1d6+15) 
  Ranged Rock +10  (2d6+15 plus 2d6 fire) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +30 
  Atk Options Cleave, Improved Overrun, Improved 
  Sunder, Power Attack 
  Spell-Like Abilities (CL 15th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day, see invisibility 
  3/day, dispel magic 1/day, cloudkill 1/day 
  Abilities Str 41, Dex 11, Con 29, Int 12, Wis 14, Cha 13  
  Feats Cleave, Great Cleave, Improved Overrun, 
  Improved Sunder, Iron Will, Power Attack  
  Skills Climb +9, Craft (weaponsmith) +6, Intimidate +6, 
  Jump +9, Spot +14 
  Possessions +1 flaming greatsword, belt of giant 
  strength +4, half-plate armor, bag lava rocks 
  Rock Throwing (Ex): The range increment is 120 feet 
  for a fire giant’s thrown rocks.  
   
  H ALF- F I E N D  ( M E Z Z O L O T H/ H I L L  G I ANT)  CR 10 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +0; Senses darkvision 60ft., low-light vision, Listen 
  +3, Spot +6  
  Languages Common, Giant 
  AC 25, touch 9, flat-footed 25 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 55 
   (-1 size, +5 rhino hide armor, +11 natural) 
  hp 162 (12 HD) DR 10/magic  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 23 
  Fort +17, Ref +5, Will +5 
  Speed 30 ft. (in breastplate), base 40 ft. (8 squares) 
  Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges) 
  or 2 slams +18 (1d4+10) or 2 claws +18  (1d6+10) 
  Ranged Rock +8  (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +23 
  Atk Options Cleave, Improved Bull Rush, Power Attack, 
  spell-like abilities 
  Spell-Like Abilities (CL 9th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day, see invisibility 
  3/day, dispel magic 1/day, cloudkill 1/day 
  Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9  
  Feats Cleave, Improved Bull Rush, Improved Sunder, 
  Power Attack, Weapon Focus (greatclub), Improved 
  Toughness  
  Skills Climb +10, Jump +10, Listen +3, Spot +6. 
  Possessions large +1 greatclub, +2 rhino hide armor, 5 
  javelins, cloak of resistance +1 
   
  Description 
  These 
  brutes 
  were 
  dull-witted 
  and 
  loathsome even as giants. The transformation into 
  half-mezzoloth reduced the limited intellect of these 
  monsters to nearly animal, while leaving just enough 
  wits to recall the joy of killing Tyv.  
   
  HALF- M E Z Z O L O T H  O G R E  F TR1   
  CR 5 
  CE Large Outsider (evil, extraplanar, yugoloth) 
  Init +0; Senses darkvision 60 ft., low-light vision, scent, 
  Listen +2, Spot +2  
  Languages Giant 
  AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate 
  armor, +7 natural) 
  hp 57 (5 HD); DR 5/good  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 15 
  Fort +12, Ref +1, Will +1 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee Greatclub +12 (2d8+12) or 2 claws +11  (1d6+8) 
  Ranged Javelin +3  (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +4; Grp +16 
  Atk Options Power Attack, spell-like abilities, smite 
  good (+5) 
  Spell-Like Abilities (CL 5th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day 
  Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9  
  Feats Toughness, Weapon Focus (greatclub), Power 
  Attack  
  Skills Climb +8, Listen +2, Spot +2 
  Possessions greatclub, hide armor, 5 javelins  
  Description This giant’s heavy, blunt features are 
  further twisted by heavy mandibles, multi-faceted 
  eyes and random patches of dull, blackened 
  carapace. His dull wits have been further eroded by 
  his improvement, and now he functions at barely 
  above animal intelligence. What little glimmer of 
  intellect remains remembers only that he hates Tyv 
  and all of their kind. They hurt him badly, cheering as 
  he died. He will kill them all, furiously and bloodily. 
   
   
   
   
   
   
   
  
  GRM7-IN4 By Right of Conquest 
   
  Page 56 
  APPENDIX 7 – APL 14 
   
  ENCOUNTER 1 & 2  
   
   
  M O H R G  ( ADV AN C E D) 
  CR  9 
  CE, medium undead 
  Init +9 Senses Listen +17, Spot +17 
  Languages Common, Flan  
  AC 24, touch 15, flat-footed 19; Dodge, Mobility 
   (+5 Dex, +9 natural) 
  hp 130 (20 HD)  
  Fort +8 Ref +13, Will +12 
  Speed 30 ft. (6 squares) 
  Melee slam +16  (1d6+9) and tongue +16 touch  
  (paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +16 
  Special Actions Improved Grab, paralyzing touch, 
  create spawn 
  Abilities Str 22, Dex 20, Con --, Int 11, Wis10, Cha 10  
  SQ undead traits 
  Feats Alertness, Dodge, Great Fortitude, Improved 
  Initiative, Lightning Reflexes, Mobility, Stealthy  
  Skills Climb +18, Hide +30, Listen +17, Move Silently 
  +30, Spot +17, Swim +10 
  Improved Grab (Ex): To use this ability, a mohrg must 
  hit a creature of its size or smaller with its slam 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
  Paralyzing Touch (Su): A mohrg lashes out with its 
  tongue in combat. An opponent the tongue touches 
  must succeed on a DC 20 Fortitude save or become 
  paralyzed for 1d4 minutes. The save DC is Charisma-
  based. 
  Create Spawn (Su): Creatures killed by a mohrg rise 
  after 1d4 days as zombies under the morhg’s control. 
  They do not possess any of the abilities they had in 
  life. 
  Description This creature looks like a gaunt, nearly 
  skeletal corpse, its rib cage filled with horrid, writing 
  viscera. The creature’s tongue is its most noteworthy 
  feature – long, cartilaginous, and clawed.  
  Sources Monster manual pg 189 
   
  ENCOUNTER 2 
   
   
   
   
  M E Z Z O L O T H  C AV ALRY 
  CR10 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +21, Spot +21  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 23, touch 13, flat-footed 22 
   (+1 Dex, +2 heavy steel shield, +10 natural) 
  hp 171 (18 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +16, Ref +12, Will +11 
  Speed 40 ft. (8 squares); 
  Melee lance +24/+19/+14/+9  (1d8+6/19-20 x3) or 2 
  claws + 22 (1d4+4) 
  Ranged longbow +20/+15/+10/+5 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with lance) 
  Base Atk +18; Grp +22 
  Atk Options Power Attack, Ride by Attack, Spirited 
  Charge 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 18, Dex 12, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Critical (lance), Improved Initiative, 
  Mounted Combat, Power Attack, Ride by Attack, 
  Spirited Charge, Weapon Focus (lance)  
  Skills Hide +18, Intimidate +23, Knowledge (the planes) 
  +11, Listen +21, Move Silently +14, Ride +11, Spot 
  +21 
  Possessions +1 lance, +1 composite longbow (+3 
  STR), heavy steel shield, amulet of natural armor +2 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
   
  Telepathy (Su): Mezzoloths can communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  lance in two of its claws, and a longbow in the other 
  two.. It is riding a large canoloth. 
  MMII page 201.  
   
  C ANO L O T H  ( ADV AN C E D) 
  CR  10 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12 
  Languages Infernal, Abyssal, telepathy 100 ft.  
  AC 18, touch 8, flat-footed 18 
   (-1 size, -1 Dex, +10 natural) 
  hp 187 (15 HD); DR 5/good 
  Immune visual effects, gaze attacks, sight-base 
  illusions, poison, acid. 
  Resist cold 10, electricity 10, fire 10; SR 18 
  Fort +16, Ref +8, Will +12 
  Speed 50 ft. (10 squares)  
  Melee tongue +24 (1d6+8 plus paralysis) or/and bite 
  +21  (3d6+4/19-20) 
  Space 10 ft.; Reach 10 ft. (25 ft. with tongue) 
  Base Atk +15; Grp +28 
  Special Actions Improved Grab, paralysis, spell-like 
  abilities, summon yugoloth 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 57 
  Spell-Like Abilities (CL 5th): 
  Cause fear (DC 12), desecrate, detect good, detect 
  magic 
  Abilities Str 28, Dex 9, Con 24, Int 5, Wis 17, Cha 12  
  Feats Improved Initiative, Multiattack, Track, Weapon 
  Focus (tongue)  
  Skills Climb +17, Hide +0, Intimidate +12, Jump +35, 
  Listen +21, Move Silently +3, Spot +21 
  Improved Grab (Ex): To use this ability, a canoloth 
  must hit with its tongue attack. It can pull a grabbed 
  an opponent of large or smaller size into its mouth in 
  the same round and make a bite attack. The canoloth 
  can establish a hold with a successful attack even if 
  the victim isn’t paralyzed.  
  Paralysis (Ex): Those hit by a canoloth’s tongue attack 
  must succeed on a DC 24 Fortitude save or be 
  paralyzed 
  for 
  1d6+2 
  minutes. 
  The 
  save 
  is 
  Constitution-based.  
  Blindsight (Ex): Canoloths can ascertain all foes within 
  40 ft. as a sighted creature would. Beyond that range, 
  they treat all targets as having total concealment. 
  Canoloths are susceptible to sound and scent-based 
  attacks, and are affected normally by loud noises and 
  sound-based spells and by overpowering odors. 
  Negating a canoloth’s sense of smell and hearing 
  reduces this ability to normal Blind-Fight (as the feat). 
  If both senses are negated, the canoloth is effectively 
  blinded.  
   
  M E Z Z O L O T H  P I KE M AN 
  CR  8 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +18, Spot +18  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 157 (15 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +14, Ref +10, Will +9 
  Speed 40 ft. (8 squares); 
  Melee longspear +20/+15/+10 (1d8+5/19-20 x3) or 2 
  claws + 18 (1d4+3) 
  Ranged longbow +17/+12/+7 (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +15; Grp +18 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 13, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Combat Reflexes, Improved Critical (longspear), 
  Improved Initiative, Improved Toughness, Power 
  Attack, Weapon Focus (longspear)  
  Skills Hide +17, Intimidate +20, Knowledge (the planes) 
  +16, Listen +18, Move Silently +17, Spot +18 
  Possessions +1 longspear, +1 composite longbow (+3 
  STR), heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  longspear in two of its claws, and a longbow in the other 
  two.. 
  MMII page 201. 
   
  W I G HT ( ADV AN C E D) 
  CR  4 
  LE Medium undead 
  Init +1; Senses darkvision 60 ft. Listen +15, Spot +15 
  Languages Flan  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 natural) 
  hp 52 (8 HD)  
  Fort +4, Ref +3, Will +8 
  Speed 30 ft. (6 squares) 
  Melee slam +5 (1d4+1 plus energy drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5 
  Attack Options Blind-Fight 
  Special Actions Create Spawn, energy drain 
  Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15  
  SQ undead traits 
  Feats Alertness, Blind-Fight, Great Fortitude  
  Skills Hide +12, Listen +15, Move Silently +20, Spot 
  +15 
  Create Spawn (Su): Any humanoid slain by a wight 
  becomes a wight in 1d4 rounds. Spawn are under the 
  command of the wight that created them and remain 
  enslaved until its death. They do not possess any of 
  the abilities they had in life. 
  Energy Drain (Su): Living creatures hit by a wight’s 
  slam attack gain one negative level. The DC is 16 for 
  the Fortitude save to remove a negative level. The 
  save DC is Charisma-based. For each such negative 
  level bestowed, the wight gains 5 temporary hit 
  points. 
    
  ENCOUNTER 3 
   
   
   
   
  Y AG N O L O T H  C AP TAI N 
  CR  13 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses Listen +23, Spot +23 
  Languages Abyssal, Infernal, Common, telepathy 100ft. 
  AC 31, touch 14, flat-footed 29 
   (-1 size, +2 Dex, +7 chain shirt, +3 deflection, +10 
  natural) 
  hp 178 (17 HD); DR 15/good 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 58 
  Immune acid, poison 
  Resist cold 10, electricity 10, fire 10; SR 25 
  Fort +18 Ref +15, Will +16 
  Speed 50 ft. (10 squares)  
  Melee greatsword +16/+11/+6/+1  (2d6/19-20) and claw 
  +27  (1d6+10 plus stunning blow) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +17; Grp +31 
  Atk Options Cleave, Great Cleave, Power Attack 
  Special 
  Actions 
  Breath 
  Weapon, 
  energy 
  drain, 
  shocking grasp, stunning blow 
  Abilities Str 30, Dex 14, Con 20, Int 15, Wis 16, Cha 16  
  SQ muscular arm 
  Feats Armor Proficiency (light), Cleave, Great Cleave, 
  Improved Toughness, Power Attack, Weapon Focus 
  (claw)  
  Skills Bluff +23, Climb +30, Concentration +25, 
  Diplomacy 
  +27, 
  Intimidate 
  +25, 
  Jump 
  +38, 
  Knowledge (The Planes) +22, Listen +23, Sense 
  Motive +23, Spot +23Possessions +3 chain shirt, +3 
  cloak of resistance, +3 ring of protection 
  Breath Weapon (Su): As a standard action, a yagnoloth 
  can exhale a cloud of acid every 1d4 rounds. This 
  cloud affects a single 5 ft. cone for one round. A 
  character in that space must make a reflex save DC 
  19. Failure means the character takes 2d6 points of 
  acid damage and is stunned for an equal number of 
  rounds.  
  Energy Drain (Su): The truly horrific power of the 
  yagnoloth is its ability to drain life force. The victim 
  must be unconscious or stunned. The yagnoloth 
  places its head against the victim’s flesh. For each 
  full round the yagnoloth remains in contact, the victim 
  gains 1d4 negative levels. The Fortitude save to 
  remove the negative levels is 18. 
  Shocking Grasp (Sp): A yagnoloth can use this ability 
  three times per day, causing 1d8+10 points of 
  electricity damage each time. Caster level 10th. 
  Stunning Blow (Ex): Any character struck by a 
  yagnoloth’s massive arm must make a Fortitude save 
  DC 25 to avoid being stunned for a number of rounds 
  equal to the points of damage dealt by the blow. 
  Muscular Arm (Ex): A yagnoloth’s larger arm functions 
  as a primary natural weapon, even when it is used to 
  make second attacks. This ability negates any 
  secondary attack penalty and allows the yagnoloth its 
  full Strength bonus with its claw, whether the attack is 
  primary or secondary.  
  Description A 12 ft. tall humanoid with red scaly hide 
  and a small, skeletal head with ears that resemble a 
  bat’s wings. One of it’s arms is enormous, nearly 
  dragging the ground and massively muscled. The other 
  arm is small, almost human-sized, but wields a 
  greatsword with ease. He wears a splendid tabard of the 
  Knights Vigilant. 
  Sources Monster Manual II pg 204 
   
   
  M E Z Z O L O T H  P I KE M AN 
  CR  8 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +18, Spot +18  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 natural) 
  hp 157 (15 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +14, Ref +10, Will +9 
  Speed 40 ft. (8 squares); 
  Melee +1 longspear +21/+16/+11 (1d8+7/19-20 x3) or 2 
  claws + 19 (1d4+4) 
  Ranged longbow +17/+12/+7 (1d8+5/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +15; Grp +19 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 18, Dex 13, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Combat Reflexes, Improved Critical (longspear), 
  Improved Initiative, Improved Toughness, Power 
  Attack, Weapon Focus (longspear)  
  Skills Hide +17, Intimidate +20, Knowledge (the planes) 
  +16, Listen +18, Move Silently +17, Spot +18 
  Possessions +1 longspear, +1 composite longbow (+4 
  STR), heavy steel shield, gauntlets of ogre power 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  longspear in two of its claws, and a longbow in the other 
  two.. 
  MMII page 201. 
   
   
  H U L K I N G  C O R P S E 
  CR  13 
  CE Huge undead 
  Init +0; Senses darkvision 60 ft. Listen +1, Spot +1 
  AC 22, touch 7, flat-footed 22 
   (-2 size, -1 Dex, +15 natural) 
  hp 232 (32 HD); DR 5/bludgeoning and magic 
  Immune mind-effecting spells and abilities 
  Fort +10, Ref +9, Will +19 
  Speed 30 ft. (6 squares) 
  Melee bite +26 (3d6+12) and 2 claws +21 (1d8+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +16; Grp +29 
  Atk Options Power Attack  
  Special Actions Improved grab, rend 
  Abilities Str 34, Dex 8, Con --, Int --, Wis 12, Cha 8  
  SQ undead traits 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 59 
  Feats Improved Toughness, Power Attack  
  Skills -- 
   
  Improved Grab (Ex): To use this ability, a hulking 
  corpse must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. 
  Mindless (Ex): Hulking Corpses are mindless, having 
  no intelligence score, so they do not have any skills. A 
  hulking corpse is immune to all mind-affecting spells 
  and abilities.  
  Rend (Ex): A hulking corpse that wins a grapple check 
  after a successful claw attack establishes a hold, 
  latching onto the opponent’s body and tearing the 
  flesh. This attack deals an extra 4d6+18 points of 
  damage.  
  Description A dreadful giant corpse, resembling a 
  zombie, but moving with speed that belies its undead 
  state.  
  Libris Mortis pg. 110. 
   
  ENCOUNTER 4 
   
   
   
   
  AD V AN C E D  N Y C ALO T H 
  CR14 
  NE Large outsider (Evil, Extraplanar, Yugoloth) 
  Init +2; Senses Listen +27, Spot +27 
  Languages Abyssal, Draconic and Infernal, telepathy 
  100 ft.  
  AC 26, touch 14, flat-footed 24 
   (-1 size, +2 Dex, +3 deflection, +12 natural) 
  hp 275 (22d8 HD); DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 24 
  Fort +21, Ref +15, Will +15 
  Speed 40 ft. (8 squares), fly 90 ft. (good) 
  Melee greataxe +31/+26/+21/+16 (3d6+12/x3) and 2 
  claws +23  (1d6+3 plus bleeding wounds) or 4 claws 
  +28  (1d6+7 plus bleeding wounds) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +22; Grp +31 
  Atk Options Cleave, Flyby Attack, Great Cleave, 
  Improved Bull Rush, Power Attack, Bleeding wounds, 
  rake, improved grab, lift-off, summon yugoloth  
  Spell-Like Abilities (CL 20th): 
   At will – deeper darkness, desecrate, fear (DC 17), 
  invisibility, mirror image, see invisibility, greater 
  teleport (self plus 50 pounds of objects only) 
  Abilities Str 25, Dex 14, Con 26, Int 13, Wis 10, Cha 16  
  Feats Alertness, Cleave, Flyby Attack, Great Cleave, 
  Iron Will, Improved Bull Rush, Mobility(B), Power 
  Attack, Weapon Focus (greataxe) 
  Skills Bluff +17, Concentration +26, Diplomacy +21, 
  Hide +12, Intimidate +32, Jump +27, Knowledge 
  (arcana) +11, Knowledge (the planes) +15, Listen 
  +27, Move Silently +16, Search +15, Sense Motive 
  +14, Spellcraft +13, Spot +27 
  Possessions +2 greataxe, +4 belt of giant strength, +3 
  ring of protection  
  Bleeding Wounds (Ex): A wound from a nycaloth’s 
  claw attack continues to bleed after the injury was 
  inflicted. Each wound bleeds for 1 point of damage 
  per round thereafter. Multiple claw wounds result in 
  cumulative bleeding loss (two wounds deal 2 points 
  of damage per round, and so on). The bleeding can 
  be stopped only by a successful DC 15 Heal check or 
  the application or any cure spell or other healing spell 
  (heal, mass heal, and so on). 
  Improved Grab (Ex): To use this ability, a nycaloth 
  must hit with two claw attacks. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can attempt to either deal 
  damage with its claws, rake the grappled target (see 
  below), or use its liftoff ability (see below). 
  Liftoff (Ex): A nycaloth can only use this ability when 
  airborne. A nycaloth that gets a hold on a nonflying 
  opponent of Medium or smaller size can ascend with 
  the grappled creature. When carrying a medium load 
  (a creature weighing between 267 and 532 pounds), 
  the nycaloth’s fly speed drops to 60 feet and it takes 
  a -3 penalty on Hide and Move Silently checks; these 
  penalties worsen to -6 with a heavy load (a creature 
  weighing between 533 and 800 pounds). A nycaloth 
  can’t carry a load of more than 800 pounds. 
  Rake (Ex): Attack bonus +22, damage 1d6+2. A 
  nycaloth that gets a hold can make two rake attacks 
  with its hind legs.  
  Summon Yugoloth (Ex): Once per day, a nycaloth can 
  attempt to summon another nycaloth or 1d3 
  mezzoloth with a 30% chance of success.  
  Description Though large and obviously powerful, this 
  winged green creature still evokes a sense of speed and 
  agility. Its dog-shaped head turns quickly from side to 
  side, almost like a bird’s. The claws on the ends of its 
  powerful fingers look like more than a match for all but 
  the best of armors. 
  Sources MM III page 202 
   
  M E Z Z O L O T H  P I KE M AN 
  CR  11 
  NE Large Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +22, Spot +22  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 26, touch 10, flat-footed 26 
   (-1 size, +1 Dex, +7 chain shirt, +10 natural) 
  hp 218 (19 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +18, Ref +12, Will +11 
  Speed 40 ft. (8 squares); 
  Melee longspear +28/+23/+18/+13  (2d6+13/19-20 x3) 
  or 2 claws + 26 (1d6+8) 
  Ranged longbow +20/+15/+10/+5 (2d6+8/x3) 
  Space 10 ft.; Reach 10 ft. (20 ft with longspear) 
  Base Atk +19; Grp +31 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 60 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 26, Dex 12, Con 25, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Armor Proficiency (light), Combat Reflexes, 
  Improved Critical (longspear), Improved Initiative, 
  Improved Toughness, Power Attack, Weapon Focus 
  (longspear)  
  Skills Hide +18, Intimidate +24, Knowledge (the planes) 
  +20, Listen +22, Move Silently +22, Spot +22 
  Possessions +1 longspear, +1 composite longbow (+8 
  STR), heavy steel shield, gloves of dexterity +2, +3 
  chain shirt 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is wielding a 
  longspear in two of its claws, and a longbow in the other 
  two. 
  MMII page 201. 
   
  M E Z Z O L O T H  AR C H E R S 
  CR  8 
  NE Medium Outsider (Evil, Extraplanar, Yugoloth) 
  Init +6; Senses Listen +18, Spot +18  
  Languages Abyssal, Draconic, and Infernal, Telepathy 
  100ft. 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +8 natural) 
  hp 142 (15 HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +14, Ref +11, Will +9 
  Speed 40 ft. (8 squares); 
  Melee longspear +19/+14/+9 (1d8+5/x3) or 2 claws + 18 
  (1d4+3) 
  Ranged longbow +17/+17/+12/+7  (1d8+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft with longspear) 
  Base Atk +15; Grp +18 
  Atk Options Power Attack, Rapid Shot 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill (DC 
  17), dispel magic (+10 dispel check)  
  Abilities Str 16, Dex 15, Con 21, Int 7, Wis 10, Cha 14  
  SQ Summon yugoloth 
  Feats Improved Initiative, Point Blank Shot, Power 
  Attack, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow)  
  Skills Hide +17, Intimidate +20, Knowledge (the planes) 
  +16, Listen +18, Move Silently +17, Spot +18 
  Possessions MW longspear, +1 composite longbow 
  (+3 STR), gloves of dexterity +2, heavy steel shield 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is 
  wielding a longspear in two of its claws, and a 
  longbow in the other two.. 
  MMII page 201. 
   
  ENCOUNTER 5 
   
   
   
   
  H ALF–M E Z Z O L O T H  F I RE  G I ANT EWM1 CR  14 
  LE Large outsider (evil, extraplanar, yugoloth) 
  Init -1; Senses darkvision 60 ft. low-light vision, Listen 
  +2, Spot +14  
  Languages Common, Giant 
  AC 28, touch 11, flat-footed 28 
   (-1 size, +7 half-plate armor, +2 deflection, +10 
  natural) 
  hp 217 (16 HD) DR 10/magic 
  Immune fire, poison 
  Resist acid 10, cold 10, electricity 10; SR 26 
  Fort +19, Ref +7, Will +12 
  Weakness vulnerability to cold 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee bastard sword +30/+25/+20 (2d8+34/17-20) or 2 
  slams +27  (1d4+16) or 2 claws +27  (1d6+16) 
  Ranged Rock +10  (2d6+10 plus 2d6 fire) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +29 
  Atk Options Cleave, Power Attack, Uncanny Blow 
  (EWM) 
  Spell-Like Abilities (CL 15th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day, see invisibility 
  3/day, dispel magic 1/day, cloudkill 1/day 
  Abilities Str 42, Dex 11, Con 29, Int 12, Wis 14, Cha 13  
  Feats Cleave, Exotic Weapon Proficiency (bastard 
  sword), Improved Critical (bastard sword), Iron Will, 
  Power Attack, Weapon Focus (bastard sword)  
  Skills Climb +15, Craft (weaponsmith) +8, Intimidate +7, 
  Jump +15, Spot +14 
  Possessions +2 bastard sword, +1 bastard sword, half-
  plate armor, locking gauntlet, bag, lava rocks, belt of 
  giant strength +4, cloak of Resistance +3, +2 ring of 
  protection 
  Rock Throwing (Ex): The range increment is 120 feet 
  for a fire giant’s thrown rocks.  
   
   
  H ALF- N Y C AL O T H  F I RE  G I ANT  
  CR  13 
  LE Large outsider (evil, extraplanar, yugoloth) 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 61 
  Init +1; Senses darkvision 60 ft. low-light vision, Listen 
  +2, Spot +14  
  Languages Common, Giant 
  AC 33, touch 11, flat-footed 32 
   (-1 size, +1 Dex, +11 full plate armor, +12 natural) 
  hp 187 (15 HD); DR 10/magic  
  Immune fire, poison 
  Resist acid 10, cold 10, electricity 10; SR 25 
  Fort +17, Ref +6, Will +9 
  Weakness vulnerability to cold 
  Speed 30 ft. (in full plate armor), base 40 ft. (8 squares); 
  fly 40 ft. (good) (in half plate), base 60 ft. 
  Melee Greatsword +22/+17/+12 (3d6+17 plus 1d6 fire) 
  and 2 claws +16 (1d6+5 plus bleeding wounds)  or 2 
  slams +21  (1d4+11) or 2 claws +21 (1d6+11 plus 
  bleeding wounds)  
  Ranged Rock +10  (2d6+10) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +26 
  Atk Options Cleave, Improved Overrun, Improved 
  Sunder, Power Attack 
  Spell-Like Abilities (CL 15th): 3/day darkness, deeper 
  darkness, see invisibility, mirror image.  
  1/day, smite good (+15), desecrate, dispel magic 
  Abilities Str 33, Dex 13, Con 27, Int 12, Wis 14, Cha 15  
  Feats Cleave, Great Cleave, Improved Overrun, 
  Improved Sunder, Iron Will, Power Attack  
  Skills Climb +11, Craft (weaponsmith) +7, Intimidate +8, 
  Jump +11, Spot +14 
  Possessions +1 flaming greatsword, +3 full plate 
  armor, +3 cloak of protection, lava rocks 
  Rock Throwing (Ex): The range increment is 120 feet 
  for a fire giant’s thrown rocks.  
   
   
  H ALF–M E Z Z O L O T H  F I RE  G I ANT  
  CR  13 
  LE Large outsider (evil, extraplanar, yugoloth) 
  Init -1; Senses darkvision 60 ft. low-light vision, Listen 
  +2, Spot +14  
  Languages Common, Giant 
  AC 26, touch 9, flat-footed 26 
   (-1 size, +7 half-plate armor, +10 natural) 
  hp 202 (15 HD) DR 10/magic 
  Immune fire, poison 
  Resist acid 10, cold 10, electricity 10; SR 25 
  Fort +14, Ref +4, Will +9 
  Weakness vulnerability to cold 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee Greatsword +26/+21/+16 (3d6+23/19-20 plus 1d6 
  flaming) or 2 slams +25  (1d4+15) or 2 claws +25  
  (1d6+15) 
  Ranged Rock +10  (2d6+15 plus 2d6 fire) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +30 
  Atk Options Cleave, Improved Overrun, Improved 
  Sunder, Power Attack 
  Spell-Like Abilities (CL 15th): cause fear 3/day, 
  darkness 3/day, desecrate 1/day, see invisibility 
  3/day, dispel magic 1/day, cloudkill 1/day 
  Abilities Str 41, Dex 11, Con 29, Int 12, Wis 14, Cha 13  
  Feats Cleave, Great Cleave, Improved Overrun, 
  Improved Sunder, Iron Will, Power Attack  
  Skills Climb +9, Craft (weaponsmith) +6, Intimidate +6, 
  Jump +9, Spot +14 
  Possessions +1 flaming greatsword, belt of giant 
  strength +4, half-plate armor, bag lava rocks 
   
  
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  APPENDIX 8 – ALL APLS 
  ENCOUNTER 6 
   
   
   
   
  M AS TE R V I G I LANT M ARAX 
  CR  16 
  Male ultroloth  
  NE medium, outsider (evil, extraplanar, yugoloth) 
  Init +5; Senses Listen +24, Spot +31 
  Languages 
  Abyssal, 
  Draconic, 
  Infernal, 
  Flan, 
  Common, telepathy 100 ft.  
  AC 35, touch 16, flat-footed 32 
   (+3 Dex, +11 mithral full plate, +3 deflection, +8 
  natural) 
  Miss Chance 20% lesser displacement 
  hp 252 (24 HD); DR 15/good 
  Immune acid, poison 
  Resist cold 10, electricity 10, fire 10; SR 25 
  Fort +20, Ref +19, Will +16 
  Speed 20 ft in mithral full plate (4 squares), base 
  movement 30 ft. 
  Melee longsword +32/+27/+22/+17 (1d8+9/17-20) and 
  quickened scorching ray (3/day) 
  Ranged ray spell-like abilities +30 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +24; Grp +28 
  Atk Options Power Attack, Precise Shot, Quicken 
  Spell-like ability (scorching ray) 
  Special Actions Hypnotic gaze, spell-like abilities, 
  haste (boots of speed) 
  Spell-Like Abilities CL 20th): 
   At will—disguise self (DC15), deeper darkness, 
  desecrate, 
  fear 
  (DC 
  18), 
  gaseous 
  form, 
  invisibility, prying eyes, ray of enfeeblement (+30 
  ranged touch), ray of exhaustion (+30 ranged 
  touch), scorching ray (+30 ranged touch), 
  scrying, see invisibility, suggestion (DC 18), wall 
  of fire; 3/day--binding (DC 23), enervation (+30 
  ranged touch), geas/quest (DC 21), mass 
  suggestion (DC 21); 1/ day--symbol of death (DC 
  22). Caster level 20th. 
   At will, an ultroloth can use greater teleport (self 
  plus 50 pounds of objects only) as the spell cast 
  by an 20th- level sorcerer. 
  Abilities Str 18, Dex 20, Con 22, Int 16, Wis 15, Cha 
  19  
  Feats Armor Proficiency (light), Armor Proficiency 
  (medium), Improved critical (longsword), Point 
  Blank Shot, Power Attack, Precise Shot, Quicken 
  Spell-Like Ability (scorching ray), Weapon Focus: 
  Long sword, Weapon Focus: Spell - Ray.  
  Skills Bluff +26 , Concentration +31 , Diplomacy +23, 
  Hide +27, Intimidate +27  Knowledge (arcana) +28 
  Knowledge (The Planes) +28 Knowledge (history - 
  military) +28 Listen +24 ,Move Silently +24 , 
  Search +25 , Sense Motive +25 ,Spellcraft +30 
  ,Spot +31  
  Possessions +3 Adamantine Longsword, +3 mithril 
  full plate, belt of giant strength +4, gloves of 
  dexterity +4, armbands of might, Boots of Speed, 
  Eyes of the Eagle, Cloak of Displacement, minor, 
  ring of freedom of movement, +3 ring of protection. 
  Master Vigilant Marax has the following spell 
  effects active when he encounters the PCs: 
  8th – mind blank, greater spell immunity (dimensional 
  anchor, dimensional lock, feeblemind, holy word, 
  baleful polymorph) 
  6th – contingency (greater teleport if his greater spell 
  immunity is dispelled) 
  5th – true seeing 
  4th - greater magic weapon +5 (add +2 to his long 
  sword attack and damage rolls) 
  3rd – magic vestment +5 (add +2 to his armor class 
  and flat-footed armor class) 
  Hypnotic Gaze (Su): Hypnotic pattern as cast by a 
  20th-level sorcerer, no HD limit, 30 feet, will DC 26 
  negates. The save DC is Charisma-based. 
  Summon Yugoloth (Ex): Once per day, an ultroloth 
  can attempt to summon 1d4 nycaloths, 1d6 
  mezzoloths, or another ultroloth with a 35% chance 
  of success. 
  Telepathy 
  (Su): 
  Ultroloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language 
  Description Dark-skinned and alien-looking, this slim 
  figure is fearsome to behold. Its long head and 
  bulbous eyes give its face an imposing, evil look.  
  Marax is an aberration among ultroloths in that he 
  craves melee combat. He wears armor that is 
  contoured to his sleek, daemonic form. He prefers 
  to attack from range with spells, then move quickly 
  into melee, surprising his opponents with a 
  combination of melee attacks and quickened 
  scorching rays. He is cunning and will search for 
  injured spell casters or healers who are staying out 
  of combat to attack with his scorching rays while he 
  batters front line fighters with his sword.  
  Source Monster manual III pg. 204 
   
   
  H ALF-F I E ND I R O N C L AD M AULE R 
  CR  13 
  Marax’s Flying Mount 
  NE large outsider (evil, augmented magical beast) 
  Init +3; Senses Listen +19, Spot +19 
  Aura sickening aura 
  
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  Languages Infernal, Abyssal  
  AC 24, touch 12, flat-footed 21 
   (-1 size, +3 Dex, +4 armor, +8 natural) 
  hp 250 (20 HD); DR 10/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 30 
  Fort +18, Ref +15, Will +7 
  Speed 40 ft. (8 squares), fly 40 ft. (average) 
  Melee 2 claws +33 (2d6+13) and bite +27 (4d6+6)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +20; Grp +37 
  Atk Options Cleave, Great Cleave, Power Attack 
  Special Actions Improved grab, sickening aura, 
  trample 2d6+13, smite good 
  Spell-Like Abilities none remaining 
  Abilities Str 37, Dex 17, Con 23, Int 8, Wis 12, Cha 
  12  
  SQ grafted armor, light fortification, spell-like abilities 
  Feats Cleave, Great Cleave, Improved Natural Attack 
  (bite), Improved Natural Attack (claw), Improved 
   Toughness, Power Attack, Weapon Focus (claw) 
  Skills Listen +19, Spot +19 
  Improved Grab (Ex): To use this ability, an ironclad 
  mauler must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
  Sickening Aura (Ex): An ironclad mauler is 
  surrounded by a field of negative energy. Any 
  creature that comes within 10 ft. of an ironclad 
  mauler must make a DC 22 Fortitude save or 
  become sickened. This condition lasts for one 
  hour. A creature that succeeds on the saving throw 
  is immune to that creatures’ aura for 24 hours. 
  Undead are immune to this aura. The save is 
  Constitution-based.  
  Trample (Ex): Reflex half DC 28. The save DC is 
  Strength-based. 
  Grafted Armor (Ex): Ironclad maulers wear armor 
  that has been magically grafted to their forms. This 
  armor provides significant protection in combat but 
  it poses no maximum Dexterity bonus, no 
  movement penalty, and no arcane spell failure 
  chance. Other creatures, even other ironclad 
  maulers, cannot wear an ironclad mauler’s armor.  
  Light Fortification (Ex): An ironclad mauler’s grafter 
  armor protects it vital areas and makes it resistant 
  to damage from critical hits and sneak attacks. 
  Anytime an ironclad mauler is hit by a critical hit or 
  sneak attack, it has a 25% chance to resist the 
  extra damage.  
  Description A heavily muscled dire bear with large 
  metal plates grafted to its skin. It has demonic 
  features and huge black bat-like wings. Its eyes shine 
  with a cunning intelligence.  
  Sources Monster Manual III pg. 84. 
   
  L O R D  R AUM 
  CR  17 
  Male Nycaloth  
  NE Huge outsider (evil, extraplanar, yugoloth) 
  Init +6; Senses Listen +29, Spot +28 
  Languages Abyssal, Infernal, Common  
  AC 39, touch 12, flat-footed 37 
   (-2 size, +2 Dex, +8 mithral breastplate, +3 heavy 
  shield, +2 deflection, +16 natural) 
  hp 490 (28 HD); DR 10/good  
  Immune acid, poison 
  Resist cold 10, electricity 10, fire 10; SR 24 
  Fort +28, Ref +17, Will +17 
  Speed 40 ft. (8 squares), fly 90 ft. (good) 
  Melee +3 adamantine greataxe +46/+41/+36/+31 
  (4d6+27/19-20/x3) and 2 claws +37 (1d8+8 plus 
  bleeding wounds) or 4 claws +42  (1d8+16 plus 
  bleeding wounds)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +28; Grp +52 
  Atk Options Power Attack, Cleave, Flyby Attack, 
  Improved Bull Rush 
  Special Actions Bleeding wounds, rake 1d8+8, 
  improved grab, liftoff, spell-like abilities, summon 
   yugoloth 
  Spell-Like Abilities (CL20th): 
   
  At will – deeper darkness, desecrate, fear (DC 
  18), invisibility, mirror image, see invisibility, greater 
  teleport (self plus 50 pounds of objects only) 
  Abilities Str 43, Dex 14, Con 36, Int 13, Wis 10, Cha 
  16  
  Feats Alertness, Awesome Blow, Cleave, Flyby 
  Attack, Improved Bull Rush, Improved Critical 
  (greataxe), 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Mobility(B), 
  Power 
  Attack, 
  Weapon 
  Focus 
  (greataxe) 
  Skills Bluff +20, Concentration +28, Diplomacy +19, 
  Hide +9, Intimidate +32, Jump +29, Knowledge 
  (arcana) +20, Knowledge (the planes) +20, Listen 
  +29, Move Silently +20, Search +20, Sense Motive 
  +19, Spellcraft +20, Spot +28 
  Possessions +3 adamantine greataxe, +1 animated 
  adamantine heavy shield, +3 mithral breastplate, 
  amulet of health +6, belt of giant strength +6, 
  gloves of dexterity +2, ring of protection +2, ring of 
  freedom of movement  
  Bleeding Wounds (Ex): A wound from a nycaloth’s 
  claw attack continues to bleed after the injury was 
  inflicted. Each wound bleeds for 1 point of damage 
  per round thereafter. Multiple claw wounds result in 
  cumulative bleeding loss (two wounds deal 2 points 
  of damage per round, and so on). The bleeding 
  can be stopped only by a successful DC 15 Heal 
  check or the application or any cure spell or other 
  healing spell (heal, mass heal, and so on). 
  Improved Grab (Ex): To use this ability, a nycaloth 
  must hit with two claw attacks. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can attempt to deal 
  damage with its claws, rake the grappled target 
  (see below), or use its liftoff ability (see below). 
  Liftoff (Ex): A nycaloth can only use this ability when 
  airborne. A nycaloth that gets a hold on a non-
  flying opponent of Large or smaller size can 
  ascend with the grappled creature. When carrying 
  
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  a medium load (a creature weighing between 
  12,801 and 25,600 pounds), Raum’s fly speed 
  drops to 60 feet and it takes a -3 penalty on Hide 
  and Move Silently checks; these penalties worsen 
  to -6 with a heavy load (a creature weighing 
  between 25,601 and 38,400 pounds). Raum can’t 
  carry a load of more than 38,400 pounds. 
  Rake (Ex): Attack bonus +40, damage 1d8+8. A 
  nycaloth that gets a hold can make two rake 
  attacks with its hind legs.  
  Summon Yugoloth (Ex): Once per day, a nycaloth 
  can attempt to summon another nycaloth or 1d3 
  mezzoloth with a 30% chance of success. 
  Telepathy 
  (Su): 
  Nycaloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description Though huge and obviously powerful, 
  this winged green creature still evokes a sense of 
  speed and agility. Its dog-shaped head turns quickly 
  from side to side, almost like a bird’s. The claws on 
  the ends of its powerful fingers look like more than a 
  match for all but the best of armors. Lord Raum is 
  dressed in a blackened breastplate that is engraved 
  with depictions of battlefield slaughter. His face shows 
  a thousand years of scars and torment, and his eyes 
  flicker with a pale red fire. 
  Sources Monster Manual III pg. 202 
   
  E U R Y ALE 
  CR  16 
  Female ultroloth 
  NE Medium outsider (Evil, Extraplanar, Yugoloth) 
  Init +3; Senses Listen +20, Spot +27 
  Languages Common Abyssal, Draconic, and Infernal, 
  telepathy 100 ft. 
  AC 34, touch 15, flat-footed 31 
   (+3 Dex, +9 mithril breastplate, +2 deflection, +10 
  natural) 
  hp 252 (24 HD); DR 15/good 
  Immune acid and poison 
  Resist cold 10, fire 10, electricity 10; SR 25 
  Fort +23, Ref +20, Will +23 
  Speed 30 ft. in mithril breastplate (6 squares), base 
  movement 30 ft. 
  Melee weapon +29/+24/+19/+14 (1d8+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +24; Grp +25 
  Atk Options Spell-like abilities, staff of fire 
  Special Actions hypnotic gaze, summon yugoloth 
  Spell-Like Abilities (CL 20th): 
  1/day - symbol of death(DC24) 
  2/day - greater teleport 
  3/day – binding, geas/quest(DC 23), enervation, 
  mass suggestion (DC 23) 
  At will - desecrate, disguise self, fear (DC 20), 
  gaseous form, invisibility, prying eyes, ray of 
  enfeeblement (+26 touch), ray of exhaustion (+26 
  touch), scorching ray (+26 touch), scrying, see 
  invisibility, suggestion (DC 20), wall of fire 
  Abilities Str 13, Dex 16, Con 22, Int 16, Wis 15, Cha 
  22  
  Feats Armor Proficiency (light), Combat Casting, Iron 
  Will, Point Blank Shot, Precise Shot, Quicken 
  Spell-Like Ability (greater teleport), Quicken Spell-
  Like 
  Ability 
  (scorching 
  ray), 
  Spell 
  Focus: 
  Enchantment, Weapon Focus: Spell - Ray. 
  Skills Bluff +33, Concentration +27 (+31 casting 
  defensively), Diplomacy +29, Intimidate +29, 
  Knowledge (Arcana) +27, Knowledge (The Planes) 
  +27, Listen +20, Move Silently +21, Search +25, 
  Sense Motive +29, Spellcraft +29, Spot +27, Use 
  Magic Device +33. 
  Possessions +3 longsword, +4 mithril breastplate, 
  ring of protection +2, vest of resistance +3, cloak of 
  charisma +2, headband of intellect +2, staff of fire 
  (45 charges), ring of freedom of movement.  
  Hypnotic Gaze (Su): Hypnotic pattern as cast by a 
  20th-level sorcerer, no HD limit, 30 feet, will DC 25 
  negates. The save DC is Charisma-based. 
  Spell-Like Abilities: At will—disguise self (DC17), 
  deeper 
  darkness, 
  desecrate, 
  fear 
  (DC 
  20), 
  gaseous form, invisibility, prying eyes, ray of 
  enfeeblement 
  (+26 
  ranged 
  touch), 
  ray 
  of 
  exhaustion (+26 ranged touch), scorching ray (+26 
  ranged touch), scrying, see invisibility, suggestion 
  (DC 20), wall of fire; 3/day--binding (DC 25), 
  enervation (+26 ranged touch), geas/quest (DC 
  23), mass suggestion (DC 23); 1/ day--symbol of 
  death (DC 24). Caster level 20th. 
   
  At will, an ultroloth can use greater teleport (self 
  plus 50 pounds of objects only) as the spell cast by 
  a 20th- level sorcerer. 
  Summon Yugoloth (Ex): Once per day, an ultroloth 
  can attempt to summon 1d4 nycaloths, 1d6 
  mezzoloths, or another ultroloth with a 35% chance 
  of success.  
  Immunities (Ex): Ultroloths are immune to poison 
  and acid. 
  Telepathy 
  (Su): 
  Ultroloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Yugoloth Qualities: Yugoloths are immune to poison 
  and acid (Ex). Yugoloths have cold, fire, and 
  electricity resistance 10 (Ex). Yugoloths can 
  communicate telepathically with any creature within 
  100 feet that has a language 
  Description Euryale is small for an ultroloth, with 
  distinctly feminine characteristics. She wears a very 
  ornate breastplate that looks more like a decorative 
  piece than functional armor. She also carries a 
  slender staff with fiery carvings along its length. She 
  comes across as charming and reasonable, but is 
  manipulative and deceitful, as typical for ultroloths. 
  She keeps her distance from melee, and would prefer 
  to leave a fight before drawing her sword. She has 
  perfected the quick escape, and is fond of raining 
  down fire and death on her enemies right before using 
  her quickened spell-like greater teleport to leave the 
  scene. 
  MMIII page 204 
  
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  AB AD D O N 
  CR18 
  M ALE  D E AT H D R I N K E R 
  CE Huge outsider (chaotic, evil, extraplanar) 
  Init +6; Senses true seeing; Listen +30, Spot +30 
  Aura unlife (10 ft.) 
  Languages Abyssal, Common  
  AC 35, touch 10, flat-footed 33 
   (-2 size, +2 Dex, +7 armor, +18 natural) 
  hp 418 (27 HD); DR 15/good and lawful 
  Immune negative energy, poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 29 
  Fort +30, Ref +21, Will +21 
  Speed 35 ft. in breastplate (7 squares), base 
  movement 50 ft. 
  Melee +3 adamantine greatsword +41/+36/+31/+26  
  (4d6+22/17-20) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +27; Grp +48 
  Atk Options Cleave, Combat Reflexes, Great Cleave, 
  Power Attack, Quick Draw, Quicken Spell-like 
  Ability (greater teleport), Quicken Spell-like Ability 
  (greater dispel magic), aligned strike (chaotic, evil), 
  glory in slaughter 
  Combat Gear oil of align weapon, oil of bless 
  weapon, oil of corrupt weapon 
  Spell-Like Abilities (CL 20th): 
   At will – air walk (self only), greater dispel magic, 
  greater teleport (self plus 50 lb. of objects only)  
  Abilities Str 36, Dex 14, Con 33, Int 10, Wis 11, Cha 
  11  
  SQ deathdrink 
  Feats Cleave, Combat Reflexes, Great Cleave, 
  Improved Critical (greatsword), Improved Initiative, 
  Iron Will, Power Attack, Quick Draw, Quicken 
  Spell-like Ability (greater teleport), Quicken Spell-
  like Ability (greater dispel magic 
  Skills Concentration +41, Hide +21, Intimidate +30, 
  Jump +40, Knowledge (the planes) +30, Listen 
  +30, Move Silently +29, Spot +30, Survival +0 (+2 
  on other planes) 
  Possessions combat gear plus +2 breastplate, +3 
  adamantine greatsword, belt of giant strength +6, 
  amulet of health +6, +4 cloak of resistance. 
  True Seeing (Su) As the true seeing spell; 
  continuous; caster level 20th. 
  Aura of Unlife (Su) Creatures takes 2d6 points of 
  damage at the end of each of the deathdrinker’s 
  turns if they are within 10’ of it. This is a negative 
  energy effect. Undead are instead healed of a like 
  amount of damage. 
  Glory in Slaughter (Ex) A deathdrinker gains a +5 
  morale bonus on attack rolls, damage rolls, and 
  saving throws for 1 minute after it kills a worthy 
  opponent (a creature with at least 10 HD).  
  Deathdrink (Su) If a deathdrinker deals enough 
  damage to a creature to kill it, with either its death 
  aura or a melee attack, it instantly heals 1d8 points 
  of damage per HD of the creature it killed.  
  Description This massive creature is the size of a 
  giant, and it sports chipped, antler-like horns from 
  which hang desiccated bodies and skulls. The 
  creature wears intricate armor, and dark, pitted plates 
  cover legs that end in hooves. Its six-fingered hand 
  holds a broad greatsword. 
  Sources MM IV page 40 
   
  S CARLI S   
  CR  17 
  Male 
  Half-fiend 
  war 
  troll 
  (nycaloth/war 
  troll) 
  Ftr1/EWM1 
  NE Large outsider (evil, extraplanar, yugoloth) 
  Init +9; Senses darkvision 90 ft., low-light vision, 
  scent, Listen +14, Spot +15  
  Languages Common, Giant 
  AC 37, touch 16, flat-footed 32 
   (-1 size, +5 Dex, +6 +1 mithral breastplate, +1 
  deflection, +16 natural) 
  hp 233 (14 HD); regenerate 9; DR 5/adamantine and 
  magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 24 
  Fort +20, Ref +13, Will +12 
  Speed 40 ft.(8 squares); fly 60 ft 
  Melee +2 adamantine, vicious bane (human) maul 
  +29/+24/+19 (3d6+28) and bite +24 (1d6+6) or 2 
  claws +26 (1d8+13 plus bleeding wounds) and bite 
  +24 (1d6+6)  
  Ranged MW composite longbow (+10 Str bonus) 
  +19/+14/+9 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +31 
  Atk Options Power Attack, smite good (+14), spell-
  like abilities 
  Special Actions Dazing Blow  
  Combat Gear oil of bless weapon 
  Spell-Like Abilities (CL 14th): smite good (+14) 
  1/day, darkness 3/day, deeper darkness 3/day, 
  desecrate 1/day, see invisibility 3/day, dispel magic 
  1/day, mirror image 3/day. 
  Abilities Str 37, Dex 20, Con 35, Int 12, Wis 15, Cha 
  12  
  Feats Improved Initiative, Iron Will, Multiattack, Exotic 
  Weapon Proficiency (maul), Power Attack, Weapon 
  Focus (maul)  
  Skills Craft (weaponsmithing) +4, Listen +14, Spot 
  +15 
  Possessions +1 mithral breastplate armor, +2 
  adamantine, vicious human-bane maul, belt of 
  giant strength +4, masterwork composite longbow 
  (+10 Str bonus), ring of protection +1. 
  Dazing Blow (Ex): The force of a war troll’s blow can 
  be overwhelming. If a war troll hits with a weapon 
  or claw attack, the opponent must make a DC 29 
  Fortitude save or be dazed for 1 round. The save is 
  Constitution-based.  
  Regeneration (Ex): Unlike their lesser cousins, acid 
  (not fire) deals normal damage to a war troll. If a 
  war troll loses a limb or a body part, the lost portion 
  regrows in 2d4 minutes. The creature can reattach 
  
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  the severed member instantly by holding it to the 
  stump.  
  Bleeding Wounds (Ex): A wound from a half-
  nycaloth’s claw attack continues to bleed after the 
  injury was inflicted. Each wound bleeds for 1 point 
  of damage per round thereafter. Multiple claw 
  wounds result in cumulative bleeding loss (two 
  wounds deal 2 points of damage per round, and so 
  on). The bleeding can be stopped only by a 
  successful DC 15 Heal check or the application or 
  any cure spell or other healing spell (heal, mass 
  heal, and so on). 
  Description Though he is only half-fiend, Scarlis 
  radiates all the evil and malignance of a demon from 
  the lowest pits of Gehenna. His visage is twisted and 
  vile, furious and unearthly wicked. Massive bat-wings 
  throb with barely contained power and twitch with 
  every flickering snarl. His trollish form still dominates 
  the canine features of the nycaloth, but those features 
  have somehow become more demonic without taking 
  on the newer features. An extra set of arms flex from 
  his long torso, and grasp at unseen enemies with 
  horned claws. He wields a black maul, passing it 
  slowly, lovingly from hand to hand. He has hundreds 
  of savagely burned scars covering his body and face, 
  bearing witness to an attack that even a war troll could 
  not have survived.  
   
  M O S T  V I G I LANT AZ M O G R ANE 
  CR  15 
  Male ultroloth  
  NE medium, outsider (evil, extraplanar, yugoloth) 
  Init +3; Senses Listen +24, Spot +23 
  Languages 
  Abyssal, 
  Draconic, 
  Infernal, 
  Flan, 
  Common, telepathy 100 ft.  
  AC 35, touch 15, flat-footed 32 
   (+3 Dex, +9 mithral full plate, +3 animated shield, +2 
  deflection, +8 natural) 
  hp 231 (22 HD) plus 10 temp hp (heroes’ feast); DR 
  15/good 
  Immune acid, poison 
  Resist cold 10, electricity 10, fire 10; SR 25 
  Fort +24, Ref +21, Will +21 
  Speed 20 ft in mithral full plate (4 squares), base 
  movement 30 ft. 
  Melee longsword +30/+25/+20/+15 (1d8+9/19-20) and 
  quickened scorching ray (3/day) or lance +30 
  (1d8+9/x3). 
  Ranged ray spell-like abilities +26 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +22; Grp +26 
  Atk Options Power Attack, Quicken Spell-like ability 
  (scorching ray), Ride By Attack, Spirited Charge 
  Special Actions Hypnotic gaze, spell-like abilities, 
  haste (boots of speed) 
  Spell-Like Abilities CL 20th): 
   At will—disguise self (DC15), deeper darkness, 
  desecrate, 
  fear 
  (DC 
  18), 
  gaseous 
  form, 
  invisibility, prying eyes, ray of enfeeblement (+30 
  ranged touch), ray of exhaustion (+30 ranged 
  touch), scorching ray (+30 ranged touch), 
  scrying, see invisibility, suggestion (DC 18), wall 
  of fire; 3/day--binding (DC 23), enervation (+30 
  ranged touch), geas/quest (DC 21), mass 
  suggestion (DC 21); 1/ day--symbol of death (DC 
  22). Caster level 20th. 
   At will, an ultroloth can use greater teleport (self 
  plus 50 pounds of objects only) as the spell cast 
  by an 20th- level sorcerer. 
  Abilities Str 18, Dex 16, Con 22, Int 16, Wis 15, Cha 
  19  
  Feats Armor Proficiency (light), Armor Proficiency 
  (medium), Improved critical (longsword), Mounted 
  Combat, Power Attack, Quicken Spell-Like Ability 
  (scorching ray), Ride By Attack, Spirited Charge.  
  Skills Bluff +26, Concentration +31 , Diplomacy +33, 
  Handle Animal +9, Hide +20, Intimidate +29 
  Knowledge (The Planes) +28Knowledge (history - 
  military) +28Listen +24,Move Silently +20, Ride 
  +17, Sense Motive +25,Spellcraft +23,Spot +23  
  Possessions 
  +1 
  adamantine 
  bane 
  (human) 
  longsword (+3 with greater magic weapon), +1 
  lance (+3 with greater magic weapon), +1 mithril 
  full plate, +1 animated heavy mithral shield, belt of 
  giant strength +4, armbands of might, boots of 
  speed, +2 ring of protection, +5 cloak of resistance, 
  figurines of wondrous power – ivory goats. 
  Hypnotic Gaze (Su): Hypnotic pattern as cast by a 
  20th-level sorcerer, no HD limit, 30 feet, will DC 25 
  negates. The save DC is Charisma-based. 
  Summon Yugoloth (Ex): Once per day, an ultroloth 
  can attempt to summon 1d4 nycaloths, 1d6 
  mezzoloths, or another ultroloth with a 35% chance 
  of success. 
  Telepathy 
  (Su): 
  Ultroloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language 
  Description Dark-skinned and alien-looking, this slim 
  figure is fearsome to behold. His long head and 
  bulbous eyes give his face an imposing, evil look. 
  He wears full-plate armor and a shield bearing an 
  argent owl floats at his side. 
   
  Azmograne is looking to impress Marax, but is a 
  coward at heart.  He will seek out the weakest looking 
  Knight of the Watch or Dispatch to engage in combat. 
  Many of the Knights are known to the yugoloths, 
  especially Azmograne and Marax, and he will use that 
  knowledge of their capabilities. 
   
  The greater magic weapon spells on Azmograne 
  are cast at 14th level.  He runs see invisibility 
  constantly and will ride his ivory goats into battle (he 
  prefers the goat of travail.  His heroes’ feast is at CL 
  11th. 
  Source Monster manual III pg. 204 
   
   
  B AUG I   
  CR  15 
  Male 
  half-fiend 
  fire 
  giant 
  (ultroloth/fire 
  giant) 
  Ftr1/EWM1 
  LE Large outsider (evil, extraplanar, yugoloth) 
  Init +2; Senses low-light vision, Listen +2, Spot +14  
  Languages Common, Giant 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 67 
  AC 31, touch 10, flat-footed 29 
   (-1 size, +2 dex, +10 +2 full plate armor, +10 
  natural) 
  hp 231 (17 HD): DR10/magic  
  Immune fire, poison 
  Resist acid 10, cold 10, electric 10; SR 27 
  Fort +23, Ref +8, Will +10 
  Weakness vulnerability to cold 
  Speed 30 ft. (in half-plate armor), base 40 ft. (8 
  squares) 
  Melee Greatsword +28/+23/+18 (2d8+29) or 2 slams 
  +26  (1d4+14) or 2 claws +26  (1d6+14) 
  Ranged Rock +14  (2d6+14 plus 2d6 fire) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +31 
  Atk Options Cleave, Great Cleave, Improved Sunder, 
  Power Attack, spell-like abilities 
  Spell-Like Abilities (CL 14th): smite good (+17) 
  1/day, disguise self 3/day, darkness 3/day, 
  desecrate 1/day, ray of enfeeblement 3/day, 
  scorching ray 3/day, enervation 3/day. 
  Abilities Str 38, Dex 14, Con 28, Int 14, Wis 14, Cha 
  15  
  Feats 
  Cleave, 
  Great 
  Cleave, 
  Exotic 
  Weapon 
  Proficiency (bastard sword), Improved Sunder, Iron 
  Will, Power Attack, Weapon Focus (bastard sword) 
  Skills 
  Climb 
  +11, 
  Craft 
  (weaponsmithing) 
  +6, 
  Intimidate +6, Jump +15Spot +14. 
  Possessions +2 full plate armor, boots of speed, +1 
  bastard sword, cloak of resistance +1, gauntlets of 
  ogre power, amulet of health +2 
  Rock Throwing (Ex): The range increment is 120 
  feet for a fire giant’s thrown rocks.  
  Description Even as a fire giant, Baugi was shrewd 
  and reserved. He planned his moves carefully, and 
  when he attacked an opponent, he did so with no 
  thought of mercy. As a half-fiend, he has been 
  improved with the taint of an ultroloth, a creature not 
  typically given to melee combat. Baugi has accepted 
  his lot, and has no delusions about being loyal to 
  Master Vigilant Marax or any of the other yugoloths. 
  At the first opportunity, he will abandon the fiends and 
  his fellow half-fiend giants, and strike out on his own. 
  He is already considering options for getting out of 
  Shiboleth and away from the Sheldomar Valley. His 
  eyes now swirl with disconcerting silver pools, so he 
  knows his future will be difficult, even among giants. 
  He will kill as many Tyv as possible, but he will always 
  be looking for a way to secure his own escape. 
   
  T ARTARUCHI,  T H E  B RUTE 
  CR  13 
  NE Large Outsider (Evil, Extraplanar, Yugoloth) 
  Init +5; Senses Listen +25, Spot +25  
  Languages 
  Abyssal, 
  Draconic, 
  and 
  Infernal, 
  Telepathy 100ft. 
  AC 27, touch 12, flat-footed 26 
   (-1 size, +1 Dex, +7 chain shirt, +10 natural) 
  hp 275 (22) HD; DR 10/good 
  Immune acid, poison 
  Resist cold 10, fire 10, electricity 10; SR 22 
  Fort +20, Ref +13, Will +13 
  Speed 40 ft. (8 squares) 
  Melee longspear +33/+28/+23/+18  (2d6+13/19-20 
  x3) or whip +32/+27/+22/+17 (1d4+11 plus 1d6 
  flaming)  or 2 claws + 31 (1d6+10) 
  Ranged longbow +23/+18/+13/+8 (2d6+10/x3) 
  Space 10 ft.; Reach 10 ft. (20 ft with longspear/25 
  with whip) 
  Base Atk +22; Grp +36 
  Atk Options Combat Reflexes, Power Attack 
  Special Actions Spell-like abilities, summon yugoloth 
  Spell-Like Abilities (CL 10th): 
   At will – cause fear (DC 13), darkness, desecrate, 
  produce flame, see invisibility; 2/day –cloudkill 
  (DC 17), dispel magic (+10 dispel check)  
  Abilities Str 30, Dex 12, Con 25, Int 8, Wis 10, Cha 
  14  
  Feats Armor Proficiency (light), Combat Reflexes,  
  Exotic 
  Weapon 
  Proficiency 
  (whip), Improved 
  Critical (longspear),  Improved Initiative, Improved 
  Toughness, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longspear)  
  Skills Hide +21, Intimidate +27, Knowledge (the 
  planes) +24, Listen +25, Move Silently +25, Spot 
  +25, Use Magic Device +14 
  Possessions +1 longspear, +1 composite longbow 
  (+10 STR), heavy steel shield, gloves of dexterity 
  +2, +3 chain shirt, belt of giant strength +4, +1 
  flaming whip 
  Summon Yugoloth (Ex): Once per day, a mezzoloth 
  can attempt to summon another mezzoloth with a 
  40% chance of success. 
  Telepathy 
  (Su): 
  Mezzoloths 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language. 
  Description This six-limbed insectoid horror stares 
  ahead unblinkingly through glowing red eyes. It wears 
  the uniform of the New Gran March Army. It is 
  wielding a longspear in two of its claws, and a flaming 
  whip in another claw.  For opponents who have too 
  much armor to be hurt by his whip, he likes to disarm 
  or trip them from far enough away that smaller 
  opponents cannot respond with an attack of 
  opportunity, and then use his longspear for the rest of 
  his attacks.   
  MMII page 201. 
   
   
  K AE M A T HULDI R 
  CR  18 
  female half-fiend human (ultroloth/human) 
  Wiz10/FSp4/Acm3 
  NE medium outsider (evil, extraplanar, yugoloth) 
  Init +16 (includes +5 for nerveskitter); Senses Listen 
  +1, Spot +1 
  Languages Common, Draconic, Elven, Suel, Flan, 
  Celestial, Baklunish, Ignan, Dwarven, Infernal, 
  Abyssal.  
  AC 33, touch 20, flat-footed 26 
   (+7 Dex, +6 armor, +5 shield, +3 deflection, +2 
  natural) 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 68 
  Miss Chance 50% (contingency – displacement) 
  hp 154 (17 HD) plus 24 temp (empowered false life) 
  plus 11 temp (heroes’ feast) plus 48 temp 
  (empowered vampiric touch) – total effective hp 
  237; DR 10/magic and 10/adamantine (stoneskin) 
  Immune poison, mind-affecting and divination magic 
  (mind blank), acid, cold, electric, fire, sonic (energy 
  immunity spells) 
  Resist acid/cold/electric/fire 10 (innate); SR 27 
  Fort +16, Ref +17, Will +21 
  Speed 30 ft. (6 squares)  
  Melee dagger +6/+1 (1d4-1, 19-20/x2)  
  Ranged touch spell +14 (by spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +6 
  Atk Options smite good 
  Special Actions spells, spell-like abilities 
  Combat Gear dagger 
  Class Spells Prepared (CL 18th, CL 22nd for spell 
  penetration checks, DC 21 + spell level, 22 + spell 
  level for evocations and necromancy): 
   9th— meteor swarm, wish 
   8th— chain dispel (PHII), horrid wilting 
   7th— limited wish, greater arcane sight, quickened 
  haste, finger of death, empowered cone of cold 
   6th— disintegrate, greater dispel magic, quickened 
  glitterdust, empowered blast of flame, Otiluke’s 
  freezing sphere 
   5th— greater fireburst, wall of force, empowered 
  vampiric touch, quickened magic missile, wall of 
  force 
   4th— stoneskin, dimension door, enervation, orb of 
  force, ice storm, empowered false life 
   3rd— greater mage armor, anticipate teleport, 
  fireball, fireball, haste, slow, dispel magic 
   2nd— glitterdust, glitterdust, see invisibility, see 
  invisibility, false life, scorching ray 
   1st— 
  nerveskitter, 
  nerveskitter, 
  ray 
  of 
  enfeeblement, 
  ray 
  of 
  enfeeblement, 
  magic 
  missile, magic missile, grease 
   0— prestidigitation, light, detect magic, read magic 
  Spell-Like Abilities (CL 17th): smite good (+17) 
  1/day, disguise self 3/day, darkness 3/day, 
  desecrate 1/day, ray of enfeeblement 3/day, 
  scorching ray 3/day, enervation 3/day. 
  Abilities Str 8, Dex 24, Con 22, Int 32, Wis 12, Cha 
  12  
  SQ High Arcana – Mastery of Elements, High Arcana 
  – Mastery of Shaping, High Arcana – Spell Power, 
  Spin Fate, Fickle Finger of Fate, Spin Destiny, 
  Deny Fate, Resist Fate. 
  Feats Craft Wondrous Item, Empower Spell, Greater 
  Spell Penetration, Improved Initiative, Quicken 
  Spell, Scribe Scroll , Skill Focus (Spellcraft) , Spell 
  Focus (Evocation) , Spell Focus (Necromancy), 
  Spell Penetration    
  Skills Concentration +26, Decipher Script +24, 
  Knowledge 
  (arcana) 
  +31, 
  Knowledge 
  (dungeoneering) +22, Knowledge (history) +28, 
  Knowledge (nobility) +23, Knowledge (religion) 
  +12, Knowledge (the planes) +31, Profession 
  (gambler) +11, Spellcraft +36 
  Possessions combat gear plus headband of intellect 
  +6, amulet of health +6, gloves of dexterity +4, rod 
  of metamagic - lesser extend, rod of metamagic - 
  extend, ring of counterspells (greater dispel magic), 
  cloak of resistance +5, ring of protection +3, +4 
  death ward mithral buckler. 
  Spellbook spells prepared plus lots more. 
  Mastery of Elements (-) The archmage can alter an 
  arcane spell when cast so that it utilizes a different 
  element from the one it normally uses.  For 
  example, an archmage could cast a fireball that 
  deals sonic damage instead of fire damage. 
   This ability can only alter a spell with the acid, 
  cold, fire, electricity or sonic descriptor.  The spell’s 
  casting time is unaffected.  The caster decides 
  whether to alter the spell’s energy type and 
  chooses the new energy type when he begins 
  casting.  This ability costs one 8th-level spell slot. 
  Mastery of Shaping (-) The archmage can alter area 
  and effect spells that use one of the following 
  shapes: burst, cone, cylinder, emanation, or 
  spread.  The alteration consists of creating spaces 
  within the spell’s area or effect that are not subject 
  to the spell.  The minimum dimension for these 
  spaces is a 5-foot cube.  For example, an 
  archmage could cast a fireball and leave a hole 
  where his ally stands, preventing any fire damage.  
  Furthermore, 
  any 
  shapeable 
  spells 
  have 
  a 
  minimum dimension of 5 feet instead of 10 feet.  
  This ability costs one 6th-level spell slot. 
  Spell Power (-) This ability increases the archmage’s 
  effective caster level by +1 (for purposes of 
  determining level-dependent spell variables such 
  as damage dice or range, and caster level checks 
  only).  This ability costs one 5th level spell slot. 
  Spin Fate (EX) A mage of many fates understands 
  that “chance” is not as random as many believe it 
  to be, and he can adjust the probability of certain 
  events by applying a force that fatespinners refer to 
  as “spin.” Each day, a fatespinner can use a 
  number of points of spin equal to his fatespinner 
  class level 
   
  As a free action, a fatespinner can use stored 
  spin to boost the save DC of a spell he casts, 
  adding some or all his spin to the DC, on a point-
  for-point basis.  For instance, a 5th-level wizard/3rd-
  level fatespinner casting fireball could choose to 
  boost the DC of the spell by 1, 2, or 3 points.  Once 
  he uses up his spin for the day, his ability to tinker 
  with probability in this fashion is also exhausted for 
  the day 
   
  a fatespinner’s spin is replenished whenever the 
  character successfully regains his spells for the day 
  (whether through rest, preparation, or prayer). 
  Fickle Finger of Fate (EX) On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of 
  others.  Once per day as an immediate action he 
  can force any other creature – friend or enemy – to 
  reroll a roll that it has just made.  A fatespinner 
  must have line of sight to the creature to be 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 69 
  affected.  That creature must abide by the result of 
  the reroll, whether it’s higher or lower than the 
  original roll. 
  Spin Destiny (EX) Beginning at 3rd level, a 
  fatespinner more clearly comprehends the matrix of 
  reality and can use accumulated spin to adjust 
  other random events.  The method is identical to 
  increasing a spell’s save DC, but the fatespinner 
  can now add spin to any skill check, attack roll, or 
  saving throw that he attempts on a point-for-point 
  basis.  However, the spin utilized comes from the 
  same limited reservoir of karma storage that allows 
  him to adjust the DC of his spells.  He must apply 
  the bonus before making the roll. 
  Deny Fate (EX) At 4th level and higher, a fatespinner 
  has a better chance of beating the odds should he 
  ever be rendered unconscious and dying.  Once 
  per day, on the first occasion when a fatespinner 
  must make a check to become stable when dying, 
  the check automatically succeeds.  Other such 
  checks called for later in the same 24-hour period 
  are made normally. 
  Resist Fate (EX) A fatespinner of 4th level ad above 
  embraces his extraordinary good luck.  Once per 
  day, he can reroll on roll that he has just made.  He 
  must abide by the result of the roll, even if it’s 
  worse than the original roll. 
   
  Active Spells:  Kaema has the following spells 
  precast (all at CL 18 except heroes’ feast which is 
  at CL 11): energy immunity (all), mind blank, 
  contingency 
  (displacement 
  whenever 
  she 
  is 
  attacked), empowered false life, empowered 
  vampiric touch, see invisibility, greater arcane 
  sight, stoneskin (150 hp), greater mage armor, 
  anticipate teleport.  Her ring of counterspells is 
  charged with greater dispel magic. 
  Description A tall, very thin human woman with wisps 
  of softly reddish hair and fine, Suel features. Her skin 
  is rough and leathery, her eyes shine silver and she 
  has delicate mandibles that flank her mouth. 
  Sources Fatespinner (Complete Arcane p37). 
   
   
  M AS TE R K ADRAM AZZ 
  CR  13 
  male corruptor of fate Wiz/MoAO 5/7 
  NE Medium Outsider (Evil, extraplanar, yugoloth) 
  Init +14 (+5 nerveskitter); Senses Listen +12, Spot 
  +12, darkvision 60 ft. 
  Languages Abyssal, Draconic, Infernal, Common, 
  Flan, Suel, Celestial, telepathy 100 ft. 
  AC 21, touch 15, flat-footed 16 (+1 for dodge feat 
  against designated target) 
   (+5 Dex, +4 mage armor, +2 shield) 
  Miss Chance 50% (contingency displacement) 
  hp 162 (19 HD) plus 15 temp hp (false life) plus 10 
  temp hp (heroes’ feast); DR 10/adamantine 
  (stoneskin) 
  Immune acid, energy drain, necromantic effects, 
  negative energy effects, poison. 
  Resist cold 10, fire 10, electricity 10; SR 26 
  Fort +17, Ref +15, Will +17 
  Speed 30 ft. (6 squares) 
  Melee dagger +19/+14/+9 (1d4+2, 19-20) 
  Ranged ranged touch spell +18 (by spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +13 
  Atk Options aligned strike (evil), bestow curse, spells 
  Special Actions corrupting gaze, spells 
  Class Spells Prepared (CL 16th, CL 18th for spell 
  penetration checks, DC 16 + spell level): 
    6th— disintegrate, empowered sculpted and acid 
  substituted fireball, empowered blast of flame 
   5th— acid substituted cone of cold, sculpted ice 
  storm, teleport, sculpted confusion 
   4th— stoneskin, dimension door, enervation, orb of 
  force 
   3rd— sculpted glitterdust, sculpted glitterdust, fly, 
  empowered ray of enfeeblement, acid substituted 
  lightning bolt 
   2nd— false life, see invisibility, touch of idiocy, blur, 
  scorching ray, acid substituted scorching ray 
   1st— nerveskitter, magic missile, mage armor, 
  grease, color spray, feather fall 
   0— prestidigitation, light, detect magic, read magic 
  Abilities Str 12, Dex 21, Con 20, Int 22, Wis 10, Cha 
  12  
  SQ unluck, yugoloth traits 
  Feats Alertness (familiar), Dodge, Improved Initiative, 
  Weapon Finesse, Scribe Scroll, Cooperative Spell, 
  Empower 
  Spell, 
  Energy 
  Substitution 
  (Acid), 
  Practiced 
  Spellcaster, 
  Sculpt 
  Spell, 
  Spell 
  Penetration, 
  Skills Balance +12, Concentration +27, Disguise +11, 
  Escape Artist +15, Hide +15, Jump +8, Knowledge 
  (Arcana) +16, Listen +12, Move Silently +15, 
  Profession (teacher) +10, Sleight of Hand +15, 
  Spellcraft +30, Spot +12, Tumble +17, Use Rope 
  +17, 
  Possessions +4 headband of intellect, +2 cloak of 
  resistance, +1 dagger, +1 mithral buckler, rat 
  familiar.  
  Spellbook not applicable. 
  Bestow Curse (Su) As the bestow curse spell; at will; 
  Will DC 24; caster level 7th.  
   
  This ability affects those touching or touched by a 
  corruptor of fate or its weapons. A cursed subject 
  must roll percentile dice each turn. On a roll of 01-
  50, it can take no action. On a roll of 51-100, it can 
  act normally. This is a necromantic effect. Undead 
  are unaffected by a corruptor of fate’s bestow curse 
  ability. The save DC is constitution-based.  
  Corrupting Gaze (Su) A corruptor of fate can blast its 
  enemies with a glance, at a range of up to 30 feet. 
  Creatures that meet the corruptor’s gaze must 
  succeed on a DC 20 Fortitude save or take 1d6 
  points of damage and a –1 penalty on attack rolls, 
  skill checks and saving throws for 1 minute. The 
  save DC is Charisma-based. 
  Unluck (Su) Roll twice for attacks and damage 
  against a corruptor of fate; the attacker must use 
  
  GRM7-IN4 By Right of Conquest 
   
  Page 70 
  the 
  lower 
  result. 
  This 
  is 
  a 
  mind-affecting 
  necromantic effect. 
  Description A corpulent creature with sickly yellow 
  skin wears black robes embroidered with arcane 
  sigils.  An amulet around its neck bears a twisted 
  version of the heraldry of Gran March, with a 
  clawed hand clutching a heart on the field of gray. 
  It is armed with a dagger. It stands about 5 feet tall 
  and weighs about 200 pounds. Its face is 
  emaciated, with thin yellow skin stretched tightly 
  across its skull. As it attacks, a smell of brimstone 
  emanates from its body. 
  Active Spells:  All at CL 16th except as noted, 
  contingency (displacement if attacked), stoneskin 
  (150 hp capacity), false life, see invisibility, heroes’ 
  feast (CL 11th)  
  Note None of the abilities of the Mage of the Arcane 
  Order prestige class are directly relevant to this 
  scenario beyond bonus feats and languages, which 
  are included in the statistics above.  In the interest 
  of brevity, the full description of the spell pool and 
  other abilities has been omitted. 
  Source: Monster manual IV Pg. 190 
   
  C O R R U P T O R  O F  F ATE  “M I N D E R S”,  O N E  P E R  
  M AJ O R NPC 
  CR  10 
  male corruptor of fate Clr9 
  NE Medium Outsider (Evil, extraplanar, yugoloth) 
  Init +7; Senses Listen +15, Spot +15, darkvision 60 
  ft. 
  Languages Abyssal, Draconic, Infernal, Common, 
  telepathy 100 ft. 
  AC 27, touch 15, flat-footed 22 (+1 for dodge feat 
  against designated target) 
   (+5 Dex, +5 armor, +3 shield) 
  hp 152 (16 HD) 
  Immune acid, energy drain, necromantic effects, 
  negative energy effects, poison. 
  Resist cold 10, fire 10, electricity 10; SR 23 
  Fort +17, Ref +12, Will +17 
  Speed 30 ft. (6 squares) 
  Melee dagger +16/+11/+6 (1d4+2, 19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +15 
  Atk Options aligned strike (evil), bestow curse, spells 
  Special Actions corrupting gaze, spells 
  Class Spells Prepared (CL 13th, CL 14th for Evil 
  spells, or 15th/17th for spell penetration checks, DC 
  15 + spell level): 
    5th— dispel good (D), summon monster V, spell 
  resistance 
   4th— freedom of movement (D), death ward, delay 
  death, restoration 
   3rd— magic circle vs. good (D), dispel magic x4 
   2nd— aid (D), death knell, calm emotions, remove 
  paralysis, silence x2 
   1st— entropic shield (D), cure light wounds x6 
   0— cure minor wounds x6 
  (Luck and Evil domains.) 
  Abilities Str 14, Dex 16, Con 20, Int 12, Wis 20, Cha 
  11  
  SQ unluck, yugoloth traits 
  Feats Dodge, Improved Initiative, Weapon Finesse, 
  Improved Counterspell, Practiced Spellcaster, Spell 
  Penetration 
  Skills Balance +2, Concentration +24, Disguise +10, 
  Hide +10,  Listen +15, Move Silently +15, Sleight of 
  Hand +10, Spellcraft +20, Spot +15, Tumble +12 
  Possessions +2 periapt of wisdom, +1 cloak of 
  resistance, +1 heavy steel shield, +1 chain shirt. 
  Bestow Curse (Su) As the bestow curse spell; at will; 
  Will DC 23; caster level 7th.  
   
  This ability affects those touching or touched by a 
  corruptor of fate or its weapons. A cursed subject 
  must roll percentile dice each turn. On a roll of 01-
  50, it can take no action. On a roll of 51-100, it can 
  act normally. This is a necromantic effect. Undead 
  are unaffected by a corruptor of fate’s bestow curse 
  ability. The save DC is constitution-based.  
  Corrupting Gaze (Su) A corruptor of fate can blast its 
  enemies with a glance, at a range of up to 30 feet. 
  Creatures that meet the corruptor’s gaze must 
  succeed on a DC 18 Fortitude save or take 1d6 
  points of damage and a –1 penalty on attack rolls, 
  skill checks and saving throws for 1 minute. The 
  save DC is Charisma-based. 
  Unluck (Su) Roll twice for attacks and damage 
  against a corruptor of fate; the attacker must use 
  the 
  lower 
  result. 
  This 
  is 
  a 
  mind-affecting 
  necromantic effect. 
  Description A corpulent creature with sickly yellow 
  skin wears a chain shirt and carries a heavy shield. 
  It stands about 5 feet tall and weighs about 200 
  pounds. Its face is emaciated, with thin yellow skin 
  stretched tightly across its skull. As it attacks, a 
  smell of brimstone emanates from its body. 
  Active Spells:  None. 
  Note Tactics revolve around counterspelling.  Use 
  dispel magic spells if needed, or improved 
  counterspell (the summon spell is for orbs, and the 
  spell resistance spell is for dimensional anchor).  
  Remove detrimental conditions from the leader as 
  needed. 
  Source: Monster manual IV Pg. 190 
   
   
  
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  APPENDIX 9 – NPC ALLIES 
  APL S  2  –  8 
   
  G RAN M ARCH I NFANTRY/ V I G I L  K O TW 
  CR  4 
  Male or Female human F4 
  LG medium human 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor,) 
  hp 30 (4 HD)  
  Fort +6, Ref +3, Will +1 
  Speed 20 ft. in chain mail (4 squares), base movement 
  30 ft. 
  Melee longspear +8  (1d8+5) or longsword +8  (1d8+4) 
  Ranged weapon +6 (1d8) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear) 
  Base Atk +4; Grp +6 
  Atk Options Power Attack 
  Abilities Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 11  
  Feats Combat Reflexes, Mounted Combat, Power 
  Attack, Weapon Focus (longspear), Weapon Focus 
  (longsword), Weapon Specialization (longspear), 
  Weapon Specialization (longsword)  
  Skills Climb +2Diplomacy +1, Handle Animal +4, Jump -
  4, Ride +8 , Swim -2, 
  Possessions MW chain mail armor, MW longspear, 
  MW longsword, light crossbow, 20 bolts  
  Description A Gran March infantry soldier wearing 
  superior personal equipment. He also displays a small 
  emblem of the Knight of the Watch. These soldiers are 
  all varieties of human, male and female.  
   
  G RAN M ARCH AR C H E R 
  CR  4 
  Male or Female human F4 
  LG medium human 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common  
  AC 14, touch 12, flat-footed 12; Dodge, Mobility 
   (+2 Dex, +2 armor,) 
  hp 30 (4 HD)  
  Fort +6, Ref +3, Will +1 
  Speed 30 ft. (6 squares) 
  Melee light mace +6  (1d8+2)  
  Ranged weapon +8 (+6/+6 w/Rapid Shot) (1d8+4) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +4; Grp +6 
  Atk Options Point Blank Shot, Rapid Shot 
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 10, Cha 11  
  Feats Dodge, Mobility, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialization (longbow)  
  Skills Climb +7, Handle Animal +4, Jump +7, Ride +5 , 
  Swim 6 
  Possessions Leather armor, MW composite longbow 
  (+2 Str), 100 arrows, light mace  
  Description A Gran March infantry soldier wearing 
  superior personal equipment. These soldiers are all 
  varieties of human, male and female.  
   
   
  APL S  10  –  14 
   
  G RAN M ARCH S O L D I E R/K O TW 
  CR  10 
  Male or Female human F10 
  LG medium human 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 chainmail) 
  hp 75 (10 HD)  
  Fort +9, Ref +5, Will +3 
  Speed 20 ft. in chain mail (4 squares), base movement 
  30 ft. 
  Melee longspear (or lance) +16/+11  (1d8+9) or 
  longsword +16/+11  (1d8+7) 
  Ranged weapon +12 (1d8) 
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear or lance) 
  Base Atk +10; Grp +14 
  Atk Options Power Attack, Ride by Attack, Spirited 
  Charge 
  Abilities Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 11  
  Feats Combat Reflexes, Mounted Combat, Power 
  Attack, Ride By Attack, Spirited Charge, Weapon 
  Focus (lance), Weapon Focus (longspear), Weapon 
  Focus (longsword), Weapon Specialization (lance), 
  Weapon 
  Specialization 
  (longspear), 
  Weapon 
  Specialization (longsword)  
  Skills Climb +7Diplomacy +2, Handle Animal +7, Jump 
  +1, Ride +13 , Swim +2, 
  Possessions +1 chain mail armor, +1 lance, +1 
  longspear, +1 longsword, light crossbow, 20 bolts, 
  gauntlets of ogre power  
  Description A Gran March infantry or cavalry soldier 
  wearing superior personal equipment. He also displays 
  a small emblem of the Knight of the Watch. These 
  soldiers are all varieties of human, male and female.  
   
  G RAN M ARCH AR C H E R 
  CR  10 
  Male or Female human F10 
  LG medium human 
  
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  Init +8; Senses Listen +0, Spot +0 
  Languages Common  
  AC 16, touch 13, flat-footed 12; Dodge, Mobility 
   (+4 Dex, +2 armor,) 
  hp 75 (10 HD)  
  Fort +9, Ref +7, Will +3 
  Speed 30 ft. (6 squares) 
  Melee light mace +12/+7  (1d8+2)  
  Ranged weapon +16/+11 (+14/+14/+9 w/Rapid Shot) 
  (1d8+5) 
  Space 5 ft.; Reach 5 ft.  
  Base Atk +10; Grp +12 
  Atk Options Blind Fight, Far Shot, Point Blank Shot, 
  Power Attack, Rapid Shot 
  Abilities Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 11  
  Feats Blind Fight, Dodge, Far Shot, Improved Initiative, 
  Mobility, Point Blank Shot, Power Attack, Precise 
  Shot, Rapid Shot, Weapon Focus (longbow), Weapon 
  Specialization (longbow)  
  Skills Climb +13, Handle Animal +4, Jump +13, Ride +6 
  , Swim 12 
  Possessions Leather armor, +1 composite longbow (+2 
  Str), 100 arrows, light mace, gloves of dexterity +2  
  Description A Gran March infantry soldier wearing 
  superior personal equipment. These soldiers are all 
  varieties of human, male and female.  
   
   
   
   
  
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  DM AID#1: THE NEW GRAN MARCH 
   
   
   
  
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  DM AID#2: THE KNIGHTS VIGILANT 
   
   
   
   
   
  
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  DM AID: NEW RULES 
  NEW FEATS 
  Cooperative Spell [Metamagic] (Complete Arcane) 
   
  You can cast spells to greater effect in conjunction with the same spell cast by another individual. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell 
  feat can simultaneously cast the same spell at the same time in the round.  Add +2 to the save DC of 
  cooperatively cast spells and +1 to caster level checks to beat the target’s spell resistance (if any), using 
  the higher base DC and level check of either caster. 
   
  A cooperative spell uses up a spell slot of the same level as the spell’s actual level. 
   
  Special: For each additional caster with this feat casting the same cooperative spell simultaneously, 
  the spell’s save DC and the bonus on the caster level check both increase by 1.  When more than two 
  spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters involved in the 
  casting.  For example, two wizards and two sorcerers standing in a circle all have Cooperative Spell.  The 
  first three in the initiative order ready an action to cast fireball, casting the spell when the fourth does.  
  The base DC of the spell’s save is equal to the highest save DC among the cooperative casters (as 
  determined by relevant ability scores, other feats. special abilities, or items) +4 (+2 for the first 
  cooperative caster and +1 for each of the other two).  As well, whoever has the highest caster level 
  determines the base caster level check, which gains a +3 bonus (+1 for each cooperative caster). 
   
  Energy Substitution [Metamagic] (Complete Arcane) 
  You can modify an energy-based spell to use another type of energy instead. 
  Prerequisite: Knowledge (arcana) 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. 
   
  Improved Toughness (Complete Warrior) 
   
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
   
  Practiced Spellcaster (Complete Arcane) 
   
  Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting class increases by 4.  This benefit can’t 
  increase your caster level higher than your Hit Dice.  However, even if you can’t benefit from the full 
  bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to 
  apply the rest of the bonus. 
   
  For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his 
  sorcerer caster level from 5th to 8th (since he has 8 Hit Dice).  If he later gained a fighter level, he would 
  gain the remainder of the bonus ad his sorcerer caster level would become 9th (since he now has 9 Hit 
  Dice). 
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must 
  choose which class gains the feat’s effect. 
  
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  This feat does not affect your spells per day or spells known.  It increases your caster level only, 
  which would help you penetrate spell resistance 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 had selected this feat 
  twice would cast cleric spells as an 8th level caster and wizard spells as a 9th level caster..  
   
  Sculpt Spell (Complete Arcane) 
   
  You can alter the area of your spells. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot 
  radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line.  
  The sculpted spell works normally in all respects except for its shape.  For example, a lightning bolt 
  whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread. 
   
  A sculpted spell uses a spell slot one level higher than the spell’s actual level. 
   
  NEW SPELLS 
  Anticipate Teleportation (Spell Compendium) 
  Abjuration 
  Level: Sor/Wiz 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature touched 
  Area: 5-ft./level radius emanation from touched creature. 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: No 
   
  The arcane words that activate this spell linger in the air for a moment.  As they fade from your 
  hearing, you become more aware of both your surroundings and the possibility of intrusion. 
   
   
  The subject of the spell is surrounded with an invisible aura that anticipates and delays the 
  teleportation of any creature into the spell’s area.  Any teleportation spell or effect (including all spells with 
  the teleportation descriptor)can be anticipated, making the spell’s recipient instantly aware of the exact 
  location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, 
  and how many other creatures (and their sizes) are arriving with the teleporting creature.  The spell also 
  delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count 
  immediately before its next turn), generally giving the recipient of the spell and anyone else made aware 
  of the information 1 round to act or ready actions.  The teleporting creature does not perceive this delay. 
   
  Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also 
  functions against a creature that arrives in range even though its intended destination was elsewhere.  
  For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the 
  spell gives the recipient awareness that a creature has attempted to teleport into range and delays the 
  creature as normal, but doesn’t give awareness as to the actual location of its imminent arrival. 
   
  The spell has no effect on creatures attempting to teleport away from the spell’s area, although if their 
  destination is within the area, the spell will affect their reentry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal costing at least 500 gp, which must be carried or worn 
  by the spell’s recipient while the spell is in effect. 
   
   
  Blast of Flame (Spell Compendium) 
  Conjuration (Creation) [Fire] 
  Level: Sor/Wiz 4 
  Components: V, S, M 
  
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  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: Cone-shaped burst. 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
  As you cast the spell, your hand becomes sheathed in barely perceptible yellow flames.  With a roar, 
  the flames burst from your hand in the shape of a cone, leaving your hand trailing wisps of smoke. 
   
   
   
  Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any 
  creature in the area that fails its saving throw. 
   
   
  Material Component: A bit of wick soaked in oil. 
   
   
  Chain Dispel (Player’s Handbook II) 
  Abjuration 
  Level: Clr 8, Sor/Wiz 8 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One or more creatures, no two of which are more than 30 ft. apart. 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  A coruscating bolt rips through the air, humming with power as it strikes each targeted creature. 
   
  Each creature struck by this spell is affected as if by a targeted dispel magic, except that you can add 
  your caster level to the dispel check, up to a maximum of 25. 
   
  Material Component:  A pair of bronze nails, each no less than 6 inches in length. 
   
  Fireburst, Greater (Spell Compendium) 
  Evocation [Fire] 
  Level: Sor/Wiz 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 15 ft. 
  Area: Burst of fire extending 15 ft. from you. 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  With a grand circular gesture the air around you fills with flame.  An instant later the fire explodes 
  outward, engulfing everything close to you. 
   
   
  Greater fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 15 
  ft. of you.  All creatures and objects within that area, except for you and any creatures or objects that 
  share your space, take 1d10 points of fire damage per caster level (maximum 15d10). 
   
   
  Material Component:  A bit of sulfur. 
   
   
  Mage Armor, Greater (Spell Compendium) 
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 3 
  
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  Components: V, S 
   
  An invisible sheen of armor-shaped force surrounds you. 
   
  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. 
   
  Nerveskitter (Spell Compendium) 
  Transmutation 
  Level: Sor/Wiz 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes 
   
  You suffuse your ally with a brief, blue low.  He jerks away from you, as if he can anticipate 
  your next action. 
   
  You cast this spell when you and your party roll for initiative.  You enhance the subject’s reaction in 
  combat, granting it a +5 bonus on its initiative check for the current encounter.  If the subject does not 
  make an initiative check within 1 round, this spell has no effect.  
   
   
  Orb of Force (Spell Compendium) 
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One orb of force. 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  As you gather the energies of the spell, you feel against your palm a spherical weight that seems 
  almost bonded to your skin.  The sphere grows, until with a final precise movement, you release the 
  translucent blue orb, sending it hurtling toward your intended target. 
   
   
  You create a globe of force 3 inches across, which streaks from you 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). 
   
   
  
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  PLAYER HANDOUT #1 – KNIGHTS OF THE WATCH  
  This information is provided to Knights of the Watch and squires to the Order. 
  Contact with the Watchers in Shiboleth reveals the following significant information: 
  There is an ultroloth calling himself Master Vigilant Marax who is spreading the lie that the Knighthood 
  was founded as a copy of a daemonic order named the Knights Vigilant. Researchers have found some 
  records of a version of the heraldry he uses dating back about 200 years. Even if some version of the 
  skeletal owl rampant was being used 200 years ago, there is no way the knighthood could be based on 
  anything but the true teaching and heraldry of Trilesimain. There are authentic, documented accounts of 
  the history of the knighthood. However, the uniformed are easily misled and many are only too happy to 
  believe slanderous accounts of the Order. This Marax is to be found and put to death, as well as any 
  other friend wearing the perverted heraldry of the Knights Vigilant. This directive comes down from 
  Watcher Tenelous, who seems especially annoyed with the lies being spread. 
  
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  PLAYER HANDOUT #2- SYRLOCH 
   
  This information is provided to PC members of Syrloch. 
  There are rumors that former Archdean Kaema Thuldir has worked with yugoloths seen in Gran March. 
  Someone resembling her aided an ultroloth named Marax to steal some items from The Athenaeum. This 
  woman looked like a half-fiend. These rumors are just speculation at this time, but the Deans are taking 
  the matter under advisement and are investigating. This is a subject to be generally avoided. 
   
  There seems to be an arcanaloth named Morgraze that has found a way to transform humankind and 
  giant-kin into half-yugoloth monsters. The researchers at Syrloch have a number of test subjects and are 
  working to understand and reverse the process. If this creature could be found and captured, it would be 
  helpful to the research. 
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/597/Interactives/GRMBI7-04 - By Right of Conquest (APL 2-14)/GRMBI7-04 - By Right of Conquest.pdf