TEXT: ®
  TM
  Serpent’S Skull
  The Thousand 
  Fangs Below
  By Graeme davis
  
  Gnome Caps
  The variety of fungus found in 
  the Darklands is truly incredible, 
  rivaling the variety of flora in 
  the most fecund of jungles. The 
  mushrooms known commonly 
  as gnome caps are among the 
  most common fungi in these 
  deep realms. Sporting pointed 
  caps of wildly varying colors, 
  gnome caps are quite edible and 
  have a pleasing, earthy flavor. 
  These delectable mushrooms are at 
  the base of the food chain in many 
  Darklands environments. 
  Stinkpods
  The majority of the fungi found 
  in the Darklands are nasty at 
  best, and dangerous or deadly 
  at worst. The pallid puffballs 
  known as stinkpods fall into 
  the first category. While not 
  deadly, the noxious fumes 
  they exude have been known 
  to make even the foulest-
  mannered dwarf blanch and 
  vomit. Of course, stinkpod-
  sniffing contests are quite 
  popular among many lower-
  class dwarves.
  Mwangi Flora
  
  ®
  TM
  The Thousand Fangs
  Below
  Serpent’S Skull
  ADVENTURE PATH PART 5 of 6
  
  ®
  ™
  credits
  Creative Director • James Jacobs
  Senior Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Development Lead • Rob McCreary 
  Editors • Judy Bauer, Christopher Carey, and James L. Sutter
  Editorial Assistance • Jason Bulmahn, Erik Mona, Mark Moreland, Sean K Reynolds,  
  and Vic Wertz
  Editorial Intern • Michael Kenway
  Graphic Designer • Andrew Vallas
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Cover Artist
  Kerem Beyit
  Cartographer
  Rob Lazzaretti
  Additional Cartography
  Corey Macourek, Hugo Solis
  Contributing Artists
  Claudio Casini, Alberto Dal Lago, Steve Ellis, Paul Guzenko, Jon Hodgson,
  Chuck Lukacs, Jim Pavelec, and Kyushik Shin
  Contributing Authors
  Jesse Benner, Clinton Boomer, Graeme Davis, Robin D. Laws, Rob McCreary, and Sean K Reynolds
  Paizo CEO • Lisa Stevens
  Vice President of Operations • Jeffrey Alvarez
  Finance Manager • Christopher Self
  Technical Director • Vic Wertz
  Marketing Director • Hyrum Savage
  Special Thanks
  The Paizo Customer Service, Warehouse, and Website Teams
  “The Thousand Fangs Below” is a Pathfinder Adventure Path scenario designed for four 13th-level characters.  
   By the end of this adventure, characters should reach 15th level. 
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player's Guide, Pathfinder Roleplaying Game 
  Bestiary, and Pathfinder Roleplaying Game Bestiary 2. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at 
  paizo.com/pathfinderRPG/prd.
  This adventure is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the 
  world’s oldest fantasy roleplaying game. The OGL can be found on page 92 of this product. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open 
  Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Pathfinder © 2011, Paizo Publishing, LLC. All Rights Reserved.
  Paizo Publishing, LLC, the golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC;  
  Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Chronicles, Pathfinder Companion, Pathfinder Module, Pathfinder Player Companion,  
  Pathfinder Roleplaying Game, Pathfinder Society, and Titanic Games are trademarks of Paizo Publishing, LLC. 
  Printed in China.
  
  table of contents
  Foreword	
  4
  The	Thousand	Fangs	Below	
  6
  by	Graeme	Davis	and	Rob	McCreary
  Ilmurea:	Shimmering	Spiral	of	the	South	
  62
  by	Clinton	Boomer
  Nethys	
  68
  by	Sean	K	Reynolds
  Pathfinder’s	Journal:	Plague	of	Light	5	of	6	
  74
  by	Robin	D.	Laws
  Bestiary	
  80
  by	Jesse	Benner	and	Sean	K	Reynolds
  Pregenerated	Characters	
  90
  Preview	
  92
  
  Serpenultimate
  G
  oing into the design of the Serpent’s Skull Adventure 
  Path, I didn’t know very much about African 
  mythology. And now that we’re wrapping up the 
  series’ penultimate volume, I still don’t. Somewhere 
  along the way, Golarion itself became a total distraction.
  As often as possible, I try to draw content for 
  Pathfinder’s Bestiary from stories and folklore, whether 
  those sources be real-world tales or the ever expanding 
  legendry of our campaign setting. In the same way that 
  Legacy of Fire’s Bestiaries were a what’s what of Middle 
  Eastern mythological monsters and Carrion Crown’s 
  Bestiaries promise a tour through the traditions of 
  gothic horror, I wanted Serpent’s Skull to delve into the 
  dangers of the same jungles and deadly wildernesses that 
  inspired the Mwangi Expanse. Turns out, that pretty 
  much meant undertaking a casual survey course on the 
  folklore of several dozen cultures at once—in retrospect, 
  a fascinating but frustratingly daunting task.
  Jan Knappert’s concisely titled African Mythology proved 
  an invaluable aid in these studies. Although the name 
  suggests an overview, its encyclopedic organization perfectly 
  suited our needs. Leafing back through and scanning 
  over the passages I’ve highlighted, there are entries on 
  the impundulu (appropriately listed under incubus), 
  the eloko (a monster utilized twice in this series thanks 
  to an unexpectedly scholarly bout of parallel design), 
  the tikoloshe, and several other ideas that evolved into 
  creatures or stories featured in the past several volumes. 
  There are also some less… game-ready ideas in there, for 
  example: “Some monsters are said to be nothing but an 
  enormous mouth on a pair of legs. All it does is run from 
  one victim to another, shouting ‘Hungry! Hungry!’” 
  Despite all the fantastic sources for monstrous beasts 
  and brutes, for one reason on another, it’s been a challenge 
  finding folkloric creatures that simply scream for inclusion 
  in Serpent’s Skull. Many that I’ve encountered come from 
  Serpent’S Skull
  4
  
  the realm of monstrous animals—giant hippos, talking 
  apes, crocodile-snakes, and the like. While these make for 
  fine stories, they’re simply less than fertile ground for new 
  monster rules. I suspect this preponderance of mythical 
  animals as opposed to mythical monsters might have to 
  do with Africa’s several animistic religions, but also with 
  the sheer diversity of deadly beasts one finds across the 
  continent. While I’m not saying they had an easy time, I 
  do wonder if the ancient Greeks would have created tales 
  so riddled with imaginatively deadly creatures if they lived 
  with the same daily risks and teeming predators as one 
  imagines faced many African storytellers. I also admit 
  to having had a poor introduction to this vast body of 
  stories. Beyond Gerald McDermott’s memorably artistic 
  interpretation of Anansi the Spider, I can’t recall much 
  exposure to African tales (beyond those of Egypt) prior 
  to this year. Maybe if the Monster in My Pocket figurines 
  I coveted throughout my childhood had had a few more 
  creatures from the southern hemisphere, I would have had 
  more of a hit list of creatures to seek out. C’est la vie.
  Having confessed and accepted my inexpert knowledge 
  of the countless myths of Africa’s diverse cultures, I’ve 
  tried to season this series’ Bestiaries with more than 
  just those real-world legends that captured my attention. 
  This, of course, meant returning to a familiar font of 
  inspiration: our endless love of fantasy film, prehistory, 
  and cryptozoology—snake swarms, eurypterids, and 
  mokele-mbembe being just a few obvious examples of 
  creatures from these traditions. But I feel like Serpent’s 
  Skull, more than any Adventure Path before it, leans 
  upon the mythology of Golarion. Beyond the predictably 
  present heralds of the gods, several creatures inspired 
  by Pathfinder Campaign Setting: Heart of the Jungle, our 
  guide to the Mwangi Expanse, have also seen their debut 
  within these pages, specifically the umasi and sabosan. 
  Next month you’ll also see a few new creatures tied to 
  Ydersius’s reptilian cult, terrors that draw upon his 
  status as a former deity and the threat of his potential 
  resurrection (along with several of the baddest beasties 
  the jungle depths have to throw at your high-level PCs). 
  It’s been a strange experience over the past years to watch 
  Golarion grow from a place that absolutely needed to draw 
  upon the legendry of the real world to populate its shores, 
  to the point today where it’s an easy matter to look within 
  a country’s borders and find new stories and dangers to 
  present within these pages.
  This comes through not just in the last dozen pages 
  of Pathfinder, but also in our new Pathfinder RPG Bestiary 
  2, which I sincerely hope you’ve all seen on store shelves 
  by now. Aside from collecting and updating some of 
  the best-loved and most loathed monsters that appear 
  herein, several races only hinted at as we’ve explored 
  Golarion finally come to life—the d’ziriak, jyoti, and 
  thrasfyr jump immediately to mind. While these names 
  might be little more than jumbles of letters to some, 
  others might remember mysterious references in The 
  Great Beyond or in “The Skinsaw Murders” in Pathfinder 
  Adventure Path #2 to unknowable denizens of realms 
  beyond reality. It seems like they’re knowable now, and 
  it’s been rewarding seeing what were once half-baked 
  ideas and throwaway references in a world that until 
  recently was pitifully lacking in details now becoming 
  vital entities in a many-faceted cosmology.
  As the Serpent’s Skull Adventure Path draws to a close 
  and we begin to look forward to the horrors of the Carrion 
  Crown, expect this melding of real-world myth and 
  Golarion’s inhabitants to continue. For as long as we’re 
  telling stories, we’re going to want to use and provide 
  details on our favorite creatures from literature, legend, 
  and beyond. At the same time, as Golarion and the worlds 
  around it continue to expand and be explored, we’ll seek 
  to include ever more details on its denizens, whether in 
  the form of cultural treatises, ecologies, or new entries 
  in our endless march of monsters. Some of what we’ve 
  learned early in this Adventure Path has also inspired 
  several new ideas we’ll be unveiling in the upcoming 
  series, so just as our inspirations for creatures continues to 
  evolve, so too will the ways in which we present them. 
  If, like me, one of your favorite parts of any roleplaying 
  game is the monsters, just keep watching our Bestiary 
  and remember how awesome it is to play the bad guys.
  On the COver
  This month’s cover features a particularly dashing 
  interpretation of our iconic Pathfinder: Eando Kline, 
  star of the Pathfinder’s Journal from Pathfinder 
  Adventure Path #2 to #18. Eando’s clash with the 
  serpentfolk comes to a head in this volume as he 
  takes up arms along the PCs to put an end to a 
  blasphemy that threatens to crush the entire world 
  in its vengeful coils. Eando Kline’s statistics appear 
  on page 60 of this volume.
  F. Wesley Schneider
  Managing Editor
  wes@paizo.com
  Foreword
  5
  
  6
  The Thousand Fangs Below
  After months of trekking through the lightless DArklAnDs, it 
  looks like we’ve finAlly reAcheD our DestinAtion. unlike the city i 
  founD up north, this one seems to be inhAbiteD—by morlocks, orviAn 
  vAmpires, AnD living serpentfolk! this is whAt i hAD feAreD, AnD 
  whAt i must stop—A resurgence of the Ancient serpentfolk empire. 
  we’ve AlreADy lost some of our number to the inhAbitAnts of this 
  elDritch city, AnD it’s obvious i’ll neeD help if i’m to put A stop to 
  the serpentfolk’s plAns. Juliver suggests thAt perhAps we cAn get 
  the morlocks on our siDe...
  —excerpt from eAnDo kline’s JournAl
  serpenT’s skull
  
  7
  advenTure Background
  The city of Ilmurea was founded countless centuries ago 
  deep beneath the land that is now called the Mwangi 
  Expanse, as a sister city to the notorious serpentfolk 
  capital of Sverenagati far to the north. Ilmurea was built to 
  provide a stepping-stone to the southern part of the surface 
  world, where the power of mighty Azlant was weaker and 
  the serpentfolk could win their longed-for stronghold on 
  the surface. Ilmurea grew into a mighty fortress-city, and 
  the serpentfolk were able to move into and conquer the 
  jungle lands above.
  The serpentfolk had scant time to consolidate their 
  position on the surface, however, before a huge Azlanti army 
  arrived upon the continent of Garund. As in the north, the 
  Azlanti drove the serpentfolk back underground. Deep in 
  Ilmurea, the Azlanti heroine Savith fought the serpentfolk 
  god Ydersius, ultimately defeating and beheading him. 
  She cast his head into a pool of lava and disposed of his 
  body in a bottomless pit within the serpentfolk’s holiest 
  temple. In the process, Savith was poisoned, and she died 
  soon after. But despite Savith’s sacrifice, Ydersius was not 
  destroyed. His body wandered the Darklands mindlessly 
  for thousands of years while his head remained entombed 
  in rock after the lava cooled.
  With the conquest of Ilmurea and the apparent death 
  of their god, the strength of the serpentfolk empire was 
  broken, never to recover. The survivors slunk away into 
  hidden redoubts in Sekamina, there to hibernate and 
  await the day they could rise again and reclaim their 
  rightful place above the lesser races of Golarion. With 
  the serpentfolk retreat, the Azlanti collapsed all of the 
  tunnels connecting the city to the rest of Sekamina, save 
  for the six serpent gates that opened onto even deeper 
  Darklands realms.
  To further guard against a serpentfolk return, Savith’s 
  followers founded a city in the jungles above, naming 
  it Saventh-Yhi (“Savith’s Grave”) in her honor. Yet the 
  advent of Earthfall eventually brought an end not only to 
  Saventh-Yhi, but to the entire Azlanti empire. Far below 
  in Ilmurea, the tremors that accompanied Earthfall 
  caused a vast chasm to open in the cavern floor, dealing 
  extensive damage to that city as well. Both Saventh-Yhi 
  and Ilmurea lay forgotten for ages.
  But the destruction of the two cities did not claim all of 
  their denizens. While most of Saventh-Yhi’s inhabitants 
  fled or perished during the horror of Earthfall, a small 
  contingent of Azlanti guards was trapped below in 
  Ilmurea. Sheltered from the worst of Earthfall’s effects, 
  these survivors eked out a meager existence far beneath 
  the surface, gradually regressing into feral, degenerate 
  creatures called morlocks.
  For many centuries Ilmurea belonged to the morlocks, 
  until a group of daemon-spawn urdefhans discovered 
  Advancement Track
  Characters should be 13th level when they begin “The 
  Thousand Fangs Below.” The PCs should be 14th level 
  when they enter the fortress of Thousand Fangs, and 
  by the time they rescue Eando Kline, they should be 
  well on their way to 16th level. This adventure uses the 
  medium advancement track for experience.
  the ruined city. These dangerous native outsiders dwelt 
  in a deeper realm far below—infused with otherworldly 
  energy and bred for war, urdefhans (known to some as 
  Orvian vampires because of their bloodthirsty appetites) 
  have long served as minions of Abaddon on the Material 
  Plane. The group of urdefhans who came to Ilmurea did 
  so after they fled their home nation of Doga-Delloth 
  following a failed coup. The fugitives initially planned to 
  return to Orv once they gathered their strength, but they 
  found the city much to their liking, and their temporary 
  sanctuary soon became a new home.
  For many more centuries, the morlocks and urdefhans 
  shared the city between them, periodically warring with 
  one another and any others who happened upon the lost 
  city, until the recent return of the serpentfolk. In far-off 
  Sverenagati, a serpentfolk priest of Ydersius named Vyr-
  Azul learned of the existence of Ilmurea, and realized that 
  his god’s severed head might very well still remain in the 
  forgotten city. Vyr-Azul gathered an army of serpentfolk 
  and journeyed through the Darklands to Ilmurea. Upon 
  arriving in the ancestral city, Vyr-Azul set his minions to 
  unearthing Ydersius’s severed head, believing that if he 
  could recover the god’s skull, it might somehow empower 
  a resurgence of the ancient serpentfolk empire.
  Even more recently, Pathfinder Eando Kline and his 
  group of explorers arrived in Ilmurea. Kline had recently 
  discovered a smaller city of slumbering serpentfolk far 
  to the north, from which he barely escaped with his life. 
  Carrying on his own researches after being ostracized 
  from the Pathfinder Society, Kline eventually learned of 
  Ilmurea and that the possibility of restoring the entire 
  serpentfolk empire conceivably lay there as well. Arriving 
  through the Darklands, Kline and his team began 
  exploring the city. In the process, they discovered the 
  imminent threat posed by Vyr-Azul’s plans, and Kline 
  decided that the only hope of preventing the resurrection 
  of Ydersius was to unite the city’s other inhabitants 
  against the serpentfolk.
  Taking advantage of the morlocks’ reverence for their 
  Azlanti ancestors, Kline convinced the morlocks that 
  he and his followers were an Azlanti expedition sent to 
  The Thousand Fangs Below
  
  8
  recover the lost city and destroy the serpentfolk once and 
  for all. After securing the morlocks’ aid, Kline turned his 
  attention to the urdefhans, who had been warring with 
  the serpentfolk since their unexpected return. Kline’s 
  brazen proposal piqued the interest of the urdefhans’ 
  leader, a half-fiend named Izon, but before he would 
  agree to an alliance, he wanted Kline to kill or recapture 
  an urdefhan warrior who had defected to the serpentfolk. 
  Unfortunately, Kline and his group failed in this task, and 
  were themselves captured by the serpentfolk. Only one 
  of Kline’s followers managed to escape—the Pathfinder 
  chronicler Juliver, who made her way to Saventh-Yhi 
  above in search of help.
  Now Eando Kline sits in a serpentfolk prison waiting 
  for Vyr-Azul to question him personally. The presence of 
  a surface-dweller in Ilmurea, so close to the culmination 
  of his plans, is disturbing, and the serpentfolk priest 
  needs to know if it is a token of a greater threat to his 
  ambition to restore his people to their former power and 
  glory. Yet being so close to the realization of his life goal, 
  Vyr-Azul has delayed turning his full attention to the 
  lesser task of interrogation—the PCs have some time, as 
  a result, to rescue Eando and learn what he knows of the 
  rising threat to the world above.
  ADventure summAry
  Once they have repaired the magical portal in the Vaults 
  of Madness, the PCs find themselves in Ilmurea, far 
  below the city of Saventh-Yhi. From Juliver, they know 
  that Eando Kline is held prisoner somewhere in the 
  city, and that an ancient and terrible evil is about to be 
  awakened. The PCs must find the captured Pathfinder 
  and learn what he knows, so that they can take action to 
  prevent the serpentfolk from rising to their former power 
  and threatening the rest of the world.
  Entering the city, the PCs find out that Kline made 
  contact with a group of morlocks, but before they can 
  talk with these “friendly” morlocks, they must fight 
  through a group of morlock barbarians controlled by 
  intellect devourers. After lifting the morlock siege, the 
  PCs discover that Eando Kline went on to meet with 
  another group inhabiting the city—a race of vampire-
  like outsiders from Orv called urdefhans.
  To find Eando, the PCs must somehow deal with 
  the urdefhans. Whether they approach the urdefhans 
  peacefully or with force, the PCs have the opportunity 
  to learn that the leader of the urdefhans, a half-fiend 
  named Izon, met with Eando Kline. In exchange for the 
  urdefhans’ support against the serpentfolk, Eando went 
  into the serpentfolk-held portion of the city on a mission 
  for Izon, but was captured and never returned. 
  The PCs finally learn that Eando Kline is being held 
  in the great fortress of Thousand Fangs in the center of 
  the city. They must infiltrate the fortress, sneaking past 
  or fighting through the degenerate serpentfolk guards 
  to reach the captive Pathfinder in the dungeons below 
  the fortress. Once the PCs have rescued Kline, they must 
  escape the fortress and Ilmurea and return to Saventh-
  Yhi, where Kline will reveal the true magnitude of the 
  serpentfolk’s plans.
  parT one: The shimmering spiral
  The serpentfolk city of Ilmurea lies far below the Azlanti 
  city of Saventh-Yhi, at the upper reaches of the Darklands 
  region known as Sekamina. At one time, the serpentfolk 
  reigned over all of Sekamina, but their power waned 
  before the might of Azlant, and only Earthfall prevented 
  the destruction of their entire race. Though mostly 
  forgotten by the few serpentfolk who remain active in 
  modern times, Ilmurea still contains one great secret 
  that could threaten the whole of Golarion—the still-
  living skull of the serpentfolk god Ydersius.
  The following section details Ilmurea’s major features 
  and specific locations, as well as the current situation 
  in the city. In addition, a detailed gazetteer of Ilmurea 
  is presented on pages 62–67. You can use this article 
  to further populate the city of Ilmurea beyond what is 
  detailed in this adventure if your players are eager to 
  explore further.
  feAtures of ilmureA
  Ilmurea occupies an immense cavern thousands of feet 
  beneath Saventh-Yhi. The city itself is built on the shores 
  of a vast lake that dominates the cavern’s floor, fed from 
  above by five great, circular waterfalls. At its highest 
  point, the ceiling of the cavern rises 200 feet above the 
  towering fortress of Thousand Fangs in the center of the 
  city’s northern lake. The southern districts of the city sit 
  on a ledge 50 feet above the level of the northern portion of 
  the city. Over time, tremors have caused collapses within 
  the cavern housing Ilmurea, destroying structures and 
  shifting the earth in places. These tremors also opened a 
  vast chasm in the city that divides the lake into two parts, 
  whose waters fall thousands of feet into the abyss.
  The spiral, or coil, is a common motif in serpentfolk 
  art and culture, and many of Ilmurea’s streets and 
  buildings reflect this theme. Major structures tend to be 
  circular or even spiral in plan, and all buildings display 
  spiral and serpentine decorations. Roads tend to be 
  curved, following the lakeshore, and smaller alleys wind 
  sinuously between buildings. The entire cavern flickers 
  with an eerie, ghostly light—the byproduct of decaying 
  serpentstone (see page 63 of the Ilmurea gazetteer for 
  more details about this magical building material). As a 
  result, the city has dim light throughout, although most 
  of the building interiors remain unlit and truly dark.
  serpenT’s skull
  
  9
  i lmurea
  M1
  M1
  M2
  R
  Q
  D
  N
  P
  O
  D
  D
  L
  M3
  K
  J
  I
  G
  F2
  F2
  H
  F5
  F2
  B1
  F4
  F3
  D
  D
  E
  F1
  A
  C
  B2
  B3
  B4
  2,000 feet
  The Thousand Fangs Below
  
  10
  If the PCs decide to explore any of the stairways, they 
  find that the stairs descend thousands of feet into Orv. It 
  is possible to reach other Darklands locations through 
  these tunnels, but only after thousands of miles of travel 
  and countless hazards.
  the bAlAnce of power
  Three factions currently vie for control of Ilmurea—
  serpentfolk, urdefhans, and morlocks. Although they 
  currently control the majority of the city, the serpentfolk 
  are the most recent arrivals to Ilmurea of these three 
  factions. They have claimed the northern half of the 
  city around the large central lake, including the colossal 
  fortress of Thousand Fangs in the center of the lake 
  and the hidden Sanctum of Ydersius. The influx of 
  serpentfolk into Ilmurea pushed the urdefhans into 
  the city’s southeastern districts, where they established 
  themselves on and around the southern lake, driving the 
  morlocks into the far southwestern part of the ruins.
  For now, the serpentfolk are content with the part of 
  the city that they hold, and are waiting for the outcome 
  of Vyr-Azul’s ritual to restore Ydersius. Once the ritual is 
  complete, with the god’s power once more fully behind 
  the serpentfolk, Vyr-Azul intends to sweep the city clean 
  of the other races and use it as a base to reestablish his 
  kin’s control over Sekamina. This close to the ritual’s 
  completion, degenerate serpentfolk patrol the northern 
  ruins regularly, killing or enslaving any non-serpentfolk 
  they find.
  The urdefhans know that the serpentfolk are planning 
  something, but they have been unable to learn any 
  concrete details. When the serpentfolk arrived, they 
  dealt a resounding blow to the urdefhans’ infrastructure 
  and ego, and those who survived were forced to scatter 
  throughout the city—most of these consolidated in the 
  northern portion of the city’s upper tier, wedged between 
  the morlocks and the serpentfolk armies. While these 
  urdefhans suspect that others of their kind survived, they 
  assume that the others have either been captured or are 
  trapped in small buildings or cavern complexes scattered 
  throughout Ilmurea, and have effectively written them 
  off, especially since none of the urdefhan scouting 
  parties that have been sent into the northern part of 
  Ilmurea have returned, and one of their most trusted 
  generals has apparently defected to the serpentfolk. The 
  urdefhans lack the strength to assault the Sanctum of 
  Ydersius directly and drive the serpentfolk from the city, 
  and their current leader, Izon, is becoming increasingly 
  concerned. The daemon-spawn have been absent from 
  Orv so long that Izon had been pondering setting up 
  his own kingdom in the upper reaches of Sekamina, and 
  the arrival of the serpentfolk has all but crushed those 
  goals. As a result, Izon has ordered his troops to capture 
  the serpent gAtes
  Six massive, circular gateways are spaced throughout the 
  city. Known as the serpent gates, each guards the entrance 
  to a network of ancient tunnels and chasms connecting to 
  the vaults of Orv. In the city’s heyday, travelers from across 
  the Darklands entered Ilmurea through these gates. With 
  the Azlanti’s destruction of the other tunnels that once 
  connected the city to the rest of Sekamina, these gates 
  are now Ilmurea’s sole access to the rest of the Darklands. 
  The urdefhans, serpentfolk, and Eando Kline all entered 
  the city through these gates.
  One serpent gate lies in morlock-held territory, though 
  the morlocks themselves do not control it. This is by far the 
  most ruined of the six serpent gates, and is currently the 
  lair of a group of cloakers (see area B4). To the southeast, the 
  urdefhans control two serpent gates, and the urdefhans’ 
  leader, the half-fiend Izon, has even claimed one of them 
  as his palace. These gates (areas F5 and G) are detailed in 
  Part Three. To the north, the serpentfolk have put two of 
  the serpent gates back into commission; these are linked 
  by an ancient road encircling the central lake. Serpentfolk 
  guards are posted at each gate, both to hold the gates 
  against the city’s other factions and to defend the city from 
  invasion from below. These gates (area M1) are described 
  in more detail in Part Four. The final gate (area P) is not 
  controlled by any of the three factions, and is inhabited by 
  Darklands monsters known as gugs.
  Ilmurea’s six serpent gates follow a common design, 
  as detailed on the map on page 30. Unlike normal 
  fortifications, they were built to guard against threats 
  from within rather than without. Each gate is contained 
  within a dome 550 feet in diameter and 60 feet high, 
  topped with a colossal statue of a coiled serpent. A single 
  50-foot-wide gate flanked by guardhouses provides access 
  to the interior. 
  The majority of the space within each dome is a wide, 
  open courtyard, used for temporary markets and visitor 
  encampments, and as a killing field and containment 
  zone for attackers who might seek to invade the city 
  from below. Inside, two large buildings lie against the 
  wall of the dome opposite the gate, containing barracks, 
  armories, storerooms, meeting rooms, and a small shrine 
  to Ydersius. A large, domed building stands in the center 
  of the enclosure, 40 feet tall and 150 feet in diameter, its 
  sole entrance facing away from the dome’s main gate. 
  This was the main Darklands gateway, built around a 
  vast pit and spiral stair leading down thousands of feet to 
  a network of deep tunnels connecting to Orv. Arranged 
  around this central pit were more guardposts, processing 
  and interrogation rooms, holding cells, and teleport 
  chambers, into which nobles and other dignitaries could 
  teleport to spare themselves the perils of a long journey 
  through Sekamina.
  serpenT’s skull
  
  11
  and interrogate any serpentfolk they find in the city, and 
  skirmishes are frequent at the borders between urdefhan 
  and serpentfolk territory.
  The morlocks, meanwhile, have been stretched to the 
  limit simply trying to survive. Lacking the strength to 
  repel either the serpentfolk or the urdefhans, they have 
  been pushed back into farthest margins of the city and 
  forced to scavenge for food where they can find it.
  A fourth faction also inhabits the city, though their 
  presence is almost unknown among Ilmurea’s other 
  denizens. The mysterious intellect devourers came to 
  Ilmurea following their own inscrutable agenda, and 
  have begun taking over the bodies of some of the city’s 
  inhabitants. Though curious about the urdefhans 
  and serpentfolk, the intellect devourers have had little 
  success in infiltrating either the daemon-spawn or the 
  snake people, and so have focused their attentions on 
  the morlocks instead. Currently, a group of intellect 
  devourers in stolen morlock bodies are indulging their 
  appetite for cruel pleasures by setting the morlocks 
  against each other.
  exploring ilmureA
  This adventure assumes that the PCs venture into Ilmurea 
  at Juliver’s request to rescue the captive Pathfinder Eando 
  Kline. Yet like the city of Saventh-Yhi of above, Ilmurea 
  is a vibrant place of ancient ruins, lost wonders, and 
  strange inhabitants, ripe for exploration. For one reason 
  or another, the PCs may be more interested in exploring 
  this long-lost city than rescuing Eando Kline.
  If this is the case, allow the PCs to go where they want 
  to. Any explorations of Ilmurea will almost certainly 
  still bring the PCs into contact with the morlocks, 
  urdefhans, serpentfolk, and other denizens inhabiting 
  the subterranean city, and you can use the encounters 
  in this adventure to slowly guide the PCs toward Eando 
  Kline’s prison.
  Assume that most of the other ruins and buildings in 
  Ilmurea are uninhabited, but some of them certainly serve 
  as lairs for Darklands creatures of one sort or another—
  these inhabitants could be members of the various 
  factions controlling the city or creatures rolled on the 
  Ambushes in Ilmurea table on page 81, or you can place 
  specific denizens of your choosing to meet the needs of 
  your campaign. You can also use the optional encounters 
  detailed in the Ilmurea gazetteer that begins on page 62 to 
  further populate the city as the party explores it.
  If Juliver is still with the party, the PCs may attempt 
  to get information from her on where Eando Kline is 
  being held in the hope, perhaps, of bypassing many of the 
  encounters in the city. Unfortunately, Juliver’s memories 
  of her time in Ilmurea are jumbled as a side effect of the 
  feeblemind spell, exposure to the midnight spores of the 
  Vaults of Madness, and the sheer terror of her ordeals 
  while she was imprisoned and escaping. She remembers 
  being in the city, encountering the serpentfolk there, 
  and making her escape through the magical portal, but 
  her recollections of anything else are hazy at best, and 
  she is of little help in navigating the city or providing 
  information about its dangers and inhabitants. You can 
  play up her haphazard memories by occasionally having 
  her remember certain visuals or architectural features, 
  particularly to guide the PCs toward specific encounters 
  that advance the adventure’s storyline.
  ilmureA encounter AreAs
  The remainder of this chapter summarizes the major 
  encounter areas in Ilmurea. Most of the encounters that 
  take place in the subterranean city are detailed in Parts 
  Two through Four, but several minor encounter areas are 
  presented below.
  As in “City of Seven Spears,” no maps or floor plans are 
  provided for the hundreds of buildings present in the city. 
  Should an encounter occur in a location without a map, 
  you can simply prepare a map of the location by hand based 
  on the environment of the area where the encounter takes 
  place, or you can use one of Paizo Publishing’s numerous 
  Flip-Mats or Map Packs, available at paizo.com and local 
  gaming stores. We’ve reprinted a page of maps taken from 
  these products on page 12—you can use these maps to 
  represent a wide variety of encounter areas in your game.
  A. entrAnce to ilmureA
  PCs using the magical portal in the Vaults of Madness end 
  up in a single subterranean chamber far below the earth. 
  A long tunnel exits this chamber, winding for thousands 
  of feet before ending in Ilmurea at area B1. A DC 20 
  Perception or Survival check made while searching the 
  floor of the tunnel finds the tracks of several humanoids 
  (Juliver and her serpentfolk pursuers).
  At the far southern end of this tunnel lies the portal 
  room, which contains a detailed mural on the west wall 
  surrounded by six focusing crystals. This is the portal 
  to Saventh-Yhi—stepping through the mural instantly 
  transports creatures to a room in the First Vault just 
  below Saventh-Yhi. More details on this vault and the 
  magical portal may be found in the previous adventure, 
  “Vaults of Madness.”
  As long as the focusing crystals are in place on both 
  sides of the portal, the PCs can use the portal to travel 
  back and forth between Ilmurea and Saventh-Yhi. Most 
  of the inhabitants of Ilmurea are unaware of the portal’s 
  existence, but if the PCs use it too often, some of these 
  denizens may take notice, and the PCs could find an 
  ambush waiting for them here the next time they return 
  from the city above.
  The Thousand Fangs Below
  
  12
  serpenT’s skull
  
  13
  b. morlock ruins
  This area is described in Part Two.
  c. uDArrA’s mAnor
  This area is described in Part Two.
  D. pillAr wAterfAlls
  Water from Saventh-Yhi’s lakes slowly drains through 
  narrow fissures in the lakebeds and mingles with 
  subterranean rivers in the earth between the two cities, 
  before pouring from the roof of the cavern in five 
  immense, roughly circular waterfalls. Looking like 
  huge, foaming pillars, these waterfalls fill Ilmurea’s lake 
  system with water from the surface, which eventually 
  drains away into the Steaming Chasm (area K). Two of 
  these pillar waterfalls empty into the South Lake (area E), 
  while three more cascade into the North Lake (area L).
  e. south lAke
  Spires of rock jut up from the surface of this dark lake, 
  and its waters appear oily and threatening. The lake is 
  only 10 to 20 feet deep, with a slight current pulling to the 
  northeast, toward the cataracts (area I). The water itself 
  is harmless, if cold, but dangerous creatures lurk in the 
  placid waters, such as giant octopuses, giant moray eels, 
  albino freshwater sharks, and the occasional piscodaemon 
  from the urdefhan quarter. In uninhabited areas, bands 
  of chuuls haunt the shores of the lake. In places where the 
  lake meets the cavern wall, a DC 30 Climb check is needed 
  to scale the wet, slippery walls.
  f. city of fienDs
  This area is described in Part Three.
  g. izon’s pAlAce
  This area is described in Part Three.
  h. cAnyons of the vemerAk  
  (cr 14)
  North of the serpent gate in urdefhan territory (area F5), 
  the ground drops steeply to a riven landscape of canyons 
  haunted by giant spiders and other subterranean vermin. 
  While most of these creatures pose little threat to powerful 
  characters such as the PCs, one particularly dangerous 
  monster also makes its home in these canyons.
  Creature: When the urdef hans escaped to Ilmurea 
  from Orv, they brought a vemerak egg with them. When 
  the egg hatched, the urdef hans found the creature harder 
  to control than they expected, and ended up releasing it 
  into these canyons. Over the centuries, the practically 
  immortal vemerak has preyed upon the denizens of 
  Ilmurea, including the urdef hans themselves. With the 
  arrival of the serpentfolk, Izon has taken to sending 
  slaves into the canyons for the vemerak to hunt and 
  kill, hoping to appease it into acting as an unwitting 
  guardian against serpentfolk attacks from this quarter. 
  The vemerak has no true lair, and can be encountered 
  anywhere in the canyons. It looks like a huge, multi-
  legged alien insect with a vaguely humanoid torso, 
  scorpion-like claws, and three thrashing, tentacular 
  tails. The vemerak attacks any living creatures that it 
  finds in the canyons.
  Vemerak 
  CR 14
  XP 38,400
  CE Huge aberration (Pathfinder RPG Bestiary 2 278)
  Init +7; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +23
  Aura spore cloud (30 ft.)
  DefenSe
  AC 29, touch 11, flat-footed 26 (+3 Dex, +18 natural, –2 size)
  hp 195 (17d8+119)
  fort +13, Ref +8, Will +13
  DR 5/—; Immune acid, disease, electricity, mind-affecting, 
  poison; Resist sonic 20; SR 25
  OffenSe
  Speed 40 ft., burrow 20 ft., climb 40 ft.
  Melee bite +22 (2d6+11), 2 claws +22 (1d8+11 plus grab), 3 
  tentacles +19 (1d6+5 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (90-foot line, 14d8 acid 
  damage, DC 24 half, once every 1d4 rounds), constrict 
  (claws 1d8+11 or tentacles 1d6+5), earthquake
  TACTICS
  During Combat The vemerak attacks at range with its breath 
  weapon. As opponents draw closer, the vemerak creates an 
  earthquake, then makes full attacks at any creatures within 
  range, hoping to grab and constrict them.
  Morale The vemerak attempts to flee into the canyons if 
  reduced to fewer than 40 hit points, using its breath 
  weapon to deter pursuit.
  STATISTICS
  Str 32, Dex 17, Con 23, Int 5, Wis 16, Cha 22
  Base Atk +12; CMB +25 (+27 bull rush, +29 grapple); CMD 38 
  (40 vs. bull rush, 50 vs. trip)
  feats Awesome Blow, Great Fortitude, Improved Bull Rush, 
  Improved Initiative, Multiattack, Power Attack, Toughness, 
  Weapon Focus (bite), Weapon Focus (claws)
  Skills Climb +19, Perception +23
  Languages Aklo
  SPeCIAL ABILITIeS
  Breath Weapon (Su) A vemerak’s acidic breath weapon has 
  no effect on inorganic or undead material. If the breath 
  weapon deals damage to a living, fleshy creature, the acid 
  creates a transparent cloud of foul-smelling vapor that 
  fills that creature’s space and persists for 1 round. Any 
  The Thousand Fangs Below
  
  14
  creature that is within the cloud or passing through it 
  must make a DC 24 Fortitude save or be nauseated for 1d4 
  rounds. This cloud is a poison effect. The save DCs are 
  Constitution-based.
  earthquake (Su) As a full-round action, a vemerak can burrow 
  its tentacles, legs, and mouth into the ground—this action 
  does not provoke attacks of opportunity. At the start of the 
  next round, it creates an effect identical to an earthquake 
  spell (CL 17th). A vemerak can maintain this zone of 
  trembling earth indefinitely, as long as it continues to take 
  full-round actions to maintain the effect.
  Spore Cloud (Su) A unique form of magic-resistant mold 
  grows upon the body of a vemerak. This mold is the source 
  of the vemerak’s spell resistance. When the vemerak moves, 
  the mold exudes a cloud of spores in a 30-foot radius that 
  acts as a targeted greater dispel magic spell (CL 17th) against 
  the highest caster level magical effect the cloud touches as 
  part of the vemerak’s move that turn.
  Treasure: The vemerak has turned the ruins in the 
  westernmost canyon into a shrine dedicated to its dark 
  and inscrutable subterranean gods. Among the remains 
  of the creatures that the vemerak has offered as sacrifices 
  may be found a potion of aid, a figurine of wondrous power 
  (onyx dog), three gems worth 1,000 gp each, and 894 gp 
  in assorted coins.
  i. cAtArActs
  A series of cascades drop a total of 50 feet from the South 
  Lake into a lower pool, which then pours into the vast 
  chasm that divides the north and south lakes. Characters 
  in the water within 100 feet of the waterfall must make 
  a DC 20 Swim check (for characters in the water) or 
  Profession (sailor) check (for characters in a boat) each 
  round. A failed check results in the boat or swimmer 
  being swept toward the waterfalls at 60 feet per round. 
  Characters going over the falls plummet 50 feet into the 
  pool below, taking 2d3 points of nonlethal damage and 
  3d6 points of lethal damage from collisions with various 
  rocks along the way. In addition, all characters swept 
  over the waterfall must make a DC 20 Fortitude save or 
  be stunned for 1d3 rounds. Every passenger in a boat is 
  affected equally. The lower pool below the waterfall is 20 
  feet deep, with a strong northerly current pulling toward 
  the Steaming Chasm (area K).
  J. greAt fountAin
  In the pool below the waterfall, the builders of Ilmurea 
  created a huge fountain using engineering and magic 
  that throws three immense, interweaving, serpentine 
  plumes of water 60 feet into the air. By some miracle, the 
  fountain was unaffected by the tremors that opened the 
  chasm and ruined portions of the city, and it continues to 
  function. From a distance, it may seem to the PCs that the 
  lower pool is inhabited by some kind of pale, translucent, 
  three-headed serpent, until they come close enough to 
  realize the fountain’s true nature.
  k. steAming chAsm
  A great chasm splits Ilmurea in two. The chasm is 
  shrouded with mist from the waterfalls that pour into it 
  on both sides. Its sides stretch down into darkness, and 
  the floor—if indeed it has one—is too far down to be 
  visible. This great rift opened long ago amid tremors that 
  ruined much of the city during Earthfall.
  Exploring this chasm is beyond the scope of this 
  adventure. It plummets thousands of feet, eventually 
  reaching the Darklands region of Orv, and its slick 
  walls form a weird, vertical ecosystem inhabited by all 
  manner of monsters—fungi, molds, oozes, immense 
  giant spiders, black puddings of incredible size, and even 
  the occasional shoggoth. Delving into this abyss would 
  likely require extensive preparation; if the PCs insist on 
  exploring, don’t be afraid to deter them with encounters 
  that are clearly beyond their abilities.
  l. north lAke (cr 13)
  Like its southern counterpart, the waters of the northern 
  lake are oily and dark, reaching depths of 250 feet around 
  Thousand Fangs (area N). Strong currents pull to the 
  south and southeast toward the Steaming Chasm (area K). 
  Characters in the water within 250 feet of the chasm must 
  make a DC 20 Swim check (for characters in the water) 
  or Profession (sailor) check (for characters in a boat) 
  each round or be swept toward the edge at 60 feet per 
  round. Only two checks in a row are required to escape 
  the currents and reach safety on one of the many islands 
  lining the lip of the chasm.
   Creature: The north lake holds its own share of 
  dangerous creatures, including giant octopuses, giant 
  moray eels, and huge anacondas. The lake’s most deadly 
  denizen, however, is a massive sea serpent descended 
  from a sacred beast kept there by the serpentfolk in 
  ancient times. Called “Ydersius’s Thalassic Daughter” by 
  the city’s current serpentfolk inhabitants, the sea serpent 
  normally lurks in the depths of the lake, but it may 
  surface to attack any boats plying the lake’s waters. The 
  serpentfolk avoid her wrath by sticking close to the ruined 
  bridge that once joined the fortress in the middle of the 
  lake to the eastern shore, an area that the great serpent  
  instinctively avoids.
  Ydersius’s Thalassic Daughter 
  CR 13
  XP 25,600
  Advanced sea serpent (Pathfinder RPG Bestiary 244, 294)
  hp 217
  serpenT’s skull
  
  15
  Treasure: The sea serpent makes its lair among the 
  half-submerged docks along the lake’s northwest shore. 
  Jumbled in the silt below the docks are a suit of +1 
  chainmail, a +3 heavy steel shield, a potion of bull’s strength, 
  and 830 gp in assorted coins.
  m. city of serpents
  This area is described in Part Four.
  n. fortress of thousAnD fAngs
  This area is described in Part Four.
  o. fungus fielDs (cr 14)
  The west-central part of the city has been overrun with 
  mold and fungi. While most of the fungal growth found 
  here is harmless, there are enough hazardous varieties 
  to make traveling through this district dangerous. 
  Green slime and yellow mold grow in profusion on and 
  within the ruined buildings, and dangerous ascomoids, 
  basidironds, and violet fungi wander the deserted, 
  fungus-choked streets.
  Creatures: Voracious, four-armed Darklands monsters 
  known as gugs also inhabit this quarter. While they 
  occasionally raid into serpentfolk-controlled lands in 
  search of fresh meat, they have been repelled enough 
  times that most of them rely on the fungus and mold 
  growing here for sustenance. Most of the gugs travel 
  throughout this portion of the city in small nomadic 
  “camps” of 3–10 individuals. An average encounter here is 
  with four gugs, who attack any living creatures they come 
  across. A gug is a towering humanoid creature covered 
  with wiry, dark hair. Its arms split at the elbow into two 
  forearms, each tipped in a murderous talon, yet it is the 
  creature’s hideous, vertically aligned, fang-filled maw 
  that is perhaps its most distinctive feature.
  Gugs (4) 
  CR 10
  XP 9,600 each
  CE Large aberration (Pathfinder RPG Bestiary 2 151)
  Init +1; Senses darkvision 60 ft.; Perception +27
  DefenSe
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 127 each (15d8+60)
  fort +9, Ref +6, Will +12
  Immune disease, poison
  OffenSe
  Speed 40 ft., climb 20 ft.
  Melee bite +17 (1d8+7), 4 claws +17 (1d6+7)
  Space 10 ft.; Reach 15 ft.
  Special Attacks rend (2 claws, 1d6+10)
  TACTICS
  During Combat The gugs wade into combat, with few tactics 
  other than rending their foes to pieces before moving on to 
  the next enemy.
  Morale If reduced to fewer than 30 hit points, a gug tries to 
  flee into the fungus fields.
  STATISTICS
  Str 25, Dex 12, Con 18, Int 11, Wis 16, Cha 11
  Base Atk +11; CMB +19 (+23 bull rush); CMD 30 (32 vs. bull rush)
  feats Awesome Blow, Blind-Fight, Combat Reflexes, Greater 
  Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill 
  Focus (Perception)
  Skills Climb +15, Escape Artist +13, Knowledge (dungeoneering) 
  +10, Perception +27, Stealth +15, Survival +21
  Languages Undercommon
  SQ compression
  SPeCIAL ABILITIeS
  Compression (ex) A gug can move through an area as small as 
  one-quarter its space without squeezing or one-eighth its 
  space when squeezing.
  p. gug gAte (cr 14)
  The gugs of the Fungus Fields (area O) first entered 
  Ilmurea through this serpent gate. This dome has the 
  same structure as the city’s other serpent gates (see page 
  30) but is by far in the worst condition of the six. Large 
  holes gape in the walls and dome, and many of the interior 
  buildings have collapsed. Thick fungus and mold grow 
  in profusion throughout the dome.
  Creatures: At any one time, four gugs may be found 
  scavenging within the building. They attack any creatures 
  they encounter.
  Gugs (4) 
  CR 10
  XP 9,600 each
  hp 127 each (see above)
  Q. hunter’s mAze
  The tremors that ruined much the city and opened the 
  great rift in the cavern’s floor also caused part of the 
  roof to collapse in the northwestern portion of the city, 
  forming a choked maze of rubble and fallen rock. This 
  entire region is considered difficult terrain, and the DCs 
  of all Acrobatics checks made in these areas are increased 
  by +5. One of the more remote rifts deep in this maze 
  leads to an ancient complex now used by an isolated 
  group of urdefhans who were cut off from those dwelling 
  in southern Ilmurea when the serpentfolk returned—
  this complex plays a key role in the final adventure in the 
  Serpent’s Skull Adventure Path.
  r. sAnctum of yDersius
  These subterranean tunnels lead to Ilmurea’s most 
  sacred locale, the Sanctum of Ydersius, where Savith long 
  ago beheaded the serpent deity, and where Vyr-Azul now 
  plans to bring his back his headless god.  The Sanctum of 
  The Thousand Fangs Below
  
  16
  Ydersius does not feature in this adventure; it is detailed 
  in the next installment of this Adventure Path, “Sanctum 
  of the Serpent God.”
  parT Two: The ForgoTTen people
  The magical portal from Saventh-Yhi opens onto a long 
  tunnel (area A) that leads to the section of the city that is 
  most ruined (and therefore least desirable) , and as such is 
  the realm of the Ilmurean morlocks. Few buildings here 
  are completely whole—most have crumbled beneath the 
  weight of the ages or falling rocks from the cavern roof. 
  The central portion of this area has been overrun with 
  fungus, which provides much of the morlocks’ food. In 
  the northwestern reach of the district, ancient rockfalls 
  have blocked access to the northern portion of the city, 
  and have damaged this region’s serpent gate (area B4) in 
  the process.
  The morlocks are the only remnant of the ancient 
  Azlanti garrison trapped here after Earthfall. They are 
  currently divided into two warring factions—those who 
  allied themselves with Eando Kline and those who have 
  been taken over by the intellect devourers. The morlocks 
  loyal to Kline are led by an oracle of the morlocks’ ancestor 
  gods named Udarra, and have been driven into a single 
  building in the southwestern section of the city. They 
  are currently under siege by the warriors of the tribe, all 
  of whom are controlled by intellect devourers, under the 
  leadership of a powerful warrior named Ixolan (who is 
  actually a vessel for the intellect devourer Uthothot).
  Many more morlocks are not members of either 
  faction—these morlocks are unaware of the intellect 
  devourers’ infiltration of their tribe. They huddle in the 
  ruins, avoiding the conflict (and the PCs), and waiting 
  for a victor to emerge. As the PCs travel through this 
  area, the morlocks watch them stealthily from the ruins. 
  The morlocks’ high Stealth skill makes them difficult to 
  detect, but the odd sound or glimpse of movement at the 
  edge of the shadows can be used to make the PCs nervous. 
  These morlocks do not attack the PCs. If the PCs attack 
  them, the morlocks defend themselves only until they 
  can find an opportunity to escape into the ruins.
  Morlocks 
  CR 2
  XP 600 each
  hp 22 each (Pathfinder RPG Bestiary 209)
  Creatures: Pairs of morlock vessels controlled by 
  intellect devourers patrol this portion of the city, a CR 12 
  encounter. Use the Ambushes in Ilmurea table on page 
  81 to generate an encounter with one of these patrols. A 
  morlock patrol attacks any creatures it happens upon, 
  as the intellect devourers are eager to experience new 
  sensations from stolen bodies other than those of the 
  morlocks they’ve been inhabiting. When a morlock vessel 
  is killed, the intellect devourer controlling it exits the 
  body and attacks.
  Morlock Vessels (2) 
  CR 8
  XP 4,800 each
  hp 127 each (see page 19)
  Intellect Devourers (2) 
  CR 8
  XP 4,800 each
  hp 84 each (Pathfinder RPG Bestiary 180)
  b1. cAve of spiDers  
  (cr 11 or 13)
  The twisting tunnel opens onto a wide cavern. Crumbling ruins 
  lean drunkenly against the walls, draped with thick cobwebs 
  crawling with fist-sized spiders. The faint sound of rushing 
  water echoes through the empty space.
  The long tunnel from area A leads to this cavern. 
  Though this area is only nominally under their control, 
  the morlocks have been expecting more surface-dwellers 
  to arrive since their encounter with Eando Kline, and 
  they have been watching the entrance to the city since 
  they saw Juliver escape down the tunnel. Unfortunately, 
  the morlocks left behind to await her return soon fell 
  prey to the cavern’s newest residents.
  Creatures: Two immense vagabond spiders and their 
  brood have taken over this cavern as their lair. When the 
  PCs first enter this area, there is a 50% chance that one 
  of the spiders is out hunting, leaving the other to defend 
  the lair. The tarantula-sized spiderlings that infest the 
  cavern are scary-looking but harmless. The vagabond 
  spiders attack any living thing entering the cavern. They 
  pursue fleeing prey within the cavern, but do not follow 
  them into the city; instead, they return here to protect 
  their brood.
  Vagabond Spiders (2) 
  CR 11
  XP 12,800 each
  N Colossal vermin
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +5
  DefenSe
  AC 24, touch 4, flat-footed 22 (+2 Dex, +20 natural, –8 size)
  hp 152 each (16d8+80)
  fort +15, Ref +7, Will +6
  Immune mind-affecting effects
  OffenSe
  Speed 50 ft., climb 50 ft.
  Melee bite +20 (4d6+24 plus poison)
  Space 30 ft.; Reach 30 ft.
  serpenT’s skull
  
  17
  Vagabond Spider
  Special Attacks poison, web (+14 ranged, DC 23, 16 hp)
  STATISTICS
  Str 43, Dex 15, Con 20, Int —, Wis 12, Cha 2
  Base Atk +12; CMB +36; CMD 48 (60 vs. trip)
  Skills Climb +32, Perception +5, Stealth –6 (–2 in webs); Racial 
  Modifiers +16 Climb, +4 Perception, +8 Stealth (+12 in webs)
  SPeCIAL ABILITIeS
  Poison (ex) Bite—injury; save Fort DC 25; frequency 1/round 
  for 4 rounds; effect 1d4 Strength; cure 2 consecutive saves.
  Treasure: Searching the webs thoroughly will turn 
  up 200 gp in assorted coins, mostly on and around 
  the corpses hanging in the webs. In addition, a DC 25 
  Perception check finds an ancient weapon lost in the 
  ruins, a +1 flaming burst throwing warhammer.
  Development: The husks of several humanoid corpses 
  hang among the webs, with a few spiderlings still feeding 
  upon them. A DC 14 Knowledge (nature) check identifies 
  the corpses as morlocks. A successful DC 20 Perception 
  check reveals that one of the morlocks is still alive, 
  but unconscious and near death. If the morlock is cut 
  down from the webs, PCs making a DC 10 Perception 
  check notice a familiar-looking symbol painted on his 
  clothing in pale mud that matches the tattoo on Juliver’s 
  shoulder—a crude rendition of the Glyph of the Open 
  Road, the symbol of the Pathfinder Society.
  the morlock pAthfinDer
  The morlock, named Thekola, is at –2 hit points but 
  stable, and has taken 10 points of Strength damage 
  from spider venom. If the PCs heal him, the 
  morlock prostrates himself before them in 
  an embarrassing display of devotion, and 
  is automatically considered helpful—the 
  morlock assumes that the PCs are allies 
  of Eando (especially if Juliver is with 
  the party) come to save his people. 
  Thekola’s answers to the PCs’ most 
  likely questions are given below.
  What’s the symbol on your 
  clothing? “Kline gave it to us. All my 
  tribe wear it. It shows we are blessed by 
  ancestors, to fight against snakewalkers.”
  What 
  are 
  the 
  snakewalkers? 
  “Evil. 
  Enemies of ancestors. Snakes that walk 
  like humans, far below.”
  Tell us about Kline. “He come 
  here, not long ago. Bring word from 
  ancestors. They still remember us. 
  They know we still here, watching 
  for return of snakewalkers. Kline 
  say we work with vampires to kill 
  snakewalkers again.”
  Where is Kline now? “Kline go to talk to vampire devil-
  chief. Not see him since.”
  There are vampires here? “Yes. Chase us here, take our 
  homes. Now in middle between us and snakewalkers. 
  They ride big bats, steal us, kill us. No can fight. No come 
  back.”
  Why are you here? “Udarra send us here to wait. In 
  case Kline’s female come back. In case others come. But 
  giant spiders come instead. Kill us. Eat us. Everything 
  go black.”
  Who is Kline’s female? “She.” (Thekola points to 
  Juliver, if she is present.) “She Kline’s female. Go with 
  him to vampires. Come back hurt, scared, snakewalkers 
  chase her. Go in here, no come back. Udarra say maybe 
  she get help for us.” (At this point, feel free to allow 
  Juliver a flash of memory to resurface of her encounter 
  with the urdefhans—not enough for the PCs to seek the 
  urdefhans out, perhaps, but enough for them to get a hint 
  of what is to come.)
  Who is Udarra? “High priest. Very wise. Talks to 
  ancestors, talks to Kline. Follows ancestors, follows 
  Kline. But Ixolan no like, try to take power for himself. 
  He attack Udarra, and all Kline’s followers.”
  The Thousand Fangs Below
  
  18
  Thekola
  Who is Ixolan? “Strong warlord. He no listen to words 
  of Kline. He and mightiest warriors fight Udarra. Trap 
  her and all who follow Kline in old building.”
  Can you take us to Udarra? “Yes. I here in case others 
  come after Kline. Udarra say others come, now you 
  come. I take you to her, you help against Ixolan and 
  snakewalkers.”
  Development: If the PCs are accompanied by Juliver, 
  or if they bear any visible symbols of the Pathfinder 
  Society, Thekola assumes that they are “emissaries of the 
  ancestors” like Kline himself, and have come to deliver 
  the morlocks from the urdefhans 
  and serpentfolk. He guides the PCs 
  through morlock territory, leading 
  them along the southern shore of 
  the lake, through the Gate of the 
  Guardians (area B2), and then to 
  Udarra’s Manor (area C).
  Thekola 
  CR 2
  Male morlock (Pathfinder RPG Bestiary 
  209)
  hp 22 (currently –2)
  b2. gAte of the 
  guArDiAns (cr 13)
  A stone wall stretches between the walls of the cavern, 
  pierced by a single fortified gateway flanked by two towers. 
  A larger-than-life statue of a warrior in archaic armor stands 
  before each tower. The fortifications are obviously ancient, and 
  display a different architectural style than that seen in the rest 
  of the city, but the defenses still appear strong.
  After they conquered Ilmurea, the Azlanti built these 
  fortifications as a redoubt and base for the garrison 
  they left in the city. They can be recognized as Azlanti 
  rather than serpentfolk in origin with a DC 25 Knowledge 
  (engineering) or (history) check. The walls are 40 feet tall 
  and 10 feet thick, with 60-foot-high towers. The wooden 
  gate has long since decayed, leaving a 20-foot-wide 
  passage through the wall.
  Creatures: The two statues flanking the gate are stone 
  golems left by the Azlanti to reinforce their Ilmurean 
  garrison. The golems have instructions to attack any 
  non-Azlanti creatures passing through the gate. As the 
  morlocks are descended from the original Azlanti garrison 
  and their devolution to savagery has been so gradual over 
  the centuries, the golems consider them Azlanti and 
  ignore them. Thekola has no idea of the golems’ existence, 
  thinking them just ancient statues of the morlocks’ 
  ancestor gods. If the PCs try to pass through the gate, 
  however, the golems immediately animate and attack.
  Azlanti Stone Golems (2) 
  CR 11
  XP 12,800 each
  hp 107 each (Pathfinder RPG Bestiary 163)
  b3. temple of stone (cr 13)
  A large pile of rubble stands in the middle of a field of fungus, 
  apparently the collapsed remains of some structure.
  Long ago, after the serpentfolk exodus, but before 
  the city’s present denizens took up residence, 
  a svirfneblin priest stumbled upon the 
  ruined city. He dedicated this 
  former serpentfolk temple to 
  his gods of the deep earth.
  Creatures: The svirfneblin priest  
  is long gone, and the temple has 
  collapsed into rubble, but the two 
  elder earth elementals that the priest 
  summoned to defend his temple remain. 
  If anyone approaches within 25 feet of the 
  site, the rubble forms itself into two towering 
  humanoid figures, which immediately attack. 
  The morlocks learned early on to avoid this 
  site, after they accidentally awakened the 
  elementals while foraging. The elementals do 
  not pursue fleeing enemies more than 100 feet from the 
  site they are bound to protect.
  elder earth elementals (2) 
  CR 11
  XP 12,800 each
  hp 168 each (Pathfinder RPG Bestiary 123)
  b4. cloAker gAte (cr 13)
  A huge stone serpent coils around this large domed building. 
  Dark holes gape in places where the roof has fallen away, and 
  great cracks run through both the statue and dome. A single 
  gate stands in the southeast wall, opening onto the dark 
  interior.
  This large building has the same basic plan as Izon’s 
  Palace (area G), but is in much worse condition. Rockfalls 
  have partially caved in the main dome, and many of the 
  interior buildings are ruined or completely collapsed. 
  Fallen rubble fills the central courtyard, making the 
  interior difficult terrain. Eando Kline and his party 
  entered Ilmurea through this gate, though the staircase 
  spiraling down the central pit is choked with rubble and 
  in places has collapsed entirely. You can use the map of 
  Izon’s Palace on page 30 to represent his area, but most 
  of the interior buildings are ruined, and only the area 
  marked G4 is currently inhabited.
  serpenT’s skull
  
  19
  Creatures: Four cloakers have journeyed up from Orv 
  through this gate and have made it their lair while they 
  carefully scout out the city, occasionally snatching a lone 
  morlock. In between their forays, they lurk out of sight 
  near the roof of the central dome over the pit, but they 
  swoop down to attack any creature that enters the area.
  Cloaker Infiltrators (4) 
  CR 9
  XP 6,400 each
  Cloaker rogue 7 (Pathfinder RPG Bestiary 47)
  CN Large aberration 
  Init +10; Senses darkvision 60 ft.; Perception +24
  DefenSe
  AC 22, touch 15, flat-footed 16 (+6 Dex, +7 natural, –1 size)
  hp 146 each (13d8+85) 
  fort +10, Ref +13, Will +9
  Defensive Abilities evasion, shadow shift, trap sense +2, 
  uncanny dodge
  OffenSe
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +16 (1d6+5), tail slap +9 (1d8+2)
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks engulf, moan (DC 18), sneak attack +4d6
  TACTICS
  During Combat The cloakers hide near the roof above the pit 
  until victims come close enough for them to strike from 
  surprise. Each then makes a sneak attack and attempts 
  to engulf a chosen foe. Thereafter, the cloakers use their 
  moan attacks, each causing a different effect. Once a 
  cloaker has chosen its target, it casts blur and focuses its 
  attacks on that target.
  Morale A cloaker flees back into the pit if reduced to fewer 
  than 30 hit points.
  STATISTICS
  Str 18, Dex 22, Con 22, Int 17, Wis 14, Cha 16
  Base Atk +9; CMB +14; CMD 30 (can’t be tripped)
  feats Ability Focus (moan), Combat Reflexes, Improved 
  Initiative, Skill Focus (Perception), Stealthy, Vital Strike, 
  Weapon Finesse, Weapon Focus (bite)
  Skills Acrobatics +22 (+14 jump), Disguise +19 (+27 to appear 
  as a cloak or sheet), Escape Artist +26, Fly +16, Knowledge 
  (dungeoneering) +19, Knowledge (religion) +12, Perception +24, 
  Sense Motive +18, Stealth +22, Swim +20
  Languages Aklo, Aquan, Orvian, Undercommon
  SQ rogue talents (fast stealth, finesse rogue, surprise attack), 
  trapfinding +3
  Gear amulet of mighty fists +1
  c. uDArrA’s mAnor
  This ruined mansion once belonged to a serpentfolk 
  noble, but is now the refuge of the morlocks loyal to Eando 
  Kline—the oracle Udarra and her followers. Under siege 
  by the warlord Ixolan and the tribe’s former warriors who 
  now controlled by intellect devourers, Udarra and her 
  people have barricaded themselves inside, hoping that 
  help will soon arrive from the missing Kline, or from 
  Juliver and any allies she found on the surface world.
  Thekola leads the PCs here from the Cave of Spiders 
  (area B1), begging them to lift the siege and rescue Udarra 
  and his people, but once he sees the morlock barbarians 
  at area C1 he runs and hides.
  c1. serpent stAir (cr 13)
  A large building sits atop a ledge against the cavern wall. Though 
  partially ruined, it still has an air of faded glory—spiral carvings 
  decorate the walls, and carved serpentine heads rise above the 
  wavy lines of the building’s eaves. A wide stone stairway climbs 
  up the ledge, flanked by a line of large stone snake heads on 
  each side. At the top of the stairs, dual portals lead into the 
  building, both marked with the same crude symbol.
  The stairs ascend about 20 feet to the level of the 
  ledge and the entrance to the mansion. The two doors 
  at the top are unlocked, and the symbol painted on them 
  matches the symbol on Thekola’s clothes, the Glyph of 
  the Open Road.
  Creatures: Ixolan has left three of his warriors on the 
  stair to guard against any other morlocks coming to 
  Udarra’s aid. All of them are vessels for intellect devourers. 
  They are not expecting any trouble, however, and the 
  intellect devourers controlling them are engrossed in 
  experimenting with the sensation of pain by having their 
  hosts take turns hitting each other. They take a –2 penalty 
  on Perception checks to notice approaching enemies as 
  a result. When a morlock is killed, its head splits open, 
  disgorging the intellect devourer inhabiting the body, 
  which then continues to attack the PCs.
  Morlock Vessels (3) 
  CR 8
  XP 4,800 each
  Morlock barbarian 6 (Pathfinder RPG Bestiary 209)
  CE Medium monstrous humanoid
  Init +9; Senses darkvision 120 ft., scent; Perception +10
  DefenSe
  AC 19, touch 13, flat-footed 14 (+5 armor, +4 Dex, +1 dodge,  
  +1 natural, –2 rage)
  hp 127 each (9 HD; 3d10+6d12+69)
  fort +13, Ref +12, Will +8
  Defensive Abilities improved uncanny dodge, trap sense +2; 
  Immune disease, poison
  Weaknesses light blindness
  OffenSe
  Speed 50 ft., climb 30 ft.
  Melee mwk greatclub +16/+11 (1d10+9), bite +10 (1d6+3)
  Special Attacks leap attack, rage (19 rounds/day), rage powers 
  The Thousand Fangs Below
  
  20
  (raging climber +6, raging leaper +6, superstition +3), sneak 
  attack +1d6, swarming
  Spell-Like Abilities (CL 8th; concentration +11)
  Constant—detect magic
  At will—confusion (DC 17, single target only), daze monster 
  (DC 15, no HD limit), inflict serious wounds (DC 16), 
  invisibility, reduce size (as reduce person but self only)
  3/day—cure moderate wounds, globe of invulnerability
  TACTICS
  During Combat The morlocks rage, using their swarming 
  ability to flank foes.
  Morale The morlocks fight to the death, at which point the 
  intellect devourers that were controlling them leave the 
  bodies and attack.
  Base Statistics When not raging, the morlocks’ statistics are 
  AC 21, touch 15, flat-footed 16; hp 109; fort +11, Will +6; 
  Melee mwk greatclub +14/+9 (1d10+6), bite +9 (1d6+2); Str 18, 
  Con 20; CMB +13, Skills Climb +30
  STATISTICS
  Str 22, Dex 21, Con 24, Int 7, Wis 12, Cha 6
  Base Atk +9; CMB +15; CMD 29
  feats Combat Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes, Lunge
  Skills Acrobatics +16 (+24 jump), Climb +32, Perception +10, 
  Stealth +12 (+16 in caverns), Survival +7
  Languages Undercommon
  SQ expert climber, fast movement
  Gear +1 hide armor, masterwork greatclub
  Intellect Devourers (3) 
  CR 8
  XP 4,800 each
  hp 84 each (Pathfinder RPG Bestiary 180)
  TACTICS
  During Combat When removed from its morlock host, an 
  intellect devourer casts globe of invulnerability, then uses its 
  spell-like abilities to confuse or daze foes. It casts invisibility 
  to make sneak attacks, returning to its globe if opponents 
  target it with spells. 
  Morale An intellect devourer flees when reduced to 20 hit 
  points or fewer.
  c2. mAin hAll (cr 13)
  The ceiling of this once-grand hall has collapsed in places, 
  leaving piles of rubble on the tiled floor. Serpentine carvings 
  adorn the walls and the double row of columns that leads from 
  udarra’s manor
  One square = 10 feet
  C1
  C2
  C3
  C4
  C4
  C5
  C6
  C7
  C8
  serpenT’s skull
  
  21
  the main entrance to a short flight of stairs, ending in a pair 
  of double doors against the far wall. Additional double doors 
  stand in each of the side walls.
  This chamber was once the grand salon of the 
  serpentfolk manor, but is now the site of a siege. The 
  ceiling in this room is 30 feet high. The stairs lead up 
  to a 10-foot-high landing with double doors at the top. 
  The doors are made of iron and are barred (hardness 10, 
  hp 60, Break DC 30). The morlock oracle Udarra and her 
  loyal followers are barricaded within (see area C8). 
  Creatures: Ixolan, the leader of the intellect-devourer-
  controlled morlocks, stands in this room directing two 
  alchemical golems in their attempts to batter down the 
  barred doors to the northeast. Ixolan was the tribe’s most 
  respected warrior and scout until his body was taken over 
  by the intellect devourer Uthothot. In short order, he 
  claimed leadership of all of the tribe’s warriors, who were 
  soon infiltrated by the intellect devourers as well. Under 
  Uthothot’s control, Ixolan tried to seize power from the 
  tribe’s oracle Udarra. Many morlocks were killed in the 
  ensuing battle, but Udarra was able to escape here with her 
  most loyal followers.
  The alchemical golems are legacies of the exiled 
  intellect devourer M’deggog (see page 58 of Pathfinder 
  Adventure Path #40). Before it was banished, M’deggog 
  used its alchemical skill and esoteric knowledge to 
  create these golems. Rather than consuming the brains 
  of victims, M’deggog extracted the brains and implanted 
  them in mechanical bodies. This process allowed one 
  victim to provide two services—the body could serve as 
  a host vessel for an intellect devourer, while the brain 
  could power a construct. Like M’deggog’s experiments in 
  remotely controlling host vessels, however, this pseudo-
  scientific magic was considered too unorthodox for the 
  other intellect devourers, who exiled M’deggog from 
  Ilmurea. Despite their heretical origin, Uthothot has 
  decided to use the golems for the obvious advantages they 
  have over the intellect devourers’ morlock hosts.
  The two alchemical golems stand next to the doors in 
  the northeast. Ixolan stands near the doors to area C5 
  directing their efforts. He wears a breastplate crafted 
  from the shells of giant subterranean insects and wields 
  a morningstar made from a giant scorpion stinger. He 
  paints his face with blue war paint that glows when seen 
  with darkvision.
  Alchemical Golems (2) 
  CR 9
  XP 6,400 each
  N Large construct (Pathfinder RPG Bestiary 2 135)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +0
  DefenSe
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 96 each (12d10+30)
  fort +4, Ref +8, Will +4
  DR 10/adamantine or bludgeoning; Immune construct traits, magic
  OffenSe
  Speed 30 ft.
  Melee 2 slams +19 (2d8+8 plus alchemy)
  Ranged bomb +15 (8d6 energy damage)
  Space 10 ft.; Reach 10 ft.
  Special Attacks alchemy, bombs, splash
  TACTICS
  During Combat The golems throw bombs at opponents, 
  then move forward to engage foes in melee combat. They 
  use more bombs against anyone attempting to attack 
  Ixolan in melee.
  Morale The golems fight until destroyed.
  STATISTICS
  Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
  Base Atk +12; CMB +21; CMD 35
  SPeCIAL ABILITIeS
  Alchemy (ex) When an alchemical golem strikes a foe, the 
  attack has an additional random effect, chosen from the 
  options below. The attack can either deal 1d6 points of 
  acid, cold, electricity, or fire damage, or cause the target to 
  become sickened (Fortitude DC 16 negates) or entangled 
  (Reflex DC 16 negates) for 1d4 rounds. These save DCs are 
  Constitution-based.
  Bombs (ex) As a standard action, an alchemical golem can 
  throw a bomb as a ranged touch attack to a distance of 
  60 feet (no range increment). If the attack misses, treat it 
  as a thrown splash weapon to determine where it lands. 
  Anyone who is struck by an alchemical golem’s bomb 
  takes 8d6 points of acid, cold, electricity, or fire damage 
  (determine type randomly). All creatures adjacent to the 
  location where the bomb hits take 1d6 points of energy 
  damage of the same type.
  Immunity to Magic (ex) An alchemical golem is immune to 
  spells or spell-like abilities that allow spell resistance, save 
  for spells with the sonic descriptor. Shatter damages an 
  alchemical golem as if it were a crystalline creature.
  Splash (ex) Any strike on an alchemical golem with a non-
  reach melee weapon deals 1 point of acid, cold, electricity, 
  or fire damage (determine type randomly) to the attacker. 
  This amount increases to 1d6 points of damage if the attack 
  is a critical hit.
  Ixolan 
  CR 10
  XP 9,600
  Male intellect-devourer-controlled morlock ranger (skirmisher) 
  8 (Pathfinder RPG Bestiary 209, Pathfinder RPG Advanced 
  Player’s Guide 128)
  CE Medium monstrous humanoid 
  Init +11 (+15 underground); Senses darkvision 120 ft., scent; 
  Perception +12 (+16 underground)
  The Thousand Fangs Below
  
  22
  Ixolan
  DefenSe
  AC 24, touch 14, flat-footed 20 (+7 armor, +3 Dex, +1 dodge,  
  +2 natural, +1 shield)
  hp 116 (11d10+52) 
  fort +10, Ref +16, Will +6
  Immune disease, poison
  Weaknesses light blindness
  OffenSe
  Speed 30 ft., climb 30 ft.
  Melee morningstar of venom +15/+10/+5 (1d8+5), mwk kukri 
  +14/+9 (1d4+4/18–20), bite +10 (1d6+6)
  Special Attacks favored enemy (monstrous humanoids +2, 
  native outsiders +4), leap attack, sneak attack +1d6, swarming
  Spell-Like Abilities (CL 8th; concentration +11)
  Constant—detect magic
  At will—confusion (DC 17, single target only), daze monster 
  (DC 15, no HD limit), inflict serious wounds (DC 16), 
  invisibility, reduce size (as reduce person but self only)
  3/day—cure moderate wounds, globe of invulnerability
  TACTICS
  Before Combat Ixolan casts globe of invulnerability and 
  invisibility on himself before entering combat.
  During Combat While his golems attack the PCs, Ixolan 
  attempts to weaken them using confusion and daze monster. 
  If these seem ineffectual, Ixolan enters combat with his 
  weapons. After every attack, he retreats to the shadows and 
  becomes invisible again.
  Morale Ixolan tries to flee if he is reduced to fewer than 30 hit 
  points or is in immediate danger of being captured. If Ixolan 
  is slain, the intellect devourer Uthothot emerges from his 
  body and attacks.
  STATISTICS
  Str 18, Dex 24, Con 16, Int 7, Wis 12, Cha 8
  Base Atk +11; CMB +15; CMD 33
  feats Dodge, Double Slice, Endurance, Improved Initiative, 
  Improved Two-Weapon Fighting, Toughness, Two-
  Weapon Defense, Two-Weapon Fighting, Weapon Focus 
  (morningstar)
  Skills Acrobatics +20, Climb +36, Perception +12, Stealth +15 (+23 
  in caverns or underground), Survival +10 (+14 underground)
  Languages Undercommon
  SQ expert climber, favored terrain (underground +4, urban +2), 
  hunter’s bond (companions), hunter’s tricks 5/day (second 
  chance strike, surprise shift)*, swift tracker, track +4, wild 
  empathy +7, woodland stride
  Gear +1 breastplate, morningstar of venom (as dagger of venom), 
  masterwork kukri, amulet of natural armor +1
  * See Advanced Player’s Guide.
  Uthothot 
  CR 8
  XP 4,800
  Intellect devourer (Pathfinder RPG Bestiary 180)
  hp 84
  TACTICS
  During Combat When Ixolan dies, Uthothot immediately 
  casts invisibility, waiting for enemies to come close so it can 
  make a full sneak attack. Uthothot’s primary aim is to find a 
  new body, so it focuses all of its attacks on a single foe.
  Morale Uthothot flees when reduced to 30 hit points 
  or fewer.
  Development: If the combat in this room last for 5 
  rounds or more, the morlock vessels in area C5 come 
  forth to join their leader.
  c3. sAlon
  This bare room shows signs of recent habitation, but is 
  now abandoned, its inhabitants having moved into area 
  C8 with Udarra. A wide set of steps leads up to a sunken 
  bath; the water within is stagnant and thick with algae. 
  The ceiling is 20 feet high.
  c4. living AreAs 
  In Ilmurea’s heyday, these rooms served as living 
  quarters for the serpentfolk living in the manor. The 
  serpenT’s skull
  
  23
  ceilings are 30 feet high. Curving staircases lead up 
  15 feet to elevated lofts supported by pillars. All of the 
  furnishings are now gone, but the rooms show signs of 
  recent habitation by morlocks. 
  c5. guArDroom (cr 14)
  Two long stone tables take up the center of this chamber. Like 
  the walls and ceiling, coiling spiral motifs decorate the tables, 
  though many of them have been defaced.
  Once a dining room for the manor, this chamber now 
  serves as a guardroom for the morlocks loyal to Ixolan. 
  The ceiling is 20 feet high in this room.
  Creatures: Four intellect-devourer-controlled morlock 
  vessels wait in this room for Ixolan to finish breaking 
  down the doors to area C8. They attack anyone entering 
  the room. When their host bodies are slain, the intellect 
  devourers exit the corpses and attack.
  Morlock Vessels (4) 
  CR 8
  XP 4,800 each
  hp 127 each (see page 19)
  Intellect Devourers (4) 
  CR 8
  XP 4,800 each
  hp 84 each (Pathfinder RPG Bestiary 180)
  c6. guest bAth
  This room contained a sunken bath for the use of guests 
  visiting the manor. The bath’s plumbing has not survived 
  the passage of time, so the pool is now just an empty, 
  bowl-shaped depression filled with dirt and small pieces 
  of rubble.
  c7. miDDen
  The original serpentfolk inhabitants of the mansion 
  stored live food in this chamber. The morlocks use it as 
  a midden; the chamber is now filled with refuse and the 
  remains of past meals.
  c8. shrine of the Ancestor 
  goDs (cr 13)
  Two black columns support the ceiling of this twenty-foot-high 
  chamber; the ceiling has been painted black, along with the walls. 
  A stone table stands between the two columns. Against the far 
  wall, a short flight of stairs leads up to a stone altar. Behind the 
  altar hangs the skin of some nameless creature, painted with the 
  same crude symbol seen on the manor’s outer doors. 
  Once a personal shrine to the gods of the serpentfolk 
  who originally lived here, the morlocks have turned this 
  room into a shrine to their ancestor gods. The morlocks 
  painted over the serpentine carvings on the walls, ceiling, 
  and columns, and placed what few Azlanti artifacts they 
  were able to scavenge from the ruins atop the altar. The 
  symbol behind the altar is the Glyph of the Open Road.
  Creatures: The morlock oracle Udarra and 14 loyal 
  morlocks have sought refuge here from Ixolan and his 
  intellect-devourer-controlled warriors. The morlocks do 
  not open the doors to this chamber, so the PCs will have 
  to break their way in. The morlocks throw rocks at the 
  PCs as soon as they enter the room. 
  All of the morlocks wear the same symbol as is on 
  Thekola’s clothes, that of the Pathfinder Society. If the 
  PCs recognize the Glyph of the Open Road and stop 
  fighting, the morlocks stop fighting too, and there is 
  an uneasy standoff until the PCs speak. If Thekola is 
  with the PCs, he calls out to the morlocks that the PCs 
  are friends and know of Kline. The morlocks react to the 
  name Kline or to the sight of Juliver or any Pathfinder 
  Society insignia by breaking off all attacks and backing 
  away from the PCs with weapons lowered. 
  If one or more PCs speak Undercommon, they can 
  make themselves understood easily. If not, the morlocks 
  know the name Kline and treat the PCs with respect if 
  it is uttered. They treat Juliver as if she were a goddess, 
  and if she is with the PCs, the morlocks’ attitude is 
  automatically friendly. Once peaceful relations have been 
  established, Udarra steps forward to speak with the PCs 
  (see Development below). She is an old, hunched morlock, 
  wearing a drab, tattered cloak. Her eyes are a milky white, 
  and constantly weep bloody tears.
  Morlocks (14) 
  CR 2
  XP 600 each
  hp 22 each (Pathfinder RPG Bestiary 209)
  Ranged rock +1 (1d4+2)
  Udarra 
  CR 13
  XP 25,600
  Female old morlock oracle 12 (Pathfinder RPG Bestiary 209, 
  Pathfinder RPG Advanced Player’s Guide 42)
  CE Medium monstrous humanoid
  Init +8; Senses blindsense 30 ft., darkvision 60 ft., scent; 
  Perception +14
  DefenSe
  AC 27, touch 17, flat-footed 24 (+9 armor, +4 deflection, +2 Dex, 
  +1 dodge, +1 natural)
  hp 133 (15 HD; 3d10+12d8+57) 
  fort +9, Ref +13, Will +16
  Immune disease, poison
  Weaknesses light blindness
  OffenSe
  Speed 30 ft., climb 30 ft.
  The Thousand Fangs Below
  
  24
  Udarra
  Melee +1 club +12/+7/+2 (1d6), bite +6 (1d6–1)
  Special Attacks leap attack, sneak attack +1d6, swarming
  Oracle Spells Known (CL 12th; concentration +16)
  6th (3/day)—heroes’ feast, mass cure moderate wounds, mass 
  owl’s wisdom
  5th (5/day)—contact other plane, greater command (DC 19), 
  mass cure light wounds, true seeing
  4th (7/day)—chaos hammer (DC 18), cure critical wounds, 
  giant vermin, legend lore, spiritual ally*
  3rd (7/day)—bestow curse (DC 17), blindness/deafness (DC 17), 
  borrow fortune*, contagion (DC 17), cure serious wounds, 
  locate object
  2nd (7/day)—calm emotions (DC 16), cure moderate wounds, 
  hold person (DC 16), instant armor, oracle’s burden* (DC 
  16), silence (DC 16), tongues
  1st (7/day)—bane (DC 15), cure light wounds, doom (DC 15), 
  identify, magic weapon, obscuring mist, shield of faith 
  0 (at will)—bleed (DC 14), create water, detect magic, 
  guidance, mending, read magic, resistance, stabilize, virtue
  Mystery Lore
  TACTICS
  Before Combat Udarra casts instant armor (as +3 chainmail), 
  magic weapon, and shield of faith as soon as she hears 
  someone coming through the doors.
  During Combat Udarra would like to avoid combat, but if it 
  seems unavoidable, she casts spiritual ally to attack enemies 
  while she casts damaging spells against them. She uses her 
  mass cure spells to heal her morlocks in combat.
  Morale Cornered in the mansion, Udarra has nowhere else to 
  run, and fights to the death.
  STATISTICS
  Str 9, Dex 18, Con 14, Int 13, Wis 16, Cha 18
  Base Atk +12; CMB +11; CMD 30
  feats Alertness, Dodge, Great Fortitude, Improved Initiative, 
  Improved Iron Will, Iron Will, Lightning Reflexes, Toughness
  Skills Acrobatics +8, Climb +19, Craft (alchemy) +17, Heal +18, 
  Knowledge (dungeoneering) +12, Knowledge (engineering) +9, 
  Knowledge (history) +17, Knowledge (local) +9, Knowledge 
  (planes) +9, Knowledge (religion) +19, Perception +14, Sense 
  Motive +14, Spellcraft +10, Stealth +15
  Languages Undercommon
  SQ expert climber, oracle’s curse (clouded vision), revelations 
  (automatic writing [commune], lore keeper, mental acuity, 
  spontaneous symbology) 
  Combat Gear potion of resist energy (cold), potion of resist 
  energy (fire), wand of searing light (21 charges); Other Gear 
  masterwork club, cowardly crouching cloak*, headband of 
  alluring charisma +2, slippers of spider climbing, eye ointment 
  (for true seeing, worth 500 gp), spell component pouch, 125 gp
  * See Advanced Player’s Guide.
  Development: Udarra is happy to speak with the PCs if 
  Juliver is with them or they mention Eando Kline’s name. 
  If no PCs speak Undercommon, Udarra casts tongues so 
  that they can communicate. Her answers to the PCs’ most 
  likely questions are listed here.
  What do you know about Eando Kline? “He came from 
  the World Above, like the ancestors. He was worried about 
  the snake people, and said we must fight them. I spoke to 
  the ancestors, and they said he spoke wisdom. It is a hard 
  thing, but he said the snake people will kill everything if 
  we do not unite against them.”
  Where is Kline? “Gone. He went to the vampires to 
  ask them to join with us, but he did not return. Only his 
  woman came back, and she was wounded, and the snake 
  people chased her. We hid from them, but saw her go into 
  the old tunnels. The ancestors told me she would return 
  and so we waited.”
  Who are these vampires? “They have been here for a 
  long time, but not as long as our people. They are tall, 
  and their insides show through their skins. Their mouths 
  open too wide, and they have terrifying teeth. They drink 
  blood and steal lives. Sometimes they ride great bats. They 
  are strong fighters, and no morlock has ever captured 
  one, but they can be killed. They are dangerous, even in 
  death. Sometimes, when they die, a great wave of pain and 
  sickness comes from them, and they share their deaths 
  with those around them.” (A DC 20 Knowledge [planes] 
  check recognizes this as a description of urdefhans.)
  serpenT’s skull
  
  25
  Where do these vampires live? “Beyond the lake, beyond 
  the cave where you entered this place. Between our lands 
  and those of the snake people. A devil-vampire rules them. 
  That is who Kline went to talk to. He lives in the big snake-
  dome on the far side of the lake, past the falling water.”
  What do you know about the serpentfolk? “They live 
  inside a giant snake in the middle of the great lake, past 
  the vampires, around the great lake. They have captured 
  many morlocks, to serve as slaves, to eat, and to kill. Once 
  the snake people take you, you never come back.”
  What do you know about this place? “There are many 
  legends. They say the snake people once ruled this entire 
  world, until the ancestor gods came to destroy them. They 
  fought many great battles, and the ancestor gods finally 
  drove the snake people away. But the ancestor gods became 
  weak and corrupt, and a great disaster befell them. The 
  way to the World Above was closed, and those who were 
  trapped here gave birth to us. The prophecies say that if 
  we become strong again and drive out the snake people 
  once more, we will become like the ancestor gods again 
  and everything will be as it should be. But we are too weak, 
  and the vampires stand between us and the snake people.
  “But Kline offered to lead us against the snake people, 
  to help us become we what we once were. You must go to 
  the vampires. Find Kline, and return him to us. Without 
  him, we all fail, and the snake people will rule both 
  worlds, Above and Below.”
  Udarra’s information is the first clue the PCs have 
  received about Eando Kline’s whereabouts. If the PCs 
  accept Udarra’s request (and it should match their own goal 
  of finding the captive Pathfinder), a feast is held in their 
  honor. Udarra casts heroes’ feast to aid the start of their 
  journey, and more than one morlock (including Thekola, 
  if he survived) offers to accompanying them on the quest 
  to free Kline, drive out the urdefhans and the serpentfolk, 
  and bring about the salvation of the morlocks. While the 
  morlocks will be of little help in combat, they can serve as 
  enthusiastic (if weak and cowardly) scouts and followers, 
  and as reminders to the players of the reason they are in 
  Ilmurea in the first place—to rescue Eando Kline.
  Story Award: If the PCs break the siege on Udarra’s 
  manor and learn about Eando Kline, award them 25,600 
  XP, as if they had defeated Udarra in combat.
  parT Three: ciTy oF Fiends
  Based on the information received from Udarra in Part 
  Two of the adventure, the PCs’ next likely step is to follow 
  Eando Kline’s trail into the section of Ilmurea ruled by 
  the violent urdefhans.
  The urdefhans’ territory is centered on the city’s 
  southern lake, primarily on the two headlands that flank 
  the cataracts to the north. These areas consist of rubble-
  strewn streets running between the ruined walls of the 
  original serpentfolk buildings. Garbage fires burn here 
  and there, casting unsettling shadows over the ragged 
  walls. The occasional street corner or open square has 
  been converted into a makeshift torture chamber, 
  where captive morlocks and serpentfolk suffer for the 
  entertainment of their captors. The air is filled with foul-
  smelling smoke, and the screams of torture victims rend 
  the air. An intact serpent gate stands on each headland, 
  and the urdefhans’ leader, the half-fiend Izon, has 
  claimed the easternmost one as his palace.
  In order to find Eando Kline, the PCs will have to talk 
  to the urdefhans, and specifically to their half-fiend 
  leader Izon. Simply attacking the urdefhans outright is 
  likely doomed to failure, though being captured is one 
  way to accomplish their goal. Stealth is also a possibility, 
  but being caught trying to sneak into Izon’s palace will 
  naturally arouse suspicion. The PCs can find a dangerous 
  ally in the drow assassin Vedavrex (see area G), who is in 
  Ilmurea for her own reasons, and might be willing to 
  help them get into Izon’s palace.
   The PCs may be able to enter the urdefhan territory 
  openly if they seem strong but peaceable, or if they have 
  something to trade. The mere presence of surface-worlders 
  in Ilmurea makes them of interest to Izon, who will want 
  to interrogate them as soon as he learns that they are here. 
  If the PCs openly approach the urdefhans and state their 
  business, they can convince the guards to take them to see 
  Izon with a successful Diplomacy check (the urdefhans 
  are considered hostile). If successful, the PCs will not be 
  harmed (much) by their urdefhan escort, but they will be 
  surrounded by guards at all times. Izon is curious about 
  newcomers, but takes no chances with them.
  Creatures: Urdefhan guards mounted on undead 
  bats known as skavelings fly above urdefhan territory 
  watching for intruders. Use the Ambushes in Ilmurea 
  table on page 81 to generate an encounter with one of 
  these patrols. An urdefhan air patrol consists of four 
  urdefhan guards riding skavelings, a CR 13 encounter. 
  An air patrol attacks any non-urdefhan creatures they 
  encounter in their portion of the city.
  Urdefhan Guards (4) 
  CR 8
  XP 4,800 each
  Urdefhan fighter 5 (Pathfinder RPG Bestiary 2 276)
  NE Medium outsider (native)
  Init +7; Senses darkvision 120 ft.; Perception +13
  DefenSe
  AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
  hp 104 each (8d10+61)
  fort +13, Ref +7, Will +6; +1 vs. fear
  Defensive Abilities bravery +1, negative energy affinity; DR 5/
  good or silver; Immune death effects, disease, fear, level 
  drain; Resist acid 10; SR 14
  The Thousand Fangs Below
  
  26
  OffenSe
  Speed 30 ft.
  Melee mwk rhoka sword +16/+11 (1d8+10/18–20), bite +8 
  (1d4+2 plus 2 Str)
  Ranged mwk composite longbow +12/+7 (1d8+5/×3)
  Special Attacks blood drain (1 Con), strength damage (DC 17), 
  weapon training (heavy blades +1)
  Spell-Like Abilities (CL 3rd, concentration +5)
  At will—feather fall
  3/day—align weapon, death knell (DC 14), ray of enfeeblement 
  (DC 13)
  TACTICS
  During Combat The urdefhans fire arrows at enemies while 
  the skavelings make flyby attacks. If knocked from their 
  mounts, the urdefhans draw their rhoka swords and attack.
  Morale The urdefhans pursue intruders for as long as they can 
  see them. If three guards are slain, the fourth immediately 
  retreats, flying to area f1 to inform the other urdefhans of 
  the patrol’s fate. 
  STATISTICS
  Str 21, Dex 16, Con 22, Int 12, Wis 15, Cha 14
  Base Atk +8; CMB +13; CMD 26
  feats Improved Initiative, Iron Will, Mounted Archery, 
  Mounted Combat, Toughness, Weapon Focus (rhoka 
  sword), Weapon Specialization (rhoka sword)
  Skills Intimidate +13, Knowledge (dungeoneering) +8, 
  Knowledge (planes) +8, Perception +13, Ride +12, Sense 
  Motive +7, Survival +7
  Languages Aklo, Orvian, Undercommon
  SQ armor training 1, daemonic pact (DC 17)
  Combat Gear +1 arrows (10), potion of inflict serious wounds; 
  Other Gear +1 scale mail, masterwork composite longbow 
  (+5 Str) with 10 arrows, masterwork rhoka sword
  SPeCIAL ABILITIeS
  Daemonic Pact (Su) Urdefhans are infused with daemonic 
  energy; as an immediate action, an urdefhan can attempt to 
  allow this energy to consume its soul (50% chance of success 
  per attempt). If it succeeds, the urdefhan dies and releases a 
  5-foot-radius burst of negative energy that deals 2d6 points of 
  damage (DC 17 Reflex half). The save DC is Constitution-based.
  negative energy Affinity (ex) An urdefhan is alive, but it reacts 
  to positive and negative energy as if it were undead—
  positive energy harms it, while negative energy heals it.
  Strength Damage (Su) An urdefhan’s bite drains vitality, 
  turning the skin and muscle around the wound transparent 
  and causing 2 points of Strength damage unless the 
  target succeeds on a DC 17 Fortitude save. The flesh 
  remains transparent until the Strength damage is healed, 
  but this does not have any other effects. The save DC is 
  Constitution-based.
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  27
  Skavelings (4) 
  CR 5
  XP 1,600 each
  CE Large undead (Pathfinder RPG Bestiary 2 42)
  Init +7; Senses blindsense 120 ft.; Perception +14
  DefenSe
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 58 each (9d8+18)
  fort +5, Ref +6, Will +8
  Immune undead traits
  OffenSe
  Speed 20 ft., fly 40 ft. (average)
  Melee bite +10 (2d8+7 plus disease and paralysis)
  Space 10 ft.; Reach 5 ft.
  Special Attacks paralysis (1d4+1 rounds, DC 16), screech
  STATISTICS
  Str 21, Dex 17, Con —, Int 8, Wis 15, Cha 14
  Base Atk +6; CMB +12; CMD 25
  feats Dodge, Flyby Attack, Improved Initiative, Mobility, Skill 
  Focus (Stealth)
  Skills Fly +13, Perception +14 (+18 when using blindsense), 
  Stealth +14
  Languages Undercommon
  SPeCIAL ABILITIeS
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 16; onset 
  1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. 
  A humanoid who dies of ghoul fever rises as a ghoul at the 
  next midnight (Pathfinder RPG Bestiary 146).
  Screech (Su) Once per day as a standard action, a skaveling 
  can produce an ear-splitting screech that stuns non-
  skavelings in a 20-foot-radius burst. All creatures within the 
  area must make a DC 16 Fortitude save or be stunned for 
  1d3 rounds. Other skavelings and urdefhans are immune 
  to this effect. This is a sonic mind-affecting effect. The save 
  DC is Charisma-based.
  f1. skAveling Aerie (cr 15)
  This fortified island is home to the air patrols that are a 
  constant sight over the urdefhan-controlled part of the 
  city. Air patrols return to the aerie every hour, with new 
  patrols leaving immediately thereafter.
  Creatures: At any one time, 1d4 air patrols, each 
  consisting of four urdefhan guards and four skavelings, 
  are off duty on the island. They attack any intruders on 
  the island.
  Urdefhan Guards (4–16) 
  CR 8
  XP 4,800 each
  hp 104 each (see page 25)
  Skavelings (4–16) 
  CR 5
  XP 1,600 each
  hp 58 each (see above)
  f2. guArD stAtions (cr 13)
  The urdefhans have several guardposts scattered 
  throughout the portion of the city they control. While 
  these buildings vary in size and layout, the urdefhan 
  guards within remain on constant lookout for morlocks, 
  serpentfolk, or other intruders into their territory.
  Creatures: Six urdefhan guards are posted in each of these 
  locations. They attack any non-urdefhans they encounter.
  Urdefhan Guards (6) 
  CR 8
  XP 4,800 each
  hp 104 each (see page 25)
  TACTICS
  During Combat The guards begin combat by firing their bows, 
  then move in to attack in melee with their rhoka swords. 
  The guards work together to flank opponents, ganging up 
  on the most powerful warriors.
  Morale If three or more guards are slain, one guard attempts 
  to flee to area G to warn the urdefhans there of the 
  intruders. The rest fight to the death, using their daemonic 
  pact to take as many of their enemies with them as possible.
  f3. AzlAnti cemetery (cr 13)
  Four obelisks mark the corners of a wide plaza here. Between 
  them, a litter of headstones stands in the gloom like rotten 
  teeth, leaning at drunken angles.
  This square was turned into a cemetery holding the 
  remains of Azlanti soldiers who died during operations 
  in Ilmurea. A DC 20 Knowledge (history) check can 
  recognize the style of the headstones and the inscriptions 
  on them as Azlanti in origin. A character who knows 
  Azlanti (or who makes a DC 30 Linguistics check) can 
  decipher the inscriptions and tell that those buried here 
  were soldiers.
  Creatures: Four of the Azlanti soldiers interred here 
  have risen as undead mummies. They believe their 
  work in Ilmurea is not finished, and have taken it upon 
  themselves to hold this plaza until they receive further 
  orders. They currently hide among the tombstones (DC 25 
  Perception check to notice). If any living creature enters 
  the plaza, one of the mummies shows itself and issues a 
  challenge in Azlanti. If the correct response (now known 
  only to the mummies themselves) is not given, the rest of 
  the mummies come out of hiding and attack.
  Azlanti Mummies (4) 
  CR 9
  XP 6,400 each
  Mummy fighter 4 (Pathfinder RPG Bestiary 210)
  LE Medium undead 
  Init +5; Senses darkvision 60 ft.; Perception +23
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 18 negates)
  The Thousand Fangs Below
  
  28
  Drider Scout
  DefenSe
  AC 23, touch 11, flat-footed 22 (+1 Dex, +10 natural, +2 shield)
  hp 122 each (12 HD; 8d8+4d10+64)
  fort +10, Ref +4, Will +11; +1 vs. fear
  Defensive Abilities bravery +1; DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OffenSe
  Speed 20 ft.
  Melee +1 longsword +21/+16 (1d8+16/19–20) or
  slam +20 (1d8+13 plus mummy rot)
  Special Attacks mummy rot (DC 18)
  TACTICS
  During Combat The mummies begin combat with their 
  slams, attempting to infect opponents with mummy 
  rot. They then switch to their longswords, attacking any 
  creature in the plaza. They do not pursue fleeing foes out 
  of the square.
  Morale The mummies fight until destroyed.
  STATISTICS
  Str 28, Dex 12, Con —, Int 10, Wis 14, Cha 19
  Base Atk +10; CMB +19; CMD 30
  feats Improved Initiative, Iron Will, Power Attack, Skill 
  Focus (Perception), Step Up, Toughness, Weapon 
  Focus (slam), Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Climb +15, Intimidate +19, Perception +23, Stealth +15
  Languages Azlanti
  SQ armor training 1
  Gear masterwork heavy steel shield, +1 longsword
  Treasure: Each of the 40 graves in the plaza has a 10% 
  chance of containing either a random Medium magical 
  suit of armor or shield (50% chance) or a random Medium 
  magical weapon (50%), generated using the tables on 
  pages 461 and 468 of the Pathfinder RPG Core Rulebook.
  f4. DriDer hiDeout (cr 14)
  An ancient serpentfolk manor perches on the shore of the lake. 
  No other buildings stand near it, and its windows and doors 
  gape like empty eye sockets in the darkness of the cavern.
  The drow assassin Vedavrex Misraria (see area G) 
  has taken over this structure as her base of operations 
  in Ilmurea. She has left her entourage here while she 
  reconnoiters Izon’s palace alone.
  Creatures: Vedavrex’s entourage consists of four male 
  drider sorcerers who serve her as slaves and bodyguards. 
  Vedavrex has outfitted them with silver daggers and oil 
  of align weapon to get through the urdefhans’ damage 
  reduction. Though under strict orders not to leave this 
  building without their mistress, the driders are bored and 
  long to give in to their predatory instincts. If they notice 
  the PCs outside their hideout, they use dancing lights and 
  ghost sound to try to lead the PCs inside, where they can 
  indulge their bloodlust without revealing themselves to 
  the city at large. You can use the map of Udarra’s Manor on 
  page 20 for this encounter. The driders take up positions 
  in the room labeled C2.
  Drider Scouts (4) 
  CR 10
  XP 9,600 each
  Male drider sorcerer 3 (Pathfinder RPG Bestiary 113)
  CE Large aberration 
  Init +3; Senses darkvision 120 ft., detect good, detect law, 
  detect magic; Perception +17
  DefenSe
  AC 25, touch 13, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +8 
  natural, –1 size)
  hp 125 each (12 HD; 9d8+3d6+75)
  serpenT’s skull
  
  29
  fort +9, Ref +9, Will +11; +2 vs. poison
  DR 10/adamantine; Immune sleep, Resist electricity 5;  
  SR 18
  OffenSe
  Speed 30 ft., climb 20 ft.
  Melee +1 silver dagger +12/+7 (1d4+4/19–20), bite +5 (1d4+2 plus 
  poison) or
  2 claws +10 (1d4+4), bite +5 (1d4+2 plus poison)
  Ranged mwk silver dagger +11 (1d4+3/19–20)
  Space 10 ft.; Reach 5 ft.
  Special Attacks claws 8/day, poison, web (+9 ranged, DC 19, 
  9 hp)
  Spell-Like Abilities (CL 9th; concentration +14)
  Constant—detect good, detect law, detect magic
  At will—dancing lights, darkness, faerie fire
  1/day—clairaudience/clairvoyance, deeper darkness, dispel 
  magic, levitate, suggestion (DC 18)
  Sorcerer Spells Known (CL 9th; concentration +14)
  4th (5/day)—enervation, greater invisibility, stoneskin
  3rd (7/day)—fly, hold person (DC 18), lightning bolt (DC 18), 
  rage
  2nd (7/day)—acid arrow, bull’s strength, scorching ray, spider 
  climb, web (DC 17)
  1st (8/day)—cause fear (DC 16), mage armor, magic missile, 
  ray of enfeeblement (DC 16), shocking grasp, silent image 
  (DC 16)
  0 (at will)—acid splash, bleed (DC 15), daze (DC 15), ghost 
  sound, mage hand, ray of frost, read magic, resistance
  Bloodline Abyssal
  TACTICS
  Before Combat The driders cast mage armor, stoneskin, spider 
  climb, and greater invisibility before combat.
  During Combat The driders climb up on the walls and ceiling 
  of the manor’s first room to ambush opponents with spells, 
  moving around to avoid being targeted.
  Morale The driders fight to the death.
  STATISTICS
  Str 18, Dex 17, Con 20, Int 14, Wis 14, Cha 21
  Base Atk +7; CMB +12; CMD 26 (38 vs. trip)
  feats Combat Casting, Dodge, Eschew Materials, Lightning 
  Reflexes, Spell Penetration, Toughness, Weapon Focus 
  (heavy mace)
  Skills Climb +25, Intimidate +18, Knowledge (arcana) +15, 
  Knowledge (planes) +7, Perception +17, Spellcraft +15, 
  Stealth +18
  Languages Common, Elven, Undercommon
  SQ bloodline arcana, undersized weapons
  Combat Gear oil of align weapon (good); Other Gear +1 silver 
  dagger, masterwork silver daggers (3), drow-patterned 
  jewelry worth 650 gp
  SPeCIAL ABILITIeS
  Poison (ex) Bite—injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 1 save.
  f5. AbAnDoneD gAte (cr 17)
  A giant snake carved of stone coils around the dome of this 
  large building. A wide gateway gapes in the southeast wall of 
  the dome.
  This building is one of Ilmurea’s six serpent gates. 
  All of the rooms in the dome are empty and in disuse. 
  The urdefhans occasionally send patrols to sweep the 
  structure of any occupants, but it stands unoccupied for 
  most of the time. The actual Darklands gate in the center 
  of the dome remains open, and provides both an entrance 
  to and exit from Ilmurea. This is the gate that Eando 
  Kline and his companions used to enter the city.
  Creatures: Should the PCs decide to descend into the 
  gate, they encounter a neothelid and its six charmed gug 
  slaves coming up from Orv. Such an encounter in the 
  depths of the earth is likely too much for the PCs at this 
  level, and it might be safer for them to retreat back to 
  Ilmurea rather than continue their explorations into Orv.
  Charmed Gugs (6) 
  CR 10
  XP 9,600 each
  hp 127 each (see page 15)
  neothelid 
  CR 15
  XP 51,200
  hp 230 (Pathfinder RPG Bestiary 214)
  g. izon’s pAlAce
  The urdefhans’ leader, the half-fiend Izon, has turned 
  this serpent gate into his personal compound, a 
  combination fortress and palace. The compound follows 
  the same layout as the city’s other serpent gates (see page 
  30), but far more of its buildings and rooms have been 
  repaired and are currently inhabited by urdefhans.
  If the PCs have made peaceful contact with the 
  urdefhans, they are escorted directly to area G7 to speak 
  with Izon. Otherwise, they must sneak past or fight their 
  way through the guards posted throughout the complex.
  A thief in the DArk (cr 14)
  The urdefhans and their allies are not the only creatures 
  to be found inside Izon’s palace. A drow assassin is also 
  skulking about inside the compound, seeking a way to get 
  inside the central dome.
  Creatures: Vedavrex Misraria is a devout follower of 
  Nocticula, demon lord of darkness and lust, but her 
  true calling is as an assassin for the noble houses of 
  the drow city of Telderist. When a drow named Deloral 
  Parastric (see area G5) tried to sell his house’s secrets 
  to the duergar, House Parastric contracted Vedavrex 
  to assassinate the troublesome male. Unfortunately, 
  The Thousand Fangs Below
  
  30
  Deloral got wind of his fate and f led Telderist before 
  Vedavrex could complete her contract. Vedavrex has 
  been chasing Deloral through the Darklands ever since. 
  She finally caught up to him in Ilmurea, but not before 
  he made contact with the urdef hans. 
  Vedavrex’s mission is to kill Deloral—nothing else 
  matters to her. She cares little about the politics or 
  current situation in Ilmurea, unless it can help her fulfill 
  her contract. With Deloral in urdefhan custody, her task 
  has become much more difficult. She knows that she has 
  no hope of taking on the urdefhans by herself, but she 
  cannot simply abandon her contract. 
  Vedavrex has so far managed to avoid detection by the 
  urdefhans while she scouts the palace, and has discovered 
  a concealed hole in the roof of the central dome that 
  would allow entry into the dome while avoiding most of 
  the guards. She has not yet taken advantage of this secret 
  entrance, however, as she is not sure exactly where Deloral 
  is being held, and in her profession, it is always better to 
  wait than to take rash action.
  Vedavrex may be encountered anywhere in Izon’s 
  palace. She is likely invisible, and if she sees the PCs, she 
  follows behind them, hoping that whatever their purpose 
  in Izon’s palace is, she can take advantage of their presence 
  by using them as a diversion while she goes after Deloral. 
  If the PCs detect her, she holds up her hand to show her 
  peaceful intentions, and claims to be trying to rescue one 
  of her kin (using Bluff if necessary). She suggests that she 
  and the PCs work together to get inside the dome and 
  past the guards.
  Vedavrex has no interest in the PCs’ mission, but she is 
  willing to aid them so long as they serve her purposes. If 
  she has the chance to kill Deloral, she takes it. She doesn’t 
  view the PCs as enemies, only as tools to be used and 
  discarded when they are no longer useful. Likewise, she 
  bears them no ill will, and does nothing to hinder them 
  unless they betray her first.
  If attacked, Vedavrex escapes using her cape of the 
  mountebank, but returns later, still hoping to use the 
  PCs as a diversion. At your option, she might also seek 
  revenge on the PCs for this slight, but only after she has 
  taken care of Deloral once and for all.
  Vedavrex wears white leather armor and carries a 
  well-used hand crossbow. Like her drider slaves in 
  area F4, Vedavrex has silvered her assassin’s dagger and 
  crossbow bolts and carries oil of align weapon to bypass 
  the urdefhans’ damage resistance in case she must fight 
  any of them.
  G3
  G2
  G1. MAIN GAtE
  G4
  G1
  G6
  G7
  G5
  G1
  One square = 25 feet
  izon’s palace
  serpenT’s skull
  
  31
  Vedavrex Misraria
  Vedavrex Misraria 
  CR 14
  XP 38,400
  Female drow noble rogue 5/assassin 9 (Pathfinder RPG 
  Bestiary 115)
  CE Medium humanoid (elf)
  Init +6; Senses darkvision 120 ft., detect magic; Perception +20
  DefenSe
  AC 27, touch 21, flat-footed 20 (+6 armor, +4 deflection, +6 
  Dex, +1 dodge)
  hp 81 (14d8+19)
  fort +5, Ref +17, Will +5; +2 vs. enchantment, +4 vs. poison
  Defensive Abilities evasion, improved uncanny dodge, trap 
  sense +1; Immune sleep; SR 25
  Weaknesses light blindness
  OffenSe
  Speed 30 ft.
  Melee silver assassin’s dagger +21/+16 (1d4+7/17–20)
  Ranged +1 hand crossbow +19 (1d4+4/19–20 plus poison)
  Special Attacks death attack (DC 22), quiet death, sneak attack 
  +8d6, swift death, true death (DC 24)
  Spell-Like Abilities (CL 13th; concentration +13)
  Constant—detect magic
  At will—dancing lights, deeper darkness, faerie fire, feather 
  fall, levitate
  1/day—divine favor, dispel magic, suggestion (DC 13)
  TACTICS
  Before Combat Vedavrex activates her ring of invisibility, 
  drinks one of her potions of shield of faith, and casts divine 
  favor before combat.
  During Combat Vedavrex tries to avoid hand-to-hand combat 
  entirely. She prefers to hide and watch her opponents, 
  taking her time before making a death attack with her 
  crossbow or assassin’s dagger.
  Morale Vedavrex flees using her cape of the mountebank if 
  engaged in melee combat or if reduced to fewer 
  than 40 hit points, only to return later and stalk 
  her enemies, picking them off at her leisure.
  Base Statistics Without her preparations, 
  Vedavrex has AC 23, touch 17, flat-footed 
  16; Melee +2 silver assassin’s dagger +18/+13 
  (1d4+4/17–20); Ranged +1 hand crossbow +16 
  (1d4+1/19–20 plus poison).
  STATISTICS
  Str 14, Dex 23, Con 12, Int 14, Wis 12, Cha 10
  Base Atk +9; CMB +11; CMD 28
  feats Dodge, Improved Critical (dagger), Lightning Reflexes, 
  Point-Blank Shot, Precise Shot, Vital Strike, Weapon 
  Finesse, Weapon Focus (dagger)
  Skills Acrobatics +23, Bluff +13, Climb +12, Disable Device 
  +16, Disguise +10, Escape Artist +16, Knowledge 
  (dungeoneering) +15, Perception +20, Sleight of Hand +23 
  (+32 to conceal weapons), Stealth +23
  Languages Aklo, Common, Elven, Undercommon
  SQ hidden weapons, hide in plain sight, poison use, rogue 
  talents (bleeding attack +8, finesse rogue), trapfinding +2
  Combat Gear oil of align weapon (good) (2), potions of shield of 
  faith +4 (2), drow poison (10 doses); Other Gear +4 leather 
  armor, +1 hand crossbow with 10 bolts and 10 silver bolts, 
  silver assassin’s dagger, belt of incredible dexterity +2, cape of 
  the mountebank, ring of invisibility, thieves’ tools
  Development: If the PCs make peaceful contact with 
  Vedavrex and agree to ally with her, she tells them of the 
  secret entrance she has found in the roof. This concealed 
  hole opens into the guardpost (area G1) just south of the 
  torture cells where Deloral is being held (area G5).
  The Thousand Fangs Below
  
  32
  g1. guArDposts (cr 13)
  Each of these locations, including the main gate into the 
  dome, functions as a guardpost for vigilant urdefhan 
  guards. The guardpost just south of the torture cells (area 
  G5) has a hole in the ceiling (a DC 25 Perception check 
  is required to notice it). This is the concealed entrance 
  that Vedavrex found, and the guards in the room are 
  unaware of it. Anyone entering the guardpost through 
  that entrance automatically surprises the guards within.
  Creatures: Six urdefhan guards stand watch in each of 
  these guardposts at all times. They attack any creatures they 
  encounter, unless the creatures are escorted by urdefhans.
  Urdefhan Guards (6) 
  CR 8
  XP 4,800 each
  hp 104 each (see page 25)
  g2. inner courtyArD (cr 14)
  This vast, circular courtyard fills up the majority of the giant 
  dome. A smaller domed building sits in the center of the space.
  Creatures: Four giant morlocks roam the huge inner 
  courtyard of the dome. Refugees from the Honored 
  Academy of Fang and Blade (see page 66), these brutish 
  degenerates are larger and stronger than normal 
  morlocks, but are even less intelligent. The urdefhans 
  easily brutalized the dim giants, who now serve the fiends 
  as something between pets and slaves, guards and attack 
  beasts. The morlocks attack any non-urdefhans they see 
  inside the dome.
  Giant Morlocks (4) 
  CR 10
  XP 9,600 each
  Advanced morlock (Pathfinder RPG Bestiary 209)
  CE Large monstrous humanoid 
  Init +7; Senses darkvision 120 ft., scent; Perception +2
  DefenSe
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 149 each (13d10+78)
  fort +9, Ref +13, Will +12
  Immune disease, poison
  Weaknesses light blindness
  OffenSe
  Speed 40 ft., climb 30 ft.
  Melee bite +19 (1d6+7), 2 claws +19 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks leap attack, sneak attack +3d6, swarming
  STATISTICS
  Str 25, Dex 17, Con 20, Int 3, Wis 14, Cha 6
  Base Atk +13; CMB +21; CMD 34
  feats Awesome Blow, Improved Bull Rush, Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack, Toughness
  Skills Acrobatics +17 (+21 jump), Climb +31, Stealth +9 (+13 
  in caverns)
  Languages Undercommon
  SQ expert climber
  SPeCIAL ABILITIeS
  Swarming (ex) Morlocks dwell and fight in cramped quarters 
  every day of their lives, and as such are quite adept at 
  swarming foes. Up to two morlocks can share the same 
  space at the same time. If two morlocks in the same space 
  attack the same foe, they are considered to be flanking that 
  foe as if they were in two opposite squares.
  g3. bArrAcks (cr vAries)
  Two large buildings stand against the inner wall of the dome. 
  The structures are in good repair, and appear to be inhabited.
  These buildings house both normal urdefhans and 
  those urdefhan guards posted to the palace. 
  Creatures: At any one time, 3d4 normal urdefhans and 
  1d8 urdefhan guards may be found within, though they are 
  likely resting or sleeping, and are not ready for combat.
  g4. DArklAnDs gAtewAy (cr 14)
  Stone stairs spiral down into the darkness of a huge pit in the 
  floor beneath the central dome.
  This 50-foot-diameter pit is the Darklands gateway 
  for this serpent gate. Like the city’s other gates, this pit 
  eventually leads to the vaults of Orv.
  Creatures: This area is patrolled by four urdefhan 
  guards, accompanied by two piscodaemons, hideous 
  daemonic allies of the urdefhans. Piscodaemons are 
  humanoid in form, with the pincers of giant lobsters and 
  tentacled, octopoid heads. While their primary duty is to 
  guard against intruders coming out of the pit, they attack 
  any creature not escorted by urdefhans.
  Piscodaemons (2) 
  CR 10
  XP 9,600 each
  NE Medium outsider (aquatic, daemon, evil, extraplanar) 
  (Pathfinder RPG Bestiary 2 72)
  Init +8; Senses darkvision 60 ft., detect good, detect magic, see 
  invisibility; Perception +16
  DefenSe
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 137 each (11d10+77)
  fort +14, Ref +7, Will +9
  DR 10/good; Immune acid, death effects, disease, poison; 
  Resist cold 10, electricity 10, fire 10; SR 21
  OffenSe
  Speed 30 ft., swim 50 ft.
  serpenT’s skull
  
  33
  Deloral Parastric
  Melee 2 claws +19 (2d6+7/18–20/3 plus grab and 1d6 bleed), 
  tentacles +17 (1d10+3 plus poison) 
  Special Attacks constrict (2d6+10)
  Spell-Like Abilities (CL 11th; concentration +14)
  Constant—detect good, detect magic, see invisibility
  At will—dispel magic, greater teleport (self plus 50 lbs. of 
  objects only)
  3/day—fly, stinking cloud (DC 16)
  1/day—summon (level 4, 1d3 
  hydrodaemons 35%)
  TACTICS
  During Combat The piscodaemons focus 
  their attacks on the strongest-looking 
  warriors, attempting to weaken 
  them with their poisoned tentacles. 
  Hydrodaemons are detailed on page 
  67 of the Pathfinder RPG Bestiary 2; 
  if you don’t have this book handy, 
  simply ignore the piscodaemons’ 
  summon ability.
  Morale The piscodaemons fight until 
  destroyed.
  STATISTICS
  Str 25, Dex 18, Con 24, Int 14, Wis 15, 
  Cha 17
  Base Atk +11; CMB +18 (+22 grapple); 
  CMD 32
  feats Critical Focus, Improved Initiative, 
  Multiattack, Power Attack, Sickening Critical, Vital Strike
  Skills Escape Artist +18, Intimidate +17, Knowledge (planes) +16, 
  Perception +16, Sense Motive +16, Stealth +18, Survival +16, 
  Swim +29
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SQ amphibious, augmented critical
  SPeCIAL ABILITIeS
  Augmented Critical (ex) A piscodaemon’s claws threaten 
  a critical hit on an 18–20 and inflict ×3 damage on a 
  successful critical hit.
  Poison (ex) Tentacles—injury; save Fort DC 22; frequency 1/
  round for 6 rounds; effect 1d2 Con plus staggered for 1 
  round; cure 2 consecutive saves.
  Urdefhan Guards (4) 
  CR 8
  XP 4,800 each
  hp 104 each (see page 25)
  g5. the torture cells (cr 10)
  Prison cells line the walls of this curving chamber, lit by the 
  hellish glow of braziers scattered throughout the room. Many of 
  the cells appear to be filled with dead bodies, though occasional 
  whimpering noises hint that some of the creatures held here 
  might still be alive, if only barely.
  The urdefhans keep all of their prisoners in these 
  cells, and as they are more interested in death and war 
  than taking slaves, these prisoners suffer cruelly at the 
  hands. Prisoners are occasionally taken out of their cells 
  to provide entertainment for their captors in the form of 
  torture, but the urdefhans think so little of them that 
  after the prisoners inevitably succumb to torture and are 
  returned to their cells, the urdefhan let their bodies lie 
  where they fall and don’t bother checking 
  whether they still live. Only when the cells 
  become full of corpses do the urdefhans 
  finally empty them, before refilling them 
  again with fresh meat.
  Creatures: Most of the prisoners here 
  are morlocks, and the few who have so 
  far survived the urdefhans’ torture are 
  only barely alive, not to mention heavily 
  scarred, both mentally and physically. 
  Only one prisoner is in relatively good 
  shape—a drow named Deloral 
  Parastric, who hangs shackled 
  and bleeding from the ceiling. A 
  native of the drow city of Telderist, 
  Deloral became fed up with his 
  subservient role as a male within 
  matriarchal drow society, and stole 
  the secret of successfully fleshwarping 
  dwarves from his house to sell to the duergar. 
  When his house matron discovered his treachery, she 
  immediately contracted a drow assassin named Vedavrex 
  Misraria to kill him. Deloral barely escaped Telderist 
  with his life, and fled into the Darklands with Vedavrex 
  on his heels. Dogged by the persistent assassin, Deloral 
  eventually found his way to Ilmurea, coming up through 
  the serpent gate that the urdefhan leader Izon had claimed 
  as his palace. Quickly captured, Deloral offered to sell 
  his secrets to the urdefhans in exchange for his life. Izon 
  was far too preoccupied with the serpentfolk situation in 
  Ilmurea to care much about the drow, however, and turned 
  Deloral over to his torturers.
  Deloral has been repeatedly tortured by the urdefhans, 
  and his face and body are marked with scars. Compared 
  to the morlocks the urdefhan torturers normally have to 
  work with, however, Deloral is a paragon of endurance. 
  If the PCs come into this room, Deloral begs to be freed. 
  If he sees Vedavrex with them, he pleads with them to 
  protect him from her. He claims to have been framed for 
  a crime he did not commit, and appeals to the PCs’ sense 
  of justice.
  There is one other reason that Deloral might be valuable. 
  If he learns the PCs are looking for Eando Kline, he claims 
  to have information about the missing Pathfinder—and 
  for once in his life, Deloral is telling the truth. He was 
  The Thousand Fangs Below
  
  34
  present when Eando Kline visited Izon, and overheard the 
  two of them talking. If the PCs killed Izon before talking 
  to him, this knowledge is even more valuable. Deloral can 
  give the PCs all of the information presented on page 36 in 
  Interview with the Fiend, provided they agree to protect 
  him from both the urdefhans and Vedavrex.
  If attacked, Deloral snatches a long knife (treat as a 
  short sword) from one of the braziers to defend himself. 
  Unarmored and barely armed, Deloral is only considered 
  a CR 10 encounter.
  Deloral Parastric 
  CR 10
  XP 9,600
  Male drow fighter 6/rogue 8 (Pathfinder RPG Bestiary 114)
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Perception +16
  DefenSe
  AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
  hp 109, currently 62 (14 HD; 6d10+8d8+36)
  fort +8, Ref +13, Will +5; +2 vs. enchantment, +2 vs. fear
  Defensive Abilities bravery +2, evasion, improved uncanny 
  dodge, trap sense +2; Immune sleep; SR 20
  Weaknesses light blindness
  OffenSe
  Speed 30 ft.
  Melee short sword +17/+12/+7 (1d6+6/17–20) or
  unarmed strike +15/+10/+5 (1d3+3 nonlethal)
  Special Attacks sneak attack +4d6, weapon training (light 
  blades +1)
  Spell-Like Abilities (CL 14th; concentration +14)
  1/day—dancing lights, darkness, faerie fire
  TACTICS
  During Combat Deloral has suffered much at the hands of his 
  urdefhan captors, but if attacked, he fights back with his 
  fists or whatever improvised weapon he can find.
  Morale Deloral hasn’t run so far and for so long to throw his 
  life away now. He tries to flee at the earliest opportunity. If 
  escape is out of the question, he surrenders and begs for 
  his life, promising to share the secrets he possesses about 
  drow fleshwarping.
  STATISTICS
  Str 16, Dex 17, Con 12, Int 10, Wis 12, Cha 10
  Base Atk +12; CMB +15; CMD 32
  feats Bleeding Critical, Blind-Fight, Combat Reflexes, Critical 
  Focus, Deceitful, Defensive Combat Training, Dodge, 
  Improved Critical (short sword), Lightning Reflexes, Lunge, 
  Toughness, Weapon Finesse, Weapon Focus (short sword), 
  Weapon Specialization (short sword)
  Skills Acrobatics +16, Bluff +21, Disguise +17, Escape Artist +16, 
  Perception +16, Sleight of Hand +16, Stealth +18
  Languages Elven, Undercommon
  SQ armor training 1, poison use, rogue talents (combat trick, 
  finesse rogue, resiliency, weapon training), trapfinding +4
  Development: Once he has shared his information 
  with the PCs, Deloral wants nothing more than to flee 
  back into the deeper Darklands. If Vedavrex is still alive, 
  however, he stays with the PCs for as long as possible, 
  hoping they can protect him from the vengeful assassin 
  and her drider minions.
  Any PCs captured by the urdefhans are stripped of their 
  gear and brought to this room after being interrogated by 
  Izon in area G7. This area could also be a good location 
  to introduce replacement PCs if the party has lost one or 
  more characters.
  Story Award: If the PCs question Deloral and learn the 
  whereabouts of Eando Kline from him, award them full 
  XP for his CR (25,600 XP).
  g6. the long hAll (cr 13)
  This long hallway curves out of sight, one wall studded with 
  doors. Large doors stand at either end of the corridor.
  This corridor is the only means of getting to Izon’s 
  personal sanctum (area G7). The doors along the eastern 
  wall lead to the piscodaemons’ personal quarters.
  Creatures: Izon’s personal guards, three piscodaemons, 
  stand guard in the hallway, controlling access to the 
  urdefhan leader. They attack anyone not escorted by 
  urdefhans, and fight to the death to defend their lord.
  Piscodaemons (3) 
  CR 10
  XP 9,600 each
  hp 137 each (see page 32)
  Development: If the piscodaemons hear the sounds of 
  combat from area G7, they immediately enter that room 
  to assist Izon. They do not leave their posts under any 
  other circumstances.
  g7. izon’s sAnctum (cr 15)
  Glowing crystals provide dim, blue illumination in this chamber. 
  Rich tapestries hanging on the walls depict urdefhan armies 
  sweeping through subterranean vaults, slaughtering everything 
  in their path in an orgy of bloodshed and destruction. A large 
  throne, apparently crafted from bones, sits against the curving 
  outer wall of the room.
  This is Izon’s throne room and personal sanctum, 
  where he meets with his followers and entertains guests. 
  If the PCs are captured, or if they have convinced the 
  urdefhans to take them to their leader, they are brought 
  here to be questioned by the room’s inhabitant.
  Creature: The urdefhans’ leader is a half-fiend named 
  Izon. The product of an urdefhan mother and daemon 
  serpenT’s skull
  
  35
  Izon
  father, Izon’s birth was auspicious, and the strength and 
  abilities that are his daemonic birthright allowed him 
  to rise quickly through the violent ranks of urdefhan 
  society, eventually culminating in his leadership of the 
  exiled daemon-spawn. Izon is a cleric of the archdaemon 
  Szuriel, the Horseman of War. He wears leather robes 
  and carries a large glaive as both a weapon and a symbol 
  of his office. Great bat wings unfurl from his shoulders, 
  and his mouth is wider and toothier than those of his kin, 
  betraying his daemonic heritage.
  If the PCs wish to talk with Izon, see Interview with the 
  Fiend on page 36. If they decide to attack him, he calls for 
  his piscodaemon guards in area G6 to join him and fights 
  back as described in Tactics, below. Though he would 
  prefer to speak with the PCs, he loves violence and death, 
  and is happy to oblige the PCs if that is what they seek.
  Izon 
  CR 15
  XP 51,200
  Male half-fiend urdefhan cleric of Szuriel 11 (Pathfinder RPG 
  Bestiary 2 276, Pathfinder RPG Bestiary 171)
  NE Medium outsider (native)
  Init +3; Senses darkvision 120 ft., true seeing; Perception +16
  DefenSe
  AC 29, touch 16, flat-footed 26 (+8 armor, +3 deflection, +3 Dex, 
  +5 natural)
  hp 188 (14 HD; 
  3d10+11d8+123) 
  fort +19, Ref +9, Will +14
  Defensive Abilities negative 
  energy affinity; DR 5/good or silver, 
  DR 10/magic; Immune death effects, 
  disease, disintegrate, fear, holy smite, level 
  drain, poison; Resist acid 10, cold 10, electricity 
  10, fire 10; SR 26
  OffenSe
  Speed 20 ft., fly 60 ft. (good)
  Melee +1 thundering glaive +23/+18/+13 
  (1d10+16/19–20/×3 plus 2d8 sonic), bite +16 
  (1d6+5 plus 2 Str) or
  bite +16 (1d6+5 plus 2 Str), 2 claws +21 (1d4+10)
  Ranged +1 composite longbow +15/+10/+5 
  (1d8+9/×3)
  Special Attacks blood drain (1 Con), channel 
  negative energy 8/day (DC 20, 6d6), scythe 
  of evil (5 rounds, 1/day), smite good 1/day, 
  strength damage (DC 16), weapon master (11 
  rounds/day)
  Half-fiend Spell-Like Abilities (CL 14th; 
  concentration +19)
  3/day—darkness, poison (DC 19), unholy aura (DC 23)
  1/day—blasphemy (DC 22), contagion (DC 19), desecrate, 
  unhallow, unholy blight (DC 19)
  Urdefhan Spell-Like Abilities (CL 3rd, concentration +8)
  At will—feather fall
  3/day—align weapon, death knell (DC 17), ray of enfeeblement 
  (DC 16)
  Domain Spell-Like Abilities (CL 11th; concentration +17)
  9/day— battle rage (+5 damage), touch of evil (5 rounds)
  Cleric Spells Prepared (CL 11th; concentration +17)
  6th—blade barrierD (DC 22), greater dispel magic, harm (DC 22)
  5th—flame strikeD (DC 21, 2), slay living (DC 21), true seeing
  4th—chaos hammer (DC 20), divine powerD, freedom of 
  movement, spell immunity, unholy blight (DC 20)
  3rd—blindness/deafness (DC 19), inflict serious wounds (DC 19), 
  magic vestmentD, searing light (3)
  2nd—bear’s endurance, bull’s strength, silence (DC 18, 2), 
  sound burst (DC 18, 2), spiritual weaponD
  The Thousand Fangs Below
  
  36
  1st—bane (DC 17), doom (DC 17), inflict light wounds (DC 17, 3), 
  protection from goodD, shield of faith
  0 (at will)—bleed (DC 16), detect magic, guidance, read magic
  D Domain spell; Domains Evil, War
  TACTICS
  Before Combat Izon casts magic vestment every day. Before 
  combat, he casts spell immunity (against disintegrate and 
  holy smite), shield of faith, true seeing, bear’s endurance, and 
  bull’s strength.
  During Combat Once in combat, Izon casts unholy aura. He 
  attempts to kill as many enemies as possible using his 
  spells. If forced into melee, Izon casts divine power and 
  activates his battle rage and scythe of evil abilities before 
  attacking with his glaive.
  Morale Here in his sanctum, Izon fights to the death.
  Base Statistics Without his spells, Izon has AC 24, touch 13, 
  flat-footed 21; hp 160; fort +17; Melee +1 thundering glaive 
  +21/+16/+11 (1d10+13/19–20/×3 plus 2d8 sonic), bite +14 
  (1d6+4 plus 2 Str) or bite +14 (1d6+4 plus 2 Str), 2 claws +19 
  (1d4+8); Str 26, Con 21; CMB +19; CMD 35.
  STATISTICS
  Str 30, Dex 16, Con 25, Int 14, Wis 22, Cha 20
  Base Atk +11; CMB +21; CMD 37
  feats Combat Casting, Great Fortitude, Improved Critical 
  (glaive), Martial Weapon Proficiency (glaive), Power Attack, 
  Toughness, Weapon Focus (glaive)
  Skills Diplomacy +14, Fly +21, Intimidate +12, Knowledge 
  (planes) +12, Knowledge (religion) +12, Perception +16, 
  Ride +6, Sense Motive +16, Spellcraft +12
  Languages Aklo, Orvian, Undercommon
  SQ aura, daemonic pact (DC 16)
  Other Gear masterwork breastplate, +1 thundering glaive,  
  +1 composite longbow (+8 Str) with 20 arrows, amulet of natural 
  armor +2, eye ointment (for true seeing, worth 1,000gp), spell 
  component pouch, silver unholy symbol of Szuriel
  interview with the fienD
  Izon wants to know why the PCs are in Ilmurea, and what 
  they know about the situation in the city. After his earlier 
  encounter with Eando Kline, the appearance of more 
  people from the surface intrigues him. He wants to know 
  more, particularly whether he can use them to his own 
  advantage against Vyr-Azul and the serpentfolk. Izon 
  tries to appear intelligent, cultured, and reasonable—a 
  strange contrast to his terrifying appearance—and 
  attempts to draw information out of the PCs.
  As the PCs talk with the urdefhan leader, here are some 
  of Izon’s answers to their possible questions.
  What do you want? “Merely to talk to you, like civilized, 
  intelligent beings. Unsurprisingly, the morlocks and 
  serpentfolk are not the cleverest of creatures. Perhaps we 
  can be of service to each other. I imagine you’re looking 
  for someone—one of your kind who passed this way not 
  long ago?”
  What do you know about him/Eando Kline? “He came 
  here, as you have. We talked, as you and I are talking now.”
  What did you talk about? “What everyone talks about 
  in Ilmurea of late—the serpentfolk and their plans. There 
  are more of them each day, and they’re up to something 
  in that great temple of theirs. Your friend Kline seemed 
  to think there was a very great threat growing amid the 
  serpents, perhaps even the rebirth of their ancient empire. 
  He wanted my help—he wanted me to join some kind of 
  grand alliance to defeat the serpents once and for all.”
  Where is Eando Kline now? “I sent him on his way, 
  so to speak. In order to join his grand army, I needed to 
  know he had what it took to lead in war. I haven’t heard 
  from him since, which leads me to believe he failed in 
  the task I set before him. I assume the serpentfolk have 
  captured and killed him.”
  What was this favor you asked him to do? “One of 
  my generals has betrayed me. Once, Belkor and I were 
  comrades, but he grew jealous of my power and my 
  Other Routes to Thousand Fangs
  While this adventure assumes that the PCs spend 
  a fair amount of time working with the morlocks 
  and the urdefhans in order to learn where Eando 
  Kline is being imprisoned, there are certainly other 
  routes they can take to learn this information. 
  Simply exploring Ilmurea until they stumble across 
  Eando in the fortress of Thousand Fangs is one 
  possibility (although a fantastically inefficient and 
  time-consuming one). The PCs could also rely upon 
  powerful magic like divination or commune to attempt 
  to learn his fate. Remember that such divinations 
  often provide roundabout or cryptic answers, though, 
  and you should frame your answers to such inquiries 
  so as not to send the PCs directly to the endgame, 
  but rather to coax them toward the morlocks or the 
  urdefhans. Thousand Fangs is a dangerous location, 
  and if the PCs aren’t at least 14th or 15th level before 
  they attempt to infiltrate it, they may find themselves 
  in over their heads. The morlocks, the urdefhans, and 
  the simple act of exploring Ilmurea are intended to 
  give them the experience they need to reach these 
  levels; if they skip this section of the adventure, they 
  may find themselves facing threats they can’t handle. 
  Of course, if they do effectively skip the first few parts 
  of this adventure, you can always recycle them later if 
  and when the PCs’ curiosity sends them into the city 
  to explore.
  serpenT’s skull
  
  37
  station. When he realized I would always be stronger than 
  him, he fled to join the snakes. While I would normally 
  expect them to kill any of my people out of hand, as we 
  do to theirs, Belkor’s position gave him information that 
  he could use as a bargaining chip. Belkor is a coward 
  and traitor, and the damage he could do to my interests 
  is incalculable. And so I asked your friend Kline to find 
  him and kill him for me. If he succeeded, I agreed to aid 
  him in his little war. Obviously, he failed, as I suspected 
  he might.”
  Where is Belkor?/Where did you send Kline? “Where 
  else? The great serpent fortress in the middle of the lake. 
  Their temple is forbidden to anyone without scales or a 
  forked tongue, so all outsiders are taken to Thousand 
  Fangs. If you’re so eager to find your friend, perhaps 
  you’d like to complete his task as well? While you’re there, 
  find Belkor and destroy him. Bring me back his gear and 
  I might be willing to lend my forces to this grand alliance 
  Kline proposed. I can’t quite picture my people fighting 
  alongside morlocks instead of just eating them, but the 
  overwhelming serpent presence in my city leaves me few 
  other tactical choices.”
  What do you know about Ilmurea/the serpentfolk? “I 
  don’t know how familiar you are with Ilmurean politics, 
  but we were here before the serpentfolk. The fact that their 
  ancestors originally built the city is irrelevant. They were 
  weak. They could not keep what they built, and therefore 
  they do not deserve to reclaim it. We claimed this city for 
  our own, and then the serpentfolk upset the balance of 
  power and delayed my own personal plans. And for that, 
  this cavern will run red with their blood.” 
  Development: If the PCs refuse Izon’s proposal, he 
  shrugs. “So be it,” he says. “In truth, I was somewhat 
  disappointed that I didn’t have the chance to see what your 
  friend Kline looked like on the inside. But I’m happy to 
  use you as test subjects instead.” At that point, Izon calls 
  in his guards from area G6 and attacks, attempting to 
  take the PCs alive so he can torture them at his leisure.
   If the PCs agree to help Izon, they are free to leave and 
  travel safely through urdefhan territory. Izon assigns a 
  patrol of six urdefhan guards to escort the PCs as far as 
  the urdefhans’ northernmost guard station (area F2), on 
  the border between urdefhan and serpentfolk territory. 
  After that, the PCs will be on their own.
  Story Award: If the PCs talk to Izon and learn of Eando 
  Kline’s whereabouts, award them 51,200 XP, as if they had 
  defeated Izon in combat.
  parT Four: ciTy oF serpenTs
  After talking to Izon (or Deloral) in Part Three, the 
  PCs should know where Eando Kline is being held—
  the great fortress of Thousand Fangs, deep within 
  serpentfolk territory.
  The serpentfolk control the northern portion of the  
  city, encircling Ilmurea’s northern lake. Most of this 
  section of the city consists of ruined and semi-ruined 
  buildings, still just as they were left by the tremors of 
  Earthfall. Only the Sanctum of Ydersius, Thousand Fangs, 
  and two serpent gates have been extensively rebuilt, but 
  the streets have largely been cleared of rubble and debris. 
  This part of the city is inhabited almost exclusively by 
  degenerate serpentfolk—the few advanced serpentfolk in 
  Ilmurea serve as Vyr-Azul’s lieutenants and enjoy high 
  positions of prestige and power.
  As Vyr-Azul’s ritual nears completion, the serpentfolk 
  have become more concerned with intruders and spies 
  in their territory. This works both ways, however—while 
  the serpentfolk are more vigilant, they are also less likely 
  to leave their assigned posts to investigate disturbances 
  or come to their comrades’ aid. The PCs will be unable 
  to brazenly and openly enter the serpentfolk district, but 
  if they take care and move quickly, they should be able to 
  avoid raising the entire district against them.
  Creatures: Groups of six degenerate serpentfolk guards 
  regularly patrol those areas controlled by the serpentfolk, 
  a CR 14 encounter. Use the Ambushes in Ilmurea table 
  on page 81 to generate an encounter with one of these 
  patrols. Serpentfolk guards attack any non-serpentfolk 
  they encounter in the portion of the city they control.
  Serpentfolk Guards (6) 
  CR 9
  XP 6,400 each
  Degenerate serpentfolk fighter 5 (Pathfinder RPG Bestiary 2 242)
  NE Medium monstrous humanoid 
  Init +7; Senses darkvision 60 ft., scent; Perception +16
  DefenSe
  AC 26, touch 13, flat-footed 23 (+6 armor, +3 Dex, +7 natural)
  hp 111 each (10d10+55)
  fort +12, Ref +8, Will +7; +1 vs. fear
  Defensive Abilities bravery +1; Immune mind-affecting 
  effects, paralysis, poison; SR 20
  OffenSe
  Speed 30 ft.
  Melee mwk heavy flail +21/+16 (1d10+15/17–20), bite +13 (1d6+4 
  plus poison)
  Ranged mwk composite longbow +14/+9 (1d8+8/×3)
  Special Attacks weapon training (flails +1)
  TACTICS
  During Combat Serpentfolk guards are straightforward 
  fighters, using bows against enemies at range but 
  preferring to engage closer opponents with their weapons 
  and poisonous bites. Serpentfolk guards use their flails to 
  disarm and trip their foes.
  Morale If reduced to fewer than 10 hit points, serpentfolk 
  guards attempt to flee to safety. If cornered, they do not 
  surrender or beg for mercy, but rather fight to the death.
  The Thousand Fangs Below
  
  38
  One square = 20 feet
  ForTress oF 
  Thousand Fangs
  main level
  N1
  N2
  N3
  N4
  N5 N5 N5
  N7
  N5 N5 N5
  N4b
  N4a
  N6
  N5
  N7
  N9
  N21
  N20
  N10
  N8
  N9
  N11
  N13
  N12
  N14
  N9
  N9
  N9
  N7
  N7
  N7
  N14a
  N5
  N5
  N17
  N17a
  N18
  N12
  N15
  N16
  N20
  N21
  N5
  N5
  N12
  N22
  N23
  N24
  N21
  N20
  N25
  N32
  N31
  N30
  N28
  N29
  N26
  N9
  N27
  N14b
  upper level
  lower level
  N33
  N9
  N14c
  N7
  N7
  N5
  N34
  N20
  N12
  N19
  N17
  N17a
  N38
  N40
  N40
  N36
  N37
  N39
  N41
  N42
  N43
  N35
  Down
  Up
  Down
  Up
  serpenT’s skull
  
  39
  STATISTICS
  Str 26, Dex 16, Con 21, Int 4, Wis 14, Cha 4
  Base Atk +10; CMB +18; CMD 31
  feats Great Fortitude, Improved Critical (heavy flail), 
  Improved Initiative, Intimidating Prowess, Power Attack, 
  Skill Focus (Perception), Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail)
  Skills Escape Artist +9, Intimidate +12, Perception +16, Stealth +6
  Languages Aklo, Undercommon; telepathy 100 ft.
  SQ armor training 1
  Combat Gear potions of cure serious wounds (2); Other 
  Gear masterwork breastplate, masterwork heavy flail, 
  masterwork composite longbow (+8 Str) with 20 arrows
  SPeCIAL ABILITIeS
  Poison (ex) Bite—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  m1. serpent gAtes (cr 14)
  This large, domed structure seems to have been recently 
  repaired. The coiling stone serpent atop the dome faces the 
  even larger snake-fortress in the middle of the central lake.
  The serpentfolk control two of Ilmurea’s ancient 
  serpent gates. They have repaired the great domes, and 
  the smaller central domes within, but most of the other 
  structures within the domes have not yet been rebuilt. 
  It is through these Darklands gateways that most of the 
  serpentfolk entered the city. 
  Creatures: The serpentfolk don’t currently have the 
  manpower to fully staff and defend the serpent gates, 
  but they do keep a detachment of six serpentfolk guards 
  posted at the entrance to each gate at all times. While 
  their primary duty is to guard against incursions 
  from below, the serpentfolk don’t hesitate to attack any 
  outsiders they encounter.
  Serpentfolk Guards (6) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 37)
  m2. DAnce of ruin (cr 13)
  Two streets come together here; the surrounding buildings are 
  little more than crumbling ruins.
  This intersection is indistinguishable from any other 
  in the city, save for the creatures that now inhabit it.
  Creatures: Four vrocks, the entourage of the succubus 
  Selaxasp (see area N18), have taken over this crossroads. 
  Rather than bringing them into Thousand Fangs with 
  her, she turned them loose into the city. The vrocks 
  have been wandering the city, killing anything they 
  encounter, and have recently set up camp in this open 
  area. When the PCs first arrive, the vrocks are engaged 
  in a dance of ruin, having already competed 1 round of 
  the 3 rounds required.
  Vrocks (4) 
  CR 9
  XP 6,400 each
  hp 112 each (Pathfinder RPG Bestiary 69)
  TACTICS
  During Combat The vrocks complete their dance of ruin in 
  2 rounds. Afterward, they take turns using their stunning 
  screeches to stun opponents while they attack in melee. 
  The vrocks use their spores against adjacent foes.
  Morale The vrocks fight to the death.
  m3. briDge bArbicAn (cr 14)
  A fortified barbican stands at the end of a great bridge that 
  heads west across the lake. Once, the bridge ran all the way to 
  the giant serpent fortress in the center of the lake, but it has 
  fallen in several places, leaving gaping holes in its span. 
  A barbican guards the eastern abutment of the bridge 
  that once connected Thousand Fangs to the mainland. 
  Though most of the bridge has long since collapsed, this 
  barbican still guards a jetty for boats leaving the fortress’s 
  dock (area N2). This jetty lies under the portion of the 
  bridge that still stands west of the Steaming Chasm, and 
  has slips for three boats. Currently, only one boat is tied 
  up at the dock—a large rowboat, which can hold up to 
  four Medium-sized passengers.
  Creatures: Though the barbican no longer serves 
  its original purpose since the collapse of bridge, six 
  serpentfolk guards are still posted here to watch the dock 
  and guard the lake approach to the fortress. Hiding behind 
  the barbican’s walls and arrow slits, they fire arrows at any 
  non-serpentfolk approaching the bridge or the dock.
  Serpentfolk Guards (6) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 37)
  n. fortress of thousAnD fAngs
  The immense fortress of Thousand Fangs occupies an 
  island in the northern part of the lake, and forms the 
  heart of Ilmurea’s circular layout. This grim, fortified 
  building takes the form of a huge serpent coiling around 
  a central peak, similar to the statues atop the city’s 
  serpent gates but many times larger. The snake’s eyes 
  glow a baleful red, and crimson lights shine from other 
  openings in the structure.
  Since arriving in Ilmurea, the serpentfolk priest 
  Vyr-Azul and his followers have made extensive repairs 
  The Thousand Fangs Below
  
  40
  to the fortress of Thousand Fangs and put it back into 
  commission. It is a nearly impregnable citadel, staffed by 
  over a hundred degenerate serpentfolk warriors. It also 
  holds Eando Kline, who is imprisoned in the dungeons 
  beneath the fortress.
  scouting the fortress
  Scouting the fortress is a challenging task. It stands alone 
  in the middle of the north lake, surrounded by water. The 
  only way to reach it is by boat, flight, or magic. Magical 
  scrying can reveal many of the fortress’s interior details, but 
  the majority of the dungeon level (areas N38 through N43) is 
  protected by a permanent mage’s private sanctum effect. These 
  defenses do not extend to the rest of the fortress, though 
  some individual rooms have their own magical protections.
  Reconnaissance in person is much riskier—the serpentfolk 
  guards are exceptionally alert and highly motivated 
  following the recent execution of their commander. If the 
  PCs are captured, they are stripped of their gear (which is 
  stored in the strongroom at area N39) and thrown in the 
  slave pens (area N40). In this event, the PCs find themselves 
  that much closer to Eando Kline, but now they need to effect 
  their own escape before they can rescue him.
  fortress feAtures
  Thousand Fangs rises 180 feet high from the level of 
  the lake to the top of the great serpent’s head, but the 
  outcropping of rock it is built on goes down another 250 
  feet to the bottom of the lake. The exterior walls of the 
  fortress are of magically treated superior masonry, often 
  incorporating serpentstone (see page 63 of the Ilmurea 
  gazetteer) into the structure. The serpent’s body forms 
  a long corridor coiling around the central island that 
  runs from the serpent’s tail to the serpent’s head. This 
  cylindrical corridor connects the fortress’s many rooms, 
  which are dug into the rock of the island itself. Internal 
  walls are of hewn stone, and the floors are smooth stone. 
  Unless otherwise noted, doors within the fortress are of 
  stone and are unlocked. Secret doors within the fortress 
  require a DC 20 Perception check to find. Ceilings are 
  usually between 20 and 30 feet high, though the cylindrical 
  outer corridor is 60 feet in diameter. 
  The fortress is eerily silent inside, as the serpentfolk 
  are telepathic and have no reason to communicate vocally. 
  In addition, their darkvision allows them to see clearly 
  in the absence of light, so most rooms are unlit, unless 
  described otherwise.
  getting insiDe
  The fortress’s main gate (area N3) opens on the shattered 
  span of a bridge that once led to the lake’s eastern shore, 
  but two other areas also allow ingress to the interior of 
  the fortress. The serpent’s tail dips into the waters of 
  the lake, forming a postern gate (area N33), while the 
  gaping maw of the serpent’s mouth (area N32) provides 
  access to climbing or flying creatures. In addition, a DC 
  20 Perception check made while studying the fortress 
  from afar (or through scrying) reveals a gaping hole in the 
  snake’s body on the southern side of the island, about 30 
  feet above the water. This hole leads to area N14a.
  A direct assault upon the fortress is likely doomed to 
  failure—there are simply too many serpentfolk inside. 
  The PCs might use teleport or similar magics, but some 
  areas of the fortress are off limits to this kind of magical 
  entry. A forbiddance effect blocks planar travel to or from 
  the serpent’s head (areas N30, N31, and N32), while a 
  permanent dimensional lock wards the dungeon level (areas 
  N38 through N43). However the PCs manage to enter 
  the fortress, they will likely have to use subterfuge and 
  stealth or risk alerting the fortress’s entire complement 
  of guards to their presence.
  rAising the AlArm
  Once the PCs enter the fortress and engage its residents, 
  knowledge of their presence quickly spreads throughout 
  the citadel. Unless the PCs disable guards in the first 
  round of combat or have access to antimagic field or similar 
  effects, the serpentfolk will use their telepathy to alert 
  their comrades that the fortress is under attack.
  The serpentfolk guards are well trained, however, and 
  do not necessarily leave their posts if an alarm is raised, 
  realizing that any attack could be a diversion while the 
  main attack could come from a different direction. 
  Instead, the guards prepare themselves for action, making 
  it more difficult to surprise them in their normal posts.
  Only after three alarms have been given does the 
  fortress go on general alert. In this case, all of the 
  fortress’s gates are closed. Most posted guards remain 
  where they are, but other inhabitants move about the 
  fortress, as outlined in the Development portion of their 
  original locations. You should familiarize yourself with 
  the actions taken by these inhabitants, and modify the 
  encounters in the fortress to reflect the serpentfolk’s 
  heightened alertness.
  n1. broken briDge
  The remains of a wide stone bridge end in a crumbling precipice 
  over the lake to the east. To the west, the bridge turns into a 
  tunnel that bores into the side of the island beneath the coils of 
  a great carved serpent.
  This bridge once ran all the way to the eastern shore 
  of the lake, but large sections of it have collapsed over 
  the millennia. The bridge stands 20 feet above the lake. 
  Curving stairs lead down from the northern side of the 
  serpenT’s skull
  
  41
  bridge to the boathouse (area N2). The guards at the 
  outer gate (area N3) have a clear view of the bridge from 
  their post and attack any obviously hostile creatures 
  approaching from this direction.
  n2. Dock
  A stone dock juts from the rocky shore of the island into the 
  dark waters of the lake.
  Most of the serpentfolk traffic between the fortress 
  and the mainland goes through this dock. Currently, two 
  large rowboats are tied up to the dock. A third slip stands 
  empty. Each rowboat can hold up to four Medium-sized 
  passengers. Stairs lead up from the dock to the bridge 
  above (area N1).
  n3. outer gAte (cr 14)
  This 20-foot-high tunnel is the main entrance to the 
  fortress of Thousand Fangs, and slopes up to area 
  N4. An iron portcullis stands at the eastern end of the 
  tunnel (hardness 10, hp 60, Break DC 28 [lift DC 25]). 
  The portcullis is controlled from area N4a. The ceiling 
  above the gate is fitted with murder holes through which 
  defenders can fire on intruders below.
  Creatures: Six serpentfolk guards are posted at the 
  gate at all times. They stop and question any creature 
  attempting to enter the fortress, likely attacking any 
  non-serpentfolk.
  Serpentfolk Guards (6) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 37)
  Development: If the fortress is on alert, six more 
  serpentfolk guards from the barracks (area N5) are posted 
  at the murder holes above the gate.
  n4. gAtehouse yArD (cr 15)
  Arrow slits line both sides of this chamber. To the east, a wide 
  tunnel goes into the rock. To the west, a large chamber opens 
  up beyond a wall of iron bars that stretch from floor to ceiling.
  This courtyard just inside the outer gate is intended as 
  a killing zone for intruders breaching the gate. The wall of 
  iron bars blocks access to the central courtyard (area N8), 
  but the middle 20-foot section is a portcullis controlled 
  from area N4b. The ceiling is 20 feet high here. 
  Areas N4a and N4b are watchposts. The doors from 
  the central courtyard are barred (Break DC 30). Area N4a 
  holds the controls for the portcullis in area N3, while area 
  N4b contains the controls for the portcullis in area N4.
  Creatures: Four serpentfolk guards are stationed in 
  both area N4a and are N4b. They have a clear line of fire 
  on any intruders in the gatehouse yard.
  Serpentfolk Guards (8) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 37)
  Development: If the fortress is on alert, four more 
  serpentfolk guards from the barracks (area N5) are added 
  to the complement within each watchpost, for a total of 
  eight guards on each side.
  n5. bArrAcks
  Each of these rooms contains sleeping platforms and 
  equipment lockers for 30 degenerate serpentfolk guards, 
  though none of these barracks is being used to capacity. 
  There is a 30% chance of encountering 2d4 serpentfolk 
  guards resting in any one of these rooms. If they are 
  taken by surprise, they snatch up their weapons and 
  defend themselves.
  n6. forge (cr 11)
  This chamber contains a working forge for making and 
  repairing weapons and tools.
  Creatures: Two serpentfolk guards work in this forge. 
  They are unarmored, but snatch up red-hot tools from 
  the furnace (these count as improvised clubs that deal an 
  additional 1 point of fire damage) and attack any non-
  serpentfolk entering the room.
  Serpentfolk Guards (2) 
  CR 9
  XP 6,400 each
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 111 each (see page 37)
  Melee improvised club +14/+9 (1d6+8 plus 1 fire), bite +13 
  (1d6+4 plus poison)
  n7. Armory
  Each of these rooms contains weapon racks holding 30 
  longswords, 30 spears, 30 masterwork flails, 30 masterwork 
  composite longbows, and 30 quivers of 20 arrows. In addition, 
  there is a 25% chance that each room contains a single 
  random minor magic weapon, suit of armor, or shield.
  n8. centrAl courtyArD (cr 14)
  Blazing flames on the ceiling illuminate this cavernous 
  chamber. In the center of the courtyard, wide steps lead up to 
  an impressive building. Smaller steps lead up to a set of double 
  doors in the west wall. To the northeast and southeast, small 
  balconies project from the walls.
  The Thousand Fangs Below
  
  42
  The ceiling above the courtyard is 50 feet high. 
  Glowing tiles of serpentstone on the ceiling provide dim 
  light through the entire chamber. The balconies to the 
  northeast and southeast are 10 feet above the floor of this 
  chamber, and lead to guardposts (area N9).
  Creatures: Two great cyclopes, degenerate descendants 
  of the titans who once ruled vast swaths of Garund above, 
  guard the courtyard. They are dominated slaves of the 
  fortress’s commander, Sskhavo, and attack any non-
  serpentfolk entering the courtyard.
  Great Cyclopes (2) 
  CR 12
  XP 19,200 each
  CE Huge humanoid (giant) (Pathfinder Adventure Path #33 84)
  Init +1; Senses low-light vision; Perception +22
  DefenSe
  AC 26, touch 9, flat-footed 25 (+4 armor, +1 Dex, +13 natural, 
  –2 size)
  hp 195 each (17d8+119)
  fort +12, Ref +6, Will +14
  Defensive Abilities ferocity, rock catching
  OffenSe
  Speed 50 ft.
  Melee mwk greatclub +24/+19/+14 (3d8+19) or 
  2 slams +23 (2d6+13)
  Ranged rock +13 (2d6+19)
  Space 15 ft.; Reach 15 ft.
  Special Attacks powerful charge (gore, 4d8+24)
  TACTICS
  During Combat The cyclopes throw rocks at invaders, then 
  make powerful charges before engaging opponents in 
  melee combat.
  Morale Under magical control to defend the fortress, the 
  cyclopes fight to the death.
  STATISTICS
  Str 36, Dex 13, Con 25, Int 7, Wis 14, Cha 8
  Base Atk +12; CMB +27 (+29 bull rush); CMD 38 (40 vs. bull rush)
  feats Awesome Blow, Cleave, Diehard, Endurance, Improved 
  Bull Rush, Iron Will, Power Attack, Staggering Critical, 
  Throw Anything
  Skills Perception +22
  Languages Cyclops
  SQ flash of brutality
  Gear hide armor, masterwork greatclub
  SPeCIAL ABILITIeS
  flash of Brutality (Su) Every round that a great cyclops makes 
  an attack, there is a 5% chance that it gains a burst of savage 
  inspiration. If this occurs, the cyclops triples the threat range 
  of all weapons it attacks with for that round. For all of a great 
  cyclops’s natural attacks, tripling the threat range allows for 
  a critical hit on any attack roll of 18–20. If a great cyclops is 
  reduced to fewer than half its hit points (typically 97 or lower), 
  its chance of gaining a flash of brutality increases to 15%. 
  Should the cyclops have 0 hit points or fewer (conscious only 
  because of its Diehard feat) and choose to attack, its chance 
  of gaining a flash of brutality increases to 25%.
  Development: Combat in this chamber alerts the 
  guards in the guardposts to the northeast and southeast 
  (area N9), who come out onto the balconies to attack 
  intruders with their bows in 1d6 rounds.
  n9. guArDpost (cr 14)
  Each of these rooms contains a table and chairs for on-
  duty guards. 
  Creatures: Six serpentfolk guards are posted in each of 
  these rooms at all times. They attack any intruders.
  Serpentfolk Guards (6) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 37)
  n10. house of receiving
  A large stone building dominates the center of the cavern. Wide 
  stone steps carved to resemble the coils of a giant snake lead up 
  Bloodwine
  Bloodwine, a favorite serpentfolk drink, is made from 
  the blood of sentient creatures and spiced with brain 
  mold spores and other subterranean seasonings. Its 
  main ingredient is usually drow, duergar, or svirfneblin 
  blood, but the best vintages of bloodwine contain a 
  higher concentration of morlock blood. Bloodwine 
  affects serpentfolk much like wine affects humans, 
  but it is poisonous to most other creatures. 
  Generally, bloodwine is less harmful to members 
  of races that are used to ingesting blood. Urdefhans 
  suffer no ill effects from drinking it. Drow are immune 
  to the sickening effect but are still susceptible to the 
  bloodwine’s Wisdom damage. Vampires heal 2 hit 
  points or gain 2 temporary hit points for each cup of 
  bloodwine drunk. Immunity to poison gives immunity 
  to the harmful effects of bloodwine. A single dose of 
  bloodwine is worth 100 gp.
  Bloodwine
  Type poison, ingested; Save Fortitude DC 25
  frequency 1/minute for 6 minutes
  Initial effect sickened for 1d4 hours; 
  Secondary effect 1d3 Wis damage; Cure 2 
  consecutive saves.
  serpenT’s skull
  
  43
  to a wraparound balcony above the floor of the courtyard. Two 
  sets of double doors lead off the balcony into the interior of the 
  building. Elaborate serpentine carvings decorate every exterior 
  surface, while the floor is covered with scale-like tails inlaid in 
  spiral patterns.
  This large building stands on a platform 15 feet above 
  the floor of the central courtyard. The fort’s commander, 
  Sskhavo, makes proclamations or reviews his troops from 
  atop the stairs. Inside is an audience hall where Sskhavo 
  receives distinguished guests or meets with his staff. 
  The ceilings are 30 feet high inside. To the south are two 
  small chambers for servants and storage. To the north 
  is a private meeting room containing a long table and 
  several chairs. A cabinet to one side of the room contains 
  cages holding a number of live Tiny mammals for snacks 
  (bats, moles, rats, and the like) and a stone decanter with 
  six stone cups. The decanter contains a serpentfolk drink 
  called bloodwine (see sidebar). 
  Development: If the fortress is on alert, Sskhavo 
  coordinates the citadel’s defenses from here, along with 
  three serpentfolk officers from area N20.
  n11. hAll of entrAnce (cr 15)
  The stone floor of this long room is polished to a high sheen, 
  its walls decorated with intricate carvings of serpentfolk life. 
  Thick curtains conceal either end of the chamber. Two metal 
  statues, depicting humanoids with the hooded heads of cobras 
  twice as tall as a human, flank a wide corridor exiting the room 
  to the west. A pair of double doors stands slightly recessed in 
  the east wall. 
  The curtained areas are posts for guards to unobtrusively 
  stand out of sight when powerful guests visit the fortress, but 
  they are currently empty. To the south, a DC 20 Perception 
  check reveals a secret door to area N12.
  Creatures: The two snake-headed statues are iron 
  golems used in the defense of the fortress. They animate 
  and attack any non-serpentfolk entering the chamber.
  Iron Golems (2) 
  CR 13
  XP 25,600 each
  hp 129 each (Pathfinder RPG Bestiary 162)
  n12. storeroom
  Each of these rooms is stacked with sacks, crates, and 
  barrels containing mundane supplies for the fortress. 
  There is a 65% chance of finding any piece of normal 
  equipment worth less than 100 gp in one of these rooms. 
  Preserved rations are also stored in these rooms, though 
  the serpentfolk’s definition of food differs somewhat 
  from anything the PCs are used to. Any non-serpentfolk 
  partaking of these rations must make a DC 20 Fortitude 
  save or be nauseated for 1d6 rounds.
  n13. inner gAte
  An iron portcullis can be dropped to block the corridor 
  here, but the gate is normally left open. The portcullis is 
  controlled from the guardpost (area N9) to the west.
  Development: If the fortress is on alert, the portcullis 
  is closed (hardness 10, hp 60, Break DC 28 [lift DC 25]) 
  and the six serpentfolk guards from area N9 to the west 
  are posted at the gate.
  n14. serpent corriDor
  This floor of this wide corridor curves up to form the walls 
  and ceiling, giving the corridor a circular cross-section. 
  Immense carved ribs, spaced every fifty feet or so, encircle 
  the hallway, giving the impression of walking through the 
  belly of some immense snake. The corridor curves out of 
  sight in both directions.
  This long corridor follows the contours of the giant snake 
  coiling around the fortress, descending in a spiral from 
  the top of the snake’s head to the tip of its tail. Essentially a 
  giant tube, the hallway is 60 feet in diameter.
  The corridor has suffered damage in places, which the 
  serpentfolk commander Sskhavo has not yet had time to 
  have repaired. The walls and ceiling of the corridor have 
  collapsed at area N14a, leaving the floor in that section 
  covered with rubble (treat as difficult terrain) and the 
  interior of the fortress open to the cavern outside. A gate 
  once closed off the corridor at area N14b, but a partial 
  collapse has ruined it as well, leaving the stone doors 
  ajar and frozen in place. Cracks in the wall have allowed 
  water to seep into the corridor at area N14c, allowing 
  a damp garden of brightly colored fungus and mold to 
  proliferate here.
  Development: If the fortress is on alert, the nagas from 
  area N41 patrol this corridor invisibly, making regular 
  circuits from top to bottom and back again.
  n15. hAll of tribunAl
  Two columns entwined with serpentine carvings support the 
  vaulted ceiling of this chamber, which contains stone benches 
  facing a high stone table in front of a deep triangular alcove 
  in the far wall. Four ornate, throne-like chairs sit in the alcove 
  behind the table.
  Trials and hearings were held in this chamber before 
  tribunals in Ilmurea’s distant past. It sees little use these 
  days, but Sskhavo and his officers occasionally use it to 
  hold courts-martial or otherwise discipline troops. 
  The Thousand Fangs Below
  
  44
  The secret door in the east wall leads to an armory 
  (area N7) and may be found with a DC 20 Perception 
  check. The secret door in the southwest wall behind the 
  judges’ bench is more difficult to find, requiring a DC 25 
  Perception check. It opens on the secret stairs (area N16) 
  that lead down to the dungeon level.
  n16. secret stAirs (cr 11)
  This spiral staircase is the sole entrance to the fortress’s 
  dungeon level, descending 75 feet to area N38.
  Creatures: Two serpentfolk guards are posted at 
  the top of the staircase to guard against intruders 
  or prisoners trying to escape. They do not leave their 
  posts under any circumstances. If attacked, the guards 
  telepathically alert their comrades in the dungeon 
  entrance below (area N38).
  Serpentfolk Guards (2) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 37)
  n17. guest QuArters
  Four guest suites open onto a central common room 
  for the use of guests visiting the fortress. The central 
  chamber contains comfortable furniture arranged 
  around a long, rectangular pool in the middle of the 
  room. The guest quarters themselves are fairly well 
  appointed, each consisting of a sitting area with a table 
  and chairs, a desk, a curtained sleeping area with a bed, 
  and a luxurious bath. Only two suites contain guests at 
  this time (areas N18 and N19); the unmarked rooms are 
  currently unoccupied. The circular chamber at the end of 
  the common room (area N17a) is set aside as an intimate 
  eating room for guests, where they can consume meals in 
  private following serpentfolk custom.
  n18. Demonic visitor (cr 15)
  These comfortable living quarters hold a table and several 
  chairs, a desk against one wall, and a large bed in a curtained 
  alcove. A spacious stone bath sits in one corner. Skins dyed 
  in spiral patterns lie on the floor and are draped on the bed. 
  Candles in cobra-shaped iron holders light the room and give 
  off a pleasing scent.
  This guest suite is furnished similarly to those in area 
  N17, but is currently occupied. The candles provide dim 
  illumination throughout the entire room.
  Creatures: The current occupant of this room is a 
  succubus named Selaxasp, summoned to Ilmurea by Vyr-
  Azul by means of a gate spell. Ostensibly summoned as an 
  advisor to Sskhavo and Khavith, Selaxasp is also a spy for 
  Vyr-Azul, giving the serpentfolk priest regular reports 
  on the actions of his underlings and watching for any 
  treachery on their part against his plans.
  If the alarm has been raised or if she hears the PCs 
  coming, Selaxasp uses her change shape ability to appear 
  as a human Varisian woman, pretending to be a prisoner. 
  Selaxasp is a master of disguise and guile, and her Bluff 
  skill is high enough that is unlikely that the PCs will 
  see through her deception. In addition, her master spy 
  abilities allow her to mask her alignment and fool truth-
  detecting magic and other divinations.
  Selaxasp pretends to have an injured leg, and breaks 
  down in tears when “rescued.” If questioned, she claims 
  to be Selennia, one of Eando Kline’s companions who was 
  captured by the serpentfolk and brought here. “Selennia” 
  says that she is kept her here rather than in the dungeon 
  because the fortress’s commander, Sskhavo, took a fancy 
  to her and regularly forces his unspeakable attentions 
  upon her. 
  If Juliver is with the party, she is surprised to see 
  “Selennia.” Juliver swears that she saw Selennia dragged 
  away by the serpentfolk and killed. In truth, Selaxasp took 
  the Varisian’s identity for her own—the real Selennia’s 
  remains may be found in area N41. While Juliver won’t see 
  through Selaxasp’s bluff, her immediate confusion at her 
  companion’s unexpected reappearance may be the PCs’ 
  only clue that “Selennia” is not who she appears to be.
  Selaxasp willingly accompanies the PCs as they 
  explore the fortress further, though she claims to have 
  no knowledge of the fortress’s layout or where Eando 
  Kline is being held. She does not immediately betray the 
  PCs to the serpentfolk, instead keeping an eye on them to 
  eventually report their doings to Vyr-Azul. If she has the 
  opportunity to get one PC alone, she may take advantage 
  of the situation, or if a combat seems to be going too 
  easily for the PCs, she might make a move from behind 
  the party to complicate things further.
  Selaxasp 
  CR 15
  XP 51,200
  Female succubus rogue (spy) 3/master spy 9 (Pathfinder RPG 
  Bestiary 68, Pathfinder RPG Advanced Player’s Guide 135, 270)
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., detect good; Perception +35
  DefenSe
  AC 30, touch 19, flat-footed 25 (+4 armor, +4 deflection,  
  +5 Dex, +7 natural)
  hp 182 (20 HD; 8d10+12d8+83)
  fort +10, Ref +19, Will +18
  Defensive Abilities concealed thoughts, evasion, slippery 
  mind; DR 10/cold iron or gold; Immune electricity, fire, 
  poison; Resist acid 10, cold 10; SR 18
  OffenSe
  Speed 30 ft., fly 50 ft. (average)
  serpenT’s skull
  
  45
  Selaxasp
  Melee +1 starknife +20/+15/+10/+5 (1d4+2/19–20/×3) and +1 
  starknife +20/+15/+10 (1d4+1/19–20/×3) or 
  2 claws +21 (1d6+1)
  Special Attacks death attack (DC 24), energy drain (1 level, 
  DC 25), profane gift, sneak attack +5d6
  Spell-Like Abilities (CL 12th; concentration +23)
  Constant—detect good, tongues
  At will—charm monster (DC 25), detect thoughts (DC 23), 
  ethereal jaunt (self plus 50 lbs. of objects only), suggestion 
  (DC 24), greater teleport (self plus 50 lbs. of objects only), 
  vampiric touch
  1/day—dominate person (DC 26), summon (level 3,  
  1 babau 50%)
  Master Spy Spell-Like Abilities (CL 9th, concentration +20)
  At will—elude detection, hidden mind
  2/day—nonmagical aura
  TACTICS
  During Combat In her guise as Selennia, Selaxasp tries 
  to stay out of combat, unless inaction would give away 
  her disguise. If the PCs see through her disguise 
  or reveal her true identity, she uses her spell-like 
  abilities to gain allies from among the PCs before 
  attacking with her starknives.
  Morale If reduced to fewer than 80 hit points, Selaxasp 
  immediately teleports away to the Sanctum of Ydersius (see 
  Development below).
  STATISTICS
  Str 12, Dex 20, Con 18, Int 20, Wis 18, Cha 33
  Base Atk +16; CMB +21; CMD 36
  feats Agile Maneuvers, Combat Reflexes, Deceitful, Greater 
  Two-Weapon Fighting, Improved Critical (starknife), 
  Improved Two-Weapon Fighting, Iron Will, Martial 
  Weapon Proficiency (starknife), Two-Weapon Fighting, 
  Weapon Finesse
  Skills Bluff +55, Diplomacy +34, Disguise +47, Escape 
  Artist +28, Fly +28, Intimidate +34, Knowledge (local) 
  +28, Knowledge (nobility) +18, Knowledge (planes) +18, 
  Perception +35, Sense Motive +36, Stealth +28, Use Magic 
  Device +20
  Languages Abyssal, Aklo, Celestial, Common, Draconic; 
  tongues, telepathy 100 ft.
  SQ art of deception +9, change shape (Small or Medium 
  humanoid, alter self ), fool casting, glib lie (DC 24), mask 
  alignment, master of disguise, poison use, quick change 
  (–5), shift alignment, skilled liar, superficial knowledge, 
  rogue talents (honeyed words*), trapfinding +1
  Gear +1 starknife (2), bracers of armor +4, ring of protection +4
  * See Advanced Player’s Guide.
  Development: If the PCs kill Sskhavo and Khavith, 
  but Selaxasp survives, she immediately teleports to the 
  Sanctum of Ydersius to inform Vyr-Azul. Selaxasp does 
  not return in this adventure, but at your option, she may 
  reappear in the next adventure, “Sanctum of the Serpent 
  God,” to continue being a thorn in the PCs’ sides, possibly 
  in another guise.
  n19. the Defector (cr 14)
  This sizeable room is furnished with a bed, desk, table, and 
  chairs. A large stone bath sits in one corner, filled with a deep 
  red liquid. Glowing crystals in a bowl on the table do little to 
  dispel the darkness. The smell of fresh blood hangs heavily in 
  the air.
  This guest suite contains similar furnishings to those 
  found in area N17. The bath is filled with blood, primarily 
  from morlocks, which the chamber’s current occupant 
  The Thousand Fangs Below
  
  46
  Belkor
  likes to bathe in. The glowing crystals are sculptures 
  carved from serpentstone—Belkor finds their pale blue 
  glow pleasing.
  Creatures: This room holds the fortress’s other major 
  guest, the urdefhan defector Belkor. Once a general in the 
  urdefhan military and a close friend of the urdefhan leader 
  Izon, Belkor grew jealous of Izon’s continued success. When 
  he realized a coup would never be successful against the 
  half-fiend cleric, Belkor defected to his people’s greatest 
  enemies, the serpentfolk, offering them information about 
  the urdefhans’ troop strengths and strategy. As Vyr-Azul’s 
  ritual reaches its conclusion, however, the serpentfolk 
  have put their own plans for war against the urdefhans 
  temporarily on hold, and have left Belkor cooling his heels 
  in the fortress and playing at being an honored guest. 
  Sskhavo doesn’t fully trust Belkor yet, however, and has 
  assigned two serpentfolk as an “honor guard” to escort 
  the urdefhan around the fortress. The guards attack any 
  non-serpentfolk entering the room. If the PCs agreed to 
  Izon’s request to kill Belkor, he joins in the attack once he 
  realizes the PCs are there to kill him.
  Belkor the Defector 
  CR 13
  XP 25,600
  Male urdefhan fighter 10 (Pathfinder RPG Bestiary 2 276)
  NE Medium outsider (native)
  Init +7; Senses darkvision 120 ft.; Perception +17
  DefenSe
  AC 28, touch 14, flat-footed 25 (+8 armor, +1 deflection, +3 Dex, 
  +6 natural)
  hp 164 (13d10+88)
  fort +15, Ref +9, Will +8
  Defensive Abilities bravery +3, negative energy affinity; DR 5/
  good or silver; Immune death effects, disease, fear, level 
  drain; Resist acid 10; SR 24
  OffenSe
  Speed 30 ft.
  Melee +2 rhoka sword +26/+21/+16 (1d8+16/18–20), bite +15 
  (1d4+3 plus 2 Str)
  Ranged mwk composite longbow +18/+13/+8 (1d8+8/×3)
  Special Attacks blood drain (1 Con), strength damage (DC 16), 
  weapon training (heavy blades +2, bows +1)
  Spell-Like Abilities (CL 3rd; concentration +4)
  At will—feather fall
  3/day—align weapon, death knell (DC 13), ray of 
  enfeeblement (DC 12)
  TACTICS
  During Combat Belkor wades into combat with 
  his rhoka sword, targeting the strongest-looking 
  warrior in the group to bite and drain of blood and 
  strength.
  Morale If his serpentfolk guards are killed and he is 
  reduced to fewer than 40 hit points, Belkor tries to 
  flee and join up with Sskhavo. If he is cornered, he fights 
  to the death.
  STATISTICS
  Str 24, Dex 16, Con 20, Int 14, Wis 14, Cha 12
  Base Atk +13; CMB +20 (+22 trip); CMD 34 (36 vs. trip)
  feats Combat Expertise, Combat Reflexes, Disruptive, 
  Greater Weapon Focus (rhoka sword), Improved Initiative, 
  Improved Trip, Iron Will, Spellbreaker, Stand Still, Step 
  Up, Toughness, Weapon Focus (rhoka sword), Weapon 
  Specialization (rhoka sword)
  Skills Intimidate +16, Knowledge (dungeoneering) +9, 
  Knowledge (planes) +8, Knowledge (religion) +8, Perception 
  +17, Ride +15, Sense Motive +8, Survival +17
  Languages Aklo, Canto, Orvian, Undercommon
  SQ armor training 2, daemonic pact (DC 16)
  Gear +1 banded mail, +2 rhoka sword, masterwork composite 
  longbow (+7 Str) with 20 arrows, amulet of natural armor +4, 
  ring of protection +1
  serpenT’s skull
  
  47
  Serpentfolk Guards (2) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 37)
  Story Award: If the PCs kill Belkor and bring back 
  proof of his demise (his gear) to Izon in area G7, award 
  them an additional 25,600 XP.
  n20. officers’ QuArters (cr 14)
  These spartan rooms contain three beds, three lockers, 
  and three desks with an equal number of chairs. The 
  desks contain various documents (written in Aklo) 
  dealing with the mundane management of a military 
  fort. Some of these quarters have small rooms attached to 
  them—these are private eating chambers where officers 
  can eat in solitude, unlike the normal soldiers who are 
  less cultured and gorge themselves in public.
  Creatures: Each of these rooms serves as quarters for 
  three serpentfolk officers. They snatch up weapons to 
  attack anyone entering the room.
  Serpentfolk Officers (3) 
  CR 11
  XP 12,800 each
  Degenerate serpentfolk fighter 7 (Pathfinder RPG Bestiary 2 242)
  NE Medium monstrous humanoid 
  Init +6; Senses darkvision 60 ft., scent; Perception +16
  DefenSe
  AC 28, touch 12, flat-footed 26 (+9 armor, +2 Dex, +7 natural)
  hp 147 each (12d10+79) 
  fort +15, Ref +9, Will +9; +2 vs. fear
  Defensive Abilities bravery +2, Immune mind-affecting 
  effects, paralysis, poison; SR 22
  OffenSe
  Speed 30 ft.
  Melee +1 bastard sword +21/+16/+11 (1d10+13/17–20), bite +14 
  (1d6+3 plus poison)
  Ranged mwk composite longbow +15/+10/+5 (1d8+7/×3)
  Special Attacks weapon training (heavy blades +1)
  TACTICS
  During Combat Two of the officers work together to flank 
  foes, while the other targets spellcasters or archers with 
  his bow.
  Morale Loyal to the last, the officers fight to the death.
  STATISTICS
  Str 24, Dex 14, Con 22, Int 9, Wis 10, Cha 6
  Base Atk +12; CMB +19; CMD 31
  feats Great Fortitude, Improved Critical (bastard sword), 
  Improved Initiative, Intimidating Prowess, Iron Will, Power 
  Attack, Skill Focus (Perception), Vital Strike, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword)
  Skills Escape Artist +5, Intimidate +16, Knowledge 
  (dungeoneering) +4, Knowledge (engineering) +4, 
  Perception +16, Stealth +4
  Languages Aklo, Undercommon; telepathy 100 ft.
  SQ armor training 2
  Combat Gear potion of cure serious wounds; Other Gear 
  +1 half-plate, +1 bastard sword, masterwork composite 
  longbow (+7 Str) with 20 arrows, cloak of resistance +1, 65 gp
  SPeCIAL ABILITIeS
  Poison (ex) Bite—injury; save Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  Development: If the fortress is on alert, 3 serpentfolk 
  officers from one of these rooms join Sskhavo in area N10 
  to help coordinate the citadel’s defenses.
  n21. gymnAsium
  These large, open chambers are used for physical training 
  and weapons practice. Weapon racks line the walls—each 
  of these rooms yields 2d6 longswords, 2d6 heavy flails, 
  2d3 spears, and 2d6 daggers. The gymnasiums also serve 
  as common rooms for off-duty degenerate serpentfolk 
  guards, and contain tables, chairs, and large, recessed 
  communal baths in the floors.
  Creatures: There is a 50% chance of encountering 1d6 
  serpentfolk guards sparring in any one of these rooms. 
  If an alarm is raised, they take 1d3 minutes to collect 
  their equipment before moving to the nearest guardpost 
  (area N9).
  n22. gug cAves (cr 14)
  The uneven floor of this natural cavern is littered with cracked 
  bones, pieces of fur and skin, and other less identifiable 
  remains. Deep scratches mar the walls and stone pillars that 
  stretch between the floor and ceiling.
  This chamber is one of only a few natural caverns in 
  the rock of the island that were left in their natural state 
  and incorporated into the fortress’s layout. The secret 
  door in the west wall that leads to area N7 may be found 
  with a DC 20 Perception check.
  Creatures: Four gugs, dominated slaves of the serpentfolk 
  wizard Khavith, lair in this room. They are used to 
  supplement the fortress’s defenses, and have been trained 
  not to attack serpentfolk. But Khavith has neglected to 
  feed them recently, so they have taken to gnawing on the 
  stone walls of their cave (the source of the deep scratches 
  in the walls). They are ravenously hungry, and attack any 
  creature that enters the room, serpentfolk or not.
  Gugs (4) 
  CR 10
  XP 9,600 each
  hp 127 each (see page 15)
  TACTICS
  During Combat The gugs have little use for tactics; each 
  The Thousand Fangs Below
  
  48
  Sskhavo
  of them picks one target to bite, rend with its claws, and 
  ultimately eat.
  Morale Thoroughly dominated, the gugs fight to the death.
  n23. commAnDer’s office  
  (cr 16 or 17)
  This small, spartan room contains a desk, a low table, a couple 
  of chairs, and a small cabinet against one wall. The preserved 
  head of a male drider, complete with fanged mandibles, hangs 
  on the wall behind the desk. A single door sits in the far wall, 
  next to a suit of armor on a stand. 
  This room is the office of Sskhavo, the fortress’s 
  commander. The desk contains various documents 
  written in Aklo on parchment made from the cured skin of 
  morlocks and members of other subterranean races). Most 
  are troop rosters, readiness reports, and other documents 
  concerning the day-to-day running of the fort. The 
  cabinet contains a decanter of bloodwine (see page 42) and 
  two stone cups. The armor is an ornate suit of masterwork 
  scale mail of drow origin—both it and the drider head are 
  trophies from defeated enemies.
  Creatures: If he has not been encountered previously, 
  there is a 50% chance that the serpentfolk commander 
  Sskhavo is found here, looking over reports and doing 
  administrative work. Otherwise, he is found in his 
  quarters (area N24, 25% chance) or in his seraglio (area 
  N25) with his mates (25% chance). Sskhavo is a tall 
  serpentfolk with a cobra-like hood. His scales are green 
  and marked with numerous scars from his many battles. 
  Unlike his troops, Sskhavo is an advanced, purecaste 
  serpentfolk, though he is as brutal as any degenerate. He 
  is also a devout follower of Ydersius, and longs for the 
  day when his god will return and restore the serpentfolk 
  empire, and the serpentfolk can enslave the rest of 
  Golarion’s peoples. Sskhavo is currently struggling to 
  redeem himself in Vyr-Azul’s eyes, as the serpentfolk 
  priest blames him personally for Juliver’s escape. 
  He longs to kill Eando Kline and be done with the 
  meddling “overlanders,” but he knows the Pathfinder’s 
  imprisonment serves a greater purpose, at least until 
  Vyr-Azul can interrogate him.
  If he is encountered here or in his quarters (area N24), 
  Sskhavo leaps to his feet and draws his sword, attacking 
  any invaders while telepathically alerting his mates in 
  area N25 and any other serpentfolk in range to come to 
  his aid. Sskhavo’s mates join him in 1d3 rounds.
  Sskhavo 
  CR 16
  XP 76,800
  Male serpentfolk fighter 3/duelist 9 (Pathfinder RPG Bestiary 2 242)
  NE Medium monstrous humanoid
  Init +15; Senses darkvision 60 ft., scent; Perception +22
  DefenSe
  AC 33, touch 24, flat-footed 19 (+4 armor, +7 Dex, +1 dodge,  
  +6 Int, +5 natural)
  hp 176 (17d10+88)
  fort +13, Ref +19, Will +12; +1 vs. fear
  Defensive Abilities bravery +1, canny defense, elaborate 
  defense, grace, parry, Immune mind-affecting effects, 
  paralysis, poison; SR 27
  OffenSe
  Speed 30 ft.
  Melee +1 keen short sword +26/+21/+16/+11 (1d6+13/17–20), 
  bite +19 (1d6+1 plus poison)
  serpenT’s skull
  
  49
  Ranged +1 composite longbow +25/+20/+15/+10 (1d8+4/×3)
  Special Attacks acrobatic charge, no retreat, precise strike 
  +9, riposte
  Spell-Like Abilities (CL 4th; concentration +6)
  At will—disguise self (DC 15), ventriloquism
  1/day—blur, dominate person (DC 17), major image (DC 15), 
  mass suggestion (DC 18), mirror image, suggestion (DC 17), 
  teleport
  TACTICS
  Before Combat Sskhavo casts blur and mirror image before 
  combat.
  During Combat Sskhavo uses precise strike as often 
  as possible (the bonus is already included in his stat 
  block). He attempts to disarm foes who engage him in 
  melee combat, focusing all of his attacks on disarmed 
  opponents while parrying and riposting attacks from 
  other foes. He uses his enhanced mobility to avoid being 
  cornered or flanked.
  Morale If he is reduced to fewer than 100 hit points, 
  Sskhavo teleports to area n10 and summons his officers 
  to rally the fortress’s defenders. If the fortress is already 
  on alert, he instead teleports to area n26 to join Khavith 
  in a last-ditch defense of the citadel. Otherwise, Sskhavo 
  fights to the death, aware that failure or surrender will 
  only result in an even more painful death at the hands of 
  Vyr-Azul.
  STATISTICS
  Str 17, Dex 24, Con 18, Int 22, Wis 14, Cha 14
  Base Atk +17; CMB +20 (+24 disarm); CMD 38 (40 vs. disarm)
  feats Combat Expertise, Combat Reflexes, Deflect 
  Arrows, Dodge, Great Fortitude, Greater Disarm, 
  Improved Disarm, Improved Initiative, Iron Will, 
  Mobility, Toughness, Weapon Finesse, Weapon Focus 
  (short sword)
  Skills Acrobatics +27, Bluff +22, Climb +13, Escape Artist +35,  
  Intimidate +22, Knowledge (dungeoneering) +26, Knowledge 
  (engineering) +26, Perception +22, Perform (dance) +9, Sense 
  Motive +22, Stealth +27
  Languages Aklo, Azlanti, Common, Cyclops, Draconic, Necril, 
  Orvian, Undercommon; telepathy 100 ft.
  SQ armor training 1, enhanced mobility, improved reaction +4
  Combat Gear potion of cure serious wounds; Other Gear +2 
  leather armor, +1 composite longbow (+3 Str) with 20 arrows, 
  +1 keen short sword, amulet of natural armor +2, belt of giant 
  strength +2, key to area n34, 80 gp
  SPeCIAL ABILITIeS
  Poison (ex) Bite—injury; save Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  Treasure: The drow scale mail is worth 1,000 gp, but 
  could bring up to 2,500 gp from a collector on the surface.
  Development: If the fortress is on alert, Sskhavo moves 
  to area N10 to coordinate the fortress’s defense.
  n24. commAnDer’s QuArters 
  This room is luxuriously appointed, with sumptuous furniture, 
  plush rugs, and furs and skins hanging from the walls. Shelves 
  along the walls are filled with various curios and trophies.
  These are Sskhavo’s living quarters, where he eats, 
  sleeps, relaxes, and occasionally meets with his wives 
  and other intimates. The room contains a large bed, 
  a comfortable sitting area, and a desk and chair. The 
  shelves on the walls hold trophies Sskhavo has taken 
  from his defeated foes.
  Treasure: Among the mundane trophies, the shelves 
  hold the following items of value: a +2 warhammer of 
  duergar make, a derro injection spear (worth 750 gp to a 
  collector), an engraved masterwork rhoka sword (worth 
  1,000 gp to a collector), a pair of masterwork short swords 
  taken from a dark stalker (worth 1,500 gp as a matched 
  set), and a gold pendant inset with a huge blood ruby that 
  has been carved with the insignia of a drow noble house 
  (worth 2,500 gp).
  n25. serAglio (cr 13)
  A sunken pit filled with cushions and hides fills most of this 
  circular, open room. Gauzy silks hang from the walls, and two 
  incense burners add a spicy, vaguely disturbing scent to the air.
  This room is Sskhavo’s seraglio, the living quarters for 
  his mates. The sunken pit is only 5 feet deep, and contains 
  mostly morlock hides and morlock-hide cushions stuffed 
  with morlock hair.
  Creatures: Sskhavo’s four mates reside in this chamber. 
  Though Sskhavo would much prefer purecaste serpentfolk 
  like Khavith as mates, there are far more degenerate 
  serpentfolk in Ilmurea, so he has had to make do with 
  them. These four degenerate females remain here at all 
  times unless one or more of them has been chosen to 
  accompany him for a special occasion, or unless they have 
  been telepathically summoned to defend him. Sskhavo’s 
  mates have the same stats as serpentfolk guards, but are 
  unarmored and armed only with masterwork daggers. 
  They wear rich clothing and jewelry, and paint their 
  scales in vividly colored patterns. They attack anyone 
  other than Sskhavo who enters the room.
  Sskhavo’s Mates (4) 
  CR 9
  XP 6,400 each
  Female degenerate serpentfolk fighter 5 (see page 37)
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 111 each
  Melee masterwork dagger +19/+14 (1d4+8/19–20), bite +13 
  (1d6+4 plus poison)
  The Thousand Fangs Below
  
  50
  Khavith
  Treasure: Each of Sskhavo’s mates wears jewelry worth 
  1,250 gp.
  n26. wizArD’s workroom (cr 15)
  A large stone table, covered with all manner of arcane and 
  esoteric equipment, cuts across this room. Points of flame 
  at each corner of the table illuminate the chamber, the walls 
  of which are lined with workbenches, cabinets, and shelves. 
  Beyond the table, a barred cage stands atop a raised portion 
  of the floor.
  This chamber has been outfitted as a magical 
  laboratory. The room is well lit by continual flame spells. 
  The cage in the center of the room holds the partially 
  dissected corpse of an urdefhan captive. The outer door 
  is secured with an arcane lock (CL 13th). A secret door in 
  the west wall (DC 20 Perception check to find) leads to 
  area N27.
  Creatures: The serpentfolk wizard Khavith, who 
  provides magical support for the fortress, uses this 
  laboratory for her magical experiments and studies 
  (such as the urdefhan corpse in the cage). Like Sskhavo, 
  Khavith is a purecaste serpentfolk, but she finds the 
  degenerate serpentfolk in the fortress distasteful, so she 
  spends most of her time sequestered here. Khavith has 
  blue scales and wears comfortable green robes.
  If she is surprised in this room and the fortress is not 
  yet on alert, Khavith avoids combat, and immediately 
  teleports to area N23 to inform Sskhavo and raise the 
  alarm. Otherwise, she engages invaders with her spells, 
  while telepathically summoning the guards in the nearby 
  guardpost (area N9) to assist her.
  Khavith 
  CR 15
  XP 51,200
  Female serpentfolk evoker 13 (Pathfinder RPG Bestiary 2 242)
  NE Medium monstrous humanoid 
  Init +10; Senses darkvision 60 ft., scent; Perception +25
  DefenSe
  AC 32, touch 19, flat-footed 25 (+4 armor, +2 deflection, +6 Dex, 
  +1 dodge, +5 natural, +4 shield)
  hp 177 (18 HD; 5d10+13d6+105)
  fort +12, Ref +14, Will +18
  DR 10/adamantine; Immune mind-affecting effects, paralysis, 
  poison; SR 28
  OffenSe
  Speed 30 ft.
  Melee +1 frost dagger +18/+13/+8 (1d4 plus 1d6 cold/19–20), 
  bite +12 (1d6–1 plus poison)
  Ranged mwk light crossbow +18 (1d8/19–20)
  Special Attacks intense spells +6 damage
  Serpentfolk Spell-Like Abilities (CL 4th; concentration +6)
  At will—disguise self (DC 15), ventriloquism
  1/day—blur, dominate person (DC 17), major image (DC 15), 
  mass suggestion (DC 18), mirror image, suggestion (DC 
  17), teleport 
  Arcane School Spell-Like Abilities (CL 13th; concentration +20)
  At will—elemental wall (13 rounds/day)
  10/day—force missile (1d4+6)
  Spells Prepared (CL 13th; concentration +20)
  7th—forcecage (DC 26), mass hold person (DC 24), 
  prismatic spray (DC 26)
  6th—chain lightning (DC 25), contagious flame* (DC 25), 
  quickened scorching ray, unwilling shield* (DC 23)
  5th—baleful polymorph (DC 22), cone of cold (DC 24),  
  hold monster (DC 22), hungry pit* (DC 22), quickened 
  magic missile
  serpenT’s skull
  
  51
  4th—black tentacles, dimension door, silent dispel magic, 
  dragon’s breath* (DC 23), shout (DC 23), stoneskin
  3rd—dispel magic, fireball (DC 22), fly, lightning bolt (DC 22), 
  pain strike* (DC 22), slow (DC 20), wind wall
  2nd—dust of twilight* (DC 19), false life, glitterdust, resist 
  energy, scorching ray (2), touch of idiocy
  1st—charm person (DC 18), mage armor, magic missile (2), ray 
  of enfeeblement (DC 18), shield, unseen servant
  0 (at will)—acid splash, bleed (DC 17), flare (DC 19), ray of 
  frost, resistance
  Opposition Schools Divination, Illusion
  TACTICS
  Before Combat Khavith casts false life and mage armor 
  every day. If she has the opportunity, she also casts blur, 
  mirror image, resist energy (fire), shield, and stoneskin 
  before combat.
  During Combat Khavith tries to control the battlefield as 
  soon as possible, casting mass hold person, slow, and black 
  tentacles. She casts unwilling ally as soon as possible on a 
  strong warrior type, and uses spells like forcecage or hungry 
  pit to entrap dangerous opponents.
  Morale Khavith’s research is much more important to her 
  than Vyr-Azul’s plans. If wounded enough to trigger 
  her contingency spell, she likely teleports to safety into 
  the Sanctum of Ydersius (after stopping to retrieve her 
  spellbook from area n27), unless she feels that she can 
  come back later to defeat the PCs with surprise. If she 
  flees, you can have the PCs encounter her again in the 
  next adventure.
  STATISTICS
  Str 8, Dex 22, Con 20, Int 25, Wis 18, Cha 14
  Base Atk +11; CMB +10; CMD 36
  feats Combat Casting, Defensive Combat Training, Dodge, 
  Great Fortitude, Greater Spell Focus (evocation), Improved 
  Initiative, Iron Will, Quicken Spell, Scribe Scroll, Silent Spell, 
  Spell Focus (evocation), Weapon Finesse
  Skills Disguise +20, Escape Artist +23, Fly +27, Intimidate 
  +10, Knowledge (arcana) +28, Knowledge (history) +28, 
  Knowledge (nobility) +19, Knowledge (planes) +19, 
  Perception +25, Sense Motive +22, Spellcraft +28, Stealth 
  +18, Use Magic Device +24
  Languages Abyssal, Aklo, Azlanti, Common, Draconic, Gug, 
  Infernal, Orvian, Undercommon; telepathy 100 ft.
  SQ contingency, arcane bond (dagger)
  Combat Gear potion of cure serious wounds, potion of 
  invisibility; Other Gear +1 frost dagger, masterwork light 
  crossbow with 10 bolts, amulet of natural armor +2, ring 
  of protection +2, diamond dust (worth 500 gp), ruby dust 
  (worth 750 gp), spell component pouch, 63 gp
  SPeCIAL ABILITIeS
  Contingency If Khavith ever falls below 60 hit points, a 
  dimension door spell immediately transports her out of 
  harm’s way.
  Poison (ex) Bite—injury; save Fort DC 24; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  * See Advanced Player’s Guide.
  Treasure: The laboratory equipment and supplies 
  here are worth 1,500 gp if they can be safely transported. 
  Searching the laboratory turns up the following items 
  of interest: a crystal ball, a lens of detection, a potion of 
  comprehend languages, and a pot of restorative ointment 
  containing 3 applications. In addition, the PCs can find 
  pouches of powdered amber (worth 500 gp), gold dust 
  (worth 150 gp), diamond dust (worth 500 gp), and ruby 
  dust (worth 1,000 gp)—all material components for some 
  of Khavith’s spells.
  n27. khAvith’s QuArters
  This small room houses the serpentfolk wizard 
  Khavith. It is comfortably furnished, but not lavishly so, 
  containing a bed, a desk and chair, and a bookshelf. The 
  outer door is secured with an arcane lock (CL 13th). The 
  secret door that leads to area N26 may be found with a 
  DC 20 Perception check.
  Treasure: An ivory statuette of a female serpentfolk 
  wizard bearing Khavith’s likeness sits on the desk 
  (Khavith’s contingency focus, worth 1,500 gp). The bookshelf 
  holds 13 scrolls. The first is a scroll of clone, which Khavith 
  has been studying but has not yet mastered. The other 12 
  are treatises on serpentfolk magic, all written in Aklo. 
  If these scrolls are read, which takes a minimum of 48 
  hours, the reader can make a DC 35 Spellcraft check to 
  understand the complicated arcane theory therein. A 
  successful check grants a permanent +2 competence 
  bonus on all saves against the spells and spell-like 
  abilities of serpentfolk. This collection of scrolls is worth 
  10,000 gp.
  Khavith’s spellbook is also in this room, though it is 
  trapped with a sepia snake sigil (DC 20) that triggers when 
  anyone else reads the book. The spellbook contains all 
  0-level wizard spells and all of Khavith’s prepared spells, 
  plus alarm, arcane lock, contingency, continual flame, sepia 
  snake sigil, and 1d6 additional spells from levels 1–7.
  n28. priests’ QuArters
  The walls of this large, semicircular room are inscribed 
  with common prayers to Ydersius in Aklo (DC 18 
  Knowledge [religion] check to identify, provided the 
  creature can read Aklo). The chamber is otherwise bare 
  except for 12 sleeping pallets, 12 desks and chairs, and 
  12 individual prayer rugs made from morlock hide. The 
  room is empty of inhabitants, as the serpentfolk priests 
  who normally reside here have all been summoned to 
  the Sanctum of Ydersius in order to assist in Vyr-Azul’s 
  great ritual.
  The Thousand Fangs Below
  
  52
  n29. vestry
  This room holds religious equipment and priestly 
  vestments for use in the Chapel of Ydersius (area N30). 
  Treasure: A scroll cabinet holds a complete set of the 
  sacred texts of Ydersius, written in Aklo on parchment 
  made from the hides of drow, duergar, and members of 
  other humanoid races. These scrolls would be worth 1,000 
  gp to a scholar on the surface. Other cabinets contain 
  a block of incense of meditation, 10 flasks of consecrated 
  blood (these function as unholy water; see area N30), 50 
  pounds of powdered silver (worth 250 gp), and mundane 
  incense worth 100 gp.
  n30. chApel of yDersius (cr 15)
  The body of the giant serpent ends here at its head, where three 
  columns support a vaulted ceiling. High above, two red crystal 
  windows form the snake’s eyes. Reliefs on the walls depict a 
  giant serpentfolk leading smaller serpentfolk armies in battle 
  against other underground races, slaying enemies and taking 
  captives, and receiving sacrifices from his followers. A candlelit 
  dais between two sets of double doors at the far end of the 
  room holds a bloodstained altar.
  This small temple occupies the rear half of the serpent’s 
  head at the very top of the fortress. A DC 25 Knowledge 
  (religion) check identifies the carvings on the walls as 
  depictions of the serpentfolk god Ydersius. 
  An altar to Ydersius stands atop the dais against the far 
  wall, carved to resemble a giant, coiled snake. Shackles 
  are set into the top of the altar, which is stained with 
  blood. A hole in the center of the snake’s coils drains into 
  a stone bowl set into the steps of the dais for catching the 
  blood of living sacrifices. This bowl contains the blood 
  of the most recent sacrificial victim. When mixed with 
  powdered silver, this blood can be consecrated to Ydersius 
  to function as unholy water. The bowl holds enough blood 
  to create 8 flasks of unholy water. Four tall, serpentine 
  candlesticks stand atop the dais, holding blackish-brown 
  candles made from the fat of sacrificial victims.
  The whole chamber has been dedicated to Ydersius, 
  and the entire head of the serpent-fortress (including 
  both the temple and areas N31 and N32) is warded by 
  both forbiddance and widened unhallow effects (caster 
  level 18th). The forbiddance effect blocks all planar 
  travel into or out of this area. It is keyed to chaotic evil 
  alignments, and deals damage to anyone of a different 
  alignment who enters the area (DC 22 Will save for half). 
  As the rank-and-file serpentfolk are neutral evil, they 
  must speak a password (“The glory of the Reborn King” 
  in Aklo) to enter the temple safely. The widened unhallow 
  effect is centered on the sacrificial bowl and is linked 
  to a dispel magic spell that targets each creature entering 
  the area (caster level 18th). The faithful of Ydersius are 
  excluded from this effect.
  The ceiling in this chamber is 50 feet high. A DC 25 
  Perception check reveals a secret door behind the altar 
  that leads to the reliquary (area N31).
  Creatures: A nightmarish aberration known as a gohl, 
  or serpent cloud, inhabits the chapel. A conglomeration 
  of thrashing, serpentine tails and three fanged snake 
  heads with gold and emerald scales, the gohl hovers 
  a few feet above the floor in front of the altar. The 
  serpentfolk priests found this abomination in the deep 
  vaults of Orv and brought it to Ilmurea as a sacred icon 
  of their headless god. The gohl does not speak, but it 
  understands Aklo and has been trained not to attack 
  serpentfolk. This conditioning extends to creatures that 
  look like serpentfolk as well, so if the PCs have disguised 
  themselves to look like serpentfolk (such as by wearing 
  the vestments found in area N29) the gohl does not attack 
  them. Otherwise, it attacks any non-serpentfolk entering 
  the chapel. The gohl is protected by the magic circle against 
  good effect of the chapel’s unhallow effect, so it enjoys 
  greater protections against good characters.
  Advanced Gohl 
  CR 15
  XP 51,200
  CE Huge aberration (Tome of Horrors III 93)
  Init +3; Senses all-around vision, darkvision 60 ft.; 
  Perception +30
  DefenSe
  AC 28, touch 11, flat-footed 25 (+3 Dex, +17 natural, –2 size)
  hp 231 (22d8+132)
  fort +14, Ref +12, Will +14
  DR 10/silver
  OffenSe
  Speed fly 30 ft. (good)
  Melee 3 bites +24 (1d8+9 plus 1d6 acid), 3 tentacles +21 (1d8+4 
  plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (1d8+4)
  TACTICS
  During Combat The gohl divides its attacks among several 
  foes, attempting to grab and constrict as many as possible. 
  As soon as an opponent is grappled, the gohl attacks that 
  victim with as many of its bite attacks as possible.
  Morale The gohl fights to the death.
  STATISTICS
  Str 28, Dex 17, Con 21, Int 6, Wis 12, Cha 7
  Base Atk +16; CMB +27 (+31 grapple); CMD 40 (can’t be tripped)
  feats Combat Reflexes, Great Fortitude, Hover, Lightning 
  Reflexes, Lunge, Multiattack, Power Attack, Skill Focus 
  (Perception), Stand Still, Toughness, Weapon Focus (bite)
  Skills Fly +13, Knowledge (religion) +8, Perception +30, Stealth +8
  Languages Aklo (cannot speak)
  serpenT’s skull
  
  53
  SPeCIAL ABILITIeS
  All-Around Vision (ex) A gohl sees in all directions at once. It 
  cannot be flanked.
  n31. reliQuAry
  The secret door to this hidden chamber may be found 
  with a DC 25 Perception check. This room contains three 
  candles of invocation (chaotic evil), and sacred relics and 
  implements used in the chapel, such as cloth-of-gold 
  chasubles and sacrificial daggers, flensing knives, bowls, 
  and chalices, all made of gold (worth a total of 5,000 gp).
  n32. the serpent’s mouth
  The fanged mouth of the giant serpent overlooks the entire 
  city of Ilmurea. A large silvery lens floats above a pedestal in 
  the center of the snake’s mouth, turning slowly in midair. In 
  the rear of the chamber, two sets of double doors lead into the 
  snake’s body.
  This area is warded by the same forbiddance effect as 
  the chapel of Ydersius. The chapel’s widened unhallow 
  effect extends into the western half of this area as well 
  (see area N30). 
  The giant lens is a thought lens, an ancient artifact that 
  focuses and enhances the serpentfolk’s natural telepathic 
  abilities to communicate over great distances. Once, 
  this thought lens connected Ilmurea to the other great 
  cities of the vast serpentfolk empire, but the intervening 
  millennia have resulted in a gradual failure of lenses 
  in various serpentfolk cities, and in some cases, the 
  outright destruction of receiving lenses in other former 
  serpentfolk strongholds. Currently, this particular 
  thought lens is only able to broadcast communications 
  between the fortress and the Sanctum of Ydersius across 
  the cavern.
  The thought lens is 10 feet in diameter and crafted of 
  a strange, transparent alloy of mithral and glass. This 
  unknown alloy makes the lens immune to any magical 
  attempts to move or damage it. Likewise, the lens cannot 
  be broken, and physical attacks have no effect on the 
  weirdly shimmering glass. The thought lens radiates 
  overwhelming divination magic.
  A DC 35 Spellcraft check (coupled with a detect magic 
  spell) is enough to recognize that the lens focuses and 
  amplifies telepathic energy, but only functions for a 
  creature with telepathy. If a telepathic creature (such as 
  a creature with innate telepathy or under the effects of 
  telepathic bond) attempts to use the lens, it can activate 
  the lens blindly with a DC 25 Use Magic Device check. If 
  this check is successful, the user broadcasts his thoughts 
  to Vyr-Azul in the Sanctum of Ydersius. The user sees a 
  vision of two burning, ophidian eyes, and hears a sibilant 
  voice in his head saying, !Headless King returns/lives prevent 
  you cannot you cannot return/rise to glory. Vyr-Azul then uses 
  his telepathy to send mental feedback back through the 
  telepathic link. The user must make a DC 30 Will save or 
  be confused for 2d6 rounds. Regardless of the outcome of 
  the save, the telepathic link is immediately broken.
  Development: If the fortress is on alert, Sskhavo sends 
  one of his officers here to use the lens to inform the 
  Sanctum of the attack. Concerned with the details of his 
  ritual, Vyr-Azul does not send troops to aid the fortress at 
  this time, but this communication likely means that the 
  serpentfolk in the Sanctum of Ydersius will be aware of 
  the PCs and their actions in the next adventure.
  n33. postern gAte
  The serpent’s tail dips into the lake here, creating a ramp from 
  the water’s edge that forms a postern gate for the fortress.
  Because no attack is expected from the lake, no guards 
  are posted at this gate. An iron portcullis blocks the 
  entrance (hardness 10, hp 60, Break DC 28 [lift DC 25]), 
  which is controlled from area N34.
  Development: If the fortress is on alert, six guards 
  from the barracks attached to area N34 are posted here 
  to guard the gate.
  n34. postern guArDpost (cr 15)
  This large room is furnished similarly to the normal 
  guardposts (area N9), with tables and chairs for guards. 
  An armory (N7), barracks (N5), and officers’ quarters (N20) 
  are all attached to this area. The alcove to the northwest 
  contains the controls for the portcullis at area N33.
  Creatures: One serpentfolk officer and six serpentfolk 
  guards are on duty here at all times. 
  Serpentfolk Guards (6) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 41)
  Serpentfolk Officer 
  CR 11
  XP 12,800
  hp 147 (see page 47)
  Development: If the guardpost comes under attack, 
  the two remaining officers from area N20 and any 
  serpentfolk in the attached barracks (area N5) join the 
  battle in 1d4 rounds.
  n35. voices from the pAst
  Two alcoves flank this antechamber, each containing a lifelike 
  statue of a tall serpentfolk garbed in robes.
  The Thousand Fangs Below
  
  54
  The stone doors to this area are sealed with both a 
  superior lock and an arcane lock (CL 13th) cast by Khavith. 
  This lock requires a DC 50 Disable Device check to open, 
  but Sskhavo’s key (see area N23) opens the lock and 
  bypasses the arcane lock. 
  When a living creature enters the room, the eyes of the 
  statues glow a pale green, and they begin to speak in Aklo 
  in whispering, sibilant voices. The first statue says, “The 
  truepeople sleep,” while the second statue says, “The 
  truepeople wake.”
  The voices are a manifestation of the ghost Tsskath 
  in area N36. Channeling positive energy in this area 
  suppresses the effect for 1d10 rounds, but it cannot 
  be dispelled or removed. Putting the ghost to rest as 
  described in area N36 also permanently ends this effect.
  n36. chAmber of sleepers (cr 15)
  The floor of this deep chamber is lost in darkness. From a 
  platform in the northern corner, two stone catwalks stretch 
  across the room to another platform, though the catwalks have 
  fallen away in places. A ziggurat-shaped throne sits atop the far 
  platform. Just visible in the darkness below the platforms are 
  countless stone cylinders carved in scale-like patterns.
  This room contains the cylindrical sarcophagi of 
  hundreds of sleeping serpentfolk, ancient inhabitants of 
  Thousand Fangs who secretly went into magical stasis 
  rather than flee their city when it fell to Azlant. They have 
  slept here for thousands of years, waiting for the time when 
  they can rise again to once more rule Golarion.
  Vyr-Azul discovered this chamber when he first came 
  to Ilmurea, but he did not have the time or magical 
  energy necessary to awaken all of his slumbering 
  brethren. Instead, he has left them in stasis until he 
  completes his ritual to restore Ydersius, when the newly 
  risen god will have plenty of power to spare to reawaken 
  his ancient followers. In the meantime, he instructed 
  Sskhavo to place this entire area off-limits. Fortunately, 
  the hundreds of preserved bodies of ancient purecaste 
  serpentfolk (not to mention the presence of the ghost 
  here) have inspired a superstition bordering on dread 
  among the degenerate serpentfolk of the fortress, making 
  Sskhavo’s task much easier.
  All along the walls of the great pit in the center of 
  room are niches containing over 100 scaled, cylindrical 
  sarcophagi. In front of each sarcophagus is an inlaid 
  mosaic pattern containing a fingernail-sized gap in 
  the center. Each sarcophagus holds one serpentfolk in 
  a form of hibernation similar to temporal stasis. Though 
  the sarcophagi can be forced open or even destroyed 
  (hardness 15, hp 60, Break DC 38, Disable Device DC 35), 
  there is no way to wake the serpentfolk inside without the 
  proper ritual (see Development below), and no force or 
  effect can harm them while in stasis. 
  The ceiling in this room is 40 feet high above the level 
  of the platforms and catwalks, though the actual floor of 
  the room extends downward for another 60 feet. A secret 
  door in the southwest wall of the far platform can be 
  found with a DC 30 Perception check.
  Creatures: Not all of the serpentfolk in this chamber 
  are sleeping peacefully. A serpentfolk sorcerer named 
  Tsskath was tasked with ensuring the process that 
  allowed the serpentfolk to sleep for ages without aging 
  or decaying ran smoothly. He was the last serpentfolk 
  to enter stasis, and was to be the first to awake when 
  the time was right. Unfortunately, something went 
  wrong with his own hibernation—his sarcophagus was 
  damaged and his stasis ended prematurely, allowing the 
  ravages of time to catch up with him. He awoke centuries 
  too early and died horribly as his body withered and 
  decayed in the space of mere minutes. His sense of duty 
  to his race was too strong to allow him to rest peacefully, 
  however, and he became a ghost who has haunted this 
  chamber ever since.
  With the return of the serpentfolk to Ilmurea, Tsskath 
  thought his long vigil was over, but when they did not 
  awake the sleepers here, he was filled with rage. He can 
  sense the serpentfolk in the fortress above, but cannot 
  comprehend why they would leave this ancient army 
  still sleeping. He has no knowledge of Vyr-Azul or the 
  serpentfolk priest’s plans, and lashes out at any creature 
  entering this area.
  When the PCs first enter the room, Tsskath comes 
  flying out of the pit, ghostly arms outstretched. He 
  telepathically screams, !Shoeshod dimlight sunworlder men/
  women cannot be here be here the truepeople have not awoken/
  arisen have not. !Leave sunworlders leave now LEAVE or serve 
  the truepeople kneel/bow servant shoeshod slave/food of the 
  truepeople your masters BEGONE. Tsskath attacks anyone 
  who remains in this area, but he does not pursue fleeing 
  foes past area N35.
  Tsskath 
  CR 15
  XP 51,200
  Male serpentfolk ghost sorcerer 11 (Pathfinder RPG Bestiary 144, 
  Pathfinder RPG Bestiary 2 242)
  NE Medium undead (augmented monstrous humanoid, 
  incorporeal)
  Init +10; Senses darkvision 60 ft., scent; Perception +27
  DefenSe
  AC 26, touch 26, flat-footed 19 (+8 deflection, +6 Dex, +1 dodge, 
  +1 insight)
  hp 188 (16 HD; 5d8+11d6+128)
  fort +12, Ref +13, Will +17
  Defensive Abilities channel resistance +4, incorporeal, 
  serpenT’s skull
  
  55
  Tsskath
  unusual anatomy (25%) Immune mind-affecting effects, 
  paralysis, poison, rejuvenation, undead traits; SR 26
  OffenSe
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +16 (15d6 plus Fort. DC 26 half)
  Space 5 ft.; Reach 5 ft. (15 ft. with melee touch attack)
  Special Attacks corrupting gaze (DC 24), frightful moan 
  (DC 24), long limbs (15 ft.), malevolence (CL 16th, DC 24), 
  telekinesis (CL 16th, DC 24)
  Bloodline Spell-Like Abilities (CL 11th; concentration +19)
  11/day—acidic ray (1d6+5 acid)
  Serpentfolk Spell-Like Abilities (CL 4th; concentration +12)
  At will—disguise self (DC 19), ventriloquism
  1/day—blur, dominate person (DC 23), major image,  
  mass suggestion (DC 24), mirror image, suggestion (DC 
  21), teleport
  Sorcerer Spells Known (CL 11th; concentration +19)
  5th (5/day)—cone of cold (DC 23), feeblemind (DC 23), mind 
  fog (DC 23)
  4th (8/day)—black tentacles (DC 22), crushing despair (DC 22), 
  dimension door, fear (DC 22)
  3rd (8/day)—dispel magic, fireball (DC 21), ray of exhaustion 
  (DC 21), stinking cloud (DC 21), tongues
  2nd (8/day)—acid arrow, blindness/deafness (DC 20),  
  gust of wind (DC 20), scorching ray, see invisibility, 
  summon swarm
  1st (8/day)—enlarge person, grease 
  (DC 19), hypnotism (DC 19), magic 
  missile, obscuring mist, true strike
  0 (at will)—acid splash, bleed (DC 
  18), detect magic, ghost sound, mage 
  hand, ray of frost, read magic, resistance, touch of fatigue 
  (DC 18)
  Bloodline Aberrant
  TACTICS
  During Combat Tsskath uses his frightful moan and 
  corrupting gaze in an attempt to scare away intruders. If 
  this does not work, he resorts to his spells, casting mind fog 
  and crushing despair to weaken his foes’ minds before using 
  his long limbs to make corrupting touches.
  Morale Tsskath fights until destroyed, but rejuvenates 2d4 
  days later. The only way he can be put to rest permanently 
  is to awaken the hibernating serpentfolk here.
  STATISTICS
  Str —, Dex 23, Con —, Int 20, Wis 19, Cha 26
  Base Atk +10; CMB +16; CMD 35
  feats Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Eschew Materials, Improved Initiative, Improved Iron Will, 
  Iron Will, Weapon Finesse, Wind Stance
  Skills Escape Artist +14, Fly +33, Intimidate +27, Knowledge 
  (arcana) +24, Knowledge (dungeoneering) +24, Knowledge 
  (history) +21, Knowledge (nobility) +21, Perception +27, 
  Sense Motive +6, Stealth +14, Use Magic Device +31
  Languages Abyssal, Aklo, Azlanti, Cyclops, Draconic, Necril; 
  telepathy 100 ft.
  SQ bloodline arcana
  Development: The hibernating serpentfolk can be 
  awoken in one of two ways—through a complicated 
  magical ritual known to only a few living serpentfolk 
  (such as Vyr-Azul), or by using an ioun stone. The mosaic in 
  front of each sarcophagus includes a gap in the center that 
  is the exact size of an ioun stone. If an ioun stone is placed 
  in the gap, the sarcophagus opens and the serpentfolk 
  within wakes in 1d6 rounds. Most of the serpentfolk in 
  stasis here are advanced serpentfolk clerics, sorcerers, 
  and wizards. They immediately try to dominate any 
  The Thousand Fangs Below
  
  56
  non-serpentfolk they see. The effects of waking these 
  slumbering serpentfolk survivors is beyond the scope 
  of this adventure, but it should quickly become clear to 
  curious PCs that these ancient serpentfolk would upset 
  the balance of power in Ilmurea and provide a huge boost 
  to Vyr-Azul’s forces should the PCs continue to tamper 
  with the sarcophagi.
  Treasure: Tsskath’s sarcophagus stands among the 
  other sarcophagi in the walls of the pit, but it is cracked 
  and the door hangs open, revealing his dusty skeleton. 
  Most of his clothing and equipment has rotted to dust, 
  but his one skeletal hands still wears a jade ring of force 
  shield in the shape of a serpent devouring its own tail and 
  the other clutches a rod of the python. In addition, a dusty 
  rose prism ioun stone sits in his left eye socket.
  n37. secret vAult (cr 15)
  The presence of the ghost and the hibernating serpentfolk 
  in area N36 have kept this area from being fully explored, 
  and as a result, the current serpentfolk inhabiting the 
  fortress are unaware of this chamber’s existence. The 
  ancient serpentfolk of the city built this vault to house 
  supplies and equipment for the serpentfolk in area N36 
  to use when they finally woke.
  Trap: The secret door to the vault requires a DC 30 
  Perception check to find, but its ancient builders placed a 
  trap on the door, which triggers when the door is opened.
  Chain Lightning Trap 
  CR 15
  Type magical; Perception DC 31; Disable Device DC 31
  effeCTS
  Trigger touch; Reset none
  effect spell effect (empowered chain lightning, 13d6 electricity 
  damage plus 50%, DC 24 Reflex save for half); multiple 
  targets (up to 13 secondary targets within 30 ft. of primary 
  target, DC 22 Reflex save for half)
  Treasure: Most of the mundane weapons and armor 
  stored here have long since rusted or rotted away, but the 
  following items of value still remain: a +2 sickle, a darkskull 
  (with invisibility purge), five feather tokens (whips), a golembane 
  scarab, six potions of cure serious wounds, a staff of healing, a 
  wand of summon monster III (50 charges), and 10,000 gp in 
  gold and silver ingots (weighing 1,100 pounds).
  n38. Dungeon entrAnce  
  (cr 13 or 15)
  Stalactites hang from the ceiling of this large, rough-hewn 
  chamber, and stalagmites are scattered across the floor. In 
  some places, the two have grows together, fusing to form 
  columns between the floor and ceiling. To the west, a series of 
  natural rock ledges function as wide stairs dividing the room 
  into two levels. Three stone doors exit out of the southern 
  wall of the cavern, while a stone staircase exits the room to 
  the north.
  This natural cavern is the only point of ingress and 
  egress for the fortress’s dungeons. The entire dungeon 
  level of the fortress (areas N38 through N43) is warded 
  by both dimensional lock and mage’s private sanctum effects 
  (caster level 18th). Note that while these effects block 
  extradimensional travel (including advanced serpentfolk’s 
  teleport ability) and scrying spells, the serpentfolk within 
  this area can still use their innate telepathy to communicate 
  with other serpentfolk in the fortress.
  The ceiling varies between 20 and 30 feet high in this 
  cavern, and the floor is of natural stone (Pathfinder RPG 
  Core Rulebook 412). The western portion of the room is 15 
  feet higher than the floor to the east (Climb check DC 5). 
  The stairway to the north leads up to area N16.
  Creatures: Four serpentfolk guards are stationed in 
  this cavern at all times. If alerted by the guards posted on 
  the stairs above (area N16), two of the serpentfolk take up 
  flanking positions on either side of the stairs. The other 
  two stand at the top of the rock ledges to the west and 
  attack invaders with their bows.
  Serpentfolk Guards (4) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 41)
  Development: If attacked, the serpentfolk here use 
  their telepathy to alert the guards in the wardroom (area 
  N42). Four of these guards arrive in 1d4 rounds.
  n39. strongroom
  The secret door to this room requires a DC 20 Perception 
  check to find. The door is locked (DC 30 Disable Device 
  check to open); the serpentfolk torturer Asaam (area N43) 
  also has a key. Any equipment that is brought in with 
  captives is stored in this strongroom until Sskhavo or 
  Khavith have the chance to inspect it.
  Treasure: All of Eando Kline’s gear (see page 61) is stored 
  here, and if any PCs have been captured, their equipment 
  is also found here. In addition, the strongroom contains 
  the following: an adamantine dagger, two masterwork 
  drow hand crossbows and 32 bolts, four masterwork silver 
  rapiers of drow design, eight masterwork rhoka swords, 6 
  doses of drow poison, a potion of invisibility, and a selection 
  of mundane gear such as ropes, backpacks, and the like.
  n40. slAve pens
  Iron cages line the walls of this chamber, and another double 
  row of cages fills the center of the room. Hundreds of filthy 
  serpenT’s skull
  
  57
  morlocks huddle together in the cells, looking out with wide 
  eyes. The stench of unwashed bodies and filth fills the room.
  The serpentfolk keep most of their prisoners and 
  slaves in the cages in these two rooms. Unfortunately, 
  Eando Kline is not here—he is being held separately in 
  the torture chamber (area N43). All of the cages here are 
  locked (hardness 10, hp 60, break DC 28). The locks can 
  be opened with a DC 25 Disable Device check, but all of 
  the guards in the wardroom (area N42) have keys.
  Searching the slave pens turns up nothing of 
  interest or value, but any character digging through 
  the accumulated filth and debris must make a DC 17 
  Fortitude save or contract bubonic plague (Pathfinder 
  RPG Core Rulebook 557).
  Creatures: Almost 200 morlock slaves occupy the 
  cages. The slaves are a combination of normal morlocks 
  and advanced morlock barbarians (use the stat block 
  for morlock vessels, but without the spell-like abilities 
  gained from intellect devourers). They are unarmed, 
  filthy, dressed in ragged scraps of clothing, and clearly 
  not in good health. The morlocks have been beaten into 
  submission, so the serpentfolk do not see the need to post 
  guards in the pens.
  Morlocks 
  CR 2
  XP 600 each
  hp 22 each (Pathfinder RPG Bestiary 209)
  Morlock Barbarians 
  CR 8
  XP 4,800 each
  (use the stats for a morlock vessel; see page 19)
  AC 14, touch 13, flat-footed 9 (+4 Dex, +1 dodge, +1 natural, 
  –2 rage)
  hp 127 each 
   
  Development: If the PCs try to release the morlocks, 
  the slaves huddle closer together but make no attempt 
  to leave. They are more afraid of the serpentfolk than 
  of their confinement in the slave pens. In order to free 
  the slaves, the PCs must convince the morlocks that 
  they are truly free with a successful Diplomacy check 
  (the morlocks are considered unfriendly). If one of the 
  PCs carries the Glyph of the Open Road, they gain a +4 
  circumstance bonus on the check. If the PCs have rescued 
  Eando Kline, the morlocks recognize him, whispering 
  excitedly that the great Kline has come to rescue them 
  from the snakewalkers, and immediately exit their cells 
  to join him. 
  Once freed, the morlocks swarm up from the dungeons, 
  quickly overwhelming any guards in the dungeon level, 
  to seek an escape either through the central courtyard to 
  the outer gate (area N3) or through the postern gate (area 
  N33). The large numbers of morlocks running rampant 
  through the fortress distract the serpentfolk guards 
  and can serve as a diversion for PCs trying to escape 
  the fortress. If the PCs have already rescued Kline, the 
  morlock diversion allows the PCs to automatically escape 
  the fortress.
  If the PCs wish to keep exploring the fortress, you can 
  have a few morlock barbarians accompany them. While 
  the morlocks have little knowledge of the layout of the 
  fortress or the composition of its inhabitants, they can 
  help fight the serpentfolk guards by flanking with the 
  PCs or attacking the serpentfolk, if the PCs arm them. 
  You should use the freed morlocks to provide minor help 
  to the PCs while they explore the fortress. The morlocks 
  could jump out of the shadows at critical moments 
  to distract a guard, accidentally set off a trap, or even 
  find secret doors that the PCs have missed. Under no 
  circumstances will any of the morlocks enter the torture 
  chamber (area N43). They have heard too many screams 
  echoing off its walls, and have seen the broken bodies of 
  its victims brought out.
  Story Award: If the PCs free the morlocks, award them 
  38,400 XP.
  n41. nAgA cAve (cr 14)
  Water drips from stalactites clinging to this natural cavern’s 
  ceiling, running in rivulets across the floor to drain into a 
  twenty-foot-wide pit in the center of the chamber.
  The natural stone floor here is slippery with water and 
  subterranean mold (the DC of Acrobatics checks in this 
  cavern are increased by 10). The pit in the center of the 
  room is 20 feet deep, and dark, stagnant water fills the 
  pit to a depth of 5 feet.
  The body of one of Eando Kline’s companions, the 
  Varisian woman Selennia, floats in the pool at the bottom 
  of the pit. After being captured by the serpentfolk, she was 
  given to the nagas, who used her as a charmed plaything 
  before they finally killed her. A DC 20 Heal check made 
  while examining the body reveals that she was tortured, 
  but that her death was the result of poison.
  If the PCs have met the succubus Selaxasp in her guise 
  as Selennia (see area N18), they immediately recognize 
  Selennia. If Selaxasp is with the party, the discovery of 
  Selennia’s real body forces the succubus into an awkward 
  situation—she might try to “explain” the body as 
  serpentfolk trickery, but is more likely at this point to 
  simply attack the PCs for a few rounds before trying to 
  escape to report to Vyr-Azul.
  Creatures: A coven of four fiendish spirit nagas 
  inhabits this cavern. They came to Ilmurea some time 
  ago, before the serpentfolk arrived, and took up residence 
  The Thousand Fangs Below
  
  58
  Asaam
  in the fortress, drawn to the giant serpentine citadel. 
  When Vyr-Azul reclaimed the fortress, he offered the 
  nagas a place in the hierarchy of the reborn serpentfolk 
  empire in exchange for their loyalty. The degenerate 
  serpentfolk believe the nagas are fiendish servants of 
  Ydersius, and though the nagas themselves have no 
  faith in the serpentfolk god, they are more than wiling 
  to play that role for the superstitious serpentfolk to 
  gain wealth, power, and prestige. They attack any non-
  serpentfolk entering the chamber, though they could be 
  convinced to abandon their serpentfolk allies if offered 
  a better deal.
  fiendish Spirit nagas (4) 
  CR 10
  XP 9,600 each
  hp 95 each (Pathfinder RPG Bestiary 213, 294)
  TACTICS
  Before Combat If they have time, the nagas cast cat’s grace, 
  displacement, invisibility, and shield of faith on themselves 
  before entering combat.
  During Combat The nagas move rapidly around the 
  room, casting fireballs and magic missiles from different 
  locations, then casting invisibility to hide again. They 
  trust in their innate fire resistance to protect against their 
  companions’ fireballs. The nagas use their charming gaze 
  to take warriors out of combat, or against opponents 
  who engage them in melee. If forced into melee combat, 
  the nagas cast divine favor before attacking with their 
  poisonous bites.
  Morale The nagas have no loyalty to one another, and if 
  reduced to 20 hit points or fewer, a naga tries to flee to the 
  upper levels of the fortress.
  Treasure: At the bottom of their pit, the nagas have 
  collected a +2 rapier, a potion of gaseous form, a scroll of 
  phantom steed, and 486 gp in assorted coins.
  Development: If the fortress is on alert, the nagas leave 
  the dungeon for the fortress’s upper levels. They cast 
  invisibility and patrol the serpent corridor (area N14) for 
  intruders, making regular circuits from top to bottom 
  and back again.
  n42. wArDroom (cr 15)
  The iron cages lining the walls of this chamber are 
  empty, their doors standing open. Two tables stand 
  in the center of the room, each surrounded 
  by four chairs.
  Once another slave pen, it now 
  serves the serpentfolk as a wardroom and barracks for the 
  guards posted in the dungeon.
  Creatures: Eight serpentfolk guards inhabit the 
  wardroom. If they were alerted by the guards in the 
  dungeon entrance (area N38), only four are found here. 
  Each of these guards has keys to the slave pens (area N40).
  Serpentfolk Guards (8) 
  CR 9
  XP 6,400 each
  hp 111 each (see page 41)
  n43. torture chAmber
  A brazier of glowing coals provides dim illumination to this 
  room. A row of iron cages stands against the north wall, and 
  three more cages stand in the center of the room. Iron chains 
  serpenT’s skull
  
  59
  ending in cruelly curved hooks hang from the ceiling. A pool of 
  still, dark water sits at the far southern end of the chamber. The 
  tangy smell of blood and burnt flesh hangs in the air.
  The serpentfolk interrogate and punish prisoners 
  in this chamber—and on occasion, torture them for 
  entertainment. An iron brazier glows dully at the center 
  of the room, and the handles of two iron pokers stick out 
  of the coals. Next to the brazier, a set of iron shackles is 
  fixed to the floor, and more chains hang down from the 
  ceiling above them. These chains can be used to secure a 
  Large or smaller captive spread-eagled on the floor or in 
  a standing position. In addition, 10 sets of masterwork 
  manacles are fixed to the walls (hardness 10, hp 10, Break 
  DC 28). Each one can hold a Medium or Small creature 
  against the wall so that it cannot move (any creature held 
  in the shackles takes a –4 penalty on Escape Artist or 
  Strength checks to break out of the shackles).
  The torture chamber currently holds only one 
  prisoner, Eando Kline (see Development), but you can 
  decide whether any other prisoners are being held in 
  the room at this time. This area can be a good place to 
  introduce replacement PCs, although the captives are 
  all unarmed and unarmored. If any PCs are captured by 
  the serpentfolk at any time during this adventure, they 
  are stripped of their gear, brought here, and shackled to 
  the walls. The equipment of any prisoners found here is 
  stored in the strongroom (area N39).
  Creatures: 
  The 
  serpentfolk’s 
  chief 
  torturer, 
  a 
  muscular, degenerate brute called Asaam, spends most 
  of his time in this chamber. Though not purecaste, 
  Asaam has proven so skilled in his chosen profession 
  that he has been promoted far higher than the rest of his 
  degenerate brethren, and has been given command of the 
  fortress’s dungeons. Asaam is a green-scaled degenerate 
  serpentfolk who wears leather armor and a spiked 
  gauntlet with wicked blades. He has been torturing 
  Eando Kline, and is currently holding a long, red-hot, 
  iron poker. He hisses in annoyance at any interruptions 
  and attacks any intruders.
  Asaam 
  CR 15
  XP 51,200
  Male degenerate serpentfolk (thug) rogue 13 (Pathfinder RPG 
  Bestiary 2 242, Pathfinder RPG Advanced Player’s Guide 135)
  NE Medium monstrous humanoid 
  Init +9; Senses darkvision 60 ft., scent; Perception +25
  DefenSe
  AC 30, touch 18, flat-footed 24 (+5 armor, +2 deflection, +5 Dex, 
  +1 dodge, +7 natural)
  hp 224 (18 HD; 5d10+13d8+139)
  fort +13, Ref +17, Will +8
  Defensive Abilities evasion, improved uncanny dodge; 
  Immune mind-affecting effects, paralysis, poison; SR 28
  OffenSe
  Speed 30 ft.
  Melee hot poker +19/+14/+9 (1d8+5/19–20 plus 1d4 fire), bite 
  +14 (1d6+2 plus poison) or
  +1 spiked gauntlet +21/+16/+11 (1d4+6), bite +14 (1d6+2 
  plus poison) 
  Special Attacks brutal beating* (6 rounds), sneak attack +7d6
  TACTICS
  During Combat Asaam uses his dust of disappearance to turn 
  invisible and make sneak attacks. If visible, he uses Dazzling 
  Display to make his opponents shaken, then uses Shatter 
  Defenses to make sneak attacks with his spiked gauntlet.
  Morale Asaam fights to the death.
  STATISTICS
  Str 20, Dex 20, Con 22, Int 7, Wis 10, Cha 8
  Base Atk +14; CMB +19; CMD 37
  feats Catch Off-Guard, Dazzling Display, Dodge, Great 
  Fortitude, Improved Initiative, Improvised Weapon Mastery, 
  Intimidating Prowess, Mobility, Quick Draw, Shatter 
  Defenses, Toughness, Weapon Focus (spiked gauntlet)
  Skills Acrobatics +26, Disable Device +20, Escape Artist +20, 
  Using the Faction Guide
  If you’re using the Pathfinder Campaign Setting: 
  Faction Guide in your Serpent’s Skull game, your PCs 
  can also gain Prestige Award (PA) from their faction 
  for meeting certain milestones in the adventure. 
  This PA can then be spent on special resources 
  and rewards offered by that faction. The Sargavan 
  Government is not covered in the Faction Guide, 
  but PCs working for that faction can still spend PA 
  on the standard boons available to all factions, as 
  outlined on pages 54–55. The PCs can earn PA for 
  completing the following tasks:
  Rescuing and talking to the morlock Thekola (area 
  B1): 1 PA
  Rescuing Udarra and learning about Eando Kline 
  (area C8): 1 PA
  Allying with Vedavrex (area G): 1 PA
  Learning Eando Kline’s whereabouts from Izon or 
  the drow prisoner Deloral (area G7 or G5): 1 PA
  Slaying Belkor at the behest of Izon (area n19): 
  1 PA
  Defeating Sskhavo (area n23): 1 PA
  Defeating Khavith (area n26): 1 PA
  Freeing the morlock slaves in the slave pens (area 
  n40): 1 PA
  Rescuing Eando Kline (area n43): 2 PA
  The Thousand Fangs Below
  
  60
  Intimidate +25, Perception +25, Stealth +26
  Languages Aklo, Undercommon; telepathy 100 ft.
  SQ frightening*, rogue talents (bleeding attack +7, 
  combat trick, crippling strike, hunter’s surprise*, strong 
  impression*, weapon training)
  Combat Gear dust of disappearance (3), potions of stabilize (3); 
  Other Gear +3 leather armor, +1 spiked gauntlet, daggers 
  (3), ring of protection +2, key to strongroom (area n39), 
  torturer’s tools
  SPeCIAL ABILITIeS
  Poison (ex) Bite—injury; save Fort DC 25; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves.
  * See Advanced Player’s Guide.
  Development: A ragged figure squats inside one the 
  cages in the center of the room, his wrists and ankles 
  chained together and his neck chained to the side of the 
  cage by a spiked iron collar. Once the PCs have defeated 
  Asaam, he wearily raises his head and hoarsely whispers, 
  “Get me out of here!” The PCs have found Eando Kline.
  When Kline and his companions tried to infiltrate 
  the serpentfolk-controlled area of Ilmurea to find the 
  urdefhan defector Belkor for Izon, they were quickly 
  discovered by the serpentfolk. Only Juliver managed 
  to escape during the attack—Eando and the rest were 
  quickly captured and brought to the fortress of Thousand 
  Fangs. Since then, all of Eando’s companions have been 
  killed. Eando is the sole survivor, kept alive only because 
  Vyr-Azul believes he can get more information out of the 
  surface-worlder.
  Eando is in bad shape—he’s been confined in this cage, 
  unable to move, and the cuts and scars visible through the 
  rags of his clothing show that he has been cruelly tortured. 
  Eando’s manacles and collar are masterwork adamantine 
  (hardness 20, hp 40, Break DC 28, Disable Device DC 28). 
  His cage is made of magically strengthened adamantine 
  sealed with an arcane lock (hardness 20, hp 120, Break DC 
  38). The cage is also locked (Disable Device DC 40 to open), 
  and only Vyr-Azul has the key. In addition, Khavith (see 
  area N26) has placed a permanent alarm spell on the cage 
  to mentally alert her if it is opened. If she is still alive 
  when Kline is freed, Khavith, Sskhavo, and a detachment 
  of guards immediately come to investigate.
  Story Award: If the PCs successfully rescue Eando 
  Kline and get him safely out of Thousand Fangs, award 
  them 51,200 XP. The stats for Eando given below assume 
  he regains his gear and is healed—before this event, he 
  has no gear and is at 5 hp.
  eando Kline 
  CR 11
  XP 12,800
  Male human bard 5/rogue 6/sorcerer 1
  CG Medium humanoid (human)
  Init +3; Senses Perception +0
  DefenSe
  AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +3 Dex, 
  +1 dodge)
  hp 67 (12 HD; 11d8+1d6+12)
  fort +5, Ref +14, Will +8; +4 vs. bardic performance, language-
  dependent, and sonic
  Defensive Abilities evasion, trap sense +2, uncanny dodge
  OffenSe
  Speed 30 ft.
  Melee +2 short sword +13/+8 (1d6+3/19–20)
  Ranged mwk dagger +11 (1d4+1/19–20)
  Special Attacks bardic performance 15 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +2), sneak attack +3d6
  Bloodline Spell-Like Abilities (CL 1st; concentration +4)
  6/day—touch of destiny (+1)
  Bard Spells Known (CL 5th; concentration +8)
  2nd (3/day)—delay poison, glitterdust (DC 15), shatter (DC 15)
  1st (5/day)—comprehend languages, cure light wounds, 
  feather fall, grease (DC 14)
  0 (at will)—flare (DC 13), light, mage hand, mending, 
  prestidigitation, resistance
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—expeditious retreat, sleep (DC 14)
  0 (at will)—acid splash, arcane mark, ghost sound (DC 13), 
  read magic
  Bloodline Destined
  TACTICS
  During Combat Eando prefers to sneak, run, or talk his way 
  out of any conflicts, but his time spent searching for Ilmurea 
  has taught him that sometimes a fight is necessary. He tries 
  to make use of his sneak attacks as often as possible, while 
  inspiring courage among his allies. Though he’s a capable 
  spellcaster, Eando tends to save his spells for emergencies, 
  relying on his physical reflexes and his trusted weapons.
  Morale Eando attempts to flee if reduced below 15 hit points, 
  as long as his allies are able to do the same. If they are 
  unable to escape, Eando fights to the last to defend them.
  STATISTICS
  Str 12, Dex 16, Con 10, Int 13, Wis 10, Cha 16
  Base Atk +7; CMB +8; CMD 23
  feats Dodge, Eschew Materials, Great Fortitude, Improved 
  Unarmed Strike, Leadership, Lightning Reflexes, 
  Toughness, Weapon Finesse, Weapon Focus (short sword)
  Skills Bluff +16, Climb +10, Disable Device +16, Disguise +10, 
  Knowledge (dungeoneering) +12, Knowledge (geography) +12, 
  Knowledge (history) +12, Knowledge (local) +12, Knowledge 
  (nature) +12, Linguistics +7, Perform (oratory) +16, Ride +12, 
  Sleight of Hand +16, Stealth +18, Survival +3, Use Magic 
  Device +12
  Languages Aklo, Common, Orc, Shoanti, Varisian
  SQ bardic knowledge +2, bloodline arcana, lore master 1/
  serpenT’s skull
  
  61
  day, rogue talents (finesse rogue, resiliency, trap spotter), 
  trapfinding +3, versatile performance (oratory)
  Combat Gear elixir of hiding, elixir of swimming, scroll of fireball; 
  Other Gear +3 leather armor, +2 short sword, masterwork 
  daggers (2), mysterious ioun stone, ring of protection +1, 
  backpack, journal, numerous belt pouches, writing supplies 
  (all stored in area n39)
  concluding The advenTure
  Once the PCs rescue Eando Kline, they only need to get 
  him to safety. If the PCs have already freed the morlock 
  slaves in area N40, the morlocks provide enough of a 
  distraction for the PCs and Eando to escape the fortress 
  automatically. Once they manage to get clear of the 
  fortress, the PCs must decide where to go next. If they 
  agreed to kill Belkor for Izon, they might wish to return 
  to urdefhan territory with proof of his death. Similarly, 
  they may wish to return to Udarra’s manor to inform her 
  of their success in rescuing Eando.
  The safest course of action is to return to Saventh-Yhi 
  through the magical portal at area A. Eando has been 
  through a lot and needs healing and rest, and the PCs 
  likely have a well-supplied camp already established on 
  the surface. Eando has much to tell the PCs about the 
  serpentfolk and their leader, Vyr-Azul, and his plans to 
  resurrect his lost god. Kline’s tale and what it means for 
  Saventh-Yhi and the rest of Golarion, are fully detailed 
  in the final installment of the Serpent’s Skull Adventure 
  Path, “Sanctum of the Serpent God.”
  Of course, there is likely a significant portion of 
  Ilmurea that the PCs have not yet fully explored. The 
  next adventure assumes the PCs are well into 15th level 
  by the time they finish “The Thousand Fangs Below.” If 
  the PCs have only just reached 15th level, there are still 
  plenty of adventure opportunities to be found in Ilmurea. 
  In addition to the encounter areas already presented in 
  the adventure, the Ilmurea gazetteer on the next page 
  contains several more locations ripe for exploration.
  The Thousand Fangs Below
  
  Ilmurea
  Shimmering Spiral of the South
  For a thing to be truly valuable, worthy oF ydersius, our lord oF 
  Coiling Poison, it must serve three PurPoses at onCe.
  a sPell-weaPon must be as exaCt as a sCalPel, brutal as a tyPhoon, 
  and Fearsome as death itselF.
  a stronghold must be as beautiFul as the jeweled sky, unassailable as a 
  Floating mountain, and invisible as a shadow aCross a Pool oF ink.
  a Priest must be mighty in serviCe to his god, Cunning in the rule oF his 
  Followers, and overwhelming in the destruCtion oF his enemies.
  ilmurea, throne oF ydersius, bane oF azlant, is eaCh oF these, and 
  all oF them.
  —emblazoned within temPles beside ilmurea’s six serPent gates, 
  translated From aklo
  Serpent’S Skull
  62
  
  ilmurea at a glanCe
  There can be no doubt, upon first gazing upon the vault-
  city of Ilmurea, that the serpentfolk were ultimately 
  and intimately creatures of purest beauty, refinement, 
  and elegance. The coils of Ilmurea are as intricate as 
  any Vudran mandala, as finely woven as any Taldan 
  lace, and as delicately shaped as any crystal rose of 
  Cheliax. The city was once lit by a thousand f lames in 
  colors beyond description, the bejeweled ceiling of the 
  immense cavern a mosaic of constantly moving, living 
  light ref lected in the swift, singing waters of the city’s 
  crystal-clear lakes.
  Engineering on an unimaginable scale was employed 
  in the construction of Ilmurea, which was crafted in a 
  complex design that provided its masters both incredible 
  security and access to epicurean and hedonistic delights, 
  a brieF history oF ilmurea 
  By the standards of the incalculably ancient and potent 
  serpentfolk, the city of Ilmurea is a relatively recent and 
  humble settlement, built in short order and with limited 
  resources as a hidden, fortified enclave from which to 
  strike out and subjugate a mere single continent. Now 
  ravaged, having suffered cataclysmic damage from the 
  subterranean shocks of Earthfall, and having been looted 
  and vandalized by untold generations of Azlanti warriors, 
  subhuman morlocks, and daemon-worshiping urdefhans, 
  Ilmurea is little more than a barely recalled memory among 
  present-day serpentfolk, the abandoned remnants of 
  a besieged emergency military fortification thrown 
  together in the twilight of the fading serpent empire, 
  now inhabited by creatures of utter degeneracy.
  Of course, the vast cavern that contains Ilmurea can 
  scarcely, even now, be called a ruin. Many of its countless 
  mansions still stand, their serpent-scaled walls scarred 
  but not yet fallen; the shining, spirit-engineered 
  corkscrew waterfalls that irrigate the city remain intact, 
  even over 100 centuries after the demise of Azlant and the 
  tremors unleashed by a falling star; and strange incenses 
  yet waft down from hanging sculptures wrought from 
  the strange rock called serpentstone that paints the city 
  in a weave of alien lights, sounds, and smells, cutting 
  through even the choking fumes of urdefhan dung-fires 
  and the screams of morlocks.
  Though Ilmurea may possess only a ghost of its former 
  splendor, the city is far beyond the scope of all human 
  engineering, and it resonates with the undeniable 
  grandeur of the serpentfolk’s ancient power. Established 
  as a sister city to the more impressive and far older 
  enclave of Sverenagati below the Kodar Mountains in 
  the north, Ilmurea was hastily cut from the bedrock of 
  Sekamina in the waning days of serpentfolk dominance 
  over Golarion, as the war with the conquering Azlanti 
  took heavier and heavier tolls upon the onetime rulers of 
  the world. From this place, their last bunker as the great 
  Age of Serpents finally drew to a close, the serpentfolk 
  sought to reclaim much of the surface work lost to them 
  during the war.
  The final sundering of Ydersius by the Azlanti heroine 
  Savith, however, put an end to all such endeavors. With 
  the subterranean city crippled in the wake of the Azlanti 
  attack, repeated sorties into Ilmurea from the Azlanti 
  city of Saventh-Yhi above forced the slow abandonment 
  of the city by the serpentfolk, who vanished into smaller 
  and better-hidden enclaves deeper beneath the world. 
  The later fall of the Starstone damaged the city badly and 
  cut off all means of escape for the Azlanti garrisoned 
  there, leaving the empty, echoing city almost entirely in 
  the hands of the degenerate, inbred descendants of the 
  city’s conquerors.
  SerpentStone
  A strange substance unique to the precursor 
  alchemies of the ancient serpentfolk, this mystical 
  material was used extensively in the construction 
  and design of Ilmurea. Its ancient Aklo name is 
  lost to time, but modern explorers have dubbed it 
  “serpentstone” after its ophidian creators.
  Exceptionally resilient, all serpentstone is 
  magically treated stone (Pathfinder RPG Core 
  Rulebook 411). When properly worked and treated 
  through eldritch means known only to ancient 
  serpentfolk wizards and sorcerers, serpentstone 
  can be programmed to emit sound and light 
  in a variety of ways, shifting at predetermined 
  times from color to color and tone to tone, from 
  brightness equal to that of daylight to a dim, 
  shadowy glimmer like that of a candle. In addition, 
  serpentstone can be set to radiate heat or cold, or 
  produce illusory smoke, roiling forth thin streams 
  of scented, incense-like fumes designed to delight, 
  enlighten, or otherwise inform serpentfolk in the 
  vicinity. All of these effects function as major image 
  (caster level 18th).
  In combination, these effects orchestrated the 
  cavern of Ilmurea into an ecology more complex 
  than any artificial structure upon the surface 
  world, using subtle cues of lighting, sound, and 
  scent to guide semi-sentient creatures such as 
  mind-blanked slaves and degenerate aapoph-caste 
  serpentfolk through the complex design of the 
  city’s streets, and to mark which places within the 
  city were private or off-limits.
  i lmurea
  63
  
  including fresh air, scented gardens, artificial weather, 
  indoor plumbing providing hot and cold water, vast 
  libraries, arenas for bloodsport and orgies, and soft 
  lights set overhead in ever-shifting patterns to remind 
  the diurnal creatures of their former dominance over the 
  surface world.
  An oppressive gloom now hangs across the city, the 
  serpentstone lights high above having slowly faded with 
  each passing century until their glow is little more than 
  hollow sparks in the subterranean darkness. Since the 
  time of Earthfall and the slow degeneration of the Azlanti 
  victors into morlocks, Ilmurea’s serpentstone has lost 
  much of its power and beauty. Cracked and broken by 
  tremors and looted by invaders and squatters, the stone no 
  longer lights, scents, heats, cools, or refreshes the city as 
  it once did.
  sights, wonders, and  
  mysteries oF ilmurea
  Arrayed throughout the lost city of Ilmurea are a myriad 
  of eldritch and incomprehensible buildings, works of art, 
  devices, and other less identifiable structures, buried in 
  darkness thousands of feet beneath the soft, sane, sunlit 
  world and left to gather dust in the millennia since the 
  rise, conquest, and final, utter destruction of Azlant. 
  Some few of the serpentfolk’s elder works of wonder and 
  engineering are listed below.
  arena oF human aPostasy
  A terrible sort of nesting, mechanical theater stands here, 
  with grand, opulently appointed galleries ringing an 
  enormous white throne, all looking down upon a central, 
  recessed pit. Curved slabs of serpentstone programmed 
  as mirrors that hang from the ceiling above are designed 
  to make every inch of the pit visible from every seat in 
  the gallery. The pit is equipped with winches, chains, 
  and many platforms that can be raised and lowered upon 
  command, and elegant racks that once held weapons, 
  scrolls, chemicals, and perhaps things stranger still are 
  arrayed along the pit’s walls.
  The serpentfolk elite gathered here to humiliate, twist, 
  enslave, and slay their most reviled enemies—humans 
  imbued with the powers of their weak, pink deities. 
  Within the stained pit, lined with sharp, shattered icons 
  of heretical faiths and littered with defaced, razor-edged 
  symbols once considered holy to pitiful “gods” far beneath 
  the notice of all-powerful Ydersius, the coil-crowned 
  masters of Ilmurea tossed down captured “holy warriors” 
  to be ripped apart by summoned beasts, vat-grown snake-
  hulks, experimental horrors, captured aberrations, or the 
  captives’ own magically coerced allies.
  From the records scratched and stamped into the walls 
  ringing the arena, it is clear that no holy champion of 
  Azlant thrown into the pit ever escaped martyrdom, 
  although some apparently survived for hours or even days 
  until their gods failed them utterly and they succumbed to 
  the cruel ministrations of the serpent-priests, for no spirit 
  or prophet could face the power of Ydersius and live.
  In truth, it was the massive white throne above the pit 
  that made the spectacle of human misery all the more 
  rewarding to the assembled devout among the serpentfolk—
  the magic-canceling powers of the throne and the priest 
  upon it ensured that any caster hurled to the floor of the 
  pit would be bereft of his divine gifts and easy prey for his 
  opponents. This artifact, the Throne of Ydersius Ascendant 
  (see sidebar), is well known to Vyr-Azul and the serpentfolk 
  priests now in Ilmurea, but the throne is too large to be 
  moved easily at this time, and too delicate to be entrusted 
  to slave labor. With the coming of the new Golden Age, 
  however, it will surely see much use.
  Throne of Ydersius Ascendant (Minor Artifact)
  Aura strong abjuration; CL 18th
  Slot none; Weight 2,000 lbs.
  DeSCripTion
  This huge, ornate throne, carved from white 
  marble and inlaid with flickering, smoking, 
  multicolored spirals of serpentstone, is 
  uncomfortably tall and thin for most humans, as it 
  is designed to seat a high priest of the serpentfolk. 
  While seated upon the throne, a divine caster who 
  worships Ydersius may use a spell slot or exchange 
  any prepared divine spell (including domain spells) 
  of 3rd level or higher to cast dispel magic. Once per 
  day, a divine caster of sufficient level may instead 
  cast greater dispel magic in place of a spell of 6th 
  level or higher. This ability is in most other ways 
  identical to the spontaneous casting of clerics and 
  druids (see the Pathfinder RPG Core Rulebook), but 
  may also be employed by antipaladins, inquisitors, 
  oracles, or other divine casters faithful to Ydersius. 
  The throne bestows one permanent negative level 
  on any creature that sits upon it, other than divine 
  casters who worship Ydersius. This negative level 
  remains as long as the non-sentient or heretical 
  creature sits upon the throne and disappears when 
  the throne is vacated. This negative level cannot 
  be overcome in any way (including by restoration 
  spells) while the throne is occupied.
  DeSTruCTion
  The Throne of Ydersius Ascendant can only be 
  destroyed by anointing it with the blood of Ydersius, 
  followed by a successful mage’s disjunction spell cast 
  on the throne by a cleric of an Azlanti deity.
  Serpent’S Skull
  64
  
  gardens oF stath-azal
  This ancient mansion was the home of the great wizard-
  priest Stath-Azal, Ever-Favored of the Mighty One, a distant 
  ancestor of Vyr-Azul. Its high garden walls enclose untold 
  riches, and are protected from intrusion by exquisite and 
  sublime magics that have repelled rude and barbarous 
  invaders for more than a hundred centuries. The gardens 
  are protected by permanent forbiddance (set to chaotic evil) 
  and mage’s private sanctum effects. The sole entrance is sealed 
  with an arcane lock, and warded with a symbol of insanity. 
  Even if these wards are bypassed, a permanent antipathy 
  effect repels non-serpentfolk from the entrance (DC 24 
  Will save partial). Inside, more glyphs of warding and symbols 
  await intruders, as well as traps that create forcecages that 
  fold and bend into invisible prisons for the unwary. All of 
  these effects are at caster level 18th. Stath-Azal’s password 
  to bypass all the gardens’ wards and guardians has been 
  lost to time, but at the GM’s option, powerful divination 
  magics might be used to recover the password.
  Entering these gardens is all but impossible to those 
  untrained in magic, but for those capable of divining the 
  proper password, this palatial estate might become an 
  oasis of safety in the dangerous ruins of Ilmurea. Within, 
  interwoven copses of trees (created with permanent image) 
  hang protectively over a series of heated, scented bathing 
  pools. The illusory trees bear actual meaty fruit designed 
  by the most fearsome of intellects for epicurean serpentfolk 
  tastes. Although disturbingly strange in flavor and texture, 
  these morsels are edible and nutritious, and replenish 
  themselves every 24 hours (as create food and water).
   The area is lit by glowing sculptures of cold serpentstone 
  wrapped in caphorite and ice, many of them enchanted to 
  move, speak, dance, or dispense sweet liquor. Numerous 
  unseen servants cater to visitors, carrying chilled platters of 
  bloodwine (see page 42) kept fresh and safe from clotted, 
  vinegary stagnation since before Earthfall. 
  Throughout the sprawling courtyards, programmed 
  images animate when visitors approach, showing displays of 
  private debauchery and sybaritic joy designed to entertain 
  jaded serpentfolk guests, from silent assassinations to 
  suggestive dances, and from brutal eviscerations to savage 
  couplings between serpentfolk, humans, and beings from 
  spaces beyond the worlds we know.
  Creatures: Four slithering serpentstone golems shaped 
  like mighty snakes and hydras patrol the grounds. These 
  golems lose their slow ability, but gain a breath weapon 
  that petrifies intruders, making this sweet-smelling 
  paradise a nightmarish murder-ground for the uninvited. 
  The golems do not attack anyone who bypassed the 
  gardens’ wards using Stath-Azal’s password.
  Serpentstone Golems (4) 
  Cr 11
  Xp 12,800 each
  Variant stone golem (Pathfinder RPG Bestiary 163)
  hp 129 each
  Special Attacks breath weapon (60-foot cone, turn to stone, 
  Fortitude DC 17 negates)
  SpeCiAL AbiLiTieS
  breath Weapon (Su) A serpentstone golem can use its breath 
  weapon once every 1d4+1 rounds to create a 60-foot cone of 
  green gas. Those caught in the area of the gas can attempt 
  a DC 17 Fortitude save to resist the effects, but those who 
  fail the save are immediately petrified. This petrification is 
  temporary—each round, a petrified creature can attempt a 
  new DC 17 Fortitude save to recover from the petrification 
  as long as it is not caught within the area of effect of the 
  golem’s breath weapon a second time while petrified. A 
  creature exposed to the golem’s breath a second time while 
  already petrified becomes permanently petrified, and can no 
  longer attempt to make additional Fortitude saves to recover 
  naturally. The save DC is Constitution-based.
  grand armillary oF worlds beyond
  A vast and improbable object wrought of cold iron and 
  adamantine, long since looted and collapsed into age-
  warped unusability, this huge rotating installation once 
  marked the movement of the cosmos around the sun. The 
  Grand Armillary depicts the 11 true planets of the solar 
  system, more than a dozen distant moons too small to be 
  seen with the naked eye, thousands of unique planetesimals 
  floating within the Diaspora between Verces and the Dead 
  Planet of Eox, and representations of stranger, more ill-
  suggested objects of the Dark Tapestry far beyond the light 
  of Golarion’s star.
  Most curiously, the bejeweled plaques surrounding the 
  plaza of the Grand Armillary, engineered to rotate their 
  icons through some clockwork means long lost to the ages, 
  contain coded inscriptions regarding many locations 
  highlighted upon the enormous structure that seem 
  to indicate special coordinates of intersection between 
  faraway places. If these notations could be cleansed of the 
  tarnish of empty centuries and deciphered, it is possible 
  that the stars might open once again to those who would 
  stride from Golarion to worlds undreamed.
  the great eye
  An artifact of exquisite construction, now shattered and 
  twisted into a mere tangle of burst glass and heat-warped, 
  tarnished mithral, this edifice was Ilmurea’s far-seeing 
  eye before the besieging Azlanti tore it down piece by 
  piece, leaving no part intact.
  This immense thought lens was designed to channel 
  and amplify the innate telepathic abilities of the 
  serpentfolk into spears of pure thought that could be cast 
  for leagues through the cold black of the Darklands. With 
  these devices, the serpentfolk coordinated use of the 
  i lmurea
  65
  
  surrounded by their victorious minions, often depicted 
  gnawing on the flesh of their living prisoners of war. 
  Creatures: Dens beneath the massive training grounds 
  were apparently built to house thousands of degenerate 
  serpentfolk, but these subterranean tunnels have now 
  become the home of a tribe of morlocks. Strangely, 
  some ancient magic or emanation within the walls of 
  these catacombs has mutated the morlocks even further, 
  enlarging their twisted frames and granting them 
  prodigious strength. These giant morlocks are even more 
  xenophobic than their normal-sized kin, and angrily 
  attack any creature that enters their cramped warrens.
  Giant Morlocks 
  Cr 10
  Xp 9,600 each
  hp 149 each (see page 32)
  mandala oF the unknowable 
  exalted
  Inscribed upon the cavern wall before the Sanctum of 
  Ydersius itself, this flowing and flowering mandala 
  consists of elaborate, serpentine pictographs marked with 
  complex stud-clusters of ever-changing serpentstone 
  arranged in something like a fanged, snake-headed lotus. 
  Incomprehensible to modern minds, the carving appears 
  to be a circular genealogy of the eldest serpentfolk 
  and their lines of ancestry, dating back to eras before 
  humanity’s rise.
  Of special note, however, are the masses of cryptic 
  hieroglyphs that run in jagged lines from the unions 
  of great mages and unnamed “elder serpents.” These 
  sunbursts of wicked thorns and spiraling barbed chains 
  evoke nausea if gazed upon for too long, but apparently 
  represent the lineages and deeds of the highest “exalted” 
  caste of serpentfolk, ageless and undying progeny perhaps 
  more akin to fiends than to mortals, whose lines trail 
  across multiple millennia, and who were spoken of only 
  with subdued reverence.
  runes oF the deParted First
  This odd, almost incongruously hallowed structure is 
  the only evidence within the city that the cavern which 
  cradles Ilmurea was perhaps ruled, in a time before time, 
  by creatures older than even the serpentfolk. Within these 
  walls lies a bare, stoic stone floor covered in small blocks 
  of runes, dots, and alien symbols of unknowable meaning 
  and purpose, but which predate the rise of sentient life on 
  Golarion by centuries, if not by millennia.
  There is, however, a certain mocking tone to the false 
  austerity here. While these simple carvings of some elder 
  hand are illuminated and swept clean by soft light and 
  gentle breezes from unadorned serpentstone columns at 
  the perimeter, they are dwarfed by the magnificence of 
  city’s teleportation chambers, arranged for conferences 
  between minds separated by continents or even planets, 
  and traded insights upon topics unfathomable to the 
  weak and humble souls of men.
  A smaller thought lens rests inside the mouth of the 
  monumental serpent encircling the fortress of Thousand 
  Fangs (see page 53), but the limited range and power of that 
  tiny replica pale in comparison to that of the great lens that 
  once stood here, connecting Ilmurea to all the far-flung 
  outposts of the mighty serpentfolk empire.
  hall oF human beauty
  In the days of Azlant’s ascendancy, the serpentfolk’s most 
  hated foe was the spell-wielding human, armored in 
  service to some false and apish deity, but the most prized 
  treasure of the serpentfolk was a willing and eager human 
  slave, especially one of surpassing skill, cleverness, beauty, 
  poise, and manner.
  This hall is dedicated to the celebration of humanity 
  at its height—but humanity in service to the serpentfolk. 
  Within, incredibly lifelike statues depict learned sages and 
  enticing body servants, noble warriors and sly masseurs, all 
  carved from rare woods and stone and decorated with jewelry 
  befitting kings, and all bowing before their serpentine 
  masters. It was in this place that precious human slaves, so 
  much more delightful than crude and indelicate subhumans 
  such as dwarves and orcs, were bought, traded, trained, 
  sold, sampled, sacrificed, broken, and bred. Written in Aklo 
  upon all of the walls are passages from The Alaberos Analects, 
  extolling in carved letters the many virtues of humans 
  even in light of their foolish and utterly doomed uprising, 
  and ending always in the following refrain: “Pinkskinned, 
  shoeshod, against truepeople, fool-headed and weak, truly; 
  but even in this treachery/rebellion there [is] some black 
  humor, as-truly-as-Ydersius-is-mighty. Must the great-lord 
  not always stifle a small/indulgent smile when his fool, all-
  in-motley-clad, shrieks curses toward the throne? Pray, pity 
  the pink, and lead them firmly back to their proper place.”
  honored aCademy oF Fang and blade
  A training ground for the bestial legions of lesser, aapoph-
  caste serpentfolk, this puzzle-box of an academy is a maze 
  of lecture halls atop a bewildering array of traps and pits 
  all concealed beneath permanent hallucinatory terrain. The 
  noble serpentfolk trained their degenerate counterparts 
  here in the ways of battle and in the discipline necessary 
  for organized warfare, while young purecaste trained both 
  in combat and in command of these legions, alongside 
  human slaves taught swordplay and unarmed fighting 
  styles to better defend their masters. 
  The walls of this multilevel structure are adorned with 
  icons of the great serpentfolk heroes, usually standing 
  in glory over the bodies of their defeated enemies and 
  Serpent’S Skull
  66
  
  the city and the monolithic fortress of Thousand Fangs 
  visible through the building’s massive bay-like windows. 
  In addition, the remaining serpentstone walls have been 
  ensorcelled to depict titanic events from the height of the 
  Age of Serpents—the raising of a mountain into the sky; 
  the rune-cracking of a 200-mile-wide breach of seabed, 
  giving birth to a massive, diamond-encrusted island 
  from the very floor of the ocean; and the construction of 
  a great, towering city on what appears to be the moon.
  In a grand form of old Aklo, the following legend is 
  inscribed upon one wall, seared with brass into the stone 
  and lit from within by continual flame:
   “It was within our power to, unthinking and unblinking, 
  wipe away from the world this very last memory, this final 
  and quintessential evidence, of forgotten visitors to our 
  world’s shores; to make them as the dust of yesteryear: 
  forever gone and unmourned.
   “How much more power, then, did it require for us to 
  preserve this final, humble footprint?
   “Let none ever forget: where others once stood, we 
  now rule. Where others once struggled for 
  survival, we have thrived. Where lesser life 
  once merely clung to existence, we have 
  raised ourselves high and named ourselves 
  god-kings. We are the masters of all 
  knowledge and mysteries, and when 
  the lords of the outer stars have fallen, 
  we shall rule still.
   “Like the Ouroboros, our reign has 
  no end.”
  temPle oF honorable 
  suiCide
  In Ilmurea’s heyday, the serpentfolk 
  kept no true prisons or dungeons, 
  no penal colonies or rehabilitation 
  centers. Small concessions were often 
  made, in the interest of hostage-taking 
  between warring noble houses or mage-
  schools, or for the secure capture of a rival 
  in spell-proofed chambers, but in that time 
  there was but one punishment for crimes 
  against another serpent-lord or failure in 
  the sight of great Ydersius: death.
  Purecaste serpentfolk are dignified 
  creatures, however, and one right of 
  the accused was esteemed above all 
  others—in the course of justice, even 
  in the depths of utter and complete 
  humiliation, guilty parties retained 
  the right to publicly end their own 
  lives. Here, on a bloodstained altar 
  atop a wide serpentstone dais before 
  dozens of spectators and witnesses, those brought low 
  by their crimes or their failings could at least make a 
  noble end for themselves, offering their blood and their 
  lives to Ydersius.
  tower oF the Climb out oF savagery
  A winding, discursive, and highly allegorical overview 
  of the serpentfolk’s rise from bestial monstrosity to 
  thaumaturgical mastery over all life is presented in 
  a sort of spiraling museum within this great tower. 
  Purecaste serpentfolk once wandered its branching 
  and looping ways, reflecting upon their own individual 
  climb from savagery to self-control and domination over  
  their inferiors.
  This complex, rambling history lesson ascends the tower 
  with each subsequent “age” of the serpentfolk species, 
  beginning in a maze of damp, rough-hewn caves and 
  climbing ever upward past primitive traps marked with 
  philosophical fallacies, and into labyrinthine gardens 
  of statues representing the ancient scholars, 
  wizards, heroes, and traitors of the serpent 
  race. The museum finally ends many 
  floors above on a vertigo-inducing patio 
  of magically strengthened glass that hangs 
  suspended, seemingly without visible 
  support, overlooking the city.
  Of special note within the museum 
  is the three-tiered representation of 
  a gladiatorial area, wherein visitors 
  emerge into a bloodstained, sand-lined 
  pit to face a great coliseum that loomed 
  above. Further paces bring them up into 
  the observer’s stands, and another set of 
  steps leads to a great throne overlooking 
  both the house and the action below. 
  Hidden behind the throne, more steps 
  lead upward and into more confusing 
  halls full of mirrors and portals that were 
  once adorned with gems.
  Although it was long ago sacked and 
  looted of countless treasures, it is plain 
  that the tower once boasted many 
  public cafes, small theaters, libraries, 
  private lounges, libraries, laboratories, 
  and other, less identifiable ceremonial 
  rooms. The various exhibits of the 
  museum apparently featured live 
  performances of famous orations, 
  medical demonstrations (such as 
  vivisection and psychosurgery), 
  and artistic commentaries on the 
  proper humiliation and sacrifice 
  of deposed rivals.
  i lmurea
  67
  
  Nethys
  Nethys (Neth-uhs) is said to have oNce beeN a God-KiNG of osirioN, 
  obsessed with maGical KNowledGe. wheN his studies allowed 
  him to perceive all that traNspired, eveN oN other plaNes, this 
  omNiscieNce fueled his traNsformatioN iNto a deity, but at the 
  cost of his psyche. Now his fractured miNd seeKs to destroy the 
  world aNd to heal it, to beNd aNd to preserve it, to coNquer aNd 
  to free it. as such, he represeNts the most beNiGN spells aNd the 
  most vile NecromaNcy, aNd mortal spellcasters of all aliGNmeNts 
  asK for his blessiNG. 
  Serpent’S Skull
  68
  
  a single cantrip is more valuable to him than the mightiest 
  magic-less fighter. He doesn’t dispute the martial prowess 
  or physical strength of those without magic, but they are 
  as useless to him as a sailing ship is to a man living in a 
  mountain cave. Other than this devotion to knowledge and 
  magic and rejection of non-magic, Nethys is indifferent. 
  Pleas for mercy or justice, incitements to violence, and 
  invocations of fairness or the balance of power have no 
  effect on him; he will act in the interest of increasing 
  magical knowledge or according to his whim, but 
  is otherwise unpredictable and unreliable.
  Nethys’s avatar is terrible to behold: a male 
  human crackling with power, one side burned 
  or even skeletal, the other flush with power and 
  bleeding energy into the air. Nethys is often 
  shown in his dual aspect; one side of him is 
  burned and broken, unleashing terrible magic 
  upon the world, while the other half is calm and 
  serene, using magic to heal the sick and protect 
  the innocent. Some depictions downplay this 
  schism, showing him whole and focused, or put the 
  undesired aspect in shadow, 
  obscured by other creatures 
  or extending beyond the 
  border of the artwork, so 
  only the preferred aspect 
  is visible. Though most art 
  depicts him as Garundi, 
  some regional temples deviate from this by showing him as 
  a member of a prominent local race, or even as an Azlanti.
  Nethys is not known for showing favor or wrath to his 
  followers or enemies in the form of divine intervention, 
  a fact that many of his worshipers note with some pride. 
  Though this self-important attitude does not endear them 
  to members of other churches, it does reinforce the idea that 
  Nethys doesn’t care what they do with their magic as long as 
  they are using it. Layfolk, especially peasants, believe that 
  invoking his name may help to ward off curses, hexes, the 
  evil eye, and other superstitions, though his utter disregard 
  for those who do not practice magic means these invocations 
  fall on deaf ears. The devout believe that manifestations 
  of zones of unpredictable magic are the result of Nethys 
  passing close to the Material Plane—though there is no 
  confirmation of this from the god himself. Likewise, 
  his church teaches that the manifestation of zones of 
  “empty magic” (where magic simply doesn’t function) are 
  indications of his anger at someone or something in that 
  area, though there is no evidence that this is true.
  Formal ceremonies in the church require an elaborate 
  robe, skullcap, mozzetta, and hood, all in similar colors 
  (such as red, maroon, and burgundy); the particular color 
  range is chosen by each temple. A two-colored face may be 
  included as an insignia, or the mozzetta itself may be dark 
  N
  ethys’s only concern is magic—its use, creation, and 
  innovation. He is aware of his mortal worshipers 
  and rewards their devotion with divine power, but 
  not just for their use or abuse of magic. When some 
  mortal tyrant outlaws the use of magic, Nethys expects 
  his followers to intervene, though he issues no call to 
  crusade. Alternatively, if a magocracy were to exile all 
  commoners with no magical talent, he does not consider 
  this a cheapening of magical knowledge or power. His 
  total awareness means he sees every success and 
  every failure, from the first cantrip learned 
  by a fledgling hedge wizard to the rudiments 
  of star-exploding magic being developed on 
  the farthest-flung planet.
  Other gods may lead their churches like 
  parental figures, but Nethys acts more like 
  the volatile but disinterested guardian of an 
  estate, unconcerned about individual heirs as 
  long as the vast legacy of the family continues. 
  Queries via commune and similar spells always 
  give accurate information, but the tone may be 
  amused, belligerent, cold, 
  disappointed, enraged, and 
  so on. Nethys’s extreme 
  mood swings are a symptom 
  of his ultimate knowledge 
  and the price of his power. 
  Other deities have tried to 
  stabilize or cure him, with and sometimes without his 
  permission, but he inevitably perceives any progress 
  as a depletion of his energy and reacts as if he is being 
  attacked, negating their efforts. His allies have learned 
  to tolerate his ever-changing nature, keeping him at a 
  respectful arm’s length for the sake of his knowledge.
  Nethys is the master of all magic: helpful, harmful, 
  creative, destructive, arcane, divine, conventional, 
  alchemical, and everything in between. He is a proponent 
  of magic for all purposes, even frivolous or wasteful 
  ones. Magic is an infinite resource that permeates all 
  dimensions, and thus he insists there is no need to limit 
  its use for fear of its eventual depletion. He sees magic-
  drained places like the Mana Wastes as aberrations, 
  tumors in the world that can be excised, though dealing 
  with them is not a high-priority concern unless they begin 
  to grow and threaten the healthy flow of magic elsewhere. 
  He is not adverse to technology unless it interferes with 
  or supplants magic; indeed, he relishes the blending of 
  technology and magic much as a chef enjoys mixing new 
  foods into favorite dishes.
  He embraces all who practice magic, regardless of the 
  nature of that magic, how they practice it, what they do 
  with it, or how good they are at it. He rejects those without 
  the talent or discipline to learn it; a lowly rogue who knows 
  “Magic is all things, and in all things. It is in the 
  air, the stone, the flame, the water. It is time, 
  space, and the void. It will nurture you, it will 
  consume you, and always will it be your master.”
  —The Book of Magic
  nethyS
  69
  
  on one side and light on the other. Because most priests 
  focus their energies and interests on knowledge rather 
  than fashion, many “ceremonial” robes are worn in other 
  circumstances; an adventuring wizard or cleric’s battle 
  robe may be the very same one she wears to the highest 
  religious function, honoring the god by wearing a potent 
  magic item. Skullcaps and hoods are popular among the 
  faithful. Many priests tattoo their faces and hands on one 
  side to match their god’s image; darker-skinned priests 
  rub white ash or other irritants into their fresh tattoos or 
  cuts to create white scars.
  Nethys is neutral and his portfolio is magic. His 
  weapon is the staff, usually represented as a magical 
  artifact rather than a mundane weapon. His holy symbol 
  is his face, half black and half white, which may be very 
  detailed or abstracted to little more than a two-colored 
  shield-shape with eyes. His domains are Destruction, 
  Knowledge, Magic, Protection, and Rune. His clergy 
  is nearly equally divided between arcane and divine 
  spellcasters; almost all of the divine casters are clerics, 
  and over two-thirds of the arcane casters are wizards.
  A typical worshiper of Nethys is one who seeks magical 
  knowledge or power, whether as a sorcerer, a wizard, an 
  alchemist, or a mere scholar. Most couldn’t care less about 
  politics, and are only interested in what power they can 
  amass, whether that leads to riches or merely more power. 
  Some are generous and willing to teach what they know, 
  but many are the stereotypically jealous and paranoid 
  practitioners who seclude themselves and guard their 
  scraps of knowledge from all potential rivals.
  Worship services vary from temple to temple, but 
  usually include a weekly ceremony requiring chanting and 
  spellcasting demonstrations. In many cases, the hymns 
  are phonetic transcriptions of verbal components of spells 
  favored by that temple, allowing the faithful to chant a 
  representation of the words of power. Musical instruments 
  are rarely part of services unless the temple has a bardic 
  priest, though limited percussion involving the tapping of 
  wands or stamping of staves is not unusual.
  temples aNd shriNes
  Overall, the church of Nethys tries to balance the god’s 
  two aspects, but individual temples often focus on one 
  particular kind of magic and draw worshipers interested 
  in that type. Opposing temples might war on each other, 
  but Nethys doesn’t care, just as he doesn’t care if a good 
  temple siphons magic from evil items, locks them away, 
  or converts them to a more benign use. A few temples 
  alternate between the god’s aspects or directly oppose the 
  actions of other temples to keep the balance. Specialized 
  temples are usually named in an identifying way so visitors 
  are fully aware of their natures. For example, a Numerian 
  temple devoted to deciphering the magical properties of 
  starmetals may be called the Church of Skysteel, while a 
  Gebbite temple studying necromancy may be called the 
  Bone Cathedral.
  Temples are often decorated in the same colors as those 
  of the priests’ preferred ceremonial raiments, though they 
  may just as easily be whitewashed, painted black, or left 
  unmodified—aesthetics are secondary to the pursuit of 
  magic. Any significant temple has at least one chamber set 
  aside for the specific magic its inhabitants favor, such as a 
  summoning circle for a temple of conjuration, an infirmary 
  for a temple of healing, and so on; sometimes the true  
  nature of a temple is a secret kept from the public, and this 
  special chamber is hidden away so that no outsiders see it.
  Once a year, the church demands of its priests a tithe 
  of a minor magic item—such as a scroll or potion—that 
  the temple can use or sell. Other priests (in hierarchal 
  order) have the option to purchase these before layfolk or 
  the public know about them; the temples do not want to 
  become marketplaces sullied by the feet of the unworthy 
  pecking at scraps of power discarded by the chosen elite.
  a priest’s role
  Any wielder of magic may become a priest of the church, 
  whether she be a standard practitioner of spells or 
  something more primitive or exotic like a hedge wizard, 
  witch doctor, adept, or folk ritualist. Even an alchemist, 
  paladin, or ranger could become a priest, though most 
  of these folk follow other gods and their actual magic is 
  internalized or very specialized. However, advancement 
  in the clergy is based on power and magical knowledge, 
  which means most practitioners of simpler magic can 
  only aspire to low ranks in the church. Priests associated 
  with Nethys’s temples are used to magical folk being in 
  charge, and often make the mistake of barking orders 
  in more egalitarian groups such as adventuring parties; 
  independent priests are less likely to do this, though most 
  do consider themselves superior to nonmagical folk.
  Those without magic may work for the church, but are 
  treated as second-class citizens (or even as expendable in 
  the more evil temples); even a lowly apprentice who has 
  only mastered a few cantrips has higher status in a temple 
  than a master rogue or talented fighter. Most senior 
  temple guards have at least one level in a magical class or 
  have acquired (via a feat or special ritual) the ability to cast 
  a few spells in order to gain some respect in the eyes of the 
  priests and establish a firm seniority over the common 
  guards. Even the newest recruits are trained in Spellcraft 
  so they recognize and do not needlessly fear magic. 
  Priests tend to be very mercenary in their services. They 
  craft and sell magical goods, advise nobles and merchants 
  on how magic can improve their stations, hire themselves as 
  bodyguards for ships or caravans, or act as battle-casters for 
  armies or adventuring companies. Some tithe service to a 
  Serpent’S Skull
  70
  
  lord in exchange for property and a staff of peasants so they 
  can focus on research. Others use their magic to entertain 
  or swindle others. The only unifying feature of the followers 
  of Nethys is an absolute love of magic. Some love the act of 
  using magic, just as a master blacksmith loves shaping steel 
  or a hedonist loves the act of sex. Others appreciate it as a 
  tool of the highest quality, or even merely for the raw power 
  it affords. The idea of conserving magic is ridiculous to 
  them, and a member of the faith who refuses to use magic 
  at an opportune time is considered suspect, if not cursed—
  much like the old adage of “never trust a skinny chef.”
  Rank in the church is based on magical knowledge and 
  power, with the former more important in benign temples 
  and the latter more valued in malevolent ones. As masters 
  of magic, priests are fully aware of the natural ranking of 
  spell levels and caster levels and use this knowledge to 
  quickly assess where someone fits in the pecking order. 
  Individuals of a certain rank usually have one or more 
  apprentices who have no status in the church until their 
  master declares them sufficiently trained. Many young 
  mages and clerics are recently graduated apprentices—
  or those whose masters died or cast them out for 
  disobedience—hoping to use their meager knowledge to 
  practice and learn more magic.
  Priests have a limited role in most rural communities; 
  unless the priests’ focus is animals, crops, or healing, they 
  have little reason to interact with common folk. Urban 
  priests have stronger ties to locals, particularly those 
  connected to construction, trade, and the exotic interests of 
  nobles; even a small temple can support itself comfortably 
  on such business. Temple priests always have ranks in 
  Knowledge (arcana) and Spellcraft, and depending on 
  the temple’s focus, they may also have ranks in Appraise, 
  Heal, Intimidate, and Use Magic Device. Temple priests 
  are addressed as “disciple, “priest,” “brother,” or “sister,” 
  depending on the speaker’s familiarity with the priest 
  (and the priest’s gender). The head of a temple is usually 
  just called “high priest,” though individual temples 
  may use unique titles. Members of the faith who are not 
  associated with a temple are usually called “acolyte,” 
  “disciple,” or “master” depending on their apparent skill 
  with magic; while it is not considered an insult to address 
  a stranger by a lower-than-actual rank if the stranger isn’t 
  dressed according to his or her actual rank, persisting in 
  this error after a correction is made is considered very 
  rude, or could even be taken as a challenge.
  holy text
  The official text of the church is The Book of Magic, a 
  comprehensive guide for channeling magic and discussing 
  the moral ramifications of its use and misuse (often taking 
  opposing positions in the space of a few paragraphs). The 
  information within the book is detailed enough that 
  nethyS
  71
  
  and refers to an intellectual test between three wizards in 
  which one realizes the answer to a puzzle because the other 
  two have not answered it. In casual use among the faithful, 
  this phrase refers to finding an answer to a problem based 
  on the failures of others, as well as transforming something 
  worthless into something useful or valuable.
  Point with the Finger of the Scorched Black Hand: 
  While technically this refers to a somatic component of 
  many spells, it is a reference to the will of Nethys (whose 
  right hand is blasted with raw magic) indicating the path to 
  learning. In the Draconic tongue, the words for “point with 
  the finger” sound similar both to a related phrase (“seek 
  the greater knowledge”) and (depending on the syllables 
  stressed) to a vulgar suggestion. Members of the faith 
  sometimes use this as a written catchphrase to indicate 
  their divine allegiance. Apprentices snicker about it once 
  they understand the colloquial Draconic translation.
  holidays
  The month of Neth is named for the All-Seeing Eye. The 
  church has three common holidays shared by all temples.
  Abjurant Day: Occurring on 8 Neth, this is a day of 
  working together to shore up mutual defenses and training 
  friends and children in defensive magic. Benevolent casters 
  traditionally use this day to test possible apprentices; evil 
  casters do so as well, often by kidnapping prospective 
  students and performing deadly tests to determine their 
  readiness—or to eliminate potential rivals.
  Evoking Day: 18 Neth is a day of magical fireworks 
  displays, dueling (both mock and actual), and trading 
  spells. In lands where Garundi people live, even 
  commoners celebrate helpful magic by dancing with 
  bright streamers and wearing black and white flowing 
  robes (often designed to rise at the waist when the 
  wearer spins).
  Transmutatum: The 28th of Neth is a day of reflection 
  and self-improvement. Some traditionalists believe it 
  is fortuitous to begin researching spells or crafting 
  difficult magic items on this day.
  relatioNs with other reliGioNs 
  Although Nethys’s madness makes it hard to keep him 
  active in long-term plans, many deities rely upon his 
  aid from time to time. In this way he is much like his 
  martial counterpart, Gorum—indifferent to the ethics of 
  an engagement and only concerned with his role and the 
  use of his abilities. Despite his shattered mind, he is able 
  to negotiate with other beings of similar power, and he 
  does not unexpectedly turn on visitors or allies unless his 
  omniscient senses reveal he is being threatened or double-
  crossed. Because Nethys supports the use of any magic, he 
  might ally with anyone in the pantheon, supplying spells, 
  magic items, or even raw magical power. Of course, he 
  someone with the proclivity for wizardry can, after reading 
  it cover to cover, eventually come to understand the basics 
  of a few cantrips; more than one great wizard has started 
  out by reading a stolen copy of this book and using it as the 
  foundation for decades of study and innovation.
  aphorisms
  Given that Nethys knows more about magic than any being 
  in the Outer Sphere, most of the aphorisms among his 
  faithful refer to intimate knowledge of these studies and 
  make little sense without similar understanding. A few 
  even rely on word-play through phonetic pronunciations 
  of certain magical runes that take on additional meaning 
  in key languages. Two examples of this are as follows.
  The Cube is the Red is the Sphere: This phrase requires 
  an advanced level of magical knowledge to fully understand, 
  Serpent’S Skull
  72
  
  knows better than to lend aid to agents of Rovagug if that 
  assistance could free the Rough Beast, and is careful to 
  limit these exchanges to minor spells and items; despite 
  his destructive aspect, he does not wish the entire world 
  ruined. Though other deities may assume his disdain 
  for anything but knowledge and magic would make him 
  ignore Gorum entirely, the Lord in Iron appreciates battle 
  magic, and the two have a mutual appreciation for power 
  and strategy. Irori is of special interest to Nethys because 
  they are both ascended mortals, neither of whom used 
  the Starstone “shortcut,” and because Irori’s perfection 
  of his physical self transcends the divide between the 
  extraordinary and supernatural; Nethys paradoxically 
  wants to praise Irori for his achievement and tear him 
  apart to figure out how he did it.
  New spell
  Sorcerers and wizards who worship the All-Seeing Eye may 
  learn imbue with spell ability as a 4th-level spell, and bards 
  may do so as a 3rd-level spell. Priests often use this spell 
  to teach cantrip-level apprentices the feel of more powerful 
  magic. Nethys’ followers are, however, forbidden from using 
  imbue with spell ability (or similar spells that grant spellcasting 
  abilities) on living targets that cannot normally cast spells 
  or use spell-like abilities; it is considered an unworthy 
  sharing of blessed magic. Clerics may prepare arcane mark 
  as an orison. Clerics can prepare and bards can learn arcane 
  lock as a 2nd-level spell, and clerics can prepare fox’s cunning 
  as a 2nd-level spell. Clerics can prepare permanency as a 5th-
  level spell, and bards can learn it as a 4th-level spell. 
  In addition to channel the gift (see Gods and Magic), 
  Nethys’s priests have access to the following spell.
  Fractions of Heal and Harm
  School transmutation; Level bard 3, cleric 3, sorcerer/wizard 3 
  (Nethys)
  Casting Time 1 swift action
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  This spell channels a portion of the next spell you cast into 
  magic that heals you. The next instantaneous area damage 
  spell you cast deals only 75% of its damage, but you heal hit 
  points equal to the remaining 25% of the spell’s damage. For 
  example, if you cast this spell and followed it with a fireball 
  that would normally deal 40 hit points of damage, the fireball 
  instead deals 30 hit points of damage and you heal 10 hit 
  points. The spell affected by this spell must be cast before 
  the end of the next round. This spell has no effect on spells 
  that do not deal damage or spells higher than 3rd level. This 
  healing is treated as if you had been affected by a cure or 
  inflict spell (whichever would heal you), and is treated as the 
  same spell level as the area-affecting spell for the purpose of 
  effects that relate to the spell level of cure or inflict spells.
  plaNar allies
  The All-Seeing Eye’s divine servants are ascended mortals 
  (uplifted to near-divine status by direct action of the god) 
  and magical beings. Mirroring his many aspects, some of 
  his minions are as nurturing as the most benign angels, 
  while others are as murderous and destructive as the vilest 
  fiends. Any mortal follower seeking their advice or assistance 
  had best make sure the one she conjures has similar goals, 
  lest the divine minion turn on her. Nethys’s herald is the 
  Arcanotheign (see page 82), an incorporeal, woman-shaped 
  cloud of black or white magical energy (depending on 
  the god’s intentions for sending her) who can transform  
  objects and shoot eldritch energy with various effects.
  Bard: Perhaps the noblest of Nethys’s servants, this 
  neutral good being resembles a trumpet archon wearing 
  a two-colored silver mask. Skilled with any magic relating 
  to sound, music, or rhythm, she uses the mask in place of 
  a trumpet, projecting bolts of pure sonic energy with the 
  power of her voice.
  Takaral: Other than his white eyes and skeletal 
  forearms, this neutral evil lich could pass as fully 
  human. Knowledgeable in most arcane magic (especially 
  necromancy), he is capable of blasting enemies into pieces 
  smaller than dust, aided by a strange spherical device 
  that allows him to create “holes” in the areas affected by 
  his spells so as to avoid harming allies.
  Yamasha: Sinfully beautiful, this hawk-winged neutral 
  succubus-like creature is a master of conjuration and 
  enchantment magic. When she answers a summons, she 
  insists on an oath of service from the mortal conjurer, and 
  offers him a single feather from her wing as a token of 
  their agreement.
  CuStomized Summon liSt
  Nethys’s priests can use summon monster spells to 
  summon the following creatures in addition to the 
  normal creatures listed in the spells. Blink dogs can 
  be found in the Pathfinder RPG Bestiary 2.
  Summon Monster III
  Blink dog*
  Summon Monster V
  Cloaker*
  * This creature is summoned with the celestial 
  template if you are good, or with the fiendish 
  template if you are evil; you may choose either if you 
  are neutral.
  nethyS
  73
  
  W
  e approach the ruins of Kembe. I have tracked 
  Mwonduk’s kidnappers to its boundaries of 
  crumbled stone. 
  Brachantes and Tarood have lost their retinue—torn 
  to shreds by Arok, for their trespasses against nature. 
  Stripped of servitors, they seek shelter here while they 
  plot their next move. 
  Their weakened position cannot be taken for granted. 
  Tarood’s cousin, Verkusht, testifies to the slaver’s 
  abilities. His men used weird magics. We assume these 
  were provided by Brachantes, and that he has other arcane 
  surprises in store for us. If nothing more, he’ll likely 
  possess supernatural means to contact more of Tarood’s 
  men and effect a rescue from this place. This may be why 
  they have chosen it: compared to trackless jungle, the 
  ruins will be easy for reinforcements to find.
  Even if we are lucky, and their threat has been spent, 
  we must still retrieve the boy quickly. Every extra day we 
  spend here is one in which the firefly plague continues to 
  rage. There is no saying how many lives Brachantes will 
  have cost, by delaying us as we take the boy to the temple 
  of Kitumu.
  There is no thinking of the fate that awaits him there. 
  The boy is resigned to it. We serve nature, and this season 
  it thirsts grimly for blood.
  We will think, then, only of our task.
  Only of our task.
  It is our good fortune that Tarood made his escape from 
  us alongside an outlander. A hardened slave-hunter, he 
  knows movement in the jungle as well as any Zenj. But 
  Brachantes errs as he journeys, leaving footprints in the 
  P lague of light: 5 of 6
   
  Justice in the Ruins
  SerPent’S Skull
  74
  
  soft mud and breaking the stems of low bushes. Mwonduk 
  may have tried to leave clues in his wake. Along the path 
  I find shavings from a yam, which he had on him when 
  he was taken. Most of these would be carried away by ants 
  within moments of hitting the ground, but a few remain 
  to keep us on the path.
  And now we reach Kembe, hours behind them. We lost 
  time as the spellcasters restored their magics. I would 
  rest easier if I’d persuaded them to forge ahead regardless, 
  but I have yet to hear an argument that would prompt a 
  magician to head into danger without her hexes.
  A sensible person does not head into Kembe on a whim. 
  All the tribes know it as a place of bad luck and sudden 
  doom. Yet I have been here before. So has Tarood, or so 
  Verkusht claims.
  “He sometimes keeps a holding pen here, when he 
  captures more slaves than he can take home in one trip,” 
  the Bekyar says. “The locals don’t like to come here, so 
  that’s good for, uh, slaving operations.” He winces. Looks 
  at me from the corner of his eye, to see if I could tell what 
  he was about to say. 
  I can. He was about to say that’s good for us. Had he a 
  choice, he would still be a slaver.
  Lianas and edgevines cover Kembe’s gray stone walls. 
  Great blocks of stone, hauled from distant quarries by 
  means unknown, lie like fallen soldiers across its grassy 
  landscape. Crumbled clods of masonry attach to them 
  still. We pass through a stone gate, the top of its archway 
  more than twenty feet above our heads. Vines reach down 
  to brush at us; we part them like a curtain.
  Kembe’s remaining walls stand in three circles. The 
  inner circle is the tallest, scaled for giants. We venture 
  toward it, hacking our way through clinging bushes and 
  dense stands of spear thistles, and come upon the second 
  ring, the bones of a city built to human proportions. If we 
  turned around and searched, I know, we would find the 
  third ring that we passed over without noticing—a tiny 
  version of the inner two cities, fading from halfling size 
  into miniatures too small for use. You might think it an 
  idol or model of the real cities, except that its crumbled 
  hearths show the soot of ancient flames. Shattered pot 
  shards, sized for beings no more than a foot in height, 
  cover the floors of these tiny buildings.
  Fragments of tile cling to the walls of all three cities—
  the giant, the man-sized, the shrunken. Some bear a 
  script found only here. Figures appear on a few. They 
  have the shapes of men, though with fewer fingers and 
  curious heads. The heads may be headdresses; the hands 
  might be drawn that way because it is easier than making 
  four fingers and a thumb. 
  Some say that they were not human, nor were they elf, 
  dwarf, or any other race still known. From these broken 
  images, men have made a story to explain Kembe and its 
  vanished builders. They say that the Kembe came from 
  the sky, riding silver chariots. Once here, they could not 
  leave. Perhaps they lost the magic that propelled their 
  sky vehicles. More likely, they broke taboos and were 
  punished by the gods. Foreigners assume it was the 
  Kembe’s own gods the giants transgressed against. The 
  locals say it was ours. 
  Either way, the Kembe shrank. They stopped being 
  giants, and became merely men. They rebuilt their city 
  to suit their reduced stature. For many more years they 
  must have survived at this height. Then they shrank 
  again, to become the beings occupying the last, tiny city 
  on the outer edges.
  They shrank one last time, the story says, until they fell 
  between the cracks of this earth, into another, smaller 
  world, where perhaps they dwell today. Sometimes you’ll 
  hear that they came not in silver chariots from the sky, 
  but fell like rain, having lived once in another, larger 
  world, where they were bigger than anything this one 
  could hold.
  When this tale is told, it is always as a warning. Behave 
  rightly, it says. Obey the gods, upholding their taboos. Do 
  not be like the Kembe, or you and yours will shrink to 
  nothing and vanish from sight. People like the story this 
  way. The Kembe deserved what they got, it says. We can 
  avoid their fate through rightful action.
  But when I see the Kembe ruins, I think they were like 
  any people. Some good, a few bad, most in between. Yet 
  still they were doomed, because the world devours.
  They were doomed as Mwonduk is doomed. Through 
  no misdeed of his own, and for reasons we can never 
  exactly find. When it is over, Obai will try to make sense 
  of it. She will talk of balance restored and cosmic this and 
  cosmic that.
  That is, if we succeed in getting him back at all. If not, 
  there will also be doom. It will be of a different sort, and 
  suffered by many instead of one. Still, the world will 
  devour, and from a big enough distance—from the giant 
  height of the original Kembe, perhaps—it will be the 
  same one way as the other.
  My dark thoughts seem to leap across to Sunasuka. 
  Or perhaps it is her melancholy, dimly sensed, that sets 
  me to brooding. The half ling has a gourd of mash—
  how she saved it for this long I cannot guess—and now 
  swigs deep from it, muttering. “I don’t like this place,” 
  she says.
  “Put that down,” Katiiwa hisses.
  “I don’t like this mission,” Sunasuka says, a little louder.
  We cling to the sides of an ancient wall. Above us jut 
  the remains of broken steps, and atop the wall is a high 
  walkway. As Sunasuka stomps and grumbles, I wrestle 
  with a thought: if the Kembe were giants, who did they 
  have to build giant walls against?
  JuStice in the ruinS
  75
  
  “What are we doing?” the halfling grunts. Without our 
  noticing, she has made herself very drunk. “We aren’t 
  hunting the evil ones. We are the evil ones!” She spins to 
  face us, face red and bleary. “They’re saving the boy. We 
  want to take him to his death.”
  Obai holds up placating hands. “You know why we must.”
  Sunasuka turns away. “I know why we have to, but none 
  of you can make me like it!” She finishes the rest of her 
  gourd and tosses it aside. It lands on a fallen stone with a 
  resounding crack. “If we’re to be slaughterers of children, 
  let’s at least do it quick and get it over with!” She bounds 
  heedlessly through the choking vegetation and around 
  eroding blocks. Her voice bounces off the walls, collides 
  with itself, growing louder as she forges on.
  We have no choice but to chase our drunken druid. We 
  bound after her.
  Behind us, in the spot where we had just been standing, 
  lands a vast chunk of stone. Its impact throws up a 
  shower of dirt and pulverized vine leaves. A fine snow of 
  powdered mortar dusts down after it. The stone occupies 
  a wide crater.
  Had we not run after our impetuous ally, all of us 
  would have been crushed.
  Above us, behind a fresh, yawning hole in the wall 
  defenses, lurks the slaver captain, Tarood.
  Verkusht launches himself at the wall. Deftly grabbing 
  at its ragged handholds, he scampers up toward his 
  kinsman. “Snake! Betrayer!” he cries. “Too much the 
  coward to meet us face on?”
  The Bekyar captain laughs. “Coward? You’re one to talk, 
  Verkusht! When did you ever kill a man, except when his 
  back was turned?” With slow confidence he draws a bow 
  from his pack.
  “Whatever I may or may not have been forced to do, 
  I have done to survive.” Verkusht clambers sideways, 
  zigzagging up the wall with surprising speed. “I’m not 
  the one who extracts a thick, greasy thrill from the 
  infliction of pain.”
  Tarood speeds his actions. He fumbles his arrow as he 
  draws it. “I do what I must to enrich our clan,” he snarls.
  Verkusht pauses, hanging precariously from one hand, 
  to whoop and chortle. “Is that how you think others see 
  you, Tarood? Everyone knows you’d sooner stick a knife 
  in a man than bed a woman!”
  Tarood fires an arrow. Despite the seeming ease of the 
  shot, it flies far wide of the mark. “You dare speak to me 
  thus? I am clan-captain. You stole from your own.”
  Verkusht has taken the time to zip several yards higher. 
  “Yes, Tarood, and were I to return, they’d take more than 
  my hand this time.”
  Another arrow flies. It hits closer to the mark, but is 
  still a wild, careless miss. “You made yourself doubly a 
  pariah when you had it reattached!”
  Verkusht crabs his way closer to his target. “Indeed, 
  and if I did go home, as our kinfolk burned me alive or 
  had me quartered by galloping horses, they’d shed a tear 
  at my demise. Whereas you, for all the gold you bring 
  them, the perfumes you douse them in, all the glory and 
  wealth—no one likes you, Tarood.”
  He swings wide to dodge a third arrow. For a moment, 
  he seems suspended in air, then finds his handhold again. 
  The creaking sound of bending cartilage accompanies him 
  as he retains his hold on the wall. “The day you die, all due 
  ceremonies will be held in your honor. You’ll be remembered 
  as a hero and a shrewd man with a coin. But no one will weep 
  for you. Your brothers will vie for your title. Your wives will 
  drink tea and wipe their brows in relief.” 
  Verkusht has nearly reached the top now. Tarood drops 
  his bow and quiver. He draws his scimitar. It flashes 
  angrily in the sunlight.
  “You’ve flung your last insult, clown,” Tarood says, 
  through clenched teeth.
  Verkusht reaches the crumbled battlement and 
  struggles to find purchase.
  “When Tarood dies, 
  not even his wives 
  will mourn.”
  SerPent’S Skull
  76
  
  “That’s you, Verkusht. Full of defiance and bravado, 
  until the time comes to win. Then you falter.”
  Mortar turns to sand under Verkusht’s clawing fingers. 
  Tarood raises his scimitar, ready to chop at them.
  Tarood’s tongue darts snake-like between salivating 
  lips. “Wheedle and beg, Verkusht. Do as you always do. 
  Wheedle and beg.”
  Verkusht hugs the battlement, wincing. “Listen, there’s 
  something you need to know about the boy.”
  Tarood leans back to enjoy his victory. “Always 
  something to offer at the last moment, eh, Verkusht? 
  Well, this time it will avail you not. Let’s start with that 
  hand which is supposed to be severed.” 
  He raises his blade.
  The blue point of Katiiwa’s jagged harpoon pricks the 
  back of Tarood’s neck. She commands him to drop the 
  scimitar. It rattles to the stone catwalk. 
  Verkusht stoops to seize it up. He pauses to admire the 
  expensive giltwork on its curved pommel before stashing 
  it in his belt. “That’s the difference between you and me, 
  Tarood,” he says. “I have comrades. They may not respect 
  me, and half the time they don’t trust me at all. But they 
  are friends and I can count on them nonetheless.”
  Someone must guard the prisoner; Katiiwa claims the 
  right. Verkusht agrees with surprising ease. “Couldn’t 
  trust myself with him,” he mutters.
  “I can restore your position in the clan,” Tarood says to 
  him. “Pronounce you redeemed, as is my captain’s right.”
  “Who’s the clown now, always with the last humiliating 
  negotiation?” says Verkusht, his tone curiously flat.
  “Brachantes has the boy?” I ask him. “Tell us where.”
  “What consideration will you grant?” Tarood asks.
  “When I was the prisoner and you the captor, I was 
  tortured and threatened with worse,” I observe.
  Tarood shrugs. “He is in the place that it would make 
  sense to be.”
  “In a building in the middle circle?”
  The slaver nods.
  “Is there a landmark?”
  He looks at Verkusht. “If I were a betrayer who wheedles 
  to survive... but find it yourselves. Then boasts will be 
  tested, and true measures taken.”
  “What do you mean by that?”
  Tarood says nothing else.
  We find Brachantes waiting for us, outside one of the few 
  intact Kembe buildings of the middle city. The structure 
  is round and topped with a conical roof, like a curing hut 
  of the Ikihing or Hatangu. Where theirs are made from 
  reeds and planks, this is built from piled and mortared 
  stone. Even the odd sloping shingles on its roof are of 
  solid rock.
  Brachantes stands amid a circular patch of browned and 
  flattened vegetation. Acrid steam rises from the freshly 
  cleared earth. He has used the magical liquid Tarood’s slavers 
  used to array the jungle trees against us, or something like 
  it, to clear the ground for battle. Yet he carries no weapon, 
  either in his hand or in his belt. Feet apart, head cocked, he 
  greets us, smiling like a child with a secret.
  Mwonduk kneels nearby. A leather collar has been 
  wrapped around his neck. A short length of leash attaches 
  the collar to a wooden stake, which has been driven deep 
  into the ground. The boy could not stand if he wanted to. 
  His arms are tied behind his back. Relief strikes me when 
  I see that he bears no signs of injury. His head is bowed in 
  shame. At the sound of our approach, he looks up. Hope 
  comes suddenly upon him.
  Brachantes offers him slavery; we, death. The boy has 
  chosen us.
  “You have Tarood?” Brachantes asks.
  Having met the northerner before, I am the one who 
  speaks for the group. “Yes. Give us the boy, and we will 
  help you to a place of safety, if you desire it. Or we will 
  leave you supplies to wait for more of Tarood’s men to 
  come and get you. Whichever you prefer.”
  “I present a counteroffer. Turn your backs now, admit 
  yourselves outmatched, and I will not harm you.”
  “You speak confidently for a weaponless man.”
  “My weapons are far away from here, on my island. Yet 
  if you take one further step against me, you will feel their 
  sting all the same.”
  “Your threat is unconvincing.”
  “Trust me when I say this, jungle man: you do not want 
  to see a demonstration.”
  Verkusht reaches for his dagger, Obai for her double-
  faced holy symbol.
  Brachantes addresses the others. “The Zenj is a 
  stubborn man. I sense that he nurses a grudge against 
  me, because he dislikes the company I keep. Fair enough. 
  Also, he lost friends in the so-called plague, and thus 
  lacks perspective. The rest of you, I will assume, are 
  sensible persons and open to a fair offer.”
  “Talk as long as you want,” says Obai. She means for 
  him to reveal more of the invisible weapons with which 
  he threatens us. Or so I trust.
  “Balance priestess, what is it to you that a few have died 
  from this firefly plague, and that a few more might do 
  so until the boy is well away from here? These jungles 
  are a place of rot and pestilence. In the cosmic scheme of 
  things, what matter is one more plague?”
  Obai presents him with both sides of her mouth, the 
  frown and the grin, and remains inscrutable.
  “Verkusht, with your cousin a captive, it seems that 
  the position of captain might be made available to a man 
  of ambition.”
  JuStice in the ruinS
  77
  
  The Bekyar snorts. “Maybe he didn’t tell you, but my 
  clan and I are not on friendly terms.”
  “Your clan is a family, but also a commercial enterprise. 
  They will present no objections that money can’t fix.”
  Verkusht strokes his beard as if contemplating a deal. 
  “Let’s imagine that their vision of profit and loss aligns 
  with yours. You have no similar inducement to offer my 
  friends here.”
  “Then step away. Or better yet, fight by my side when 
  they prove intransigent.”
  “That would be my last chance with them, I’m afraid.”
  “Who counts for more? Your clan, or these mighty 
  ragamuffins?”
  Verkusht chucks his head from side to side. Weighing 
  options. 
  “Halfling. I didn’t know what to dangle before you, 
  until I saw you gaze upon the boy just now. You don’t 
  want him dead. Still you hope for his salvation. Yet he 
  lives only if I am allowed to take him. You’re on my side 
  already, you just haven’t admitted it to yourself. Fight for 
  his life, world-priestess. Follow your heart.”
  Sunasuka wipes her mouth with the back of her hand.
  Brachantes turns to Arok. “Ape-man, of all the so-called 
  Scarred Ones, only you are of genuine interest to me. I 
  offer you what I offer the child—a place in my sanctuary. 
  All the fruit you can eat. Or meat, if that’s what you fancy. 
  A life led in comfort and free from fear.”
  Arok charges him. 
  The outlander braces for the impact as the gorilla 
  barrels his way. Around him, the air pops and shimmers. 
  A crackling hiss rises from Brachantes’ flesh, and the 
  taste of metal hangs in the back of my throat.
  Arok swipes at Brachantes. Between the launching of 
  the blow and its landing, Brachantes changes. His skin 
  turns to stone. A terrible crunch resounds as the bones 
  of Arok’s mighty fist break against his granite flesh. 
  Brachantes’ stone fist catches Arok under the chin. The 
  ape staggers back. Brachantes seizes him, hurling the 
  gorilla who outweighs me by double or triple dozens of 
  feet behind us. Arok lands with a thud on the collapsed 
  remains of a Kembe wall.
  “What is he?” I ask Obai, as we run toward the outlander.
  “I don’t know,” she says, calling the dark touch of divine 
  death-dealing into her hand. Her fingers curl into a claw, 
  wreathed by swirling brimstone.
  The ripple of disturbed space again surrounds 
  Brachantes’ body. Stone flesh melts back into skin and 
  bone. Leather wings sprout from his shoulders. Obai 
  swipes at him with her deathly hand, but he rises into the 
  air, leaving her leaping fruitlessly up at him. I poise my 
  spear for throwing. 
  A tail appears to twist itself around Brachantes’ rising 
  body. From its bulbous end sprout dozens of spikes. The 
  bulb points at us; spikes fly through the air. They hit both 
  Obai and me. We lurch back, pierced in the arms and chest.
  Flying daggers volley at Brachantes, slicing the 
  membranes of his freshly grown wings. He judders down. 
  Again comes the rippling air, the crackling hiss, the tang 
  of metal in the back of the throat. New wings replace the 
  old; black reptilian scales rise to blot out mammalian 
  skin. He opens his throat. A belch of acid rains down on 
  us. The stink of vomit coats my burning, bubbling skin. I 
  glance back; Verkusht and Sunasuka have been hit, too. 
  I look to the boy: Brachantes has aimed his spray to 
  miss him. Mwonduk hides his face in the crook of his 
  arm. He weeps, shaking. 
  Arok has also been spared, but lies unmoving on his 
  pile of old stones.
  Sunasuka, her hide tunic still smoking, steps forward 
  to invoke nature’s power. The flying, reptilian Brachantes 
  shudders in midair. He shrinks, transformed by her magic 
  into a shrew. As a small gray rodent, he drops to the ground.
  The halfling surges ahead, ready to stomp the shrew 
  with her pan-like feet. An electric crackle surrounds it as 
  Brachantes shakes off the forced shape-change. He rises 
  as a column of flame and wraps burning limbs around 
  Sunasuka’s throat.
  I dash around this new fiery form to plunge a spear 
  into the back of its head. Heat radiates from it. The hairs 
  on my arm withdraw into curls and drop off, singed.
  Obai swings at the fiery Brachantes with her iron-
  shod club. Its head, cast with Nethys’s mocking and 
  mourning faces, swipes deep into the flame-form. It 
  reels, momentarily dissipated. As it comes back together, 
  the crackling aura returns. When Brachantes reforms, 
  it is no longer as a creature of flame, but as himself—
  except that now patches of his skin are carpeted with a 
  tiger’s striped fur.
  A lightning bolt bursts forth from Brachantes’ palm, 
  which is half hand, half paw. It arcs into me, knocking me 
  back, then sizzles into Sunasuka, who has dropped to her 
  knees, and to Verkusht, behind her. 
  Obai is left as the only combatant standing against him. 
  “I know what you’re doing,” she shouts, as she aims a club 
  blow against the outlander’s head. It bounces off, striking 
  a shimmering helmet of translucent arcane armor.
  “Congratulations!” Brachantes roars, baring tiger fangs.
  “Your distant menagerie—you’re drawing power from 
  the creatures imprisoned there,” Obai says, as she and her 
  foe circle one another, seeking openings to strike. Claws 
  descend from the outlander’s partly furred fingers. 
  “You have a dragon there, yes? And a stone golem, a fire 
  elemental, a rakshasa...”
  Brachantes’ answer is a feline grin. “Wait till you see 
  the next one.”
  “This is why you want the boy?”
  SerPent’S Skull
  78
  
  I stagger forward, chest blackened and blistered.
  Obai scoffs at him. “Idiot! What power do you hope to 
  leech from one cursed by a god?”
  “You are the fool, priestess.” Brachantes rakes her with 
  his claws. “The boy isn’t accursed. He is god-touched. 
  Through him I can gain the power of a god. Perhaps, 
  in time, become one myself! And none of you pathetic 
  specimens will interfere.”
  A square-cut boulder of Kembe stone comes crashing 
  onto the back of his skull. Arok stands behind him, having 
  crept silently up as Obai’s words distracted his target.
  Brachantes’ legs buckle. His tiger features blur into 
  something else as he weaves over scorched ground. 
  Arok raises a paw to smash at him again, but I give the 
  signal and he follows—we are all badly hurt. Only the spirits 
  know what powers the outlander will next summon. We will 
  take the boy and flee, while Brachantes remains addled. 
  Verkusht slashes Mwonduk’s leash. He dips to lift the 
  boy into his arms, but Mwonduk runs ahead, faster than 
  any of us. I pull Sunasuka to her feet. She blinks, dazed; the 
  lightning strike has left a spreading bruise across her chest. 
  With an eye cast back to Brachantes and his still-
  changing form, we cut a maze-like path through the 
  confusing shelter of Kembe’s walls.
  Katiiwa hears us coming. When she tells it later, she will 
  say that she hears Mwonduk’s voice. It tells us that the 
  rest of us have no further need of Tarood, and that she 
  may now do what she has come for. 
  “Do you know of me?” she asks Tarood.
  Her voice startles him. She has stood silent watch over 
  him since we left. “Know of you?”
  “Your clan has been searching for Verkusht. Have you 
  learned about those who sometimes travel with him?”
  “The so-called Scarred Ones?” he laughs. “You flatter 
  yourself. There are more profitable occupations than 
  seeking gossip on misfit mercenaries.”
  “I thought as much.”
  “Is that supposed to mean something?”
  “If you knew of us, you’d be nervous.”
  “Nervous?”
  “To be left with me.”
  He sweats the same way his cousin does. Beads of 
  it bloom on his forehead, a mass of them all together. 
  “What should I know about you?”
  “That I am Katiiwa, of the Azure Harpoon. That the 
  blood of a demon flows in my veins. That it hungers, 
  and that I feed it on the souls of the justly slain. That the 
  world needs executioners, and I am one.”
  His fine complexion turns to mottled ash. “The 
  name... is familiar now that you say it.” He turns to face 
  her, begging with wrists bound. “There is no justice in 
  slaying me... a helpless prisoner... in cold blood...”
  “Four years ago, you ordered an attack on the village 
  of the Waliyo people. You took their young men. You 
  took their young women. Your clan stole their prince, 
  their princesses, their apprentice spirit-talkers. Those 
  who opposed you were slain. So were children, and old 
  people, who merely annoyed you. Or who you thought it 
  pleasurable to harm.”
  “Do not listen to my cousin’s lies about me.”
  “It is not from Verkusht that this testimony comes. It 
  is from those who were once Waliyo. Who can no longer 
  call themselves by that name, because so many of the 
  Waliyo were taken that their tribe cannot continue. The 
  few survivors have toiled ever since to afford my modest 
  fee. You slew an entire people. Now, in their name, I do 
  the same to you.”
  He is still imploring when the Azure Harpoon pierces 
  his throat.
  Katiiwa throws her head back; the demon inside her 
  drinks its fill.
  “Brachantes’ arrogance 
  knows no bounds.”
  JuStice in the ruinS
  79
  
  Bestiary
  And to the Bowl of dArk works cAme Adder And Asp, krAit And 
  mAmBA, rAttler And viper, And so commenced to dAnce. Upon her 
  greAt BlAck Belly mother widow kept the time, And to the revel 
  her thoUsAnd dAUghters BroUght drAUghts from distAnt lAnds: the 
  scorpion’s milk, the seA rAy’s teArs, the lAnd drAgon’s drool, And 
  more, And more, And more. throUghoUt the moonless night, the 
  snAke kings dAnced And the spiders poUred on their gifts. And in 
  the morning, when the gods looked down, the snAkes hAd A new 
  lord: lUkwAtA, poison’s prince.
  —from the tAles of the Zenj
  serpent’s skull
  80
  
  T
  he snaking horrors of the serpent world and beings 
  both inspired and possessed by magic overrun this 
  month’s entry into the Pathfinder Bestiary. From 
  denizens of the swiftly flowing waters and hidden pools 
  of the Mwangi’s depths to primal powers presided over by 
  Nethys, god of magic, ancient dangers creep forth to be 
  featured in this month’s delve into the deadly dark.
  AmBUshes in ilmUreA
  The wreckage of the vast underground city of Ilmurea sprawls 
  before the PCs in this month’s adventure. Yet serpentfolk are 
  far from the only creatures that slink through the crushing 
  shadows of that nighted city. Intellect devourers, morlocks, 
  urdefhans, and worse creep through the buried metropolis, 
  waging unseen wars far from the world of light. As the 
  adventurers journey into this subterranean war zone, they 
  find themselves caught between multiple factions eager to 
  employ them as pawns, crush them as trespassers, or consume 
  them as prey. How the PCs contend in this new wilderness 
  largely depends on how they make their way through the city 
  and whose—or what’s—attention they attract.
  While the specifics of the city and its occupants are 
  presented earlier in this volume, GMs might add any of 
  the following ambushes as random encounters during the 
  course of the game. Alongside ravenous monsters of the 
  deep, patrols of organized subterranean dwellers prowl 
  the city, guarding territories and pursuing unknowable 
  agendas of dark masters. As such, in addition to the 
  monsters presented on the Ambushes in Ilmurea random 
  encounter table, the PCs might also run afoul of any of the 
  following groups of Darklands dwellers.
  morlock vessels
  Intellect devourers invade not just the borders of Ilmurea 
  but also the minds of their savage slaves. In their 
  explorations, the PCs might encounter a pair of strangely 
  lucid morlocks serving as hosts for exploring intellect 
  devourers. Given the opportunity, the intellect devourers 
  would much prefer to inhabit slaves from the surface 
  world rather than their current degenerate bodies. This 
  encounter is CR 12.
  Morlock Vessels (2) 
   
  CR 8
  XP 4,800 each
  hp 127 each (see page 19)
  Intellect Devourers (2) 
   
  CR 8
  XP 4,800 each
  hp 84 each (see page 20)
  UrdefhAn Air pAtrol
  Despite the countless tons of crushing rock precariously 
  hanging above the spires of Ilmurea, not all the denizens 
  of that shadowed cavity crawl through the smothering 
  darkness. On the tattered wings of rangy skavelings soar 
  urdefhan hunters, guarding the depths against any who 
  dare intrude upon their savage realm. Four skavelings 
  and four riders make a CR 13 encounter, while six 
  skavelings and six riders make a CR 14 encounter.
  Skavelings (4) 
   
  CR 5
  XP 1,600 each
  hp 58 each (see page 27)
  Urdefhan Guards (4) 
   
  CR 8
  XP 4,800 each
  hp 104 each (see page 25)
  serpentfolk gUArds
  The masters of Ilmurea, the serpentfolk guard their 
  ancient city against all who would disrupt their ageless 
  plan. While the grandest of their kind work foul magic 
  in the palace-tombs of their people, through the streets 
  creep their debased brethren, assuring that no eye 
  falls upon their lords’ works until it’s too late. Bands 
  of these degenerate serpentfolk attack all not of their 
  ilk they discover trespassing in Ilmurea. A group of six 
  serpentfolk guards makes a CR 14 encounter, while eight 
  serpentfolk guards make a CR 15 encounter.
  Serpentfolk Guards (6) 
   
  CR 9
  XP 6,400 each
  hp 111 each (see page 37)
  Ambushes in Ilmurea
  d% roll 
  Result 
  Avg. CR 
  Source
  1–6 
  1 cloaker infiltrator 
  9 
  see page 19
  7–16 
  4d6 morlocks 
  9 
  Bestiary 209
  17–21 
  1 bebilith 
  10 
  Bestiary 32
  22–29 
  6d6 morlocks 
  10 
  Bestiary 209
  30–36 
  2d6 skavelings 
  10 
  see page 27
  37–42 
  1d4 urdefhan guards 
  10 
  see page 25
  43–46 
  1d4 black puddings 
  11 
  Bestiary 35
  47–52 
  1 vagabond spider 
  11 
  see page 16
  53–57 
  2 morlock vessels 
  12 
  see text
  58–64 
  1 roper 
  12 
  Bestiary 237
  65–69 
  1 iron golem 
  13 
  Bestiary 162
  70–74 
  Urdefhan air patrol (4 members) 13 
  see text
  75–78 
  1d8 gugs 
  14 
  see page 15
  79–82 
  1d8 giant morlocks 
  14 
  see page 32
  83–86 
  Urdefhan air patrol (6 members) 14 
  see text
  87–90 
  6 serpentfolk guards 
  14 
  see text
  91–95 
  1 vemerak 
  14 
  see page 13
   96–98 
  1 neothelid 
  15 
  Bestiary 214
  99–100 
  8 serpentfolk guards 
  15 
  see text
  Bestiary
  81
  
  ArcAnotheign
  This woman-shaped cloud of swirling black-and-white energy 
  flickers like lightning, with raw magical power playing about 
  her fingertips.
  Arcanotheign 
  CR 15
  XP 51,200
  N Medium outsider (extraplanar, incorporeal)
  Init +12; Senses blindsense 60 ft., darkvision 60 ft., arcane 
  sight 120 ft.; Perception +26
  Aura energy channel (10 ft., DC 27)
  DefenSe
  AC 27, touch 27, flat-footed 18 (+8 deflection, +8 Dex,  
  +1 dodge)
  hp 207 (18d10+108)
  fort +19, Ref +14, Will +18; +2 resistance vs. chaos/evil/
  good/law
  Defensive Abilities incorporeal, adaptive life force; Immune 
  poison, Resist acid 30, cold 30, divine power 30, electricity 30, 
  fire 30, sonic 30; SR 31
  OffenSe
  Speed 40 ft., fly 60 ft. (perfect)
  Melee 2 incorporeal touches +26 (4d6 plus energy channel)
  Ranged 2 eldritch blasts +26 ranged touch (4d6 plus special)
  Special Attacks alter objects
  Spell-Like Abilities (CL 18th; concentration  +26)
  Constant—arcane sight, comprehend languages, protection 
  from chaos/evil/good/law
  At will—clairaudience/clairvoyance, greater teleport (self plus 
  50 lbs. of objects only), telekinesis (combat maneuver or 
  sustained force only)
  3/day—cloudkill, cone of cold, cure critical wounds, fireball, 
  inflict critical wounds, lightning bolt, quickened telekinesis 
  (combat maneuver or sustained force only), scrying
  1/day—harm, heal, limited wish, plane shift
  StAtIStICS
  Str —, Dex 27, Con 22, Int 31, Wis 20, Cha 27
  Base Atk +18; CMB +26; CMD 45
  feats Combat Casting, Command Undead, Dodge, Great 
  Fortitude, Greater Spell Penetration, Improved Initiative, Iron 
  Will, Quicken Spell-Like Ability (telekinesis), Spell Penetration
  Skills Craft (alchemy) +31, Diplomacy +26, Fly +37, Heal +23, 
  Intimidate +26, Knowledge (arcana) +31, Knowledge (history) 
  +28, Knowledge (planes) +31, Knowledge (religion) +31, 
  Linguistics +28, Perception +26, Perform (sing) +26, Sense 
  Motive +26, Spellcraft +31, Stealth +29, Use Magic Device +37; 
  Racial Modifiers +8 Use Magic Device
  Languages Abyssal, Ancient Osiriani, Celestial, Common, 
  Draconic, Infernal, Protean; telepathy 100 ft.
  SQ corporeal form
  eCOLOGy
  environment any (extraplanar)
  Organization solitary
  treasure standard
  SPeCIAL ABILItIeS
  Adaptive Life force (Su) When subject to any effect, the 
  Arcanotheign is always treated as the most favorable 
  alignment subtype pertaining to that effect (for example, 
  if in the area of a holy smite, the Arcanotheign counts as a 
  good creature, which means she takes no damage from the 
  spell). Though she is a living creature (for the purpose of 
  harmless spells such as deathwatch and detect undead), she 
  counts as either a living creature or an undead creature, 
  depending on which outcome is more favorable to her (for 
  example, rendering her immune to both circle of death and 
  undeath to death).
  Alter Objects (Su) At will, the Arcanotheign can transmute 
  nonliving objects into different shapes (as fabricate), 
  transform solid materials into other materials (such as 
  wood into stone or stone into metal), or imbue physical 
  objects with temporary life (as animate objects). These 
  transformations last 1 minute before reverting to their 
  previous state, though the herald can extend this duration 
  as long as she concentrates and remains within 1,000 
  feet of the transformed object. When animating objects, 
  she prefers to create lifelike animals out of earth, stone, 
  or wood, and can sustain up to four Large creatures at a 
  time (treat as normal animals, except the animal’s natural 
  armor increases by +5, its type changes to “construct,” and 
  it gains construct immunities). The Arcanotheign must 
  be within 100 feet of the object to use this ability, and can 
  only maintain one type of transformation (alter shape, alter 
  material, or animate objects) at a time.
  Corporeal form (ex) As an immediate action, the 
  Arcanotheign can take physical form, losing her incorporeal 
  special quality and subtype and her deflection bonus to 
  AC, but gaining a Strength score of 20 and a natural armor 
  bonus equal to her normal deflection bonus. She can 
  remain in this form indefinitely or revert to her incorporeal 
  state as a free action (this happens automatically if she is 
  knocked unconscious). This ability allows her to pretend to 
  be a mortal and physically manipulate objects. In this form 
  she looks like a tall woman with pale, gray, or black skin.
  eldritch Blast (Su) The Arcanotheign’s ranged touch attacks 
  are incorporeal touch attacks that deal 4d6 points of 
  damage and an additional effect chosen by the herald. A 
  saving throw  (DC 25) negates the additional effect (the 
  exact type of save depends on what effect the herald 
  chooses); a creature hit by two blasts in the same round 
  suffers an increased effect if it fails both its saves against 
  the eldritch blasts. The possible effects are the following:
  Bleed (Fortitude): The creature takes 10 points of bleed 
  damage. Increased effect: The creature is disintegrated.
  Dement (Will): The creature is confused for 1 minute. 
  Increased effect: The creature goes insane (as insanity).
  Displace (Fortitude): The creature teleports (as dimension 
  serpent’s skull
  82
  
  door) 5 feet in a random horizontal direction at the end of its 
  turn each round for the next 10 rounds. Increased effect: The 
  creature is banished as if under the effect of a maze spell.
  Ignite (Reflex): The creature takes 2d6 points of fire 
  damage. Increased effect: The creature catches on fire, 
  taking 4d6 points of fire damage every round on the 
  herald’s turn for the next 10 rounds. The DC to extinguish 
  the flames is equal to the save DC of the eldritch blast.
  Paralyze (Will): The creature is paralyzed as if by hold 
  monster. Increased effect: The creature is slowed (as slow) 
  when the paralysis ends or is broken.
  energy Channel Aura (Su) The Arcanotheign’s aura is 
  charged with energy, whether acid, cold, electricity, fire, 
  negative, or positive. The herald can change the 
  energy type, suppress her aura, or reactivate 
  her aura once per round on her turn as a free 
  action. If the energy is positive or negative, it 
  acts like channeled energy from a cleric, and 
  the herald decides the effect of the channel 
  (positive energy could heal living creatures 
  or harm undead; negative energy could heal 
  undead or harm living creatures). The aura’s 
  effect is always 2d6 hit points (Reflex DC 
  25 negates). A creature that is struck by 
  the herald’s incorporeal touch attack 
  takes this damage in addition to the 
  normal touch attack damage, and 
  it gets no saving throw against this 
  extra damage. The herald can use her 
  Selective Channel feat to exclude 
  creatures from the effect of her 
  aura, regardless of the aura’s  
  energy type.
  Resistance to Divine Power (Su) The 
  Arcanotheign has resistance 30 
  against damage caused by divine power, 
  such as the non-fire damage from a 
  flame strike spell.
  The Arcanotheign is a mysterious 
  creature serving the mad god 
  Nethys. Because her creator sends 
  her to Golarion on missions 
  to heal, destroy, or spy, she is 
  familiar with creatures of the 
  mortal world, yet still very much 
  an outsider, and she is fascinated by 
  the intricacies of mortal interactions 
  and history. In her natural, incorporeal 
  form, she is a storm of magic, immediately 
  recognizable as a creature of the arcane 
  and divine. Ever curious, she often asks 
  personal, direct questions of those she is 
  sent to interact with, even as she repairs their wounds or 
  tears their souls from their bodies. Sometimes she is told 
  to assume a physical form, and lives among humanoids 
  as a mysterious oracle for days or weeks, observing those 
  near her and giving cryptic answers to those who dare 
  approach her. She stands just over 7 feet tall, and has a 
  habit of floating a few inches above the ground instead 
  of walking.
  ecology
  The Arcanotheign understands she is foreign to mortal 
  life and mortal needs. She enjoys experiencing new aromas 
  and tastes; someone wishing to get on her good 
  side should bring her strongly scented 
  flowers, a tasty meal, or some other 
  physical object that may be new to her 
  experience, even if humans would 
  think it stinks or is inedible. She 
  is interested in animals, and if she 
  spends much time in the same place, 
  she may “adopt” those living near her, 
  especially orphaned ones. Some in 
  the church suspect that her attention 
  can cause mutations in these creatures, 
  either directly or in its offspring, creating 
  strange hybrids or magical creatures. The 
  Arcanotheign has a lesser interest in children, 
  though if a lost child finds its way to her, 
  she is more likely to protect it or return it 
  home than to ignore or harm it. Some 
  of these children develop sorcerous 
  power, typically with the arcane 
  or destined bloodline.
  hABitAt & society
  As a supernatural creature created 
  in a moment of lucidity by an insane, 
  omniscient god, the Arcanotheign is 
  often left to her own devices when her 
  master does not need her, and wanders 
  Golarion and the planes searching for new 
  sensations and meaning to her existence and 
  that of the multiverse. She is a lonely creature 
  and welcomes those who would speak to her 
  as part of a normal conversation rather than 
  an attempt to get information from her. 
  Her affection for animals is related to 
  this; they are simple creatures who make 
  no demands of her, and her habit of 
  animating giant bears, lions, and other 
  animals out of earth, stone, or wood 
  represents her respect for animals 
  she has known in the past ages. 
  Bestiary
  83
  
  inkAnyAmBA
  This monstrous serpent rises to a great height, unfurling an 
  opalescent hood the size of a tower shield. Swaying from side 
  to side, the creature drops open its elongated jaw to reveal 
  an assortment of different-sized fangs. As it hisses, lightning 
  slashes the storm-gray sky behind it.
  Inkanyamba 
  CR 13
  XP 25,600
  CE Gargantuan magical beast 
  Init +7; Senses darkvision 120 ft.; scent, venomsense; 
  Perception +16
  DefenSe
  AC 28, touch 10, flat-footed 24 (+3 Dex, +1 dodge, +18 natural, 
  –4 size)
  hp 178 (17d10+85)
  fort +15; Ref +15; Will +10
  DR 10/magic; Immune electricity, poison
  OffenSe
  Speed 60 ft., swim 60 ft.
  Melee bite +25 (4d8+12 plus grab and poison), tail slap +20 
  (3d8+6)
  Special Attacks breath weapon, constrict (4d8+12), hypnotic 
  sway, protean venom
  Spell-Like Abilities (CL 17th)
  1/day—call lightning (DC 18), control weather 
  StAtIStICS
  Str 34, Dex 17, Con 20, Int 13, Wis 17, Cha 20
  Base Atk +17; CMB +33(+37); CMD 47
  feats Awesome Blow, Dodge, Improved Bull Rush, Improved 
  Initiative, Iron Will, Lightning Reflexes, Lunge, Mobility, 
  Power Attack, Spring Attack 
  Skills Climb +23, Intimidate +12 Perception +16, Sense Motive +12, 
  Stealth +0, Swim +33
  Languages Aquan, Common, Draconic
  SQ hold breath
  eCOLOGy
  environment tropical rivers and lakes
  Organization solitary or pair
  treasure standard
  SPeCIAL ABILItIeS
  Breath Weapon (ex) Once every 1d4 rounds, an inkanyamba 
  can spit a 60-foot line of venom at its foes as a standard 
  action. Any creatures struck must make a DC 23 Reflex save 
  or take 1d4 points of Constitution damage and be blinded 
  for 1d6 rounds. A successful save halves the Constitution 
  damage (minimum 1 point) and negates the blindness.
  Hold Breath (ex) An inkanyamba can hold its breath for a 
  number of rounds equal to 4 times its Constitution score 
  before it risks drowning or suffocating. 
  Hypnotic Sway (Su) As a full-round action, an inkanyamba 
  can unfurl its hood and sway back and forth. Any non-
  mindless creature within 30 feet that views an inkanyamba’s 
  hypnotic sway must make a DC 23 Will save or be fascinated 
  for 1d4 rounds. Any attack by the inkanyamba breaks the 
  fascination effect. Any creature that successfully saves or 
  has the fascination effect broken cannot be affected by 
  the same inkanyamba’s hypnotic sway for 24 hours. 
  Poison (ex) An inkanyamba’s body contains a host of 
  different venoms. Once per round as a swift action, it 
  can change which ability score its poison affects.
  Vacillating Venom: Bite—injury; save Fort DC 23; 
  frequency 1/round for 4 rounds, effect 1d4 ability damage, 
  cure 1 save. The save DC is Constitution-based. 
   Venomsense (ex) An inkanyamba that makes physical 
  contact with a living creature through either its 
  bite, tail slap, or constriction ability gains an automatic 
  knowledge of the target’s ability scores, allowing the 
  inkanyamba to better use its protean venom on its victims. 
  Sometimes called elder serpents, inkanyambas are 
  enormous, malevolent snake-like creatures that dwell in 
  tropical lakes and deep jungle rivers. Measuring over 60 feet 
  long and weighing nearly 3,000 pounds, an inkanyamba 
  resembles a dense snake with a vaguely crocodilian head, 
  serpent’s skull
  84
  
  filled with multiple sets of fangs of varying lengths. Its 
  long body is covered in multicolored scales that range from 
  emerald green to golden and even vermilion. Males have 
  larger hoods than females, who also have small, pointed 
  frills running the length of their bodies. 
  Inkanyambas live for centuries; their maximum 
  possible lifespan is unknown. 
  ecology
  Larger than the biggest constrictors and possessing more 
  venom than a hundred asps, the inkanyamba combines the 
  deadliest and most efficient predatory traits of serpentkind 
  with a diabolical intelligence. Able to attack from the water 
  or the land, an inkanyamba is always the top predator in its 
  region, capable of devouring prey as large and formidable 
  as rhinos, dire crocodiles, and even elephants. Sages 
  once thought that the inkanyamba’s elongated head was 
  evidence of the creature being crossed with some other 
  species, suggesting magic in the inkanyamba’s origin. 
  In reality, the inkanyamba’s long skull is necessary to 
  house the numerous glands storing the creature’s venom. 
  Once thought to be a shifting, mutating poison, the 
  inkanyamba actually carries several different toxins in its 
  body, each type linked to a different set of fangs within the 
  creature’s mouth. Making this ability even more potent, all 
  inkanyambas have a latticework of small sensory organs 
  inside their mouths and throughout their bodies in the 
  small spaces between scales. When an inkanyamba makes 
  physical contact with a living creature, these sensory 
  organs detail the target’s physiology in a manner that 
  allows the inkanyamba to know which of its many types 
  of venom would be deadliest. Additionally, special ducts 
  on the inside of the inkanyamba’s frontmost fangs allow 
  the creature to spray gouts of venom up to great distances. 
  Although an inkanyamba can only spit a single life-sapping 
  venom, this spray needs only to make contact with a target 
  to take effect and can blind victims caught in its blast.  
  Even without their fabled variety of poisons, inkanyambas 
  are capable predators. When an inkanyamba unfurls its 
  massive hood and sways back and forth, a scintillating 
  pattern of multi-hued scales on the inside of the creature’s 
  neck can cause a hypnotic state in those that observe it. 
  Inkanyambas often use this ability to approach targets 
  on land or when confronted with multiple enemies. Once 
  a target has been bitten, an inkanyamba can throw the 
  rest of its body forward like a coiled rope, biting and then 
  wrapping the victim in the creature’s crushing body. 
  Inkanyambas dwell near large lakes and deep rivers. 
  Such locations not only allow them to attack from the 
  cover of water, but inkanyambas also lair in underwater 
  caves where pockets of air have become trapped. Such nests 
  are inaccessible to most intruders and allow the great 
  serpents to slumber safely after gorging themselves. 
  hABitAt & society
  Inkanyambas are solitary creatures except for the brief 
  couplings that occur during mating. They favor areas 
  that are populated by both animal life and human 
  settlements. Pathfinders chronicling the history of the 
  Mwangi Expanse have recounted instances of human and 
  lizardfolk tribes alike revering inkanyambas as gods. In 
  such cases, the monsters use their ability to control the 
  weather and call up storms to create false portents that 
  instill awe in the local inhabitants, extorting offerings 
  and even living sacrifices from their terrified “subjects.”
  Cruel, malicious, and accustomed to being worshiped, 
  inkanyambas are likely to attack anything they perceive 
  as a threat. When facing well-prepared or powerful 
  opponents, inkanyambas retreat deep beneath the 
  closest body of water to exert their control over weather, 
  using high winds to ground airborne opponents and 
  thunderstorms to bolster their ability to summon 
  lightning. If threatened, inkanyambas prefer escape 
  to surrender, but some have been known to parlay with 
  powerful groups of adventurers, usually to help the 
  serpent acquire an item that it cannot gain for itself. Such 
  offers, however, are never genuine, as all inkanyambas 
  seek only their own selfish ends. 
  In the depths of the Mwangi Expanse, the Zenj have a 
  saying: “Speaking to an inkanyamba only gives it time to 
  encircle you.” 
  Inkanyamba in Mythology
  The inkanyamba is a lake-dwelling creature in Zulu 
  mythology believed to exclusively inhabit the lake at 
  the base of the Howick Falls in South Africa. Folklore 
  describes it as a massive serpent with a long, horse-
  shaped head, though some legends claim it has more 
  than one. Local sangomas or witchdoctors were the 
  only people allowed to approach the inkanyamba’s 
  home for fear of waking the creature’s wrath. Said 
  to bring the summer storms, when angry, the 
  inkanyamba supposedly flies from its home on the 
  backs of clouds and even tornados to destroy huts and 
  houses. Zulu witchdoctors appeased the inkanyamba 
  with prayers, offerings, and even living sacrifices 
  of other tribe members. Although sightings of the 
  creature are circumstantial at best, some scientists 
  think that the inkanyamba’s legend was inspired 
  by local eel populations in the Umgeni River. 
  Nevertheless, some local inhabitants still keep daily 
  rituals aimed at appeasing the great serpent.
  Bestiary
  85
  
  lUkwAtA
  This enormous creature has the long, dense body of a fish with 
  a huge tail that leaves behind massive waves as the beast swims 
  by. Its mud-colored body sports a long, eel-like head that teems 
  with sharp teeth. As it nears its prey, a strange discordant hum is  
  just audible. 
  Lukwata 
  CR 11
  XP 12,800
  N Huge magical beast (aquatic)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DefenSe
  AC 25, touch 12, flat-footed 21 (+4 Dex, +13 natural, –2 size)
  hp 161 (14d10+84)
  fort +14; Ref +13; Will +8
  DR 10/nonmagical weapons; SR 22
  Weakness eldritch encrustation
  OffenSe
  Speed swim 40 ft.
  Melee bite +22 (4d10+15/19–20 plus grab)
  Special Attacks capsize, dispelling bite, savage throw 
  StAtIStICS
  Str 30, Dex 19, Con 20, Int 2, Wis 15, Cha 11
  Base Atk +14; CMB +26 (+30 with grapple); CMD 40
  feats Awesome Blow, Bleeding Critical, Improved Bull Rush, 
  Improved Critical (bite), Iron Will, Power Attack, Toughness
  Skills Perception +9, Stealth +0, Swim +32 
  eCOLOGy
  environment tropical rivers, lakes, and swamps 
  Organization solitary, pair, or school (3–8)
  treasure standard
  SPeCIAL ABILItIeS
  Capsize (ex) A lukwata can attempt to capsize a boat or ship 
  by ramming it as a charge attack and making a CMB check. 
  The DC of this check is 25, or the result of the boat captain’s 
  Profession (sailor) check, whichever is higher. For each size 
  category larger the vessel is than the lukwata’s size, it takes 
  a cumulative –10 penalty on this CMB check.
  Dispelling Bite (Su) When a lukwata scores a critical hit with 
  its bite, the target is affected as if by a targeted greater 
  dispel magic spell. The caster level for this effect is equal to 
  the lukwata’s Hit Dice. 
  eldritch encrustation (Su) Crystalline growths along the 
  lukwata’s digestive track contain large deposits of magical 
  energy. These nodes are responsible for the magical 
  feedback that surrounds each lukwata, granting it its 
  spell resistance and damage reduction, and powering its 
  dispelling bite ability. Casting a targeted dispel magic spell 
  on a lukwata and succeeding against a DC 25 negates 
  these abilities for 5 minutes. The DC equals 11 + the 
  lukwata’s Hit Dice.
  Long regarded as creatures out of legend, lukwatas 
  slip through the dark waters of the Mwangi 
  Expanse, preying upon all who dare enter their 
  deep jungle rivers and pools, including beasts 
  typically considered apex predators. Lukwatas 
  are enormous, insatiably carnivorous creatures 
  that hunt the oldest rivers and lakes of the most 
  eldritch jungles. Some say they favor the dark, 
  owing to their genesis amid vast Darklands 
  seas, but even if this is true, light doesn’t 
  deter them in their relentless pursuit 
  of prey. Their long flat bodies are 
  reminiscent of those of dolphins 
  or large fish, but their heads are 
  distinctively eel-like, and their 
  prominent teeth quickly identify 
  serpent’s skull
  86
  
  them as dangerous predators. A lukwata’s hide is thick 
  and mottled, ranging from muddy brown to a tarnished 
  copper color. Females are known to have dark blue spots 
  along either side of the dorsal ridge, below the fin. 
  Lukwatas grow to over 20 feet in length, and their dense 
  bodies can weigh over 4,000 pounds. 
  ecology
  Lukwatas prowl the rivers and lakes of jungles and tropical 
  swamps. They primarily feed on fish and waterbirds, but 
  lukwatas’ low, flat bodies allow them to prey on land-
  dwelling creatures that approach the water’s edge to drink 
  or cross to the opposite shore. When making such attacks, 
  a lukwata uses its oversized jaws to grab its victim and then 
  fling it into the water, making it easier prey. Capable of 
  snapping ship timbers and cutting through the muscle, 
  sinew, and bone of giraffes and even hippos in a single 
  bite, lukwatas’ jaws can grapple or toss creatures of almost 
  unthinkable size into the water to be eaten. Because of 
  their size and strength, lukwatas are also particularly 
  dangerous to vessels and can capsize them with unsettling 
  ease. Fortunately, they do not often mistake watercraft for 
  prey, but swimming creatures and violent motion on the 
  water (such as fast paddling or combat) can easily draw 
  their attention. 
  Lukwatas hate crocodiles, their chief predatory rivals, 
  and attack them on sight, even if the lukwata has recently 
  fed. Most crocodilians are not large enough to pose 
  a significant threat; however, some accounts do exist 
  of lukwatas and dire crocodiles crossing paths. These 
  fights are renowned for their destructiveness, with the 
  embattled creatures destroying piers, flotillas, and even 
  dams in their fury. 
  An unknown substance in the lukwata’s bloodstream 
  attracts magical energy from the surrounding area. This 
  energy mixes with the silt and sand passing normally 
  through the creature’s system to create small, crystalline 
  nodes along the lukwata’s digestive track. Functioning 
  as gallstone-like encrustations aiding in the digestion 
  of food, these nodules also infuse a lukwata’s body with 
  an aura that disrupts magic brought into contact with the 
  creature. As a result, spells often bounce harmlessly off 
  the monster’s hide, and victims of the lukwata’s bite can 
  have even the most potent magical wards dispelled. 
  Lukwatas form mated pairs annually and for a brief 
  period only. During the mating season, females produce 
  large quantities of eggs along river bottoms and lakebeds. 
  The males follow afterward and fertilize the eggs, which 
  then float to the surface and hatch. The survival rate 
  for these eggs is extremely low, as they are considered a 
  delicacy by local fishermen and are a source of food for 
  other predators. A female lukwata produces over 1 million 
  eggs in a lifetime in an effort to combat this harsh reality. 
  hABitAt & society
  Lukwatas prefer to hunt alone when trolling rivers 
  and other running waterways. In large and deep lakes, 
  however, schools of five to eight can sustain themselves 
  for brief periods of time before migrating elsewhere as 
  their predations deplete local populations (of prey and, 
  often, of locals). Although savage and cunning predators, 
  they are neither inherently evil nor inherently violent, 
  and some human and humanoid tribes near Lake Ocota 
  and Desperation Bay revere them as powerful totem 
  animals, praising their strength and inherent magical 
  nature. For some more primitive inhabitants of the 
  Mwangi Expanse, swimming with and even hunting 
  these river giants is a rite of passage. If a lukwata is killed, 
  such tribes both celebrate the animal and thank it for its 
  gifts; almost every part of the creature is used. 
  For others who do not have the same cultural reverence 
  for the creature, the lukwata is an invaluable resource 
  for the creation of magic items. Wizards, merchants, 
  and exotically skilled artisans will often pay adventurers 
  exorbitant sums to harvest the arcane growths within 
  a lukwata. Such a proposition, however, is risky at best 
  since not only are lukwatas a dangerous and powerful 
  quarry, but those tribes that do revere the animal, as well 
  as local druids and rangers, monitor their populations to 
  prevent overhunting and do not take poaching lightly. 
  Lukwata in Mythology
  The lukwata is said to inhabit Lake Victoria and 
  other large Ugandan lakes. Accounts of the creature 
  differ, with some witnesses claiming that it can grow 
  to a length of 100 feet or more. Although some 
  accounts describe the creature as having a long, 
  plesiosaurus-like neck, most locals describe it as a 
  dolphin-like creature with a square head and jaw. 
  Locals also believe that battles between the lukwata 
  and crocodiles, said to be natural enemies, cause 
  the lukwata to lose fragments of bone. If recovered, 
  these shards are believed to have magic powers.  
  Although a handful of sightings have been reported, 
  Lake Victoria’s relatively young geological age rules 
  out the likelihood that the lukwata is a prehistoric 
  creature that has survived to the present day. Some 
  locals of Lake Victoria and scientists have theorized 
  that the lukwata is an extremely large variety of 
  catfish or eel, noting that the extreme depth and 
  abundance of food in the large lakes of East Africa 
  could easily support such creatures. 
  Bestiary
  87
  
  UmdhleBi
  What appeared at first glance to be the decaying husk of an 
  enormous tree erupts into motion, as thick tendrils reach 
  outward hungrily from all sides. Amid the jumble of motion, a 
  subconscious whisper promises sleep and sweet rest to any that 
  lie down at the thing’s base. 
  Umdhlebi 
  CR 12
  XP 19,200
  N Huge plant 
  Init +5; Senses tremorsense 60 ft.; Perception +12
  DefenSe
  AC 27, touch 9, flat-footed 26 (+1 Dex, +18 natural, –2 size)
  hp 178 (17d8+102)
  fort +15, Ref +8, Will +8
  DR 10/magic slashing or bludgeoning; Immune plant traits
  Weaknesses fire
  OffenSe
  Speed 10 ft.
  Melee 2 slam +21 (3d8+10/19–20 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks compelling whisper, constrict (3d8+10)
  StAtIStICS
  Str 30, Dex 13, Con 20, Int 9, Wis 12, Cha 15
  Base Atk +12; CMB +24 (+28 grapple); CMD 35
  feats Alertness, Improved Disarm, Improved Initiative, 
  Improved Trip, Iron Will, Lightning Reflexes, Lunge, Power 
  Attack, Toughness
  Skills Fly +0, Perception +12, Sense Motive +6, Stealth +0, 
  Survival +4
  SQ treacherous ground, writhing tendrils
  eCOLOGy
  environment tropical forests and jungles
  Organization solitary
  treasure standard
  SPeCIAL ABILItIeS
  Compelling Whisper (Su) As a standard action, an umdhlebi 
  can entice any humanoid creature within 30 feet to 
  approach and lie down at the base of its trunk. This acts 
  as a suggestion spell, but the umdhlebi can only compel 
  this one action. A creature that makes a DC 20 Will save 
  is unaffected, and is immune to the same umdhlebi’s 
  compelling whisper for 24 hours. An umdhlebi can also use 
  this ability on creatures it is grappling, increasing the DC to 
  25. The save DC is Charisma-based. 
  treacherous Ground (ex) The mass of gnashing roots and 
  stems at the base of an umdhlebi’s trunk are constantly 
  in motion. As a result, all squares within 5 feet of the 
  umdhlebi’s space are treated as difficult terrain for the 
  purposes of movement through the area.
  Writhing tendrils (ex) All umdhlebis have eight tendrils, but 
  the creature can only make 2 slam attacks in a single round. 
  However, an umdhlebi can continue to make 2 slam attacks 
  even while its other tendrils are grappling or constricting. 
  An umdhlebi can use this ability as long as it has two or 
  more tendrils free to attack. 
  Umdhlebis are massive, intelligent, and carnivorous 
  plants that take root in jungles. Their outer shell is 
  brown and resembles the thick bark of a dead tree, while 
  concealing the softer layer of green cellulose beneath. 
  When they flower, umdhlebis grow broad, fragile-looking 
  crimson leaves with sharp, grasping edges. Umdhlebis 
  draw their prey close with mind-affecting suggestions, 
  enticing would-be victims to rest at the plant’s base, and 
  then strike with their vine-like tendrils, each as thick as 
  a man’s forearm. 
  Umdhlebis grow to almost 20 feet in height, but can be 
  shorter or taller depending on the surrounding vegetation. 
  An umdhlebi’s trunk ranges from 3 to 5 feet in diameter, 
  and the plant as a whole weighs over 10,000 pounds.
  Umdhlebis can live for up to 50 years.
  ecology
  Legends say that the first umdhlebi was created when 
  an assassin vine crawled into the hollow corpse of a 
  slain, jungle-dwelling treant. The creatures fused 
  together, returning the treant to life, but instilling in it 
  a devastating hunger. Regardless of its true origins, the 
  umdhlebi is known and feared throughout the jungles of 
  the world. Resembling a tree with a hard outer coating, 
  the umdhlebi is actually an intelligent and mobile plant, 
  capable of uprooting itself to find food or escape danger. 
  Although ambulatory, the umdhlebi is too slow to truly 
  hunt and has evolved several methods to attract prey. An 
  umdhlebi uses its large vines and brightly colored leaves to 
  draw in animals and other creatures of lesser intelligence. 
  Once in range, the umdhlebi lashes out with its strong, 
  vine-like tendrils, enveloping and crushing its prey with 
  bone-shattering force. Umdhlebis, however, prefer to 
  feed on humanoids and can compel even the most strong-
  minded individuals to approach their waiting snares. 
  When sensing a nearby humanoid, an umdhlebi vibrates 
  rows of fine, cilia-like hairs along its trunk, producing 
  a sound that targets the minds of any close enough to 
  hear it. This enticing drone causes those under its sway 
  to approach the base of the tree where the umdhlebi 
  can strike. Although the majority of an umdhlebi grows 
  aboveground, the creature’s mouth and digestive system 
  are just below the surface. Large, thick roots at the base 
  provide stability and allow for movement, but between 
  these larger roots and beneath the umdhlebi’s central 
  trunk exists a populous network of long, thin stems. 
  Each of these growths ends in double-sided fronds lined 
  with spine-like teeth, similar to the leaves of a flytrap. 
  When an umdhlebi roots itself to the ground, these stems 
  serpent’s skull
  88
  
  burrow up to breach the surrounding earth, forming a 
  moss-like border around the larger roots. Fresh kills are 
  thus devoured from beneath, as the umdhlebi’s under-
  stems feed. Numbering in the thousands, the umdhlebi’s 
  tiny mouths can strip a human carcass to its bones in 
  under an hour, and although these under-stems are too 
  small to effectively damage foes in melee, their shifting, 
  undulating motion of makes traversing the ground 
  around an umdhlebi difficult.
  Umdhlebis produce a spiny red fruit twice a year. This 
  fruit appears similar to the seed pods of chestnut trees, 
  but instead of holding tough seeds, it contains a bland 
  meat riddled with dozens of triangular seeds. While well-
  fed umdhlebis sometimes allow monkeys and birds to 
  pluck their fruit and carry it to new ground, they often 
  use their own tendrils to pick and fling the fruit where 
  they please. Some stories tell of undhlebis braining 
  wanderers with these dense pods, or of passersby warned 
  of the dangerous plants by their flying fruit, but these 
  seasonal growths never reliably serve as weapons or 
  warnings. Some tribes maintain dangerous traditions of 
  seeking out and collecting undhlebi fruit to use in the 
  creation of mashes or alcohols. Such products possess a 
  distinctive dry-bitter taste and so are only prepared for 
  use in coming-of-age rituals or other rites of passage. 
  hABitAt & society
  Umdhlebis root themselves along roads and waterways 
  near humanoid settlements whenever possible. As 
  their roots are highly sensitive to vibrations and 
  can detect the movement of other nearby creatures, 
  they can stay out of sight, despite their size, and still be 
  aware of their surroundings. 
  As the dry shell of their outer layer is particularly 
  susceptible to fire, umdhlebis always entwine themselves 
  with surrounding foliage so that any such attacks against 
  them also risk setting the entire wilderness ablaze. If 
  threatened and such cover is not available, umdhlebis 
  use their compelling whisper ability to manipulate 
  one or more opponents and then draw them in to 
  surround the plant’s trunk, using them as living 
  shields. Although they have no use for treasure, 
  umdhlebis pile any leftover items from their prey into 
  the base of their trunks as bait for passersby. 
  When an umdhlebi moves on to other hunting 
  grounds, it sheds its fruit first, hoping 
  that the seeds will take hold and grow. 
  Denizens of the Mwangi Expanse and 
  other jungles are taught to recognize and 
  burn umdhlebi seeds from an early age. 
  Nevertheless, some umdhlebi seeds do 
  make their way into the earth and take root, 
  reaching maturity with frightening speed. 
  Umdhlebi in Mythology
  The umdhlebi is a plant species of the Zulu Kingdom 
  of southern Africa. According to legends, the plant 
  had a dead outer layer and a living layer underneath, 
  as well as large, fragile-looking leaves that bore 
  black and red fruit. Zulus believed the umdhlebi 
  were possessed by evil spirits, and sacrificed sheep 
  and goats at the plant’s base to appease the spirit 
  within. The first official record of the umdhlebi was 
  in 1882, when a local missionary claimed that the 
  plant emitted a deadly poisonous gas at all animals 
  that approached in order to fertilize the ground in 
  which it grew. To this day, the missionary’s account 
  stands as the first and last anecdote 
  recorded about the elusive plant. 
  Bestiary
  89
  
  CHARACTER TRAITS
  CLASS/LEVEL 
  Wizard 13
  ALIGNMENT 
  Neutral Good
  INITIATIVE 
  +3
  SPEED 
  30 ft.
  CHARACTER TRAITS
  CLASS/LEVEL 
  Cleric 13
  ALIGNMENT 
  Neutral Good
  INITIATIVE 
  –1
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  11
  DEXTERITY 
  9
  CONSTITUTION 
  12
  INTELLIGENCE 
  27
  WISDOM 
  15
  CHARISMA 
  9
  ABILITIES
  STRENGTH 
  13
  DEXTERITY 
  8
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  26
  CHARISMA 
  12
  DEFENSE
  HP 77
  AC 16, touch 10, flat-footed 16 (+6 armor, –1 Dex)
  Fort +12, Ref +8, Will +15
  DEFENSE
  HP 90
  AC 30, touch 13, flat-footed 30 (+11 armor,  
  +4 deflection, –1 Dex, +6 shield)
  Fort +13, Ref +6, Will +21
  OFFENSE
  Melee +2 cane +8/+3 (1d6)
  Ranged +3 light crossbow +8 (1d8+1/19–20)
  Base Atk +6; CMB +6; CMD 15
  Special Abilities arcane bond, hand of the 
  apprentice (11/day), metamagic master
  Spells Prepared (CL 13th; concentration +20)
  6th—chain lightning (DC 24), disintegrate (DC 
  24), true seeing
  5th—cone of cold (2; DC 23), telekinesis (DC 23), 
  wall of force
  4th—d. door, ice storm (2), stoneskin, wall of fire
  3rd —dis. magic (2), fireball (2; DC 21), haste (2)
  2nd—bull’s strength, invisibility, scorching ray (3), 
  web (2; DC 20)
  1st—alarm, mage armor, magic missile (2), 
  shield, unseen servant
  0 (at will)—daze (DC 18), detect magic (2), light, 
  read magic
  Familiar weasel named Sneak
  OFFENSE
  Melee +3 scimitar +14/+9 (1d6+4/18–20)
  Ranged +2 light crossbow +10 (1d8+2/19–20)
  Base Atk +9; CMB +10; CMD 23
  Special Abilities channel positive energy  
  6/day (DC 17, 7d6 [+13 vs. undead]), 
  healer’s blessing, nimbus of light (13 rds.), 
  sun’s blessing
  Domain Spell-Like Abilities (CL 10th; conc. +16) 
  9/day—rebuke death (1d4+5)
  Spells Prepared (CL 13th; concentration +21)
  7th—holy word (DC 25), sun beamD (DC 25; 2)
  6th—banishment (DC 24), healD (2), heroes’ f.
  5th—cure crit. wounds (2), flame strikeD (DC 23), 
  neutralize poison (2)
  4th—div. power (3), fire shieldD, free. of move. (2)
  3rd—dispel m. (3), prayer, searing lightD (3)
  2nd—aid (2), bull’s strength (2), heat metalD  
  (DC 20), resist energy, spiritual weapon
  1st—bless, e. elementsD (3), shield of faith (3)
  0 (at will)—c. water, d. magic, light, mending
  D Domain spell; Domains Healing, Sun
  SKILLS
  Appraise +24, Diplomacy +12, Knowledge 
  (arcana) +24, Knowledge (geography) +24, 
  Knowledge (history) +24, Knowledge (local) 
  +24, Knowledge (planes) +24, Linguistics +24, 
  Perception +15, Spellcraft +24, Swim +16 
  FEATS
  Arcane Strike, Combat Casting, Empower Spell, 
  Great Fortitude, Greater Spell Penetration, 
  Improved Initiative, Maximize Spell, Quicken 
  Spell, Scribe Scroll, Spell Penetration
  SKILLS
  Diplomacy +14, Heal +21, Knowledge 
  (religion) +16, Perception +14, Swim –3
  FEATS
  Channel Smite, Extra Channel, Improved 
  Channel, Improved Iron Will, Iron Will, 
  Selective Channel, Turn Undead, Weapon 
  Focus (scimitar)
  Combat Gear potion of cure serious wounds (2), wand of lightning bolt (CL 7th, 50 charges), 
  alchemist’s fire (2); Other Gear +2 cane (as club), +3 light crossbow with 20 bolts, dagger, bracers 
  of armor +6, cloak of resistance +5, headband of vast intelligence +6 (Knowledge [planes]), backpack, 
  scroll case, spell component pouch, rations (4), spellbook, 743 gp
  Combat Gear potion of c. serious wounds (2), wand of c. serious wounds (CL 5th, 50 charges); Gear 
  +5 chainmail, +4 hvy. wooden shield, +2 light crossbow with 20 bolts, +3 scimitar, cloak of resistance 
  +3, headband of inspired wis. +6, ring of pro. +4, backpack, silver holy symbol, rations (6), 743 gp
  Ezren’s childhood was pleasantly safe. This changed when his father was charged with heresy. 
  Ezren spent much of his adult life attempting to prove his father’s innocence, only to discover his 
  father was in fact guilty. The revelation shook to the core Ezren’s faith in family and church, and he 
  abandoned both, setting out into the world to find a new life. Ezren fell naturally into the ways of 
  wizardry, and swiftly became a gifted spellcaster.
  Kyra was one of the few survivors of a brutal raid on her hometown, and on the smoking ruins of
  her village, she swore her life to Sarenrae. She lost her family and home that fateful day, yet where 
  another might be consumed by anger, Kyra has found peace in the Dawnflower, and in the belief 
  that if she can prevent even one death at evil hands, her own losses will not have been in vain.
  MALE HUMAN
  DEITY 
  Atheist
  HOMELAND 
  Absalom
  FEMALE HUMAN
  DEITY 
  Sarenrae
  HOMELAND 
  Qadira
  Serpent’S Skull
  90
  ezren
  k yr a
  
  CHARACTER TRAITS
  CLASS/LEVEL 
  Rogue 13
  ALIGNMENT 
  Chaotic Neutral
  INITIATIVE 
  +11
  SPEED 
  30 ft.
  CHARACTER TRAITS
  CLASS/LEVEL 
  Fighter 13
  ALIGNMENT 
  Neutral Good
  INITIATIVE 
  +8
  SPEED 
  30 ft.
  ABILITIES
  STRENGTH 
  14
  DEXTERITY 
  24
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  13
  CHARISMA 
  10
  ABILITIES
  STRENGTH 
  20
  DEXTERITY 
  19
  CONSTITUTION 
  16
  INTELLIGENCE 
  13
  WISDOM 
  8
  CHARISMA 
  10
  DEFENSE
  HP 103
  AC 29, touch 19, flat-footed 23 (+7 armor,  
  +3 deflection, +5 Dex, +1 dodge, +3 natural)
  Fort +10, Ref +19, Will +9; +2 vs. 
  enchantments
  Senses low-light vision
  Defensive Abilities improved evasion, 
  uncanny dodge
  DEFENSE
  HP 129
  AC 28, touch 17, flat-footed 23 (+10 armor,  
  +2 deflection, +4 Dex, +1 Dodge, +1 shield)
  Fort +13, Ref +10, Will +5; +3 vs. fear
  OFFENSE
  Melee +3 keen rapier +19/+14 (1d6+5/15–20)
  Ranged mwk dagger +17/+12 (1d4+4/19–20)
  Base Atk +7; CMB +9; CMD 27
  Special Abilities sneak attack +7d6, 
  trapfinding +6, trap sense +4
  Rogue Talents bleeding attack, combat trick, 
  fast stealth, improved evasion, surprise 
  attack, trap spotter
  OFFENSE
  Melee +3 icy burst longsword +25/+20/+15 
  (1d8+13 plus 1d6 cold/17–20) or
  Dual Wielding +3 icy burst longsword 
  +23/+18/+13 (1d8+13 plus 1d6 cold/17–20) and 
  +2 short sword +18/+13 (1d6+4/19–20)
  Ranged +2 composite longbow +20/+15 
  (1d8+8/×3)
  Base Atk +13; CMB +18; CMD 35
  Special Abilities armor training 3, bravery +3, 
  weapon training (heavy blades +3, light 
  blades +2, bows +1)
  SKILLS
  Acrobatics +29 (+39 on jumps), Bluff +17, Climb 
  +19, Disable Device +24, Perception +20, Sleight 
  of Hand +24, Stealth +24, Swim +19
  FEATS
  Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Quick Draw, Spring 
  Attack, Weapon Finesse
  SKILLS
  Climb +21, Intimidate +16, Perception –1, 
  Survival +15, Swim +21
  FEATS
  Combat Expertise, Critical Focus, Disruptive, 
  Dodge, Double Slice, Greater Two-Weapon 
  Fighting, Improved Critical (longsword), 
  Improved Initiative, Improved Two-Weapon 
  Fighting, Staggering Critical, Step Up, Two-
  Weapon Defense, Two-Weapon Fighting, 
  Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Combat Gear potion of cure serious wounds, potion of invisibility, acid, alchemist’s fire (2); Other 
  Gear +4 shadow studded leather armor, +3 keen rapier, masterwork daggers (8), amulet of natural 
  armor +3, belt of physical perfection +4, boots of elvenkind, cloak of resistance +3, ring of improved 
  jumping, ring of protection +3, stone of good luck, backpack, grappling hook, hooded lantern, oil 
  (5), rations (3), silk rope, thieves’ tools, 104 gp
  Combat Gear potion of cure serious wounds, alchemist’s fire; Other Gear +4 breastplate, +2 composite 
  longbow (+4 Str) with 20 arrows, +3 icy burst longsword, +2 short sword, belt of physical might (Str and 
  Con) +4, cloak of resistance +2, ring of protection +2, backpack, rations (2), silk rope
  Merisiel’s life experiences have taught her to enjoy things to their fullest as they occur, since it’s
  impossible to tell when the good times might end. Never the sharpest knife in the drawer, Merisiel 
  makes up for this by carrying at least a dozen of them on her person. She hasn’t met a problem yet 
  that can’t, in one way or another, be solved with things that slice. While she’s always on the move and 
  working on her latest batch of plots for easy money, in the end it comes down to being faster than 
  everyone else—either on her feet, or with her beloved blades. She wouldn’t have it any other way.
  Born a farmer’s son in the quiet Andoren countryside, Valeros spent his youth dreaming of adventure 
  and exploring the world. For the past several years, he’s been a mercenary, a freelance bounty hunter, 
  and hired muscle for a dozen different employers. Gone is his youthful naivete, replaced by scars 
  and the resolve of a veteran warrior. While noble at heart, Valeros hides this virtue beneath a jaded, 
  sometimes crass demeanor, often claiming that there’s no better way to end a day’s adventuring 
  than with “an evening of hard drinking and soft company.”
  FEMALE ELF
  DEITY 
  Calistria
  HOMELAND 
  Varisia
  MALE HUMAN
  DEITY 
  Cayden Cailean
  HOMELAND 
  Andoran
  pregenerated CharaCterS
  91
  MeriSiel
  ValeroS
  
  92
  Next MoNth
  Next MoNth
  Sanctum of the Serpent God
  by Neil Spicer
  The PCs must return to Ilmurea to find an ancient Azlanti 
  weapon, before gathering an army and activating Saventh-
  Yhi’s seven spears so they can invade the serpentfolk city. As 
  their army attacks the serpentfolk forces in the underground 
  city, the PCs must infiltrate the holy Sanctum of Ydersius 
  and face the serpentfolk priest Vyr-Azul. Can they stop Vyr-
  Azul from reuniting Ydersius’s head with his body, or will 
  the reborn serpent god lead his people in a conquest of the 
  surface world? Find out in the earth-shaking climax to the 
  Serpent’s Skull Adventure Path!
  Beyond Serpent’S Skull
  by James Jacobs
  The Serpent’s Skull Adventure Path finally draws to a 
  close, but the adventure continues! Face more dangers 
  in the Mwangi Expanse, continue the fight against the 
  resurgent serpentfolk empire as it turns its gaze toward 
  the Inner Sea region, and explore the tomb of the 
  legendary Azlanti hero Savith!
  yderSiuS, the headleSS kinG
  by Rob McCreary
  Discover the secrets of this ancient deity who seeks to return 
  an inhuman empire to its former glory in an article about 
  the decapitated, but still-living, god of the serpentfolk.
  and more!
  Mwonduk discovers his destiny in the ruins of Kembe in 
  the Pathfinder’s Journal, and frightening new serpentine 
  horrors, including the Herald of Ydersius himself, slither 
  forth in the Pathfinder Bestiary.
  SuBScriBe to pathfinder 
  adventure path!
  The Serpent’s Skull Adventure Path concludes next month! 
  Don’t miss out on the exciting finish—go to paizo.com/
  pathfinder and subscribe today! Have each Pathfinder 
  Adventure Path, Pathfinder Campaign Setting, Pathfinder 
  Player Companion, Pathfinder Module, and GameMastery 
  product delivered to your door! Also, check out the free 
  Serpent’s Skull Player’s Guide, available now at paizo.com!
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Ascomoid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
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  Skaveling
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  Into the Viper’s Nest
  A
  ll the danger of Saventh-Yhi, the jungle city lost from the 
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  This volume of Pathfinder Adventure Path includes: 
  ► “The Thousand Fangs Below,” a Pathfinder RPG adventure for 13th-level 
  characters, by Graeme Davis.
  ► A foray into the mysterious realm of Ilmurea, a ruined city of dark 
  magic and deadly poison, by Clinton Boomer.
  ► A glimpse into the fractured mind of Nethys, god of magic, by 
  Sean K Reynolds.
  ► Jungle justice in the Pathfinder’s Journal, by Robin D. Laws.
  ► Four new monsters of the jungle, by Jesse Benner and Sean K Reynolds.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF37-42 Serpent's Skull/Serpent's Skull - 05 - The Thousand Fangs Below.pdf