TEXT: Chapter 2: Cult of the Khryll
  By Matthew J. Finch
  
  1
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
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  Charles A. Wright
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  Skeeter Green
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  Concept and Design: Matt Finch, Bill Webb, and Skeeter Green
  Author: Matt Finch
  Developer: Skeeter Green
  Rules Conversion: Skeeter Green
  Producers: Bill Webb and Charles A.Wright
  Editors: Dawn Fischer and Skeeter Green
  Layout and Graphic Design: Charles A. Wright
  Cover Design: Charles A. Wright
  Interior Art: Chris McFann
  Cartography: Robert Altbauer
  Cyclopean Deeps 2:
  Eye of the Titan
  
  Table of Contents
  Cyclopean Deeps 2: Eye of the Titan  ....................................................... p. 3
  Catacombs  ........................................................................................ p. 18
  Legal Appendix  .................................................................................. p. 23
  
  The adventurers have either worked their way down through the Green 
  Canyon, a deep subterranean rift, or they have successfully activated an 
  ancient teleportation device – in either case, they have now entered the 
  Under Realms region known as the Cyclopean Deeps. They stand at the 
  threshold of this unexplored wilderness of unlit caverns, a whispered 
  legend in the world of the surface. As veteran explorers, the characters 
  know better. Although there is untold treasure in these miles and miles 
  of sinuous tunneling, there are unknown threats and terrifying foes to be 
  found in these regions as well. Not all is as it appears.
  The gateway to the Cyclopean Deeps is Hex 3H, which contains the 
  legendary fortress of Ques Querax, a brutally-enforced neutral ground in 
  the feuds and wars of the Under Realm. The ruler of Ques Querax is The 
  Eye of Gaaros, a gem-like artifact that is the last remaining fragment of 
  the titan Gaaros. Considerably more information about the Eye, its history, 
  and its most unusual project is provided in the key to Area 3H–15, the 
  Eye’s Palace in Ques Querax. 
  Although the Eye itself is quite powerful, its ability to hold and dominate 
  Ques Querax is largely due to its relationship to the alien-minded khryll, 
  bizarre intellects of the deep subterranean world that seldom cooperate 
  with other races. The Eye keeps three or four khryll in the fortress at all 
  times, and the combined strength of the Eye, its normal guards, and the 
  khryll has thus far offered a powerful defense against both treachery and 
  invasion that the Eye has remained as ruler of the citadel.
  GM Notes
  No one is allowed to pass through the underground crossroads of 
  Ques Querax without paying a toll equal to one twentieth the value of all 
  possessions carried. These are collected in various different forms, from 
  magic to gems to ordinary precious metal. 
  Once the characters are inside, the main visible feature of Ques 
  Querax is the fountain-well in the middle of the fortress, which produces 
  an illuminating mist for ten hours out of the day.  Since most of the 
  inhabitants of Ques Querax are able to see in the dark, the mist is not 
  exactly like daytime on the surface. Activity never entirely ceases, but 
  there is generally more activity during the 10 hours of dim illumination 
  than there is during the 14 hours of unrelieved darkness.
  Gathering Information in 
  Ques Querax
  Ques Querax is likely to serve as a home base for the characters, at 
  least for their first forays into the Cyclopean Deeps. It is important that 
  the fortress serves as a rich source of rumors and possible missions for 
  the characters, and the players will likely make it one of their first tasks 
  to begin assembling as much information as they can about the fortress 
  and its surroundings. In the map key to the fortress, various individuals 
  are specified as having particular information or being willing to hire 
  adventurers. In addition to these specific sources, the characters can gain 
  various bits of less-specific and often less reliable information by generally 
  listening in and talking to the travelers and less important individuals in 
  Ques Querax.
  Rumors
  Automatic first rumor: Ques Querax is ruled by the Eye of Gaaros
  FURTHER RUMORS
  1. There are some secret tunnels underneath the palace of 
  the Eye in Ques Querax.
  2. It is possible to get a map of the nearby major tunnels – if 
  you know where to look and who to ask.
  3. If you need to raise someone from the dead or get 
  healing, try visiting the Temple of the Head if you aren’t too 
  frightened.
  4. You will meet some strange people here; do not look too 
  closely at the faces of the men of Leng, it is not polite and it 
  annoys them.
  5. If you’re out traveling in the tunnels, keep something 
  in mind. The less-traveled passageways can be very 
  dangerous, because nobody except the dangerous 
  monsters use them. If you’re going to travel in them, you 
  better be dangerous yourselves.
  6. There is an ancient prophesy that a human from the 
  surface will come down to the Fortress of Ques Querax, and 
  be sold into slavery by his companions for a very great sum 
  of money and an enchanted green stone.
  Hex 3H Map 1: 
  Ques Querax
  3H–1. The Approach to 
  Ques Querax (CR 15)
  The party will not be attacked or bothered here unless they try to go 
  around the fortress without paying a toll, or they do something foolish 
  such as attacking the iron minotaurs. The iron minotaurs are simply iron 
  golems of unusual construction. If a fight develops outside the gates, the 
  fortress is likely to respond, unless the characters are very quick to explain 
  their actions with a credible story.
  As the party approaches the gate (or the side passages), the minotaurs step 
  forward to collect tolls. One has a huge metal strongbox chained to its leg, 
  3
  Cyclopean Deeps 2:
  Eye of the Titan
  The tunnel widens out here into a great natural cavern, dominated 
  by a grim, featureless citadel of stone that rises to the very top of the 
  hundred-foot-tall ceiling above. Beneath a symbol incised deeply 
  into the stronghold wall, huge double doors are open, revealing a 
  gatehouse within the walls. To either side of the doors stands a ten 
  foot tall iron skeleton; the skeletons are human in body, but the 
  black metal skulls atop the huge torsos are those of a bull. It appears 
  that it may be possible to cross the cavern by skirting around the 
  fortress, but the pathway around is only twenty feet wide.
  
  4
  Cyclopean Deeps 2: Eye of the Titan
  
  5
  Cyclopean Deeps 2: Eye of the Titan
  which it will pick up as it moves forward. When the characters are within 20 
  ft. or so, the minotaur opens the strongbox, hold it out for treasure, and wait. 
  If the characters try to ignore the minotaur and keep going, the other minotaur 
  blocks their way. If the characters persist in their attempts to ignore the demand, 
  they are attacked. The tax for passing through the cavern of Ques Querax, even 
  without entering the fortress itself, is one-twentieth of all value carried.
  MINOTAUR GOLEMS (2) 
  CR 13 
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary “Golem, Iron”)
  Treasure: The strongboxes are kept empty, so the minotaur 
  golems have no treasure.
  3H–2. Gates and Gatehouse  
  (CR varies, 15+)
  The characters may have already drawn close enough to the minotaurs that 
  the golems have demanded a toll. If not, it happens at the gates, as described 
  above. If the players are contemplating some sort of stealthy approach to the 
  fortress, keep in mind that the walls rise to the top of the cavern like a hollow 
  pillar – they do not have a “top” that can be climbed over.
  The long gatehouse prevents any potential attackers from entering the 
  fortress directly. As the characters pass through the room, they notice 
  murder-holes in the ceiling, no doubt with guards waiting above to dump 
  boiling oil or shoot crossbows at anyone who evinces a hostile intent 
  toward the fortress or makes a wrong move.
  There are also two more of the giant iron minotaur skeletons just 
  inside of the gates, as shown on the map. They are not visible until the 
  characters have moved into the gatehouse.
  MINOTAUR GOLEMS (2) 
  CR 13 
  XP 25,600
  hp 129 (Pathfinder Roleplaying Game Bestiary “Golem, Iron”)
  The floor over the top of the gatehouse is the barracks for the fortress 
  guards. Some of the guards will be stationed in the Palace (3H–15) and 
  are described there. The remainder of the guards, who are ordinarily here 
  or nearby, are described in the following list. Akn-A-Nangish-Te is one 
  of the Eye’s khryll followers (see Monster Appendix).
  BUGBEAR GUARDS (20) 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Bugbear”)
  GUARDS (4) 
  CR 3
  XP 8
  Male human fighter 4
  NE Medium humanoid (human)
  Init +1; Perception +2
   
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 44 (4d10+12 plus 4)
  Fort +7; Ref +2; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk longsword +9 (1d8+6/19–20) 
  Ranged mwk shortbow +6 (1d6/x3)
   
  Str 16, Dex 13, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +4; CMB +7; CMD 18
  Feats Coordinated Maneuvers*, Point Blank Shot, Power 
  Attack, Precise Shot, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Climb +4, Intimidate +5, Knowledge (dungeoneering) 
  +4, Perception +2, Sense Motive +2, Survival +5
  Languages Common
  SQ armor training 1 
  Combat Gear 3 potions of cure moderate wounds; Other 
  Gear masterwork chainmail, masterwork longsword, 
  masterwork shortbow, 20 arrows
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  CAPTAIN BORKISH 
  CR 7
  XP 3,200
  Male human fighter 8
  NE Medium humanoid (human)
  Init +5; Perception +4
   
  AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
  hp 84 (8d10+24 plus 8)
  Fort +9; Ref +3; Will +3 (+5 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +2 corrosive* longsword +15/+10 (1d8+8/19–20) 
  Ranged +1 shortbow +10/+5 (1d6+1/x3)
  Special Attacks weapon training (heavy blades +1)
   
  Str 17, Dex 13, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +8; CMB +11; CMD 22
  Feats Blind-Fight, Bloody Assault*, Cleave, Coordinated 
  Maneuvers*, Improved Initiative, Point Blank Shot, Power 
  Attack, Precise Shot, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Climb +5, Intimidate +7, Knowledge (dungeoneering) 
  +6, Perception +4, Sense Motive +4, Survival +5, Swim +1
  Languages Common
  SQ armor training 2 
  Combat Gear 3 potions of cure moderate wounds; Other 
  Gear +1 chainmail, +2 corrosive longsword, +1 shortbow, 20 
  arrows, ring of sustenance
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  AKN-A-NANGISH-TE (KHRYLL) 
  CR 6 
  XP 2,400
  CE Medium aberration
  Init +4; Senses darkvision 60 ft.; Perception +14
   
  AC 17, touch 10, flat-footed 17 (+7 natural)
  hp 52 (8d8+16)
  Fort +4; Ref +4; Will +9 
  SR 17
   
  Speed 30 ft., fly 30 ft. (poor)
  Melee 8 tentacles +8 (grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
  Special Attacks liquefy organs, psychic ripple (60 ft. cone, 
  Will DC 17)
   
  Str 12, Dex 11, Con 15, Int 18, Wis 17, Cha 16
  Base Atk +6; CMB +7 (+11 to grapple); CMD 17 (can’t be tripped) 
  Feats Hover, Improved Initiative, Lightning Reflexes, Weapon 
  Focus (tentacles)
  Skills Fly +7, Intimidate +14, Knowledge (arcana) +12, 
  Knowledge (dungeoneering) +15, Perception +14, Sense 
  Motive +11, Stealth +11, Survival +14 
  Languages telepathy 100 ft.
  SQ limited flight
   
  Limited Flight (Su) A khryll can float and maneuver in the air 
  The double doors leading into the fortress are massive; it is 
  difficult to believe that even the skeletal iron minotaurs could 
  budge them. Beyond the gates there is a stone passageway leading 
  through the thick stone wall.
  
  6
  provided that at least two of its tentacles are in contact with 
  the ground or a wall. They cannot rise higher than the length 
  of the 10 ft. tentacles.
  Missions: If the characters end up in conversation with Captain 
  Borkish, he mentions that the bounty of the week is posted on the door of 
  the palace (he cannot remember what it is this week).
  3H–3. Side Passages.
  If the adventurers attempt to go around the fortress without paying toll 
  to the minotaur-golems, the golems will attack, as described in 3H–1.
  3H–4. The Caravanserai
  The large central area of the Fortress of Ques Querax is referred to by 
  residents as “the Caravanserai.” At the center of the Caravanserai there is 
  a stone well, only five feet deep, with a circling wall three feet in height. 
  The circling wall is carved with somewhat disturbing images. This is not 
  a water well; for ten hours each day, the well bubbles forth a glowing 
  grey mist. During these ten hours, the heavy mist fills all “outside” areas 
  within the fortress at about ankle depth. The grey glow provided by the 
  mist is enough to allow normal vision at a distance of 100 ft., but the light 
  does not transmit color – everything seen in the light of the mist is black, 
  white, or various shades of grey. During the hours when the mist-fountain 
  is quiescent, of course, all of Ques Querax is shrouded in utter darkness.
  Many travelers in the Under Realms are accompanied by lesser minions 
  and slaves. These followers are not of high enough status to merit rooms 
  at the inns, so there are usually at least one or two camps set up in the 
  Caravanserai where the guards, packbearers, slaves, and other minions of 
  a more important traveler are gathered. These groups do not, of course, 
  mingle with each other – indeed, each camp is organized with an eye to 
  defense against attack from one of the other groups. If a camp is made up 
  entirely of slaves, the group will usually have a sign indicating ownership 
  (often this is a single rune). The ownership of slave camps is actively 
  defended by the Eye itself, for slave-rustling is a crime that could lead to 
  a loss of reputation for Ques Querax itself.
  If this module is being used in conjunction with Cyclopean Deeps 
  1: Down to Ques Querax, refer to the wandering monster tables in that 
  section to generate 2 caravans that are camped in the caravanserai area.
  Missions: Each of the caravans has a 50% chance to be hiring guards, 
  and each of the caravan leaders has a 10% chance to be willing to hire a 
  party of adventurers to waylay the competing caravan.
  3H–5. Sign of the Sunworm 
  (CR varies, 11+)
  This is the Sunworm Inn and Tavern, a gathering place for humans 
  and similar mammalian creatures (even though most of the travelers and 
  visitors here have never actually seen the light of the sun). The keeper of 
  the Sunworm is a human being named Naugr, a former slave who escaped 
  from a drow slave caravan and somehow made his way to Ques Querax 
  through the dangers of the Under Realm.
  A room with one bed costs 50 gp per night, and a room with two beds 
  costs 75 gp. The rooms (there are 12) have extremely good locks (DC 35 
  Disable device to bypass), and no windows – the value of the Sunworm 
  is to provide a measure of safety from the assassination attempts and 
  violent robberies that are so common in the “civilization” of the Under 
  Realm.
  A permanent arcane eye roams the upper floor of the Inn, where 
  bedrooms are located. If the eye indicates that there is trouble of some 
  kind, the bouncers will be called. The bouncers are a pair of two-
  headed trolls. One of them is named Mimiandora, the other is named 
  Orakandomtho.
  NAUGR 
  CR 8
  XP 4,800
  Male human fighter 9
  NE Medium humanoid (human)
  Init +6; Perception +8
   
  AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
  hp 94 (9d10+27 plus 9)
  Fort +9; Ref +5; Will +3 (+5 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 30 ft.
  Melee +1 keen bastard sword +15/+10 (1d10+6/17–20) 
  Special Attacks weapon training (heavy blades +2, light 
  blades +1)
   
  Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 8
  Base Atk +9; CMB +12; CMD 25
  Feats Blind-Fight, Catch Off-Guard, Cleave, Critical Focus, 
  Dodge, Exotic Weapon Proficiency (bastard sword), 
  Improved Initiative, Mobility, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword)
  Skills Climb +11, Intimidate +6, Knowledge (dungeoneering) 
  +10, Perception +8, Sense Motive +6, Stealth +12, Survival 
  +10
  Languages Common, Dark Folk
  SQ armor training 2 
  Combat Gear 2 potions of cure moderate wounds, 5 potions 
  of darkvision, potion of endure elements; Other Gear +1 
  glamered, improved shadow, light fortification studded 
  leather, +1 keen bastard sword, amulet of proof against 
  detection and location
  TWO-HEADED TROLLS (2) 
  CR 7
  XP 3,200
  hp 95 (Frog God Games The Tome of Horrors Complete 615 
  “Troll, Two-Headed”)
  Treasure: Naugr’s treasure is kept in a strongbox in his office that is 
  guarded by his worg, Hala.
  The iron strongbox is locked (DC 25 Disable Device), and sits on a 
  pressure plate that will detonate the trap if more than a few gold pieces 
  in weight is removed from it. The trap may be disarmed by twisting a 
  recessed knob in the bottom of the chest. The chest must, obviously, be 
  tipped on its side before the knob is visible, all while keeping it on the 
  pressure plate. The contents of the chest include: 3,000 gp, 250 pp, 21 
  small pearls in a velvet bag (25 gp each), 2 emeralds (250 gp), and one 
  ruby (1,000 gp). Also within the chest is a pair of bracers of armor +4, a 
  potion of water breathing, and a +1 heavy mace.
  EXPLODING CHEST TRAP 
  CR 5
  XP 1,600
  Type magic; Perception DC 28; Disable Device DC 28
   
  Trigger proximity (alarm); Reset none; Bypass hidden switch 
  (DC 25 Perception to locate)
  Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex 
  save for half damage); multiple targets (all targets in a 20-ft.-
  radius burst)
  At this point, there is a gap of twenty feet or so between the 
  fortress wall and the wall of the huge cavern, wide enough to allow 
  passage around the curving wall of the stronghold.
  The outside of this building bears a sign with a yellow circle with 
  a worm poking out from it. There are no windows in the stone walls, 
  but the door is open; through it you can hear the faint clinking of 
  tankards and the sound of creatures talking.
  Cyclopean Deeps 2: Eye of the Titan
  
  WORG 
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)
  At any given time, the guests of the Sunworm might include 
  humans, drow, and duergar. The slaves of these races (including such 
  creatures as bugbears) are generally housed in the stables or staked out 
  in the Caravanserai with a sign of ownership; only the more powerful 
  denizens of the Under Realm can afford the cost of rooms in the 
  Sunworm.
  7
  Patrons of the Sunworm at any given time may include:
   
  Roll 1d6 to see how many times to roll 1d100 on the 
  patrons table below:
   01–20 
  1d4 drow
   21–30 
  1d3 duergar
   31–35 
  1 syanngg
   36–50 
  1d4 wererats
   51–60 
  huggermuggers 
   61–85 
  human mercenaries/slavers
   86–87 
  humanoid chief (bugbear) with 1d4 bugbear 
   
   
  guards
   88–90 
  humanoid chief (orcs) with 1d6 orc guards
   91–99 
  shroom
   
  00 
  demon (vrock)
  DEMON (VROCK) 
  CR 9
  XP 6,400
  hp 112 (Pathfinder Roleplaying Game Bestiary “Demon, 
  Vrock”)
  Treasure: 1d6 gems (worth 1d6 x 1,000 gp each).
  DROW GUARDS 
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary “Drow”)
  Treasure: 1d20 gp, 1d2 gems worth 1d6 x10 gp each. 
  DUERGAR 
  CR 5
  XP 1,600
  Male duergar fighter (two-handed fighter) 6 (Pathfinder 
  Roleplaying Game Bestiary “Duergar”, Pathfinder 
  Roleplaying Game Advanced Player’s Guide “Two-
  Handed Fighter”)
  CE Medium humanoid (dwarf)
  Init +1; Senses darkvision 120 ft.; Perception +3
   
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 
  natural)
  hp 64 (6d10+18 plus 6)
  Fort +8; Ref +3; Will +4
  Immune paralysis, phantasms, poison
  Weakness light sensitivity
   
  Speed 20 ft.
  Melee mwk dwarven waraxe +12/+7 (1d10+7/x3) 
  Special Attacks overhand chop, shattering strike (+2), 
  weapon training (axes +1)
  Spell-Like Abilities (CL 6th)
  1/day—enlarge person (self only), invisibility (self only) 
   
  Str 16, Dex 12, Con 16, Int 8, Wis 15, Cha 6
  Base Atk +6; CMB +9 (+11 to sunder); CMD 20 (22 vs. 
  sunder)
  Feats Blind-Fight, Diehard, Endurance, Exotic Weapon 
  Proficiency (dwarven waraxe), Ironhide*, Weapon Focus 
  (dwarven waraxe), Weapon Specialization (dwarven 
  waraxe)
  Skills Climb +7, Perception +3, Stealth +5, Survival +7, 
  Swim +2; Racial Modifiers +2 Perception relating to 
  stonework, +4 Stealth
  Languages Common, Dwarven, Undercommon
  SQ slow and steady, stability 
  Combat Gear 4 potions of cure light wounds; Other Gear 
  masterwork chain shirt, masterwork dwarven waraxe
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  Treasure: 1d10 gp each
  HUGGERMUGGER 
  CR 1
  XP 400
  hp 9 (Frog God Games The Tome of Horrors Complete 
  374 “Huggermugger”)
  Treasure: 1d10+10 gp each.
  HUMAN MECENARIES (4) 
  CR 3
  XP 600
  Male human fighter 4
  NE Medium humanoid (human)
  Init +1; Perception +0 
   
  AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 
  dodge)
  hp 42 (4d10+16 plus 4)
  Fort +8, Ref +3, Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 30 ft.
  Melee mwk falchion +8 (2d4+5/18–20)
  Ranged composite longbow +5 (1d8+2/×3) 
   
  Str 14, Dex 13, Con 16, Int 14, Wis 10, Cha 8
  Base Atk +4; CMB +6; CMD 18
  Feats Dodge, Combat Expertise, Mobility, Quick Draw, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion)
  Skills Acrobatics +5, Handle Animal +6, Knowledge 
  (local) +4, Linguistics +4, Profession (hunter) +7, Ride +8
  Languages Common, Goblin, Gnoll, Orc, Undercommon 
  SQ armor training 1
  Gear +1 chain shirt, masterwork falchion, composite 
  longbow (+2 Str) with 20 arrows, cloak of resistance +1
  Treasure: 1d100 gp each
  BUGBEAR CHIEF 
  CR 3
  XP 800
  Male bugbear barbarian 2 (Pathfinder Roleplaying 
  Game Bestiary “Bugbear”)
  CE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft., scent; Perception +5
   
  AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 
  natural)
  hp 49 (2d12+3d8+15 plus 7)
  Fort +7; Ref +4; Will +2
  Defensive Abilities uncanny dodge
   
  Speed 30 ft.
  Melee mwk greatclub +10 (1d10+7)
  Patrons of the Sunworm
  Cyclopean Deeps 2: Eye of the Titan
  
  8
  Special Attacks rage (9 rounds/day), rage power 
  (knockback)
   
  Str 20, Dex 12, Con 17, Int 8, Wis 12, Cha 11
  Base Atk +4; CMB +9 (+11 to bull rush); CMD 20 (22 vs. bull 
  rush)
  Feats Improved Bull Rush, Power Attack, Toughness 
  Skills Climb +8, Intimidate +9, Perception +5, Stealth +8, 
  Survival +6, Swim +3; Racial Modifiers +4 Intimidate, +4 
  Stealth
  Languages Common, Goblin
  SQ fast movement 
  Gear masterwork hide armor, masterwork greatclub 
  BUGBEAR GUARDS 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Bugbear”)
  Treasure: 1d6 gems worth 1d3 x 100 gp each, 1 piece of 
  jewelry worth 1d10 gp.
  ORC CHIEF 
  CR 2
  XP 600
  Male orc barbarian (brutal pugilist) 3 (Pathfinder 
  Roleplaying Game Bestiary “Orc”, Pathfinder Roleplaying 
  Game Advanced Player’s Guide “Brutal Pugilist”)
  CE Medium humanoid (orc)
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 15, touch 10, flat-footed 15 (+4 armor, +1 natural)
  hp 35 (3d12+6 plus 3)
  Fort +5; Ref +1; Will +1
  Defensive Abilities ferocity
  Weakness light sensitivity
   
  Speed 30 ft.
  Melee unarmed strike +8 (1d3+5)
  Special Attacks pit fighter (+1 to grapple), rage (10 
  rounds/day), savage grapple
   
  Str 18, Dex 10, Con 15, Int 6, Wis 11, Cha 10
  Base Atk +3; CMB +7 (+8 to grapple); CMD 17 (18 vs. 
  grapple)
  Feats Improved Unarmed Strike, Ironhide*
  Skills Climb +6, Intimidate +5, Sense Motive +1, Stealth –1, 
  Survival +4, Swim +2
  Languages Common, Orc
  SQ fast movement 
  Combat Gear masterwork hide armor, amulet of mighty 
  fists +1
   
  Ferocity (Ex) An orc remains conscious and can continue 
  fighting even if its hit point total is below 0. It is still 
  staggered and loses 1 hit point each round. A creature 
  with ferocity still dies when its hit point total reaches a 
  negative amount equal to its Constitution score.
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  ORC GUARDS 
  CR 1
  XP 400
  Male orc fighter 2 (Pathfinder Roleplaying Game Bestiary 
  “Orc”)
  NE Medium humanoid (orc)
  Init +2; Senses darkvision 60 ft.; Perception +1 
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 
  shield)
  hp 13 (2d10+2)
  Fort +2, Ref +2, Will +1 (+2 vs. fear)
  Defensive Abilities bravery +1, ferocity
  Weaknesses light sensitivity 
   
  Speed 20 ft.
  Melee mwk battleaxe +6 (1d8+2/x3)
  Ranged shortbow +4 (1d6/x3)
   
  Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 6
  Base Atk +2; CMB +4; CMD 16
  Feats Cleave, Power Attack, Weapon Focus (battleaxe)
  Skills Climb +6, Knowledge (geography) +1, Survival +6
  Languages Common, Orc
  Gear masterwork hide armor, masterwork heavy wooden 
  shield, masterwork battleaxe, shortbow with 20 arrows
   
  Ferocity (Ex) An orc remains conscious and can continue 
  fighting even if its hit point total is below 0. It is still 
  staggered and loses 1 hit point each round. A creature 
  with ferocity still dies when its hit point total reaches a 
  negative amount equal to its Constitution score.
  Treasure: 1d4 gems worth 1d3 x100 gp each
  SHROOM 
  CR 3
  XP 800
  CE Medium plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception 
  +7
   
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 39 (6d8+12)
  Fort +7; Ref +2; Will +3 
  Immune plant traits
   
  Speed 30 ft.
  Melee spear +5 (1d8+1/x3)
  Ranged spear +4 (1d8+1/x3)
  Spell-like Abilities (CL 8th):
  1/week—control plants (DC 19)
  1/day—plant growth
   
  Str 12, Dex 11, Con 14, Int 17, Wis 12, Cha 12
  Base Atk +4; CMB +5; CMD 15 
  Feats Combat Expertise, Iron Will, Martial Weapons 
  Proficiency
  Skills Perception +7, Stealth +6 
  Languages Shroom
  SQ edible flesh
   
  Edible Flesh (Ex) The flesh of a shroom is delectable, but 
  potentially deadly. A living creature that eats shroom-
  flesh must succeed on a DC 15 Fortitude save or be 
  affected as if by a feeblemind spell. The condition 
  may be reversed by a heal or restoration spell. Once 
  cured, there is a 5% chance that an affected creature 
  permanently gains a point of Intelligence from the 
  effects of the shroom-flesh.
  Treasure: 1d3 x 1,000 gp (35%); 1d8 gems x 100 gp (45%); 
  1d4 pieces of jewelry (20%).
  SYANNGG 
  CR 7
  XP 3,200
  CE Medium aberration
  Patrons of the Sunworm, Continued
  Cyclopean Deeps 2: Eye of the Titan
  
  Missions: Any of the various patrons of the Sunworm may be willing to hire 
  the characters as bodyguards (25% chance per group), and there is a 10% chance 
  per group that there is someone in Ques Querax against whom the visitor has a 
  grudge — this is likely to be another visitor, but might (10% chance) be one of 
  the full time residents of the Fortress. The fee for any proposed assassination or 
  kidnapping should be determined based on the difficulty of the task.
  3H–6. Stables (CR 9)
  This building is the stable where the various different species of riding 
  beasts and draft animals of the fortress are kept. Most of these beasts are 
  giant lizards. The stable also includes some closed stalls for the more 
  dangerous creatures that are occasionally to be found in the Under Realm.
  The closed stalls are all heavily banded with iron, and have double 
  padlocks (iron-reinforced wood; 2 in. thick; hardness 5; hp 20; Break DC 
  23; Disable Device DC 20, x2). At present, they contain:
  A. Empty
  B. Manticore
  MANTICORE 
  CR 5
  XP 1,600
  hp 57 (Pathfinder Roleplaying Game Bestiary, “Manticore”)
  C. Gorgon
  GORGON 
   CR 8
  XP 4,800
  hp 100 (Pathfinder Roleplaying Game Bestiary, “Gorgon”)
  In the regular stalls, there are a total of 8 cavern lizards, each chained 
  by an iron collar (DC 35 Break to burst the chain) to keep it inside the 
  stall.
  GIANT LIZARDS (8) 
  CR 4
  XP 1,600
  hp 42 (Frog God Games The Tome of Horrors Complete 409 
  “Lizard, Cavern”)
  The stables are owned by one of the denizens of Leng — no one 
  can tell which one it is, and many of the folk of Ques Querax believe 
  that a different one of the Leng-men seems to be making the claim 
  to ownership each time. This causes little real confusion, though, for 
  the stables are operated by four human slaves. The slaves are Ormio, 
  Tenkil, Pascha, and Krief. They are ordinary humans, and each wears 
  a stone of continual flame on a necklace in order to see during the dark 
  hours.
  HUMAN SLAVES (4) 
  CR 1/3
  XP 135
  Male human commoner 1
  NG Medium humanoid (human)
  Init +0; Perception +0
   
  AC 10, touch 10, flat-footed 10
  hp 7 (1d6+2)
  Fort +2; Ref +0; Will +0
   
  Speed 30 ft.
  Melee unarmed strike +1 (1d3+1)
   
  Str 13, Dex 11, Con 14, Int 8, Wis 10, Cha 9
  Base Atk +0; CMB +1; CMD 11
  Feats Catch Off-Guard, Simple Weapon Proficiency (club), 
  Skill Focus (Profession [stable master])
  Skills Handle Animal +3, Profession (stable master) +7
  Languages Common
  Gear continual flame necklace
  Missions: The slaves are not interested in being rescued, for they 
  were bred in the Under Realms as slaves and know that – for the Under 
  Realms — they are in a very good situation compared to most humans. 
  They can tell a group of inquiring characters that their master (who can 
  be found in Area 3H–9) would be interested in purchasing giant lizards 
  to add to the stables. The Leng-man (known as “Owner of the Stables”) 
  will pay 200 gp each for any wild (or stolen) giant lizards brought to 
  him. The party should be careful if they choose to engage in a career 
  of wild lizard-rustling, though: some owners brand their lizards for 
  identification, and the brands are not always obvious. The Leng-man 
  will not purchase branded lizards.
  9
  Init +3; Senses darkvision 60 ft.; Perception +18
   
  AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 
  natural)
  hp 52 (8d8+16)
  Fort +4; Ref +5; Will +9 
  Defensive Abilities all-around vision
   
  Speed 30 ft.
  Melee 6 bites +6 (1d6)
  Special Attacks heads
  Spell-Like Abilities (CL 8th)
  At Will—charm monster (DC 17), dispel magic, hold 
  monster (DC 18), lightning bolt (DC 16), slow (DC 16)
  3/day—flesh to stone (DC 19)
   
  Str 11, Dex 16, Con 15, Int 20, Wis 16, Cha 17
  Base Atk +6; CMB +6; CMD 20 (28 vs. trip) 
  Feats Combat Casting, Dodge, Mobility, Spell Penetration
  Skills Acrobatics +14, Climb +11, Escape Artist +14, 
  Intimidate +14, Knowledge (dungeoneering) +16, 
  Perception +18, Stealth +14, Survival +14; Racial Modifiers 
  +4 Perception
  Languages Aklo, Syanngg, Undercommon
   
  Heads (Su) A syanngg can bring 1d4 of its six heads to 
  bear on any given 90-degree quarter around itself. Five 
  heads can utilize one spell-like ability at will as a free 
  action each round (CL 8th). Its main head can cast flesh 
  to stone three times a day as a spell-like ability. The save 
  DCs are Charisma-based.
  Treasure: 3d6 gp, 1d4 gems (1d4 x 100gp each), 1d3 
  pieces of jewelry (1d3 x 1,000 gp each).
  WERERATS 
  CR 2 
  XP 600 
  hp 18 (Pathfinder Roleplaying Game Bestiary, 
  “Lycanthrope, Wererat”) 
  Treasure: 1d20 gp, 1d3 pieces of jewelry worth 1d100 gp 
  each.   
  Patrons of the Sunworm, Continued
  The distinctive smell of a stable wafts from the wide, double 
  doors, of this building, which currently stand open. A sign over the 
  top of the doors depicts what appears to be a person riding on the 
  back of a lizard.
  Cyclopean Deeps 2: Eye of the Titan
  
  3H–7. Temple of the Head of 
  Terror (CR 12)
  A severed head sits in the middle of the floor in this building, attended 
  by three priests in white robes. Anyone opening the door will always find 
  the three priests in exactly the same positions every time the door opens. 
  The priests do not speak, although they turn to look at visitors. Their 
  eyes glow, and have the effect of a fear spell against creatures (including 
  animals and monsters) with 4 hit dice or fewer (DC 25 Will save negates). 
  There are no decorations or furniture in the room at all.
  Anyone who is not frightened away from the temple by the priests 
  may request healing or other clerical spells as one might at any 
  temple in the surface world, at similar prices (GM to provide details 
  to fit the campaign). The spells, even those that might ordinarily 
  require the caster to touch the spell’s recipient, are not cast in front 
  of anyone other than the three priests. The spell simply takes effect 
  outside the temple. Anyone who somehow manages to spy upon 
  the three priests and the head while a spell is being cast becomes 
  insane without a saving throw, and goes to join the denizens of Leng, 
  eventually turning into one. Even if this magical effect is somehow 
  reversed (remove curse vs. DC 25), the person has no memory of 
  what was actually seen in the temple.
  The “clerics” are flesh projections of the head’s thoughts. They have no 
  internal organs of any kind, although they can speak as the head wishes 
  them to speak. In terms of combat, they are essentially identical to flesh 
  golems.
  THE HEAD OF TERROR 
  CR 10
  XP 9,600
  NE Tiny undead 
  Init +4; Senses darkvision 60 ft.; Perception +20
   
  AC 18, touch 12, flat-footed 16 (+6 natural, +2 size)
  hp 133 (14d8+70)
  Fort +11; Ref +9; Will +16
  Defensive Abilities channel resistance +4; DR 10/—; Immune 
  acid, cold, electricity, magic, polymorph, turning, undead 
  traits
   
  Speed 0 (does not move under its own power)
  Space 2–1/2 ft.; Reach 0 ft.
  Spell-like Abilities (CL 20th)
  At will—any divine spell (see above)
   
  Str —, Dex —, Con —, Int 20, Wis 20, Cha 20
  Base Atk +10; CMB +8; CMD 28 (can’t be tripped)
  Feats Empower Spell, Enlarge Spell, Extend Spell, Great 
  Fortitude, Iron Will, Maximize Spell, Spell Penetration, Silent 
  SpellB, Still SpellB
  Skills Diplomacy +17, Intimidate +22, Knowledge (arcana) 
  +20, Knowledge (dungeoneering) +17, Knowledge (history) 
  +17, Knowledge (local) +19, Knowledge (religion) +22, 
  Perception +20, Sense Motive +20, Spellcraft +20
  Languages telepathy (100 ft.)
  SQ rejuvenation
   
  Immunity to Magic (Ex)
  The Head is immune to any spell or spell-like ability that 
  allows spell resistance. 
  Rejuvenation (Su)
  Unless holy water blessed by a surface deity is poured over 
  the destroyed remains of the Head, the creature reforms in 
  1d10 days with a successful level check (1d20 + 14) against 
  DC 16.
  PROJECTED-FLESH “PRIESTS” (3) 
  CR 7
  XP 3,200
  hp 79 (Pathfinder Roleplaying Game Bestiary “Golem, 
  Flesh”)
  Treasure: There is no treasure in this room.
  3H–8. Den of the Serpentfolk 
  (CR varies, 8+)
  The Den of the serpentfolk is a combination of inn and tavern for 
  serpentfolk and their troglodyte slaves, and in some cases it will be open 
  to other reptiles or saurians. The proprietor of the den is Hassasha Tak, a 
  member of the Grey Clan of the Serpentfolk.
  At any given time there will be 1d6+10 ordinary serpentfolk (all of 
  the civilized type) staying in the Den along with 1d2 leaders.
  HASSASHA TAK 
  CR 8
  XP 4,800
  Male serpentfolk summoner (master summoner) 5 
  (Pathfinder Roleplaying Game Bestiary 2 “Serpentfolk”, 
  Pathfinder Roleplaying Game Advanced Player’s Guide 
  “Summoner”, Pathfinder Roleplaying Game Ultimate Magic 
  “Master Summoner”)
  CE Medium monstrous humanoid
  Init +9; Senses darkvision 60 ft., scent; Perception +11
   
  AC 22, touch 17, flat-footed 17 (+5 Dex, +5 natural, +2 
  deflection)
  hp 92 (5d10+5d8+40 plus 5)
  10
  This building has no unusual features other than the picture of a 
  face, crudely cut into the wooden door.
  This building has a small dome fashioned of metal hanging from 
  a bracket over the top of the door.
  Cyclopean Deeps 2: Eye of the Titan
  
  Fort +8; Ref +10; Will +11
  Immune mind-affecting, paralysis, poison; SR 20
   
  Speed 30 ft.
  Melee bite +13 (1d6+1 plus poison) 
  Spell-Like Abilities 
  At will—disguise self (DC 17), ventriloquism (DC 17)
  1/day—blur, dominate person (DC 17), major image(DC 17), 
  mirror image, suggestion (DC 17)
  11/day—summoning monster I
  Spells Known (CL 5th; melee touch +13, ranged touch +13):
  2nd (4/day)—glitterdust (DC 18), invisibility, spider climb
  1st (6/day)—grease (DC 17), mage armor, protection from 
  good, shield 
  0 (at will)—detect magic, guidance, mage hand, mending, 
  message, read magic
   
  Str 12, Dex 20, Con 18, Int 21, Wis 12, Cha 22
  Base Atk +8; CMB +9; CMD 26
  Feats Alertness, Augment SummoningB, Great Fortitude, 
  Improved Initiative, Iron Will, Weapon Finesse
  Skills Acrobatics +10, Bluff +11, Diplomacy +9, Disguise +11, 
  Escape Artist +18, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +13, Knowledge (local) +13, Linguistics 
  +10, Perception +11, Profession (brewer) +7, Profession 
  (innkeeper) +10, Sense Motive +15, Sleight of Hand +6, 
  Spellcraft +13, Stealth +10, Survival +7, Use Magic Device 
  +23; Racial Modifiers +4 Use Magic Device, +8 Escape Artist
  Languages Abyssal, Aklo, Common, Dark Folk, Draconic, 
  Drow Sign Language, Undercommon; Telepathy (100 ft.)
  SQ eidolon link, lesser eidolon, life link, share spells with 
  eidolon 
  Gear amulet of natural armor +2, ring of protection +2
   
  Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  SERPENTFOLK LEADER 
   
  CR 6
  XP 2,400
  Male serpentfolk sorcerer 3 (Pathfinder Roleplaying Game 
  Bestiary 2 “Serpentfolk”, Pathfinder Roleplaying Game 
  Advanced Player’s Guide “Deep Earth”)
  CE Medium monstrous humanoid
  Init +10; Senses darkvision 60 ft., scent; Perception +14
   
  AC 19, touch 16, flat-footed 13 (+6 Dex, +3 natural)
  hp 82 (5d10+3d6+40 plus 3)
  Fort +9; Ref +11; Will +8
  Immune mind-affecting, paralysis, poison; SR 18
   
  Speed 30 ft.
  Melee bite +12 (1d6-1) 
  Spell-Like Abilities 
  At will—disguise self (DC 16), ventriloquism (DC 16)
  1/day—blur, dominate person (DC 19), major image(DC 18), 
  mirror image, suggestion (DC 18)
  8/day—tremor (CMB +8)
  Spells Known (CL 3rd; melee touch +12, ranged touch +12):
  1st (7/day)—expeditious excavation* (DC 16), expeditious 
  retreat, mage armor, magic missile 
  0 (at will)—bleed (DC 15), detect magic, mage hand, read 
  magic, resistance 
  Bloodline Deep Earth
   
  Str 8, Dex 22, Con 20, Int 21, Wis 12, Cha 21
  Base Atk +6; CMB +5; CMD 21
  Feats Alertness, Eschew Materials, Great Fortitude, Improved 
  Initiative, Weapon Finesse
  Skills Acrobatics +11, Disguise +10, Escape Artist +19, 
  Intimidate +9, Knowledge (arcana) +13, Knowledge 
  (dungeoneering) +14, Knowledge (local) +10, Linguistics 
  +7, Perception +14, Sense Motive +8, Spellcraft +13, Survival 
  +10, Use Magic Device +20; Racial Modifiers +4 Use Magic 
  Device, +8 Escape Artist
  Languages Aklo, Common, Dark Folk, Draconic, Orc, Terran, 
  Undercommon; Telepathy (100 ft.)
  SQ bloodline arcana, stonecunning 
  Combat Gear wand of searing light
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  SERPENTFOLK GUARDS 
   
  CR 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary 2 
  “Serpentfolk”)
  3H–9. Tavern of the Leng-Men 
  (CR varies, 12+)
  The Tavern of the Leng-Men has a rune upon the door, which depicts 
  the tavern’s actual name, a word that cannot be pronounced by humans, 
  and which also contains telepathic “sounds” as well as spoken ones. The 
  building is usually referred to simply as the Tavern of the Leng-Men, and 
  it is shunned by the other inhabitants of Ques Querax.
  At any given time there are 1d4+1 Leng-Men in the tavern, squatting 
  around low tables that are of knee-height to a human. They do not use chairs, 
  and it is instantly apparent that their legs are not jointed like those of humans, 
  a fact which they ordinarily seek to conceal beneath their voluminous robes. 
  In the rafters there are 1d4 leng-bats, making faint squirping noises.
  The proprietor of the tavern is Ywhoon of the Ulmai; it has apparently 
  lost one of its arms. For reasons known only to the Leng-Men, if a 
  human asks about the loss of the arm using speech rather than mental 
  communication, all of the Leng-Men in the tavern (including Ywhoon) 
  become extremely threatening, and any further speech that uses sound 
  causes a fight. Trying to calm them down by mentally-communicated 
  apologies or cajolery is possible (DC 25 Diplomacy check with non-
  verbal communication).
  The food and drink served at the tavern are not palatable or even edible 
  as far as humans are concerned. The smoke of their hookahs is mildly 
  poisonous (treat as nightmare vapor: type poison (inhaled); save fortitude 
  DC 15; frequency 1/round for 6 rounds; effect 1 Wis damage and confused 
  for 1 round; cure 2 consecutive saves; the DC rises to 17 if the smoke is 
  deliberately inhaled). The drink in their goblets is not poisonous but causes 
  strange and disturbing hallucinations in a human’s peripheral vision for a 
  period of 1d6 hours (no save; GM is encouraged to be creative with the 
  visions!), and the food served is a squid-like creature from which the guts 
  are sucked out while it is still alive. There is a tank of these things behind the 
  counter, and if the PCs get back there somehow, it can be seen that the squid-
  things float in a think blue gas inside the large glass-and-clay container. 
  Eating one of these, or sucking the juices as the Leng-Men do, requires one 
  DC 15 Fortitude save per hour for 1d6 hours to avoid swelling up to twice 
  normal size and then bursting open (burst deals 1d6 x 10 damage).
  YWHOON OF THE ULMAI 
  CR 10
  XP 9,600
  Male denizen of Leng rogue 3 (Pathfinder Roleplaying 
  Game Bestiary 2 “Denizen of Leng”)
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +19
   
  AC 27, touch 17, flat-footed 20 (+4 armor, +6 Dex, +1 dodge, 
  +6 natural)
  hp 109 (10d10+3d8+39 plus 3); fast healing 5, planar fast 
  11
  This building has no particularly interesting features on the 
  outside, with the exception of a rune upon the door. Nevertheless, 
  there is an unpleasant, disquieting aura to the place.
  Cyclopean Deeps 2: Eye of the Titan
  
  12
  healing
  Fort +15; Ref +20; Will +11
  Defensive Abilities evasion, trap sense, unusual anatomy; 
  Immune poison; Resist cold 30, electricity 30; SR 19
   
  Speed 40 ft.
  Melee bite +13 (1d6+1 plus 1d6 Dexterity drain), 2 claws +13 
  (1d4+1) or dagger of venom +19/+14/+9 (1d4+4/19–20) 
  Special Attacks sneak attack +7d6
  Spell-Like Abilities (CL 13th)
  Constant—tongues 
  3/day—detect thoughts (DC 20), hypnotic pattern (DC 20), 
  levitate, minor image (DC 20)
  1/day—locate object, plane shift (DC 23, self only) 
   
  Str 16, Dex 22, Con 17, Int 21, Wis 17, Cha 26
  Base Atk +12; CMB +15; CMD 32
  Feats Ability Focus (dexterity drain), Dastardly Finish*, 
  Deceitful, Dodge, Mobility, Persuasive, Weapon Finesse
  Skills Bluff +25, Diplomacy +15, Disable Device +22, Disguise 
  +18, Intimidate +18, Knowledge (dungeoneering) +11, 
  Knowledge (local) +18, Knowledge (planes) +16, Linguistics 
  +12, Perception +19 (+20 to find traps), Profession (gambler) 
  +16, Profession (innkeeper) +10, Profession (sailor) +11, Sense 
  Motive +16, Sleight of Hand +19, Spellcraft +13, Stealth 
  +19, Survival +8, Use Magic Device +24; Racial Modifiers +4 
  Disguise when disguised as a medium humanoid
  Languages Abyssal, Aklo, Common, Daemonic, Dark Folk, 
  Drow Sign Language, Goblin, Terran, Undercommon
  SQ rogue talent (black market connections), trapfinding +1
  Gear dagger of venom, bracers of armor +4, cloak of 
  resistance, +4, glove of storing, masterwork thieves’ tools
   
  Dexterity Drain (Su) The otherworldly teeth and tongue of 
  a denizen of Leng deal 1d6 points of Dexterity drain with a 
  bite. Constructs, elementals, and other creatures that do 
  not possess flesh are immune to this effect. A successful DC 
  18 Fortitude save reduces the Dexterity drain to 1 point. The 
  save DC is Constitution-based.
  Planar Fast Healing (Su) A denizen of Leng maintains a 
  connection to Leng at all times, and when away from 
  Leng, it has fast healing 5. It loses this ability on Leng or in 
  areas where planar connections do not function. If killed, 
  a denizen’s body dissolves into nothingness in 1d4 rounds, 
  leaving behind its equipment. A slain denizen reforms in 
  Leng, similar to a slain summoned creature; it can only be 
  permanently killed if its fast healing is negated.
  Unusual Anatomy (Ex) A denizen’s internal anatomy varies 
  from individual to individual, and has a 50% chance to treat 
  any critical hit or sneak attack against it as a normal hit.
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  DENIZEN OF LENG 
  CR 8
  XP 4,800
  hp 95 (Pathfinder Roleplaying Game Bestiary 2 “Denizen of 
  Leng”)
  LENG BAT 
   
  CR 3
  XP 800 
  CE Tiny magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
   
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 11 (2d10)
  Fort +3; Ref +6; Will +0
  Immune magic
   
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +7 (1d4–1 plus attach)
  Space 2–1/2 ft.; Reach 0 ft.
  Special Attacks attach, tentacles (1d4–1)
   
  Str 8, Dex 16, Con 11, Int 3, Wis 11, Cha 10
  Base Atk +2; CMB +3 (+11 to grapple when attached); CMD 
  12 
  Feats Weapon Finesse
  Skills Fly +15, Perception +8, Stealth +11; Racial Modifiers +4 
  Perception
   
  Attach (Ex) If a Leng-bat successfully bites an opponent, the 
  three throat-tendrils insinuate themselves into the wound, 
  anchoring it in place. An attached Leng-bat is effectively 
  grappling its prey. The Leng-bat loses its Dexterity bonus to 
  AC and has an AC of 13, but holds on with great tenacity 
  and inserts its tentacles into the grappled target’s flesh. A 
  Leng-bat has a +8 racial bonus to maintain its grapple on 
  a foe once it is attached. An attached Leng-bat can be 
  struck with a weapon or grappled itself—if its prey manages 
  to win a grapple check or Escape Artist check against it, the 
  Leng-bat is removed.
  Immune to Magic (Ex) A Leng-bat is immune to any spell or 
  spell-like ability that allows spell resistance.
  Tentacles (Ex) An attached Leng-bat’s tentacles 
  automatically deal bite damage at the end of its turn.
  Cyclopean Deeps 2: Eye of the Titan
  
  3H–10. “Alterations in 
  Ownership” (CR 8)
  This is a store where various adventuring supplies may be purchased. 
  The owner, Uzox Loam, is a giant slug about twice the size of a human 
  being. Uzox has four slaves who help customers with purchases or other 
  services the customers might require. As a giant slug, Uzox cannot speak, 
  but as with many creatures of the Cyclopean Deeps, he can communicate 
  telepathically, and read minds.
  In addition to all the various items that would normally be available in 
  a general store, Alterations also has the following available:
  90% chance of 1d4 potions of cure moderate wounds
  25% chance of a scroll containing 1d4 first level arcane spells
  10% chance of a scroll containing 1d2 second level arcane spells
  1% chance of a scroll containing 1d2 arcane spells of random level 
  between 1 and 6.
  UZOX LOAM 
  CR 8
  XP 4,800 
  N Huge vermin (Pathfinder Roleplaying Game Bestiary “Slug, 
  Giant”)
  Init –4; Senses blindsight 60 ft.; Perception +5
   
  AC 20, touch 4, flat-footed 20 (–4 Dex, +16 natural, –2 size)
  hp 102 (12d8+48)
  Fort +12; Ref +0; Will +4
  DR 10/slashing or piercing; Immune acid, mind-affecting 
  effects
  Weaknesses susceptible to salt
   
  Speed 20 ft.
  Melee tongue +15 (2d10+12 plus 2d8 acid)
  Ranged spit acid +3 (10d6 acid)
  Space 15 ft.; Reach 15 ft.
   
  Str 27, Dex 2, Con 18, Int 16, Wis 10, Cha 1
  Base Atk +9; CMB +19; CMD 25 (can’t be tripped)
  Feats Skill Focus (Appraise), Skill Focus (Bluff), Skill Focus 
  (Intimidate), Skill Focus (Knowledge[local]), Skill Focus 
  (Profession [merchant]), Skill Focus (Sense Motive)
  Skills Appraise +13, Bluff +4, Climb +15, Diplomacy +1, 
  Intimidate +4, Knowledge (local) +11, Perception +5, 
  Profession (merchant) +13, Sense Motive +8
  SQ malleable
  Languages telepathy (100 ft.)
   
  Spit Acid (Ex) A giant slug can spit acid at an opponent 
  within 60 ft. (no range increment). With a successful ranged 
  touch attack, the target takes 10d6 points of acid damage 
  (no save).
  Malleable (Ex) A giant slug’s body is very malleable, 
  allowing it to fit into narrow areas with ease. A giant slug 
  takes no penalty to its speed or checks when squeezing in 
  an area that is one size category smaller than its actual size 
  (10 ft. wide for most giant slugs). A giant slug can squeeze 
  normally through an area two size categories smaller than its 
  actual size (5 ft. wide for most giant slugs).
  Susceptible to Salt (Ex) A handful of salt burns a giant slug as 
  if it were a flask of acid, causing 1d6 points of damage per 
  use.
  HUMAN SLAVES (4) 
  CR 1/3
  XP 135
  Male human commoner 1
  NG Medium humanoid (human)
  Init +0; Perception +0
   
  AC 10, touch 10, flat-footed 10
  hp 7 (1d6+2)
  Fort +2; Ref +0; Will +0
   
  Speed 30 ft.
  Melee unarmed strike +1 (1d3+1)
   
  Str 13, Dex 11, Con 14, Int 8, Wis 10, Cha 9
  Base Atk +0; CMB +1; CMD 11
  Feats Catch Off-Guard, Simple Weapon Proficiency (club), 
  Skill Focus (Profession [shopkeeper])
  Skills Handle Animal +3, Profession (shopkeeper) +7
  Languages Common
  Gear continual flame necklace
  3H–11. Jeweler and Gemcutter (CR 6)
  This shop is run by a duergar, the grey-skinned Brondignaven. The dark 
  dwarf’s face is virtually unrecognizable as a face, due to hideous scarring 
  that was inflicted upon him by the victor in a brawl. This defacement 
  (almost literally), and the shame at his defeat, drove Brondignaven to 
  leave the duergar community in search of another place to reside. As with 
  many creatures alone without allies in the Under Realm, Brondignaven 
  quickly discovered that living under the protection of Ques Querax would 
  likely be his only chance of living at all. 
  Of all the creatures residing in the Fortress, Brondignaven has 
  transferred all his loyalties to the Eye of Gaaros, and is fanatically faithful 
  to it. He immediately reports any suspicious or seditious comments to the 
  palace (Area 3H–15).
  As with all duergar, Brondignaven hates the “dwarves of the shallows,” 
  and attacks a dwarf on sight. If the dwarf’s face is concealed by hood or 
  mask, and Brondignaven has some compelling reason to restrain himself, 
  he might be able do so (50% chance).
  BRONDIGNAVEN THE DUERGAR 
  CR 6
  XP 2,400
  Male duergar fighter 7 (Pathfinder Roleplaying Game 
  Bestiary “Duergar”)
  CE Medium humanoid (dwarf)
  Init +0; Senses darkvision 120 ft.; Perception +5
   
  AC 16, touch 10, flat-footed 16 (+6 armor)
  hp 81 (7d10+21 plus 14)
  Fort +8; Ref +2; Will +4 (+6 vs. fear, +2 vs. spells and spell-like 
  effects)
  Defensive Abilities bravery +2; DR 2/–; Immune paralysis, 
  phantasms, poison 
  Weakness light sensitivity
   
  Speed 20 ft.
  Melee +1 warhammer +13/+8 (1d8+7/x3)
  Ranged +1 heavy crossbow +8/+3 (1d10+1/19–20)
  Special Attacks weapon training (hammers +1)
  Spell-Like Abilities (CL 7th)
  1/day—enlarge person (self only), invisibility (self only) 
   
  Str 16, Dex 10, Con 16, Int 12, Wis 15, Cha 4
  Base Atk +7; CMB +10; CMD 20
  Feats Point Blank Shot, Rapid Reload, Skill Focus (Craft 
  [jewelry]), Skill Focus (Knowledge [dungeoneering]), 
  Throw Anything, Toughness, Weapon Focus (warhammer), 
  Weapon Specialization (warhammer)
  Skills Appraise +6, Climb +2, Craft (jewelry) +16, Perception 
  +5, Sense Motive +3, Stealth +6, Survival +7, Swim +2; Racial 
  Modifiers +2 Perception relating to stonework, +4 Stealth
  Languages Common, Dwarven, Terran, Undercommon
  13
  A sign reading “Alterations in Ownership” hangs over the door 
  of this building.
  Cyclopean Deeps 2: Eye of the Titan
  
  14
  SQ armor training 2, slow and steady, stability 
  Gear adamantine breastplate, +1 warhammer, +1 heavy 
  crossbow, 10 bolts, masterwork jeweler’s tools
  Treasure: Brondignaven carries a belt pouch containing 19 
  diamonds of varying sizes and quality. There are 10 x 100 gp, 
  4 x 250 gp, 2 x 1,000 gp, 2 x 2,000 gp, and 1 x 3,000 gp.
  3H–12. Vacant Building
  This building is currently vacant, being undesirable due to the 
  occasional strange smells emanating from the perfume manufactory next 
  door at 3H–13. It is possible for a group of characters to rent the building 
  from the Eye of Gaaros. Since the Eye considers all of Ques Querax as its 
  personal possession, it does not understand the concept of an actual “sale” 
  of the building.
  3H–13. Perfume Manufactory 
  (CR 10)
  The pleasant/unpleasant smell around this building is a byproduct of 
  the perfumes that are brewed here by Ellumios Thram. Ellumios is an 
  accomplished alchemist, and has the head of a dog – he does not care 
  to discuss how this came to be. Despite the dog head, Ellumios is fully 
  human and capable of normal speech, but the canine eyes allow him to 
  see in the dark.
  Ellumios, despite being of Chaotic Evil alignment, can be an excellent 
  source of interesting quests and missions for a party of adventurers in the 
  Under Realms, simply due to the fact that his perfumes (and researches 
  into perfumes) require a constant stream of bizarre or rare ingredients. 
  Mosses, mushrooms, metals, and monster parts are all the sorts of things 
  that go into Ellumios’s cauldrons, alembics, and, eventually, perfume 
  vials.
  ELLUMIOS THRAM 
  CR 10
  XP 9,600
  Male human alchemist 11 (Pathfinder Roleplaying Game 
  Advanced Player’s Guide “Alchemist”)
  CE Medium humanoid (human)
  Init +5; Senses see in darkness; Perception +15
   
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 69 (11d8+11 plus 11)
  Fort +11; Ref +11; Will +8
  Defensive Abilities discovery (spontaneous healing [25 hp/
  day])*, poison use; Immune poison
   
  Speed 30 ft.
  Melee unarmed strike +9/+4 (1d3–1)
  Ranged bomb +10/+5 (6d6+6 fire)
  Special Attacks bomb 6d6+6 (19/day, DC 21), discovery 
  (delayed bomb, explosive bomb)
  Extracts Prepared (CL 11th: melee touch +7, ranged touch 
  +9):
  4th (3/day)—beast shape II, cure critical wounds, stoneskin 
  3rd (5/day)—amplify elixir, cure serious wounds, fly, haste, 
  thorn body**
  2nd (6/day)—alter self, barkskin, bull’s strength, cure 
  moderate wounds, invisibility, spider climb 
  1st (7/day)—cure light wounds x2, endure elements, identify, 
  keen senses, shield, true strike 
   
  Str 8, Dex 12, Con 13, Int 23, Wis 14, Cha 10
  Base Atk +8; CMB +7; CMD 18
  Feats Brew Potion, Extra Bombs**, Extra Discovery x3**, 
  Improved Initiative, Skill Focus (Craft [alchemy]), Throw 
  AnythingB, Weapon Finesse
  Skills Appraise +13, Craft (alchemy) +26, Diplomacy +2, 
  Disable Device +4, Disguise +2, Fly +9, Heal +15, Knowledge 
  (dungeoneering) +16, Knowledge (local) +16, Knowledge 
  (nature) +19, Perception +15, Sense Motive +6, Sleight of 
  Hand +10, Spellcraft +19, Survival +13, Use Magic Device +9
  Languages Common, Dark Folk, Draconic, Dwarven, Elven, 
  Terran, Undercommon
  SQ alchemy, discovery (combine extracts, enhance potion 
  [6/day], extend potion [6/day], infuse mutagen), swift 
  poisoning, mutagen (DC 21), swift alchemy 
  Combat Gear potion of barkskin +5, 2 potions of cure 
  moderate wounds, potion of haste; Other Gear bracers 
  of armor +3, cloak of resistance +3, headband of vast 
  intelligence +4, bottle of air, cauldron of brewing, dust of 
  disappearance, alchemist’s lab 
  *Pathfinder Roleplaying Game Ultimate Magic
  ** Pathfinder Roleplaying Game Advanced Player’s Guide
  Treasure: The vast majority of the perfumes manufactured 
  by Ellumios really are nothing more than perfumes, but they 
  can be extremely valuable. At any given time, he has 1d4+5 
  perfumes in stock, each one of which is worth 1d4 x 1,000 gp. 
  3H–14. Vat Animals (CR 12)
  The necromancer Thin Po and his “servant” Bhan live in the top floor 
  of this building. The lower floor contains several stuffed examples of Thin 
  Po’s handicraft, “animals” that are grafted and grown in vats. Thin Po has 
  four vats, all of which are on display. The first vat contains a thing that 
  has four long cat legs, but the body of which is a transparent, membrane-
  like sac filled with whitish ooze. There is a flexible tube extending from 
  the creature’s rear portion, with several sharp teeth. A scrap of parchment 
  is affixed to the side of the glass vat, reading “10,000 gold pieces.” The 
  second vat is filled with liquid, and something approximately the size of a 
  rosebud floats within. The third and fourth vats are empty.
  Thin Po is an elven wizard, and his companion, Bhan, is obviously 
  not human, floating in the air without feet, hooded and draped in thick 
  layers of cloaks. Bhan does not speak, and conceals the fact that it can 
  communicate (and overhear) by telepathy. Bhan is a khryll, present in 
  Ques Querax by invitation of the Eye of Gaaros to serve as support, in 
  various possible capacities, for the Eye’s rulership of the citadel.
  THIN PO 
  CR 12
  Male elf necromancer 13
  CE Medium humanoid (elf)
  Init +2; Senses life sight (20 ft., 13 rounds), low-light vision; 
  Perception +10
   
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 54 (13d6–13)
  Fort +3; Ref +6; Will +11; +2 vs. enchantment
  Immune sleep
   
  Speed 30 ft.
  Melee unarmed strike +6/+1 (1d3)
  Special Attacks power over undead (channel energy 10/
  day, DC 16)
  Necromancer Spell-Like Abilities (CL 13th: melee touch +6):
  This building has no unusual identifying features.
  The air around this building is rich with a pleasant, but somewhat 
  heavy, cloying odor.
  The only “sign” hanging outside this building is a glass flask 
  containing some sort of small animal suspended in a clear fluid.
  Cyclopean Deeps 2: Eye of the Titan
  
  15
  10/day—grave touch (6 rounds)
  Spells Prepared (CL 13th: melee touch +6, ranged touch +8):
  7th—finger of death (DC 24), finger of deathB (DC 24), 
  greater teleport
  6th—circle of death (DC 23), circle of deathB (DC 23), flesh 
  to stone (DC 23), repulsion (DC 23)
  5th—break enchantment (DC 22), magic jar (DC 22), magic 
  jarB (DC 22)
  4th—dimension door x2, phantasmal killer (DC 21), greater 
  false life, greater false lifeB, suffocation (DC 22)*, teleport, 
  touch of slime (DC 21)**
  3rd—dispel magic, excruciating deformation (DC 20)**, 
  marionette possession (DC 20) **, ray of exhaustion (DC 20), ray 
  of exhaustionB (DC 20), suggestion (DC 20), vampiric touch
  2nd—blindness/deafness (DC 19) x2, disfiguring touch (DC 
  19) **, false life x2, false lifeB, invisibility 
  1st—charm person (DC 18) x2, mage armor, magic missile 
  x2, ray of enfeeblement (DC 18), ray of sickeningB (DC 18) **
  0 (At will)—bleed (DC 17), detect magic, mage hand, read 
  magic
  Arcane School Necromancy Opposition School Illusion
   
  Str 10, Dex 14, Con 8, Int 24, Wis 16, Cha 10
  Base Atk +6; CMB +6; CMD 18
  Feats Brew Potion, Command UndeadB, Craft WandB, Craft 
  Wondrous Item, Dimensional Agility**, Golem Constructor 
  (flesh)B**, Opposition Research**, Persistent Spell, Scribe ScrollB, 
  Spell Mastery (false life, mage armor, magic jar, magic missile, 
  repulsion, teleport, vampiric touch), Weapon Focus (ray)
  Skills Appraise +11, Bluff +1, Diplomacy +1, Fly +10, Intimidate 
  +1, Knowledge (arcana) +22, Knowledge (dungeoneering) 
  +20, Knowledge (planes) +20, Knowledge (religion) +20, 
  Linguistics +16, Perception +10, Profession (butcher) +16, 
  Profession (tanner) +11, Sense Motive +13, Sleight of Hand 
  +5, Spellcraft +22 (+24 to identify magic items), Stealth 
  +7, Survival +8, Use Magic Device +5; Racial Modifiers +2 
  Perception
  Languages Abyssal, Aklo, Common, Daemonic, Dark Folk, 
  Draconic, Drow Sign Language, Dwarven, Elven, Giant, 
  Goblin, Infernal, Orc, Terran, Undercommon
  SQ elven magic
  Combat Gear 2 scrolls of lightning bolt (CL 10th); Other Gear 
  bracers of armor +5, wand of acid arrow (CL 7th)
  * Pathfinder Roleplaying Game Advanced Player’s Guide
  **Pathfinder Roleplaying Game Ultimate Magic
  BHAN-RKA (KHRYLL) 
  CR 6 
  XP 2,400
  hp 52 (see Area 3H–2, above)
  Treasure: Thin Po wears bracers of armor +5, and carries 2 
  scrolls of lightning bolt (CL 10th) with him at all times, tucked 
  into his belt. In a locked chest hidden beneath a loose 
  flagstone in the floor he keeps 3,500 gp, 2 rubies (250 gp 
  each), a wand of black tentacles (CL 10th; 5 charges) and 
  a bracelet of sapphires (1,000 gp).
  3H–15. Palace (CR varies, 12–15)
  The palace is the lair of the Eye of Gaaros, ruler of Ques Querax. The 
  parchment on the door post is the “Bounty of the Week.” This is not an 
  actual weekly bounty, it is just the name that the denizens of Ques Querax 
  have given to the Eye’s custom of posting rewards for those who bring it 
  specific ingredients it needs for its projects (see sidebar).
  The Eye is a living thing, apparently a complete organism unto itself, 
  although science would be unable to explain why or how it survives or 
  This building, unlike most of the others that encircle the 
  Caravanserai, has obviously been constructed with the assistance of 
  some powerful enchantments. The stone is as smooth as unworked 
  limestone, to all appearances a natural formation of the living rock, 
  although the surface ripples with designs and spirals that – while 
  quite alien in appearance – are obviously the product of some kind 
  of deliberate craftsmanship.
  The door of the building is some kind of white wood. A piece of 
  parchment with writing on it is nailed to the door post.
  Bounty of the Week
   1. 
  We require a quantity of green moss (reward of 
    
  100 gp per pound, up to five pounds).
   2. 
  We require the hand of a human (left, preferably; 
    
  right is acceptable). Reward 500 gp.
   3. 
  We require one ton of smelted iron 
    
  (25 gp reward).
   4. 
  We require the head of a bugbear, very fresh 
    
  (100 gp reward)
   5. 
  We require double-fermented mushroom liqueur 
    
  (50 gallons, all or none). Reward 450 gp.
   6. 
  We require a jar of yellow cave-flies (700 gp 
    
  reward). Must be yellow ones, not green.
   7. 
  We require the heart of a piercer 
    
  (100 gp reward).
   8. 
  We require the webs of a giant spider 
    
  (500 gp reward).
   9. 
  We require the finger of a troll. NOT a two-
    
  headed troll, NOT a cross-breed, but a pure troll 
    
  (1,000 gp).
   10. We require the stinger of a purple worm 
    
  (8,000 gp)
  Cyclopean Deeps 2: Eye of the Titan
  
  16
  thinks. It is the only remaining part of a titanic being named Gaaros-
  Uaazath that lived many centuries ago. This is the fullest extent of 
  information about the Eye that can be gained in Ques Querax (with a 
  DC 30 Knowledge [local] check) other than from the khryll, who know 
  somewhat more than the other denizens. 
  The interior of the palace is a single room; the Eye does not sleep, 
  and its bodyguards do not live here, so there is no need for any other 
  space within. The entire chamber serves as a combination throne room 
  and military headquarters for the Eye. The Eye is not always in the palace 
  chamber, for it spends a great deal of time in the catacombs below the 
  palace. However, the Eye knows when the palace doors are opened, and 
  unless it is engaged in sensitive work on its golem it will usually arrive in 
  the throne room within an hour. There is a 64% chance that the Eye will be 
  present at any particular time the characters might visit the palace. 
  The pit (whether closed or open) is the entrance into the catacombs 
  beneath the palace, leading to Area 3H–18. If the Eye is not present, 
  Captain Culverv will politely inform the characters that their business at 
  the palace will have to wait.
  BUGBEAR GUARDS (20) 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Bugbear”)
  GUARDS (4) 
  CR 4
  XP 1,200
  Male human fighter 5
  LN Medium humanoid (human)
  Init +5; Perception +6
   
  AC 23, touch 11, flat-footed 23 (+9 armor, +1 Dex, +3 shield)
  hp 52 (5d10+20 plus 5)
  Fort +6; Ref +0; Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
   
  Speed 20 ft. 
  Melee mwk bastard sword +12 (1d10+6/19–20)
  Ranged mwk light crossbow +7 (1d8/19–20)
  Special Attacks weapon training (heavy blades +1)
   
  Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  Base Atk +5; CMB +9; CMD 20
  Feats Exotic Weapon Proficiency (bastard sword), Improved 
  Initiative, Power Attack, Shield Focus, Weapon Focus 
  (bastard sword), Toughness, Weapon Specialization (bastard 
  sword)
  Skills Climb +6, Intimidate +7, Perception +6
  Languages Common
  SQ armor training 1
  Combat Gear masterwork full plate, masterwork bastard 
  sword, masterwork light crossbow, 20 bolts, masterwork 
  heavy steel shield, masterwork full plate
  CAPTAIN CULVERV 
  CR 7
  XP 3,200
  Male human fighter 8
  N Medium humanoid (human)
  Init +6; Perception +8
   
  AC 25, touch 12, flat-footed 25 (+10 armor, +2 Dex, +3 shield)
  hp 80 (8d10+24 plus 16)
  Fort +10; Ref +5; Will +6 (+8 vs. fear)
  Defensive Abilities bravery +2
   
  Speed 20 ft.
  Melee +1 bastard sword +14/+9 (1d10+7/17–20) or spiked 
  gauntlet +11/+6 (1d4+3)
  Ranged javelin +10 (1d6+3)
  Special Attacks weapon training (heavy blades +1)
   
  Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +8; CMB +11; CMD 23
  Feats Exotic Weapon Proficiency (bastard sword), Improved 
  Critical (bastard sword), Improved Initiative, Improved Iron 
  Will, Iron Will, Power Attack, Toughness, Vital Strike, Weapon 
  Focus (bastard sword), Weapon Specialization (bastard 
  sword)
  Skills Intimidate +7, Knowledge (dungeoneering) +5, 
  Perception +8, Profession (soldier) +5, Ride +8, Survival +10
  Languages Common
  SQ armor training 2
  Combat Gear 2 potions of cure light wounds, 2 potions 
  of divine favor, 2 potions of shield of faith; Other Gear +1 
  full plate, +1 heavy steel shield, +1 bastard sword, spiked 
  gauntlet, 5 javelins, cloak of resistance +1, 40 gp
  IKGIL-OTAKTI (KHRYLL) 
  CR 6 
  XP 2,400
  hp 52 (see Area 3H–2, above)
  THE EYE OF GAAROS-UAAZATH 
  CR 14
  XP 38,400
  CE Medium aberration
  Init +0; Senses darkvision 120 ft., low-light vision; Perception 
  +21 
   
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 250 (20d8+140 plus 20)
  Fort +13, Ref +8, Will +19
  Immune illusion, mind-influencing spells; SR 15
   
  Speed fly 30 ft. (poor)
  Melee none
  Special Attacks gaze of most utter domination
  Spell-Like Abilities (CL 12th)
  Constant—zone of truth (DC 16)
  At will—mage hand, open/close
  3/day—charm monster
  2/day—lightning bolt
  1/day—circle of death (DC 20), teleport
   
  Str —, Dex 10, Con 25, Int 24, Wis 20, Cha 18
  Base Atk +3; CMB +5; CMD 15
  Feats DiehardB, EnduranceB, Improved Initiative, Improved 
  Iron Will, Improved Lightning Reflexes, Iron Will, Leadership, 
  Lightning Reflexes, Persuasive, Skill Focus (Knowledge 
  [history]), Skill Focus (Knowledge [local]), Toughness
  Skills Appraise +20, Bluff +17, Diplomacy +17, Fly +12, 
  Intimidate +20, Knowledge (arcana) +20, Knowledge 
  (dungeoneering) +20, Knowledge (engineering) +21, 
  Knowledge (history) +31, Knowledge (local) +27, Knowledge 
  (planes) +20, Knowledge (religion) +20, Perception +21, 
  Sense Motive +19, Stealth +16
  If the Eye of Gaaros-Uaazath is present (64% chance):
  The inside of the building is a single room, dominated by a huge 
  eyeball that floats over an open pit in the northern part of the room, 
  directly across from the door. Although it is definitely recognizable 
  as an eye, it does not look at all like a human eye – for one thing, 
  the sphere has a diameter of almost three feet. The pupil of the eye 
  seems to change shape from a vertical slit into a circle, and the back 
  half of the eyeball is encased in metal.
  In addition to the eye, there are several guards in the room, all 
  of them alert.
  If the Eye of Gaaros-Uaazath is NOT present:
  The inside of this building is a single, large room, occupied by 
  a contingent of guards. The only unusual feature of the room is 
  a large bronze disk on the floor, which appears to have several 
  handles at intervals around the edge.
  Cyclopean Deeps 2: Eye of the Titan
  
  17
  Languages telepathy (250 ft.)
   
  Gaze of Most Utter Domination (Su) Any single target gazed 
  upon by the Eye must make a successful DC 20 Will save or 
  fall under the Eye’s complete mental domination (similar 
  to dominate monster, but see below). Fortunately, the Eye 
  has little interest in causing people to harm themselves, but 
  if it decides to order a controlled victim to commit a self-
  destructive act, the target is permitted an additional DC 15 
  Will save to break the enchantment. The Eye must decide to 
  use the gaze; it is not a constant feature of the Eye’s sight. 
  The Eye can maintain control of no more than one person at 
  a time. 
  3H–16. Tunnel
  This tunnel leads to the areas described in Cyclopean Deeps 3: Izamne, 
  City of Endless Dark.
  3H–17. Tunnel
  This tunnel leads to the areas described in Cyclopean Deeps 4: Dread 
  Domes of the Serpentfolk.
  A broad tunnel leads away into darkness.
  At this point, a wide tunnel leads off from the main cavern. The 
  ceiling is rough with small stalactites, but the floor is smooth, 
  obviously from the passage of travelers coming and going from 
  the Fortress.
  Cyclopean Deeps 2: Eye of the Titan
  
  The titanic being known as Gaaros-Uaazath was not originally of this 
  plane of existence. It emerged into the dark caverns of the Cyclopean 
  Deeps almost a thousand years ago, whereupon it gave birth to a large 
  number of khryll and then slowly died over the course of a century, 
  imparting forbidden secrets and sinister lore to its progeny. The physical 
  form of the titan was not that of a khryll, and the khryll have their own 
  methods of reproduction that do not include the creation of inter-planar 
  titans. It is therefore unclear if the titan was a biological parent, a vehicle 
  that forced its way through the planes long enough to deliver its horrid 
  cargo,  the physical manifestation of an ancient curse, or an outgrowth of 
  a chaos god. The khryll “offspring” of the titan consider it to have been 
  a quasi-god of Chaos and Evil that penetrated the material plane long 
  enough to spawn a superior breed of khryll into the deep caverns of the 
  world, although not all agree with this “religious” theory. The khryll are 
  aware that they are not the only ones of their species living in the world, 
  but their origin in the titan seems — to them, at least — to indicate that 
  they are a superior strain, destined to rule or to consume the others in the 
  due course of time.
  3H–18. The Underthrone
  A DC 10 Knowledge (engineering) check or a DC 15 Knowledge 
  (arcana) check determines that the symbols are some sort of numerical 
  calculation – one that has apparently taken the walls of an entire cavern 
  to complete.
  3H–19. Practice Titan 
  A DC 20 Knowledge (arcana) check confirms that this mind-numbing 
  construct is designed to be activated or brought to life in some fashion, 
  much like a golem. As it happens, this is no more than a scale model; the 
  real re-creation of the titan is in Area 22. Many of the internal working 
  parts of the practice titan are made of organic material, and the slow 
  rotting of this material is what causes the bad smell, for no effort is being 
  made to preserve it. For thinking players, this might offer a clue to the fact 
  that this is no longer a first-priority project. If anyone specifically asks 
  about the eyes of the titan, that character discovers that the beast has two 
  eye sockets, that only one has an eye in it, partly organic and backed with 
  metal … and that the size of the titan’s eye is about one and a half feet in 
  diameter (in other words, only half the size of the Eye of Gaaros).
  If the PCs want to search and poke around in the practice titan’s innards, 
  there are several gaps between the metal plates through which a person 
  can squeeze (unless wearing heavy armor or larger than a human). For 
  each minute a character spends searching (DC 20 Perception check), one 
  of 10 things happen. The events do not repeat, and once all of them have 
  transpired the hulk of the model titan has effectively been stripped of all 
  its interesting qualities.
   
  1.  Bad smell intensifies: make a DC 15 Fortitude save or 
   
  become nauseated. A nauseated PC must make a  
   
  second DC 15 Fortitude save to avoid becoming 
   
  overcome by the nausea and unable to move. Anyone 
   
  stuck in this way must be pulled out by another person, 
   
  who must also make the save (unless preparations were 
   
  made to pull searchers out, such as the simple 
   
  expedient of tying a rope to those entering the 
   
  colossus).
  2.  Pocket of extremely foul air when an internal organ 
   
  bursts. As with “Bad smell intensifies,” but the DC of the 
   
  save is 20.
  3.  Slime: the character comes across a tube that drips 
   
  green slime. A successful DC 15 Reflex save is required 
   
  to avoid touching the slime.
  4.  Gray ooze: a gray ooze is inside the colossus, and 
   
  attacks the character.
  5.  Kidney stone: The character discovers a gem worth 
   
  1d10 x 1,000 gp.
  6.  The character breathes in some healthy fumes: if the 
   
  character successfully makes a saving throw, add 1 
   
  point to the character’s Constitution attribute.
  7.  Irritable bowel: The character becomes wrapped in 
   
  a section of guts and is trapped unless a DC 20 Escape 
   
  Artist or DC 20 Strength check is successful. If trapped, 
   
  the character must be pulled out (see “Bad smell 
   
  intensifies,” above).
  8.  Hot spot: The character discovers a jeweled piece of 
   
  plating that (if worn in some fashion) serves as an 
   
  amulet of protection from energy [fire] (similar to a ring). 
   
  The plating is magical and can be detected.
  9.  The character discovers a complex twist of silver wire, 
   
  worth 25 gp.
  10.  The character discovers two gems, each worth 1d6 x 
   
  1,000 gp. They are wired together with a magical 
   
  charge running between them. Unless the wire is cut 
   
  during a dispel magic spell, within an anti-magic field, 
   
  or in a similar magical dead zone, the gems explode 
   
  for 4d6 points of damage each (DC 20 Reflex save for 
   
  half damage). The explosion leaves behind gems that 
   
  are somewhat damaged (worth half their original 
   
  value).
   
  3H–20. Equipment Room (CR 6)
  The creature is the room is a khryll, and the characters have most likely 
  already met one of their kind in Ques Querax, either at the gate or almost 
  certainly in the palace above. If not, the encounter is a very nasty surprise. 
  It may not be possible to persuade the khryll that the characters have 
  business down here in the catacombs, since it is capable of reading minds. 
  18
  The Catacombs
  This large cavern has two exits: a smooth-walled corridor that 
  leads to the south, and the circular hole in the ceiling that leads 
  up to the palace room. The walls of the cavern itself have been 
  inscribed with thousands and thousands of tiny symbols.
  This large room is filled with what appears to be the colossal, 
  metal body of something resembling a lobster. The segmented 
  shape is far too long (there are fifty segments), and it has too many 
  legs (thirty) for a lobster (a DC 25 Perception check notices the 
  resemblance to a khryll, although in immense proportions), but the 
  similarity is definitely there. The overall length of the gleaming 
  construction is 70 ft., and the segments have a diameter of about 20 
  ft. Strangely organic looking tubes poke out here and there from in 
  between the segments, and the entire machine seems to be giving 
  off an unpleasant smell.
  The walls of this room contain a number of shelves that are piled 
  high with various bottles, tubes, glass vessels, and dried plants. A 
  carapaced creature hovers in the air, where it has apparently been 
  inventorying the contents of the room. It turns toward you, the 
  expression on its alien face unreadable.
  
  19
  3
  The Catacombs
  
  However, if every character in the party manages to make a DC 20 Will 
  save, then they have managed to block the khryll’s mental probing, and 
  might succeed in telling a lie (opposed Bluff vs. the khryll’s Sense Motive 
  check). If they fail to persuade (or don’t even try) then the khryll attacks 
  using its mental blast.
  EKA-KNAU (KHRYLL) 
  CR 6 
  XP 2,400
  hp 52 (see Area 3H–2, above)
  Treasure: The various materials in the room are collectively 
  worth 40,000 gp, but they need to be hauled somewhere for 
  sale (and that would obviously not be Ques Querax). In with 
  the rest of the 40,000 gp worth of materials the party can 
  locate 5 potions (all of which are potions of cure moderate 
  wounds). The khryll is wearing a necklace made of obsidian-
  type beads, but they are not a known mineral – the oddity 
  of the stone makes the necklace worth 10,000 gp to the 
  right purchaser.
  3H–21. Mnemopods.
  The diagram on the wall is Player Map 1.
  The four spheres in this room are “mnemopods”; magic items that allow 
  a telepath to record a few moments of direct thought for another to “read” 
  later on. These are used by the Eye’s khryll servants to leave messages for 
  each other; as telepathic creatures, they find written communications to be 
  utterly inadequate.
  Sphere 1 (lowest):
  The sphere must be touched in order to convey its message: the image 
  of a khryll (Akn-A-Nangish-Te from Area 3H–2), which will then be 
  replaced by an image of the practice titan in Room 3H–19. A moment 
  later, there are two combined images, superimposed over each other: the 
  third segment of the titan, and a piece of jeweled plating (see result #8 in 
  Room 3H–19). If the characters use this vision and specifically state that 
  they are looking in segment 3 of the practice titan, there will be a 50% 
  chance of finding the piece of jeweled plating immediately.
  Sphere 2: 
  This image portrays a dark stalker with dark creepers. The octopus 
  amulet is an important piece of darkstalker history.
  Sphere 3: 
  See Area 3H–23.
  Sphere 4 (highest):
   This sphere does not currently have a memory stored inside it, which 
  is why it is floating higher than the others – it is lighter. If it is touched, it 
  will not project a mental image for a moment, since it will be accepting 
  the mental image from the person touching it. Therefore, after a moment, 
  the person touching the sphere will see a picture form … of the character’s 
  own face, which will then turn into an image of the entire party of 
  adventurers and what they have been doing for the last ten minutes or so. 
  This image will remain recorded in the mnemopod.
  3H–22. The Titan in Waiting 
  (CR 7, 14 if the Eye is present)
  If the party has already seen the practice titan in Room 3H–19, they 
  will immediately notice that there is no rotting smell here, as there is in 
  the other room with the smaller titan.
  If the Eye of Gaaros was not above in the palace when the characters 
  entered the catacombs, then it will be found in this room, working on the 
  titan. For details on the Eye of Gaaros, see 3H–15. The Eye uses several 
  tools at one time, manipulating them all by telekinesis.
  The organic and mechanical innards of this titanic construct are in good 
  shape. The metal parts are polished, and the living tissue is a healthy-
  looking mixture of greens, yellows, and pink. It is apparently not functional 
  20
  This room has a diagram of some kind painted on the wall, and 
  there are four glass spheres floating in the air. One of the spheres is 
  three feet off the ground, the next is four feet, the next is six feet, 
  and the highest sphere is a full ten feet off the ground, very near 
  the ceiling.
  As you touch the sphere an image forms in your mind. You see a 
  hideous creature floating in the air, a thing with a segmented shell 
  like a crustacean, but with long tentacles where one might expect 
  legs. It appears to be looking directly at you for a moment, but then 
  the view in your mind’s eye changes to something else. The new 
  image is of a huge, gleaming, metal structure, shaped very much 
  like the creature you just saw, but longer and somewhat thinner, 
  and with many more segments. The image changes again, seeing 
  to focus in upon the third segment of the huge metal structure; 
  the image of a jeweled piece of metal is superimposed upon that 
  segment … and then the image darkens and disappears.
  When you touch the sphere, the entire world suddenly seems 
  to disappear into darkness. After a moment of terror and vertigo, 
  however, you discover that in this telepathic image you are able to 
  sense things moving in the darkness, even to perceive shapes and 
  images even though your eyes are blind to them. From the cloud 
  of darkness in front of you, an image steps forth: a tall, slender 
  creature wearing immaculate black robes, moving with the grace of 
  a dancer. A moment later, four more figures seem to emerge from 
  the dark. These are short, only half the height of the first figure, and 
  their robes are ragged, layer upon layer of threadbare scraps. The 
  tall figure reaches out and is suddenly holding a golden talisman, 
  which it raises in triumph. The image begins to fade, but before it 
  does so the viewer gains a detailed glimpse of the talisman, which 
  is shaped like an octopus with blue sapphire eyes.
  As you touch this sphere, the world seems to spin for a moment, 
  and then you perceive the image of a serpent man, obviously badly 
  beaten and weighed down by heavy chains. The prisoner is in a 
  small cell, and is seen from overhead as the ceiling of the cell is 
  lowered down like a hinged box lid. Once the cell is closed, the 
  top of it is visible as having three large orbs on it. Each orb is lit 
  from within: the central one glows yellow, and the outer ones glow 
  white. The central orb’s illumination slowly changes to white like 
  the others, and then the entire image fades away.
  Your first glimpse of this room creates a moment of vertigo, 
  simply because the proportions of everything seem to be wrong. 
  You are looking at a metal, centipede-like construction, larger than 
  virtually any created thing you have seen in your life; you estimate 
  that it is roughly 20 ft. in diameter and 200 ft. in length. In the 
  center of the room, a bridge has been built to allow crossing over 
  the top of the vast, centipede-like body.
  The Catacombs
  
  21
  yet, although some of the organs are twitching or otherwise showing signs 
  of life. If anyone attempts to explore the interior of this titan, the innards 
  defend themselves. One internal organ will ooze to the attack every other 
  round until the intruder retreats from the titan’s body. The internal organ 
  is for all intents and purposes the same as a black pudding. If a character 
  remains in the body despite the attacks of the internal organs, the character 
  may find one item each round (DC 20 Perception check for 1d10 rounds, 
  or whatever seems appropriate under the circumstances):
  1. An oddly faceted gem worth 1d4 x 100 gp
  2. A twist of wire worth 1d100 gp
  3. A piece of unearthly precious metal worth 1d10 x 100 gp
  4. A gold-plated skull or bone, wired to an organic thing  
  (10 gp for the gold)
  5. A piece of sculptured metal that looks valuable but is 
  worthless
  6. A green, meat-like substance that originally looked a lot 
  like a precious metal, but obviously isn’t once it is picked up 
  and begins to drip.
  TITAN’S INTERNAL ORGAN 
  CR 7
  XP 3,200
  hp 105 (Pathfinder Roleplaying Game Bestiary “Black 
  Pudding”)
  Across the bridge, the characters are able to see the room’s southern 
  chamber, which is blocked off by the bulk of the titan. The southern 
  chamber contains a stone dais with three orbs floating in the air directly 
  above it. Each of the three orbs glows with white light. This is the prison 
  from the “prisoner” memory in 3H–21, but do not volunteer this fact to 
  the players unless there is reason to do so.
  Touching the left or the right orb causes 1d10 points of damage to bare 
  skin (no effect if touched with wood, leather, metal, etc). Touching the 
  central orb with bare skin causes the orb to glow yellow. A moment later, 
  the top of the dais swings up and backward on a hidden hinge, revealing 
  the entrance to the prison cell underneath. 
  3H–23. Prison Cell (CR 0 or 8)
  The current occupant of the prison cell is Saja Kha, a serpent-man. If 
  the characters come into contact with Saja Kha, they will be facing serious 
  trouble with the khryll of Ques Querax, for Saja Kha has learned things 
  that the khryll consider to be a deep, quasi-religious secret. They do not 
  allow anyone who might have learned the secret from Saja Kha to live.
  Saja Kha sneaked into the catacombs as a spy for the Blue Clan of 
  the serpentfolk, in an attempt to learn whatever useful secrets might 
  be learned about the ruler of Ques Querax. He got much more than he 
  bargained for, however, when he used a spell to listen in on a telepathic 
  conversation between two of the khryll, and learned the true nature of the 
  Eye of Gaaros — or, at least, the belief of the Ques Querax khryll that 
  the titan Gaaros-Uaazath was a quasi-god of Chaos and Evil that came 
  to the material plane of existence from elsewhere, and gave birth to a 
  special, elite generation of khryll. These khryll are destined, according to 
  their beliefs, to enslave the entire world, turning all other sapient beings 
  into cattle for their consumption and breeding. This attitude is common to 
  The Catacombs
  
  virtually all khryll, but the khryll of Gaaros take the objective as a divine 
  mandate rather than merely a desirable outcome. They are zealots, biding 
  their time in Ques Querax until the titan is completed and the Eye can 
  take its place in the new body. At that point, the khryll of Ques Querax 
  will engage in the next phase of their plan to invade and breed throughout 
  the world.
  The Blue Clan of the serpentfolk (see Cyclopean Deeps 4: Domes of the 
  Serpentfolk) pay a reward of 10,000 gp for the safe return of Saja Kha to 
  them, but if the adventurers rescue the serpent-man and escape toward the 
  Domes of the Serpentfolk, they are be relentlessly pursued by the khryll.
  SAJA KHA 
  CR 8
  Male serpentfolk magus 5 (Pathfinder Roleplaying Game 
  Bestiary 2 “Serpentfolk”, Pathfinder Roleplaying Game 
  Ultimate Magic “Magus”)
  CE Medium monstrous humanoid
  Init +9; Senses darkvision 60 ft., scent; Perception +17
   
  AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge +3 
  natural)
  hp 77 (5d10+5d8+20)
  Fort +9; Ref +10; Will +12
  Immune mind-affecting, paralysis, poison; SR 20
   
  Speed 30 ft.
  Melee bite +13 (1d6+1 plus poison) 
  Special Attacks spellstrike
  Spell-Like Abilities (CL 10th):
  At will—disguise self (DC 15), ventriloquism (DC 15)
  1/day—blur, dominate person (DC 18), major image (DC 
  17), mirror image, suggestion (DC 17)
  Spells Prepared (CL 5th; melee touch +9, ranged touch +13):
  2nd—none
  1st—none
  0 (At will)—none
   
  Str 12, Dex 20, Con 14, Int 23, Wis 18, Cha 18
  Base Atk +8; CMB +9; CMD 25
  Feats Combat Casting, Dodge, Great Fortitude, Improved 
  Initiative, Weapon Finesse, Weapon Focus (scimitar)
  Skills Acrobatics +10, Diplomacy +6, Disguise +9, Escape 
  Artist +18, Fly +13, Intimidate +11, Knowledge (arcana) +14, 
  Knowledge (dungeoneering) +17, Knowledge (local) +13, 
  Knowledge (religion) +9, Perception +17, Perform (act) +6, 
  Sense Motive +11, Spellcraft +19, Survival +10, Use Magic 
  Device +20; Racial Modifiers +4 Use Magic Device, +8 
  Escape Artist
  Languages Aklo, Common, Dark Folk, Draconic, Drow Sign 
  Language, Dwarven, Undercommon; Telepathy (100 ft.)
  SQ arcane pool (+2, 8/day), spell combat, spell recall, wand 
  mastery 
   
  Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is 
  Constitution-based.
  Treasure: The cell contains no treasure, but it does contain 
  the intact carapace of a dead khryll as well as the skeletons 
  of a human and another of the serpentfolk. Saja Kha has 
  been contemplating the possibility of somehow wearing 
  the khryll carapace in an escape attempt, but he keeps this 
  idea in reserve in case the characters fail to rescue him and 
  he is returned to the cell.
  Conclusion
  It may be that the characters return many times to Ques Querax, treating 
  it as a base of operations, or it may be that they turn themselves into 
  fugitives by looking too deeply into the secrets of the Fortress and its 
  bizarre ruler. In either case, the events in Ques Querax are likely to set the 
  tone for many of the adventures that follow.
  22
  The Catacombs
  
  legal appendix
  Rappan Athuk — Cyclopean Deeps 2: Eye of the Titan is written under version 
  1.0a of the Open Game License. As of yet, none of the material first appearing in 
  Rappan Athuk — Cyclopean Deeps 2: Eye of the Titan  is considered Open 
  Game Content.
  Open Game License Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other-
  wise distribute; (d) “Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game
  Content by the Contributor, and means any work covered by this License, 
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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  thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Games, Inc., published and distributed by Frog God Games; Author Scott Green.
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  mancer Games, Inc., published and distributed by Frog God Games; Author Scott 
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  Rappan Athuk — Cyclopean Deeps 2: Eye of the Titan- Copyright 2012 Bill 
  Webb, Frog God Games
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  23
  
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