TEXT: 1
  Tiger’s 
  Palace
  A short adventure for four 
  9th- or 10th-level PCs
  CREDITS
  Design: 
  Owen K.C. Stephens
  Editing and Typesetting: 
  Sue Weinlein Cook 
  Editorial Assistance: 
  Penny Williams 
  Cartography: 
  Rob Lazzaretti
  Web Production: 
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design: 
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, MONSTER MANUAL, DRAGON, and
  DUNGEON MASTER are registered trademarks owned by
  Wizards of the Coast, Inc. The d20 logo is a trademark
  owned by Wizards of the Coast, Inc. All Wizards charac-
  ters, character names, and the distinctive likenesses thereof are trade-
  marks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States
  of America. Any reproduction or unauthorized use of the material or art-
  work contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc.
  ©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
  This product is a work of fiction. Any similarity to actual people, 
  organizations, places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game
  Content. No portion of this work may be reproduced in any form
  without written permission. To learn more about the Open Gaming
  License and the d20 System License, please visit
  www.wizards.com/d20. 
  Bhishana Bhaga is an old rakshasa searching for a
  comfortable place to retire. No fool, she knows she
  must find a place secluded from the eyes of civilization
  to have any hope of escaping constant battle with the
  forces of good. She also wants a place that allows her to
  live in the rich manner she has become accustomed to,
  able to support one or more guardians and near some
  form of settlement to provide her with amusements.
  Bhishana Bhaga has finally found a locale she likes —a
  small gnomish mine deep in a mountain range.
  Making a pact with a metal-hungry delver named
  CrushStone to guard her new home, the rakshasa has
  driven out most of the gnomes and begun to make
  preparations for her occupancy. Taking the form of an
  elf maiden, she ordered rich furnishings and decora-
  tions to make the mine an underground palace. The
  Bhishana Bhaga has also charmed the gnomes she’s
  captured and convinced them to build traps to protect
  her home from unwanted intruders. Eventually she’ll
  hire more expert artisans to build truly formidable
  defenses, making her underground home a fortress as
  well as a palace. If she is to be rooted out of these
  mountains and the mine returned to the gnomes, the
  best time to do it is now.
  PREPARATION
  You, the Dungeon Master (DM), need a copy of the
  Player’s Handbook, the DUNGEON MASTER’s Guide, and the
  MONSTER MANUAL® to use this adventure.
  Text that appears in shaded boxes is player informa-
  tion, which you may read aloud or paraphrase when
  appropriate. Unshaded boxes contain important infor-
  mation for you, including special instructions. Monster
  and NPC statistics are provided with each encounter in
  abbreviated form or, where appropriate, the proper
  page in the MONSTER MANUAL is referenced.
  Tiger’s Palace uses a modified version of the Old
  Mines map from the February 14, 2002, Map-a-Week
  feature on the D&D® website. The original version of
  the map is available for you to download at
  <http://www.wizards.com/dnd/images/mapofweek
  /Dungeon2_aql1_72.jpg>. The modified map is
  reprinted on the next page for your convenience.
  CHARACTER HOOKS
  Tiger’s Palace can be either a site-based adventure the
  characters simply stumble across or the final climactic
  confrontation with Bhishana Bhaga, if she’s been a
  
  2
  
  3
  recurring villain in your campaign. Though designed
  to be set in a mountainous region near a gnomish
  community, it can be moved to any area likely to sup-
  port a mine, and the gnomes can easily be swapped
  out for any humanoid race (perhaps even evil
  humanoids, though Bhishana is likely to keep them
  charmed anyway). Several possible character hooks
  appear below.
  •
  The mines Bhishana Bhaga has chosen are famous
  for providing high-quality ores, including
  mithral. While the local gnomes are too terrified
  to act against Bhishana directly, the smiths in far
  off cities who depend on these ores for their busi-
  nesses want to know why the supply has dried up.
  They are offering a 2,000 gp award to anyone who
  can restore the precious flow of metals.
  •
  A retired adventurer who hunted but never
  caught Bhishana has found her lair, but is no
  longer young enough to face her himself. He
  may be an old contact of the characters or
  simply someone who has heard of their
  exploits. Either way he contacts them and asks
  for their help.
  •
  The company that has been hired to ship thou-
  sands of gold pieces’ worth of high-quality accou-
  terments and furnishings is concerned about the
  safety of their shipments in a wild region of the
  mountains. The firm hires the characters to check
  out the point of delivery before it ships the pre-
  cious goods.
  •
  The folk in the town where the gnomish
  miners live are worried about the disappear-
  ance of 10 of their miners (whom Bhishana has
  charmed). They contact the heroes to ask them
  to investigate the mines where their loved ones
  were last seen.
  •
  While exploring a different section of under-
  ground caverns, the characters come upon a
  cross-shaft that leads to Bhishana’s lair.
  •
  Bhishana actually invites the characters to come
  deal with her if they dare, as a way of testing her
  current defenses.
  MINE ENCOUNTERS
  The mine itself is unlit, though there are empty torch
  sconces and lamp-hooks set every 100 feet or so. Be
  sure you know how the characters are illuminating
  their way, and keep track of those light sources if they
  get separated. The map’s scale is 1 square = 5 feet.
  1. The Mine Tracks
  It doesn’t matter which set of tracks the characters
  follow into Bhishana Bhaga’s lair. When the characters
  enter the tracked mine shaft read or paraphrase this text.
  From the outside the mine shaft the characters should
  travel 2,000 feet before reaching the map. If the PCs come
  from some other underground area they should
  encounter the cart tracks a similar distance from the map.
  2. Mine Cart Trap
  All the entrances to this section of the mine have been
  trapped. Miner’s carts filled with concentrated
  alchemist’s fire (which the gnomes used to blow up
  large rocks when expanding the mine) have been
  rigged to hurl down the shaft when someone applies
  50 lb. or more to a pressure plate.
  Once someone has triggered the trap, a Listen check
  (DC 15) allows a character to realize something is
  hurtling down the mine shaft in time to take a partial
  action. At the end of that surprise round of action, the
  cart arrives at the point where the pressure plate was set
  off and explodes. If stopped for any reason before
  reaching that point, the cart explodes where it stopped.
  aMine Cart Trap: CR 8; Cart filled with concentrated
  alchemist’s fire (12d6, 20 ft. radius); Reflex save (DC 17)
  halves damage; Search (DC 21); Disable Device (DC 25). 
  Note: The pressure plate that activates this trap counts
  as a stonework trap for purposed of a dwarf’s stonecun-
  ning ability.
  3: CrushStone’s Lair
  CrushStone—a young, overconfident delver—makes
  his home in a cave fairly near the tracked mine shaft.
  When the PCs find his lair, read or paraphrase the fol-
  lowing information:
  The mine shaft is narrow, long, and dark. The
  smell of rock and stale air assaults your nostrils as
  a slow breeze drifts toward you from the depth of
  the shaft. It goes on for as far as the eye can see,
  with a sturdy set of cart tracks stretching out
  along the floor. The shaft is only 10 or 12 feet
  wide, and the tracks take up the middle 6 feet of
  that. The ceiling is rough-hewn rock 10 feet from
  the ground, and thick oak braces are set every 20
  feet. Though you hear no noise coming from the
  depths of the corridor, every noise you make
  echoes quietly off into the blackness ahead.
  
  4
  In the unlikely event the characters surprise Crush-
  Stone (only likely if the entire group is flying or other-
  wise avoiding his tremorsense), add the following
  description and allow the PCs a surprise round.
  d Crush Stone: Male delver; CR 9; Huge aberration;
  HD 15d8+75; hp 142; Init +5; Spd 30 ft., burrow 10 ft.;
  AC 14, touch 9, flat-footed 13; Atk +17 melee (1d6+8
  plus 2d6 acid, 2 slams); Face/Reach 10 ft. by 20 ft./10 ft.;
  SA acid; SQ acid immunity, corrosive slime, darkvision
  60 ft., stone shape, tremorsense; AL NE; SV Fort +10,
  Ref +6, Will +11; Str 27, Dex 13, Con 21, Int 14, Wis 14,
  Cha 12.  
  Skills and Feats: Hide –7, Intuit Direction +9, Knowl-
  edge (geology) +9, Listen +13, Move Silently +19,
  Spot +13; Alertness, Blind-Fight, Improved Initiative,
  Power Attack.
  Acid (Ex): Each of Crush Stone’s slam attacks deals
  an additional 2d6 points of acid damage.
  Corrosive Slime (Ex): Crush Stone produces a
  mucuslike slime that contains a highly corrosive sub-
  stance. The slime is particularly effective against stone.
  Crush Stone’s mere touch deals 2d6 points of acid
  damage to organic creatures or objects. Against metal-
  lic creatures or objects, the slime deals 4d8 points of
  damage, and against stony creatures (including earth
  elementals) or objects, it deals 8d10 points of damage.
  Crush Stone’s slam attack leaves a patch of slime that
  deals 2d6 points of damage on contact and another 2d6
  points of damage in each of the next two rounds. A
  large quantity (at least a quart) of water or weak acid,
  such as vinegar, washes off the slime. An opponent’s
  In the center of the room lies an enormous, glis-
  tening mass of dark ooze. Before you can deter-
  mine what the mass is it shifts, bringing two
  huge clawed flippers and a large black eye to
  bear on you.
  The rock passageway opens into a large round
  room, with the ceiling stretching to a height of 20
  feet above you. Though clearly made of stone, the
  room is textured as if it were molded out of wet
  clay, with many rounded edges and curved
  depressions. There are no sharp protrusions or
  flat surfaces in the whole room, giving it an
  appearance quite distinct from the rest of the
  mine complex. There is also a lingering corrosive
  scent, as though the whole room had recently
  been bathed in a weak acid.
  Crushstone’s Tactics
  CrushStone is a sad example of a delver in
  many ways. He has become addicted to the
  taste of valuable metals, which led him to
  invade the gnomes’ mine in search of gold,
  mithral, and silver. When he encountered Bhis-
  hana Bhaga, she offered to feed him the metals
  he craved (in small amounts) in return for his
  services as a guard. CrushStone now sees Bhis-
  hana as his only source for these metals and
  would rather die than disappoint her. Offers to
  bribe him with any metal other than mithral
  automatically fail, but the presence of that pre-
  cious material is enough to allow a character to
  make a Diplomacy (or perhaps Bluff) check to
  negotiate with the delver.
  If CrushStone hears the explosion of the
  mine cart (encounter 1), he moves as quietly
  as possible toward the noise. Should he spot
  the characters before they see him (which is
  very likely if they have a light source), he
  moves to a side passage and covers it with
  softened earth using his stone shape ability.
  After the characters pass his position (any
  dwarf gets a stonecunning-based Search
  check to spot the new wall covering the
  delver’s hiding place), CrushStone moves out
  and attacks from behind.
  If CrushStone doesn’t hear the explosion
  (likely if the characters bypass the trap) he
  remains in his lair until he senses them with
  tremorsense. Under this circumstance Crush-
  Stone trundles out to attack the PCs more
  directly. Once he starts fighting, he makes sure
  to hit every armored target once before concen-
  trating on any one of them (giving his acid the
  best chance to eat through each foe’s armor). If
  possible the delver stays in corridors no wider
  then himself, to prevent enemies from reaching
  his flanks (and hopefully preventing sneak
  attacks). If you want CrushStone to have a few
  tunnels ready to retreat to (a common delver
  tactic), simply pick one or more of the side-pas-
  sages and note that it has a 1- or 2-inch cover-
  ing of thin rock over the entrance.
  XP Adjustment: If the delver has a chance to
  ambush the party, or if you’ve decided to give it
  a few bolt-holes, grant an additional 25% expe-
  rience award to parties that overcome it under
  these more difficult circumstances.
  
  5
  armor and clothing dissolve and become useless
  immediately unless the wearer succeeds at a Reflex
  save (DC 22) Any weapon that strikes Crush Stone also
  dissolves immediately unless the wielder succeeds at a
  Reflex save (DC 22). A creature attacking Crush Stone
  with natural weapons takes damage from the slime
  each time its attacks hit unless it succeeds at a Reflex
  save (DC 22).
  Stone Shape (Ex): Crush Stone can alter his slime
  to temporarily soften stone instead of dissolving it.
  Once every 10 minutes, he can soften and shape up to
  25 cubic feet of stone as though by a stone shape spell
  (caster level 15th).
  Tremorsense (Ex): Crush Stone can automatically
  sense the location of anything within 60 feet that is in
  contact with the ground.
  4. The Workroom
  When not preparing her new lair, the 10 gnome
  miners Bhishana has under her thrall with the charm
  monster spell generally stay in a workroom in one of
  the caves not far from the main shaft. When the PCs
  enter the workroom area, read or paraphrase the fol-
  lowing information:
  d Gnomes: hp 9, 8, 7, 6, 5, 5, 5, 4, 4, 3; see MM, page
  106.
  5. The Sanctum
  Bhishana Bhaga stays in this bedroom when not work-
  ing, so this is where the PCs most likely will find her if
  they surprise her. She’d prefer not to fight in here but
  doesn’t hold back if pressed.
  Trap
  The wardrobe in the back of the sanctum is a locked
  (DC 35 to open). A trap on the lock jabs a spring-
  loaded, poisoned blade at anyone opening it without
  using the key. The key is located in a hidden compart-
  ment in the right bedpost of Bhishana’s headboard
  (Search DC 25 to find).
  aPoisoned Needle Trap: CR 9; +16 melee (1d4) plus
  poison (1d6 Con/2d6 Con); Fort save (DC 20) resists;
  Search (DC 24); Disable Device (DC 28).
  Treasure
  The wardrobe contains
  several sacks of coins and
  a few gems and art pieces
  Bhishana hasn’t decided
  where to put yet. (She’s
  waiting for her furnish-
  ings to arrive before deco-
  rating with her valuables).
  The coins are divided into
  four bags, one with 200 cp,
  one with 480 sp, one with
  500 gp, and one with 130
  pp. A fifth bag holds five
  brilliantly 
  polished
  teardrop-shaped blood-
  stones (50 gp each) and a
  single golden amethyst
  with dark and light veins
  that give it a tiger-striped
  appearance (500 gp). Loose in the cabinet shelves are two
  cloth-of-gold tapestries depicting scenes of ornate gar-
  dens (1,050 gp each), an ebony jewelry box inlaid with
  tiny rubies and pearls (2,100), and a set of silver table-
  Another cave opens out from the corridor, but
  one much more clearly designed for comfort. The
  walls have been painted with bright murals in
  red, gold, and silver. A thick mat of woven grass
  covers the floor, making it soft to walk across and
  decorating it with complex, swirling patterns.
  From the ceiling hang numerous brass hooks and
  fixtures, though there is no sign of what the
  hooks are meant to hold. A large four-post bed
  sits in the middle of the room with a desk,
  wardrobe and several comfortable chairs against
  the back wall.
  This room looks obviously lived in, with piles of
  rags scattered around for makeshift beds and
  some supplies rotting in a corner. But it looks
  more like a prison than a place where any self-
  respecting creature would choose to dwell. The
  smell of thick perfume is strong, but not quite
  strong enough to overcome the scent of musty
  clothes and unwashed bodies.
  A group of gnomes huddles in the center of the
  room, obviously beaten and mistreated but not
  bound in any way. As soon as they spot you, the
  gnomes cry out softly:
  “You must flee and leave us to our fate! There is
  a great undead creature in the chamber beyond, a
  husk that was once a powerful sorcerer. If you
  remain, it will destroy us all!”
  DM’s Note
  If Bhishana has heard the PCs coming,
  she may be in this room disguised as
  one of the gnomes. See her tactics
  note in encounter 5 below. The
  gnomes have been told to make the
  claim about a lich to anyone who
  arrives—it’s Bhishana’s way of getting
  potential attackers off their guard. If
  pressed for more information, the
  gnomes make up details as best they
  can, but are unlikely to pass a Sense
  Motive check.
  The gnomes are convinced Bhishana
  is their friend and are will not betray
  her, but they aren’t fighters. Even if
  Bhishana is directly attacked, they do
  little more than cry out for the heroes
  to stop attacking their protector.
  
  ware including an ewer (55 gp); 12 diner plates (30 gp
  each); 12 sets of two forks, three knives, and two spoons
  (35 gp per set); and four serving plates (60 gp each).
  If for some reason Bhishana Bhaga wasn’t ready for
  visitors, her potion of charisma and two scrolls of dispel
  magic are in the wardrobe as well. Bhishana always
  keeps her +2 ring of protection on her.
  d Bhishana Bhaga: Female advanced rakshasa; CR
  11; Medium-size outsider (evil, lawful); HD 14d8+42;
  hp 133; Init +2; Spd 40 ft.; AC 23, touch 14, flat-footed
  21; Atk +15 melee (1d4+1, claw) and +10 melee (1d6,
  bite); SA Spells; SQ Alternate form, detect thoughts,
  DR 20/+3, outsider traits, spell immunity, vulnerability
  to blessed crossbow bolts; AL LE; SV Fort +12, Ref +11,
  Will +10; Str 13, Dex 14, Con 16, Int 13, Wis 13, Cha 17.
  Skills and Feats: Bluff +17 (or +21 if reading an oppo-
  nent’s mind), Concentration +11, Diplomacy +7,
  Disguise +17 (or +21 if reading opponent’s mind, or +27
  if using alternate form, or +31 if doing both), Hide +8,
  Intimidate +5, Listen +17, Move Silently +19, Perform
  (ballad, chant, dance, drama, epic, lute, mime, poetry,
  song) +12, Sense Motive +10, Spellcraft +8, Spot +18;
  Alertness, Dodge, Expertise, Power Attack.
  Alternate Form (Su): Bhishana can assume any
  humanoid form, or revert to her natural form, as a stan-
  dard action. This ability is similar to the alter self spell
  (caster level 18th), but she can remain in the new form
  indefinitely.
  Detect Thoughts (Su): Bhishana can continuously
  detect thoughts as the spell (caster level 18th; save DC
  20). She can suppress or resume this ability as a free
  action.
  Outsider Traits: Bhishana has darkvision (60-foot
  range). She cannot be raised or resurrected (though a
  wish or miracle spell can restore life).
  Spell Immunity (Su): Bhishana ignores the effects
  of spells and spell-like abilities of 8th level or lower,
  just as if the spellcaster had failed to overcome spell
  resistance.
  Vulnerability to Blessed Crossbow Bolts (Ex):
  Any hit scored with a blessed crossbow bolt instantly
  slays Bhishana.
  Sorcerer Spells Known (6/7/7/6/3; save DC 13 +
  spell level): 0—dancing lights, daze, detect magic, ghost
  sound, mage hand, open/close, prestidigitation, read magic;
  1st—charm person, cure light wounds, hypnotism, magic mis-
  sile, shield, true strike; 2nd—cat’s grace, protection from
  arrows, web; 3rd—haste, lightning bolt; 4th—charm monster. 
  Bhishana Bhaga’s Tactics
  It’s important to remember that Bhishana Bhaga is an old and
  cunning creature, well aware of both her strengths and her weak-
  nesses. She never engages in combat without her protection from
  arrows spell for fear of blessed crossbow bolts (any bolt which
  fails to penetrate her DR from that spell is not considered a hit—it
  must inflict at least 1 hit point of damage to slay her). She knows
  that many weapons and most spells cannot harm her, so she
  attacks targets that can damage her in preference over any others.
  On the other hand, Bhishana has no intention of giving up
  her new home if she can avoid doing so. Having made an
  arrangement for the delver to protect her, she assumes it can
  handle any intrusion she overhears. As a precaution she does
  cast a few long-duration spells if she hears fighting elsewhere
  in the mine (cat’s grace and protection from arrows, most
  importantly), but generally ignores it until it sounds as though
  CrushStone has fled or failed.
  If possible, Bhishana moves to attack the invaders before they
  come near her sanctum, and leads them away from her home.
  She may even try to take them past the mine cart trap on what-
  ever path they didn’t use to reach her (Bhishana knows well
  where the pressure plate is, and automatically avoids it). If the
  party looks too weak to face her in combat, she either moves in to
  finish them off or offers to let them go in return for an appropri-
  ate tribute (something worth at least 5,000 gp).
  If it becomes clear to Bhishana Bhaga that invaders will reach
  her inner sanctum, she instructs the charmed gnomes to huddle
  in the main room and assumes a gnomish form herself. When
  the characters arrive, the gnomes are to falsely warn them of a
  powerful lich resting in the back room. After observing the char-
  acters for a few rounds, she attempts to charm (using charm
  monster) the one that seems most likely to be a healer. If she
  succeeds she’ll attack the other characters, going for anyone
  with a crossbow first, then concentrating on any other healers,
  and then on weapon-wielding combatants. Since she’s all but
  immune to damaging spells, she ignores enemy spellcasters
  other than healers unless they make themselves obvious targets.
  Bhishana always casts protection from arrows before any
  other spell, generally following it up with haste (allowing her to
  get off two spells a round, or one spell and an attack, in the fol-
  lowing rounds), shield, and cat’s grace. She then casts one
  spell attack and makes one melee attack each round. If she is
  overmatched in melee combat, she uses her extra partial
  action to cast true strike, then uses Power Attack and Expertise
  to boost both her Armor Class and damage done. (If Bhishana
  hits often without causing enough damage, she can use Exper-
  tise to give her +5 AC and Power Attack for +14 damage, can-
  celing out the +20 bonus from true strike and still hitting with
  her normal attack bonus for one blow).
  (continued on next page)
  6
  
  7
  WRAPPING UP
  If the heroes have defeated CrushStone and Bhishana
  Bhaga, the adventure ends with them receiving the
  undying gratitude of the gnomes and their family
  and friends. If the characters are looking for a base of
  operations of their own, the Tiger’s Palace may serve
  them well, especially with a shipment of high-quality
  furnishings on its way (though the shipment hasn’t
  been paid for yet—the characters may need to go on
  a few more adventures just to be able to settle the
  potential bill).
  If CrushStone got away, he’s unlikely to make
  plans against the heroes. He is still addicted, how-
  ever, and could well become the henchman for
  another of the PCs’ foes. If Bhishana Bhaga escaped,
  she’s certain to come after the heroes. If they’ve
  defeated her once, however, she’ll be very cautious
  about facing them in the future. She’s likely to find
  other creatures they’ve angered in the past and form
  a coalition to destroy them.
  And either way, the heroes are likely to begin hear-
  ing stories of how they overcame an evil outsider. Not
  only are they likely to receive requests for aid from
  other besieged communities, but they’ve drawn the
  attention of new potential foes as well. The characters
  are moving into the ranks of the most powerful
  heroes, and if they hadn’t developed a reputation
  before, they’re sure to do so now.
  ABOUT THE AUTHOR
  Owen Kirker Clifford Stephens was born in 1970 in
  Norman, Okla. He attended the TSR Writer’s Workshop
  held at the Wizards of the Coast Game Center in 1997,
  and his first professional
  work to actually see the light
  of day (an article on elven
  names) 
  was 
  published
  shortly afterward in issue
  250 of DRAGON® magazine.
  Owen moved with his
  wife and three cats to the
  Seattle area in 2000 after
  accepting a job as a game
  designer at Wizards of the
  Coast. While there he
  worked on numerous Star
  Wars RPG projects and the
  Wheel of Time Roleplaying
  Game. Fourteen months later
  he returned to Oklahoma
  and picked up his freelance
  career. He has written several
  d20 freelance projects since,
  including the EverQuest Role-
  Playing Game from White
  Wolf. Owen now works out
  of an office converted from a
  garage—surrounded by books, computers, and cats.
  Owen loves hearing from other gamers. You can
  reach him at <OStephens@aol.com>.
  Bhishana Bhaga’s Tactics
  (continued from previous page)
  Bhishana saves other spell use for par-
  ticularly effective moments, using the
  caverns to her advantage when target-
  ing either web or her lightning bolt.
  She’s likely to save at least one web to
  cover herself in retreat if she seems
  overmatched. In general she won’t try
  more than one charm monster spell,
  since she knows it does nothing if a
  target makes its saving throw.
  XP Adjustment: Bhishana Bhaga is
  considered CR 10 because she casts
  spells as a sorcerer one level higher
  than a typical rakshasa (representing
  her great experience and increased
  power). She also has twice as many
  Hit Dice as a typical rakshasa, so any
  experience point award for dealing
  with her should be doubled.
  
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