TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
  Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2007 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-15 
   
   
   
   
   
   
   
   
   
  Taking Flight 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Shawn Merwin and Bill Muench 
  Circle Reviewer: Creighton Broadhurst  
  Reviewer: Sam Weiss 
  Special Thanks: The authors would like to thank all the DMs and players in the LIVING GREYHAWK campaign, without 
  whom these adventures would be just words on a page. 
   
  The primordial force known as The Serpent grows stronger, longing to regain the power it lost to the gods at the 
  beginning of time. At the center of its plans are a young Flan girl, preternaturally gifted in the arcane arts; an honorable 
  kobold following his destiny; and a group of adventurers willing to brave the infernal wastes to end the threat. A 
  combat-intensive, one-round Core adventure set in the Burneal Forest, Greyhawk City, and the plane of Avernus for 
  characters level 9-15 (APLs 10-14). This is the final adventure in the Windows to the Serpent’s Soul series, comprising 
  COR4-01 Shedding Scales, COR5-07 Clipping Wings, and COR6-08 Catching Breath. 
   
  Resources for this adventure [and the authors of those works] include COR4-01 Shedding Scales [Shawn Merwin], COR5-
  07 Clipping Wings [Shawn Merwin and Bill Muench], and COR6-08 Catching Breath [Shawn Merwin], Complete Warrior 
  [Andy Collins, David Noonan, Ed Stark], Draconomicon [Andy Collins, Skip Williams, James Wyatt], Fiendish Codex II: 
  Tyrants of the Nine Hells [Robin D. Laws and Robert J. Schwalb], Lords of Madness [Richard Baker, James Jacobs, Steve 
  Winter], Magic Item Compendium [Andy Collins], Manual of the Planes [Jeff Grubb, Bruce Cordell, David Noonan], Monster 
  Manual V [David Noonan], and Spell Compendium [Matthew Sernett].
  
  COR7-15 Taking Flight 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rulebooks: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on non-player 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR7-15 Taking Flight 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Burneal Forest, Greyhawk City, and the infernal plane of 
  Avernus. All characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  During his rise from mortal to lich to deity, Vecna called 
  upon the power of an entity known to him as “The 
  Serpent.” Something in Vecna’s heritage or destiny 
  allowed him to interact directly with this force. The 
  power he was able to harness from The Serpent was just a 
  small rivulet in the deluge of that led to his ascension, but 
  even that small portion was not insignificant. 
   
  The Serpent existed at the beginning of time as one 
  of the primordial forces in the multiverse: specifically, 
  the force of magic. Along with the other primordial uber-
  deities, The Serpent allowed the newly created gods to 
  gain domination over certain spheres of influence. The 
  gods, jealous of the power wielded by The Serpent and 
  craving more power, banded together to steal its essence. 
  First they tricked The Serpent into taking physical form 
  as a multi-headed dragon of astronomical proportions, 
  and then they petrified it. At this point, they were able to 
  steal part of its magic. Fearing reprisal, they attempted to 
  destroy its physical form but could not. Instead, they 
  decided to divide The Serpent into an inconceivable 
  number of pieces and imprison those sections of The 
  Serpent in spherical pieces of solid land. The residual 
  magical power within The Serpent’s pieces caused life to 
  spring up on these land-prisons, and the creatures that 
  lived on the planets eventually learned to use this 
  residual magic to cast spells and create items of great 
  power. 
   
  In the Core adventures COR4-01 Shedding Scales, 
  COR5-07 Clipping Wings, COR6-08 Catching Breath, the 
  first three adventures in “Windows to the Serpent’s Soul”, 
  the PCs had the opportunity to meet many of the NPCs 
  who play a large role in the series: the Chancellor of 
  Keoland’s Shelspring Barony Stoakdor Redlee Neheli, his 
  stricken nephew Pross Neheli, the kobold paladin Tajlo, 
  and the young and enigmatic Flan sorceress Ianta. 
   
  In COR4-01 Shedding Scales, the PCs were asked to 
  escort a group of children to Keoland’s Shelspring 
  Barony. On the way, flying creatures under the control of 
  some unknown force (who turns out to be Kroyen, the 
  antagonist of Catching Breath) attacked the group and 
  attempted to steal the children, particularly the Flan girl 
  Ianta. Once at the Shelspring Barony, they learned that a 
  diabolical power had stolen the eyes from nearly forty 
  children, with the seemingly fell purpose of using them 
  in a ritual to siphon power (again Kroyen was the force 
  behind this). Chancellor Stoakdor Redlee Neheli asked 
  the PCs to travel into the Rushmoors to investigate an 
  underground complex where he believed one of the sets 
  of eyes might be found. 
   
  On their way, the PCs encountered Tajlo, a kobold 
  paladin investigating the very same complex when he 
  was attacked and left for dead by monsters. He also 
  revealed that the complex had been destroyed in an 
  apparent earthquake. At the kobold village, which Tajlo 
  was bound by honor to protect, the PCs learned that the 
  kobolds revered a powerful piece of magical stone — a 
  relic that imbued many of the kobolds with increased 
  power, speed, stamina, and intelligence. (These pieces of 
  stone are actually the unearthed remains of The Serpent.) 
  Investigating the ruins of the underground complex, the 
  PCs found another relic created from the same stone as 
  the one worshipped by the kobolds. Clues at the 
  demolished site revealed that part of the mystery led to 
  the Land of Black Ice. The adventure ended with 
  Stoakdor asking the PCs to take an oath to help the 
  children of the Shelspring Barony to the best of their 
  abilities if the need again arose. 
   
  In COR5-07 Clipping Wings, the PCs are asked by 
  Stoakdor Redlee Neheli to travel into the Land of Black 
  Ice to perform several tasks: look for any more of the 
  strange blue-black stone artifacts, see if the rumors of 
  flourishing kobold communities are accurate, look for 
  any crypts associated with Vecna, and most importantly 
  find Ianta, who ran away from Redlee Manor after having 
  strange visions. 
   
  The PCs learned that Ianta had indeed been to the 
  Land of Black Ice, and she traveled—along with her new 
  protector Tajlo the kobold paladin—into the Burneal 
  Forest to investigate the destruction of a kobold village at 
  the hands of humans (Kroyen’s followers) searching for 
  the blue-black stone that the kobolds revere. 
   
  The PCs rescued Tajlo and Ianta from wolves, 
  investigated the destroyed village, and finally followed 
  the trail of humans to a crypt of an Ur-Flan necromancer 
  Pi-zoar, who first discovered a way to tap directly into the 
  power radiated by physical remnants of The Serpent: the 
  blue-black stone that has started to rise to the surface of 
  Oerth in some areas. 
  
  COR7-15 Taking Flight 
   
  Page 3 
   
  While investigating the crypt, the PCs foiled a plot of 
  an as-yet undisclosed person (Kroyen) to use the secrets 
  of the crypt to gain immense power. In the process, 
  however, Ianta threw herself into a column of crackling 
  negative energy to keep it from opening further. The 
  adventure ended with Ianta lost, Tajlo distraught, and the 
  PCs deemed heroes for finding the eyes of the son of the 
  Baron of Shelspring. 
   
  Note: Spoilers for the adventure COR6-08 Catching 
  Breath follow! Do not read if you plan to play that 
  adventure! 
   
  In COR6-08 Catching Breath, representatives of Tajlo 
  contact the PCs. The kobold paladin has been arrested in 
  the city of Nafiq in the Sultanate of Zeif. The PCs learn 
  that the person behind the theft of the children’s eyes in 
  Keoland and many other atrocities around the Flanaess is 
  Kroyen, an ambassador in the employ of the Zeif 
  government. 
   
  After investigating the ambassador, the PCs find 
  Kroyen’s secret hideout, where he uses the blue-black 
  pieces of The Serpent and the stolen eyes to draw out and 
  use The Serpent’s power. Before Kroyen can slay the PCs, 
  The Serpent grows tired of Kroyen’s constant yearning 
  for personal power and destroys him. The PCs learn that 
  The Serpent has a new vessel, one that The Serpent 
  knows can bring it back the power that the gods stole 
  from it. 
   
  ADVENTURE SUMMARY 
  If the PCs have played any of the previous adventures in 
  the series, the adventure begins with the PCs receiving 
  word from the kobold paladin Tajlo that he believes he 
  knows how to find the location of the Flan girl Ianta, who 
  disappeared into the column of negative energy at the 
  end of COR5-07 Clipping Wings. 
   
  If the PCs have not played any of the adventures, 
  they are hired by Chancellor Stoakdor Redlee Neheli, the 
  brother of the Baron of Shelspring in Keoland, to help 
  find a former student of his who disappeared under 
  mysterious circumstances. 
   
  Encounter 1: Meeting with Yolopo – Tajlo takes 
  the PCs to the lair of the kobold leader Yolopo. A servant 
  of Vecna, Yolopo is afraid that the return to power of The 
  Serpent may weaken his deity, so he shares with the PCs 
  what he knows about The Serpent and Ianta. Before he 
  shares the information, though, he requires the PCs to 
  prove themselves in combat. 
   
  Encounter 2: The Infernal Forger – If the PCs 
  listen to Yolopo’s advice, they know they need paperwork 
  to be allowed to travel freely in Avernus. They can try to 
  create their own forged paperwork, or they can get a most 
  excellent forgery from an exiled remmanon devil living 
  in Greyhawk City. 
   
  Encounter 3: The Road to Avernus – The PCs can 
  use their own resources, or hire other resources, to travel 
  to Avernus. 
   
  Encounter 4: Theurge Torture – While traveling 
  toward their destination in Avernus, a tortured and 
  damned soul begs the PCs to save him from doom. 
   
  Encounter 5: Papers Please – An officious devil 
  demands to see the papers that allow the PCs to travel in 
  Avernus. It tries to trick the PCs into making a mistake, 
  thus allowing it to report them to the authorities. 
   
  Encounter 6: You Do Not Belong Here – If the 
  PCs drew attention to themselves or were caught with 
  improper paperwork, the PCs are attacked by a Styx 
  dragon tasked with protecting the portal to The Serpent’s 
  plane. 
   
  Encounter 7: The Serpent’s Reign – The Serpent 
  has transferred some of its power to Ianta, who has been 
  transformed into The Serpent’s new proxy. 
   
  Conclusion – The consequences of the PCs’ success 
  or failure in dealing with The Serpent is revealed. 
   
  PREPARATION FOR PLAY 
  Before play begins, determine if the PCs have played any 
  other adventures in the “Windows to the Serpent’s Soul” 
  series: COR4-01 Shedding Scales, COR5-07 Clipping Wings, 
  and COR6-08 Catching Breath. 
   
  Establish if any of the PCs have the AR items Stigma 
  of the Serpent or Thrall of the Serpent. PCs can have 
  only one of those two items, and they can only have one 
  if the PC played COR4-01 Shedding Scales. PCs who played 
  subsequent adventures cannot have either of those AR 
  items unless they originally received them in COR4-01 
  Shedding Scales. 
  This adventure requires the DM to be flexible in 
  relation to the PCs’ powers to travel to other planes. Also, 
  the DM must be willing to let the PCs make their own 
  decisions and carry out the consequences of those 
  actions. If the PCs fail before reaching the end of the 
  adventure, so be it. 
  Additionally, if the PCs choose wisely and avoid 
  certain encounters, they could get through the adventure 
  with only two fights (Encounters 1 and 7). If they choose 
  to handle the challenges in a different way, they could 
  have four combats. It is also possible that they draw the 
  attention of very powerful forces in Avernus. If this 
  happens, be fair and just. Allow them to escape, but they 
  may find subsequent encounters harder. Depending on 
  the circumstances, they may also be unable to finish the 
  adventure. 
   
  INTRODUCTION 
  Any PCs who have played any of the other adventures in 
  “Windows to the Serpent’s Soul” are contacted directly by 
  Tajlo, the kobold paladin who has played a prominent 
  role in the story so far. 
   
  Feel free to alter the circumstances of the meeting 
  with Tajlo based on the PC(s) in question, the 
  composition of the table, the situation, and their past 
  interactions with Tajlo. Tajlo can request a meeting with 
  the PC or PCs in a remote place, or he can approach the 
  
  COR7-15 Taking Flight 
   
  Page 4 
  PC(s) directly and tell them that he needs their assistance, 
  but he makes it clear that he wants them to meet in 
  remote location with some others who are interested in 
  hearing what he has to say (if the PCs do not start the 
  adventure together). If PCs are reluctant, he informs 
  them that it concerns the fate of Ianta, the human girl 
  who he had promised to protect, as well as the creature or 
  force known as “The Serpent.” Proceed to the meeting 
  with Tajlo and Stoakdor if the PC(s) agree to meet with 
  Tajlo. 
   
  PCs who have not played any of the previous 
  adventures, and have therefore never met Tajlo, are 
  instead introduced to the adventure in a different way. 
  Stoakdor Redlee Neheli, Chancellor of Keoland’s 
  Shelspring Barony and brother of Baron Jharmok Redlee 
  Neheli, is a powerful figure in the politics of Keoland and 
  beyond. He has sent word to a number of organizations 
  that he has need for the most experienced and powerful 
  adventurers available. 
   
  In this latter case, find out which organization, 
  government, or individual each PC is most closely 
  associated with. Stoakdor has great influence throughout 
  the Flanaess, and when he puts out a call for adventurers, 
  many hear that call. The organization that the PC is 
  associated or affiliated with contacts the PC and informs 
  him or her that a powerful figure wishes to speak about a 
  possible quest. 
   
  Whether Tajlo or Stoakdor calls the PCs, the PCs 
  meet with both in a quiet and out-of-the-way location 
  northeast of Greyhawk City, near the shores of the Nyr 
  Dyv. Read: 
   
  At the appointed time and place at this secluded 
  location on the southern shore of the Nyr Dyv, a 
  human and a kobold stand talking. The human has 
  the pale complexion and light hair of a pure Suel, 
  and he wears light green robes. A gem-studded 
  headband holds back his thinning hair. The kobold 
  wears plate armor and wields a small longsword and 
  shield. The shield bears the unmistakable symbol of 
  Heironeous. 
   
  These two individuals are Stoakdor and Tajlo. The PCs 
  can converse with the pair at their leisure and discretion. 
  Neither is a threat to the PCs, and they share information 
  upon which they want the PCs to act on their behalf. 
   
  If the PCs are familiar with either Stoakdor or Tajlo, 
  the human and the kobold greet them familiarly, sharing 
  stories and asking questions as appropriate to their 
  relationship with the PC(s). 
   
  When the conversation finally turns to the task at 
  hand, use the bullet points below to explain 
  circumstances. You can also use the descriptions of the 
  previous adventures in the Adventure Background to fill 
  in the blanks for PCs who are not familiar with the plot of 
  the series: 
  • 
  Four years ago, a young Flan girl named Ianta arrived 
  in the Shelspring Barony to attend a school there. 
  Her magical powers were so advanced for someone 
  so young that Stoakdor took her as an apprentice. 
  • 
  Other children in the Barony at that time had been 
  kidnapped and their eyes stolen. This theft was 
  apparently part of a magical ritual. The eyes were 
  placed on physical remnants of a powerful uber-deity 
  known as “The Serpent.” A human named Kroyen 
  was performing the ritual to draw forth the power of 
  The Serpent to fuel his own designs toward 
  godhood, as did Vecna, a past benefactor of The 
  Serpent’s power. 
  • 
  Ianta has some connection to The Serpent, for she 
  often dreamed and had visions of the powerful but 
  entrapped primordial force. 
  • 
  Ianta ran away from the Shelspring Barony one 
  night, following a vision that took her to the Land of 
  Black Ice. Tajlo came across her, and he decided to be 
  her bodyguard while she carried out her destiny. 
  • 
  In an ancient crypt beneath the Land of Black Ice, 
  Ianta pitched herself into a column of negative 
  energy in an effort to close it. The column was meant 
  to be a gateway for Kroyen, but Ianta closed it before 
  Kroyen could use it. 
  • 
  The Serpent killed Kroyen when the human became 
  too enamored of his own quest for power, and The 
  Serpent told some onlookers that Kroyen was no 
  longer needed because The Serpent had a new vessel 
  that could release it and return it to power. 
  • 
  The Serpent claims that the gods stole its power at 
  the beginning of time and imprisoned the pieces of 
  its corporeal form within a million worlds, and it 
  wants to reclaim that power and destroy the gods. 
  • 
  Tajlo has been searching the world for Ianta for the 
  last two years, and the kobold thinks he knows who 
  can help them find the girl, although it is not 
  someone whom the kobold is very comfortable 
  dealing with: Yolopo, an extremely powerful kobold 
  spellcaster, competed with Kroyen to gather up and 
  utilize the corporeal remnants of The Serpent, pieces 
  of bluish-black stone that hold great power. 
  • 
  Yolopo has agreed to help Tajlo locate the current 
  lair where The Serpent is holding the Flan girl Ianta. 
  Yolopo has told Tajlo that many heroes are needed if 
  The Serpent is to be defeated. 
  • 
  Tajlo knows little about Yolopo, except that he is a 
  very powerful and very wise kobold that has built up 
  a great kobold empire in the Burneal Forest and 
  elsewhere. Yolopo learned how to use the blue-black 
  stone to gain power, and his kobold followers gained 
  personal power by using the stone. Tajlo himself 
  gained some of his special powers from the remnants 
  of The Serpent. 
   
  After the story is recounted for the PCs, Tajlo practically 
  begs the PCs to meet with Yolopo, but not to antagonize 
  or threaten him in any way. Tajlo insists that Yolopo is 
  strong enough to be a serious threat to the PCs. Tajlo 
  
  COR7-15 Taking Flight 
   
  Page 5 
  believes Yolopo is the key to finding Ianta and foiling the 
  plans of The Serpent. 
   
  If the PCs ask about rewards, Tajlo has nothing to 
  offer but stresses the threat of The Serpent to all the 
  creatures of Oerth. Stoakdor reinforces this point. He 
  points to the spellcasters, and then to the magic items 
  that the non-spellcasters are using: 
   
  “You are comfortable with your magical powers, yes? 
  You slay mighty creatures with your magical 
  weapons? Your items protect you and make you 
  stronger and smarter and even healthier? Imagine 
  fighting a dragon or the most powerful of undead 
  creatures without them.” 
   
  Stoakdor promises PCs who insist on payment that the 
  safe return of his former apprentice will garner the PCs a 
  handsome reward. Anyone insisting on payment ahead of 
  time gets 500 gp now, and the rest of the monetary 
  reward later, but does not get the Favor of Stoakdor 
  Redlee Neheli. 
   
  Once the information has been provided and all 
  conversation played out, Tajlo tells the PCs that Yolopo 
  the Mighty currently resides in the Burneal Forest, and 
  the PCs can accompany Tajlo there for a meeting. 
   
  1: YOLOPO THE MIGHTY 
  The PCs can use any methods at their disposal to travel to 
  the Burneal Forest with Tajlo. Timing is not yet 
  important, so let them travel as they see fit. Tajlo takes 
  them to the seat of Yolopo’s power in the Burneal Forest. 
   
  Tajlo does not know exactly where Yolopo’s central 
  lair is. Yolopo met with Tajlo elsewhere, giving the 
  paladin instructions to come to a certain spot in the 
  Burneal Forest with the chosen heroes, where a 
  representative would pass on the information regarding 
  where to meet Yolopo. 
   
  Note that Yolopo is under the effects of a mind blank 
  that he casts each day, so attempts to locate him with 
  divination spells goes for naught. However, if the PCs use 
  other methods of trying to find or scry Yolopo’s lair 
  beforehand, that can work, depending on what the PCs 
  try, at the DM’s discretion. 
   
  If the PCs go with Yolopo to meet Yolopo’s contact, 
  the meeting takes place in an isolated part of the Burneal 
  Forest. The kobold, named Uginia, is a mid-level sorcerer 
  who is running this errand at Yolopo’s command. She 
  simply tells Tajlo where to find Yolopo’s lair and then 
  walks away. Yolopo scries on the meeting so that he is 
  aware of the situation. If scrying is foiled in some way, 
  Uginia uses magic to immediately contact Yolopo and tell 
  him the meeting has taken place. 
   
  When the PCs finally arrive at Yolopo’s lair, read or 
  paraphrase the following, assuming the PCs are willing to 
  follow the guide. Adjust the text based on the actions of 
  the PCs: 
   
  The entrance to Yolopo’s lair is an innocuous hole in 
  the forest floor. However, the hole soon widens into 
  a large tunnel, and that tunnel turns into a network 
  of tunnels, and soon you realize this is a huge 
  complex. A guide leads you and Tajlo through the 
  maze, until you are finally brought to a large 
  chamber with a ceiling 10-feet high. Hundreds of 
  kobolds line the walls or move about the chamber. 
  Several small passageways lead from the chambers 
  walls and ceiling. Across the chamber from the 
  entrance you used, on a raised platform, are a group 
  of kobolds, and seated among them is an ancient 
  kobold that is obviously their leader. 
   
  Give the PCs any information about the room that they 
  ask for, and refer to Map 1. Many of the kobolds in the 
  room are armed with spears, and another large number 
  wear spell components at their hips. 
   
  The room is lit with everburning torches; a kobold 
  holds one every 20 feet around the room. When the PCs 
  enter, a hush falls over the room. Yolopo chuckles and 
  speaks: 
   
  “So, these are the all-mighty heroes who are going to 
  defeat a force that even the gods once trembled 
  before? Step forward so I may better see these 
  powerful adventurers.” 
   
  The kobolds in the room part to allow the PCs to move to 
  the center of the room, indicated by circles on Map 1. Let 
  the PCs answer and converse with Yolopo. Any kobold 
  PCs are treated with outright disdain by Yolopo and the 
  other kobolds, being called all manner of derogatory 
  names. 
   
  If any of the PCs have the Stigma of The Serpent or 
  Thrall of the Serpent, Yolopo recognizes them instantly. 
  He speaks to them first. To those bearing the Stigma of 
  The Serpent, he says the following: 
   
  “So, you have felt the touch of The Serpent, as many 
  of us here have. Excellent. You know then. Or you 
  will know. Beware. The Serpent holds great anger 
  toward those of us who have basked in his power but 
  refuse to bow to him.” 
   
  To those who are Thralls of The Serpent, he says the 
  following: 
   
  “Ah, but you, you have gone too far. The Serpent is 
  part of you, but you are part of The Serpent as well. 
  You will not be able to defeat The Serpent. But he 
  will have no trouble defeating you.” 
   
  After the “pleasantries” have been taken care of, Yolopo 
  addresses all the PCs: 
   
  “I once sought the power of The Serpent, but it 
  rejected me and threw its lot in with some foolish 
  human. I hear the human got his deserved death, 
  and now The Serpent has taken a Flan girl as his 
  
  COR7-15 Taking Flight 
   
  Page 6 
  disciple. I also know The Serpent wishes to bring 
  down the gods themselves, perhaps to reclaim the 
  magic they stole from him. That would not do. No, 
  not at all. For any of us. So I learned where The 
  Serpent and the girl are hiding.” 
   
  Let the PCs respond. When time comes for Yolopo to 
  give them the information, he says the following: 
   
  “Before I share this information with you, I require 
  you to prove yourselves worthy of my trust. We may 
  only have one chance to keep The Serpent from re-
  ascending, and I need to make sure you are capable 
  opponents. Defeat my special forces, and then you 
  will learn what I already know. If you cannot stand 
  against my forces, you stand no chance against The 
  Serpent.” 
   
  Creatures: Yolopo calls forth some of his minions to test 
  the mettle of the PCs. These shadow underdark 
  landwyrms are creatures from the Plane of Shadow that 
  prowled the caverns here before Yolopo arrived to create 
  his demesne. After killing a few of them, the other 
  landwyrms agreed to serve as a strike force at Yolopo’s call 
  if they are needed. 
   
  APL 10 (EL 11) 
   
  �Shadow Underdark Landwyrms (2): hp 126; 
  Appendix 1. 
   
  APL 12 (EL 13) 
   
  �Advanced 
  16 
  HD 
  Shadow 
  Underdark 
  Landwyrms (2): hp 168; Appendix 1. 
   
  APL 14 (EL 15) 
   
  �Advanced 
  20 
  HD 
  Shadow 
  Underdark 
  Landwyrms (2): hp 250; Appendix 1. 
   
  Tactics: The shadow underdark landwyrms are waiting 
  in the passageways directly above the chamber. When 
  Yolopo calls for them, they move and drop 10 feet from 
  the ceiling passages into the room near the PCs. 
   
  As this happens, all of the kobolds in the room 
  simultaneously extinguish the everburning torches they 
  hold by covering them with sacks, dropping the room 
  into total darkness. 
   
  The 
  shadow 
  underdark 
  landwyrms’ 
  60-foot 
  blindsense and darkvision allow them to see and sense in 
  the dark, while they can use their shadow blend ability to 
  have total concealment in anything but complete 
  daylight. If the PCs bring daylight into the chamber via 
  magic, the landwyrms use their obscuring mist ability to 
  create concealment for themselves. 
   
  The rest of the kobolds in the chamber do not 
  involve themselves in the battle, and they retreat to the 
  corners of the room or leave the room completely to 
  avoid the battle. 
   
  Developments: Assuming the PCs pass Yolopo’s 
  test, they can demand he tell them where Ianta can be 
  found. 
   
  “You think I am stupid? You see a kobold before you, 
  and you think I am weak and foolish? Perhaps I once 
  was. I was once a foolish little creature who dabbled 
  in paltry magic and stayed in the shadows of my 
  masters. Not anymore. I know you are powerful. I 
  know you would like to slay my kind and me. Tajlo, I 
  will tell you the location of this human girl, this new 
  thrall of The Serpent. Promise me that you will not 
  tell these humans the location until you are far, far 
  away from here.” 
   
  Tajlo makes the promise, and he does not break the 
  promise. Tajlo also reveals at this point that he has made a 
  deal with Yolopo to get this information: for sharing his 
  knowledge, Tajlo must now spend an entire year serving 
  Yolopo. Tajlo has already agreed to this, and he refuses to 
  break his word. 
   
  While Yolopo’s test is a tiered battle, things go badly 
  for any PCs foolish enough to attack him in his lair while 
  surrounded by his followers and minions. If the PCs do 
  attack him, the surrounding kobolds (roughly 60 in 
  strength) immediately attack. A round later 1 marilith 
  (MM 44), 4 hezrou (MM 44) and 30 ice mephitis (MM 
  182) enter the chamber to defend Yolopo.  
   
  Do not play out this combat. Instead inform the PCs 
  that after a mighty battle they manage to flee but that 
  Yolopo survives. The PCs can continue the adventure if 
  they managed to get the relevant information from 
  Yolopo before battle broke out. Otherwise, the adventure 
  is over for them. 
   
  If the PCs attack Yolopo but sue for peace instead of 
  fleeing, Tajlo pleads with Yolopo to let the PCs go. The 
  only way Yolopo agrees to such a thing is if Tajlo 
  denounces Heironeous and agrees to serve Yolopo for ten 
  years instead of just one. Tajlo does this in order to keep 
  his promise to protect and rescue Ianta. 
   
  After the PCs leave Yolopo’s lair, they must 
  accompany Tajlo to a place far away from Yolopo before 
  the kobold supplies them with the information, as per his 
  promise. 
   
  When Tajlo believes that his promise has been 
  upheld, he reveals the information Yolopo gave him: 
   
  “Ianta is in The Serpent’s lair, and the only way to get 
  to it is to travel to Avernus, the first plane of Hell. 
  Yolopo believes that The Serpent has made a deal 
  with Bel, the Duke of Avernus. Bel allows The 
  Serpent to remain there in exchange for power once 
  The Serpent regains a majority of its essence and 
  defeats the gods.” 
   
  “You must find a way to Avernus. Yolopo also 
  told me traveling on Avernus without authorization 
  is akin to suicide, so you need to find a way to gain 
  that authorization.” 
   
  “Once you have arrived on Avernus, you must 
  find the River Styx. Locate that dreaded river and 
  
  COR7-15 Taking Flight 
   
  Page 7 
  follow it toward the seven peaks of the Shatterfang 
  Mountains. The portal to The Serpent’s pocket plane 
  interferes with the flow of the Styx, so watch for 
  strange currents there.” 
   
  After providing this information, Tajlo offers the PCs his 
  accumulated treasure. He knows that Yolopo is likely to 
  have Tajlo doing things the paladin cannot abide, and he 
  wants to take with him as few possessions as treasure as 
  possible for Yolopo to misuse. With that, Yolopo bids the 
  PCs good luck and starts back for the Burneal Forest and 
  his year (or more) of servitude. 
   
  Treasure: The PCs can gain the following treasure as 
  Tajlo gives them his possessions to use in their assault. 
  His possessions have been sold in order to give the PCs 
  this coin: 
   
  APL 10: Coin 800 gp each. 
   
  APL 12: Coin 800 gp each. 
   
  APL 14: Coin 800 gp each. 
   
  2: THE INFERNAL FORGER 
  If the PCs do not heed Yolopo’s warning and decide to 
  simply travel directly to Avernus without gaining 
  authorization, you can skip this encounter entirely. 
   
  On the other hand, the PCs may attempt to obtain 
  papers (or forge papers) allowing them to travel on the 
  first plane of the Nine Hells without getting attacked on 
  sight. 
   
  If the PCs have questions regarding Avernus, allow a 
  Knowledge (the planes) check, which, if successful, 
  reveals the following: 
  • 
  DC 20: The first plane of Hell is called Avernus, and 
  an ambitious pit fiend called Bel currently rules it. 
  Tiamat and the kobold god Kurtulmak also reside 
  there. 
  • 
  DC 30: Avernus is where damned souls go before 
  getting claimed by devils. It is also a staging ground 
  for the Blood War against the demons of the Abyss. 
  If you want to travel in any of the infernal planes, it 
  is a good idea to get papers granting you permission 
  to be there. Legitimate paperwork must come 
  directly from Bel or his minions, but it is possible to 
  find forgers who can create almost-authentic 
  documents. 
  • 
  DC 40: Fiery explosions randomly tear through 
  Avernus. Chaotic and/or good creatures feel 
  particularly ill at ease on Avernus, and they are 
  affected by the evil of the place. 
   
  No matter what the PCs try, there is no way they can 
  procure real documents granting them access to Avernus, 
  unless they have special campaign documentation 
  providing such documentation. If that is the case, adjust 
  the remaining encounters as needed. 
   
  PCs may think they can create their own forged 
  documents. If they want to go forward with this plan, 
  have them make a Knowledge (the planes) and a Forgery 
  check. Record the results of each check, but under no 
  circumstances tell them what the DC of the check is. 
  These papers (and the DCs) are checked later when the 
  PCs are actually in Avernus. 
   
  If the PCs wish to hire a forger who knows about 
  these types of forgeries better than the PCs do, a DC 30 
  Knowledge (local: Core), Knowledge (the planes), or 
  bardic knowledge check allows the PCs to know that the 
  best 
  (and 
  only 
  truly 
  skilled) 
  forger 
  of 
  such 
  documentation is Klydifa Estel, a resident of Greyhawk 
  City. Others may be skilled in the arts of forgery, but 
  Klydifa has the knowledge of what such documentation 
  needs to contain to look legitimate. 
   
  If the PCs cannot use any of the above checks to find 
  a forger, they can use a Gather Information check to do 
  so. However, the negotiations involved in finding this 
  information are more delicate than most information. It 
  is a DC 35 Gather Information check to find the forger, 
  although the PCs can pay 100 gp for each point of DC 
  between their final check and the DC 35. For example, if 
  the PCs reach a DC 30, that is a 5-point difference. So for 
  500 gp, they can find someone with a connection to the 
  forger who can help them. 
   
  If the PCs find Klydifer Estel, they can set up a 
  meeting 
  with 
  her. 
  She 
  goes 
  through 
  several 
  intermediaries and finally arranges a meeting in the 
  basement of a secluded butchery shop in the River 
  Quarter in Greyhawk City. 
   
  Read or paraphrase the following when the PCs 
  enter the basement: 
   
  The series of meetings with go-betweens and 
  informants has finally led you to the basement of a 
  butcher’s shop in Greyhawk City. In front of you, 
  behind a desk and holding an ink-quill, is a 
  Rhennee-looking human. She stares at you, as if 
  making a decision about whether to deal with you or 
  not. Finally, she speaks. “Tell me exactly what you 
  want. Be quick, be honest, and leave nothing out.” 
   
  She listens patiently and carefully while the PCs speak. 
  After they tell her what they want, she nods and 
  responds: 
   
  “I can give you each papers allowing you limited 
  access to the plane of Avernus. The papers will cover 
  your presence there for 72 hours. For these papers, 
  my rate is 2,000 gold pieces for each creature 
  traveling on the plane. I will have the papers ready 
  for you in 24 hours, and then you will have 24 hours 
  to get to Avernus. My papers are as authentic as if 
  you had gotten them from the Duke of Avernus 
  himself. 
   
  The price can be reduced to 1,500 gp per PC with a DC 30 
  Diplomacy check. If the PCs learn the true identity of the 
  creature, they can use that information to get the fee 
  reduced to 1,000 gp per PC if the PCs threaten to 
  blackmail her. 
  
  COR7-15 Taking Flight 
   
  Page 8 
   
  Creature: Klydifer Estel is really a remmanon devil, 
  banished from Avernus for displeasing a superior. She 
  has no small amount of expertise with the documentation 
  in question, so she decided to disguise herself and live on 
  the material plane as an expert on the infernal. 
   
  The remmanon has a total disguise check of 40, so 
  PCs must make a DC 40 Spot check to penetrate the 
  disguise. This check does not include the use of the 
  remmanon’s disguise self ability, so the ability to penetrate 
  illusions does not assist in the Spot check, although other 
  abilities might be used. 
   
  If the PCs somehow figure out what Klydifer Estel 
  really is, she does not react. She admits her identity but is 
  still willing to create the forged papers for the same price. 
   
  All APLs (EL 15) 
   
  �Klydifer Estel: remmanon devil; hp 153; 
  Appendix 1. 
   
  Tactics: If the PCs attack Klydifer Estel, she 
  unsuppresses her insidious aura, attacks the closest PC 
  with her hellfire touch, and then uses her quickened 
  greater teleport to escape far, far away. 
   
  Developments: If the PCs attack before the papers 
  are finished, they have no other recourse for getting 
  papers: they can either try to forge their own, or they can 
  just go to Avernus without the papers. 
   
  If the PCs learn Klydifer Estel is really a remmanon 
  devil, they might also learn through a DC 33 Knowledge 
  (the planes) check that she can plane shift. The PCs might 
  be able to make a deal with her, having all their needs 
  met in one place. For details about traveling to Avernus, 
  see Encounter 3. 
   
  3: THE ROAD TO AVERNUS 
  Whether or not the PCs get the forged documents, they 
  are going to have to find a way to travel from Oerth to the 
  first infernal plane. The PCs might have the means to 
  transport themselves to Avernus, and in that case they 
  should be allowed to do that. 
   
  In order to use plane shift to get to Avernus, the PCs 
  must have a planar fork attuned to that plane. PCs making 
  a DC 25 Knowledge (local: Core) or Gather Information 
  check can ascertain the location of such a fork. Getting it 
  costs 7,000 gp. Getting someone to cast the spell for the 
  PCs, or hunting down the location of a portal to Avernus, 
  costs the PCs 7,000 gp as well. 
   
  Feel free to play out the searching for the means to 
  travel to Avernus as you see fit, and let the PCs use their 
  own resources to get there as appropriate. If the PCs rely 
  on Klydifer Estel, they can get the plane shift cast for 3,000 
  gp. 
   
  When the PCs arrive on Avernus, regardless of the 
  means of travel, read: 
   
  When your senses return after the trip, they are 
  assaulted by all manner of horror. The smell of 
  burning flesh and death washes over you in waves. 
  The shrieks of a million damned souls swells and 
  falls like an infernal chorus. You stand on the banks 
  of a river polluted by mud, blood, oozing flesh, puss, 
  and innumerable foul elements. On small isles in 
  the river, semi-corporeal humanoid figures wail and 
  plead for mercy. Glaive-wielding devils navigate 
  small skiffs in the river to grab these souls and 
  plunge them into the water, then take the now-
  placid forms to the bank, where other devils wait 
  impatiently. The air occasionally erupts into fiery 
  bursts. In the distance rises the seven jagged peaks 
  that Yolopo mentioned as a landmark in finding the 
  gate to The Serpent’s lair. 
   
  For the PCs to travel close enough to the River Styx to 
  find the portal to The Serpent’s pocket plane, they must 
  travel past innumerable creatures: devils carrying out the 
  business of herding and sorting damned souls, foul 
  creatures consorting with the devils, and so on. The PCs 
  are stared at, but for the most part they are left to travel 
  unmolested unless they start trouble. 
   
  The PCs suffer the following effects while on 
  Avernus: 
  • 
  Good creatures suffer a –2 on all Charisma-based 
  skill checks while on Avernus, as do chaotic 
  creatures. Chaotic good creatures suffer a –4 penalty. 
  (This may come into play with Bluff or Diplomacy 
  checks in later encounters.) 
  • 
  There is a 5% chance per combat that a fireball homes 
  in on the melee. If this does happen, roll a 1d8+8 t0 
  determine the fireball’s effectiive level. The Reflex 
  save for the fireball is DC 18 regardless of the hit dice. 
   
  4: THEURGE TORTURE 
  As the PCs pass through the dangers of Avernus, they 
  come across a group of devils bartering with a night hag 
  and her stitched devil servants. They haggle for the 
  possession of the soul of a black-hearted mystic theurge 
  dedicated to Ralishaz. PCs who played COR4-01 Shedding 
  Scales recognize the soul as belonging to Verncent, the 
  young bully whom they escorted, among other children, 
  to Redlee Manor. 
   
  Verncent only spent a short time at Redlee Manor, 
  after which he fell in with a depraved cleric of Ralishaz 
  who promised to show the young man the joys of power. 
  Verncent, already versed in bullying and menacing those 
  weaker than he, took to both Ralishaz’s worship and 
  arcane magic quite well. Within two years, he had 
  established himself as a petty tyrant who used his divine 
  and arcane magic and took the name “Robrocent the 
  Theurge.” 
   
  He made a deal with demonic forces during his rise 
  to power, but an unfortunate accident involving an 
  uncooperative horse and a fall onto a sharpened fence 
  post ended Verncent /Robrocent’s miserable existence. 
   
  A night hag representing Ralishaz, accompanied by 
  her servant stitched devils (and a Cauchemar nightmare 
  at higher APLs), is bartering for the soul with a group of 
  
  COR7-15 Taking Flight 
   
  Page 9 
  barbed devils to whom the Theurge had sold his soul. 
  Into the negotiations walk the PCs. Offers and 
  counteroffers for the soul of Verncent are flying back and 
  forth rapidly. A couple of the barbed devils are heating up 
  long skewers and poking Verncent’s soul, reveling in his 
  high-pitched, pleading shrieks. 
   
  Verncent’s tortured soul spots the PCs passing by, 
  and he calls out to them: 
   
  “Help! For the love of all that is kind and good, 
  please release me. You cannot leave me in the hands 
  of these fiends.” 
   
  Verncent also recognizes any PCs who played COR4-01 
  Shedding Scales, adding: 
   
  “I know you! You protected me once. Fate has put 
  you here! Please save my damned soul from this 
  place!” 
   
  The PCs are free to walk away without another look from 
  the devils and night hag, who are used to the wailing 
  pleas of the damned. 
   
  However, if the PCs stop to join the encounter, they 
  have now drawn attention to themselves. 
   
  The four barbed devils with whom the night hag is 
  bartering are more than happy to see a bidding war for 
  this soul. The night hag, on the other hand, is less 
  pleased. In order to get the soul, the PCs must offer at 
  least the following: 
   
  APL 10: 5,000 gp or a magic item worth 3,000 gp. 
   
  APL 12: 7,000 gp or a magic item worth 4,000 gp. 
   
  APL 14: 10,000 gp or a magic item worth 6,000 gp. 
   
  The hag cannot bid higher than this, so if the PCs do so, 
  the barbed devils make the transaction, and the PCs are in 
  possession of Verncent’s soul. However, the night hag is 
  enraged and attacks. The barbed devils, having concluded 
  their business, leave and do not concern themselves with 
  the battle in any way. 
   
  If the PCs want to avoid the bartering, they can 
  simply attack. The barbed devils in this case flee instantly 
  using any means possible (most likely greater teleport), 
  leaving the soul behind. The PCs can then fight the hag 
  and her minions. However, the disturbance is reported by 
  the barbed devils to a pit fiend. If the PCs have not won 
  the battle and taken the soul within 20 rounds, the pit 
  fiend shows up and slays everything in sight (the PCs and 
  the hag are equally tempting targets to the pit fiend; see 
  Development). 
   
  Creatures: The night hag is an emissary of the forces 
  of Ralishaz. She has been ordered by her masters to 
  retrieve the soul of a favored of The Unlooked For. 
   
  APL 10 (EL 12) 
   
  �Night Hag: hp 68; Appendix 1.  
   
  �Stitched Devils (2): hp 84; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Night Hag Fighter 4: hp 136; Appendix 1. 
   
  �Cauchemar Nightmare: hp 172; MM 194.  
   
  �Stitched Devils (2): hp 84; Appendix 1. 
   
  APL 14 (EL 16) 
   
  �Night Hag Fighter 8: hp 184; Appendix 1. 
   
  �Cauchemar Nightmare: hp 172; MM 194. 
   
  �Advanced (14-HD) Stitched Devils (2): hp 147; 
  Appendix 1. 
   
  Tactics: At APL 10, the night hag simply attacks as 
  quickly and violently as possible. At higher APLs, the 
  night hag rides her Cauchemar nightmare and uses her 
  feats (such as Spirited Charge) to do as much damage as 
  possible. 
   
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here. 
   
  Development: If the PCs ignore the pleas of Verncent, 
  simply move to the next encounter.  If the PCs pay for 
  Verncent’s soul and defeat the night hag and her 
  entourage, they can release Verncent’s soul from its fate. 
  The soul dissolves away with tearful thanks. In this case, 
  if the PCs survive their time on Avernus, they later 
  receive the Thanks of Vercent’s Family. 
   
  If the PCs attack before securing the soul or losing 
  the bidding war and the barbed devils escape, they have 
  20 rounds to defeat the night hag and her minions before 
  a pit field shows up to rid the area of potential problems. 
  The PCs can flee at any time, but if they try to continue 
  with their mission, there is no way for them to bluff their 
  way through the rest of the encounters. They must fight 
  their way through. 
   
  5: PAPERS PLEASE 
  As the PCs continue their search for the portal to The 
  Serpent’s private plane, they encounter a devil tasked 
  with the tedious duty of checking into non-natives on 
  Avernus. 
   
  The devil that comes to ask the PCs for their 
  paperwork is not particularly happy about being relegated 
  to policing this plane while there is a Blood War to be 
  fought and promotions to be earned. 
   
  APL 10 (EL 11) 
   
  �Barbed Devil: hp 126; MM 51. 
   
  APL 12 (EL 13) 
   
  �Ice Devil: hp 147; MM 56. 
   
  APL 14 (EL 16) 
   
  �Horned Devil: hp 172; MM 55. 
   
  
  COR7-15 Taking Flight 
   
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  Developments: The devil approaches the PCs and 
  demands in no uncertain terms to see papers giving them 
  permission to be on Avernus. 
   
  If the PCs do not provide paperwork, the devil asks 
  what the PCs are doing here. It does not matter what 
  answer the PCs give, because without papers the devil 
  must report the intruders. The devil pretends to accept 
  the PCs excuses or reasons for being in Avernus, and he 
  leaves as soon as possible. The PCs are then ambushed in 
  the next encounter, and the PCs cannot talk their way out 
  of that one. 
   
  If the PCs have forged paperwork from the 
  remmanon devil Klydifa Estel, the documentation is 
  good enough that it looks authentic, even to someone as 
  officious as this devil. However, the devil does not go 
  away easily. It first informs the PCs that something is 
  wrong with the papers, and then it waits to see the 
  reaction of the PCs. It makes a Bluff check against the 
  Sense Motive checks of the PCs. If the PCs fail, they do 
  not automatically know the devil is lying, but they can 
  still roleplay their characters. If the PCs succeed, they 
  know the devil is lying and trying to shake them down 
  and force them into making a mistake. 
   
  If the PCs keep their cool and stick to their story, the 
  devil tells them to watch themselves and leaves. If the 
  PCs attempt to bluff or do something else suspicious, the 
  devil gets an opposed Sense Motive check. If the PCs are 
  unsuccessful, the devil knows something is wrong. He 
  reacts, in this case, just as if the PCs had no paperwork. 
   
  If the PCs have tried to create their own forgeries, 
  the devil gets a Forgery check (PH 74) with a +2 modifier 
  to identify the fake. Look at the results of the Forgery and 
  Knowledge (the planes) checks that the PCs made then. 
  The devil’s Spot check must be lower than the lower of 
  those two checks. If that is the case, the devil has been 
  tricked, and he lets the PCs go unhindered. If the Spot 
  check beats the lower of the two checks, the devil acts as 
  if the PCs had no papers at all—that is, he pretends to let 
  them go but he quickly reports their presence to a 
  superior, and in the next encounter the PCs are 
  ambushed. 
   
  If the PCs drew attention to themselves by attacking 
  the night hag and stealing the soul without paying for it, 
  this encounter takes place, but it is just for the devil to 
  confirm that the PCs are still here and are not true guests 
  of the Lord of Avernus. 
   
  If the PCs somehow destroy this devil before he can 
  report them, the next encounter does not take place, 
  unless the PCs already caused problems earlier in their 
  travels on Avernus. 
   
  6: YOU DO NOT BELONG 
  HERE 
  The PCs only face this encounter if they have come to 
  Avernus without forged paperwork, if they tried to forge 
  their own and were caught, if they were caught in a lie by 
  the devil in Encounter 5, or if they if they failed to keep a 
  low profile while traveling through Avernus, such as 
  attacking the night hag in Encounter 4 before the soul 
  was paid for. 
   
  A special guardian has been hired by Bel to protect 
  the portal to The Serpent’s plane. This guardian is a Styx 
  dragon, a netherworld dragon who lairs in the foul river. 
   
  APL 10 (EL 12) 
   
  �Adult Styx Dragon: hp 230; Appendix 1.  
   
  APL 12 (EL 14) 
   
  �Mature Adult Styx Dragon: hp 264; Appendix 1.  
   
  APL 14 (EL 17) 
   
  �Old Styx Dragon: hp 325; Appendix 1.  
   
  Tactics: The dragon rests in the muck of the Styx, since it 
  is immune to the effects of the river. It is alert, since it has 
  been warned of the presence of strangers moving in the 
  direction of the portal it protects. 
   
  The PCs can see the obvious rippling of the water 
  where the creature lies in wait, but a DC 25 Spot check is 
  needed to see the creature’s eyes peering out. 
   
  When the PCs either approach to investigate the 
  disturbance (possibly thinking it is the portal), when they 
  reveal themselves as having spotted the dragon, or when 
  they start preparing by using magic items or casting 
  spells, the dragon bursts from the water and attacks. 
   
  The most effective tactic for the dragon would be to 
  grapple a PC and then pull that PC into the River Styx, 
  hoping to drown them. Coming into contact with the 
  water of the River Styx requires a DC 25 Fortitude save, or 
  the creature undergoes a temporary amnesia for 3d6 days. 
  Half-immersion in the water increases the DC to 30. 
  Complete submersion increases the DC to 35. PCs who 
  suffer amnesia keep all their class abilities, including 
  spells, but they forget everything else, including their 
  alignments. PCs who suffer amnesia may believe what is 
  told to them by people who they meet after emerging 
  from the water. If a PC who needs to be a certain 
  alignment changes alignment because of their new 
  personality when she emerges, she may need to atone 
  after her memory returns. 
   
  For purposes of this combat, assume the Styx is 80 
  feet deep where this encounter takes place and the vile 
  water is so foul that you cannot see into or within it. 
   
  Developments: If a PC suffers from amnesia, an 
  imp comes along and sees what has happened. It 
  immediately goes up to the PC suffering from amnesia 
  and tells that PC that it is a guardian of Avernus in service 
  of Bel. Roll a Bluff check for the imp (+2 modifier). Give 
  the other PCs one chance to counter this lie (with a 
  Diplomacy check or Bluff check of their own). The PC 
  with amnesia believes the creature with the highest 
  Diplomacy or Bluff check). If the imp wins the opposed 
  check, the PC with amnesia believes this, and he attacks 
  the other PCs. At the end of the adventure, the PC can get 
  an atonement to return to normal. If no atonement is 
  
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  received, the PC in question is retired immediately at the 
  end of the adventure. 
   
  If the PCs defeat the Styx dragon, or if they never 
  meet the dragon in the first place because they have not 
  been caught with forged papers and have not drawn 
  attention to themselves, the PCs only need to travel a 
  short distance before coming to the portal to The 
  Serpent’s plane. 
   
  The river you have been following, with its turgid, 
  grotesque flow, is interrupted here by a strange 
  phenomenon. It is parted. The vile chunks of flesh 
  and other matter come to an empty spot in the river, 
  disappear, and then re-appear on the other side of 
  the part. 
   
  The PCs need only to step into the spot in the Styx where 
  it is parted, and they enter The Serpent’s plane. Continue 
  to Encounter 7. 
   
  7: THE SERPENT’S REIGN 
  Once the PCs find the entrance to The Serpent’s pocket 
  plane, they can enter by simply stepping through. 
   
  Time on this plane behaves strangely. When the PCs 
  arrive, they move extraordinarily slowly. Read or 
  paraphrase the following when they enter. Give PCs a DC 
  25 Knowledge (the planes) check to realize their slow 
  state is only temporary and caused by the time variance of 
  the plane they just entered. 
   
  You are standing on an endless, flat plane. The 
  horizon stretches infinitely in all directions, and the 
  portal you have just stepped through does not 
  appear to have a way back. About 100 feet ahead of 
  you, a middle-aged Flan woman, her skin mottled a 
  sickening blue-black, stands between two piles of 
  blue-black stone, a palm resting on each pile. Her 
  movements are extraordinarily fast, or yours are 
  slow, it is hard to tell which. 
   
  She turns to look at you, an evil grin playing 
  across her face. The piles of rock quake a bit, and 
  then they move, taking the form of two multi-
  headed serpentine figures. 
   
  Their speed begins to slow, and you hear almost 
  an audible snap as your body finally obeys your 
  mind at a speed you are accustomed to. 
   
  The two blue-black rock creatures speak 
  through many heads simultaneously. “They come to 
  stop us from restoring our rightful power. Destroy 
  their physical forms and eat their souls.” 
   
  PCs who have met Ianta before and succeeding at a DC 15 
  Spot check recognize her as the grown-up version of the 
  young girl. PCs who only heard the description of her can 
  make a DC 20 Spot check to gain the same information. A 
  DC Intelligence check allows a PC to understand that the 
  strange time flow in this plane could easily account for 
  the young girl now being a middle-aged woman. 
   
  The woman is Ianta, who has been altered by the 
  power of The Serpent into a being dedicated to 
  destroying the gods and their servants. The two rock 
  creatures are incarnations of The Serpent’s power. Their 
  success at bringing The Serpent back into corporeal form 
  has been slow, but they are progressing. 
   
  APL 10 (EL 13) 
   
  �Ianta: female human marshal 1/ sorcerer 4/ur-
  priest 2/mystic theurge 5; hp 53; Appendix 1.  
   
  �The Serpent (2): elder eidolon six-headed hydra; 
  hp 73; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Ianta: female human marshal 1/ sorcerer 4/ur-
  priest 2/mystic theurge 7; hp 61; Appendix 1. 
   
  �The Serpent (2): elder eidolon eight-headed 
  hydra; hp 84; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Ianta: female human marshal 1/ sorcerer 4/ur-
  priest 2/mystic theurge 9; hp 85; Appendix 1. 
   
  �The Serpent (2): elder eidolon ten-headed hydra; 
  hp 95; Appendix 1. 
   
  Tactics: Ianta stands back and uses her magic to assault 
  the PCs, particularly clerics. The incarnations of The 
  Serpent charge forward to attack. 
   
  Developments: If the PCs destroy one of The 
  Serpent’s two incarnations, it stays dormant for an entire 
  round, but then comes back to life with full hit points, as 
  the power of The Serpent flows from one to the other to 
  rejuvenate it. A DC 10 Knowledge (arcana) reveals that 
  the two can only be destroyed if they are killed within 
  one round of each other. Those PCs with the Stigma or 
  Thrall of the Serpent know this automatically because of 
  their connection to The Serpent. If both incarnations are 
  destroyed in this manner before Ianta is slain, the pocket 
  plane collapses and all the PCs and Ianta are blasted back 
  to Oerth. Go to the Conclusion immediately in this case. 
   
  If the PCs kill or incapacitate (knock unconscious) 
  Ianta before they defeat the two incarnations of The 
  Serpent, the power The Serpent gave to Ianta is returned 
  it. Both incarnations of The Serpent are fully healed, but 
  the requirement to kill both within one round of each 
  other is gone, and the pocket plane collapses after the 
  destruction of the second incarnation. 
   
  Any PCs with the Stigma of The Serpent are 
  considered the favored target of the incarnations of The 
  Serpent. If the PC is within the range of a move and 
  attack (or charge and attack), The Serpent’s incarnations 
  must do that. If the PC with that AR item is farther away 
  than a single move, the incarnations of The Serpent can 
  attack anyone. 
   
  Any PCs with Thrall of The Serpent are considered 
  shaken (DC 25 Will save negates). Also, while they can 
  attack The Serpent, any attack that would reduce the 
  incarnation to 0 or less hit points fails. A Thrall just 
  cannot strike the killing blow. (In the case where 
  
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  everyone at the table has the Thrall AR item, a DC 20 Will 
  save allows the Thrall to strike the killing blow.) 
   
  After the PCs defeat both incarnations of The 
  Serpent, the plane collapses upon itself and the PCs are 
  hurled back through a rift in the planes to an area on the 
  border between the Burneal Forest and the Land of Black 
  Ice. Ianta is with them: if she is still alive, the power of 
  The Serpent has left her. Although she is still at the 
  advanced age, she is no longer evil and has lost her levels 
  in ur-priest and mystic theurge. If she has been killed, she 
  can be raised as normal, and all the above changes are in 
  effect. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs recover.  
   
  CONCLUSION 
  The defeat of The Serpent, in the form of his dual 
  incarnations, ends the threat. Read or paraphrase the 
  following after the PCs are shunted back to Oerth: 
   
  The blast of energy that ripped through the pocket 
  plane of The Serpent has left you in an area that is 
  very cold. The ground below you is frozen in a 
  bluish-black ice. In the distance, you see an 
  enormous pine forest. 
   
  An insubstantial serpentine form covers the 
  entire sky. It writhes and contorts, as if in pain. 
  Slowly, the form begins to break apart, and pieces of 
  it are pulled into the ground here, while other pieces 
  race off toward the horizon on all sides of you. It 
  seems The Serpent is returning to its imprisonment. 
   
  A DC 15 Knowledge (geography) check reveals to the 
  PCs that they are on the border of the Land of the Black 
  Ice, where it meets the Burneal Forest. 
   
  Ianta is with the PCs, although whether she is dead, 
  alive, or unconscious depends on what happened in the 
  battle on the pocket plane. 
   
  Ianta cannot remember anything that happened to 
  her after she stepped into the column of energy, and it 
  takes her several days to come to terms with her rapid 
  aging. 
   
  Stoakdor Redlee Neheli is overjoyed to see Ianta and 
  the PCs. He provides them with his favor if the PCs have 
  defeated The Serpent. He takes Ianta back to the 
  Shelspring Barony in Keoland, where he hopes to study, 
  and possibly undo, the changes that The Serpent made to 
  Ianta. 
   
  If the PCs saved the soul of Verncent on Avernus, a 
  representative of his father, who gives his thanks, later 
  approaches them. 
   
  Tajlo remains in the service of Yolopo, as per his 
  agreement, for the time period dictated. Even if 
  something happens to Yolopo, Tajlo spends that 
  promised time serving the tribes that Yolopo leads. 
   
  CAMPAIGN CONSEQUENCES 
  This adventure has campaign consequences; that is the 
  result of this adventure could affect later adventures. 
  Email creighton@greyworks.co.uk and relate whether 
  the PCs were successful in defeating The Serpent. 
  
  COR7-15 Taking Flight 
   
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  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  1: Yolopo the Mighty 
  Defeat Yolopo’s test 
  APL 10 
  330 XP 
  APL 12 
  390 XP 
  APL 14 
  450 XP 
   
  4: Theurge Torture 
  Defeat the hag and her forces 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  480 XP 
  (Note: The PCs do not need to fight in this encounter to 
  gain full XP for the adventure. If they do fight this 
  encounter, they can get full XP without completing the 
  adventure.) 
   
  5: Papers Please 
  Get past the devil without tipping him off to the PCs 
  infiltration of the plane 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  510 XP 
  (Note: If the PCs are able to accomplish this, they should 
  not have to fight the dragon in Encounter 6 below.) 
   
  6: You Do Not Belong Here 
  Defeat or avoid the Styx dragon 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
  APL 14 
  510 XP 
   
  7: The Serpent’s Reign 
  Defeat Ianta and the manifestations of The Serpent 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
   
  Discretionary roleplaying award 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
  APL 14 
  360 XP 
   
  Total Possible Experience 
  APL 10 
  1,350XP 
  APL 12 
  1,575 XP 
  APL 14 
  1,800 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: Yolopo the Mighty 
   
  APL 10: Coin 800 gp each. 
   
  APL 12: Coin 800 gp each. 
   
  APL 14: Coin 800 gp each. 
   
  4: Theurge Torture 
   
  APL 10: Magic 1534 gp; +1 profane bloodfeeding 
  alchemical silver scourge (1534 gp each); Total 1534 gp. 
   
  APL 12: Loot 41 gp; Magic 2001 gp; +1 profane 
  bloodfeeding alchemical silver scourge (1534 gp each), +1 full 
  plate (220 gp each), +1 heavy steel shield (97 gp each), 
  heartstone (150 go each); Total 2042 gp. 
   
  APL 14: Loot 41 gp; Magic 3338 gp; +1 profane 
  bloodfeeding alchemical silver scourge (1534 gp each), +3 full 
  
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  plate (887 gp each), +3 heavy steel shield (765 gp each), 
  heartstone (150 go each); Total 3379 gp. 
   
  7: The Serpent’s Reign 
   
  APL 10: Magic 11333 gp; bracers of armor +8 (5333 
  gp), cloak of charisma +6 (3000 gp), periapt of wisdom +6 
  (3000 gp); Total 11333 gp. 
   
  APL 12: Magic 11333 gp; bracers of armor +8 (5333 
  gp), cloak of charisma +6 (3000 gp), periapt of wisdom +6 
  (3000 gp); Total 11333 gp. 
   
  APL 14: Magic 11333 gp; bracers of armor +8 (5333 
  gp), cloak of charisma +6 (3000 gp), periapt of wisdom +6 
  (3000 gp); Total 11333 gp. 
   
  Treasure Cap 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
  APL 14: 6,600 gp 
   
   
  Total Possible Treasure 
   
  APL 10: 13,676 gp 
   
  APL 12: 14,175 gp 
   
  APL 14: 15,512 gp 
   
  ADVENTURE RECORD ITEMS 
  �Stigma of The Serpent: You have stopped the re-
  ascension of The Serpent. This voids all of the previous 
  conditions caused by the Stigma of The Serpent, except 
  for the ability increases and decreases. In addition, your 
  connection to The Serpent has changed you forever. All 
  spells with a duration of more than 1 round that affect 
  you have their duration reduced by one round. 
  Additionally, one time only, your body acts as a pearl of 
  power (level 4) that you or someone else can use. 
   
  �Thrall of The Serpent: You have stopped the re-
  ascension of The Serpent. This voids all of the previous 
  conditions caused by the Thrall of The Serpent. One time 
  only, your body is capable of storing and using a single 
  spell of 4th-level or less, as per the ring of spell storing. 
   
  �Thanks of Verncent’s Family: You have freed the 
  damned soul of Verncent. His spirit returns to his father, 
  who is a powerful Suel merchant in Greyhawk, and 
  speaks of your sacrifice on his behalf. For your honor and 
  bravery, he rewards you most kindly. From this point 
  forward, you can select one item on each AR you receive 
  and make those items Any access. 
   
  Favor of Stoakdor Redlee Neheli: For stopping The 
  Serpent and bringing back Ianta from Avernus, Stoakdor 
  uses his many contacts to locate an item which you have 
  already found and want but cannot purchase right now. 
  Designate any single item that you currently have, or 
  have had, Adventure or Core access to. You now have Any 
  access to the item. Note the item here: 
   
   
   
   
  . 
   
  If you also have the favors/gratitude of Stoakdor and/or 
  the Redlee family from all the previous adventures in the 
  series (COR4-01 Shedding Scales, COR5-07 Clipping Wings, 
  and COR6-08 Catching Breath), you gain Any access to 
  another item (using the criteria above): Note the item 
  here: 
   
   
   
   
  . 
   
  ITEM ACCESS 
  APL 10  
  +1 profane bloodfeeding alchemical silver scourge (Adventure; 
  18,410 gp) 
  
  COR7-15 Taking Flight 
   
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  APPENDIX 1: APL 10
  1: YOLOPO THE MIGHTY 
  SHADOW* UNDERDARK LANDWYRM** CR 
  9 
  * Manual of the Planes 190 
  **Draconomicon 175 
  LE Large dragon (extraplanar) 
  Init +5; Senses blindsense 60 ft., darkvision 60 ft., low-
  light vision; Listen +3, Spot +3 
  Aura frightful presence (DC 19, 60-ft. radius) 
  Languages Common, Draconic, Undercommon  
  AC 22, touch 10, flat-footed 21; Dodge, Mobility 
  (-1 size, +1 Dex, +12 natural) 
  hp 126 (12 HD) 
  Immune sleep and paralysis 
  Resist cold 15, evasion 
  Fort +14, Ref +11, Will +13 
  Speed 90 ft. (18 squares), swim 45 ft.; Spring Attack 
  Melee bite +15 melee (2d6+4/19-20) or 
  Melee claw +10 melee (1d8+2 plus 1 Con) or 
  Melee bite +15 melee (2d6+4/19-20) and  
  2 claws +10 melee (1d8+2 plus 1 Con) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +12; Grp +20 
  Atk Options wounding 
  Special Actions shadow blend 
  Spell-Like Abilities 
   
  3/day - obscuring mist (CL 12th) 
  1/day - mirror image (CL 5th) 
  Abilities Str 19, Dex 13, Con 18, Int 12, Wis 17, Cha 16 
  Feats Dodge, Improved Critical (bite), Improved 
  Initiative, Mobility, Spring Attack 
  Skills Bluff +14, Diplomacy +5, Escape Artist +12, 
  Gather Information +5, Hide +7 (+11 in rocky or 
  underground areas or +15 when immobile in such 
  areas), Intimidate +15, Jump +16, Knowledge (local) 
  +7, Knowledge (Underdark) +12, Move Silently +24*, 
  Sense Motive +14, Survival +13, Swim +4 
  Blindsense (Ex) An underdark landwyrm’s 
  extraordinary powers of scent and echolocation allow 
  it to pinpoint the location of any living creature within 
  60 feet. 
  Shadow Blend (Su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Wounding (Ex) An Underdark landwyrm’s claws deal 
  bleeding wounds, similar to those caused by a 
  wounding weapon. In addition to hit point damage, a 
  claw attack deals 1 point of Constitution damage 
  when it hits a creature. A critical hit does not multiply 
  the Constitution damage. Creatures immune to 
  critical hits are immune to this Constitution damage. 
  Skills An underdark landwyrm can always choose to 
  take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line.  
   
  2: THE INFERNAL FORGER 
  REMMANON* 
  CR 15 
  *Monster Manual V 34 
  LE Medium outsider (baatezu, evil, extraplanar, lawful) 
  Init +8; Senses darkvision 60 ft., see in darkness; 
  Listen +28, Spot +28 
  Aura insidious (30 ft.) 
  Languages Abyssal, Celestial, Common, Draconic, 
  Infernal; telepathy 100 ft. 
  AC 32, touch 18, flat-footed 28  
  (+4 Dex, +2 shield, +4 deflection, +12 natural) 
  hp 153 (18 HD); DR 15/good and silver 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 25 
  Fort +15, Ref +15, Will +18 
  Speed 30 ft. (6 squares), fly 30 ft. (good); Flyby Attack, 
  Wingover 
  Melee hellfire touch +23 (2d6+4 plus 1d6 fire) 
  Base Atk +18; Grp +22 
  Atk Options Improved Feint, aligned strike (evil, lawful) 
  Special Actions summon baatezu 
  Spell-Like Abilities (CL 18th) 
   
  At will - detect good, disguise self, greater teleport 
  (self plus 50 pounds of objects only), plane shift 
  (willing targets only) 
  Abilities Str 18, Dex 19, Con 18, Int 23, Wis 24, Cha 25 
  SA aligned strike, insidious aura, spell-like abilities, 
  summon baatezu 
  Feats Combat Expertise, Flyby Attack, Improved Feint, 
  Improved Initiative, Quicken Spell-Like Ability (greater 
  teleport), Weapon Focus (hellfire touch), Wingover 
  Skills Bluff +28, Concentration +25, Diplomacy +34, 
  Disguise +28 (+30 acting), Escape Artist +25, 
  Intimidate +30, Knowledge (arcana) +27, Knowledge 
  (history) +27, Knowledge (nobility and royalty) +27, 
  Knowledge (the planes) +27, Listen +28, Search +27, 
  Sense Motive +28, Spot +28, Survival +7 (+9 on 
  other planes, following tracks), Use Rope +4 (+6 
  bindings) 
  Possessions ring of force shield, ring of protection +4 
  Insidious Aura (Su) A remmanon emanates a 
  telepathic aura that plays on the doubts and fears of 
  its foes. Opponents that begin their turn within 30 feet 
  of a remmanon must succeed on a DC 26 Will save 
  or suffer the effect of a confusion spell for that round. 
  An affected foe never treats a remmanon as the 
  nearest creature for the purpose of determining the 
  confusion effect. The save DC is Charisma-based.  A 
  remmanon and allies within 30 feet of it gain a +4 
  bonus on attack rolls against opponents affected by 
  this aura. 
  Summon Baatezu (Sp) 75% chance to summon 1d3 
  bearded devils; 2/day; caster level 18th. This ability is 
  the equivalent of a 9th-level spell. 
   
  
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  4: THEURGE TORTURE 
  NIGHT HAG 
  CR 9 
  NE Medium outsider (evil, extraplanar) 
  Init +1; Senses darkvision 60 ft.; Listen +15, Spot +15 
  Languages Abyssal, Celestial, Common, Infernal 
  AC 22, touch 11, flat-footed 21  
  (+1 Dex, +11 natural) 
  hp 68 (8 HD); DR 10/cold iron and magic 
  Immune charm, cold, fear, fire, sleep 
  Resist acid 10, cold 10; SR 25 
  Fort +12, Ref +9, Will +10 
  Speed 20 ft. (4 squares) 
  Melee +1 profane bloodfeeding alchemical silver 
  scourge +13 melee (1d8+4) 
  Melee bite +12 melee (2d6+6 plus disease) 
  Base Atk +8; Grp +12 
  Atk Options Mounted Combat, aligned strike (evil, 
  magic), disease 
  Special Actions dream haunting 
  Spell-Like Abilities (CL 8th) 
   
  At will - detect chaos, detect evil, detect good, detect 
  law, detect magic, etherealness (CL 16th), magic 
  missile, polymorph (self only), ray of enfeeblement 
  (DC 12), sleep (DC 12). 
  Abilities Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12 
  Feats Alertness, Exotic Weapon Proficiency (scourge), 
  Mounted Combat 
  Skills Bluff +12, Concentration +15, Diplomacy +5, 
  Disguise +1 (+3 acting), Intimidate +14, Listen +15, 
  Ride +12, Sense Motive +13, Spellcraft +11, Spot 
  +15 
  Possessions heartstone, +1 profane bloodfeeding 
  alchemical silver scourge (contains 10 blood points) 
  Disease (Ex) Demon fever - bite, Fortitude DC 18, 
  incubation period 1 day, damage 1d6 Con. Each day 
  after the first, on a failed save, an afflicted creature 
  must immediately succeed on another DC 18 
  Fortitude save or take 1 point of Constitution drain. 
  The save DC is Constitution-based. 
  Dream Hunting (Su) Night hags can visit the dreams of 
  chaotic or evil individuals by using a special periapt 
  known as a heartstone to become ethereal, then 
  hovering over the creature. Once a hag invades 
  someone’s dreams, it rides on the victim’s back until 
  dawn. The sleeper suffers from tormenting dreams 
  and takes 1 point of Constitution drain upon 
  awakening. Only another ethereal being can stop 
  these nocturnal intrusions, by confronting and 
  defeating the night hag. 
  Heartstone All night hags carry a periapt known as a 
  heartstone, which instantly cures any disease 
  contracted by the holder. In addition, a heartstone 
  provides a +2 resistance bonus on all saving throws 
  (this bonus is included in the statistics block). A night 
  hag that loses this charm can no longer use 
  etherealness until it can manufacture another (which 
  takes one month). Creatures other than the hag can 
  benefit from the heartstone’s powers, but the periapt 
  shatters after ten uses (any disease cured or saving 
  throw affected counts as a use) and it does not 
  bestow etherealness to a bearer that is not a night 
  hag. If sold, an intact heartstone brings 1,800 gp. 
   
  STITCHED DEVIL* SERVANT 
  CR 9 
  *Monster Manual V 36 
  LE Large outsider (evil, extraplanar, lawful) 
  Init +2; Senses darkvision 60 ft., see in darkness; 
  Listen +14, Spot +14 
  Aura pain (DC 21, 30-ft. radius) 
  Languages Abyssal, Celestial, Common, Infernal; 
  telepathy 100 ft. 
  AC 27, touch 11, flat-footed 25  
  (-1 size +2 Dex, +16 natural) 
  hp 84 (8 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 19 
  Fort +12, Ref +10, Will +9 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee bite +14 (1d8+7) and 4 claws +12 each (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Atk Options aligned strike (evil, lawful) 
  Spell-Like Abilities (CL 8th) 
   
  At will - greater teleport (self plus 50 pounds of 
  objects only) 
   
  1/day - phantasmal killer (DC 17), dispel magic, 
  unholy blight (DC 17) 
  Abilities Str 24, Dex 15, Con 22, Int 7, Wis 17, Cha 17 
  Feats Ability Focus (pain aura), Lightning Reflexes, 
  Multiattack, TrackB 
  Skills Climb +15, Diplomacy +5, Intimidate +14, Listen 
  +14, Search +9, Sense Motive +14, Spot +14, 
  Survival +14 (+16 following tracks) 
  Pain Aura (Su) Living creatures must attempt a DC 21 
  Fortitude save when they come within 30 feet of a 
  stitched devil. Those that fail take an extra 1d6 points 
  of damage whenever they take damage from any 
  other source within the pain aura's area. The save 
  DC is Charisma-based and includes a +2 racial 
  bonus. 
   
   
  When a creature that is affected by multiple 
  pain auras would take extra damage from the auras it 
  takes an extra 1d6 points of damage from one of the 
  auras affecting it. All other pain auras affecting that 
  creature cause it to take only 1 extra point of damage 
  apiece. For example, a creature affected by three 
  pain auras takes an extra 1d6+2 points of damage 
  each time that creature takes damage from any other 
  source. A creature that successfully saves cannot be 
  affected again by that same stitched devil's pain aura 
  for 24 hours. Night hags and lawful evil outsiders are 
  immune to this aura. 
  Skills A stitched devil can choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  
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  6: YOU DO NOT BELONG HERE 
   
   
  ADULT STYX DRAGON* 
  CR 12 
  *Draconomicon 187 
  NE Huge dragon (aquatic, extraplanar) 
  Init +4; Senses Listen +26, Spot +26 
  Aura frightful presence (DC 23, 180-ft. radius) 
  Languages Common, Infernal 
  AC 27 touch 8, flat-footed 27 
   (-2 size, +19 natural) 
  hp 230 (20 HD); DR 10/magic 
  Immune disease, paralysis, poison, sleep 
  SR 22 
  Fort +17, Ref +12, Will +15  
  Speed 60 ft., swim 60 ft., burrow 20 ft. 
  Melee bite +26 (2d8+8) and 
   
  2 tail blades +26 (2d8+4) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite) 
  Base Atk +20; Grp +36 
  Atk Options Cleave, Great Cleave, Power Attack  
  Special Actions breath weapon, constrict (4d8+8), 
  disease, improved grab 
  Combat Gear scroll of haste, scroll of mage armor, 
  scroll of stoneskin 
  Spell-Like Abilities (CL 6th): 
  3/day—darkness (3/day), fog cloud (3/day) 
  1/day—stinking cloud (DC 16) 
  At Will—curse water 
  Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16 
  SQ amphibious, Styx adaptation 
  Feats Cleave, Combat Reflexes, Great Cleave, 
  Improved Initiative, Improved Multiattack, Multiattack, 
  Power Attack  
  Skills Concentration +28, Diplomacy +28, Intimidate 
  +26, Knowledge (the planes) +26, Listen +26, Search 
  +26, Sense Motive +26, Spot +26, Use Magic Device 
  +26 
  Possessions combat gear 
  Breath Weapon (Su) A Styx dragon has two types of 
  breath weapons: a 100 ft. line of acid (6d6, DC 25 
  Reflex for half) that persists for 3 rounds, dealing half 
  damage on the second round and one-quarter 
  damage on the third round; or, a 50 ft. cone of 
  stupefying gas that deals 8 points of Intelligence 
  damage (DC 25 Fortitude negates). 
  Constrict (Ex) With a successful grapple check, a Styx 
  dragon can crush a grabbed opponent, dealing twice 
  its tail blade damage (4d8+8) as bludgeoning 
  damage. 
  Disease (Ex): Any creature hit by a Styx dragon’s bite 
  or tail blade attack must succeed on a DC 25 
  Fortitude save or contract Stygian wasting. The 
  symptoms of this disease include flesh rotting away 
  and hair falling out. Incubation period is 1 day, and 
  the disease deals 1d6 points of Charisma damage. A 
  victim must make 3 successful Fortitude saves in a 
  row to recover from Stygian wasting.  
  Improved Grab (Ex) To use this ability, a Styx dragon 
  must hit a creature that is at least one size category 
  smaller than itself with a tail blade attack. If it gets a 
  hold, it can constrict in the same round. It can also 
  attempt to start a grapple.  
  Amphibious (Ex) Although Styx dragons are aquatic, 
  they can survive indefinitely on land. 
   
  7: THE SERPENT’S REIGN 
  ELDER EIDOLON* SIX-HEADED HYDRA                    
  CR 8 
  *Lords of Madness 146 
  Neutral Huge construct 
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +0, Spot +0 
  Aura insanity aura (DC 13, 10-ft. radius) 
  AC 26, touch 15, flat-footed 23  
  (-2 size, +3 Dex, +4 deflection, +11 natural) 
  hp 73 (6 HD); fast repair 5; DR 3/adamantine 
  Immune magic, poison, sleep effects, paralysis, 
  stunning, disease, death effects, necromancy effects, 
  mind-affecting spells and abilities (charms, 
  compulsions, phantasms, patterns, and morale 
  effects), any effect that requires a Fortitude save 
  unless it also works on objects or is harmless, critical 
  hits, nonlethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. 
  Fort +2, Ref +5, Will +2 
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 6 bites +10 melee (2d6+7) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +4; Grp +19 
  Atk Options Combat Reflexes 
  Abilities Str 25, Dex 16, Con -, Int -, Wis 11, Cha 1 
  SQ construct traits, otherworldly geometry 
  Feats Combat ReflexesB, Improved Natural Attack 
  (bite), Weapon Focus (bite) 
  Skills Swim +15 
  Insanity Aura (Su) The elemental forces that power an 
  elder eidolon warp time and space and cause horrible 
  hallucinations in those nearby. Any living creature 
  within 10 feet of an eidolon must make a successful 
  DC 13 Will saving throw each round or become 
  confused for 1 round. 
  Immunity to Magic (Ex) An eidolon is immune to any 
  spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function 
  differently against the creature, as noted below. 
   
   
  Etherealness immediately repairs damage to an 
  eidolon equal to the spell’s caster level. 
   
   
  Dimensional anchor causes an eidolon to cease 
  functioning for 1 round (treat as if dazed). 
   
  Dimensional lock does not interfere with an 
  eidolon’s operation, but an eidolon that enters the 
  area of a dimensional lock spell or similar effect loses 
  the benefits of its otherworldly geometry and its 
  insanity aura. 
   
   
  A transmute rock to mud spell slows an eidolon (as 
  the slow spell) for 2d6 rounds, with no saving throw, 
  while transmute mud to rock heals all of its lost hit 
  points. 
   
   
  A stone to flesh spell does not actually change an 
  eidolon’s structure, but negates its damage reduction 
  and immunity to magic for 1 round. 
  
  COR7-15 Taking Flight 
   
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  Hydra Heads Hydras can attack with all their heads at 
  no penalty, even if they move or charge during the 
  round. A hydra can be killed either by severing all its 
  heads or by slaying its body. To sever a head, an 
  opponent must make a successful sunder attempt 
  with a slashing weapon. (The player should declare 
  where the attack is aimed before making the attack 
  roll.) Making a sunder attempt provokes an attack of 
  opportunity unless the foe has the Improved Sunder 
  feat. An opponent can strike at a hydra’s heads from 
  any position in which he could strike at the hydra 
  itself, because the hydra’s head writhe and whip 
  about in combat. An opponent can ready an action to 
  attempt to sunder a hydra’s head when the creature 
  bites at him. 
   
   
  Each of a hydra’s heads has 12 hit points. 
  Losing a head deals 6 points of damage to thehydra’s 
  body. A natural reflex seals the neck shut to prevent 
  further blood loss. A hydra can no longer attack with 
  a severed head but takes no other penalties. 
   
  Each time a head is severed, two new heads spring 
  from the stump in 1d4 rounds. A hydra can never 
  have more than twelve heads at any one time, and 
  any extra heads it gains beyond its original number 
  wither and die within a day. To prevent a severed 
  head from growing back into two heads, at least 5 
  points of fire or acid damage must be dealt to the 
  stump (a touch attack to hit) before the new heads 
  appear. A flaming weapon (or similar effect) deals its 
  energy damage to the stump in the same blow in 
  which a head is severed. Fire or acid damage from 
  an area effect (such as a fireball spell or dragon 
  breath) may burn multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by fire or acid. 
   
   
  A hydra’s body can be slain just like any other 
  creature’s. Any attack that is not (or cannot be) an 
  attempt to sunder a head affects the body. Targeted 
  magical effects cannot sever a hydra’s heads (and 
  thus must be directed at the body) unless they deal 
  slashing damage and could be used to make sunder 
  attempts. 
  Skills A hydra has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  IANTA  
   
   
  CR 12 
  Female human marshal 1/sorcerer 4/ur-priest 2/mystic 
  theurge 5 
  NE Medium humanoid (human) 
  Init +9; Senses Listen +7, Spot +11 
  Languages Common, Flan 
  AC 18, touch 10, flat-footed 18  
   (+8 armor) 
  hp 53 (12 HD) 
  Fort +5, Ref +2, Will +22 
  Speed 30 ft. (6 squares) 
  Melee spell +4 melee touch (varies) 
  Ranged spell +5 ranged touch (varies) 
  Base Atk +5; Grp +4 
  Atk Options Empower Spell, Quicken Spell 
  Special Actions rebuke undead 8/day (+7, 2d6+2, 2nd) 
  Ur-Priest Spells Prepared (CL 9th) 
   7th—slime wave (DC 24) 
   6th—blade barrier (DC 23), heal 
   5th—flame strike (DC 22), quickened shield of faith, 
  wall of stone 
   4th—cure critical wounds, death ward, divine power, 
  freedom of movement 
   3rd—bestow curse (DC 20), prayer, searing light (2), 
  wind wall 
   2nd—hold person (DC 19), resist energy (2), silence 
  (DC 19) (2) 
   1st—cure light wounds (2), divine favor, obscuring 
  mist, protection from good, shield of faith 
   0—cure minor wounds (6) 
  Sorcerer Spells Known (CL 9th) 
   4th (4/day)—dimension door, Evard's black tentacles 
   3rd (6/day)—displacement, fly, lightning bolt (DC 17) 
   2nd (6/day)—false life, glitterdust (DC 16), scorching 
  ray, see invisibility 
   1st (6/day)—mage armor, magic missile, nerveskitter, 
  ray of enfeeblement, shield 
   0 (6/day)—acid splash, detect magic, daze, ghost 
  sound, message, open/close, prestidigitation, touch of 
  fatigue 
  Abilities Str 8, Dex 10, Con 13, Int 12, Wis 24, Cha 20 
  Feats Empower Spell, Improved Initiative, Iron Will, 
  Quicken Spell, Rapid Metamagic, Skill Focus 
  (Diplomacy)B, Spell Focus (evil) 
  Skills Bluff +11, Concentration +16, Diplomacy +11, 
  Knowledge (arcana) +7, Knowledge (the planes) +6, 
  Knowledge (religion) +9, Spellcraft +18, Spot +11 
  Possessions Bracers of armor +8, cloak of charisma 
  +6, periapt of wisdom +6 
  Marshall Aura (Ex) Motivate Dexterity, 60 feet, adds +5 
  to Dexterity checks, Dexterity-based skill checks, and 
  initiative checks. Does not affect elder eidolons. 
  
  COR7-15 Taking Flight 
   
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  APL 12 
  1: YOLOPO THE MIGHTY 
  ADVANCED 
  16 
  HD 
  SHADOW* 
  UNDERDARK LANDWYRM**      CR 11 
  * Manual of the Planes  190 
  **Draconomicon 175 
  LE Large dragon (extraplanar) 
  Init +5; Senses blindsense 60 ft., darkvision 60 ft., low-
  light vision; Listen +3, Spot +3 
  Aura frightful presence (DC 21, 60-ft. radius) 
  Languages Common, Draconic, Undercommon  
  AC 22, touch 10, flat-footed 21; Dodge, Mobility 
  (-1 size, +1 Dex, +12 natural)  
  hp 168 (16 HD); fast healing 2 
  Immune sleep and paralysis 
  Resist cold 15, evasion 
  Fort +16, Ref +13, Will +15 
  Speed 90 ft. (18 squares), swim 45 ft.; Spring Attack 
  Melee bite +20 melee (2d6+4/19-20) or 
  Melee claw +18 melee (1d8+2 plus 1 Con) or 
  Melee bite +20 melee (2d6+4/19-20) and  
  2 claws +18 melee (1d8+2 plus 1 Con) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +16; Grp +25 
  Atk Options wounding 
  Special Actions shadow blend 
  Spell-Like Abilities 
   
  3/day - obscuring mist (CL 16th) 
  1/day - mirror image (CL 5th) 
  Abilities Str 20, Dex 13, Con 18, Int 12, Wis 17, Cha 16 
  Feats Dodge, Improved Critical (bite), Improved 
  Initiative, Mobility, Multiattack, Spring Attack 
  Skills Bluff +18, Diplomacy +5, Escape Artist +12, 
  Gather Information +5, Hide +11 (+15 in rocky or 
  underground terrain, +19 when immobile in such 
  areas), Intimidate +19, Jump +21, Knowledge (local) 
  +7, Knowledge (Underdark) +16, Move Silently +28*, 
  Sense Motive +18, Survival +13, Swim +5 
  Blindsense (Ex) An underdark landwyrm’s 
  extraordinary powers of scent and echolocation allow 
  it to pinpoint the location of any living creature within 
  60 feet. 
  Shadow Blend (Su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Wounding (Ex) An Underdark landwyrm’s claws deal 
  bleeding wounds, similar to those caused by a 
  wounding weapon. In addition to hit point damage, a 
  claw attack deals 1 point of Constitution damage 
  when it hits a creature. A critical hit does not multiply 
  the Constitution damage. Creatures immune to 
  critical hits are immune to this Constitution damage. 
  Skills An underdark landwyrm can always choose to 
  take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while 
  swimming, provided it swims in a straight line.  
   
  4: THEURGE TORTURE 
  NIGHT HAG FIGHTER 4 
  CR 11 
  NE Medium outsider (evil, extraplanar) 
  Init +2; Senses darkvision 60 ft.; Listen +16, Spot +16 
  Languages Abyssal, Celestial, Common, Infernal 
  AC 34, touch 11, flat-footed 33  
  (+1 Dex, +9 armor, +11 natural, +3 shield) 
  hp 136 (12 HD); DR 10/cold iron and magic 
  Immune charm, cold, fear, fire, sleep 
  Resist acid 10, cold 10; SR 25 
  Fort +18, Ref +11, Will +12 
  Speed 15 ft. (3 squares) in full plate, 20 ft. (4 squares) 
  base speed 
  Melee +1 profane bloodfeeding alchemical silver 
  scourge +20/+15/+10 melee (1d8+7) and  
  bite +14 melee (2d6+3 plus disease) or 
  Melee bite +19 melee (2d6+10 plus disease) 
  Base Atk +12; Grp +19 
  Atk Options Cavalry Charger, Mounted Combat, Power 
  Attack, Ride-By Attack, Spirited Charge, Trample, 
  aligned strike (evil, magic), disease 
  Special Actions dream haunting 
  Spell-Like Abilities (CL 8th) 
   
  At will - detect chaos, detect evil, detect good, detect 
  law, detect magic, etherealness (CL 16th), magic 
  missile, polymorph (self only), ray of enfeeblement 
  (ranged touch +14), sleep (DC 12). 
  Abilities Str 24, Dex 15, Con 22, Int 10, Wis 16, Cha 10 
  Feats Alertness, Cavalry ChargerB, Exotic Weapon 
  Proficiency (scourge), Mounted Combat, Power 
  Attack, Ride-By Attack, Spirited ChargeB, TrampleB. 
  Skills Bluff +11, Concentration +17, Diplomacy +4, 
  Disguise +1 (+3 acting), Intimidate +17, Listen +16, 
  Ride +17, Sense Motive +14, Spellcraft +11, Spot 
  +16 
  Possessions heartstone, +1 profane bloodfeeding 
  alchemical silver scourge, +1 full plate, +1 heavy 
  steel shield, exotic military saddle, bit & bridle 
  Disease (Ex) Demon fever - bite, Fortitude DC 22, 
  incubation period 1 day, damage 1d6 Con. Each day 
  after the first, on a failed save, an afflicted creature 
  must immediately succeed on another DC 22 
  Fortitude save or take 1 point of Constitution drain. 
  The save DC is Constitution-based. 
  Dream Hunting (Su) Night hags can visit the dreams of 
  chaotic or evil individuals by using a special periapt 
  known as a heartstone to become ethereal, then 
  hovering over the creature. Once a hag invades 
  someone’s dreams, it rides on the victim’s back until 
  dawn. The sleeper suffers from tormenting dreams 
  and takes 1 point of Constitution drain upon 
  awakening. Only another ethereal being can stop 
  these nocturnal intrusions, by confronting and 
  defeating the night hag. 
  Heartstone All night hags carry a periapt known as a 
  heartstone, which instantly cures any disease 
  contracted by the holder. In addition, a heartstone 
  provides a +2 resistance bonus on all saving throws 
  
  COR7-15 Taking Flight 
   
  Page 20 
  (this bonus is included in the statistics block). A night 
  hag that loses this charm can no longer use 
  etherealness until it can manufacture another (which 
  takes one month). Creatures other than the hag can 
  benefit from the heartstone’s powers, but the periapt 
  shatters after ten uses (any disease cured or saving 
  throw affected counts as a use) and it does not 
  bestow etherealness to a bearer that is not a night 
  hag. If sold, an intact heartstone brings 1,800 gp. 
   
  STITCHED DEVIL* SERVANT 
  CR 9 
  *Monster Manual V 36 
  LE Large outsider (evil, extraplanar, lawful) 
  Init +2; Senses darkvision 60 ft., see in darkness; 
  Listen +14, Spot +14 
  Aura pain (DC 21, 30-ft. radius) 
  Languages Abyssal, Celestial, Common, Infernal; 
  telepathy 100 ft. 
  AC 27, touch 11, flat-footed 25  
  (-1 size +2 Dex, +16 natural) 
  hp 84 (8 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 19 
  Fort +12, Ref +10, Will +9 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee bite +14 (1d8+7) and 4 claws +12 each (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Atk Options aligned strike (evil, lawful) 
  Spell-Like Abilities (CL 8th) 
   
  At will - greater teleport (self plus 50 pounds of 
  objects only) 
   
  1/day - phantasmal killer (DC 17), dispel magic, 
  unholy blight (DC 17) 
  Abilities Str 24, Dex 15, Con 22, Int 7, Wis 17, Cha 17 
  Feats Ability Focus (pain aura), Lightning Reflexes, 
  Multiattack, TrackB 
  Skills Climb +15, Diplomacy +5, Intimidate +14, Listen 
  +14, Search +9, Sense Motive +14, Spot +14, 
  Survival +14 (+16 following tracks) 
  Pain Aura (Su) Living creatures must attempt a DC 21 
  Fortitude save when they come within 30 feet of a 
  stitched devil. Those that fail take an extra 1d6 points 
  of damage whenever they take damage from any 
  other source within the pain aura's area. The save 
  DC is Charisma-based and includes a +2 racial 
  bonus. 
   
   
  When a creature that is affected by multiple 
  pain auras would take extra damage from the auras it 
  takes an extra 1d6 points of damage from one of the 
  auras affecting it. All other pain auras affecting that 
  creature cause it to take only 1 extra point of damage 
  apiece. For example, a creature affected by three 
  pain auras takes an extra 1d6+2 points of damage 
  each time that creature takes damage from any other 
  source. 
   
  A creature that successfully saves cannot be affected 
  again by that same stitched devil's pain aura for 24 
  hours. Night hags and lawful evil outsiders are 
  immune to this aura. 
  Skills A stitched devil can choose to take 10 on Climb 
  checks, even if rushed or threatened.  
   
  6: YOU DO NOT BELONG HERE 
   
   
  MATURE ADULT STYX DRAGON* CR 14 
  *Draconomicon 187 
  NE Huge dragon (aquatic, extraplanar) 
  Init +4; Senses Listen +30, Spot +30 
  Aura frightful presence (DC 25, 210-ft. radius) 
  Languages Common, Infernal 
  AC 30 touch 8, flat-footed 30 
   (-2 size, +22 natural) 
  hp 264 (23 HD); DR 15/magic 
  Immune disease, paralysis, poison, sleep 
  SR 25 
  Fort +18, Ref +13, Will +17  
  Speed 60 ft., swim 60 ft., burrow 20 ft. 
  Melee bite +30 (2d8+9) and 
   
  2 tail blades +30 (2d8+4) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite) 
  Base Atk +23; Grp +40 
  Atk Options Cleave, Great Cleave, Power Attack, 
  Spellcasting Harrier 
  Special Actions breath weapon, constrict (4d8+8), 
  disease, improved grab 
  Combat Gear scroll of haste, scroll of mage armor, 
  scroll of stoneskin 
  Spell-Like Abilities (CL 7th): 
   3/day—darkness, fog cloud   
  1/day—stinking cloud (DC 17) 
  At Will—curse water (at will) 
  Abilities Str 29, Dex 10, Con 21, Int 18, Wis 19, Cha 18 
  SQ amphibious, Styx adaptation 
  Feats Cleave, Combat Reflexes, Great Cleave, 
  Improved Initiative, Improved Multiattack, Multiattack, 
  Power Attack, Spellcasting Harrier 
  Skills Concentration +31, Diplomacy +32, Intimidate 
  +30, Knowledge (the planes) +30, Listen +30, Search 
  +30, Sense Motive +30, Spot +30, Use Magic Device 
  +30 
  Possessions combat gear 
  Breath Weapon (Su) A Styx dragon has two types of 
  breath weapons: a 100 ft. line of acid (7d6, DC 26 
  Reflex for half) that persists for 3 rounds, dealing half 
  damage on the second round and one-quarter 
  damage on the third round; or, a 50 ft. cone of 
  stupefying gas that deals 8 points of Intelligence 
  damage (DC 26 Fortitude negates). 
  Constrict (Ex) With a successful grapple check, a Styx 
  dragon can crush a grabbed opponent, dealing twice 
  its tail blade damage (4d8+8) as bludgeoning 
  damage. 
  Disease (Ex) Any creature hit by a Styx dragon’s bite or 
  tail blade attack must succeed on a DC 26 Fortitude 
  save or contract Stygian wasting. The symptoms of 
  this disease include flesh rotting away and hair falling 
  out. Incubation period is 1 day, and the disease deals 
  1d6 points of Charisma damage. A victim must make 
  3 successful Fortitude saves in a row to recover from 
  Stygian wasting.  
  Improved Grab (Ex) To use this ability, a Styx dragon 
  must hit a creature that is at least one size category 
  smaller than itself with a tail blade attack. If it gets a 
  
  COR7-15 Taking Flight 
   
  Page 21 
  hold, it can constrict in the same round. It can also 
  attempt to start a grapple. 
  Amphibious (Ex) Although Styx dragons are aquatic, 
  they can survive indefinitely on land. 
   
  7: THE SERPENT’S REIGN 
  ELDER 
  EIDOLON* 
  EIGHT-HEADED 
  HYDRA  
  CR 10 
  *Lords of Madness 146 
  Neutral Huge construct 
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +0, Spot +0 
  Aura insanity aura (DC 14, 10-ft. radius) 
  AC 28, touch 15, flat-footed 25  
  (-2 size, +3 Dex, +4 deflection, +13 natural) 
  hp 84 (8 HD); fast repair 5; DR 5/adamantine 
  Immune magic, poison, sleep effects, paralysis, 
  stunning, disease, death effects, necromancy effects, 
  mind-affecting spells and abilities (charms, 
  compulsions, phantasms, patterns, and morale 
  effects), any effect that requires a Fortitude save 
  unless it also works on objects or is harmless, critical 
  hits, nonlethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. 
  Fort +2, Ref +5, Will +2 
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 8 bites +13 melee (2d6+8) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +6; Grp +22  
  Atk Options Combat Reflexes 
  Abilities Str 27, Dex 16, Con -, Int -, Wis 11, Cha 1 
  SQ construct traits, otherworldly geometry 
  Feats Combat ReflexesB, Improved Natural Attack 
  (bite), Weapon Focus (bite) 
  Skills Swim +16 
  Insanity Aura (Su) The elemental forces that power an 
  elder eidolon warp time and space and cause horrible 
  hallucinations in those nearby. Any living creature 
  within 10 feet of an eidolon must make a successful 
  DC 14 Will saving throw each round or become 
  confused for 1 round. 
  Immunity to Magic (Ex) An eidolon is immune to any 
  spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function 
  differently against the creature, as noted below. 
   
   
  Etherealness immediately repairs damage to an 
  eidolon equal to the spell’s caster level. 
   
   
  Dimensional anchor causes an eidolon to cease 
  functioning for 1 round (treat as if dazed). 
   
  Dimensional lock does not interfere with an 
  eidolon’s operation, but an eidolon that enters the 
  area of a dimensional lock spell or similar effect loses 
  the benefits of its otherworldly geometry and its 
  insanity aura. 
   
   
  A transmute rock to mud spell slows an eidolon (as 
  the slow spell) for 2d6 rounds, with no saving throw, 
  while transmute mud to rock heals all of its lost hit 
  points. 
   
   
  A stone to flesh spell does not actually change an 
  eidolon’s structure, but negates its damage reduction 
  and immunity to magic for 1 round. 
  Hydra Heads Hydras can attack with all their heads at 
  no penalty, even if they move or charge during the 
  round. A hydra can be killed either by severing all its 
  heads or by slaying its body. To sever a head, an 
  opponent must make a successful sunder attempt 
  with a slashing weapon. (The player should declare 
  where the attack is aimed before making the attack 
  roll.) Making a sunder attempt provokes an attack of 
  opportunity unless the foe has the Improved Sunder 
  feat. An opponent can strike at a hydra’s heads from 
  any position in which he could strike at the hydra 
  itself, because the hydra’s head writhe and whip 
  about in combat. An opponent can ready an action to 
  attempt to sunder a hydra’s head when the creature 
  bites at him. 
   
   
  Each of a hydra’s heads has 10 hit points. 
  Losing a head deals 5 points of damage to thehydra’s 
  body. A natural reflex seals the neck shut to prevent 
  further blood loss. A hydra can no longer attack with 
  a severed head but takes no other penalties. 
   
  Each time a head is severed, two new heads spring 
  from the stump in 1d4 rounds. A hydra can never 
  have more than sixteen heads at any one time, and 
  any extra heads it gains beyond its original number 
  wither and die within a day. To prevent a severed 
  head from growing back into two heads, at least 5 
  points of fire or acid damage must be dealt to the 
  stump (a touch attack to hit) before the new heads 
  appear. A flaming weapon (or similar effect) deals its 
  energy damage to the stump in the same blow in 
  which a head is severed. Fire or acid damage from 
  an area effect (such as a fireball spell or dragon 
  breath) may burn multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by fire or acid. 
   
   
  A hydra’s body can be slain just like any other 
  creature’s. Any attack that is not (or cannot be) an 
  attempt to sunder a head affects the body. Targeted 
  magical effects cannot sever a hydra’s heads (and 
  thus must be directed at the body) unless they deal 
  slashing damage and could be used to make sunder 
  attempts. 
  Skills A hydra has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  
  COR7-15 Taking Flight 
   
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  IANTA  
   
   
  CR 14 
  Female human marshal 1/sorcerer 4/ur-priest 2/mystic 
  theurge 7 
  NE Medium humanoid (human) 
  Init +9; Senses Listen +7, Spot +11 
  Languages Common, Flan 
  AC 18, touch 10, flat-footed 18  
   (+8 armor) 
  hp 61 (14 HD) 
  Fort +6, Ref +3, Will +23 
  Speed 30 ft. (6 squares) 
  Melee spell +5 melee touch (varies) 
  Ranged spell +6 ranged touch (varies) 
  Base Atk +6; Grp +5 
  Atk Options Empower Spell, Quicken Spell 
  Special Actions rebuke undead 8/day (+7, 2d6+2, 2nd) 
  Ur-Priest Spells Prepared (CL 11th) 
   8th - fire storm (DC 25) 
   7th - repulsion (DC 24), slime wave (DC 24) 
   6th - blade barrier (DC 23), harm (DC 23), heal, 
  quickened silence (DC 19) 
   5th - arc of lightning (DC 22) (2), flame strike (DC 22), 
  quickened shield of faith, wall of stone 
   4th - cure critical wounds (2), death ward, divine 
  power, freedom of movement 
   3rd - bestow curse (DC 20), prayer, searing light (2), 
  searing light, wind wall 
   2nd - hold person (DC 19) (2), resist energy (2), 
  silence (DC 19) (2) 
   1st - cure light wounds (2), divine favor, obscuring 
  mist (2), protection from good, shield of faith 
   0-level - cure minor wounds (6) 
  Sorcerer Spells Known (CL 11th) 
   5th (5/day) - feeblemind (DC 20), wall of force 
   4th (6/day) - dimension door, enervation, Evard's 
  black tentacles 
   3rd (6/day) - dispel magic, displacement, fly, lightning 
  bolt (DC 17) 
   2nd (6/day) - false life, glitterdust (DC 16), scorching 
  ray, see invisibility, web 
   1st (6/day) - mage armor, magic missile, nerveskitter, 
  ray of enfeeblement, shield 
   0-level (6/day) - acid splash, detect magic, daze, flare, 
  ghost sound, message, open/close, prestidigitation, 
  touch of fatigue 
  Abilities Str 8, Dex 10, Con 13, Int 12, Wis 24, Cha 20 
  Feats Empower Spell, Improved Initiative, Iron Will, 
  Quicken 
  Spell, 
  Rapid 
  Metamagic, 
  Skill 
  Focus 
  (Diplomacy)B, Spell Focus (evil) 
  Skills Bluff +11, Concentration +18, Diplomacy +11, 
  Knowledge (arcana) +11, Knowledge (the planes) +6, 
  Knowledge (religion) +9, Spellcraft +20, Spot +11 
  Possessions Bracers of armor +8, cloak of charisma 
  +6, periapt of wisdom +6 
  Marshal Aura (Ex) Motivate Dexterity, 60 feet, adds +5 
  to Dexterity checks, Dexterity-based skill checks, and 
  initiative checks. Does not affect elder eidolons. 
  
  COR7-15 Taking Flight 
   
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  APL 14 
  1: YOLOPO THE MIGHTY 
  ADVANCED 20 HD SHADOW* 
  UNDERDARK LANDWYRM**  
  CR 13 
  * Manual of the Planes  190 
  **Draconomicon 175 
  LE Huge dragon (extraplanar) 
  Init +5; Senses blindsense 60 ft., darkvision 60 ft., low-
  light vision; Listen +3, Spot +3 
  Aura frightful presence (DC 23, 60-ft. radius) 
  Languages Common, Draconic, Undercommon 
  AC 25, touch 9, flat-footed 24; Dodge, Mobility 
  (-2 size, +1 Dex, +15 natural) 
  hp 250 (20 HD); fast healing 2; DR 5/magic 
  Immune sleep and paralysis 
  Resist cold 15, evasion 
  Fort +20, Ref +15, Will +15 
  Speed 90 ft. (18 squares), swim 45 ft.; Bounding 
  Assault, Spring Attack 
  Melee bite +26 melee (3d6+8/19-20) or 
  Melee claw +24 melee (2d6+4 plus 1 Con) or 
  Melee bite +26 melee (3d6+8/19-20) and  
  2 claws +24 melee (2d6+4 plus 1 Con) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +20; Grp +36 
  Atk Options wounding 
  Special Actions shadow blend 
  Spell-Like Abilities 
   
  3/day - obscuring mist (CL 20th)  
  1/day - mirror image (CL 5th) 
  Abilities Str 27, Dex 13, Con 22, Int 12, Wis 17, Cha 16 
  Feats Bounding Assault, Dodge, Improved Critical 
  (bite), Improved Initiative, Mobility, Multiattack, Spring 
  Attack 
  Skills Bluff +22, Diplomacy +5, Escape Artist +12, 
  Gather Information +5, Hide +11 (+15 in rocky or 
  underground area, +19 motionless in rocky or 
  underground area), Intimidate +23, Jump +28, 
  Knowledge (local) +7, Knowledge (Underdark) +16, 
  Move Silently +32*, Sense Motive +22, Survival +17, 
  Swim +8 
  Blindsense (Ex) An underdark landwyrm’s 
  extraordinary powers of scent and echolocation allow 
  it to pinpoint the location of any living creature within 
  60 feet. 
  Shadow Blend (Su) In any conditions other than full 
  daylight, a shadow creature can disappear into the 
  shadows, giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability, but a daylight spell will. 
  Wounding (Ex) An Underdark landwyrm’s claws deal 
  bleeding wounds, similar to those caused by a 
  wounding weapon. In addition to hit point damage, a 
  claw attack deals 1 point of Constitution damage 
  when it hits a creature. A critical hit does not multiply 
  the Constitution damage. Creatures immune to 
  critical hits are immune to this Constitution damage. 
  Skills An underdark landwyrm has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
    
  4: THEURGE TORTURE 
  NIGHT HAG FIGHTER 8 
  CR 13 
  NE Medium outsider (evil, extraplanar) 
  Init +2; Senses darkvision 60 ft.; Listen +16, Spot +16 
  Languages Abyssal, Celestial, Common, Infernal 
  AC 38, touch 11, flat-footed 37  
  (+1 Dex, +11 armor, +11 natural, +5 shield) 
  hp 184 (16 HD); DR 10/cold iron and magic 
  Immune charm, cold, fear, fire, sleep 
  Resist acid 10, cold 10; SR 25 
  Fort +22, Ref +12, Will +13 
  Speed 15 ft. (3 squares) in full plate, 20 ft. (4 squares) 
  base speed 
  Melee +1 profane bloodfeeding alchemical silver 
  scourge +25/+20/+15/+10 melee (1d8+9) and  
  bite +18 melee (2d6+3 plus disease) or 
  Melee bite +23 melee (2d6+10 plus disease) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +16; Grp +23 
  Atk Options Cavalry Charger, Empower Spell-Like 
  Ability (ray of enfeeblement), Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge, 
  Trample, aligned strike (evil, magic), disease 
  Special Actions dream haunting 
  Spell-Like Abilities (CL 8th) 
   At will - detect chaos, detect evil, detect good, detect 
  law, detect magic, etherealness (CL 16th), magic 
  missile, polymorph (self only), ray of enfeeblement 
  (ranged touch +18), sleep (DC 12). 
  Abilities Str 24, Dex 15, Con 22, Int 10, Wis 16, Cha 10 
  Feats Alertness, Cavalry ChargerB, Empower Spell-Like 
  Ability (ray of enfeeblement), Exotic Weapon 
  Proficiency (scourge), Mounted Combat, Power 
  Attack, Ride-By Attack, Spirited ChargeB, TrampleB, 
  Weapon Focus (scourge)B, Weapon Specialization 
  (scourge)B. 
  Skills Bluff +11, Concentration +17, Diplomacy +4, 
  Disguise +1 (+3 acting), Intimidate +21, Listen +16, 
  Ride +21, Sense Motive +14, Spellcraft +11, Spot 
  +16 
  Possessions heartstone, +1 profane bloodfeeding 
  alchemical silver scourge (contains 10 blood points), 
  +3 full plate, +3 heavy steel shield, exotic military 
  saddle, bit & bridle 
  Disease (Ex) Demon fever - bite, Fortitude DC 24, 
  incubation period 1 day, damage 1d6 Con. Each day 
  after the first, on a failed save, an afflicted creature 
  must immediately succeed on another DC 24 
  Fortitude save or take 1 point of Constitution drain. 
  The save DC is Constitution-based. 
  Dream Hunting (Su) Night hags can visit the dreams of 
  chaotic or evil individuals by using a special periapt 
  known as a heartstone to become ethereal, then 
  hovering over the creature. Once a hag invades 
  
  COR7-15 Taking Flight 
   
  Page 24 
  someone’s dreams, it rides on the victim’s back until 
  dawn. The sleeper suffers from tormenting dreams 
  and takes 1 point of Constitution drain upon 
  awakening. Only another ethereal being can stop 
  these nocturnal intrusions, by confronting and 
  defeating the night hag. 
  Heartstone All night hags carry a periapt known as a 
  heartstone, which instantly cures any disease 
  contracted by the holder. In addition, a heartstone 
  provides a +2 resistance bonus on all saving throws 
  (this bonus is included in the statistics block). A night 
  hag that loses this charm can no longer use 
  etherealness until it can manufacture another (which 
  takes one month). Creatures other than the hag can 
  benefit from the heartstone’s powers, but the periapt 
  shatters after ten uses (any disease cured or saving 
  throw affected counts as a use) and it does not 
  bestow etherealness to a bearer that is not a night 
  hag. If sold, an intact heartstone brings 1,800 gp. 
   
  ADVANCED 14 HD STITCHED DEVIL* 
  SERVANT 
   
   
  CR 12 
  *Monster Manual V 36 
  LE Large outsider (evil, extraplanar, lawful) 
  Init +2; Senses darkvision 60 ft., see in darkness; 
  Listen +20, Spot +20 
  Aura pain (DC 25, 30-ft. radius) 
  Languages Abyssal, Celestial, Common, Infernal; 
  telepathy 100 ft. 
  AC 27, touch 11, flat-footed 25  
  (-1 size +2 Dex, +16 natural) 
  hp 147 (14 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 22 
  Fort +15, Ref +13, Will +12 
  Speed 30 ft. (6 squares), climb 20 ft. 
  Melee bite +20 (1d8+7) and  
  4 claws +18 each (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +14; Grp +25 
  Atk Options aligned strike (evil, lawful) 
  Spell-Like Abilities (CL 14th) 
   
  At will - greater teleport (self plus 50 pounds of 
  objects only) 
   
  1/day - phantasmal killer (DC 18), dispel magic, 
  unholy blight (DC 18) 
  Abilities Str 24, Dex 15, Con 22, Int 7, Wis 17, Cha 18 
  Feats Ability Focus (pain aura), Lightning Reflexes, 
  Multiattack, TrackB 
  Skills Climb +15, Diplomacy +6, Intimidate +20, Listen 
  +20, Search +15, Sense Motive +20, Spot +20, 
  Survival +20 (+22 following tracks) 
  Pain Aura (Su) Living creatures must attempt a DC 25 
  Fortitude save when they come within 30 feet of a 
  stitched devil. Those that fail take an extra 1d6 points 
  of damage whenever they take damage from any 
  other source within the pain aura's area. The save 
  DC is Charisma-based and includes a +2 racial 
  bonus. 
   
   
  When a creature that is affected by multiple 
  pain auras would take extra damage from the auras it 
  takes an extra 1d6 points of damage from one of the 
  auras affecting it. All other pain auras affecting that 
  creature cause it to take only 1 extra point of damage 
  apiece. For example, a creature affected by three 
  pain auras takes an extra 1d6+2 points of damage 
  each time that creature takes damage from any other 
  source. 
   
   
  A creature that successfully saves cannot be 
  affected again by that same stitched devil's pain aura 
  for 24 hours. Night hags and lawful evil outsiders are 
  immune to this aura. 
  Skills A stitched devil can choose to take 10 on Climb 
  checks, even if rushed or threatened. 
   
  6: YOU DO NOT BELONG HERE 
   
   
  OLD STYX DRAGON* 
  CR 17 
  *Draconomicon 187 
  NE Huge dragon (aquatic, extraplanar) 
  Init +4; Senses Listen +34, Spot +34 
  Aura frightful presence (DC 28, 240-ft. radius) 
  Languages Common, Infernal 
  AC 33 touch 8, flat-footed 33 
   (-2 size, +25 natural) 
  hp 325 (26 HD); DR 15/magic 
  Immune disease, paralysis, poison, sleep 
  SR 27 
  Fort +21, Ref +15, Will +20  
  Speed 60 ft., swim 60 ft., burrow 20 ft. 
  Melee bite +34 (2d8+10) and 
   
  2 tail blades +34 (2d8+5, 19-20/x2) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite) 
  Base Atk +26; Grp +44 
  Atk Options Cleave, Great Cleave, Power Attack, 
  Spellcasting Harrier 
  Special Actions breath weapon, constrict (4d8+10), 
  disease, improved grab 
  Combat Gear scroll of haste, scroll of mage armor, 
  scroll of stoneskin 
  Spell-Like Abilities (CL 8th): 
   1/day—hold monster (DC 20), mind fog (DC 20), 
  stinking cloud (DC 17) 
   3/day—darkness, fog cloud  
   At Will—curse water  
  Abilities Str 31, Dex 10, Con 21, Int 20, Wis 21, Cha 20 
  SQ amphibious, Styx adaptation 
  Feats Cleave, Combat Reflexes, Great Cleave, 
  Improved Critical (tail blade), Improved Initiative, 
  Improved Multiattack, Multiattack, Power Attack, 
  Spellcasting Harrier 
  Skills Concentration +34, Diplomacy +36, Intimidate 
  +34, Knowledge (the planes) +34, Listen +34, Search 
  +34, Sense Motive +34, Spot +34, Use Magic Device 
  +34 
  Possessions combat gear 
  Breath Weapon (Su): A Styx dragon has two types of 
  breath weapons: a 100 ft. line of acid (8d6, DC 29 
  Reflex for half) that persists for 3 rounds, dealing half 
  damage on the second round and one-quarter 
  damage on the third round; or, a 50 ft. cone of 
  stupefying gas that deals 8 points of Intelligence 
  damage (DC 29 Fortitude negates). 
  
  COR7-15 Taking Flight 
   
  Page 25 
  Constrict (Ex) With a successful grapple check, a Styx 
  dragon can crush a grabbed opponent, dealing twice 
  its tail blade damage (4d8+10) as bludgeoning 
  damage. 
  Disease (Ex) Any creature hit by a Styx dragon’s bite or 
  tail blade attack must succeed on a DC 29 Fortitude 
  save or contract Stygian wasting. The symptoms of 
  this disease include flesh rotting away and hair falling 
  out. Incubation period is 1 day, and the disease deals 
  1d6 points of Charisma damage. A victim must make 
  3 successful Fortitude saves in a row to recover from 
  Stygian wasting.  
  Improved Grab (Ex) To use this ability, a Styx dragon 
  must hit a creature that is at least one size category 
  smaller than itself with a tail blade attack. If it gets a 
  hold, it can constrict in the same round. It can also 
  attempt to start a grapple 
  Amphibious (Ex) Although Styx dragons are aquatic, 
  they can survive indefinitely on land. 
   
  7: THE SERPENT’S REIGN 
  ELDER EIDOLON* TEN-HEADED HYDRA                        
  CR 10 
  *Lords of Madness 146 
  N Huge construct 
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +0, Spot +0 
  Aura insanity aura (DC 15, 10-ft. radius) 
  AC 30, touch 15, flat-footed 27  
  (-2 size, +3 Dex, +4 deflection, +15 natural) 
  hp 95 (10 HD); fast repair 5; DR 5/adamantine 
  Immune magic, poison, sleep effects, paralysis, 
  stunning, disease, death effects, necromancy effects, 
  mind-affecting spells and abilities (charms, 
  compulsions, phantasms, patterns, and morale 
  effects), any effect that requires a Fortitude save 
  unless it also works on objects or is harmless, critical 
  hits, nonlethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. 
  Fort +3, Ref +6, Will +3 
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee 10 bites +15 melee (2d6+9) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +7; Grp +24 
  Abilities Str 29, Dex 16, Con -, Int -, Wis 11, Cha 1 
  SQ construct traits, otherworldly geometry 
  Feats Combat ReflexesB, Improved Natural Attack 
  (bite), Weapon Focus (bite) 
  Skills Swim +17 
  Insanity Aura (Su) The elemental forces that power an 
  elder eidolon warp time and space and cause horrible 
  hallucinations in those nearby. Any living creature 
  within 10 feet of an eidolon must make a successful 
  DC 15 Will saving throw each round or become 
  confused for 1 round. 
  Immunity to Magic (Ex) An eidolon is immune to any 
  spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function 
  differently against the creature, as noted below. 
   
   
  Etherealness immediately repairs damage to an 
  eidolon equal to the spell’s caster level. 
   
   
  Dimensional anchor causes an eidolon to cease 
  functioning for 1 round (treat as if dazed). 
   
  Dimensional lock does not interfere with an 
  eidolon’s operation, but an eidolon that enters the 
  area of a dimensional lock spell or similar effect loses 
  the benefits of its otherworldly geometry and its 
  insanity aura. 
   
   
  A transmute rock to mud spell slows an eidolon (as 
  the slow spell) for 2d6 rounds, with no saving throw, 
  while transmute mud to rock heals all of its lost hit 
  points. 
   
   
  A stone to flesh spell does not actually change an 
  eidolon’s structure, but negates its damage reduction 
  and immunity to magic for 1 round. 
  Hydra Heads Hydras can attack with all their heads at 
  no penalty, even if they move or charge during the 
  round. A hydra can be killed either by severing all its 
  heads or by slaying its body. To sever a head, an 
  opponent must make a successful sunder attempt 
  with a slashing weapon. (The player should declare 
  where the attack is aimed before making the attack 
  roll.) Making a sunder attempt provokes an attack of 
  opportunity unless the foe has the Improved Sunder 
  feat. An opponent can strike at a hydra’s heads from 
  any position in which he could strike at the hydra 
  itself, because the hydra’s head writhe and whip 
  about in combat. An opponent can ready an action to 
  attempt to sunder a hydra’s head when the creature 
  bites at him. 
   
   
  Each of a hydra’s heads has 9 hit points. 
  Losing a head deals 4 points of damage to thehydra’s 
  body. A natural reflex seals the neck shut to prevent 
  further blood loss. A hydra can no longer attack with 
  a severed head but takes no other penalties. 
   
  Each time a head is severed, two new heads spring 
  from the stump in 1d4 rounds. A hydra can never 
  have more than twenty heads at any one time, and 
  any extra heads it gains beyond its original number 
  wither and die within a day. To prevent a severed 
  head from growing back into two heads, at least 5 
  points of fire or acid damage must be dealt to the 
  stump (a touch attack to hit) before the new heads 
  appear. A flaming weapon (or similar effect) deals its 
  energy damage to the stump in the same blow in 
  which a head is severed. Fire or acid damage from 
  an area effect (such as a fireball spell or dragon 
  breath) may burn multiple stumps in addition to 
  dealing damage to the hydra’s body. A hydra does 
  not die from losing its heads until all its heads have 
  been cut off and the stumps seared by fire or acid. 
   
   
  A hydra’s body can be slain just like any other 
  creature’s. Any attack that is not (or cannot be) an 
  attempt to sunder a head affects the body. Targeted 
  magical effects cannot sever a hydra’s heads (and 
  thus must be directed at the body) unless they deal 
  slashing damage and could be used to make sunder 
  attempts. 
  Skills A hydra has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  
  COR7-15 Taking Flight 
   
  Page 26 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a 
  straight line. 
   
  IANTA  
   
   
  CR 16 
  Female human marshal 1/sorcerer 4/ur-priest 2/mystic 
  theurge 9 
  NE Medium humanoid (human) 
  Init +9; Senses Listen +7, Spot +11 
  Languages Common, Flan 
  AC 18, touch 10, flat-footed 18  
   (+8 armor) 
  hp 85 (16 HD) 
  Fort +8, Ref +4, Will +24 
  Speed 30 ft. (6 squares) 
  Melee spell +6 melee touch (varies) 
  Ranged spell +7 ranged touch (varies) 
  Base Atk +7; Grp +6 
  Atk Options Empower Spell, Quicken Spell 
  Special Actions rebuke undead 8/day (+7, 2d6+2, 2nd) 
  Ur-Priest Spells Prepared (CL 16th) 
   9th—implosion (DC 26) 
   8th—empowered blade barrier (DC 23), fire storm 
  (DC 25) 
   7th—empowered arc of lightning (DC 22) (2), 
  repulsion (DC 24), slime wave (DC 24) 
   6th— blade barrier (DC 23), harm (DC 23), heal (2), 
  quickened silence (DC 19) 
   5th—arc of lightning (DC 22) (2), flame strike (DC 
  22), quickened shield of faith, wall of stone 
   4th—cure critical wounds (2), death ward, divine 
  power, freedom of movement 
   3rd—bestow curse (DC 20), prayer, searing light (3), 
  wind wall 
   2nd—hold person (DC 19) (2), resist energy (3), 
  silence (DC 19) (2) 
   1st—cure light wounds (2), divine favor, obscuring 
  mist (2), protection from good, shield of faith 
   0-level—cure minor wounds (6) 
  Sorcerer Spells Known (CL 13th) 
   6th (4/day)—disintegrate (DC 21), flesh to stone (DC 
  21) 
   5th (7/day)—feeblemind (DC 20), wall of force, waves 
  of fatigue 
  4th (6/day)—dimension door, enervation, Evard's 
  black tentacles, wall of ice 
   3rd (6/day)—dispel magic, displacement, fly, lightning 
  bolt (DC 17) 
   2nd (6/day)—false life, glitterdust (DC 16), scorching 
  ray, see invisibility, web 
   1st (6/day)—mage armor, magic missile, nerveskitter, 
  ray of enfeeblement, shield 
   0 (6/day)—acid splash, detect magic, daze, flare, 
  ghost sound, message, open/close, prestidigitation, 
  touch of fatigue 
  Abilities Str 8, Dex 10, Con 14, Int 12, Wis 24, Cha 20 
  Feats Empower Spell, Improved Initiative, Iron Will, 
  Practiced Spellcaster (Ur-Priest), Quicken Spell, 
  Rapid Metamagic, Skill Focus (Diplomacy)B, Spell 
  Focus (evil) 
  Skills Bluff +11, Concentration +21, Diplomacy +11, 
  Knowledge (arcana) +15, Knowledge (the planes) +6, 
  Knowledge (religion) +9, Spellcraft +22, Spot +11 
  Possessions bracers of armor +8, cloak of charisma 
  +6, periapt of wisdom +6 
  Marshall Aura (Ex) Motivate Dexterity, 60 feet, adds +5 
  to Dexterity checks, Dexterity-based skill checks, and 
  initiative checks. Does not affect elder eidolons. 
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Calvary Charger  
  Fighting from the back of a steed is second nature to you. 
   
  Prerequisites: Mounted Combat, Spirited Charge, 
  Trample, base attack bonus +6. 
   
  Benefit: The Cavalry Charger feat enables the use of 
  three tactical maneuvers. 
   
  Unhorse: To use this maneuver, you must be mounted 
  and charge a mounted foe.  If your charge attack hits, you 
  may make a free bull rush attempt.  If the bull rush 
  succeeds, you move your foe normally, but his mount 
  remains where it was. 
   
  Leaping Charge: To use this maneuver, you must be 
  mounted and charge a foe at least one size category 
  smaller than your mount.  Make a Ride check at the 
  conclusion of the move portion of the charge attack.  
  Prior to making the roll, determine the DC of the check: 
  either DC 10 for a chance to deal 2 extra points of 
  damage, or DC 20 for a chance to deal 4 extra points of 
  damage.  If you fail this ride check, you miss your target 
  (no attack roll) and if you fail this Ride check by 5 or 
  more, you miss your target and fall off your mount, 
  landing in a square adjacent to the mount’s space. 
   
  Fell Trample: You can make mounted overrun 
  attempts against more than one foe, resolving each 
  attempt according to the rules on pages 157 and 158 of 
  the Player’s Handbook.  Your mount gets a hoof attack 
  against each foe you successfully overrun. 
   
  Source: Complete Warrior 110 
   
  Improved Multiattack 
  You are particularly adept at using all your natural 
  weapons at once. 
   
  Prerequisites: Three or more natural weapons, 
  Multiattack. 
   
  Benefit: Your secondary attacks with natural 
  weapons have no penalty on the attack roll.  You still add 
  only ½ your Strength bonus, if any, to damage dealt. 
   
  Normal: Without this feat, your secondary attacks 
  are made at a –5 penalty (or a –2 penalty if you have the 
  Multiattack feat). 
   
  Source: Draconomicon 70 
   
  Practiced Spellcaster 
  Choose a spellcasting class that you possess.  Your spells 
  cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4.  This benefit can’t increase your 
  caster level to higher than your Hit Dice.  However, even 
  if you can’t benefit from the full bonus immediately, if 
  you later gain Hit Dice in levels of nonspellcasting 
  classes, you might be able to apply the rest of the bonus. 
   
  A character with two or more spellcasting classes 
  must choose which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or spells 
  known.  It increases your caster level only, which would 
  help you penetrate spell resistance and increase duration 
  and ofther effects of your spells. 
   
  Source: Complete Arcane 82 
   
  Rapid Metamagic 
  You possess an uncanny mastery of your magic, enabling 
  you to modify spells on the fly much faster than others 
  can. 
   
  Prerequisites: Spellcraft 12 ranks, ability to 
  spontaneously cast spells. 
   
  Benefit: When you apply a metamagic feat to a 
  spontaneously cast spell, the spell takes only its normal 
  casting time. 
   
  Source: Complete Mage 46 
   
  Spellcasting Harrier 
  You are particularly adept at using all your natural 
  weapons at once. 
   
  Prerequisites: Combat Reflexes. 
   
  Benefit: Any spellcaster you threaten in melee 
  provokes an attack of opportunity if he or she tries to cast 
  defensively.  You get a +4 on this attack roll. 
   
  Source: Draconomicon 70 
   
  MAGIC ITEMS 
  Bloodfeeding 
  Price: +1 Bonus 
  Property: Melee weapon 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) necromancy 
  Activation: ---- and free (command) 
   
  Every time a bloodfeeding weapon deals damage to a 
  living creature, it gains 1 blood point, which it can store 
  for up to 1 hour. The weapon can store a maximum of 10 
  blood points. This effect is continuous and requires no 
  activation. 
   
  When you deal damage to a creature while wielding 
  a bloodfeeding weapon, you can activate the weapon to 
  spend up to 5 stored blood points. Each blood point you 
  spend in this way deals an extra 2 points of damage to that 
  creature. The weapon doesn’t gain any blood points from 
  a strike on which you use this ability. 
   
  Source: Magic Item Compendium 29 
   
  Profane 
  Price: +1 Bonus 
  Property: Weapon 
  Caster Level: 7th 
  Aura: Moderate; (DC 17) necromancy 
  Activation: Standard (command) 
   
  By speaking the appropriate command word, you can 
  sheathe a profane weapon in crackling black negative 
  
  COR7-15 Taking Flight 
   
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  energy. If you have no Constitution score, this energy 
  does not harm you; otherwise you take 1 point of 
  Constitution damage for each round you hold the 
  weapon while the effect is activated. This effect lasts until 
  you speak another command word to end it. 
   
  While activated, a profane weapon deals an extra 1d6 
  points of damage to any living target (or 2d6 to a good 
  outsider). Also, it is treated as evil-aligned for the purpose 
  of overcoming damage reduction. 
   
  Source: Magic Item Compendium 40 
   
  MUNDANE EQUIPMENT 
  Scourge 
  This multitailed, barbed whip is often dipped in poison 
  delivered via injury. You get a +2 bonus on your opposed 
  attack roll when attempting to disarm an opponent 
  (including to roll to keep from being disarmed if the 
  attack fails) with this weapon. 
   
  Source: Complete Warrior 158 
   
  SPELLS 
  Arc of Lightning from Spell Compendium 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  This bolt deals 1d6 points of electricity damage per caster 
  level to both creatures and to anything in the line 
  between them. Both creatures must be in range, and you 
  must be able to target them both (as if this spell had them 
  as its targets). Draw a line from any corner in one 
  creature’s space to any corner in the other’s space. It 
  affects all squares in this line. 
   
   
  Death Pact from Spell Compendium 
  Necromancy 
  Level: Cleric 8, Pact 8 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: Permanent until triggered 
  Saving Throw: No 
  Spell Resistance: No 
  This spell allows the target to enter into a binding 
  agreement with your deity that brings the target back to 
  life if it is slain. 
   
  When the spell is cast, the subject’s Constitution is 
  permanently lowered by 2 points. In exchange for this, if 
  the subject should die, a true resurrection spell is 
  immediately cast upon the subject. However, the 
  resurrected creature does not regain the 2 Constitution 
  points when returned to life. 
   
  If the spell is dispelled before the subject dies, it does 
  not regain the 2 lost Constitution points A wish or miracle 
  can return the lost Constitution, but only after the death 
  pact has been activated or dispelled. 
   
   
   
  Nerveskitter from Spell Compendium 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Target: 1 creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes 
  You cast this spell when you and your party roll initiative. 
  You enhance the subject’s reaction in combat, granting it 
  a +5 bonus to its initiative check for the current 
  encounter. If the subject does not make an initiative 
  check within 1 round, this spell has no effect. 
   
  Recitation 
  Recitation from Spell Compendium 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60 ft. radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  The spell affects all allies within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus to 
  AC, on attack rolls, and on saving throws, and a +3 luck 
  bonus if they worship the same deity as you. 
   
  
  COR7-15 Taking Flight 
   
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  DM MAPS – MAP 1 YOLOPO’S LAIR 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/COR7-15 - Taking Flight.pdf