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Hammerhead

Explorer
Does anyone have any information where to buy/download the Great Modron March, Dead Gods, and Tales from the Infinite Staircase?

Also, is there any attempt at conversion or conversion of these modules?

And finally, if not, is anyone interested in helping me convert them to 3ed?
 

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Psychotic Jim

First Post
Okay I will post Dead Gods by chapter. I don't know where you could buy the original Dead Gods module, but you can buy used originals of the modules the Great Modron March and Tales from the Infinite Staircase at Nobleknight.com . Here is Chapter 1 of out of the Darkness.

Format- The conversion generally follows this format:
Character name and occupation/role Gender Race Faction (if applicable) Class and level Challenge Rating, Size and Type Hit Dice HP Initiative Modifier Speed Armor Class Attacks Damage Face/Reach Special Attacks (SA) Special Qualities (SQ) Saves (SV) Ability Scores Alignment (AL)
Skills and Feats:
Notes: Conversion notes and/or SA or SQ notes.
Domains (if applicable)
Spells Prepared (if applicable)
Spellbook
Special Equipment (magical items, poison, and other special goods)


Chapter 1: Circean Embers

Khaasta CR1 Medium Size Outsider (Chaotic) HD 3d8+3 hp 16 Initiative +1 (Dex) Speed 30 feet AC 18 (+1 Dex, +5 natural, +2 leather armor) Attacks Battleaxe +5 melee, bite +0 melee Damage Battleaxe 1d8+2/CritX3, bite 1d6+1 Face/Reach 5 ft by 5 ft/5 ft Saves Fort +4, Ref +4, Will +3 Str 15, Dex 13, Con 12, Int 11, Wis 10, Cha 10 AL CN
Skills and Feats: Climb+7, Handle Animal+6*, Intimidate+4, Ride+7*,Swim +1, Mounted Combat
Notes: Can make an additional free attack per round with a bite at not penalty if not riding giant lizards. If riding giant lizards, a khaasta gets a +1 attack bonus against nonmounted foes, but cannot bite. A khaasta receives a +8 racial bonus on Handle Animal and Ride checks when dealing with giant lizards.

Toilmaster (khaasta chieftan) Khaasta Ftr 3 CR 4 Medium Outsider (Chaotic) HD 3d8+3d10+6 hp 43 Init +2 (Dex) AC 20( +2 Dex, +3 studded leather armor, +5 natural) Attacks greatsword +10/+5 melee, bite +4 melee Damage greatsword 2d6+5/Crit 19-20, bite 1d6+1 SV Fort +7, Ref +6, Will +5 Str 17, Dex 15, Con 13, Int 12, Wis 13, Cha 14 AL CN
Skills and Feats: Climb +6, Handle Animal +7, Jump +9, Intimidate +8, Ride +8, Swim +3 (-1 Armor check penalty) Cleave, Mounted Combat, Power Attack, Running, Weapon Focus (greatsword)
Special Equipment: Thief of charms (10 charges left), Arcadian dove hawk feather (gate key)

Giant Lizard CR 2 Medium-size animal HD 3d8+9 hp 22 Initiative +2 (Dex), Speed 30 feet, swim 30 feet AC 15 (+2 Dex, +3 natural) Attacks Bite +5 melee Damage bite 1d8+4 Face/Reach 5 ft by 5 ft/5 ft SV Fort +6, Ref +5, Will +2 Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2 AL N
Skills and Feats: Climb +9, Hide +7, Listen +4, Move Silently +6, Spot +4
Notes: MM. Pg. 198

Blvastin (beholder) CR 13 Large Aberration HD 11d8+11 Hp 60 Initiative +4 (Improved Initiative) Speed 5 ft, fly 20 feet (good) AC 20 (-1 size, +11 natural) Attacks eye rays +7 ranged touch, bite +2 melee Damage bite 2d4 Face/Reach 5 ft by 5 ft/5 ft SA: Eye rays SQ: All-around vision, antimagic cone, fly SV For +4, Ref +3, Will +11 Str 10, Dex 10, Con 12, Int 17, Wis 15, Cha 15 AL LE
Skills and Feats: Hide +7, Knowledge (arcane) +10, Listen +15, Search +18, Spot +20, Alertness, Fly-by Attack, Improved Initiative, Iron Will, Shot on the Run
Notes: MM pg. 24-25
Eye Rays (Su): Each of ten small eyes produces one ray per round; during a round, it can only aim three rays in any one direction other than up. Each eye acts like the corresponding spell cast by a 13th level sorcerer, but follow the rules of a ray (pg 148 in PHB) The rays have a range of 150 feet and a save DC of 18 List of rays: Charm Person, Charm Monster, Sleep, Flesh to Stone, Disintegrate, Fear (only affects one creature), Slow, Inflict Moderate Wounds (doing 2d8+10 damage), Finger of Death, Telekinesis (moving 325 pounds).
All Around Vision (Ex): Bvastin gets a +4 racial bonus to Spot and Search Checks and cannot be flanked.
Antimagic Cone (Su): The central eye of the beholder produces a 150 foot anti-magic cone straight ahead creature’s front. Once each round, Bvastin can choose which way it will face and whether the Cone is active or not.
Flight (Ex): Bvastin’s body is naturally boy and and allows it to fly at a speed of 20 feet, and also grants the effects of a permanent feather fall effect with a personal range.

Talisman Redboar, female half-elf Rog4/Wis6/Ftr1 CR 11 Medium-size Humanoid (half-elf) HD 4d6+6d4+1d10+33 hp 74 Init +3 (Dex) Speed 30 feet AC 17 (+3 Dex, +4 bracers of armor) Attacks Bastard sword +8/+3 melee or shortbow +10/+5 ranged Damage Bastard sword 1d10+1/Crit 19-20 or shortbow 1d6/Crit X3/60 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA sneak attack +2d6, spells SQ: half-elf traits, sleep immunity, evasion, uncanny dodge (Dex bonus to AC) SV Fort +8, Ref +9, Will +7 Str 13, Dex 17, Con 16, Int 14, Wis 12, Cha 10 AL NE
Skills and Feats: Bluff +7, Concentration +11, Climb +5, Diplomacy +4, Disable Device +6, Disguise +7, Decipher Script +5, Gather Information +5, Hide +8, Knowledge (arcane) +9, Knowledge (local) +10, Listen +7, Move Silently +9, Open Locks +7, Search +6, Sense Motive +6, Spellcraft +6, Spot +7 Alertness, Exotic WP (bastard sword) Scribe Scroll, Spell Penetration, Silent Spell, Split Ray (from T&B), Subdual Substitution (also from T&B)
Spells Prepared (4/4/4/2): 0: Detect Magic, Ghost Sound, Mending, Ray of Frost 1: Change Self, Color Spray, Magic Missile, Shield 2: Detect thoughts, Forget, Melf’s Acid Arrow, Invisibility 3: Lightning Bolt, Suggestion, Invisibility (with Silent Spell)
Spells in Spellbook (In addition to above) 0: all 1: Identify, Unseen Servant 2: Mirror Image 3: Explosive Runes
Talismin has enchanted her spellbook with an Explosive Runes spell. A search roll (DC 28) is needed to discover the trap, and a Disable Device roll (DC 28) is needed to remove it. When read, the runes explodes doing 6d6 damage to all close enough to read it, and 3d6 to all within 10 feet (Reflex Save DC 15) for half. A successful Dispel Magic or Erase spell can remove the runes , but failing the roll causes the runes to detonate.
Special Equipment: Bracers of Armor +4, Boots of Striding and Springing, Fiend Globe (summons a barbazu to serve the user for 1 hour), 12 uses of Greenblood Oil (Injury DC 13 Initial Damage 1 Con, Secondary Damage 1d2 Con)
Fiend Globe: Prerequisite: Lesser Planar Ally, Craft Wondrous Item Feat Caster Level: 7th Market Price: 1400 GP

Tiac Rami No, owner of the walking castle, male human Wiz 14 CR 14 HD 14d4+14 hp 45 Initiative +2 (Dex) Speed 30 ft AC 14 (+2 Dex, +2 Deflection) Attacks staff +7/+2 melee Damage staff 1d6 Face/Reach 5 ft by 5 ft/5 ft SA: spells SV: Fort +5, Ref +6, Will +10; Str 7, Dex 14, Con 12, Int 18, Wis 13, Cha 13 AL N
Skills and Feats: Appraise +12, Concentration +18, Craft (jeweler) +10, Diplomacy +9, Knowledge (arcane) +23, Knowledge (Architecture and Engineering) +11, Knowledge (planar) +7, Sense Motive +9, Scry +8, Spellcraft +21; Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Craft Wand, Quicken Spell, Scribe Scroll, Skill focus (knowledge-arcana), Spell Penetration
Spells Prepared (4/5/5/5/5/3/3/2): 0: Detect Magic, Light, Mage Hand, Read Magic, Resistance 1: Charm Person, Feather Fall, Mage Armor, Magic Missile, Unseen Servant 2: Arcane Lock, Clairaudience/Clairvoyance, Continual Flame, Detect Thoughts, Web 3: Dispel Magic, Fireball, Fly, Gaseous Form, Stinking Cloud 4: Evard’s Black Tentacles, Minor Globe of Invulnerability, Polymorph Other, Stoneskin, Summon Monster IV 5: Stone Shape, Teleport, Telekinesis 6: Disintegrate, Globe of Invulnerability, True Seeing 7: Limited Wish, Simulacrum
Spells in spellbook (in addition to above) 0: all spells 1: Alarm, Burning Hands, Comprehend Languages, Identify 2: Levitate, Magic Mouth, Obscure Object 3: Explosive Runes, Gust of Wind 4: Charm Monster, Remove Curse 5: Permanency 6: Analyze Dweomer, Contingency 7: Banishment
Special Equipment: ring of protection +2, Staff +2, Wand of Suggestion, and his castle

Giant iguana CR 5 Large animal HD 6d8+30 hp 66 Initiative +1 (Dex) Speed 30 feet AC 14 (+1 Dex, +3 natural) Attacks Bite +10 melee Damage Bite 2d4+10 Face/Reach 5 ft by 10 ft/5ft SV Fort +10, Ref +3, Will +3 Str 25 Dex 13 Con 21 Int 2 Wis 12 Cha 2 AL N
Skills and Feats: Climb +13, Hide +6, Listen +4, Move Silently +5, Spot +4
Notes: Essentially just a giant lizard with beefed up stats. I nixed the swallowing bit because in the MM no other animal seems to have the Swallow Whole special attack.

Haac(!)ns, the bandit king CR 6 Medium-size outsider (Chaotic) male khaasta Ftr 5 HD 3d8+5d10+24 hp 82 Init +2 Speed 30 feet AC 20 (+2 Dex, +3 studded leather, +5 natural) Attacks halberd +16/+11 melee, bite +8 melee Damage Halberd 1d10+12/Crit X3), Bite 1d6+2 Face/Reach 5 ft by 5 ft/5 ft SV Fort +10, Ref +6, Will +6 Str 20, Dex 14, Con 16, Int 12, Wis 14, Cha 14 AL CN
Skills and Feats: Climb +11, Jump+ 11, Handle Animal +10, Intimidate +8, Ride +9, Swim +7 (-1 armor check penalty) Cleave, Mounted Combat, Power Attack, Weapon focus (halberd), weapon specialization (halberd)
Special Equipment: Halberd +2, Thief of Charms (10 charges left)

The Wise One (Khaasta Shaman) CR 2 Medium-size Outsider (Chaotic) HD 3d8+3 (13 hp Initiative +1 (Dex) Speed 30 feet AC 15 (+5 natural) Attacks bite +0 melee Damage Bite 1d6+1 SA: spells SQ: blind SV Fort +4, Ref +3, Will +6 Str 12, Dex 12, Con 12, Int 12, Wis 16, Cha 13 AL N
Skills and Feats: Concentration +7, Knowledge (religion) +4, knowledge (arcane) +7, Spellcraft +7, Listen +6, Combat Casting
Notes: Blind: suffers a 50% miss chane in combat, loses any Dex bonus to AC, grants a +2 bonus to attackers attack rolls, move at half speed, and –4 penalty on Search checks and most Strength and Dexterity based skill checks.
Domains: Chaos, Trickery
Spells (as a 5th level cleric) (5/4+1/3+1/2+1): 0: Create Water, Cure Minor Wounds (X2), Detect Poison, Resistance 1: Bless, Change Self, Cure Light Wounds (X2), Entangle 3: Animate Dead, Cure Serious Wounds, Magic Circle Against Law
 
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Psychotic Jim

First Post
Here's the next few chapters for Out of the Darkness.

Chapter 2: Crux

Verdis Mov, leader of Crux, male human Rog4/Ftr6 CR 11 Medium-size Humanoid (human) HD 4d6+6d10+20 hp 88 Init +4 (Dex) Speed 30 feet AC 22 (+4 Dex, +6 bracers of armor, +2 deflection from ring of protection) Attacks greatsword +16/+11 melee or longbow +14/+8 ranged Damage greatsword 2d6+9/Crit 19-20 or longbow 1d8/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA sneak attack +2d6 SQ evasion, uncanny dodge (Dex bonus to AC) SV Fort +8, Ref +10, Will +6 Str 17, Dex 19, Con 15, Int 18, Wis 16, Cha 18 AL LE
Skills and Feats: Balance +11, Bluff +13, Climb+11, Decipher Script +8, Diplomacy +13, Disguise +10, Forgery +10, Gather Information +13, Handle Animal +8 Intimidate +6, Jump +11. Knowledge (local) +7 Listen +11, Open Locks +6, Pick Pockets +6, Profession (merchant) +9, Sense Motive +10, Spot +11, Swim +11, Alertness, Expertise, Leadership, Persuasive, Quick Draw, Trustworthy, Weapon focus (greatsword), Weapon specialization (greatsword)
Notes: The Feats Persuasive and Trustworthy are taken from Song and Silence and give Verdis Mov a +2 bonus to Bluff, Diplomacy, Gather Information and Intimidate (already included in the above stastics). If you don’t have that book, replace them with Skill focus. I suggest switching the Bracers of Armor +6 to a lower Bracers of Armor to bring Verdis Mov more into line with the equipment guidelines in the DMG.
Special Equipment: Bracers of Armor +6, Ring of Protection +2, and a Greatsword +2 that has somehow been made invisible permanently.

Zin, Verdis Mov’s cat CR ¼ Tiny Animal HD 1/2d8 hp 2 Init +2 (Dex) Speed 30 feet AC 14 (+2 size, +2 Dex), Attacks 2 claws +4 melee, bite –1 melee Damage Claw 1d2-4, bite 1d3-4 Face/Reach 2 1/2 feet by 2 1/2/0 ft Fort +2, Ref +4, Will +1 Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7 AL N
Skills and Feasts: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4, Weapon Finesse (Claw, Bite)
Notes: Just a normal, white cat. Might make a useful red herring if the players think Verdis Mov is some kind of evil wizard and Zin is his familiar.

Marlus Van, Priestess of Ygdrasil, female human Drd 9 CR 9 Medium-size Humanoid (human) HD 9d8+9 hp 58 Init +3 (Dex) Speed 30 feet AC 15 (+3 Dex, +2 shield) Attacks Cudgel+7/+2 melee Damage Cudgel 1d6+1 Face/Reach 5 ft by 5 ft/5ft SA wildshape 3/day, wildshape (large), spells SQ Nature Sense, Resist Nature’s Lure, Trackless Step, Woodland Stride SV For +7, Ref +6, Will +10 Str 9, Dex 16, Con 12, Int 10, Wis 18, Cha 13 AL NG
Skills and Feats: Animal Empathy +4, Concentration +7, Handle Animal +7, Knowledge (nature) +14, Heal +13, Intuit Direction +6, Listen +6, Spot +7 Wilderness Lore +18, Alertness, Skill focus (knowledge- nature), Skill focus (Wilderness Lore), Track
Spells (6/5/5/4/3/1): Create Water, Cure Minor Wounds (X2), Detect Magic, Light, Purify Food and Drink 1: Charm Person or Animal, Cure Light Wounds (X2), Entangle, Good Berry, Shillelagh 2: Barkskin, Heat Metal, Hold Animal, Warp Wood 3: Plant Growth, Protection from the Elements, Snare, Spike Growth 4: Cure Serious Wounds, Dispel Magic, Freedom of Movement 5: Tree Stride
Special Equipment: Cudgel +2 (treat as a club), Small Wooden Shield +2

Ratatosk CR 1 Medium Size Outsider (Chaotic, Good) HD 2d8 hp 8 Initiative +4 (Dex) Speed 20 feet, Climb 30 feet, Fly 40 feet (poor) AC 14 (+4 Dex) Attacks 2 claws +6 melee or halfspear +2 melee Damage claw 1d4, halfspear 1d6/X3 Face/Reach 5 ft by 5 ft/5 ft SA Swoop, Taunt SQ Dodge Missiles, Fort+ 2, Ref +6, Will+3 Str 10, Dex 19, Con 11, Int 8, Wis 12, Cha 10 AL CG
Skills and Feats: Balance +10, Jump +6, Wilderness Lore +5*, Weapon finesse (claws)
Notes: Swoop (Ex) A ratatosk who is at a higher point than his opponent may dive at the foe and hit with his claws, doing double damage to the enemy.
Taunt (Sp) A ratatosk may instigate a foe into going into a berserk rage, attacking the ratatosk in melee with a temporary +2 morale bonus on attack rolls, but with a -2 to AC. Will save (DC 11) negates.
Dodge Missiles (Ex.): Ratatosk are very agile and adept at dodging missiles lobbed at them. A ratatosk may dodge any missile (including magical ones like Melf’s Acid Arrow) shot at him that requires an attack roll by making a Reflex Save greater than the attack roll.
Skills: A ratatosk gets a +8 racial modifier on all its racial class skills while on Ygdrasill.

Glittereye, Ratatosk Priest of Ygdrasill CR 3 Medium-size Outsider (Chaotic, Good) HD 3d8 hp 19, Init +5 (Dex) Speed 20 feet, Climb 30 feet, Fly 40 feet (poor) Attacks two claws +8 melee or cudgel +3 melee Damage claw 1d4, cudgel 1d6 Face/Reach 5 ft by 5 ft/5 ft SA: Spells, Swoop, Taunt SQ: Dodge Missiles SV Fort +3, Ref +8, Will +5 Str 10, Dex 20, Con 11, Int 10, Wis 15, Cha 12 AL CG
Skills and Feats: Balance +8, Concentration +5, Knowledge (nature) +5, Jump +4, Wilderness Lore +11, Weapon finesse (claws)
Notes: Glittereye casts spells as a 6th level druid and has all the normal abilities of a normal ratatosk.
Spells (5/4/4/2) 0: Create Water, Cure Minor Wounds, Detect Poison, Know Direction, Light 1: Cure Light Wounds, Good Berry, Magic Fang Shillelagh 2: Heat metal, Cure Moderate Wounds, Warp Wood, Wood Shape 3: Protection from the Elements, Summon Nature’s Ally II

Pentadrone (modron) CR 4 Medium-size Outsider (Lawful) HD 5d8+10 hp 44 Initiative +3 (Dex) Speed 50 feet AC 17 (+3 Dex, +4 natural) Attacks 5 slams +9 melee Damage Slam 1d4+4 Face/Reach 5 ft by 5 ft/5 ft SA: Breath Weapon SQ: All-around vision, DR 10/+1, levitation, modron traits, resistances SV Fort +6, Ref +7, Will +5, Str 18, Dex 16, Con 14, Int 12, Wis 12, Cha 12 AL LN
Skills and Feats: Diplomacy +10, Gather Information +6, Intuit Direction +6, Knowledge (plains) +7, Listen +9, Search +11, Sense Motive +6, Spot +13, Alertness, Track
Notes: This is from WoTC’s MoTP web enhancement All-around vision (Ex): +4 racial bonus to Spot and Search, cannot be flanked
Breath Weapon (Ex): 30 feet, cone of gas, Fortitude save (DC 14) or be paralyzed for 2d4 rounds, useable 1/hr, up to 5/day
Levitation (Ex) By aiming breath weapon down, pentadrone can levitate 20 ft per round for up to 1 hour. Counts as a breath weapon use.
Modron traits: Immune to mind-influencing effects, not subject to subdual damage, ability damage, ability drain, energy drain, or critical hits
Resistances (Ex) Acid, Cold, and Fire Resistance 20

Chapter 3: Masks

Visage Medium-size undead (tanar’ri) CR 6 Medium-size undead HD 6d12 hp 60 Initiative +2 (Dex) Speed Fly 40 feet (perfect) AC 20 (+2 Dex, +8 natural) Attacks 2 claws +6 melee Damage claw 1d8+4 Face/Reach 5 ft by 5 ft/5 ft SA: Lucidity control, Domination, Assume Identity SQ DR 15/+1, SR 16, Turning Resistance +6, Elasticity, Immunities, Undead SV: Fort +2, Ref +4, Will +7 Str 16, Dex 14, Con -, Int 14, Wis 15, Cha 20 AL CE
Skills and Feats: Bluff +14, Concentration +13 Knowledge (any one)+6 Hide+10 Listen +6, Move Silently +10, Sense Motive +9, Spot +6, Wilderness Lore +7, Alertness, Fly-by Attack, Track, Weapon focus (claws)
Notes: Lucidity Control (Su): The visage employs a most unique and most lethal power called lucidity control. With this power, a visage can reach into the mind of any poor soul it sees and take total and utter control of what the person perceives. There is no initial saving throw against this power, but if a victim thinks he senses are being manipulated, he is allowed a Will Save (DC 18) to break the hold of the visage on him. This is why visages are subtle and tricky in their efforts of deception. The victim must continue to make the save each round to remain in control of his senses. Extremely lawful creatures, like modrons or even rogue modrons, are immune to this power, as is creatures immune to illusions. A true seeing spell will negate the effect of the lucidity control too.
Domination (Sp): Once per day, a visage may dominate one victim (as in the Dominate Person spell) as a 12th level sorceror. It cannot use its Lucidity Control power while dominating a victim, so visages sometimes travel in small tracks to make the most use of their powers.
Assume Identity (Su): A visage may steal the identity, the very soul essence of a person it kills. It temporarily gets his skills, languages, and feats, but not hit points, attack bonus, or other class features or ability scores. On the outside, a visage who took the likeness of a victim appears to be exactly alike the unfortunate soul. The visage has taken his soul, so there is also no way to bring the victim back from the dead. The sod can’t be reincarnated or become a petitioner either. This fate can only be avoided unless the visage that stole his essence is slain within one day. If the fiend keeps the victim’s identity for more than that time period, or the visage gives up its victims identity to assume another one, the victim’s soul is permanently destroyed with no hope of the person coming back to life, or the afterlife for that matter. A visage assuming a stolen identity can still make use of its Domination and Lucidity Control powers
Elasticity (Ex): Although it appears incorporeal, the visage is actually fully material. However, it can fold itself to fit into tiny places that normal humans could not fit in.
Immunities: A visage is immune to cold and holy water.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Minion of Set hp 45, 39, 32 CR 7 Medium-size Outsider (Evil, Lawful) HD 6d8+13 hp 57, 51, 44 Initiative + 1 (Dex) Speed 30 feet AC 19 (+1 Dex, +4 natural, +4 scale mail) Attacks: Greatsword +9 melee or by animal form Damage: Greatsword 2d6+4 or by animal form Face/Reach: 5 ft. by 5 ft./ 5 ft SQ: Animal form, fear immunity, SR 11 SV: Fort +7, Ref +6, Will +6 Str 17, Dex 13, Con 15, Int 12, Wis 12, Cha 13 AL N
Skills and Feats: Bluff +4, Climb +8, Gather Information +6, Hide +5, Knowledge (the planes) +6, Knowledge (religion) +8, Listen +6, Spot +6, Swim +10, Wilderness Lore +8, Multiattack, Track
Notes: For a conversion of Minions of Set, go here: http://www.ps3e.com/monster.cfm?id=26Ps3e.com:Beings:Monster:Minion of Set
Animal Form (Su): Minions are able to assume the form of a giant snake, and a few are able to change into a second form, usually that of a black bear, a medium-sized crocodile, a giant hyena or a medium-sized monstrous scorpion. (Refer to the Monster Manual entries for these animals for complete statistics), this tranformation is divinely assisted, and as such only requires a partial action to complete.

Giant boring beetle (8) CR 3 Large (long) Vermin HD 5d8+15 hp 37 Initiative +0 Speed 20 feet AC 17 (-1 size, +8 natural) Attacks Bite +7 melee Damage Bite 5d4+7 Face/Reach 5 ft by 10 ft/5 ft SQ: Vermin SV Fort +7, Ref +1, Will +1 Str 20, Dex 10, Con 16, Int -, Wis 10, Cha 9 AL N
Skills and Feats: Listen +5, Spot +5
Notes: Vermin: Immune to mind-influencing effects. Giant boring beetles have darkvision with a range of 60 feet.

Crux Watchman, male human War 5 CR 4, HD 4d8+8 hp 25 Init +2 (Dex) Speed 20 feet (30 ft base) AC 18 (+2 Dex, +5 chain mail armor, +1 shield) Attacks longsword +8 melee Damage longsword 1d8+3/Crit X3 Face/Reach 5 ft by 5 ft/5 ft SV Fort +6, Ref +3, Will +1 Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 11 AL NG or CG
Skills and Feats: Listen +4, Spot +4, Profession or Craft +4, Combat Reflexes, Improved Unarmed Strike, Weapon focus (longsword)

Kiir-Aama, barmy Frat. of Order guy, male aasimar Guvner War 6 CR 5 Medium-size Ousider HD 6d8+6 hp 36 Init +1 (Dex) Speed 30 feet AC 11 (+1 Dex) Attacks club +7/+2 melee Damage club 1d6+1 Face/Reach 5 ft by 5 ft/5 ft SQ aasimar traits, Guvner traits SV Fort +6, Ref +5, Will +3. Str 12, Dex 13, Con 12, Int 10, Wis 6, Cha 10 AL LN
Skills and Feats: Diplomacy +4, Listen +4, Spot +3, Profession +4, Alertness, Iron Will, Lightning Reflexes
Notes: This is a berk who the visages are trying to kill and assume his identity. As an aasimar, he has acid, cold, and fire resistance 5 and can cast Light once per day as a 6th level sorcerer.

Chapter 4: Message from Thanatos

Lovelost (Wraith) CR 5 Medium-side Undead (Incoporeal) Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 30 feet, Fly 60 feet (good) AC 15 (+3 Dex, +2 Deflection) Attacks Incorporeal touch +5 melee touch Damage Incorporeal touch 1d4 and 1d6 permanent Constitution drain Face/Reach 5 ft by 5 ft/5 ft SA: Constitution drain, Create spawn SQ: Undead, incorporeal, +2 turn resistance, unnatural aura, daylight powerlessness SV Fort +1, Ref +4, Will +6 Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 AL LE
Skills and Feats: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12; Alertness, Combat Reflexes, Improved Initiative
Notes: MM pg.185 Create Spawn (Su) victims hit by touch attack must make a Fortitude Save (DC 14) or take 1d6 points of permanent Constitution drain
Create Spawn (Su) Humanoid slain by a wraith becomes a wight in 1d4 rounds under command of the wraith
Unnatural Aura (Su): Animals can sense wraith within 30 feet and will not approach willingly; if force animal will become panicked for duration in presence of wraith
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creature, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight and flee form it.

Rish-Shisitris-Shas (Steam Mephit) Small Outsider (Fire) HD 3d8 hp 13 Initiative +5 (+1 Dex, +4 Improved Initiative) Speed 30 ft, Fly 50 ft (Average) Attacks 2 claws +4 melee Damage claw 1d3 and 2 fire Face/Reach 5 ft by 5 ft/5 ft SA: Breath weapon, spell-like abilities, summon mephit SQ: Fire subtype, fast healing 1, DR 5/+1 SV: Fort +3, Ref +4, Will +3 Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15 AL N
Skills and Feats: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6, Improved Initiative
Notes: Since mist mephits have not been converted to 3E, I made Rish a steam mephit. MM p. 132-134: Breath Weapon (Su): Cone of steam, 10 ft, damage 1d4, Reflex half DC 12. Living creatures who fail Save and who are not immune to or protected from fire –4 morale penalty to AC and –2 morale penalty to attack rolls made for 3 rounds.
Spell-like Abilities: 1/day blur as cast by a 3rd level sorcerer. 1/day create a rainstorm of boiling water that affects an area of a 20 ft square and does 2d6 damage (Reflex half DC 15)
Fire Subtype: Fire immunity, double damage from cold except on a successful save
Fast Healing (Ex): Only if it is touching boiling water or it is in a hot, humid area.

Giant Eagle CR 3 Large Magical Meast HD 4d8+4 hp 29 Initiative +3 (Dex) Speed 10 ft, fly 80 ft (average) AC: 15 (-1 size, +3 Dex, +3 natural) Attacks 2 claws +7 melee, bite +2 melee Damage: Claw 1d6+4, bite 1d8+2 Face/Reach: 5 ft by 5 ft/5 ft SQ: Evasion SV Fort +5, Ref +7, Will +3 Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 AL NG
Skills and Feats: Knowledge (nature) +2, Listen +5, Sense Motive +8, Spot +11, Wilderness Lore +8, Alertness
Notes: MM p. 102

Chapter V: The Bottom of the Multiverse

Ghoul CR 1 Medium-Size Undead HD 2d12 hp 16 Initiative +2 (Dex) Speed 30 ft AC 14 (+2 Dex, +2 natural) Attacks Bite +3 melee, 2 claws +0 melee Damage bite 1d6+1 and paralysis, claw 1d3 and paralysis Face/Reach 5 ft by 5 ft/5ft SA: Paralysis, create spawn SQ: Undead, +2 turn resistance SV Fort +0, Ref +2, Will +5 Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16 AL CE
Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +6, Move Silently +7, Search +6, Spot +7, Multi-attack, Weapon finesse (bite)
Notes: MM pg. 97 Paralysis (Ex): Those hit by claw or bite must make Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves immune.
Creatue spawn (Su): Bodies of humanoids killed by ghouls but are not destroyed arise as ghouls in 1d4 days. Casting Protection from evil on the body prevents this.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Spectre CR 7 Medium-size undead (incorporeal) HD 7d12 hp 50 Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 40 ft, fly 80 ft (good) AC 15 (+3 Dex, +2 Deflection) Attacks Incorporeal touch +6 melee Damage: Incorporeal touch 1d6 and energy drain Face/Reach 5 ft by 5 ft/5 ft Special Attacks: Energy drain, create spawn SQ: Undead, incorporeal, +2 turn resistance, unnatural aura, sunlight powerlessness SV Fort +2, Ref +5, Will +7 Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 AL LE
Skills and Feats: Hide +13, Intimidate +12, Intuit Direction +10, Listen +13, Search +10, Spot +13; Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Notes: MM pg. 169-170: Energy drain (Su): Living creatures hit by touch receive 2 negative levels. Fort. Save DC 15 to remove.
Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds under the control of the one who created it
Unnatural Aura (Su): Animals can sense wraith within 30 feet and will not approach willingly; if force animal will become panicked for duration in presence of wraith
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creature, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Daylight Powerlessness (Ex) can take only partial actions and cannot attack while in natural sunlight (not the daylight spell).

Xeg-yi (Energon) CR 5 Medium-size Outsider (Incorporeal) HD 5d8+5 hp 27 Initiative +3 (Dex) Speed Fly 30 ft (good) AC 17 (+3 Dex, +4 deflection) Attacks 4 incorporeal touches +8 melee or negative energy ray +8 ranged touch Damage Incorporeal touch 1d6 and negative energy, negative energy ray 1d8 Face/Reach 5 ft by 5 ft/5 ft SQ: incorporeal, negative energy lash, rebuke undead, explosion SV Fort +5, Ref +7, Will +4 Str -, Dex 17, Con 12, Int 7, Wis 10, Cha 18 AL N
Skills and Feats: Hide +10, Search +5, Sense Motive +8, Spot +8; Combat Reflexes, Extra Turning
Notes: from MoTP p. 169 Incorporeal: Can be harmed only by other incorporeal creature, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Energy Ray (Ex): range of 30 feet
Explosion (Su): when destroyed, xeg-yi explodes doing 1d8+9 damage to 20 ft radius, Fortitude Save DC 16 half)
Rebuke Undead (Su): Can flood a 60 ft area with negative energy, rebukes undead as a 5th level cleric up to 5/day, cannot command undead.

Flesh Golem CR 7 Large Construct HD 9d10 hp 50 Initiative –1 (dex) Speed 30 ft (Cannot run) AC 18 (-1 size, -1 Dex, +10 natural) Attacks 2 slams +10 melee Damage Slam 2d8+5 Face/Reach 5 ft by 5 ft/10 ft SA: Berserk SQ: Construct, magic immunity, DR 15/+1 SV Fort +3, Ref +2, Will +3 Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1 AL N
Notes: MM p108-110 Berserk (Ex) When the golem enters, combat, cumulative 1% chance goes berserk attacking nearest creature or smashing some object, creator if within 60 ft can regain control if make Cha check (DC 19). takes one minute of rest for golem berserk chance to go back to 0.
Construct: Immune to mind-influencing effectds, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity (Ex): Immune to all spells, spell-like abilities, and supernatural effect except for fire and cold-based effects which slows the golem only, and lightning effects, which dispels any slow effects on the golem and cures one point of damage for each 3 points of damage they would normally otherwise do.

Kestod, male drow vampire Ftr 8 CR 11 Medium-size undead HD 8d12 hp 50 Init +10 (+6 Dex, +4 Improved Initiative) Speed 30 ft AC 22 (+6 Dex, +6 natural) Attacks Slam +14/+9 melee Damage Slam 1d6+6 and energy drain Face/Reach 5 ft by 5 ft/5 ft SA: Domination, energy drain, blood drain, children of the night, create spawn SQ DR 15/+1, turn resistance +4, cold and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing 5, undead, drow traits, SR 19 SV Fort +6, Ref +10, Will +6 Str 23, Dex 22, Con -, Int 16, Wis 15, Cha 18 AL CE
Skills and Feats: Bluff +16, Climb +8, Hide +18, Jump +7, Knowledge (religion) +5, Listen +16, Move Silently +18, Search +15, Sense Motive +15, Spot +12,; Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Sunder
Notes: Proxy of Kiaransalee. As a drow, Kestod can cast 1/day dancing lights, darkness, and faerie fire as a sorcerer of 8th level and gets a +2 racial bonus on saves vs. spells and spell-like abilities. As a vampire, he gets several special abilities; the save against these where applicable is 18. He has all of the usual vampire vulnerabilities, including the wooden stake.
Domination (Su): Gaze attack, but with standard action. Anyone the vampire targets must succeed a Will Save or fall instantly under the vampire’s influence as thought by a dominate person spell cast by a 12th level sorcerer. Range 30 ft
Energy Drain (Su): Living creatures hit by Kestod’s slam attack receives 2 negative levels.
Blood drain (Ex): Kestod may suck blood from a living victim with his fangs if he makes a successful grapple check. If he pins the foe, he can drain blood, inflicting 1d4 points of permanent Constitution Damge each round the pin is maintained.
Children of the Night (Su): 1/day can call once per day a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack or 3d6 wolves that arrive in 2d6 rounds and remin in Kestod’s control for 1 hour.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises 1d4 days after it is buried. If the vampire slays a humanoid or monstrous humanoid victim of more than 5 HD or levels by driving his Constitution to 0, then the victim rises as a vampire; otherwise it is still a vampire spawn.
Gaseous Form (Su) Can assume gaseous form as a standard action at will as the spell cast as a 5th level sorcerer, but can remain in this form indefinitely and fly at a speed of 20 with perfect maneuverability.
Spider Climb (Ex): can climb as though with a spider climb spell.
Alternate Form (Su): can assume the shape of a bat, dire bat, or dire wolf as a standard action as though cast by a 12th level sorcerer but can remain in this form until the next sunrise.
Fast Healing (Ex): Has fast healing 5 as long as Kestod has 1 hp left. If driven to 0 hp or lower, he automatically assume gaseous form and must reach his coffin within two hours.

Glyphimor, curse balor spirit Large outsider (Chaotic, Evil) CR 6 HD 10d8+30 hp 84 Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 30 ft, fly 50 ft (poor) AC 20 (+3 Dex, +7 natural) Attacks Slam +10 melee Damage 1d4 and Fear Face/Reach 5 ft by 5 ft/10 ft SA: suggestion, ray of enfeeblement SQ: DR 15/+1, SR 17, tanar’ri qualities, immortality SV Fort +10, Ref +10, Will +9 Str 11, Dex 16, Con 16, Int 18, Wis 14, Cha 13 AL CE
Skills and Feats: Bluff +14, Concentration +16, Diplomacy +14, Hide +16, Knowledge (religion) +17, Listen +12, Move Silently +16, Search +13, Sense Motive +14, Spot +11; Endurance, Improved Initiative, Running
Notes: Fear (Su): Anyone hit by slam and fails Will save (DC 16) flees in terror for 1d6 rounds.
Spell-like abilities: At will- ray of enfeeblement, suggestion. These spells are cast as if by a 15th level sorcerer.
Tanar’ri Qualities: Immunity to poison and electricity. Cold, fire and acid resistance 20. Telepathy with any creature within 100 feet that has a language.
Immortality (Su): Whether by Kiransalee’s curse or by his master’s whim, if Glyphimor is “slain” in combat, his body reforms in the blue light shaft he was initially found in, unconscious until his master Tenebrous decides to awaken Glyphimor.

Tri-flower frond CR 2 Medium-size plant HD 2d8+8 hp 20 Initiative +0 Speed 0 ft AC 11 (+1 natural) Atttacks 5 tendrils +5 melee Damage Intelligence drain Face/Reach 5 ft by 5 ft/5ft SA: Intelligence drain, acid, fluid drain SQ: plant, blindsight, camouflage SV Fort +5, Ref +0, Will +1 Str 14, Dex 10, Con 14, Int -, Wis 13, Cha 9 AL N
Notes: Go here for a conversion: The Creature Catalog- Your #1 Source for 3E Converted Monsters
Intelligence Drain (Su): A creature hit with a tendril takes 1d4 points of Intelligence damage if it fails a Fortitude save (DC 13). Those whose Intelligence is reduced to 0 by the tri-flower frond fall into an unconscious, coma-like state until at least 1 point of Intelligence is restored.
Acid (Ex): Acidic enzymes drip from the yellow flower. It deals 1d6 points of acid damage per round the acid contacts a victim.
Fluid Drain (Ex): A tri-flower frond injects a tendril into its unconscious victim and drains its body fluids, dealing 1d6 points of damage per round.
Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits and is immune to mind influencing attacks.
Blindsight (Ex): Tri-flower fronds have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex): Since the tri-flower frond looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant.

Biological Construct, CR n/a Large aberration HD 8d8+27 hp 77 Init –2 (Dex) Speed 20 feet AC 14 (-2 Dex, -2 size, +8 natural) Attacks Slam or by weapon as controller, modified by the construct’s strength Damage Slam 2d6+6 or by weapon +6 SQ: cold and fire resistance 20, shared mind SV Fort +7, Ref +0, Will +6 Str 23 Dex 6 Con 16 Int: as controller Wis: as controller Cha: as controller –6 AL: as controller
Skills: As controller, modified by the construct’s stats
Feats: Great Fortitude, Endurance, Toughness
Notes: Shared Mind (Ex): Since the biological construct is an extension of the user of the pod, it shares the same Intelligence, Wisdom, alignment, and skills of the “controller”. It’s the Charisma is that of the users but with a –6. The controller and the construct must be within 10 feet of each other or both fall unconscious.
 

Psychotic Jim

First Post
Here's the last bit of Out of the Darkness. I will post Into the Light shortly.

Chapter 6: Vault of the Drow

Notes: Throughout this chapter there are numerous Drow NPCs, with Drow Traits. All drow have SR equal to 11 + class level, +2 racial bonus to Will saves vs. against spells and spell-like abilities, darkvision 120 feat, and light blindness (-1 circumstance penalty to all attack roles, saves, and checks while in bright light) in addition to normal elf traits (sleep immunity, etc).. They can cast 1/day dancing lights, darkness, and faerie fire as a sorcerer equal to their character level.

Typical Drow Warrior, male drow Ftr 3 CR 4 HD 3d10+3 hp 18 Initiative +6 (+2 Dex. +6 Improved Initiative) Speed 20 ft (30 ft base) AC 20 (+2 Dex, +6 armor, + 2 shield) Attacks shortsword +8 melee or longbow +6 ranged Damage shortsword 1d6+5/Crit 19-20 or longbow 1d8/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SQ: SR 14, drow traits SV Fort +4, Ref +3, Will +2 Str 16, Dex 15, Con 12, Int 14, Wis 12, Cha 8 AL CE
Skills and Feats: Climb +4, Jump +4, Handle Animal +4, Listen +3, Ride +8, Search +4, Spot +3 (--5 armor check penalty); Improved Initiative, Power Attack, Weapon focus (shortsword)
Notes: I recommend dropping the magical stuff.
Special Equipment: buckler +1, chain mail +1, short sword +1

Typical drow priestess, female drow Clr 4 CR 5 HD 4d8 +4 hp 23 Speed 20 ft (30 ft base) AC 20 (+7 armor, +3 shield) Attacks heavy mace +6 melee Damage heavy mace 1d8+5 Face/Reach 5 ft by 5 ft/5 ft SA spells, rebuke undead SQ: SR 15, drow traits SV Fort +5, Ref +1, Will +7 Str 13, Dex 10, Con 12, Int 14, Wis 16, Cha 14 AL CE
Skills and Feats: Concentration +8, Knowledge (arcana) +9, Knowledge (religion) +9, Listen +5, Search +4, Spellcraft +7 Spot +5; Combat Reflexes, Extra Turning
Notes: I suggest reducing the magical enchantments on the magical gear.
Domains: Evil, Destruction
Spells (5/4+1/2+1) 0: Cure Minor Wounds, Detect Magic (X2), Resistance (X2) 1: Command, Cure Light Wounds (X2), Entropic Shield, Inflict Light Wounds* 2: Hold Person, Summon Monster 2, Shatter*
Special Equipment: Buckler +2, chain mail +2, heavy mace +2

Monstrous Spider, Large CR 2 Large vermin HD 4d8+4 hp 22 Initiative +3 (Dex) Speed 30 ft, climb 20 ft (40 ft, climb 20 ft) AC 14 (-1 size, +3 Dex, +2 natural) Attacks 2 bite +4 melee Damage bite 1d8+3 and poison Face/Reach 10 ft by 10 ft/5 ft SA: poison, web SQ: vermin SV Fort +5, Ref +4, Will +1 Str 15, Dex 17, Con 12, Int -, Wis 12, Cha 2 AL N
Skills and Feats: Climb +14, Hide +6, Jump +2, Spot +7
Notes: MM p. 210 Poison (Ex): Initial damage 1d8 Str, secondary damage 1d8 strength, Fortitude Save DC 16 negates
Web (Ex): Escape DC 26, Break DC 32, HP 12

Bugbear CR 2 Medium-size humanoid (goblinoid) HD 3d8+3 hp 15 Initiative +1 (Dex) Speed 30 ft AC 17 (+1 dex, +3 natural, +2 leather, +1 small shield) Attacks Morningstar +4 melee or javelin +3 ranged Damage Morning star 1d8+2 or javelin 1d6+2 Face/Reach 5 ft by 5 ft/5 ft SQ: darkvision 60 ft SV: Fort +2, Ref +4, Will +1 Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9 AL CE
Skills and Feats: Climb +2, Hide +3, Listen +3, Move Silent +6, Spot +3, Alertness
Notes: MM pg. 27

Troglodyte CR 1 Medium-size humanoid (reptilian) HD 2d8+4 hp 12 Initiative –1 (Dex) Speed 30 ft AC 15 (-1 Dex, +5 natural) Attacks: longspear +1 melee (or 2 claws +1 melee); bite –1 melee or javelin +1 ranged Damage longspear 1d8, bite 1d4, claw 1d4, or javelin 1d6+1 Face/Reach: 5 ft by 5 ft/5 ft SQ: stench, darkvision 60 ft SV Fort +5, Ref –1, Will +0 Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 AL CE
Skills and Feats: Hide +6, Listen +3; Multiattack, Weapon focus (javelin)
Notes: MM pg. 179 Stench (Ex): When angry or frightened, can release chemical that does 1d6 temporary Str damage (Fortitude DC 13 to negate) to all creatures (except trogs) within 30 ft and lasts 10 rounds

Illithid/Mind Flayer CR 8 Medium-size aberration HD 8d8+8 hp 48 Initiative +6 (+2 Dex, +4 Improved Initiative) Speed 30 ft AC 15 (+2 Dex, +3 natural) Attacks: 4 tentacles +8 melee Damage: Tentacle 1d4+1 Face/Reach 5 ft by 5 ft/5ft SA: mind blast, psionics, improved grab, extract SQ: SR 25, telepathy SV Fort +3, Ref +4, Will +9 Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17 AL LE
Skills and Feats: Bluff +8, Concentration +10, Hide +8, Intimidate +10, Knowledge (any two) + 9, Listen +10, Move Silent +7, Spot +10; Alertness, Combat Casting, Dodge Improved Initiative, Weapon finesse (tentacle)
Notes: MM pg.. 136 Mind Blast (Sp): cone 60 ft long, Will Save (DC 17) or be stunned for 3d4 rounds.
Psionics (Sp): At will: Astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. Abilities cast as if by 8th level sorcerer (Save DC 13+spell level)
Improved Grab (Ex): To use ability, must hit opponent of Small to Large size with tentacle If mind flayer gets a hold, it attaches tentacle to opponent’s head. After successful grab, mind flayer can try to attach rest of tentacles with a single grapple check. Opponent can attempt to escape with successful grapple or Escape Artist check, but mind flayer gets a +2 circumstance bonus for each tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): Mind flayer that begins its turn with all 4 tentacles attached and succefully maintains hold automatically extracts the opponent’s brain, instantly slaying that creature.
Telepathy (Su): Can communicate telepathically with any creature within 100 ft that has a language.

Githyanki Warrior, male Githyanki Ftr 4 CR 5 HD 4d10+12 hp 36 Initiative +6 (+1 Dex, +4 Improved Initiative) Speed 20 ft (30 ft base) AC 19 (+1 Dex, +6 banded mail, +1 shield) Attacks longsword + 8 melee or longbow +5 ranged Damage longsword 1d8+4/ Crit 19-20 or longbow 1d8/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: Psionics SQ: PR 8 SV Fort +7, Ref +2, Will +1 Str 16, Dex 15, Con 14, Int 16, Wis 10, Cha 8 AL CE
Skills and Feats: Climb +1, Jump +0, Knowledge (planar) +6, Listen +3, Spot +3 (-7 armor check penalty); Cleave, Improved Initiative, Power Attack, Weapon Focus (longsword)
Notes: From the Psionics Handbook
Psionics (at will as a 16th level psion): Clairaudience/clairvoyance, dimension slide, telekinesis. Attack/defense modes: mind thrust/empty mind

Displacer beast CR 4 Large magical beast HD 6d10+18 hp 46 Initiative: +2 (Dex) Speed 20 ft Attacks: 2 tentacles +9 melee, bite +4 melee Damage: Tentacle 1d6+4, bite 1d8+2 Face/Reach 5 ft by 10 ft/5 ft (15 ft with tentacles) SQ: Displacement, resistant to ranged attacks SV: Fort +8, Ref +7, Will +3 Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8
Skills and Feats: Hide +12, Listen +3, Move Silently +7, Spot +6; Alertness, Dodge
Notes: MM pg. 59-60 Displacement (Su): any melee or ranged attack against displacer beast has 50% miss chance unless attacker can locate the beast without using sight. True Seeing spell allows the user to see the beast, but see invisibility spell has no effect.
Resistance to Range Attacks (Su): Gets a +2 resistance bonus to saves against any ranged spell or magical attack that specifically targets it (except for ranged touch attacks)

Nightmare CR 5 Large Outsider (Evil) HD: 6d8+18 hp 45 Initiative +6 (+2 Dex, +4 Improved Initiative) Speed 40 ft, fly 90 ft (good) AC: 24 (-1 size, +2 Dex, +13 natural) Attacks 2 hooves +9 melee, bite +4 melee Damage: Hoof 1d8+4 and 1d4 fire, bite 1d8+2 Face/Reach 5 ft by 10 ft/5 ft SA: Flaming hooves, smoke SQ: Astral projection, etherealness Saves: Fort +8, Ref +7, Will +6 Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 AL NE
Skills and Feats: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12; Alertness, Improved Initiative
Notes: MM p140-141 Flaming Hooves (Su): A blow from nightmare’s hooves sets combustible materials alight.
Smoke (Su): Nightmare snorts and neighs out smoke that fill 15 foot cone. Anyone in cone must make Fortitude save (DC 16) or suffer –2 morale penalty to attack and damage rolls until 1d6 minutes after they leave the cone. Smoke gives nightmare one-half concealment against creatures 5 ft away and total concealment against creatures 10 ft away but does not impair nightmare’s vision at all. Can suppress the smoke as a free action.
Astral Projection and Etherealness (Su): As per the spells cast by a 20th level sorcerer.

Erehe, male drow Ftr1/Wiz10 CR 12 Medium-size humanoid (elf) HD 1d10+10d4+22 hp 65 Initiative +8 (Dex, +4 Improved Initiative) Speed 30 ft AC 20 (+4 Dex, +6 bracers of armor) Attacks short sword +11/+6 melee damage short sword 1d6+5 Face/Reach 5 ft by 5 ft/5 ft SA: spells SQ: SR 22, drow traits SV: Fort +7, Ref +6, Will +7 Str 14, Dex 19, Con 15, Int 18, Wis 10, Cha 13 AL CE
Skills and Feats: Bluff +3, Concentration +13, Diplomacy +6, Handle Animal +5, Hide +6, Knowledge (arcane) +13, Knowledge (religion) +13, Listen +2, Move Silently +6, Ride +8, Sense Motive +7, Spellcraft +13, Spot +2; Combat Casting, Craft Wand, Eschew Material Component, Improved Initiative, Scribe Scroll, Silent Spell, Spell Penetration,
Notes: I suggest reducing the bracers of armor +6 to a lower enchantment. The wand of viscid globs was converted as a variant web spell wand.
Spells (4/5/55/4/4/2): 0: Detect Magic, Ghost Sound, Mage Hand, Ray of Frost 1: Alter Self, Charm Person, Expeditious Retreat, Mage Armor, Magic Missile, Ventriloquism 2: Blindness/deafness, Detect Thoughts, Invisibility, Web 3: Fly, Lightning Bolt, Slow, Invisibility (with Silent Spell) 4: Dimension Door, Improved Invisibility, Wall of Fire, 5: Telekinesis, Teleport
Special Equipment: Bracers of armor +6, short sword +3, wand of viscid globs (with 12 charges left)
Wand of Viscid Globs: shoots out a 5’ radius glob that acts as a web spell (Reflex save DC 13 negates) Caster Level: 3 Prerequisite: Craft Wand, Web Market Price: 4,500 gp

Verdaeth, female drow Clr 10 CR 11 Medium-size humanoid (elf) HD 10d8+10 hp 56 Initiative +2 (Dex) AC 26 (+2 Dex, +9 chainmail, +5 buckler) Attacks heavy mace +12/+6 melee Damage Heavy mace 1d8+5 Face/Reach: 5 ft by 5 ft/5ft SA: spells, rebuke undead SQ: SR 21, drow traits SV Fort +8, Ref +5, Will +10 Str 13, Dex 18, Con 13, Int 12, Wis 20, Cha 16 AL CE
Skills and Feats: Concentration +11, Diplomacy +13, Heal +10, Knowledge (arcane) +4, Knowledge (religion) +9, Listen +9, Search +5, Spot +9; Alertness, Combat Casting, Extra Turning, Spell Penetration
Notes: Enchanted stuff way too powerful for CR.
Domains: Death, Destruction
Spells (6/6+1/5+1/4+1/4+1/3+1) 0: Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Resistance (X2) 1: Command (X2), Cure Light Wounds, Deathwatch, Entropic Shield, Inflict Light Wounds*, Sanctuary 2: Death Knell* Heat Metal, Hold Person (X2), Resist Elements 3: Animate Dead, Blindness/Deafness, Contagion*, Glyph of Warding, Protection from the Elements 4: Cure Critical Wounds, Death Ward*, Divine Power, Tongues 5: Flame Strike, True Seeing, Planeshift, Slay Living
Special Equipment: buckler +4, chain mail +4, heavy mace +4

Bederiss and Fecundil, noble drow, female drow Ftr4/Clr5 CR 10 HD 4d10+5d8+10 hp 66 Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 20 feet (30 ft base) AC 19 (+3 Dex, +6 breastplate) Attacks: Greatsword +13/+6 melee or composite longbow +10/+5 ranged Damage: Greatsword 2d6+8 or longbow 1d8+3 Face/Reach 5 ft by 5 ft/5 ft SA: spells, rebuke undead SQ: SR 20, drow traits SV Fort +10, Ref +5, Will +7 Str 16, Dex 17, Con 13, Int 13, Wis 15, Cha 14 AL CE
Skills and Feats: Concentration +11, Craft (bowyer/fletcher) +8, Handle Animal +9, Knowledge (religion) +6, Listen +4, Search +4, Spot +4; Combat Casting, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Notes: These are some of the nobles said in Dead Gods to be accompanying Erehe and Verdaeth.
Domanins: Death, Destruction
Spells (5/4+1/3+1/1+1): 0: Cure Minor Wounds, Detect Magic (X2), Virtue, Resistance 1: Cure Light Wounds, Doom, Inflict Light Wounds*, Entropic Shield, Sanctuary 2: Bull’s Strength, Cure Moderate Wounds, Death Knell*, Shatter 2: Contagion*, Dispel Magic
Special Equipment: Breastplate +1, might composite longbow (+3), greatsword +2

Magin, a noble drow, male drow Ftr3/Sorc4 CR 8 HD 3d10+5d4+20 hp 57 Initiative +3 (Dex) Speed 30 ft AC 15 (+3 Dex, +2 bracers of armor) Attacks longsword +6 melee or longbow +7 ranged Damage longsword 1d8+1/Crit 19-20 or longbow 1d8+1/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: spells SQ: SR 19, drow traits SV: Fort +6, Ref +5, Will +6 Str 13, Dex 17, Con 14, Int 16, Wis 12, Cha 16 AL CE
Skills and Feats: Concentration +12, Handle Animal +8, Hide +6, Knowledge (arcane) +10, Listen +4, Move Silently +6, Spellcraft +11, Ride +10, Search +5, Spot +4; Combat Casting, Point Blank Shot, Precise Shot, Spell Penetration, Weapon focus (longbow)
Notes: Another drow noble accompanying Erehe and Verdaeth. I gave him some sorcerer levels as a change from all of the wizards in this adventure.
Spells Per Day (6/7/4)
Spells Known: 0: Detect Magic, Disrupt Undead, Ghost Sound, Ray of Frost, Read Magic 1: Mage Armor, Magic Missile, True Strike 2: Blur
Special Equipment: bracers of armor +2,

Yochlol CR 5 Medium-size Outsider (Chaotic, Evil) HD 6d6+6 hp 50 Initiative +2 (Dex) Speed 30 ft (climb 20 ft in spider form) AC: Humanoid form 17 (+2 Dex, +5 drow chainmail), Spider form 16 (+2 Dex, -1 size, +5 natural) Ooze Form 12 (+2 Dex) Gaseous Form 11 (+2 Dex, -1 size) Attacks: Humanoid form short sword +10/+5 melee or hand crossbow +8/+3 ranged Spider form: bite +9 melee Ooze form: 8 tentacles +10 melee Gaseous form: none Damage: shortsword 1d6+4/19-20 crossbow 1d4/Crit 19-20/ tentacle 1d4+4, bite 1d8+6 and poison Face/Reach 5 ft by 5 ft/5 ft Spider form: 5 ft by 10 ft/5 ft SA: spell-like abilities, psionics, poison SQ: gaseous form, gas, poison and electricity immunity, fire resistance 20, DR 10/+2, telepathy, SR 15 SV: Fort +6, Ref +7, Will +8 Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16 AL CE
Skills and Feats: Bluff +12, Climb (in spider form) +12, Concentration +7, Diplomacy +14. Intimidate +14, Knowledge (drow religon) +11, Listen +11, Spot +11; Blind-Fight, Combat Casting
Notes: From Monsters of Faerun, p. 34-35 Spell-like abilities (Sp): at will as 8th level sorcerers (Save DC 16): charm person, darkness, desecrate, spider climb, stone shape, teleport without error, and web
Psionics (Sp): at will as 8th level sorcerers: Dominate, Detect Thoughts, and mind blank
Spider Poison (Ex): Those hit by bite attack must make Fortitude save (DC 14) or be injected with poison. Initial damage 1d6 temporary Con damage, secondary damage is 2d6 points of temporary Con damage
Gaseous form (Ex): Can transform into large column of gas, 10 ft tall and 5 ft diameter; exactly like the form produced by gaseous form spell, creatures come in contact with gaseous form act as affected by a stinking cloud spell; in gaseous form yochlol can communicate with home plane as per contact other plane spell
Telepathy (Su): Can communicate telepathically with any creature within 100 ft that has a language

Chapter 7: Ruins of Pelion

Manhayth, hunter of lycanthropes, male aasimar Rgr 9 CR 9 HD 9d10+18 hp 74 Initiative +3 (Dex) Speed 30 ft AC 18 (+3 Dex, +5 leather) Attacks: greatsword +12/+6 melee or spear +12/+6 ranged Damage greatsword 2d6+4/Crit 19-20 or halfspear 1d6+3/Crit X3 Face/Reach 5 ft by 5 ft/5 ft SA: two-weapon fighting, favored enemy (shapechangers) +2, favored enemy (undead)+1 SQ: aasimar traits, acid cold, and fire resistance 5, 25% chance to detect lycanthropes by smell alone SV: Fort +8, Ref +6, Will +6 Str 17, Dex 16, Con 14, Int 12, Wis 16, Cha 13, AL CG
Skills and Feats: Animal Empathy +7, Handle Animal +7, Hide +15, Intuit Direction +9, Knowledge (nature) +7, Listen +13, Move Silently +15, Search +9, Sense Motive +8 Spot +13, Wilderness Lore +15 Alertness, Endurance, Power Attack, Quick draw, Track
Spells (2/1): 1: Animal Friendship, Detect Animals or Plants 2: Cure Light Wounds
Special Equipment: Boots of speed, leather armor +3

Ghast CR 3 Medium-size undead HD 4d12 hp 24 Initiative +2 (Dex) Speed 30 ft AC 16 (+2 Dex, +4 natural) Attacks bite +4 melee, 2 claws +1 melee Damage: Bite 1d8+1 and paralysis, claw 1d4 and paralysis Face/Reach 5 ft by 5 ft/5 ft SA: stench, paralysis, create spawn SA: Paralysis, create spawn SQ: Undead, +2 turn resistance SV Fort +1, Ref +3, Will +6 Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16 AL CE
Skills and Feats: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8, Multi-attack, Weapon finesse (bite)
Notes: MM pg. 97 Stench (Ex): Those within 10 ft must make Fortitude Save (DC 15) or become nauseous, suffering a –2 circumstance penalty to all attacks, saves and skill checks for 1d6+4 minutes.
Paralysis (Ex): Those hit by claw or bite must make Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes.
Creatue spawn (Su): Bodies of humanoids killed by ghast but are not destroyed arise as ghast in 1d4 days. Casting Protection from evil on the body prevents this.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Heydril, tomb robber, male human Rog 8 CR 8 HD 9d6+9 hp 34 Initiative +4 (Dex) Speed 35 feet AC 16 (+3 Dex, +3 ring of protection) Attacks: Short sword +6/+1 melee or light crossbow +10/+5 ranged Damage short sword 1d6+2/Crit 19-20 or light crossbow 1d8/Crit 19-20/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA: sneak attack +4d6 SQ: evasion, uncanny dodge (can’t be flanked, Dex bonus to AC) SV: Fort +3, Ref +10, Will +2 Str 11, Dex 19,Con 12, Int 15, Wis 10, Cha 8 AL NE
Skills and Feats: Balance +10, Climb +6, Decipher Script +11, Diplomacy +6, Disable Device +13, Hide +15, Intuit Direction +6, Listen +6, Move Silently +15, Open Locks +15, Pick Pockets +7, Search +13, Spot +6, Wilderness Lore +5; Dash, Dodge, Running
Notes: Again I suggest toning down the magical gear, perhaps dropping the ring of regeneration. I made the cloak of protection into a ring of protection
Special Equipment: ring of protection +3, ring of regeneration, short sword +2, Orb of Kadu-Ra

Alabaster elf warriors, female and male alabaster elf Ftr 7 CR 7 Medium-size outsiders (Chaotic) HD 7d10+7 hp 59 Initiative –1 (+3 Dex, -4 deafness) Speed 20 ft, (30 ft base) AC 18 (+3 Dex, +4 chain shirt, +1 small wooden shield) Attacks Longsword +11/+6 melee or longbow +11/+6 ranged Damage Longsword 1d8+6/Crit 19-20 or longbow 1d8+3/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SQ: elf traits, sleep immunity, deaf SV: Fort +6, Ref +5, Will +3 Str 16, Dex 17, Con 12, Int 10, Wis 12, Cha 9 AL CN
Skills and Feats: Climb +5, Jump +5, Wilderness Lore +6; Point Blank Shot, Precise Shot, Track, Weapon focus and specialization (longsword, longbow)
Notes: Since these elves are all deaf or near deaf, they fail all listen checks and suffer a -4 penalty to initiative. One in ten of them has either a longsword +1 or a short bow +1.

Crystal Ooze CR 6 Large Ooze (aquatic) HD 8d10+31 hp 83 Initiative –5 (Dex) Speed 5 ft, Swim 10 ft AC 4 (-5 Dex, -1 size) Attack slam +9 melee Damage slam 4d4+4 and 2d4 acid and paralysis Face/Reach 5 ft by 10 ft/5 ft SA: acid, paralysis SQ: blindsight 120 ft, weapon resistance, transparent, immunities, ooze SV Fort +4, Ref -3, Will –2 Stt 18, Dex 1, Con 14, Int 7, Wis 3, Cha 2 AL NE
Notes: Acid (Ex): A creature hit by the slam or touches the oozes must make a Fortitude save (DC 16) or take 2d4 acid per round of contact This attack does not harm metal or stone.
Paralysis (Ex): If hit by the slam, a victim must make a Fortitude save (DC 16) or become paralyzed for 5d4 rounds.
Weapon Resistance (Ex): Takes only one point of damage from weapon attacks. Corrodes wood weapons that hits it.
Transparent (Ex): In water, the ooze is almost impossible to see (Spot check DC 20).
Immunities (Ex): acid, cold, heat, and fire
Ooze: Immune to critical hits, mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.

Wraith worm CR 14 Gargantuan magical beast HD 10d10+110 hp 175 Initiative +0 Speed 30 ft AC 17 (-4 size, +11 natural) Attacks bite +22 melee Damage Bite 1d12+18 and poison and energy drain Face/Reach 20 ft by 40 ft/15 ft SA: poison, level drain, gaze SQ: immunities, turn incorporeal, SR 19, Turning vulnerability SV Fort +18, Ref +7, Will +4 Str 34, Dex 10, Con 24, Int 5, Wis 12, Cha 10 AL N
Skills and Feats: Listen +12, Spot +11; Alertness, Power Attack
Notes: Poison (Ex): Delivered via bite, Fortitude save (DC 22) negates. Initial Damage 2d4 Con. Secondary damage 2d4 Dex.
Gaze (Su): Any creature with less than 6 HD or levels within 30 feet who meets the gaze of the wraith worm must make a Will save (DC 15) or be paralyzed for 2d4 rounds.
Level Drain (Su): A person hit by a bite receives 2 negative levels. The DC to remove these levels is 22.
Immunities (Ex): cold, negative energy damage, and level drain,
Turn Incorporeal (Su): As a standard action, the wraith worm may turn incorporeal. While incorporeal, it is can be hurt only by incorporeal creatures, +1 or better magical weapons, spells, spell-like abilities, or supernatural abilities and can move through solid objects at will. All attacks from corporeal sources against the incorporeal wraith worm suffer a 50% miss chance. Also, it always moves silently but loses its natural armor bonus (but gains a deflection bonus of +1) and cannot make gaze or physical attacks. While incorporeal, it loses its Strength score also.
Turning Vulnerability (Ex): A wraith worm is vulnerable to turning as an undead of equal HD to the wraith worm +4, but if turned, the worm is only stunned for 2d4 rounds. It cannot be destroyed or controlled.

Evreth, custodian of the Words, male Ftr2/Wiz8 CR 10 Medium-size outsider (Chaotic, Good) HD 2d10+8d4+30 hp 66 Initiative +4 (Dex) Speed 30 ft AC 14 (+4 Dex) Attacks object +10/+5 melee Damage object 1d6+5 SA: kinetic energy charge SQ: immunity to mind-influencing effects, SR 16 SV Fort +7, Ref +6, Will +7 Str 21, Dex 18, Con 16, Int 18, Wis 13, Cha 7 AL CG
Skills and Feats: Concentration +11, Knowledge (arcane) +14, Knowledge (history) +7, Knowledge (religion) +12, Listen +5, Profession (Custodian) +5, Sense Motive +7, Spellcraft +7, Spot +5; Alertness, Craft Wondrous Item, Dodge, Expertise, Spell Penetration, Skill focus (arcane, history)
Notes: Kinetic Energy Charge (Su): By charging any item with kinetic energy, Evreth can use it as a club doing 1d6 crushing damage.
Spells (4/5/4/4/3): 0: Detect Magic, Ghost Sound, Mage Hand, Read Magic 1: Burning Hands, Hold Portal, Mage Armor, Shield, Unseen Servant 2: Blur, Detect Thoughts, Mirror Image, Melf’s Acid Arrow 3: Blink, Dispel Magic, Flame Arrow, Hold Person 4: Bestow Curse, Fear, Stoneskin

Tchunim, custodian of the Last Words, Exp 4/Ftr3 CR 6 Medium-size outsider (Chaotic, Good) HD 4d6+3d10+18 hp 57 Initiative +1 (Dex) Speed 30 ft AC 11 (+1 Dex) Attacks Object +12/+7 melee Damage object 1d6+6 Face/Reach 5 ft by 5 ft/5 ft SA: kinetic energy charge SQ: immunity to mind-influencing effects, SR 17 SV Fort +7, Ref +3, Will +8 Str 23, Dex 12, Con 16, Int 13, Wis 17, Cha 14
Skills and Feats: Climb +10 Diplomacy+8, Jump +11, Knowledge (arcane) +12, Knowledge (history)+13, Knowledge (religion) +13, Profession (Custodian) +10, Sense Motive +10; Expertise, Improved Disarm, Skill Focus (knowledge- arcane, history, religion)
Notes: I gave Tchunim a few levels of Expert to up his skill points. He is a sage, after all.
Kinetic Energy Charge (Su): By charging any item with kinetic energy, Evreth can use it as a club doing 1d6 crushing damage.

Chapter 8: Deepest Pandemonium

Pirreg, fallen paladin, male human (Ex)Pal 9 CR 9 medium-size humanoid (human) HD 9d10+27 hp 82 Initiative +0 Speed 20 ft (30 ft base) AC 20 (+9 half-plate, +1 small steel shield) Attacks: bastard sword +17/+12 melee Damage Bastard sword 1d10+8//Crit 19-20 Face/Reach 5 ft by 5 ft/5 ft SV Fort +12, Ref +3, Will +1 Str 20, Dex 12, Con 16, Int 14, Wis 7, Cha 8 AL N
Skills and Feats: Concentration +10, Handle Animal +5, Intuit Direction –1, Knowledge (planar) +6, Knowledge (religion) +7, Listen +4, Ride +6, Spot +4; Alertness, Exotic WP (bastard sword), Power Attack, Weapon focus (bastard sword)
Special Equipment: bastard sword +2, half-plate +2, ring of fire resistance, rope of entanglement

Antha, fallen cleric of Tyr, female Bariaur (Ex)Clr 8 CR 9 Medium-size outsider HD 8d8 hp 34 Initiative +0 Speed 30 ft (40 ft base speed) AC 17 (+7 half-plate) Attacks: heavy mace +9/+4 melee Damage: Heavy mace 1d8+3 Face/Reach 5 ft by 5 ft/5 ft SA: Charge SQ: bariaur traits, SR 19 SV: Fort +6, Ref +2, Will +10 Str 11 Dex 12, Con 10 Int 15, Wis 18, Cha 13 AL N
Skills and Feats: Concentration +7, Diplomacy +8, Heal +6, Knowledge (arcane) +4, Knowledge (religion) +13, Listen +6, Sense Motive +9, Spellcraft +4, Spot +6; Combat Casting, Extra Turning, Running
Notes: Bariaurs can charge doing 2d6 damage and get a +2 racial bonus on Will Saves vs spells and spell-like abilities.
Special Equipment: heavy mace +3, rod of negation (4 charges left)

Cardule, male human Wiz 8 CR 8 Medium-size humanoid (human) HD 8d4+8 hp 31 Initiative +3 (Dex) Speed 30 ft AC 13 (+3 Dex) Attacks Staff +4 melee Damage staff 1d5 Face/Reach 5 ft by 5 ft/5 ft SA: spells SV: Fort +3, Ref +5, Will +6 Str 10, Dex 17, Con 12, Int 18, Wis 10, Cha 9 AL NE
Skills and Feats: Concentration +12, Gather Information +4, Knowledge (arcana) +15, Knowledge (planar) +15, Listen +7, Spellcraft +15, Spot +7; Alertness, Silent Spell, Spell Penetration, Still Spell
Spells (4/5/4/4/2): 0: Detect Magic, Light, Ray of Frost, Read Magic 1: Burning Hands, Mage Armor, Magic Missile, Shield 2: Blur, Melf’s Acid Arrow, See Invisibility, Web 3: Dispel Magic, Fire-ball, Flame-arrow, Lightning Bolt 4: Detect Thoughts (with Silent and Still spell feats), Shout, Stoneskin
Notes: Staves of Striking don’t exist in 3E, and I don’t know how to convert them.
Special Equipment: potion of cure serious wounds, wand of polymorph other (24 charges left)

Gak (male troll) CR 5 Large giant HD 6d8+36 hp 70 Initiative +2 (Dex) Speed 30 ft AC 18 (-1 size, +2 Dex, +7 natural) Attacks 2 claws +9 melee, bite +4 melee Damage claw 1d6+6, bite 1d6+3 Face/Reach 5 ft by 5 ft/10 ft SA: rend 2d6+9 SQ: Regeneration 5, scent, darkvison 90 ft SV: Fort +11, Ref +4, Will +3 Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 AL CE
Skills and Feats: Listen +5, Spot +5; Alertness, Iron Will
Notes: MM pg. 180 Rend (Ex): If Gak hits with both claws, he latches onto the opponent’s body and does 2d6+9 extra damage.
Regeneration (Ex): Fire and acid do normal damage to Gak. If he loses a a limb or body part, it grows back in 3d6 minutes, or Gak can reattach the severed member instantly by holding it into the stump.

Baaravda (ormyrr) CR 4 Huge Aberration HD 7d8+14 hp 53 Initiative +2 (Dex) Speed 30 ft, swim 40 ft AC: 15 (-2 size, +2 Dex, +5 natural) Attacks: 4 claws +6 melee, bite +1 melee, tail slap +1 melee; or 1 short spear +8 melee, longword +8 melee, another longsword +6 melee, short sword +6 melee, bite +1 melee Damage: Claw 2d4+3, bite 2d8+1, tail slap 1d8+1, short spear 1d8+6/Crit X3, longsword (magical) 1d8+6, longsword 1d8+3/Crit 19-20, short sword 1d6+3/Crit 19-20 Face/Reach 10 ft by 20 ft/10 ft SA: improved grab, constict SQ: Amphibious, darkvision 60 ft SV: Fort +4, Ref +4, Will +6 Str 17, Dex 15, Con 15, Int 11, Wis 13, Cha 10 AL LN
Skills and Feats: Knowledge (planar) +7, Listen +10, Search +7, Spot +10; Alertness, Ambidexterity, Multi-dexterity, Multiweapon Fighting
Notes: For a conversion of the ormyrr, go The Creature Catalog- Your #1 Source for 3E Converted Monsters
Improved Grab (Ex): To use this ability, the ormyrr must hit an opponent of up to Huge Size with its tail attack. If it gets a hold, it can constrict.
Constict (Ex): An ormyrr deals 1d8+3 points of damage with a successful grapple check against Huge or smaller creatures.
Amphibious (Ex): Ormyrrs can breathe both air and water and can survive on land or in water indefinitely.
Feats: With its Ambidexterity, Multi-dexterity, and Multi-weapon fighting feats, in combination with its natural prowess using multiple weapons at once, can attack with all arms at no penalty.
Special Equipment: Long sword +3, short spear +3

Reave (3) Medium-size outsider (Evil, Lawful) CR 1 each HD 2d8+4 hp 15 Initiative +0 Speed 20 ft (30 ft base) AC: 19 (+7 half-plate, +2 natural) Attacks 4 longswords +5 melee or 4 javelins +2 ranged Damage longsword 1d8+3/Crit 19-20 or javelin 1d6/range increment 30 ft Face/Reach 5 ft by 5 ft/5 ft SQ: Fading, physical symmetry SV: Fort +5, Ref +3, Will +3 Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 9 AL LE
Skills and Feats: Intimidate +3, Listen +3, Spot +4, Craft (Weaponsmithing) +3, Jump +5; Multidexterity, Multiweapon Fighting
Notes: For a more on reaves, go here: Ps3e.com:Beings:Monster:Monster Introduction
Physical Symmetry (Ex): Due to the odd shape of their bodies, a reave can attack foes on his flank as easily as a normal being can attack someone standing in front of them. Just as importantly, reaves can not be attacked from the rear. Any rear attack will become a flank attack.
Fading (Su): A reave may become Astral at will, so long as he is on the top layer of any particular Outer Plane, as well as from the Prime. Fading to the Astral takes one round of game time. Once on the Astral, a reave must remain for a minimum of 1-6 rounds. While on the Astral, the reave remains aware of what's going on in the place he just left. Returning from the Astral takes another full round. During the time it takes to transfer from a plane to the Astral or back, the reave has damage reduction 10/+1.
Feats: With its Multdexterity and Multiweapon fighting feats and its natural ability to fight using all of its limbs, a reave can fight using weapons in all of its arms at no penalty.
Ingress CR 1/3 Small Outsider (Chaotic) HD 1d8+1 hp 5 Initiative +0 Speed 30 ft AC 11 (+1 size) Attacks claw +2 melee Damage Claw 1d4+2 Face/Reach 5 ft by 5 ft/5 ft SQ: darkvision 60 ft SV: Fort +3, Ref +2, Will +2 Str 12, Dex 11, Con 12, Int 5, Wis 11, Cha 6 AL CN
Skills and Feats: Listen +4, Spot +4; Alertness

Ingress Mother CR N/A Huge (long) Outsider (Chaotic) HD 8d8+40 hp 80 Initiative –2 (Dex) Speed 5 ft AC 10 (-2 Dex, -2 size, +4 natural) Attacks – Damage – Face/Reach 10 ft by 20 ft/10 ft SQ: Darkvision 60 ft, teleport, telepathy SV: Fort +11, Ref +4, Will +8 Str 28, Dex 6, Con 21, Int 8, Wis 14, Cha 7 AL CN
Skills and Feats: Knowledge (arcane) +12, Knowledge (planar) +12, Knowledge (Pandemonium) +12, Sense Motive +13, Wilderness Lore +13; Skill Focus (knowledge- arcane, planar, and Pandemonium)
Notes: The Ingress Mother does not have a Challenge Rating since it is basically helpless and can’t defend itself.
Teleport (Sp): At will, the Ingress Mother can teleport without error creatures that are under its bulk to anywhere in Pandemonium (even between layers) with no chance of error.

Quah-Namog, last priest of Orcus-Tenebrous, male half-orc Clr12/Ftr1 CR 13 Medium-size humanoid (orc) HD 12d8+1d10+39 hp 101 Initiative +0 Speed 20 ft (30 ft base) AC 25 (+9 banded mail, +6 shield) Attacks light flail +18/+13 melee Damage Light flail 1d8+8 Face/Reach 5 ft by 5 ft/5 ft SA: Spells, rebuke undead, death touch SQ: Darkvision 60 ft, orc blood SV: Fort +13, Ref +4, Will +13 Str 14 (16), Dex 11, Con 16, Int 13, Wis 20, Cha 7 AL NE
Skills and Feats: Concentration +18, Knowledge (religion) +7, Knowledge (planar) +7, Sense Motive +12; Combat Casting, Expertise, Improved Trip, Spell Penetration, Weapon focus (light flail)
Notes: Way too much gear for his CR, but I guess it makes sense since he is the high priest of Orcus-Tenebrous. I made him into a half-orc seeing as there are a lack of half-ogres in 3E. The hp changed a lot because of the difference in generating hp in 3E. I also decided to give Quah a level of fighter in order to be proficient with the flail.
Domains: Death, Evil
Spells: (6/7+1/5+1/5+1/4+1/4+1/2+1) 0: Create Water, Cure Minor Wounds (X2), Detect Magic, Resistance (x2) 1: Cause Fear, Command, Comprehend Languages, Cure Light Wounds (x2), Detect Good, Protection From Good*, Sanctuary 2: Death Knell*, Heat Metal, Hold Person (x2), Silence, Spiritual Weapon 3: Animate Dead, Dispel Magic, Locate Object, Magic Circle Against Good*, Prayer, Protection from Elements 4: Cure Critical Wounds, Freedom of Movement, Lesser Planar Ally, Spell Immunity, Unholy Blight* 5: Dispel Good*, Greater Command, Flame Strike, Unhallow, Slay Living, Wall of Stone 6: Blade Barrier, Create Undead*, Word of Recall
Special Equipment: banded mail +3, gauntlets of ogre power, light flail +4, small steel shield +5



Chapter 9: Dead Book of the Gods

Skeleton CR 1/3 Medium-size undead HD 1d12 hp 12 each Initiative +5 (+1 Dex, +4 Improved Initiative) Speed 30 ft Attacks 2 claws +0 melee Damage claw 1d4 Face/Reach 5 ft by 5 ft/5 ft SQ: undead, immunities SV: Fort +0, Ref +1, Will +2 Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11 AL N
Skills and Feats: Improved Initiative
Notes: MM pg. 165 Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Cold immunity. Takes half damage from piercing or slashing weapons.

Varrangoin (abyssal bat), Lesser- Type II (1 per PC) CR 4 Medium Size Outsider (Chaotic, Evil) HD 5d8+5 hp 30 each Initiative +2 (Dex) Speed 5 ft, Fly 45 ft (average) AC 20 (+2 Dex, +8 natural) Attacks: 2 claws +6 melee, bite +4 melee Damage: Claw 1d4+2, bite 1d6+1 Face/Reach 5 ft by 5 ft/5 ft SA: Breath weapon SQ: Immunities, Sunlight Weakness. SR 16, DR 10/silver SV: Fort+ 6, Ref +7, Will+6 Str 12, Dex 14, Con 13, Int 11, Wis 12, Cha 9 AL CE
Skills and Feats: Hide +10, Listen +9 Move Silently +10, Spot +9, Wilderness Lore +9; Fly-by Attack, Multi-attack
Notes: Breath Weapon (Su): Thrice per day; Reflex Save (DC 14) halves, Cloud of fire, 5d6, 30 feet diameter, 90 feet range
Immunities (Ex): Immune to fire-based attacks and takes half-damage from acid attacks
Light Vulnerability (Ex.) All varrangoin are especially vulnerable to light. A light or daylight spell aimed at the varrangoin will inflict on it 2 hp damage per caster level. They suffer a –2 morale penalty when in the area of effect for either spell. A sunray spell or a sunburst from a Wand of Illumination inflicts 6d6 damage on a lesser varrangoin. It is allowed a SR roll to avoid the damage, but it gets no saving throw should the caster make his caster level check

Bat (50 per PC) CR 1/10 Diminutive animal HD 1/4d8 hp 2 Initiative +2 (Dex) Speed 5 ft, Fly 40 ft (good) AC 16 (+4 size, +2 Dex) Attacks – Damage – Face/Reach 1 ft by 1 ft/0 ft SQ: blindsight 120 ft SV: Fort +2, Ref +4, Will +2 Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4 AL N
Skills and Feats: Listen +9, Move Silently +6. Spot +9
Notes: MM pg. 193

Quah-Namog, last priest of Orcus-Tenebrous, male half-orc Clr12/Ftr1 CR 13 Medium-size humanoid (orc) HD 12d8+1d10+39 hp 101 Initiative +0 Speed 20 ft (30 ft base) AC 25 (+9 banded mail, +6 shield) Attacks light flail +18/+13 melee Damage Light flail 1d8+8 Face/Reach 5 ft by 5 ft/5 ft SA: Spells, rebuke undead, death touch SQ: Darkvision 60 ft, orc blood SV: Fort +13, Ref +4, Will +13 Str 14 (16), Dex 11, Con 16, Int 13, Wis 20, Cha 7 AL NE
Skills and Feats: Concentration +18, Knowledge (religion) +7, Knowledge (planar) +7, Sense Motive +12; Combat Casting, Expertise, Improved Trip, Spell Penetration, Weapon focus (light flail)
Notes: Quah is unchanged from the previous encounter.
Domains: Death, Evil
Spells: (6/7+1/5+1/5+1/4+1/4+1/2+1) 0: Create Water, Cure Minor Wounds (X2), Detect Magic, Resistance (x2) 1: Cause Fear, Command, Comprehend Languages, Cure Light Wounds (x2), Detect Good, Protection From Good*, Sanctuary 2: Death Knell*, Heat Metal, Hold Person (x2), Silence, Spiritual Weapon 3: Animate Dead, Dispel Magic, Locate Object, Magic Circle Against Good*, Prayer, Protection from Elements 4: Cure Critical Wounds, Freedom of Movement, Lesser Planar Ally, Spell Immunity, Unholy Blight* 5: Dispel Good*, Greater Command, Flame Strike, Unhallow, Slay Living, Wall of Stone 6: Blade Barrier, Create Undead*, Word of Recall
Special Equipment: banded mail +3, gauntlets of ogre power, light flail +4, small steel shield +5
 
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Arken

Explorer
Hammerhead said:
Does anyone have any information where to buy/download the Great Modron March, Dead Gods, and Tales from the Infinite Staircase?

Also, is there any attempt at conversion or conversion of these modules?

And finally, if not, is anyone interested in helping me convert them to 3ed?

I assume that if you like PS you already did...but did you try asking about here...

http://www.rpgconsortium.com/forums/topics.cfm?forumid=13

PS3e.com does some conversions of certain parts as well.

btw The conversions are brilliant Psychotic Jim :)
 


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