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. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR8-08 
   
   
   
   
   
   
   
  Lost Souls Eternal 
   
  A One -Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  by Colleen Simpson 
  Circle Reviewers: Creighton Broadhurst, Pieter Sleijpen  
   
   
  You find yourselves in a race against time and the servants of an ancient foe with an island of ill-repute as your 
  destination. Your mission is to discover, and return with, what your rivals wish to obtain... if you can. Not recommended 
  for those with a fear of the sea or a dislike for water. A one-round Core adventure set in the Northern Kingdom for PCs 
  of levels 4-16 (APLs 6-9). Part 3 of the “Ascension” series. A one-round Core adventure set in and around the Isle of Lost 
  Souls for characters level 4-15 (APLs 6-16). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Lords of Madness [Richard Baker, James Jacobs, Steve Winter], Magic Item Compendium [Andy 
  Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Players Handbook II [David Noonan], Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor] and Stormwrack [Richard Baker, Joseph D. Carriker, Jr., 
  Jennifer Clarke Wilkes]. 
  598 CY 
  
  COR8-08 Lost Souls Eternal 
   
  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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session 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 rule books: 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 nonplayer 
  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 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
  
  COR8-08 Lost Souls Eternal 
   
  Page 2 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in and 
  around the Isle of Lost Souls.  
   
  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 benefits) as 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 
  For the past several years, unbeknownst to all but a few of 
  his most trusted servants, Iuz has been orchestrating a 
  complicated coup of divine power. This plan started with 
  his release of the Ether Threat, which was intended to 
  cause heroes to lead him to the Codex of Infinite Planes. 
   
  After acquiring the Codex, Iuz began a war on the 
  Abyss, during which he secured the layer of Torremor 
  from Pazuzu. Iuz kept his victory a secret, however, even 
  convincing his enemies that he was locked in a stalemate 
  on the Abyss and unable to pursue other ventures. For 
  nearly two years, Iuz has been planning and putting into 
  action the next stage of his ascension, unfettered by the 
  meddling of his common enemies. This portion of Iuz’s 
  plan has focused on researching different forms of 
  magical prisons, particularly those of Zagig Yragerne, and 
  securing sites and artifacts related to Tharizdun, the 
  imprisoned god. 
   
  Recently, heroes have undone the Flight of Fiends, a 
  powerful ritual that imprisoned or banished most of the 
  fiends on Oerth. This has strengthened Iuz’s military 
  force on the Prime Material Plane. He has used these 
  demons, and those he gained from his war on the Abyss, 
  to cause distractions for the nations of Oerth, keeping 
  their eyes away from his final moves. 
   
  Mordenkainen also seemed to know something of 
  Iuz’s plots, possibly more than Tenser, though what he is 
  doing about it is unknown. What is known seems to 
  indicate that he has been using Bigby and Drawmij to 
  eliminate Tenser’s clones and might have given Iuz the 
  information he needed to capture Tenser. Mordenkainen 
  had compiled information on the troop locations, 
  movements, and probable actions of all the military 
  groups bordering the Empire of Iuz, and that information 
  has recently fallen into the hands of Iuz. Mordenkainen’s 
  actions have never been scrutable to most mortals, but his 
  recent actions seem more confusing than ever. 
   
  Luckily, a few individuals have found out something 
  about his actions. Tenser, always a force of Good and 
  powerful opponent of Iuz, has been following the threads 
  of Iuz’s plots and putting everything together. 
   
  However, before he could put everything together, 
  Iuz captured Tenser imprisoning him in a prison in the 
  Plane of Shadow. In COR8-06 Entrapment, the PCs 
  rescued Tenser and retrived the Spiral of Shothragot from 
  its hiding place deep in the Valley of the Mage. 
   
  As this adventure opens, tenser has learned more of 
  Iuz’s plans and knows that Old Wicked has dispatched a 
  group of skilled minions to the legendary Isle of Lost 
  Souls. Subsequently, Tenser asks the PCs to race to the 
  Isle and to retrieve whatever it is the minions seek. 
  Details on the object of their visit are unavailable, as is 
  any specific information on the island itself. The PCs are 
  going in blind – something that makes those interested 
  in the outcome of the Old One’s endeavors nervous 
  enough to intervene. 
   
  ADVENTURE SUMMARY 
  Introduction: PCs are en route to the North Kingdom 
  by ship. They are racing minions of Iuz to reach the Isle 
  of Lost Souls.  
   
  Encounter 1: PCs are called to the cabin of a 
  mysterious traveler who has not been since the ship set 
  sail. Gathering information about him before they go to 
  the meeting is possible and hints at his undead state. If 
  they refuse to speak with him, Gardanza interferes with 
  their negotiations with the sea elves. If they do meet with 
  him, he tries to get them to agree to bringing the 
  information they have been sent to retrieve to him (or, at 
  the very least, a copy of it). PCs can attack him, or they 
  can parlay with him and decide whether or not they will 
  agree to his request. As sea elves rise from the deeps to 
  stop their ship’s progress and speak to them, go to 
  Encounter 2. If PCs attack the sea elves, go to Conclusion 
  A. 
   
  Encounter 2: The sea elves do not let the ship pass, 
  having been warned in dreams and visions that this lead 
  to disaster. They do, however, guide the PCs to an 
  alternative route, provided the PCs are able to clear the 
  way first. If PCs agree, go to Encounter 3a. If they refuse, 
  and continue to sail, go to Encounter 3b.  
   
  Encounter 3a: PCs need to open the way to a 
  powerful sea elf priest of Deep Sashelas said to guard the 
  seas and know a secret way to the Isle. They combat slime 
  chuul or fiendish slime chuul.  
   
  Encounter 3b: PCs have decided to face the dangers 
  of the sea surrounding the Isle rather than assist the elves 
  and travel a safer route. They are attacked by increasing 
  numbers of colossal crabs (the rocks that rise from the sea 
  bed to defend the island). The first attack comprises one 
  crab, and the numbers then double for each mile 
  travelled. This is an untiered encounter with increasingly 
  difficult sailing checks and combat for every mile 
  
  COR8-08 Lost Souls Eternal 
   
  Page 3 
  travelled. PCs have also been warned of what happens to 
  those who die within these waters… Go to Conclusion B. 
   
  Encounter 4: PCs speak with the priest, and 
  discover they can ‘gate’ their way to the cavernous 
  entrance that ‘the strangers who have gone before’ have 
  used. He is aware that this is the entryway to the lair of 
  the warlock lich Malendor. 
   
  Encounter 5: PCs arriving in the entry cavern 
  realize (from the corpses), that the servants of Iuz have 
  already passed this way. A harpy bard has become a ghost, 
  and a sea elf who lost his life in the waters surrounding 
  the isle has also been pressed into the warlock lich’s 
  service. PCs must defeat these to gain entrance. 
   
  Encounter 6: The PCs are free to explore the outer 
  realm of Malendor’s lair. These rooms are empty, save for 
  the secret entrance to Malendor’s hall of audience, which 
  is guarded by hound-like creatures of shadow. Once these 
  creatures are defeated, PCs are free to pass through the 
  door to Encounter Sevem. If they fail to find the secret 
  door, or are forced to flee the door’s guardians, the arrival 
  of more ghosts and shadows signals it’s time to leave. Go 
  to Conclusion C. 
   
  Encounter 7: PCs enter Malendor’s hall of audience 
  to find they are expected. Malendor sets a challenge for 
  those who wish to obtain the information – defeat their 
  rivals in immediate combat. 
   
  Encounter 8: If the PCs defeat Iuz’s minions, the 
  lich gives them the items they have been told to keep out 
  of Iuz’s hands. If the PCs are defeated by Iuz’s minions, 
  they are taken to Iuz’s realms so that further ‘information 
  gathering’ might be carried out on them.  
   
  Conclusion A: PCs attacked the sea elves and were 
  marooned on an island for their troubles, progressing no 
  further in the adventure. 
   
  Conclusion B: PCs tried to sail to the Isle of Lost 
  Souls and are either ghosts now guarding the Isle, or have 
  been rescued by the sea elves. 
   
  Conclusion C: PCs failed to find the secret entrance 
  to Malendor’s hall of audience, and were driven from the 
  complex by shadows without retrieving the information. 
   
  Conclusion D: PCs defeated the minions of Iuz, but 
  attacked Malendor and were driven from the complex 
  without retrieving the information. 
   
  Conclusion E: PCs were defeated by the minions of 
  Iuz and were imprisoned in Dorakaa from which they 
  spent 25 TUs escaping. 
   
  Conclusion F: PCs defeated the minions of Iuz and 
  received the information needed to help unravel the Old 
  One’s plans. 
   
  PREPARATION FOR PLAY 
  Check out the Isle of Lost Souls article on the Living 
  Greyhawk website to familiarize yourself with the history 
  of the isle. 
   
  Prior to starting this adventure, check to see if any 
  PC has the following AR items: 
  • 
  Any form of the Ire of Iuz: This has been given out in 
  a number of regions. AR Item titles include Iuz’s Ire, 
  Notice of Iuz, and so on. Those PCs with this item 
  will be the main target for attacks in Encounters Five 
  (from the harpy) and Eight (from Iuz’s minions). 
   
  Also, be sure to familize yourself with the following rules: 
  • 
  Fighting underwater; 
  • 
  Traits of half-fiends, especially their spell-like 
  abilities; 
  • 
  Traits and abilities of ghosts; 
  • 
  The effects of shadowy illumination on combat; and 
  • 
  Rules governing concealment; 
  • 
  Rules governing Diplomacy and opposed Diplomacy 
  checks. 
   
  NEW RULES ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  LEARNING MORE 
  KNOWLEDGE 
  Before they start, or at any point in the adventure, the 
  PCs may make Knowledge checks to learn more about 
  the Isle of Lost Souls and the Causeway of Fiends 
   
  Causeway of Fiends 
  Bardic Knowledge: DC 10 reveals points 1-3; DC 15 
  reveals points 4-6 and 9; DC 25 reveals point 7;  DC 30 
  reveals point 10. 
   
  Knowledge (arcana): DC 15 reveals points 1-7 and 
  9; DC 25 reveals points 8 and 10. 
   
  Knowledge (geography): DC 15 reveals points 1-3. 
   
  Knowledge (local – Splintered Suns): DC 10 
  reveals points 1-6; DC 20 reveals points 7 and 10. 
   
  Knowledge (the planes): DC 10 reveals point 9; 
  DC 20 reveals points 4-5 
   
  1. 
  Fiends infest the area on and around the causeway, 
  making it a very dangerous place to be 
  2. 
  Consists of granite slabs up to 20-ft. wide and 12-ft. 
  high descend from a half mile inland to the Isle of 
  Cursed (or Lost) Souls. 
  3. 
  The causeway is never submerged but water might 
  stand up to 80-ft. tall on either side. 
  4. 
  Once every 80 years or so legions of the least types 
  of fiends are driven onto the causeway and into a 
  frenzy of destruction by greater fiends. 
  
  COR8-08 Lost Souls Eternal 
   
  Page 4 
  5. 
  Usually only a handful of fiends appear at the full 
  moon. 
  6. 
  Fiends appear to be bound to within a half-mile of 
  the causeway 
  7. 
  Pieces of stone from the causeway can be taken and 
  used to create dark, magical artifacts. 
  8. 
  Some of the oldest books of Flanaess Oeridian 
  mages give riddles and allusions to the work of Ur-
  Flannae mystics in regards to this causeway. 
  9. 
  Fiends from both the Abyss and the Nine Hells are 
  drawn to the causeway. 
  10. Delglath of Rinloru is known to have crafted items 
  from the causeway’s stone. 
   
  Isle of Lost Souls  
   
  Bardic Knowledge: DC 12 reveals points 1-3 and 7-
  9; DC 15 reveals point 4; DC 20 reveals point 5. 
   
  Knowledge (arcana): DC 15 reveals point 1, 3; DC 
  20 reveals point 5. 
   
  Knowledge (geography): DC 15 reveals point 6; 
  DC 20 reveals points 2 and 7-8. 
  Knowledge (local – Splintered Suns): DC 10 Reveals 
  points 1-3 and 6-8; DC 15 reveals points 4-5. 
   
  Knowledge (nature): DC 15 reveals point 8. 
   
  Knowledge (the planes): DC 15 reveals point 6. 
   
  Knowledge (religion): DC 22 reveals point 1. 
   
  1. 
  The souls of those who die on the Isle of Lost Souls 
  are tied to the Isle for eternity, as ghosts tormented 
  by unknowable horrors. 
  2. 
  The very sea bed protects the Isle, with great rocks 
  rising up and attacking ships that try to approach 
  closer than 10 miles. 
  3. 
  The ruins of a monastry and an old mansion can be 
  seen on top of the isle. 
  4. 
  Said to be the resting place of three of the greatest of 
  the Ur-Flannae 
  5. 
  Those who try to scry the Isle dare not look too 
  closely as the intensity of evil and magic threatens 
  their sanity. 
  6. 
  The Isle is linked to the mainland by the Causeway 
  of Fiends. 
  7. 
  Sailors will leap from their ships in order to avoid 
  entering these waters. 
  8. 
  Sea elves, selkies, and dolphins warn ships away 
  from the area. 
   
  INTRODUCTION 
  It is likely that one or more of the PCs have favors with 
  Tenser, perhaps from CORS 8-01 Whispers of the Obsidian 
  Citadel, COR8-11 Restoration and Empire, COR6-16 
  Dominion over Bright Sands, or COR8-06 Entrapment, and it 
  is because of his good relations with the PC that Tenser 
  summons him. In his message, Tenser begged the PC to 
  gather a like-minded group of adventurers for a perilous 
  quest.  
   
  Note: Some PCs may not trust Tenser as a result of 
  events in “Blight on Bright Sands” or “Rise of the 
  Ancients” and may have favors with one or more of 
  Tenser’s enemies. However, such is the gravity of the 
  situation that Tenser ignores any ill-feeling he may bear 
  toward the PCs. PCs who don’t want to help should view 
  this as a good opportunity to learn more about Tenser’s 
  plots and plans. Also action here may distract Tenser from 
  other emerging plots (particularly in the Bright Lands). 
   
  When all the PCs indicate that they will answer 
  Tenser’s call, read:  
   
  A call by such an individual as the famed archmage 
  Tenser is impossible to ignore. He invited you to his 
  home, the Fortress of Unknown Depths, to discuss a 
  grave threat to the Oerth. Tenser has learnt that 
  agents of Iuz are even now making their way to the 
  legendary Isle of Lost Souls far to the east. He does 
  not know what they seek, but he does not want them 
  to have it! Tenser explained that he did not have the 
  time to deal with this matter, as other, events or 
  import commanded his attention.  
   
  So it was that he asked that you would travel to 
  the Isle of Lost Souls, stop Iuz’s minions, and 
  discover what it is they seek. 
   
  The adventure opens, as the PCs are en route to 
  Ratik/North Kingdom. They are racing minions of Iuz to 
  reach the Isle of Lost Souls. Answer any questions before 
  continuing:  
   
  Answering Tenser’s call you met your companions 
  aboard Wave Dancer, a ship bound for the Northern 
  Kingdoms. Your destination - the sinister Isle of 
  Lost Souls! 
   
  Give PCs time to decide if they accept or refuse the 
  adventure. Those that refused may leave the table at this 
  point. If they chose to continue, read: 
   
  There’s a storm brewing to the east, a billowing 
  smear on the horizon that has the crew muttering in 
  worried undertones, and the captain frowning with 
  concern. As guests aboard his ship, he has asked you 
  to take yourselves below decks if the going gets 
  rough. 
   
  A chill wind slices across the deck, making you 
  shiver. It looks like things are going to get very 
  rough indeed. 
   
  It is at this point that Gardanza’s manservant approaches 
  the PCs. 
   
  You notice the valet of one of the ship’s guests 
  approaching. He is wearing a plain silk shirt in pale 
  blue, and dark-blue, velvet trousers. His face is pale, 
  and there is a slightly green tinge to his skin – as 
  though the weather doesn’t agree with him. 
   
  “Good sirs, and ladies,” the young man says, 
  bowing. “My master finds the journey dull and 
  pleads an hour or two of your company. Perhaps new 
  acquaintances will help the time pass more quickly. 
  
  COR8-08 Lost Souls Eternal 
   
  Page 5 
  It seems you may have some interests in common. 
  He glances warily around, making sure that others 
  on deck are out of earshot. “A certain island…?” 
   
  He says no more, but raises an eyebrow at you, 
  watching for a reaction to his words.  
   
  When it seems you have gathered your 
  thoughts, the valet speaks once more. “Please, my 
  master would be most SOULful, if you were not to 
  pay him a visit. He is interested in the outcome of 
  the race.” 
   
   
  Let the PCs decide what they want to do. If they don’t 
  visit Gardanza, go directly to Encounter Two where he 
  acts against them. If they accept his invitation, then move 
  on to Encounter One. 
   
  Bisson refuses to discuss anything else while on 
  deck. Only reiterating that “It’s for my master to say.” 
   
  �Bisson: male human expert (valet) 6. 
   
  1: THE FRIEND OF A ‘FRIEND’ 
  The PCs have accepted Bisson’s invitation and follow him 
  to Gardanza’s cabin. 
   
  Bisson, as the valet calls himself, takes you below 
  decks to one of the larger cabins. Opening the door, 
  he leads you inside. 
   
  The cabin is brightly lit, and, at a table taking up 
  most of its space sits a middle-aged human, his dark 
  hair showing streaks of silver. His leather-gloved 
  hands are occupied with steadying a small jar of ink 
  and writing with a red-plumed quill. As you enter, he 
  turns his head. Eyes as dark as the sea outside regard 
  you carefully. 
   
  “Master,” Bisson says, “your guests” 
   
  “Well done, Bisson,” whispers the man, who 
  then gestures you forward. “Come in. Be seated. 
  There is something we need to discuss. 
   
  At this point, some PCs might wish to use some of the 
  following skill (and/or magical) checks: 
   
  Detect Evil: Gardanza does not detect as evil, 
  because he has cast undetectable alignment on himself. 
  Should this be successfully dispelled, he detects as 
  overwhelming evil. 
   
  Detect Magic: The results of a detect magic spell are 
  as follows: 
   
  First Round: Gardanza detects as being highly 
  magical. 
   
  Second round: There are about seven different auras 
  on Gardanza and/or his clothing. The strongest of these 
  (if PC can see it) is his belt; if the PC cannot see his belt 
  (which is below the table line) they note 5-6 auras, the 
  strongest of which is a ring, faintly outlined through his 
  glove. 
   
  Third round: Spellcraft checks reveal the following: 
  DC 16 (all over): faint abjuration; DC 16 (all over): faint 
  transmutation; DC 17 (circlet): moderate transmutation; 
  DC 19 (cloak): moderate transmutation; DC 20 (belt): 
  moderate transmutation; DC 19 (boots): moderate 
  conjuration; DC 19 (ring): moderate evocation. 
   
  Knowledge (nobility and royalty): No check 
  works. Gardanza is not part of any noble or notable 
  family. Having let himself fade from the annals of history 
  and worked hard to keep his existence a secret, he is not 
  even famous. 
   
  Knowledge (religion): Unless PCs dispel the veil 
  spell, they cannot use this skill to identify that Gardanza 
  is undead. If they dispel the spell, a DC 30 check reveals 
  that he is a lich. 
   
  Sense Motive: Gardanza is not using Bluff; he is not 
  under the influence of an enchantment, and he is not 
  trying to send a secret message. A successful DC 15 or 
  above Sense Motive check reveals that his offer is sincere. 
   
  Spellcraft (to identify spells in place, if the PC has 
  detect magic running and has identified the auras): 
  • 
  DC 22 (if successful at a Spot check to realize 
  Gardanze is disguised) to identify alter self, but not 
  Gardanza’s real form. 
   
  Spot: A PC making a Spot check that successfully 
  opposes Gardanza’s Disguise check (Gardanza has a +25 
  bonus), sees his true form. 
   
   
  �Gardanza: male lich cleric 3/wizard 7/mystic 
  theurge 10: Bluff +17, Diplomacy +34, Disguise +23 (+25 
  to act as a rich human nobleman and wizard), Intimidate 
  +8, Sense Motive +18).  
   
   
  Once PCs have either rejected or accepted Gardanza’s 
  invitation, read: 
   
  “I know only your destination – and I know that’s 
  meant to be a secret, but such things interest me, 
  and I would ask a favor…” 
   
  At this point, let the PCs interact with Gardanza. He 
  responds to the following questions as shown, and raises 
  any points marked with a *: 
   
  How do you know where we’re going? You don’t 
  think the Old One’s plots are only of interest to your 
  employers, do you? There are quite a few who would like 
  to see him fail… We know where his servants are 
  heading, and we know you race them to that point – 
  therefore you are heading there as well. 
   
  *Can you tell us what they’re looking for? *Your 
  rivals seek information that will help the Old One in his 
  quest for more power. 
   
  If you/your master are/is so interested in the 
  outcome, why don’t you go and get the information 
  yourself? Malendor and I had a disagreement some time 
  ago and I am not welcome in his domain. Nothing would 
  be gained from me visiting him. Besides, it’s you who 
  have the plan for stopping the Old One; we just wish to 
  observe the process. If we know what his servants seek, 
  we may come up with a plan of our own, or a way to help 
  those who hired you. 
  
  COR8-08 Lost Souls Eternal 
   
  Page 6 
   
  What can you tell us about Malendor? He was a 
  wizard, and a warlock, who sought to enhance his power 
  beyond life. I believe he exists as a lich now. He sought 
  privacy and refuge on the Isle, but has been known to 
  grant audience to those who make it past his guardians. 
  He honors his bargains, when they are finally struck. 
   
  You aren’t working for yourself. Who are you 
  working for? It’s not relevant now and I’d rather not say. 
  You can either help those interested in the same goal as 
  you are, or not. The choice is yours. 
   
  Why don’t we just kill you now? This is greeted 
  with a raised eyebrow and a look of amused arrogance. “It 
  would gain nothing, and mean a greater chance of failure 
  for both our missions. Still, if you insist, you’re welcome 
  to try…” 
   
  NOTE: Gardanza waits for a PC response to this. If 
  they attack, his contingency spell is triggered and he and 
  Bisson are teleported home. There is nothing of value to be 
  found in his cabin. In this case, the only clue they receive 
  regarding the sea elves is what they know from skill 
  checks regarding the Isle of Lost Souls (see below), and 
  the piece of parchment Gardanza leaves behind – Player 
  Handout 1. At this point the sailors come to fetch the PCs 
  (see the end of this encounter). 
   
  You’re in disguise. How about you show 
  yourself? “I’d rather not. It would cause the captain and 
  his crew some discomfort, and I believe in being polite to 
  my hosts. Besides, who, or what, I am has no bearing on 
  the favor I wish to ask.” 
   
  NOTE: If PCs are really insistent, then Gardanza 
  shrugs his shoulders and sighs. “You asked…” he says as 
  he drops the spell hiding his true form and reveals his 
  undead state. If he is attacked because of this, his 
  contingency will trigger as described above. 
   
  *What favor? *“Ah, now, we come to it.” Your host 
  sets the quill in its stand and focuses on you. “The Old 
  One’s children seek information from the lich Malendor. 
  We would like to know what it is. Find out what 
  information they seek and tell us. Better still, obtain the 
  information instead of your rivals and bring it to us – we 
  will copy it and let you keep the originals to take to those 
  you serve. Do we have an accord?” 
   
  *Payment: “That can be negotiated. My resources 
  are… not unlimited… but they *are* substantial. Bring 
  me the information and we can arrange a price in 
  accordance with the value of the information you bring.” 
   
  *How do we know you won’t kill us? “If you are 
  useful pawns in this part of the game, who knows what 
  you will be used for in its later stages. You are too 
  amusing to kill. I will pay you and leave you in the game.” 
  (DC 15 Sense Motive: His smile is not a nice one, but it is 
  sincere.) 
   
  *What can you tell us about the Isle? *The Isle is 
  at the end of the Causeway of Fiends. Demons overfly it 
  regularly and attack whatever intruders they find in what 
  they consider ‘their ‘ domain.  
   
  It is surrounded by rocks that are said to rise from 
  the sea floor and attack any ship that attempts to 
  approach the isle. I know of no one who has succeeded in 
  sailing there – not even in the old tales. 
   
  There may be secret ways of reaching the isle, but 
  these will be known to a few. Perhaps if you negotiate 
  with the sea people who dwell outside the rising shoals?” 
   
  What Sea People? The elves, of course. Surely you 
  know of them? They guard the area jealously and only 
  through careful negotiation will they agree to help. And I 
  am sure they will ask a price. 
   
  NOTE: Gardanza has divined that the sea elves are the 
  key to gaining access to Malendor’s lair, but this is 
  information he will only reveal if pressed. The results of 
  his divination are penned on the parchment on the table 
  (Player Handout 1). 
   
  Do you know the price? No, but it will be 
  something they cannot achieve for themselves. 
   
  What guardians?/What sorts of things might we 
  face on the Isle? It is called the Isle of Lost Souls 
  because any who die within its domain are tied to it in 
  death. Their souls are trapped into being its guardians for 
  eternity. Even the demons gain little satisfaction here. 
  There will be undead – most likely in the form of ghosts, 
  and I do not know what sort of creatures Malendor will 
  use… although he did have a fascination with the Plane 
  of Shadow. 
   
  LEARNING MORE 
  PCs may also wish to make skill checks to know about 
  Malendor, or creatures from the Plane of Shadows. Use 
  the information to reveal what the PCs uncover. Not all 
  skills reveal all information. 
   
  Malendor 
  1. 
  Was a warlock of some repute who lived centuries 
  ago before the Aerdi dominated the fecund lands of 
  the Flamni basin. 
  2. 
  He enhanced his natural powers by studying 
  wizardry. 
  3. 
  He was fascinated by the Plane of Shadow. 
  4. 
  He became a lich in order to continue his studies 
  rather than go into Boccob’s lands. 
  5. 
  At least one of his rivals also became a lich. 
   
  Bardic Knowledge: DC 15 reveals point 1; DC 20 
  reveals points 2-4; DC 25 reveals point 5. 
   
  Knowledge (local – Splintered Suns): DC 10
   
  reveals points 1-2; DC 15 reveals 3-4; DC 20
   
  Reveals 5. 
   
  Creatures from the Plane of Shadows 
  Knowledge (the planes) 
  • 
  DC 15: Shadow creatures tend to make the most of 
  their affinity with shadows to gain the advantage of 
  concealment. 
  • 
  DC 20: Some shadow creatures are susceptible to the 
  daylight spell. 
   
  
  COR8-08 Lost Souls Eternal 
   
  Page 7 
  DEVELOPMENT 
  Once PCs have drawn the necessary information from 
  Gardanza, their conversation is interrupted. Read: 
   
  There is a rapid pounding on the cabin door, 
  interrupting your discussion. 
   
  “Sirs! Ladies!” a sailor shouts. “You’re needed on 
  deck urgently.” 
   
  Gardanza’s soft voice cuts through the cabin like 
  a knife. “Will you bring me the information?” 
   
  Give the PCs just enough time to agree or not. If they try 
  to restart the conversation, or negotiate for more 
  information, the sailor’s shouting interrupts them. The 
  captain joins him, should the PCs delay, cutting any 
  conversation short and insisting they go immediately to 
  the deck. Gardanza is not their concern and they ignore 
  him. 
   
  The PCs response to Gardanza’s request affects the 
  outcome of the next encounter. Go to Encounter Two. 
   
  2: A LIFE ON THE OCEAN 
  WAVES 
  The PCs find that a tribe of sea elves have risen from the 
  depths and are not letting the ship pass. The PCs must 
  decide how to handle the situation. How they have 
  interacted with Gardanza impacts the outcome of this 
  encounter. 
   
  When you follow the sailor on deck, you find the 
  ship has come to a stand-still. The sails have been 
  reefed and two great anchors thrown over the sides – 
  well, that explains the odd shudder that ran through 
  the ship as you were hurrying from your host’s 
  cabin. 
   
  Leading you to the foredeck, the captain 
  gestures over the water. Following the indication of 
  his hand, you see an interesting sight. 
   
  Sea elves have risen from the waves, some move 
  restlessly back and forward on ferocious-looking 
  black and white whales. Others seem to be levitating 
  just above the surface of the waves. 
   
  “You!” the leader exclaims. “We know why you 
  have come and we cannot permit you to pass. You 
  will turn back. You will not sail to the Isle of the 
  Lost.” 
   
  His statement causes murmurs of unease to run 
  through the sailors, and a look of horror to cross the 
  captain’s face. He is close enough for you to hear 
  him mutter, “That’s torn it 
   
  “You will turn back,” the sea elf commands. “You 
  will not sail on.” 
   
  From the corner of your eye, you can see the 
  captain already pretending to agree to the sea elves’ 
  request, while the crew nervously look on. 
   
  Give the PCs time to discuss the situation. From their 
  vantage point on the deck, they can see that they are 
  outnumbered at least five to one, and that’s before they 
  start counting the creatures that over half of them are 
  mounted on; even if they win the battle, they won’t be 
  able to sail the ship without the cooperation of the 
  captain and the sailors (and it looks very much like they 
  won’t get that). 
   
  ATTACKING THE SEA ELVES  
  As you are about to attack, Gardanza appears behind 
  you, “Perhaps there is another way? I’d suggest 
  negotiation.” 
   
  This is the PCs’ only chance to draw back from the brink 
  of disaster. If they stop, go to Negotiating with the Sea 
  Elves below. 
   
  If the PCs ignore Gardanza’s intervention and attack 
  the sea elves, the elves disappear beneath the waves. 
  Shortly afterwards, the ship begins to sink after being 
  repeated holed below the waterline by th sea elves’ whale 
  companions and the sailors abandon it. (Gardanza teleports 
  himself and Bisson ‘home’ if this happens.)  
   
  PCs who attack the sea elves earn the following 
  awards: Judged by the Sea Elves. If the entire party takes 
  part in the attack, then the adventure is over and they also 
  earn: The Captain Needs a Ship award.  
   
  Note: If there are PCs who try to stop the attack, go 
  to A Party Divided below.  
   
  A PARTY DIVIDED 
  The sea elves wait to see the outcome of the PCs’ actions.  
   
  Gardanza waits 1-2 rounds before intervening by 
  casting temporal stop and then using time stop to position 
  himself behind the PCs attacking the elves so that he can 
  then make melee touch attacks using temporal stop and his 
  paralyzing touch. 
   
  PCs who stop attacking at the urging of their 
  companions are allowed to continue with the mission 
  and, provided they acquit themselves honorably, their 
  initial actions are overlooked. If the PCs stop fighting on 
  their own accord, go to Negotiating with the Sea Elves. 
   
  Only those PCs who continue attacking until 
  subdued by Gardanza go to Conclusion A, receive their 
  ARs and must leave the table.  
   
  Any PCs who try to prevent the attack on the sea 
  elves may choose to continue the adventure through 
  negotiation – Once those receiving ARs have left the 
  table, go to Negotiating with the Sea Elves.   
   
  All APLs (EL 22) 
   
  �Gardanza: male lich cleric 3/wizard 7/mystic 
  theurge 10; hp 240; Appendix 1. 
   
  NEGOTIATING WITH THE SEA ELVES 
  PCs may negotiate passage to the island. While the elves 
  don’t discuss the actual means in front of the sailors, they 
  do agree to assist the PCs in return for ‘some help with a 
  
  COR8-08 Lost Souls Eternal 
   
  Page 8 
  small problem’. If none of the party has attacked the sea 
  elves, the elves offer this as part of the discussion. 
   
  If the party, or a portion thereof, has attacked the sea 
  elves, they must make a Diplomacy check. Only one PC 
  may make the check (although he may be assisted by the 
  others), and no retries are allowed. Their starting attitude 
  depends on the PCs’ actions to date: 
   
  Indifferent: If they have not been attacked. (DC 15 
  Diplomacy check). 
   
  Unfriendly: If they were attacked but the party was 
  divided and the attacking PCs stopped of their own 
  accord. (DC 25 Diplomacy check.) 
   
  Hostile: If the attacking PCs did not stop attacking 
  until they were subdued by Gardanza in the third round. 
  (DC 35 Diplomacy check.) 
   
  Modifiers: The following modifiers apply to this check: 
  • 
  +1 for each half-elf PC in the party. 
  • 
  +1 for each cleric of Corellan Larethian, Geshtai, 
  Velnius, or Vogan in the party. 
  • 
  +1 for each PC who tried to prevent the attack (if 
  any) on the sea elves. 
  • 
  +2 for each elf PC in the party. 
  • 
  +2 for each cleric of Xerbo in the party 
  • 
  +2 for good roleplaying on the part of those 
  supporting the speaker making the check. 
  • 
  +5 for each cleric of Deep Sashelas, Osprem, or 
  Procan in the party. 
  • 
  +5 for good roleplaying on the part of the speaker 
  making the check. 
  • 
  -10 for each PC who initially attacked the sea elves. 
   
  GARDANZA’S INFLUENCE 
  How Gardanza affects the outcome of this negotiation 
  depends on how the PCs have interacted with him. 
   
  PCs Refused to help Gardanza or they refused 
  even to meet him: Gardanza, argues against the sea elves 
  granting them aid. The Diplomacy check becomes an 
  opposed check, with the PC’s spokesman arguing against 
  Gardanza’s plea to deny them access to the Isle. PCs must 
  still make the DC for obtaining the elves’ agreement, but 
  must also defeat the total Gardanza achieves for his 
  Diplomacy check. 
   
  Some PCs met with Gardanza but others did 
  not: Gardanza supports any PC spokesman who agreed to 
  help him, granting a +2 to the Diplomacy check. If the PC 
  refused to help him, he argues against them (see above). 
   
  PCs Agreed to help Gardanza: If the PCs agreed to 
  help Gardanza, he is most interested in seeing them 
  achieve the sea elves’ aid. In this case, he supports the 
  Diplomacy check – granting a +2 to the attempt and if the 
  check fails, pleads with the elves on their behalf. (The DC 
  for this attempt is 5 greater than the DC for the PCs’ 
  initial check, and may only be attempted once.) 
   
  DEVELOPMENT 
  The PCs ability to continue with their mission depends 
  on their ability to negotiate with the sea elves.  
   
  If they are successful in their negotiations, go to 
  Encounter 3A.  
   
  If they fail, the captain of the Wave Dancer takes 
  them to land and their adventure is over. 
   
  If they failed because Gardanza argued against them, 
  they are able to hire a ship and return to re-negotiate with 
  the sea elves. Run this encounter again. Success allows 
  them to progress to Encounter 3A, but failure a second 
  time means the end of the adventure. 
   
  Should they fail, they are still able to gain roleplaying 
  experience as listed in the Experience Point Summary. 
   
  Deciding to Sail to the Isle of Lost Souls: PCs 
  who decide to sail to the Isle of Lost Souls may attempt to 
  do this in one of three ways: 
  • 
  They can take over the ship and attempt to sail it 
  themselves – an attempt that may be beyond their 
  capabilities, depending on their resources.  
  • 
  They can take their own ship to the Isle. 
  • 
  They can allow the captain to take them around the 
  sea elves. Once clear of them, he attempts to sail to 
  the Isle of Lost Souls – after all, he’s been paid 
  enough. Proceed to Encounter 3B. 
   
  3A: A PATH BENEATH THE 
  WAVES 
  PCs need to open the way to a powerful sea elf priest of 
  Deep Sashelas said to guard the seas and know a secret 
  way to the Isle. 
   
  Once they have succeeded, the elves take them to 
  their homes. If any of the PCs cannot breathe 
  underwater, the elves provide one or more of the 
  following items:  
  • 
  potions of water breathing (up to 6) at 585 gp each; 
  • 
  scrolls of freedom of movement (up to 2) at 900 gp each 
  • 
  scrolls of swim (up to 6)  at 150 gp each; 
  • 
  scroll of mass swim (one only) at 800 gp; 
  • 
  aquatic long bows (up to 2) at 360 gp each. 
  • 
  harpoons (up to 6) at 12 gp each (see Appendix 2: 
  New Rules Items for details). 
   
  Read: 
   
  The sea elves are impatient to return with you to 
  their undersea homes. Along the way, you notice 
  that many of your escorts leave the main group. 
   
  Seated in an air-filled chamber in the rockface 
  meeting room of a military commander, they 
  explain what they need in return for their aid. 
   
  The mission, they say, is to clear an infestation 
  of uchuulon from a narrow canyon in which one of 
  their priests resides. They have no idea if the priest 
  is dead or alive, but assure you that he can help you 
  in your mission of reaching the Isle of Lost Souls. 
  
  COR8-08 Lost Souls Eternal 
   
  Page 9 
  He is one of the guardians of the area – a Friend of 
  Sashelas for many years, who will surely know 
  another way in. 
   
  Your non-piercing weapons, they warn you, will 
  be of reduced effectiveness when used underwater, 
  but they are sure there are some preparations you 
  can make to help you in your battle with the 
  creatures. 
   
  At APL 6 only, add: 
   
  They can offer you the services of the one priest 
  remaining in this settlement to enchant you with 
  freedom of movement before the battle – that way 
  you should have no difficulties with your weapons. 
   
  When the PCs have made their preparations, and moved 
  to the scene of the battle, read: 
   
  Great rock formations rise out of the seabed and the 
  light around you grows darker as you swim 
  downwards. 
   
  A four-hour swim from the settlement brings 
  you to a point where two of cliffs almost meet. 
  Between them, is the ominous darkness of a chasm.  
   
  Your elven guides gesture towards it, before they 
  hurriedly withdraw. 
   
  PCs may now make Spot checks opposed by waiting 
  uchuulon’s Hide check. It is waiting, in the shadow of an 
  overhanging ledge, about 25 feet above the canyon floor, 
  for the PCs to approach. When they have entered the 
  canyon, it attacks from the rear. 
   
  APL 6 (EL 6) 
   
  �Uchuulon (slime chuul) (1): hp 71; Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Uchuulon (slime chuul) (2): hp 71; Appendix 1. 
   
  APL 10 (EL 10) 
   
  �Advanced Uchuulon (slime chuul) (3): hp 87; 
  Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Half-Fiendish Advanced Uchuulon (slime 
  chuul) (2): hp 102; Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Half-Fiendish Advanced Uchuulon (slime 
  chuul) (3): hp 118; Appendix 1. 
   
  APL 16 (EL 16) 
   
  �Half-Fiendish Advanced Uchuulon (slime 
  chuul) (3): hp 150; Appendix 1. 
   
  The 
  PCs 
  may 
  wish 
  to 
  make 
  a 
  Knowledge 
  (dungeoneering) check regarding uchuulon: 
  • 
  DC 16: Uchuulon are also known as slime chuul 
  because of the slime that helps protect them and 
  makes critical hits almost impossible to make. 
  • 
  DC 21: They are amphibious, immune to poison, and 
  can fight in darkness. 
  • 
  DC 26: They use their claw attacks to bring prey 
  within range of their tentacles, which can paralyze it. 
  • 
  DC 31: They are resistant to spells. 
   
  Tactics: The uchuulon hides and wait for characters to 
  enter the canyon. Once all characters are in the canyon, 
  they attacks. If it is clear that it has been seen, the 
  uchuulon attacks. Beyond that, its tactics are simple. 
  Subdue the character obviously doing it the most damage, 
  and then subdue the rest.  
   
  At APLs 12+, it uses its spell-like abilities to greatest 
  advantage (casting from concealment before it attacks). It 
  also uses unholy aura to adversely affect its opponents. 
   
   
  AREA FEATURES 
  Refer to DMG 93 to review the fighting underwater rules.  
   
  Light: The 15 ft. nearest the canyon’s entrance form 
  an area of shadowy illumination, granting concealment to 
  all creatures (and a 20% miss chance for attacks on 
  creatures in this area). Once a character progresses deeper 
  than 15 feet, they are in complete darkness and are 
  blinded unless they have darkvision, or a source of light. 
   
  Unhallow: At APLs 14+, the canyon area is affected 
  by an unhallow. 
   
  Treasure: At APLs 6-8 there is no treasure here. 
  From APL 10 onwards, PCs succeeding at a DC 25 Search 
  check notice something glinting in a crevice of the coral 
  canyon. PCs who search with detect magic only need a DC 
  20 Search check to notice the object. Refer to the 
  Treasure Summary 
   
  DEVELOPMENT  
  Once the PCs have defeated the uchuulon, go to 
  Encounter 4A. 
   
  3B: FIENDISH WATERS 
  The PCs have decided to face the dangers of the sea 
  surrounding the Isle rather than assist the elves and 
  travel a safer route. They are attacked by increasing 
  numbers of colossal crabs (the rocks that rise from the sea 
  bed to defend the island). 
   
  If they fly, they face two of the most dangerous 
  fiends known to wizards: a balor, and a horned devil 
   
  You can see the island in the distance. Above it two 
  winged forms circle, before closing in to fight each 
  other.  
   
  If PCs fly towards the island, read: 
   
  As you draw closer to the island, the forms separate 
  and turn their attention towards you. 
  
  COR8-08 Lost Souls Eternal 
   
  Page 10 
   
  All APLs (EL 15) 
   
  �Balor (1): hp 290; MM 40-41 
   
  �Horned Devil (1): hp 172; MM 55 
   
  The fiends stop their pursuit once PCs are a mile distant, 
  unless the PCs continue to attack them. If the PC do not 
  retreat, they face additional demonic encounters of EL 15 
  until they turn back. Use demons and devils from the 
  MM to run these fights. PCs may now go and attempt to 
  find the elves, who agree to their help in return for a way 
  to the island. Go to Encounter 3A. 
   
  If the PCs approach the island by ship, read: 
   
  You see no sign of the seabed rising to prevent you 
  approaching the island. 
   
  Just as it seems that all the tales belong to old 
  wives, a jarring thud reverberates throughout the 
  ship. The sailors cry out in alarm. 
   
  You feel two more impacts on the hull and the 
  ship shudders again. From below decks comes the 
  sound of tearing wood and running footsteps. 
   
  Looking down into the water, the PCs cannot see 
  anything much. The crab has attacked from directly 
  beneath the ship.If they go below decks to investigate, 
  read: 
   
  Hurrying down into the ship, you feel two more 
  thuds, and the sound of rushing water. More sailors 
  run past you, trying to reach the main deck.  
   
  Reaching the hold, you see that a section of hull 
  has almost been torn away, and that a huge creature 
  is attacking the ship from below. Even as you strain 
  your eyes to see what it might be, an enormous claw 
  grips the edge of the hole it has made and tears 
  another section out. If the creature keeps going like 
  this, you’re not going to have a ship left to sail in. 
   
  Let the PCs decide what they wish to do. The following 
  skill checks apply: 
   
  Profession (Sailor) 
  • 
  DC 10: This creature is capable of ripping your hull 
  apart and looks to have demolished a section of the 
  caravel’s hull already. 
  • 
  DC 15: Your ship can only afford to lose 6 hull 
  sections. Judging from the damage you’re seeing, 
  that might take a mere 4 minutes. 
  • 
  DC 15: You’re not sure you can outrun this thing. 
   
  Knowledge (nature) 
  • 
  DC 11: That claw looks like a really big version of a 
  crab claw… a really, really big crab claw. 
   
  Remind the PCs of what happens to those who die within 
  the waters surrounding the Isle. If they persist on sailing 
  towards the Isle, use the Caravel entry in Appendix 2 for 
  the ship. 
   
  All APLs 
  First Attack (one half a mile in) 
   
  �Colossal Monstrous Crab (1): hp 315; Appendix 
  1. 
   
  Second Attack (three miles in) 
   
  �Colossal Monstrous Crab (2): hp 315; Appendix 
  1. 
   
  Third Attack (four miles in) 
   
  �Colossal Monstrous Crab (4): hp 315; Appendix 
  1. 
   
  Fourth Attack (five miles in) 
   
  �Colossal Monstrous Crab (8): hp 315; Appendix 
  1. 
   
  Tactics: The crabs attack the hull of the ship, using two 
  attacks each round. They know that edible things are 
  found within once the shell is broken.  
   
  The crab has a reach of 30 ft. and is thus 30 ft. below 
  the hull of the ship. It gains a +8 bonus to its AC from 
  attacks made on it from above the water, and +4 bonus to 
  its Reflex saves.  
   
  It continues attacking the ship until it has sunk it, 
  and then chases it to the bottom of the ocean to tear it 
  apart.  
   
  DEVELOPMENT  
  The PCs can fight if they wish, but this is a tough battle. If 
  they win and continue, two crabs attack at the three-mile 
  mark. They use the same tactics as the crab above. At the 
  five-mile mark, four crabs attack. 
   
  The sailors are going to abandon ship regardless of 
  the PC actions. They are not willing to risk an eternity as 
  tormented ghosts in these waters. The PCs are welcome 
  to join them. If the PCs refuse them access to the boats, 
  the sailors leap overboard and begin swimming away 
  from the island. PCs may try to sail the ship away. 
  Without the sailors, it becomes impossible to do so.  
   
  If the PCs abandon ship, the crab ignores the smaller 
  vessel until it has sunk the ship and dismembered it. It 
  then goes after the smaller boats sinking them one by 
  one. 
   
  Help 
  A successful DC 35 Spot check reveals what might be 
  dolphins at the edge of the Isle’s zone. Creatures that 
  would help the PCs do not venture within ten miles of 
  the island. If the PCs reach safety, read: 
   
  They ARE dolphins! And elves. While their looks are 
  reproachful, they offer you assistance and take you 
  to a deserted island, promising to arrange safe 
  transport for you. They apologize for the poor 
  accommodations, but assure you that they will find 
  you help soon. 
   
   
  
  COR8-08 Lost Souls Eternal 
   
  Page 11 
  PCs killed by the crabs are eaten, their bodies completely 
  consumed, and their souls transformed into ghosts that 
  are tied to the island unless their companions take 
  prompt action to retrieve their bodies. If their bodies are 
  not recovered they gain the Lost Soul AR item. 
   
  PCs who manage to reach the safety of the elves and 
  dolphins receive the Rescued from Dark Waters AR 
  award. 
   
  If the ship lost was Wave Dancer, the PCs earn the 
  Captain Needs a Ship AR Award. 
   
  The adventure is over for these PCs unless they 
  possess some exceptional means of reaching the island. 
  Go to Conclusion B. 
   
  4: A FRIEND OF DEEP 
  SASHELAS 
  PCs speak with the priest, and discover they can ‘gate’ 
  their way to the cavernous entrance that ‘the strangers 
  who have gone before’ have used. Kerithlan is aware that 
  this is the entryway to the lair of the warlock lich 
  Malendor. Read:  
   
  With the battle over, your escort hurries you 
  through the canyon until it becomes apparent that, 
  without their guidance, you would soon have 
  become lost.  
   
  Brushing aside a particularly gaudy luminescent 
  coral, and scattering its companion fish, they reveal 
  a door. Speaking too softly to hear, the sea elf leading 
  you steps inside, gesturing for you to follow, in spite 
  of the anxiety in his eyes. 
   
  Once the PCs are inside, continue: 
   
  His anxiety seems ill founded once you enter. The 
  weight of the water falls from you and you pass into 
  an air-filled chamber. Past the first door, you see an 
  older-looking elf turning from a mirror to greet you. 
  In the mirror’s depths you see yourselves reflected, 
  stepping through his front door. 
   
  “I’m so glad you decided to come,” the elf priest 
  exclaims, smoothing his dark blue tunic. On it, 
  dolphins embroidered in silver, shimmer in the 
  light of the spell that illuminates this room. 
   
  PCs making a successful DC 15 Knowledge (religion) 
  check recognize the dolphins as symbolic of Deep 
  Sashelas, who is also known as the Dolphin Prince. 
   
  �Kerithlan Anterome: male aquatic elf priest 14 
  (Deep Sashelas): Heal +20, Knowledge (arcana) +18, 
  Knowledge (religion) +18, Knowledge (local – Splintered 
  Suns) +18, Spellcraft +18 
   
  “I am Kerithlan, a friend of Deep Sashelas, and you 
  have done my people a great service. The captain 
  informs me that you need to reach the Isle of Lost 
  Souls,” he says, and then surprises you. “And I know 
  where you need to go. 
   
  “The creatures that brought the evil you 
  defeated passed this way before you, and left the gate 
  attuned. I worked my way free once they had gone, 
  and trusted to Deep Sashelas that He would provide 
  a means of defeating those violating my home. 
   
  “I believe that you are those means. When you 
  are ready, the gate will be waiting. In the meantime, 
  you are welcome to rest tonight in my home and 
  prepare yourselves for the journey ahead. 
   
  “Those you follow have suffered losses of their 
  own and been forced to rest along the way. One 
  night more won’t put you too far behind them. 
   
  “Malendor likes to entertain.” He smiles wanly 
  and indicates that you should make yourselves at 
  home as his guests. 
   
  PCs may wish to seek more information from Kerithlan. 
   
  Who is Malendor and what is he like? “Malendor 
  is an undead warlock/wizard of great power. He 
  developed a curiosity for the Shadow Plane and its 
  creatures, as well as for knowledge in general.  
   
  “Usually he does not like to be disturbed, but he 
  hasn’t had visitors for an age, and might welcome the 
  diversion.” 
   
  Can you help us prepare? “A little. I can offer some 
  healing for today’s battle, but not much else.” 
   
  What can we expect in Malendor’s lair? “I cannot 
  say for certain, beyond the ghosts that guard his door. He 
  finds it amusing to use his fallen foes to keep uninvited 
  guests at bay. 
   
  We have been neighbors for a long time, but I do not 
  violate his privacy.  
   
  DEVELOPMENT 
  Kerithlan has no items to sell or loan the PCs, and 
  minimal supplies. He can cast curing spells as thanks, and 
  payment for his rescue, and is willing to prepare a heroes 
  feast the next day for the PCs, but that is all.  
   
  When the PCs are ready to continue, proceed to 
  Encounter Five. 
   
  5: GATEWAY TO MADNESS 
  PCs arriving in the entry cavern realize (from the 
  corpses), that the servants of Iuz have already passed this 
  way. A harpy bard has become a ghost, and a sea elf who 
  lost his life in the waters surrounding the isle has also 
  been pressed into the warlock lich’s service. PCs must 
  defeat these to gain entrance. Read: 
   
  The portal to Malendor’s lair is a simple coral arch, 
  whose floor is inlaid with ceramic tiles in the 
  pattern of a dolphin. Kerithlan has given you each a 
  brooch for the return journey. To activate it, you 
  merely need to reach the portal you enter the lair by 
  and touch the brooch. With this reassurance in 
  mind, you enter the portal. 
   
  Stepping out the other side, you exit onto a 
  broad stone shelf, overlooking a sullen pool of brine.  
  
  COR8-08 Lost Souls Eternal 
   
  Page 12 
   
  A corpse of a harpy lies near the stonework 
  entrance to a tunnel; a pale form slowly rising from 
  it. 
   
  Another pale form is slowly coalescing above the 
  water. It looks like a long-dead sea elf. 
   
  Neither ghost looks welcoming. 
   
   
  COMBAT 
  The other ghosts that protect Malendor’s lair are still 
  reforming 
  after 
  being 
  defeated 
  by 
  the 
  harpy’s 
  companions two days before.  
   
  APL 6 (EL 8) 
   
  �Harpy ghost (1): hp 42; Appendix 1. 
   
  �Sea elf ghost fighter 4 (1): hp 25; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Harpy ghost bard 2 (1): hp 48; Appendix 1. 
   
  �Sea elf ghost fighter 6 (1): hp 35; Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Harpy ghost bard 4 (1): hp 54; Appendix 1. 
   
  �Sea elf ghost fighter 8 (1): hp 45; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Harpy ghost bard 6 (1): hp 60; Appendix 1. 
   
  �Sea elf ghost fighter 10 (1): hp 55; Appendix 1. 
   
  APL 14 (EL 15) 
   
  �Harpy ghost bard 7 (1): hp 63; Appendix 1. 
   
  �Sea elf ghost fighter 11 (1): hp 60; Appendix 1. 
   
  APL 16 (EL 17) 
   
  �Harpy ghost bard 8 (1): hp 69; Appendix 1. 
   
  �Sea elf ghost fighter 12 (1): hp 70; Appendix 1. 
   
  Tactics: The ghosts were not friends in life, but now they 
  serve a common purpose – to defend Malendor’s lair and 
  the Isle of Lost Souls from intruders. The sea elf fighter 
  attempts to draw attacks away from the harpy so that she 
  can use her bardic abilities. When she is out of ranged 
  attacks, and has sung, the harpy enters melee and both 
  ghosts use mutually beneficial tactics. 
   
  The Spiral of Shothragot: If any PC has the Spiral of 
  Shothragot AR from COR8-06 Entrapment when the PC 
  reaches the Isle of Lost Souls the spiral immediately 
  initiates a prolonged ego battle. Resolve this during the 
  battle with the ghosts. If the spiral wins the spiral 
  immediately teleports away to an unknown location. 
   
  AREA FEATURES 
  Shadowy Illumination: Unless the PCs bring their own 
  light source the room has only shadowy illumination. 
  Shadowy illuminates grants concealment (20% miss 
  chance) and the ability to Hide. 
   
  Unhallow: An unhallow affects this area. 
   
  Treasure: Refer to the Treasure Summary to 
  determine what the PCs find here. 
   
   
   
  DEVELOPMENT 
  Once PCs have defeated the ghosts and explored the area, 
  they are free to continue down the corridor. 
   
   
   
  6: SHADOWS, FEAR, AND 
  LUNACY 
  The PCs may explore the outer reaches of Malendor’s lair. 
  These rooms are empty, save for the secret entrance to 
  Malendor’s hall of audience, which is guarded by hound-
  like creatures of shadow. Once these creatures are 
  defeated, PCs may pass through the door to Encounter 
  Seven. If they fail to find the secret door, or are forced to 
  flee the door’s guardians, the arrival or more ghosts and 
  shadows signals it’s time to leave. 
   
  LAIR FEATURES 
   
  �Wooden Doors (unlocked and rotting): 1 in. 
  thick; hardness 2; hp 4; AC 2; Break DC 12. 
   
  Shadowy Illumination: Everburning torches are 
  irregularly spaced throughout the complex. 
   
  AREA 1: CORRIDOR 
  This corridor cuts a straight line into the island. 
  After 30 ft., it splits into two branches. Torches 
  flicker in sconces along the walls, but plenty of 
  shadows dance between them.  
   
  Going Left (1A) 
  The passageway leads diagonally away from the 
  entrance, before making a slight bend to the right. 
  Here you see alcoves (see Areas 2-9: Alcoves) lining the 
  left-hand walls, and ornately tiled mosaics adorning 
  the right-hand wall.  
   
  Towards the end of the corridor (approximately 
  100 ft. away), you it continues around a right-angled 
  turn. Two torches mark what might be the doorway 
  to somewhere else in the left-hand wall. 
   
  Going Right 
  The passageway leads you into a corridor containing 
  magnificent tiled murals on the left-hand wall, and 
  two sets of doors on the right. Torches provide 
  shadowy illumination here also.  
   
  The first door is made of wood and stands 
  slightly ajar. The air closer to it, carries a slightly 
  sweet smell. (See Area 10: Embalming Room) 
   
  The second door is a double door, iron bound 
  but still showing the depredations of age and damp 
  air. The doors are closed. (See Area 12: Chapel) 
   
  About 100 ft. away, the corridor turns sharply to 
  the left. (See 1C: End Corridor) 
  
  COR8-08 Lost Souls Eternal 
   
  Page 13 
   
  1C: End Corridor  
  The tiled murals continue around the corner. Closer 
  inspection reveals them to be of different cities 
  around the Flanaess. Some of these you have visited, 
  and others you have only heard of. Some might only 
  exist as these pictures on the wall. 
   
  If PCs are looking for secret doors, they must make a DC 
  25 Search check to notice Area 13. Discovering the secret 
  door, triggers the attack described in that part of this 
  encounter. PCs are able to take 20 on the first attempt at 
  making this check. 
   
  They may attempt this check three times, but, if they 
  fail to find the entrance Malendor’s minions attack 
  anyway. Proceed to the combat listed under Area 25; the 
  undead emerging through the section of wall containing 
  the secret door.. 
   
  AREAS 1−20: ALCOVES 
  Closer investigation reveals that each alcove seems 
  to have been the home of a monk or a priest, having 
  only enough space for a stone platform that might 
  have served as a bed, and niches, which might have 
  been used to contain personal belongings. Now only 
  empty candleholders remain. 
   
  AREA 21: OLD KITCHEN/STORAGE AREA 
  Shabby-looking tables of decaying stand in the 
  center of this room, and equally rotten benches and 
  cupboards line its walls. In one corner stand three 
  barrels, their contents turned to dust long ago. At 
  the far end of the room, rubble blocks a doorway 
  whose destination is long forgotten. 
   
  AREA 22: CHAPEL 
  When the doors creak open, you find yourself in a 
  long-abandoned temple. Rows of long, wooden pews 
  stand in front of a an altar upon a raised dais. Metal 
  rods that might once have supported hanging 
  tapestries are still suspended along the walls. 
  Nothing greets your entrance, except the flickering 
  of the everburning torches, and the writhing of the 
  shadows. 
   
  AREA 23: EMBALMING ROOM 
  Stone 
  tables 
  are 
  arranged 
  in 
  orderly 
  rows 
  throughout this room and shelves line the walls. 
  Empty jars and bizarre-looking tools are laid out on 
  benches next to each stone table. Whether this room 
  was used for healing, torture, or burial, you can’t be 
  sure. 
   
  PCs may with to make the following checks in this area: 
   
  Heal 
  • 
  DC 15: The tools and instruments could be used for 
  surgery, but were more than likely used in the 
  process of embalming or for autopsies. The jars 
  would indicate embalming. 
   
  Knowledge (religion) 
  • 
  DC 20: This room was used as a preparation area 
  where the dead were embalmed – as indicated by the 
  instruments and the jars. 
   
  Search 
  • 
  DC 20: Pushed back in the corner of a stone shelf, 
  you find a heavy, leather-bound book. Faded 
  lettering on its cover identifies it as Haskil’s Hints for 
  Long-Lived Embalming. 
   
  AREA 24: CRYPT 
  The purpose for this room is obvious – small, shelf-
  like niches, one-foot high, two-feet deep, and three-
  feet long contain old bones and four now-sealed jars. 
  No personal possessions appear to have been buried 
  in the niches. 
   
  Should PCs search, they spend two rounds searching, 
  before an enraged voice cries out, “Thieves! You will join 
  the guardian of this place and ensure its sanctity.”  
   
  AREA 25: SHADOWED ENTRANCE 
  Your search reveals a strange impression concealed 
  by the pattern of the tiles. Exploring it, you hear a 
  faint click, and the wall shudders beneath your 
  hand. A wave of grey flashes across the tiles, turning 
  them into an opaque, swirling mist.  
   
  A dark shape coalesces within the mist, parting 
  it like a curtain as it prepares to attack. 
   
  At all APLs, read: 
   
  Looking like an outsized dog of war, it shows its 
  teeth in a soul-shaking snarl. 
   
  At all APLs except APL 8, read: 
   
  From the shadows nearby, another of the creatures 
  comes into being, solidifies, and attacks. 
   
  From APL 8 onwards, read: 
   
  Now you notice that it’s skin isn’t black, but white, 
  and that it more resembles a small bear than a dog. 
  Bony plates cover its head, overhanging its eyes and 
  long tentacles writhe about its neck. 
   
  At APLs 12-16, read: 
   
  A third creature materializes on the other side of 
  your party.  
   
  Malendor has one final test for those who would seek to 
  speak with him. He has bound guardians to the secret 
  
  COR8-08 Lost Souls Eternal 
   
  Page 14 
  door. Those who can defeat them may enter. Those who 
  do not, join the other shades guarding this level. 
   
  APL 6 (EL 7) 
   
  �Shadow Mastiff (2): hp 30; MM 222. 
   
  APL 8 (EL 9) 
   
  �Hound of Gloom (1): hp 156 each; Appendix 1. 
   
  APL 10 (EL 11) 
   
  �Hounds of Gloom (2): hp 156 each; Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Hounds of Gloom (3): hp 156 each; Appendix 1. 
   
  APL 14 (EL 15) 
   
  �Advanced Hounds of Gloom (3): hp 266 each; 
  Appendix 1. 
   
  APL 16 (EL 16) 
   
  �Advanced Hounds of Gloom (3): hp 306 each; 
  Appendix 1. 
   
  Tactics: Where there is more than one hound, the 
  creatures use tactics such as flanking to coordinate their 
  attacks. One creature always stands in the doorway, 
  barring the entrance. 
   
  Development 
  If the PCs defeat these creatures, they may pass through 
  the secret door. Go to Encounter Seven. 
   
  If the PCs flee, the shadows pursue them to the 
  portal, but do not proceed through. Go to Conclusion C. 
   
  7: NEGOTIATIONS 
  PCs enter Malendor’s hall of audience to find they are 
  expected. Malendor sets a challenge for those who wish 
  to obtain the information – defeat their rivals in 
  immediate combat. 
   
  When the PCs enter, read: 
   
  The room beyond the curtain, is magnificent. 
  Spectacular tapestries and mosaics adorn the walls, 
  and tiles pattern the floor… but these are not what 
  capture your attention. 
   
  Seated on a raised dais at the end of this room, is 
  a creature so obviously undead as to set your teeth 
  on edge. He is guarded by two female guardians with 
  the bodies of serpents. He turns his head from what 
  appears to be a window in the tiles, and looks 
  towards you. 
   
  “Welcome,” he says, his voice soft and full of 
  magic, “we have been awaiting your arrival.” 
   
  His words do not entirely distract you from two 
  things: the first is that you are pictured in the 
  window in the wall tiles, and that the picture is 
  fading as the last of your group enters the hall; and 
  the second thing is that the lich has company. 
   
  Standing in front of him is another harpy, 
  whose red-tinged skin hints at fiendish parentage. 
  On either side of her are two lion-bodied, elven 
  torsoed women, their eyes a luminous green as they 
  finger the falchions belted at their waists. 
   
  Give the PCs time to respond.  
   
  Lighting: Unlike the rest of his lair, Malendor’s hall 
  of audience is brightly lit. 
   
   
  �Malendor: 
  Male 
  lich 
  warlock 
  20/wizard 
  5/loremaster 5; Sense Motive +19. 
   
  �Marilith Bodyguards (2):  hp 216; MM 44. 
   
   
  FIGHT 
  If the PCs attack the minions of Iuz immediately, read: 
   
  “HALT!” On the dais, the lich has risen and seems to 
  be shaking with anger. His voice quivers with rage. 
  “You are guests in my house and you will act as such 
  – or I will call my guardians to subdue you.” 
   
  At his words, the lights dim, and shadows 
  writhe along the walls. A wave of cold air washes 
  over you. 
   
  “You will greet me, as any visitor should, explain 
  your presence, and present your petition. You are 
  expected.” 
   
  A gasp from the harpy indicates that this last 
  piece news comes as a surprise to her.  
   
  Some of the shadows taking shape along the 
  wall are incredibly large.  
   
  Should the PCs continue to fight, use the statistics for the 
  shadow creatures in Encounter Six. If they defeat the first 
  wave, the minions of Iuz are told: “If you would earn your 
  information, get rid of these intruders.” 
   
  TALK 
  If the PCs talk, read: 
   
  “You are expected in my halls,” he says, his words 
  bringing a gasp of surprise from the harpy. “What is 
  it you seek?” 
   
  Allow the PCs time to respond. Once the PCs have 
  petitioned Malendor for the information, read: 
   
  Malendor strokes his chin, as though deep in 
  thought, the harpy and her entourage wait in 
  sudden, uncertain stillness. The hall is perfectly 
  silent when he answers your request: 
   
  “It has been many years since I allowed this 
  much company in my halls. Still, I have only one 
  copy of this information that I can part with and two 
  parties expressing interest. I could ask what you 
  would give in return for it…” He raises a hand as the 
  harpy opens her mouth to speak. “… but I feel in 
  
  COR8-08 Lost Souls Eternal 
   
  Page 15 
  need of entertainment. Watching these,” and here he 
  gestures at your group, “fine folk defeat the obstacles 
  set for them, has whet my appetite for more. You will 
  battle each other, and the information will be the 
  prize.” 
   
  He settles back on his throne. “Begin,” he says. 
   
  The harpy draws a deep breath, and the lion-elf 
  creatures lay their hands to the hilts of their 
  falchions. 
   
  At some stage during this conversationPCs may wish to 
  make the following checks.  
   
  Knowledge (arcana); APL 6 only: 
  • 
  DC 19: The lion-elf creatures are lamias; they can 
  drain wisdom with a touch. 
  • 
  DC 24: Lamias have spell-like abilities that can 
  charm their enemies and create illusions. 
   
  Knowledge (religion): 
  • 
  DC 15: Iuz is known to have lamias and harpies as 
  consorts, so these creatures might belong to these 
  races. 
  • 
  DC 40: Malendor is indeed a lich – and a very 
  powerful one at that. As well as years of study in 
  magic, he has the powers of the undead.  
   
  DEVELOPMENT 
  PCs who engage the minions of Iuz in combat go to 
  Encounter Eight. If any PC attacks Malendor, he teleports 
  away, taking the information with him and leaving them 
  to defeat the minions of Iuz for no reward. (Go to 
  Encounter Eight, but PCs receive the results of 
  Conclusion D).  
   
  8: DEADLY ENTERTAINMENT 
  This encounter presents the battle between Iuz’s minions 
  and the PCs. 
   
  APL 6 (EL 9) 
   
  �Half-Fiend Harpy (1): bard 4; hp 54; Appendix 1. 
   
  �Lamia (2): hp; MM 165 (Note that the lamias are 
  both wearing bracers of armor +1, improving their AC to 
  19. They are using large falchions: dmg 2d6.). 
   
  APL 8 (EL 11) 
   
  �Half-Fiend Harpy (1): bard 4; hp 54 Appendix 1. 
   
  �Half-Fiend Lamia (2): hp 67; Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Half-Fiend Harpy (1): bard 6; hp 62; Appendix 1. 
   
  �Advanced Half-Fiend Lamia (2): hp 81; 
  Appendix 1.  
   
  APL 12 (EL 14) 
   
  �Half-Fiend Harpy (1): bard 7; hp 65; Appendix 1. 
   
  �Advanced Half-Fiend Lamia (2): hp 120; 
  Appendix 1.  
   
  APL 14 (EL 14) 
   
  �Half-Fiend Harpy (1): bard 8; hp 70; Appendix 1. 
   
  �Advanced Half-Fiend Lamia (2): hp 180; 
  Appendix 1.  
   
  APL 16 (EL 16) 
   
  �Half-Fiend Harpy (1): bard 11; hp 82; Appendix 
  1. 
   
  �Advanced Half-Fiend Lamia (2): hp 240; 
  Appendix 1.  
   
  Tactics: The lamias work together (using tactics to 
  improve their effectiveness in combat), to keep PCs away 
  from the harpy, unless they are under the effect of her 
  charm. 
   
  The harpy uses her long-range spell, song and bardic 
  abilities for as long as possible. She always uses the lamias 
  as cover if possible, or to assist with her attacks. 
   
  Treasure: Malendor allows PCs to loot the bodies of the 
  fallen emissaries (finding their need to do so, amusing 
  since he already has these, and even more powerful, 
  trinkets hidden away). Refer to the Treasure Summary to 
  determine what the PCs find here. 
   
   
   
  DEVELOPMENT 
  If PCs are successful in defeating Iuz’s minions, but 
  attacked Malendor, go to Conclusion D. If they 
  successfully defeated Iuz’s minions but did not attack 
  Malendor, go to Conclusion E. If they are defeated by 
  Iuz’s minions, go to Conclusion F. If they die, they earn 
  the Lost Soul AR award. 
   
  CONCLUSION A 
  For whatever reason, the PCs attack the sea elves. This 
  results in them being marooned on an island off the east 
  coast of the Northern Kingdom. 
   
  Okay, you shouldn’t have attacked the elves – 
  apparently they are smarter than they look. For as 
  start, they made sure you were far enough away from 
  land that you didn’t have either the strength or 
  magic to reach it. And then, they used the ocean 
  currents to carry you to this deserted island. 
   
  There are run-down huts here, shelter enough 
  from the weather, and the elves leave food for you to 
  find – as well as fishing rods. You’re not sure how 
  long they intend to leave you here, but teleportation 
  doesn’t work and there’s no other land in sight. A 
  note the elves left with the last lot of supplies 
  promised you a ship, but it hasn’t arrived yet; storms 
  have plagued the place since your arrival. 
   
  Six weeks of waiting is rewarded by the arrival 
  of a ship, and four weeks of travelling in the 
  disapproving company of its sailors sees you arrive 
  on the mainland. 
  
  COR8-08 Lost Souls Eternal 
   
  Page 16 
   
  During your absence, the world has turned, and 
  Iuz’s minions beat you to the island. What it was 
  they were looking for, you will never know. 
   
  PCs remain on the island for 6 TUs before the ship 
  arrives, and then spend 4 TUs travelling to land. If PCs 
  find another way off the island, it still takes them 10 TU 
  to return to where they need to be. 
   
  Note: Any PCs who transport themselves to land, do 
  not pay the 4 TU cost of travelling on the boat. 
   
  CONCLUSION B 
  The PCs decided to attempt to make it to the Isle of Lost 
  Souls by sailing and failed. The sea elves rescued them 
  and gave them a place to stay on a deserted island off the 
  coast of the North Kingdom. 
   
  It takes two weeks for the elves to find you help and 
  then have that help transport you and the other 
  survivors to the mainland. During that time, the 
  world turned, and Iuz’s minions beat you to the 
  island. What it was they were looking for, you will 
  never know. 
   
  PCs reaching this stage, receive the Rescued from Dark 
  Waters AR award. PCs who died in the waters 
  surrounding the Isle of Lost Souls receive the Lost Souls 
  AR award and must retire their character. 
   
   
   
  CONCLUSION C 
  PCs forced to flee from Malendor’s lair receive this 
  conclusion.  
   
  With the cold breath of shadow at your backs, you 
  tumble through Kerithlan’s portal, and into the 
  brightly-lit comfort of his home. 
   
  Even though he looks disappointed at your 
  failure, he shelters you for the two nights it takes the 
  sea elves to find you transport back to the mainland. 
   
  Tenser is also disappointed, but realizes that you 
  did your best in the face of overwhelming odds. He 
  will think of you, should he need you to help defeat 
  the next part of Iuz’s plan. 
   
  CONCLUSION D 
  The PCs defeated the minions of Iuz, but attacked 
  Malendor during the battle. He does give them the 
  information they seek and drives them from his lair. 
   
  With the minions of Iuz dead at your feet, you 
  looked about for the information the lich promised 
  you. Unfortunately, he seems to be an unforgiving 
  sort, and neither he, nor the information re-
  materialized. 
   
  “Take the treasure you have earned in battle,” his 
  voice whispered, “and leave. Your treachery means 
  you gain no more.” 
   
  As you collect your plunder shadow creatures 
  begin materializing out of the walls and floors, and 
  the odd pale shape of an emerging ghost joins them 
  forcing you to flee. 
   
  Kerithlan is waiting for you on the other side of 
  the portal, and, even though he looks disappointed 
  at your failure, he shelters you until the elves 
  arrange transport back to the mainland. 
   
  Tenser is also disappointed, but says nothing 
  more than that sometimes you must let one evil 
  alone, in order to defeat a greater threat. He will 
  consider you should he need help defeating the next 
  part of Iuz’s plan. 
   
  CONCLUSION E 
  The PCs defeated the minions of Iuz. 
   
  The sound of clapping fills the chamber, now eerily 
  quiet in the aftermath of battle. 
   
  Turning towards it, you notice that Malendor is 
  no longer there. On the throne he occupied, you see 
  a hefty stack of papers and scrolls. 
   
  “You were… most entertaining,” his voice 
  mocks from the empty halls. “Now it is time for you 
  to leave, or join those who guard my home. I will 
  give you enough time to take your spoils, and no 
  more. Do not search for me. I treasure my privacy.” 
   
  The PCs have enough time to loot their opponents’ 
  bodies and to retrieve Malendor’s scrolls before the liches 
  servants begin to mnaterialize to ensure the PCs depart 
  promptly. 
   
  When they have stated their actions, read the 
  following text (remembering to alter the text in response 
  to actions Malendor has not sanctioned such as searching 
  for secret doors and so on). 
   
  As you find the last piece of treasure, and gather up 
  the bundle of scrolls and books Malendor has left on 
  the dais, the shadows begin to coalesce around you 
  and the light in the hall of audience flickers low. 
  With shadow creatures materializing out of the 
  walls and floors, and the odd pale shape of an 
  emerging ghost joining them, you have no choice 
  but to flee. 
   
  Kerithlan is waiting for you on the other side of 
  the portal, and looks elated at your success. He 
  shelters you until the elves arrange transport back to 
  the mainland. 
   
  Tenser is elated at your success and assures you 
  that he will definitely call upon you once they are 
  sure of the next part of Iuz’s plan. 
   
  PCs must now decide what they want to do with the 
  information. If they met with Gardanza, they can return 
  the information to him for copying and then take it back 
  
  COR8-08 Lost Souls Eternal 
   
  Page 17 
  to their employers, or they can avoid Gardanza and take 
  the information to their employers only.  
   
  If the PCs did not return the information to 
  Gardanza for copying read:  
   
  You avoided Gardanza’s valet on the way in. It was 
  hard to see how he could help and you felt that the 
  fewer who knew exactly what the Old One was 
  looking for, the better. 
   
  Your employers agree with you to the point that 
  they are unwilling to reveal the significance of what 
  you have brought. 
   
  “If we can work it out in time, we’ll be grateful,” 
  they say. “We will call on you to help us again in this 
  matter?” 
   
  If the PCs return the information or a copy thereof 
  to Gardanza read: 
   
   
  Gardanza is waiting for you in the upper rooms of a 
  small tavern. “You were successful?” he asks – 
  although you doubt he needs to. He seems to be very 
  well-informed of your activities. So well informed, 
  in fact, that Bisson was waiting on the docks to meet 
  you as the ship came in. 
   
  It takes only a short time for him to use a 
  copying spell to duplicate the contents of the texts 
  you have brought. Their content puzzles him, but he 
  refuses to discuss it. 
   
  “Not until I know exactly what I’m looking at,” 
  he says, “and have some inkling of how it fits in. 
   
  “You have my gratitude, however, and now, we’ll 
  discuss your reward.” 
   
  For successfully retrieving the documents, they receive 
  the Employer’s Thanks AR Award. If they returned the 
  information to Gardanza, they also receive the Gardanza’s 
  Gratitude AR Award.  
   
  CONCLUSION F 
  The PCs were defeated by the minions of Iuz (but did not 
  die in the battle): 
   
  You were beaten, soundly, and have been beaten 
  since. Iuz’s minions celebrated their victory at your 
  expense, and then took you back to the Old One’s 
  capital for questioning. 
   
  When you escaped, finding refuge in the Sepia, 
  and then making your way back to Greyhawk, you 
  had nothing. Only the Charity of Friends sustained 
  you, until you stood before your employers and 
  explained your loss to them. 
   
  Six months had passed, and memories of 
  Dorakaa still make you fear sleeping, and haunt your 
  dreams. 
   
  Tenser says they he will call on you again. The 
  thought makes you grateful that they still have that 
  kind of confidence in you… and it makes you 
  tremble that he will call on you soon.  
   
  There are fates far worse than death – you 
  sampled a few as the Old One’s guest. 
   
  CAMPAIGN CONSEQUENCES 
  • 
  Did the PCs agree to assist Gardanza? 
  • 
  Did the PCs agree to help the sea elves, or attempt to 
  make it to the island on their own? 
  • 
  Did the PCs arrive in time to confront Iuz’s minions? 
  • 
  Did the PCs defeat Iuz’s minions? 
  • 
  Did the PCs attack Malendor? 
  • 
  What did the PCs do with the information they 
  retrieved? 
  • 
  Which Conclusion did they achieve? 
   
   
  
  COR8-08 Lost Souls Eternal 
   
  Page 18 
  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. 
   
  2: A Life on the Sea 
  APL 6  
  180 XP 
  APL 8  
  209 XP 
  APL 10  
  270 XP 
  APL 12  
  329 XP 
  APL 14  
  360 XP 
  APL 16 
  389 XP 
   
  3a:  
  Defeat creature/s guarding way to priest of Deep Sashelas 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16 
  480 XP 
   
  4b: Fiendish Waters 
  Defeat the gargantuan giant crab/s 
  Half Mile In 
  390 XP 
  3 Miles In  
  450 XP 
  4 Miles In  
  510 XP 
  5 Miles In  
  570 XP 
   
  5: Entrance to Madness 
  Defeat guardians to Caverns of Malendor 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  450 XP 
  APL 16 
  510 XP 
   
  6: Shadows, Fear, and Lunacy 
  Defeat the Hounds 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  360 XP 
  APL 14  
  450 XP 
  APL 16 
  480 XP 
   
  8: Deadly Entertainment 
  Defeat Iuz’s Representatives 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16 
  540 XP 
   
  Discretionary roleplaying award 
  APL 6  
    0 XP 
  APL 8  
  15 XP 
  APL 10  
    0 XP 
  APL 12  
  15 XP 
  APL 14  
    0 XP 
  APL 16 
  15 XP 
   
  Total Possible Experience 
  APL 6  
     900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16 
  2,025 XP 
   
  Total Experience to be Awarded 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16 
  2,025 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 
  
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  Page 19 
  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.  
   
  3a: Entrance to Madness 
   
  APLs 10-16: Magic 125 gp; hammersphere (125 gp); 
  Total 125 gp. 
   
  5: Entrance to Madness 
  APL 6: Magic 184 gp; amulet of natural armor +1 (167 gp), 
  scroll of cure moderate wounds (17 gp); Total 184 gp. 
   
  APL 8: Magic 184 gp; amulet of natural armor +1 (167 
  gp), scroll of cure moderate wounds (17 gp); Total 184 gp. 
   
  APL 10: Magic 377 gp; amulet of natural armor +1 (167 
  gp), scroll of cure moderate wounds (17 gp), trident +1 (193 
  gp); Total 377 gp. 
   
  APL 12: Magic 1,010 gp; amulet of natural armor +2 
  (667 gp), potion of cure moderate wounds (50 gp), scroll of cure 
  moderate wounds (17 gp), ghost-touch trident +1 (776 gp); 
  Total 1,510 gp. 
   
  APL 14: Magic 1,010 gp; amulet of natural armor +2 
  (667 gp), potion of cure moderate wounds (50 gp), scroll of cure 
  moderate wounds (17 gp), ghost-touch trident +1 (776 gp); 
  Total 1,510 gp 
   
  APL 16: Magic 1,010 gp; amulet of natural armor +2 
  (667 gp), potion of cure moderate wounds (50 gp), scroll of cure 
  moderate wounds (17 gp), ghost-touch trident +1 (776 gp); 
  Total 1,510 gp 
   
  8: Deadly Entertainment 
  APL 6: Loot: 50; Magic 716 gp; circlet of persuasion (375 gp), 
  +1 club (83 gp), mithral shirt (92 gp), 2 bracers of armor +1 
  (83 gp each); Total 766 gp. 
   
  APL 8: Magic 1,207 gp; circlet of persuasion (375 gp), +1 
  club (83 gp), +1 mithral shirt (175 gp), 2 bracers of armor +1 
  (83 gp each), 2 large falchions +1 (204 gp each), Total 1,207 
  gp. 
   
  APL 10: Magic 1,791 gp; circlet of persuasion (375 gp), 
  +1 club (83 gp), +1 mithral shirt of blurring (425 gp), 2 bracers 
  of armor +1 (83 gp each), 2 large falchions +1 (204 gp each), 2 
  rings of protection +1 (167 each) Total 1,791 gp. 
   
  APL 12: Magic 1,791 gp; circlet of persuasion (375 gp), 
  +1 club (83 gp), +1 mithral shirt of blurring (425 gp), 2 bracers 
  of armor +1 (83 gp each), 2 large falchions +1 (204 gp each), 2 
  rings of protection +1 (167 each) Total 1,791 gp. 
   
  APL 14: Magic 5.005 gp; circlet of persuasion (375 gp), 
  +1 club (83 gp), +1 mithral shirt of blurring (425 gp), 2 bracers 
  of armor +1 (83 gp each), gauntlets of the blazing arc (548 gp), 
  2 gloves of Dexterity +4 (1,333), 2 large falchions +1 (204 gp 
  each), 2 rings of protection +1 (167 each) Total 5,005 gp. 
   
  APL 16: Magic 6,593 gp;,circlet of persuasion (375 gp), 
  +1 club (83 gp), +1 mithral shirt of blurring (425 gp), 2 bracers 
  of armor +2 (667 gp each), gauntlets of the blazing arc (548 
  gp), 2 gloves of Dexterity +4 (1,333), 2 dusty rose ioun stones 
  (417 gp), 2 large falchions +1 (204 gp each), rod of splendor 
  (2,083), 2 rings of protection +1 (167 each) Total 6,593 gp. 
   
  Treasure Cap 
  APL 6: 900 gp; APL 8: 1,300 gp; APL 10: 2,300 gp; APL 
  12: 3,300 gp; APL 14: 6,600 gp; APL 16 9,900 gp. 
   
  Total Possible Treasure 
  APL 6: 950 gp; APL 8: 1,391 gp; APL 10: 2,293 gp; APL 
  12: 3,426 gp; APL 14: 6,640 gp; APL 16: 9,958 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Judged by the Sea Elves: You attacked the sea elves 
  and in puncishment, you spend 10 TUs marooned on a 
  small island.  
   
  �The Captain Needs a Ship: For your part in the loss 
  of Wave Dancer, you must pay 2,000 gp. If you are unable 
  to pay the full sum, you must pay 200 gp for every round 
  you spend adventuring until the debt is paid. For every 
  round you cannot make a required payment, you are 
  imprisoned for 2 TU and the debt increases by 20 gp. 
  Note each payment in the ‘Other Coin Spent’ section of 
  until your debt is paid. Imprisonment resulting from 
  defaulting on a payment should be marked in the play 
  notes or the relevant AR as should any outstanding 
  amount. When the debt is paid, note the date, and cross 
  this award off. 
  DATE PAID IN FULL:________ AR PAID:______ 
   
  �Lost Soul: You have lost your life at or near the Isle of 
  Lost Souls. You are beyond all known means of salvation. 
   
  �Rescued from Dark Waters: You escaped the waters 
  surrounding the Isle of Lost Souls. It takes 6 TU to return 
  to the mainland with only the equipment you were 
  carrying at the time of your rescue. 
   
  �Haskil’s Hints for Long-Lived Embalming: This 
  ook provides a +2 bonus to Heal checks made while 
  referring to it. This bonus stacks with the circumstance 
  bonus gained by using a healer’s kit. (Adventure; 400 gp). 
   
  �Tenser’s Thanks: For successfully obtaining the 
  information Iuz sought, you are rewarded with Core 
  access to the following: Armor: bane blind outsider (evil), 
  blurring; Weapon: banishing, blessed; rod of celestial might; 
  Clothing: angelhelm; ring of waterbreathing; Tools: eternal 
  wand of daylight (All MIC) All usual costs must be met. 
   
  �Gardanza’s Gratitude: For sharing information, 
  Gardanza arranges Core access to the following clothing: 
  shirt of resistance, torc of displacement, tunic of steady 
  spellcasting, and a shadow veil (all MIC). All usual costs 
  must be met. 
   
  
  COR8-08 Lost Souls Eternal 
   
  Page 20 
  �Taken to Dorakaa: You were captured and taken to 
  Dorakaa for questioning. You lose 26 TU escaping with 
  nothing but the clothing on your back, and learn that 
  there are fates worse than death. You may use the Charity 
  of Friends clause to re-equip yourself. 
   
  ITEM ACCESS 
   
  APL 6: 
  • 
  Circlet of persuasion (Adventure;4,500 gp; DMG) 
  • 
  Mithral shirt (Adventure; 1,100 gp; DMG) 
   
  APLs 8 (all of APL 6 plus the following): 
  • 
  +1 mithral shirt (Adventure; 2,100 gp; DMG) 
  • 
  +1 large falchion (Adventure; 2,375 gp; DMG) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  hammersphere (Adventure; 1,500 gp; MIC) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  • 
  +1 ghost touch trident (Adventure; 8,315 gp; DMG) 
  • 
  +1 mithral shirt of blurring (Adventure; 4,100 gp; DMG 
  & MIC)  
   
  APL 14 (all of APLs 6-12 plus the following): 
  • 
  Gauntlets of the blazing arc (Adventure; 6,300 gp; MIC) 
   
  APL 16 (all of APLs 6-14 plus the following): 
  • 
  Dusty rose ioun stone (Adventure; 5,000 gp; DMG) 
  • 
  Rod of splendor (Adventure; 25,000 gp; DMG) 
   
  
  COR8-08 Lost Souls Eternal 
   
  Page 21 
  APPENDIX 1: ALL APLS 
  1: THE FRIEND OF A ‘FRIEND’ 
   
  GARDANZA 
  CR 22 
  Male lich cleric 3/wizard 7/mystic theurge 10 
  NE Medium undead 
  Init +4; Senses Listen +13, Spot +13,  
  Aura Fear (60 ft. radius, 5 HD) 
  Languages Common, Draconic, Undercommon; 
  empathic link, speak with familiar 
  AC 21, touch 15, flat-footed 22 
   
  (-1 Dex, +4 armor [mage armor], +4 deflection 
  [arcane shield], +2 ring of force shield, +5 natural) 
  hp 240 (20 HD); DR 15/bludgeoning and magic 
  Immune cold, electricity, polymorph, mind-affecting 
  attacks 
  Resist protection from energy (acid) 120, resist energy 
  (fire) 30; turn resistance +4 (Gardanza turns as a 24 
  HD creature) SR 30 
  Fort +13, +21 vs spells; Ref +11, +19 against spells; 
  Will +21, +29 against spells 
  Speed 30 ft. (6 squares) 
  Melee +1 dagger +13/+8 (1d4+8/19-20)  
  Melee touch +12/+7 (1d8+5; DC 24)  
  Base Atk +10; Grp +12  
  Atk Options paralyzing touch (DC 24) 
  Wizard Spells Prepared (CL 17th; ranged touch +10): 
   9th—timestop 
   8th—protection from spells�, temporal stasis (DC 22) 
   7th—forcecage, mass hold person (DC 22), waves of 
  exhaustion  
   6th—bestow curse (DC 20), globe of invulnerability, 
  veil� (DC 21), mass suggestion (DC 21) 
   5th—dominate person (2) (DC 20), Rary’s telepathic 
  bond � (with Bisson), vampiric  
   4th—Evard’s black tentacles, greater invisibility, orb 
  of force (2)  
   3rd—deep slumber (DC 28), nondetection�, 
  protection from energy (acid)�, suggestion (DC 17) 
   2nd—alter self�, mirror image, resist energy (fire), 
  scorching ray, touch of idiocy (DC 17) 
   1st—charm person (DC 15), disguise self, 
  expeditious retreat, mage armor�, ray of enfeeblement 
   0—acid splash (4), flare, ghost sound, touch of 
  fatigue 
  Cleric Spells Prepared (CL 13th): 
   7th—destruction (DC 22), spell turningD 
   6th—antimagic field D, blade barrier (DC 19); word of 
  recall 
   5th—greater command (DC 18), spell resistanceD, 
  plane shift 
   4th—divinationD, inflict critical wounds (DC 19), 
  freedom of movement�, poison (DC 16), tongues 
   3rd—inflict serious wounds (3; DC 18), dispel magicD 
  protection from energy (acid)�, wind wall,  
   2nd—inflict moderate wounds (3; DC 17), detect 
  thoughtsD�, silence, sound burst, (2; DC 17), 
  undetectable alignment� 
   1st—command (DC 16), inflict light wounds (2; DC 
  16), detect secret doorsD, entropic shield, sanctuary, 
  shield of faith 
   0—inflict minor wounds (2; DC 15), detect magic, 
  guidance, resistance (2), virtue 
  �Already cast 
  D: *Domain spell. Deity: Vecna. Domains: Knowledge 
  (All Knowledge skills are class skills), Magic (may 
  use spell completion or spell trigger devices as a 5th-
  level wizard).  
  Abilities Str 14, Dex 10, Con 16, Int 19, Wis 21, Cha 21 
  SQ share spells with familiar  
  Feats AlertnessB, Craft Wondrous Item, Deceitful, 
  Improved Familiar, Improved Initiative, Persuasive, 
  Spell Focus (Enchantment), Skill Focus (Knowledge 
  [planes]) 
  Skills  Bluff +20, Concentration +15, Decipher Script +5, 
  Diplomacy +37, Disguise +26 (+28 to act in 
  character), Gather Information +11, Heal +4, Hide  
  +10, Intimidate +12, Knowledge (arcana) +8, 
  Knowledge (history) +8, Knowledge (local) +8, 
  Knowledge (religion) +9, Knowledge (the planes) 
  +11, Listen  +13, Move Silently  +10, Search +8, 
  Sense Motive +16, Spellcraft +10, Spot  +13, Survival 
  +3 (+5 other planes) 
  Possessions spell-component pouch, silver holy 
  symbol of Vecna 
  Arcane Shield (Su) The bearer is protected from magic 
  missiles as per the shield spell and gains a +4 
  deflection bonus. This power is continuously active. 
  Fear Aura (Su) Liches are shrouded in a dreadful aura 
  of death and evil. Creatures of less than 5 HD in a 
  60-foot-radius that look at the lich must succeed on a 
  DC 24 Will save or be affected as though by a fear 
  spell from a sorcerer of the lich’s level. A creature 
  that successfully saves cannot be affected again by 
  the same lich’s aura for 24 hours. 
  Paralyzing Touch (Su) Any living creature a lich hits 
  with its touch attack must succeed on a DC 24 Fort 
  save or be permanently paralyzed. Remove paralysis 
  or any spell that can remove a curse can free the 
  victim. The effect cannot be dispelled. Anyone 
  paralyzed by a lich seems dead, though a DC 20 
  Spot check or a DC 15 Heal check reveals that the 
  victim is still alive. 
  Skills Liches have a +8 racial bonus on Hide, Listen, 
  Move Silently, Search, Sense Motive and Spot 
  checks. 
   
  MARDU 
  CR — 
  Male, imp familiar 
  LE Tiny outsider (evil, lawful, extraplanar) 
  Init +3; Senses darkvision 60 ft., Listen +7, Spot +7 
  Languages Common, Draconic, Undercommon; 
  empathic link, speak with master, speak with imps 
  AC 24, touch 15, flat-footed 21; Dodge 
   
  (+2 size, +3 Dex, +14 natural) 
  hp 70 (20 HD); fast healing 2; DR 5/good or silver 
  Immune poison 
  Resist fire 5, improved evasion; SR 25 
  Fort +10, Ref +13, Will +11 
  Speed 20 ft. (4 squares), fly 50 ft. (perfect) 
  
  COR8-08 Lost Souls Eternal 
   
  Page 22 
  Melee sting +15 (1d4+ plus poison)  
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +10; Grp +2  
  Spell-Like Abilities (CL 6th): 
   At Will—detect good, detect magic, invisibility (self 
  only) 
   1/day—suggestion 
   1/week—commune (to ask six questions, otherwise 
  as the spell cast by a 12th-level cleric) 
  Abilities Str 10, Dex 17, Con 10, Int 14, Wis 12, Cha 14 
  SQ alternate form, deliver touch spells, share spells  
  Feats Dodge, Weapon Finesse  
  Skills BluffM +11, ConcentrationM +17, DisguiseM +9 
  [+11 to act in character], Decipher ScriptM 
  +2,Diplomacy +8, Gather InformationM +7, HealM +1, 
  Hide +17, IntimidateM +5, Knowledge (arcana)M +10, 
  Knowledge (history)M +6, Knowledge (local) M +5, 
  Knowledge (religion)M +11, Knowledge (the planes) 
  +6, Listen +7, Move Silently +9, Search +6, Sense 
  MotiveM +7, SpellcraftM +10, Spot +7, Survival +1 (+3 
  following tracks, +3 on other planes) 
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 
  Dex, secondary damage 2d4 Dex. The save Dc is 
  Constitution-based and includes a +2 racial bonus 
  Alternate Form (Su) An imp can assume other forms at 
  will as a standard action. This ability functions as a 
  polymorph spell cast on itself (CL 12th), except that 
  an imp does not regain hit points for changing form, 
  and an individual imp can assume only one or two 
  forms no larger than Medium. Common forms include 
  monstrous spider, rave, rat and boar 
   
  1: FIENDISH WATERS—INCREASING EL 
  COLOSSAL MONSTROUS CRAB* CR 13 
  *Stormwrack 142 
  Gargantuan vermin (aquatic) 
  Init -1; Senses Listen +0, Low-light Vision, Scent, Spot 
  +4 
  Languages Common  
  AC 28, touch 1, flat-footed 28 
   
  (-8 size, -1 Dex, +27 natural) 
  hp 315 (48 HD)  
  Immune all mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale 
  effects) 
  Fort +28, Ref +15, Will +16 
  Speed 40 ft. (8 squares), swim 20 ft. 
  Melee 2 claws +41 (4d6+13)  
  Space 30 ft.; Reach 30 ft. 
  Base Atk +36; Grp +69  
  Atk Options constrict (8d6+13), improved grab 
  Abilities Str 37, Dex 9, Con 14, Int —, Wis 11, Cha 2 
  SQ amphibious 
  Feats ToughnessB  
  Skills Hide -13, Listen +0, Spot +4, Swim +21 
  Amphibious (Ex) An amphibious creature gains a swim 
  speed equal to half the normal land speed of the 
  base creature. An amphibious creature can breathe 
  air and water equally well. Amphibious suffer a -2 
  racial penalty to Dexterity; they are less agile and 
  flexible than their surface kin. An amphibious 
  creature has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can 
  move through water at its swim speed without making 
  Swim checks. The creature can always choose to 
  take 10 on a Swim check, even if distracted or 
  endangered. The creature can use the run action 
  while swimming, provided it swims in a straight line. 
  Constrict (Ex) A monstrous crab deals damage equal 
  to twice its normal claw damage plus its Strength 
  bonus on a successful damage check. 
  Improved Grab (Ex) To use this ability, a monstrous 
  crab must hit with a claw attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. Monstrous 
  crabs have a +4 racial bonus on grapple checks. 
  Skills A monstrous crab has a +4 racial bonus on Hide 
  and Spot Checks. 
   
  1: NEGOTIATIONS 
   
   
   
  LICH MALENDOR    
  CR 32 
  Male lich warlock* 20/wizard 5/loremaster 5 
  *Complete Arcane 5 
  LE Medium undead  
  Init +1; Senses Listen +12, Spot +12 
  Languages Common, Draconic, Dwarven, Elven, 
  Infernal  
  AC 29, touch 16, flat-footed 28 
   
  (+1 Dex, +8 armor (bracers of armor +8), +5 
  deflection (ring of deflection +5), +5 natural) 
  hp 126 (30 HD); DR 5/cold iron or 15/bludgeoning and 
  magic; fiendish resilience 
  Immune cold, electricity, mind-affecting attacks, 
  polymorph 
  Resist acid 10, fire 10, turn resistance +4  
  Fort +23, Ref +24, Will +29 
  Speed 30 ft. (6 squares)  
  Melee +5 scimitar +25/+20/+15 (1d6+5/18-20) or 
   
  touch +20/+15/+10 (1d8+5 negative energy; DC 30) 
  or 
  Melee +5 scimitar +20/+15/+10 (1d6+5/18-20) and  
   
  touch +15 (1d8+5 negative energy; DC30) 
  Base Atk +15; Grp +20  
  Atk Options eldritch blast 9d6 (+16 ranged touch), 
  paralyzing touch 
  Special Actions lore (as bardic knowledge+8 check), 
  deceive item 
  Wizard Spells Prepared (CL 10th): 
   5th—passwall, teleport 
   4th—charm monster (DC 18), greater invisibility, 
  rainbow pattern (DC 18), mass reduce person (DC 18) 
   3rd—arcane sight, tongues, haste, hold person (DC 
  26) 
   2nd—blur, detect thoughts, glitterdust (DC 16), 
  hypnotic pattern (DC 16), mirror image 
   1st—color spray (DC 15), comprehend languages, 
  protection from evil, reduce person (DC 15), true 
  strike,  
   0—arcane mark, detect poison, read magic, 
  resistance 
  
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  Warlock Invocations Known (CL 20th): 
   Dark—path of shadow, retributive invisibility, word of 
  changing 
   Greater—chilling tentacles, devour magic, enervating 
  shadow 
   Lesser—flee the scene, void sense, walk unseen 
   Least—beshadowed blast, devil’s sight, see the 
  unseen 
  Spell-Like Abilities (CL 20th): 
   At Will—detect magic 
   3/day—Empowered eldritch blast, Quickened eldritch 
  blast 
   1/day—fast healing 5 (two minute Fiendish 
  Resilience state) 
  Abilities Str 10, Dex 12, Con —, Int 18, Wis 13, Cha 27 
  Feats Ability Focus (eldritch blast), Alertness, Brew 
  Potion, Combat Casting, Create Wondrous Item, 
  Empower Spell-Like Ability (eldritch blast), Forge 
  Ring, Improved Initiative, Magical Aptitude, Quicken 
  Spell-Like Ability (eldritch blast), Scribe ScrollB, Skill 
  Focus (Concentration), Skill Focus (Knowledge 
  [arcana]) 
  Skills Bluff +20, Concentration +14 (18 when using a 
  spell/spell-like ability on the defensive), Decipher 
  Script +14, Diplomacy +12, Disguise +10 (+12 to act 
  in character), Hide +9 , Intimidate +10, Knowledge 
  (arcana) +32, Knowledge (religion) +19, Knowledge 
  (the planes) +20, Listen +12, Move Silently +9 , 
  Search +12 , Sense Motive +19, Spot +12, Spellcraft 
  +24 (+26 to decipher spells on scrolls), Use Magic 
  Device +26 (+28 when using scrolls), Survival +2 (+4 
  on other planes), 
  Possessions combat gear plus bracers of armor +8, 
  cloak of charisma +5, vest of resistance +5 
  Spellbook: 3rd—arcane sight, clairaudience/ 
  clairvoyance, tongues; 2nd—blur, detect thoughts, 
  hypnotic pattern, locate object; 1st—color spray, 
  comprehend languages, detect secret doors, detect 
  undead, expeditious retreat identify, mage armor, 
  reduce person, true strike; 0—detect poison, read 
  magic 
  Invocations Malendor does not prepare or cast spells 
  as other wielders of arcane magic do. Instead, he 
  possesses a repertoire of attacks, defenses, and 
  abilities known as invocations that require him to 
  focus the wild energy that suffused his soul. He can 
  use any invocation he knows at will, with the following 
  qualifications: 
   
  Malendor’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that 
  provokes attacks of opportunity. An invocation can be 
  disrupted, just as a spell can be ruined during 
  casting. He is entitled to a Concentration check to 
  successfully use an invocation if he is hit by an attack 
  while invoking. He can choose to use an invocation 
  defensively, by making a successful Concentration 
  check, to avoid provoking attacks of opportunity. 
  Malendor’s invocations are subject to spell resistance 
  unless an invocation’s description specifically states 
  otherwise.  
  Deceive Item (Ex) Malendor has the ability to more 
  easily commandeer magic items made for the use of 
  other characters. When making a Use Magic Device, 
  a warlock can take 10 even if distracted or 
  threatened. 
  Eldritch Blast (Sp) An eldritch blast is a ray with a 
  range of 60 feet. It is a ranged touch attack that 
  affects a single target, allowing no saving throw and 
  deals 9d6 points of damage (half damage to objects). 
  Treat it as a 9th-level spell. An eldritch blast is 
  subject to spell resistance. 
  Fear Aura (Su) Liches are shrouded in a dreadful aura 
  of death and evil. Creatures of less than 5 HD in a 
  60-foot-radius that look at the lich must succeed on a 
  Will save or be affected as though by a fear spell 
  from a sorcerer of 30th level. A creature that 
  successfully saves cannot be affected again by the 
  same lich’s aura for 24 hours. 
  Fiendish Resilience (Su) Beginning at 8th level, a 
  warlock knows the trick of fiendish resilience. Once 
  per day, as a free action, he can enter a state that 
  lasts for 2 minutes. While in this state, a warlock 
  gains fast healing 5. 
  Paralyzing Touch (Su) Any living creature a lich hits 
  with its touch attack must succeed on a Fortitude 
  save or be permanently paralyzed. Remove paralysis 
  or any spell that can remove a curse can free the 
  victim. The effect cannot be dispelled. Anyone 
  paralyzed by a lich seems dead, though a DC 20 
  Spot check or a DC 15 Heal check reveals that the 
  victim is still alive. 
  
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  APPENDIX 1: APL 6
  3A: A PATH BENEATH THE WAVES 
  SLIME CHUUL* 
  CR 6 
  *Stormwrack 163 
  CE Large aberration (aquatic) 
  Init +5; Senses darkvision 60 ft., Listen +10, Spot +10 
  Languages Aquan  
  AC 20, touch 12, flat-footed 19 
   
  (-1 size, +1 Dex, +2 deflection, +8 natural) 
  hp 71 (11 HD) 
  Immune poison 
  SR 16 
  Fort +5, Ref +4, Will +8 
  Speed 20 ft. (4 squares), swim 20 ft.; 
  Melee 2 claws +11 (2d6+4)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +16  
  Atk Options constrict 3d6+4, improved grab, paralytic 
  tentacles (DC 17 Fort or paralyzed 6 rounds) 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 3 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative  
  Skills Hide +11, Listen +10, Spot +10, Swim +12 
  Constrict (Ex) An uchuulon deals 3d6+4 points of 
  damage with a successful grapple attack 
  Improved Grab (Ex) To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict or, on its next 
  turn, transfer a grabbed character to its tentacles. 
  Paralytic Tentacles (Ex) An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. However, 
  they exude a paralytic secretion. Anyone held in the 
  tentacles must succeed on a DC 17 Fortitude save 
  each round on the uchuulon’s turn or be paralyzed for 
  6 rounds. The save DC is Constitution-based. While 
  held in the tentacles, paralyzed or not, a target 
  automatically takes 1d8+2 points of damage each 
  round from the creature’s mandibles. 
  Protective Slime (Ex) The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs as 
  well and has a 50% chance of negating any critical 
  hits made against the creature. 
  Skills An uchuulon 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. 
   
  5: ENTRANCE TO MADNESS 
  HARPY GHOST 
  CR 6 
  CE Medium undead (incorporeal) 
  Init +2; Senses darkvision 60 ft., Listen +15, Spot +11 
  Languages Common  
  Incorporeal AC 13, touch 12, flat-footed 11; Dodge 
   
  (+2 Dex, +1 natural) 
  Manifested AC 15, touch 15, flat-footed 13; Dodge 
   
  (+2 Dex, +5 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 42 (7 HD)  
  Immune undead immunities 
  Resist turn resistance +4  
  Fort +2, Ref +7, Will +6 
  Speed 20 ft. (4 squares), fly 80 ft. (perfect); Flyby Attack 
  Melee club +7/+2 (1d6) and  
   
  2 claws +2 (1d6) or 
  Melee incorporeal touch +7 (1d4 points drained from 
  one ability score) 
  Base Atk +7; Grp +7  
  Atk Options draining touch, frightful moan 
  Special Actions captivating song, manifestation 
  Abilities Str 10, Dex 15, Con —, Int 7, Wis 12, Cha 21 
  SQ rejuvenation 
  Feats Dodge, Flyby Attack, Persuasive  
  Skills Bluff +13, Hide +10, Intimidate +9, Listen +15, 
  Move Silently +2,Perform (oratory) +7, Search +8, 
  Spot +11 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 16 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like) 
  the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save 
  Draining Touch (Su) A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each 
  successful attack, the ghost heals 5 points of damage 
  to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Frightful Moan (Su) A ghost can emit a frightful moan 
  as a standard action. All living creatures within a 30-
  foot spread must succeed on a Will save or become 
  panicked for 2d4 rounds. This is  sonic necromantic 
  mind-affecting fear effect. A creature that 
  
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  successfully saves against the moan cannot be 
  affected by the same ghost’s moan for 24 hours. 
  Manifestation (Su) A ghost dwells on the Ethereal 
  Plane and, as an ethereal creature, it cannot affect or 
  be affected by anything in the material world. When a 
  ghost manifests, it partly enters the Material Plane 
  and becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from 
  a corporeal source. A manifested ghost can pass 
  through solid objects at will, and its own attacks pass 
  through armor. A manifested ghost always moves 
  silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  PH 118). A manifested ghost remains partially on the 
  Ethereal Plane where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  plane. 
  Rejuvenation This ghost if it would otherwise be 
  destroyed returns to its old haunts with a DC 16 
  successful level check (1d20+ 7). Ghosts tied to 
  Malendor’s Halls may only be put rest by the 
  destruction of Malendor and his phylactery as well as 
  having their remains removed from the Isle of Lost 
  Souls and returned to the land of their birth. 
  Skills Harpies have a +4 racial bonus on Bluff and 
  Listen checks 
   
  AQUATIC ELF* GHOST FIGHTER 4
   
  CR 6 
  *Stormwrack 39, 148 
  CE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft., superior low-light 
  vision, Listen +11, Spot +14 
  Languages Common, Elven  
  Incorporeal AC 17, touch 13, flat-footed 14 
   
  (+3 Dex, + 3 armor, +1 natural) 
  Manifested AC 14, touch 14, flat-footed 11 
   
  (+3 Dex, +1 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 25 (4 HD)  
  Immune undead immunities  
  Resist turn resistance +4  
  Fort +4, Ref +4, Will +1 (+3 against enchantments) 
  Speed 30 ft. (4 squares), swim 40 ft., fly 30 ft. (perfect); 
  Swim-By Attack 
  Melee trident +8 (1d8+5; does no harm to material 
  creatures)  or 
  Melee incorporeal touch +7 (1d4 points drained from 
  one ability score) 
  Ranged aquatic crossbow +7 (1d8; 19-20/x2; does no 
  harm to material creatures) 
  Base Atk +4; Grp +7 (non-ethereal)  
  Atk Options Point Blank Shot, draining touch,  
  Special Actions horrific appearance, manifestation 
  Abilities Str 16, Dex 16, Con —, Int 10, Wis 10, Cha 12 
  SQ gills, rejuvenation 
  Feats Improved Initiative, Point Blank ShotB, Swim-By 
  Attack, Weapon Focus (trident)B, Weapon 
  Specialization (trident) B, 
  Skills Bluff +1, Handle Animal +3, Hide +11, Intimidate 
  +3, Listen +11, Move Silently +3, Ride +5, Search 
  +10, Spot +14 , Survival +4, Swim +11 
  Possessions aquatic crossbow, net, spear, +1 trident, 
  masterwork sharkskin armor 
  Superior Low-Light Vision (Ex) Aquatic elves can see 
  four times as far as a human in starlight, moonlight, 
  torchlight, and similar conditions of low illumination. 
  Draining Touch (Su) A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each 
  successful attack, the ghost heals 5 points of damage 
  to itself. Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, it adds its Dexterity modifier 
  to attack rolls only. 
  Horrific Appearance (Su) Any living creature within 60 
  feet that views a ghost must succeed on a Fortitude 
  save or immediately take 1d4 points of Strength 
  damage, 1d4 points of Dexterity damage, and 1d4 
  points of Constitution damage. A creature that 
  successfully saves against this effect cannot be 
  affected by the same ghost’s horrific appearance for 
  24 hours. 
  Manifestation (Su) Every ghost has this ability. A ghost 
  dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by anything in 
  the material world. When a ghost manifests, it partly 
  enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid 
  objects at will, and its own attacks pass through 
  armor. A manifested ghost always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly Equipment, 
  PH:118). A manifested ghost remains partially on the 
  Ethereal Plane where it is not incorporeal. A 
  manifested ghost can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  ghost’s incorporeality helps protect it from foes on the 
  Material Plane, but not from foes on the Ethereal 
  plane. 
  Skills An aquatic elf who merely passes within 5 feet of 
  a secret or concealed door is entitled to a Search 
  check to notice it as if he were actively looking for it.  
   
   
  An aquatic elf has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. He can always choose to take 10 on a 
  Swim check, even if distracted or endangered. He 
  can use the run action while swimming, provided he 
  swims in a straight line. 
   
  
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  8: DEADLY ENTERTAINMENT 
  AMBASSADOR 
  CR 8 
  Female half-fiend harpy bard 4 
  CE Medium outsider 
  Init +6; Senses darkvision 60 ft., Listen +16, Spot +12 
  Languages Common  
  AC 22, touch 16, flat-footed 18; Dodge 
   
  (+6 Dex, +6 armor, +2 natural) 
  hp 54 (11 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 21 
  Fort +4, Ref +15, Will +11 
  Speed 20 ft. in +1 chain mail (4 squares), fly 80 ft. 
  (average); Flyby Attack 
  Melee +1 club +12/+7 (1d6+1) and  
   
  bite +9 (1d6+1), and  
   
  2 claws +9 (1d4+1) or 
  Base Atk +10; Grp +11  
  Atk Options smite good 1/day (+7 damage) 
  Special Actions: bardic music (countersong, fascinate, 
  inspire competence, inspire courage +1), captivating 
  song, 
  Bard Spells Known (CL 4th): 
   2nd (2/day)—blur (DC 19), hold person (DC 19) 
   1st (4/day)—charm person (DC 18), insidious rhythm 
  (DC 18), inspirational boost 
   0 (3/day)—dancing lights, daze (DC 17), flare (DC 
  17), know direction, lullaby (DC 17), songbird 
  Spell-Like Abilities (CL 10th): 
   3/day—darkness, poison (DC 16) 
   1/day— blasphemy; contagion (DC 20); desecrate, 
  unholy blight (DC 21) 
  Abilities Str 12, Dex 22, Con 12, Int 12, Wis 15, Cha 24 
  SQ bardic knowledge +5 
  Feats Dodge, Flyby Attack, MultiAttack, Persuasive  
  Skills Bluff +26, Diplomacy +30, Disguise +10 (+12 to 
  act in character), Intimidate +25, Knowledge (history) 
  +6, Knowledge (nobility and royalty) +6, Knowledge 
  (religion) +6, Listen +16, Perform (oratory) +24, 
  Sense Motive +20, Spot +12 
  Possessions combat gear plus +1 mithral shirt of 
  blurring, +1 club, circlet of persuasion 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 20 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the like) 
  the creature gets a second throw. Captivated 
  reatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long as 
  the harpy sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature to 
  attempt a new Will save. 
   
  
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  APL 8 
  3A: A PATH BENEATH THE WAVES 
  SLIME CHUUL* 
  CR 6 
  *Stormwrack163 
  CE Large aberration (aquatic) 
  Init +5; Senses darkvision 60 ft., Listen +10, Spot 
  +10 
  Languages Aquan  
  AC 20, touch 12, flat-footed 19 
   
  (-1 size, +1 Dex, +2 deflection, +8 natural) 
  hp 71 (11 HD) 
  Immune poison 
  SR 16 
  Fort +5, Ref +4, Will +8 
  Speed 20 ft., swim 20 ft. 
  Melee 2 claws +11 (2d6+4)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +8; Grp +16  
  Atk Options Blind-Fight, Combat Reflexes, constrict 
  3d6+4, improved grab, paralytic tentacles (DC 17 
  Fort or paralyzed 6 rounds) 
  Abilities Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 
  3 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative  
  Skills Hide +11, Listen +10, Spot +10, Swim +12 
  Constrict (Ex) An uchuulon deals 3d6+4 points of 
  damage with a successful grapple attack 
  Improved Grab (Ex) To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or, on its 
  next turn, transfer a grabbed character to its 
  tentacles. 
  Paralytic Tentacles (Ex) An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Protective Slime (Ex) The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hits made against the creature. 
  Skills An uchuulon 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. 
   
  5: ENTRANCE TO MADNESS 
  HARPY GHOST BARD 2 
  CR 8 
  CE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft., Listen +15, Spot 
  +11 
  Languages Common  
  Incorporeal AC 14, touch 13, flat-footed 11; Dodge 
   
  (+3 Dex, +1 natural) 
  Manifested AC 21, touch 21, flat-footed 18; Dodge 
   
  (+3 Dex, +8 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 48 (9 HD)  
  Resist turn resistance +4  
  Immunity undead immunities 
  Fort +2, Ref +11, Will +9 
  Speed 20 ft. (4 squares), fly 80 ft. (perfect); Flyby 
  Attack 
  Melee club +7/+2 (1d6; has no effect on non-ethereal 
  creatures) and  
   
  2 claws +2 (1d6; have no effect on non-ethereal 
  creatures) 
  Ranged +1 crossbow +12 (1d8; 19-20/x2; 50% 
  chance of missing non-ethereal target, even when 
  manifested; no harm when not manifested) 
  Base Atk +8; Grp +8  
  Atk Options draining touch, frightful moan 
  Special Actions bardic music 6/day (countersong, 
  fascinate, inspire courage), captivating song, 
  manifestation 
  Bard Spells Known (CL 2nd): 
   1st (4/day)—insidious rhythm (DC 19), inspirational 
  boost 
   0 (3/day)—daze (DC 18), flare (DC 18), songbird 
  Abilities Str 10, Dex 18, Con —, Int 10, Wis 12, Cha 
  26 
  SQ rejuvenation 
  Feats Dodge, Extra Music, Flyby Attack, Persuasive  
  Skills Bluff +22, Hide +11, Intimidate +12, Listen +15, 
  Move Silently +3, Perform (oratory) +20, Search 
  +10, Spot +11 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 21 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save 
  
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  Draining Touch (Su) A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each 
  successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it 
  adds its Strength modifier to attack rolls only. 
  Against nonethereal opponents, it adds its 
  Dexterity modifier to attack rolls only. 
  Frightful Moan (Su) A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save or become panicked for 2d4 rounds. This is  
  sonic necromantic mind-affecting fear effect. A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 
  24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, MM:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally 
  against ethereal targets. When a spellcasting 
  ghosts manifest, its spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets. 
   
  AQUATIC ELF GHOST FIGHTER 6 CR 8 
  *Stormwrack 39 
  CE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft., superior low-light 
  vision, Listen +11, Spot +14 
  Languages Common, Elven  
  Incorporeal AC 17, touch 13, flat-footed 14 
   
  (+3 Dex, +4 sharkskin armor (+1), +1 natural) 
  Manifested AC 14, touch 14, flat-footed 11 
   
  (+3 Dex, +1 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 35 (6 HD)  
  Immune to sleep spells and effects,  
  Resist turn resistance +4  
  Fort +5, Ref +5, Will +2 (+4 against enchantments) 
  Speed 30 ft. (4 squares), swim 40 ft., fly 30 ft. 
  (perfect) 
  Melee trident +10/+5 (1d8+5; does no harm to 
  material creatures)  or 
  Melee incorporeal touch +6 (1d4 points drained from 
  one ability score) 
  Ranged aquatic crossbow +9 (1d8; 19-20/x2; does no 
  harm to material creatures) 
  Base Atk +6; Grp +9 (non-ethereal)  
  Atk Options horrific appearance 
  Special Actions manifestation 
  Abilities Str 16, Dex 16, Con —, Int 10, Wis 10, Cha 
  12 
  SQ gills, rejuvenation 
  Feats Combat ReflexesB, Improved Initiative, Point 
  Blank ShotB, Power Attack, Swim-By Attack, 
  Weapon Focus (trident)B, Weapon Specialization 
  (trident) B, 
  Skills Bluff +1, Handle Animal +3, Hide +11, 
  Intimidate +3, Listen +11, Move Silently +3, Ride +5, 
  Search +10, Spot +14 , Survival +4, Swim +13 
  Possessions combat gear plus aquatic crossbow, 
  net, spear, +1 trident, +1 sharkskin armor 
  Superior Low-Light Vision (Ex) Aquatic elves can 
  see four times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of low 
  illumination. 
  Horrific Appearance (Su) Any living creature within 
  60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be affected by the same ghost’s horrific 
  appearance for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, PH:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  Skills An aquatic elf who merely passes within 5 feet 
  of a secret or concealed door is entitled to a 
  Search check to notice it as if he were actively 
  
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  looking for it. An aquatic elf has a +8 racial bonus 
  on any Swim check to perform some special action 
  or avoid a hazard. He can always choose to take 
  10 on a Swim check, even if distracted or 
  endangered. He can use the run action while 
  swimming, provided he swims in a straight line. 
   
  6: SHADOW, FEAR & LUNACY 
  HOUND OF GLOOM* 
  CR 9 
  *Lords of Madness 153  
  NE Large aberration 
  Init +2; Senses darkvision 60 ft., Listen +12, scent, 
  Spot +12 
  Languages Hound of Gloom, Undercommon 
  (understood not spoken)  
  AC 24, touch 11, flat-footed 22 
   
  (-1 size, +2 Dex, +13 natural) 
  hp 156 (12 HD)  
  Fort +13, Ref +6, Will +11 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +14 (2d6+6) and  
   
  2 claws +12 (1d6+3 plus poison) and  
   
  2 tentacle rakes +12 (1d6+3 plus poison) 
  Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) 
  Base Atk +9; Grp +19  
  Atk Options Cleave, Combat Reflexes, Improved 
  Grab, Power Attack, poison (DC 23 Fort, 1d8 
  Dex/1d8 Dex), pounce  
  Abilities Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 
  10 
  Feats Cleave, Combat Reflexes, Great Fortitude, 
  Multiattack, Power Attack  
  Skills Balance +6, Climb +18, Hide +0, Jump +18, 
  Listen +12, Move Silently +6, Spot +12 
  Improved Grab (Ex) To use this ability, the hound 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. 
  Poison (Ex) Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
  Pounce (Ex) If a hound of gloom charges a foe, it can 
  make a full attack, including two tentacle attacks. 
  Skills Hounds of the gloom have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  8: DEADLY ENTERTAINMENT 
  AMBASSADOR 
  CR 8 
  Female half-fiend harpy bard 4 
  CE Medium outsider 
  Init +6; Senses darkvision 60 ft., Listen +16, Spot 
  +12 
  Languages Common  
  AC 22, touch 16, flat-footed 18; Dodge 
   
  (+6 Dex, +6 armor, +2 natural) 
  hp 54 (11 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 21 
  Fort +4, Ref +15, Will +11 
  Speed 20 ft. in +1 chain mail (4 squares), fly 80 ft. 
  (average); Flyby Attack 
  Melee +1 club +12/+7 (1d6+1) and  
   
  bite +9 (1d6+1), and  
   
  2 claws +9 (1d4+1) or 
  Base Atk +10; Grp +11  
  Atk Options smite good 1/day (+7 damage) 
  Special Actions: bardic music (countersong, 
  fascinate, inspire competence, inspire courage +1), 
  captivating song, 
  Bard Spells Known (CL 4th): 
   2nd (2/day)—blur (DC 19), hold person (DC 19) 
   1st (4/day)—charm person (DC 18), insidious 
  rhythm (DC 18), inspirational boost 
   0 (3/day)—dancing lights, daze (DC 17), flare (DC 
  17), know direction, lullaby (DC 17), songbird 
  Spell-Like Abilities (CL 10th): 
   3/day—darkness, poison (DC 16) 
   1/day— blasphemy; contagion (DC 20); desecrate, 
  unholy blight (DC 21) 
  Abilities Str 12, Dex 22, Con 12, Int 12, Wis 15, Cha 
  24 
  SQ bardic knowledge +5 
  Feats Dodge, Flyby Attack, MultiAttack, Persuasive  
  Skills Bluff +26, Diplomacy +30, Disguise +10 (+12 to 
  act in character), Intimidate +25, Knowledge 
  (history) +6, Knowledge (nobility and royalty) +6, 
  Knowledge (religion) +6, Listen +16, Perform 
  (oratory) +24, Sense Motive +20, Spot +12 
  Possessions combat gear plus +1 mithral shirt of 
  blurring, +1 club, circlet of persuasion 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 20 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save. 
   
   
  
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  AMBASSADOR’S BODYGUARD CR 8 
  Female half-fiendish lamia 
  CE Large outsider 
  Init +2; Senses darkvision 60 ft., Listen +8, Lowlight 
  vision; Spot +14 
  Languages Common  
  AC 22, touch 13, flat-footed 18; Dodge, Mobility 
   
  (-1 size, +4 Dex, +1 armor, +8 natural) 
  hp 67 (9 HD); DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 19 
  Fort +8, Ref +10, Will +7 
  Speed 60 ft. (6 squares), fly 60 ft. (average); Spring 
  Attack 
  Melee touch +14 (1d4 Wis drain) or 
  Melee +1 large falchion +15/+10 (2d6+6; 19-20/x2) 
  and 2 claws +9 (1d6+6) or 
  Melee 2 claws +14 (1d6+6; 19-20/x2) and  
   
  bite +9 (1d8+6) or 
  Melee +1 large falchion +15/+10 (2d6+6; 19-20/x2) 
  and bite +9 (1d8+6) 
  Ranged crossbow +12 (2d6; 19-20/x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +19  
  Atk Options smite good 1/day (+9 damage); Wisdom 
  drain  
  Spell-Like Abilities (CL 9th): 
   At Will—disguise self, ventriloquism 
   3/day—charm monster (DC 20), darkness, major 
  image (DC 13), mirror image, poison (DC 16); 
  suggestion (DC 15) 
  1/day—contagion (DC 16); deep slumber (DC 15), 
  desecrate; unholy blight (DC 16) 
  Abilities Str 22, Dex 19, Con 14, Int 17, Wis 15, Cha 
  14 
  Feats Dodge, Iron Will, Mobility, Spring Attack 
  Skills Bluff +18, Concentration +14, Diplomacy +16, 
  Disguise +14 (+16 acting in character), Hide +16, 
  Intimidate +16, Knowledge (planes) +9, Listen +8, 
  Move Silently +10, Search +6, Spot +14, Survival 
  +5 
  Possessions combat gear plus bracers of armor +1, 
  large falchion +1 
  Wisdom Drain (Su) A lamia drains 1d4 points of 
  Wisdom each time it hits with its melee touch 
  attack. (Unlike with other kinds of ability drain 
  attacks, a lamia does not heal damage when it 
  uses its Wisdom drain.) Lamias try to use this 
  power early in an encounter to make foes more 
  susceptible to charm monster and suggestion. 
   
  
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  APL 10 
  3A: A PATH BENEATH THE WAVES 
  ADVANCED SLIME CHUUL 
  CR 7 
  *Stormwrack 163 
  CE Large aberration (aquatic) 
  Init +5; Senses darkvision 60 ft., Listen +12, Spot 
  +12 
  Languages Aquan  
  AC 20, touch 12, flat-footed 19 
   
  (-1 size, +1 Dex, +2 deflection, +9 natural) 
  hp 87 (15 HD) 
  Immune poison 
  SR 16 
  Fort +7, Ref +6, Will +10 
  Speed 20 ft., swim 20 ft. 
  Melee 2 claws +14 (3d6+4)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +19  
  Atk Options Blind-Fight, Combat Reflexes, constrict 
  3d6+4, improved grab, paralytic tentacles (DC 17 
  Fort or paralyzed 6 rounds) 
  Abilities Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 
  3 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Improved Natural Armor, 
  Improved Natural Attack (claws) 
  Skills Hide +13, Listen +12, Spot +12, Swim +14 
  Constrict (Ex) An uchuulon deals 3d6+4 points of 
  damage with a successful grapple attack 
  Improved Grab (Ex) To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or, on its 
  next turn, transfer a grabbed character to its 
  tentacles. 
  Paralytic Tentacles (Ex) An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Protective Slime (Ex) The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hits made against the creature. 
  Skills An uchuulon 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. 
   
  5: ENTRANCE TO MADNESS 
  HARPY GHOST BARD 4 
  CR 10 
  CE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft., Listen +15, Spot 
  +11 
  Languages Common  
  Incorporeal AC 14, touch 13, flat-footed 11; Dodge 
   
  (+3 Dex, +1 natural) 
  Manifested AC 21, touch 21, flat-footed 18 
   
  (+3 Dex, +8 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 54 (11 HD)  
  Resist turn resistance +4  
  Immunity undead immunities 
  Fort +3, Ref +12, Will +10 
  Speed 20 ft. (4 squares), fly 80 ft. (perfect); Flyby 
  Attack 
  Melee club +9/+4 (1d6; no effect on non-ethereal 
  creatures) and  
   
  2 claws +4 (1d6; no effect on non-ethereal 
  creatures) 
  Ranged +1 crossbow +13/+8 (1d8+1; 19-20/x2; 50% 
  chance of missing non-ethereal target, even when 
  manifested; no harm when not manifested) 
  Base Atk +9; Grp +9  
  Atk Options draining touch, frightful moan 
  Special Actions bardic music 8/day (countersong, 
  fascinate, inspire courage, inspire competence), 
  captivating song, manifestation 
  Bard Spells Known (CL 4th): 
   2nd (2/day)—blur (DC 20), sound burst (DC 20) 
   1st (4/day)—charm person (DC 19), insidious 
  rhythm (DC 19), inspirational boost 
   0 (3/day)—dancing lights, daze (DC 18), flare (DC 
  18), songbird 
  Abilities Str 10, Dex 18, Con —, Int 10, Wis 12, Cha 
  26 
  SQ rejuvenation 
  Feats Dodge, Extra Music, Flyby Attack, Persuasive  
  Skills Bluff +22, Concentration +12Hide +11, 
  Intimidate +12, Listen +15, Move Silently +3, 
  Perform (oratory) +20, Search +10, Spot +11 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 21 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  
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  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save 
  Draining Touch (Su) A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each 
  successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it 
  adds its Strength modifier to attack rolls only. 
  Against nonethereal opponents, it adds its 
  Dexterity modifier to attack rolls only. 
  Frightful Moan (Su) A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save or become panicked for 2d4 rounds. This is  
  sonic necromantic mind-affecting fear effect. A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 
  24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, MM:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally 
  against ethereal targets. When a spellcasting 
  ghosts manifest, its spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  AQUATIC ELF GHOST FIGHTER 8 CR 
  10 
  *Stormwrack 39 
  CE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft., superior low-light 
  vision, Listen +11, Spot +15 
  Languages Common, Elven  
  Incorporeal AC 18, touch 13, flat-footed 16 
   
  (+3 Dex, +5 sharkskin armor (+2), +1 natural) 
  Manifested AC 14, touch 14, flat-footed 11 
   
  (+3 Dex, +1 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 45 (8 HD)  
  Immune undead immunities 
  Resist turn resistance +4  
  Fort +6, Ref +5, Will +2 (+4 against enchantments) 
  Speed 30 ft. (4 squares), swim 40 ft., fly 30 ft. 
  (perfect); Swim-By Attack 
  Melee +1 trident +14/+9 (1d8+5; does no harm to 
  material creatures)  or 
  Melee incorporeal touch +6 (1d4 points drained from 
  one ability score) or 
  Ranged aquatic crossbow +11/+6 (1d8; 19-20/x2; 
  does no harm to material creatures) 
  Base Atk +8; Grp +11 (non-ethereal) 
  Atk Options Cleave, Combat Reflexes, Point Blank 
  Shot, Power Attack  
  Special Actions horrific appearance, manifestation 
  Abilities Str 17, Dex 16, Con —, Int 10, Wis 10, Cha 
  12 
  SQ gills, rejuvenation 
  Feats CleaveB, Combat ReflexesB, Improved 
  Initiative, Point Blank ShotB, Power Attack, Swim-
  By Attack, Weapon Focus (trident)B, Weapon 
  Specialization (trident) B 
  Skills Bluff +1, Handle Animal +4, Hide +11, 
  Intimidate +4, Listen +11, Move Silently +3, Ride 
  +6, Search +10, Spot +15 , Survival +4, Swim +13 
  Possessions combat gear plus aquatic crossbow, 
  net, spear, +2 trident, +2 sharkskin armor 
  Superior Low-Light Vision (Ex) Aquatic elves can 
  see four times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of low 
  illumination. 
  Horrific Appearance (Su) Any living creature within 
  60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be affected by the same ghost’s horrific 
  appearance for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  
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  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, PH:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  Skills An aquatic elf who merely passes within 5 feet 
  of a secret or concealed door is entitled to a 
  Search check to notice it as if he were actively 
  looking for it.  
   
   
  An aquatic elf has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
   
  6: SHADOW, FEAR & LUNACY 
  HOUND OF GLOOM* 
  CR 9 
  *Lords of Madness 153  
  NE Large aberration 
  Init +2; Senses darkvision 60 ft., Listen +12, scent, 
  Spot +12 
  Languages Hound of Gloom, Undercommon 
  (understood not spoken)  
  AC 24, touch 11, flat-footed 22 
   
  (-1 size, +2 Dex, +13 natural) 
  hp 156 (12 HD)  
  Fort +13, Ref +6, Will +11 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +14 (2d6+6) and  
   
  2 claws +12 (1d6+3 plus poison) and  
   
  2 tentacle rakes +12 (1d6+3 plus poison) 
  Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) 
  Base Atk +9; Grp +19  
  Atk Options Cleave, Combat Reflexes, Improved 
  Grab, Power Attack, poison (DC 23 Fort, 1d8 
  Dex/1d8 Dex), pounce  
  Abilities Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 
  10 
  Feats Cleave, Combat Reflexes, Great Fortitude, 
  Multiattack, Power Attack  
  Skills Balance +6, Climb +18, Hide +0, Jump +18, 
  Listen +12, Move Silently +6, Spot +12 
  Improved Grab (Ex) To use this ability, the hound 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. 
  Poison (Ex) Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
  Pounce (Ex) If a hound of gloom charges a foe, it can 
  make a full attack, including two tentacle attacks. 
  Skills Hounds of the gloom have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  8: DEADLY ENTERTAINMENT 
  AMBASSADOR 
  CR 10 
  AMBASSADOR 
  CR 10 
  Female half-fiend harpy bard 6 
  CE Medium outsider 
  Init +10; Senses darkvision 60 ft., Listen +17, Spot 
  +16 
  Languages Common  
  AC 22, touch 16, flat-footed 18 
   
  (+6 Dex, +6 armor, +2 natural) 
  hp 62 (13 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 23 
  Fort +5, Ref +16, Will +13 
  Speed 20 ft. (4 squares), fly 80 ft. (average); 
  Melee +1 club +13/+8 (1d6+1) and  
   
  bite +10 (1d6+1), and 2 claws +10 (1d4+1) 
  Base Atk +11; Grp +12  
  Atk Options captivating song, smite good 1/day (+7 
  damage) 
  Special Actions bardic music (countersong, 
  fascinate, inspire competence, inspire courage +1, 
  suggestion) 
  Bard Spells Known (CL 6th): 
   2nd (4/day)—blur (DC 19), hold person (DC 19), 
  invisibility 
   1st (5/day)—charm person (DC 18), insidious 
  rhythm (DC 18), inspirational boost, joyful noise 
   0 (3/day)— dancing lights, daze (DC 17), flare (DC 
  17), know direction, lullaby (DC 17), songbird 
  Spell-Like Abilities (CL 13th): 
   3/day—darkness, poison (DC 16), unholy aura  
   1/day— blasphemy; contagion (DC 20); desecrate, 
  unholy blight (DC 21), unhallow 
  Combat Gear gauntlets of the blazing arc 
  Abilities Str 12, Dex 22, Con 12, Int 12, Wis 16, Cha 
  24 
  SQ bardic knowledge +7 
  Feats Dodge, Flyby Attack, Improved Initiative, 
  MultiAttack, Persuasive  
  Skills Bluff +26, Diplomacy +32, Disguise +10 (+12 to 
  act in character), Intimidate +30, Knowledge 
  (history) +6, Knowledge (nobility and royalty) +6, 
  Knowledge (religion) +6, Listen +17, Perform 
  (oratory) +26, Sense Motive +23, Spot +16, 
  Possessions combat gear plus circlet of persuasion, 
  +1 mithral shirt of blurring, +1 club 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 20 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  
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  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save. 
   
  AMBASSADOR’S GUARD 
  CR 14 
  Female half-fiendish Lamia 
  CR 8 
  CE Large outsider 
  Init +4; Senses darkvision 60 ft., Listen +8, Lowlight 
  vision; Spot +14 
  Languages Common  
  AC 23, touch 14, flat-footed 19; Dodge, Mobility 
   
  (-1 size, +4 Dex, +1 armor, +1 deflection, +8 
  natural) 
  hp 81 (10 HD); DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 20 
  Fort +9, Ref +11, Will +7 
  Speed 60 ft. (6 squares), fly 60 ft. (average); Spring 
  Attack 
  Melee touch +15 (1d4 Wis drain) or 
  Melee +large falchion +16/+11 (2d6+6; 19-20/x2) and 
  2 claws +10 (1d6+6) or 
  Melee 2 claws +15 (1d6+6; 19-20/x2) and bite +10 
  (1d8+6) or 
  Melee +1 large falchion +16/+11 (2d6+6; 19-20/x2) 
  and bite +10 (1d8+6) 
  Ranged +1 crossbow +14 (2d6; 19-20/x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +10; Grp +20  
  Atk Options smite good 1/day (+9 damage); Wisdom 
  drain 
  Spell-Like Abilities (CL 10th): 
   At Will—disguise self, ventriloquism 
   3/day—charm monster (DC 20), darkness, major 
  image (DC 13), mirror image, poison (DC 17), 
  suggestion (DC 15) 
   1/day—contagion (DC 16), deep slumber (DC 15), 
  desecrate, unholy blight (DC 16) 
  �Already cast 
  Abilities Str 22, Dex 19, Con 14, Int 17, Wis 15, Cha 
  14 
  Feats Dodge, Iron Will, Mobility, Spring Attack 
  Skills Bluff +19, Concentration +15, Diplomacy +17, 
  Disguise +15 (+17 acting in character), Hide +17, 
  Intimidate +17, Knowledge (planes) +9, Listen +8, 
  Move Silently +10, Search +6, Spot +14, Survival 
  +5 
  Possessions combat gear plus bracers of armor +1, 
  large falchion +1, ring of protection +1 
  Wisdom Drain (Su) A lamia drains 1d4 points of 
  Wisdom each time it hits with its melee touch 
  attack. (Unlike with other kinds of ability drain 
  attacks, a lamia does not heal damage when it 
  uses its Wisdom drain.) Lamias try to use this 
  power early in an encounter to make foes more 
  susceptible to charm monster and suggestion. 
  Skills Lamias have a +4 racial bonus on Hide and 
  Bluff checks. 
   
  
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  APL 12 
  3A: A PATH BENEATH THE WAVES 
  HALF-FIENDISH ADVANCED SLIME 
  CHUUL 
  CR 10 
  *Stormwrack163 
  CE Large outsider (aquatic) 
  Init +5; Senses darkvision 60 ft., Listen +12, Spot 
  +12 
  Languages Abyssal, Aquan, Common  
  AC 24, touch 15, flat-footed 22 
   
  (-1 size, +3 Dex, +2 deflection, +10 natural) 
  hp 102 (15 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 25 
  Fort +8, Ref +8, Will +10 
  Speed 20 ft.., fly 20 ft., swim 20 ft. 
  Melee 2 claws +16 (3d6+6) and  
   
  bite +11  (1d8+6) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +21  
  Atk Options Blind-Fight, Combat Reflexes, constrict 
  3d6+6, improved grab, paralytic tentacles (DC 17) 
  Special Atk smite good 1/day (+15 damage) 
  Spell-Like Abilities (CL 15th): 
   3/day—darkness, poison, unholy aura 
   1/day—contagion (DC 10), desecrate�, horrid 
  wilting (DC 15), unhallow�, unholy blight (DC 11) 
  �Already cast 
  Abilities Str 22, Dex 17, Con 16, Int 14, Wis 12, Cha 
  5 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative, Improved Natural Armor, 
  Improved Natural Attack (claws) 
  Skills Concentration +7, Hide +17, Intimidate +12, 
  Listen +21, Move Silently +8, Search +11, Spot 
  +21, Swim +32 
  Constrict (Ex) An uchuulon deals 3d6+4 points of 
  damage with a successful grapple attack 
  Improved Grab (Ex) To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or, on its 
  next turn, transfer a grabbed character to its 
  tentacles. 
  Paralytic Tentacles (Ex) An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Protective Slime (Ex) The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hits made against the creature. 
  Skills An uchuulon 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. 
   
  5: ENTRANCE TO MADNESS 
  HARPY GHOST BARD 6 
  CR 12 
  CE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft., Listen +15, Spot 
  +11 
  Languages Common  
  Incorporeal AC 14, touch 13, flat-footed 11; Dodge 
   
  (+3 Dex, +1 natural) 
  Manifested AC 21, touch 21, flat-footed 18; Dodge 
   
  (+3 Dex, +8 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 60 (13 HD)  
  Immune undead immunities 
  Resist turn resistance +4  
  Fort +4, Ref +13, Will +11 
  Speed 20 ft. (4 squares), fly 80 ft. (perfect); Flyby 
  Attack 
  Melee 2 claws +10/+5  (1d6; have no effect on non-
  ethereal creatures) 
  Ranged +2 crossbow +15/+10 (1d8; 19-20/x2; 50% 
  chance of missing non-ethereal target, even when 
  manifested; no harm when not manifested) 
  Base Atk +10; Grp +10  
  Atk Options draining touch,  
  Special Actions bardic music 10/day (countersong, 
  fascinate, inspire courage, inspire competence, 
  suggestion), captivating song, frightful moan, 
  manifestation 
  Bard Spells Known (CL 6th): 
   2nd (4/day)—blur (DC 20), hold person (DC 21), 
  sound burst (DC 20) 
   1st (5/day)—charm person (DC 20), insidious 
  rhythm (DC 20), inspirational boost, joyful noise  
   0 (3/day)—dancing lights, daze (DC 19), flare (DC 
  18), songbird 
  Abilities Str 10, Dex 18, Con —, Int 10, Wis 12, Cha 
  27 
  SQ rejuvenation 
  Feats Dodge, Extra Music, Flyby Attack, Persuasive, 
  Spell Focus (enchantment) 
  Skills Bluff +26, Concentration +16Hide +11, 
  Intimidate +12, Listen +15, Move Silently +3, 
  Perform (oratory) +22, Search +10, Spot +11 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  
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  spread must succeed on a DC 21 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save 
  Draining Touch (Su) A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each 
  successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it 
  adds its Strength modifier to attack rolls only. 
  Against nonethereal opponents, it adds its 
  Dexterity modifier to attack rolls only. 
  Frightful Moan (Su) A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save or become panicked for 2d4 rounds. This is  
  sonic necromantic mind-affecting fear effect. A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 
  24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, MM:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally 
  against ethereal targets. When a spellcasting 
  ghosts manifest, its spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets. 
   
  AQUATIC ELF* GHOST FIGHTER 10
   
  CR 12 
  *Stormwrack 39 
  CE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft., superior low-light 
  vision, Listen +11, Spot +15 
  Languages Common, Elven  
  Incorporeal AC 18, touch 13, flat-footed 16 
   
  (+3 Dex, +5 sharkskin armor, +1 natural) 
  Manifested AC 14, touch 14, flat-footed 11 
   
  (+3 Dex, +1 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 55 (10 HD)  
  Immune undead immunities  
  Resist turn resistance +4  
  Fort +7, Ref +6, Will +3 (+5 against enchantments) 
  Speed 30 ft. (6 squares), swim 40 ft., fly 30 ft. 
  (perfect); Swim-By Attack 
  Melee +2 trident +16/+11 (1d8+5; does no harm to 
  material creatures)  or 
  Melee incorporeal touch +6 (1d4 points drained from 
  one ability score) 
  Ranged +1 aquatic crossbow +14/+9 (1d8; 19-20/x2; 
  does no harm to material creatures) 
  Base Atk +10; Grp +13 (non-ethereal)  
  Atk Options Cleave, Combat Reflexes, Great 
  Cleave, Point Blank Shot 
  Special Actions horrific appearance, manifestation 
  Abilities Str 17, Dex 16, Con —, Int 10, Wis 10, Cha 
  12 
  SQ gills, rejuvenation 
  Feats CleaveB, Combat ReflexesB, Great CleaveB, 
  Improved Critical, Improved Initiative, Point Blank 
  ShotB, Power Attack, Swim-By Attack, Weapon 
  Focus (trident)B, Weapon Specialization (trident) B, 
  Skills Bluff +1, Handle Animal +4, Hide +11, 
  Intimidate +8, Listen +11, Move Silently +3, Ride 
  +6, Search +10, Spot +15 , Survival +4, Swim +13 
  Possessions aquatic crossbow, net, spear, +1 ghost-
  touch trident 
  Superior Low-Light Vision (Ex) Aquatic elves can 
  see four times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of low 
  illumination. 
  Horrific Appearance (Su) Any living creature within 
  60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be affected by the same ghost’s horrific 
  appearance for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  
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  Page 37 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, PH:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally 
  against ethereal targets. When a spellcasting 
  ghosts manifest, its spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
  Skills An aquatic elf who merely passes within 5 feet 
  of a secret or concealed door is entitled to a 
  Search check to notice it as if he were actively 
  looking for it.  
   
   
  An aquatic elf has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
   
  6: SHADOW, FEAR & LUNACY 
  HOUND OF GLOOM* 
  CR 9 
  *Lords of Madness 153  
  NE Large aberration 
  Init +2; Senses darkvision 60 ft., Listen +12, scent, 
  Spot +12 
  Languages Hound of Gloom, Undercommon 
  (understood not spoken)  
  AC 24, touch 11, flat-footed 22 
   
  (-1 size, +2 Dex, +13 natural) 
  hp 156 (12 HD)  
  Fort +13, Ref +6, Will +11 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +14 (2d6+6) and  
   
  2 claws +12 (1d6+3 plus poison) and  
   
  2 tentacle rakes +12 (1d6+3 plus poison) 
  Space 10 ft.; Reach 5 ft. (10 ft. with tentacles) 
  Base Atk +9; Grp +19  
  Atk Options Cleave, Combat Reflexes, Improved 
  Grab, Power Attack, poison (DC 23 Fort, 1d8 
  Dex/1d8 Dex), pounce  
  Abilities Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 
  10 
  Feats Cleave, Combat Reflexes, Great Fortitude, 
  Multiattack, Power Attack  
  Skills Balance +6, Climb +18, Hide +0, Jump +18, 
  Listen +12, Move Silently +6, Spot +12 
  Improved Grab (Ex) To use this ability, the hound 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. 
  Poison (Ex) Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
  Pounce (Ex) If a hound of gloom charges a foe, it can 
  make a full attack, including two tentacle attacks. 
  Skills Hounds of the gloom have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  8: DEADLY ENTERTAINMENT 
  AMBASSADOR 
  CR 12 
  Female half-fiend harpy bard 7 
  CE Medium outsider 
  Init +10; Senses darkvision 60 ft., Listen +17, Spot 
  +16 
  Languages Common  
  AC 22, touch 16, flat-footed 18 
   
  (+6 Dex, +6 armor, +2 natural) 
  hp 66 (14 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 23 
  Fort +5, Ref +16, Will +13 
  Speed 20 ft. (4 squares), fly 80 ft. (average); 
  Melee +1 club +14/+9 (1d6+1) and  
   
  bite +11 (1d6+1), and 2 claws +11 (1d4+1) 
  Base Atk +12; Grp +13  
  Atk Options captivating song, smite good 1/day (+7 
  damage) 
  Special Actions bardic music (countersong, 
  fascinate, inspire competence, inspire courage +1, 
  suggestion) 
  Bard Spells Known (CL 7th): 
   3rd (2/day)—blink; deep slumber (DC 20);  
   2nd (4/day)—blur (DC 19), glitterdust (DC 19), hold 
  person (DC 19), invisibility 
   1st (5/day)—charm person (DC 18), insidious 
  rhythm (DC 18), inspirational boost, joyful noise 
   0 (3/day)— dancing lights, daze (DC 17), flare (DC 
  17), know direction, lullaby (DC 17), songbird 
  Spell-Like Abilities (CL 13th): 
   3/day—darkness, poison (DC 16), unholy aura  
   1/day— blasphemy; contagion (DC 20); desecrate, 
  unholy blight (DC 21), unhallow 
  Combat Gear gauntlets of the blazing arc 
  Abilities Str 12, Dex 22, Con 12, Int 12, Wis 16, Cha 
  24 
  SQ bardic knowledge +7 
  Feats Dodge, Flyby Attack, Improved Initiative, 
  MultiAttack, Persuasive  
  
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  Page 38 
  Skills Bluff +27, Diplomacy +33, Disguise +11 (+13 to 
  act in character), Intimidate +31, Knowledge 
  (history) +6, Knowledge (nobility and royalty) +6, 
  Knowledge (religion) +6, Listen +17, Perform 
  (oratory) +27, Sense Motive +23, Spot +16, 
  Possessions combat gear plus circlet of persuasion, 
  +1 mithral shirt of blurring, +1 club 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 20 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save. 
   
  AMBASSADOR’S BODYGUARD CR 12 
  Female half-fiendish lamia  
  CE Huge outsider 
  Init +3; Senses darkvision 60 ft., Listen +11, Lowlight 
  vision; Spot +16 
  Languages Common, Elven, Infernal, Undercommon  
  AC 24, touch 12, flat-footed 20; Dodge 
   
  (-2 size, +3 Dex, +1 armor, +1 deflection, +11 
  natural) 
  hp 120 (15 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 25 
  Fort +14, Ref +12, Will +9 
  Speed 60 ft. (6 squares), fly 60 ft. (average);Spring 
  Attack 
  Melee touch +23 (1d4 Wis drain) or 
  Melee +1 large falchion+24/+19 (2d6+10; 19-20/x2) 
  and 2 claws +14 (1d8+10) or 
  Melee 2 claws +23 (1d8+10; 19-20/x2) and  
   
  bite +21 (12d6+10) or 
  Melee +1 large falchion +24/+19 (2d6+10; 19-20/x2) 
  and bite +19 (2d6+10) 
  Ranged crossbow +17 (2d6; 19-20/x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +27  
  Atk Options smite good 1/day (+15 damage); 
  Wisdom drain (see Melee touch attack above) 
  Spell-Like Abilities (CL 15th): 
  At Will—disguise self, ventriloquism 
  3/day—charm monster (DC 20), darkness, major 
  image (DC 13), mirror image, poison (DC 18), 
  suggestion (DC 15), unholy aura (DC 21), unholy 
  blight (DC 16), unhallow (DC 18) 
  1/day—contagion (DC 16), deep slumber (DC 15), 
  desecrate, horrid wilting (DC 21), unholy blight 
  (DC 16) 
  Abilities Str 30, Dex 17, Con 20, Int 18, Wis 15, Cha 
  14 
  Feats Dodge, Iron Will, Mobility, Multi-Attack, Spring 
  Attack, Track 
  Skills Bluff +24, Concentration +25, Diplomacy +20, 
  Disguise +20 (+22 acting in character), Hide +21, 
  Intimidate +22, Knowledge (planes) +13, Listen 
  +11, Move Silently +12, Search +10, Spot +16, 
  Survival +9 (+11 on other planes; +11 Tracking) 
  Possessions bracers of armor +1, large falchion +1, 
  ring of protection +1 
  Wisdom Drain (Su) A lamia drains 1d4 points of 
  Wisdom each time it hits with its melee touch 
  attack. (Unlike with other kinds of ability drain 
  attacks, a lamia does not heal damage when it 
  uses its Wisdom drain.) Lamias try to use this 
  power early in an encounter to make foes more 
  susceptible to charm monster and suggestion. 
   
   
  
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  APL 14
  3A: A PATH BENEATH THE WAVES 
  HALF-FIENDISH ADVANCED 
   
   
   SLIME 
  CHUUL  
  CR 11 
  *Stormwrack 163 
  CE Huge outsider (aquatic) 
  Init +5; Senses darkvision 60 ft., Listen +25, Spot 
  +25 
  Languages Abyssal, Aquan, Common 
  AC 26, touch 15, flat-footed 25 
   
  (-2 size, +3 Dex, +2 deflection, +13 natural) 
  hp 118 (19 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 29 
  Fort +9, Ref +9, Will +12 
  Speed 20 ft., fly 20 ft., swim 20 ft. 
  Melee 2 claws +22 (3d8+10) and  
   
  bite +17  (2d8+10) 
  Space 15 ft.; Reach 5 ft. 
  Base Atk +14; Grp +34  
  Atk Options Blind-Fight, Combat Expertise, Combat 
  Reflexes, constrict 3d6+6, improved grab, paralytic 
  tentacles (DC 17 Fort or paralyzed 6 rounds) 
  Special Atk smite good 1/day (+19 damage) 
  Spell-Like Abilities (CL 19th): 
   3/day—darkness, poison, unholy aura 
   1/day—contagion (DC 10), desecrate�, destruction 
  (DC 14); horrid wilting (DC 15),  summon monster 
  (fiends only); unhallow�, unholy blight (DC 11) 
  �Already cast 
  Abilities Str 30, Dex 16, Con 20, Int 14, Wis 12, Cha 
  5 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Combat Reflexes, Improved Initiative, Improved 
  Natural Armor, Improved Natural Attack (claws) 
  Skills Bluff +4, Concentration +14, Hide +17, 
  Intimidate +14, Listen +25, Move Silently +6, 
  Search +13, Spot +25, Swim +40 
  Constrict (Ex) An uchuulon deals 3d6+4 points of 
  damage with a successful grapple attack 
  Improved Grab (Ex) To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or, on its 
  next turn, transfer a grabbed character to its 
  tentacles. 
  Paralytic Tentacles (Ex) An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Protective Slime (Ex) The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hits made against the creature. 
  Skills An uchuulon 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. 
   
  5: ENTRANCE TO MADNESS 
  HARPY GHOST BARD 7 
  CR 13 
  CE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft., Listen +15, Spot 
  +11 
  Languages Common  
  Incorporeal AC 14, touch 13, flat-footed 11; Dodge 
   
  (+3 Dex, +1 natural) 
  Manifested AC 21, touch 21, flat-footed 18; Dodge 
   
  (+3 Dex, +8 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 63 (14 HD)  
  Immune undead immunities 
  Resist turn resistance +4  
  Fort +4, Ref +13, Will +11 
  Speed 20 ft. (4 squares), fly 80 ft. (perfect); Flyby 
  Attack 
  Melee 2 claws +11/+6  (1d6; have no effect on non-
  ethereal creatures) 
  Ranged +2 crossbow +16/+11 (1d8; 19-20/x2; 50% 
  chance of missing non-ethereal target, even when 
  manifested; no harm when not manifested) 
  Base Atk +11; Grp +11  
  Atk Options draining touch 
  Special Actions frightful moan 
  Special Actions bardic music 11/day (countersong, 
  fascinate, inspire courage, inspire competence, 
  suggestion), captivating song, manifestation 
  Bard Spells Known (CL 7th): 
   3rd (2/day)—haunting tune (DC 22), wounding 
  whispers  
   2nd (4/day)—blur (DC 20), hold person (DC 21), 
  invisibility; sound burst (DC 20) 
   1st (5/day)—charm person (DC 20), insidious 
  rhythm (DC 20), inspirational boost, joyful noise  
   0 (3/day)—dancing lights, daze (DC 19), flare (DC 
  18), songbird 
  Abilities Str 10, Dex 18, Con —, Int 10, Wis 12, Cha 
  27 
  SQ rejuvenation 
  Feats Dodge, Extra Music, Flyby Attack, Persuasive, 
  Spell Focus (Enchantment) 
  
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  Skills Bluff +26, Concentration +16Hide +11, 
  Intimidate +12, Listen +15, Move Silently +3, 
  Perform (oratory) +24, Search +10, Spot +11 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 21 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save 
  Draining Touch (Su) A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each 
  successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it 
  adds its Strength modifier to attack rolls only. 
  Against nonethereal opponents, it adds its 
  Dexterity modifier to attack rolls only. 
  Frightful Moan (Su) A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save or become panicked for 2d4 rounds. This is  
  sonic necromantic mind-affecting fear effect. A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 
  24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, MM:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally 
  against ethereal targets. When a spellcasting 
  ghosts manifest, its spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets. 
   
  AQUATIC ELF GHOST FIGHTER 11
   
  CR 13 
  *Stormwrack 39 
  CE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft., superior low-light 
  vision, Listen +11, Spot +15 
  Languages Common, Elven  
  Incorporeal AC 18, touch 13, flat-footed 16 
   
  (+3 Dex, +5 sharkskin armor (+2), +1 natural) 
  Manifested AC 14, touch 14, flat-footed 11 
   
  (+3 Dex, +1 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 60 (11 HD)  
  Immune undead immunities  
  Resist turn resistance +4  
  Fort +7, Ref +6, Will +3 (+5 against enchantments) 
  Speed 30 ft. (4 squares), swim 40 ft., fly 30 ft. 
  (perfect); Swim-By Attack 
  Melee +1 ghost-touch trident +17/+12/+7 (1d8+5, 19-
  20; 50% chance of missing non-ethereal target, 
  even when manifested; no harm when not 
  manifested)  or 
  Melee incorporeal touch +6 (1d4 points drained from 
  one ability score) or 
  Ranged +1 aquatic crossbow +15/+10/+5 (1d8; 19-
  20/x2; does no harm to material creatures) 
  Base Atk +11; Grp +14 (non-ethereal)  
  Atk Options Cleave, Combat Reflexes, Great 
  Cleave, Point Blank Shot, Powe Atack 
  Special Actions horrific appearance, manifestation 
  Abilities Str 17, Dex 16, Con —, Int 10, Wis 10, Cha 
  12 
  SQ gills, rejuvenation 
  Feats CleaveB, Combat ReflexesB, Great CleaveB, 
  Improved Critical, Improved Initiative, Point Blank 
  ShotB, Power Attack, Swim-By Attack, Weapon 
  Focus (trident)B, Weapon Specialization (trident) B 
  Skills Bluff +1, Handle Animal +4, Hide +11, 
  Intimidate +8, Listen +11, Move Silently +3, Ride 
  +6, Search +10, Spot +15 , Survival +4, Swim 
  +14 
  Possessions aquatic crossbow, net, spear, +1 ghost 
  touch trident 
  Superior Low-Light Vision (Ex) Aquatic elves can 
  see four times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of low 
  illumination. 
  Horrific Appearance (Su) Any living creature within 
  60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  
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  Page 41 
  be affected by the same ghost’s horrific 
  appearance for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, PH:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally 
  against ethereal targets. When a spellcasting 
  ghosts manifest, its spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets. 
  Skills An aquatic elf who merely passes within 5 feet 
  of a secret or concealed door is entitled to a 
  Search check to notice it as if he were actively 
  looking for it.  
   
   
  An aquatic elf has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
   
  6: SHADOW, FEAR & LUNACY 
  ADVANCED DUNGEONBRED* HOUND 
  OF GLOOM* 
  CR 12 
  * Dungeonscape 112 
  **Lords of Madness 153  
  NE Large aberration 
  Init +7; Senses darkvision 60 ft., Listen +17, scent, 
  Spot +17 
  Languages Hound of Gloom, Undercommon 
  (understood not spoken)  
  AC 27, touch 11, flat-footed 24 
   
  (-2 size, +3 Dex, +16 natural) 
  hp 266 (24 HD)  
  Fort +19 (+21 against disease and poison), Ref +13, 
  Will +19 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +28 (3d6+10) and  
   
  2 claws +26 (1d8+5  plus poison) and  
   
  2 tentacle rakes +26 (1d8+5 plus poison) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +18; Grp +34  
  Atk Options Cleave, Combat Reflexes, Great 
  Cleave, Improved Grab, Power Attack, poison (DC 
  23 Fort, 1d8 Dex/1d8 Dex), pounce  
  Abilities Str 34, Dex 16, Con 32, Int 10, Wis 17, Cha 
  10 
  SQ easy maintenance 
  Feats Cleave, Combat Reflexes, EnduranceB, 
  Improved Initiative, Iron Will, Improved Natural 
  AttackB, Lightning Reflexes, Great Cleave, Great 
  Fortitude, Multiattack, Power Attack  
  Skills Balance +10, Climb +25, Hide +1,Jump +27, 
  Listen +17, Move Silently +11, Spot +17 
  Improved Grab (Ex) To use this ability, the hound 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. 
  Poison (Ex) Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
  Pounce (Ex) If a hound of gloom charges a foe, it can 
  make a full attack, including two tentacle attacks. 
  Easy Maintenance (Ex) Dungeonbred monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller thant he base creature. Further, all 
  carnivorous dungeonbred monsters that are bred 
  for the same dungeon will eat the same type of 
  prey eagerly, regardless of the base creature used 
  in each case, cutting down on the need to import 
  exotic prey for different monsters. 
  Skills Hounds of the gloom can always choose to 
  take 10 on Climb checks, even if rushed or 
  threatened. 
   
  8: DEADLY ENTERTAINMENT 
  AMBASSADOR 
  CR 14 
  Female half-fiend harpy bard 8 
  CE Medium outsider 
  Init +10; Senses darkvision 60 ft., Listen +19, Spot 
  +17 
  Languages Common  
  AC 22, touch 16, flat-footed 18 
   
  (+6 Dex, +6 armor, +2 natural) 
  hp 70 (15 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 23 
  Fort +5, Ref +17, Will +14 
  Speed 20 ft. (4 squares), fly 80 ft. (average); 
  Melee +1 club +15/+10 (1d6+1) and  
   
  bite +12 (1d6+1), and 2 claws +12 (1d4+1) 
  Base Atk +13; Grp +14  
  Atk Options captivating song, smite good 1/day (+7 
  damage) 
  Special Actions bardic music (countersong, 
  fascinate, inspire competence, inspire courage +2, 
  suggestion) 
  Bard Spells Known (CL 7th): 
  
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  Page 42 
   3rd (3/day)—blink; deep slumber (DC 21), 
  displacement   
   2nd (5/day)—blur (DC 19), glitterdust (DC 19), hold 
  person (DC 20), invisibility 
   1st (4/day)—charm person (DC 19), insidious 
  rhythm (DC 19), inspirational boost, joyful noise 
   0 (3/day)— dancing lights, daze (DC 17), flare (DC 
  17), know direction, lullaby (DC 18), songbird 
  Spell-Like Abilities (CL 13th): 
   3/day—darkness, poison (DC 16), unholy aura  
   1/day— blasphemy; contagion (DC 20); desecrate, 
  unholy blight (DC 21), unhallow 
  Combat Gear gauntlets of the blazing arc 
  Abilities Str 12, Dex 22, Con 12, Int 12, Wis 16, Cha 
  24 
  SQ bardic knowledge +7 
  Feats Dodge, Flyby Attack, Improved Initiative, 
  MultiAttack, Persuasive, Spell Focus 
  (Enchantment)  
  Skills Bluff +27, Diplomacy +33, Disguise +11 (+13 to 
  act in character), Intimidate +31, Knowledge 
  (history) +7, Knowledge (nobility and royalty) +7, 
  Knowledge (religion) +7, Listen +19, Perform 
  (oratory) +27, Sense Motive +23, Spot +17, 
  Possessions combat gear plus circlet of persuasion, 
  +1 mithral shirt of blurring, +1 club 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 20 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save. 
   
  AMBASSADOR’S GUARD 
  CR 13 
  Female half-fiendish lamia 
  CE Huge outsider 
  Init +4; Senses darkvision 60 ft., Listen +15, Lowlight 
  vision; Spot +23 
  Languages Common, Elven, Infernal, Undercommon  
  AC 28, touch 16, flat-footed 21; Dodge, Mobility 
   
  (-2 size, +6 Dex, +1 armor, +1 deflection, +1 
  insight, +11 natural) 
  hp 180 (21 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 31 
  Fort +17, Ref +18, Will +12 
  Speed 60 ft., fly 60 ft. (average); Spring Attack 
  Melee touch +29 (1d4 Wis drain) or 
  Melee +1 large falchion +30/+25 (2d6+10; 19-20/x2) 
  and 2 claws +20 (1d8+10) or 
  Melee 2 claws +29 (1d8+10; 19-20/x2) and bite +27 
  (12d6+10) or 
  Melee +1 large falchion+30/+25 (2d6+10; 19-20/x2) 
  and bite +25 (2d6+10) 
  Ranged crossbow +26 (2d6; 19-20/x2) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +21; Grp +34  
  Atk Options Combat Expertise, Improved Feint, 
  smite good 1/day (+20 damage); Wisdom drain 
  Spell-Like Abilities (CL 21st): 
   At Will—disguise self, ventriloquism 
   3/day—charm monster (DC 20), darkness, major 
  image (DC 13), mirror image, poison (DC 19), 
  suggestion (DC 15), unholy aura (DC 21), unhallow 
  (DC 18) 
   1/day—contagion (DC 16), deep slumber (DC 13), 
  desecrate, destruction (DC 19), horrid wilting (DC 
  21), summon monster IX (fiends only), unholy blight 
  (DC 16) 
  Abilities Str 30, Dex 22, Con 20, Int 18, Wis 16, Cha 
  14 
  Feats Combat Expertise, Dodge, Improved Feint, Iron 
  Will, Mobility, Multi-Attack, Spring Attack, Track 
  Skills Bluff +30, Concentration +29, Diplomacy +26, 
  Disguise +26 (+28 acting in character), Hide +30, 
  Intimidate +28, Knowledge (planes) +16, Listen 
  +15, Move Silently +18, Search +13, Spot +23, 
  Survival +13 (+15 on other planes; +15 Tracking) 
  Possessions combat gear plus bracers of armor +1, 
  gloves of Dexterity +4, dusty rose ioun stone, 
  falchion +1, ring of protection +1 
  Wisdom Drain (Su) A lamia drains 1d4 points of 
  Wisdom each time it hits with its melee touch 
  attack. (Unlike with other kinds of ability drain 
  attacks, a lamia does not heal damage when it 
  uses its Wisdom drain.) Lamias try to use this 
  power early in an encounter to make foes more 
  susceptible to charm monster and suggestion. 
   
  
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  APL 16 
  3A: A PATH BENEATH THE 
  WAVES 
  HALF-FIENDISH SLIME CHUUL    CR 13 
  *Stormwrack 163 
  CE Huge outsider (aquatic) 
  Init +5; Senses darkvision 60 ft., Listen +33, Spot 
  +33 
  Languages Abyssal, Aquan, Common 
  AC 27, touch 16, flat-footed 25 
   
  (-2 size, +4 Dex, +2 deflection, +13 natural) 
  hp 150 (27 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 35 
  Fort +12, Ref +13, Will +16 
  Speed 20 ft., fly 20 ft., swim 20 ft. 
  Melee 2 claws +28 (3d8+10) and bite +26  (2d8+10) 
  Space 15 ft.; Reach 5 ft. 
  Base Atk +20; Grp +38  
  Atk Options Blind-Fight, Combat Expertise, Combat 
  Reflexes, constrict 3d6+6, improved grab, paralytic 
  tentacles (DC 17 Fort or paralyzed 6 rounds), smite 
  good 1/day (+20 damage) 
  Spell-Like Abilities (CL 27th): 
   3/day—darkness, poison, unholy aura 
   1/day—contagion (DC 10), desecrate�, destruction 
  (DC 14), horrid wilting (DC 15),  summon monster 
  (fiends only), unhallow�, unholy blight (DC 11) 
  �Already cast 
  Abilities Str 30, Dex 18, Con 20, Int 14, Wis 12, Cha 
  5 
  SQ amphibious, protective slime 
  Feats Alertness, Blind-Fight, Combat Expertise, 
  Combat Reflexes, Improved Feint, Improved 
  Initiative, Improved Natural Armor, Improved 
  Natural Attack (claws), Multi-Attack  
  Skills Bluff +18, Concentration +18, Hide +26, 
  Intimidate +20, Listen +33, Move Silently +11, 
  Search +17, Spot +33, Swim +48 
  Constrict (Ex) An uchuulon deals 3d6+4 points of 
  damage with a successful grapple attack 
  Improved Grab (Ex) To use this ability, an uchuulon 
  must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or, on its 
  next turn, transfer a grabbed character to its 
  tentacles. 
  Paralytic Tentacles (Ex) An uchuulon can transfer 
  grabbed targets from a claw to its tentacles as a 
  move action. The tentacles grapple with the same 
  strength as the claw but deal no damage. 
  However, they exude a paralytic secretion. Anyone 
  held in the tentacles must succeed on a DC 17 
  Fortitude save each round on the uchuulon’s turn 
  or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, 
  paralyzed or not, a target automatically takes 
  1d8+2 points of damage each round from the 
  creature’s mandibles. 
  Protective Slime (Ex) The uchuulon exudes a 
  transparent mucous that provides a +2 deflection 
  bonus to the creature’s Armor Class. The slime 
  suspends and protects the uchuulon’s vital organs 
  as well and has a 50% chance of negating any 
  critical hits made against the creature. 
  Skills An uchuulon 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. 
   
  5: ENTRANCE TO MADNESS 
  HARPY GHOST BARD 9 
  CR 15 
  CE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft., Listen +15, Spot 
  +11 
  Languages Common  
  Incorporeal AC 14, touch 13, flat-footed 11; Dodge 
   
  (+3 Dex, +1 natural) 
  Manifested AC 21, touch 21, flat-footed 18; Dodge 
   
  (+3 Dex, +8 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 69 (16 HD)  
  Resist turn resistance +4  
  Fort +4, Ref +14, Will +12 
  Speed 20 ft. (4 squares), fly 80 ft. (perfect); Flyby 
  Attack 
  Melee 2 claws +12/+7  (1d6; have no effect on non-
  ethereal creatures) 
  Ranged +2 crossbow +17/+16 (1d8; 19-20/x2; 50% 
  chance of missing non-ethereal target, even when 
  manifested; no harm when not manifested) 
  Base Atk +12; Grp +12  
  Atk Options draining touch 
  Special Actions frightful moan 
  Special Actions bardic music 13/day (inspire 
  courage, inspire competence, suggestion), 
  captivating song, manifestation 
  Bard Spells Known (CL 8th): 
   3rd (4/day)—haunting tune (DC 23), wounding 
  whispers; see invisibility  
   2nd (5/day)—blur (DC 20), hold person (DC 22), 
  invisibility; sound burst (DC 20) 
   1st (5/day)—charm person (DC 21), insidious 
  rhythm (DC 21), inspirational boost, joyful noise  
   0 (3/day)—dancing lights, daze (DC 20 Will), flare 
  (DC 18), songbird 
  Abilities Str 10, Dex 18, Con —, Int 10, Wis 12, Cha 
  27 
  SQ rejuvenation 
  Feats Dodge, Extra Music, Flyby Attack, Greater 
  Spell Focus, Persuasive, Spell Focus 
  (Enchantment) 
  
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  Skills Bluff +26, Concentration +19Hide +11, 
  Intimidate +18, Listen +15, Move Silently +3, 
  Perform (oratory) +27, Search +10, Spot +11 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 21 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save 
  Draining Touch (Su) A ghost that hits a living target 
  with its incorporeal touch attack drains 1d4 points 
  from any one ability score it selects. On each 
  successful attack, the ghost heals 5 points of 
  damage to itself. Against ethereal opponents, it 
  adds its Strength modifier to attack rolls only. 
  Against nonethereal opponents, it adds its 
  Dexterity modifier to attack rolls only. 
  Frightful Moan (Su) A ghost can emit a frightful 
  moan as a standard action. All living creatures 
  within a 30-foot spread must succeed on a Will 
  save or become panicked for 2d4 rounds. This is  
  sonic necromantic mind-affecting fear effect. A 
  creature that successfully saves against the moan 
  cannot be affected by the same ghost’s moan for 
  24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, MM:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally 
  against ethereal targets. When a spellcasting 
  ghosts manifest, its spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets. 
   
  AQUATIC ELF GHOST FIGHTER 13
   
  CR 15 
  *Stormwrack 39 
  CE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft., superior low-light 
  vision, Listen +11, Spot +15 
  Languages Common, Elven  
  Incorporeal AC 18, touch 13, flat-footed 16 
   
  (+3 Dex, +5 sharkskin armor (+2), +1 natural) 
  Manifested AC 14, touch 14, flat-footed 11 
   
  (+3 Dex, +1 deflection, +0 natural) 
  Miss Chance 50% even when manifested 
  hp 70 (13 HD)  
  Immune to sleep spells and effects,  
  Resist turn resistance +4  
  Fort +8, Ref +7, Will +4 (+6 against enchantments) 
  Speed 30 ft. (4 squares), swim 40 ft., fly 30 ft. 
  (perfect); Swim-By Attack 
  Melee +2 ghost-touch trident +20/+15/+10 (1d8+5, 
  19-20/x2; 50% chance of missing non-ethereal 
  target, even when manifested; no harm when not 
  manifested) or 
  Melee incorporeal touch +13 (1d4 points drained from 
  one ability score) or 
  Melee +2 trident +20/+15/10 (1d8+5, 19-20/x2; 50% 
  chance of missing non-ethereal target, even when 
  manifested; no harm when not manifested)  
  Ranged +1 aquatic crossbow +18/+13/+8 (1d8; 19-
  20/x2; does no harm to material creatures) 
  Base Atk +13; Grp +17 (non-ethereal)  
  Atk Options Blind-Fight, Cleave, Combat Reflexes, 
  Great Cleave, Point Blank Shot, Power Attack 
  Special Actions horrific appearance, manifestation 
  Abilities Str 18, Dex 16, Con —, Int 10, Wis 10, Cha 
  12 
  SQ gills, rejuvenation 
  Feats Blind-FightB, CleaveB, Combat ReflexesB, Great 
  CleaveB, Improved Critical, Improved Initiative, 
  Point Blank ShotB, Power Attack, Swim-By Attack, 
  Track, Weapon Focus (trident)B, Weapon 
  Specialization (trident) B 
  Skills Bluff +1, Handle Animal +4, Hide +11, 
  Intimidate +8, Listen +11, Move Silently +3, Ride 
  +6, Search +10, Spot +15 , Survival +4, Swim +14 
  Possessionsaquatic crossbow, net, spear, +1 ghost-
  touch trident 
  Superior Low-Light Vision (Ex) Aquatic elves can 
  see four times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of low 
  illumination. 
  Horrific Appearance (Su) Any living creature within 
  60 feet that views a ghost must succeed on a 
  Fortitude save or immediately take 1d4 points of 
  Strength damage, 1d4 points of Dexterity damage, 
  
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  and 1d4 points of Constitution damage. A creature 
  that successfully saves against this effect cannot 
  be affected by the same ghost’s horrific 
  appearance for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A 
  ghost dwells on the Ethereal Plane and, as an 
  ethereal creature, it cannot affect or be affected by 
  anything in the material world. When a ghost 
  manifests, it partly enters the Material Plane and 
  becomes visible but incorporeal on the Material 
  Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested ghost can 
  pass through solid objects at will, and its own 
  attacks pass through armor. A manifested ghost 
  always moves silently. 
  A manifested ghost can strike with its touch attack or 
  with a ghost touch weapon (see Ghostly 
  Equipment, PH:118). A manifested ghost remains 
  partially on the Ethereal Plane where it is not 
  incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the 
  Ethereal Plane. The ghost’s incorporeality helps 
  protect it from foes on the Material Plane, but not 
  from foes on the Ethereal plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets 
  on the Material Plane, but they work normally 
  against ethereal targets. When a spellcasting 
  ghosts manifest, its spells continue to affect 
  ethereal targets and can affect targets on the 
  Material Plane normally unless the spells rely on 
  touch. A manifested ghost’s touch spells don’t work 
  on nonethereal targets. 
  Skills An aquatic elf who merely passes within 5 feet 
  of a secret or concealed door is entitled to a 
  Search check to notice it as if he were actively 
  looking for it.  
   
   
  An aquatic elf has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. He can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  He can use the run action while swimming, 
  provided he swims in a straight line. 
   
  6: SHADOW, FEAR & LUNACY 
  ADVANCED DUNGEONBRED* HOUND 
  OF GLOOM** 
   
  CR 12 
  * Dungeonscape 112 
  **Lords of Madness 153  
  NE Large aberration 
  Init +7; Senses darkvision 60 ft., Listen +17, scent, 
  Spot +17 
  Languages Hound of Gloom, Undercommon 
  (understood not spoken)  
  AC 27, touch 11, flat-footed 24 
   
  (-2 size, +3 Dex, +16 natural) 
  hp 266 (24 HD)  
  Fort +19 (+21 against disease and poison), Ref +13, 
  Will +19 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee bite +28 (3d6+10) and  
   
  2 claws +26 (1d8+5  plus poison) and  
   
  2 tentacle rakes +26 (1d8+5 plus poison) 
  Space 15 ft.; Reach 10 ft. (15 ft. with tentacles) 
  Base Atk +18; Grp +34  
  Atk Options Cleave, Great Cleave, Combat 
  Reflexes, Improved Grab, Power Attack, poison 
  (DC 23 Fort, 1d8 Dex/1d8 Dex), pounce  
  Abilities Str 34, Dex 16, Con 32, Int 10, Wis 17, Cha 
  10 
  Special Qualities: easy maintenance,  
  Feats EnduranceB, Improved Initiative, Iron Will, 
  Improved Natural AttackB, Lightning Reflexes, 
  Great Cleave, Cleave, Combat Reflexes, Great 
  Fortitude, Multiattack, Power Attack  
  Skills Balance +10, Climb +25, Hide +1,Jump +27, 
  Listen +17, Move Silently +11, Spot +17 
  Improved Grab (Ex) To use this ability, the hound 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. 
  Poison (Ex) Injury, Fortitude DC 23, initial and 
  secondary damage 1d8 Dex. The save DC is 
  Constitution-based. 
  Pounce (Ex) If a hound of gloom charges a foe, it can 
  make a full attack, including two tentacle attacks. 
  Easy Maintenance (Ex) Dungeonbred monsters 
  consume food and water as if they were one size 
  smaller than they actually are (and thus two sizes 
  smaller thant he base creature. Further, all 
  carnivorous dungeonbred monsters that are bred 
  for the same dungeon will eat the same type of 
  prey eagerly, regardless of the base creature used 
  in each case, cutting down on the need to import 
  exotic prey for different monsters. 
  Skills Hounds of the gloom have a +4 racial bonus on 
  Listen and Spot checks. They have a +8 racial 
  bonus on Climb checks and can always choose to 
  take 10 on Climb checks, even if rushed or 
  threatened. 
   
  8: DEADLY ENTERTAINMENT 
  AMBASSADOR 
  CR 16 
  Female half-fiend harpy bard 11 
  CE Medium outsider 
  Init +10; Senses darkvision 60 ft., Listen +20, Spot 
  +18 
  Languages Common  
  AC 22, touch 16, flat-footed 18 
   
  (+6 Dex, +6 armor, +2 natural) 
  hp 82 (18 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 23 
  Fort +6, Ref +18, Will +15 
  Speed 20 ft. (4 squares), fly 80 ft. (average); 
  Melee +1 club +17/+12 (1d6+1) and  
   
  bite +14 (1d6+1), and 2 claws +14 (1d4+1) 
  Base Atk +15; Grp +16  
  
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  Atk Options captivating song, smite good 1/day (+7 
  damage) 
  Special Actions bardic music (countersong, 
  fascinate, inspire competence, inspire courage +2, 
  suggestion) 
  Bard Spells Known (CL 7th): 
   4th (3/day)—break enchantment, dominate person 
  (DC 22), greater invisibility 
   3rd (5/day)—blink; crushing despair (DC 21), deep 
  slumber (DC 21), displacement   
   2nd (5/day)—blur (DC 19), glitterdust (DC 19), hold 
  person (DC 20), invisibility 
   1st (5/day)—charm person (DC 19), insidious 
  rhythm (DC 19), inspirational boost, joyful noise 
   0 (3/day)— dancing lights, daze (DC 17), flare (DC 
  17), know direction, lullaby (DC 18), songbird 
  Spell-Like Abilities (CL 13th): 
   3/day—darkness, poison (DC 16), unholy aura  
   1/day— blasphemy; contagion (DC 20); desecrate, 
  unholy blight (DC 21), unhallow 
  Combat Gear gauntlets of the blazing arc 
  Abilities Str 12, Dex 22, Con 12, Int 12, Wis 16, Cha 
  25 
  SQ bardic knowledge +7 
  Feats Dodge, Flyby Attack, Hover, Improved 
  Initiative, MultiAttack, Persuasive, Spell Focus 
  (Enchantment)  
  Skills Bluff +28, Diplomacy +34, Disguise +11 (+13 to 
  act in character), Intimidate +32, Knowledge 
  (history) +7, Knowledge (nobility and royalty) +7, 
  Knowledge (religion) +7, Listen +20, Perform 
  (oratory) +29, Sense Motive +23, Spot +18, 
  Possessions combat gear plus circlet of persuasion, 
  +1 mithral shirt of blurring, +1 club 
  Captivating Song (Su) When a harpy sings, all 
  creatures (other than harpies), within a 300-foot 
  spread must succeed on a DC 20 Will save or 
  become captivated. This is a sonic mind-affecting 
  charm effect. A creature that successfully saves 
  cannot be affected again by the same harpy’s song 
  for 24 hours. The save DC is Charisma-based.  
  A captivated victim walks toward the harpy, taking the 
  most direct route available. If the path leads into a 
  dangerous area (through flame, off a cliff, or the 
  like) the creature gets a second throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. A victim within 5 feet6 of the harpy 
  stands there and offers no resistance to the 
  monster’s attacks. The effect continues for as long 
  as the harpy sings and for 1 round thereafter. A 
  bard’s countersong ability allows the captivated 
  creature to attempt a new Will save. 
   
   
  AMBASSADOR’S GUARD 
  CR 13 
  Female half-fiendish lamia  
  CE Huge outsider 
  Init +10; Senses darkvision 60 ft. low-light vision; 
  Listen +18, Spot +29 
  Languages Common, Elven, Infernal, Undercommon  
  AC 28, touch 15, flat-footed 21; Dodge, Mobility 
   
  (-2 size, +6 Dex, +2 armor, +1 deflection, +11 
  natural) 
  hp 240 (27 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 35 
  Fort +20, Ref +20, Will +14 
  Speed 60 ft. (6 squares), fly 60 ft. (average); Spring 
  Attack 
  Melee touch +29 (1d4 Wis drain) or 
  Melee +1 large falchion +36/+31 (6d6+10; 15-20/x2) 
  and 2 claws +26 (1d8+10) or 
  Melee 2 claws +35 (1d8+10) and bite +33 (12d6+10) 
  or 
  Melee +1 large falchion+36/+31 (6d6+10; 15-20/x2) 
  and bite +31 (2d6+10) 
  Ranged +1 crossbow +30 (2d6; 19-20/x2) 
  Space 20 ft.; Reach 10 ft. 
  Base Atk +27; Grp +40  
  Atk Options Combat Expertise, Improved Feint, 
  smite good 1/day (+20 damage); Wisdom drain 
  Spell-Like Abilities (CL 21st): 
   At Will—disguise self, ventriloquism 
   3/day—charm monster (DC 20), darkness, major 
  image (DC 13), mirror image, poison (DC 19), 
  suggestion (DC 15) unholy aura (DC 21), unhallow 
  (DC 18) 
   1/day—contagion (DC 16); deep slumber (DC 13), 
  desecrate; destruction (DC 19); horrid wilting (DC 
  21), summon monster IX (fiends only); unholy blight 
  (DC 16) 
  Abilities Str 30, Dex 18, Con 20, Int 18, Wis 16, Cha 
  15 
  Feats Combat Expertise, Dodge, Improved Critical, 
  Improved Feint, Improved Initiative, Iron Will, 
  Mobility, Multi-Attack, Spring Attack, Track 
  Skills Bluff +36, Concentration +35, Diplomacy +32, 
  Disguise +32 (+34 acting in character), Hide +38, 
  Intimidate +34, Knowledge (planes) +19, Listen 
  +18, Move Silently +19, Search +16, Spot +29, 
  Survival +16 (+18 on other planes; +18 Tracking) 
  Possessions combat gear plus bracers of armor +2, 
  gloves of Dexterity +4, large falchion +1, ring of 
  protection +1 
  Wisdom Drain (Su) A lamia drains 1d4 points of 
  Wisdom each time it hits with its melee touch 
  attack. (Unlike with other kinds of ability drain 
  attacks, a lamia does not heal damage when it 
  uses its Wisdom drain.) Lamias try to use this 
  power early in an encounter to make foes more 
  susceptible to charm monster and suggestion. 
   
   
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Aquatic Shot 
  You have developed the technique of firing a ranged 
  weapon into or through the water with better accuracy 
  than normal, striking at just the right angle to allow it 
  to slice through the obstruction with precision 
   
  Prerequisite: Point Blank Shot 
   
  Benefit: You can employ ranged weapons 
  underwater at a reduced range increment. You do not 
  take the normal penalty for making a ranged attack 
  through water. 
   
  Thrown Weapons: You can use thrown piercing 
  weapons underwater with a -2 penalty for every 5 feet 
  of water passed through., in addition to any range 
  increment penalties. 
   
  Missile Weapons: You can use bows and crossbows 
  underwater with a -2 penalty for every 10 feet of water 
  passed through, in addition to any range increment 
  penalties. 
   
  Aquatic Longbow: You can fire an aquatic longbow 
  (see page 107) underwater with a range increment of 30 
  feet. 
   
  In addition, water does not provide any cover 
  against your ranged attacks if you are out of the water 
  and firing at a target in the waterl If your weapon’s 
  range increment is different underwater than it is 
  above the water, count the water surface as the 
  beginning of a new range increment, and use your 
  underwater range increment after the point at which 
  your weapon strikes the water. 
   
  Normal: Thrown weapons are not useable 
  underwater. Ranged attackd through water normally 
  receive a penalty of -2 for every 5 feet of water they pass 
  through. An aquatic longbow has a range increment of 
  10 feet underwater. A target in water has improved 
  cover or total cover against attacks from out of the 
  water. 
   
  Source: Stormwrack 90-91 
   
  Extra Music 
  You can use your bardic music more often than you 
  otherwise could. 
   
  Prerequisite: Bardic Music 
   
  Benefit: You can use your bardic music four extra 
  times per day. 
   
  Normal: Bards without the Extra Music feat can 
  use bardic music once per day per bard level. 
   
  Special: You can gain this feat multiple times. Its 
  effects stack. 
   
  Source: Complete Adventurer 109 
   
  Rapid Swimming 
  You are one with the water. 
   
  Prerequisite: Natural swim speed, base Fortitude 
  save +2 
   
  Benefit: Your swim speed increases by 20 feet. 
   
  Source: Stormwrack 93 
   
  Swim-By Attack 
  You can attack in the middle of a fast pass by your 
  opponent. 
   
  Prerequisite: Swim speed 
   
  Benefit: When swimming, you can take a move 
  action and another standard action (such as an attack) 
  at any point during the move. You cannot take a second 
  move action during a round when you make a swim-by 
  attack 
   
  Normal: Without this feat, you take a standard 
  action either before or after your move, but not in the 
  middle of your move. 
   
  Source: Stormwrack 94 
   
  INVOCATIONS 
  Beshadowed Blast 
  Lesser; 4th; Eldritch Essence 
   
  This eldritch essence invocation allows you to 
  change your eldritch blast into a beshadowed blast. Any 
  living creature struck by a beshadowed blast must 
  succeed on a Fortitude save or be blinded for 1 round. 
   
  Source: Complete Arcane: 132 
   
  Chilling Tentacles 
  Greater ; 5th 
   
  This invocation allows you to conjure forth a field 
  of soul-chilling black tentacles that ooze from the 
  ground, groping for victims. This invocation functions 
  identically to the Evard’s black tentacles spell, except that 
  each creature within the area of the invocation takes 
  2d6 points of cold damage each round. Creatures in the 
  area take this cold damage whether or not they are 
  grappled by the tentacles. 
   
  Source: Complete Arcane: 132 
   
  Devil’s Sight 
  Least; 2nd 
   
  You gain the visual acuity of a devil for 24 hours. 
  You can see normally in darkness and magical darkness 
  out to 30 feet. 
   
  Source: Complete Arcane: 133 
   
  Devour Magic 
  Greater; 6th 
   
  This invocation allows you to deliver a targeted 
  greater dispel magic with your touch. You gain 5 
  temporary hit points for each spell level dispelled by 
  this touch. For example, if you successfully dispel a wall 
  of ice, you gain 20 temporary hit points. These 
  temporary hit points fade after 1 minute and do not 
  stack with other temporary hit points. If you devour a 
  new spell, you can replace the old temporary hit points 
  with the ones gained from the more recent spell, thus 
  
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  resetting the duration. You cannot devour your own 
  invocations. 
   
  Source: Complete Arcane: 133 
   
  Enervating Shadow 
  Greater; 5th 
   
  The dark powers cloak you and shield you from 
  harm while draining vitality from nearby foes. This 
  invocation grants you total concealment in any area 
  that isn’t brightly lit (it will not work in daylight or in 
  the radius of a spell with the light descriptor). In 
  addition, any living creature adjacent to you with this 
  ability active must make a Fortitude saving throw at the 
  beginning of its turn or take a -4 penalty to Strength for 
  5 rounds. Once a creature is affected by enervating 
  shadow, it cannot be affected again by your enervating 
  shadow for 24 hours. The duration of this ability is 5 
  rounds, and it can be countered or dispelled by any 
  light spell or effect of equal or higher level. 
   
  Source: Complete Arcane: 133-134 
   
  Flee the Scene 
  Lesser; 4th 
   
  You can use dimension door as a spell-like ability, 
  although the range is limited to short (25 ft. + 5 ft. /2 
  levels). When you use this ability, you leave behind a 
  major image of yourself in your place that lasts for 1 
  round. The image reacts appropriately to attacks as if 
  you were concentrating on it. 
   
  Source: Complete Arcane: 134 
   
  Retributive Invisibility 
  Dark; 6th 
   
  You can use greater invisibility as the spell, but you 
  can target only yourself with the invocation. If your 
  retributive invisibility is dispelled, a shock wave releases 
  from your body in a 20-foot-radius burst. This shock 
  wave deals 4d6 points of sonic damage to all creatures 
  in the area and stuns them for 1 round (a fortitude save 
  halves the damage and negates the stunning effect). 
   
  Source: Complete Arcane: 135 
   
  See the Unseen 
  Least; 2nd 
   
  When you use this invocation, you can activate 
  great powers of vision, allowing you to see invisible 
  creatures and objects (as see invisibility). You also gain 
  darkvision out to 60 feet for a period of 24 hours. 
   
  Source: Complete Arcane: 134 
   
  Voidsense 
  Lesser; 4th 
   
  You can sharpen your hearing and sight when you 
  use this invocation, gaining blindsense out to 30 feet 
  for 24 hours. 
   
  Source: Complete Arcane: 136 
   
  Voracious Dispelling 
  Lesser; 4th 
   
  You can use dispel magic as the spell. Any creature 
  with an active spell effect dispelled by this invocation 
  takes 1 point of damage per level of the spell effect (no 
  save). 
   
  Source: Complete Arcane: 136 
   
  Walk Unseen 
  Lesser; 2nd 
   
  You gain the ability to fade from view. You can use 
  invisibility (self only), except the duration is 24 hours. 
   
  Source: Complete Arcane: 136 
   
  Word of Changing 
  Dark; 5th 
   
  You utter a powerful word that transforms a 
  creature into an inoffensive form. This effect functions 
  like a baleful polymorph spell, except that 24 hours after 
  being transformed, the subject is entitled to a second 
  saving throw (at its original base save bonus) to 
  spontaneously resume its normal form. If this second 
  save fails, it remains in its new form permanently or 
  restored by some other means. 
   
  Source: Complete Arcane: 136 
   
  MUNDANE EQUIPMENT 
  Aquatic Crossbow 
  This special version of a light crossbow is strung 
  especially tautly with thicker wire and reinforced so as 
  not to snap under the increased tension. The aquatic 
  crossbow is not subject to the normal -2 penalty on 
  ranged attack rolls for every five feet of distance (see 
  Ranged Attacks Underwater, page 93 of the dungeon 
  Master’s Guide), and uses its normal range increment 
  of 40 feet both in and out of the water. Aquatic 
  crossbows are favored by aventi merfolk, and tritons. 
   
  Source: Stormwrack 107 
   
  Caravel (Sailing Ship) 
  The caravel is a seaworthy, nimble ship that can handle 
  long ocean crossings. It has a small forecastle and 
  sterncastle, and three masts. A caravel is a smooth-
  hulled, full-decked vessel built on a strong internal 
  frame. It is a relatively advanced design, and not every 
  seafaring people have the skills and knowledge to build 
  one. 
  
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  Caravel: Colossal vehicle; Seaworthiness +4; Ship-
  handling +2; Speed wind x 30 ft. (average); Overall AC -
  3; Hull sections 24 (sink 6 sections); Section hp 80 
  (hardness 5); Section AC 3; Rigging Sections 3; Rigging 
  hp 80 (hardness 0), AC1; Ram 4d6; Mounts 2 light and 
  1 heavy; Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); 
  complement 30; Watch 7; Cargo 120 tons (Speed wind 
  x 15 ft. if 60 tons or more); Cost 10,000 gp. 
   
  Source: Stormwrack 98 
   
  Harpoon 
  The harpoon is a broad-bladed spear forged with barbs. 
  The shaft of the harpoon has a trailing rope attached to 
  control harpooned opponents. Though designed for 
  hunting whales and other large sea creatures, the 
  harpoon can be used on dry land. 
   
  If it deals damage, the harpoon lodges in an 
  opponent who fails a Reflex saving throw (DC 10 + the 
  damage dealt). A harpooned creature moves at only  
  half speed and cannot charge or run. If you control the 
  trailing rope by succeeding on an opposed Strength 
  check, while holding it, the harpooned creature can 
  move only within the limits the rope allows (the 
  trailing rope is 30 feet long). If the harpooned creature 
  attempts to cast a spell, it must succeed on a DC 15 
  Concentration check or lose the spell. 
   
  The harpooned creature can pull the harpoon from 
  its wound if it has two free hands and takes a full-round 
  action to do so, but it deals damage to itself equal to the 
  initial damage the harpoon dealt. A character who 
  succeeds on a DC 15 Heal check can remove a harpoon 
  without further damage. 
   
  Source: Stormwrack 107 
  Sharkskin 
  Armor 
  Similar 
  to 
  leathe armor 
  in 
  appearance, 
  sharkskin 
  is 
  treated so that 
  the 
  sharp 
  toothlike 
  scales 
  covering the 
  skin 
  remain 
  attached 
  to 
  the outside of 
  the 
  armor. 
  Additionally, 
  shark 
  teeth 
  are embedded 
  along 
  the 
  forearms, 
  shoulders, 
  and 
  legs, 
  which count 
  as armor spikes. Sharkskin armor provides a +6 
  circumstance bonus on Escape Artist checks made whe 
  the wearer is bound with rope or similar easily cut 
  bindings. 
   
  Cost: 85 gp; Armor bonus +3; Max. Dex Bonus: +6; 
  Armor check penalty: -1; Arcane Spell Failure chance: 
  10%; Speed 30 ft. (30 ft.), 20 ft. (20 ft.); Weight 15 lbs) 
   
  Source: Stormwrack 106 
   
  SPELLS 
  Haunting Tune 
  Compulsion (Enchantment) [Mind-Affecting,  
   
  Sonic] 
  Level: Bard 3 
  Component: V, S 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature/level, no two of which can be 
  more than 30 ft. apart 
  Duration: 10 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The spell wrapped within your music makes even the most 
  hard-hearted quail. 
  Targets that fail their saves become shaken. 
   
  Source: Magic Item Compendium 110 
   
  
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  Insidious Rhythm 
  Compulsion (Enchantment) [Mind-Affecting] 
  Level: Bard 1 
  Component: V, S 
  Casting Time: 1 immediate action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You recite a foolhardy ditty, tapping your foot in time. With a 
  wink and a grin, you mark your target, who shortly thereafter 
  follows suit. 
  The subject takes a -4 penalty on Intelligence-based 
  skill checks and Concentration checks due to an 
  endlessly recycling melody stuck in its mind. 
  Whenever the subject attempts to cast, concentrate on, 
  or direct a spell, it must succeed on a Concentration 
  check (DC equal to the insidious rhythm’s save DC + 
  spell’s level) or fail at the attempt. 
   
  Source: Magic Item Compendium 124 
   
  Inspirational Boost 
  Compulsion (Enchantment) [Mind-Affecting,  
   
  Sonic] 
  Level: Bard 1 
  Component: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
  You concentrate on assisting your friends as you begin the 
  short chant and simple hand-chopping motion necessary to 
  cast the spell. As you finish, the spell’s chant allows you to 
  segue easily into bolstering your allies. 
  While this spell is in affect, the morale bonus granted 
  by your inspire courage bardic music increases by 1. 
   
  The effect lasts until your inspire courage effect 
  ends. If you don’t begin to use your inspire courage 
  ability before the beginning of your next turn, the 
  spell’s effect ends. 
   
  Source: Magic Item Compendium 124 
   
  Joyful Noise 
  Abjuration 
  Level: Bard 1 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft.-radius emanation centered on you 
  Duration: Concentration; see text 
  Saving Throw: None 
  Spell Resistance: No 
  You stamp your foot on the ground, creating a ripple of noise 
  that unleashes suppressed sounds behind it. 
  You create sonic vibrations that negate any magical 
  silence effect in the area.  This zone of negation moves 
  with you and lasts as long as you continue to 
  concentrate. 
   
  The silence effect is not dispelled but simply held 
  in abeyance; it remains in effect outside the area of the 
  joyful noise effect. 
   
  Source: Magic Item Compendium 127 
   
  Orb of Force 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance:No 
   
  As you gather the energies of the spell, you feel against your 
  palm a spherical weight that seems almost bonded to your 
  skin. The sphere grows,, until with a final precise movement, 
  you release the translucent blue orb, sending it hurtling 
  toward your intended target. 
   
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals 1d6 points of damage per caster level 
  (maximum 10d6). 
   
  Source: Magic Item Compendium 151 
   
  Songbird 
  Transmutation 
  Level: Bard 0 
  Component: V, S 
  Casting Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Performance + 1 hour, or until discharged; 
  see text 
  You intone this simple spell and your control over your voice 
  improves, your unruly hair straightens, and your flesh 
  radiates a healthy glow. You’re ready for showtime 
  You acquire an even greater charisma when you 
  perform. Anyone who hears or views your performance 
  becomes favorably inclined toward you. This spell 
  grants you a +1 competence bonus on your next 
  Charisma-based check involving any one person who 
  saw the performance. This effect lasts for the duration 
  of your performance and up to 1 hour immediately 
  following. You must begin the performance within 1 
  hour of casting the spell for it to have any effect. 
   
  Source: Magic Item Compendium 195 
   
  Wounding Whispers 
  Abjuration 
  Level: Bard 3 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  
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  Duration: 1 round/level (D) 
  The words of this spell produce hissing, sibilant echoes that 
  spin around you, invoking doom upon those who dare to 
  harm you. 
  Any creature strikingyou with its body or a handheld 
  weapon takes 1d6 points of sonic damage +1 point per 
  caster level. If a creature has spell resistance, it applies 
  to this damage. Weapoons with reach, such as 
  longspears, do not endanger their users in this way. 
   
  You cannot use this spell to deal damage to 
  another target (for instance, with an unarmed attack or 
  by forcing the whispers against a target). Only if 
  another creature touches you does the effect deal 
  damage. 
   
  Source: Magic Item Compendium 243 
   
  
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  DM MAPS 
   
  ENCOUNTER 2: GARDANZA’S CABIN 
   
   
   
  ENCOUNTER 3A: A PATH BENEATH THE WAVES 
   
  PCs Enter Here 
  
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  Page 53 
  MALENDOR’S LAIR 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter 6: Overview Map 
  21 
  22
  23
  24 
  25 
  1A 
  1B
  1C
  Areas 
  for 
  Encounters 7-8 
  * PCs start here
  
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  Page 54 
  ENCOUNTER 5: ENTRANCE INTO MADNESS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ENCOUNTER 6: SHADOWS OF FEAR AND MADNESS 
   
  
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  Page 55 
  ENCOUNTER 8: DEADLY ENTERTAINMENT 
   
   
  H = Harpy Ambassador 
  L = Lamia 
  M = Malendor (big M = Marilith bodyguard) 
   
   
   
  
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  Page 56 
    
  PLAYER HANDOUT 1 
  The following note is penned on the parchment, left behind on the table in Gardanza’s cabin. 
  The peoples of the sea will rise. They block the path and are 
  the key to Malendor’s home upon the Isle. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/598/COR8-08 Lost Souls Eternal (APL 6-16)/COR8-08 Lost Souls Eternal.pdf