TEXT: 1
  RED HAND
  OF DOOM
  MARAUDER ATTACK (EL 8, PAGE 14)
  Hobgoblin Regulars, First Wave (6) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear plus chainmail, heavy steel shield, 
  masterwork longsword, composite longbow (+1 Str bonus) 
  with 20 arrows
  Hook Conditioned to follow orders; accustomed to cruelty 
  and harsh discipline.
  Zarr, Doom Hand Cleric 
  CR 3
  Hobgoblin cleric 3
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +4
  Languages Common, Goblin
  AC 18, touch 10, flat-footed 18 
  hp 29 (3 HD)
  Fort +6, Ref +1, Will +5 
  Speed 20 ft. (4 squares)
  Melee mwk heavy mace +5 (1d8+1)
  Base Atk +2; Grp +3
  Atk Options smite 1/day (+4 attack, +3 damage)
  Special Actions command undead 4/day (+1, 2d6+4, 3rd), 
  spontaneous casting (inflict spells)
  Combat Gear 2 potions of cure light wounds, scroll of spiritual 
  weapon, scroll of summon monster III (DC 6 CL check)
  Cleric Spells Prepared (CL 3rd)
  2nd—cure moderate wounds, hold person (DC 14), 
  invisibilityD
  1st—bless, command (DC 13), cure light wounds, inflict 
  light woundsD (DC 13) 
   
  0—cure minor wounds (2), detect magic, resistance
   
  D: Domain spell. Domains: Destruction, Trickery
  Abilities Str 13, Dex 10, Con 16, Int 10, Wis 15, Cha 12
  Feats Toughness, Weapon Focus (heavy mace)
  Skills Concentration +8, Move Silently –2, Spellcraft +3, 
  Spot +4
  Possessions +1 banded mail, light steel shield, combat gear
  Hook Harangues the PCs with threats of doom, pain, despair, 
  and death.
  Uth-lar, Hobgoblin Bladebearer 
  CR 4
  Hobgoblin fighter 4
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1
  Languages Common, Goblin
  AC 17, touch 13, flat-footed 14 
  hp 37 (4 HD)
  Fort +6, Ref +4, Will +2 
  Speed 30 ft. (6 squares)
  Melee +1 short sword +9 (1d6+6/19–20) or
  Melee +1 short sword +7 (1d6+6/19–20) and
   
  +1 short sword +7 (1d6+4/19–20) with Two-Weapon 
  Fighting
  Base Atk +4; Grp +7
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 8
  Feats Toughness, Two-Weapon DefenseB, Two-Weapon 
  FightingB, Weapon Focus (short sword), Weapon 
  Specialization (short sword)B
  Skills Climb +10, Jump +8, Listen +1, Move Silently +7, Spot 
  +1, Tumble +6
  Possessions 2 +1 short swords, masterwork studded leather 
  armor
  Hook Elite champion who clashes blades together and calls 
  out individual opponents. ”You! You dare fight me?”
  Hobgoblin Regulars, Second Wave (6) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear plus chainmail, heavy steel shield, 
  masterwork longsword, composite longbow (+1 Str bonus) 
  with 20 arrows
  Hook Conditioned to follow orders; accustomed to cruelty 
  and harsh discipline.
  
  2
  RED HAND 
  OF DOOM
  JORR’S CABIN (EL 6, PAGE 21)
  Jorr Natherson 
  CR 5
  Male human ranger 3/rogue 2
  CG Medium humanoid
  Init +7; Senses Listen +9, Spot +9
  Languages Common, Goblin
  AC 17, touch 13, flat-footed 14 
  hp 34 (5 HD)
  Fort +5, Ref +9, Will +2; evasion
  Speed 30 ft. (6 squares)
  Melee mwk dagger +5 (1d4/19–20)
  Ranged +1 longbow +8 (1d8+1/×3)
  Base Atk +4; Grp +4
  Atk Options favored enemy goblinoids +2, Rapid Shot, sneak 
  attack +1d6
  Combat Gear potion of cure moderate wounds, potion of 
  neutralize poison
  Abilities Str 10, Dex 16, Con 14, Int 13, Wis 12, Cha 8
  SQ trapfinding, wild empathy +4 (+0 magical beasts)
  Feats EnduranceB, Improved Initiative, Rapid ShotB, Self-
  Sufficient, Stealthy, TrackB
  Skills Handle Animal +5, Heal +3, Hide +13, Knowledge 
  (geography) +7, Knowledge (local) +7, Knowledge (nature) 
  +7, Listen +9, Move Silently +13, Profession (trapper) +7, 
  Spot +9, Survival +9 (+11 in natural surroundings and to 
  avoid natural hazards)
  Possessions combat gear plus masterwork dagger, +1 longbow 
  with 20 arrows, masterwork studded leather armor, amulet 
  of natural armor +1
  Hook “What do you call a goblin with 20 arrows in his back? 
  Not dead enough!”
  WORG STABLES (EL 6, PAGE 27)
  Goblin Worg Riders (2)  
  CR 3
  Goblin fighter 3
  LE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +3
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16
  hp 27 (3 HD)
  Fort +5, Ref +4, Will +1 
  Speed 30 ft. (6 squares), or 50 ft. (10 squares) mounted on worg
  Melee masterwork scimitar +5 (1d4/18–20)
  Ranged mwk composite shortbow +9 (1d4/×3)
  Base Atk +3; Grp –1
  Atk Options Point-Blank Shot
  Abilities Str 11, Dex 17, Con 14, Int 12, Wis 10, Cha 6
  Feats Mounted ArcheryB, Mounted Combat, Point-Blank 
  ShotB, Weapon Focus (shortbow)
  Skills Handle Animal +4, Hide +5, Move Silently +5, Ride +13, 
  Spot +3 
  Possessions combat gear plus +1 studded leather armor, 
  buckler, masterwork scimitar, masterwork composite 
  shortbow
  BARRACKS (EL 5, PAGE 28)
  Hobgoblin Veterans (4) 
  CR 3
  Hobgoblin warrior 4
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +4
  Languages Common, Goblin
  AC 19, touch 11, flat-footed 18 or
  hp 26 (4 HD) 
  Fort +6, Ref +2, Will +0 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +8 (1d8+2/19–20)
  Ranged mwk composite longbow +6 (1d8+2/×3)
  Base Atk +4; Grp +6
  Combat Gear 3 potions of cure moderate wounds
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness, Weapon Focus (longsword) 
  Skills Intimidate +3, Listen +3, Move Silently –3, Spot +4
  Possessions combat gear plus banded mail, heavy steel 
  shield, masterwork longsword, masterwork composite 
  longbow (+2 Str bonus) with 20 arrows
  Hook Conditioned to follow orders; cruel esprit de corps. “We 
  are the Red Hand! We do not know defeat!”
  WYRMLORD KOTH’S QUARTERS 
  (EL 7, PAGE 29)
  Wyrmlord Koth 
  CR 7
  Male bugbear sorcerer 6
  LE Medium humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft., scent; Listen +3, Spot +3
  Languages Common, Draconic, Goblin, Infernal
  AC 15, touch 12, flat-footed 13
  hp 59 (9 HD)
  Fort +6, Ref +9, Will +8
  Speed 30 ft. (6 squares)
  Melee mwk morningstar +9 (1d8+3)
  Base Atk +5; Grp +8
  Combat Gear wand of magic missile (5th, 15 charges), potion of 
  fly, 2 potions of cure moderate wounds
  Sorcerer Spells Known (CL 6th)
   
  3rd (3/day)—lightning bolt (DC 15)
  2nd (6/day)—blindness/deafness (DC 14), detect thoughts 
  (DC 14)
  1st (7/day)—charm person (DC 13), mage armor, ray of 
  enfeeblement (+7 ranged touch), shield
  0 (6/day)—acid splash (+7 ranged touch), flare (DC 12), 
  ghost sound (DC 12), mage hand, message, open/close, 
  read magic
  Abilities Str 16, Dex 15, Con 16, Int 8, Wis 10, Cha 15
  SQ familiar (none at present)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Persuasive
  Skills Bluff +9, Diplomacy +4, Intimidate +6, Knowledge 
  (arcana) +0, Listen +3, Move Silently +6, Spellcraft +0, 
  Spot +3
  Possessions combat gear plus masterwork morningstar, bag 
  of holding (type I) containing a scroll of mount, 2 elixirs of 
  truth, 743 gp, and 2,980 sp.
  
  3
  RED HAND
  OF DOOM
  OLD WARKLEGNAW (EL 7, PAGE 31)
  Old Warklegnaw 
  CR 7
  Venerable male forest giant*
  *See Monster Manual II page 110
  CN Huge giant
  Init +2; Senses darkvision 60 ft.; Listen +15, Spot +15
  Languages Common, Giant
  AC 17, touch 6, flat-footed 17
  hp 97 (13 HD)Ron Lemen, William O’Connor
  Fort +11, Ref +2, Will +3
  Speed 40 ft. (8 squares)
  Melee greatclub +15 melee (2d8+7, wielded two-handed)
  Ranged rock +7 ranged (2d8+5) or
   
  rock +5/+5 ranged (2d8+5) with Rapid Shot
  Base Atk +9; Grp +22
  Atk Options Rapid Shot
  Abilities Str 27 (currently 21), Dex 6, Con 16, Int 17, Wis 9, 
  Cha 15
  Feats Far Shot, Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Shot
  Skills Diplomacy +20, Hide +10, Listen +15, Sense Motive +15, 
  Spot +15
  Possessions club, 5 throwing boulders, ratty owlbear pelt 
  loincloth
  Hook “Warklegnaw hopes you taste like owlbear!”
  SKULL GORGE BRIDGE 
  (EL 10, PAGE 32)
  Ozyrrandion 
  CR 5
  Male young green dragon
  LE Medium dragon (air)
  Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen 
  senses; Listen +17, Spot +17
  Languages Common, Draconic, Infernal
  AC 23, touch 10, flat-footed 23
  hp 104 (11 HD)
  Immune acid, paralysis, sleep
  Fort +10, Ref +7, Will +8
  Speed 40 ft. (8 squares), fly 150 ft. (poor), swim 40 ft.
  Melee bite +14 (1d8+3) and
   
  2 claws each +9 (1d6+1) and
   
  2 wings each +9 (1d4+1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +11; Grp +14
  Special Actions breath weapon
  Combat Gear potion of bull’s strength, potion of cure serious 
  wounds, potion of invisibility
  Abilities Str 17, Dex 10, Con 17, Int 12, Wis 13, Cha 12
  SQ water breathing
  Feats Alertness, Flyby Attack, Hover, Improved Initiative
  Skills Bluff +15, Diplomacy +3, Intimidate +17, Knowledge 
  (geography) +15, Knowledge (religion) +15, Listen +17, 
  Move Silently +14, Spot +17
  Possessions combat gear plus amulet of health +2, bracers 
  of armor +3, 6 pearls (embedded in scales) worth 100 
  gp each
  Breath Weapon (Su) 30-ft. cone, once every 1d4 rounds, 6d6 
  acid, Reflex DC 18 half.
  Hobgoblin Sergeant 
  CR 3
  Hobgoblin fighter 3
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4
  Languages Common, Draconic, Goblin
  AC 20, touch 12, flat-footed 18 
  hp 30 (3 HD)
  Fort +6, Ref +3, Will +3 
  Speed 20 ft. (4 squares)
  Melee mwk bastard sword +7 (1d10+2/19–20)
  Ranged mwk composite longbow +6 (1d8+1/×3)
  Base Atk +3; Grp +5
  Combat Gear potion of cure moderate wounds
  Abilities Str 15, Dex 15, Con 16, Int 12, Wis 10, Cha 8
  Feats Alertness, Exotic Weapon Proficiency (bastard sword)B, 
  Iron Will, Weapon Focus (bastard sword)B
  Skills Handle Animal +4, Intimidate +4, Listen +4, Move 
  Silently +1, Spot +4
  Possessions combat gear plus +1 breastplate, heavy steel 
  shield, masterwork bastard sword, masterwork composite 
  longbow (+1 Str bonus) with 20 arrows
  Hook Tough as nails with a mean streak a mile wide; “At 
  them, you dogs! Slay until your hands drip with blood!”
  Hobgoblin Veterans (8) 
  CR 3
  Hobgoblin warrior 4
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +4
  Languages Common, Goblin
  AC 19, touch 11, flat-footed 18 or
  hp 26 (4 HD) 
  Fort +6, Ref +2, Will +0 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +8 (1d8+2/19–20)
  Ranged mwk composite longbow +6 (1d8+2/×3)
  Base Atk +4; Grp +6
  Combat Gear 3 potions of cure moderate wounds
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness, Weapon Focus (longsword) 
  Skills Intimidate +3, Listen +3, Move Silently –3, Spot +4
  Possessions combat gear plus banded mail, heavy steel 
  shield, masterwork longsword, masterwork composite 
  longbow (+2 Str bonus) with 20 arrows
  Hook Conditioned to follow orders; cruel esprit de corps. “We 
  are the Red Hand! We do not know defeat!”
  
  4
  RED HAND 
  OF DOOM
  GOBLIN RAID, FIRST WAVE 
  (EL 7, PAGE 37)
  Goblin Worg Riders (3)  
  CR 3
  Goblin fighter 3
  LE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +3
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16
  hp 27 (3 HD)
  Fort +5, Ref +4, Will +1 
  Speed 30 ft. (6 squares), or 50 ft. (10 squares) mounted on worg
  Melee masterwork scimitar +5 (1d4/18–20)
  Ranged mwk composite shortbow +9 (1d4/×3)
  Base Atk +3; Grp –1
  Atk Options Point-Blank Shot
  Abilities Str 11, Dex 17, Con 14, Int 12, Wis 10, Cha 6
  Feats Mounted ArcheryB, Mounted Combat, Point-Blank 
  ShotB, Weapon Focus (shortbow)
  Skills Handle Animal +4, Hide +5, Move Silently +5, Ride +13, 
  Spot +3 
  Possessions combat gear plus +1 studded leather armor, 
  buckler, masterwork scimitar, masterwork composite 
  shortbow
  GOBLIN RAID, SECOND WAVE 
  (EL 7, PAGE 37)
  Kulkor Zhul War Adept 
  CR 6
  Hobgoblin sorcerer 6
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +4, Spot –1
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16 
  hp 28 (6 HD)
  Fort +5, Ref +6, Will +5 (+8 against sleep, paralysis, and 
  electricity effects)
  Speed 30 ft. (6 squares)
  Melee mwk spear +4 (1d8/×3)
  Base Atk +3; Grp +3
  Combat Gear 2 potions of cure moderate wounds, scroll of fly, 
  scroll of haste, 2 scrolls of invisibility, scroll of summon 
  monster IV
  Sorcerer Spells Known (CL 7th):
   
  3rd (4/day)—lightning bolt (DC 17)
   
  2nd (6/day)—mirror image, summon swarm
  1st (7/day)—lesser orb of electricity (+6 ranged touch, 4d8 
  electricity; DC 15 half),* mage armor†, magic missile, 
  ray of enfeeblement (+6 ranged touch)
  0 (6/day)—daze (DC 13), detect magic, disrupt undead (+6 
  ranged touch), ghost sound (DC 13), mage hand, ray of 
  frost (+6 ranged touch), read magic
   
  *See Complete Arcane page 116
   
  †Already cast
  Abilities Str 10, Dex 16, Con 15, Int 12, Wis 8, Cha 16
  SQ familiar (none at present)
  Feats Draconic Heritage (blue)*, Draconic Power*, Draconic 
  Skin*
   
  *See Complete Arcane pages 77–78
  Skills Bluff +7, Concentration +11, Knowledge (arcana) +6, 
  Listen +4, Move Silently +7, Spellcraft +7
  Possessions combat gear plus ring of protection +1, cloak of 
  resistance +1, masterwork spear
  Hobgoblin Regulars (5) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear plus chainmail, heavy steel shield, 
  masterwork longsword, composite longbow (+1 Str bonus) 
  with 20 arrows
  RUMORS OF WAR (PAGE 38)
  Teyani Sura, Lion of Brindol 
  CR 4
  Female human fighter 4
  LN Medium humanoid
  Init +1; Senses Listen –1, Spot –1
  Languages Common
  AC 18, touch 11, flat-footed 17
  hp 34 (4 HD)
  Fort +6, Ref +2, Will +0
  Speed 20 ft. (4 squares)
  Melee +1 longsword +9 (1d8+6/19–20)
  Ranged mwk composite longbow +6 (1d8+3/×3)
  Base Atk +4; Grp +7
  Combat Gear potion of cure serious wounds, potion of bull’s strength
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 8, Cha 12
  Feats Mounted CombatB, Ride-By AttackB, Skill Focus (Ride), 
  Spirited ChargeB, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Handle Animal +8, Intimidate +8, Ride +13
  Possessions combat gear plus masterwork breastplate, 
  masterwork heavy steel shield, +1 longsword, masterwork 
  composite longbow (+3 Str bonus) with 20 arrows, leather 
  pouch containing 35 gp
  
  5
  RED HAND
  OF DOOM
  ALLY AT DRELLIN’S FERRY
  (PAGES 38–41)
  Captain Soranna Anitah 
  CR 5
  Female human fighter 5
  CG Medium humanoid
  Init +3; Senses Listen –1, Spot –1
  Languages Common
  AC 21, touch 13, flat-footed 18; Dodge
  hp 32 (5 HD)
  Fort +5, Ref +4, Will +0
  Speed 20 ft. (4 squares)
  Melee mwk longsword +7 (1d8+1/19–20)
  Ranged +1 composite longbow +10 (1d8+4/×3)
  Base Atk +5; Grp +6
  Combat Gear 2 potions of cure moderate wounds, potion of fly
  Abilities Str 13, Dex 16, Con 12, Int 10, Wis 8, Cha 14
  Feats Dodge, Persuasive, Point Blank ShotB, Precise ShotB, 
  Weapon Focus (longbow), Weapon Specialization 
  (longbow)B
  Skills Bluff +4, Intimidate +12, Knowledge (local) +4, Ride +11
  Possessions combat gear plus masterwork longsword, +1 
  composite longbow (+1 Str bonus) with 20 arrows, +1 
  breastplate, masterwork heavy steel shield, 45 gp
  MASSACRE AT DRELLIN’S FERRY, 
  FIRST WAVE (EL 9, PAGE 39)
  Hobgoblin Bladebearers (3) 
  CR 4
  Hobgoblin fighter 4
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1
  Languages Common, Goblin
  AC 17, touch 13, flat-footed 14 
  hp 37 (4 HD)
  Fort +6, Ref +4, Will +2 
  Speed 30 ft. (6 squares)
  Melee +1 short sword +9 (1d6+6/19–20) or
  Melee +1 short sword +7 (1d6+6/19–20) and
   
  +1 short sword +7 (1d6+4/19–20) with Two-Weapon 
  Fighting
  Base Atk +4; Grp +7
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 8
  Feats Toughness, Two-Weapon DefenseB, Two-Weapon 
  FightingB, Weapon Focus (short sword), Weapon 
  Specialization (short sword)B
  Skills Climb +10, Jump +8, Listen +1, Move Silently +7, Spot 
  +1, Tumble +6
  Possessions 2 +1 short swords, masterwork studded leather 
  armor
  MASSACRE AT DRELLIN’S FERRY, 
  SECOND WAVE (EL 11, PAGE 39)
  Kulkor Zhul War Adepts (2) 
  CR 6
  Hobgoblin sorcerer 6
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +4, Spot –1
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16 
  hp 28 (6 HD)
  Fort +5, Ref +6, Will +5 (+8 against sleep, paralysis, and 
  electricity effects)
  Speed 30 ft. (6 squares)
  Melee mwk spear +4 (1d8/×3)
  Base Atk +3; Grp +3
  Combat Gear 2 potions of cure moderate wounds, scroll of fly, 
  scroll of haste, 2 scrolls of invisibility, scroll of summon 
  monster IV
  Sorcerer Spells Known (CL 7th):
   
  3rd (4/day)—lightning bolt (DC 17)
   
  2nd (6/day)—mirror image, summon swarm
  1st (7/day)—lesser orb of electricity (+6 ranged touch, 4d8 
  electricity; DC 15 half), mage armor†, magic missile, ray 
  of enfeeblement (+6 ranged touch)
  0 (6/day)—daze (DC 13), detect magic, disrupt undead (+6 
  ranged touch), ghost sound (DC 13), mage hand, ray of 
  frost (+6 ranged touch), read magic
   
  †Already cast
  Abilities Str 10, Dex 16, Con 15, Int 12, Wis 8, Cha 16
  SQ familiar (none at present)
  Feats Draconic Heritage (blue), Draconic Power, Draconic 
  Skin
  Skills Bluff +7, Concentration +11, Knowledge (arcana) +6, 
  Listen +4, Move Silently +7, Spellcraft +7
  Possessions combat gear plus ring of protection +1, cloak of 
  resistance +1, masterwork spear
  
  6
  RED HAND 
  OF DOOM
  MASSACRE AT DRELLIN’S FERRY, 
  THIRD WAVE (EL 13, PAGE 39)
  Abithriax 
  CR 10
  Male juvenile red dragon
  CE Large dragon (fire) 
  Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen 
  senses; Listen +21, Spot +21
  Languages Common, Draconic, Infernal
  AC 32, touch 9, flat-footed 32 
  hp 184 (16 HD)
  Immune fire, paralysis, sleep
  Resist cold 10
  Fort +11, Ref +8, Will +8
  Weakness vulnerable to cold
  Speed 40 ft. (8 squares), fly 150 ft. (poor)
  Melee bite +24 (2d6+9) and
   
  2 claws each +22 (1d8+4) and
   
  2 wings each +22 (1d6+4) and
   
  tail slap +22 (1d8+13)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Base Atk +16; Grp +29
  Atk Options Awesome Blow, Improved Bull Rush, Power 
  Attack
  Special Actions breath weapon
  Sorcerer Spells Known (CL 3rd)
   
  1st (6/day)—grease (DC 13), mage armor†, shield†
  0 (6/day)—detect magic, mage hand, message, read magic, 
  resistance
   
  † Already cast
  Spell-Like Abilities (CL 4th)
   
  4/day—locate object
  Abilities Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14
  Feats Awesome Blow, Flyby Attack, Improved Bull Rush, 
  Multiattack, Power Attack, Wingover
  Skills Appraise +21, Bluff +21, Diplomacy +4, Intimidate +23, 
  Knowledge (geography) +21, Knowledge (religion) +21, 
  Listen +21, Search +21, Spot +21
  Possessions amulet of health +2, minor ring of cold resistance
  Breath Weapon (Su) 40-ft. cone, once every 1d4 rounds, 8d10 
  fire, Reflex DC 23 half
  Hook Arrogant with power; loves to destroy and watch ’em 
  scatter.
  Doom Fist Monks (3) 
  CR 4
  Hobgoblin monk 4
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Listen +5, Spot +5
  Languages Common, Goblin
  AC 15, touch 14, flat-footed 13; Dodge
  hp 29 (4 HD)
  Fort +6, Ref +6, Will +6 (+8 against enchantments); evasion
  Speed 40 ft. (8 squares)
  Melee unarmed strike +6 (1d8+3) or
   
  unarmed strike +4/+4 (1d8+3) with flurry of blows or
   
  masterwork dragonchain* +7 (1d6+4/19–20)
   
  *New weapon described on page 126
  Ranged mwk light crossbow +6 (1d8)
  Base Atk +3; Grp +10
  Atk Options grapple and constrict with dragonchain (1d8+4), 
  ki strike (magic), Stunning Fist 4/day (Fort DC 14)
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of shield of faith +3
  Abilities Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
  SQ slow fall (20 ft.)
  Feats Dodge, Exotic Weapon Proficiency (dragonchain), 
  Improved GrappleB, Improved Unarmed StrikeB, 
  Stunning FistB
  Skills Balance +8, Hide +6, Jump +14, Listen +5, Move Silently 
  +10, Spot +5, Tumble +9
  Possessions combat gear plus bracers of armor +1, 
  masterwork light crossbow, masterwork dragonchain
  Hook Religious zealots who despise weakness and regard 
  wounds received in combat as marks of holy devotion. “In 
  pain I learn strength!”
  Kulkor Zhul War Adepts (2) 
  CR 6
  Hobgoblin sorcerer 6
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +4, Spot –1
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16 
  hp 28 (6 HD)
  Fort +5, Ref +6, Will +5 (+8 against sleep, paralysis, and 
  electricity effects)
  Speed 30 ft. (6 squares)
  Melee mwk spear +4 (1d8/×3)
  Base Atk +3; Grp +3
  Combat Gear 2 potions of cure moderate wounds, scroll of fly, 
  scroll of haste, 2 scrolls of invisibility, scroll of summon 
  monster IV
  Sorcerer Spells Known (CL 7th):
   
  3rd (4/day)—lightning bolt (DC 17)
   
  2nd (6/day)—mirror image, summon swarm
  1st (7/day)—lesser orb of electricity (+6 ranged touch, 4d8 
  electricity; DC 15 half),* mage armor†, magic missile, 
  ray of enfeeblement (+6 ranged touch)
  0 (6/day)—daze (DC 13), detect magic, disrupt undead (+6 
  ranged touch), ghost sound (DC 13), mage hand, ray of 
  frost (+6 ranged touch), read magic
   
  *See Complete Arcane page 116
   
  †Already cast
  Abilities Str 10, Dex 16, Con 15, Int 12, Wis 8, Cha 16
  SQ familiar (none at present)
  Feats Draconic Heritage (blue)*, Draconic Power*, Draconic 
  Skin*
   
  *See Complete Arcane pages 77–78
  Skills Bluff +7, Concentration +11, Knowledge (arcana) +6, 
  Listen +4, Move Silently +7, Spellcraft +7
  Possessions combat gear plus ring of protection +1, cloak of 
  resistance +1, masterwork spear
  Hook Sneering elitist; “What can softbellies like you do 
  against the might of the People of the Dragon?”
  
  7
  RED HAND
  OF DOOM
  MASSACRE AT DRELLIN’S FERRY, 
  ASSAULT BARGE (EL 12, PAGE 39)
  Blood Ghost Berserkers (3) 
  CR 4
  Bugbear barbarian 2
  NE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft., scent; Listen +4, Spot +4
  Languages Common, Goblin
  AC 16, touch 10, flat-footed 14; uncanny dodge 
  hp 56 (5 HD)
  Fort +9, Ref +5, Will +4 
  Speed 40 ft. (8 squares)
  Melee mwk greataxe +13 (1d12+10/×3) or
  Ranged throwing axe +6 (1d6+7)
  Base Atk +4; Grp +11
  Atk Options Power Attack (mwk greataxe +9, 1d12+18/×3), 
  rage 1/day (8 rounds) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 24, Dex 14, Con 20, Int 8, Wis 13, Cha 8
  Feats Power Attack, Weapon Focus (greataxe)
  Skills Climb +10, Listen +4, Spot +4, Survival +4
  Possessions combat gear plus masterwork greataxe, throwing 
  axe, masterwork studded leather armor
  Hook Dyes his hide a mottled gray-white color to signify that 
  he walks in the world of the dead.
  When not raging, a Blood Ghost berserker has the following 
  changed statistics.
  AC 18, touch 12, flat-footed 16
  hp 46 (5 HD)
  Fort +7, Will +2
  Melee mwk greataxe +11 (1d12+7/×3) or
  Ranged throwing axe +6 ranged (1d6+5)
  Grp +9
  Abilities Str 20, Con 16
  Skills Climb +8, Move Silently +6
  Kulkor Zhul War Adept 
  CR 6
  Hobgoblin sorcerer 6
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +4, Spot –1
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16 
  hp 28 (6 HD)
  Fort +5, Ref +6, Will +5 (+8 against sleep, paralysis, and 
  electricity effects)
  Speed 30 ft. (6 squares)
  Melee mwk spear +4 (1d8/×3)
  Base Atk +3; Grp +3
  Combat Gear 2 potions of cure moderate wounds, scroll of fly, 
  scroll of haste, 2 scrolls of invisibility, scroll of summon 
  monster IV
  Sorcerer Spells Known (CL 7th):
   
  3rd (4/day)—lightning bolt (DC 17)
   
  2nd (6/day)—mirror image, summon swarm
  1st (7/day)—lesser orb of electricity (+6 ranged touch, 4d8 
  electricity; DC 15 half), mage armor†, magic missile, ray 
  of enfeeblement (+6 ranged touch)
  0 (6/day)—daze (DC 13), detect magic, disrupt undead (+6 
  ranged touch), ghost sound (DC 13), mage hand, ray of 
  frost (+6 ranged touch), read magic
   
  †Already cast
  Abilities Str 10, Dex 16, Con 15, Int 12, Wis 8, Cha 16
  SQ familiar (none at present)
  Feats Draconic Heritage (blue), Draconic Power, Draconic 
  Skin
  Skills Bluff +7, Concentration +11, Knowledge (arcana) +6, 
  Listen +4, Move Silently +7, Spellcraft +7
  Possessions combat gear plus ring of protection +1, cloak of 
  resistance +1, masterwork spear
  Doom Hand Clerics (2) 
  CR 3
  Hobgoblin cleric 3
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +4
  Languages Common, Goblin
  AC 18, touch 10, flat-footed 18 
  hp 29 (3 HD)
  Fort +6, Ref +1, Will +5 
  Speed 20 ft. (4 squares)
  Melee mwk heavy mace +5 (1d8+1)
  Base Atk +2; Grp +3
  Atk Options smite 1/day (+4 attack, +3 damage)
  Special Actions command undead 4/day (+1, 2d6+4, 3rd), 
  spontaneous casting (inflict spells)
  Combat Gear 2 potions of cure light wounds, scroll of spiritual 
  weapon, scroll of summon monster III (DC 6 CL check)
  Cleric Spells Prepared (CL 3rd)
  2nd—cure moderate wounds, hold person (DC 14), 
  invisibilityD
  1st—bless, command (DC 13), cure light wounds, inflict 
  light woundsD (DC 13) 
   
  0—cure minor wounds (2), detect magic, resistance
   
  D: Domain spell. Domains: Destruction, Trickery
  Abilities Str 13, Dex 10, Con 16, Int 10, Wis 15, Cha 12
  Feats Toughness, Weapon Focus (heavy mace)
  Skills Concentration +8, Move Silently –2, Spellcraft +3, 
  Spot +4
  Possessions +1 banded mail, light steel shield, combat gear
  Hobgoblin Bladebearers (3) 
  CR 4
  Hobgoblin fighter 4
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1
  Languages Common, Goblin
  AC 17, touch 13, flat-footed 14 
  hp 37 (4 HD)
  Fort +6, Ref +4, Will +2 
  Speed 30 ft. (6 squares)
  Melee +1 short sword +9 (1d6+6/19–20) or
  Melee +1 short sword +7 (1d6+6/19–20) and
   
  +1 short sword +7 (1d6+4/19–20) with Two-Weapon 
  Fighting
  Base Atk +4; Grp +7
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 8
  Feats Toughness, Two-Weapon DefenseB, Two-Weapon 
  FightingB, Weapon Focus (short sword), Weapon 
  Specialization (short sword)B
  Skills Climb +10, Jump +8, Listen +1, Move Silently +7, Spot 
  +1, Tumble +6
  Possessions 2 +1 short swords, masterwork studded leather 
  armor
  (encounter continues on page 8)
  
  8
  RED HAND 
  OF DOOM
  MASSACRE AT DRELLIN’S FERRY, 
  ASSAULT BARGE (EL 12, PAGE 39)
  Hobgoblin Veterans (8) 
  CR 3
  Hobgoblin warrior 4
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +4
  Languages Common, Goblin
  AC 19, touch 11, flat-footed 18 or
  hp 26 (4 HD) 
  Fort +6, Ref +2, Will +0 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +8 (1d8+2/19–20)
  Ranged mwk composite longbow +6 (1d8+2/×3)
  Base Atk +4; Grp +6
  Combat Gear 3 potions of cure moderate wounds
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness, Weapon Focus (longsword) 
  Skills Intimidate +3, Listen +3, Move Silently –3, Spot +4
  Possessions combat gear plus banded mail, heavy steel 
  shield, masterwork longsword, masterwork composite 
  longbow (+2 Str bonus) with 20 arrows
  Hook Conditioned to follow orders; cruel esprit de corps. “We 
  are the Red Hand! We do not know defeat!”
  Hobgoblin Regulars (12) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear plus chainmail, heavy steel shield, 
  masterwork longsword, composite longbow (+1 Str bonus) 
  with 20 arrows
  Hook Conditioned to follow orders; accustomed to cruelty 
  and harsh discipline.
  EASY SKIRMISH (EL 6, PAGE 43)
  Hobgoblin Bladebearer 
  CR 4
  Hobgoblin fighter 4
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1
  Languages Common, Goblin
  AC 17, touch 13, flat-footed 14 
  hp 37 (4 HD)
  Fort +6, Ref +4, Will +2 
  Speed 30 ft. (6 squares)
  Melee +1 short sword +9 (1d6+6/19–20) or
  Melee +1 short sword +7 (1d6+6/19–20) and
   
  +1 short sword +7 (1d6+4/19–20) with Two-Weapon 
  Fighting
  Base Atk +4; Grp +7
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 8
  Feats Toughness, Two-Weapon DefenseB, Two-Weapon 
  FightingB, Weapon Focus (short sword), Weapon 
  Specialization (short sword)B
  Skills Climb +10, Jump +8, Listen +1, Move Silently +7, Spot 
  +1, Tumble +6
  Possessions 2 +1 short swords, masterwork studded leather 
  armor
  Hook Elite champion who clashes blades together and calls 
  out individual opponents. ”You! You dare fight me?”
  DIRTY ROTTEN LOOTERS 
  (EL 7, PAGE 43)
  Crimson Tiger Thugs (4) 
  CR 4
  Human rogue 4
  NE Medium humanoid 
  Init +6; Senses Listen –1, Spot –1
  Languages Common
  AC 18, touch 12, flat-footed 16; uncanny dodge, +1 against 
  traps
  hp 21 (4 HD)
  Fort +4, Ref +6 (+7 against traps), Will +0; evasion
  Speed 30 ft. (6 squares)
  Melee mwk short sword +7 (1d6+3/19–20)
  Ranged mwk light crossbow +6 (1d8/19–20)
  Base Atk +3; Grp +6
  Atk Options sneak attack +2d6
  Combat Gear 2 potions of cure moderate wounds
  Abilities Str 16, Dex 14, Con 13, Int 10, Wis 8, Cha 12
  SQ trapfinding
  Feats Combat Reflexes, Great Fortitude, Improved Initiative
  Skills Bluff +8, Climb +10, Diplomacy +3, Escape Artist +9, 
  Hide +9, Intimidate +10, Move Silently +9, Open Lock +9, 
  Search +7, Sleight of Hand +11
  Possessions combat gear plus +1 studded leather, +1 buckler, 
  masterwork short sword, masterwork light crossbow with 
  20 bolts, 50 gp
  Hook Bullies on the outside but cowards at heart.
  
  9
  RED HAND
  OF DOOM
  THE NOT-SO-SICK SPY 
  (EL 8, PAGE 44)
  Miha Serani 
  CR 8
  Female aranea sorcerer 4
  NE Medium magical beast (shapechanger) 
  Init +3; Senses darkvision 60 ft., low-light vision; Listen +10, 
  Spot +10
  Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
  AC 15, touch 14, flat-footed 12 
  hp 40 (7 HD)
  Fort +6, Ref +7, Will +7
  Speed 30 ft. (6 squares) in human or hybrid form or
   
  50 ft. (10 squares), climb 25 ft. in spider form
  Melee dagger +4 (1d4–1/19–20) in human form or
   
  dagger +4 (1d4–1/19–20) and
   
  bite –1 (1d6–1 plus poison) in hybrid form or
   
  bite +4 (1d6–1 plus poison) in spider form
  Ranged dagger +8 (1d4–1/19–20) in human or hybrid form or
   
  web +8 in spider or hybrid form
  Base Atk +5; Grp +4
  Special Actions poison, web (6/day, range 50 ft., entangles 
  target, DC 13 Escape Artist or DC 17 Strength check to 
  escape)
  Combat Gear potion of blur, 3 potions of cure light wounds
  Sorcerer Spells Known (CL 7th):
   
  3rd (5/day)—secret page, suggestion (DC 19)
  2nd (7/day)—invisibility, Tasha’s hideous laughter (DC 18), 
  whispering wind
  1st (8/day)—charm person (DC 17), disguise self (DC 16), 
  mage armor, mount, sleep (DC 17)
  0 (6/day)—acid splash (+8 ranged touch), arcane mark, 
  detect poison, ghost sound (DC 15), mage hand, message, 
  read magic
  Abilities Str 8, Dex 17, Con 14, Int 18, Wis 14, Cha 20
  SQ change shape, summon familiar (Tiny fiendish viper 
  named Iopiat; see DMG 201)
  Feats Improved Familiar, Persuasive, Spell Focus 
  (enchantment)
  Skills Bluff +18, Climb +13, Concentration +12, Diplomacy 
  +7, Disguise +5 (+7 acting), Escape Artist +9, Intimidate 
  +9, Jump +7 (+15 in spider form), Knowledge (arcana) +9, 
  Listen +10, Spellcraft +11, Spot +10
  Possessions combat gear plus dagger, Heward’s handy 
  haversack, ring of protection +1, scroll of sending, potion of 
  glibness, 35 gp
  Poison (Ex) Injury, Fortitude DC 13, initial damage 1d6 Str, 
  secondary damage 2d6 Str. The save DC is Constitution-
  based.
  Hook Can act any part; loves danger and manipulation.
  BARGHEST REAVERS (EL 8, PAGE 46)
  Hobgoblin Regulars (6) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear plus chainmail, heavy steel shield, 
  masterwork longsword, composite longbow (+1 Str bonus) 
  with 20 arrows
  Hook Conditioned to follow orders; accustomed to cruelty 
  and harsh discipline.
  
  10
  RED HAND 
  OF DOOM
  MARKED FOR DEATH 
  (EL 10, PAGE 46)
  Blackspawn Raiders (4) 
  CR 4
  CE Medium monstrous humanoid (dragonblood)
  Init +6; Senses darkvision 60 ft., low-light vision; Listen +6, 
  Spot +6
  Languages Common, Draconic
  AC 15, touch 12, flat-footed 13
  hp 60 (8 HD); DR 5/magic or good
  Immune acid, paralysis, sleep
  Fort +5, Ref +8, Will +6
  Speed 40 ft. (8 squares)
  Melee mwk falchion +11/+6 (2d4+3/18–20)
  Ranged javelin +10/+5 (1d6+2)
  Base Atk +8; Grp +10
  Atk Options Power Attack
  Special Actions breath weapon
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds, 2 potions of invisibility, potion of protection from 
  good
  Abilities Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 8
  Feats Improved Initiative, Power Attack, Track
  Skills Listen +6, Spot +6, Survival +10
  Possessions combat gear plus masterwork falchion, 2 
  javelins, potion of jump, potion of pass without trace, silk 
  rope (50 ft.), 5 tiger eye turquoise worth 10 gp each, 50 gp
  Breath Weapon (Su) 40-ft. line, once every 1d4 rounds, 
  damage 4d4 acid, Reflex DC 17 half
  Hook Wily agent of destruction; delights in slaughter.
  Hobgoblin Regulars (5) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear plus chainmail, heavy steel shield, 
  masterwork longsword, composite longbow (+1 Str bonus) 
  with 20 arrows
  Hook Conditioned to follow orders; accustomed to cruelty 
  and harsh discipline.
  CAPTURED! (EL 7, PAGE 47)
  Lupe, Goblin Worg Rider  
  CR 3
  Goblin fighter 3
  LE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +3
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16
  hp 27 (3 HD)
  Fort +5, Ref +4, Will +1 
  Speed 30 ft. (6 squares), or 50 ft. (10 squares) mounted on worg
  Melee masterwork scimitar +5 (1d4/18–20)
  Ranged mwk composite shortbow +9 (1d4/×3)
  Base Atk +3; Grp –1
  Atk Options Point-Blank Shot
  Abilities Str 11, Dex 17, Con 14, Int 12, Wis 10, Cha 6
  Feats Mounted ArcheryB, Mounted Combat, Point-Blank 
  ShotB, Weapon Focus (shortbow)
  Skills Handle Animal +4, Hide +5, Move Silently +5, Ride +13, 
  Spot +3 
  Possessions combat gear plus +1 studded leather armor, buck-
  ler, masterwork scimitar, masterwork composite shortbow
  Hobgoblin Sergeants (2) 
  CR 3
  Hobgoblin fighter 3
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4
  Languages Common, Draconic, Goblin
  AC 20, touch 12, flat-footed 18 
  hp 30 (3 HD)
  Fort +6, Ref +3, Will +3 
  Speed 20 ft. (4 squares)
  Melee mwk bastard sword +7 (1d10+2/19–20)
  Ranged mwk composite longbow +6 (1d8+1/×3)
  Base Atk +3; Grp +5
  Combat Gear potion of cure moderate wounds
  Abilities Str 15, Dex 15, Con 16, Int 12, Wis 10, Cha 8
  Feats Alertness, Exotic Weapon Proficiency (bastard sword)B, 
  Iron Will, Weapon Focus (bastard sword)B
  Skills Handle Animal +4, Intimidate +4, Listen +4, Move 
  Silently +1, Spot +4
  Possessions combat gear plus +1 breastplate, heavy steel 
  shield, masterwork bastard sword, masterwork composite 
  longbow (+1 Str bonus) with 20 arrows
  Hobgoblin Regulars (4) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear, chainmail, heavy steel shield, mwk 
  longsword, composite longbow (+1 Str bonus), 20 arrows
  
  11
  RED HAND
  OF DOOM
  INTO THE HORDE (EL 15, PAGE 48)
  Wyrmlord Hravek Kharn 
  CR 10
  Male hobgoblin favored soul 6/talon of Tiamat 4
  LE Medium humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft., low-light vision; Listen +1, 
  Spot +1
  Languages Common, Draconic, Goblin, Infernal
  AC 24, touch 10, flat-footed 24
  hp 68 (10 HD)
  Resist electricity 10, fire 5
  Fort +13, Ref +7, Will +8
  Speed 20 ft. (4 squares)
  Melee +1 wounding heavy pick +12/+7 (1d6+4 plus 1 Con/×4) 
  or
  Melee +1 greatsword +11/+6 (2d6+4/19–20) 
  Ranged mwk light crossbow +7 (1d8/19–20)
  Base Atk +7; Grp +10
  Special Actions breath weapons
  Combat Gear 2 potions of cure serious wounds, potion of fly, 
  potion of haste
  Favored Soul Spells Known (CL 8th)
   
  4th (3/day)—air walk, divine power, freedom of movement
  3rd (6/day)—cure serious wounds, dispel magic, searing light 
  (+6 ranged touch), wind wall
  2nd (7/day)—aid, bear’s endurance, bull’s strength, cure 
  moderate wounds, death knell (DC 12)
  1st (7/day)—cure light wounds, divine favor, entropic shield, 
  magic weapon, obscuring mist, shield of faith
  0 (6/day)—cure minor wounds, detect magic, guidance, 
  inflict minor wounds (DC 10), mending, purify food and 
  drink, read magic, resistance
  Abilities Str 16, Dex 8, Con 14, Int 12, Wis 10, Cha 16
  Feats Diehard, Dragonthrall, Endurance, Improved Initiative, 
  Weapon Focus (heavy pick)B
  Skills Bluff +13, Diplomacy +5, Intimidate +19, Knowledge 
  (arcana) +8
  Possessions combat gear plus +2 red dragoncraft full plate*, 
  +2 heavy steel shield, +1 wounding heavy pick, masterwork 
  light crossbow with 10 bolts, gauntlets of ogre power, cloak 
  of resistance +2, ring of protection +1
   
  *See page 126 for dragoncraft items
  Breath Weapons (Su) Wyrmlord Hravek Kharn can use two 
  different breath weapons, each 1/day; at least 1d4 rounds 
  must pass between these uses. His first breath weapon 
  is a 30-foot cone that deals 3d6 points of cold damage. 
  His second is a 60-foot line that deals 8d4 points of acid 
  damage. A DC 16 Reflex save halves the damage from 
  either breath weapon; this save DC is Constitution-based.
  Kash-Tari, Doom Hand Warpriest 
  CR 8
  Hobgoblin cleric 7/warpriest* 1
  *See Complete Divine page 74
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Listen +3x, Spot +3x
  Languages Common, Goblin
  AC 21, touch 10, flat-footed 21 
  hp 67 (8 HD)
  Fort +10, Ref +2, Will +10 
  Speed 20 ft. (4 squares)
  Melee +1 heavy mace +10/+5 (1d8+3)
  Base Atk +6; Grp +8
  Atk Options smite 1/day (+4 attack, +7 damage)
  Special Actions command undead 4/day (+1, 2d6+9, 8th), 
  spontaneous casting (inflict spells)
  Combat Gear scroll of flame strike (DC 10 CL check), scroll of 
  recitation, scroll of summon monster IV, wand of cure light 
  wounds
  Cleric Spells Prepared (CL 7th)
   
  4th—air walk, dominate personD (DC 18) 
  3rd—bestow curse (DC 16), cure serious wounds, dispel 
  magic, suggestionD (DC 17)
  2nd—cure moderate wounds (2), hold person (DC 16), 
  invisibilityD, spiritual weapon
  1st—bless, commandD (DC 15), cure light wounds, divine 
  favor, obscuring mist, shield of faith
   
  0—cure minor wounds (2), detect magic (2), resistance, virtue
   
  D: Domain spell. Domains: Destruction, Domination, 
  Trickery
  Abilities Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 12
  SQ rally
  Feats Combat Casting, Spell Focus (enchantment)B, 
  Toughness, Weapon Focus (heavy mace)
  Skills Concentration +8 (+12 casting defensively), Diplomacy 
  +10, Move Silently –1, Sense Motive +7, Spellcraft +2
  Possessions +1 full plate armor, +1 light steel shield, +1 heavy 
  mace, combat gear
  Rally (Ex) A warpriest who is currently not under a fear effect 
  can use this ability as a standard action. Allies within 60 
  feet who are under any fear effect and who can hear the 
  warpriest are allowed another saving throw against the fear 
  effect, with a +1 morale bonus.
  Ruven, Kulkor Zhul War Adept 
  CR 6
  Hobgoblin sorcerer 6
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +4, Spot –1
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16 
  hp 28 (6 HD)
  Fort +5, Ref +6, Will +5 (+8 against sleep, paralysis, and 
  electricity effects)
  Speed 30 ft. (6 squares)
  Melee mwk spear +4 (1d8/×3)
  Base Atk +3; Grp +3
  Combat Gear 2 potions of cure moderate wounds, scroll of fly, 
  scroll of haste, 2 scrolls of invisibility, scroll of summon 
  monster IV
  Sorcerer Spells Known (CL 7th):
   
  3rd (4/day)—lightning bolt (DC 17)
   
  2nd (6/day)—mirror image, summon swarm
  1st (7/day)—lesser orb of electricity (+6 ranged touch, 4d8 
  electricity; DC 15 half), mage armor†, magic missile, ray 
  of enfeeblement (+6 ranged touch)
  0 (6/day)—daze (DC 13), detect magic, disrupt undead (+6 
  ranged touch), ghost sound (DC 13), mage hand, ray of 
  frost (+6 ranged touch), read magic
   
  †Already cast
  Abilities Str 10, Dex 16, Con 15, Int 12, Wis 8, Cha 16
  SQ familiar (none at present)
  Feats Draconic Heritage (blue), Draconic Power, Draconic 
  Skin
  Skills Bluff +7, Concentration +11, Knowledge (arcana) +6, 
  Listen +4, Move Silently +7, Spellcraft +7
  Possessions combat gear plus ring of protection +1, cloak of 
  resistance +1, masterwork spear
   
  (encounter continues on page 12)
  
  12
  RED HAND 
  OF DOOM
  INTO THE HORDE (EL 15, PAGE 48)
  Abithriax 
  CR 10
  Male juvenile red dragon
  CE Large dragon (fire) 
  Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen 
  senses; Listen +21, Spot +21
  Languages Common, Draconic, Infernal
  AC 32, touch 9, flat-footed 32 
  hp 184 (16 HD)
  Immune fire, paralysis, sleep
  Resist cold 10
  Fort +11, Ref +8, Will +8
  Weakness vulnerable to cold
  Speed 40 ft. (8 squares), fly 150 ft. (poor)
  Melee bite +24 (2d6+9) and
   
  2 claws each +22 (1d8+4) and
   
  2 wings each +22 (1d6+4) and
   
  tail slap +22 (1d8+13)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Base Atk +16; Grp +29
  Atk Options Awesome Blow, Improved Bull Rush, Power 
  Attack
  Special Actions breath weapon
  Sorcerer Spells Known (CL 3rd)
   
  1st (6/day)—grease (DC 13), mage armor†, shield†
  0 (6/day)—detect magic, mage hand, message, read magic, 
  resistance
   
  † Already cast
  Spell-Like Abilities (CL 4th)
   
  4/day—locate object
  Abilities Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14
  Feats Awesome Blow, Flyby Attack, Improved Bull Rush, 
  Multiattack, Power Attack, Wingover
  Skills Appraise +21, Bluff +21, Diplomacy +4, Intimidate +23, 
  Knowledge (geography) +21, Knowledge (religion) +21, 
  Listen +21, Search +21, Spot +21
  Possessions amulet of health +2, minor ring of cold resistance
  Breath Weapon (Su) 40-ft. cone, once every 1d4 rounds, 8d10 
  fire, Reflex DC 23 half
  Hook Arrogant with power; loves to destroy and watch ’em 
  scatter.
  Blood Ghost Berserkers (24) 
  CR 4
  Bugbear barbarian 2
  NE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft., scent; Listen +4, Spot +4
  Languages Common, Goblin
  AC 16, touch 10, flat-footed 14; uncanny dodge 
  hp 56 (5 HD)
  Fort +9, Ref +5, Will +4 
  Speed 40 ft. (8 squares)
  Melee mwk greataxe +13 (1d12+10/×3) or
  Ranged throwing axe +6 (1d6+7)
  Base Atk +4; Grp +11
  Atk Options Power Attack (mwk greataxe +9, 1d12+18/×3), 
  rage 1/day (8 rounds) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 24, Dex 14, Con 20, Int 8, Wis 13, Cha 8
  Feats Power Attack, Weapon Focus (greataxe)
  Skills Climb +10, Listen +4, Spot +4, Survival +4
  Possessions combat gear plus masterwork greataxe, throwing 
  axe, masterwork studded leather armor
  Hook Dyes his hide a mottled gray-white color to signify that 
  he walks in the world of the dead.
  When not raging, a Blood Ghost berserker has the following 
  changed statistics.
  AC 18, touch 12, flat-footed 16
  hp 46 (5 HD)
  Fort +7, Will +2
  Melee mwk greataxe +11 (1d12+7/×3) or
  Ranged throwing axe +6 ranged (1d6+5)
  Grp +9
  Abilities Str 20, Con 16
  Skills Climb +8, Move Silently +6
  
  13
  RED HAND
  OF DOOM
  ROAD BLOCKADE (EL 7, PAGE 50)
  Hobgoblin Sergeants (2) 
  CR 3
  Hobgoblin fighter 3
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4
  Languages Common, Draconic, Goblin
  AC 20, touch 12, flat-footed 18 
  hp 30 (3 HD)
  Fort +6, Ref +3, Will +3 
  Speed 20 ft. (4 squares)
  Melee mwk bastard sword +7 (1d10+2/19–20)
  Ranged mwk composite longbow +6 (1d8+1/×3)
  Base Atk +3; Grp +5
  Combat Gear potion of cure moderate wounds
  Abilities Str 15, Dex 15, Con 16, Int 12, Wis 10, Cha 8
  Feats Alertness, Exotic Weapon Proficiency (bastard sword)B, 
  Iron Will, Weapon Focus (bastard sword)B
  Skills Handle Animal +4, Intimidate +4, Listen +4, Move 
  Silently +1, Spot +4
  Possessions combat gear plus +1 breastplate, heavy steel 
  shield, masterwork bastard sword, masterwork composite 
  longbow (+1 Str bonus) with 20 arrows
  Hook Tough as nails with a mean streak a mile wide; “At 
  them, you dogs! Slay until your hands drip with blood!”
  Hobgoblin Regulars (6) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear plus chainmail, heavy steel shield, 
  masterwork longsword, composite longbow (+1 Str bonus) 
  with 20 arrows
  Hook Conditioned to follow orders; accustomed to cruelty 
  and harsh discipline.
  SPAWN OF TIAMAT (EL 7, PAGE 51)
  Greenspawn Razorfiend 
  CR 7
  LE Large magical beast (dragonblood)
  Init +7; Senses darkvision 60 ft., low-light vision; Listen +15, 
  Spot +15
  Languages Common, Draconic, Infernal
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
  hp 85 (10 HD); DR 5/magic
  Immune acid, paralysis
  Fort +10, Ref +10, Will +5
  Speed 50 ft. (10 squares), swim 50 ft.
  Melee 2 wingblades each +15 (2d6+6/18–20/×3) and
   
  bite +10 (1d8+3)
  Base Atk +10; Grp +20
  Atk Options Spring Attack
  Special Actions breath weapon
  Abilities Str 22, Dex 17, Con 16, Int 12, Wis 15, Cha 12
  SQ water breathing
  Feats Dodge, Improved Initiative, Mobility, Spring Attack
  Skills Jump +27, Listen +15, Spot +15, Swim +14
  Breath Weapon (Su) 20-ft. cone, once every 1d4 rounds, 
  damage 5d6 acid, Reflex DC 18 half
  Water Breathing (Ex) A greenspawn razorfiend can breathe 
  underwater indefinitely and can freely use its breath 
  weapon and other abilities while underwater.
  
  14
  RED HAND 
  OF DOOM
  KILLIAR’S HUNTERS (EL 9, PAGE 52)
  Killiar Arrowswift 
  CR 4
  Male wild elf ranger 4
  CG Medium humanoid 
  Init +4; Senses low-light vision; Listen +10, Spot +10
  Languages Common, Elven
  AC 18, touch 14, flat-footed 14
  hp 29 (4 HD)
  Immune sleep
  Fort +6, Ref +8, Will +2 (+4 against enchantments)
  Speed 30 ft. (6 squares)
  Melee mwk handaxe +5 (1d6/×3)
  Ranged +1 longbow +9 (1d8/×3)
  Base Atk +4; Grp +4
  Atk Options favored enemy dragons +2, Rapid Shot
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility
  Ranger Spells Prepared (CL 2nd):
   
  1st—animal messenger
  Abilities Str 10, Dex 18, Con 14, Int 8, Wis 13, Cha 10
  SQ able to notice secret or concealed doors, animal 
  companion (none at present), wild empathy +5 (+1 
  magical beasts)
  Feats EnduranceB, Mounted Archery, Mounted Combat, Rapid 
  ShotB, TrackB
  Skills Handle Animal +6, Listen +10, Ride +13, Search +9, Spot 
  +10, Survival +8 (+10 following tracks)
  Possessions combat gear plus masterwork studded leather, 
  +1 longbow with 20 arrows, masterwork handaxe, light 
  wooden shield, leather pouch containing 21 gp and 13 sp
  Tiri Kitor Hunters (4) 
  CR 1
  Wild elf ranger 2
  CG Medium humanoid
  Init +3; Senses low-light vision; Listen +5, Spot +7
  Languages Common, Elven
  AC 15, touch 13, flat-footed 12 
  hp 16 (2 HD)
  Immune sleep
  Fort +5, Ref +6, Will +1 (+3 against enchantments)
  Speed 30 ft. (6 squares)
  Melee handaxe +3 (1d6+1/×3)
  Ranged mwk composite longbow +6 (1d8+1/×3) or
   
  mwk composite longbow +4/+4 (1d8+1/×3) with Rapid 
  Shot
  Base Atk +2; Grp +3
  Atk Options favored enemy reptilians +2
  Combat Gear 2 potions of cure light wounds
  Abilities Str 12, Dex 17, Con 14, Int 8, Wis 13, Cha 8
  SQ able to notice secret or concealed doors, wild empathy +0 
  (–4 magical beasts)
  Feats Point Blank Shot, Rapid ShotB, TrackB
  Skills Handle Animal +5, Listen +5, Ride +7, Search +5, Spot 
  +7, Survival +6
  Possessions combat gear plus leather armor, masterwork 
  composite longbow (+2 Str bonus) with 20 arrows, 
  handaxe, leather pouch containing 5 gp
  TIRI KITOR ALLIES (PAGES 54–56)
  Sellyria Starsinger 
  CR 7
  Female wild elf druid 7
  NG Medium humanoid
  Init –3; Senses low-light vision; Listen +6, Spot +6
  Languages Common, Druidic, Elven, Sylvan
  AC 9, touch 8, flat-footed 9
  hp 21 (7 HD)
  Immune sleep
  Resist +4 against fey spell-like abilities
  Fort +3, Ref –1, Will +9 (+11 against enchantments)
  Speed 30 ft. (6 squares); woodland stride
  Melee mwk scimitar +3 (1d6–3/18–20)
  Ranged mwk longbow +3 (1d8–3/×3)
  Base Atk +5; Grp +2
  Special Actions wild shape 3/day (7 hours)
  Combat Gear potion of cure moderate wounds, potion of lesser 
  restoration, scroll of quench, scroll of remove disease
  Druid Spells Prepared (CL 7th):
   
  4th (2/day)—control water, cure serious wounds
  3rd (3/day)—call lightning (DC 17), cure moderate wounds, 
  remove disease
  2nd (4/day)—bear’s endurance, cat’s grace, flaming sphere 
  (DC 16), lesser restoration
  1st (5/day)—cure light wounds, entangle (DC 15), 
  goodberry, produce flame (+2 melee touch, +2 ranged 
  touch), speak with animals
  0 (6/day)—cure minor wounds, detect magic, guidance, 
  light, mending, virtue
  Abilities Str 4, Dex 4, Con 7, Int 13, Wis 19, Cha 17
  SQ able to notice secret or concealed doors, animal 
  companion (giant crocodile), link with companion, 
  share spells, trackless step, wild empathy +10 (+6 
  magical beasts)
  Feats Brew Potion, Combat Casting, Natural Spell
  Skills Concentration +8 (+12 casting defensively), Diplomacy 
  +13, Knowledge (nature) +15, Ride +7, Search +3, Survival 
  +16 (+18 in natural surroundings)
  Possessions combat gear plus masterwork scimitar, masterwork 
  longbow with 20 arrows, ring of protection +1, amulet of 
  natural armor +1, leather pouch containing 94 gp and 5 pp
  
  15
  RED HAND
  OF DOOM
  TIRI KITOR ALLIES (PAGES 54–56)
  Trellara Nightshadow 
  CR 4
  Female wild elf bard 4
  NG Medium humanoid 
  Init +2; Senses low-light vision; Listen +10, Spot +10
  Languages Common, Elven, Sylvan
  AC 17, touch 12, flat-footed 15; Dodge
  hp 16 (4 HD)
  Immune sleep
  Fort +1, Ref +6, Will +5 (+7 against enchantments)
  Speed 30 ft. (6 squares)
  Melee mwk longsword +3 (1d8–1/19–20)
  Ranged mwk longbow +6 (1d8/×3)
  Base Atk +3; Grp +2
  Special Actions bardic music 4/day (countersong, fascinate, 
  inspire competence, inspire courage +1)
  Combat Gear 2 potions of cure moderate wounds, wand of lesser 
  confusion (47 charges)
  Bard Spells Known (CL 4th)
   
  2nd (1/day)—blur, sound burst (DC 15)
   
  1st (3/day)—cure light wounds, identify, sleep (DC 14)
  0 (3/day)—dancing lights, detect magic, lullaby (DC 13), 
  mage hand, prestidigitation, read magic
  Abilities Str 8, Dex 15, Con 10, Int 12, Wis 12, Cha 16
  SQ able to notice secret or concealed doors, bardic 
  knowledge +7
  Feats Combat Casting, Dodge
  Skills Concentration +7 (+11 casting defensively), Knowledge 
  (geography) +8, Knowledge (history) +8, Knowledge 
  (nature) +8, Listen +10, Perform (sing) +10, Spot +10
  Possessions combat gear plus +1 chain shirt, masterwork 
  longsword, masterwork longbow with 20 arrows, leather 
  pouch containing 17 gp and three 100 gp pearls
  Hook Normally vivacious and daring; temporarily distraught 
  over her brother’s death.
  BELL TOWER (EL 7, PAGE 59)
  FIRST WAVE
  Hobgoblin Veterans (3) 
  CR 3
  Hobgoblin warrior 4
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +4
  Languages Common, Goblin
  AC 19, touch 11, flat-footed 18 or
  hp 26 (4 HD) 
  Fort +6, Ref +2, Will +0 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +8 (1d8+2/19–20)
  Ranged mwk composite longbow +6 (1d8+2/×3)
  Base Atk +4; Grp +6
  Combat Gear 3 potions of cure moderate wounds
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness, Weapon Focus (longsword) 
  Skills Intimidate +3, Listen +3, Move Silently –3, Spot +4
  Possessions combat gear plus banded mail, heavy steel 
  shield, masterwork longsword, masterwork composite 
  longbow (+2 Str bonus) with 20 arrows
  Hook Conditioned to follow orders; cruel esprit de corps. “We 
  are the Red Hand! We do not know defeat!”
  BELL TOWER (EL 7, PAGE 59)
  SECOND WAVE
  Hobgoblin Veterans (3) 
  CR 3
  Hobgoblin warrior 4
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +4
  Languages Common, Goblin
  AC 19, touch 11, flat-footed 18 or
  hp 26 (4 HD) 
  Fort +6, Ref +2, Will +0 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +8 (1d8+2/19–20)
  Ranged mwk composite longbow +6 (1d8+2/×3)
  Base Atk +4; Grp +6
  Combat Gear 3 potions of cure moderate wounds
  Abilities Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness, Weapon Focus (longsword) 
  Skills Intimidate +3, Listen +3, Move Silently –3, Spot +4
  Possessions combat gear plus banded mail, heavy steel 
  shield, masterwork longsword, masterwork composite 
  longbow (+2 Str bonus) with 20 arrows
  Hook Conditioned to follow orders; cruel esprit de corps. “We 
  are the Red Hand! We do not know defeat!”
  
  16
  RED HAND 
  OF DOOM
  BELL TOWER (EL 7, PAGE 59)
  THIRD WAVE
  Korkulan, Hobgoblin Bladebearer 
  CR 4
  Hobgoblin fighter 4
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +1, Spot +1
  Languages Common, Goblin
  AC 17, touch 13, flat-footed 14 
  hp 37 (4 HD)
  Fort +6, Ref +4, Will +2 
  Speed 30 ft. (6 squares)
  Melee +1 short sword +9 (1d6+6/19–20) or
  Melee +1 short sword +7 (1d6+6/19–20) and
   
  +1 short sword +7 (1d6+4/19–20) with Two-Weapon 
  Fighting
  Base Atk +4; Grp +7
  Abilities Str 16, Dex 16, Con 15, Int 10, Wis 12, Cha 8
  Feats Toughness, Two-Weapon DefenseB, Two-Weapon 
  FightingB, Weapon Focus (short sword), Weapon 
  Specialization (short sword)B
  Skills Climb +10, Jump +8, Listen +1, Move Silently +7, Spot 
  +1, Tumble +6
  Possessions 2 +1 short swords, masterwork studded leather 
  armor
  Hook Elite champion who clashes blades together and calls 
  out individual opponents. ”You! You dare fight me?”
  RAZORFIEND HATCHERY 
  (EL 7, PAGE 61)
  Greenspawn Razorfiend 
  CR 7
  LE Large magical beast (dragonblood)
  Init +7; Senses darkvision 60 ft., low-light vision; Listen +15, 
  Spot +15
  Languages Common, Draconic, Infernal
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
  hp 85 (10 HD); DR 5/magic
  Immune acid, paralysis
  Fort +10, Ref +10, Will +5
  Speed 50 ft. (10 squares), swim 50 ft.
  Melee 2 wingblades each +15 (2d6+6/18–20/×3) and
   
  bite +10 (1d8+3)
  Base Atk +10; Grp +20
  Atk Options Spring Attack
  Special Actions breath weapon
  Abilities Str 22, Dex 17, Con 16, Int 12, Wis 15, Cha 12
  SQ water breathing
  Feats Dodge, Improved Initiative, Mobility, Spring Attack
  Skills Jump +27, Listen +15, Spot +15, Swim +14
  Breath Weapon (Su) 20-ft. cone, once every 1d4 rounds, 
  damage 5d6 acid, Reflex DC 18 half
  Water Breathing (Ex) A greenspawn razorfiend can breathe 
  underwater indefinitely and can freely use its breath 
  weapon and other abilities while underwater.
  INTERROGATION ROOM 
  (EL 8, PAGE 62)
  Nurklenak, Kulkor Zhul Mindbender 
  CR 8
  Hobgoblin bard 6/mindbender 2*
  *See Complete Arcane page 54
  LE Medium humanoid (goblinoid) 
  Init +2; Senses darkvision 60 ft.; Listen +10, Spot +1
  Languages Common, Draconic, Goblin, Infernal; telepathy 100 ft.
  AC 16, touch 12, flat-footed 14
  hp 36 (8 HD)
  Fort +6, Ref +7, Will +9
  Speed 30 ft. (6 squares)
  Melee mwk dagger +5 (1d4–1/19–20)
  Base Atk +5; Grp +4
  Special Actions bardic music 6/day (countersong, fascinate 
  2 targets, inspire competence, inspire courage +1, 
  suggestion), push the weak mind 1/day
  Combat Gear potion of blur, potion of invisibility, scroll of 
  dominate person, wand of cause fear (25 charges), wand of 
  disguise self (25 charges)
  Bard Spells Known (CL 7th):
   
  3rd (1/day)—charm monster (DC 18), glibness
  2nd (3/day)—detect thoughts (DC 15), enthrall (DC 17), 
  hold person (DC 17), suggestion (DC 17)
  1st (4/day)—charm person (DC 16), cure light wounds, 
  hypnotism (DC 16), silent image (DC 14)
  0 (3/day)—daze (DC 15), detect magic, ghost sound (DC 
  13), mage hand, message, prestidigitation
  Abilities Str 8, Dex 14, Con 12, Int 14, Wis 13, Cha 17
  SQ bardic knowledge +8
  Feats Greater Spell Focus (enchantment), Persuasive, Spell 
  Focus (enchantment)
  Skills Bluff +15, Concentration +10, Diplomacy +17, Disguise 
  +3 (+5 acting), Gather Information +9, Intimidate +14, 
  Listen +10, Move Silently +10, Perform (oratory) +12, 
  Sense Motive +10
  Possessions combat gear plus +1 studded leather armor, 
  masterwork dagger, Heward’s handy haversack, 2 elixirs 
  of truth, 2 elixirs of love, torture implements, 3 doses of 
  striped toadstool poison, 40 gp
  Push the Weak Mind (Sp) This mindbender can use suggestion 
  on any living creature of Large or smaller size once per 
  day. The range is 100 feet and the duration is 7 hours. The 
  mindbender can communicate the suggested course of 
  action telepathically if he chooses. A successful DC 16 Will 
  save negates the effect.
  Hook Crafty, manipulative schemer; “Your thoughts are mine 
  to plunder, your will mine to bend or break.”
  
  17
  RED HAND
  OF DOOM
  SAARVITH’S HQ (EL 7, PAGE 62)
  Wyrmlord Saarvith 
  CR 7
  Male goblin ranger 7
  LE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Listen +11, Spot +11
  Languages Common, Draconic, Goblin, Infernal
  AC 21, touch 15, flat-footed 17
  hp 49 (7 HD)
  Fort +8, Ref +10, Will +4
  Speed 30 ft. (6 squares)
  Melee mwk greatsword +8/+3 (1d10–1/19–20) or
  Ranged +1 longbow +11/+11/+6 (1d6+1/19–20) with Rapid 
  Shot or
  Ranged +1 longbow +13/+8 (1d6+1/19–20)
  Base Atk +7; Grp +2
  Atk Options favored enemy elves +4, favored enemy humans 
  +2, Manyshot, Point Blank Shot, Rapid Shot
  Combat Gear potion of cure moderate wounds, potion of mirror 
  image
  Ranger Spells Prepared (CL 3rd):
   
  1st (2/day)—longstrider, resist energy
  Abilities Str 8, Dex 18, Con 14, Int 8, Wis 13, Cha 10
  SQ animal companion, wild empathy +7, woodland stride
  Feats EnduranceB, ManyshotB, Mounted Archer, Mounted 
  Combat, Point Blank Shot, Rapid ShotB, TrackB
  Skills Craft (taxidermy) +9, Hide +8, Listen +11, Ride +18, 
  Spot +11, Survival +11
  Possessions combat gear plus +2 mithral chain shirt, 
  masterwork greatsword, +1 longbow with 20 arrows, 10 
  +1 elf bane arrows, cloak of resistance +1, leather pouch 
  containing 37 gp, 11 pp, and the key to his chest
  Eagle Animal Companion 
  CR —
  N Small animal
  Init +3; Senses low-light vision; Listen +7, Spot +15
  AC 17, touch 15, flat-footed 13
  hp 20 (3 HD)
  Fort +4, Ref +6, Will +3; evasion
  Speed 10 ft. (2 squares), fly 80 ft. (average)
  Melee 2 talons +7 (1d6) and
   
  bite +2 (1d4)
  Base Atk +2; Grp –2
  Abilities Str 11, Dex 16, Con 12, Int 2, Wis 14, Cha 6
  Feats Improved Natural Attack (talons), Weapon Finesse
  Skills Listen +7, Spot +15
  REGIARIX’S LAIR (EL 7, PAGE 64)
  Regiarix 
  CR 7
  Male juvenile black dragon
  CE Medium dragon (water)
  Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen 
  senses; Listen +16, Spot +16
  Languages Common, Draconic, Infernal
  AC 23, touch 11, flat-footed 23
  hp 110 (13 HD)
  Immune acid, paralysis, sleep
  Fort +10, Ref +8, Will +8
  Speed 60 ft. (12 squares), fly 150 ft. (poor), swim 60 ft.
  Melee bite +17 (2d6+4/19–20) and
   
  2 claws each +15 (1d6+2) and
   
  2 wings each +15 (1d4+2)
  Base Atk +13; Grp +16
  Special Actions breath weapon
  Spell-Like Abilities (CL 4th):
   
  3/day—darkness (40-ft. radius)
  Abilities Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
  SQ water breathing
  Feats Hover, Improved Critical (bite), Improved Initiative, 
  Improved Natural Attack (bite), Multiattack
  Skills Hide +16, Listen +16, Move Silently +16, Search +12, 
  Spot +16, Swim +27
  Possessions amulet of mighty fists +1, ring of protection +1
  Breath Weapon (Su) 60-ft. line, once every 1d4 rounds, 8d4 
  acid, Reflex DC 18 half
  
  18
  RED HAND 
  OF DOOM
  VARANTHIAN’S LAIR (EL 8, PAGE 70)
  Varanthian 
  CR 10
  Female half-fiend behir
  LE Huge outsider (native)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen 
  +16, Spot +16
  Languages Common, Draconic, Infernal
  AC 23, touch 11, flat-footed 20
  hp 103 (9 HD); DR 5/magic
  Immune electricity, poison
  Resist acid 10, cold 10, fire 10; SR 19
  Fort +12, Ref +9, Will +5
  Speed 40 ft. (8 squares), climb 15 ft., fly 40 ft. (average)
  Melee bite +17 (2d6+10) and
   
  2 claws each +12 (1d8+5)
  Space 15 ft.; Reach 10 ft.
  Base Atk +9; Grp +27
  Atk Options constrict, improved grab, rake (6 claws +15 
  melee, 1d8+5 damage), smite good (1/day, +9 damage 
  against good foe)
  Special Actions breath weapon, swallow whole
  Spell-Like Abilities (CL 9th)
   
  3/day—darkness, poison (+17 melee touch, DC 16)
   
  1/day—contagion (DC 15), desecrate, unholy blight (DC 16)
  Abilities Str 30, Dex 17, Con 23, Int 11, Wis 14, Cha 14
  Feats Alertness, Cleave, Power Attack, Track
  Skills Balance +5, Climb +30, Hide +7, Jump +16, Listen +16, 
  Perform (sing) +8, Search +6, Spot +16, Survival +14 (+16 
  following tracks), Tumble +9
  Breath Weapon (Su) 20-ft. line, once every 10 rounds, 7d6 
  electricity, Reflex DC 20 half.
  Constrict (Ex) Varanthian deals 2d8+10 points of damage with 
  a successful grapple check. She can make six rake attacks 
  against a grappled foe as well.
  Improved Grab (Ex) To use this ability, Varanthian must hit a 
  creature with her bite attack. If she wins the grapple check, 
  she can attempt to constrict the opponent or swallow the 
  opponent on the following round.
  Swallow Whole (Ex) Varanthian can try to swallow a grabbed 
  Medium or smaller creature by making a successful 
  grapple check. If she swallows an opponent, she can use 
  Cleave to bite and grab another opponent. A swallowed 
  creature takes 2d8+10 damage plus 8 acid damage each 
  round and can cut its way out by using a light slashing 
  or piercing weapon to deal 25 points of damage to the 
  gizzard (AC 15). Varanthian’s gizzard can hold 2 Medium 
  or 8 Small opponents.
  THE LION’S PATH (EL 8, PAGE 71)
  Ghost Dire Lion 
  CR 7
  N Large undead (incorporeal, augmented animal)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Listen 
  +15, Spot +16
  AC 16, touch 12, flat-footed 13 (ethereal) or
   
  16, touch 16, flat-footed 13 (manifested)
  hp 52 (8 HD)
  Miss Chance 50% incorporeal
  Immune undead immunities (MM 317)
  Resist turn resistance +4
  Fort +6, Ref +9, Will +4
  Speed fly 30 ft. (perfect) (6 squares)
  Melee +8 incorporeal touch (1d4 Strength drain)
  Space 10 ft.; Reach 5 ft.
  Base Atk +6; Grp —
  Special Actions corrupting gaze, draining touch
  Abilities Str —, Dex 17, Con —, Int 2, Wis 10, Cha 19
  SQ incorporeal traits, manifestation, rejuvenation
  Feats Alertness, Improved Initiative, Iron Will
  Skills Hide +11 (+19 in tall grass or heavy undergrowth), 
  Listen +15, Search +4, Spot +16
  Corrupting Gaze (Su) A ghost dire lion can blast living beings 
  with a glance, at a range of up to 30 feet. Creatures that 
  meet the ghost’s gaze must make a DC 18 Fortitude 
  save or take 2d10 points of damage and 1d4 points of 
  Charisma damage.
  Draining Touch (Su) A ghost dire lion’s touch attack drains 1d4 
  points of Strength from its target. On each such successful 
  attack, the ghost heals 5 points of damage to itself.
  Rejuvenation (Su) A destroyed ghost dire lion returns to its 
  old haunt with a successful level check (1d20+8) against 
  DC 16. The only definitive way to destroy a ghost dire lion 
  is by destroying the Heart of the Lion in area 15 of the 
  Ghostlord’s lair.
  
  19
  RED HAND
  OF DOOM
  THE LION’S PATH (EL 8, PAGE 71)
  Ghost Brute Lions (2) 
  CR 5
  N Large undead (incorporeal, augmented animal)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen 
  +13, Spot +13
  AC 15, touch 12, flat-footed 12 (ethereal) or
   
  14, touch 14, flat-footed 11 (manifested)
  hp 32 (5 HD)
  Miss Chance 50% incorporeal
  Immune undead immunities (MM 317)
  Resist turn resistance +2
  Fort +4, Ref +7, Will +2
  Speed fly 30 ft. (perfect) (6 squares); Run
  Melee corrupting touch +5 melee touch (1d4)
  Base Atk +3; Grp —
  Space 10 ft.; Reach 5 ft.
  Special Actions bloodcurdling roar
  Abilities Str —, Dex 17, Con —, Int 2, Wis 12, Cha 14
  SQ incorporeal traits, manifestation, rejuvenation, undead 
  traits
  Feats Alertness, Run
  Skills Balance +7, Hide +11 (+19 in tall grass or heavy 
  undergrowth), Listen +13, Search +4, Spot +13
  Bloodcurdling Roar (Su) The mournful howling of a ghost 
  brute chills the living to the core. The creature can howl 
  as a standard action. All living creatures within a 30-
  foot radius must make a successful Will save or become 
  frightened for 2d4 rounds; those more than 30 feet away 
  but within 300 feet must make a Will save or become 
  shaken for 2d4 rounds. This is a sonic, necromantic, mind-
  affecting fear effect. A creature that successfully saves 
  against the bloodcurdling howl cannot be affected by the 
  same ghost brute’s howl for 24 hours.
  Corrupting Touch (Su) A ghost brute that hits a living 
  target with its corrupting touch attack deals 1d6 points 
  of damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  material opponents, it adds its Dexterity modifier to 
  attack rolls only.
  Rejuvenation (Su) A destroyed ghost brute lion returns to its 
  old haunt with a successful level check (1d20+5) against 
  DC 16. The only definitive way to destroy a ghost brute 
  lion is by destroying the Heart of the Lion in area 15 of the 
  Ghostlord’s lair.
  GUARDROOM (EL 7, PAGE 72)
  Doom Fist Monks (3) 
  CR 4
  Hobgoblin monk 4
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Listen +5, Spot +5
  Languages Common, Goblin
  AC 15, touch 14, flat-footed 13; Dodge
  hp 29 (4 HD)
  Fort +6, Ref +6, Will +6 (+8 against enchantments); evasion
  Speed 40 ft. (8 squares)
  Melee unarmed strike +6 (1d8+3) or
   
  unarmed strike +4/+4 (1d8+3) with flurry of blows or
   
  masterwork dragonchain* +7 (1d6+4/19–20)
   
  *New weapon described on page 126
  Ranged mwk light crossbow +6 (1d8)
  Base Atk +3; Grp +10
  Atk Options grapple and constrict with dragonchain (1d8+4), 
  ki strike (magic), Stunning Fist 4/day (Fort DC 14)
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of shield of faith +3
  Abilities Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
  SQ slow fall (20 ft.)
  Feats Dodge, Exotic Weapon Proficiency (dragonchain), 
  Improved GrappleB, Improved Unarmed StrikeB, 
  Stunning FistB
  Skills Balance +8, Hide +6, Jump +14, Listen +5, Move Silently 
  +10, Spot +5, Tumble +9
  Possessions combat gear plus bracers of armor +1, 
  masterwork light crossbow, masterwork dragonchain
  Hook Religious zealots who despise weakness and regard 
  wounds received in combat as marks of holy devotion. “In 
  pain I learn strength!”
  OOZE PIT (EL 7, PAGE 73)
  Gray Ooze 
  CR 7
  N Large ooze
  Init –5; Senses blindsight 60 ft.; Listen –5, Spot –5
  Languages none
  AC 4, touch 4, flat-footed 4
  hp 121 (9 HD)
  Immune cold, fire, ooze immunities (MM 313)
  Fort +11, Ref –2, Will –2
  Speed 10 ft. (2 squares)
  Melee slam +10 (1d8+7 plus 1d6 acid)
  Space 10 ft.; Reach 5 ft.
  Base Atk +6; Grp +15
  Atk Options constrict, improved grab
  Special Actions acid
  Abilities Str 20, Dex 1, Con 27, Int —, Wis 1, Cha 1
  SQ ooze traits, transparent
  Constrict (Ex) This gray ooze deals 1d8+7 points of damage 
  plus 1d6 points of acid damage with a successful grapple 
  check.
  Improved Grab (Ex) To use this ability, a gray ooze must hit a 
  creature with its slam attack. If it wins the grapple check, 
  it can attempt to constrict the opponent on the following 
  round.
  Acid (Ex) See page 122
  Transparent (Ex) See page 122
  
  20
  RED HAND 
  OF DOOM
  GUEST QUARTERS (EL 11, PAGE 73)
  Wyrmlord Ulwai Stormcaller 
  CR 9
  Female hobgoblin bard 5/stormsinger 4
  NE Medium humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Listen –1, Spot –1
  Languages Auran, Common, Draconic, Goblin, Infernal
  AC 22, touch 15, flat-footed 17
  hp 52 (9 HD)
  Resist electricity 5
  Fort +4, Ref +13, Will +7
  Speed 30 ft. (6 squares)
  Melee mwk whip +11 (1d3 nonlethal)
  Ranged mwk shortbow +11 with +1 shock arrow (1d6+1 plus 
  1d6 electricity/×3)
  Reach 15 ft. (whip)
  Base Atk +5; Grp +5
  Special Actions bardic music 9/day (countersong, fascinate, 
  gust of wind, inspire competence, inspire courage +1, 
  thunderstrike)
  Combat Gear staff of stormclouds* (26 charges)
  *New magic item; see page 125
  Bard Spells Known (CL 9th, CL 10th in storms)
   
  3rd (3/day)—glibness, haste, phantom steed
  2nd (4/day)—cure moderate wounds, invisibility, sound 
  burst (DC 15), whispering wind
  1st (4/day)—feather fall, summon monster I, unseen 
  servant, ventriloquism
  0 (3/day)—dancing lights, flare (DC 13), mage hand, 
  message, prestidigitation, read magic
  Abilities Str 10, Dex 20, Con 14, Int 13, Wis 8, Cha 17
  SQ bardic knowledge +6
  Feats Extend Spell, Magical Aptitude, Storm Magic*, Weapon 
  Finesse (whip)
   
  *Storm Magic: Gain +1 to CL in storms (Frostburn 50)
  Skills Concentration +10, Diplomacy +11, Knowledge (arcana) 
  +9, Knowledge (geography) +7, Knowledge (nature) +9, 
  Move Silently +8, Perform (sing) +15, Spellcraft +13, 
  Survival +7 (+9 in aboveground natural environments), 
  Use Magic Device +13
  Possessions combat gear plus gloves of Dexterity +4, +2 
  mithral breastplate, masterwork whip, masterwork 
  shortbow with 20 +1 shock arrows, mithral jewelry 
  (necklace, earrings, bracelets, rings, and anklets) worth a 
  total of 1,000 gp.
  Gust of Wind (Sp) Ulwai can create a gust of wind (caster 
  level 10th, or 12th if she is in a storm) by expending one 
  use of bardic music.
  Thunderstrike (Su) Ulwai can use bardic music to unleash a 
  deadly thunderbolt on any one creature within 60 feet. She 
  must make a +10 ranged touch attack to hit her target. If 
  she hits, she makes a Perform (sing) check, and the result 
  indicates how much electricity damage the thunderbolt 
  deals (d20+15, or d20+17 if she is in a storm). A DC 17 
  Reflex save halves this damage. If the creature fails the 
  save, it must make a DC 17 Fortitude save or be deafened 
  for a number of rounds equal to the damage dealt.
  Hook Adapts quickly to changing circumstances; clever, 
  confident, and seductive.
  Doom Fist Monks (3) 
  CR 4
  Hobgoblin monk 4
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Listen +5, Spot +5
  Languages Common, Goblin
  AC 15, touch 14, flat-footed 13; Dodge
  hp 29 (4 HD)
  Fort +6, Ref +6, Will +6 (+8 against enchantments); evasion
  Speed 40 ft. (8 squares)
  Melee unarmed strike +6 (1d8+3) or
   
  unarmed strike +4/+4 (1d8+3) with flurry of blows or
   
  masterwork dragonchain* +7 (1d6+4/19–20)
   
  *New weapon described on page 126
  Ranged mwk light crossbow +6 (1d8)
  Base Atk +3; Grp +10
  Atk Options grapple and constrict with dragonchain (1d8+4), 
  ki strike (magic), Stunning Fist 4/day (Fort DC 14)
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of shield of faith +3
  Abilities Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
  SQ slow fall (20 ft.)
  Feats Dodge, Exotic Weapon Proficiency (dragonchain), 
  Improved GrappleB, Improved Unarmed StrikeB, 
  Stunning FistB
  Skills Balance +8, Hide +6, Jump +14, Listen +5, Move Silently 
  +10, Spot +5, Tumble +9
  Possessions combat gear plus bracers of armor +1, 
  masterwork light crossbow, masterwork dragonchain
  Hook Religious zealots who despise weakness and regard 
  wounds received in combat as marks of holy devotion. “In 
  pain I learn strength!”
  Doom Hand Clerics (2) 
  CR 3
  Hobgoblin cleric 3
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +4
  Languages Common, Goblin
  AC 18, touch 10, flat-footed 18 
  hp 29 (3 HD)
  Fort +6, Ref +1, Will +5 
  Speed 20 ft. (4 squares)
  Melee mwk heavy mace +5 (1d8+1)
  Base Atk +2; Grp +3
  Atk Options smite 1/day (+4 attack, +3 damage)
  Special Actions command undead 4/day (+1, 2d6+4, 3rd), 
  spontaneous casting (inflict spells)
  Combat Gear 2 potions of cure light wounds, scroll of spiritual 
  weapon, scroll of summon monster III (DC 6 CL check)
  Cleric Spells Prepared (CL 3rd)
  2nd—cure moderate wounds, hold person (DC 14), 
  invisibilityD
  1st—bless, command (DC 13), cure light wounds, inflict 
  light woundsD (DC 13) 
   
  0—cure minor wounds (2), detect magic, resistance
   
  D: Domain spell. Domains: Destruction, Trickery
  Abilities Str 13, Dex 10, Con 16, Int 10, Wis 15, Cha 12
  Feats Toughness, Weapon Focus (heavy mace)
  Skills Concentration +8, Move Silently –2, Spellcraft +3, 
  Spot +4
  Possessions +1 banded mail, light steel shield, combat gear
  Hook Harangues the PCs with threats of doom, pain, despair, 
  and death.
  
  21
  RED HAND
  OF DOOM
  THE POOL OF REBIRTH 
  (EL 9, PAGE 76)
  Lesser Bonedrinkers (6) 
  CR 4
  CE Small undead
  Init +2; Senses darkvision 60 ft., scent; Listen +7, Spot +7
  Languages Common, Goblin
  AC 14, touch 13, flat-footed 12 
  hp 58 (7 HD)
  Immune undead immunities (MM 317)
  Resist cold 5, fire 5, sonic 5
  Fort +2, Ref +6, Will +6
  Speed 30 ft. (6 squares)
  Melee 2 tentacles each +6 (1d8+3) and
   
  2 claws each +1 (1d6+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
  Base Atk +3; Grp +6
  Atk Options improved grab, Power Attack
  Special Actions bonedrink, pounce
  Abilities Str 16, Dex 14, Con —, Int 10, Wis 8, Cha 12
  SQ unholy toughness
  Feats Combat Reflexes, Improved Natural Attack (claws), 
  Power Attack
  Skills Hide +10, Listen +7, Move Silently +14, Spot +7
  Improved Grab (Ex) To use this ability, a bonedrinker must hit 
  with a tentacle 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 
  deals automatic claw or tentacle damage to the grappled 
  victim. It can deal automatic claw or tentacle damage in 
  each subsequent round that it maintains the grapple, and 
  a bonedrinker that has successfully pinned an opponent 
  can begin to drink its bones (see Bonedrink, below). 
  Bonedrinkers have a +4 racial bonus on grapple checks.
  Bonedrink (Su) Once a lesser bonedrinker has successfully 
  grappled an opponent, it can begin to drink its bones. To 
  do this, it must pin its foe, at which point it fastens onto 
  the creature with its fangs and secretes a painful toxin 
  that deals 1d4 points of Constitution damage. Each round 
  the pin is maintained, the bonedrinker deals an additional 
  1d4 points of Constitution damage. Creatures reduced 
  to 0 Constitution die; their bones become too brittle to 
  support their bodies and they collapse into a sack of loose 
  flesh. Creatures without bones or Constitution scores are 
  immune to this ability.
  Pounce (Ex) If a bonedrinker charges, it can make a full attack 
  in the same round.
  Unholy Toughness (Ex) A lesser bonedrinker gains a bonus to 
  its hit points equal to its Charisma modifier × its Hit Dice.
  CHAMBER OF THE BETRAYED 
  (EL 13, PAGE 77)
  The Ghostlord 
  CR 13
  Male human lich druid 6/blighter 5
  NE Medium undead (augmented humanoid) 
  Init +1; Senses darkvision 60 ft.; Listen +27, Spot +27
  Aura fear (DC 18, 60-ft. radius)
  Languages Common, Druidic, Halfling, Sylvan
  AC 21, touch 12, flat-footed 20; Dodge, Mobility
  hp 77 (11 HD); DR 15/bludgeoning and magic
  Immune cold, electricity, polymorph, undead immunities 
  (MM 317)
  Resist turn resistance +4
  Fort +9, Ref +4, Will +14
  Speed 20 ft. (4 squares)
  Melee touch +6 (1d8+5 negative energy plus paralysis, DC 
  18 Will save halves damage, DC 18 Fortitude save resists 
  permanent paralysis)
  Base Atk +7; Grp +6
  Special Actions blightfire, contagious touch, undead wild 
  shape (Large) 2/day (5 hours)
  Combat Gear wand of produce flame (25 charges)
  Blighter Spells Prepared (CL 11th)
   
  5th (1/day)—create undead*
  4th (2/day)—flame strike (DC 19), rusting grasp (+6 melee 
  touch)
  3rd (3/day)—dispel magic, poison (+6 melee touch, DC 18), 
  stinking cloud (DC 18)
  2nd (4/day)—flaming sphere (DC 17), heat metal, resist 
  energy, warp wood
  1st (5/day)—bane (DC 16), burning hands (DC 16), doom 
  (DC 16), ray of enfeeblement (2) (+8 ranged touch)
  0 (6/day)—detect magic, ghost sound (DC 15), read magic, 
  touch of fatigue (3) (+6 melee touch, DC 15)
   
  *Already cast
  Abilities Str 9, Dex 12, Con —, Int 15, Wis 20, Cha 17
  SQ deforestation, speak with dead animal, undead traits
  Feats Craft Magic Arms and Armor, Craft Wondrous Item, 
  Dodge, Mobility, Natural Spell
  Skills Concentration +17, Handle Animal +17, Hide +7, 
  Knowledge (nature) +18, Listen +27, Move Silently +7, 
  Search +10, Sense Motive +13, Spellcraft +16, Spot +27, 
  Survival +19 (+21 in natural surroundings)
  Possessions combat gear plus +1 wild hide armor, ring of 
  protection +1, ring of animal friendship
  Blightfire (Su) As a standard action, the Ghostlord can 
  unleash a scorching blast of fire, dealing 5d6 points of fire 
  damage to all creatures within 10 feet of the Ghostlord 
  (Reflex DC 20 half).
  Contagious Touch (Su) See page 121
  Deforestation (Sp) See page 121
  Speak with Dead Animal (Sp) See page 121
  Undead Wild Shape (Su) This ability works as the druid’s wild 
  shape ability, except that the form assumed is skeletal. 
  The animal form’s natural armor bonus is +1 (Small) or +2 
  (Medium or Large). It gains a +2 bonus to Dexterity and 
  has no Constitution score, has immunity to cold, and gains 
  damage reduction 5/bludgeoning. The Ghostlord can use 
  this ability twice a day and can assume a Small, Medium, 
  or Large form. He sometimes takes the form of a skeletal 
  dire lion. Since he’s a much more effective combatant in 
  his true form, he typically uses this ability to increase his 
  mobility, often by assuming the form of an undead eagle.
  
  22
  RED HAND 
  OF DOOM
  SHRINE OF BLIGHT (EL 7, PAGE 78)
  Ghost Dire Lion 
  CR 7
  N Large undead (incorporeal, augmented animal)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Listen 
  +15, Spot +16
  AC 16, touch 12, flat-footed 13 (ethereal) or
   
  16, touch 16, flat-footed 13 (manifested)
  hp 52 (8 HD)
  Miss Chance 50% incorporeal
  Immune undead immunities (MM 317)
  Resist turn resistance +4
  Fort +6, Ref +9, Will +4
  Speed fly 30 ft. (perfect) (6 squares)
  Melee +8 incorporeal touch (1d4 Strength drain)
  Space 10 ft.; Reach 5 ft.
  Base Atk +6; Grp —
  Special Actions corrupting gaze, draining touch
  Abilities Str —, Dex 17, Con —, Int 2, Wis 10, Cha 19
  SQ incorporeal traits, manifestation, rejuvenation
  Feats Alertness, Improved Initiative, Iron Will
  Skills Hide +11 (+19 in tall grass or heavy undergrowth), 
  Listen +15, Search +4, Spot +16
  Corrupting Gaze (Su) A ghost dire lion can blast living beings 
  with a glance, at a range of up to 30 feet. Creatures that 
  meet the ghost’s gaze must make a DC 18 Fortitude 
  save or take 2d10 points of damage and 1d4 points of 
  Charisma damage.
  Draining Touch (Su) A ghost dire lion’s touch attack drains 1d4 
  points of Strength from its target. On each such successful 
  attack, the ghost heals 5 points of damage to itself.
  Rejuvenation (Su) A destroyed ghost dire lion returns to its 
  old haunt with a successful level check (1d20+8) against 
  DC 16. The only definitive way to destroy a ghost dire lion 
  is by destroying the Heart of the Lion in area 15 of the 
  Ghostlord’s lair.
  ABITHRIAX’S RAMPAGE 
  (EL 10, PAGE 90)
  Abithriax 
  CR 10
  Male juvenile red dragon
  CE Large dragon (fire) 
  Init +0; Senses blindsense 60 ft., darkvision 120 ft., keen 
  senses; Listen +21, Spot +21
  Languages Common, Draconic, Infernal
  AC 32, touch 9, flat-footed 32 
  hp 184 (16 HD)
  Immune fire, paralysis, sleep
  Resist cold 10
  Fort +11, Ref +8, Will +8
  Weakness vulnerable to cold
  Speed 40 ft. (8 squares), fly 150 ft. (poor)
  Melee bite +24 (2d6+9) and
   
  2 claws each +22 (1d8+4) and
   
  2 wings each +22 (1d6+4) and
   
  tail slap +22 (1d8+13)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Base Atk +16; Grp +29
  Atk Options Awesome Blow, Improved Bull Rush, Power 
  Attack
  Special Actions breath weapon
  Sorcerer Spells Known (CL 3rd)
   
  1st (6/day)—grease (DC 13), mage armor†, shield†
  0 (6/day)—detect magic, mage hand, message, read magic, 
  resistance
   
  † Already cast
  Spell-Like Abilities (CL 4th)
   
  4/day—locate object
  Abilities Str 29, Dex 10, Con 21, Int 14, Wis 15, Cha 14
  Feats Awesome Blow, Flyby Attack, Improved Bull Rush, 
  Multiattack, Power Attack, Wingover
  Skills Appraise +21, Bluff +21, Diplomacy +4, Intimidate +23, 
  Knowledge (geography) +21, Knowledge (religion) +21, 
  Listen +21, Search +21, Spot +21
  Possessions amulet of health +2, minor ring of cold resistance
  Breath Weapon (Su) 40-ft. cone, once every 1d4 rounds, 8d10 
  fire, Reflex DC 23 half
  Hook Arrogant with power; loves to destroy and watch ’em 
  scatter.
  
  23
  RED HAND
  OF DOOM
  ALLIES IN BRINDOL (PAGES 91–92)
  Lars Ulverth, Lion Guard Captain 
  CR 7
  Male human fighter 7
  LG Medium human
  Init +3; Senses Listen +0, Spot +0
  Languages Common, Dwarf
  AC 21, touch 9, flat-footed 21
  hp 57 (7 HD)
  Fort +7 Ref +1, Will +2
  Speed 20 ft. (4 squares)
  Melee +1 bastard sword +11/+6 (1d10+5/19–20)
  Ranged mwk composite longbow +7/+2 (1d8+2/×3)
  Base Atk +7; Grp +9
  Atk Options Power Attack
  Combat Gear 3 potions of cure light wounds, potion of cure 
  serious wounds, potion of fly
  Abilities Str 15, Dex 8, Con 14, Int 12, Wis 10, Cha 14
  Feats Exotic Weapon Proficiency (bastard sword)B, Improved 
  Initiative, Leadership, Negotiator, Persuasive, Power 
  AttackB, Weapon Focus (bastard sword)B, Weapon 
  Specialization (bastard sword)B
  Skills Bluff +4, Diplomacy +4, Handle Animal +12, Intimidate 
  +14, Ride +11, Sense Motive +2
  Possessions combat gear plus +1 full plate, +1 heavy steel 
  shield, +1 bastard sword, masterwork composite longbow 
  (+2 Str bonus) with 20 arrows, 65 gp
  Tredora Goldenbrow 
  CR 8
  Female aasimar cleric 8 (Pelor)
  LG Medium humanoid
  Init +0; Senses darkvision 60 ft.; Listen +6, Spot +6
  Languages Celestial, Common, Elven
  AC 19, touch 10, flat-footed 19
  hp 47 (8 HD)
  Resist acid 5, cold 5, electricity 5
  Fort +7, Ref +2, Will +10
  Speed 20 ft. (4 squares)
  Melee mwk heavy mace +6/+1 (1d8–1)
  Base Atk +6; Grp +5
  Special Actions spontaneous casting (cure spells), turn 
  undead 6/day (+5, 2d6+11, 8th)
  Combat Gear 2 potions of lesser restoration, wand of cure 
  moderate wounds (42 charges)
  Cleric Spells Prepared (CL 8th):
   
  4th—cure critical woundsD, dismissal, sending (2)
  3rd—cure serious woundsD, dispel magic, prayer, remove 
  disease, searing light (+6 ranged touch)
  2nd—heat metalD (DC 16), make whole, resist energy, 
  status, zone of truth
  1st—bless, command (DC 15), cure light woundsD, divine 
  favor, entropic shield, sanctuary (DC 15)
   
  0—create water, detect magic, guidance (2), light, mending
   
  D: Domain spell; Domains: Healing, Sun
  Spell-Like Abilities (CL 8th)
   
  1/day—daylight
  Abilities Str 8, Dex 10, Con 13, Int 12, Wis 19, Cha 16
  Feats Brew Potion, Craft Wand, Negotiator
  Skills Diplomacy +16, Heal +15, Knowledge (religion) +12, 
  Sense Motive +6
  Possessions combat gear plus +1 breastplate, +1 heavy steel 
  shield, masterwork heavy mace, periapt of Wisdom +2, 
  silver holy symbol
  Immerstal the Red 
  CR 9
  Male human wizard 9
  CG Medium humanoid
  Init +2; Senses Listen +3, Spot +6
  Languages Common, Draconic, Elven, Sphinx
  AC 12, touch 12, flat-footed 10 
  hp 33 (9 HD)
  Fort +6, Ref +7, Will +9
  Speed 30 ft. (6 squares)
  Melee +5 mwk dagger (1d4/19–20)
  Ranged +7 mwk light crossbow (1d8/19–20)
  Base Atk +4; Grp +4
  Combat Gear wand of magic missiles (9th, 34 charges), wand 
  of false life (16 charges), potion of cat’s grace, potion of 
  displacement, potion of fly, potion of invisibility, scroll of teleport
  Wizard Spells Prepared (CL 9th; 1d20+11 to overcome SR):
   
  5th—Rary’s telepathic bond
   
  4th—dimension door, fear (DC 17)
   
  3rd—dispel magic, fireball (2) (DC 16), haste
  2nd—flaming sphere (DC 15), invisibility, mirror image, 
  resist energy, web (DC 15)
  1st—charm person (DC 14), expeditious retreat, mage 
  armor, mount, shield
   
  0—detect magic, light, message (2)
  Abilities Str 10, Dex 14, Con 13, Int 17, Wis 12, Cha 8
  SQ familiar (none at present; his gynosphinx is the jealous type)
  Feats Brew PotionB, Combat Casting, Craft Magic Arms and 
  Armor, Craft Wand, Craft Wondrous Item, Scribe ScrollB, 
  Spell Penetration
  Skills Concentration +13 (+17 casting defensively), Craft 
  (alchemy) +15, Knowledge (arcana) +15, Knowledge 
  (history) +15, Knowledge (the planes) +8, Listen +3, 
  Search +3 (+8 searching for secret doors, traps, or 
  concealed objects), Spellcraft +17, Spot +6
  Possessions combat gear plus masterwork dagger, 
  masterwork light crossbow with 10 bolts, cloak of resistance 
  +2, pearl of power (1st level), goggles of minute seeing, 3 
  scrolls of Rary’s telepathic bond, leather pouch containing 
  73 gp and 3 pearls worth 100 gp each
  Spellbook See page 125
  Lion of Brindol 
  CR 4
  Human fighter 4
  LN Medium human
  Init +1; Senses Listen –1, Spot –1
  Languages Common
  AC 18, touch 11, flat-footed 17
  hp 34 (4 HD)
  Fort +6, Ref +2, Will +0
  Speed 20 ft. (4 squares)
  Melee +1 longsword +9 (1d8+6/19–20)
  Ranged mwk composite longbow +6 (1d8+3/×3)
  Base Atk +4; Grp +7
  Combat Gear potion of cure serious wounds, potion of bull’s strength
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 8, Cha 12
  Feats Mounted CombatB, Ride-By AttackB, Skill Focus (Ride), 
  Spirited ChargeB, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Handle Animal +8, Intimidate +8, Ride +13
  Possessions combat gear plus masterwork breastplate, 
  masterwork heavy steel shield, +1 longsword, masterwork 
  composite longbow (+3 Str bonus) with 20 arrows, leather 
  pouch containing 35 gp
  
  24
  RED HAND 
  OF DOOM
  ALLIES IN BRINDOL (PAGES 91–92)
  Human Town Guard (10) 
  CR 1/2
  Human warrior 1
  N Medium humanoid
  Init +0; Senses Listen +3, Spot +3
  Languages Common
  AC 16, touch 10, flat-footed 16 
  hp 8 (1 HD)
  Fort +3, Ref +0, Will –1 
  Speed 20 ft. (4 squares)
  Melee longsword +2 (1d8+1/19–20)
  Ranged light crossbow +1 (1d8/19–20)
  Base Atk +1; Grp +2
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
  Feats Alertness, Toughness
  Skills Intimidate +3, Listen +3, Ride +3, Spot +3
  Possessions scale mail, heavy wooden shield, longsword, 
  light crossbow with 20 bolts
  Human Militia 
  CR 1/3
  Human commoner 1
  N Medium humanoid
  Init +0; Senses Listen –1, Spot –1
  Languages Common 
  AC 12, touch 10, flat-footed 12 
  hp 7 (1 HD)
  Fort +1, Ref +0, Will –1 
  Speed 30 ft. (6 squares)
  Melee spear +1 (1d8+1/×3)
  Base Atk +0; Grp +1
  Abilities Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
  Feats Skill Focus (Profession), Toughness
  Skills Craft (varies) +4, Knowledge (local) +4, Profession 
  (varies) +6
  Possessions leather armor, spear
  Tiri Kitor Hunters (6) 
  CR 1
  Wild elf ranger 2
  CG Medium humanoid
  Init +3; Senses low-light vision; Listen +5, Spot +7
  Languages Common, Elven
  AC 15, touch 13, flat-footed 12 
  hp 16 (2 HD)
  Immune sleep
  Fort +5, Ref +6, Will +1 (+3 against enchantments)
  Speed 30 ft. (6 squares)
  Melee handaxe +3 (1d6+1/×3)
  Ranged mwk composite longbow +6 (1d8+1/×3) or
   
  mwk composite longbow +4/+4 (1d8+1/×3) with Rapid 
  Shot
  Base Atk +2; Grp +3
  Atk Options favored enemy reptilians +2
  Combat Gear 2 potions of cure light wounds
  Abilities Str 12, Dex 17, Con 14, Int 8, Wis 13, Cha 8
  SQ able to notice secret or concealed doors, wild empathy +0 
  (–4 magical beasts)
  Feats Point Blank Shot, Rapid ShotB, TrackB
  Skills Handle Animal +5, Listen +5, Ride +7, Search +5, Spot 
  +7, Survival +6
  Possessions combat gear plus leather armor, masterwork 
  composite longbow (+2 Str bonus) with 20 arrows, 
  handaxe, leather pouch containing 5 gp
  STREETS OF BLOOD
  FIRST WAVE (EL 9, PAGE 92)
  Hobgoblin Sergeants (2) 
  CR 3
  Hobgoblin fighter 3
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Listen +4, Spot +4
  Languages Common, Draconic, Goblin
  AC 20, touch 12, flat-footed 18 
  hp 30 (3 HD)
  Fort +6, Ref +3, Will +3 
  Speed 20 ft. (4 squares)
  Melee mwk bastard sword +7 (1d10+2/19–20)
  Ranged mwk composite longbow +6 (1d8+1/×3)
  Base Atk +3; Grp +5
  Combat Gear potion of cure moderate wounds
  Abilities Str 15, Dex 15, Con 16, Int 12, Wis 10, Cha 8
  Feats Alertness, Exotic Weapon Proficiency (bastard sword)B, 
  Iron Will, Weapon Focus (bastard sword)B
  Skills Handle Animal +4, Intimidate +4, Listen +4, Move 
  Silently +1, Spot +4
  Possessions combat gear plus +1 breastplate, heavy steel 
  shield, masterwork bastard sword, masterwork composite 
  longbow (+1 Str bonus) with 20 arrows
  Hook Tough as nails with a mean streak a mile wide; “At 
  them, you dogs! Slay until your hands drip with blood!”
  Hobgoblin Regulars (6) 
  CR 1
  Hobgoblin warrior 2
  LE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
  Languages Common, Goblin
  AC 18, touch 11, flat-footed 17 
  hp 13 (2 HD)
  Fort +5, Ref +1, Will –1 
  Speed 20 ft. (4 squares)
  Melee mwk longsword +4 (1d8+1/19–20)
  Ranged composite longbow +3 (1d8+1/×3)
  Base Atk +2; Grp +3
  Combat Gear potion of cure light wounds
  Abilities Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
  Feats Alertness
  Skills Handle Animal +2, Intimidate +2, Listen +3, Move 
  Silently –2, Spot +3
  Possessions combat gear plus chainmail, heavy steel shield, 
  masterwork longsword, composite longbow (+1 Str bonus) 
  with 20 arrows
  Hook Conditioned to follow orders; accustomed to cruelty 
  and harsh discipline.
  
  25
  RED HAND
  OF DOOM
  STREETS OF BLOOD
  SECOND WAVE (EL 10, PAGE 92)
  Blood Ghost Berserkers (8) 
  CR 4
  Bugbear barbarian 2
  NE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft., scent; Listen +4, Spot +4
  Languages Common, Goblin
  AC 16, touch 10, flat-footed 14; uncanny dodge 
  hp 56 (5 HD)
  Fort +9, Ref +5, Will +4 
  Speed 40 ft. (8 squares)
  Melee mwk greataxe +13 (1d12+10/×3) or
  Ranged throwing axe +6 (1d6+7)
  Base Atk +4; Grp +11
  Atk Options Power Attack (mwk greataxe +9, 1d12+18/×3), 
  rage 1/day (8 rounds) 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 24, Dex 14, Con 20, Int 8, Wis 13, Cha 8
  Feats Power Attack, Weapon Focus (greataxe)
  Skills Climb +10, Listen +4, Spot +4, Survival +4
  Possessions combat gear plus masterwork greataxe, throwing 
  axe, masterwork studded leather armor
  Hook Dyes his hide a mottled gray-white color to signify that 
  he walks in the world of the dead.
  When not raging, a Blood Ghost berserker has the following 
  changed statistics.
  AC 18, touch 12, flat-footed 16
  hp 46 (5 HD)
  Fort +7, Will +2
  Melee mwk greataxe +11 (1d12+7/×3) or
  Ranged throwing axe +6 ranged (1d6+5)
  Grp +9
  Abilities Str 20, Con 16
  Skills Climb +8, Move Silently +6
  STREETS OF BLOOD
  THIRD WAVE (EL 11, PAGE 92)
  Goblin Worg Riders (5)  
  CR 3
  Goblin fighter 3
  LE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +3
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16
  hp 27 (3 HD)
  Fort +5, Ref +4, Will +1 
  Speed 30 ft. (6 squares), or 50 ft. (10 squares) mounted on worg
  Melee masterwork scimitar +5 (1d4/18–20)
  Ranged mwk composite shortbow +9 (1d4/×3)
  Base Atk +3; Grp –1
  Atk Options Point-Blank Shot
  Abilities Str 11, Dex 17, Con 14, Int 12, Wis 10, Cha 6
  Feats Mounted ArcheryB, Mounted Combat, Point-Blank 
  ShotB, Weapon Focus (shortbow)
  Skills Handle Animal +4, Hide +5, Move Silently +5, Ride +13, 
  Spot +3 
  Possessions combat gear plus +1 studded leather armor, 
  buckler, masterwork scimitar, masterwork composite 
  shortbow
  Bluespawn Thunderlizards (5) 
  CR 6
  LE Large magical beast (dragonblood)
  Init –1; Senses darkvision 60 ft., low-light vision; Listen +5, 
  Spot +8
  Languages none
  AC 23, touch 8, flat-footed 23
  hp 69 (6 HD); DR 5/magic
  Immune electricity
  Fort +11, Ref +4, Will +4
  Speed 40 ft. (8 squares)
  Melee gore +13 (2d6+12)
  Space 10 ft.; Reach 5 ft.
  Base Attack +6; Grp +18
  Atk Options deadly charge, Improved Bull Rush, Improved 
  Overrun, Power Attack
  Special Actions electricity arc, electricity link
  Abilities Str 27, Dex 9, Con 22, Int 2, Wis 14, Cha 8
  Feats Improved Bull Rush, Improved Overrun, Power Attack
  Skills Listen +5, Spot +8
  Deadly Charge (Ex) A bluespawn thunderlizard typically 
  begins a battle by charging at an opponent. In addition to 
  the normal benefits and hazards of a charge, a bluespawn 
  thunderlizard gains an extra 2d6 points of damage on its 
  charge attack.
  Electricity Arc (Su) As a standard action, a bluespawn 
  thunderlizard can create a 100-foot-long line of 
  electricity. Creatures in the line take 6d6 points of 
  electricity damage (Reflex DC 19 half). The save DC is 
  Constitution-based.
  Electricity Link (Su) When bluespawn thunderlizards gather, 
  electrical energy surges between them. The powerful 
  energies that roil within their bodies reach out and connect 
  to each other. As a swift action, a bluespawn thunderlizard 
  can cause a line of electricity to fire from itself to another 
  bluespawn thunderlizard within 100 feet. Creatures in the 
  line take 3d6 points of electricity damage (Reflex DC 19 
  half). The save DC is Constitution-based.
  
  26
  RED HAND 
  OF DOOM
  STREETS OF BLOOD
  FOURTH WAVE (EL 12, PAGE 92)
  Greenspawn Razorfiends (3) 
  CR 7
  LE Large magical beast (dragonblood)
  Init +7; Senses darkvision 60 ft., low-light vision; Listen +15, 
  Spot +15
  Languages Common, Draconic, Infernal
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
  hp 85 (10 HD); DR 5/magic
  Immune acid, paralysis
  Fort +10, Ref +10, Will +5
  Speed 50 ft. (10 squares), swim 50 ft.
  Melee 2 wingblades each +15 (2d6+6/18–20/×3) and
   
  bite +10 (1d8+3)
  Base Atk +10; Grp +20
  Atk Options Spring Attack
  Special Actions breath weapon
  Abilities Str 22, Dex 17, Con 16, Int 12, Wis 15, Cha 12
  SQ water breathing
  Feats Dodge, Improved Initiative, Mobility, Spring Attack
  Skills Jump +27, Listen +15, Spot +15, Swim +14
  Breath Weapon (Su) 20-ft. cone, once every 1d4 rounds, 
  damage 5d6 acid, Reflex DC 18 half
  Water Breathing (Ex) See page 119
  Kulkor Zhul Mindbenders (2) 
  CR 8
  Hobgoblin bard 6/mindbender 2
  LE Medium humanoid (goblinoid) 
  Init +2; Senses darkvision 60 ft.; Listen +10, Spot +1
  Languages Common, Draconic, Goblin, Infernal; telepathy 100 ft.
  AC 16, touch 12, flat-footed 14
  hp 36 (8 HD)
  Fort +6, Ref +7, Will +9
  Speed 30 ft. (6 squares)
  Melee mwk dagger +5 (1d4–1/19–20)
  Base Atk +5; Grp +4
  Special Actions bardic music 6/day (countersong, fascinate 
  2 targets, inspire competence, inspire courage +1, 
  suggestion), push the weak mind 1/day
  Combat Gear potion of blur, potion of invisibility, scroll of 
  dominate person, wand of cause fear (25 charges), wand of 
  disguise self (25 charges)
  Bard Spells Known (CL 7th):
   
  3rd (1/day)—charm monster (DC 18), glibness
  2nd (3/day)—detect thoughts (DC 15), enthrall (DC 17), 
  hold person (DC 17), suggestion (DC 17)
  1st (4/day)—charm person (DC 16), cure light wounds, 
  hypnotism (DC 16), silent image (DC 14)
  0 (3/day)—daze (DC 15), detect magic, ghost sound (DC 
  13), mage hand, message, prestidigitation
  Abilities Str 8, Dex 14, Con 12, Int 14, Wis 13, Cha 17
  Feats Greater Spell Focus (enchantment), Persuasive, Spell 
  Focus (enchantment)
  Skills Bluff +15, Concentration +10, Diplomacy +17, Disguise 
  +3 (+5 acting), Gather Information +9, Intimidate +14, 
  Listen +10, Move Silently +10, Perform (oratory) +12, 
  Sense Motive +10
  Possessions combat gear plus +1 studded leather armor, 
  masterwork dagger, Heward’s handy haversack, 2 elixirs 
  of truth, 2 elixirs of love, torture implements, 3 doses of 
  striped toadstool poison, 40 gp
  Push the Weak Mind (Sp) See page 120
  STREETS OF BLOOD
  FIFTH WAVE (EL 12, PAGE 92)
  Ghost Brute Lions (4) 
  CR 5
  N Large undead (incorporeal, augmented animal)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen 
  +13, Spot +13
  AC 15, touch 12, flat-footed 12 (ethereal) or
   
  14, touch 14, flat-footed 11 (manifested)
  hp 32 (5 HD)
  Miss Chance 50% incorporeal
  Immune undead immunities (MM 317)
  Resist turn resistance +2
  Fort +4, Ref +7, Will +2
  Speed fly 30 ft. (perfect) (6 squares); Run
  Melee corrupting touch +5 melee touch (1d4)
  Base Atk +3; Grp —
  Space 10 ft.; Reach 5 ft.
  Special Actions bloodcurdling roar
  Abilities Str —, Dex 17, Con —, Int 2, Wis 12, Cha 14
  SQ incorporeal traits, manifestation, rejuvenation, undead 
  traits
  Feats Alertness, Run
  Skills Balance +7, Hide +11 (+19 in tall grass or heavy 
  undergrowth), Listen +13, Search +4, Spot +13
  Bloodcurdling Roar (Su) The mournful howling of a ghost 
  brute chills the living to the core. The creature can howl 
  as a standard action. All living creatures within a 30-foot 
  radius must make a successful DC 14 Will save or become 
  frightened for 2d4 rounds; those more than 30 feet away 
  but within 300 feet must make a Will save or become 
  shaken for 2d4 rounds. This is a sonic, necromantic, mind-
  affecting fear effect. A creature that successfully saves 
  against the bloodcurdling howl cannot be affected by the 
  same ghost brute’s howl for 24 hours.
  Corrupting Touch (Su) A ghost brute that hits a living 
  target with its corrupting touch attack deals 1d6 points 
  of damage. Against ethereal opponents, it adds its 
  Strength modifier to attack and damage rolls. Against 
  material opponents, it adds its Dexterity modifier to 
  attack rolls only.
  Rejuvenation (Su) A destroyed ghost brute lion returns to its 
  old haunt with a successful level check (1d20+5) against 
  DC 16. The only definitive way to destroy a ghost brute 
  lion is by destroying the Heart of the Lion in area 15 of the 
  Ghostlord’s lair.
  Ghost Dire Lions (2) 
  CR 7
  N Large undead (incorporeal, augmented animal)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Listen 
  +15, Spot +16
  AC 16, touch 12, flat-footed 13 (ethereal) or
   
  16, touch 16, flat-footed 13 (manifested)
  hp 52 (8 HD)
  Miss Chance 50% incorporeal
  Immune undead immunities (MM 317)
  Resist turn resistance +4
  Fort +6, Ref +9, Will +4
  Speed fly 30 ft. (perfect) (6 squares)
  Melee +8 incorporeal touch (1d4 Strength drain)
  Space 10 ft.; Reach 5 ft.
  Base Atk +6; Grp —
  Special Actions corrupting gaze, draining touch
  Abilities Str —, Dex 17, Con —, Int 2, Wis 10, Cha 19
  
  27
  RED HAND
  OF DOOM
  SQ incorporeal traits, manifestation, rejuvenation
  Feats Alertness, Improved Initiative, Iron Will
  Skills Hide +11 (+19 in tall grass or heavy undergrowth), 
  Listen +15, Search +4, Spot +16
  Corrupting Gaze (Su) A ghost dire lion can blast living beings 
  with a glance, at a range of up to 30 feet. Creatures that 
  meet the ghost’s gaze must make a DC 18 Fortitude 
  save or take 2d10 points of damage and 1d4 points of 
  Charisma damage.
  Draining Touch (Su) A ghost dire lion’s touch attack drains 1d4 
  points of Strength from its target. On each such successful 
  attack, the ghost heals 5 points of damage to itself.
  Rejuvenation (Su) A destroyed ghost dire lion returns to its 
  old haunt with a successful level check (1d20+8) against 
  DC 16. The only definitive way to destroy a ghost dire lion 
  is by destroying the Heart of the Lion in area 15 of the 
  Ghostlord’s lair.
  Lesser Bonedrinkers (5) 
  CR 4
  CE Small undead
  Init +2; Senses darkvision 60 ft., scent; Listen +7, Spot +7
  Languages Common, Goblin
  AC 14, touch 13, flat-footed 12 
  hp 58 (7 HD)
  Immune undead immunities (MM 317)
  Resist cold 5, fire 5, sonic 5
  Fort +2, Ref +6, Will +6
  Speed 30 ft. (6 squares)
  Melee 2 tentacles each +6 (1d8+3) and
   
  2 claws each +1 (1d6+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
  Base Atk +3; Grp +6
  Atk Options improved grab, Power Attack
  Special Actions bonedrink, pounce
  Abilities Str 16, Dex 14, Con —, Int 10, Wis 8, Cha 12
  SQ unholy toughness
  Feats Combat Reflexes, Improved Natural Attack (claws), 
  Power Attack
  Skills Hide +10, Listen +7, Move Silently +14, Spot +7
  Improved Grab (Ex) See page 122
  Bonedrink (Su) Once a lesser bonedrinker has successfully 
  grappled an opponent, it can begin to drink its bones. To 
  do this, it must pin its foe, at which point it fastens onto 
  the creature with its fangs and secretes a painful toxin 
  that deals 1d4 points of Constitution damage. Each round 
  the pin is maintained, the bonedrinker deals an additional 
  1d4 points of Constitution damage. Creatures reduced 
  to 0 Constitution die; their bones become too brittle to 
  support their bodies and they collapse into a sack of loose 
  flesh. Creatures without bones or Constitution scores are 
  immune to this ability.
  Pounce (Ex) If a bonedrinker charges, it can make a full attack 
  in the same round.
  Unholy Toughness (Ex) A lesser bonedrinker gains a bonus to 
  its hit points equal to its Charisma modifier × its Hit Dice.
  SNIPER ATTACK (EL 11, PAGE 93)
  Skather 
  CR 10
  Male blackspawn raider ninja 6*
  *See Complete Adventurer page 5
  CE Medium monstrous humanoid (dragonblood)
  Init +10; Senses darkvision 60 ft., low-light vision; Listen +15, 
  Spot +15
  Languages Common, Draconic
  AC 23, touch 16, flat-footed 17; ki dodge
  hp 87 (14 HD); DR 5/magic or good
  Immune acid, paralysis
  Fort +6, Ref +17, Will +11 (+13 ki)
  Speed 40 ft. (8 squares)
  Melee +1 short sword +19/+14/+9 (1d6+4/19–20 plus poison) or
  Ranged +1 composite shortbow +17/+17/+12/+7 (1d6+4 plus 
  poison) with Rapid Shot or
  Ranged +1 composite shortbow +19/+14/+9 (1d6+4/×3 plus 
  poison)
  Base Atk +12; Grp +15
  Atk Options Point Blank Shot, poison (sassone leaf residue, 
  DC 16, 2d12 hp/1d6 Con), sudden strike +3d6
  Special Actions breath weapon, ghost step, great leap
  Combat Gear 2 bags of caltrops, oil of magic weapon, potion 
  of cure moderate wounds, 2 potions of invisibility, potion of 
  protection from good 
  Abilities Str 16, Dex 22, Con 14, Int 10, Wis 16, Cha 11
  SQ AC bonus, trapfinding
  Feats Improved Initiative, Point Blank Shot, Rapid Shot, Track, 
  Weapon Finesse
  Skills Balance +8, Climb +9, Hide +15, Jump +13, Listen +15, 
  Move Silently +15, Spot +15, Survival +13, Tumble +14
  Possessions combat gear plus +1 short sword, +1 composite 
  shortbow (+3 Str bonus) with 10 adamantine arrows, 10 
  cold iron arrows, 10 silvered arrows, and 20 arrows, quiver 
  of Ehlonna, 3 doses of sassone leaf residue, 2 doses of 
  purple worm poison (DC 24 1d6 Str/2d6 Str), gloves of 
  Dexterity +2, Heward’s handy haversack, silk rope (50 ft.), 
  grappling hook, 5 pp, 45 gp
  Ki Power (Su) Skather can use his ki powers (ghost step or ki 
  dodge) a total of 6 times per day. As long as he has at least 
  1 daily use remaining, he gains a +2 bonus on his Will saves.
  Sudden Strike (Ex) Skather deals extra damage when his 
  opponent is denied a Dexterity bonus to Armor Class. This 
  extra damage also applies to ranged attacks if the target is 
  within 30 feet. 
  Breath Weapon (Su) 40-ft. line, once every 1d4 rounds, 
  damage 7d4 acid, Reflex DC 19 half
  Ghost Step (Su) Skather can spend one daily use of his 
  ki powers to become invisible for 1 round. Using this 
  ability is a swift action that does not provoke attacks of 
  opportunity.
  Great Leap (Su) Skather always makes Jump checks as if he 
  were running and had the Run feat, enabling him to make 
  long jumps without a running start.
  Ki Dodge (Su) Skather can spend 1 daily use of his ki powers 
  to grant himself concealment (20% miss chance) against 
  all attacks for 1 round. Using this ability is a swift action 
  that does not provoke attacks of opportunity.
  Hook Cool, calm, collected, and deadly sniper. (“Die now, and 
  beat the rush.”)
  (encounter continues on page 28)
  
  28
  RED HAND 
  OF DOOM
  SNIPER ATTACK (EL 11, PAGE 93)
  Kulkor Zhul War Adepts (2) 
  CR 6
  Hobgoblin sorcerer 6
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Listen +4, Spot –1
  Languages Common, Draconic, Goblin
  AC 19, touch 14, flat-footed 16 
  hp 28 (6 HD)
  Fort +5, Ref +6, Will +5 (+8 against sleep, paralysis, and 
  electricity effects)
  Speed 30 ft. (6 squares)
  Melee mwk spear +4 (1d8/×3)
  Base Atk +3; Grp +3
  Combat Gear 2 potions of cure moderate wounds, scroll of fly, 
  scroll of haste, 2 scrolls of invisibility, scroll of summon 
  monster IV
  Sorcerer Spells Known (CL 7th):
   
  3rd (4/day)—lightning bolt (DC 17)
   
  2nd (6/day)—mirror image, summon swarm
  1st (7/day)—lesser orb of electricity (+6 ranged touch, 4d8 
  electricity; DC 15 half),* mage armor†, magic missile, 
  ray of enfeeblement (+6 ranged touch)
  0 (6/day)—daze (DC 13), detect magic, disrupt undead (+6 
  ranged touch), ghost sound (DC 13), mage hand, ray of 
  frost (+6 ranged touch), read magic
   
  *See Complete Arcane page 116
   
  †Already cast
  Abilities Str 10, Dex 16, Con 15, Int 12, Wis 8, Cha 16
  SQ familiar (none at present)
  Feats Draconic Heritage (blue)*, Draconic Power*, Draconic 
  Skin*
   
  *See Complete Arcane pages 77–78
  Skills Bluff +7, Concentration +11, Knowledge (arcana) +6, 
  Listen +4, Move Silently +7, Spellcraft +7
  Possessions combat gear plus ring of protection +1, cloak of 
  resistance +1, masterwork spear
  Hook Sneering elitist; “What can softbellies like you do 
  against the might of the People of the Dragon?”
  FINAL BATTLE (EL 12+, PAGE 94)
  Wyrmlord Hravek Kharn 
  CR 10
  Male hobgoblin favored soul 6/talon of Tiamat 4
  LE Medium humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft., low-light vision; Listen +1, 
  Spot +1
  Languages Common, Draconic, Goblin, Infernal
  AC 24, touch 10, flat-footed 24
  hp 68 (10 HD)
  Resist electricity 10, fire 5
  Fort +13, Ref +7, Will +8
  Speed 20 ft. (4 squares)
  Melee +1 wounding heavy pick +12/+7 (1d6+4 plus 1 Con/×4) 
  or
  Melee +1 greatsword +11/+6 (2d6+4/19–20) 
  Ranged mwk light crossbow +7 (1d8/19–20)
  Base Atk +7; Grp +10
  Special Actions breath weapons
  Combat Gear 2 potions of cure serious wounds, potion of fly, 
  potion of haste
  Favored Soul Spells Known (CL 8th)
   
  4th (3/day)—air walk, divine power, freedom of movement
  3rd (6/day)—cure serious wounds, dispel magic, searing light 
  (+6 ranged touch), wind wall
  2nd (7/day)—aid, bear’s endurance, bull’s strength, cure 
  moderate wounds, death knell (DC 12)
  1st (7/day)—cure light wounds, divine favor, entropic shield, 
  magic weapon, obscuring mist, shield of faith
  0 (6/day)—cure minor wounds, detect magic, guidance, 
  inflict minor wounds (DC 10), mending, purify food and 
  drink, read magic, resistance
  Abilities Str 16, Dex 8, Con 14, Int 12, Wis 10, Cha 16
  Feats Diehard, Dragonthrall*, Endurance, Improved Initiative, 
  Weapon Focus (heavy pick)B
   
  *New feat described on page 126
  Skills Bluff +13, Diplomacy +5, Intimidate +19, Knowledge 
  (arcana) +8
  Possessions combat gear plus +2 red dragoncraft full plate*, 
  +2 heavy steel shield, +1 wounding heavy pick, masterwork 
  light crossbow with 10 bolts, gauntlets of ogre power, cloak 
  of resistance +2, ring of protection +1
   
  *See page 126 for dragoncraft items
  Breath Weapons (Su) Wyrmlord Hravek Kharn can use two 
  different breath weapons, each 1/day; at least 1d4 rounds 
  must pass between these uses. His first breath weapon 
  is a 30-foot cone that deals 3d6 points of cold damage. 
  His second is a 60-foot line that deals 8d4 points of acid 
  damage. A DC 16 Reflex save halves the damage from 
  either breath weapon; this save DC is Constitution-based.
  
  29
  RED HAND
  OF DOOM
  THE MARK OF TIAMAT 
  (EL 11, PAGE 99)
  Tyrgarun 
  CR 11
  Male young adult blue dragon
  LE Large dragon (earth)
  Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen 
  senses; Listen +23, Spot +23
  Aura frightful presence (DC 21, 150-ft. radius)
  Languages Common, Draconic, Infernal
  AC 27, touch 10, flat-footed 27 
  hp 189 (18 HD); DR 5/magic
  Immune electricity, paralysis, sleep; SR 19
  Fort +15, Ref +11, Will +13
  Speed 40 ft. (8 squares), fly 150 ft. (poor), burrow 20 ft.
  Melee bite +25 (3d6+8/19–20) and
   
  2 claws each +23 (1d8+5) and
   
  2 wings each +23 (1d6+5) and
   
  tail slap +23 (1d8+11)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Base Atk +18; Grp +28
  Combat Gear wand of fireballs (7th, 18 charges)
  Special Actions breath weapon
  Sorcerer Spells Known (CL 3rd):
  1st (6/day)—mage armor, ray of enfeeblement (+17 ranged 
  touch), shield
  0 (6/day)—acid splash (+17 ranged touch), detect magic, 
  mage hand, message, read magic
  Spell-Like Abilities (CL 5th):
   
  3/day—create/destroy water (DC 21)
  Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14
  SQ sound imitation (DC 21)
  Feats Ability Focus (breath weapon), Flyby Attack, Hover, 
  Improved Critical (bite), Improved Initiative, Improved 
  Natural Attack (bite), Multiattack
  Skills Concentration +25, Diplomacy +23, Intimidate +23, 
  Knowledge (arcana) +23, Knowledge (religion) +23, Listen 
  +23, Spellcraft +25, Spot +23
  Possessions combat gear plus amulet of mighty fists +2, ring of 
  protection +1
  Breath Weapon (Su) 80-ft. line, once every 1d4 rounds, 10d8 
  electricity, Reflex DC 25 half
  Hook Proud father of the High Wyrmlord, cunning champion 
  of Tiamat.
  FOYER (EL 9, PAGE 101)
  Blue Abishai (2) 
  CR 7
  LE Medium outsider (baatezu, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness; Listen +11, 
  Spot +11
  Languages Common, Infernal; telepathy 100 ft.
  AC 20, touch 13, flat-footed 17
  hp 52 (7 HD); regeneration 7; DR 10/magic
  Immune fire, poison
  Resist acid 10, cold 10; SR 14
  Fort +8, Ref +8, Will +6
  Weakness vulnerable to holy water (2d4 damage/flask)
  Speed 30 ft. (6 squares), fly 50 ft. (poor)
  Melee tail +10 (1d6+3 plus 2d6 electricity) and
   
  2 claws each +8 (1d4+1) and
   
  bite +8 (1d6+1)
  Base Atk +7; Grp +10
  Spell-Like Abilities (CL 7th):
  At will—animate dead, charm person (DC 13), command 
  (DC 13), desecrate, disguise self (DC 13), major image 
  (DC 15), scare (DC 14), suggestion (DC 15)
  Abilities Str 16, Dex 16, Con 16, Int 11, Wis 13, Cha 15
  SQ summon baatezu
  Feats Combat Reflexes, Improved Initiative, Multiattack
  Skills Bluff +12, Concentration +13, Diplomacy +4, Disguise 
  +12 (+14 acting), Escape Artist +13, Intimidate +14, Listen 
  +11, Search +10, Spot +11
  Regeneration (Ex) Holy water and good-aligned weapons deal 
  lethal damage to an abishai.
  See in Darkness (Su) Abishais can see perfectly in darkness of 
  any kind, even that created by magic.
  Summon Baatezu (Sp) summon 2d6 lemures (1/day, 50% 
  chance) or another blue abishai (1/day, 20% chance). This 
  ability is the equivalent of a 3rd-level spell.
  
  30
  RED HAND 
  OF DOOM
  GUARD BARRACKS (EL 9, PAGE 102)
  Blackspawn Raiders (6) 
  CR 4
  CE Medium monstrous humanoid (dragonblood)
  Init +6; Senses darkvision 60 ft., low-light vision; Listen +6, 
  Spot +6
  Languages Common, Draconic
  AC 15, touch 12, flat-footed 13
  hp 60 (8 HD); DR 5/magic or good
  Immune acid, paralysis, sleep
  Fort +5, Ref +8, Will +6
  Speed 40 ft. (8 squares)
  Melee mwk falchion +11/+6 (2d4+3/18–20)
  Ranged javelin +10/+5 (1d6+2)
  Base Atk +8; Grp +10
  Atk Options Power Attack
  Special Actions breath weapon
  Combat Gear oil of magic weapon, potion of cure moderate 
  wounds, 2 potions of invisibility, potion of protection from 
  good
  Abilities Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 8
  Feats Improved Initiative, Power Attack, Track
  Skills Listen +6, Spot +6, Survival +10
  Possessions combat gear plus masterwork falchion, 2 
  javelins, potion of jump, potion of pass without trace, silk 
  rope (50 ft.), 5 tiger eye turquoise worth 10 gp each, 50 gp
  Breath Weapon (Su) 40-ft. line, once every 1d4 rounds, 
  damage 4d4 acid, Reflex DC 17 half
  Hook Wily agent of destruction; delights in slaughter.
  PRIEST CELLS (EL 11, PAGE 103)
  Doom Hand Warpriests (2) 
  CR 8
  Hobgoblin cleric 7/warpriest 1
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Listen +3x, Spot +3x
  Languages Common, Goblin
  AC 21, touch 10, flat-footed 21 
  hp 67 (8 HD)
  Fort +10, Ref +2, Will +10 
  Speed 20 ft. (4 squares)
  Melee +1 heavy mace +10/+5 (1d8+3)
  Base Atk +6; Grp +8
  Atk Options smite 1/day (+4 attack, +7 damage)
  Special Actions command undead 4/day (+1, 2d6+9, 8th), 
  spontaneous casting (inflict spells)
  Combat Gear scroll of flame strike (DC 10 CL check), scroll of 
  recitation, scroll of summon monster IV, wand of cure light 
  wounds
  Cleric Spells Prepared (CL 7th)
   
  4th—air walk, dominate personD (DC 18) 
  3rd—bestow curse (DC 16), cure serious wounds, dispel 
  magic, suggestionD (DC 17)
  2nd—cure moderate wounds (2), hold person (DC 16), 
  invisibilityD, spiritual weapon
  1st—bless, commandD (DC 15), cure light wounds, divine 
  favor, obscuring mist, shield of faith
   
  0—cure minor wounds (2), detect magic (2), resistance, virtue
   
  D: Domain spell. Domains: Destruction, Domination, 
  Trickery
  Abilities Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 12
  SQ rally
  Feats Combat Casting, Spell Focus (enchantment)B, 
  Toughness, Weapon Focus (heavy mace)
  Skills Concentration +8 (+12 casting defensively), Diplomacy 
  +10, Move Silently –1, Sense Motive +7, Spellcraft +2
  Possessions +1 full plate armor, +1 light steel shield, +1 heavy 
  mace, combat gear
  Rally (Ex) A warpriest who is currently not under a fear effect 
  can use this ability as a standard action. Allies within 60 
  feet who are under any fear effect and who can hear the 
  warpriest are allowed another saving throw against the fear 
  effect, with a +1 morale bonus.
  
  31
  RED HAND
  OF DOOM
  PRIEST CELLS (EL 11, PAGE 103)
  Doom Hand Clerics (5) 
  CR 3
  Hobgoblin cleric 3
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +4
  Languages Common, Goblin
  AC 18, touch 10, flat-footed 18 
  hp 29 (3 HD)
  Fort +6, Ref +1, Will +5 
  Speed 20 ft. (4 squares)
  Melee mwk heavy mace +5 (1d8+1)
  Base Atk +2; Grp +3
  Atk Options smite 1/day (+4 attack, +3 damage)
  Special Actions command undead 4/day (+1, 2d6+4, 3rd), 
  spontaneous casting (inflict spells)
  Combat Gear 2 potions of cure light wounds, scroll of spiritual 
  weapon, scroll of summon monster III (DC 6 CL check)
  Cleric Spells Prepared (CL 3rd)
  2nd—cure moderate wounds, hold person (DC 14), 
  invisibilityD
  1st—bless, command (DC 13), cure light wounds, inflict 
  light woundsD (DC 13) 
   
  0—cure minor wounds (2), detect magic, resistance
   
  D: Domain spell. Domains: Destruction, Trickery
  Abilities Str 13, Dex 10, Con 16, Int 10, Wis 15, Cha 12
  Feats Toughness, Weapon Focus (heavy mace)
  Skills Concentration +8, Move Silently –2, Spellcraft +3, 
  Spot +4
  Possessions +1 banded mail, light steel shield, combat gear
  CAVERN OF THE GUARDIAN SPAWN 
  (EL 12, PAGE 106)
  Greenspawn Razorfiends (3) 
  CR 7
  LE Large magical beast (dragonblood)
  Init +7; Senses darkvision 60 ft., low-light vision; Listen +15, 
  Spot +15
  Languages Common, Draconic, Infernal
  AC 19, touch 12, flat-footed 16; Dodge, Mobility
  hp 85 (10 HD); DR 5/magic
  Immune acid, paralysis
  Fort +10, Ref +10, Will +5
  Speed 50 ft. (10 squares), swim 50 ft.
  Melee 2 wingblades each +15 (2d6+6/18–20/×3) and
   
  bite +10 (1d8+3)
  Base Atk +10; Grp +20
  Atk Options Spring Attack
  Special Actions breath weapon
  Abilities Str 22, Dex 17, Con 16, Int 12, Wis 15, Cha 12
  SQ water breathing
  Feats Dodge, Improved Initiative, Mobility, Spring Attack
  Skills Jump +27, Listen +15, Spot +15, Swim +14
  Breath Weapon (Su) 20-ft. cone, once every 1d4 rounds, 
  damage 5d6 acid, Reflex DC 18 half
  Water Breathing (Ex) A greenspawn razorfiend can breathe 
  underwater indefinitely and can freely use its breath 
  weapon and other abilities while underwater.
  
  32
  RED HAND 
  OF DOOM
  OUTER SANCTUM (EL 12, PAGE 107)
  Doom Hand Warpriests (2) 
  CR 8
  Hobgoblin cleric 7/warpriest 1
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Listen +3x, Spot +3x
  Languages Common, Goblin
  AC 21, touch 10, flat-footed 21 
  hp 67 (8 HD)
  Fort +10, Ref +2, Will +10 
  Speed 20 ft. (4 squares)
  Melee +1 heavy mace +10/+5 (1d8+3)
  Base Atk +6; Grp +8
  Atk Options smite 1/day (+4 attack, +7 damage)
  Special Actions command undead 4/day (+1, 2d6+9, 8th), 
  spontaneous casting (inflict spells)
  Combat Gear scroll of flame strike (DC 10 CL check), scroll of 
  recitation, scroll of summon monster IV, wand of cure light 
  wounds
  Cleric Spells Prepared (CL 7th)
   
  4th—air walk, dominate personD (DC 18) 
  3rd—bestow curse (DC 16), cure serious wounds, dispel 
  magic, suggestionD (DC 17)
  2nd—cure moderate wounds (2), hold person (DC 16), 
  invisibilityD, spiritual weapon
  1st—bless, commandD (DC 15), cure light wounds, divine 
  favor, obscuring mist, shield of faith
   
  0—cure minor wounds (2), detect magic (2), resistance, virtue
   
  D: Domain spell. Domains: Destruction, Domination, 
  Trickery
  Abilities Str 14, Dex 10, Con 16, Int 10, Wis 16, Cha 12
  SQ rally
  Feats Combat Casting, Spell Focus (enchantment)B, 
  Toughness, Weapon Focus (heavy mace)
  Skills Concentration +8 (+12 casting defensively), Diplomacy 
  +10, Move Silently –1, Sense Motive +7, Spellcraft +2
  Possessions +1 full plate armor, +1 light steel shield, +1 heavy 
  mace, combat gear
  Rally (Ex) A warpriest who is currently not under a fear effect 
  can use this ability as a standard action. Allies within 60 
  feet who are under any fear effect and who can hear the 
  warpriest are allowed another saving throw against the fear 
  effect, with a +1 morale bonus.
  Hook Gloatingly promises the PCs a swift and merciless 
  death.
  Doom Hand Clerics (5) 
  CR 3
  Hobgoblin cleric 3
  LE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft.; Listen +2, Spot +4
  Languages Common, Goblin
  AC 18, touch 10, flat-footed 18 
  hp 29 (3 HD)
  Fort +6, Ref +1, Will +5 
  Speed 20 ft. (4 squares)
  Melee mwk heavy mace +5 (1d8+1)
  Base Atk +2; Grp +3
  Atk Options smite 1/day (+4 attack, +3 damage)
  Special Actions command undead 4/day (+1, 2d6+4, 3rd), 
  spontaneous casting (inflict spells)
  Combat Gear 2 potions of cure light wounds, scroll of spiritual 
  weapon, scroll of summon monster III (DC 6 CL check)
  Cleric Spells Prepared (CL 3rd)
  2nd—cure moderate wounds, hold person (DC 14), 
  invisibilityD
  1st—bless, command (DC 13), cure light wounds, inflict 
  light woundsD (DC 13) 
   
  0—cure minor wounds (2), detect magic, resistance
   
  D: Domain spell. Domains: Destruction, Trickery
  Abilities Str 13, Dex 10, Con 16, Int 10, Wis 15, Cha 12
  Feats Toughness, Weapon Focus (heavy mace)
  Skills Concentration +8, Move Silently –2, Spellcraft +3, 
  Spot +4
  Possessions +1 banded mail, light steel shield, combat gear
  Hook Harangues the PCs with threats of doom, pain, despair, 
  and death.
  
  33
  RED HAND
  OF DOOM
  INNER SANCTUM (EL 14, PAGE 109)
  High Wyrmlord Azarr Kul 
  CR 13
  Male half-blue dragon hobgoblin cleric 11
  LE Medium dragon
  Init +0; Senses darkvision 60 ft., low-light vision; Listen +5, 
  Spot +5
  Languages Common, Draconic, Goblin, Infernal
  AC 30, touch 12, flat-footed 30
  hp 86 (11 HD)
  Immune electricity, paralysis, sleep
  Resist acid 5, fire 5
  Fort +13, Ref +6, Will +15
  Speed 20 ft. (4 squares)
  Melee +2 keen blue dragonfang heavy pick +16/+11 (1d6+7 plus 
  1 electricity/19–20/×4) and
   
  bite +8 (1d6+2)
  Base Atk +8; Grp +13
  Atk Options smite 1/day (+4 attack, +11 damage)
  Special Actions breath weapon, command undead 6/day (+3, 
  2d6+14, 11th), spontaneous casting (inflict spells)
  Combat Gear potion of barkskin +4, potion of fly, potion of haste, 
  scroll of heal, scroll of restoration, scroll of word of recall
  Cleric Spells Prepared (CL 11th):
   
  6th—antilife shell, misleadD (DC 21)
  5th—flame strike (DC 20), mass inflict light woundsD (DC 
  20), righteous might, spell resistance
  4th—air walk, confusionD, death ward, freedom of 
  movement, sending
  3rd—contagionD, cure serious wounds, dispel magic, prayer, 
  searing light (+8 ranged touch), summon monster III
  2nd—bear’s endurance, bull’s strength, cure moderate 
  wounds, hold person (DC 17), invisibilityD, silence (DC 17)
  1st—bane (DC 16), command (DC 16), cure light wounds 
  (2), disguise selfD (DC 16), divine favor, protection from 
  good, sanctuary (DC 16)
  0—cure minor wounds (2), detect magic, guidance, purify 
  food and drink, resistance
   
  D: Domain spell. Domains: Destruction, Trickery
  Abilities Str 20, Dex 10, Con 16, Int 12, Wis 20, Cha 16
  Feats Ability Focus (breath weapon), Craft Wondrous Item, 
  Divine Vigor*, Weapon Focus (heavy pick)
   
  *Expend 1 command undead use to gain +10 speed and 22 
  hp for 3 minutes (Complete Warrior 108)
  Skills Bluff +10, Concentration +10, Craft (sculpting) +15, 
  Diplomacy +5, Intimidate +5, Knowledge (arcana) +8, 
  Knowledge (religion) +8
  Possessions combat gear plus +2 black dragoncraft full plate,* 
  +2 heavy red dragoncraft shield,* +2 keen blue dragonfang 
  heavy pick*, periapt of Wisdom +4, cloak of resistance +3, 
  ring of protection +2, Heward’s handy haversack, bejeweled 
  Tiamat headdress worth 2,000 gp
   
  *See page 126 for dragoncraft and dragonfang items
  Breath Weapon (Su) 60-ft. line, 1/day, 6d8 electricity, Reflex 
  DC 15 half
  Blue Abishai (4) 
  CR 7
  LE Medium outsider (baatezu, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness; Listen +11, 
  Spot +11
  Languages Common, Infernal; telepathy 100 ft.
  AC 20, touch 13, flat-footed 17
  hp 52 (7 HD); regeneration 7; DR 10/magic
  Immune fire, poison
  Resist acid 10, cold 10; SR 14
  Fort +8, Ref +8, Will +6
  Weakness vulnerable to holy water (2d4 damage/flask)
  Speed 30 ft. (6 squares), fly 50 ft. (poor)
  Melee tail +10 (1d6+3 plus 2d6 electricity) and
   
  2 claws each +8 (1d4+1) and
   
  bite +8 (1d6+1)
  Base Atk +7; Grp +10
  Spell-Like Abilities (CL 7th):
  At will—animate dead, charm person (DC 13), command 
  (DC 13), desecrate, disguise self (DC 13), major image 
  (DC 15), scare (DC 14), suggestion (DC 15)
  Abilities Str 16, Dex 16, Con 16, Int 11, Wis 13, Cha 15
  SQ summon baatezu
  Feats Combat Reflexes, Improved Initiative, Multiattack
  Skills Bluff +12, Concentration +13, Diplomacy +4, Disguise 
  +12 (+14 acting), Escape Artist +13, Intimidate +14, Listen 
  +11, Search +10, Spot +11
  Regeneration (Ex) Holy water and good-aligned weapons deal 
  lethal damage to an abishai.
  See in Darkness (Su) Abishais can see perfectly in darkness of 
  any kind, even that created by magic.
  Summon Baatezu (Sp) summon 2d6 lemures (1/day, 50% 
  chance) or another blue abishai (1/day, 20% chance). This 
  ability is the equivalent of a 3rd-level spell.
  
  34
  RED HAND 
  OF DOOM
  TIAMAT’S WRATH (EL 13, PAGE 110)
  Aspect of Tiamat 
  CR 13
  LE Huge dragon (extraplanar)
  Init +3; Senses blindsense 60 ft., darkvision 120 ft., keen 
  senses; Listen +18, Spot +18
  Languages Common, Draconic, Infernal
  AC 25, touch 7, flat-footed 25
  hp 174 (12 HD); DR 5/epic
  Immune paralysis, sleep
  Resist acid 15, cold 15, electricity 15, fire 15
  Fort +16, Ref +7, Will +11
  Speed 30 ft. (6 squares), fly 50 ft. (clumsy)
  Melee 5 bites each +21 (2d8+11/19–20) and
   
  sting +16 (1d6+5 plus poison) and
   
  crush +16 (2d8+16, Reflex DC 24 or pinned)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Base Atk +12; Grp +31
  Atk Options Power Attack
  Special Actions breath weapon
  Abilities Str 32, Dex 9, Con 26, Int 19, Wis 16, Cha 18
  Feats Cleave, Great Cleave, Improved Critical (bite), Improved 
  Initiative, Power Attack
  Skills Intimidate +19, Knowledge (arcana) +19, Knowledge 
  (history) +19, Knowledge (the planes) +19, Knowledge 
  (religion) +19, Listen +18, Search +19, Sense Motive +18, 
  Spot +18, Survival +18
  Breath Weapon (Su) 40-ft. cone or line, each head once every 
  1d4 rounds, 12d8 acid, cold, electricity, or fire, Reflex DC 24 
  half. Each of the aspect’s five heads can produce a breath 
  weapon, but only one head can do so in any single round.
  Poison (Ex) Injury, Fortitude DC 24, initial and secondary 
  damage 1d8 Con. The save DC is Constitution-based.
  Hook Embodiment of Tiamat’s wrath, destruction incarnate 
  (“Die, you insignificant worms!”).
  Based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and Dave Arneson and on the new edition of the D&D® 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
   
  DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, 
  Monster Manual, Red Hand of Doom, all other Wizards of the Coast product names, and their respective logos are trademarks of 
  Wizards of the Coast, Inc., in the U.S.A. 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. 
  Made in the U.S.A. ©2006 Wizards of the Coast, Inc.
   
  This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.
  wizards.com/d20 <http://www.wizards.com/d20> .
   
  For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.com/dnd <http://www.wizards.
  com/dnd> .
  
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