TEXT: FURi7-01 
   
   
   
   
   
  The Girding of 
  Bronzeblood – Creature 
  Appendixes 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Interactive Adventure 
  Version 0.4 
   
   
  by Chris R Hoffman, Andrew Nuxoll, John du Bois & Richard 
  Rutherford 
   
   
   
  Bronzeblood Haunt has been a plague upon the face of Furyondy. Recently, the Master has shown his 
  hand and his desire to destroy King Belvor and his kingdom. Because of this, you have been tasked with 
  moving to Bronzeblood and ensuring that nothing leaves. A one-round combat intensive Furyondy 
  Interactive for characters level 1-8 (APLs 2-6)
  FURi7-01 The Girding of Bronzeblood 
   
  Page 1 
  
  Blaspheme 
  CR 9 
  NE medium undead  
  Init +1; Senses Listen +10, Spot +10, darkvision 60 ft 
  Aura  
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +9 natural) 
  Miss Chance  
  hp 147 (18 HD); regeneration/fast healing; DR  
  Immune cold 
  Fort +6, Ref +7, Will +13 
  Weakness  
  Speed 40 ft. (8 squares),  
  Melee bite +18 (1d8+13+blasphemous contact)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +18 
  Atk Options  
  Special Actions blasphemous contact, erratic charge 
  Abilities Str 28, Dex 12, Con -, Int 5, Wis 15, Cha 10  
  SQ Darkvision 60 ft, inescapable craving, undead 
  traits, DR 5/slash 
  Feats Improved Natural Attack (bite), Improved 
  Toughness, Toughness (4), Track 
  Skills Listen +10, Spot +10, Survival +7 
  Blasphemous contact (Su): Each time a 
  blaspheme bites a nonevil creature, the creature 
  is dazed for one round and takes 1d6 points of 
  Strength damage. There is no saving throw 
  against this effect.  
  Erratic charge (Ex): When a blaspheme 
  charges, it can make one turn of up to 90 
  degrees 
  during 
  its 
  movement. 
  All 
  other 
  restrictions on charges still apply. For instance, 
  it cannot pass through a square that blocks or 
  slows movement or one that contains a 
  creature. A blaspheme must have line of sight to 
  a targeted opponent at the start of its turn.  
  Inescapable Craving: A blaspheme has an 
  inescapable craving for Strength, which it 
  satisfies by using its blasphemous contact 
  ability.  
   
  Physical Description: Blasphemes stand 
  about seven feet in height and appear as 
  surgically modified corpses. 
   
  Bloodrot: CR 7; Medium undead; HD 10d12; hp 
  65; Init -5; Spd 20 ft., climb 20 ft.; AC 5, touch 5, 
  flat-footed 5; BAB/Grp +5/+8; Atk +8 melee 
  (1d6+4 plus blood fever, slam); Full Atk +8 
  melee 
  (1d6+4 
  plus 
  blood 
  fever, 
  slam); 
  Space/Reach 5 ft./10 ft.;  SA blood fever, 
  constrict 1d6+4, improved grab, sanguineous 
  mount; SQ blindsight 60 ft., DR 5/-, immunities, 
  split, track infected, undead traits; AL N; SV Fort 
  +3, Ref -2, Will +2; Str 17, Dex 1, Con -, Int -, 
  Wis 1, Cha 14. 
   
  Skills and Feats: Climb +11. 
   
  Blood Fever (Su): Supernatural disease – 
  physical contact (including slam, grappling, or 
  striking a bloodrot with unarmed attacks), 
  Fortitude DC 17, incubation period 1 minute, 
  damage 1d6 Con and 1d4 Cha. 
   
  Unlike 
  normal 
  diseases, 
  blood 
  fever 
  continues 
  until 
  the 
  creature 
  reaches 
  0 
  Constitution (and dies) or is cured.  Blood fever 
  is a powerful curse, not a natural disease.  A 
  character attempting to cast and conjuration 
  (healing) spell on a creature afflicted with blood 
  fever must succeed on a DC 20 caster level 
  check, or the spell has no effect. 
   
  To eliminate blood fever, the curse must first 
  be broken with break enchantment or remove 
  curse (requiring a DC 20 caster level check for 
  either spell), after which a caster level check is 
  no longer necessary to cast healing spells on 
  the creature, and the blood fever can be 
  magically cured as any normal disease. 
   
  An afflicted creature who dies of blood fever 
  – or who dies of any other cause while infected 
  with blood fever – dissolves into a puddle of 
  thick blood and liquefied flesh and organs.  A 
  bloodrot feeds on these remains. 
   
  Constrict (Ex): A bloodrot deals automatic 
  slam damage with a successful grapple check, 
  in addition to possibly infecting the target with 
  blood fever. 
   
  Improved Grab (Ex): To use this ability, a 
  bloodrot must hit with a slam attack.  It can then 
  attempt to start a grapple as a free action 
  without provoking attacks of opportunity.  If it 
  wins the grapple check, it establishes a hold and 
  can constrict.  Creatures who have not already 
  contracted blood fever must make a new save 
  every round while grappled to avoid contracting 
  the disease. 
   
  Sanguineous Mount (Su): If a bloodrot is 
  losing a battle, it might attempt to hide within the 
  body of anyone already infected with blood 
  fever. The bloodrot need merely touch someone 
  it has already infected, and it can then seep into 
  his body. The individual can resist this invasion 
  with a DC 17 Fortitude save.  Failure on the 
  save means the bloodrot occupies the target’s 
  bloodstream, and the target is nauseated as 
  long as the bloodrot remains within him. The 
  bloodrot can be expelled through the use of 
  remove disease or heal, if the caster succeeds 
  on a DC 20 caster level check. Otherwise, it can 
  remain for up to 24 hours before it must depart, 
  gushing forth from the host’s various orifices. 
   
  Split (Ex): Slashing and piercing weapons 
  deal no damage to a bloodrot.  Instead the 
  creature splits into two identical bloodrots, each 
  FURi7-01 The Girding of Bronzeblood 
   
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  with half the original’s current hit points (round 
  down).  A bloodrot with 10 or fewer hit points 
  cannot be further split and dies if reduced to 0 
  hit points.  Splitting only occurs if an attack 
  would deal actual damage; blows that are 
  completely nullified by a bloodrot’s damage 
  reduction do not cause it to split. 
   
  Track Infected (Su): A bloodrot can sense 
  the distance and direction to anyone currently 
  infected with blood fever, so long as he is within 
  a number of miles equal to the bloodrot’s Hit 
  Dice and not within an antimagic field or similar 
  effect. 
   
  Skills: A bloodrot has a +8 racial bonus on 
  Climb checks and can always choose to take 10 
  on a Climb check, even if rushed or threatened. 
   
  Bone Rat Swarm: CR 3; Tiny undead (swarm); 
  HD 4d12; hp 26; Init +3; Spd 15 ft., climb 15 ft.; 
  AC 15, touch 15, flat-footed 12; Base Atk/Grp 
  +2/-; Atk swarm (1d6); Full Atk swarm (1d6); SA 
  distraction; SQ DR 5/bludgeoning, darkvision 60 
  ft, half damage from slashing and piercing, 
  immunity to cold, swarm traits, undead traits; AL 
  NE; SV Fort +1, Ref +4, Will +4; Str 2, Dex 17, 
  Con --, Int --, Wis 10, Cha 1 
   
  Skills and Feats: Improved initiative 
   
  Distraction (Ex): Any living creature that 
  begins its turn with a bone rat swarm in its 
  space must succeed on a DC 15 Fortitude save 
  or be nauseated for one round. The save DC is 
  Constitution based. 
   
  BONECLAW (LIBRIS MORTIS, P. 17) 
   
  Boneclaws are bloodthirsty undead that 
  enjoy using their extendable claws to bring 
  death to the living.  The lore of the dead does 
  not reveal from what dark necromancer’s 
  laboratory or fell nether plane boneclaws 
  entered the world.  The boneclaw is an 
  intelligent skeletal undead that possesses 
  exceptional control over the length of its claws.  
  At will, a boneclaw can extend one or two of its 
  finger-claws out to a distance of 20 feet, neatly 
  skewering fleshy creatures that stand in the 
  way.  A bone claw stands about 8 feet tall and 
  weighs about 500 pounds.  Boneclaws speak 
  Common and Abyssal. 
   
  Large Undead 
   
  Hit Dice:  10d12+40 (105 hp) 
   
  Initiative:  +8 
   
  Speed:  40 ft. 
   
  AC:  16 (–1 size, +4 Dex, +3 natural); touch 
  13, flat-footed 12 
   
  Base Attack:  +5/+14 
   
  Attack:  +9 melee (2d6+5, piercing claw) 
   
  Full Attack:  +9 melee (2d6+5, 2 piercing 
  claws)  
   
  Space/Reach:  10 ft./20 ft. 
      Special Attacks:  Reaching claws 
   
  Special Qualities:  Damage reduction 
  5/bludgeoning, darkvision 60 ft., immunity to 
  cold, +2 turn resistance, undead traits, unholy 
  toughness.  
   
  Saves:  Fort +3, Ref +7, Will +9 
   
   
  Abilities:  Str 21, Dex 18, Con –, Int 14, Wis 
  14, Cha 19 
   
  Skills:  Hide +13, Intimidate +17, Listen 
  +15, Move Silently +15, Search +15, Spot +15 
   
  Feats: 
   
  Combat 
  Reflexes, 
  Improved 
  Initiative, Improved Natural Attack (claw), Power 
  Attack 
   
  Climate/Terrain:  Any 
   
  Organization:  Solitary, skewer (2-4) or 
  marrow (6-11) 
   
  Challenge Rating:  5 
   
  Treasure:  None 
   
  Alignment:  Always chaotic evil 
   
  Advancement:  11–22 HD (Large) 
   
  Reaching Claws (Ex):  A boneclaw can 
  make melee attacks with its bone claws, 
  instantly extending them as part of an attack to a 
  distance of up to 20 feet (thereby allowing the 
  boneclaw to threaten more squares than even 
  its Large size would otherwise indicate).  A 
  boneclaw likes to get the drop on its enemies, 
  especially when its foes are still at range, 
  surprising them with an attack of opportunity by 
  extending its claws as its enemies close to 
  melee range.     
   
  Unholy Toughness (Ex):  A boneclaw 
  gains a bonus to its hit points equal to its 
  Charisma modifier times its Hit Dice. 
   
  Undead Traits:  Boneclaws are immune to 
  all mind-affecting effects, poison, sleep effects, 
  paralysis, stunning, disease, death effects, 
  necromantic effects and any effect that requires 
  a Fortitude save (unless effect works on objects 
  or is harmless).  They are not subject to critical 
  hits, nonlethal damage, ability drain, energy 
  drain, damage to physical ability scores, death 
  from massive damage, fatigue and exhaustion 
  effects.  When reduced to 0 hit points or less, 
  they are destroyed.  Boneclaws use its 
  Charisma modifier for Concentration checks and 
  do not eat, breathe or sleep. 
  Dessicator: CR 2; Small undead (water); HD 
  4d12; hp 26; Init +5; Spd 20 ft., swim 60 ft.; AC 
  15, touch 12, flat-footed 14; Base Atk/Grp: 
  +2/+1; Atk +6 melee (1d6+fatigue, slam); Full 
  Atk 
  +6 
  melee 
  (1d6+fatigue, 
  slam); 
  SA 
  FURi7-01 The Girding of Bronzeblood 
   
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  Desiccating 
  breath, 
  fatiguing 
  touch; 
  SQ 
  Darkvision 60ft., elemental turning vulnerability, 
  inescapable craving, undead traits; AL NE; SV 
  Fort +1, Ref +2, Will +4; Str 16, Dex 12, Con -, 
  Int 8, Wis 11, Cha 13. 
   
  Skills and Feats: Listen +7, Search +7, Spot 
  +7; Ability Focus (desiccating breath), Improved 
  Initiative. 
   
  Desiccating breath (Su): 15 ft cone of 
  desiccating air every 1d4 rounds, damage 1 
  Con, DC 15 Fort save negates. Creatures with 
  water subtype take -4 penalty on this save.  
   
  Fatiguing Touch (Su): The slam of a 
  desiccator, in addition to dealing 1d6 points of 
  damage, makes living creatures fatigued. A DC 
  13 Fort save negates the fatigue but not the 
  damage. Creatures with a water subtype take -4 
  penalty on this save. If the victim fails the save, 
  the desiccator gains 5 temporary hit points, 
  which last for up to one hour. A creature already 
  fatigued cannot become exhausted as a result 
  of this touch.  
   
  Elemental Turning Vulnerability (Ex): A 
  character who can turn undead and also turn 
  water creatures gains a +2 bonus on turning 
  checks against the desiccator. A character who 
  can rebuke undead and also rebuke water 
  creatures gains a +2 bonus on turning checks to 
  rebuke a desiccator.  
   
  Inescapable Craving: A desiccator has an 
  inescapable craving for water, which is absorbs 
  using its fatiguing touch ability. 
   
  Entomber: CR 5; Medium undead; HD 8d12; hp 
  52; Init +0; Spd 30 ft., burrow 10 ft.; AC 21, 
  touch 10, flat-footed 21; BAB/Grp +4/+11; Atk 
  +10 melee (1d6+9 plus entomb, slam); Full Atk 
  +10 melee (1d6+9 plus entomb, slam); SA 
  entomb, exhume; SQ DR 5/silver, darkvision 60 
  ft., undead traits; AL LE; SV Fort +4, Ref +4, Will 
  +8; Str 23, Dex 10, Con -, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Hide +7, Listen +8, Move 
  Silently +7, Spot +8, Alertness, Great Fortitude, 
  Lightning Reflexes. 
   
  Entomb (Su): Whenever an entomber 
  succeeds on a slam attack, it can attempt to 
  entomb its foe.  The foe must make a DC 16 
  Reflex save or be pounded bodily into a shallow 
  grave.  This ability doesn’t work in locations with 
  a basement or open level immediately below, 
  nor can the creature entomb victims in a 
  magical, 
  living, 
  or 
  animate 
  materials, 
  or 
  materials with a hardness higher than 8. 
   
  The upthrust bulge of cracked flooring 
  material, earth, or stone reveals the location of 
  the victim to compatriots.  Two standard actions 
  spent clearing away the broken flooring material 
  reveals the entombed victim, who can use his or 
  her next action to stand from a prone (and 
  dusty) position.  Attempting to rescue a friend in 
  this way can provoke attacks of opportunity. 
   
  The victim is treated as if pinned by an 
  opponent (the earth) with a grapple check of 20. 
   Breaking free first of the “pin” and then the 
  “grapple” allows the victim to stand from a prone 
  position on his or her next round.  If the 
  compatriots of the victim have partially cleared 
  away the covering material, then the victim need 
  only make a single check before standing from 
  the prone position.  Each round the victim 
  spends fully or partially entombed is a round in 
  which the victim suffocates (see Suffocation, 
  page 304 of the Dungeon Master’s Guide). 
   
  Exhume (Su): When an entomber spends a 
  standard action and touches the top of a grave 
  or space where a creature is buried no deeper 
  than 10 feet, the body immediately rises to the 
  surface, leaving no hole or tunnel.  A body is not 
  harmed when brought to the surface in this 
  manner. 
   
  Evolved Spellstitched Slaughter Wights: CR 
  10; Medium Undead; HD 18d12+18; hp 135; Init 
  +9; Spd 30 ft.; AC 20, touch 15, flat-footed 15; 
  BAB/Grp: +9+17; Atk +12 melee (1d8+16/17-
  20+energy drain, slam); Full Atk +12 melee 
  (1d8+16/17-20+energy drain, slam); SA create 
  spawn, energy drain; SQ Augmented Critical, 
  DR 
  10/magic 
  and 
  silver, 
  fast 
  healing, 
  inescapable craving, spell like ability, +2 turn 
  resistance, undead traits, vicious slammer, 
  darkvision 60’, SR 14; AL CE; SV Fort +8, Ref 
  +13, Will +13; Str 26, Dex 21, Con -, Int 10, Wis 
  11, Cha 18. 
   
  Skills and Feats: Climb +18, Hide +22, 
  Listen +15, Move Silently +22, Spot +19, Swim 
  +14, Daunting Presence*, Death Master*, 
  Eviscerator*, 
  Improved 
  Critical, 
  Improved 
  Initiative, Improved Toughness, Power Attack. 
   
  Note: A Slaughter Wight normally attacks 
  using its Power Attack feat, taking a –5 penalty 
  on its attack rolls and gaining a +5 bonus on 
  damage rolls. This has already been calculated 
  in its stat block above. The slaughter wight 
  does, however, forego this penalty if consistently 
  unable to hit its foe. 
  Augmented Critical (Ex): A slaughter Wight’s 
  threat range is increased to 17-20. 
  FURi7-01 The Girding of Bronzeblood 
   
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  Create Spawn (Su): Any humanoid slain by a 
  Slaughter Wight becomes a normal Wight in 1d4 
  rounds under control of the slaughter Wight. 
  Energy Drain (Su): A living creature hit by the 
  Slaughter Wight’s natural attack gains a 
  negative level. Removing it requires a DC 22 
  Fortitude save. The Slaughter Wight gains 5 hp 
  each time this negative level gets bestowed.  
  Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round so long as it has 
  at least 1 hit point.  
  Inescapable Craving: Needs life force.... 
  Daunting Presence*: The Slaughter Wight may 
  take an action to awe an opponent. Opponent 
  must be with in 30 feet and have an Int score. If 
  the opponent fails a DC 23 Will save they are 
  shaken for 10 minutes. 
  Death Master*: Whenever the Slaughter Wight 
  successfully hits a living being with a critical 
  attack, it becomes shaken for 10 rounds. This is 
  a mind affecting fear affect.  
  Eviscerator*: Whenever the slaughter Wight 
  successfully hits a living being with a critical 
  attack, all allies of the target within 30 feet are 
  shaken. This is a mind affecting fear affect. 
  Spell Like Ability (Sp): The evolved undead 
  can use its spell like ability once per day with a 
  Caster Level of 18. The save DCs are 
  Charisma-based. The Slaughter Wights can cast 
  the following spells, each one casts one of 
  these: 1/day- greater dispel magic, greater 
  invisibility, haste. 
  Spell Like Ability (Sp): Due to its spellstitched 
  nature, the slaughter wights can cast the 
  following spells: 2/day – mage armor, chill touch, 
  false life, scorching ray.  Caster level 18th.  
   
  Physical Description: A slender wiry corpse 
  moves toward you, supernatural agility obvious 
  in its motions. Its leathery, desiccated flesh 
  ripples across its body, tolerant of the creature’s 
  quick 
  movements 
  despite 
  being 
  lifeless 
  parchment. 
   
  Ghast, Advanced: Ftr 2: CR 6; Medium 
  undead; HD 8d12+2d12+3; hp 67; Init +3; Spd 
  30 ft.; AC 17, touch 12, flat-footed 14; BAB/Grp: 
  +6/+10; Atk +11 melee (1d8+4 plus Paralysis 
  plus disease, bite); Full Atk +11 melee (1d8+4 
  plus paralysis plus disease, bite) and +6/+6 
  melee (1d4+2 plus paralysis, claws); SA: Ghoul 
  fever, paralysis, stench SQ Darkvision 60 ft; 
  undead traits; +2 turn resistance; AL CE; SV 
  Fort +5, Ref +5, Will +8; Str 18, Dex 17, Con -, 
  Int 13, Wis 14, Cha 16. 
   
  Skills and Feats: Balance +7, Climb +9, 
  Hide +8, Intimidate +9, Jump +9, Move Silently 
  +8, Spot +8; Ability Focus: Disease, Ability 
  Focus: Paralysis, Multiattack, Power Attack, 
  Toughness, Weapon Focus: Bite 
   
  Ghoul Fever (Su): Disease—Bite, Fortitude 
  DC 17, incubation period 1 day, damage 1d3 
  Con and 1d3 Dex.  The save DC is Charisma 
  based. 
   
  Paralysis (Ex): Those hit by a ghast’s bite 
  or claw attacks must succeed on a DC 17 
  Fortitude save or be paralyzed for 1d4+1 
  rounds.  Even elves can be affected by this 
  paralysis.  The save DC is charisma based. 
   
  Stench (Ex): The stink of death and 
  corruption 
  surrounding 
  these 
  creatures 
  is 
  overwhelming.  Living creatures within 10 feet 
  must succeed on a DC 15 Fortitude Save or be 
  sickened for 1d6+4 minutes.  A creature that 
  saves successfully cannot be affected again by 
  the same ghast’s stench for 24 hours.  A delay 
  poison or neutralize poison spell removes the 
  effect from a sickened creature.  Creatures with 
  immunity 
  to 
  poison 
  are 
  unaffected, 
  and 
  creatures resistant to poison receive their 
  normal bonus on their saving throws.  The DC is 
  charisma based. 
   
  Hooded pupil ogre mage: CR 9; Large giant; 
  HD 5d8+15; hp 40; Init +4; Spd 40 ft., fly 40 ft. 
  (good); AC 21, touch 10, flat-footed 21; 
  BAB/Grp: +3/+13; Atk: +8 melee (3d6+8/19-20, 
  greatsword); Full Atk: +8 melee (3d6+8/19-20, 
  greatsword) or +2 ranged (2d6/X3, longbow); 
  Space/Reach 10 ft./10 ft.; SA spell-like abilities, 
  clutch of orcus, drink blood; SQ darkvision 90ft, 
  low light vision, regeneration 5, cold resistance 
  5, spider climb; SR 19; AL LE; SV Fort +7, Ref 
  +3, Will +4; Str 23, Dex 10, Con 17, Int 14, Wis 
  16, Cha 19.  
  Skills and Feats: Concentration +11, Hide +2, 
  Listen +15, Move Silently +2, Spellcraft +10, 
  Spot 
  +15; 
  Alertness, 
  Combat 
  Expertise, 
  Improved Initiative, Lightning Reflexes.  
   
  Possessions: Cloak of displacement – 
  minor, greatsword, longbow, chain shirt, ring of 
  protection +1, ioun stone-clear spindle. 
  Spell-Like 
  Abilities: 
  At 
  will 
  – darkness, 
  invisibility, charm person (DC 15), cone of cold 
  (DC 19), gaseous form, polymorph, sleep (DC 
  15). Caster Level 9th. Save DCs are Charisma 
  based.  
  Flight (Su): An ogre mage can cease or resume 
  flight as a free action. While using gaseous form 
  it can fly at its normal speed and has perfect 
  maneuverability.  
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage. An ogre mage that 
  FURi7-01 The Girding of Bronzeblood 
   
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  loses a limb or body part can re-attach it by 
  holding the severed member to the stump. 
  Reattachment takes 1 minute. If the head or 
  some other vital organ is severed, it must be re-
  attached within 10 minutes or the creature dies. 
  An ogre mage cannot re-grow lost body parts. 
  Clutch of Orcus (Sp): Once per day, a hooded 
  pupil can use the spell clutch of orcus (see new 
  rule items). Caster Level 10th. The save DC is 
  Charisma based. 
  Drink Blood (Su): Once per day, a hooded 
  pupil can suck blood from a living victim who 
  has damage that is yet unhealed (the hooded 
  pupil doesn’t have exceptionally sharp teeth, 
  unless the base creature has a bite attack, so it 
  must sip from wounds). It does so by making a 
  successful grapple check (it usually prefers to 
  use this ability on foes that are already 
  helpless). Against a pinned or helpless foe, it 
  drinks blood dealing 2 points of Constitution 
  damage. 
  Spider Climb (Su): Hooded pupils can climb 
  sheer surfaces as though with a spider climb 
  spell.  
  Skills: Hooded pupils have a +2 racial bonus on 
  Hide, Listen, Move Silently and Spot checks. 
   
  Ooze Paraelemental: CR 5; Large Elemental 
  (Earth, Water; Native); HD 8d8+40; hp 88; Init 
  +2; Spd 20 ft., swim 50 ft.; AC 20 (touch 11, flat-
  footed 18) [-1 size, +2 Dex, +9 natural]; BA/G 
  +6/+15; Atk +10 melee (2d8+7 and 1d6 acid, 
  slam); Full Atk +10/+5 melee (2d8+7 and 1d6 
  acid, slam); Space/Reach 10 ft./10 ft.; SA Acid; 
  SQ DR 5/-, darkvision 60 ft., elemental traits; AL 
  NE; SV Fort +10, Ref +4, Will +2; Str 20, Dex 
  14, Con 20, Int 6, Wis 11, Cha 11. 
  Skills and Feats: Listen +6, Spot +5; Ability 
  Focus (Acid), Improved Sunder, Power Attack. 
  Elemental Traits:  Elementals are immune to 
  poison, sleep effects, paralysis and stunning.  
  They are not subject to critical hits or flanking.    
  Elementals do not eat, sleep or breathe.  See 
  MM, p. 308, for more information on elemental 
  traits. 
  Acid (Ex):  An ooze paraelemental’s muck is 
  highly acidic and can rapidly dissolve organic 
  material and metal.  Any melee hit deals acid 
  damage.  The paraelemental’s acid deals 40 
  points of damage per round to metal or wooden 
  objects.  Armor or clothing dissolve and become 
  useless immediately unless it succeeds at a 
  Reflex save (based off of paraelemental’s size; 
  DC 18).  A metal or wooden weapon that strikes 
  an 
  ooze 
  paraelemental 
  also 
  dissolves 
  immediately unless it succeeds at a Reflex save. 
   
  If an ooze paraelemental successfully 
  grapples an opponent, the opponent’s armor 
  must likewise make a Reflex save at a -4 
  penalty or dissolve into uselessness 
   
  Plague Blight: CR 6; Medium Undead (Evil); 
  HD 6d12+6; hp 45 Init +5; Spd 30 ft; AC 23, 
  touch 15, flat-footed 18; Base Atk/Grp: +3/+7; 
  Atk Slam +7 melee (1d6+6 [+2 against good-
  aligned foes] and gangrenous touch); Full Atk 
  Slam +7 melee (1d6+6 [+2 against good-aligned 
  foes] and gangrenous touch); SA: Gangrenous 
  Touch 
  SQ 
  Damage 
  reduction 
  5/slashing, 
  darkvision 60 ft, gangrenous stench, resistant to 
  blows, undead traits, +2 turn resistance; AL CE; 
  SV Fort +2, Ref +7, Will +7; Str 19, Dex 21, Con 
  -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Balance +7, Escape Artist 
  +12, Hide +14, Jump +6, Listen +13, Move 
  Silently +14, Spot +13, Tumble +14; Alertness, 
  Cleave, Improved Toughness, Power Attack. 
   
  Gangrenous Stench (Ex): Whenever a 
  plague blight desires, it causes a horrible odor of 
  rot to emanate from the folds of its wrappings.  
  All living creatures within 10 feet of the plague 
  blight must make a DC 15 Fortitude save or take 
  1d6 points of Strength damage and become 
  nauseated.  The save DC is Charisma-based 
   
  Gangrenous Touch (Su): Supernatural 
  disease (accelerated)—slam, Fortitude DC 15, 
  incubation period instant; damage 1d4 Con.  
  Unlike normal diseases (see Disease, page 292 
  of the Dungeon Master’s Guide), gangrenous 
  touch requires a saving throw every round.  It 
  visibly progresses over a period of seconds, 
  turning the afflicted area putrescent and 
  gangrenous.  The rot continues until the victim 
  makes two successful saving throws in a row, 
  the victim reaches Constitution 0 (and dies), or 
  the victim receives a remove disease spell or 
  similar treatment.  Once it is infected or it 
  successfully saves, a creature can’t be infected 
  by gangrenous touch again for 24 hours.  The 
  body of a victim claimed by gangrenous touch 
  sloughs 
  into 
  a 
  brittle, 
  stinking 
  mass 
  of 
  putrescent ruin that molders to nothing over the 
  course of 24 hours, unless remove disease is 
  cast on the remains within that time. 
  Reference: Libris Mortis, pg. 115-116 
   
  Quell: CR 3; Medium Undead (Incorporeal); HD 
  5d12; hp 32 Init +7; Spd fly 60 ft. (good); AC 15, 
  touch 15, flat-footed 12; Base Atk/Grp: +2/-; Atk 
  Incorporeal touch +5 melee (1d4); Full Atk 
  Incorporeal Touch +5 melee (1d4); SA: Coupled 
  FURi7-01 The Girding of Bronzeblood 
   
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  Intercession, intercession SQ Darkvision 60 ft; 
  daylight powerlessness; undead traits; +4 turn 
  resistance; AL LE; SV Fort +1, Ref +4, Will +6; 
  Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15. 
   
  Skills and Feats: Diplomacy +6, Hide +11, 
  Intimidate +10, Listen +12, Search +10, Sense 
  Motive +8, Spot +12, Survival +2 (+4 following 
  tracks); Alertness, Combat Reflexes, Improved 
  Initiative, Weapon Finesse. 
   
  Coupled Intercession (Su): Whenever a 
  quell takes a standard action to aid another quell 
  in an intercession attempt, the effective cleric 
  level of the quell increases by 1.  Several quells 
  could all take a standard action to aid a single 
  quell’s intercession attempt, each increasing the 
  effective cleric level of the intercession attempt. 
   
  Daylight Powerlessness (Ex): Quells are 
  utterly powerless in natural sunlight (not merely 
  a daylight spell) and flee from it. 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power.  To 
  do so, the quell makes a turning check as if it 
  were a cleric of a level equal to the quell’s Hit 
  Dice (5th level).  The result indicates the highest-
  level divine spellcasters the quell can cut off 
  from their deity.  The turning damage result 
  indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect.  
  The quell’s intercession affects the closest 
  divine spellcasters it can affect first.  Normally, 
  affected divine spellcasters cannot turn undead 
  or cast divine spells for 1minute; however, if the 
  quell however, if the quell has twice as many HD 
  as the spellcaster has divine levels, the divine 
  spellcaster loses the ability to cast divine spells 
  for 24 hours.  If the quell attacks an affected 
  divine spellcaster in any way, or the affected 
  spellcaster receives an atonement spell, the 
  intercession ends.  The quell’s allies and other 
  creatures can attack the divine spellcaster 
  without breaking the intercession.  A quell can 
  use this ability a number of times per day equal 
  to 3 + its Charisma modifier (five times for a 
  typical creature) 
  Reference:  Libris Mortis, pg 116-117 
   
  Skeleon, Spellstitched Titan; CR 9; Huge 
  Undead; HD 20d12; hp 108; Init +6; Spd 60 ft.; 
  AC 14 (touch 11, flat-footed 11) [-2 size, +2 Dex, 
  +3 natural]; BA/G +10/+34; Atk +26 melee 
  (4d6/x3+24, gargantuan warhammer); Full Atk 
  +26/+21 
  melee 
  (4d6+24/x3, 
  gargantuan 
  warhammer) or +26 melee (1d8+16, 2 claws); 
  Space/Reach 15 ft./15 ft.; SA Spell-like abilities; 
  SQ DR 5/bludgeoning or DR 10/magic and 
  silver, immunity to cold, SR 10, turn resistance, 
  undead traits; AL NE; SV Fort +8, Ref +10, Will 
  +12; Str 43, Dex 14, Con -, Int -, Wis 10, Cha 1. 
  Skills and Feats: No skills; Improved Initiative. 
  Spell-like Abilities:  3/day-ray of enfeeblement; 
  1/day-magic missile.  As 20th level Sorcerer. 
  Turn Resistance (Ex):  A spellstitched skeleton 
  is treated as an undead with 22 HD for the 
  purpose of turn, rebuke, command and bolster 
  attempts. 
  Undead Traits:   Undead have darkvision 60 ft. 
  and are immune to all mind-affecting effects 
  (charms, compulsions, phantasms, patterns and 
  morale 
  effects), 
  poisons, 
  sleep 
  effects, 
  paralysis, stunning, disease, death effects and 
  any effect that requires a Fortitude save (unless 
  the effect also works on objects or is harmless). 
   Undead are also not subject to critical hits, 
  nonlethal damage, ability drain, energy drain 
  and death from massive damage, and are 
  immune damage to its physical ability scores 
  (Strength, Dexterity, Constitution), as well as to 
  fatigue and exhaustion effects.   Undead use its 
  Charisma modifier for Concentration checks and 
  do not eat, sleep or breathe. 
  Possessions: 2 gargantuan war hammers. 
   
  Skeleton, Glabrezu, Awakened, Vicious:  CR 
  8; Huge Undead; HD 12d12; hp 78; Init +5; Spd 
  40 ft.; AC 12, touch 9, flat-footed 11; Base 
  Atk/Grp: +6/+24; Atk +14 melee (2d8+10, 
  pincers); Full Atk +14/+14 melee (2d8+10, 
  pincers) and +9/+9 melee (2d6+5, claws) and +9 
  melee (1d8+5 bite); Space/Reach: 15 ft./15 ft.; 
  SQ DR 5/bludgeoning, darkvision 60ft., immunity 
  to cold, +2 turn resistance, undead traits, +2 Will 
  save vs. control undead; AL NE; SV Fort +5, Ref 
  +6, Will +9; Str 31, Dex 12, Con –, Int 8, Wis 10, 
  Cha 1. 
   
  Skills and Feats: Listen +3, Spot +3; 
  Improved Critical (Claw), Improved Initiative; 
  Abyssal, Celestial, and Draconic. 
   
  Improved Grab (Ex): To use this ability, the 
  vicious skeleton must hit a Medium or smaller 
  opponent with a pincer attack.  It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
   
  Rend (Ex): If a vicious skeleton hits with at 
  least two claw attacks, it latches onto the 
  opponent’s body and tears the flesh.  This attack 
  automatically deals extra damage equal to 
  2d6+7 
   
  Slaughter Wight: CR 8; Medium Undead; HD 
  18d12+18; hp 135; Init +9; Spd 30 ft.; AC 19, 
  touch 15, flat-footed 14; BAB/Grp: +9/+16; Atk 
  FURi7-01 The Girding of Bronzeblood 
   
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  +11 melee (1d8+15/17-20+energy drain, slam); 
  Full Atk +11 melee (1d8+15/17-20+energy drain, 
  slam); SA create spawn, energy drain; SQ 
  Augmented critical, inescapable craving, undead 
  traits, darkvision 60’; AL CE; SV Fort +6, Ref 
  +11, Will +11; Str 24, Dex 21, Con -, Int 10, Wis 
  11, Cha 16. 
   
  Skills and Feats: Climb +17, Hide +22, 
  Listen +15, Move Silently +22, Spot +19, Swim 
  +13, Daunting Presence*, Death Master*, 
  Eviscerator*, 
  Improved 
  Critical, 
  Improved 
  Initiative, Improved Toughness, Power Attack. 
   
  Note: A Slaughter Wight normally attacks 
  using its Power Attack feat, taking a –5 penalty 
  on its attack rolls and gaining a +5 bonus on 
  damage rolls. This has already been calculated 
  in its stat block above. The slaughter wight 
  does, however, forego this penalty if consistently 
  unable to hit its foe. 
  Augmented Critical (Ex): A slaughter Wight’s 
  threat range is increased to 17-20. 
  Create Spawn (Su): Any humanoid slain by a 
  slaughter Wight becomes a normal Wight in 1d4 
  rounds under control of the slaughter Wight. 
  Energy Drain (Su): A living creature hit by the 
  Slaughter Wight’s natural attack gains a 
  negative level. Removing it requires a DC 21 
  Fortitude save. The Slaughter Wight gains 5 hp 
  each time this negative level gets bestowed.  
  Inescapable Craving: Needs life force.... 
  Daunting Presence*: The Slaughter Wight may 
  take an action to awe an opponent. Opponent 
  must be with in 30 feet and have an Intelligence 
  score. If opponent fails a DC 22 Will save they 
  are shaken for 10 minutes. 
  Death Master*: Whenever the slaughter Wight 
  successfully hits a living being with a critical 
  attack, it becomes shaken for 10 rounds. This is 
  a mind affecting fear affect.  
  Eviscerator*: Whenever the slaughter Wight 
  successfully hits a living being with a critical 
  attack, all allies of the target within 30 feet are 
  shaken. This is a mind affecting fear affect.  
   
  Physical Description: A slender wiry corpse 
  moves toward you, supernatural agility obvious 
  in its motions. Its leathery, desiccated flesh 
  ripples across its body, tolerant of the creature’s 
  quick 
  movements 
  despite 
  being 
  lifeless 
  parchment. 
   
  Slaughter Wights, Evolved: CR 9; Medium 
  Undead; HD 18d12+18; hp 135; Init +9; Spd 30 
  ft.; AC 20, touch 15, flat-footed 15; BAB/Grp: 
  +9/+17; Atk +12 melee (1d8+16/17-20+energy 
  drain, slam); Full Atk +12 melee (1d8+16/17-
  20+energy drain, slam); SA create spawn, 
  energy drain; SQ Augmented Critical, fast 
  healing, inescapable craving, spell like ability, 
  undead traits, darkvision 60’; AL CE; SV Fort +6, 
  Ref +11, Will +11; Str 26, Dex 21, Con -, Int 10, 
  Wis 11, Cha 18. 
   
  Skills and Feats: Climb +18, Hide +22, 
  Listen +15, Move Silently +22, Spot +19, Swim 
  +14, Daunting Presence*, Death Master*, 
  Eviscerator*, 
  Improved 
  Critical, 
  Improved 
  Initiative, Improved Toughness, Power Attack. 
   
  Note: A Slaughter Wight normally attacks 
  using its Power Attack feat, taking a –5 penalty 
  on its attack rolls and gaining a +5 bonus on 
  damage rolls. This has already been calculated 
  in its stat block above. The slaughter wight 
  does, however, forego this penalty if consistently 
  unable to hit its foe. 
  Augmented Critical (Ex): A slaughter Wight’s 
  threat range is increased to 17-20. 
  Create Spawn (Su): Any humanoid slain by a 
  Slaughter Wight becomes a normal Wight in 1d4 
  rounds under control of the slaughter Wight. 
  Energy Drain (Su): A living creature hit by the 
  Slaughter Wight’s natural attack gains a 
  negative level. Removing it requires a DC 22 
  Fortitude save. The Slaughter Wight gains 5 hp 
  each time this negative level gets bestowed.  
  Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round so long as it has 
  at least 1 hit point.  
  Inescapable Craving: Needs life force.... 
  Daunting Presence*: The Slaughter Wight may 
  take an action to awe an opponent. Opponent 
  must be with in 30 feet and have an Int score. If 
  the opponent fails a DC 23 Will save they are 
  shaken for 10 minutes. 
  Death Master*: Whenever the Slaughter Wight 
  successfully hits a living being with a critical 
  attack, it becomes shaken for 10 rounds. This is 
  a mind affecting fear affect.  
  Eviscerator*: Whenever the slaughter Wight 
  successfully hits a living being with a critical 
  attack, all allies of the target within 30 feet are 
  shaken. This is a mind affecting fear affect.  
  Spell Like Ability (Sp): The evolved undead 
  can use its spell like ability once per day with a 
  caster level of 18. The save DCs are Charisma-
  based. The Slaughter Wights can cast the 
  following spells, each one casts one of these: 
  1/day- greater dispel magic, greater invisibility, 
  haste. 
   
  Physical Description: A slender wiry corpse 
  moves toward you, supernatural agility obvious 
  in its motions. Its leathery, desiccated flesh 
  ripples across its body, tolerant of the creature’s 
  FURi7-01 The Girding of Bronzeblood 
   
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  quick 
  movements 
  despite 
  being 
  lifeless 
  parchment. 
   
  Vasuthant: CR 2; Small undead; HD 2d12+4; 
  hp 17; Init +3; Spd fly 30 ft. (perfect); AC 17, 
  touch 14, flat-footed 14; BAB/Grp: +1/+1; Atk: +2 
  melee (1d4, slam); Full Atk: +2 melee (1d4, 
  slam) plus up to four enervating crushes; SA 
  Enervating 
  crush, 
  improved 
  grab, 
  reality 
  distortion; SQ +2 turn resistance, blindsight 60 
  ft., darkvision 60 ft., immunity to acid and cold, 
  immunity to light, fire resistance 5, electric 
  resistance 5, trap light, undead traits, unholy 
  toughness; AL CE; SV Fort +0, Ref +3, Will +4; 
  Str 10, Dex 16, Con -, Int 4, Wis 12, Cha 14.  
  Skills and Feats: Hide +9, Listen +4, Spot +5; 
  Flyby Attack, Improved Grapple.  
  Enervating crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature 
  of the same size or smaller pulls the victim into 
  the center of the vasuthant. In that round and 
  every round thereafter, a grappled victim takes 
  1d4 points of damage plus 1d4 points of 
  Strength damage. A creature reduced to 0 
  Strength by a vasuthant dies. This is a negative 
  energy effect. 
   
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of 
  damage or gives it 1 temporary hit point if the 
  creature is at full normal hit points. These 
  temporary hit points last for 10 minutes. 
   
  A vasuthant can grapple with only one 
  creature of its size or can simultaneously 
  grapple one or two creatures one size smaller or 
  up to four creatures two or more sizes smaller. 
  Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is 
  crushed out of their bodies.  
   
  The use of the enervating crush ability does 
  not prevent a vasuthant from making slam 
  attacks or using its spell-like abilities.  
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It 
  can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity. 
  If it wins the grapple check, a vasuthant 
  immediately employs its enervating crush attack.  
  Reality Distortion (Ex): A vasuthant has limited 
  influence over the forces of time and reality. 
  Three times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll 
  a favorable die roll. The vasuthant must accept 
  the result of the reroll. 
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any 
  harmful effect of light, either natural or magical. 
  All cleric spells of the Sun domain as well as 
  other spells with the light descriptor (such as 
  daylight) produce no adverse effects on a 
  vasuthant. 
  Trap Light (Ex): A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 
  60 ft. emanation of shadow. All creatures within 
  this 
  area, 
  including 
  the 
  vasuthant, 
  gain 
  concealment. Creatures with low-light vision or 
  darkvision can see normally within the area of 
  the emanation. Light sources within the area are 
  suppressed, not dispelled. If a vasuthant moves 
  out of range before the light source’s duration 
  expires, the light source illuminates again 
  (although its illumination still cannot extend 
  within the area of the vasuthant’s trap light 
  effect).  
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma 
  modifer X its hit dice. 
  Skills: Vasuthants have a +2 racial bonus on 
  Listen checks and Spot checks. A vasuthant 
  gains a +4 racial bonus on Hide checks in areas 
  of shadowy illumination. In areas of bright 
  illumination it takes a -4 penalty on Hide checks. 
   
  Voidwraith: CR 6; Medium undead (air, 
  incorporeal); HD 6d12; hp 39; Init +9; Spd fly 60 
  ft. (perfect); AC 22, touch 17, flat-footed 17; 
  Base Atk/Grp: +3/+4; Atk +8 melee touch 
  (1d4+1d2 Con drain, incorporeal touch); Full Atk 
  +8 melee (1d4+1d2 Con drain, incorporeal 
  touch); SA Steal breath; SQ Airless aura, 
  darkvision 60ft., elemental turning vulnerability, 
  incorporeal traits, inescapable craving, undead 
  traits; AL NE; SV Fort +2, Ref +7, Will +6; Str 12, 
  Dex 21, Con -, Int 8, Wis 13, Cha 15. 
   
  Skills and Feats: Hide +18, Listen +10, Spot 
  +10; Improved Initiative, Lightning Reflexes, 
  Weapon Finesse.  
   
  Airless Aura (Su): A voidwraith’s body is 
  surrounded by an aura of near vacuum at all 
  times. This means that any creatures adjacent 
  to the voidwraith have no air to breathe and 
  must hold their breath (see Suffocation, p. 304 
  DMG).  
   
  Elemental Turning Vulnerability (Ex): A 
  character who can turn undead and also turn air 
  creatures gains a +2 bonus on turning checks 
  against the voidwraith. A character who can 
  rebuke undead and also rebuke air creatures 
  gains a +2 bonus on turning checks to rebuke a 
  voidwraith.  
   
  Steal Breath (Su): Living creatures hit by a 
  voidwraith’s touch attack must succeed on a DC 
  FURi7-01 The Girding of Bronzeblood 
   
  Page 9 
  
  15 Fortitude save or take 1d2 points of 
  Constitution drain. When a voidwraith drains a 
  victim’s Constitution, it gains 5 temporary hit 
  points. Temporary hit points gained this way last 
  for up to one hour.  
   
  If the target creature is holding its breath 
  and fails the save, the number of rounds of 
  remaining breath is reduced by 2 per point of 
  Constitution drained. If this reduction exhausts 
  all of the victim’s remaining breath, they must 
  begin making Constitution checks or start to 
  suffocate (see Suffocation, DMG p. 304).    
   
  Inescapable Craving: A voidwraith has an 
  inescapable craving for Constitution, which it 
  satisfies using its steal breath ability. 
   
  Skills: A voidwraith has a +4 racial bonus 
  on Hide checks. 
   
  Zombie, Dire Ape: CR 3; Large Undead; HD 
  10d12+3; hp 85; Init +1; Spd 30 ft., climb 15 ft.; 
  AC 17, touch 10, flat-footed 17; Base Atk/Grp: 
  +5/+16; Atk +11 melee (1d6+7, claw) or +11 
  melee (1d8+3, bite) or +11 melee (1d8+7, slam); 
  Full Atk +11 melee (1d6+7, claw) or +11 melee 
  (1d8+3, bite) or +11 melee (1d8+7, slam); 
  Space/Reach: 
  10 
  ft./10 
  ft.; 
  SQ 
  Damage 
  reduction 5/slashing, darkvision 60ft., single 
  actions only, undead traits; AL NE; SV Fort +3, 
  Ref +4, Will +7; Str 24, Dex 13, Con –, Int –, Wis 
  10, Cha 1. 
   
  Skills and Feats: None; Toughness. 
   
  Zombie, Dire Boar, Fast: CR 5; Large Undead; 
  HD 14d12+3; hp 112; Init -1; Spd 70 ft.; AC 19, 
  touch 10, flat-footed 17; Base Atk/Grp: +7/+20; 
  Atk +15 melee (1d8+13, gore) or +15 melee 
  (1d8+9, slam); Full Atk +15 melee (1d8+13, 
  gore) 
  or 
  +15 
  melee 
  (1d8+9, 
  slam); 
  Space/Reach: 10 ft./5 ft.; SQ Dr 5/slashing, 
  darkvision 60ft., fast zombie traits, undead traits; 
  AL NE; SV Fort +4, Ref +3, Will +8; Str 29, Dex 
  8, Con –, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: None; Toughness. 
   
  Fast Zombie Traits: A fast zombie is not 
  restricted 
  to 
  taking 
  single 
  actions 
  only.  
  However, it still cannot attack more than once 
  per round.  Fast zombies can run normally. 
  FURi7-01 The Girding of Bronzeblood 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/597/Interactives/FURI7-01 - The Girding of Bronzeblood (APL 2-10)/FURI7-01 - The Girding of Bronzeblood Creatures [low].pdf