TEXT: Page 1
  RANDOM ENCOUNTERS 
  REMASTERED
  BY DAVID ROSS
  p
  
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  RANDOM ENCOUNTERS
  REMASTERED
  Credits
  Author: David Nicholas Ross
  Editing: Stefen Styrsky
  Layout: Mark Gedak
  Interior Artists: Gary Dupuis, Bradley K McDevitt, Marc Radle, Michael 
  Scotta
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying Game requires the 
  Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  Some artwork copyright Claudio Pozas, used with permission.
  Some artwork © MICHAEL SYRIGOS, used with permission.
  Open Game Content: All text on pages 3 to 31 
  are considered opengame content. 
  
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  How to Use this Book
  Random Encounters Remastered is intended to 
  provide GMs a detailed, comprehensive source for 
  randomly generating unique encounters with a variety 
  of interesting terrain features, NPCs and site-specific 
  monsters. More than simply a bunch of tables, 
  Random Encounters Remastered also presents rules, 
  guidelines and advice for quickly creating interesting 
  roleplaying and combat situations. 
     Each volume of Random Encounters Remastered 
  describes a number of adventure areas. These 
  encompass common sites such as grand 
  marketplaces, eerie woods, and windswept plains 
  to more unusual locales such as planar strongholds, 
  underworld battlefields and endless caverns. The 
  areas can be further customized by adding new 
  terrain features and hazards described in each book. 
  The random monster generator for each setting is 
  setup to automatically provide a CR-appropriate 
  challenge for a party no matter their level so a GM 
  doesn’t have to worry about encounters that are too 
  easy or too hard. Wherever a party finds itself, the 
  tables and rules in this book can help a GM construct 
  a quick, memorable encounter.
     Although called Random Encounters Remastered, 
  the encounters formulated with this book don’t 
  have be random. A GM can mix and match elements 
  as desired without relying on dice rolls. Since the 
  tables in each volume list many types of encounters 
  available in a variety of environments and through 
  a range of levels they can just as easily serve as a 
  reference when planning fights or as contingencies if 
  the party goes in an unexpected direction.
   
  Appropriate Use of Random Encounters 
  Nearly all GMs, sooner or later, find themselves 
  wanting to roll on a table and discover what happens 
  next. Sometimes the party goes in an unexpected 
  direction. Often GMs can’t prepare as fully as they 
  would like for the game and need an exciting way to 
  fill time. Random encounters also create a dramatic 
  way to stretch out a travel period, so that it does not 
  feel like the party simply teleports to their destination 
  (and so that actual teleportation effects feel more 
  special when they are used). Or, perhaps a GM simply 
  wants to create a little excitement by whipping up an 
  encounter even he did not see coming. All of these 
  are perfectly good reasons to introduce a random 
  encounter.
  Serving the Plot
  In addition to immediate concerns of game-play 
  fun, random encounters can be engineered to serve 
  the larger campaign. A relatively easy method to 
  make random encounters serve the campaign is to 
  plant a memorable item or piece of dialogue in an 
  encounter and decide later (perhaps before the next 
  game session) what significance, if any, the party can 
  discover behind it. In addition, if a plot has already 
  gone unnoticed or ignored by the players, a random 
  encounter can be an excellent place to re-introduce it, 
  provided the clue leading back to the plot feels fresh 
  and not forced. Some example clues are provided 
  below.
  Table 1-1: Random Clues
  d8
  Clues
  1
  An elaborately decorated item is emblazoned 
  with the family crest of a former owner.
  2
  A coded letter in a waterproof scroll case can 
  only deciphered with a key not found in the 
  same place.
  3-4
  An intelligent foe threatens the party with 
  enslavement to a powerful being it serves, 
  referring to many other slaves that have been 
  taken before.
  5-6
  A monster attacks out of frustration, rage or 
  pain, upset over an incident the party was not 
  involved in; they can learn more if they pay 
  close attention to the creature’s actions or if 
  they can calm it down without killing it.
  7
  A dying victim of a monster is found in its 
  lair and makes a final request of the party to 
  deliver a treasure or message to a loved one.
  8
  A defeated foe’s treasure includes a message 
  scrawled in the blood of a dying victim 
  revealing a secret that the victim did not want 
  to take to the grave, such as confessing to a 
  crime or expressing unrequited love.
     For example, perhaps the party missed hearing 
  about the suspicious disappearance of a traveling 
  merchant which you planned to offer as a small 
  mystery adventure before venturing into the wilds. 
  You could recycle this plot into a random encounter 
  by having a vivid clue about the disappearance, such 
  as a bloodstained letter in a handy haversack, show 
  up among a wandering monster’s loot (the monster 
  having collected the clue after stumbling upon 
  
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  and rummaging through the murdered merchant’s 
  belongings). These sorts of clues can turn out to be 
  red herrings and not develop into new plot lines, but 
  a GM should use these sparingly and only if his or her 
  players generally appreciate this kind of twist.
  Considerations
  Of course, there is more to a 
  random encounter than rolling 
  on a table and announcing what 
  creature suddenly blunders into 
  view. Once a result is picked, take 
  a quick moment to assess whether 
  this is an encounter you want to 
  throw at the party. To buy time 
  for the encounter-making process, 
  you can encourage the players to 
  discuss their plans for when they 
  reach their destination or even in-
  character small talk as you figure 
  out what the trip is like and what 
  will happen when they arrive.
     Below are some questions 
  you might ask yourself about an 
  encounter, depending on what 
  appeals to you and your group:
  • Does the encounter allow 
  anyone’s strengths to shine in a 
  fun way?
  • Does the encounter exploit 
  anyone’s weaknesses in a 
  painful manner?
  • Does the encounter provide an 
  interesting change of pace?
  • Is the encounter’s CR too high 
  for the party in their current 
  state to handle? Conversely, is 
  it so low as to bore them? 
  • Could the encounter provide a role-playing 
  opportunity one or more of the players will 
  appreciate?
  • Does the encounter offer the chance for the 
  players to learn something they will be interested 
  in learning?
  • Generally, what do the players hope for in an 
  encounter, and can this encounter deliver?
  Fixes
  If an encounter seems fine, then you can dive right in 
  with Perception and/or Stealth checks as appropriate. 
  If, on the other hand, it seems like a bad fit, you have 
  a few options to keep the game moving.
     
  • Pick another encounter on the 
  same table of an appropriate CR.
  • Augment the encounter with 
  scenario features or hazards 
  provided with the table (potentially 
  increasing or decreasing the 
  encounter’s CR). Remember 
  that when a hazard (such as a 
  trap) comes into play during an 
  encounter, it increases the CR of 
  the encounter just as if the hazard 
  were an additional monster.
  • Replace the encounter with 
  a piece of background color 
  such as a remarkable view of the 
  area, a relic revealing interesting 
  information, or a sudden shift in 
  the weather.
  • Mysteriously claim that the 
  player characters do not notice 
  anything in particular but have 
  an uneasy feeling, leaving open 
  the possibility that something is 
  following them with exceptional 
  stealth or that the characters are 
  simply imagining things.
  Using an expanded encounter 
  table: The encounter tables 
  included in this book are designed 
  to be limited by the average CR 
  of a specific area. For example, 
  although the Eerie Woods table includes encounters 
  of every CR from 1/2 to 23, any given woodland 
  region the party may pass through should probably 
  not confront the party with such varied hazards. 
  Instead, before rolling on the table, decide what the 
  average CR should be for encounters in the region 
  the party is passing through. To make it unlikely the 
  party will be disastrously overmatched or utterly 
  bored by an encounter, it is best to use an average CR 
  very close to the average party level. Then, take this 
  chosen number, multiply it by 20, and add it to the 
  d% roll to determine what is randomly encountered 
  Although commonly thought 
  of as a fight to fill time, a 
  random encounter need not 
  involve combat at all. It can 
  just as easily provide a random 
  roleplaying challenge. Perhaps 
  a sphinx has a riddle it wants 
  solved, a caravan has a wounded 
  man that needs tending, or a 
  good-intentioned but jumpy 
  knight needs to be talked out 
  of rashly attacking anyone 
  who merely looks villainous. 
  Although such challenges may 
  not call for defeating monsters, 
  handling them well enough 
  to make substantial deals, 
  resolve significant tensions, 
  save lives, or simply keep the 
  group well-entertained should 
  be rewarded with experience 
  points equal to one-fifth to 
  one-half of what the value of 
  victory over the encounter in 
  combat would have been worth, 
  according to the impressiveness 
  of the accomplishment and the 
  enjoyment provided to the play 
  group (including the GM).
  
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  in the area. For example, if a thickly wooded and 
  haunted valley had an average CR of 12 and used the 
  Eerie Woods encounter table, an encounter would be 
  picked by rolling d% and adding +240 to the result.
     Note that since these tables are meant to be general 
  covering a variety of subtypes of environments, 
  encounters might come up which are inappropriate 
  for the game. Remember to consider whether a 
  selected encounter makes sense when and where it 
  is rolled, and if an inappropriate challenge comes up, 
  simply reroll or select a more appropriate encounter 
  from the table.
  Encounter Elements: Each encounter table is paired 
  with a selection of elements to help you put together 
  the map and scenario of an encounter. These 
  elements are selected to fit the environment of the 
  encounter table they are paired with and fall into two 
  kinds, dispositions and terrain features, each of which 
  is presented in a separate table.
     Dispositions are elements that effect the placement 
  and attitude of NPCs and monsters. This table 
  accompanies a brief note on the distinguishing 
  features of intelligent beings’ behavior in this 
  environment.
     Terrain Features make up the physical setting of an 
  encounter. Larger terrain features (such as a copses 
  or meadows) are often made up of an arrangement 
  of smaller types of terrain features (such as trees 
  and underbrush). This table accompanies a brief list 
  of “building blocks”, which are the terrain features 
  which should dominate most maps in the area (such 
  as copses and thickets in a forest). Parts of a map 
  which are not occupied by more uncommon terrain 
  features should generally be largely occupied by 
  building block terrain features. For additional advice 
  on terrain features, see Chapter 13: Environment, in 
  the Pathfinder Core Rulebook.
     To generate an encounter map randomly, roll on 
  the table of dispositions and see if it fits with the 
  encounter you selected. If it does, apply it and move 
  on to filling in the terrain features. If it does not fit, 
  roll again until one does fit (or pick one from the list) 
  or don’t apply any special disposition and improvise. 
  Next, roll on the table of terrain features and place 
  the element (s) selected until the map seems detailed 
  enough, discounting features that do not fit with 
  those already selected. A good encounter map 
  generally has at least as many squares on each side as 
  the fastest combatant in the encounter can traverse in 
  one round.
     In addition, note that some encounter elements 
  can make an encounter more or less challenging for 
  the party depending on whether the PCs and/or their 
  opponents can take advantage of that element. When 
  laying out the encounter, think of these elements as 
  a way to reign in the encounter if it seems too far out 
  of the party’s comfort zone (whether too high or too 
  low). For example, imagine a party with average level 
  3 is wandering through a section of haunted forest 
  with average CR 3. They are well-rested and ready 
  for a good fight. The GM rolls on the Eerie Woods 
  expanded encounter table (d% + 60 for average CR 
  3) and gets 80, indicating an encounter with 1d3 
  xtabays. She rolls 2 for the number of xtabays, a CR 
  1 encounter. Wanting a more challenging fight for 
  the group, she consults the scenario elements list 
  for something to give the xtabays an advantage and 
  finds fog. Fog impairs those who rely on sight to 
  locate enemies, such as the PCs, but the xtabays have 
  tremorsense and would not be much hindered. She 
  rules that the party stumbles into a patch of low-lying 
  fog just before getting close enough to the xtabays 
  to merit Perception checks to notice them. This 
  encounter element increases the CR of the encounter 
  by +1, for a total of CR 2.
  Ending an Encounter: Another valuable way to 
  maintain verisimilitude and to save time in a random 
  encounter is to have encounters of a violent nature 
  end before one party is dead. Most creatures 
  recognize when a violent encounter is likely to end 
  soon in their own destruction, and only the most 
  bloodthirsty, aggressive, despairing, or utterly 
  lacking in self-preservation will choose to continue 
  an engagement beyond this point. Most will attempt 
  to flee or surrender when they have less than 20% 
  of their resources (especially hit points) remaining. 
  If a foe manages to get away, award XP as standard 
  for defeating it as normal and consider allowing the 
  group to pick up at least a token amount of dropped 
  or stashed treasure in its wake. Remember to record 
  the key details of the encounter, as the party might 
  wish to hunt down an escaped foe and you might 
  wish to have the foe do likewise (in hopes of getting 
  revenge).
  After the Encounter: After a random encounter has 
  concluded, you may wish to take note of anything 
  that has the potential to come up again later. Treasure 
  
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  might hold clues for later adventures, friendly NPCs 
  might grant a boon or show up again later at a time 
  when they can offer a helping hand, and a defeated 
  foe might lead to a revenge encounter later (escaped 
  enemies are the easiest for players to see coming, 
  but even a killed foe might have friends interested in 
  revenge).
  Sources: This book draws upon the Pathfinder 
  Roleplaying Game Core Rulebook (CRB), Game 
  Mastery Guide (GMG), Bestiary (PB), Bestiary 2 (PB2), 
  and Ultimate Combat (UC).
  DISPOSITIONS
  The following dispositions can be used to effect the 
  placement and attitudes of NPCs and monsters.
     Disguise: One or more NPCs conceal their true 
  identities in an effort to avoid attention. They may 
  be fugitives evading justice, innocents escaping 
  wrongful punishment, or runaways unhappy with 
  their previous lives. All attempts to use Diplomacy to 
  convince them to share information, especially about 
  themselves, suffer a -4 penalty. These individuals may 
  feign another encounter element to avoid attention 
  to their backgrounds or, in the case of true criminals, 
  to give them a chance to get close to potential victims 
  undetected.
     Flight: The encountered group is moving at top 
  speed, escaping pursuit, pursuing prey or villains, or 
  attempting to deliver messages, items, or individuals 
  to their destination as quickly as possible. The group 
  will not stop except for something that seems at least 
  as important as their current concerns.
     Mayday, Watery: One or more NPCs are in trouble 
  on the water (whether at the coast, at sea, or on a 
  river or lake). To randomly select a trouble, roll on the 
  table below.
  Table 1-2: Watery Mayday Scenarios
  d20
  Trouble
  1-2
  Half of the group has been kidnapped by 
  slavers or taken for ransom by bandits.
  3-6
  A vehicle’s propulsion has broken and it 
  needs to be repaired, calling for a DC 15 Craft 
  (blacksmith) check with materials costing 
  20% the vehicle’s market price at the nearest 
  settlement. A DC 25 Craft (blacksmith) check 
  allow a temporary solution to be jury-rigged 
  with materials on hand.
  7-9
  The group has been robbed and desperately 
  needs to reclaim the stolen goods.
  10-
  11
  The group has fallen ill with a local disease or 
  toxin and needs treatment.
  12-
  13
  The group’s driver has lost control of the 
  vehicle (whether due to illness, mutiny, attack, 
  or weather) and it is about to crash into a 
  rock, reef, or other hazard within 1d4 rounds. 
  If it strikes, it begins sinking immediately and 
  rescue must be made quickly to avoid loss of 
  life.
  14-
  17
  The group is lost and needs directions (seas 
  and large lakes only).
  18-
  19
  The vehicle has been beached or stuck on a 
  sandbar and requires a great deal of force to 
  haul it back out into the water (large vehicles 
  only).
  20
  The group’s leader has gone dangerously 
  insane and the others are afraid to question 
  him.
     Mistaken Identity: An NPC mistakes a PC for 
  someone else, such as a long-lost friend or rival, 
  a notorious criminal, a fabled hero, or a popular 
  celebrity.
     Readiness: Except for traps, mindless guardian 
  creatures, and certain ambush-obsessed undead, 
  most encounters that a traveling party has will be 
  with living and/or intelligent beings that have to go 
  about their day-to-day lives. This means that they may 
  be more or less challenging than their challenge rating 
  indicates, as described below.
  • Prepared (hiding from another enemy, hunting, 
  lying in wait, or otherwise prepared for imminent 
  danger, such as placing themselves in favorable 
  terrain or possibly even having a few short-
  duration combat spells active)—a prepared group 
  is usually a more challenging encounter than 
  otherwise indicated. CR +1.
  • Unready (sleeping, playing, lost in thought 
  or conversation, or otherwise thoroughly 
  occupied)—a very unready group is usually a 
  significantly easier encounter than otherwise 
  indicated. CR -1.
     Rivalry: The encountered group feels threatened by 
  the party’s reputation, whether directly or indirectly. 
  A noble or other authority figure might consider the 
  PCs a threat to his authority, especially if the party 
  appears powerful or perhaps saved some of locals 
  
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  before he could muster the forces to do so. A rival 
  adventurer might feel the party has stolen her glory 
  by taking a job she wanted or completing one she 
  couldn’t. Perhaps a businessman feels the party 
  threatens his monopoly on a dangerous trade route 
  because they have made the road safe enough for 
  smaller businesses to use it as well. Whatever the 
  motive, the rival’s reaction to the party should fit 
  his strengths and alignment. A corrupt businessman 
  might subtly threaten and then later send goons to 
  scare or even kill the PCs, whereas a good-aligned 
  adventurer might merely express her frustration and 
  promise to show them up next time (and later beat 
  them to a job unless they can befriend or outrace 
  her). If you do not want to create a recurring villain or 
  rival out of the encounter, simply having a Knowledge 
  (local) check or an eavesdropping gossip reveal that 
  the rival is a powerless windbag can keep the rival’s 
  introduction energetic and amusing without making a 
  long-term threat out of it.
     Scheming: The encountered group is prepared for 
  trouble, but not the trouble of running into the party. 
  These combatants are armed, have useful spells 
  active, or reside in an advantageous position such as 
  at the top of a slope or in a hidden area from which 
  they can easily spring ambushes. However, they are 
  occupied and thus suffer a -10 penalty on Perception 
  checks to notice the PCs. Thus it is easy for the party 
  to get the drop on them. In most cases, the two 
  factors result in neither group of combatants having 
  the distinct advantage in a fight.
     Windblown: The encountered group is seeking 
  shelter from the weather, and as such is ready for 
  action but not necessarily attentive for new hazards. 
  The encounter map is subject to severe weather as 
  appropriate for its environment (see Weather on page 
  437 of the Core Rulebook). Combatants who rely on 
  spellcasting or ranged weapons are at a disadvantage 
  against those who do not. CR +1.
  TERRAIN FEATURES
  The following terrain features provide additional 
  structure to the encounter.
     Alley: A typical city alley is 1d2 x 5 feet wide and 
  extends between two streets that are perpendicular 
  to it, but some connect to courtyards or dark back 
  alleys instead. The darkness in an alley relative to the 
  streets grants a +2 circumstance bonus on Stealth 
  checks.
     Berm: A common defensive structure, a berm 
  is a low, earthen wall that slows movement and 
  provides a measure of cover. Put a berm on the map 
  by drawing two adjacent rows of steep slope, with 
  the edges of the berm on the downhill side. Thus, a 
  character crossing a 2-square berm will travel uphill 
  for 1 square, then downhill for 1 square. 2-square 
  berms provide cover as low walls for anyone standing 
  behind them. Larger berms provide the low wall 
  benefit for anyone standing 1 square downhill from 
  the top of the berm. Berms are generally 1d3 x 10 
  feet across and 3d10 x 10 feet long.
     Cave Entrance: Found in cliff and steep slope 
  squares and next to rock walls, cave entrances are 
  typically between 5 and 20 feet wide and 5 feet deep. 
  A cave could be anything from a simple chamber to 
  the entrance to an elaborate dungeon. Caves used as 
  monster lairs typically have 1d3 rooms that are 1d4 × 
  10 feet across.
     Cavern: This oblong open area is 2d4 x 10 feet wide, 
  1d8 x 10 feet high, and 3d4 x 10 feet long.
     The floor of a natural cave is as uneven as the 
  walls. Caves rarely have flat surfaces of any great 
  size. Rather, their floors have many levels. Some 
  adjacent floor surfaces might vary in elevation by 
  only a foot, so that moving from one to the other is 
  no more difficult than negotiating a stair step, but 
  in other places the floor might suddenly drop off or 
  rise up several feet or more, requiring Climb checks 
  (DC 5) to get from one surface to the other. Unless a 
  footpath has been worn and well marked in the floor 
  of a natural cave, it takes 2 squares of movement 
  to enter a square with a natural stone floor, and the 
  DC of Acrobatics checks increases by 5. Running and 
  charging are impossible, except along footpaths.
     The roof and floor of a natural cavern are scattered 
  with stalactites and stalagmites respectively, which 
  average 2 to 3 feet long but may be long enough to 
  bridge from floor to ceiling. A square with stalagmites 
  costs 4 squares of movement to enter and provides 
  concealment to those within. It increases the DC of 
  Acrobatics checks by 5. Charging and running over 
  such a patch of twisted rock is impossible.
     Cliff: A cliff typically requires a DC 15 Climb check 
  to scale and is 1d4 × 10 feet tall in hills or 2d6 x 10 
  feet tall in mountains, although the needs of your 
  map might mandate a taller cliff. A cliff isn’t perfectly 
  vertical, taking up 5-foot squares if it’s less than 30 
  feet tall, 10-foot squares if it’s 30 to 80 feet tall, and 
  20-foot squares if it’s more than 80 feet tall. Cliffs 
  generally cross the entire encounter map, either 
  
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  in a straight line or with only a single turn. Cliffs 
  may extend above or below the base level of the 
  encounter map (generally where the PCs begin the 
  encounter).
     Copse: This stand of trees is a roughly even spread 
  of typical trees in half the squares in a 4d4 x 10-ft.-
  wide area. Three-quarters of the squares with trees 
  also include light undergrowth, as do one-quarter of 
  the remaining squares.
     Dim Illumination: Dim illumination can cloak the 
  thickest and oldest patches of a forest, but is rarer 
  where wind and fire are prone to bring down the 
  larger trees. Combatants who don’t rely on light to 
  see have the advantage against those who do. At night 
  and during overcast weather, these areas become 
  total darkness. CR +/-1.
     Dry Riverbed: This trench is 1d3 x 5 feet wide and 
  up to 5 feet deep. It may curve slightly, but otherwise 
  cuts straight across the encounter map. Its relatively 
  smooth surface, worn away by water, makes them 
  attractive routes by which to cross long distances, 
  unless travelers are aware of a risk of being caught by 
  a sudden flood. When it rains heavily, sometimes even 
  some miles away along the riverbed’s route, a swift-
  flowing stream fills the bed.
     Fog: Whether in the form of a low-lying cloud or 
  a mist rising from the ground, fog obscures all sight 
  beyond 5 feet, including darkvision. Creatures 5 feet 
  away have concealment (attacks by or against them 
  have a 20% miss chance). In fog, combatants who 
  don’t rely on vision at all have the advantage against 
  those who do. CR +/-1.
     Footpath: A footpath is a 1d2 x 5-ft.-wide trail 
  without undergrowth or trees, where the ground 
  is worn relatively smooth. It crosses the entire 
  encounter map along a route taken by many creatures 
  (generally humanoids or game animals) over the 
  years.
     Gentle Hills: A gentle hill is at least 4d4 x 10 feet 
  across at the base and consists mostly of gradual 
  slopes plus 1d3 patches of steep slope in the form of 
  notches into the hillside about 1d6 x 10 feet across or 
  a ring of steep slope about 1d6 x 10 feet wide halfway 
  up the hill.
     Glade: This 1d4 x 10-ft.-radius circular opening 
  in the forest canopy has few or no trees growing 
  beneath it and there is little to no heavy undergrowth. 
  It is, however, covered in light undergrowth save for 
  1d3 areas of shorter grass that are 1d3 x 5 feet across 
  and spread evenly throughout the glade.
     Noxious Fumes: Creatures not accustomed to the 
  repulsive waste of the sewer (most creatures on 
  this encounter table are accustomed to it) can be 
  debilitated by the stinking vapors. Each round spent 
  in an area of noxious fumes, an interloper must make 
  a DC 20 Fortitude save or be nauseated for as long as 
  he remains in the area. Success indicates he is instead 
  merely sickened. Noxious fumes emanate from a 
  source, such as a sewer pipe, and fill a 30-ft. cube 
  around the end. The fumes dissipate 1d10 minutes 
  after the source is removed or closed off, or after 1d4 
  rounds of strong winds. Combatants accustomed to 
  noxious fumes or otherwise unaffected by them (such 
  as creatures that don’t breathe) have the advantage 
  over those who are susceptible to the fumes’ effects. 
  CR +1.
     Heath: This patch of open shrubland is at least 4d4 
  x 10 feet across and has a roughly even scattering 
  of undergrowth. Generally, 1d3+3 x 10% of the land 
  is light undergrowth and 1d3+1 x 10% of the land is 
  heavy undergrowth.
     Hedgerow: Common in moors and fields, hedgerows 
  are tangles of stones, soil, and thorny bushes. 
  Whether wide or narrow, a hedgerow is generally 
  one square wide and extends all the way across the 
  encounter map, generally parallel to any roads or 
  paths.
     Narrow Hedgerows: Narrow hedgerows function as 
  low walls, and it takes 3 squares of movement to cross 
  them. A combatant that relies on ranged attacks who 
  begins combat far from opponents and near a narrow 
  hedgerow has the advantage unless the opponents 
  can teleport or can otherwise quickly eliminate the 
  advantage. CR +/-1.
     Wide Hedgerows: Wide hedgerows are more than 
  5 feet tall and take up entire squares. They provide 
  total cover, just as a wall does. It takes 4 squares of 
  movement to move through a square with a wide 
  hedgerow; creatures that succeed on a DC 10 Climb 
  check need only 2 squares of movement to move 
  through the square.
     High Road: This road is paved and maintained, 
  probably built by a strong government or military 
  during a period of expansion. Most high roads are 
  built of good cobblestones or slabs of hard stone, 
  if available nearby. The high road is usually 20 feet 
  wide.
     Ledge: Ledges allow creatures to walk above some 
  lower area. They often circle around pits, run along 
  underground streams, form balconies around large 
  
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  rooms, or provide a place for archers to stand while 
  firing upon enemies below. Narrow ledges (12 inches 
  wide or less) require those moving along them to 
  make Acrobatics checks. Failure results in the moving 
  character falling off the ledge. Ledges sometimes 
  have railings along the wall. In such a case, characters 
  gain a +5 circumstance bonus on Acrobatics checks to 
  move along the ledge. Anyone next to a railing gains a 
  +2 circumstance bonus on his opposed Strength check 
  to avoid being bull rushed off the edge.
     A ledge not designed to be walked upon regularly is 
  generally 1d20 inches wide and 1d4 x 5 feet above the 
  ground below. On the other hand, ledges designed for 
  standing on are generally 1d6 feet wide and can also 
  have low walls 2 to 3 feet high along their edges. Such 
  walls provide cover against attackers within 30 feet 
  on the other side of the wall, as long as the target is 
  closer to the low wall than the attacker is.
     Meadow: This field is at least 4d4 x 10-ft. across 
  and has few or no trees growing in it. The dominant 
  vegetation is long but thin grass. Light undergrowth 
  litters the area in clumps that are 1d3 x 5 feet across 
  and 2d4 x 10 feet apart.
     Mire: A round patch of deep bog 1d4 x 10 feet in 
  diameter is surrounded by a rough ring of shallow bog 
  squares. Squares of shallow bog extend irregularly 
  outward from the deep bog to an average distance of 
  1d4 x 10 feet, though in spots it stops further away 
  from or nearer to the center.
     Pass: A pass is a way through the mountains 
  noted for being easier to traverse than most of the 
  surrounding area. In a typical pass, a gently sloped 
  strip of rocky land 1d12 x 10 feet wide crosses the 
  encounter map, worn by many travelers. There 
  may be a footpath or high road along the center, 
  depending on how popular the pass is. On each side, 
  a rock wall or cliff—typically, one side rises above the 
  pass and the other side sinks down into a wide pit or 
  simply extends down the side of the mountain. Passes 
  are high-traffic areas, and are about twice as likely as 
  the surrounding lands to present a random encounter. 
     Plateau: A plateau is a high, flat area edged by steep 
  slopes or cliffs. On an encounter map, only one edge 
  of the plateau will be visible. The edge extends into 
  the distance in either direction with no more than a 
  very gradual curve.
     Pond: A pond is a circular pool about 1d10 x 20 
  feet across. The life-giving water encourages patches 
  of the densest foliage normal to the environment 
  around its edge.
     Quicksand: Patches of quicksand present a 
  deceptively solid appearance (appearing as 
  undergrowth or open land) that might trap careless 
  characters. A character approaching a patch of 
  quicksand at a normal pace is entitled to a DC 8 
  Survival check to spot the danger before stepping 
  in, but charging or running characters don’t have a 
  chance to detect a hidden patch before blundering 
  into it. A typical patch of quicksand is 20 feet in 
  diameter; the momentum of a charging or running 
  character carries him 1d2 × 5 feet into the quicksand.
     Effects of Quicksand: Characters in quicksand must 
  make a DC 10 Swim check every round to simply 
  tread water in place, or a DC 15 Swim check to move 
  5 feet in whatever direction is desired. If a trapped 
  character fails this check by 5 or more, he sinks below 
  the surface and begins to drown whenever he can no 
  longer hold his breath.
     Characters below the surface of quicksand may 
  swim back to the surface with a successful Swim 
  check (DC 15, +1 per consecutive round of being 
  under the surface).
     Rescue: Pulling out a character trapped in quicksand 
  can be difficult. A rescuer needs a branch, spear haft, 
  rope, or similar tool that enables him to reach the 
  victim with one end of it. Then he must make a DC 15 
  Strength check to successfully pull the victim, and the 
  victim must make a DC 10 Strength check to hold onto 
  the branch, pole, or rope. If both checks succeed, the 
  victim is pulled 5 feet closer to safety. If the victim 
  fails to hold on, he must make a DC 15 Swim check 
  immediately to stay above the surface.
     A combatant that knows about a patch of quicksand 
  and can maneuver enemies into charging from the 
  opposite side of a patch has an advantage over its 
  opponents. CR +1.
     River: A typical river is 1d12 x 10 feet wide and 
  up to 1d6 x 5 feet deep, though the water might be 
  lower or higher depending upon how much rainfall 
  there has been lately. If that amount is unknown, a 
  typical warm environment has a 5-in-10 chance of 
  having excessive rain lately (raising the water level 
  by 5 feet and doubling the swiftness of the water) if 
  it is the rainy season and a 1-in-10 chance of having 
  deficient rain lately (lowering the water level by 
  5 feet to a minimum of 1d2-1 feet). Reverse the 
  probabilities if it is the dry season. Typically, the river 
  bisects the encounter map, with the party on one side 
  and the enemies on the other (or within the river, as 
  appropriate). Combatants who can fly, swim with a 
  
  Page 10
  Swim speed, or have freedom of movement have the 
  advantage against the rest. CR +/-1.
     Rock Wall: A vertical plane of stone, rock walls 
  require DC 25 Climb checks to ascend. A typical rock 
  wall is 2d4 × 10 feet tall in rugged mountains and 2d8 
  × 10 feet tall in forbidding mountains. Rock walls are 
  drawn on the edges of squares, not in the squares 
  themselves.
     Rubble: Chunks of debris litter the ground in this 
  area.
     Dense Rubble: Dense rubble is made up of debris 
  of all sizes. It costs 2 squares of movement to enter 
  a square with dense rubble. Dense rubble adds 5 to 
  the DC of Acrobatics checks, and it adds 2 to the DC of 
  Stealth checks.
     Light Rubble: Light rubble is made of smaller pieces, 
  often of rock broken loose by erosion in desert or 
  mountainous areas.
     Ruined Building: A ruined building can be an 
  abandoned home, warehouse, barn, shack, manor, or 
  even apartment and shop combination. They are most 
  commonly found in areas that have had a long history 
  of permanent settlements. A typical ruined building 
  is 1d6 masonry walls on a foundation that is 1d4 x 10 
  feet long and 1d10 x 10 feet wide. Scattered near the 
  walls, and in some squares replacing the walls, are 
  3d4 squares of light rubble.
     Scree: A field of shifting gravel, generally covering 
  an area 2d4 x 10 feet across, scree doesn’t affect 
  speed, but it can be treacherous on a slope. The DC 
  of Acrobatics checks increases by 2 if there’s scree on 
  a gradual slope and by 5 if there’s scree on a steep 
  slope. The DC of Stealth checks increases by 2 if the 
  scree is on a slope of any kind.
     Scrub: Tall shrubs and small trees dominate this 
  area. A patch of scrub is 4d4 x 10 feet across and it 
  is roughly one-quarter typical trees and one-quarter 
  heavy undergrowth. Half of the tree squares and 
  half of the otherwise open squares also include light 
  undergrowth.
     Sewer: A typical sewer is 10 feet high and 15 
  feet wide, with 2-foot-deep water running through 
  the center squares. It typically extends for several 
  hundred feet, with pipes connecting to the side or 
  overhead every 100 feet or so. The edge squares 
  include 2-ft.-wide raised ledges. Because the ledges 
  are wet, a DC 12 Acrobatics check is required to 
  move at full speed along them. The water may emit 
  noxious fumes, if it carries an undue volume of 
  noxious sewage (as opposed to rainwater, water from 
  washing, and other more innocuous liquids).
     Side pipes are usually 5 feet wide and might 
  require some Medium creatures to squeeze to move 
  through them; many are made impassable by grates 
  (thickness 1 in., hardness 10, 30 hp, break DC 26 stuck 
  or locked). Medium and smaller inhabitants of the 
  sewers often hide in open side pipes, waiting for prey 
  to happen by.
     Access to the sewer from streets or alleys is 
  generally available through manholes or large grated 
  pipes 3 feet in diameter.
     Shifting Dunes: Created by the action of wind on 
  sand, dunes function as hills that move. If the wind is 
  strong and consistent, a sand dune can move several 
  hundred feet in a week’s time. Found only in sandy 
  regions, these dunes are 4d6 x 10 feet across and 
  twice as long and clustered with other dunes to fill 
  the map. They always have a gentle slope pointing in 
  the direction of the prevailing wind and a steep slope 
  on the leeward side.
     Slippery Floor: Water, ice, slime, or blood can make 
  any of the dungeon floors described in this section 
  more treacherous. Slippery floors increase the DC of 
  Acrobatics checks by 5.
     Slopes: Slopes reflect only the tilt of the surface, 
  and commonly underlay other features such as 
  plants aboveground and rubble, scree, or stalagmites 
  underground. Except in smaller hills, knolls, and 
  underground, draw a slope by drawing a line across 
  the encounter map with 1d4-1 curves in it; the slope 
  extends 1d20 x 10 feet from one side of the line.
     To draw a slope underground, pick a starting point 
  and all squares not separated from this ground by 
  cliffs or solid rock in a 1d6 x 10-ft.-spread from this 
  point are sloped.
     Gradual Slopes: This incline isn’t steep enough to 
  affect movement, but characters gain a +1 bonus on 
  melee attacks against foes downhill from them.
     Steep Slopes: Steep slopes are most common near 
  the middle of hillsides and mountainsides. Characters 
  moving uphill (to an adjacent square of higher 
  elevation) must spend 2 squares of movement to 
  enter each square of steep slope. Characters running 
  or charging downhill (moving to an adjacent square of 
  lower elevation) must succeed on a DC 10 Acrobatics 
  check upon entering the first steep slope square. 
  Mounted characters make a DC 10 Ride check instead. 
  Characters who fail this check stumble and must end 
  their movement 1d2 × 5 feet later. Characters who fail 
  by 5 or more fall prone in the square where they end 
  
  Page 11
  their movement. A steep slope increases the DC of 
  Acrobatics checks by 2. Flying combatants and those 
  who can otherwise ignore the difficulties of a steep 
  slope have an advantage over those who cannot. CR 
  +/-1.
     Stream: A small stream, 1d2 x 5 feet wide and 3 feet 
  deep at its deepest point, bisects the scenario. The 
  party is on one side and the enemies are on the other. 
  Combatants who can fly, swim with a Swim speed, 
  or have freedom of movement have the advantage 
  against the rest. CR +/-1/2.
     Thicket: This stand of trees is a roughly even spread 
  of typical trees in three-quarters of the squares in a 
  4d4 x 10-ft.-wide area. In addition, add one massive 
  tree to each 15-ft. square. Three-quarters of the 
  squares with trees also include light undergrowth, as 
  do half of the remaining squares. Heavy undergrowth 
  occupies the remaining spaces of trees.
     Trees: A creature standing in the same square as 
  a tree gains partial cover, which grants a +2 bonus 
  to Armor Class and a +1 bonus on Reflex saves. 
  The presence of a tree doesn’t otherwise affect a 
  creature’s fighting space, because it’s assumed that 
  the creature is using the tree to its advantage when it 
  can. The trunk of a typical tree has AC 4, hardness 5, 
  and 150 hp. A DC 15 Climb check is sufficient to climb 
  a tree. 
     Massive Trees: Massive trees take up an entire 
  square and provide cover to anyone behind them. 
  They have AC 3, hardness 5, and 600 hp. Like their 
  smaller counterparts, it takes a DC 15 Climb check to 
  climb them.
     Trench: Often dug before a battle to protect soldiers 
  or in fields to bring water into or out of an area to 
  prevent drought or flooding, a trench functions as 
  a low wall, except that it provides no cover against 
  adjacent foes. It costs 2 squares of movement to 
  leave a trench, but it costs nothing extra to enter one. 
  Creatures outside a trench who make a melee attack 
  against a creature inside the trench gain a +1 bonus 
  on melee attacks because they have higher ground. 
  Battlefield trenches are generally organized more 
  densely than irrigation ditches, which may only ring a 
  field.
     Tunnel: To randomly draw a tunnel, begin with the 
  cardinal direction the party is traveling and roll 1d12 
  on the table below to determine if it varies from 
  that direction. The size of each section depends on 
  whether the tunnel is narrow or wide.
  Table 1-3: Random Tunnel Direction
  d12
  Turn
  1-4
  None (straight ahead).
  5-6
  45 degrees to the left.
  7-8
  45 degrees to the right.
  9
  30 degrees down (level ground to gentle 
  slope, or gentle slope to steep slope, or 
  steep slope to pit).
  10
  30 degrees up (pit to steep slope, steep 
  slope to gentle slope, or gentle slope to 
  level ground).
  11-12
  Fork: roll again twice, ignoring 6’s.
  Many tunnels have very rough surfaces. Unless a 
  footpath has been worn and well marked in the 
  floor of a natural cave or flowing water has worn it 
  relatively smooth, it takes 2 squares of movement 
  to enter a square with a natural stone floor, and the 
  DC of Acrobatics checks increases by 5. Running and 
  charging are impossible, except along footpaths.
     Tunnels often have slopes, either gradual or steep. If 
  a foe is above or below the party when encountered, 
  they are unlikely to change position, and so the high 
  ground advantage is a feature that helps only the 
  party or only their opponents. CR +/-1/2.
     Narrow Tunnels: A segment of this narrow corridor 
  is up to 1d3 x 5 feet wide, 1d3 x 5 feet high, and 1d4 
  x 10 feet long. Medium and Large characters might 
  have to squeeze if the ceiling is too low for them to 
  stand erect. A combatant that must squeeze during 
  combat is at a disadvantage against combatants who 
  need not do so. CR +/-1/2.
     Wide Tunnels: A segment of wide tunnel is 1d2 x 10 
  feet wide, 1d2 x 10 feet high, and 1d6 x 10 feet long.
     Underground River: As a tunnel, but it is partially 
  filled with flowing water. Underground rivers often 
  run parallel to other tunnels, just below them. They 
  can generally be accessed through pits in tunnels or 
  caverns above. When it passes through a cavern, it 
  acts much more like a typical river, flowing through a 
  depression in the cavern floor. Only aquatic creatures 
  can be encountered in the water. Combatants with 
  Swim speeds have the advantage against those who 
  require Swim checks for all maneuvers here. CR +1/2.
     Undergrowth: Vines, roots, and short bushes cover 
  much of the ground in a forest, and they are common 
  in most other wilderness environments. Squares 
  with undergrowth are often clustered together. 
  Undergrowth and trees aren’t mutually exclusive; it’s 
  
  Page 12
  common for a 5-foot square to have both a tree and 
  undergrowth.
     Heavy Undergrowth: Heavy undergrowth costs 4 
  squares of movement to move into and provides 
  concealment with a 30% miss chance (instead of the 
  usual 20%). It increases the DC of Acrobatics checks 
  by 5. Heavy undergrowth is easy to hide in, granting 
  a +5 circumstance bonus on Stealth checks. Running 
  and charging are impossible. Combatants who can 
  make use of Stealth and use attack methods not 
  impaired by undergrowth (such as many targeted 
  spells and supernatural abilities) have the advantage 
  over those who lack such abilities. CR +1/2.
     Light Undergrowth: A space covered with light 
  undergrowth costs 2 squares of movement to move 
  into, and provides concealment. Undergrowth 
  increases the DC of Acrobatics and Stealth checks by 2 
  because the leaves and branches get in the way.
     Unearthly Battlefield: This flat battlefield is devoid 
  of any trace of life, save for a few monstrous bones 
  and fiendish bloodstains (treat the bones as light 
  rubble).
     Valley Mouth: Gradual slopes extend from the 
  edges of the encounter map down to come together 
  in a line near the center of the map.
  NEW HAZARDS
  WIDOWMAKER (CR 5)
  A widowmaker is a broken treetop or very large 
  branch hanging precariously from a massive but 
  weakening tree. It may not appear to be broken 
  except to a practiced eye (characters may make 
  a Survival check in place of the Perception check 
  to notice the trap). It is prone to fall at the most 
  unexpected moment, from even the slightest touch or 
  stray wind. Creatures caught beneath it are crushed. 
  Treat a widowmaker as a trap as described below.
  WIDOWAKER TRAP CR 5
  Type mechanical; Perception DC 20; Disable Device 
  DC 20
  EFFECTS
  Trigger location; Reset none
  Effect Atk +15 melee (6d6); multiple targets (all 
  targets in a 10-ft. square)
  EXPANDED TABLES
  EERIE WOODS
  The eerie woods can be any cold or temperate forest, 
  especially those touched by widespread magic and 
  mysterious, tragic deaths.
  Minimum Average CR: 1 (d% +20)
  Maximum Average CR: 18 (d% + 360)
  Typical Encounter Frequency: 12% (01-12)
  Table 1-4: Eerie Woods Encounters
  d%
  Encounter
  Avg. CR
  Source
  21-30
  1d4 kobolds
  ½
  PB
  31-35
  1d4 badgers
  1
  PB2
  36-39
  1 brownie
  1
  PB2
  40-43
  1 spider, giant
  1
  PB
  44-46
  1 tick, giant
  1
  PB2
  47-50
  1 goblin dog
  1
  PB
  51-54
  1 grig
  1
  PB2
  55-58
  1 gryph
  1
  PB2
  59-62
  1 krenshar
  1
  PB2
  63-64
  Pit trap
  1
  CRB
  65-66
  1 pseudodragon
  1
  PB
  67-71
  1 spider swarm
  1
  PB
  72-76
  1 wolf
  1
  PB
  77-80
  1d3 xtabays
  1
  PB2
  81-83
  1 bat, dire
  2
  PB
  84-85
  1 boar
  2
  PB
  86
  1 forlarren
  2
  PB2
  87-88
  1 ant, giant (soldier) 2
  PB
  89-90
  1 toad, giant
  2
  PB2
  91-92
  1 leprechaun
  2
  PB2
  93-95
  1 slime mold
  2
  PB2
  96-97
  1 wolverine
  2
  PB
  98-100
  1 worg
  2
  PB
  101-102
  1 yellow musk 
  creeper plus 1d6 
  yellow musk 
  zombies
  3
  PB
  103
  1 assassin vine
  3
  PB
  104
  Camouflaged pit 
  trap
  3
  CRB
  105
  1 centaur
  3
  PB
  
  Page 13
  106-107
  1 wolf, dire
  3
  PB
  108-109
  1 dryad
  3
  PB
  110-111
  1 mantis, giant
  3
  PB
  112-114
  1d6+3 goblins
  3
  PB
  115-116
  1 quickling
  3
  PB2
  117
  1 spriggan
  3
  PB
  118
  1 trapper
  3
  GMG
  119-120
  1 wasp swarm
  3
  PB
  121
  1 barghest
  4
  PB
  122-123
  1 beetle, giant 
  slicer
  4
  PB2
  124-125
  1 decapus
  4
  PB2
  126-127
  1 boar, dire
  4
  PB
  128-129
  1 wolverine, dire
  4
  PB
  130-131
  1 bear, grizzly
  4
  PB
  132
  1 half-celestial 
  unicorn
  4
  PB
  133-134
  1 owlbear
  4
  PB
  135-136
  1 peryton
  4
  PB2
  137-138
  1 pixie
  4
  PB
  139-140
  1 satyr
  4
  PB
  141
  Ear seekers
  5
  GMG
  142-143
  1d4 ettercaps
  5
  PB
  144-145
  1d4 centipedes, 
  giant whiptail
  5
  PB2
  146-147
  1 megafauna, 
  megatherium
  5
  PB2
  148
  1 monster hunter
  5
  GMG
  149-151
  1d4 twigjacks
  5
  PB2
  152
  Widowmaker
  5
  See p.12
  153-154
  1 worg, winter wolf
  5
  PB
  155-156
  1d6+2 wolves
  5
  PB
  157-158
  2 wights
  5
  PB
  159-160
  1 wraith
  5
  PB
  161
  Forest fire
  6
  CRB
  162-163
  1d4 korred
  6
  PB2
  164-165
  1d4 mandragora
  6
  PB2
  166-167
  1d4 megafauna, 
  megaloceros
  6
  PB2
  168
  1 mothman
  6
  PB2
  169-170
  1 redcap
  6
  PB2
  171-172
  1 revenant
  6
  PB2
  173-174
  1 shambling mound 6
  PB
  175-176
  1 tendriculos
  6
  PB2
  177-178
  1d6 unicorns
  6
  PB
  179-180
  1 giant, wood
  6
  PB2
  181
  1d4+2 assassin 
  vines
  7
  PB
  182-183
  1d6 araneas
  7
  PB2
  184
  1d4+2 centaurs
  7
  PB
  185-186
  1 bear, dire
  7
  PB
  187
  1 dullahan
  7
  PB2
  188-189
  1d6 beetles, giant 
  stag
  7
  PB
  190-191
  1d4+2 wasps, giant
  7
  PB
  192-193
  1d6+6 goblin dogs
  7
  PB
  194
  1 barghest, greater
  7
  PB
  195-196
  1 hangman tree
  7
  PB2
  197-198
  1 nymph
  7
  PB
  199-200
  1 spectre
  7
  PB
  201
  1d6+2 wolves, dire
  8
  PB
  202-203
  1d4+2 drakes, 
  forest
  8
  PB2
  204-205
  1 spider, giant 
  tarantula
  8
  PB2
  206-208
  1d4+9 goblins on 
  goblin dog mounts
  8
  PB
  209-210
  1 dragon, green 
  (young)
  8
  PB
  211-213
  1 moonflower
  8
  PB2
  214
  1 neh-thalggu
  8
  PB2
  215-217
  1 quickwood
  8
  PB2
  218-220
  1 treant
  8
  PB
  221-223
  1 aurumvorax
  9
  PB2
  224-225
  2 bears, dire
  9
  PB
  226-228
  1 elephant, 
  mastodon
  9
  PB2
  229-230
  1d6+3 perytons
  9
  PB2
  231-232
  1d4+2 wraiths
  9
  PB
  233-235
  1 witchfire
  9
  PB2
  236-238
  1d6+6 wasp 
  swarms
  9
  PB
  239-240
  1d3+1 giants, wood
  9
  PB2
  241-242
  2 moonflowers
  10
  PB2
  243-244
  1d6+5 pixies
  10
  PB
  245-246
  1d6+6 satyrs
  10
  PB
  
  Page 14
  247-248
  1d4+2 
  tendriculoses
  10
  PB2
  249-251
  1 treant with the 
  advanced and giant  
  templates
  10
  PB
  252-255
  1 dragon, umbral 
  (young)
  10
  PB2
  256-258
  1d4+5 worgs, 
  winter wolves
  10
  PB
  259-260
  1 witchfire, 1 green 
  hag, and 1 sea hag
  10
  PB2, PB
  261-263
  2 aurumvoraxes
  11
  PB2
  264-266
  1d6+13 giant wasps 11
  PB
  267-269
  1d8+9 
  megaphauna, 
  megaloceroses
  11
  PB2
  270-272
  1d10+2 redcaps
  11
  PB2
  273-275
  1d4+2 spectres
  11
  PB
  276-277
  1d4+4 wood giants 
  and 1d4 dire wolves
  11
  PB2
  278-280
  2 witchfires and 1 
  green hag
  11
  PB2, PB
  281-285
  1 dragon, green 
  (adult)
  12
  PB
  286-290
  1d6+2 moonflowers 12
  PB2
  291-295
  1 giant, taiga
  12
  PB2
  296-300
  1d6+1 treants
  12
  PB
  301-307
  1 banshee
  13
  PB2
  308-313
  1d6+6 spectres
  13
  PB
  314-320
  1 viper vine
  13
  PB2
  321-324
  1 banshee with the 
  advanced template
  14
  PB2
  325-332
  1 dragon, umbral 
  (adult)
  14
  PB2
  333-340
  1 viper vine with 
  the giant template
  14
  PB2
  341-354
  1d8+5 elephants, 
  mastodons
  15
  PB2
  355-360
  1 viper vine with 
  the advanced and 
  giant templates
  15
  PB2
  361-365
  1 nightshade, 
  nightwalker
  16
  PB2
  366-376
  1d6+1 giants, taiga
  16
  PB2
  377-380
  1 thrasfyr with the 
  young template
  16
  PB2
  381-386
  1 dragon, green 
  (ancient)
  17
  PB
  387-390
  1 thrasfyr
  17
  PB2
  391-396
  1 wendigo
  17
  PB2
  397-400
  1 winterwight
  17
  PB2
  401-407
  1 sard with the 
  young template
  18
  PB2
  408-413
  1 thrasfyr with the 
  giant template
  18
  PB2
  414-420
  1 wendigo with the 
  advanced template
  18
  PB2
  421-426
  1 dragon, umbral 
  (ancient)
  19
  PB2
  427-430
  1d3+1 nightshades, 
  nightwalkers
  19
  PB2
  431-436
  1 sard
  19
  PB2
  437-440
  2 winterwights
  19
  PB2
  441-447
  1 lesser jabberwock 20
  PB2
  448-453
  1 sard with the 
  advanced template
  20
  PB2
  454-458
  1d4+2 winterwights 21
  PB2
  459-460
  1 jabberwock
  23
  PB2
  EERIE WOODS 
  ENCOUNTER ELEMENTS
     Disposition: Due to the oppressive dangers and 
  painful memories that pervade the eerie woods, 
  intelligent creatures that dwell here are wary and 
  expect most travelers to represent danger.
  Table 1-5: Eerie Woods Dispositions
  d20
  Encounter Elements
  1-10
  Readiness, prepared
  11-20
  Readiness, unready
  16-20
  Scheming
  Terrain Features: The eerie woods tend to be densely 
  packed with terrain features, having relatively few 
  open squares.
     Building Blocks: copse, dim illumination, thicket, 
  trees, undergrowth.
  
  Page 15
  JUNGLE RIVER
  The jungle river encounter table incorporates 
  elements of the warm forest, warm marshes, and 
  warm freshwater environments, including scattered 
  rivers and ponds, dense tree cover in most places, 
  and waterlogged, boggy ground. Bamboo grows 
  wherever trees have not already taken its place, and 
  poisonous creatures crawl and fly everywhere one 
  looks.
  Minimum Average CR: 1 (d% +20)
  Maximum Average CR: 14 (d% + 280)
  Typical Encounter Frequency: 12% (01-12)
  Table 1-7: Jungle River Encounters
  d%
  Encounter
  Avg. CR
  Source
  21-25
  1d4 lizards
  1/3
  PB
  26-29
  1 grippli
  ½
  PB2
  30-32
  1 locathah
  ½
  PB2
  33-35
  1 maggot, giant
  ½
  PB2
  36-39
  1 stirge
  ½
  PB
  40-42
  1d6 beetle, fire
  1
  PB
  43-46
  1d3 centipedes, 
  giant
  1
  PB
  47-50
  2 dinosaurs, 
  compsognathuses
  1
  PB2
  51-53
  1 fly, giant
  1
  PB
  54-56
  1 frog, giant
  1
  PB
  57-59
  1d3 frogs, poison
  1
  PB
  60-62
  1 orangutan (ape 
  with the young 
  template)
  1
  PB
  63-65
  1d3 primates, 
  baboons
  1
  PB2
  66-70
  1d4 turtles, 
  snapping
  1
  PB
  71-75
  1 snake, venomous 1
  PB
  76-80
  1d3 xtabays
  1
  PB2
  81-82
  1 ape
  2
  PB
  83-84
  1 bat swarm
  2
  PB
  85-86
  1 boar
  2
  PB
  87-88
  1 snake, 
  constrictor
  2
  PB
  89-90
  1 crocodile
  2
  PB
  91-92
  1 electric eel
  2
  PB
  Table 1-6: Eerie Woods Terrain Features
  d20
  Encounter Elements
  1-5
  Copse
  6
  Dim illumination
  7
  Fog
  8-9
  Footpath
  10-11
  Glade
  12
  Pond
  13
  River
  14-15
  Stream
  16-20
  Thicket
  
  Page 16
  93-95
  1 leopard
  2
  PB
  96-97
  1d6+3 monkeys
  2
  PB
  98-99
  1 shocker lizard
  2
  PB
  100
  Spiked pit trap
  2
  CRB
  101-103 1 ape, dire
  3
  PB
  104-106 1 centipede, giant 
  whiptail
  3
  PB2
  107-108 1d4+2 gripplis
  3
  PB2
  109-111 1 mosquito swarm
  3
  PB2
  112-113 1d3+3 primates, 
  baboons
  3
  PB2
  114-115 2 shipmates and 
  1 vagabond in a 
  rowboat
  3
  GMG, UC
  116-117 1 trapper
  3
  GMG
  118-120 1 yellow musk 
  creeper plus 1d6 
  yellow musk 
  zombies
  3
  PB
  121-122 1 centipede swarm 4
  PB
  123-124 1d4+1 
  chimpanzees (ape 
  with the young 
  template)
  4
  PB
  125-126 1 crystal ooze (gray 
  ooze variant)
  4
  PB
  127-128 1 dinosaur, 
  parasaurolophus
  4
  PB2
  129-130 1d10+1 locathahs
  4
  PB2
  131-133 1 serpentfolk
  4
  PB2
  134-135 1d4+4 stirges
  4
  PB
  136-137 1 tentamort
  4
  PB2
  138-140 1 tiger
  4
  PB
  141-143 1 army ant swarm
  5
  PB
  144-146 1d3+3 cannibals
  5
  GMG
  147-148 1 cyclops
  5
  PB
  149-150 Ear seekers
  5
  GMG
  151-153 1d6+5 gripplis
  5
  PB2
  154-155 1 leucrotta
  5
  PB2
  156-158 1 megafauna, 
  megatherium
  5
  PB2
  159-160 1 shaman
  5
  GMG
  161-162 1 beast master
  6
  GMG
  163-164 1d4 drakes, forest
  6
  PB
  165-167 1 girallon
  6
  PB
  168-170 1d8 lizards, 
  monitor
  6
  PB
  171-172 2 serpentfolk
  6
  PB2
  173-174 1 slaver and 1d6+6 
  shipmates in a 
  keelboat
  6
  GMG, UC
  175-176 1d4+4 snakes, 
  venomous
  6
  PB
  177-178 1 tendriculos
  6
  PB2
  179-180 1 will-o’-wisp
  6
  PB
  181-182 1 dinosaur, 
  allosaurus
  7
  PB2
  183-185 1d4+2 dinosaur, 
  deinonychus
  7
  PB
  186-188 1 dragon, black 
  (young)
  7
  PB
  189-191 1d4 lizards, giant 
  frilled
  7
  PB
  192-193 2 monster hunters
  7
  GMG
  194-195 1d4+1 dinosaurs, 
  parasaurolophuses
  7
  PB2
  196-198 1d6+2 shocker 
  lizards
  7
  PB
  199-200 1 traveling 
  merchant and 
  1d6+6 shipmates 
  in a keelboat
  7
  GMG, UC
  201-202 Camouflaged 
  spiked pit trap
  8
  CRB
  203-205 1 tiger, dire
  8
  PB
  206-208 1d8 boars, dire
  8
  PB
  209-211 1 lamia matriarch
  8
  PB2
  212-214 1d6 manticores
  8
  PB
  215-216 1 moonflower
  8
  PB2
  217-220 1d8+4 dinosaurs, 
  velociraptors 
  (deinonychus 
  with the young 
  template)
  8
  PB
  221-223 1d4+2 army ant 
  swarms
  9
  PB2
  224-225 1d4+2 cyclops
  9
  PB
  226-227 2 dinosaurs, 
  allosauruses
  9
  PB
  
  Page 17
  228-229 1 dinosaur, 
  tyrannosaurus
  9
  PB2
  230-231 1 centipede, titan
  9
  PB2
  232-234 3d4 serpentfolk
  9
  PB2
  235-237 1d8 snakes, 
  emperor cobras
  9
  PB
  238-240 1 witchfire
  9
  PB2
  241-243 1d8+2 dinosaurs, 
  ankylosauruses
  10
  PB
  244-245 1 dinosaur, 
  brachiosaurus
  10
  PB
  246-248 1d10+2 leucrottas
  10
  PB2
  249-251 1d4+2 
  tendriculoses
  10
  PB2
  252-254 1d3 treants
  10
  PB
  255-257 1 rakshasa
  10
  PB
  258-260 1 snake, giant 
  anaconda
  10
  PB2
  261-262 1d8+8 cannibals 
  and 1 chieftain
  11
  GMG
  263-264 2 centipedes, titan
  11
  PB2
  265-266 1d4+2 dinosaurs, 
  allosauruses
  11
  PB2
  267-269 2 dinosaurs, 
  tyrannosauruses
  11
  PB
  270-271 1 dragon, black 
  (adult)
  11
  PB
  272-273 1d4+4 girallons
  11
  PB
  274-275 1 first mate, 1 
  watch captain, 
  6 guards, 10 
  shipmates, and 36 
  foot soldiers in a 
  keelboat
  11
  GMG, UC
  276-278 2d6 mosquitoes, 
  giant
  11
  PB2
  279-280 3 will-o’-wisps and 
  1 witchfire
  11
  PB, PB2
  281-282 1d10+6 army ant 
  swarms
  12
  PB
  283-284 1d12+6 cyclops
  12
  PB
  285-287 1d6 crocodiles, 
  dire
  12
  PB
  288-289 1d4+2 lamia 
  matriarchs
  12
  PB2
  290-291 2d4 moonflowers
  12
  PB2
  292-294 1 pirate captain, 
  1 first mate, and 
  1d6+5 slavers in a 
  keelboat
  12
  GMG, UC
  295-296 Poisoned pit trap
  12
  CRB
  297-298 2 snakes, giant 
  anacondas
  12
  PB2
  299-300 1d8 spiders, giant 
  tarantulas
  12
  PB2
  301-304 1 banshee
  13
  PB2
  305-307 1d4+2 centipedes, 
  titan
  13
  PB2
  308-310 1d6 couatls
  13
  PB
  311-313 1 giant, storm
  13
  PB
  314-316 1d4+2 dinosaurs, 
  tyrannosauruses
  13
  PB
  317-320 1 viper vine
  13
  PB2
  321-325 1 banshee with 
  the advanced 
  template
  14
  PB2
  326-330 1 captain, 1 first 
  mate, 20d10 
  shipmates, 
  1 traveling 
  merchant, and 
  1d4+4 sellswords 
  in a galley
  14
  GMG, UC
  331-335 2d3 rakshasas
  14
  PB
  336-340 1 viper vine with 
  the giant template
  14
  PB2
  341-347 2d6 dinosaurs, 
  brachiosauruses
  15
  PB2
  348-354 1 bandit lord, 1 
  pirate captain, 
  1d4+2 first mates, 
  20d10 shipmates, 
  and 1d6+6 slavers 
  in a galley
  15
  GMG, UC
  355-360 1 viper vine with 
  the advanced and 
  giant templates
  15
  PB2
  361-366 1 dragon, black 
  (ancient)
  16
  PB
  367-372 1d4+1 giants, 
  storm
  16
  PB
  
  Page 18
  canopy making it difficult for small plants to thrive.
     Building Blocks: Copse, dim illumination, mire, river, 
  thicket, and massive trees.
  Table 1-9: Jungle River Terrain Features
  d20
  Encounter Elements
  1-4
  Copse
  5-6
  Dim illumination
  7
  Fog
  8
  Footpath
  9-11
  Mire
  12
  Quicksand
  13
  River
  14
  Scrub
  15
  Stream
  16-19
  Thicket
  20
  Great river (described below)
  Great River: The great river can fill an encounter map, 
  with a width of 8d6 x 10 feet and a depth of 3d8 x 
  10 feet being common. It usually flows slowly, at less 
  than 10 feet per round, but speeds up to 40 feet per 
  round after a heavy rain.
  373-378 1d6+6 rakshasas
  16
  PB
  379-380 1 sard
  19
  PB2
  JUNGLE RIVER 
  ENCOUNTER ELEMENTS
     Dispositions: The inhabitants of this particular 
  jungle distrust unfamiliar creatures since the jungle 
  is so filled with danger and slavers often make forays 
  into the dense growth. Visitors, on the other hand, 
  tend to react favorably toward other visitors, since 
  they know the dangers of being caught alone in such 
  a wild environment.
  Table 1-8: Jungle River Dispositions
  d20
  Encounter Elements
  1-4
  Flight
  5-8
  Mayday, watery
  9-16
  Readiness, prepared
  17-20
  Readiness, unready
  Terrain Features: Jungle river terrain is very densely 
  covered in plant life, shadowy open areas beneath the 
  canopy, and water. However, the forest floor features 
  less undergrowth than most forests due to the dense 
  
  Page 19
  PLANAR STRONGHOLD
  A planar stronghold can be a great conjurer’s tower, 
  the domain of a powerful trickster witch, a centrally-
  located planar waypoint, a rift that cuts through 
  several neutral-aligned planes, or a major outpost or 
  fortress in the Ethereal Plane.
  Minimum Average CR: 4 (d% +80)
  Maximum Average CR: 18 (d% + 360)
  Typical Encounter Frequency: 8% (01-08)
  Table 1-10: Planar Stronghold Encounters
  d%
  Encounter
  Avg. CR Source
  81-83
  1 petitioner
  1
  PB2
  84-89
  1 aeon, paracletus
  2
  PB2
  90-95
  1 inevitable, arbiter
  2
  PB2
  96-100
  1 protean, 
  voidworm
  2
  PB2
  101-110 1 d’ziriak
  3
  PB2
  111-120 2 petitioners
  3
  PB2
  121-125 2 aeons, paracletus
  4
  PB2
  126-130 1 gloomwing
  4
  PB2
  131-135 2 inevitables, 
  arbiters
  4
  PB2
  136-140 1 phase spider with 
  the young template
  4
  PB
  141-145 2 d’ziriaks
  5
  PB2
  146-150 1d4+2 petitioners
  5
  PB2
  151-155 1d3+1 proteans, 
  voidworms
  5
  PB2
  156-160 1 phase spider
  5
  PB
  161-167 1d4+2 aeons, 
  paracletus
  6
  PB2
  168-173 1d4+2 inevitables, 
  arbiters
  6
  PB2
  174-180 1 xill
  6
  PB
  181-183 1 aeon, theletos
  7
  PB2
  184-186 1 chaos beast
  7
  PB2
  187-189 1d4+2 d’ziriaks
  7
  PB2
  190-191 1 hound of Tindalos
  7
  PB2
  192-194 2 phase spiders
  7
  PB
  195-197 1 protean, naunet
  7
  PB2
  198-200 1d4+4 proteans, 
  voidworms
  7
  PB2
  201-202 1d6+6 aeons, 
  paracletus
  8
  PB2
  203-205 1 animate dream
  8
  PB2
  206-208 1 axiomite
  8
  PB2
  209
  1 denizen of Leng
  8
  PB2
  210-211 1d6+6 inevitables, 
  arbiters
  8
  PB2
  212-214 1d8+8 petitioners
  8
  PB2
  215-216 1 tenebrous worm
  8
  PB2
  217-220 2 xills
  8
  PB
  221-223 2 aeons, theletos
  9
  PB2
  224
  1 dragon horse
  9
  PB2
  225-227 1 inevitable, 
  zelekhut
  9
  PB2
  228-230 1 night hag
  9
  PB
  231-234 1d4+2 phase 
  spiders
  9
  PB
  235-237 2 proteans, naunets
  9
  PB2
  238-240 1d10+8 proteans, 
  voidworms
  9
  PB2
  241-244 2 axiomite
  10
  PB2
  245-248 1d4+1 chaos beasts
  10
  PB2
  249-252 2d6+6 d’ziriaks
  10
  PB2
  253-256 1 protean, imentesh 10
  PB2
  257-260 1d4+2 xills
  10
  PB
  261-266 1d4+1 denizens of 
  Leng
  11
  PB2
  267-273 1 devourer
  11
  PB
  274-280 1 nightmare, 
  cauchemar
  11
  PB2
  281-283 1 aeon, akhana
  12
  PB2
  284-286 3d4 aeons, theletos
  12
  PB2
  287-288 2d6 hounds of 
  Tindalos
  12
  PB2
  289-291 1 inevitable, 
  kolyarut
  12
  PB2
  292-294 1 night hag and 
  1 nightmare, 
  cauchemar
  12
  PB
  295-297 2 proteans, 
  imenteshes
  12
  PB2
  298-300 3d4 proteans, 
  naunets
  12
  PB2
  301-307 3d4 axiomites
  13
  PB2
  
  Page 20
  308-313 1 aeon, akhana 
  with the advanced 
  template
  13
  PB2
  314-320 1 inevitable, 
  kolyarut with the 
  advanced template
  13
  PB2
  321-324 2 aeons, akhanas
  14
  PB2
  325-328 1d10+5 denizens of 
  Leng
  14
  PB2
  329-332 2 inevitables, 
  kolyaruts
  14
  PB2
  333-336 1 Leng spider
  14
  PB2
  337-340 1 nightshade, 
  nightwing
  14
  PB2
  341-348 1 inevitable, marut
  15
  PB2
  349-352 1 Leng spider with 
  the giant template
  15
  PB2
  353-360 1d8+2 proteans, 
  imenteshes
  15
  PB2
  361-363 1d4+2 aeons, 
  akhanas
  16
  PB2
  364-366 1 aeon, bythos
  16
  PB2
  367-368 1 devil, belier
  16
  PB2
  369-371 1d4+2 inevitables, 
  kolyaruts
  16
  PB2
  372-374 2 Leng spiders
  16
  PB2
  375-377 1 nightshade, 
  nightwalker
  16
  PB2
  378-380 2 nightshades, 
  nightwings
  16
  PB2
  381-388 2 inevitables, 
  maruts
  17
  PB2
  389-392 2 Leng spiders with 
  the giant template
  17
  PB2
  393-400 1 protean, keketar
  17
  PB2
  401-405 2 aeons, bythos
  18
  PB2
  406-410 1d4+2 Leng spiders
  18
  PB2
  411-415 1 nightshade, 
  nightcrawler
  18
  PB2
  416-420 1d4+2 nightshades, 
  nightwings
  18
  PB2
  421-428 1d3+2 inevitables, 
  maruts
  19
  PB2
  429-432 14+2 Leng spiders 
  with the giant 
  template
  19
  PB2
  433-440 1d3+1 nightshades, 
  nightwalkers
  19
  PB2
  441-443 3 aeons, bythos
  20
  PB2
  444-446 1 aeon, pleroma
  20
  PB2
  447-449 1 inevitable, 
  lhaksharut
  20
  PB2
  450-452 2 nightshades, 
  nightcrawlers
  20
  PB2
  453-454 1 nightshade, 
  nightwave
  20
  PB2
  455-458 1d3+1 proteans, 
  keketars
  20
  PB2
  459-460 Aeons: 3 akhanas, 1 
  pleroma, and 1d4+1 
  theletos
  21
  PB2
  PLANAR STRONGHOLD 
  ENCOUNTER ELEMENTS
     Dispositions: The plethora of creatures moving 
  through a planar stronghold means no one disposition 
  dominates except perhaps general suspicion. Weaker 
  creatures are ignored, enslaved or killed while more 
  powerful beings are either bargained with or avoided.
  Table 1-11: Planar Stronghold Dispositions
  d20
  Encounter Elements
  1-5
  Flight
  6-10
  Readiness, prepared
  11-15
  Readiness, unready
  16-20
  Scheming
  Terrain Features: Planar strongholds can be any 
  number of otherworldly sites. Some examples are a 
  floating island in an a neutral-aligned plane, a fortress 
  in a dark mire near the edge of the Plane of Shadow, 
  or a spectral prairie shrouded by the mists of the 
  Ethereal Plane.
     Building Blocks: Unearthly battlefield.
  Table 1-12: Planar Stronghold Terrain Features
  d20
  Encounter Elements
  1-3
  Berm
  4-5
  Chasm
  
  Page 21
  6-8
  Fog
  9-11
  Trench
  12-18
  Unearthly battlefield
  19-20
  Wild magic zone (described below)
  Wild Magic Zone: A place where the power of Chaos 
  holds sway or where planes come together might 
  destabilize magic. Alternatively, the destruction of 
  powerful magic items, artifacts, or potent spells can 
  cause a cascade that affects future spellcasting in 
  the area (generally covering an area 2d20 x 100 feet 
  across). All these and more can produce a wild magic 
  zone, impairing combatants who rely on spellcasting 
  relative to those who do not. CR +1.
     In a wild magic zone, spells and spell-like abilities 
  function 
  in radically 
  different and 
  sometimes 
  dangerous 
  ways. Any 
  spell or spell-
  like ability 
  used on a wild 
  magic plane 
  has a chance 
  to go awry. 
  The caster 
  must make a 
  caster level 
  check (DC 15 
  + the level 
  of the spell 
  or spell-like 
  ability) for 
  the magic 
  to function 
  normally. 
  Failure 
  means that 
  something 
  strange 
  happens; 
  roll d% and 
  consult Table 
  1-13: Wild 
  Magic Effects.
  Table 1-13: Wild Magic Effects
  d%
  Effect
  01-19
  The spell rebounds on its caster with 
  normal effect. If the spell cannot affect the 
  caster, it simply fails.
  20-23
  A circular pit 15 feet wide opens under the 
  caster’s feet; it is 10 feet deep per level of 
  the caster.
  24-27
  The spell fails, but the target or targets of 
  the spell are pelted with a rain of small 
  objects (anything from flowers to rotten 
  fruit), which disappear upon striking. The 
  barrage continues for 1 round. During this 
  time the targets are blinded and must make 
  concentration checks (DC 15 + spell level) 
  to cast spells.
  28-31
  The spell affects a random target or area. 
  Randomly choose a different target from 
  among those in range of the spell or center 
  the spell at a random place within range of 
  the spell. To generate direction randomly, 
  roll 1d8 and count clockwise around the 
  compass, starting with south. To generate 
  range randomly, roll 3d6. Multiply the 
  result by 5 feet for close-range spells, 20 
  feet for medium-range spells, or 80 feet for 
  long-range spells.
  32-35
  The spell functions normally, but any 
  material components are not consumed. 
  The spell is not expended from the caster’s 
  mind (the spell slot or prepared spell can 
  be used again). Similarly, an item does not 
  lose charges, and the effect does not count 
  against an item’s or spell-like ability’s use 
  limit.
  36-39
  The spell does not function. Instead, 
  everyone (friend or foe) within 30 feet of 
  the caster receives the effect of a heal spell.
  40-43
  The spell does not function. Instead, 
  a deeper darkness effect and a silence effect 
  cover a 30-foot radius around the caster for 
  2d4 rounds.
  44-47
  The spell does not function. Instead, 
  a reverse gravity effect covers a 30-foot 
  radius around the caster for 1 round.
  
  Page 22
  48-51
  The spell functions, but shimmering colors 
  swirl around the caster for 1d4 rounds. 
  Treat this as a glitterdust effect with a 
  save DC of 10 + the level of the spell that 
  generated this result.
  52-59
  Nothing happens. The spell does not 
  function. Any material components are 
  used up. The spell or spell slot is used up, 
  an item loses charges, and the effect counts 
  against an item’s or spell-like ability’s use 
  limit.
  60-71
  Nothing happens. The spell does not 
  function. Any material components are not 
  consumed. The spell is not expended from 
  the caster’s mind (a spell slot or prepared 
  spell can be used again). An item does not 
  lose charges, and the effect does not count 
  against an item’s or spell-like ability’s use 
  limit.
  72-98
  The spell functions normally.
  99-100 The spell functions strongly. Saving throws 
  against the spell incur a –2 penalty. The 
  spell has the maximum possible effect, as 
  if it were cast with the Maximize Spell feat. 
  If the spell is already maximized with the 
  feat, there is no further effect.
  RESTLESS VOLCANO
  The restless volcano has regions of warm and 
  temperate volcanoes and nearby mountains, as well 
  as creatures drawn to such regions. The volcano 
  constantly erupts, but only very slowly and mostly 
  along obvious paths that trail lava or scalding water. 
  Due to the limited range of damage, many creatures 
  that are not immune to fire still risk living nearby. This 
  table could also be used to represent a volcanic region 
  of the elemental plane of fire by ignoring results for 
  creatures that are not immune to fire.
  Minimum Average CR: 1 (d% +20)
  Maximum Average CR: 13 (d% +260)
  Typical Encounter Frequency: 7% (01-07)
  Table 1-14: Restless Volcano Encounters
  d%
  Encounter
  Avg. CR Source
  21-26
  1 ifrit
  1/2
  PB2
  27-33
  1 eagle
  1/2
  PB
  34-40
  1 tengu
  1/2
  PB
  41-45
  2 eagles
  1
  PB
  46-50
  1 elemental, fire 
  (Small)
  1
  PB
  51-55
  1d4 orcs
  1
  PB
  56-60
  1 herd animal, ram
  1
  PB2
  61-65
  2 ifrits
  1
  PB2
  66-70
  1 spider, giant
  1
  PB
  71-75
  1 spider swarm
  1
  PB
  76-80
  2 tengu
  1
  PB
  81-84
  1 bat, giant
  2
  PB
  85-89
  1 bat swarm
  2
  PB
  91-94
  1 bugbear
  2
  PB
  95-96
  Lava bomb (normal)
  2
  GMG
  97-100
  1 thoqqua
  2
  PB2
  101-104
  1 eagle, giant
  3
  PB
  105-108
  1 elemental, fire 
  (Medium)
  3
  PB
  109-112
  1d3+2 ifrits
  3
  PB2
  113-116
  1 mephit, magma
  3
  PB
  117-120
  2 herd animals, 
  rams
  3
  PB2
  121-124
  2 bat swarms
  4
  PB
  125-128
  2 bugbears
  4
  PB
  129-132
  1 peryton
  4
  PB2
  133-136
  3d4 tengu
  4
  PB
  137-140
  2 thoqquas
  4
  PB2
  141-142
  1 drake, flame
  5
  PB2
  143-145
  2 eagles, giant
  5
  PB
  146-148
  1 elemental, fire 
  (Large)
  5
  PB
  149-151
  2d4 elementals, fire 
  (Small)
  5
  PB
  152-153
  Lava bomb (large)
  5
  GMG
  154-157
  2 mephits, magma
  5
  PB
  158-160
  Poison gas (volcanic) 5
  GMG
  161-162
  1d4+2 bat swarms
  6
  PB
  163-164
  1 belker
  6
  PB2
  165-167
  1d4+2 bugbears
  6
  PB
  168-170
  1d8+2 herd animals, 
  rams
  6
  PB2
  171
  1 hermit
  6
  GMG
  172-174
  1 hydra, pyrohydra
  6
  PB
  175-176
  2 perytons
  6
  PB2
  
  Page 23
  177-179
  1 redcap
  6
  PB2
  180
  1 salamander
  6
  PB
  181-182
  Avalanche
  7
  CRB
  183-185
  2 drakes, flame
  7
  PB2
  186-188
  1 elemental, fire 
  (Huge)
  7
  PB
  189-191
  2d4 elementals, fire 
  (Medium)
  7
  PB
  192-194
  1 magma ooze
  7
  PB2
  195-197
  1d4+2 mephits, 
  magma
  7
  PB
  198-200
  Orcs: 1d10+10 1st-
  level warriors, 2 3rd-
  level warriors and 1 
  5th-level warrior
  7
  PB
  201-203
  1 dragon, magma 
  (young)
  8
  PB2
  204-206
  3d4 eagles, giant
  8
  PB
  207-209
  1 genie, efreeti
  8
  PB
  210-213
  1 guide and 2 
  trappers
  8
  GMG
  214-218
  2 redcaps
  8
  PB2
  219-220
  2 salamanders
  8
  PB
  221-222
  1d10+10 bat 
  swarms
  9
  PB
  223-225
  1d3+1 belkers
  9
  PB2
  226-227
  1 dragon horse
  9
  PB2
  228-229
  1 elemental, fire 
  (greater)
  9
  PB
  230-231
  2d4 elementals, fire 
  (Large)
  9
  PB
  232
  1d20+10 herd 
  animals, rams
  9
  PB2
  233-234
  1d6+6 mephits, 
  magma
  9
  PB
  235-236
  3d3 perytons
  9
  PB
  237-238
  1 roc
  9
  PB2
  239-240
  1 yrthak
  9
  PB2
  241-242
  Bugbears: 1d6+6, 2 
  1st-level warriors, 
  and 1 3rd-level 
  warrior
  10
  PB
  243-245
  1 dragon, red 
  (young)
  10
  PB
  246-247
  1 dragon, silver 
  (young)
  10
  PB
  248-250
  3d4 drakes, flame
  10
  PB2
  251-252
  2 genies, efreet
  10
  PB
  253-255
  1 giant, fire
  10
  PB
  256-257
  Pyroclastic flow
  10
  GMG
  258-260
  1d3+2 salamanders
  10
  PB
  261-262
  1 elemental, fire 
  (elder)
  11
  PB
  263-265
  2d4 elementals, fire 
  (Large)
  11
  PB
  266-268
  1 giant, cloud
  11
  PB
  269-271
  3d4 redcaps
  11
  PB2
  272-274
  2 rocs
  11
  PB
  275-277
  1 thunderbird
  11
  PB2
  276-280
  2 yrthaks
  11
  PB2
  281-287
  1 dragon, magma 
  (adult)
  12
  PB2
  288-294
  1d4+2 genies, efreet 12
  PB
  295-300
  1 thunderbird 
  with the advanced 
  template
  12
  PB2
  301-307
  2d4 elementals, fire 
  (greater)
  13
  PB
  308-314
  1d4+1 giants, fire
  13
  PB
  315-320
  1d4+2 yrthaks
  13
  PB2
  321-325
  1 dragon, red (adult) 14
  PB
  326-330
  1 dragon, silver 
  (adult)
  14
  PB
  331-335
  1d6+6 genies, efreet 14
  PB
  336-340
  1d4+1 giants, cloud
  14
  PB
  341-354
  2d4 elementals, fire 
  (elder)
  15
  PB
  355-357
  Lava jet
  15
  See 
  below
  358-360
  1 dragon, magma 
  (ancient)
  17
  PB2
  RESTLESS VOLCANO HAZARDS
  LAVA JET (CR 15)
  During a volcanic eruption, especially a slow and 
  gradual one, gas bubbles may float to the surface of 
  a magma pool and explode in jets of hot lava. A lava 
  jet can reach hundreds or thousands of feet away 
  from its point of origin, though usually it shoots 
  
  Page 24
  spectacularly skyward only to fall back into the same lava pool. On landing, any creature or object in the 
  square at the point of impact suffers 10d6 points of fire damage, plus an additional 5d6 points of damage each 
  round for the next 1d3 rounds. Adjacent squares are hit by splash damage, dealing 5d6 points of initial damage 
  and 2d6 points of secondary damage. A successful DC 20 Reflex save halves both the initial damage and the 
  secondary damage.
  RESTLESS VOLCANO 
  ENCOUNTER ELEMENTS
     Dispositions: The intelligent beings that dwell on the flanks of the restless volcano tend toward extremes, 
  displaying great hospitality in a trying environment or desperately fighting against all rivals for every survival 
  advantage to be found.
  Table 1-15: Restless Volcano Dispositions
  d20
  Encounter Elements
  1-7
  Flight
  8-13
  Readiness, prepared
  12-18 Readiness, unready
  19-20 Windblown
  Terrain Features: A warm or 
  temperate mountain encounter 
  map is generally dominated 
  by a pass, a steeply sloped 
  mountainside, or a high valley 
  meadow.
     Building Blocks: Ledge, meadow, 
  pass, and slope.
  Table 1-16: Restless Volcano 
  Terrain Features
  d20
  Encounter Elements
  1
  Cave entrance
  2
  Chasm
  3-4
  Cliff
  5-6
  Crater
  7
  Footpath
  8
  Lava flow (described 
  below)
  9-10
  Ledge
  11-12 Meadow
  13
  Pass
  14-15 Rock wall
  16-17 Rubble, dense
  18
  Scree
  19-20 Slope
  
  Page 25
     Crater: A crater is like the chasm terrain feature, 
  except the bottom is filled to a depth of 1d6 feet with 
  lava. If the depth is 2 feet or less, treat it as the lava 
  in a lava flow (described below). If the depth is 3 feet 
  or greater, Small characters are totally submerged 
  upon falling in (20d6 damage per round, plus 10d6 
  per round for 1d3 rounds after leaving). If the depth 
  is 5 feet or greater, Medium characters are likewise 
  submerged. Since submersion in lava can kill most 
  characters very quickly should they be bull rushed 
  in or otherwise fall, it is recommended lava of such 
  depth not be included unless the party has significant 
  protection against fire damage or is very high-level.
     Lava Flow: A lava flow is a partially cooled area 
  of lava often mistaken for solid ground. Lava flows 
  conform to the terrain around them, sinking into 
  depressions or following natural channels. Other 
  lava flows might emanate in semi-circle from a vent 
  point. Creatures touching the rocky shell of cooled 
  lava suffer 1d6 points of fire damage per round; 
  those who fly or jump 30 feet above the semisolid 
  lava instead suffer 1d4-1 damage per round. Those 
  who fail an Acrobatics check (DC 12 + 1 per 50 lb. the 
  character weighs including gear) crack the surface and 
  sink in exactly as if it were a shallow bog, taking 2d6 
  fire damage per round (reduced to 1d6 damage per 
  round for 1d3 rounds after they exit the lava). A DC 20 
  Knowledge (nature) or Survival check allow a creature 
  to recognize the lava flow.  CR +2.
    
  TREACHEROUS MIRE
  The treacherous mire represents a site combining 
  features of temperate and cold marshes, bogs, 
  swamps, river deltas, bayous, and/or shallow ponds 
  and lakes.
  Minimum Average CR: 1 (d% +20)
  Maximum Average CR: 15 (d% + 300)
  Typical Encounter Frequency: 10% (01-10)
  Table 1-17: Treacherous Mire Encounters
  d%
  Encounter
  Avg. CR
  Source
  21-25
  1 grippli
  ½
  PB2
  26-30
  1 maggot, giant
  ½
  PB2
  31-35
  1 shipmate in a 
  rowboat
  ½
  GMG, 
  UC
  36-40
  1 stirge
  ½
  PB
  41-44
  1d3 beetle, flash 
  (fire beetle)
  1
  PB
  45-48
  1d4 turtles, 
  snapping
  1
  PB2
  49-52
  1d3 xtabays
  1
  PB2
  53-56
  1 amoeba, giant
  1
  PB2
  57-60
  1 amoeba swarm
  1
  PB2
  61-64
  1 gar
  1
  PB2
  65-67
  1 goblin dog
  1
  PB
  68-71
  1 fly, giant
  1
  PB2
  72-74
  1 frog, giant
  1
  PB
  75-77
  1 lizardfolk
  1
  PB
  78-80
  1 snake, venomous
  1
  PB
  81-82
  1 boggard
  2
  PB
  83-86
  1 leech, giant
  2
  PB
  87-89
  1d3+1 maggots, 
  giant
  2
  PB2
  90-92
  1 slurk
  2
  PB2
  93-95
  1d3+1 stirge
  2
  PB
  96-100
  1 toad, giant
  2
  PB2
  101-103
  Accursed pool
  3
  GMG
  104-106
  2 flies, giant
  3
  PB2
  107-108
  2 frogs, giant
  3
  PB
  109-111
  1d3+2 gripplis
  3
  PB2
  112-113
  2 lizardfolk
  3
  PB
  114-115
  1 merrow, 
  freshwater
  3
  PB2
  116-117
  1 vampiric mist
  3
  PB2
  118-120
  1d3+3 xtabays
  3
  PB2
  121-122
  1d8+3 beetle, flash 
  (fire beetle)
  4
  PB
  123-124
  1 dragonfly, giant
  4
  PB2
  125-126
  1 faceless stalker
  4
  PB2
  127-128
  1 gray ooze
  4
  PB
  129-130
  1 harpy
  4
  PB
  131-133
  1 hydra
  4
  PB
  134-135
  1 kelpie
  4
  PB2
  136-137
  1 leech swarm
  4
  PB
  138-140
  1 tentamort
  4
  PB2
  141
  Ear seekers
  5
  GMG
  142-143
  2d3 gars
  5
  PB2
  144-145
  1 green hag
  5
  PB
  146-147
  1d6+5 gripplis
  5
  PB2
  
  Page 26
  148-151
  1d8+4 maggots, 
  giant
  5
  PB2
  152-154
  1 ochre jelly
  5
  PB
  155-156
  1 shaman
  5
  GMG
  157-158
  1 snake, emperor 
  cobra
  5
  PB2
  159-160
  1d10+4 stirges
  5
  PB
  161-162
  1 gar, giant
  6
  PB2
  163
  1 id ooze (gray ooze 
  variant)
  6
  PB
  164
  1 hermit
  6
  GMG
  165
  1 hydra, cryohydra
  6
  PB
  166-167
  3d4 lizardfolk
  6
  PB
  168-169
  1d3+1 merrows, 
  freshwater
  6
  PB2
  170-171
  1 shambling mound
  6
  PB
  172-173
  1d4+2 slurks
  6
  PB2
  174
  1 tentamort with 
  the advanced and 
  giant templates
  6
  PB2
  175-176
  1d3+1 vampiric 
  mists
  6
  PB2
  177-178
  1 will-o’-wisp
  6
  PB
  181-182
  3d4 boggards
  7
  PB
  183-185
  1 chuul
  7
  PB
  186-188
  1d4+1 dragonfly, 
  giant
  7
  PB2
  189-191
  1 half-dragon, 
  dracolisk
  7
  PB
  192-193
  1d4+1 kelpies
  7
  PB2
  194-195
  1d4+1 leech 
  swarms
  7
  PB
  196-197
  1 medusa
  7
  PB
  198
  1d6+14 stirges
  7
  PB
  199-200
  3d4 toads, giant
  7
  PB2
  201-202
  1d8+1 faceless 
  stalkers
  8
  PB2
  203-205
  3 green hags
  8
  PB
  206-208
  1 gray render
  8
  PB2
  209-211
  1 giant, marsh
  8
  PB2
  212-214
  1 guide and 1 
  monster hunter
  8
  GMG
  215-216
  1 slug, giant
  8
  PB
  217-220
  1 tiger, dire
  8
  PB
  221-223
  2 chuul
  9
  PB
  224-225
  2d6 harpies
  9
  PB
  226-228
  4d4 merrows, 
  freshwater
  9
  PB2
  229-230
  1 naga, spirit
  9
  PB
  231-232
  2d4 snakes, 
  emperor cobra
  9
  PB2
  233-235
  1 turtle, giant 
  snapping
  9
  PB2
  236-238
  1d3+1 will-o’-wisps
  9
  PB
  239-240
  1 witchfire
  9
  PB2
  241-244
  1 flytrap, giant
  10
  PB
  245-248
  2d3 gars, giant
  10
  PB2
  249-252
  1d4+2 mosquitoes, 
  giant
  10
  PB2
  253-256
  2 tigers, dire
  10
  PB
  257-260
  1 witchfire and 2 
  green hags
  10
  PB2, 
  PB
  261-264
  1d4+2 chuul
  11
  PB
  265-267
  1 demon, hezrou
  11
  PB
  268-272
  2 nagas, spirit
  11
  PB
  273-276
  1d2 rakshasas
  11
  PB
  277-280
  1 vampire and 2d4 
  vampire spawn 
  (night only)
  11
  PB
  281-284
  1 catoblepas
  12
  PB2
  285-287
  2 flytraps, giant
  12
  PB
  288-290
  1d4+2 giants, marsh 12
  PB2
  291-293
  1d6+6 mosquitoes, 
  giant
  12
  PB2
  294-296
  1d2+2 nagas, spirit
  12
  PB
  297-300
  1d4+1 turtles, giant 
  snapping
  12
  PB2
  301-306
  1 carnivorous blob
  13
  PB2
  307-308
  1 catoblepas with 
  the advanced 
  template
  13
  PB2
  309-314
  1 froghemoth
  13
  PB
  315-320
  1 viper vine
  13
  PB2
  321-325
  2 catoblepas
  14
  PB2
  326-328
  1d3+1 demons, 
  hezrous
  14
  PB
  329-332
  1d4+2 flytraps, 
  giant
  14
  PB
  
  Page 27
  333-336
  1d4+2 rakshasas
  14
  PB
  337-340
  1 viper vine with 
  the giant template
  14
  PB2
  341-347
  1 carnivorous blob 
  with the advance 
  and giant templates
  15
  PB2
  348-354
  1 froghemoth with 
  the advanced and 
  giant templates
  15
  PB
  355-360
  1 viper vine with 
  the advanced and 
  giant templates
  15
  PB2
  361-370
  1d4+2 catoblepas
  16
  PB2
  371-380
  1d6+6 rakshasas
  16
  PB
  381-387
  1 thrasfyr
  17
  PB2
  388-394
  1 wendigo
  17
  PB2
  395-397
  1 wendigo with the 
  advanced template
  18
  PB2
  398-399
  1 tarn linnorm with 
  the young template
  19
  PB
  400
  1 tarn linnorm
  20
  PB
  TREACHEROUS MIRE 
  ENCOUNTER ELEMENTS
     Dispositions: Regions of treacherous mire are often 
  inhabited by humanoids living in hunter-gatherer 
  societies or fishing communities. The intelligent 
  creatures encountered here tend to fiercely guard 
  their territory and consider most other creatures a 
  source of food or slave labor.
  Table 1-18: Mire Dispositions
  d20
  Encounter Elements
  1-6
  Flight
  7
  Mayday, watery
  8-15
  Readiness, prepared
  16-19 Readiness, unready
  20
  Scheming
  Terrain Features: A treacherous mire encounter map 
  almost always includes at least one area of mire, and 
  there should be few empty squares.
     Building Blocks: Bog, heath, mire, pond, scrub, and 
  undergrowth.
  Table 1-19: Treacherous Terrain Elements
  d20
  Encounter Elements
  1
  Copse
  2-3
  Fog
  4
  Footpath
  5-7
  Heath
  8
  Hedgerows, wide
  9-13
  Mire
  14
  Pond
  15-16
  Quicksand
  17-19
  Scrub
  20
  Stream
  
  Page 28
  UNDERWORLD BATTLEFIELD
  An underworld battlefield is most often the site of 
  conflict on one of the evil-aligned planes. However, it 
  can also be used for the lair of a diabolical witch with 
  countless conjured minions or fiendish rivals, the site 
  of a demonic invasion, or the stronghold of a mighty 
  conjurer.
  Minimum Average CR: 4 (d% +80)
  Maximum Average CR: 22 (d% +440)
  Typical Encounter Frequency: 8% (01-08)
  Table 1-20: Underworld Battlefield Encounters
  d%
  Encounter
  Avg. CR Source
  81-82
  1 devil, lemure
  1
  PB
  83-85
  1 daemon, 
  cacodaemon
  2
  PB2
  86-88
  1 demon, dretch
  2
  PB
  89-91
  1 demon, quasit
  2
  PB
  92-94
  1 devil, imp
  2
  PB
  95-97
  1 qlippoth, cythnigot 2
  PB2
  98-100
  1 vargouille
  2
  PB
  101-105
  1 devil, accuser
  3
  PB2
  106-110
  1 hell hound
  3
  PB
  111-115
  1 howler
  3
  PB2
  116-120
  1 yeth hound
  3
  PB
  121-127
  2 demons, dretches
  4
  PB
  128-133
  2 devils, imps
  4
  PB
  134-140
  1d3+1 devils, 
  lemures
  4
  PB
  141-143
  1 achaierai
  5
  PB2
  144-145
  2 devils, accuser
  5
  PB2
  146-148
  1 devil, bearded
  5
  PB
  149-152
  2 hell hounds
  5
  PB
  153-156
  1 nightmare
  5
  PB
  157-160
  2 yeth hounds
  5
  PB
  161-162
  1d8+1 daemons, 
  cacodaemons
  6
  PB2
  163-164
  1 daemon, 
  cuestodaemon
  6
  PB2
  165-167
  1 demon, babau
  6
  PB
  168-170
  1d4+2 demons, 
  dretches
  6
  PB
  171
  1 half-fiend 
  minotaur
  6
  PB
  172-174
  1d3+1 howlers
  6
  PB2
  175-177
  1 kyton
  6
  PB
  178-180
  1d4+2 vargouilles
  6
  PB
  181-182
  2d6 demons, quasits 7
  PB
  183-185
  1 demon, shadow
  7
  PB2
  186-187
  1 demon, succubus
  7
  PB
  188-189
  2 devils, bearded
  7
  PB
  190-191
  1d8+2 devils, imps
  7
  PB
  192-193
  1d10+4 devils, 
  lemures
  7
  PB
  194-195
  1 hellcat
  7
  PB2
  196-197
  2d6 qlippoth, 
  cythnigot
  7
  PB2
  198
  1 qlippoth, shoggti
  7
  PB2
  199-200
  1 soul eater
  7
  PB2
  201-202
  1 bodak
  8
  PB2
  203-205
  1 daemon, 
  hydrodaemon
  8
  PB2
  206-207
  2 demons, babau
  8
  PB
  208-209
  1d6+6 demons, 
  dretches
  8
  PB
  210-211
  1 devil, erinyes
  8
  PB
  212-214
  3d4 hell hounds
  8
  PB
  215-217
  2 kytons
  8
  PB
  218-220
  1d6+6 vargouilles
  8
  PB
  221-222
  1 daemon, 
  leukodaemon
  9
  PB2
  223
  2 demons, shadow
  9
  PB2
  224-225
  2 demons, succubi
  9
  PB
  226-227
  1 demon, vrock
  9
  PB
  228
  3d6 devils, accuser
  9
  PB2
  229-230
  1 devil, bone
  9
  PB
  231-232
  1d6+14 devils, 
  lemures
  9
  PB
  233
  1d3+1 half-fiend 
  minotaurs
  9
  PB
  234-235
  1 hell hound, 
  nessian
  9
  PB
  236-237
  1 night hag
  9
  PB
  238
  2 qlippoth, shoggti
  9
  PB2
  239-240
  1d6+5 yeth hounds
  9
  PB
  241-243
  1d4+4 achaierais
  10
  PB2
  
  Page 29
  244-245
  1 daemon, 
  piscodaemon
  10
  PB2
  246-248
  1d4+2 demons, 
  babau
  10
  PB
  249-251
  1d12+12 demons, 
  dretches
  10
  PB
  252-253
  1 demon, kalavakus
  10
  PB2
  254
  1 demon, nabasu, 
  with 1d8 growth 
  points
  10
  PB
  255-256
  1d8+2 devils, 
  bearded
  10
  PB
  257-258
  1d4+2 kytons
  10
  PB
  259-260
  1 qlippoth, nyogoth
  10
  PB2
  261-262
  1d3+1 bodaks
  11
  PB2
  263
  1d4+1 daemons, 
  hydrodaemons
  11
  PB2
  264
  1 daemon, 
  meladaemon
  11
  PB2
  265
  1 demon, hezrou
  11
  PB
  266
  1d4+2 demons, 
  shadow
  11
  PB2
  267-268
  2 demons, vrocks
  11
  PB
  269
  1 devil, barbed
  11
  PB
  270-271
  2 devils, bone
  11
  PB
  272-273
  3 devils, erinyes
  11
  PB
  274-275
  2d4 hellcats
  11
  PB2
  276
  2 hell hounds, 
  nessian
  11
  PB
  277-278
  1 nightmare, 
  cauchemar
  11
  PB
  279-280
  1 retriever
  11
  PB
  281-282
  1 daemon, 
  derghodaemon
  12
  PB2
  283-284
  2 daemons, 
  piscodaemons
  12
  PB2
  285-286
  2 demons, 
  kalavakuses
  12
  PB2
  287-288
  1 demon, omox
  12
  PB2
  289-290
  3d4 demons, 
  succubi
  12
  PB
  291-293
  3 night hags
  12
  PB
  294-295
  1 night hag and 
  1 nightmare, 
  cauchemar
  12
  PB
  296-297
  1 qlippoth, 
  chernobue
  12
  PB2
  298-300
  3d3 qlippoth, 
  shoggti
  12
  PB2
  301-302
  1d8+1 daemons, 
  leukodaemons
  13
  PB2
  303-304
  1 daemon, 
  thanadaemon
  13
  PB2
  305-306
  1 demon, glabrezu
  13
  PB
  307-308
  1 demon, nabasu, 
  with 1d4+8 growth 
  points
  13
  PB
  309-310
  1d4+2 demons, 
  vrocks
  13
  PB
  311
  1d4+2 devils, bone
  13
  PB
  312-313
  2 devils, barbed
  13
  PB
  314-315
  1d20+10 devils, 
  bearded
  13
  PB
  316-317
  1 devil, ice
  13
  PB
  318
  1d4+2 hell hounds, 
  nessian
  13
  PB
  319-320
  1d12+6 kytons
  13
  PB
  321-322
  1d6+5 daemons, 
  hydrodaemons
  14
  PB2
  323-324
  1d4+1 daemons, 
  meladaemons
  14
  PB2
  325-326
  1d3+1 daemons, 
  piscodaemons
  14
  PB2
  327-328
  1d3+1 demons, 
  hezrous
  14
  PB
  329-330
  1d4+2 demons, 
  kalavakuses
  14
  PB2
  331-332
  1 demon, nalfeshnee 14
  PB
  333-334
  1 devil, handmaiden
  14
  PB2
  335-336
  1 qlippoth, augnagar 14
  PB2
  337-338
  2 qlippoth, 
  chernobue
  14
  PB2
  339-340
  2d4 qlippoth, 
  nyogoths
  14
  PB2
  341-342
  2 daemons, 
  thanadaemons
  15
  PB2
  
  Page 30
  343-344
  Demons: 1 glabrezu, 
  1 succubus, and 
  1d4+1 vrocks
  15
  PB
  345-346
  1 demon, nabasu, 
  with 1d4+12 growth 
  points
  15
  PB
  347-348
  1d4+6 demons, 
  vrocks
  15
  PB
  349-350
  1d4+6 devils, bone
  15
  PB
  351-352
  1d3+2 devils, barbed 15
  PB
  353-355
  Devils: 2d4 erinyes 
  and 1 handmaiden
  15
  PB, 
  PB2
  356-357
  3 night hags and 
  3 nightmares, 
  cauchemars
  15
  PB
  358-360
  1 xacarba
  15
  PB2
  361-362
  1 daemon, 
  astradaemon
  16
  PB2
  363-364
  2d3 daemons, 
  derghodaemons
  16
  PB2
  365-366
  2d3 demons, 
  omoxes
  16
  PB2
  367-369
  1 demon, 
  shemhazian
  16
  PB2
  370-371
  1 devil, belier
  16
  PB2
  372-374
  1 devil, horned
  16
  PB
  375-377
  1d3+1 devils, ice
  16
  PB
  378-380
  1d4+2 qlippoth, 
  chernobue
  16
  PB2
  381-383
  1d6+5 daemons, 
  meladaemons
  17
  PB2
  384-386
  1d4+2 daemons, 
  thanadaemons
  17
  PB2
  387-389
  1 demon, nabasu, 
  with 1d3+16 growth 
  points
  17
  PB
  390-393
  1d6+5 devils, barbed 17
  PB
  394-396
  Devils: 2d10 
  erinyes and 1d4 
  handmaiden
  17
  PB, 
  PB2
  397-400
  1 demon, marilith
  17
  PB
  401-404
  2 daemons, 
  astradaemons
  18
  PB2
  405-408
  1 daemon, 
  purrodaemon
  18
  PB2
  409-412
  Demons: 3d4 
  babaus, 1d3 
  glabrezus, and 1 
  marilith
  18
  PB
  413-416
  2 devils, horned
  18
  PB
  417-420
  1 qlippoth, thulgant
  18
  PB2
  421-424
  1d4+6 daemons, 
  thanadaemons
  19
  PB2
  425-428
  2 demons, mariliths
  19
  PB
  429-432
  1 demon, vrolikai
  19
  PB2
  433-436
  1d6+4 devils, ice
  19
  PB
  437-440
  1 devil, immolation
  19
  PB2
  441-443
  1d4+2 daemons, 
  astradaemons
  20
  PB2
  444-446
  1 daemon, 
  olethrodaemon
  20
  PB2
  447-449
  1 demon, balor
  20
  PB
  450-452
  1d4+2 devils, horned 20
  PB
  453-454
  1 devil, pit fiend
  20
  PB
  455-457
  1 qlippoth, iathavos
  20
  PB2
  458-460
  2 qlippoth, thulgants 20
  PB2
  461-465
  1d4+1 daemons, 
  purrodaemons
  21
  PB2
  466-470
  Demons: 1 balor and 
  1d4+1 glabrezus
  21
  PB
  471-475
  Devils: 1d4 bone, 
  2d3 horned, and 1d3 
  ice
  21
  PB
  476-480
  2 devils, immolation
  21
  PB2
  481-485
  2 daemons, 
  olethrodaemons
  22
  PB2
  486-490
  1d6+6 devils, horned 22
  PB
  491-495
  1d4+2 qlippoth, 
  thulgants
  22
  PB2
  496-500
  1 titan, thanatotic
  22
  PB2
  501-510
  1d4+2 devils, 
  immolation
  23
  PB2
  511-520
  1d3+1 devils, pit 
  fiends
  23
  PB
  521-528
  1d3+2 daemons, 
  olethrodaemons
  24
  PB2
  529-536
  1d6+5 daemons, 
  purrodaemons
  24
  PB2
  
  Page 31
  537-539
  1d3+1 titans, 
  thanatotic
  25
  PB2
  539-540
  1d4+4 devils, pit 
  fiends
  25
  PB
  UNDERWORLD BATTLEFIELD 
  ENCOUNTER ELEMENTS
  Dispositions: The foul beings swarming through an 
  underworld battlefield commonly attack first and 
  break off only when they feel themselves outmatched 
  or confident they can force a victim into slavery.
  Table 1-21: Underworld Battlefield Dispositions
  d20
  Encounter Elements
  1-6
  Flight
  7-14
  Readiness, prepared
  15-17
  Readiness, unready
  18-20
  Scheming
  Terrain Features: The underworld battlefield is a 
  desolate, wasted place with few features. 
     Building Blocks: Unearthly battlefield.
  Table 1-22: Underworld Battlefield Terrain Features
  d20
  Encounter Elements
  1-3
  Berm
  4-5
  Cliff
  6-7
  Fog
  8
  River of blood (described below)
  9-10
  Ruined building
  11-12
  Slopes
  13-16
  Trench
  17-20
  Unearthly battlefield
   River of Blood: A tributary of the River Styx or 
  another tainted waterway cuts through the tortured 
  land and bisects the encounter map. At 30 feet wide 
  and up to 30 feet deep, it provides a great hazard 
  to any combatant that cannot swim or use freedom 
  of movement to avoid it impeding his movements. 
  The rushing waters require a DC 25 Swim check to 
  successfully navigate. It also has a deleterious effect 
  on all creatures that touch or swim in its waters, 
  afflicting them with 1d6 Wisdom drain. A DC 20 Will 
  save halves the ability drain. The save must be made 
  each round a creature remains in contact with the 
  river. Evil outsiders are immune to this effect. If an evil 
  outsider can swim, it has the advantage over any non-
  fiend without a way to both move through the water 
  unhindered (a swim speed or freedom of movement, 
  generally) and protect himself from the soul-tainting 
  water’s touch (mind blank is effective). CR +1.
  CONTACT INFORMATION
  Email: publisher@purpleduckgames.com
  Company Blog: http://purpleduckgames.blogspot.
  com
  Grand OGL Wiki: http://grandwiki.wikidot.com
  Facebook: PurpleDuck Mark
  G+: Purple Duck Games or Grand OGL Wiki
  Our products are available at Paizo.com and Rpgnow.
  com. Thank you for supporting us.
  
  Page 32
  WRITING FOR THE DUCKS
  If you are an aspiring roleplaying game writer 
  and you are interested in writing for Purple Duck 
  Games, please drop me an email at publisher@
  purpleduckgames.com. We are always looking for 
  more writers to help expand our catalogue.
  Please include a short sample of your writing and a 
  description of what you would like to write for us.
  WANT EVEN MORE TABLES!
  Currently deep within the Purple Duck Games cave, 
  David is slaving away on even more tables such as:
  Bowels of the Earth 
   
  Deadly Undercity
  Endless Caverns 
   
  Frigid Peaks
  Grand Marketplaces  
  Haunted Ruins
  Highlands 
   
   
  Scorched Wastes
  Storm-wracked Coasts 
  Teeming Veldt
  Winding Roads 
   
  Windswept Plains
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or 
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  distribute; (d) “Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by 
  the Contributor, and means any work covered by this License, 
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  create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content 
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  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this 
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  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
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  the COPYRIGHT NOTICE of any Open Game Content You are 
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  COPYRIGHT NOTICE of any original Open Game Content you 
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  7. Use of Product Identity: You agree not to Use any Product 
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  to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
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  Game Content does not constitute a challenge to the ownership 
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  in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
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  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You distribute.
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  Page 33
  all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game 
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  13. Termination: This License will terminate automatically if You 
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  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, 
  LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim 
  Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, 
  James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. 
  Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo 
  Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam 
  Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, 
  Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron 
  Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; 
  Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K 
  Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. 
  All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Authors Scott Peterson and Clark 
  Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Roger Musson.
  Basidirond from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Dermot Jackson.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of 
  Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  
  Page 34
  original material by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Jean Wells.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Ian Livingstone.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, 
  based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Philip Masters.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer 
  Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian 
  Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Neville White.
  
  Page 35
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, 
  based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 
  2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 
  2008-2011 Purple Duck Games; Authors: Mark Gedak, Alex 
  Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike 
  Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill 
  Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, 
  John Fraser, Jonathon Thompson, Thomas Boxall.
  Random Encounters Remastered © 2011, Purple Duck Games; 
  Author: David Ross.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Random Encounters Remastered.pdf