TEXT: 29
  Encephalon Gorgers on the Moon
  
  ISBN: 978-1-62283-716-8
  Author
  Casey W. Christofferson
  Producer
  Bill Webb
  Project Manager
  Zach Glazar
  Editor
  Jeff Harkness
  Fantasy Grounds Conversion
  Michael G. Potter
  Pathfinder Conversion
  Michael “Mars” Russell
  Art Director
  Casey W. Christofferson
  Layout and Graphic Design
  Charles A. Wright
  Cover Design
  Jim Wampler
  Front Cover Art
  Joshua Stewart
  Interior Art
  Terry Pavlet, Joshua Stewart, 
  Casey W. Christofferson,  
  & Michael Syrigos
  Cartography
  Robert Altbauer
  Playtesters 
  Kathy and Ainsley Christofferson, 
  Eli Willem Page, Levi Combs,  
  David Valadez, Marcus Valadez,  
  Hunter Say, Dr. Charles Turley,  
  Zach Kirkendall
  ©2019 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is 
  expressly forbidden. Frog God Games and the Frog God Games logo is a trademark of Frog God Games. All 
  characters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc. The mention of or 
  reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified as Product Identity. Previously released Open 
  Game Content is excluded from the above list.
  CEO
  Bill Webb
  Creative Director 
  Matthew J. Finch
  Production Director
  Charles A. Wright
  Chief of Operations
  Zach Glazar
  Special Projects Director
  Jim Wampler
  Customer Relations
  Mike Badolato
  FROG GOD GAMES IS
  Frog 
  God 
  Games
  Adventures 
  Worth  
  Winning
  
  2
  Frog God Games
  2
  Frog God Games
  Encephalon Gorgers on the Moon ....................................... p. 3
  Encounter Areas ...................................................... p. 3
  Part 2: Yerlitha’s Rift .............................................. p. 8
  Appendix 1: Creatures .................................................... p. 20
  Appendix 2: Magic Items .................................................p. 21
  Appendix 3: Player Maps ..................................................p. 22
  Legal Appendix .............................................................p. 26
  Table of Contents
  
  3
  Encephalon Gorgers on the Moon
  3
  Encephalon Gorgers on the Moon is an adventure for 3–6 level 7-9 
  characters. The adventure takes place in a hilly forested region setting 
  along a seldom-traveled forest road. For familiarity, the adventure is set 
  in the hills around the Stoneheart Mountains in the Lost Lands setting, 
  though it can easily be adapted to any setting the you choose for your 
  home campaign.
  Background
  The Night Forest, as it is called in local parlance, earned its name from 
  the thick canopy of foliage and extremely tall trees that block out the 
  natural sunlight, bringing about near twilight everywhere except in its rare 
  clearings. The Night Forest is renowned far and wide for its lush hunting 
  opportunities and its rich supply of game animals.
  For many years, the Night Forest has also been known for sightings of 
  feral common cats whose regional origins are as lost to antiquity as the 
  legends of the forest itself. The cats for their part seem content to hunt 
  the forest for squirrels, rabbits, voles, and other small game. They are 
  also known to lead lost travelers to outposts of civilization such as the 
  Hurrie Inn. For this reason, local scouts and hunting guides for years have 
  welcomed them as friendly companions.
  Recently though, the cats began disappearing deeper into the timber 
  of Midnight Mountain. Woodsmen have even reported seeing the felines 
  near the strange ruined shrine sitting atop the mountain.
  The withdrawal of the felines seems to coincide with a recent lunar 
  eclipse some believe brought a curse upon the land. Since the eclipse, 
  other animals of the forest such as the plentiful deer and elk of the region 
  have been found with their skulls broken open or their brains leaking from 
  their ears. Smaller creatures such as squirrels, raccoons, and foxes have 
  been acting erratically to the point that locals have begun to fear a plague 
  has set in. Talk of disease has of course pointed suspicious fingers at the 
  otherwise benign cats.
  Adventure Summary
  At the onset of the adventure, the characters are tasked with 
  investigating the possibility of a plague upon the mountain, as many fear 
  the contamination could spread along the forest road and make its way to 
  larger population centers. The characters uncover rumors and information 
  at the Hurrie Inn that leads them to explore Midnight Mountain. The 
  characters may take several paths upon the mountain as they discover 
  more clues that eventually lead to a final confrontation with the true horror 
  stalking the wooded paths.
  The true danger comes from far away. The recent eclipse created a 
  portal between the moon Sybil and Midnight Mountain that allows the 
  encephalon gorger Yerlitha and her minions to pass into the forest on the 
  nights of the hidden moon. Yerlitha intends to establish a base on Midnight 
  Mountain as her kind had in the ancient days and eventually reconquer the 
  surrounding lands. Thus far, her plans have been thwarted by the native 
  cats — led by Mr. Pants, a mixed descendant of a golden cat and its feral 
  allies. The cats hunt Yerlitha’s intellect devourers and protect the native 
  folk from the gorger’s hunger — for now.
  As the characters delve deeper into the Night Forest and scale Midnight 
  Mountain, they discover the ancient lunar gate leading to Yerlitha’s lair on 
  the moon Sybil. Once there, they must face the manifold terrors awaiting 
  them if they have any hope of destroying the threat Yerlitha and her brood 
  pose once and for all.
  Getting Started
  You may use any number of hooks to get the characters involved in the story:
  Dominion Arcane: The wizards’ guild known as the Dominion 
  Arcane — or another similar guild — contacts its member and tells them 
  their astrologers and astronomers noted anomalies during a recent lunar 
  eclipse. They believe the frequency and duration of the anomalies can 
  only increase as the dark moon Sybil begins to wane.
  Sent by the Gods: A cleric, paladin, or another character with a close 
  relationship to their deity is haunted by dreams of some terrestrial doom 
  that sets them on the path to the Hurrie Inn. They are inspired to quest for 
  the inn and discover the source of their troubled dreams.
  Other Possibilities: Maybe the characters are just passing through. 
  Encephalon Gorgers on the Moon serves as a great random adventure to use 
  when characters are traveling long distances as part of a larger campaign. For 
  example, characters passing through the mountains on their way from Bard’s 
  Gate to Reme may find themselves skirting the foot of Midnight Mountain.
  Encounter Areas
  The following sections describe in greater detail locations and NPCs 
  the characters encounter in and around the Night Forest.
  1. The Hurrie Inn
  The Hurrie Inn is a small inn used by petty nobles, wealthy merchants, 
  and hunters seeking to harvest the bounty of Midnight Mountain. Gertrude 
  and Halmer Hurrie, a pair of retired hunting guides, run the inn. They 
  opened the 12-room, two-story log cabin as a waystation and hunting lodge.
  Bill of Fare
  Rooms at the inn cost 5 sp per night and include a meal of cheese, 
  lingonberries, wild carrot, and yams. Sleeping in the common room and 
  having a bowl of hot stew is 2 sp. Drinks served at the inn are lingonberry 
  wine for 1 sp a cup or schnapps for 2 sp. No meat is currently being 
  served, as Gertrude and Halmer are concerned about the safety of the 
  animal meat being harvested in the forest at this time.
  GERTRUDE 
  CR 3
  XP 800
  Human fighter 4
  NG Medium humanoid (human)
  Init +1; Perception +0
  AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
  hp 30 (4d10+8)
  Fort +5, Ref +2, Will +1 (+1 vs. fear)
  Speed 30 ft.
  Encephalon Gorgers 
  on the Moon
  By Casey W. Christofferson
  
  4
  Frog God Games
  
  5
  Encephalon Gorgers on the Moon
  Melee +1 short sword +7 (1d6+3/19-20) or
     handaxe +6 (1d6+2/×3)
  Ranged longbow +5 (1d8/×3)
  Str 14, Dex 13, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +4; CMB +6; CMD 17
  Feats Duck And Cover, Outflank, Pack Attack, Paired 
  Opportunists, Precise Strike, Shield Wall
  Skills Acrobatics -2, Climb +0, Survival +6, Swim +0
  Languages Common
  SQ armor training 1
  Other Gear chainmail, heavy wooden shield, +1 short sword, 
  handaxe, longbow
  Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max 
  DEX.
  Duck and Cover Take ally’s roll for Ref (but drop prone). +2 
  cover vs. ranged att if they have a shield.
  Outflank Increase flank bonus by +2 if flanking ally has same 
  feat. If you crit, ally gets an AoO.
  Pack Attack Ally’s attack allows you to take a 5-foot step
  Paired Opportunists +4 to hit for AoOs if you and adj ally with 
  this feat both threaten the target.
  Precise Strike +1d6 precision damage for melee attacks if 
  you and an ally with this feat flank the same target.
  Shield Wall +2 to shield bonus if adj ally with same feat has a 
  tower/heavy shield or +1 for smaller shields.
  She is typically armed only with her hand axe, which she keeps sheathed 
  at her back. She keeps her armor and weapons in the quarters she shares 
  with Halmer.
  HALMER 
  CR 3
  XP 800
  Human fighter 4
  NG Medium humanoid (human)
  Init +1; Senses Perception +0
  AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
  hp 30 (4d10+8)
  Fort +5, Ref +2, Will +1 (+1 vs. fear)
  Speed 30 ft. (20 ft. in armor)
  Melee +1 longsword +7 (1d8+3/19-20) or
     handaxe +6 (1d6+2/×3)
  Ranged longbow +5 (1d8/×3)
  Str 14, Dex 13, Con 12, Int 9, Wis 10, Cha 8
  Base Atk +4; CMB +6; CMD 17
  Feats Duck And Cover, Outflank, Pack Attack, Paired 
  Opportunists, Precise Strike, Shield Wall
  Skills Acrobatics -2 (-6 to jump), Climb +0, Survival +6, 
  Swim +0
  Languages Common
  SQ armor training 1
  Combat Gear potion of cure light wounds, potion of cure 
  light wounds; Other Gear chainmail, heavy wooden shield, 
  +1 longsword, handaxe, longbow
  Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max 
  DEX.
  Duck and Cover Take ally’s roll for Ref (but drop prone). +2 
  cover vs. ranged att if they have a shield.
  Outflank Increase flank bonus by +2 if flanking ally has same 
  feat. If you crit, ally gets an AoO.
  Pack Attack Ally’s attack allows you to take a 5-foot step
  Paired Opportunists +4 to hit for AoOs if you and adj ally with 
  this feat both threaten the target.
  Precise Strike +1d6 precision damage for melee attacks if 
  you and an ally with this feat flank the same target.
  Shield Wall +2 to shield bonus if adj ally with same feat has a 
  tower/heavy shield or +1 for smaller shields.
  Guests and Visitors
  The following guests and visitors are currently at the inn. As the 
  characters enter, a heated discussion is going on about the nature of the 
  cats and the plague haunting the region.
  Tabatha the Crone: Old Tabatha is shouting in Gertrude’s face as the 
  characters arrive at the inn. Gertrude is upset because Mr. Pants and Potato 
  — her favorite cats — haven’t been seen in several days. She believes 
  Tabatha knows something about the missing cats. The crone lives in the 
  forest and is a likely suspect in Gertrude’s opinion.
  Tabatha makes no bones about the fact that she thinks the cats are part of 
  the plague affecting the local wildlife. She blames the cats for her goats being 
  killed in her yard with their brains dripping from their ears. After the heated 
  argument, Old Tabatha leaves the establishment. As she huffs out of the inn, 
  she warns anyone within earshot that the next full moon is sure to bring doom 
  to the denizens of Midnight Mountain — and that the cats are to blame!
  If asked, Gertrude describes Mr. Pants as a large silver-colored cat with 
  bright blue eyes. Potato is a mostly brown tabby with golden spots.
  TABATHA      
  CR 1/2
  XP 200
  Human wizard 1
  N Medium humanoid (human)
  Init +5; Senses Perception +0
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 4 (1d6+1)
  Fort +0, Ref +1, Will +2
  Speed 30 ft.
  Melee dagger -1 (1d4-1)
  Special Attacks hand of the apprentice (5/day)
  Wizard Spells Prepared (CL 1st; concentration +3)
     1st—burning hands (DC 13), mage armor
     0 (at will)—acid splash, mending, prestidigitation
  Str 8, Dex 12, Con 11, Int 15, Wis 10, Cha 9
  Base Atk +0; CMB -1; CMD 10
  Feats Combat Casting, Improved Initiative, Scribe Scroll
  Skills Knowledge (arcana) +6, Knowledge (history) +6, 
  Knowledge (local) +6, Knowledge (nature) +6, Spellcraft 
  +6
  Languages Catfolk, Common, Draconic
  SQ arcane bond (Mr. Pants, cat)
  Other Gear dagger, spellbook
  Combat Casting +4 to Concentration checks to cast while 
  on the defensive.
  Hand of the Apprentice (5/day) (Su) As a standard action, 
  throw melee weapon (use Int instead of Dex) and 
  instantly returns.
  Wenzil the Hunter: Wenzil isn’t so sure the cats are to blame for the 
  situation, though he is sure something evil has slipped into the forest from 
  another world. Some dog-like creatures recently chased him off the mountain 
  while he was on his way to visit his friend Thaynor on the backside of the 
  Note
  Characters don’t always do what you want them to do or go 
  where the bread crumbs lead. Since the Night Forest is near dark 
  to dark most of the time, the characters could easily lose track of 
  time. Therefore, it doesn’t really matter when the characters make 
  it to the mountain’s summit: The moon should be full when they 
  get there regardless!
  
  6
  Frog God Games
  mountain. As he fled, he felt as if he 
  was losing his mind! He refuses to go 
  back to his cabin in the woods.
  WENZIL 
  CR 2
  XP 600
  hp 30 (Pathfinder 
  Roleplaying Game NPC 
  Codex, “Poacher”)
  Golby Fulton: Golby is 
  a merchant passing through 
  with his wagon and two 
  guards. Something on 
  the road spooked his 
  mules. Golby isn’t 
  certain what it was, 
  but some creature 
  scampered by and 
  the mules went wild 
  with fear. He thinks 
  it was a large cat, but 
  he isn’t sure because 
  dozens of other felines 
  came racing by in pursuit. 
  Much yowling and hissing 
  erupted from the woods, causing 
  one of the mules to sidestep off the 
  path. The mule now has a sorely strained 
  leg that magic could heal so Golby could get 
  back on the road. He’ll pay 100 gp for such help and offers a discount from 
  one of his shops in the nearest settlement.
  GOLBY FULTON      
  CR 2
  XP 600
  Gnome unchained rogue 3 
  N Small humanoid (gnome)
  Init +1; Senses low-light vision; Perception +8
  AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
  hp 19 (3d8+6)
  Fort +2, Ref +4, Will +1; +2 vs. illusions
  Defensive Abilities danger sense +1, defensive training, evasion
  Speed 20 ft.
  Melee dagger +4 (1d3+1/19-20)
  Ranged hand crossbow +4 (1d3/19-20)
  Special Attacks hatred, sneak attack (unchained) +2d6
  Spell-Like Abilities (CL 3rd; concentration +3)
     1/day—dancing lights, ghost sound (DC 11), 
  prestidigitation, speak with animals
  Str 6, Dex 13, Con 12, Int 12, Wis 11, Cha 11
  Base Atk +2; CMB -1; CMD 10
  Feats Skill Focus (Appraise), Skill Focus (Profession 
  [merchant]), Weapon Finesse
  Skills Acrobatics +7 (+3 to jump), Appraise +10, Diplomacy 
  +0 (+2 vs. people from Bard’s Gate), Disable Device +8, 
  Intimidate +0 (+2 vs. people from Bard’s Gate), Knowledge 
  (local) +7, Linguistics +7, Perception +8, Profession 
  (merchant) +11, Sense Motive +6, Sleight of Hand +7; Racial 
  Modifiers +2 Perception, +2 Profession (merchant)
  Languages Common, Draconic, Dwarven, Elven, Gnome, 
  Halfling, Sylvan
  SQ gnome magic, rogue talent (esoteric scholar), 
  trapfinding +1
  Other Gear +1 parade armor, crossbow bolts (10), dagger, 
  hand crossbow
  Defensive Training +4 Gain a dodge bonus to AC vs. 
  monsters of the Giant subtype.
  Esoteric Scholar (Ex) Can attempt knowledge checks even 
  when untrained.
  Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian 
  humanoids.
  Farmer Hamm Schinken: Farmer Schinken owns the biggest farm in 
  the area, where he maintains a small apple orchard and raises a herd of 
  hogs. Schinken is suspicious, superstitious, and doesn’t trust the old crone 
  Tabatha one bit. His family farm is just down the road. He stopped at the 
  inn for a few pints and to catch whatever stories the local farmers and 
  travelers are telling. When encountered at the Hurrie Inn, he is charming 
  and gregarious. He may ask the characters of news from the outside 
  world. When the characters encounter Schinken for a second time, things 
  are unfortunately much worse for the farmer and his family.
  HAMM SCHINKEN      
  CR 1/3
  XP 135
  Halfling commoner 1
  NG Small humanoid (halfling)
  Init +1; Senses Perception +3
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 3 (1d6)
  Fort +0, Ref +2, Will +3; +2 vs. fear
  Speed 20 ft.
  Melee sickle +1 (1d4)
  Ranged sling +2 (1d3)
  Str 10, Dex 13, Con 9, Int 8, Wis 13, Cha 12
  Base Atk +0; CMB -1; CMD 10
  Feats Country Born, Simple Weapon Proficiency (sickle)
  Skills Acrobatics +3 (-1 to jump), Climb +2, Perception +3, 
  Profession (farmer) +5; Racial Modifiers +2 Acrobatics, +2 
  Climb, +2 Perception
  Languages Common, Halfling
  Other Gear sickle, sling, sling bullets (10)
  Country Born Ignore 1st fatigue/exhaution in a day, +1 Will
  Fearless +2 bonus to save vs. fear (stacks with halfling luck).
  What’s the Deal with  
  All These Darned Cats?
  How the golden cat breed came to the Night Forest is a tale from 
  the time of legend. In those days, the Cat Lord was wounded in 
  a great battle against Yerlitha’s folk and trapped in the world far 
  away from his realm in the Wild. A local huntress came upon the 
  wounded animal lord and nursed him back to health, guarding him 
  from his enemies as he recovered. As a gift of thanks, the Cat Lord 
  left a pair of golden cats for the huntress as faithful companions.
  Typically, golden cats have a golden pelt and brilliant green 
  or golden eyes. As the original golden cats of the Night Forest 
  intermingled so frequently with the local cats, their purest 
  descendants no longer bear the traditional golden color of their 
  namesakes. These cats (like Potato and Mr. Pants) still possess 
  the same powers and abilities of a golden cat even though they 
  no longer possess the pure golden color. They tend to be fond of 
  goodly aligned rangers and respectful hunters.
  The feral cats of the Night Forest are a unique breed of domestic 
  cat. They are slightly larger, smarter, and more resistant to magical 
  effects than a standard cat as they are all mixed with the enchanted 
  breed of golden cats originally given by the Cat Lord. These feral 
  cats have a +2 luck bonus on all saving throws.
  
  7
  Encephalon Gorgers on the Moon
  2. Schinken Farms
  Schinken Farms is just down the road from the inn. It is the first place 
  the characters pass before getting to the bend in the road that leads to 
  the Night Forest. The characters find wildly different circumstances at the 
  farm each time they pass by.
  On Their Journey to the Night Forest: The first time the characters 
  pass, they get a friendly wave from farmer Schinken. He may be about to 
  turn in for the night, or headed out to tend the farm or animals.
  On Their Return from the Night Forest: The second time the 
  characters go by the farm, intellect devourers have assimilated Schinken, 
  his wife, and his three farmhands. At this point, the characters may very 
  well think the threat from the moon has passed!
  3. Tabatha’s Cabin
  Old Tabatha’s cabin is at the edge of the forest. If Tabatha stormed off 
  without the characters stopping her or immediately following the crone, they 
  find her murdered in her camp, her head split open and her brain missing.
  If the characters follow her from the inn to her cabin, they arrive just 
  as an intellect devourer attacks and attempts to enter her mind. If the 
  characters rescue her, she offers them scrolls of protection from evil and 
  protection from good and heads back to the Hurrie Inn for protection, an 
  apology, and to warn others.
  INTELLECT DEVOURER 
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect Devourer”)
  Tabatha has a potion of cure light wounds, scrolls of protection from 
  evil, protection from good, thunderstomp, and entangle, 30 sp, and 2 
  pounds of venison jerky.
  Once characters pass by Tabatha’s cabin, they enter the Night Forest.
  The Night Forest
  The forest is dark and shadowy during the day, and darker still at night, 
  requiring those without low-light vision or darkvision to bear a torch or 
  lantern. The woods are alive with creatures — some benign, some downright 
  evil — that the characters may encounter as they travel. Roll 1d20 once for 
  every fork in the road (or whenever you feel like it) and check the table below.
  Random Encounters
  1d20
  Encounter
  1
  Dead animals
  2
  Maddened elk or deer
  3
  Maddened moose
  4
  Feral cat
  5
  Clowder of cats
  6
  Intellect devourer
  7
  Maddened fox or raccoon
  8
  Maddened hunters
  9–20
  No encounter
  Dead Animal: The characters find a dead deer, elk, or goat lying on 
  the path or in the weeds off to the side of the path. The creature’s eyes are 
  bugged out, and it has claw marks around its skull. Its brains are missing.
  Maddened Elk or Deer: This is an encounter with an elk or deer that 
  has been driven mad. The creature charges the party, thrashing to and fro 
  with its antlers.
  ELK  
  CR 1
  XP 400
  hp 15 (Pathfinder Roleplaying Game Bestiary 3, “Herd 
  Animal, Elk”)
  Maddened Moose: This is a dangerous encounter with a moose driven 
  mad by an encounter with an intellect devourer.
  MOOSE 
  CR 3
  XP 800
  hp 34 (Pathfinder Player Companion: Animal Archive, “Herd 
  Animal, Moose”)
  Feral Cat: The characters encounter a feral cat of the forest. The cat 
  leads the characters to one of the nearest encounters.
  CAT  
  CR 1/4
  XP 100
  hp 3 (Pathfinder Roleplaying Game Bestiary, “Cat, 
  Common”)
  Clowder of cats: A clowder of cats1 chases an intellect devourer. 
  Characters see the fleeing intellect devourer with a successful DC 15 
  Perception check.
  CLOWDER OF CATS  
  CR 6
  XP 2,400
  hp 44 (Appendix 1, “Clowder of Cats”)
  Intellect Devourer: An intellect devourer creeps up on the party, 
  randomly singling out an opponent to feast on.
  INTELLECT DEVOURER  
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  Maddened Fox or Raccoon: This small critter has been driven mad by 
  the presence of the intellect devourers.
  Maddened Hunters: The characters encounter a band of 1d4 hunters 
  suffering from the effects of contact with intellect devourers. They attempt 
  to befriend the characters, leading them to an ambush not far from the 
  lunar gate.
  POACHER  
  CR 2
  XP 600
  hp 30 (Pathfinder Roleplaying Game NPC Codex, “Poacher”)
  4. Shrine of Cat Lord
  This forest clearing features a circle of standing stones carved with the 
  likeness of various cats, including figures that are a mix of cat and human. 
  A bust of a “cat-person” hybrid stands on the western side of the clearing. 
  Dozens of feral cats (as 4 clowders of cats1) sit in the clearing, all looking 
  intently at a large cat with silver fur and brilliant blue eyes that seems to 
  address the mass with yowls and purrs.
  The large silver-furred cat is Mr. Pants (golden cat descendant1), one of 
  Gertrude’s missing pair of felines. Mr. Pants is organizing a rescue mission 
  to free Potato, who is holed up at the cabin of Wenzil the Woodsman.
  Characters able to speak with animals get the gist of the story from Mr. 
  Pants. Mr. Pants describes tiny moon monsters that affect the minds of the 
  
  8
  Frog God Games
  woodland creatures. He says his true master ordered him to defend the 
  forest against the threat.
  Characters unable to understand the cats miss out on what is going on, 
  but can still follow Mr. Pants as he and an entourage of feral felines head 
  toward Wenzil’s cabin (Area 5).
  If the characters threaten the cats in any way, they melt into the woods 
  to avoid conflict and danger.
  CLOWDER OF CATS  
  CR 6
  XP 2,400
  hp 44 (Appendix 1, “Clowder of Cats”)
  MR. PANTS  
  CR 6
  XP 2,400
  hp 44 (Appendix 1, “Golden Cat Descendant”)
  The statue on the western edge of the clearing is a carving of the Cat 
  Lord, one of the animal lords who rule the wild. Leaving a saucer of 
  cream, milk, a ball of string, or a sprig of catnip at the base of the bust of 
  the Cat Lord grants the tribute giver advantage on their next saving throw. 
  This effect can be earned once per week.
  5. Wenzil’s Cabin
  Wenzil’s cabin is deeper in the woods and higher up the mountain. As 
  the characters approach the clearing, they hear the yowling of several 
  cats that appears to be coming from a woodshed next to the cabin. Other 
  creatures are crawling on the woodshed. The bodies of cats and strange 
  creatures that look like mashed brains with clawed feet lie around the 
  clearing, showing signs of a fierce battle.
  Attempting to enter the woodshed are 2 intellect devourers. Gertrude’s 
  missing cat Potato (golden cat descendant1) is defending the structure.
  INTELLECT DEVOURER  
   CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  POTATO  
  CR 6
  XP 2,400
  hp 44 (Appendix 1, “Golden Cat Descendant”)
  6. Hunters’ Camp
  This hunters’ camp stands at a crossroads of forest trails. Sitting in a 
  circle staring at one another over the cold campfire are 3 hunters (scouts). 
  As the characters approach, they stand as one, turn all at the same time, 
  and greet the characters in the same monotone voice. If any cats are 
  present with the characters, the hunters attack, aiming at the cats with 
  their first volley.
  Currently, 3 intellect devourers1 are controlling the minds of the 
  hunters, and attempt to jump into the bodies of the characters if the hunters 
  are killed.
  POACHER  
  CR 2
  XP 600
  hp 30 (Pathfinder Roleplaying Game NPC Codex, 
  “Poacher”)
  INTELLECT DEVOURER  
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  7. Thaynor’s Hollow
  Located near a freshwater spring, the half-orc Thaynor has lived on the 
  mountain for many moons. His only friend is Wenzil, whom he pays to 
  bring him supplies from civilization. Thaynor was one of the first taken by 
  the intellect devourers. His campsite shows signs of a struggle and dried 
  blood is splattered near where his bedroll lies in disarray. The campfire is 
  cold, and has not seen a flame in several weeks. An estimate based on a 
  successful DC 14 Survival check gauges the time as roughly equivalent to 
  the night of the eclipse.
  8. Mountain Lunar Gate
  Atop the mountain is a strange half circle of standing stones that form 
  an archway that is 10 feet wide and 12 feet high. A set of stairs carved 
  into the solid rock leads up to the archway. At the foot of the stairs 
  stands a large half-orc holding a massive axe across his hips. Thaynor 
  is a mindless slave now, serving as a guardian for the mountaintop lunar 
  gate. As the characters approach, they notice a rising full moon glowing 
  within the interior of the arch, as if it had passed out of the sky and into 
  the stone structure. A moment later, a tall, thin humanoid figure appears. 
  The creature is an encephalon gorger here to affix the gate permanently 
  between the dark moon Sybil and Yerlitha’s crystal domain. An intellect 
  devourer crawls about the robes of the freakish humanoid, like a pet ferret 
  running around the robes of some carnival barker.
  THAYNOR  
  CR 2
  XP 600
  hp 40 (Pathfinder Roleplaying Game NPC Codex, “Axe 
  Warrior”)
  INTELLECT DEVOURER  
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  ENCEPHALON GORGER  
  CR 8
  XP 4,800
  hp 65 (Tome of Horrors Complete, “Encephalon Gorger”)
  The encephalon gorger sets the intellect devourer and Thaynor against 
  the party, while it uses its powers to circle into position to slurp the brains 
  from lightly armored opponents. If the gorger is wounded, it retreats 
  across the lunar gate to the crystal dome on Sybil, figuring to wait until the 
  characters leave the mountaintop before returning on the next moonless 
  night when Sybil crosses through the gate’s interior. The only way to stop 
  Yerlitha’s minions is to cross to her lair and dismantle her gate generator, 
  known as the Crystal Machine.
  If the characters follow the encephalon gorger through the lunar gate, 
  a sensation like a hook snagging their guts as it rips them across the gulf 
  of time and space strikes them, and they find themselves deposited on the 
  moon Sybil in Yerlitha’s Rift (see Part 2).
  Part 2. Yerlitha’s Rift
  Yerlitha’s Rift refers to the lunar rift of this section of Sybil where 
  Yerlitha and her encephalon gorgers hold sway. The rift is alien in many 
  regards to the standard material world, though it possesses a cool, damp 
  atmosphere capable of sustaining life and affords some access to water. 
  The rift was home to a tribe of native lunar stone giants whom the 
  encephalon gorgers dominated and forced to mine for the crystals and 
  mica used in their alien contraptions and devices.
  Much of the rift’s surface is coated in fungal forests that are home to a 
  number of hazards, including many odd and dangerous species.
  A. Lunar Gate
  The lunar gate opens to various locations in the Lost Lands attuned by 
  the many-faceted orb (Area I-11) in the Crystal Dome of Queen Yerlitha. 
  The choices for travel are denoted by the phase of the moon associated 
  with the lunar gate. Combined with the power of the crystal machine, they 
  allow travel to a dozen other lunar gates spread across the Lost Lands.
  Guarding the lunar gate is a native stone giant whose brain has been 
  stolen by the gorgers and replaced by a pet intellect devourer.
  
  9
  Encephalon Gorgers on the Moon
  
  10
  Frog God Games
  STONE GIANT  
  CR 8
  XP 4,800
  hp 102 (Pathfinder Roleplaying Game Bestiary, “Giant, 
  Stone”)
  INTELLECT DEVOURER  
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  B. Fungal Fields
  Fields of massive semi-sentient and sentient fungi coat the craters and 
  cliffs of the region. The fungi show a commonality with the fungi of the 
  great deeps. The common nonthreatening sorts exhibit bioluminescent 
  tendencies, but darken if approached.
  Within the fields themselves are a species of fungus folk native to Sybil. 
  They are of little interest to the encephalon gorgers, though they avoid the 
  giants not under their sway. The stone giants consider the fungus men a 
  great delicacy.
  Random Encounters
  Roll 1d20 for every new region the characters enter in Yerlitha’s Rift.
  1d20
  Encounter
  1
  Fungus folk
  2
  Slime crawler
  3
  Carrion moth
  4
  Freylock the stone giant
  5
  Dominated stone giant
  6
  Phycomid patch
  7
  Ghoul band
  8
  Violet fungus patch
  9
  Giant twilight mushrooms
  10
  Slime mold
  11–20
  No encounter
  Fungus Folk: The characters encounter the fungus folk who dwell 
  among the fungus forests. They are of the tribe of Phyccil the Elder and 
  hate mammalian lifeforms. The fungus folk attempt to capture characters 
  to torture them for information and to discern how their organs work. Any 
  prisoners are taken to Phyccil’s camp.
  FUNGUS MAN  
  CR 2
  XP 600
  hp 16 (Tome of Horrors 4, “Fungus Man”)
  Slime Crawler: These 2d6 slime crawlers dwell among the fungus 
  growing from the desiccated bodies of their deceased final evolution.
  MATURE SLIME CRAWLER 
  CR 4
  XP 1,200
  hp 19 (Tome of Horrors Complete, “Slime Crawler, Mature”)
  Carrion Moth: A carrion moth risen from the fungus fields flies out in 
  search of nourishment. The wail of its wings drives listeners to madness.
  CARRION MOTH  
  CR 5
  XP 1,600
  hp 45 (Tome of Horrors Complete, “Carrion Moth”)
  Freylock the Stone Giant: A native lunar stone giant in search of 
  his lost kinfolk hides among the canyons. Freylock is convinced that 
  something happened to his relatives and seeks answers. If the characters 
  are friendly, he may support their cause. He is already suspicious of the 
  beings dwelling within the crystal domes.
  FREYLOCK 
  CR 8
  XP 4,800
  hp 102 (Pathfinder Roleplaying Game Bestiary, “Giant, Stone”)
  Dominated Stone Giant: An intellect devourer is affixed to the mind 
  of this stone giant, slowly eating at the giant’s mind as it controls the 
  being. The dominated giant attempts to capture characters and take them 
  to the giants’ dome.
  STONE GIANT  
  CR 8
  XP 4,800
  hp 102 (Pathfinder Roleplaying Game Bestiary, “Giant, 
  Stone”)
  INTELLECT DEVOURER  
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  Phycomid Patch: A dense phycomid covers the corpse of a dead stone 
  giant.
  PHYCOMID  
  CR 4
  XP 1,200
  hp 39 (Pathfinder Roleplaying Game Bestiary 2, “Phycomid”)
  Ghoul Band: A pack of 2d4 hungry ghouls and 1d2 ghasts hunt the 
  lunar surface in search of flesh.
  GHOUL  
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Ghoul”)
  GHAST  
  CR 2
  XP 600
  hp 17 (Pathfinder Roleplaying Game Bestiary, “Ghoul, Ghast”)
  Violet Fungus Patch: A patch of 2d6 violet fungi wriggles and waves 
  its tentacles as the party approaches.
  VIOLET FUNGUS 
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Violet Fungus”)
  Standard Features
  Alien Atmosphere: The atmosphere is difficult to breath 
  because of the damp and the clouds of fungal spores. Non-native 
  creatures suffer -2 on Constitution checks and Fortitude saving 
  throws unless they are within one of the crystal domes. This effect 
  lasts for 1d4 days or until the non-native creatures acclimatizes to 
  the atmosphere.
  Slightly Hasty: Characters from the Lost Lands visiting the rift 
  of Sybil for the first time discover that they move a tad quicker due 
  to a marginally smaller gravitational difference between the Lost 
  Lands and Yerlitha’s Rift. For 1d4 days, the characters add 5 ft. to 
  their Speed.
  Strange Light: Lighting is off from the norm, making everything 
  in the lunar rift feel like late dusk (similar to being under a black 
  light). Non-native beings suffer -2 on Perception checks based on 
  sight. This effect fades in 1d4 days as creatures become accustomed 
  to the differences.
  
  11
  Encephalon Gorgers on the Moon
  Giant Twilight Mushrooms: Exactly the same as their smaller 
  counterparts, this thick patch of 1d3+3 giant twilight mushrooms exudes 
  deadly spores.
  TWILIGHT MUSHROOMS (HAZARD, PLANT [FUNGUS]) 
  CR 7
  XP 3,200 (Tome of Horrors Complete, “Twilight Mushrooms”)
  Slime Mold: The party stumbles across a slippery patch of deadly 
  slime mold.
  SLIME MOLD  
  CR 2
  XP 600
  hp 28 (Pathfinder Roleplaying Game Bestiary 2, “Mold, 
  Slime”)
  C. Fungus Folk Camp
  This is the camp of Phyccil, chieftain and sorcerer of its fungus man 
  tribe. A spore of the great Magopyccic itself, it too aspires to grow to a 
  colossal size so that it may rain down spores of war against the annoyingly 
  bright planet below.
  The fungus folk are cruel, seeking to torture mammalian lifeforms 
  to determine how best to eradicate them all in their half-formed plot to 
  conquer the Lost Lands. Phyccil’s folk expose captured mammals to a 
  variety of fungi, slime, and molds to determine which works best for their 
  nefarious purposes.
  The campsite is home to 1d6+6 fungus folk, 1d4 with stats like fungus 
  folk kings, and a double-sized fungus folk king known as Phyccil.
  FUNGUS MAN  
  CR 2
  XP 600
  hp 16 (Tome of Horrors 4, “Fungus Man”)
  FUNGUS MAN KING  
  CR 4
  XP 1,200
  hp 45 (Tome of Horrors 4, “Fungus Man King”)
  PHYCCIL      CR 11
  XP 12,800
  Giant fungus man druid 6
  N Large plant (fungus)
  Init +0; Senses darkvision 30 ft., low-light vision; Perception +12
  AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
  hp 132 (12d8+78)
  Fort +16, Ref +4, Will +11; +4 bonus vs. confusion, daze, 
  feeblemind, and insanity effects, +4 bonus vs. 
  extraordinary, spell-like, and supernatural abilities of 
  creatures with shapechanger subtype
  Defensive Abilities bramble armor (1d6+3, 6 rounds/day); DR 
  5/piercing or slashing; Immune plant traits; Resist cold 5
  Weaknesses vulnerability to fire
  Speed 20 ft.
  Melee slam +12 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks spore cloud, wild shape 2/day, wooden fists 
  (+3, 5 rounds/day)
  Druid Spells Prepared (CL 6th; concentration +8)
     3rd—plant growth[D], protection from energy, speak with 
  plants
     2nd—barkskin[D], flame blade, fog cloud, hold animal (DC 
  14), protection from spores
     1st—charm animal (DC 13), entangle[D] (DC 13), 
  obscuring mist, produce flame, thunderstomp
     0 (at will)—create water, mending, purify food and drink 
  (DC 12), stabilize
     D Domain spell; Domain Plant domain
  Str 20, Dex 11, Con 22, Int 9, Wis 14, Cha 10
  Base Atk +8; CMB +9; CMD 24
  Feats Agile Maneuvers, Iron Will, Natural Spell, Skill Focus 
  (Perception), Voice Of Beasts, Weapon Finesse, Wild 
  Speech
  Skills Acrobatics +0 (-4 to jump), Heal +10, Knowledge 
  (geography) +3, Knowledge (nature) +5, Perception +12, 
  Stealth +11, Survival +8
  SQ nature bond (Plant domain), nature sense, resist call of 
  the wild, trackless step, wild empathy +6
  Bramble Armor (6 rounds/day) (Su) Foes striking you with 
  non-reach weapons take 1d6+3 dam.
  Darkvision (30 feet) You can see in the dark (black and 
  white only).
  Natural Spell You can cast spells while in Wild Shape.
  Nature Sense (Ex) A druid gains a +2 bonus on Knowledge 
  (nature) and Survival checks.
  Resist Call of the Wild (Ex) +4 to save vs. confusion, daze, 
  feeblemind, insanity, or shapechanger abilities.
  Spore Cloud (1/round, DC 19) (Ex) Cloud of spores 
  nauseated all within 5 ft.
  Trackless Step (Ex) You do not leave a trail as you move 
  through natural surroundings.
  Voice of Beasts Can speak with animals while in wild shape 
  form.
  Vulnerability to Fire You are vulnerable (+50% damage) to 
  Fire damage.
  Wild Empathy +6 (Ex) Improve the attitude of an animal, as if 
  using Diplomacy.
  Wild Shape (6 hours, 2/day) (Su) Shapeshift into a different 
  creature one or more times per day.
  Wild Speech Speak while in wild shape
  Wooden Fists +3 (5 rounds/day) (Su) Unarmed attacks are 
  lethal, do not provoke AoO, and gain +3 damage.
  Carved into the stump of a huge toadstool are petroglyphs detailing the 
  legend of Magopyccic, a colossal sentient fungus whose spores are said to 
  have spread throughout the cosmos, devouring worlds and granting their 
  desiccated husks to its fungoid offspring. Searching the stump reveals 
  a secret compartment within the mouth of the Magopyccic, where the 
  fungus folk gather their treasures.
  Treasure: potion of bull’s strength, scroll of plant growth, scroll of 
  stoneskin, staff of swarming insects, and 20 rare moonstone gems worth 
  100 gp each.
  D. Altar of the Fungus Queen
  Deep within the fungus gardens stands an altar of filth dedicated to the 
  Fungus Queen, an alien goddess whose spores arrived on Sybil in ancient 
  eons lost to time. She is the counter to the Magopyccic, though each seeks 
  the same ultimate goal: to conquer the Lost Lands. A large carrion moth 
  and 2d4+4 slime crawlers were drawn to the altar and remain in the area 
  as its protectors.
  CARRION MOTH  
  CR 5
  XP 1,600
  hp 45 (Tome of Horrors Complete, “Carrion Moth”)
  MATURE SLIME CRAWLER 
  CR 4
  XP 1,200
  hp 19 (Tome of Horrors Complete, “Slime Crawler, Mature”)
  Placing 50 pounds of rotten meat upon the altar and saying prayers to 
  the Fungus Queen grants the petitioner immunity to the effects of fungus 
  spores for 24 hours.
  
  12
  Frog God Games
  E. Temple of the Yellow God
  High atop a peak rising from the benighted hills stands a solid block 
  of polished hematite that glitters with reflected starlight. Swords, axes, 
  arrowheads, pieces of archaic iron and steel armor, and sheets of sundered 
  mail cling to the lower 10 feet of the structure. A single doorway pierces 
  the block, with a staircase descending into the interior of the structure.
  The reason the walls of the building are covered in weapons and armor 
  becomes apparent when the magnetic nature of the hematite begins to 
  draw on ferrous metals brought within 20 feet of the structure. Creatures 
  caught in the grasp of the magnetic pull must make a successful DC 16 
  Strength check to avoid becoming stuck to one of the walls of the shining 
  black block. Ferrous items stuck to the walls can be removed only with a 
  successful DC 15 Strength check. If characters don’t want their metallic 
  items to become stuck, they must remove them and leave them at least 20 
  feet from the structure.
  E-1. Prayer Room
  Within the stone block is a prayer room.
  A solitary figure shrouded in a golden robe spun from the silks of a 
  carrion worm sits quietly in the chamber. The horrible priest beneath the 
  robe defies description and to face its gaze is to stare into the eyes of a 
  mad god. The priest is an uggoth. It attacks characters who are not true 
  venerates of the Yellow God, though it waits several rounds in silence 
  before unleashing its mental blasts. While it waits, it summons the guards 
  from Area E-4.
  UGGOTH  
  CR 8
  XP 4,800
  hp 67 (Tome of Horrors 4, “Uggoth”)
  E-2. Priest’s Room
  The yellow priest’s quarters are located behind the altar area where 
  the creature sits contemplating the universe. Within its quarters are 10 
  jars on a high shelf. The first 3 jars contain 5 doses each of blue, purple, 
  and yellow lotus. The remaining 7 jars contain the heads of travelers who 
  found their way to the Temple of the Yellow God and were found lacking 
  in conviction. A pile of armor and equipment made from moon metal 
  includes a suit of +1 full plate, a +1 heavy shield, a +1 longsword, a wand 
  of lightning bolt (28 charges), a potion of cure moderate wounds, 223 gp, 
  and a fist-sized topaz worth 50 gp.
  E-3. Sanark’s Cell
  The human wizard Sanark sits gibbering in this cell, his mind 
  overwhelmed by the constant tormenting visions of the Yellow God. Sanark 
  was traveling the Astral Plane when the sorcerous effects of Yerlitha’s many-
  faceted orb ensnared him. If his mind is restored via  greater restoration or 
  other magic, he may offer his services as a guide to locations in this region 
  of the moon Sybil. He may also show characters a way to return to their 
  world once the crystal machine is dismantled.
  SANARK   
  CR 8
  XP 4,800
  Male human conjurer (teleportation) 9
  NG Medium humanoid (human)
  Init +2; Senses Perception +1
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 58 (9d6+27)
  Fort +5, Ref +5, Will +7
  Speed 30 ft.
  Arcane School Spell-Like Abilities (CL 9th; concentration +13)
     At will—dimensional steps (270 feet/day)
  Conjurer Spells Prepared (CL 9th; concentration +13)
     Opposition Schools Illusion, Necromancy
  Str 10, Dex 14, Con 14, Int 18 (currently 1), Wis 12, Cha 8 
  (currently 1)
  
  13
  Encephalon Gorgers on the Moon
  Base Atk +4; CMB +4; CMD 16
  Feats Acadamae Graduate, Augment Summoning, Evolved 
  Summoned Monster, Greater Spell Focus (conjuration), 
  Scribe Scroll, Spell Focus (conjuration), Spell Mastery 
  (Summon Monster II, III, IV, V), Superior Summoning
  Skills Appraise +16, Craft (jewelry) +8, Fly +14, Knowledge 
  (arcana) +16, Knowledge (dungeoneering) +8, 
  Knowledge (engineering) +8, Knowledge (geography) 
  +8, Knowledge (history) +8, Knowledge (local) +8, 
  Knowledge (nature) +8, Knowledge (nobility) +8, 
  Knowledge (planes) +16, Knowledge (religion) +8, 
  Linguistics +16, Spellcraft +16
  Languages Aboleth, Abyssal, Aquan, Auran, Celestial, 
  Common, Draconic, Elder Thing, Ignan, Infernal, Mi-go, 
  Protean, Terran, Yithian
  SQ arcane bond (familiar), shift 7/day (20 feet), summoner’s 
  charm (4 rounds)
  E-4. Guardroom
  Waiting here until the Yellow Priest summons them to defend the 
  uggoth from would-be attackers are 2 barrow wights that once followed 
  the Yellow God. They were blessed by the mad lord to be his priest’s 
  eternal guardians.
  BARROW WIGHT  
   CR 4
  XP 1,200
  hp 37 (Tome of Horrors Complete, “Wight, Barrow”)
  Lotus
  Blue Lotus Extract
  The blue lotus flower on its own is a powerful hallucinatory drug 
  that causes extreme relaxation, a lack of inhibitions and willpower, and 
  blissfulness. Users often take the drug willingly for these effects. The 
  extract of this drug, if distilled and infused with alcohol, has a magnified 
  effect that can cause imbibers to slip into a catatonic state of euphoria 
  where they become lost in a dreamlike world not unlike being trapped 
  in the effects of a hallucinatory maze of pleasure and ecstasy for 2d4 
  hours. Creatures under the effect of the drug feel little pain, gaining 4d8 
  temporary hit points for the duration of the drug. The drug does require 
  a successful DC 18 Fortitude saving throw to avoid random attacks by 
  shadow creatures.
  The shadow creatures are figments of the character’s mind, having the 
  same hit points and attack modifiers of a shadow. Damage suffered by the 
  character is real in so much as the character damages himself or herself 
  trying to fight things that are not there. Three consecutive failed saving 
  throws results in addiction to the substance. Addicts must take the drug 
  as soon as it wears off or lose complete control of their actions until such 
  time as a new dose of the drug is taken.
  SHADOW  
  CR 3
  XP 800
  hp 19 (Pathfinder Roleplaying Game Bestiary, “Shadow”)
  Blue lotus extract is 100 gp per dose.
  Purple Lotus
  The petals of the purple lotus are highly poisonous and outright kill 
  most people who eat them. Anyone partaking of the purple lotus must 
  make a successful DC 16 Fortitude saving throw or take 5d6 damage. 
  This usually results in the eater dying, though if they survive, they 
  are granted incredible psychedelic visions. These visions deal 1d3 
  temporary Wisdom damage but bestow an effect equal to legend lore, 
  pertaining to any one certain subject defined before eating the purple 
  lotus. The visions are hallucinogenic and often surreal, completely 
  interpreted by the GM.
  Yellow Lotus
  These exotic plants grow only in hot, humid environments such as 
  jungles or (for instance) the Plant Room (area K3) of Tegel Manor. Yellow 
  lotus is a potent poison. A character inhaling yellow lotus pollen must 
  make two DC 16 Fortitude saving throws, one to prevent the primary 
  effect and the other to prevent the secondary effect. Its primary effect 
  is a light slumber that follows 3 rounds after the pollen is inhaled. Its 
  secondary effect is 1d8 points of Constitution damage. Generally, each 
  plant has 1d2 doses of lotus dust that may be recovered and used or sold 
  for about 1,600 gp.
  F. The Acclimatizing Dome
  Rising from the plateau stands a massive crystal bubble — a structure 
  similar to another great bubble in the distance. A large circular crystal 
  doorway allows entry. The doorway has a wheel mechanism attached to it 
  that requires a DC 14 Strength check to open. It may otherwise be opened 
  via telekinesis, knock, or a similar power or spell.
  Within the bubble are two mindless stone giants who serve the 
  encephalon gorger Shiniva. The encephalon gorger runs the acclimatizing 
  pods found within this crystalline enclosure.
  The dome contains a near-perfect replica of the Night Forest and 
  possesses an eerily similar atmosphere and smell. Great pine trees brush 
  against the crystalline domed ceiling, which itself replicates the star-scape 
  
  14
  Frog God Games
  of the Night Forest. The dome is used to help creatures native to Sybil 
  acclimatize to the atmosphere of the Lost Lands.
  Captured prisoners are brought here first for acclimatization before 
  they are wired to Carter to capture their memories. They are then either 
  devoured or added to the material in the brain lab (Area I-7).
  In the center of the dome is a collection of sarcophagus-like crystalline 
  cocoons. Two cocoons are large enough for stone giants. Four others are 
  smaller, being roughly the size of human adults. A dozen cocoons are 
  roughly the size of a human head.
  STONE GIANT  
  CR 8
  XP 4,800
  hp 102 (Pathfinder Roleplaying Game Bestiary, “Giant, 
  Stone”)
  SHINIVA  
  CR 8
  XP 4,800
  hp 65 (Tome of Horrors Complete, “Encephalon Gorger”)
  Beings entering the cocoons (or placed there) are cured of all effects 
  related to the detrimental lunar rift conditions detailed at the beginning 
  of this section. The cocoons acclimatize characters to the lunar effects, 
  allowing them to ignore such things as the alien atmosphere, added 
  speed, and strange lighting. Lunar beings who enter the cocoons are 
  likewise prepped for effects that the Lost Lands place upon their 
  physical being.
  G. Spiders of Time and Memory
  A single hole is bored into this rocky hill that overlooks a star pool 
  beyond. The hole is 10 feet in diameter and descends roughly 100 feet 
  to a spherical cavern 50 feet across that is strung in every direction with 
  glittering strands of silver.
  The strands are actually the webs of a den of 3 temporal crawlers. 
  They nest here, occasionally devouring prey that springs forth from the 
  star pool (Area H). The temporal crawlers act quickly to seal the entrance 
  hole to their lair once characters enter, then rely on their web and their 
  paralytic bite to quickly finish off trapped prey.
  A hidden opening in the back of the cavern opens onto the shores of 
  the star pool.
  TEMPORAL CRAWLER  
  CR 6
  XP 2,400
  hp 45 (Tome of Horrors Complete, “Temporal Crawler”)
  H. The Star Pool
  This small lake atop the plateau overlooking the Crystal Dome of 
  Yerlitha is one of many anomalies found on the strange moonscape 
  of Sybil and in a few far-flung regions of the Lost Lands. The pool is 
  roughly 300 yards by 600 yards and is filled with an icy cold liquid 
  substance that seems to reflect the stars in the sky. Closer observation 
  reveals that the pool is reflecting stars, but not stars from a universe any 
  of the characters know.
  
  15
  Encephalon Gorgers on the Moon
  The pool is a portal through space and time, as well as a gate to the 
  Astral or Ethereal planes.
  Touching or otherwise drinking from the pool causes random results 
  that can be highly dangerous to those who choose to test its waters.
  Star Pool Effects
  Roll 1d20 to determine the effect of contacting the waters of the star pool. 
  The effects are instantaneous, although you may allow a save to halt being 
  pulled through to another plane or to resist some other random effect.
  1d20
  Result
  1
  Transported to the Astral Plane
  2
  Transported to the Ethereal Plane
  3
  Age 15 years
  4
  Lose 15 years of age
  5
  Summons a time elemental
  6
  Sent 1d4 days back in time
  7
  Sent 1d4 days into the future
  8
  Healed 2d10 hit points
  9
  Loses 2d10 hit points
  10
  Disintegrated as the spell, DC 16 saving throw
  11
  Alternate reality clone
  12
  Hasted as the spell for 1d4 hours and ages 1d4 years
  13
  Slowed as the spell 1d4 hours
  14
  Refracted (as mirror image spell) for 1d2 days or 
  until images are destroyed/dismissed
  15
  Teleported 1d20 miles in a random direction
  16
  Feebleminded as the spell (permanent until healed)
  17
  Prescient (gains ability to cast clairvoyance 3 
  times per day without any components)
  18
  Gains resist 5 to a random energy type for 1d4 days
  19
  Gains immunity to a random energy type for 
  1d4 days
  20
  Gains vulnerability to a random energy type for 
  1d4 days
  Transported to Astral Plane/Ethereal Plane: Characters are cast into 
  the Astral Plane. Without the ability to travel the dimensions independently, 
  the character must attempt to find a portal to its own plane in order to 
  return. Characters drawn into the Astral or Ethereal are otherwise lost to 
  the campaign until such time as they can be brought back, summoned, or 
  otherwise rescued.
  Aged or Reduced Age: Characters gain or lose 15 years. Feel free to 
  change this proportionately for races that have a significantly different life 
  span from humans.
  Summons a time elemental: A hostile time elemental appears before 
  the character.
  COMMON TIME ELEMENTAL  
  CR 8
  XP 4,800
  hp 102 (Tome of Horrors Complete, “Time Elemental, Common”)
  Alternate Reality Clone: An exact clone of the character appears, with 
  equivalent gear and materials. The clone is an alternate reality version of 
  the character and may not share all the same values and life experiences. 
  There is a 50% chance that the alternate version of the character is terrified 
  or openly hostile toward the current character and demands to be returned 
  to its own home dimension.
  I. The Crystal Dome 
  of Queen Yerlitha
  This lunar dome is 280 feet in diameter and 100 feet tall at its zenith. 
  The dome is made from quartz and mica mined from deep beneath the 
  surface of Sybil by the enslaved native stone giants. The dome itself holds 
  several smaller domes, each consisting of various lairs and biomes used 
  by the encephalon gorgers for their experiments.
  I-1. Entrance
  Beyond the portal is a broad crystalline area where several staircases 
  and bridges lead to various smaller domes ranging in size from 15 feet to 
  60 feet in diameter hanging above the ground-floor entrance.
  I-2. Dome Floor
  The floor level itself is composed of various outcroppings of mica, 
  quartz, and selenite flowers the size of a man and larger. The crystals 
  mined by the enslaved stone giants have hatched 1d3 caterprisms that 
  roam the floor of the dome. They are considered more of a nuisance than 
  anything else. A single bridge rises from the dome’s floor to a 40-foot-
  diameter dome near the center of the larger space.
  CATERPRISM  
  CR 6
  XP 2,400
  hp 57 (Tome of Horrors Complete, “Caterprism”)
  I-3. Guard Dome
  Visitors who arrive but are not accompanied by an encephalon gorger 
  (or who have not been cleared by Queen Yerlitha) are attacked by 2 
  crystalline golems. The golems blend in fairly well with the surrounding 
  walls. One doorway leads to a stairway leading to the mist dome (Area 
  I-4). A bridge leads to the bridge control platform (Area I-6).
  CRYSTALLINE GOLEM  
  CR 5
  XP 1,600
  hp 44 (Tome of Horrors 4, “Golem, Crystalline”)
  I-4. Mist Dome
  This hemispherical dome is home to one of Yerlitha’s prized 
  possessions: a devouring mist1. Sigils of protection from evil and good 
  are drawn around the outer rim of the doorway to keep the unholy creature 
  trapped within the dome. Peering through the doorway, characters see a 
  thick red mist that leaves a sticky film along the edges of the wall. Human-
  like figures can almost be made out in the mist, though they are fleeting. 
  Occasionally, a clawed humanoid hand slaps the crystal wall.
  Yerlitha captured the mist and placed it within this crystal dome to 
  Common Features
  Doors: The doorways to the various sections of the dome are sealed 
  with a wheel mechanism that requires a DC 14 Strength check to open. 
  Encephalon gorgers are capable of opening and closing the doors 
  at will using the power of their minds. The doors may otherwise be 
  opened via the use of telekinesis, knock, or similar power or ability.
  Moving Stairways: Most of the stairways are not permanently 
  attached and are instead controlled via a central control disk where an 
  encephalon gorger moves the staircases to the appropriate locations. 
  The only permanent staircases are between the mist dome (Area I-4) 
  and Carter’s isolation chamber (Area I-5); the guard dome (Area 
  I-3) and the bridge control platform (Area I-6); and the crystal 
  machine (Area I-10) and the many-faceted orb (Area I-11).
  Alien Air: The air within the dome is set to the particular systems 
  of the encephalon gorgers. It takes 1d2 days to acclimatize to their air 
  quality. In the meantime, characters traveling inside the large dome 
  lose 1 hit point for every 15 minutes spent in the alien environment.
  
  16
  Frog God Games
  
  17
  Encephalon Gorgers on the Moon
  serve as a guardian. The creature cannot attack anyone under the ward 
  of a protection from evil spell. This is not the case, however, for the 4 
  vampire spawn trapped in the dome with it. Characters encounter 1d4 of 
  the vampire spawn at a time, until all have been dealt with. Any fighting 
  causes a new group of the creatures to arrive every 1d3 rounds.
  DEVOURING MIST  
  CR 10
  XP 9,600
  hp 133 (Tome of Horrors 4, “Devouring Mist”)
  VAMPIRE SPAWN  
  CR 4
  XP 1,200
  hp 26 (Pathfinder Roleplaying Game Bestiary, “Vampire 
  Spawn”)
  I-5. Carter’s Isolation Chamber
  This crystalline prison near the top of the dome serves as the prison 
  and isolation chamber of Carter, a memory child who appears to be a 
  precocious young boy of about 7 years old with a thin, almost frail frame, 
  and large watery eyes. A series of wires protrude from the boy’s spine and 
  hook into a large helmet. The wires leave just enough slack to grant Carter 
  full range of movement throughout the room, and run upward to a metallic 
  arm hanging from the ceiling. The wires connect to spider webs of gold 
  threaded throughout the crystal walls of his cell.
  The boy is friendly and asks if the characters are there to free him. 
  He doesn’t like the “monsters” that have been “feeding on his dreams,” 
  and wants to resume his journeys. Carter came across a star pool in his 
  own dimension and ended up here, where the encephalon gorgers soon 
  captured him. His mental powers were put to use finding different worlds 
  where the encephalon gorgers could open new gates using the crystal 
  machine (Area I-10).
  Removing the helmet and wires from Carter requires a successful DC 
  16 Heal check. Five contact points are attached to Carter, though one 
  successful check easily removes all of them. A failed check causes Carter 
  to lose 1d6 hit points, and causes him to lash out in an explosive tantrum 
  that harms those around him.
  A successful DC 16 Diplomacy check or magic such as a charm 
  monster or similar spell can calm Carter. Additional attempts can be made 
  to remove the wires if Carter remains calm.
  If successfully removed from the machine, Carter shows the characters 
  how to disable the many-faceted orb (Area I-11) and the codes to the bridge 
  control platform (Area I-6). This knowledge comes at a price, however, as 
  it involves flooding the character with Carter’s stored memories.
  If freed from his prison, Carter asks only to be led to the front door. He 
  makes his own path to the star pool (Area H) where he intends to continue 
  his strange journey.
  CARTER  
  CR 6
  XP 2,400
  hp 68 (Tome of Horrors Complete, “Memory Child”)
  I-6. Bridge Control Platform
  The encephalon gorger Voorlix guards a quartz panel covered with 
  various bejeweled buttons. Voorlix communicates telepathically with 
  other encephalon gorgers, and moves the bridges from their location to 
  their destination based on their needs. Moving a bridge takes 1d4 rounds.
  The panel is complicated, requiring 3 buttons to be pushed 
  simultaneously to change the locations of the bridges. See the table below 
  for the combinations required.
  Bridge Button Combinations
  Button 1
  Button 2
  Button 3
  Result
  Ruby
  Ruby
  Ruby
  Moves a bridge to the mist 
  dome (Area I-4)
  Emerald
  Emerald
  Emerald
  Moves a bridge to the
  cactant (Area I-9)
  Sapphire
  Sapphire
  Sapphire
  Moves a bridge to the
  lightning dome (Area I-8)
  Button 1
  Button 2
  Button 3
  Result
  Sapphire
  Emerald
  Ruby
  Moves a bridge to the 
  crystal 
  machine 
  (Area 
  I-10)
  Ruby
  Emerald
  Ruby
  Moves 
  a 
  bridge 
  to 
  Yerlitha’s 
  throne 
  room 
  (Area I-12)
  Sapphire
  Ruby
  Sapphire
  Moves a bridge to the
  brain lab (Area I-7)
  Hitting any other combination causes the bridges to lock up for 1d4 
  minutes. Three consecutive failed attempts breaks the machine, locking 
  the bridges in place until they can be repaired. Repairing the bridges 
  requires a successful DC 25 Intelligence check and takes 1d4 hours.
  If Voorlix is attacked, he defends the platform, and uses his mental 
  powers to warn others of the intruders.
  Voorlix wears a set of bracers of armor +4 made from a strange moon 
  metal set with finely cut lunar gemstones.
  VOORLIX  
  CR 8
  XP 4,800
  hp 65 (Tome of Horrors Complete, “Encephalon Gorger”)
  AC 24 Other Gear bracers of armor +4
  I-7. Brain Lab
  Clear quartz vats line the walls of this crystalline bubble. Some of the 
  vats are filled with artificially grown brains that the encephalon gorgers 
  manufacture to fill their insatiable craving for cranial fluids. These 
  globules of brain matter are frequently refreshed with new brains taken 
  from creatures captured on the worlds the encephalon gorgers raid with 
  the help of the crystal machine, the many-faceted orb, and their lunar gate. 
  The false brains are fed memories drained from the memory child Carter 
  (Area I-5) so that they do not fail or become overly abnormal.
  Some of the brains in the brain lab are used to create new intellect 
  devourers to replace those destroyed on the encephalon gorgers’ frequent 
  planetary raids.
  Xlauric, Yerlitha’s second-in-command, runs the brain lab. The 
  encephalon gorger is hard at work creating new intellect devourers to 
  replace the batch recently released into the Night Forest. Currently, 4 
  intellect devourers roam the brain lab.
  Destroying the vats limits the encephalon gorgers’ ability to produce 
  new brain matter or to breed new intellect devourers for 1d6 months or 
  possibly longer.
  Xlauric carries a wand of paralysis. Xlauric has concocted 6 potions of 
  cure serious wounds from refined cerebrospinal fluids.
  INTELLECT DEVOURER  
  CR 8
  XP 4,800
  hp 84 (Pathfinder Roleplaying Game Bestiary, “Intellect 
  Devourer”)
  XLAURIC  
  CR 10
  XP 9,600
  Encephalon gorger enchanter 4
  CE Medium aberration (extraplanar)
  Init +7; Senses darkvision 60 ft., mindsense; Perception +25
  AC 21, touch 15, flat-footed 17 (+1 deflection, +3 Dex, +1 
  dodge, +6 natural)
  hp 91 (14 HD; 4d6+10d8+32); fast healing 5
  Fort +6, Ref +7, Will +13
  Resist cold 10
  Speed 30 ft.
  Melee 2 claws +12 (1d6+1)
  Arcane School Spell-Like Abilities (CL 4th; concentration +12)
     11/day—dazing touch
  Enchanter Spells Prepared (CL 4th; concentration +12)
  
  18
  Frog God Games
  2nd—blur, hideous laughter (DC 20), hideous laughter 
  (DC 20), invisibility, rune of rule
     1st—charm person (DC 19), color spray (DC 19), detect 
  charm, disguise self, mage armor, magic missile
     0 (at will)—daze (DC 18), ghost sound (DC 18), 
  prestidigitation, ray of frost
     Opposition Schools Abjuration, Necromancy
  Str 12, Dex 16, Con 14, Int 26, Wis 15, Cha 15
  Base Atk +9; CMB +10 (+14 grapple); CMD 25
  Feats Dodge, Empath, Improved Initiative, Mobility, Psychic 
  Sensitivity, Scribe Scroll, Skill Focus (Perception), Weapon 
  Finesse
  Skills Appraise +20, Bluff +21, Diplomacy +12, Escape 
  Artist +11, Intimidate +17, Knowledge (Arcana) 
  +21, Knowledge (dungeoneering) +12, Knowledge
  (engineering) +12, Knowledge (geography) +12,
  Knowledge (history) +12, Knowledge (local) +21,
  Knowledge (nature) +12, Knowledge (nobility) +12,
  Knowledge (planes) +25, Knowledge (religion) +12,
  Perception +25, Sense Motive +19, Spellcraft +25, Stealth
  +11, Survival +10, Use Magic Device +16
  Languages Common, Dark Folk, Dwarven, Elven, 
  Encephalon Gorger, Gnome, Halfling, Undercommon
  SQ adrenal surge, arcane bond (ring of protection +1), 
  enchanting smile, mind screen, mindfeed
  Other Gear headband of vast intelligence +4, ring of 
  protection +1, wizard spellbook
  Adrenal Surge (Ex) Twice per day, an encephalon gorger 
  can create an effect on itself equivalent to a haste spell 
  (caster level 10th).
  Dazing Touch (11/day) (Sp) As a standard action, touch dazes 
  foe for 1 rnd, if HD is less than or equal to wizard level.
  Mind Screen (DC 23) (Ex) The mind of an encephalon gorger is 
  an alien and dangerous place. Should a creature attempt to 
  scan the mind or read the thoughts of an encephalon gorger 
  (with detect thoughts, telepathy, or the like), it must make a 
  successful (DC 20) Will save or be driven permanently insane 
  (as by an insanity spell, caster level 15th); if the save succeeds, 
  the creature is instead confused (as the spell) for 1d4 rounds. 
  The save DC is Intelligence-based.
  Mindfeed (Su) If an encephalon gorger begins its turn 
  grappling an opponent, it can attempt to suck its brain 
  fluid with a successful grapple check. If it pins the foe, it 
  drains cerebral fluid, dealing 1d4 points of Intelligence 
  drain each round the pin is maintained. On each 
  successful mindfeed attack, the encephalon gorger gains 
  5 temporary hit points. This ability does not work against 
  nonliving creatures or creatures without a central brain 
  mass. The encephalon gorger must be able to reach the 
  head or neck of the target creature to use this ability.
  Mindsense (Su) As a move action, an encephalon gorger 
  can gauge the relative intelligence level of any creature 
  within 60 feet as follows: unintelligent, animal (Int 1-2), 
  low (3-8), average (8-12), high (13-16), genius (17-20), or 
  supra-genius (21+).
  I-8. The Lightning Dome
  This crystalline structure is covered with fine gold filaments that protrude
  from the top of the dome before connecting to copper wire dipped in raw 
  rubber from some far-off jungle dominated by the encephalon gorgers and 
  their servitors. The wires descend from the lightning dome to the crystal 
  machine (Area I-10).
  A huge amorphous lightning bladder within the lightning dome 
  occupies two-thirds of the space. The blob is pierced with quartz-tipped 
  golden spears that are in turn bolted to the ceiling of the egg-like room. 
  The entire space stinks of acid and ozone.
  A creature attempting to remove the rods takes 1d6 electricity damage 
  per round and it takes 1d6 + 2 rounds to complete. Removing the spears 
  also causes the lightning bladder to permanently lose 1d8 hit points, 
  angering it in the short term.
  The lightning bladder is used to generate energy for the crystal machine. 
  If the rods are removed, the machine’s batteries drain and it becomes 
  nonfunctional in 2d6 minutes. Any power loss causes the encephalon 
  gorgers and any of their remaining servitors to head toward the lightning 
  dome to see what is amiss. The lightning bladder is unintelligent but in pain.
  The four quartz spears act as javelins of lightning.
  LIGHTNING BLADDER  
  CR 4
  XP 1,200
  hp 50 (Tome of Horrors 4, “Lightning Bladder”)
  I-9. Biome of the Cactant
  This strange chamber is unusually hot compared with the others. Bright
  crystalline lights cast a yellow-orange glow across the sand-swept ground. A 
  series of large cacti covered in brilliantly colored flowers grow up from the floor. 
  A control panel stands at the top of a stairway leading down to the hot sand.
  A knob on the control panel controls the brightness and heat within 
  the room. The heat can be turned up as high as 125° F or as low as 0° F. 
  Turning the knob to zero also turns off the light in the room and deals 1 
  point of damage per round to the room’s only intelligent inhabitant: Juaro 
  the blood kaktos1.
  The encephalon gorgers frequently torture Juaro, and the cactant would 
  be happy to flee its sandy prison and face its foes. Juaro needs to be kept 
  warm and prefers hot, dry weather.
  JUARO      
  CR 5
  XP 1,600
  hp 60 (Appendix 1, “Blood Kaktos”)
  
  19
  Encephalon Gorgers on the Moon
  I-10. Crystal Machine
  A machine fills this 60-foot-diameter dome from floor to ceiling, its 
  crystals grown from blocks of living quartz. The crystals crackle with 
  electricity and the entire crystal machine vibrates furiously at a frequency 
  that is deadly to the touch. Crossing through the room is difficult without 
  knowing the exact path Yerlitha uses to get to the many-faceted orb. The 
  path through the crystal machine may be gleaned from the memory child 
  Carter (Area I-5) if the characters helped him.
  If the lightning bladder (Area I-8) remains active, making it to the 
  doorway leading to the many-faceted orb requires a series of three 
  successful DC 16 Acrobatics or Perception checks to cross. Each failure 
  means a character touches one of the crystals and suffers 4d6 electricity 
  damage and 4d6 sonic damage from the vibrations.
  If the bladder was disabled or destroyed, the gears are still and contain 
  only residual electrical energy. Characters touching a crystal for the first 
  time take 2d6 electricity damage.
  I-11. The Many-Faceted Orb
  CR 8
  This small 15-foot-diameter crystal hemisphere holds the many-faceted 
  orb. The orb is a 1-foot-diameter crystal globe hovering roughly 3 feet off the 
  ground. The orb is cut with hundreds of brilliant facets and is polished to a 
  mirror hue. The orb is warm to the touch, having an almost flesh-like feel to it.
  Anyone viewing the many-faceted orb is bombarded with images of 
  infinite worlds and infinite universes. The encephalon gorgers’ influence 
  has corrupted the orb, causing the facets to reveal scenes of horror and 
  destruction as it feeds on the viewer’s most perverse fears.
  Observers must make a successful DC 17 Will saving throw or be 
  stricken with madness that does not abate until the characters either 
  leave the vicinity of the orb, or until someone other than Queen Yerlitha 
  dominates and possesses the orb.
  I-12. Yerlitha’s Throne Room
  This dome serves as the personal sanctum of the encephalon gorger 
  known as Queen Yerlitha1.
  Yerlitha sits on a crystal throne sipping from a vat of brain tissue grown 
  for her by Xlauric. She telepathically guides her minions in their assaults 
  on the various locations touched by the lunar gates. Yerlitha is always 
  protected by an encephalon gorger1 bodyguard. If your party consists of 
  more than 5 characters of 9th level or higher, or if you feel like beefing this 
  up, Yerlitha may have two bodyguards instead of one.
  Yerlitha is encountered in the throne room only if it is one of the first places 
  the characters access using the bridge control platform (Area I-6), or if the 
  characters are captured and brought before her. Otherwise, Queen Yerlitha and 
  her minions use their mindsense to locate and capture the characters so they can 
  be tortured and their brains devoured or added to the brain lab. Yerlitha never 
  battles alone. She attempts to flee the dome if her bodyguard is slaughtered. She 
  seeks to abscond with the many-faceted orb when she makes her escape.
  The walls of Yerlitha’s dome are polished to a mirror’s sheen to allow 
  images from the many-faceted orb to reflect upon it, thus allowing Yerlitha 
  to remotely view the environment around the lunar gates when they open 
  on other worlds.
  ENCEPHALON GORGER  
  XP 4,800
  hp 65 (Tome of Horrors Complete, “Encephalon Gorger”)
  YERLITHA 
  CR 13
  XP 25,600
  Encephalon gorger psychic 9
  CE Medium aberration (extraplanar)
  Init +7; Senses darkvision 60 ft., mindsense; Perception +22
  AC 26, touch 16, flat-footed 22 (+4 armor, +2 deflection, +3 
  Dex, +1 dodge, +6 natural)
  hp 123 (19 HD; 9d6+10d8+47); fast healing 5
  Fort +8, Ref +9, Will +16
  Resist cold 10
  Speed 30 ft.
  Melee 2 claws +14 (1d8+1)
  Special Attacks dark half (2 bleed, 9 rounds/day), phrenic 
  amplifications (defensive prognostication, overpowering 
  mind, undercast surge), phrenic pool (6 points)
  Psychic Spell-Like Abilities (CL 9th; concentration +17)
     1/day—detect thoughts (DC 15), telepathic bond
  Psychic Spells Known (CL 9th; concentration +17)
     4th (6/day)—black tentacles, dimension door, mind thrust 
  IV (DC 24)
     3rd (8/day)—clairaudience/clairvoyance, deep slumber 
  (DC 21), excruciating deformation (DC 21), mind thrust III 
  (DC 23), slow (DC 21)
     2nd (8/day)—alter self, mental block (DC 22), mind thrust II 
  (DC 22),  oneiric horror (DC 20), paranoia (DC 20), share 
  memory (DC 22)
     1st (8/day, 1 used)—charm animal (DC 19), charm person 
  (DC 19), lesser confusion (DC 19), mage armor (active), 
  mind thrust I (DC 21), mindlink, ray of enfeeblement (DC 19)
     0 (at will)—daze (DC 18), detect magic, detect psychic 
  significance, lullaby (DC 18), mage hand, open/close 
  (DC 18), read magic, telekinetic projectile
     Psychic Discipline Abomination
  Str 12, Dex 16, Con 14, Int 26, Wis 16, Cha 15
  Base Atk +11; CMB +12 (+16 grapple); CMD 28
  Feats Combat Casting, Combat Reflexes, Dodge, Greater 
  Spell Focus (divination), Improved Initiative, Improved 
  Natural Attack (claw), Mobility, Skill Focus (Perception), 
  Spell Focus (divination), Weapon Finesse
  Skills Acrobatics +7, Bluff +15, Diplomacy +10, Escape 
  Artist +11, Fly +7, Intimidate +15, Knowledge (arcana) 
  +21, Knowledge (dungeoneering) +21, Knowledge
  (engineering) +21, Knowledge (geography) +21,
  Knowledge (history) +21, Knowledge (local) +21,
  Knowledge (nature) +21, Knowledge (nobility) +21,
  Knowledge (planes) +30, Knowledge (religion) +21,
  Linguistics +21, Perception +22, Sense Motive +16,
  Spellcraft +30, Stealth +11, Survival +11
  Languages Aboleth, Abyssal, Aklo, Celestial, Common, 
  Dark Folk, Dreamspeak, Elder Thing, Encephalon Gorger, 
  Giant, Infernal, Mi-go, Necronomus, Protean, Reptoid, 
  Tsathar, Undercommon, Yithian
  SQ adrenal surge, mind screen, mindfeed, telepathic bond
  Other Gear headband of vast intelligence +4, ring of 
  protection +2
  Adrenal Surge (Ex) Twice per day, an encephalon gorger 
  can create an effect on itself equivalent to a haste spell 
  (caster level 10th).
  Dark Half (2 bleed, 9 rounds/day) (Su) Dark side grants spells 
  bleed damage to one target.
  Defensive Prognostication (Su) 1/2 pool: gain +2/+4 defl 
  bonus AC for 1/round per level of cast div. spell.
  Mind Screen (DC 23) (Ex) The mind of an encephalon gorger 
  is an alien and dangerous place. Should a creature 
  attempt to scan the mind or read the thoughts of an 
  encephalon gorger (with detect thoughts, telepathy, or 
  the like), it must make a successful (DC 20) Will save or 
  be driven permanently insane (as by an insanity spell, 
  caster level 15th); if the save succeeds, the creature is 
  instead confused (as the spell) for 1d4 rounds. The save 
  DC is Intelligence-based.
  Mindfeed (Su) If an encephalon gorger begins its turn 
  grappling an opponent, it can attempt to suck its brain 
  fluid with a successful grapple check. If it pins the foe, it 
  drains cerebral fluid, dealing 1d4 points of Intelligence 
  drain each round the pin is maintained. On each 
  successful mindfeed attack, the encephalon gorger gains 
  5 temporary hit points. This ability does not work against 
  nonliving creatures or creatures without a central brain 
  
  20
  Frog God Games
  mass. The encephalon gorger must be able to reach the 
  head or neck of the target creature to use this ability.
  Mindsense (Su) As a move action, an encephalon gorger 
  can gauge the relative intelligence level of any creature 
  within 60 feet as follows: unintelligent, animal (Int 1-2), 
  low (3-8), average (8-12), high (13-16), genius (17-20), or 
  supra-genius (21+).
  Overpowering Mind (Ex) 2/4 pool: increase Will save DC 
  of linked mind-affecting spell by +1/+2.
  Telepathic Bond (Sp) Cast telepathic bond, or expend 
  4th or higher spell slot to do so.
  Undercast Surge (Su) 2+ pool: Undercast spell counts as 
  higher-level version.
  Yerlitha’s throne is encrusted with moonstone gems worth 2,400 
  gp. A platinum-tooled chest in the throne room contains the following 
  items: 3 sapphires worth 500 gp each, a velvet cloak spun from the 
  webs of lunar spiders worth 500 gp, a bloodstone brooch worth 250 
  gp, a potion of bull’s strength, 2 potions of cure serious wounds and a 
  suit of +3 leather armor.
  Finishing the Adventure, 
  or Getting Back Home!
  Disabling or destroying the crystal machine disables the lunar gate 
  the characters used to travel to Sybil. For the characters to make it 
  home, they need to acquire the many-faceted orb. If Yerlitha escapes 
  with the orb, she makes her way to another stronghold, abandoning the 
  characters on the moon.
  Fear not! If the characters assisted the golden cat descendant Mr. 
  Pants or helped rescue Potato, the Cat Lord sends one of his cats to 
  lead the characters to a portal that returns them to the Lost Lands. If 
  you so desire, you may have Cat Lord appear himself to congratulate 
  the characters on their deed.
  Teleport: Characters with the ability to teleport, either via a spell 
  or through a magical item, can teleport back to a known location in 
  the Lost Lands because Sybil is tied through a common orbit and 
  atmosphere to Lloegyr.
  The Many-Faceted Orb: If the characters have the many-faceted 
  orb, they may use it to activate the lunar gate and traverse the gulf 
  between the Moon Sybil and the Midnight Mountain.
  Further Explorations: At your discretion, further exploration 
  of the strange and alien moon of Sybil is warranted. Other rifts and 
  canyons exist on the benighted moon. Most are filled with dangers 
  both strange and obscure.
  Midnight Movie Option: If the characters return to the Hurrie 
  Inn, it could be fun to run the Farmer Schinken encounter as one last 
  reminder of the horrors the characters faced. Alternately, if Yerlitha 
  escaped with the many-faceted orb, she may be waiting to ambush 
  the characters at Farmer Schinken’s farm with the poor farmer and his 
  family as her new mind slaves!
  Appendix 1: Creatures
  Blood Kaktos
  BLOOD KAKTOS      
  CR 5
  XP 1,600
  LN Large plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception 
  +10
  AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
  hp 60 (8d8+24)
  Fort +8, Ref +2, Will +1
  
  21
  Encephalon Gorgers on the Moon
  Immune deafness, mind-affecting effects, paralysis, poison, 
  polymorph, sleep, stunning; Resist fire 5
  Weaknesses vulnerability to cold
  Speed 25 ft.
  Melee 2 slams +9 (1d6+4 + poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks huff and puff, lover’s embrace
  Str 18, Dex 10, Con 14, Int 10, Wis 9, Cha 7
  Base Atk +6; CMB +11; CMD 21 (can’t be tripped)
  Feats Bloody Assault, Furious Focus, Power Attack, Toughness
  Skills Acrobatics +0 (-4 to jump), Perception +10, Stealth +11
  Languages telepathy 100 ft.
  SQ bloodroot
  Bloody Assault (DC 15 for Heal) Take -5 to all attacks 
  and maneuvers until your next turn to add 1d4 bleed 
  damage (DC 15 for Heal) to all melee attacks
  Huff and Puff (1/1d4 rounds, DC 16) (Ex) The blood kaktos 
  inhales air into the space between its outer layer of skin 
  and its inner membranous tissue and then forces it out 
  sharply, spraying needles in all directions over a 10-foot 
  radius. Any creature within the area must make a Reflex 
  saving throw. Those that fail the saving throw take 2d8 
  piercing damage from the flying needles while those that 
  succeed take half this amount.
  Lover’s Embrace (Ex) If both slam attacks are successful 
  against the same target, the blood kaktos has embraced 
  the victim. An embraced victim is grappled. On the 
  same round, the blood kaktos extends its proboscis to 
  penetrate any exposed skin, writhing through armor joints 
  if need be. The embraced victim loses 1d4+1 hit points 
  each round as the blood kaktos gorges upon the victim’s 
  blood. If the victim breaks free from the lover’s embrace, 
  the blood kaktos immediately retracts its proboscis, 
  fearing damage to its delicate organ. A victim that 
  escapes a lover’s embrace sustains an additional 1d6 
  slashing damage as the needles rip the escapee’s flesh.
  Poison (DC 12) Bloodroot: Bloodroot—injury; save Fort DC 12; 
  onset 1 round; frequency 1/round for 4 rounds; effect 1 
  Con and 1 Wis; cure 1 save
  Clowder of Cats
  CLOWDER OF CATS 
  CR 6
  XP 2,400
  N Tiny animal (swarm)
  Init +7; Senses low-light vision, scent; Perception +5
  AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
  hp 44 (8d8+8)
  Fort +7, Ref +9, Will +2
  Defensive Abilities swarm traits
  Speed 30 ft.
  Melee swarm (2d6 plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 17)
  Str 6, Dex 16, Con 13, Int 2, Wis 10, Cha 8
  Base Atk +6; CMB —; CMD —
  Feats Ability Focus (distraction), Dodge, Improved Initiative, 
  Weapon Finesse
  Skills Acrobatics +8, Climb +12, Perception +5, Stealth +20
  Golden Cat Descendant
  GOLDEN CAT DESCENDANT 
  CR 6
  XP 2,400
  N Small animal (advanced cat)
  Init +4; Senses low-light vision, scent; Perception +8
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  hp 44 (8d8+8)
  Fort +7, Ref +10, Will +5 (+3 vs. fear)
  Defensive Abilities bravery +3; SR 14
  Speed 30 ft.
  Melee bite +11 (1d4), 2 claws +12 (1d4+4)
  Space 2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 1st; concentration +1)
     Constant—speak with animals
     At will—guidance (30 ft. range)
  Str 11, Dex 18, Con 12, Int 4, Wis 16, Cha 11
  Base Atk +6; CMB +5; CMD 19 (23 vs. trip)
  Feats Improved Natural Attack (claw), Slashing Grace, 
  Weapon Finesse, Weapon Focus (claw)
  Skills Acrobatics +9, Climb +13, Perception +8, Stealth +17; 
  Racial Modifiers +4 Climb, +4 Stealth
  Appendix 2: Magic Items
  Many-Faceted Orb (minor artifact)
  Slot none; CL 20th; Weight 2 lbs.; Aura strong (conjuration)
  This fist-sized orb of opaque crystal is an exotic magical item that was 
  drawn from the star pool. It is unknown if the relic is a magical creature, 
  an artificial intelligence, or an item of pure magic that has taken on a 
  life of its own. The orb’s home universe was destroyed long ago, but it 
  still remotely views other dimensions hoping to somehow find this lost 
  dimension. It attempts to gain access to the mind of someone it believes 
  is strong enough to return it to its home world … though it never seems to 
  remember that its home world is no more.
  After possessing the Many-Faceted Orb for 24 hours, your Intelligence 
  score increases by 2 and it has the following additional properties:
  Dimensional Freedom. While you are holding it, you can use an action 
  to cast plane shift from the orb. When you use this feature, roll a d20. On 
  a roll of 1, you (and any willing creatures you brought with you) arrive 
  at your destination, but the orb is lost to another plane of existence. Once 
  you use this feature of the orb, you can’t use it again until 7 days have 
  passed.
  Planar Freedom. While you are holding it, you can use an action to 
  cast teleport from the orb. Once you use this feature of the orb, you can’t 
  use it again for 24 hours.
  Planar Lock. If an effect or spell, such as banishment, would send you 
  to another plane of existence, you can choose to stay on your current plane 
  or go to your native plane of existence if you aren’t already there.
  Planar Sense. While you are holding it, you can use a standard action 
  to cast clairvoyance anywhere on your current plane. If you are unfamiliar 
  with the target location, you must succeed on a DC 15 Will saving throw 
  or take 6d6 psychic damage and be afflicted with one short-term madness 
  when the spell ends.
  Sentience. The Many-Faceted Orb is a sentient chaotic neutral orb 
  with an Intelligence of 18, a Wisdom of 18, and a Charisma of 15. It has 
  hearing and darkvision out to a range of 60 feet. The orb communicates 
  telepathically with its holder. 
  Personality. The Many-Faceted Orb seeks knowledge of the other 
  planes and pushes the creature holding it to do the same. As long as the 
  creature exposes the orb to new knowledge at least once each week, the 
  orb’s thirst for knowledge is sated.
  
  22
  Frog God Games
  
  23
  Encephalon Gorgers on the Moon
  
  24
  Frog God Games
  
  25
  Encephalon Gorgers on the Moon
  
  26
  Frog God Games
  Designation of Product Identity: The following items are hereby designated as Prod-
  uct Identity as provided in section 1(e) of the Open Game License: Any and all material 
  or content that could be claimed as Product Identity pursuant to section 1(e), below, is 
  hereby claimed as product identity, including but not limited to: 1. The name “Frog God 
  Games” as well as all logos and identifying marks of Frog God Games, LLC, including 
  but not limited to the Frog God logo and the phrase “Adventures worth winning,” as 
  well as the trade dress of Frog God Games products; 2. The product name “The Lost 
  Lands,” “Encephalon Gorgers on the Moon” as well as any and all Frog God Games 
  product names referenced in the work; 3. All artwork, illustration, graphic design, 
  maps, and cartography, including any text contained within such artwork, illustration, 
  maps or cartography; 4. The proper names, personality, descriptions and/or motivations 
  of all artifacts, characters, races, countries, geographic locations, plane or planes of 
  existence, gods, deities, events, magic items, organizations and/or groups unique to this 
  book, but not their stat blocks or other game mechanic descriptions (if any), and also 
  excluding any such names when they are included in monster, spell or feat names. 5. 
  Any other content previously designated as Product Identity is hereby designated as 
  Product Identity and is used with permission and/or pursuant to license.
  This printing is done under version 1.0a of the Open Game License, below. 
  Notice of Open Game Content: This product contains Open Game Content, as defined 
  in the Open Game License, below. Open Game Content may only be Used under and in 
  terms of the Open Game License.
  Designation of Open Game Content: Subject to the Product Identity Designation 
  herein, the following material is designated as Open Game Content. (1) all monster 
  statistics, descriptions of special abilities, and sentences including game mechanics 
  such as die rolls, probabilities, and/or other material required to be open game content 
  as part of the game rules, or previously released as Open Game Content, (2) all portions 
  of spell descriptions that include rules-specific definitions of the effect of the spells, and 
  all material previously released as Open Game Content, (3) all other descriptions of 
  game-rule effects specifying die rolls or other mechanic features of the game, whether 
  in traps, magic items, hazards, or anywhere else in the text, (4) all previously released 
  Open Game Content, material required to be Open Game Content under the terms of 
  the Open Game License, and public domain material anywhere in the text. 
  Use of Content from The Tome of Horrors Complete: This product contains or refer-
  ences content from The Tome of Horrors Complete and/or other monster Tomes by Frog 
  God Games. Such content is used by permission and an abbreviated Section 15 entry 
  has been approved. Citation to monsters from The Tome of Horrors Complete or other 
  monster Tomes must be done by citation to that original work.
  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 trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise 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, in-
  cluding translations and derivative works under copyright law, but specifically excludes 
  Product Identity; (e) “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts; creatures; characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photo-
  graphic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or supernatural abilities 
  or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) “Trademark” means the 
  logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License by the 
  Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise 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 that contains a notice 
  indicating that the Open Game Content 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 License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
  tance 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, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original ma-
  terial as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, 
  the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not 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 Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used 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 any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judi-
  cial order, or governmental regulation then You may not Use any Open Game Material 
  so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach 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 © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  System Reference Document 5.1 © 2016. Wizards of the Coast, Inc; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  material by E. Gary Gygax and Dave Arneson. 
  Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, 
  John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea 
  Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, 
  Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. 
  Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, 
  Greg A. Vaughan, and Bill Webb
  Encphalon Gorgers on the Moon © 2019, Frog God Games, LLC; Author: Casey W. 
  Christofferson
  
  28
  Frog God Games
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Encephalon Gorgers on the Moon.pdf